本文整理汇总了Python中bravo.chunk.Chunk类的典型用法代码示例。如果您正苦于以下问题:Python Chunk类的具体用法?Python Chunk怎么用?Python Chunk使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Chunk类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: load_chunk
def load_chunk(self, x, z):
"""
Retrieve a ``Chunk`` synchronously.
This method does lots of automatic caching of chunks to ensure that
disk I/O is kept to a minimum.
"""
if (x, z) in self.chunk_cache:
return self.chunk_cache[x, z]
elif (x, z) in self.dirty_chunk_cache:
return self.dirty_chunk_cache[x, z]
chunk = Chunk(x, z)
self.serializer.load_chunk(chunk)
if chunk.populated:
self.chunk_cache[x, z] = chunk
else:
self.populate_chunk(chunk)
chunk.populated = True
chunk.dirty = True
self.dirty_chunk_cache[x, z] = chunk
self.postprocess_chunk(chunk)
return chunk
示例2: load_chunk
def load_chunk(self, x, z):
"""
As the bot goes through the world, it would be helpful for it to keep records
of chunks it has been to.
"""
if (x, z) in self.chunk_cache:
return self.chunk_cache[x, z]
elif (x, z) in self.dirty_chunk_cache:
return self.dirty_chunk_cache[x, z]
# chuck is not in memory, check if it is on the disk
chunk = Chunk(x, z)
first, second, filename = names_for_chunk(x, z)
f = self.folder.child(first).child(second)
if not f.exists():
f.makedirs()
f = f.child(filename)
if f.exists() and f.getsize():
chunk.load_from_tag(read_from_file(f.open("r")))
self.chunk_cache[x, z] = chunk
return chunk
print "attempting to load a chunk that is not available"
raise Exception
示例3: test_ascend_zero
def test_ascend_zero(self):
"""
``ascend()`` can take a count of zero to ensure that the client is
standing on solid ground.
"""
self.p.location.pos = self.p.location.pos._replace(y=16)
c = Chunk(0, 0)
c.set_block((0, 0, 0), 1)
self.p.chunks[0, 0] = c
self.p.ascend(0)
self.assertEqual(self.p.location.pos.y, 16)
示例4: test_ascend_one_up
def test_ascend_one_up(self):
"""
``ascend()`` moves players upwards.
"""
self.p.location.pos = self.p.location.pos._replace(y=16)
c = Chunk(0, 0)
c.set_block((0, 0, 0), 1)
c.set_block((0, 1, 0), 1)
self.p.chunks[0, 0] = c
self.p.ascend(1)
self.assertEqual(self.p.location.pos.y, 32)
示例5: test_ascend_zero_up
def test_ascend_zero_up(self):
"""
Even with a zero count, ``ascend()`` will move the player to the
correct elevation.
"""
self.p.location.pos = self.p.location.pos._replace(y=16)
c = Chunk(0, 0)
c.set_block((0, 0, 0), 1)
c.set_block((0, 1, 0), 1)
self.p.chunks[0, 0] = c
self.p.ascend(0)
self.assertEqual(self.p.location.pos.y, 32)
示例6: test_single_block_damage_packet
def test_single_block_damage_packet(self):
chunk = Chunk(2, 1)
chunk.populated = True
chunk.set_block((2, 4, 8), 1)
chunk.set_metadata((2, 4, 8), 2)
packet = chunk.get_damage_packet()
self.assertEqual(packet, '\x35\x00\x00\x00\x22\x04\x00\x00\x00\x18\x01\x02')
示例7: setUp
def setUp(self):
self.f = FallablesMockFactory()
self.p = retrieve_plugins(IDigHook, parameters={"factory": self.f})
if "alpha_sand_gravel" not in self.p:
raise unittest.SkipTest("Plugin not present")
self.hook = self.p["alpha_sand_gravel"]
self.c = Chunk(0, 0)
示例8: make_chunk
def make_chunk(self, x, z, seed, generators):
"""
Create a chunk using the given parameters.
