diff --git a/Enums.py b/Enums.py deleted file mode 100644 index 33c7487..0000000 --- a/Enums.py +++ /dev/null @@ -1,12 +0,0 @@ -from enum import Enum - -class DIRECTION(Enum): - WEST = 0 - EAST = 1 - NORTH = 2 - SOUTH = 3 - -class COLLUMN_STYLE(Enum): - INNER = 1 - OUTER = 2 - BOTH = 3 \ No newline at end of file diff --git a/buildings/Building.py b/buildings/Building.py index befeb87..32ea625 100644 --- a/buildings/Building.py +++ b/buildings/Building.py @@ -1,30 +1,42 @@ import random as rd -from Enums import COLLUMN_STYLE +from utils.Enums import DIRECTION +from gdpc import Editor, Block, geometry from buildings.Foundations import Foundations from buildings.Facade import Facade +from buildings.Entrance import Entrance +from buildings.Roof import Roof class Building: - def __init__(self, position : tuple[int,int], size : tuple[int, int], matrice : list[list[int]]): + def __init__(self,rdata, position : tuple[int,int], size : tuple[int, int], matrice : list[list[int]], floors : int): self.position = position self.length, self.width = size self.matrice = matrice + self.floors = floors # Generate every random components here - is_collumn_full_tile = bool(rd.getrandbits(1)) - is_inner_or_outer = rd.choice(list(COLLUMN_STYLE)) tile_size = self.gen_tile_size() - floor_height = rd.randint(4, 7) - is_inner_or_outer = COLLUMN_STYLE.BOTH + self.foundations = Foundations(rdata["foundations"], size, matrice, tile_size,) + self.facade = Facade(rdata["facade"], self.foundations.vertices, self.foundations.is_inner_or_outer) + self.entrance = Entrance(rdata, self.foundations.vertices, DIRECTION.EAST, self.foundations.is_inner_or_outer) + self.roof = Roof(rdata["roof"], self.foundations.polygon) - self.foundations = Foundations(position, size, matrice, tile_size, is_collumn_full_tile, is_inner_or_outer) - self.facade = Facade(self.foundations.vertices, floor_height, is_inner_or_outer) + def build(self, editor : Editor, materials : list[str]): + for y in range(self.floors+1): + with editor.pushTransform((self.position[0], y*(self.foundations.floor_height+1) -1, self.position[1])): + if y == self.floors: + self.roof.build(editor, materials) + break + self.foundations.build(editor, materials) + if y == 0: self.entrance.build(editor, materials) + else : self.facade.build(editor, materials) def gen_tile_size(self) -> int: # Tiles are constant square units different for each buildings smaller_side = min(self.length, self.width) # area is too small, will work but not very well + if smaller_side <= 5 : return smaller_side if smaller_side <= 15 : return smaller_side // 5 return rd.randint(3, smaller_side // len(self.matrice)) diff --git a/buildings/Entrance.py b/buildings/Entrance.py new file mode 100644 index 0000000..c82d38b --- /dev/null +++ b/buildings/Entrance.py @@ -0,0 +1,114 @@ +import random as rd +from gdpc import Editor, Block, geometry +from utils.Enums import DIRECTION,COLLUMN_STYLE +from buildings.geometry.Vertice import Vertice +from buildings.Facade import Facade + +class Entrance: + def __init__(self, + rdata, + vertices : list[Vertice], + direction : DIRECTION, + collumn_style : COLLUMN_STYLE): + self.vertices = self.correct_vertices(vertices) + self.direction = direction + self.rdata = rdata + self.collumn_style = collumn_style + self.is_centered = self.is_centered() + self.door_vertice, self.facade = self.get_door_and_facade() + self.door_width, self.door_height, self.padding, self.ypadding = self.get_door_dimention() + self.editor, self.materials = None,None + + def build(self, editor : Editor, materials : list[str]): + self.editor = editor + self.materials = materials + self.correct_facade() + with self.editor.pushTransform((0,1,0)): + self.facade.build(self.editor, self.materials) + self.build_door() + + def build_door(self): + # self.padding is the padding from the door to the facade, padding is the padding from the door+self.padding to the end of the vertice + padding = (len(self.door_vertice) - (self.padding*2 + self.door_width // 2)) // 2 + self.door_vertice.fill(self.editor, self.materials[0], + y = self.door_height+self.ypadding, + xpadding = padding, + zpadding = padding) + # padding is now the padding from the door to the end of the vertice + padding += self.padding + self.door_vertice.fill(self.editor, "air", + y = self.door_height, + xpadding = padding, + zpadding = padding) + + def correct_facade(self): + self.facade.has_balcony = False + + def correct_vertices(self, vertices : list[Vertice]) -> list[Vertice]: + for v in vertices: + v.point2.set_position(y=v.point2.y-1) + return vertices + + def is_centered(self) -> bool: + return rd.random() <= self.rdata["entrance"]["centered"] + + def get_door_and_facade(self) -> tuple[Vertice, Facade]: + oriented_vertices = self.get_oriented_vertices() + door_vertice = None + + if self.is_centered: + oriented_vertices.sort(key = lambda v: v.point1.x if self.direction.value % 2 == 0 else v.point1.z) # if direction is north or south, sort by x, else sort by z + mid = len(oriented_vertices) // 2 + ver1, ver2 = oriented_vertices[mid], oriented_vertices[-mid-1] + + if ver1.point1.x != ver2.point1.x and ver1.point1.z != ver2.point1.z: + door_vertice = rd.choice([ver1, ver2]) + elif ver1.point1.position == ver2.point1.position: + door_vertice = ver1 + else : + door_vertice = Vertice(ver2.point1.copy(), ver1.point2.copy()) + + else: + door_vertice = rd.choice(oriented_vertices) + + facade = Facade(self.rdata["facade"], self.vertices, self.collumn_style) + return(door_vertice, facade) + + def get_oriented_vertices(self) -> list[Vertice]: + # Get all the vertice that can contain the door + + # if direction is north or south, compare by x, else compare by z + compare = lambda v: (v.point1.z,v.point1.x) if self.direction.value % 2 == 0 else (v.point1.x,v.point1.z) + # if direction is north or west, the most off_centered is the maximum, else