Clean main
This commit is contained in:
107
main.py
107
main.py
@@ -16,75 +16,58 @@ from networks.geometry.Circle import Circle
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def main():
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def main():
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y = 30
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rectangle_house_mountain, rectangle_building, skeleton_highway, skeleton_mountain, road_grid = world_maker()
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# Road([Point3D(4183, 100+y, -66), Point3D(4206, 102+y, -88), Point3D(4260, 112+y, -80),
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# Point3D(4267, 104+y, -108), Point3D(4230, 102+y, -129), Point3D(4220, 112+y, -213), Point3D(4121, 167+y, -249), Point3D(4052, 129+y, -179)], 25)
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# editor = Editor(buffering=True)
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editor = Editor(buffering=True)
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# c, g = Circle(Point2D(4422, -213)).circle_thick_by_line(10, 20)
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buildArea = editor.getBuildArea()
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# for i in range(len(g)):
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origin = ((buildArea.begin).x, (buildArea.begin).z)
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# for j in range(len(g[i])):
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# editor.placeBlock(Point3D.insert_3d(
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# [g[i][j]], 'y', [103])[0].coordinates, Block("stone"))
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# for i in range(len(c)):
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# for j in range(len(c[i])):
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# editor.placeBlock(Point3D.insert_3d(
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# [c[i][j]], 'y', [103])[0].coordinates, Block("white_concrete"))
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Road([Point3D(4180, 68, -260), Point3D(4154, 73, -278), Point3D(4131, 74, -252),
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remove_trees('./world_maker/data/heightmap.png', './world_maker/data/treemap.png',
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Point3D(4162, 69, -233), Point3D(4166, 70, -214), Point3D(4148, 66, -192)], 9)
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'./world_maker/data/smooth_sobel_watermap.png')
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# rectangle_house_mountain, rectangle_building, skeleton_highway, skeleton_mountain, road_grid = world_maker()
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smooth_terrain('./world_maker/data/heightmap.png',
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'./world_maker/data/heightmap_smooth.png', './world_maker/data/smooth_sobel_watermap.png')
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# editor = Editor(buffering=True)
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set_roads(skeleton_mountain, origin)
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# buildArea = editor.getBuildArea()
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set_roads(skeleton_highway, origin)
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# origin = ((buildArea.begin).x, (buildArea.begin).z)
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# set_roads_grids(road_grid, origin)
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# roads.setRoads(skeleton_mountain)
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# roads.setRoads(skeleton_highway)
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# remove_trees('./world_maker/data/heightmap.png', './world_maker/data/treemap.png',
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blocks = {
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# './world_maker/data/smooth_sobel_watermap.png')
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"wall": "blackstone",
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# smooth_terrain('./world_maker/data/heightmap.png',
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"roof": "blackstone",
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# './world_maker/data/heightmap_smooth.png', './world_maker/data/smooth_sobel_watermap.png')
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"roof_slab": "blackstone_slab",
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"door": "oak_door",
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"window": "glass_pane",
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"entrance": "oak_door",
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"stairs": "quartz_stairs",
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"stairs_slab": "quartz_slab",
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"celling": "quartz_block",
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"floor": "quartz_block",
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"celling_slab": "quartz_slab",
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"garden_outline": "oak_leaves",
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"garden_floor": "grass_block"
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}
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# set_roads(skeleton_mountain, origin)
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entranceDirection = ["N", "S", "E", "W"]
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# set_roads(skeleton_highway, origin)
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# # set_roads_grids(road_grid, origin)
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# # roads.setRoads(skeleton_mountain)
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# # roads.setRoads(skeleton_highway)
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# blocks = {
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for houses in rectangle_building:
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# "wall": "blackstone",
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start = (houses[0][0]+buildArea.begin[0], houses[0]
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# "roof": "blackstone",
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[1], houses[0][2]+buildArea.begin[2])
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# "roof_slab": "blackstone_slab",
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end = (houses[1][0]+buildArea.begin[0], houses[1]
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# "door": "oak_door",
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[1], houses[1][2]+buildArea.begin[2])
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# "window": "glass_pane",
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house = House(editor, start, end,
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# "entrance": "oak_door",
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entranceDirection[random.randint(0, 3)], blocks)
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# "stairs": "quartz_stairs",
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house.build()
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# "stairs_slab": "quartz_slab",
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# "celling": "quartz_block",
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# "floor": "quartz_block",
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# "celling_slab": "quartz_slab",
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# "garden_outline": "oak_leaves",
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# "garden_floor": "grass_block"
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# }
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# entranceDirection = ["N", "S", "E", "W"]
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for houses in rectangle_house_mountain:
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start = (houses[0][0]+buildArea.begin[0], houses[0]
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# for houses in rectangle_building:
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[1], houses[0][2]+buildArea.begin[2])
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# start = (houses[0][0]+buildArea.begin[0], houses[0]
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end = (houses[1][0]+buildArea.begin[0], houses[1]
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# [1], houses[0][2]+buildArea.begin[2])
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[1], houses[1][2]+buildArea.begin[2])
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# end = (houses[1][0]+buildArea.begin[0], houses[1]
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house = House(editor, start, end,
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# [1], houses[1][2]+buildArea.begin[2])
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entranceDirection[random.randint(0, 3)], blocks)
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# house = House(editor, start, end,
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house.build()
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# entranceDirection[random.randint(0, 3)], blocks)
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# house.build()
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# for houses in rectangle_house_mountain:
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# start = (houses[0][0]+buildArea.begin[0], houses[0]
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# [1], houses[0][2]+buildArea.begin[2])
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# end = (houses[1][0]+buildArea.begin[0], houses[1]
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# [1], houses[1][2]+buildArea.begin[2])
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# house = House(editor, start, end,
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# entranceDirection[random.randint(0, 3)], blocks)
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# house.build()
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def set_roads_grids(road_grid: Road_grid, origin):
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def set_roads_grids(road_grid: Road_grid, origin):
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