دمج فرع التتبع عن بعد "المنبع/الرئيسي" في الملف الرئيسي

This commit is contained in:
AKreuzer
2024-06-15 23:01:59 +02:00
25 changed files with 1468 additions and 44 deletions

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House.py Normal file
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from time import sleep
from gdpc import Editor, Block, geometry
import numpy as np
import math
import matplotlib.pyplot as plt
class House:
def __init__(self, editor, coordinates_min, coordinates_max, direction, list_block):
self.editor = editor
self.coordinates_min = coordinates_min
self.coordinates_max = coordinates_max
self.skeleton = []
size = [(coordinates_max[i] - coordinates_min[i]) + 10 for i in range(3)]
self.grid3d = np.zeros(size, dtype=[('bool', bool), ('int', int)])
self.nbEtage = (coordinates_max[1] - coordinates_min[1]) // 5
self.direction = direction
self.entranceWall = None
self.blocks = list_block
self.entranceCo = None
self.wall = Block(list_block["wall"])
self.roof = Block(list_block["roof"])
self.roof_slab = Block(list_block["roof_slab"])
self.door = Block(list_block["door"])
self.window = Block(list_block["window"])
self.entrance = Block(list_block["entrance"])
self.stairs = Block(list_block["stairs"])
self.celling = Block(list_block["celling"])
self.floor = Block(list_block["floor"])
self.celling_slab = Block(list_block["celling_slab"])
self.gardenOutline = Block(list_block["garden_outline"])
self.garden_floor = Block(list_block["garden_floor"])
def createHouseSkeleton(self):
self.delete()
x_min, y_min, z_min = self.coordinates_min
x_max, y_max, z_max = self.coordinates_max
perimeter_width = x_max - x_min
perimeter_depth = z_max - z_min
x_min += 1
z_min += 1
x_max -= 1
z_max -= 1
x = np.random.randint(x_min+1 , x_max-1)
z = np.random.randint(z_min+1 , z_max-1 )
width = perimeter_width // 2
depth = perimeter_depth // 2
height = y_max - y_min
if x + width-1 > x_max-1:
x = x_max - width-1
if z + depth-1 > z_max-1:
z = z_max - depth-1
x_plan3d = x - x_min
z_plan3d = z - z_min
for i in range(0, width-1):
for j in range(0, depth-1):
self.editor.placeBlock((x + i, y_min, z + j), self.floor)
self.grid3d[x_plan3d+i,0,z_plan3d+j] = True,1
self.skeleton.append((x, z, width-1, depth-1, height))
print("Coordinates of the corners: ", (x, z), (x, z+depth-1), (x+width-1, z), (x+width-1, z+depth-1))
x_min -= 1
x_max -= 1
z_min += 1
z_max += 1
for _ in range(3):
print("Rectangle n°", _+1, "en cours de création")
for a in range(100000):
new_width = np.random.randint(5, width-2)
new_depth = np.random.randint(5, depth-2)
new_x = np.random.randint(max(x_min+1, x - new_width ), min(x_max-new_width - 1, x + width ))
new_z = np.random.randint(max(z_min+1, z - new_depth), min(z_max-new_depth - 1, z + depth ))
new_x_plan3d = new_x - x_min -1
new_z_plan3d = new_z - z_min +1
adjacent_blocks = 0
for i in range(new_x_plan3d, new_x_plan3d + new_width):
for j in range(new_z_plan3d, new_z_plan3d + new_depth):
if self.grid3d[i-1,0,j]['bool'] and self.grid3d[i-1,0,j]['int']==1 or self.grid3d[i+1,0,j]['bool'] and self.grid3d[i+1,0,j]['int']==1 or self.grid3d[i,0,j-1]['bool'] and self.grid3d[i,0,j-1]['int']==1 or self.grid3d[i,0,j+1]['bool'] and self.grid3d[i,0,j+1]['int']==1:
adjacent_blocks += 1
if adjacent_blocks < 3:
continue
if not np.any(self.grid3d[new_x_plan3d:new_x_plan3d+new_width,0, new_z_plan3d:new_z_plan3d+new_depth]['bool']):
new_x_plan3d = new_x - x_min
new_z_plan3d = new_z - z_min
for i in range(0, new_width):
for j in range(0, new_depth):
self.grid3d[new_x_plan3d + i,0, new_z_plan3d + j] = True,2
if i == 0 or i == new_width-1 or j == 0 or j == new_depth-1:
continue
else:
self.editor.placeBlock((new_x + i, y_min, new_z + j), self.floor)
self.skeleton.append((new_x, new_z, new_width, new_depth, height))
break
else:
print("Failed to place rectangle after 1000 attempts.")
def delete(self):
for x in range(self.coordinates_min[0], self.coordinates_max[0]):
for y in range(self.coordinates_min[1], self.coordinates_max[1]+10):
for z in range(self.coordinates_min[2], self.coordinates_max[2]):
self.editor.placeBlock((x, y, z), Block("air"))
def putWallOnSkeleton(self):
for k in range(len(self.skeleton)):
x, z, width, depth, height = self.skeleton[k]
if k!= 0:
x+=1
z+=1
width-=2
depth-=2
x_plan3d = x - self.coordinates_min[0]
z_plan3d = z - self.coordinates_min[2]
for i in range(-1, width+1):
for j in range(-1, depth+1):
for y in range(0, height):
if i == -1 or i == width or j == -1 or j == depth:
if not (self.grid3d[x_plan3d + i,y, z_plan3d + j]['bool']) and not (self.grid3d[x_plan3d + i,y, z_plan3d + j]['int'] == 1) or (self.grid3d[x_plan3d + i,y, z_plan3d + j]['bool'] and self.grid3d[x_plan3d + i,y, z_plan3d + j]['int'] == 2) or y==0:
self.editor.placeBlock((x + i, self.coordinates_min[1] + y, z + j), self.wall)
self.grid3d[ x_plan3d+i, y, z_plan3d+j] = True
def getAdjacentWalls(self):
main_rect = self.skeleton[0]
x_main, z_main, width_main, depth_main, heigt_main = main_rect
adjacent_walls = []
width_main-=1
depth_main-=1
for k in range(1, len(self.skeleton)):
x, z, width, depth, heigt = self.skeleton[k]
walls = [(x, z, x + width-1, z), (x, z, x, z + depth-1), (x, z + depth-1, x + width-1, z + depth-1), (x + width-1, z, x + width-1, z + depth-1)]
for wall in walls:
x1, z1, x2, z2 = wall
if (x_main <= x1 <= x_main + width_main or x_main <= x2 <= x_main + width_main) and (z_main - 1 == z1 or z_main + depth_main + 1 == z1):
x1 = max(x1, x_main-1)
x2 = min(x2, x_main + width_main+1)
if abs(x2 - x1) > 1:
adjacent_walls.append((x1, z1, x2, z2))
elif (z_main <= z1 <= z_main + depth_main or z_main <= z2 <= z_main + depth_main) and (x_main - 1 == x1 or x_main + width_main + 1 == x1):
z1 = max(z1, z_main-1)
z2 = min(z2, z_main + depth_main+1)
if abs(z2 - z1) > 1:
adjacent_walls.append((x1, z1, x2, z2))
return adjacent_walls
def placeDoor(self):
walls = self.getAdjacentWalls()
for wall in walls:
for i in range(self.nbEtage):
x_min, z_min, x_max, z_max = wall
if x_min == x_max:
width = z_max - z_min
if width % 2 != 0:
door_pos = width // 2
for y in range(self.coordinates_min[1]+1+i*4, self.coordinates_min[1]+3+i*4):
self.editor.placeBlock((x_min, y, z_min + door_pos), Block("air"))
self.editor.placeBlock((x_min, y, z_min + door_pos+1), Block("air"))
else:
door_pos = width // 2
for y in range(self.coordinates_min[1]+1+i*4 , self.coordinates_min[1]+3+i*4):
self.editor.placeBlock((x_min, y, z_min + door_pos), Block("air"))
else:
width = x_max - x_min
if width % 2 != 0:
door_pos = width // 2
for y in range(self.coordinates_min[1]+1+i*4, self.coordinates_min[1]+3+i*4):
self.editor.placeBlock((x_min + door_pos, y, z_min), Block("air"))
self.editor.placeBlock((x_min + door_pos+1, y, z_min), Block("air"))
else:
door_pos = width // 2
for y in range(self.coordinates_min[1]+1+i*4, self.coordinates_min[1]+3+i*4):
self.editor.placeBlock((x_min + door_pos, y, z_min), Block("air"))
def placeRoof(self):
for k in range(len(self.skeleton)-1, -1, -1):
x, z, width, depth, height = self.skeleton[k]
if k!= 0:
x+=1
z+=1
width-=2
depth-=2
if width < depth:
if width <=5:
n = 1
elif width <=10:
n = 2
else:
n = 3
else:
if depth <=5:
n = 1
elif depth <=10:
n = 2
else:
n = 3
else:
if width < depth:
n = width // 4
else:
n = depth // 4
x_plan3d = x - self.coordinates_min[0]
z_plan3d = z - self.coordinates_min[2]
print(width, depth, n)
if width < depth:
if n>1:
for k in range(n-1):
for i in range(-1, depth+1):
for y in range(-1, width//2+1):
self.editor.placeBlock((x + i, self.coordinates_max[1]+k, z+y+k+3), self.roof)
self.editor.placeBlock((x + i, self.coordinates_max[1]+k, z+depth-y-4-k), self.roof)
if width%2 == 0:
for i in range(-1, depth+1):
self.editor.placeBlock((x+width//2+1, self.coordinates_max[1]+n-1, z+i), self.roof)
for i in range(-1,depth+1):
self.editor.placeBlock((x+width//2, self.coordinates_max[1]+n-1, z+i), self.roof)
else:
if n>1:
for k in range(n-1):
for i in range(-1, width+1):
for y in range(-1, depth//2+1):
self.editor.placeBlock((x + i, self.coordinates_max[1]+k, z+y+k+2), self.roof)
self.editor.placeBlock((x + i, self.coordinates_max[1]+k, z+depth-y-3-k), self.roof)
if depth%2 == 0:
for i in range(-1, width+1):
self.editor.placeBlock((x+i, self.coordinates_max[1]+n-1, z+depth//2+1), self.roof)
for i in range(-1,width+1):
self.editor.placeBlock((x+i, self.coordinates_max[1]+n-1, z+depth//2), self.roof)
print('-----------------------------------')
for i in range(-1, width+1):
for j in range(-1, depth+1):
if width<depth:
if width%2 != 0:
if (i == width//2 ):
