from lib.utils import get_dir_location, to_camel_case from lib.code.utils import clean_property_name from ..mappings import Mappings from typing import Optional import re BLOCKS_RS_DIR = get_dir_location('../azalea-block/src/generated.rs') # Terminology: # - Property: A property of a block, like "direction" # - Variant: A potential state of a property, like "up" # - State: A possible state of a block, a combination of variants # - Block: Has properties and states. def generate_blocks(blocks_burger: dict, blocks_report: dict, pixlyzer_block_datas: dict, ordered_blocks: list[str], mappings: Mappings): with open(BLOCKS_RS_DIR, 'r') as f: existing_code = f.read().splitlines() new_make_block_states_macro_code = [] new_make_block_states_macro_code.append('make_block_states! {') # Find properties properties = {} # This dict looks like { 'FloweringAzaleaLeavesDistance': 'distance' } property_struct_names_to_names = {} for block_id in ordered_blocks: block_data_burger = blocks_burger[block_id] block_data_report = blocks_report[f'minecraft:{block_id}'] block_properties = {} for property_name in list(block_data_report.get('properties', {}).keys()): property_burger = None for property in block_data_burger.get('states', []): if property['name'] == property_name: property_burger = property break property_variants = block_data_report['properties'][property_name] if property_burger is None: print( 'Warning: The reports have states for a block, but Burger doesn\'t!', block_data_burger) property_struct_name = get_property_struct_name( property_burger, block_data_burger, property_variants, mappings) if property_struct_name in properties: if not properties[property_struct_name] == property_variants: raise Exception( 'There are multiple enums with the same name! ' f'Name: {property_struct_name}, variants: {property_variants}/{properties[property_struct_name]}. ' 'This can be fixed by hardcoding a name in the get_property_struct_name function.' ) block_properties[property_struct_name] = property_variants property_name = clean_property_name(property_name) property_struct_names_to_names[property_struct_name] = property_name properties.update(block_properties) # Property codegen new_make_block_states_macro_code.append(' Properties => {') for property_struct_name, property_variants in properties.items(): # "face" => Face { # Floor, # Wall, # Ceiling, # }, property_name = property_struct_names_to_names[property_struct_name] # if the only variants are true and false, we make it unit struct with a boolean instead of an enum if property_variants == ['true', 'false']: property_shape_code = f'{property_struct_name}(bool)' else: property_shape_code = f'{property_struct_name} {{\n' for variant in property_variants: property_shape_code += f' {to_camel_case(variant)},\n' property_shape_code += ' }' new_make_block_states_macro_code.append( f' "{property_name}" => {property_shape_code},') new_make_block_states_macro_code.append(' },') # Block codegen new_make_block_states_macro_code.append(' Blocks => {') for block_id in ordered_blocks: block_data_burger = blocks_burger[block_id] block_data_report = blocks_report['minecraft:' + block_id] block_data_pixlyzer = pixlyzer_block_datas[f'minecraft:{block_id}'] block_properties = block_data_burger.get('states', []) block_properties_burger = block_data_burger.get('states', []) default_property_variants: dict[str, str] = {} for state in block_data_report['states']: if state.get('default'): default_property_variants = state.get('properties', {}) properties_code = '{' for property_name in list(block_data_report.get('properties', {}).keys()): property_burger = None for property in block_data_burger.get('states', []): if property['name'] == property_name: property_burger = property break property_default = default_property_variants.get(property_name) property_variants = block_data_report['properties'][property_name] property_struct_name = get_property_struct_name( property_burger, block_data_burger, property_variants, mappings) is_boolean_property = property_variants == ['true', 'false'] if is_boolean_property: # if it's a boolean, keep the type lowercase # (so it's either `true` or `false`) property_default_type = f'{property_struct_name}({property_default})' else: property_default_type = f'{property_struct_name}::{to_camel_case(property_default)}' assert property_default is not None property_name = clean_property_name(property_name) this_property_code = f'{property_name}: {property_default_type}' properties_code += f'\n {this_property_code},' # if there's nothing inside the properties, keep it in one line if properties_code == '{': properties_code += '}' else: properties_code += '\n }' # make the block behavior behavior_constructor = 'BlockBehavior::new()' # requires tool if block_data_pixlyzer.get('requires_tool'): behavior_constructor += '.requires_correct_tool_for_drops()' # strength destroy_time = block_data_pixlyzer.get('hardness') explosion_resistance = block_data_pixlyzer.get('explosion_resistance') if destroy_time and explosion_resistance: behavior_constructor += f'.strength({destroy_time}, {explosion_resistance})' elif destroy_time: behavior_constructor += f'.destroy_time({destroy_time})' elif explosion_resistance: behavior_constructor += f'.explosion_resistance({explosion_resistance})' # friction friction = block_data_pixlyzer.get('friction') if friction != None: behavior_constructor += f'.friction({friction})' # TODO: use burger to generate the blockbehavior new_make_block_states_macro_code.append( f' {block_id} => {behavior_constructor}, {properties_code},') new_make_block_states_macro_code.append(' }') new_make_block_states_macro_code.append('}') new_code = [] in_macro = False for line in existing_code: if line == 'make_block_states! {': in_macro = True elif line == '}': if in_macro: in_macro = False new_code.extend(new_make_block_states_macro_code) continue if in_macro: continue new_code.append(line) # empty line at the end new_code.append('') with open(BLOCKS_RS_DIR, 'w') as f: f.write('\n'.join(new_code)) def get_property_struct_name(property: Optional[dict], block_data_burger: dict, property_variants: list[str], mappings: Mappings) -> str: # these are hardcoded because otherwise they cause conflicts # some names inspired by https://github.com/feather-rs/feather/blob/main/feather/blocks/src/generated/table.rs if property_variants == ['north', 'east', 'south', 'west', 'up', 'down']: return 'FacingCubic' if property_variants == ['north', 'south', 'west', 'east']: return 'FacingCardinal' if property_variants == ['top', 'bottom']: return 'TopBottom' if property_variants == ['north_south', 'east_west', 'ascending_east', 'ascending_west', 'ascending_north', 'ascending_south']: return 'RailShape' if property_variants == ['straight', 'inner_left', 'inner_right', 'outer_left', 'outer_right']: return 'StairShape' if property_variants == ['normal', 'sticky']: return 'PistonType' if property_variants == ['x', 'z']: return 'AxisXZ' if property_variants == ['single', 'left', 'right']: return 'ChestType' if property_variants == ['compare', 'subtract']: return 'ComparatorType' if 'harp' in property_variants and 'didgeridoo' in property_variants: return 'Sound' if property is None: return ''.join(map(to_camel_case, property_variants)) if property_variants == ['true', 'false']: # booleans are weird, so just return the string name minecraft uses return to_camel_case(property['name']) for class_name in [block_data_burger['class']] + block_data_burger['super']: property_name = mappings.get_field( class_name, property['field_name']) if property_name: break if property_name is None: if 'declared_in' in property: property_name = mappings.get_field( property['declared_in'], property['field_name']) if property_name is None: property_name = property['name'] assert property_name property_name = to_camel_case(property_name.lower()) if property['type'] == 'int': property_name = to_camel_case( block_data_burger['text_id']) + property_name # if property_variants == ['none', 'low', 'tall']: if property_variants == ['up', 'side', 'none']: property_name = 'Wire' + to_camel_case(property_name) return property_name