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Python Chunk.regenerate方法代码示例

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, 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(),
        }
开发者ID:EntityReborn,项目名称:bravo,代码行数:23,代码来源:remote.py

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)
开发者ID:RyanED,项目名称:bravo,代码行数:95,代码来源:world.py

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.........
开发者ID:miea,项目名称:bravo,代码行数:103,代码来源:test_chunk.py

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.........
开发者ID:JDShu,项目名称:bravo,代码行数:103,代码来源:test_chunk.py


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