self.editor.placeBlock((x + i, self.coordinates_max[1]+n, z + j), Block(self.blocks["roof_slab"],{"type":"bottom"}))
self.grid3d[ x_plan3d+i, height+n, z_plan3d+j] = True
if j== -1 :
if not self.grid3d[ x_plan3d+i, height+n, z_plan3d+j-1]:
self.editor.placeBlock((x + i, self.coordinates_max[1]+n, z + j-1), Block(self.blocks["celling_slab"],{"type":"bottom"}))
self.grid3d[ x_plan3d+i, height+n, z_plan3d+j-1] = True
if not self.grid3d[ x_plan3d+i, height+n-1, z_plan3d+j-1]:
self.editor.placeBlock((x + i, self.coordinates_max[1]+n-1, z + j-1), Block(self.blocks["celling_slab"],{"type":"top"}))
self.grid3d[ x_plan3d+i, height+n-1, z_plan3d+j-1] = True
elif j == depth:
if not self.grid3d[ x_plan3d+i, height+n, z_plan3d+j+1]:
self.editor.placeBlock((x + i, self.coordinates_max[1]+n, z + j+1), Block(self.blocks["celling_slab"],{"type":"bottom"}))
self.grid3d[ x_plan3d+i, height+n, z_plan3d+j+1] = True
if not self.grid3d[ x_plan3d+i, height+n-1, z_plan3d+j+1]:
self.editor.placeBlock((x + i, self.coordinates_max[1]+n-1, z + j+1), Block(self.blocks["celling_slab"],{"type":"top"}))
self.grid3d[ x_plan3d+i, height+n-1, z_plan3d+j+1] = True
else:
if depth%2 != 0:
if (j == depth//2 ):
self.editor.placeBlock((x + i, self.coordinates_max[1]+n, z + j), Block(self.blocks["roof_slab"],{"type":"bottom"}))
self.grid3d[ x_plan3d+i, height+n, z_plan3d+j] = True
if i== -1 :
if not self.grid3d[ x_plan3d+i-1, height+n, z_plan3d+j]:
self.editor.placeBlock((x + i-1, self.coordinates_max[1]+n, z + j), Block(self.blocks["celling_slab"],{"type":"bottom"}))
self.grid3d[ x_plan3d+i-1, height+n, z_plan3d+j] = True
if not self.grid3d[ x_plan3d+i-1, height+n-1, z_plan3d+j]:
self.editor.placeBlock((x + i-1, self.coordinates_max[1]+n-1, z + j), Block(self.blocks["celling_slab"],{"type":"top"}))
self.grid3d[ x_plan3d+i-1, height+n-1, z_plan3d+j] = True
elif i == width:
if not self.grid3d[ x_plan3d+i+1, height+n, z_plan3d+j]:
self.editor.placeBlock((x + i+1, self.coordinates_max[1]+n, z + j), Block(self.blocks["celling_slab"],{"type":"bottom"}))
self.grid3d[ x_plan3d+i+1, height+n, z_plan3d+j] = True
if not self.grid3d[ x_plan3d+i+1, height+n-1, z_plan3d+j]:
self.editor.placeBlock((x + i+1, self.coordinates_max[1]+n-1, z + j), Block(self.blocks["celling_slab"],{"type":"top"}))
self.grid3d[ x_plan3d+i+1, height+n-1, z_plan3d+j] = True
if width<depth:
h = 0
for i in range(-1, width//2):
for j in range(-1, depth+1):
if i != -1:
if h % 1 == 0:
self.editor.placeBlock((x + i, self.coordinates_max[1]+h, z + j), Block(self.blocks["roof_slab"],{"type":"top"}))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h, z + j), Block(self.blocks["roof_slab"],{"type":"top"}))
self.grid3d[ x_plan3d+ i, round(height+h), z_plan3d+ j] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h), z_plan3d+ j] = True
if j == -1 :
self.editor.placeBlock((x + i, self.coordinates_max[1]+h, z + j -1), self.celling)
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h, z + j -1), self.celling)
self.grid3d[ x_plan3d+ i, round(height+h), z_plan3d+ j-1] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h), z_plan3d+ j-1] = True
elif j == depth:
self.editor.placeBlock((x + i, self.coordinates_max[1]+h, z + j +1), self.celling)
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h, z + j +1), self.celling)
self.grid3d[ x_plan3d+ i, round(height+h), z_plan3d+ j+1] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h), z_plan3d+ j+1] = True
else:
self.editor.placeBlock((x + i, self.coordinates_max[1]+h, z + j), Block(self.blocks["roof_slab"],{"type":"bottom"}))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h, z + j), Block(self.blocks["roof_slab"],{"type":"bottom"}))
self.editor.placeBlock((x + i, self.coordinates_max[1]+h-0.5, z + j), self.roof)
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h-0.5, z + j), self.roof)
self.grid3d[ x_plan3d+ i, round(height+h+0.5), z_plan3d+ j] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h+0.5), z_plan3d+ j] = True
self.grid3d[ x_plan3d+ i, round(height+h-0.5), z_plan3d+ j] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h-0.5), z_plan3d+ j] = True
if j == -1 :
self.editor.placeBlock((x + i, self.coordinates_max[1]+h, z + j -1), Block(self.blocks["celling_slab"], {"type": "bottom"}))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h, z + j -1), Block(self.blocks["celling_slab"], {"type": "bottom"}))
self.editor.placeBlock((x + i, self.coordinates_max[1]+h-1, z + j -1), Block(self.blocks["celling_slab"], {"type": "top"}))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h-1, z + j -1), Block(self.blocks["celling_slab"], {"type": "top"}))
self.grid3d[ x_plan3d+ i, round(height+h-1), z_plan3d+ j-1] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h-1), z_plan3d+ j-1] = True
self.grid3d[ x_plan3d+ i, round(height+h), z_plan3d+ j-1] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h), z_plan3d+ j-1] = True
elif j == depth:
self.editor.placeBlock((x + i, self.coordinates_max[1]+h, z + j +1), Block(self.blocks["celling_slab"], {"type": "bottom"}))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h, z + j +1), Block(self.blocks["celling_slab"], {"type": "bottom"}))
self.editor.placeBlock((x + i, self.coordinates_max[1]+h-1, z + j +1), Block(self.blocks["celling_slab"], {"type": "top"}))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h-1, z + j +1), Block(self.blocks["celling_slab"], {"type": "top"}))
self.grid3d[ x_plan3d+ i, round(height+h-1), z_plan3d+ j+1] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h-1), z_plan3d+ j+1] = True
self.grid3d[ x_plan3d+ i, round(height+h), z_plan3d+ j+1] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h), z_plan3d+ j+1] = True
else:
self.editor.placeBlock((x + i, self.coordinates_max[1]+h, z + j), Block(self.blocks["roof_slab"],{"type":"bottom"}))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h, z + j), Block(self.blocks["roof_slab"],{"type":"bottom"}))
self.grid3d[ x_plan3d+ i, round(height+h), z_plan3d+ j] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h), z_plan3d+ j] = True
if j == -1 :
self.editor.placeBlock((x + i, self.coordinates_max[1]+h, z + j -1), Block(self.blocks["celling_slab"], {"type": "bottom"}))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h, z + j -1), Block(self.blocks["celling_slab"], {"type": "bottom"}))
if not self.grid3d[ x_plan3d+i, height+h-1, z_plan3d+j-1]:
self.editor.placeBlock((x + i, self.coordinates_max[1]+h-1, z + j -1), Block(self.blocks["celling_slab"], {"type": "top"}))
self.grid3d[ x_plan3d+i, height+h-1, z_plan3d+j-1] = True
if not self.grid3d[ x_plan3d+width-1-i, height+h-1, z_plan3d+j-1]:
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h-1, z + j -1), Block(self.blocks["celling_slab"], {"type": "top"}))
self.grid3d[ x_plan3d+width-1-i, height+h-1, z_plan3d+j-1] = True
self.grid3d[ x_plan3d+ i, round(height+h-1), z_plan3d+ j-1] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h-1), z_plan3d+ j-1] = True
elif j == depth:
self.editor.placeBlock((x + i, self.coordinates_max[1]+h, z + j +1), Block(self.blocks["celling_slab"], {"type": "bottom"}))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h, z + j +1), Block(self.blocks["celling_slab"], {"type": "bottom"}))
if not self.grid3d[ x_plan3d+i, height+h-1, z_plan3d+j+1]:
self.editor.placeBlock((x + i, self.coordinates_max[1]+h-1, z + j +1), Block(self.blocks["celling_slab"], {"type": "top"}))
self.grid3d[ x_plan3d+i, height+h-1, z_plan3d+j+1] = True
if not self.grid3d[ x_plan3d+width-1-i, height+h-1, z_plan3d+j+1]:
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h-1, z + j +1), Block(self.blocks["celling_slab"], {"type": "top"}))
self.grid3d[ x_plan3d+width-1-i, height+h-1, z_plan3d+j+1] = True
self.grid3d[ x_plan3d+ i, round(height+h-1), z_plan3d+ j+1] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h-1), z_plan3d+ j+1] = True
if i != -1:
h += 0.5
else:
h = 0
for i in range(-1, depth//2):
for j in range(-1, width+1):
if i != -1:
if h % 1 == 0:
self.editor.placeBlock((x + j, self.coordinates_max[1]+h, z + i), Block(self.blocks["roof_slab"],{"type":"top"}))
self.editor.placeBlock((x + j, self.coordinates_max[1]+h, z + depth-1-i), Block(self.blocks["roof_slab"],{"type":"top"}))
self.grid3d[ x_plan3d+j, round(height+h), z_plan3d+ i] = True
self.grid3d[ x_plan3d+j, round(height+h), z_plan3d+ depth-1-i] = True
if j == -1 :
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h, z + i ), self.celling)
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h, z + depth-1-i ), self.celling)
self.grid3d[ x_plan3d+j-1, round(height+h), z_plan3d+ i] = True
