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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(
f'Warning: The reports have states for a block, but Burger doesn\'t! (missing "{property_name}")', 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.get(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 property_variants == ['inactive', 'waiting_for_players', 'active', 'waiting_for_reward_ejection', 'ejecting_reward', 'cooldown']:
return 'TrialSpawnerState'
if property_variants == ['inactive', 'active', 'unlocking', 'ejecting']:
return 'VaultState'
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
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