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Rewrite generators in Rust

Open ambeeeeee opened this issue 4 years ago • 9 comments

The motivation for this issue is the fact that I am going to have to redo a few of them, so I figured I might as well rewrite them all in Rust so that they can be easier to update and use. I've already rewritten the Inventory generator and created a small framework to rewrite the rest, and I'm hoping to have that done by the end of the weekend.

ambeeeeee avatar Mar 05 '21 23:03 ambeeeeee

Implement #395

ambeeeeee avatar Mar 11 '21 03:03 ambeeeeee

I was planning to implement an effects struct, but i need the enum of effect types. Could you add it in your generators?

Masplus avatar Mar 11 '21 08:03 Masplus

I am eventually going to need a generator for minecraft command syntax. The one i wrote in python was never merged, although i was able to add a generator for Prismarine/minecraft-data, so that we don't require the minecraft.jar

Miro-Andrin avatar Mar 11 '21 11:03 Miro-Andrin

List of generators

  1. Blocks
  2. Items
  3. Loot tables
  4. Recipes
  5. Block collision shapes
  6. Effects
  7. Foods
  8. Noteblock/instrument
  9. Language embedded as a AHashMap<String, String>
  10. Windows

Defman avatar Mar 11 '21 11:03 Defman

Should enchantments with their max levels and incompatible enchantments/items be generated too?

PauMAVA avatar Mar 14 '21 22:03 PauMAVA

Probably a good idea.

ambeeeeee avatar Mar 15 '21 00:03 ambeeeeee

are all the generators implemented?

zNoctum avatar Apr 18 '21 07:04 zNoctum

I have started a library for modelling the data from PrismarineJs in rust. It's slow going but eventually we can have a single library for loading and combining their data. Contributions are welcome.

Miro-Andrin avatar Sep 18 '21 12:09 Miro-Andrin

Small update, we have added structs for every type of data in Prismarine, and we are able to generate the biomes.

Miro-Andrin avatar Sep 24 '21 22:09 Miro-Andrin