self.grid3d[ x_plan3d+j-1, round(height+h), z_plan3d+ depth-1-i] = True
elif j == width:
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h, z + i ), self.celling)
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h, z + depth-1-i ), self.celling)
self.grid3d[ x_plan3d+j+1, round(height+h), z_plan3d+ i] = True
self.grid3d[ x_plan3d+j+1, round(height+h), z_plan3d+ depth-1-i] = True
else:
self.editor.placeBlock((x + j, self.coordinates_max[1]+h, z + i), Block(self.blocks["roof_slab"],{"type":"bottom"}))
self.editor.placeBlock((x + j, self.coordinates_max[1]+h, z + depth-1-i), Block(self.blocks["roof_slab"],{"type":"bottom"}))
self.editor.placeBlock((x + j, self.coordinates_max[1]+h-0.5, z + i), self.roof)
self.editor.placeBlock((x + j, self.coordinates_max[1]+h-0.5, z + depth-1-i), self.roof)
self.grid3d[ j, round(height+h+0.5), i] = True
self.grid3d[ j, round(height+h+0.5), depth-1-i] = True
self.grid3d[ j, round(height+h-0.5), i] = True
self.grid3d[ j, round(height+h-0.5), depth-1-i] = True
if j == -1 :
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h, z + i ), Block(self.blocks["celling_slab"], {"type": "bottom"}))
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h, z + depth-1-i ), Block(self.blocks["celling_slab"], {"type": "bottom"}))
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h-1, z + i ), Block(self.blocks["celling_slab"], {"type": "top"}))
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h-1, z + depth-1-i ), Block(self.blocks["celling_slab"], {"type": "top"}))
self.grid3d[ j, round(height+h), i] = True
self.grid3d[ j, round(height+h), depth-1-i] = True
self.grid3d[ j, round(height+h-1), i] = True
self.grid3d[ j, round(height+h-1), depth-1-i] = True
elif j == width:
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h, z + i ), Block(self.blocks["celling_slab"], {"type": "bottom"}))
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h, z + depth-1-i ), Block(self.blocks["celling_slab"], {"type": "bottom"}))
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h-1, z + i ), Block(self.blocks["celling_slab"], {"type": "top"}))
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h-1, z + depth-1-i ), Block(self.blocks["celling_slab"], {"type": "top"}))
self.grid3d[ j, round(height+h), i] = True
self.grid3d[ j, round(height+h), depth-1-i] = True
self.grid3d[ j, round(height+h-1), i] = True
self.grid3d[ j, round(height+h-1), depth-1-i] = True
else:
self.editor.placeBlock((x + j, self.coordinates_max[1]+h, z + i), Block(self.blocks["roof_slab"],{"type":"bottom"}))
self.editor.placeBlock((x + j, self.coordinates_max[1]+h, z + depth-1-i), Block(self.blocks["roof_slab"],{"type":"bottom"}))
self.grid3d[ j, round(height+h), i] = True
self.grid3d[ j, round(height+h), depth-1-i] = True
if j == -1 :
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h, z + i ), Block(self.blocks["celling_slab"], {"type": "bottom"}))
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h, z + depth-1-i ), Block(self.blocks["celling_slab"], {"type": "bottom"}))
if not self.grid3d[ j, height+h-1, i]:
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h-1, z + i ), Block(self.blocks["celling_slab"], {"type": "top"}))
self.grid3d[ j, height+h-1, i] = True
if not self.grid3d[ j, height+h-1, depth-1-i]:
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h-1, z + depth-1-i ), Block(self.blocks["celling_slab"], {"type": "top"}))
self.grid3d[ j, height+h-1, depth-1-i] = True
self.grid3d[ j, round(height+h), i] = True
self.grid3d[ j, round(height+h), depth-1-i] = True
elif j == width:
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h, z + i ), Block(self.blocks["celling_slab"], {"type": "bottom"}))
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h, z + depth-1-i ), Block(self.blocks["celling_slab"], {"type": "bottom"}))
if not self.grid3d[ j, height+h-1, i]:
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h-1, z + i ), Block(self.blocks["celling_slab"], {"type": "top"}))
self.grid3d[ j, height+h-1, i] = True
if not self.grid3d[ j, height+h-1, depth-1-i]:
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h-1, z + depth-1-i ), Block(self.blocks["celling_slab"], {"type": "top"}))
self.grid3d[ j, height+h-1, depth-1-i] = True
self.grid3d[ j, round(height+h), i] = True
self.grid3d[ j, round(height+h), depth-1-i] = True
self.grid3d[ j, round(height+h), i] = True
self.grid3d[ j, round(height+h), depth-1-i] = True
if i != -1:
h += 0.5
QUARTZ_SLAB = Block(self.blocks["celling_slab"], {"type": "top"})
for i in range(-2, width+2):
for j in range(-2, depth+2):
if i == -2 or i == width+1 or j == -2 or j == depth+1:
if not self.grid3d[x_plan3d+i, height-1, z_plan3d+j]['bool']:
if width<depth:
if i == -2 or i == width+1:
self.editor.placeBlock((x + i, self.coordinates_max[1]-1, z + j), QUARTZ_SLAB)
else:
if j == -2 or j == depth+1:
self.editor.placeBlock((x + i, self.coordinates_max[1]-1, z + j), QUARTZ_SLAB)
def putCelling(self):
for k in range(0, len(self.skeleton)):
x, z, width, depth, height = self.skeleton[k]
if k!= 0:
x+=1
z+=1
width-=2
depth-=2
x_plan3d = x - self.coordinates_min[0]
z_plan3d = z - self.coordinates_min[2]
for y in range(1,self.nbEtage+1):
for i in range(0, width):
for j in range(0, depth):
self.editor.placeBlock((x + i, self.coordinates_min[1] +4*y, z + j), self.celling)
self.grid3d[ x_plan3d+i, 4*y, z_plan3d+j] = True
def getAllExterneWalls(self):
walls = []
adjacent_walls = self.getAdjacentWalls()
for k in range(0, len(self.skeleton)):
x, z, width, depth, height = self.skeleton[k]
if k == 0:
x -= 1
z -= 1
width += 2
depth += 2
walls.append((x, z, x + width - 1, z))
walls.append((x, z, x, z + depth - 1))
walls.append((x, z + depth - 1, x + width - 1, z + depth - 1))
walls.append((x + width - 1, z, x + width - 1, z + depth - 1))
walls_to_keep = []
for wall in walls:
remove_wall = False
for adj_wall in adjacent_walls:
if self.isInsideWall(wall, adj_wall):
remove_wall = True
break
if not remove_wall:
walls_to_keep.append(wall)
return walls_to_keep
def isInsideWall(self, big_wall, small_wall):
x1, z1, x2, z2 = big_wall
x3, z3, x4, z4 = small_wall
if x1 == x2 == x3 == x4:
return x1 == x3 and z1 <= z3 and z4 <= z2
elif z1 == z2 == z3 == z4:
return z1 == z3 and x1 <= x3 and x4 <= x2
def placeWindowOnWall(self,wall,axis, is_x):
for l in range(self.nbEtage):
if axis%2==0:
if axis == 4:
if is_x:
self.editor.placeBlock((wall[0]+2, self.coordinates_min[1] + 2+l*4, wall[1]), self.window)
self.editor.placeBlock((wall[0]+3, self.coordinates_min[1] + 2+l*4, wall[1]), self.window)
else:
self.editor.placeBlock((wall[0], self.coordinates_min[1] + 2+l*4, wall[1]+3), self.window)
self.editor.placeBlock((wall[0], self.coordinates_min[1] + 2+l*4, wall[1]+2), self.window)
else:
for i in range(0, math.ceil(axis/4)):
if is_x:
self.editor.placeBlock((wall[0]+1+i*4, self.coordinates_min[1] + 2+l*4, wall[1]), self.window)
self.editor.placeBlock((wall[0]+2+i*4, self.coordinates_min[1] + 2+l*4, wall[1]), self.window)
else:
self.editor.placeBlock((wall[0], self.coordinates_min[1] + 2+l*4, wall[1]+1+i*4), self.window)
self.editor.placeBlock((wall[0], self.coordinates_min[1] + 2+l*4, wall[1]+2+i*4), self.window)
else:
if axis<=5:
for i in range(0, axis):
if is_x:
self.editor.placeBlock((wall[0]+1+i, self.coordinates_min[1] + 2+l*4, wall[1]), self.window)
else:
self.editor.placeBlock((wall[0], self.coordinates_min[1] + 2+l*4, wall[1]+1+i), self.window)
else:
for i in range(0, math.ceil(axis/2)):
if is_x:
self.editor.placeBlock((wall[0]+i*2+1, self.coordinates_min[1] + 2+l*4, wall[1]), self.window)
else:
self.editor.placeBlock((wall[0], self.coordinates_min[1] + 2+l*4, wall[1]+i*2+1), self.window)
def placeWindow(self):
walls = self.getAllExterneWalls()
for wall in walls:
x1, z1, x2, z2 = wall
x = abs(x2-x1) -1
z = abs(z2-z1) -1
if x1 == x2:
self.placeWindowOnWall(wall, z, False)
elif z1 == z2:
self.placeWindowOnWall(wall, x, True)
def placeStairs(self):
x, z, width, depth, height = self.skeleton[0]
x_moy = x + width//2
z_moy = z + depth//2
slab_up = Block(self.blocks["stairs_slab"], { "type": "top"})
slab_down = Block(self.blocks["stairs_slab"], { "type": "bottom"})
for i in range(0, self.nbEtage-1):
for k in range(3):
for l in range(3):
self.editor.placeBlock((x_moy-1+k, self.coordinates_min[1] + 4*(i+1), z_moy-1+l),Block("air"))
for j in range(1, 5):
self.editor.placeBlock((x_moy, self.coordinates_min[1] + 4*i+j, z_moy), self.floor)
self.editor.placeBlock((x_moy-1, self.coordinates_min[1] +1+ 4*i, z_moy-1), slab_down)
self.editor.placeBlock((x_moy, self.coordinates_min[1] +1+ 4*i, z_moy-1), slab_up)