it is the minimum + off_centered = lambda p1,p2: max(p1,p2) if self.direction == DIRECTION.NORTH or self.direction == DIRECTION.WEST else min(p1,p2) + + oriented_vertices = [] + for v in self.vertices: + if v.facing != self.direction: continue + sortby,position = compare(v) + alreadyset = False + for ov in oriented_vertices: + ov_sorted, ov_position = compare(ov) + if position == ov_position: + if off_centered(sortby,ov_sorted) == sortby: oriented_vertices.remove(ov) + else: alreadyset = True + if not alreadyset: oriented_vertices.append(v) + + return oriented_vertices + + def get_door_dimention(self) -> tuple[int,int,int,int]: # return width, height, padding, ypadding + max_width = len(self.door_vertice) - 2 + max_height = self.door_vertice.get_height() - 1 + + door_width = rd.randint(self.rdata["entrance"]["door"]["size"]["min_width"], self.rdata["entrance"]["door"]["size"]["max_width"]) + door_height = rd.randint(self.rdata["entrance"]["door"]["size"]["min_height"], self.rdata["entrance"]["door"]["size"]["max_height"]) + xpadding = rd.randint(1, self.rdata["entrance"]["door"]["padding"]["max"]) + ypadding = rd.randint(1, self.rdata["entrance"]["door"]["padding"]["max_top"]) + + if door_width > max_width: door_width = max_width + if door_height > max_height: door_height = max_height + if xpadding*2 + door_width > max_width: xpadding += (max_width - (xpadding*2 + door_width)-1)//2 + if ypadding + door_height > max_height: ypadding += max_height - (ypadding + door_height) + + return door_width,door_height,xpadding,ypadding + \ No newline at end of file diff --git a/buildings/Facade.py b/buildings/Facade.py index 25b07ad..f1da338 100644 --- a/buildings/Facade.py +++ b/buildings/Facade.py @@ -1,29 +1,89 @@ -from Enums import COLLUMN_STYLE +import random as rd +from utils.functions import * +from utils.Enums import COLLUMN_STYLE,DIRECTION,INTER_FLOOR_BORDER +from gdpc import Editor, Block, geometry, Transform from buildings.geometry.Vertice import Vertice -from buildings.geometry.Rectangle import Rectangle +from buildings.geometry.Point import Point from buildings.elements.Window import Window +from buildings.elements.Balcony import Balcony class Facade: - def __init__(self, vertices : list[Vertice], height : int, is_inner_or_outer : COLLUMN_STYLE): + def __init__(self, + rdata, + vertices : list[Vertice], + collumn_style : COLLUMN_STYLE): + self.rdata = rdata self.vertices = vertices - self.is_inner_or_outer = is_inner_or_outer - self.height = height - self.window_size = self.get_window_size() + self.collumn_style = collumn_style + self.height, self.length = self.get_dimentions() + self.padding = 0 self.window = self.get_window() self.has_balcony = self.has_balcony() - self.has_inter_floor = self.has_inter_floor() + self.balcony = self.get_balcony() + self.has_inter_floor, self.inter_floor_border_style = self.has_inter_floor() + self.editor, self.materials = None,None - def build_facade(self): - pass - - def get_window_size(self) -> tuple[int,int]: - pass + def build(self, editor : Editor, materials : list[str]): + self.editor = editor + self.materials = materials + points = sum([[vertice.point1, vertice.point2] for vertice in self.vertices], []) + + for vertice in self.vertices: + flip=(vertice.facing == DIRECTION.WEST or vertice.facing == DIRECTION.SOUTH, False, False) + vertice.fill(editor, materials[0], self.height, xpadding = self.padding, zpadding = self.padding) + with editor.pushTransform(Transform(vertice.point1.position,rotation = vertice.facing.value, flip = flip)): + self.window.build(editor, materials) + if self.has_inter_floor: self.build_inter_floor() + if self.has_balcony: self.balcony.build(editor, materials) + self.correct_corners(points,vertice) + + def correct_corners(self,points : list[Point], v : Vertice): + if self.padding == 0: + if self.window.border_radius != 0 and self.window.width == self.length: + if points.count(v.point1) >= 2: + self.editor.placeBlock((0,self.window.ypadding,0), Block(self.materials[8])) + self.editor.placeBlock((0,self.window.ypadding+self.window.height,0), Block(self.materials[8], {"type": "top"})) + if points.count(v.point2) >= 2: + self.editor.placeBlock((self.length-1,self.window.ypadding,0), Block(self.materials[8])) + self.editor.placeBlock((self.length-1,self.window.ypadding+self.window.height,0), Block(self.materials[8], {"type": "top"})) + + if self.has_inter_floor: + material = Block("air") + if self.inter_floor_border_style == INTER_FLOOR_BORDER.SLAB: + material = Block(self.materials[8], {"type": "top"}) + elif self.inter_floor_border_style == INTER_FLOOR_BORDER.STAIRS: + material = Block(self.materials[4], {"facing": "south", "half": "top"}) + + if points.count(v.point1) >= 2: + self.editor.placeBlock((-1,self.height,-1), material) + if points.count(v.point2) >= 2: + self.editor.placeBlock((self.length,self.height,-1), material) + + def get_window(self) -> Window: + if self.collumn_style.value >= 2: # collumn_style >= 2 = outer collumns + self.padding = 1 + + max_width = self.length-2*self.padding + max_height = min(self.height, self.rdata["windows"]["size"]["max_height"]) + + return Window(self.rdata["windows"] ,max_width, max_height, self.length, self.height) + + def get_balcony(self) -> Balcony|None: + if not self.has_balcony: return None + max_width = self.length-2*self.padding + return Balcony(self.rdata["balcony"], max_width, self.window, self.collumn_style) + + def build_inter_floor(self): + geometry.placeCuboid(self.editor,(self.padding,self.height,0),(self.length-1-self.padding,self.height,0),Block(self.materials[0])) + geometry.placeCuboid(self.editor,(self.padding,self.height,-1),(self.length-1-self.padding,self.height,-1),Block(self.materials[4], {"facing": "south", "half": "top"})) + def has_balcony(self) -> bool: - pass + return self.rdata["balcony"]["proba"] >= rd.random() def