refactoring : createHouseSkeleton, x_max z_max

This commit is contained in:
WhyteTiger
2024-09-28 11:16:50 +02:00
parent 3a48815279
commit 22c2c1bae9

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@@ -26,18 +26,18 @@ class House:
self.entranceCo = None self.entranceCo = None
self.wall = Block(list_block["wall"]) self.wall = Block(list_block["wall"])
self.roof = Block(list_block["roof"]) self.roof = Block(list_block["roof"])
self.roof_slab = Block(list_block["roof_slab"]) self.roof_slab = Block(list_block["roof_slab"])
self.door = Block(list_block["door"]) self.door = Block(list_block["door"])
self.window = Block(list_block["window"]) self.window = Block(list_block["window"])
self.entrance = Block(list_block["entrance"]) self.entrance = Block(list_block["entrance"])
self.stairs = Block(list_block["stairs"]) self.stairs = Block(list_block["stairs"])
self.celling = Block(list_block["celling"]) self.celling = Block(list_block["celling"])
self.floor = Block(list_block["floor"]) self.floor = Block(list_block["floor"])
self.celling_slab = Block(list_block["celling_slab"]) self.celling_slab = Block(list_block["celling_slab"])
self.gardenOutline = Block(list_block["garden_outline"]) self.gardenOutline = Block(list_block["garden_outline"])
self.garden_floor = Block(list_block["garden_floor"]) self.garden_floor = Block(list_block["garden_floor"])
def createHouseSkeleton(self): def createHouseSkeleton(self):
self.delete() self.delete()
@@ -49,26 +49,26 @@ class House:
x_min += 1 x_min += 1
z_min += 1 z_min += 1
x_max -= 1 x_max -= 2
z_max -= 1 z_max -= 2
if x_min + 1 > x_max - 1: if x_min + 1 > x_max :
x = np.random.randint(x_max - 1, x_min + 1) x = np.random.randint(x_max, x_min + 1)
else: else:
x = np.random.randint(x_min + 1, x_max - 1) x = np.random.randint(x_min + 1, x_max)
if z_min + 1 > z_max - 1: if z_min + 1 > z_max:
z = np.random.randint(z_max - 1, z_min + 1) z = np.random.randint(z_max, z_min + 1)
else: else:
z = np.random.randint(z_min + 1, z_max - 1) z = np.random.randint(z_min + 1, z_max)
width = perimeter_width // 2 width = perimeter_width // 2
depth = perimeter_depth // 2 depth = perimeter_depth // 2
height = y_max - y_min height = y_max - y_min
if x + width - 1 > x_max - 1: if x + width - 1 > x_max:
x = x_max - width - 1 x = x_max - width
if z + depth - 1 > z_max - 1: if z + depth - 1 > z_max:
z = z_max - depth - 1 z = z_max - depth
x_plan3d = x - x_min x_plan3d = x - x_min
z_plan3d = z - z_min z_plan3d = z - z_min
@@ -104,19 +104,19 @@ class House:
else: else:
new_width = np.random.randint(width - 2, 5) new_width = np.random.randint(width - 2, 5)
if max(x_min+1, x-new_width) > min(x_max-new_width-1, x+width): if max(x_min+1, x-new_width) > min(x_max-new_width, x+width):
new_x = np.random.randint( new_x = np.random.randint(
min(x_max - new_width - 1, x + width), max(x_min + 1, x - new_width)) min(x_max - new_width, x + width), max(x_min + 1, x - new_width))
else: else:
new_x = np.random.randint( new_x = np.random.randint(
max(x_min + 1, x - new_width), min(x_max - new_width - 1, x + width)) max(x_min + 1, x - new_width), min(x_max - new_width, x + width))
if max(z_min+1, z-new_depth) > min(z_max-new_depth-1, z+depth): if max(z_min+1, z-new_depth) > min(z_max-new_depth, z+depth):
new_z = np.random.randint( new_z = np.random.randint(
min(z_max - new_depth - 1, z + depth), max(z_min + 1, z - new_depth)) min(z_max - new_depth, z + depth), max(z_min + 1, z - new_depth))
else: else:
new_z = np.random.randint( new_z = np.random.randint(
max(z_min + 1, z - new_depth), min(z_max - new_depth - 1, z + depth)) max(z_min + 1, z - new_depth), min(z_max - new_depth, z + depth))
new_x_plan3d = new_x - x_min - 1 new_x_plan3d = new_x - x_min - 1
new_z_plan3d = new_z - z_min + 1 new_z_plan3d = new_z - z_min + 1