self.editor.placeBlock((x_moy+1, self.coordinates_min[1] +2+ 4*i, z_moy-1), slab_down)
self.editor.placeBlock((x_moy+1, self.coordinates_min[1] +2+ 4*i, z_moy), slab_up)
self.editor.placeBlock((x_moy+1, self.coordinates_min[1] +3+ 4*i, z_moy+1), slab_down)
self.editor.placeBlock((x_moy, self.coordinates_min[1] +3+ 4*i, z_moy+1), slab_up)
self.editor.placeBlock((x_moy-1, self.coordinates_min[1] +4+ 4*i, z_moy+1), slab_down)
self.editor.placeBlock((x_moy-1, self.coordinates_min[1] +4+ 4*i, z_moy), slab_up)
def WallFacingDirection(self):
if self.direction == "N":
closest_wall = min(self.skeleton, key=lambda wall: wall[1])
wall = (closest_wall[0], closest_wall[1], closest_wall[0] + closest_wall[2], closest_wall[1])
elif self.direction == "S":
closest_wall = max(self.skeleton, key=lambda wall: wall[1] + wall[3])
wall = (closest_wall[0], closest_wall[1] + closest_wall[3], closest_wall[0] + closest_wall[2], closest_wall[1] + closest_wall[3])
elif self.direction == "E":
closest_wall = max(self.skeleton, key=lambda wall: wall[0] + wall[2])
wall = (closest_wall[0] + closest_wall[2], closest_wall[1], closest_wall[0] + closest_wall[2], closest_wall[1] + closest_wall[3])
elif self.direction == "W":
closest_wall = min(self.skeleton, key=lambda wall: wall[0])
wall = (closest_wall[0], closest_wall[1], closest_wall[0], closest_wall[1] + closest_wall[3])
else:
return []
if closest_wall != self.skeleton[0]:
if wall[0] == wall[2]:
wall = (wall[0]-1, wall[1]+1, wall[2]-1, wall[3]-2)
elif wall[1] == wall[3]:
wall = (wall[0]+1, wall[1]-1, wall[2]-2, wall[3]-1)
else:
if wall[0] == wall[2]:
if self.direction == "W":
wall = (wall[0]-2, wall[1], wall[2]-2, wall[3])
else:
wall = (wall[0], wall[1]+1, wall[2], wall[3]-2)
elif wall[1] == wall[3]:
if self.direction == "N":
wall = (wall[0]+1, wall[1]-2, wall[2]-2, wall[3]-2)
else:
wall = (wall[0]+1, wall[1], wall[2]-2, wall[3])
return wall
def placeEntrance(self):
wall = self.WallFacingDirection()
print(wall)
self.entranceWall = wall
match self.direction:
case "W":
if (wall[3] - wall[1]) % 2 != 0:
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1]+1, (wall[1] + wall[3]) // 2 +1), Block("air"))
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1]+2, (wall[1] + wall[3]) // 2 +1), Block("air"))
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1]+1, (wall[1] + wall[3]) // 2), Block("air"))
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1]+2, (wall[1] + wall[3]) // 2), Block("air"))
self.editor.placeBlock((wall[0], self.coordinates_min[1], (wall[1] + wall[3]) // 2 ), Block(self.blocks["stairs"], {"facing": "east"}))
self.editor.placeBlock((wall[0], self.coordinates_min[1], (wall[1] + wall[3]) // 2 +1 ), Block(self.blocks["stairs"], {"facing": "east"}))
self.editor.placeBlock((wall[0], self.coordinates_min[1], (wall[1] + wall[3]) // 2 -1), Block(self.blocks["stairs"], {"facing": "south"}))
self.editor.placeBlock((wall[0], self.coordinates_min[1], (wall[1] + wall[3]) // 2 +2), Block(self.blocks["stairs"], {"facing": "north"}))
self.editor.placeBlock((wall[0], self.coordinates_min[1]+3, (wall[1] + wall[3]) // 2 ), Block(self.blocks["stairs"], {"facing": "east", "half": "top"}))
self.editor.placeBlock((wall[0], self.coordinates_min[1]+3, (wall[1] + wall[3]) // 2 +1 ), Block(self.blocks["stairs"], {"facing": "east", "half": "top"}))
self.editor.placeBlock((wall[0], self.coordinates_min[1]+3, (wall[1] + wall[3]) // 2 -1), Block(self.blocks["stairs"], {"facing": "south", "half": "top"}))
self.editor.placeBlock((wall[0], self.coordinates_min[1]+3, (wall[1] + wall[3]) // 2 +2), Block(self.blocks["stairs"], {"facing": "north", "half": "top"}))
self.entranceCo = ((wall[1] + wall[3]) // 2, (wall[1] + wall[3]) // 2 +2, (wall[1] + wall[3]) // 2 +1, (wall[1] + wall[3]) // 2 -1)
else:
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1]+1, (wall[1] + wall[3]) // 2), Block("air"))
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1]+2, (wall[1] + wall[3]) // 2), Block("air"))
self.editor.placeBlock((wall[0], self.coordinates_min[1], (wall[1] + wall[3]) // 2 ), Block(self.blocks["stairs"], {"facing": "east"}))
self.editor.placeBlock((wall[0], self.coordinates_min[1], (wall[1] + wall[3]) // 2 +1 ), Block(self.blocks["stairs"], {"facing": "north"}))
self.editor.placeBlock((wall[0], self.coordinates_min[1], (wall[1] + wall[3]) // 2 -1), Block(self.blocks["stairs"], {"facing": "south"}))
self.editor.placeBlock((wall[0], self.coordinates_min[1]+3, (wall[1] + wall[3]) // 2 ), Block(self.blocks["stairs"], {"facing": "east", "half": "top"}))
self.editor.placeBlock((wall[0], self.coordinates_min[1]+3, (wall[1] + wall[3]) // 2 +1 ), Block(self.blocks["stairs"], {"facing": "north", "half": "top"}))
self.editor.placeBlock((wall[0], self.coordinates_min[1]+3, (wall[1] + wall[3]) // 2 -1), Block(self.blocks["stairs"], {"facing": "south", "half": "top"}))
self.entranceCo = ((wall[1] + wall[3] )// 2, (wall[1] + wall[3]) // 2 +1, (wall[1] + wall[3]) // 2 +1, (wall[1] + wall[3]) // 2 -1)
case "N":
if (wall[2] - wall[0]) % 2 != 0:
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 +1, self.coordinates_min[1]+1, wall[1]+1), Block("air"))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 +1, self.coordinates_min[1]+2, wall[1]+1), Block("air"))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2, self.coordinates_min[1]+1, wall[1]+1), Block("air"))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2, self.coordinates_min[1]+2, wall[1]+1), Block("air"))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2, self.coordinates_min[1], wall[1]), Block(self.blocks["stairs"], {"facing": "south"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 +1, self.coordinates_min[1], wall[1]), Block(self.blocks["stairs"], {"facing": "south"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 -1, self.coordinates_min[1], wall[1]), Block(self.blocks["stairs"], {"facing": "east"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 +2, self.coordinates_min[1], wall[1]), Block(self.blocks["stairs"], {"facing": "west"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2, self.coordinates_min[1]+3, wall[1]), Block(self.blocks["stairs"], {"facing": "south", "half": "top"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 +1, self.coordinates_min[1]+3, wall[1]), Block(self.blocks["stairs"], {"facing": "south", "half": "top"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 -1, self.coordinates_min[1]+3, wall[1]), Block(self.blocks["stairs"], {"facing": "east", "half": "top"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 +2, self.coordinates_min[1]+3, wall[1]), Block(self.blocks["stairs"], {"facing": "west", "half": "top"}))
self.entranceCo = (wall[0] + (wall[2] - wall[0]) // 2, wall[0] + (wall[2] - wall[0]) // 2 +2, wall[0] + (wall[2] - wall[0]) // 2 +1, wall[0] + (wall[2] - wall[0]) // 2 -1)
else:
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2, self.coordinates_min[1]+1, wall[1]+1), Block("air"))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2, self.coordinates_min[1]+2, wall[1]+1), Block("air"))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2, self.coordinates_min[1], wall[1]), Block(self.blocks["stairs"], {"facing": "south"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 +1, self.coordinates_min[1], wall[1]), Block(self.blocks["stairs"], {"facing": "west"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 -1, self.coordinates_min[1], wall[1]), Block(self.blocks["stairs"], {"facing": "east"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2, self.coordinates_min[1]+3, wall[1]), Block(self.blocks["stairs"], {"facing": "south", "half": "top"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 +1, self.coordinates_min[1]+3, wall[1]), Block(self.blocks["stairs"], {"facing": "west", "half": "top"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 -1, self.coordinates_min[1]+3, wall[1]), Block(self.blocks["stairs"], {"facing": "east", "half": "top"}))
self.entranceCo = (wall[0] + (wall[2] - wall[0]) // 2, wall[0] + (wall[2] - wall[0]) // 2 +1, wall[0] + (wall[2] - wall[0]) // 2 +1, wall[0] + (wall[2] - wall[0]) // 2 -1)
case "E":
if (wall[3] - wall[1]) % 2 != 0:
self.editor.placeBlock((wall[0], self.coordinates_min[1]+1, (wall[1] + wall[3]) // 2 +1), Block("air"))
self.editor.placeBlock((wall[0], self.coordinates_min[1]+2, (wall[1] + wall[3]) // 2 +1), Block("air"))
self.editor.placeBlock((wall[0], self.coordinates_min[1]+1, (wall[1] + wall[3]) // 2), Block("air"))
self.editor.placeBlock((wall[0], self.coordinates_min[1]+2, (wall[1] + wall[3]) // 2), Block("air"))
