start balcony
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@@ -52,5 +52,5 @@ class Facade:
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return self.rdata["inter_floor"] >= rd.random()
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def get_dimentions(self) -> tuple[int]:
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return ( self.vertices[0].get_height(), self.vertices[0].get_len())
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return ( self.vertices[0].get_height(), len(self.vertices[0]))
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@@ -1,17 +1,49 @@
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import random as rd
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from buildings.geometry.Point import Point
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from buildings.geometry.Vertice import Vertice
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from buildings.elements.Window import Window
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class Balcony:
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def __init__(self, rdata, max_width : int, windows : Window):
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def __init__(self, rdata, windows : Window):
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self.rdata = rdata
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self.max_width = max_width
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self.windows = windows
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self.length = self.get_len()
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self.has_multiple = self.has_multiple_balcony()
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self.follow_window = self.follow_window()
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def get_structures(self) -> list[Vertice]:
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attach_points = self.get_attach_points()
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len_attach_points = len(attach_points)
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min_wid = self.rdata["balcony"]["size"]["min_width"]
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growth_chance = self.rdata["balcony"]["growth"]
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midpoint = len_attach_points//2
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x1,x2 = midpoint, len_attach_points - midpoint
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structures = []
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while True:
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x1 -= 1
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x2 += 1
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if x1 < 0 : break
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if attach_points[x2] - attach_points[x1] + 1 < min_wid: continue
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if growth_chance < rd.random():
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structures.append(self.create_structure(attach_points[x1], attach_points[x2]))
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if not self.has_multiple: break
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def get_attach_points(self) -> list[int]:
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points = [i for i in range(self.max_width)]
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if self.follow_window:
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for w in self.windows.windows:
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for i in range(w.x1, w.x2+1):
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points.remove(i)
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return points
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def create_structure(self, x1 : int, x2 : int) -> Vertice:
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return Vertice(Point(x1,0,0), Point(x2,0,self.length-1))
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def follow_window(self) -> bool:
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pass
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return self.windows.ypadding > 3
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def has_multiple_balcony(self) -> bool:
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if self.max_width < self.rdata["balcony"]["multiple"]["min_width"]: return False
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@@ -16,7 +16,7 @@ class Glass:
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def reset_groups(self):
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self.group1, self.group2 = [], []
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def get_len(self):
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def __len__(self):
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return self.x2 - self.x1 + 1
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@@ -25,10 +25,10 @@ class Window:
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self.materials = materials
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with editor.pushTransform(Transform((self.padding,self.ypadding,0))):
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for g in self.windows:
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len = g.get_len()
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leng = len(g)
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g.build(editor, materials[1], materials[2])
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self.build_crossbars(g.x1, g.x2, len)
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if len > 1: self.build_border_radius(g.x1, g.x2)
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self.build_crossbars(g.x1, g.x2, leng)
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if leng > 1: self.build_border_radius(g.x1, g.x2)
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def build_crossbars(self, x1 : int, x2 : int, len : int):
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if self.has_vertical_crossbar and self.height >= self.rdata["crossbars"]["min_height_for_vertical_crossbar"]:
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@@ -67,11 +67,12 @@ class Window:
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is_even= slices % 2 == 0
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is_window, gap = True, 0
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remainder = self.width - (window_size*windows_count + inter_size*inter_count)
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if windows_count % 2 == 1 and inter_count % 2 == 1:
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inter_count -= 1
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remainder += inter_size
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is_even = not is_even
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print(window_size,windows_count,inter_size,inter_count,remainder,self.width,"\n\n")
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for i in range(1,slices+1):
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wsize,isize = window_size, inter_size
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if is_even and i == mid: wsize, isize = wsize*2, isize*2
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@@ -90,10 +91,10 @@ class Window:
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def alternate(self, windows : list[Glass]):
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for g in windows:
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g.reset_groups()
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len = g.get_len()
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mid = g.x1 + len//2
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leng = len(g)
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mid = g.x1 + leng//2
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is_block, is_even = False, len % 2 == 0
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is_block, is_even = False, leng % 2 == 0
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for x in range(g.x1,g.x2+1):
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if is_even and x == mid: is_block = not is_block # to keep symetry
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if is_block: g.group2.append(self.create_window(x))
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@@ -15,7 +15,7 @@ class Vertice(Rectangle):
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case DIRECTION.EAST | DIRECTION.WEST:
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return [Point(x = self.point1.x, z = self.point1.z - 1),
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Point(x = self.point2.x, z = self.point2.z + 1)]
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def get_len(self):
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def __len__(self):
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return self.point2.x - self.point1.x + self.point2.z - self.point1.z + 1
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