本文整理汇总了Python中bravo.chunk.Chunk.regenerate方法的典型用法代码示例。如果您正苦于以下问题:Python Chunk.regenerate方法的具体用法?Python Chunk.regenerate怎么用?Python Chunk.regenerate使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类bravo.chunk.Chunk
的用法示例。
在下文中一共展示了Chunk.regenerate方法的4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: make_chunk
# 需要导入模块: from bravo.chunk import Chunk [as 别名]
# 或者: from bravo.chunk.Chunk import regenerate [as 别名]
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2: request_chunk
# 需要导入模块: from bravo.chunk import Chunk [as 别名]
# 或者: from bravo.chunk.Chunk import regenerate [as 别名]
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)
示例3: TestLightmaps
# 需要导入模块: from bravo.chunk import Chunk [as 别名]
# 或者: from bravo.chunk.Chunk import regenerate [as 别名]
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4: TestLightmaps
# 需要导入模块: from bravo.chunk import Chunk [as 别名]
# 或者: from bravo.chunk.Chunk import regenerate [as 别名]
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.........