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1], (wall[1] + wall[3]) // 2 ), Block(self.blocks["stairs"], {"facing": "west"}))
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1], (wall[1] + wall[3]) // 2 +1 ), Block(self.blocks["stairs"], {"facing": "west"}))
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1], (wall[1] + wall[3]) // 2 -1), Block(self.blocks["stairs"], {"facing": "south"}))
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1], (wall[1] + wall[3]) // 2 +2), Block(self.blocks["stairs"], {"facing": "north"}))
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1]+3, (wall[1] + wall[3]) // 2 ), Block(self.blocks["stairs"], {"facing": "west", "half": "top"}))
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1]+3, (wall[1] + wall[3]) // 2 +1 ), Block(self.blocks["stairs"], {"facing": "west", "half": "top"}))
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1]+3, (wall[1] + wall[3]) // 2 -1), Block(self.blocks["stairs"], {"facing": "south", "half": "top"}))
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1]+3, (wall[1] + wall[3]) // 2 +2), Block(self.blocks["stairs"], {"facing": "north", "half": "top"}))
self.entranceCo = ((wall[1] + wall[3]) // 2, (wall[1] + wall[3]) // 2 +2, (wall[1] + wall[3]) // 2 +1, (wall[1] + wall[3]) // 2 -1)
else:
self.editor.placeBlock((wall[0], self.coordinates_min[1]+1, (wall[1] + wall[3]) // 2), Block("air"))
self.editor.placeBlock((wall[0], self.coordinates_min[1]+2, (wall[1] + wall[3]) // 2), Block("air"))
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1], (wall[1] + wall[3]) // 2 ), Block(self.blocks["stairs"], {"facing": "west"}))
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1], (wall[1] + wall[3]) // 2 +1 ), Block(self.blocks["stairs"], {"facing": "north"}))
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1], (wall[1] + wall[3]) // 2 -1), Block(self.blocks["stairs"], {"facing": "south"}))
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1]+3, (wall[1] + wall[3]) // 2 ), Block(self.blocks["stairs"], {"facing": "west", "half": "top"}))
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1]+3, (wall[1] + wall[3]) // 2 +1 ), Block(self.blocks["stairs"], {"facing": "north", "half": "top"}))
self.editor.placeBlock((wall[0]+1, self.coordinates_min[1]+3, (wall[1] + wall[3]) // 2 -1), Block(self.blocks["stairs"], {"facing": "south", "half": "top"}))
self.entranceCo = ((wall[1] + wall[3]) // 2, (wall[1] + wall[3]) // 2 +1, (wall[1] + wall[3]) // 2 +1, (wall[1] + wall[3]) // 2 -1)
case "S":
print(wall)
if (wall[2] - wall[0]) % 2 != 0:
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 +1, self.coordinates_min[1]+1, wall[1]), Block("air"))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 +1, self.coordinates_min[1]+2, wall[1]), Block("air"))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2, self.coordinates_min[1]+1, wall[1]), Block("air"))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2, self.coordinates_min[1]+2, wall[1]), Block("air"))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2, self.coordinates_min[1], wall[1]+1), Block(self.blocks["stairs"], {"facing": "north"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 +1, self.coordinates_min[1], wall[1]+1), Block(self.blocks["stairs"], {"facing": "north"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 -1, self.coordinates_min[1], wall[1]+1), Block(self.blocks["stairs"], {"facing": "east"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 +2, self.coordinates_min[1], wall[1]+1), Block(self.blocks["stairs"], {"facing": "west"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2, self.coordinates_min[1]+3, wall[1]+1), Block(self.blocks["stairs"], {"facing": "north", "half": "top"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 +1, self.coordinates_min[1]+3, wall[1]+1), Block(self.blocks["stairs"], {"facing": "north", "half": "top"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 -1, self.coordinates_min[1]+3, wall[1]+1), Block(self.blocks["stairs"], {"facing": "east", "half": "top"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 +2, self.coordinates_min[1]+3, wall[1]+1), Block(self.blocks["stairs"], {"facing": "west", "half": "top"}))
self.entranceCo = (wall[0] + (wall[2] - wall[0]) // 2, wall[0] + (wall[2] - wall[0]) // 2 +2, wall[0] + (wall[2] - wall[0]) // 2 +1, wall[0] + (wall[2] - wall[0]) // 2 -1)
else:
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2, self.coordinates_min[1]+1, wall[1]), Block("air"))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2, self.coordinates_min[1]+2, wall[1]), Block("air"))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2, self.coordinates_min[1], wall[1]+1), Block(self.blocks["stairs"], {"facing": "north"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 +1, self.coordinates_min[1], wall[1]+1), Block(self.blocks["stairs"], {"facing": "west"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 -1, self.coordinates_min[1], wall[1]+1), Block(self.blocks["stairs"], {"facing": "east"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2, self.coordinates_min[1]+3, wall[1]+1), Block(self.blocks["stairs"], {"facing": "north", "half": "top"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 +1, self.coordinates_min[1]+3, wall[1]+1), Block(self.blocks["stairs"], {"facing": "west", "half": "top"}))
self.editor.placeBlock((wall[0] + (wall[2] - wall[0]) // 2 -1, self.coordinates_min[1]+3, wall[1]+1), Block(self.blocks["stairs"], {"facing": "east", "half": "top"}))
self.entranceCo = (wall[0] + (wall[2] - wall[0]) // 2, wall[0] + (wall[2] - wall[0]) // 2 +1, wall[0] + (wall[2] - wall[0]) // 2 +1, wall[0] + (wall[2] - wall[0]) // 2 -1)
case _:
pass
def placeGardenOutline(self):
x_min, y_min, z_min = self.coordinates_min
x_max, y_max, z_max = self.coordinates_max
for i in range (x_min, x_max):
for y in range(z_min, z_max):
if i == x_min or i == x_max - 1 or y == z_min or y == z_max - 1 :
match self.direction:
case "N":
if not (i in self.entranceCo and y == z_min):
self.editor.placeBlock((i, y_min-1, y), Block("oak_log"))
self.editor.placeBlock((i, y_min, y), self.gardenOutline)
self.editor.placeBlock((i, y_min+1, y), self.gardenOutline)
self.editor.placeBlock((i, y_min+2, y), self.gardenOutline)
case "S":
if not (i in self.entranceCo and y == z_max-1):
self.editor.placeBlock((i, y_min-1, y), Block("oak_log"))
self.editor.placeBlock((i, y_min, y), self.gardenOutline)
self.editor.placeBlock((i, y_min+1, y), self.gardenOutline)
self.editor.placeBlock((i, y_min+2, y), self.gardenOutline)
case "E":
if not (i == x_max-1 and y in self.entranceCo):
self.editor.placeBlock((i, y_min-1, y), Block("oak_log"))
self.editor.placeBlock((i, y_min, y), self.gardenOutline)
self.editor.placeBlock((i, y_min+1, y), self.gardenOutline)
self.editor.placeBlock((i, y_min+2, y), self.gardenOutline)
case "W":
if not (i == x_min and y in self.entranceCo):
self.editor.placeBlock((i, y_min-1, y), Block("oak_log"))
self.editor.placeBlock((i, y_min, y), self.gardenOutline)
self.editor.placeBlock((i, y_min+1, y), self.gardenOutline)
self.editor.placeBlock((i, y_min+2, y), self.gardenOutline)
else:
print(i, y)
case _:
self.editor.placeBlock((i, y_min-1, y), self.garden_floor)
else:
self.editor.placeBlock((i, y_min-1, y), self.garden_floor)
def build(self):
house.createHouseSkeleton()
house.putWallOnSkeleton()
house.placeDoor()
house.placeRoof()
house.putCelling()
house.placeWindow()
house.placeEntrance()
house.placeGardenOutline()
if house.nbEtage > 1:
house.placeStairs()
if __name__ == "__main__":
editor = Editor(buffering=True)
buildArea = editor.getBuildArea()
coordinates_min = [min(buildArea.begin[i], buildArea.last[i]) for i in range(3)]
coordinates_max = [max(buildArea.begin[i], buildArea.last[i]) for i in range(3)]
blocks = {
"wall": "blackstone",
"roof": "blackstone",
"roof_slab": "blackstone_slab",
"door": "oak_door",
"window": "glass_pane",
"entrance": "oak_door",
"stairs": "quartz_stairs",
"stairs_slab": "quartz_slab",
"celling": "quartz_block",
"floor": "quartz_block",
"celling_slab": "quartz_slab",
"garden_outline": "oak_leaves",
"garden_floor": "grass_block"
}
for i in range(1):
house = House(editor, coordinates_min, coordinates_max,"W", blocks)
house.build()
new_coordinates_min =(coordinates_max[0] + 10, coordinates_min[1], coordinates_min[2])
new_coordinates_max = (coordinates_max[0] + 10 +24, coordinates_max[1], coordinates_max[2])
coordinates_min = new_coordinates_min
coordinates_max = new_coordinates_max
# delete(editor, coordinates_min, coordinates_max)
editor.flushBuffer()