"""
generators = retrieve_sorted_plugins(ITerrainGenerator, generators)
chunk = Chunk(x, z)
for stage in generators:
stage.populate(chunk, seed)
chunk.regenerate()
return {
"blocks": chunk.blocks.tostring(),
"metadata": chunk.metadata.tostring(),
"skylight": chunk.skylight.tostring(),
"blocklight": chunk.blocklight.tostring(),
"heightmap": chunk.heightmap.tostring(),
}
示例9: full_chunk_test
def full_chunk_test():
# compare two full chunks
chunk1 = Chunk(0, 0)
chunk2 = Chunk(0, 0)
randomize_chunk(chunk1)
packet1 = chunk1.save_to_packet()
p, l = parse_packets(packet1)
header, payload = p[0]
chunk2.load_from_packet(payload)
packet2 = chunk2.save_to_packet()
compare_chunks(chunk1, chunk2)
示例10: test_get_damage_packet_single
def test_get_damage_packet_single(self):
# Create a chunk.
c = Chunk(0, 0)
# Damage the block.
c.populated = True
c.set_block((0, 0, 0), 1)
# Enable warning-to-error for DeprecationWarning, then see whether
# retrieving damage causes a warning-to-error to be raised. (It
# shouldn't.)
warnings.simplefilter("error", DeprecationWarning)
c.get_damage_packet()
# ...And reset the warning filters.
warnings.resetwarnings()
示例11: load_chunk
def load_chunk(self, x, z):
"""
Retrieve a ``Chunk`` synchronously.
This method does lots of automatic caching of chunks to ensure that
disk I/O is kept to a minimum.
"""
if (x, z) in self.chunk_cache:
return self.chunk_cache[x, z]
elif (x, z) in self.dirty_chunk_cache:
return self.dirty_chunk_cache[x, z]
chunk = Chunk(x, z)
first, second, filename = names_for_chunk(x, z)
f = self.folder.child(first).child(second)
if not f.exists():
f.makedirs()
f = f.child(filename)
if f.exists() and f.getsize():
chunk.load_from_tag(read_from_file(f.open("r")))
if chunk.populated:
self.chunk_cache[x, z] = chunk
else:
self.populate_chunk(chunk)
chunk.populated = True
chunk.dirty = True
self.dirty_chunk_cache[x, z] = chunk
# Apply the current season to the chunk.
if self.season:
self.season.transform(chunk)
# Since this chunk hasn't been given to any player yet, there's no
# conceivable way that any meaningful damage has been accumulated;
# anybody loading any part of this chunk will want the entire thing.
# Thus, it should start out undamaged.
chunk.clear_damage()
return chunk
示例12: TestLightmaps
class TestLightmaps(unittest.TestCase):
def setUp(self):
self.c = Chunk(0, 0)
def test_trivial(self):
pass
def test_boring_skylight_values(self):
# Fill it as if we were the boring generator.
for x, z in product(xrange(16), repeat=2):
self.c.set_block((x, 0, z), 1)
self.c.regenerate()
# Make sure that all of the blocks at the bottom of the ambient
# lightmap are set to 15 (fully illuminated).
# Note that skylight of a solid block is 0, the important value
# is the skylight of the transluscent (usually air) block above it.
for i in xrange(1, 32768, 128):
self.assertEqual(self.c.skylight[i], 0xf)
def test_skylight_spread(self):
# Fill it as if we were the boring generator.
for x, z in product(xrange(16), repeat=2):
self.c.set_block((x, 0, z), 1)
# Put a false floor up to block the light.
for x, z in product(xrange(1, 15), repeat=2):
self.c.set_block((x, 2, z), 1)
self.c.regenerate()
# Test that a gradient emerges.
for x, z in product(xrange(16), repeat=2):
flipx = x if x > 7 else 15 - x
flipz = z if z > 7 else 15 - z
target = max(flipx, flipz)
self.assertEqual(self.c.skylight[(x * 16 + z) * 128 + 1], target,
"%d, %d" % (x, z))
def test_skylight_arch(self):
"""
Indirect illumination should work.
"""
# Floor.
for x, z in product(xrange(16), repeat=2):
self.c.set_block((x, 0, z), 1)
# Arch of bedrock, with an empty spot in the middle, which will be our
# indirect spot.
for x, y, z in product(xrange(2), xrange(1, 3), xrange(3)):
self.c.set_block((x, y, z), 1)
self.c.set_block((1, 1, 1), 0)
# Illuminate and make sure that our indirect spot has just a little
# bit of illumination.
self.c.regenerate()
self.assertEqual(self.c.skylight[(1 * 16 + 1) * 128 + 1], 14)
def test_skylight_arch_leaves(self):
"""
Indirect illumination with dimming should work.
