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Schematic library for forge
* Extended block storage, compatible with MCEdit 0.17 and WorldEdit schematics. * Deployed as a mod, (like CodeChickenCore) for all mods to hook into and use. * Load and process .schematic files * Paste .schematic file into world. * Validate area of world matches a schematic. * API to extend LibSchematic. API ---- LibSchematic exposes an API for mod developers to both use LibSchematic and ensure their blocks are compatible. There are three major parts of the API are workers, SchematicDataHandlers and extensions. Workers are objects that manipulate the data being pulled from a schematic during a paste. They can do various things like transform the block id/metadata on the fly (such as during rotation, or to "colourize" a team's base from a generic schematic), cancel a block change or modify tileEntities. SchematicDataHandler is a set of interfaces used by the built in workers to manipulate the data of blocks. They are used to calculate the new metadata for a block when a schematic is rotated. Mod authors can provide a SchematicDataHandler for their mod blocks, telling LibSchematic how to rotate a particular block. Work is also been done on a handler to change the owner of a block, allowing pastes of schematics containing private blocks. Extensions are a way to load and store additional, non-standard data with a schematic. LibSchematic ships with two of these WorldEdit Vectors and Layers. WorldEdit Vectors provides access to the WEOrigin and WEOffset vectors added by WorldEdit. This extension is used by the OffsetWorker to paste a schematic by it's offset, rather than a corner. This can for some schematics be more intuitive. Layers is a work in progress extension by me. Layers adds an extra value to each block in the schematic, it's layer Id. A LayerWorker can be told to only paste specific layers, providing a much more fine tuned way to only paste what you want. Example uses are to be able to paste a complex structure underground without air pockets outside the structure or filling air blocks inside the structure, randomising a schematic by the addition/subtraction of sections (such as the decay of an old church).
Python: implement a "software-wide" setting that does not change often without running an if statement in every loopAsked 2022-Apr-07 at 16:09
I want Python to kind of ignore a statement that is unlikely to be called in a function that is often called.
I do not have a formal education in programming, so please excuse my lackluster ability to desribe things. I will try to explain the concept by example.
Say I am writing a video game, first-person shooter, drawing 60 frames per second.
In the settings menu, the user can select whether or not to display the name of other players above their head. If they disable this, I store this value as
showplayernames = False.
Then in my drawing function that outputs the graphics I have:
def draw(): #code that draws the graphics on screen if showplayernames: #code that draws the name of players on screen
I call this function 60 times a second, but there is absolutely no point for checking if showplayernames is True 60 times a second. It will not change that often, in fact I could make this a kind of "constant" during play by preventing it to change. If showplayernames is False, then the third and fourth lines of the code are completely redundant, but they are executed nevertheless. The computer isn't smart enough to know it can ignore it, and there is a performance difference: reading a value and then checking if it is false takes time.
I could write two copies of the game (or at least the draw() function), one with only the first two lines when the user selects not to show names in the settings, and another without the if statement, and then run the appropriate one.
def draw_with_names(): #code that draws the graphics on screen #code that draws the name of players on screen def draw_without_names(): #code that draws the graphics on screen
Although looping through either of these 60 times a second is more efficient than running
draw() ,this is obviously not the way to go. There are dozens of settings like this.
So how do software and game designers implement these kind of "software-wide" settings efficiently?
ANSWERAnswered 2022-Apr-07 at 15:38
not an game designer, but here is my voice. You could store settings inside json file next to you python, but then you need to cover reading, getting right values etc.
You could use Environment variables to store value but that would end up using still "if" in the code.
Game designers use triggers and events to get things done, and on the lowest level I would assume those things also use if's.
system-wide-settings will in the end be used with if's
You could use overwrites based on event/trigger and use "same" draw function in both times but that only complicates code, and we all know to "keep it simple".
Sorry if this is not the answer you were looking for.
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