View File

@@ -1,3 +1,10 @@
from world_maker.world_maker import *
def main():
rectangle_house_mountain, rectangle_building, skeleton_highway, skeleton_mountain = world_maker()
if __name__ == '__main__':
main()
from gdpc import Editor, Block, geometry, Transform
import networks.curve as curve
import numpy as np

View File

@@ -1,7 +1,10 @@
from District import District
from Position import Position
from world_maker.District import District, Road
from world_maker.Position import Position
from PIL import Image
import random
from random import randint
from world_maker.data_analysis import handle_import_image, detect_mountain
from typing import Union
import numpy as np
class City:
@@ -25,8 +28,8 @@ class City:
"""
Initialize the maps of the city. It reads the heightmap and watermap images and converts them into 2D lists.
"""
heightmap = Image.open('./data/heightmap.png').convert('L')
watermap = Image.open('./data/watermap.png').convert('L')
heightmap = Image.open('./world_maker/data/heightmap.png').convert('L')
watermap = Image.open('./world_maker/data/watermap.png').convert('L')
width, height = heightmap.size
self.map_data = [[-1 if watermap.getpixel((x, y)) > 0 else 0 for x in range(width)] for y in range(height)]
self.height_map = [[heightmap.getpixel((x, y)) for x in range(width)] for y in range(height)]
@@ -72,7 +75,6 @@ class City:
index_district_chosen = index
else:
self.districts[index].area_expend.remove(point)
self.districts[index_district_chosen].area.append(point)
self.districts[index_district_chosen].area_expend_from_point.append(point)
self.districts[index_district_chosen].area_expend.remove(point)
self.map_data[point.y][point.x] = index_district_chosen + 1
@@ -81,7 +83,6 @@ class City:
"""
Update the expansion points of all districts in the city.
"""
for district in self.districts:
if len(district.area_expend_from_point) > 0:
district.update_expend_points(district.area_expend_from_point[0], self.map_data, self.height_map)
@@ -104,7 +105,7 @@ class City:
"""
width, height = len(self.map_data[0]), len(self.map_data)
img = Image.new('RGB', (width, height))
colors = {id_district: (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))
colors = {id_district: (randint(0, 255), randint(0, 255), randint(0, 255))
for id_district in range(1, len(self.districts) + 1)}
for y in range(height):
@@ -114,13 +115,93 @@ class City:
else:
img.putpixel((x, y), colors[self.map_data[y][x]])
img.save('./data/district.png')
img.save('./world_maker/data/district.png')
print("[City] District map created.")
def draw_roads(self, size_road: int = 1) -> Image:
"""
Draw the roads of the city on the image.
:param size:
"""
image = Image.new('RGB', Image.open('./world_maker/data/heightmap.png').size)
for district in self.districts:
district.draw_roads(image, size_road)
return image
def district_generate_road(self) -> list[Road]:
"""
Generate the roads of the city for each district.
:return: The list of roads of the city.
"""
roads = []
for district in self.districts:
if district.type != "mountain":
district.generate_roads(self.map_data)
roads.extend(district.roads)
return roads
def point_in_which_district(self, point: Union[Position, tuple[int, int]]) -> int:
"""
Get the index of the district in which the point is located.
:param point: The point to check.
:return: The index of the district in which the point is located.
"""
if isinstance(point, Position):
point = (point.x, point.y)
return self.map_data[point[1]][point[0]]
def get_district_mountain_map(self) -> Image:
"""
Get the map of a district.
:param district_id: The id of the district.
:return: The map of the district.
"""
district_id = [district.tile_id for district in self.districts if district.type == "mountain"]
array = np.array([[True if self.map_data[y][x] in district_id else False for x in range(len(self.map_data[0]))]
for y in range(len(self.map_data))])
image = Image.fromarray(array)
image.save('./world_maker/data/mountain_map.png')
return image
def generate_district(self):
image = handle_import_image('./world_maker/data/smooth_sobel_watermap.png').convert('L')
array = np.array(image)
mountain_coo = detect_mountain()
self.add_district(Position(mountain_coo[0], mountain_coo[1]), "mountain")
print("[City] District added.")
remove_circle_data(array, mountain_coo)
area = get_area_array(array)
sizeX, sizeY = len(array[0]), len(array)
while area > sizeX * sizeY * 0.1:
x, y = randint(0, sizeX - 1), randint(0, sizeY - 1)
if array[y][x]:
self.add_district(Position(x, y))
remove_circle_data(array, (x, y))
area = get_area_array(array)
print("[City] District added.")
def remove_circle_data(array, center, radius=100):
y_indices, x_indices = np.indices(array.shape)
dist_sq = (y_indices - center[1]) ** 2 + (x_indices - center[0]) ** 2
mask = dist_sq <= radius ** 2
array[mask] = False
def get_area_array(array) -> int:
return np.sum(array)
if __name__ == '__main__':
city = City()
for i in range(10):
city.add_district(Position(random.randint(0, 800), random.randint(0, 800)))
city.add_district(Position(randint(0, 400), randint(0, 400)))
city.loop_expend_district()
city.district_draw_map()
city.district_generate_road()
image = city.draw_roads(Image.new('RGB', (401, 401)), 4)
image.save('./world_maker/data/roadmap.png')

