Minecraft-Console-Client/tools/gen_block_palette.py

199 lines
6.5 KiB
Python

#!/usr/bin/env python3
"""
Generate an MCC BlockPalette C# file from server-generated blocks.json.
The blocks.json file is generated by running:
java -DbundlerMainClass=net.minecraft.data.Main -jar server.jar --reports
Usage:
python3 tools/gen_block_palette.py <blocks.json> <suffix>
Example:
python3 tools/gen_block_palette.py /tmp/mc_reports/reports/blocks.json 1219
# Generates Palette1219.cs
"""
import json
import math
import re
import sys
from pathlib import Path
OUTPUT_DIR = (Path(__file__).resolve().parent.parent /
"MinecraftClient" / "Mapping" / "BlockPalettes")
MATERIAL_CS = OUTPUT_DIR.parent / "Material.cs"
def mc_name_to_csharp(mc_name: str) -> str:
"""Convert minecraft:snake_case to PascalCase C# enum name."""
name = mc_name.removeprefix("minecraft:")
return "".join(word.capitalize() for word in name.split("_"))
def load_known_materials() -> set[str]:
known = set()
if MATERIAL_CS.exists():
with open(MATERIAL_CS) as f:
for line in f:
m = re.match(r'\s+(\w+),?\s*$', line)
if m:
known.add(m.group(1))
return known
def get_state_property_definitions(
block_key: str,
states: list[dict],
properties: dict[str, list[str]],
) -> list[tuple[str, list[str], int]]:
"""Build and verify the compact stride schema against every reported state."""
if not properties:
return []
ordered_states = sorted(states, key=lambda state: state["id"])
first_state_id = ordered_states[0]["id"]
expected_ids = list(range(first_state_id, first_state_id + len(ordered_states)))
actual_ids = [state["id"] for state in ordered_states]
if actual_ids != expected_ids:
raise ValueError(f"{block_key} has non-contiguous state IDs")
expected_count = math.prod(len(values) for values in properties.values())
if expected_count != len(ordered_states):
raise ValueError(
f"{block_key} has {len(ordered_states)} states but its properties describe {expected_count} combinations"
)
definitions = []
for name, values in properties.items():
stride = next(
(
candidate
for candidate in range(1, len(ordered_states) + 1)
if all(
state.get("properties", {}).get(name)
== values[(offset // candidate) % len(values)]
for offset, state in enumerate(ordered_states)
)
),
None,
)
if stride is None:
raise ValueError(f"{block_key} property {name} has no regular state stride")
definitions.append((name, values, stride))
return definitions
def csharp_string(value: str) -> str:
"""Encode a Python string as a compatible C# string literal."""
return json.dumps(value, ensure_ascii=False)
def main():
if len(sys.argv) != 3:
print(__doc__)
sys.exit(1)
blocks_json = Path(sys.argv[1])
class_suffix = sys.argv[2]
if not blocks_json.exists():
print(f"Error: {blocks_json} not found")
sys.exit(1)
with open(blocks_json) as f:
data = json.load(f)
# Build block ranges and compact state-property definitions, sorted by min state.
block_ranges = []
for block_key, block_info in data.items():
cs_name = mc_name_to_csharp(block_key)
states = block_info.get("states", [])
state_ids = [s["id"] for s in states]
if state_ids:
properties = get_state_property_definitions(block_key, states, block_info.get("properties", {}))
block_ranges.append((min(state_ids), max(state_ids), cs_name, properties))
block_ranges.sort(key=lambda x: x[0])
print(f"Loaded {len(block_ranges)} blocks from {blocks_json}")
max_state = max(r[1] for r in block_ranges)
print(f"State ID range: 0 - {max_state}")
known_materials = load_known_materials()
missing = [cs for _, _, cs, _ in block_ranges if known_materials and cs not in known_materials]
if missing:
print(f"\nWARNING: {len(missing)} blocks not found in Material.cs enum:")
for cs_name in missing:
print(f" {cs_name}")
print("\nYou need to add these to Material.cs before the palette will compile.")
print("Insert them in alphabetical order within the enum.")
class_name = f"Palette{class_suffix}"
output_path = OUTPUT_DIR / f"{class_name}.cs"
lines = [
"using System.Collections.Generic;",
"",
"namespace MinecraftClient.Mapping.BlockPalettes",
"{",
f" public class {class_name} : BlockPalette",
" {",
" private static readonly Dictionary<int, Material> materials = new();",
"",
f" static {class_name}()",
" {",
]
for min_s, max_s, cs_name, _ in block_ranges:
lines.append(f" for (int i = {min_s}; i <= {max_s}; i++)")
lines.append(f" materials[i] = Material.{cs_name};")
lines += [
" }",
"",
" private static readonly BlockStateDefinition[] stateDefinitions =",
" [",
]
property_definition_count = 0
for min_s, max_s, _, properties in block_ranges:
if not properties:
continue
property_definition_count += 1
lines.append(f" new({min_s}, {max_s - min_s + 1},")
lines.append(" [")
property_items = properties
for index, (name, values, stride) in enumerate(property_items):
encoded_values = ", ".join(csharp_string(value) for value in values)
suffix = "," if index < len(property_items) - 1 else ""
lines.append(f" new({csharp_string(name)}, [{encoded_values}], {stride}){suffix}")
lines.append(" ]),")
lines += [
" ];",
"",
" protected override Dictionary<int, Material> GetDict()",
" {",
" return materials;",
" }",
"",
" protected override BlockStateDefinition[] GetStateDefinitions()",
" {",
" return stateDefinitions;",
" }",
" }",
"}",
"",
]
output_path.write_text("\n".join(lines))
print(
f"Generated {output_path} with {len(block_ranges)} blocks, "
f"{max_state + 1} total states, and {property_definition_count} property definitions"
)
if __name__ == "__main__":
main()