7 unstable releases (3 breaking)
0.4.0 | May 11, 2024 |
---|---|
0.3.0 | May 11, 2024 |
0.2.3 | May 9, 2024 |
0.1.0 | May 4, 2024 |
#327 in Encoding
289 downloads per month
Used in rustmatica
2MB
22K
SLoC
mcdata
A Rust library providing traits and types representing various Minecraft NBT structures.
Overview
Currently, this crate provides three traits along with some implementations of those traits:
BlockState
for block states.Entity
for normal entities.BlockEntity
for block entities.
There's one "generic" implementation for each of these in the corresponding module. Other implementations are locked behind features.
With serde
support enabled, all types in this crate can be full serialized and
deserialized from/to NBT. The recommended crate for that is
fastnbt
which is also internally used by
the types in this crate. For example entity::GenericEntity
is almost fully
represented by a fastnbt::Value
.
A Warning for Block Entities
If you intend to use any version-specific BlockEntity
type with litematica
files, beware that there was a bug in litematica since version 1.18.0-0.9.0
that was only fixed in 1.20.1-0.15.3
which caused the block entity IDs to not
be included in saved schematics. The block entity types do support
deserialization without an ID, but that can never be perfect. For instance,
barrels and
chests in 1.18 have the same
exact NBT structure, but barrels will always be tested first when deserializing,
so chests will also be deserialized as barrels when there's no ID distinguishing
the two. During serialization, the ID will always be included, so such a chest
would become a barrel by just reading and writing the NBT. If that's a problem
for you, consider using GenericBlockEntity
instead which won't mess with
missing IDs.
Examples
Block States
# #[cfg(not(feature = "test"))]
# compile_error!("tests should be run with the 'test' feature enabled");
use mcdata::latest::{BlockState, props};
let banjo = BlockState::NoteBlock {
instrument: props::NoteBlockInstrument::Banjo,
note: bounded_integer::BoundedU8::new(10).unwrap(),
powered: false,
};
let banjo_nbt = fastnbt::nbt!({
"Name": "minecraft:note_block",
"Properties": {
"instrument": "banjo",
"note": "10",
"powered": "false",
},
});
assert_eq!(fastnbt::to_value(&banjo), Ok(banjo_nbt));
Entities
# #[cfg(not(feature = "test"))]
# compile_error!("tests should be run with the 'test' feature enabled");
use std::collections::HashMap;
use mcdata::latest::{Entity, entity_types as types, entity_compounds as compounds};
let axolotl = Entity::Axolotl(types::Axolotl {
from_bucket: false,
variant: 0,
parent: types::Animal {
in_love: 0,
love_cause: None,
parent: types::AgeableMob {
age: 0,
forced_age: 0,
parent: types::PathfinderMob {
parent: types::Mob {
armor_drop_chances: vec![0.085; 4],
armor_items: vec![HashMap::new(); 4],
can_pick_up_loot: false,
death_loot_table: None,
body_armor_drop_chance: None,
death_loot_table_seed: None,
hand_drop_chances: vec![0.085; 2],
hand_items: vec![HashMap::new(); 2],
left_handed: false,
no_ai: None,
persistence_required: false,
body_armor_item: None,
leash: None,
parent: types::LivingEntity {
absorption_amount: 0.,
attributes: vec![compounds::AttributeInstance_save {
base: 1.,
modifiers: None,
name: "minecraft:generic.movement_speed".into(),
}],
brain: Some(fastnbt::nbt!({ "memories": {} })),
death_time: 0,
fall_flying: false,
health: 14.,
hurt_by_timestamp: 0,
hurt_time: 0,
sleeping_x: None,
sleeping_y: None,
sleeping_z: None,
active_effects: None,
parent: types::Entity {
air: 6000,
custom_name: None,
custom_name_visible: None,