View File

@@ -1,8 +1,24 @@
from Position import Position
from world_maker.Position import Position
from typing import Union
from random import randint
from PIL import Image
class Road:
def __init__(self, position: Position, id_height: int, id_width: int, border: bool = False):
self.position: Position = position
self.north: Union[Road, None] = None
self.south: Union[Road, None] = None
self.east: Union[Road, None] = None
self.west: Union[Road, None] = None
self.id_height = id_height
self.id_width = id_width
self.border = border
class District:
"""
The CustomDistrict class represents a district that can be expanded.
The District class represents a district that can be expanded.
Attributes:
center_expend (Position): The center position from which the district expands.
@@ -10,6 +26,7 @@ class District:
area_expend_from_point (list): The list of positions from which the district can expand.
area_expend (list): The list of positions to which the district will maybe expand.
"""
def __init__(self, tile_id: int, center: Position, district_type: str = ""):
"""
The constructor for the District class.
@@ -23,11 +40,13 @@ class District:
self.tile_id = tile_id
self.type = district_type
self.center_expend = center
self.area = [center]
self.area_expend_from_point = [center]
self.area_expend = []
self.roads: list[Road] = []
self.roads_expend = []
def verify_point(self, point: Position, point_new: Position, map_data: list[list[int]], height_map: list[list[int]]):
def verify_point(self, point: Position, point_new: Position, map_data: list[list[int]],
height_map: list[list[int]]):
"""
Verify if a new point can be added to a district extend area list.
@@ -40,9 +59,32 @@ class District:
return (0 <= point_new.x < len(map_data[0]) and
0 <= point_new.y < len(map_data) and
map_data[point_new.y][point_new.x] == 0 and
(self.type == "Mountain" or
(self.type == "mountain" or
abs(height_map[point_new.y][point_new.x] - height_map[point.y][point.x]) < 2))
def is_point_inside(self, point: Position, map_data) -> bool:
"""
Check if a point is inside the district.
:param point: The point to be checked.
:return: True if the point is inside the district, False otherwise.
"""
if not (0 <= point.x < len(map_data[0]) and 0 <= point.y < len(map_data)):
return False
return map_data[point.y][point.x] == self.tile_id
def is_position_in_area_expend(self, position: Position) -> bool:
"""
Check if a position is inside the district.
:param position: The position to be checked.
:return: True if the position is inside the district, False otherwise.
"""
for point in self.area_expend:
if point == position:
return True
return False
def update_expend_points(self, point: Position, map_data: list[list[int]], height_map: list[list[int]]):
"""
Update the points to which the district can expand.
@@ -53,6 +95,142 @@ class District:
"""
for pos in [Position(1, 0), Position(-1, 0), Position(0, 1), Position(0, -1)]:
if self.verify_point(point, point + pos, map_data, height_map):
if point + pos not in self.area_expend:
if not self.is_position_in_area_expend(point + pos):
self.area_expend.append(point + pos)
self.area_expend_from_point.remove(point)
def move_point_to_area(self, point: Position, vector: Position, map_data) -> Position:
while not self.is_point_inside(point + vector, map_data):
point += vector
return point + vector
def get_road_from_point(self, point: Position) -> Union[Road, None]:
"""
Get the road that contains a specific point.
:param point: The point to be checked.
:return: The road that contains the point.
"""
for road in self.roads:
if point == road.position:
return road
return None
def get_road_expend_from_point(self, point: Position) -> Union[Road, None]:
"""
Get the road that contains a specific point.
:param point: The point to be checked.
:return: The road that contains the point.
"""
for road in self.roads_expend:
if point == road.position:
return road
return None
def generate_roads(self, map_data, random_range=(20, 40)):
width = {0: self.center_expend.x}
height = {0: self.center_expend.y}
self.roads_expend = [Road(self.center_expend, 0, 0)]
self.roads = [self.roads_expend[0]]
while len(self.roads_expend) > 0:
road = self.roads_expend.pop(0)
print(road.position)
for id_width in [-1, 1]:
if road.id_width + id_width not in width:
width[road.id_width + id_width] = width[road.id_width] + randint(random_range[0],
random_range[1]) * id_width
road_new = Road(Position(width[road.id_width + id_width], road.position.y),
road.id_height, road.id_width + id_width)
if self.is_point_inside(road_new.position, map_data):
road_search = self.get_road_from_point(road_new.position)
road_expend_search = self.get_road_expend_from_point(road_new.position)
if road_search is not None:
road_new = road_search
if id_width == -1:
road.west = road_new
road_new.east = road
else:
road.east = road_new
road_new.west = road
if road_search is None:
self.roads.append(road_new)
self.roads_expend.append(road_new)
else:
self.roads[self.roads.index(road_search)] = road_new
if road_expend_search is not None:
self.roads_expend[self.roads_expend.index(road_expend_search)] = road_new
else:
point_new = self.move_point_to_area(road_new.position, Position(-id_width, 0), map_data)
road_new = Road(point_new, road.id_height, road.id_width + id_width, True)
if id_width == -1:
road.west = road_new
road_new.east = road
else:
road.east = road_new
road_new.west = road
self.roads.append(road_new)
for id_height in [-1, 1]:
if road.id_height + id_height not in height:
height[road.id_height + id_height] = height[road.id_height] + randint(random_range[0],
random_range[1]) * id_height
road_new = Road(Position(road.position.x, height[road.id_height + id_height]),
road.id_height + id_height, road.id_width)
if self.is_point_inside(road_new.position, map_data):
road_search = self.get_road_from_point(road_new.position)
road_expend_search = self.get_road_expend_from_point(road_new.position)
if road_search is not None:
road_new = road_search
if id_height == -1:
road.north = road_new
road_new.south = road
else:
road.south = road_new
road_new.north = road
if road_search is None:
self.roads.append(road_new)
self.roads_expend.append(road_new)
else:
self.roads[self.roads.index(road_search)] = road_new
if road_expend_search is not None:
self.roads_expend[self.roads_expend.index(road_expend_search)] = road_new
else:
pass
point_new = self.move_point_to_area(road_new.position, Position(0, -id_height), map_data)
road_new = Road(point_new, road.id_height + id_height, road.id_width, True)
if id_height == -1:
road.north = road_new
road_new.south = road
else:
road.south = road_new
road_new.north = road
self.roads.append(road_new)
def draw_roads(self, image: Image, size: int = 1):
for road in self.roads:
image.putpixel((road.position.x, road.position.y), (255, 255, 255))
if road.north is not None:
for y in range(road.position.y, road.north.position.y):
image = draw_square(image, Position(road.position.x, y), size)
if road.south is not None:
for y in range(road.position.y, road.south.position.y):
image = draw_square(image, Position(road.position.x, y), size)
if road.east is not None:
for x in range(road.position.x, road.east.position.x):
image = draw_square(image, Position(x, road.position.y), size)
if road.west is not None:
for x in range(road.position.x, road.west.position.x):
image = draw_square(image, Position(x, road.position.y), size)
def draw_square(image, center: Position, size: int) -> Image:
for x in range(center.x - size, center.x + size):
for y in range(center.y - size, center.y + size):
if 0 <= x < image.width and 0 <= y < image.height:
image.putpixel((x, y), (255, 255, 255))
return image

View File

@@ -3,7 +3,7 @@ import numpy as np
from skimage.morphology import skeletonize
from skan.csr import skeleton_to_csgraph
from collections import Counter
from PIL import Image
from PIL import Image, ImageDraw
import random
@@ -158,7 +158,7 @@ class Skeleton:
# xzDistance = (max(buildRect.end[0], buildRect.begin[0]) - min(buildRect.end[0], buildRect.begin[0]),
# max(buildRect.end[1], buildRect.begin[1]) - min(buildRect.end[1], buildRect.begin[1]))
heightmap = Image.open("data/heightmap.png").convert('RGB')
heightmap = Image.open("./world_maker/data/heightmap.png").convert('RGB')
# roadsArea = Image.new("L", xzDistance, 0)
# width, height = heightmap.size
@@ -213,3 +213,30 @@ class Skeleton:
# )
print("[Skeleton] Mapping completed.")
return heightmap # , roadsArea
def road_area(self, name: str, radius: int = 10) -> Image:
print("[Skeleton] Start mapping the road area...")
heightmap = Image.open("./world_maker/data/heightmap.png")
width, height = heightmap.size
road_area_map = Image.new("L", (width, height), 0)
road_area_map_draw = ImageDraw.Draw(road_area_map)
# Lines
for i in range(len(self.lines)):
for j in range(len(self.lines[i])):
z = self.coordinates[self.lines[i][j]][0]
x = self.coordinates[self.lines[i][j]][2]
circle_coords = (z - radius, x - radius, z + radius, x + radius)
road_area_map_draw.ellipse(circle_coords, fill=255)
# Centers
for i in range(len(self.centers)):
z = self.coordinates[self.centers[i]][0]
x = self.coordinates[self.centers[i]][2]
circle_coords = (z - radius, x - radius, z + radius, x + radius)
road_area_map_draw.ellipse(circle_coords, fill=255)
road_area_map.save("./world_maker/data/"+name)
print("[Skeleton] Road area mapping completed.")
return road_area_map

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@@ -1,7 +1,7 @@
from gdpc import Editor, geometry, lookup
import numpy as np
from PIL import Image
from Block import Block
from world_maker.Block import Block
waterBiomes = [
"minecraft:ocean",

