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path: root/codegen/lib/code/blocks.py
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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