has_inter_floor(self) -> bool: - pass + return (self.rdata["inter_floor"]["proba"] >= rd.random(), select_random(self.rdata["inter_floor"]["border_style"], INTER_FLOOR_BORDER)) - def get_window(self) -> Window: - pass \ No newline at end of file + def get_dimentions(self) -> tuple[int,int]: + return ( self.vertices[0].get_height(), len(self.vertices[0])) + \ No newline at end of file diff --git a/buildings/Foundations.py b/buildings/Foundations.py index b36c610..e6003a8 100644 --- a/buildings/Foundations.py +++ b/buildings/Foundations.py @@ -1,35 +1,31 @@ import random as rd import numpy as np import math -from Enums import COLLUMN_STYLE + +from utils.Enums import COLLUMN_STYLE +from utils.functions import * from buildings.geometry.Tile import Tile from buildings.geometry.Polygon import Polygon from buildings.geometry.Point import Point -from buildings.geometry.Rectangle import Rectangle from buildings.elements.Collumn import Collumn class Foundations: - # TODO : gérer les collones sur les tiles trop petites et les colones 1tile/2 + fulltile + # TODO : gérer les collones sur les tiles trop petites et les colones 1tile/2 - def __init__(self, - position : tuple[int,int], + def __init__(self, + rdata, size : tuple[int, int], matrice : list[list[int]], - tile_size : int, - is_collumn_full_tile : bool, - is_inner_or_outer : COLLUMN_STYLE): + tile_size : int): # Foundations are the base of the building, they are made of tiles and based on a matrice # Random components self.tile_size = tile_size - self.is_collumn_full_tile = is_collumn_full_tile - self.is_inner_or_outer = is_inner_or_outer + self.is_inner_or_outer = select_random(rdata["collumn_style"], COLLUMN_STYLE) + self.floor_height = rd.randint(rdata["floor"]["min_height"], rdata["floor"]["max_height"])-1 - x,z = position - self.position = Point(x = x, z = z) self.size = size - self.length = size[0] - self.width = size[1] + self.length, self.width = size self.matrice = matrice self.tiles = [] self.vertices = [] @@ -39,23 +35,33 @@ class Foundations: self.z_distribution = [] self.polygon = self.get_polygon() self.collumns = self.get_columns() + + def build(self, editor, materials : list[str]): + self.polygon.fill(editor, materials[5],0) + self.polygon.fill(editor, materials[6], self.floor_height) + self.build_collumns(editor, materials) + + def build_collumns(self, editor, materials : list[str]): + for collumn in self.collumns: + if collumn.is_outer and self.is_inner_or_outer == COLLUMN_STYLE.INNER: continue + if not collumn.is_outer and self.is_inner_or_outer == COLLUMN_STYLE.OUTER: continue + collumn.fill(editor, materials[7], self.floor_height+1) def add_tile(self, tile : Tile): self.tiles.append(tile) def get_polygon(self) -> Polygon: ## The polygon is a shape of tiles representing the foundation shape - polygon = Polygon(self.position, self.size) - avaliable_space = (self.length_in_tiles, self.width_in_tiles) + polygon = Polygon(self.size) # we save the distribution, usefull for the next steps - self.x_distribution = self.get_distribution(len(self.matrice), avaliable_space[0]) - self.z_distribution = self.get_distribution(len(self.matrice[0]), avaliable_space[1]) + self.x_distribution = self.get_distribution(len(self.matrice), self.length_in_tiles) + self.z_distribution = self.get_distribution(len(self.matrice[0]), self.width_in_tiles) # this bullshit is to create tiles from the matrice and the distribution - x_padding = self.position.x + x_padding = 0 for x,xsize in enumerate(self.x_distribution): - z_padding = self.position.z + z_padding = 0 for z,zsize in enumerate(self.z_distribution): if self.matrice[x][z] == 1: for xi in range(xsize): @@ -65,7 +71,7 @@ class Foundations: z_padding += zsize * self.tile_size x_padding += xsize * self.tile_size - polygon.set_vertices_and_neighbors(self.tiles, self.vertices) + polygon.set_vertices_and_neighbors(self.tiles, self.vertices, self.floor_height) polygon.compress(self.tiles, self.vertices) return polygon @@ -110,6 +116,7 @@ class Foundations: return sizes def get_columns(self) -> list[Collumn]: + if self.is_inner_or_outer == COLLUMN_STYLE.NONE: return [] collumns = [] for tile in self.tiles: @@ -137,8 +144,7 @@ class Foundations: if collumn.point1.position == compare.point1.position : if compare.is_outer : collumn.set_is_outer(True) collumns.remove(compare) - - print(len(collumns)) + return collumns \ No newline at end of file diff --git a/buildings/Roof.py b/buildings/Roof.py new file mode 100644 index 0000000..7036a87 --- /dev/null +++ b/buildings/Roof.py @@ -0,0 +1,15 @@ +import random as rd +from buildings.geometry.Polygon import Polygon + +class Roof: + def __init__(self,rdata, polygon : Polygon): + self.rdata = rdata + self.polygon = polygon + self.has_rembard = self.has_rembard() + + def build(self, editor, materials : list[str]): + self.polygon.fill(editor, materials[0]) + if self.has_rembard: self.polygon.fill_vertice(editor, materials[9],1) + + def has_rembard(self): + return rd.random() <= self.rdata["rembard"] diff --git a/buildings/TODO b/buildings/TODO new file mode 100644 index 0000000..43f622d --- /dev/null +++ b/buildings/TODO @@ -0,0 +1,20 @@ +Encadrement fenêtre +toit de balcon avec/sans pilliers +collumn style +rembard object +détails facade +rdc +toit (clim, chateau deau, pubs) +tiles 3d +textures object +opti textures +opti géométrique +opti gdpc +pilliers quand trop de fenêtres + pas de pilliers si tile trop petite +limitateur taille +facade lisses/ immeubles collés +matrices pré-distribués +angles 270 +bug entrée au milieu du O +bug entrée dans le pillier +center le building dans son area (ou pas) \ No newline at end of file diff --git a/buildings/elements/Balcony.py b/buildings/elements/Balcony.py new file mode 100644 index 0000000..42defca --- /dev/null +++ b/buildings/elements/Balcony.py @@ -0,0 +1,135 @@ +import random as rd +from gdpc import Editor, Block, geometry +from utils.functions import * +from utils.Enums import BALCONY_BORDER_RADIUS,COLLUMN_STYLE +from buildings.geometry.Point import Point +from buildings.geometry.Vertice import Vertice +from buildings.elements.Window import Window + +class Balcony: + def __init__(self, + rdata, + max_width : int, + windows : Window, + collumn_style : COLLUMN_STYLE): + self.rdata = rdata + self.windows = windows + self.max_width = max_width + self.collumn_style = collumn_style + self.length = self.get_len() + self.has_multiple = self.has_multiple() + self.has_details = self.has_details() + self.border_radius = self.has_border_radius() + self.follow_window = self.follow_window() + self.structure = self.get_structures() + self.editor, self.materials = None,None + + def build(self, editor : Editor, materials : list[str]): + self.editor = editor + self.materials = materials + for s in self.structure: + s.fill(editor, materials[0]) + self.build_rembard(s) + self.build_details(s) + self.build_border_radius(s) + + def build_rembard(self, s : Vertice): + geometry.placeCuboid(self.editor,(s.point1.x,1,-1),(s.point1.x,1,-self.length),Block(self.materials[3])) + geometry.placeCuboid(self.editor,(s.point2.x,1,-1),(s.point2.x,1,-self.length),Block(self.materials[3])) + geometry.placeCuboid(self.editor,(s.point1.x,1,-self.length),(s.point2.x,1,-self.length),Block(self.materials[3])) + + def build_details(self, s : Vertice): + if not self.has_details: return + geometry.placeCuboid(self.editor,(s.point1.x,0,-1),(s.point1.x,0,-self.length),Block(self.materials[4], {"facing": "east", "half": "top"})) + geometry.placeCuboid(self.editor,(s.point2.x,0,-1),(s.point2.x,0,-self.length),Block(self.materials[4], {"facing": "west", "half": "top"})) + geometry.placeCuboid(self.editor,(s.point1.x,0,-self.length),(s.point2.x,0,-self.length),Block(self.materials[4], {"facing": "south", "half": "top"})) + + def build_border_radius(self, s : Vertice): + if self.border_radius == BALCONY_BORDER_RADIUS.NONE: return + + geometry.placeCuboid(self.editor,(s.point1.x,0,-self.length),(s.point1.x,1,-self.length),Block("air")) + geometry.placeCuboid(self.editor,(s.point2.x,0,-self.length),(s.point2.x,1,-self.length),Block("air")) + self.editor.placeBlock((s.point1.x+1,1,-self.length+1), Block(self.materials[3])) + self.editor.placeBlock((s.point2.x-1,1,-self.length+1), Block(self.materials[3])) + + if self.has_details: + self.editor.placeBlock((s.point1.x,0,-self.length+1), Block(self.materials[4], {"facing": "south", "half": "top"})) + self.editor.placeBlock((s.point1.x+1,0,-self.length), Block(self.materials[4], {"facing": "east", "half": "top"})) + self.editor.placeBlock((s.point2.x,0,-self.length+1), Block(self.materials[4], {"facing": "south", "half": "top"})) + self.editor.placeBlock((s.point2.x-1,0,-self.length), Block(self.materials[4], {"facing": "west", "half": "top"})) + + if self.border_radius == BALCONY_BORDER_RADIUS.FULL: + self.editor.placeBlock((s.point1.x+1,0,-self.length+1), Block(self.materials[4], {"facing": "east", "half": "top"})) + self.editor.placeBlock((s.point2.x-1,0,-self.length+1), Block(self.materials[4], {"facing": "west", "half": "top"})) + + def get_structures(self) -> list[Vertice]: + # structures are the base shape of the balcony + attach_points = self.get_attach_points() + len_attach_points = len(attach_points)-1 + min_wid = self.rdata["size"]["min_width"] + min_gap = self.rdata["multiple"]["min_gap"] + growth_chance = self.rdata["growth"] + midpoint = len_attach_points//2 + x1,x2 = midpoint, len_attach_points - midpoint + + structures = [] + centered = True + while x1 > 0: + x1 -= 1 + x2 += 1 if centered else 0 + leng = attach_points[x2] - attach_points[x1] - 1 + + if x1 == 0: + if leng >= min_wid: self.append_structure(structures, x1, x2, attach_points, len_attach_points, centered) + break + if leng < min_wid: continue + + if growth_chance < rd.random(): + self.append_structure(structures, x1, x2, attach_points, len_attach_points, centered) + + if not self.has_multiple: break + else: + centered = False + if attach_points[x1]-min_wid < min_gap: break + gap = rd.randint(min_gap, attach_points[x1]-min_wid) + x2 = x1-gap + x1 = x2-min_wid+1 + + return structures + + def get_attach_points(self) -> list[int]: + # points where the structures can start/finish + padding = 0 if self.collumn_style.value < 2 else 1 # collumn_style < 2 = no outer collumns + points = [i + padding for i in range(self.max_width)] + if self.follow_window: + pad = self.windows.padding + for w in self.windows.windows: + for i in range(pad+w.x1, pad+w.x2+1): + points.remove(i) + + return points + + def create_structure(self, x1 : int, x2 : int) -> Vertice: + return Vertice(Point(x = x1), Point(x = x2,z = -self.length)) + + def append_structure(self, structures : list[Vertice], x1 : int, x2 : int, attach_points : list[int], len_attach_points : int, centered : bool): + structures.append(self.create_structure(attach_points[x1], attach_points[x2])) + if not centered: + structures.append(self.create_structure(attach_points[len_attach_points-x1], attach_points[len_attach_points-x2])) + + def follow_window(self) -> bool: + return not self.windows.ypadding > 3 + + def has_multiple(self) -> bool: + if self.max_width < self.rdata["multiple"]["min_width"]: return False + return self.rdata["multiple"]["proba"] >= rd.random() + + def has_details(self) -> bool: + return self.rdata["details"] >= rd.random() + + def has_border_radius(self) -> bool: + if self.length < 2: return BALCONY_BORDER_RADIUS.NONE + return select_random(self.rdata["border_radius"], BALCONY_BORDER_RADIUS) + + def get_len(self) -> int: + return rd.randint(self.rdata["size"]["min_len"], self.rdata["size"]["max_len"]) \ No newline at end of file diff --git a/buildings/elements/Collumn.py b/buildings/elements/Collumn.py index 6fd7c1e..40e644d 100644 --- a/buildings/elements/Collumn.py +++ b/buildings/elements/Collumn.py @@ -8,4 +8,7 @@ class Collumn(Rectangle): def set_is_outer(self, is_outer : bool): self.is_outer = is_outer + + def __repr__(self): + return super().