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@@ -1,17 +1,19 @@
import World
from world_maker.World import World
from PIL import Image, ImageFilter
import numpy as np
from scipy import ndimage
from Skeleton import Skeleton
from world_maker.Skeleton import Skeleton
from typing import Union
from random import randint
import cv2
def get_data(world: World):
print("[Data Analysis] Generating data...")
heightmap, watermap, treemap = world.getData()
heightmap.save('./data/heightmap.png')
watermap.save('./data/watermap.png')
treemap.save('./data/treemap.png')
heightmap.save('./world_maker/data/heightmap.png')
watermap.save('./world_maker/data/watermap.png')
treemap.save('./world_maker/data/treemap.png')
print("[Data Analysis] Data generated.")
return heightmap, watermap, treemap
@@ -22,13 +24,14 @@ def handle_import_image(image: Union[str, Image]) -> Image:
return image
def filter_negative(image: Image) -> Image:
def filter_negative(image: Union[str, Image]) -> Image:
"""
Invert the colors of an image.
Args:
image (image): image to filter
"""
image = handle_import_image(image)
return Image.fromarray(np.invert(np.array(image)))
@@ -146,8 +149,8 @@ def subtract_map(image: Union[str, Image], substractImage: Union[str, Image]) ->
def group_map(image1: Union[str, Image], image2: Union[str, Image]) -> Image:
image1 = handle_import_image(image1)
image2 = handle_import_image(image2)
image1 = handle_import_image(image1).convert('L')
image2 = handle_import_image(image2).convert('L')
array1 = np.array(image1)
array2 = np.array(image2)
@@ -179,9 +182,9 @@ def filter_remove_details(image: Union[str, Image], n: int = 20) -> Image:
def highway_map() -> Image:
print("[Data Analysis] Generating highway map...")
smooth_sobel = filter_smooth("./data/sobelmap.png", 1)
smooth_sobel = filter_smooth("./world_maker/data/sobelmap.png", 1)
negative_smooth_sobel = filter_negative(smooth_sobel)
negative_smooth_sobel_water = subtract_map(negative_smooth_sobel, './data/watermap.png')
negative_smooth_sobel_water = subtract_map(negative_smooth_sobel, './world_maker/data/watermap.png')
array_sobel_water = np.array(negative_smooth_sobel_water)
array_sobel_water = ndimage.binary_erosion(array_sobel_water, iterations=12)
array_sobel_water = ndimage.binary_dilation(array_sobel_water, iterations=5)
@@ -190,7 +193,7 @@ def highway_map() -> Image:
array_sobel_water = filter_smooth_array(array_sobel_water, 6)
image = Image.fromarray(array_sobel_water)
image_no_details = filter_remove_details(image, 15)
image_no_details.save('./data/highwaymap.png')
image_no_details.save('./world_maker/data/highwaymap.png')
print("[Data Analysis] Highway map generated.")
return image_no_details
@@ -208,16 +211,82 @@ def create_volume(surface: np.ndarray, heightmap: np.ndarray, make_it_flat: bool
def convert_2D_to_3D(image: Union[str, Image], make_it_flat: bool = False) -> np.ndarray:
image = handle_import_image(image)
heightmap = Image.open('./data/heightmap.png').convert('L')
heightmap = Image.open('./world_maker/data/heightmap.png').convert('L')
heightmap = np.array(heightmap)
surface = np.array(image)
volume = create_volume(surface, heightmap, make_it_flat)
return volume
def skeleton_highway_map(image: Union[str, Image] = './data/highwaymap.png'):
def skeleton_highway_map(image: Union[str, Image] = './world_maker/data/highwaymap.png') -> Skeleton:
image_array = convert_2D_to_3D(image, True)
skeleton = Skeleton(image_array)
skeleton.parse_graph(True)
heightmap_skeleton = skeleton.map()
heightmap_skeleton.save('./data/skeleton_highway.png')
heightmap_skeleton.save('./world_maker/data/skeleton_highway.png')
skeleton.road_area('skeleton_highway_area.png', 10)
return skeleton
def skeleton_mountain_map(image: Union[str, Image] = './world_maker/data/mountain_map.png') -> Skeleton:
image_array = convert_2D_to_3D(image, True)
skeleton = Skeleton(image_array)
skeleton.parse_graph()
heightmap_skeleton = skeleton.map()
heightmap_skeleton.save('./world_maker/data/skeleton_mountain.png')
skeleton.road_area('skeleton_mountain_area.png', 3)
return skeleton
def smooth_sobel_water() -> Image:
watermap = handle_import_image("./world_maker/data/watermap.png")
watermap = filter_negative(filter_remove_details(filter_negative(watermap), 5))
sobel = handle_import_image("./world_maker/data/sobelmap.png")
sobel = filter_remove_details(filter_smooth(sobel, 1), 2)
group = group_map(watermap, sobel)
group = filter_negative(group)
group.save('./world_maker/data/smooth_sobel_watermap.png')
return group
def detect_mountain(image: Union[str, Image] = './world_maker/data/sobelmap.png') -> Image:
image = handle_import_image(image)
sobel = np.array(image)
pixels = sobel.reshape((-1, 1))
pixels = np.float32(pixels)
criteria = (cv2.TERM_CRITERIA_EPS + cv2.TERM_CRITERIA_MAX_ITER, 100, 0.2)
k = 3
_, labels, centers = cv2.kmeans(pixels, k, None, criteria, 10, cv2.KMEANS_RANDOM_CENTERS)
centers = np.uint8(centers)
segmented_image = centers[labels.flatten()]
segmented_image = segmented_image.reshape(sobel.shape)
mountain = segmented_image == segmented_image.max()
contours, _ = cv2.findContours(mountain.astype(np.uint8), cv2.RETR_EXTERNAL, cv2.CHAIN_APPROX_SIMPLE)
max_contour = max(contours, key=cv2.contourArea)
M = cv2.moments(max_contour)
cX = int(M["m10"] / M["m00"])
cY = int(M["m01"] / M["m00"])
print(f"[Data Analysis] The center of the mountain is at ({cX}, {cY})")
return (cX, cY)
def rectangle_2D_to_3D(rectangle: list[tuple[tuple[int, int], tuple[int, int]]],
height_min: int = 6, height_max: int = 10) \
-> list[tuple[tuple[int, int, int], tuple[int, int, int]]]:
image = handle_import_image('./world_maker/data/heightmap.png').convert('L')
new_rectangle = []
for rect in rectangle:
start, end = rect
avg_height = 0
for x in range(start[0], end[0]):
for y in range(start[1], end[1]):
avg_height += image.getpixel((x, y))
avg_height = int(avg_height / ((end[0] - start[0]) * (end[1] - start[1])))
new_rectangle.append(
((start[0], avg_height, start[1]), (end[0], avg_height + randint(height_min, height_max), end[1])))
return new_rectangle

View File

@@ -0,0 +1,112 @@
from PIL import Image
import numpy as np
from typing import Union
from world_maker.data_analysis import handle_import_image
from random import randint
class Rectangle:
def __init__(self, width, height):
self.width = width
self.height = height
class Bin:
def __init__(self, grid):
self.grid = grid
self.rectangles = []
def place_rectangle(self, rectangle):
best_spot = None
best_spot_empty_area = float('inf')
for i in range(len(self.grid[0]) - rectangle.width + 1):
for j in range(len(self.grid) - rectangle.height + 1):
if self.can_place(rectangle, i, j):
empty_area = self.calculate_empty_area(rectangle, i, j)
if empty_area < best_spot_empty_area:
best_spot = (i, j)
best_spot_empty_area = empty_area
if best_spot is not None:
self.rectangles.append((best_spot, (best_spot[0] + rectangle.width, best_spot[1] + rectangle.height)))
self.update_grid(rectangle, *best_spot)
return True
return False
def calculate_empty_area(self, rectangle, x, y):
empty_area = 0
for rect_x in range(x, x + rectangle.width):
for rect_y in range(y, y + rectangle.height):
if self.grid[rect_y][rect_x]:
empty_area += 1
return empty_area
def can_place(self, rectangle, x, y):
for rect_x in range(x, x + rectangle.width):
for rect_y in range(y, y + rectangle.height):
if not self.grid[rect_y][rect_x]:
return False
return True
def update_grid(self, rectangle, x, y):
for rect_x in range(x, x + rectangle.width):
for rect_y in range(y, y + rectangle.height):
self.grid[rect_y][rect_x] = False
def pack_rectangles(rectangles, grid):
rectangles = sorted(rectangles, key=lambda r: r.width * r.height, reverse=True)
bins = [Bin(grid)]
for rectangle in rectangles:
for bin in bins:
if bin.place_rectangle(rectangle):
break
else:
new_bin = Bin(grid)
if new_bin.place_rectangle(rectangle):
bins.append(new_bin)
else:
return False
return True
def generate_rectangle(min_width: int = 10, max_width: int = 25):
width = randint(min_width, max_width)
height = randint(min_width, max_width)
return Rectangle(width, height)
def pack_rectangles(grid, min_width: int = 10, max_width: int = 25):
bin = Bin(grid)
while True:
rectangle = generate_rectangle(min_width, max_width)
if not bin.place_rectangle(rectangle):
break
print(len(bin.rectangles))
return bin.rectangles
def draw_rectangles(rectangles, grid):
image = Image.new('RGB', (len(grid[0]), len(grid)), (0, 0, 0))
for rectangle in rectangles:
start, end = rectangle
for x in range(start[0], end[0]):
for y in range(start[1], end[1]):
image.putpixel((x, y), (144, 255, 144))
return image
def generate_building(image: Union[str, Image], min_width: int = 10, max_width: int = 25):
image = handle_import_image(image).convert('L')
grid = np.array(image)
rectangles = pack_rectangles(grid, min_width, max_width)
draw_rectangles(rectangles, grid).save('./world_maker/data/building.png')
return rectangles
if __name__ == '__main__':
generate_building()

View File

@@ -1,9 +1,34 @@
import World
from world_maker.World import World
from PIL import Image
from data_analysis import get_data, highway_map, filter_sobel, skeleton_highway_map
from world_maker.data_analysis import (get_data,filter_negative, rectangle_2D_to_3D, skeleton_mountain_map, highway_map, filter_sobel, skeleton_highway_map, \
smooth_sobel_water, subtract_map, detect_mountain)
from world_maker.City import City
from world_maker.Position import Position
from random import randint
from world_maker.pack_rectangle import generate_building
if __name__ == '__main__':
world = World.World()
def world_maker():
world = World()
heightmap, watermap, treemap = get_data(world)
filter_sobel("./data/heightmap.png").save('./data/sobelmap.png')
skeleton_highway_map(highway_map())
filter_sobel("./world_maker/data/heightmap.png").save('./world_maker/data/sobelmap.png')
smooth_sobel_water_map = smooth_sobel_water()
skeleton_highway = skeleton_highway_map(highway_map())
city = City()
city.generate_district()
city.loop_expend_district()
city.district_draw_map()
city.district_generate_road()
image_mountain_map = city.get_district_mountain_map()
road = city.draw_roads(4)
road.save('./world_maker/data/roadmap.png')
subtract_map(smooth_sobel_water_map, road).save('./world_maker/data/city_map.png')
subtract_map('./world_maker/data/city_map.png', './world_maker/data/skeleton_highway_area.png').save('./world_maker/data/city_map.png')
subtract_map('./world_maker/data/city_map.png', './world_maker/data/mountain_map.png').save('./world_maker/data/city_map.png')
rectangle_building = generate_building('./world_maker/data/city_map.png')
rectangle_building = rectangle_2D_to_3D(rectangle_building)
skeleton_mountain = skeleton_mountain_map(image_mountain_map)
subtract_map('./world_maker/data/mountain_map.png', './world_maker/data/skeleton_mountain_area.png').save('./world_maker/data/mountain_map.png')
subtract_map(smooth_sobel_water_map, filter_negative('./world_maker/data/mountain_map.png')).save('./world_maker/data/mountain_map.png')
rectangle_mountain = generate_building('./world_maker/data/mountain_map.png')
return rectangle_building, rectangle_mountain, skeleton_highway, skeleton_mountain