Add houseSkeleton

This commit is contained in:
Eclairsombre
2024-04-25 21:37:27 +02:00
parent 436f38c068
commit 8d93372ede
3 changed files with 498 additions and 78 deletions

151
House.py
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@@ -1,89 +1,104 @@
from gdpc import Editor, Block, geometry from gdpc import Editor, Block, geometry
import networks.curve as curve from list_block import *
import numpy as np import numpy as np
class House:
class House : def __init__(self, editor, coordinates_min, coordinates_max):
def __init__(self, editor,startX, startY, startZ, endX, endY, endZ):
self.editor = editor self.editor = editor
self.startX = startX self.coordinates_min = coordinates_min
self.startY = startY self.coordinates_max = coordinates_max
self.startZ = startZ
self.endX = endX self.skeleton = []
self.endY = endY
self.endZ = endZ def createHouseSkeleton(self):
self.delete()
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:
self.editor.placeBlock((i, y_min, y), Block("oak_planks"))
perimeter_width = x_max - x_min
perimeter_depth = z_max - z_min
def placeGround(self): x = np.random.randint(x_min+1 , x_max-1)
for x in range(self.startX, self.endX): z = np.random.randint(z_min+1 , z_max-1 )
for z in range(self.startZ, self.endZ):
self.editor.placeBlock((x, self.startY, z), Block("stone"))
def placeWall(self): width = perimeter_width // 2
for x in range(self.startX, self.endX+1): depth = perimeter_depth // 2
for y in range(self.startY, self.endY):
self.editor.placeBlock((x, y, self.startZ), Block("oak_planks"))
self.editor.placeBlock((x, y, self.endZ), Block("oak_planks"))
for z in range(self.startZ, self.endZ+1):
for y in range(self.startY, self.endY):
self.editor.placeBlock((self.startX, y, z), Block("oak_planks"))
self.editor.placeBlock((self.endX, y, z), Block("oak_planks"))
def placeRoof(self): if x + width-1 > x_max-1:
for x in range(self.startX, self.endX+1): x = x_max - width-1
for z in range(self.startZ, self.endZ+1): if z + depth-1 > z_max-1:
self.editor.placeBlock((x, self.endY, z), Block("stone")) z = z_max - depth-1
def placeDoor(self,direction="north"): for i in range(0, width-1):
if direction == "north": for j in range(0, depth-1):
x = (self.startX + self.endX) // 2 self.editor.placeBlock((x + i, y_min, z + j), Block("stone"))
self.editor.placeBlock((x, self.startY, self.startZ), Block("air"))
self.editor.placeBlock((x, self.startY+1, self.startZ), Block("air"))
self.editor.placeBlock((x, self.startY+2, self.startZ), Block("air"))
elif direction == "south":
x = (self.startX + self.endX) // 2
self.editor.placeBlock((x, self.startY, self.endZ), Block("air"))
self.editor.placeBlock((x, self.startY+1, self.endZ), Block("air"))
self.editor.placeBlock((x, self.startY+2, self.endZ), Block("air"))
elif direction == "west":
z = (self.startZ + self.endZ) // 2
self.editor.placeBlock((self.startX, self.startY, z), Block("air"))
self.editor.placeBlock((self.startX, self.startY+1, z), Block("air"))
self.editor.placeBlock((self.startX, self.startY+2, z), Block("air"))
elif direction == "east":
z = (self.startZ + self.endZ) // 2
self.editor.placeBlock((self.endX, self.startY, z), Block("air"))
self.editor.placeBlock((self.endX, self.startY+1, z), Block("air"))
self.editor.placeBlock((self.endX, self.startY+2, z), Block("air"))
def placeHouse(self): self.skeleton.append((x, z, width, depth))
self.clearInside()
self.placeGround()
self.placeWall()
self.placeRoof()
self.placeDoor()
def clearInside(self): block = ["redstone_block", "gold_block", "diamond_block"]
for x in range(self.startX+1, self.endX):
for y in range(self.startY+1, self.endY): for _ in range(3):
for z in range(self.startZ+1, self.endZ): print("Rectangle n°", _+1, "en cours de création")
while True:
new_width = np.random.randint(width//3, width-2)
new_depth = np.random.randint(depth//3, depth-2)
new_x = np.random.choice([x - new_width, x + width - 1])
if new_x >= x +width or new_x <= x:
new_z = np.random.choice([z - new_depth + np.random.randint(2,depth), z + depth - 1 -+ np.random.randint(2,depth)])
else:
new_z = np.random.choice([z - new_depth, z + depth - 1])
if new_z >= z + depth or new_z <= z:
new_x = np.random.choice([x - new_width + np.random.randint(2,width), x + width - 1 - np.random.randint(2,width)])
if new_x + new_width-1 > x_max-1:
new_x = x_max - new_width-1
if new_z + new_depth-1 > z_max-1:
new_z = z_max - new_depth-1
if new_x >= x_min+1 and new_x + new_width <= x_max-1 and new_z >= z_min+1 and new_z + new_depth <= z_max-1 and not self.checkOverlap(new_x, new_z, new_width, new_depth):
for i in range(0, new_width):
for j in range(0, new_depth):
self.editor.placeBlock((new_x + i, y_min, new_z + j), Block(block[_]))
self.skeleton.append((new_x, new_z, new_width, new_depth))
break
def checkOverlap(self, x, z, width, depth):
for skeleton in self.skeleton:
x_skeleton, z_skeleton, width_skeleton, depth_skeleton = skeleton
if x < x_skeleton + width_skeleton and x + width > x_skeleton and z < z_skeleton + depth_skeleton and z + depth > z_skeleton:
return True
return False
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]):
for z in range(self.coordinates_min[2], self.coordinates_max[2]):
self.editor.placeBlock((x, y, z), Block("air")) self.editor.placeBlock((x, y, z), Block("air"))
def clear(self):
for x in range(self.startX, self.endX+1):
for y in range(self.startY, self.endY+1):
for z in range(self.startZ, self.endZ+1):
self.editor.placeBlock((x, y, z), Block("air"))
if __name__ == "__main__": if __name__ == "__main__":
editor = Editor(buffering=True) editor = Editor(buffering=True)
house = House(editor, 17, -58, 8, 30, -50, 20) buildArea = editor.getBuildArea()
house.placeHouse() coordinates_min = [min(buildArea.begin[i], buildArea.last[i]) for i in range(3)]
#house.clear() coordinates_max = [max(buildArea.begin[i], buildArea.last[i]) for i in range(3)]
house = House(editor, coordinates_min, coordinates_max)
house.createHouseSkeleton()
# delete(editor, coordinates_min, coordinates_max)
editor.flushBuffer() editor.flushBuffer()