__repr__() + f"\nIs outer : {self.is_outer}\n\n" \ No newline at end of file diff --git a/buildings/elements/FacadeDetails.py b/buildings/elements/FacadeDetails.py new file mode 100644 index 0000000..069963e --- /dev/null +++ b/buildings/elements/FacadeDetails.py @@ -0,0 +1,19 @@ +from buildings.geometry.Vertice import Vertice + +class FacadeDetails: + def __init__(self,rdata , zones : list[Vertice]): + self.zones = zones + self.sizes = self.get_sizes() + + def get_sizes(self) -> list[tuple[int,int,int]]: + # foreach different zone sizes in self.zones, we will gen different details + sizes = [] + center_for_symetry = len(self.zones) // 2 + for zone in self.zones: + size = zone.point2.position - zone.point1.position + if size not in sizes : + sizes.append(size) + + return sizes + + \ No newline at end of file diff --git a/buildings/elements/FacadedetailsElt/Buttons.py b/buildings/elements/FacadedetailsElt/Buttons.py new file mode 100644 index 0000000..3436a95 --- /dev/null +++ b/buildings/elements/FacadedetailsElt/Buttons.py @@ -0,0 +1,3 @@ +class Buttons: + def __init__(self): + pass \ No newline at end of file diff --git a/buildings/elements/FacadedetailsElt/InterFloor.py b/buildings/elements/FacadedetailsElt/InterFloor.py new file mode 100644 index 0000000..e69de29 diff --git a/buildings/elements/FacadedetailsElt/Moldings.py b/buildings/elements/FacadedetailsElt/Moldings.py new file mode 100644 index 0000000..e69de29 diff --git a/buildings/elements/FacadedetailsElt/Pillar.py b/buildings/elements/FacadedetailsElt/Pillar.py new file mode 100644 index 0000000..e69de29 diff --git a/buildings/elements/Window.py b/buildings/elements/Window.py index 81edaff..5a2739e 100644 --- a/buildings/elements/Window.py +++ b/buildings/elements/Window.py @@ -1,10 +1,150 @@ +import random as rd +import math +from gdpc import Editor, Block, geometry, Transform +from utils.Enums import WINDOW_BORDER_RADIUS +from utils.functions import * +from buildings.geometry.Point import Point +from buildings.geometry.Vertice import Vertice +from buildings.elements.WindowElt.Glass import Glass + class Window: - def __init__(self, size : tuple[int,int]): - self.size = size + def __init__(self, + rdata, + max_width : int, + max_height : int, + facade_len : int, + facade_height : int): + self.rdata = rdata + self.width, self.height = self.get_size(max_width, max_height) + self.is_grounded = self.is_grounded() + self.is_alternate = self.is_alternate() + self.border_radius = self.border_radius() + self.has_multiple = self.has_multiple_windows() + self.has_vertical_crossbar, self.has_horizontal_crossbar = self.has_crossbars() + self.padding, self.ypadding = self.get_padding(facade_len, facade_height) + self.windows = self.get_windows() + self.editor, self.materials = None,None + def build(self, editor : Editor, materials : list[str]): + self.editor = editor + self.materials = materials + with editor.pushTransform(Transform((self.padding,self.ypadding,0))): + for g in self.windows: + leng = len(g) + g.build(editor, materials[1], materials[2]) + self.build_crossbars(g.x1, g.x2, leng) + if leng > 1: self.build_border_radius(g.x1, g.x2) + + def build_crossbars(self, x1 : int, x2 : int, len : int): + if self.has_vertical_crossbar and self.height+1 >= self.rdata["crossbars"]["min_height_for_vertical_crossbar"]: + y = self.height//2 + geometry.placeCuboid(self.editor,(x1,y,0),(x2,y,0),Block(self.materials[3])) + if self.has_horizontal_crossbar and len >= self.rdata["crossbars"]["min_width_for_horizontal_crossbar"]: + x = len//2 + geometry.placeCuboid(self.editor,(x1+x,0,0),(x2-x,self.height,0),Block(self.materials[3], {"up" : "true"})) + + def build_border_radius(self, x1 : int, x2 : int): + if self.border_radius != WINDOW_BORDER_RADIUS.NONE: + self.editor.placeBlock((x1,self.height,0),Block(self.materials[4], {"facing": "west", "half": "top"})) + self.editor.placeBlock((x2,self.height,0),Block(self.materials[4], {"facing": "east", "half": "top"})) + if self.border_radius == WINDOW_BORDER_RADIUS.TOP_AND_BOTTOM: + self.editor.placeBlock((x1,0,0),Block(self.materials[4], {"facing": "west"})) + self.editor.placeBlock((x2,0,0),Block(self.materials[4], {"facing": "east"})) - def open(self): - pass + def get_windows(self) -> list[Glass]: + windows = [] + if not self.has_multiple: windows = [Glass(0,self.width-1,[self.create_window(0, self.width)])] + else: windows = self.get_multiple_windows() + if self.is_alternate: self.alternate(windows) + + return windows + + def get_multiple_windows(self) -> list[Glass]: + windows = [] + slices = rd.randint(3, self.width//self.rdata["size"]["min_width"]) + mid = math.ceil(slices/2) + windows_count = mid + inter_count = slices - windows_count + window_size = rd.randint(self.rdata["size"]["min_width"], (self.width-inter_count) // windows_count) + inter_size = (self.width - window_size*windows_count) // inter_count + + is_even= slices % 2 == 0 + is_window, gap = True, 0 + remainder = self.width - (window_size*windows_count + inter_size*inter_count) + + if windows_count % 2 == 1 and inter_count % 2 == 1: + inter_count -= 1 + remainder += inter_size + is_even = not is_even + + for i in range(1,slices+1): + wsize,isize = window_size, inter_size + if is_even and i == mid: wsize, isize = wsize*2, isize*2 + if i == mid: wsize, isize = wsize + remainder, isize + remainder + + if is_window: + windows.append(Glass(gap, gap+wsize-1,[self.create_window(gap, wsize)])) + gap += wsize + else : + gap += isize + + is_window = not is_window + + return windows - def close(self): - pass \ No newline at end of file + def alternate(self, windows : list[Glass]): + for g in windows: + g.reset_groups() + leng = len(g) + mid = g.x1 + leng//2 + + is_block, is_even = False, leng % 2 == 0 + for x in range(g.x1,g.x2+1): + if is_even and x == mid: is_block = not is_block # to keep symetry + if is_block: g.group2.append(self.create_window(x)) + else : g.group1.append(self.create_window(x)) + is_block = not is_block + + def create_window(self, x1 : int, length : int = None) -> Vertice: + x2 = x1 if length is None else x1 + length -1 + return Vertice(Point(x = x1), Point(x2,self.height)) + + def has_multiple_windows(self): + if self.width > self.rdata["size"]["max_width"]: return True + elif self.width >= self.rdata["multiple"]["min_width"]: + return self.rdata["multiple"]["proba"] >= rd.random() + else : return False + + def is_alternate(self): + # if the window alternate between glass_blocks and glass_panes + return self.rdata["alternate"] >= rd.random() + + + def get_size(self, max_width : int ,max_height : int) -> tuple[int,int]: + return ( + rd.randint(self.rdata["size"]["min_width"],max_width), + rd.randint(self.rdata["size"]["min_height"],max_height) + ) + + def get_padding(self, facade_len : int, facade_height : int) -> tuple[int,int]: + padding,ypadding = 0,0 + if not self.is_grounded: ypadding = (facade_height - self.height)//2 + + # correction to avoid asymetry + padding = (facade_len - self.width)//2 + self.width = facade_len - padding*2 + + return (padding, ypadding) + + def is_grounded(self): + # if the window is grounded or if there is a padding between the window and the ground + return self.rdata["grounded"] >= rd.random() + + def has_crossbars(self): + # if the window has crossbars + data = self.rdata["crossbars"] + + return (data["vertical_crossbar"] >= rd.random(), data["horizontal_crossbar"] >= rd.random()) + + def border_radius(self): + return select_random(self.rdata["border_radius"], WINDOW_BORDER_RADIUS) \ No newline at end of file diff --git a/buildings/elements/WindowElt/Glass.py b/buildings/elements/WindowElt/Glass.py new file mode 100644 index 0000000..e9f40ee --- /dev/null +++ b/buildings/elements/WindowElt/Glass.py @@ -0,0 +1,22 @@ +from gdpc import Editor +from buildings.geometry.Vertice import Vertice + +class Glass: + def __init__(self, x1 : int, x2 : int, group1 : list[Vertice], group2 : list[Vertice] = None): + self.x1, self.x2 = x1, x2 + self.group1, self.group2 = group1, group2 + + + def build(self, editor : Editor, material1 : str, material2 : str): + for elt in self.group1: + elt.fill(editor, material1) + if self.group2 is None: return + for elt in self.group2: + elt.fill(editor, material2) + + def reset_groups(self): + self.group1, self.group2 = [], [] + + def __len__(self): + return self.x2 - self.x1 + 1 + \ No newline at end of file diff --git a/buildings/geometry/Point.py b/buildings/geometry/Point.py index b8020ec..7300d8b 100644 --- a/buildings/geometry/Point.py +++ b/buildings/geometry/Point.py @@ -1,14 +1,20 @@ class Point: - def __init__(self, x : int = None, y : int = None, z : int = None, p : tuple[int] = None): + def __init__(self, x : int = 0, y : int = 0, z : int = 0, p : tuple[int,int,int] = None): if p != None: x,y,z = p self.x = x self.y = y self.z = z self.position = (x,y,z) - def set_position(self, x : int = None, y : int = None, z : int = None, p : tuple[int] = None): + def set_position(self, x : int = None, y : int = None, z : int = None, p : tuple[int,int,int] = None): if p != None: x,y,z = p self.x = x if x != None else self.x self.y = y if y != None else self.y self.z = z if z != None else self.z - self.position = (self.x,self.y,self.z) \ No newline at end of file + self.position = (self.x,self.y,self.z) + + def __repr__(self): + return f"Point({self.position})" + + def copy(self) -> 'Point': + return Point(self.x, self.y, self.z) \ No newline at end of file diff --git a/buildings/geometry/Polygon.py b/buildings/geometry/Polygon.py index 9e7ea8e..92dfbc3 100644 --- a/buildings/geometry/Polygon.py +++ b/buildings/geometry/Polygon.py @@ -1,26 +1,27 @@ -from Enums import DIRECTION -from gdpc import Editor, Block, geometry +from utils.Enums import DIRECTION +from gdpc import Editor, Block, geometry, Transform from buildings.geometry.Tile import Tile from buildings.geometry.Point import Point from buildings.geometry.Rectangle import Rectangle from buildings.geometry.Vertice import Vertice class Polygon: - def __init__(self, position : Point, size: tuple[int,int]): - self.position = position + def __init__(self, size: tuple[int,int]): self.size = size self.shape = [] self.vertices = [] - def fill_polygon(self, editor : Editor, material : str, y : int, y2 : int = None): - if y2 == None: y2 = y + def fill(self, editor : Editor, material : str, y : int = 0, y2 : int = None): + if y2 == None: y2 = 0 for rect in self.shape: - rect.fill(editor, material, y, y2) + with editor.pushTransform(Transform((0,y,0))): + rect.fill(editor, material, y2) def fill_vertice(self, editor : Editor, material : str, y : int, y2 : int = None): - if y2 == None: y2 = y + if y2 == None: y2 = 0 for vertice in self.vertices: - vertice.fill(editor, Block(material), y, y2) + with editor.pushTransform(Transform((0,y,0))): + vertice.fill(editor, material, y2) def compress(self, tiles : list[Tile], vertices : list[Vertice]): remaining_tiles = tiles.copy() @@ -58,16 +59,16 @@ class Polygon: has_next2 = self._has_next(neighbors[1], current.facing, remaining_vertices) if has_next1: - current = Vertice(has_next1.point1, current.point2, current.facing) + current = Vertice(has_next1.point1.copy(), current.point2.copy(), current.facing) elif has_next2: - current = Vertice(current.point1, has_next2.point2, current.facing) + current = Vertice(current.point1.copy(), has_next2.point2.copy(), current.facing) else: self.vertices.append(current) current = remaining_vertices.pop() if len(remaining_vertices) == 0: self.vertices.append(current) - def set_vertices_and_neighbors(self, tiles : list[Tile], vertices : list[Vertice]): + def set_vertices_and_neighbors(self, tiles : list[Tile], vertices : list[Vertice], height : int): for tile in tiles: targets = tile.get_neighbors_coords() for vertice_num,target in enumerate(targets): @@ -75,7 +76,7 @@ class Polygon: if not has_neighbor: vertice = tile.get_vertice(vertice_num) vertices.append(vertice) - tile.set_vertice(DIRECTION(vertice_num), vertice) + tile.set_vertice(DIRECTION(vertice_num), vertice, height) else : tile.set_neighbor(vertice_num, has_neighbor) @@ -89,7 +90,7 @@ class Polygon: for tile in new_line: remaining_tiles.remove(tile) line = new_line - def _has_neighbor(self, target : tuple[int], tiles : list[Tile]) -> bool|Tile: + def _has_neighbor(self, target : Point, tiles : list[Tile]) -> bool|Tile: for tile in tiles: if tile.pos.position == target.position: return tile diff --git a/buildings/geometry/Rectangle.py b/buildings/geometry/Rectangle.py index 8c7ea24..47a7a4f 100644 --- a/buildings/geometry/Rectangle.py +++ b/buildings/geometry/Rectangle.py @@ -9,6 +9,15 @@ class Rectangle: def get_position(self): return (self.point1.position, self.point2.position) - def fill(self,editor : Editor, material : str, y : int, y2 : int = None): - if y2 == None: y2 = y - geometry.placeCuboid(editor, (self.point1.x, y, self.point1.z), (self.point2.x, y2, self.point2.z), Block(material)) + def get_height(self): + return self.point2.y - self.point1.y + + def fill(self,editor : Editor, material : str, y : int = None, xpadding : int = 0, zpadding : int = 0): + if self.point2.x - self.point1.x < 2*xpadding: xpadding = 0 + if self.point2.z - self.point1.z < 2*zpadding: zpadding = 0 + if y is None: y = self.point2.y + + geometry.placeCuboid(editor, (self.point1.x+xpadding, 0, self.point1.z+zpadding), (self.point2.x-xpadding, y, self.point2.z-zpadding), Block(material)) + + def __repr__(self): + return f"{type(self).__name__}\n1 : {str(self.point1)},\n2 : {str(self.point2)}" \ No newline at end of file diff --git a/buildings/geometry/Tile.py b/buildings/geometry/Tile.py index f1e2167..e1b6174 100644 --- a/buildings/geometry/Tile.py +++ b/buildings/geometry/Tile.py @@ -1,5 +1,5 @@ from gdpc import Editor, Block, geometry -from Enums import DIRECTION +from utils.Enums import DIRECTION from buildings.geometry.Point import Point from buildings.geometry.Vertice import Vertice @@ -27,15 +27,14 @@ class Tile: self.north_vertice = None self.south_vertice = None - def fill(self, editor : Editor, material : str, y : int, y2 : int = None) -> list[Point]: - if y2 == None: y2 = y - geometry.placeCuboid(editor, (self.pos.x, y, self.pos.z), (self.pos.x+self.size-1, y2, self.pos.z+self.size-1), Block(material)) + def fill(self, editor : Editor, material : str, y : int = 0) -> list[Point]: + geometry.placeCuboid(editor, (self.pos.x, 0, self.pos.z), (self.pos.x+self.size-1, y, self.pos.z+self.size-1), Block(material)) def get_neighbors_coords(self): - return [Point(x = self.pos.x - self.size, z = self.pos.z), # west + return [Point(x = self.pos.x, z = self.pos.z - self.size), # north Point(x = self.pos.x + self.size, z = self.pos.z), # east - Point(x = self.pos.x, z = self.pos.z - self.size), # north - Point(x = self.pos.x, z = self.pos.z + self.size)] # south + Point(x = self.pos.x, z = self.pos.z + self.size), # south + Point(x = self.pos.x - self.size, z = self.pos.z)] # west def get_neighbor(self, direction) -> Point: @@ -62,16 +61,16 @@ class Tile: def get_vertice(self,vertice : int|DIRECTION) -> Vertice: # gives the corresponding vertice : - # 0 = west, 1 = east, 2 = north, 3 = south + # 0 = north, 1 = east, 2 = south, 3 = west match(vertice): case 0 : - return Vertice(self.north_west, self.south_west, DIRECTION.WEST) + return Vertice(self.north_west.copy(), self.north_east.copy(), DIRECTION.NORTH) case 1 : - return Vertice(self.north_east, self.south_east, DIRECTION.EAST) + return Vertice(self.north_east.copy(), self.south_east.copy(), DIRECTION.EAST) case 2 : - return Vertice(self.north_west, self.north_east, DIRECTION.NORTH) + return Vertice(self.south_west.copy(), self.south_east.copy(), DIRECTION.SOUTH) case 3 : - return Vertice(self.south_west, self.south_east, DIRECTION.SOUTH) + return Vertice(self.north_west.copy(), self.south_west.copy(), DIRECTION.WEST) case DIRECTION.WEST : return self.west_vertice case DIRECTION.EAST : @@ -81,8 +80,9 @@ class Tile: case DIRECTION.SOUTH : return self.south_vertice - def set_vertice(self, direction : DIRECTION, vertice : Vertice): + def set_vertice(self, direction : DIRECTION, vertice : Vertice, height : int): self.has_vertice = True + vertice.point2.set_position(y = height) match(direction): case DIRECTION.WEST : self.west_vertice = vertice diff --git a/buildings/geometry/Vertice.py b/buildings/geometry/Vertice.py index df58b40..ca26622 100644 --- a/buildings/geometry/Vertice.py +++ b/buildings/geometry/Vertice.py @@ -1,9 +1,9 @@ -from Enums import DIRECTION +from utils.Enums import DIRECTION from buildings.geometry.Point import Point from buildings.geometry.Rectangle import Rectangle class Vertice(Rectangle): - def __init__(self, point1 : Point, point2 : Point, facing : str): + def __init__(self, point1 : Point, point2 : Point, facing : DIRECTION = None): Rectangle.__init__(self, point1, point2) self.facing = facing @@ -15,7 +15,10 @@ class Vertice(Rectangle): case DIRECTION.EAST | DIRECTION.WEST: return [Point(x = self.point1.x, z = self.point1.z - 1), Point(x = self.point2.x, z = self.point2.z + 1)] - - def get_size(self): - return self.point2.x - self.point1.x + self.point2.z - self.point1.z + + def __len__(self): + return self.point2.x - self.point1.x + self.point2.z - self.point1.z + 1 + + def __repr__(self): + return super().