fall_distance: 0.,
fire: -1,
glowing: None,
has_visual_fire: None,
invulnerable: false,
motion: vec![0.; 3],
no_gravity: None,
on_ground: false,
passengers: None,
portal_cooldown: 0,
pos: vec![-0.5, 0., 1.5],
rotation: vec![-107.68715, 0.],
silent: None,
tags: None,
ticks_frozen: None,
uuid: 307716075036743941152627606223512221703,
},
},
},
},
},
},
});
let axolotl_nbt = fastnbt::nbt!({
"id": "minecraft:axolotl",
"FromBucket": false,
"Variant": 0,
"InLove": 0,
"Age": 0,
"ForcedAge": 0,
"ArmorDropChances": vec![0.085_f32; 4],
"ArmorItems": [{}, {}, {}, {}],
"CanPickUpLoot": false,
"HandDropChances": vec![0.085_f32; 2],
"HandItems": [{}, {}],
"LeftHanded": false,
"PersistenceRequired": false,
"AbsorptionAmount": 0_f32,
"Attributes": [{
"Base": 1.,
"Name": "minecraft:generic.movement_speed",
}],
"Brain": { "memories": {} },
"DeathTime": 0_i16,
"FallFlying": false,
"Health": 14_f32,
"HurtByTimestamp": 0,
"HurtTime": 0_i16,
"Air": 6000_i16,
"FallDistance": 0_f32,
"Fire": -1_i16,
"Invulnerable": false,
"Motion": vec![0.; 3],
"OnGround": false,
"PortalCooldown": 0,
"Pos": [-0.5, 0., 1.5],
"Rotation": [-107.68715_f32, 0_f32],
"UUID": [I; -411044392, 312166398, -1883713137, 1472542727],
});
assert_eq!(fastnbt::to_value(&axolotl), Ok(axolotl_nbt));
Block Entities
# #[cfg(not(feature = "test"))]
# compile_error!("tests should be run with the 'test' feature enabled");
use mcdata::latest::{BlockEntity, block_entity_types as types};
let command_block = BlockEntity::CommandBlock(types::CommandBlockEntity {
command: "/say hi".into(),
custom_name: None,
last_execution: None,
last_output: None,
success_count: 2,
track_output: true,
update_last_execution: true,
auto: false,
condition_met: false,
powered: false,
parent: types::BlockEntity {
x: 0,
y: 10,
z: -5,
},
});
let command_block_nbt = fastnbt::nbt!({
"id": "minecraft:command_block",
"Command": "/say hi",
"SuccessCount": 2,
"TrackOutput": true,
"UpdateLastExecution": true,
"auto": false,
"conditionMet": false,
"powered": false,
"x": 0,
"y": 10,
"z": -5,
});
assert_eq!(fastnbt::to_value(&command_block), Ok(command_block_nbt));
Where does this data come from?
As you can imagine, I did not enter all this data by hand. It is automatically extracted from the Minecraft jars using a combination of two custom tools:
- The "data-extractor" is a Java file that acts as a Fabric mod and gets some data at runtime using reflection. This includes everything about block states, and some things about entities (the IDs of all entities and their corresponding classes).
- The (badly named)
"class-parser"
is almost like a JVM written in Kotlin which takes the data about entities
from the "data-extractor" and "interprets" the Minecraft jars to gather
information about their NBT structure. This is necessary because entity NBT
is unstructured and the only thing that defines the structure is the actual
code itself. This is obviously still a brittle approach, but the best I could
think of. Some things are also very difficult to properly support in this
"JVM", mainly Minecraft's
Codec
s which are getting used more and more with new Minecraft updates. This together means that all types in this crate which describe NBT structure might not be fully correct. If you find any discrepancies, please open an issue ticket.
If you want to contribute to mcdata
in any way that involves changing the
generated code, you can run these tools along with the actual code generation
using cargo xtask codegen
. Just make sure you have a working Java 21 JDK,
git
, and deno
installed and on your PATH.
Dependencies
~0.8–1.5MB
~34K SLoC