"""
# Floor.
for x, z in product(xrange(16), repeat=2):
self.c.set_block((x, 0, z), 1)
# Arch of bedrock, with an empty spot in the middle, which will be our
# indirect spot.
for x, y, z in product(xrange(2), xrange(1, 3), xrange(3)):
self.c.set_block((x, y, z), 1)
self.c.set_block((1, 1, 1), 0)
# Leaves in front of the spot should cause a dimming of 1.
self.c.set_block((2, 1, 1), 18)
# Illuminate and make sure that our indirect spot has just a little
# bit of illumination.
self.c.regenerate()
self.assertEqual(self.c.skylight[(1 * 16 + 1) * 128 + 1], 13)
def test_skylight_arch_leaves_occluded(self):
"""
Indirect illumination with dimming through occluded blocks only should
work.
"""
# Floor.
for x, z in product(xrange(16), repeat=2):
self.c.set_block((x, 0, z), 1)
# Arch of bedrock, with an empty spot in the middle, which will be our
# indirect spot.
for x, y, z in product(xrange(3), xrange(1, 3), xrange(3)):
self.c.set_block((x, y, z), 1)
self.c.set_block((1, 1, 1), 0)
# Leaves in front of the spot should cause a dimming of 1, but since
#.........这里部分代码省略.........
示例13: TestAlphaSandGravelDig
class TestAlphaSandGravelDig(unittest.TestCase):
def setUp(self):
self.f = FallablesMockFactory()
self.p = retrieve_plugins(IDigHook, parameters={"factory": self.f})
if "alpha_sand_gravel" not in self.p:
raise unittest.SkipTest("Plugin not present")
self.hook = self.p["alpha_sand_gravel"]
self.c = Chunk(0, 0)
def test_trivial(self):
pass
def test_floating_sand(self):
"""
Sand placed in midair should fall down to the ground.
"""
self.c.set_block((0, 1, 0), blocks["sand"].slot)
self.hook.dig_hook(self.c, 0, 0, 0, blocks["air"].slot)
self.assertEqual(self.c.get_block((0, 1, 0)), blocks["air"].slot)
self.assertEqual(self.c.get_block((0, 0, 0)), blocks["sand"].slot)
def test_sand_on_snow(self):
"""
Sand placed on snow should replace the snow.
Test for #298.
"""
self.c.set_block((0, 1, 0), blocks["sand"].slot)
self.c.set_block((0, 0, 0), blocks["snow"].slot)
self.hook.dig_hook(self.c, 0, 2, 0, blocks["snow"].slot)
self.assertEqual(self.c.get_block((0, 1, 0)), blocks["air"].slot)
self.assertEqual(self.c.get_block((0, 0, 0)), blocks["sand"].slot)
def test_sand_on_water(self):
"""
Sand placed on water should replace the water.
Test for #317.
"""
self.c.set_block((0, 1, 0), blocks["sand"].slot)
self.c.set_block((0, 0, 0), blocks["spring"].slot)
self.hook.dig_hook(self.c, 0, 2, 0, blocks["spring"].slot)
self.assertEqual(self.c.get_block((0, 1, 0)), blocks["air"].slot)
self.assertEqual(self.c.get_block((0, 0, 0)), blocks["sand"].slot)
示例14: TestLightmaps
class TestLightmaps(unittest.TestCase):
def setUp(self):
self.c = Chunk(0, 0)
def test_trivial(self):
pass
def test_boring_skylight_values(self):
# Fill it as if we were the boring generator.
self.c.blocks[:, :, 0].fill(1)
self.c.regenerate()
# Make sure that all of the blocks at the bottom of the ambient
# lightmap are set to 15 (fully illuminated).
# Note that skylight of a solid block is 0, the important value
# is the skylight of the transluscent (usually air) block above it.
reference = empty((16, 16))
reference.fill(15)
assert_array_equal(self.c.skylight[:, :, 1], reference)
def test_skylight_spread(self):
# Fill it as if we were the boring generator.
self.c.blocks[:, :, 0].fill(1)
# Put a false floor up to block the light.
self.c.blocks[1:15, 1:15, 3].fill(1)
self.c.regenerate()
# Put a gradient on the reference lightmap.
reference = empty((16, 16))
reference.fill(15)
top = 1
bottom = 15
glow = 14
while top < bottom:
reference[top:bottom, top:bottom] = glow
top += 1
bottom -= 1
glow -= 1
assert_array_equal(self.c.skylight[:, :, 1], reference)
def test_skylight_arch(self):
"""
Indirect illumination should work.