__repr__() + f"\nFacing : {self.facing} \n\n" \ No newline at end of file diff --git a/main.py b/main.py index 818d02d..059a03a 100644 --- a/main.py +++ b/main.py @@ -1,28 +1,44 @@ -from gdpc import Editor, Block, geometry +from gdpc import Editor, Block, geometry, Transform import networks.curve as curve import numpy as np -import json +from utils.JsonReader import JsonReader +from utils.YamlReader import YamlReader from buildings.Building import Building +from utils.functions import * + editor = Editor(buffering=True) -f = open('buildings\shapes.json') -shapes = json.load(f) - -# F = Foundations((0,0), (20,20), shapes[0]['matrice']) -# F.polygon.fill_polygon(editor, "stone", -60) -geometry.placeCuboid(editor, (-10,-60,-10), (85,-55,85), Block("air")) -B = Building((0,0), (75,75), shapes[7]['matrice']) -B.foundations.polygon.fill_vertice(editor, "pink_wool", -60) -for collumn in B.foundations.collumns: - collumn.fill(editor, "white_concrete", -60, -55) -B.foundations.polygon.fill_polygon(editor, "white_concrete", -60) +# get every differents buildings shapes +f = JsonReader('buildings\shapes.json') +shapes = f.data + +# get the random data for the buildings +y = YamlReader('params.yml') +random_data = y.data + +#move your editor to the position you wanna build on +transform = Transform((0,-60,110),rotation = 0) +editor.transform.push(transform) + +# clear the area you build on +geometry.placeCuboid(editor, (-5,0,-8), (25,100,25), Block("air")) + +# create a building at the relative position 0,0 with 20 blocks length and 20 blocks width, with a normal shape and 10 floors +building = Building(random_data["buildings"], (0, 0), (20,20), shapes[0]['matrice'], 10) +# build it with your custom materials +building.build(editor, ["stone_bricks","glass_pane","glass","cobblestone_wall","stone_brick_stairs","oak_planks","white_concrete","cobblestone","stone_brick_slab","iron_bars"]) + + + + + # # Get a block # block = editor.getBlock((0,48,0)) # # Place a block -#editor.placeBlock((0 , 5, 0), Block("stone")) +# editor.placeBlock((0 , 5, 0), Block("stone")) # # Build a cube # geometry.placeCuboid(editor, (458, 92, 488), (468, 99, 471), Block("oak_planks")) diff --git a/params.yml b/params.yml index f879b5d..5ce03f5 100644 --- a/params.yml +++ b/params.yml @@ -1 +1,91 @@ -// contains all random variables +# contains all random variables +buildings: + tile_size: + min_tile_size: 3 + max_tile_size: 12 + + foundations: + collumn_style : + # proportion of each style + none: 1 + inner: 5 + outer: 1 + both: 1 + floor: + min_height: 4 + max_height: 7 + + facade: + + windows: + size: + min_height: 2 + max_height: 6 + min_width: 1 + max_width: 12 + crossbars: + min_height_for_vertical_crossbar: 3 + vertical_crossbar: 0.25 + min_width_for_horizontal_crossbar: 3 + horizontal_crossbar: 0.25 + grounded: 0.5 + # alternate between block and pane + alternate: 0.5 + multiple: + # min size and probability of multiple windows on the same vertice + min_width: 5 + proba: 0.5 + border_radius: + # proportion of each style + none: 2 + top: 1 + top_and_bottom: 1 + + balcony: + proba : 0.25 + growth: 0.5 # [growth]% chance to have min_width + 1 balcony length, [growth**2]% chance to have min_width + 2 balcony length, etc + size: + min_len : 1 + max_len : 3 + min_width : 3 + multiple: + # probability to have multiple balcony IF POSSIBLE + # this feature need a very large facade + proba: 1 + min_width: 5 + min_gap: 1 + details: 0.35 + border_radius: + # proportion of each style + none: 6 + # no difference if there is no details + medium: 1 + full: 1 + + inter_floor: + proba: 0.5 + border_style: + # bloc used to fill the corner of the interfloor + none: 1 + slab: 2 + stairs: 2 + + entrance: + centered: 0.8 + different_facade: 0.75 + size: + min_height: 5 + max_height: 9 + door: + size: + min_height: 2 + max_height: 4 + min_width: 1 + max_width: 3 + padding: + max: 2 + max_top: 2 + + roof: + rembard: 0.5 + \ No newline at end of file diff --git a/requirements.txt b/requirements.txt index 9942a85..c763a55 100644 --- a/requirements.txt +++ b/requirements.txt @@ -5,3 +5,4 @@ pygame==2.5.2 scipy==1.13.1 skan==0.11.1 skimage==0.0 +pyyaml==6.0.1 diff --git a/utils/Enums.py b/utils/Enums.py new file mode 100644 index 0000000..a40fcbe --- /dev/null +++ b/utils/Enums.py @@ -0,0 +1,28 @@ +from enum import Enum + +class DIRECTION(Enum): + NORTH = 0 + EAST = 1 + SOUTH = 2 + WEST = 3 + +class COLLUMN_STYLE(Enum): + NONE = 0 + INNER = 1 + OUTER = 2 + BOTH = 3 + +class WINDOW_BORDER_RADIUS(Enum): + NONE = 0 + TOP = 1 + TOP_AND_BOTTOM = 2 + +class BALCONY_BORDER_RADIUS(Enum): + NONE = 0 + MEDIUM = 1 + FULL = 2 + +class INTER_FLOOR_BORDER(Enum): + NONE = 0 + SLAB = 1 + STAIRS = 2 \ No newline at end of file diff --git a/utils/JsonReader.py b/utils/JsonReader.py new file mode 100644 index 0000000..c2b462c --- /dev/null +++ b/utils/JsonReader.py @@ -0,0 +1,11 @@ +import json + +class JsonReader: + def __init__(self, json_file): + self.data = self._load_json(json_file) + + def _load_json(self, json_file : str): + f = open(json_file) + js = json.load(f) + + return js \ No newline at end of file diff --git a/utils/YamlReader.py b/utils/YamlReader.py new file mode 100644 index 0000000..4b2e883 --- /dev/null +++ b/utils/YamlReader.py @@ -0,0 +1,11 @@ +import yaml + +class YamlReader: + def __init__(self, yaml_file): + self.data = self._load_yaml(yaml_file) + + def _load_yaml(self, yaml_file : str): + with open(yaml_file, 'r') as stream: + data_loaded = yaml.safe_load(stream) + + return data_loaded \ No newline at end of file diff --git a/utils/functions.py b/utils/functions.py new file mode 100644 index 0000000..aec47f8 --- /dev/null +++ b/utils/functions.py @@ -0,0 +1,6 @@ +from enum import Enum +import random as rd + +def select_random(rdata : dict, enum : Enum) -> Enum: + # select a random value of the dict according to his coef and return the corresponding value in the enum + return enum[rd.choice([elt for elt,num in rdata.items() for _ in range(num)]).upper()] \ No newline at end of file