"""
# Floor.
self.c.blocks[:, :, 0].fill(1)
# Arch of bedrock, with an empty spot in the middle, which will be our
# indirect spot.
self.c.blocks[0:2, 0:3, 1:3].fill(1)
self.c.blocks[1, 1, 1] = 0
# Illuminate and make sure that our indirect spot has just a little
# bit of illumination.
self.c.regenerate()
self.assertEqual(self.c.skylight[1, 1, 1], 14)
def test_skylight_arch_leaves(self):
"""
Indirect illumination with dimming should work.
"""
# Floor.
self.c.blocks[:, :, 0].fill(1)
# Arch of bedrock, with an empty spot in the middle, which will be our
# indirect spot.
self.c.blocks[0:2, 0:3, 1:3].fill(1)
self.c.blocks[1, 1, 1] = 0
# Leaves in front of the spot should cause a dimming of 1.
self.c.blocks[2, 1, 1] = 18
# Illuminate and make sure that our indirect spot has just a little
# bit of illumination.
self.c.regenerate()
self.assertEqual(self.c.skylight[1, 1, 1], 13)
def test_skylight_arch_leaves_occluded(self):
"""
Indirect illumination with dimming through occluded blocks only should
work.
"""
# Floor.
self.c.blocks[:, :, 0].fill(1)
# Arch of bedrock, with an empty spot in the middle, which will be our
# indirect spot.
self.c.blocks[0:3, 0:3, 1:3].fill(1)
self.c.blocks[1, 1, 1] = 0
# Leaves in front of the spot should cause a dimming of 1, but since
# the leaves themselves are occluded, the total dimming should be 2.
#.........这里部分代码省略.........
示例15: request_chunk
def request_chunk(self, x, z):
"""
Request a ``Chunk`` to be delivered later.
:returns: ``Deferred`` that will be called with the ``Chunk``
"""
if (x, z) in self.chunk_cache:
returnValue(self.chunk_cache[x, z])
elif (x, z) in self.dirty_chunk_cache:
returnValue(self.dirty_chunk_cache[x, z])
elif (x, z) in self._pending_chunks:
# Rig up another Deferred and wrap it up in a to-go box.
retval = yield self._pending_chunks[x, z].deferred()
returnValue(retval)
chunk = Chunk(x, z)
yield maybeDeferred(self.serializer.load_chunk, chunk)
if chunk.populated:
self.chunk_cache[x, z] = chunk
self.postprocess_chunk(chunk)
#self.factory.scan_chunk(chunk)
returnValue(chunk)
if self.async:
from ampoule import deferToAMPProcess
from bravo.remote import MakeChunk
d = deferToAMPProcess(MakeChunk,
x=x,
z=z,
seed=self.seed,
generators=configuration.getlist(self.config_name, "generators")
)
# Get chunk data into our chunk object.
def fill_chunk(kwargs):
chunk.blocks = fromstring(kwargs["blocks"],
dtype=uint8).reshape(chunk.blocks.shape)
chunk.heightmap = fromstring(kwargs["heightmap"],
dtype=uint8).reshape(chunk.heightmap.shape)
chunk.metadata = fromstring(kwargs["metadata"],
dtype=uint8).reshape(chunk.metadata.shape)
chunk.skylight = fromstring(kwargs["skylight"],
dtype=uint8).reshape(chunk.skylight.shape)
chunk.blocklight = fromstring(kwargs["blocklight"],
dtype=uint8).reshape(chunk.blocklight.shape)
return chunk
d.addCallback(fill_chunk)
else:
# Populate the chunk the slow way. :c
for stage in self.pipeline:
stage.populate(chunk, self.seed)
chunk.regenerate()
d = succeed(chunk)
# Set up our event and generate our return-value Deferred. It has to
# be done early becaues PendingEvents only fire exactly once and it
# might fire immediately in certain cases.
pe = PendingEvent()
# This one is for our return value.
retval = pe.deferred()
# This one is for scanning the chunk for automatons.
#pe.deferred().addCallback(self.factory.scan_chunk)
self._pending_chunks[x, z] = pe
def pp(chunk):
chunk.populated = True
chunk.dirty = True
self.postprocess_chunk(chunk)
self.dirty_chunk_cache[x, z] = chunk
del self._pending_chunks[x, z]
return chunk
# Set up callbacks.
d.addCallback(pp)
d.chainDeferred(pe)
# Because multiple people might be attached to this callback, we're
# going to do something magical here. We will yield a forked version
# of our Deferred. This means that we will wait right here, for a
# long, long time, before actually returning with the chunk, *but*,
# when we actually finish, we'll be ready to return the chunk
# immediately. Our caller cannot possibly care because they only see a
# Deferred either way.
retval = yield retval
returnValue(retval)