335
HouseBackup.py Normal file
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@@ -0,0 +1,335 @@
from gdpc import Editor, Block, geometry
from list_block import *
import numpy as np
import math
class House :
def __init__(self, editor,startX, startY, startZ, endX, endY, endZ,style,houseDirection="north"):
self.editor = editor
self.startX = startX
self.startY = startY
self.startZ = startZ
self.endX = endX
self.endY = endY
self.endZ = endZ
self.houseDirection = houseDirection
self.hasGarder = True
self.gardenSide = "right"
self.hasGarage = True
self.wall = style['mur']
self.ground = style['sol']
self.grass = style['grass']
self.path = style['chemin']
self.fence = style['fence']
self.glass = style['glass']
self.door = style['door']
self.roof = style['toit']
def placeGround(self,CoStart, CoEnd,block):
for x in range(CoStart[0], CoEnd[0]):
for z in range(CoStart[2], CoEnd[2]):
self.editor.placeBlock((x, CoStart[1], z), Block(block) )
def placeRoof(self,CoStart,CoEnd):
for x in range(CoStart[0], CoEnd[0]):
for z in range(CoStart[2], CoEnd[2]):
self.editor.placeBlock((x, CoEnd[1]-1, z), Block(self.roof))
def placeWall(self,CoStart,CoEnd):
if CoStart[0] == CoEnd[0]:
for y in range(CoStart[1]+1, CoEnd[1]-1):
for z in range(CoStart[2], CoEnd[2]):
self.editor.placeBlock((CoStart[0], y, z), Block(self.wall))
CoStart = (CoStart[0],CoStart[1],CoStart[2]+1)
CoEnd = (CoEnd[0],CoEnd[1],CoEnd[2]-1)
elif CoStart[2] == CoEnd[2]:
for y in range(CoStart[1]+1, CoEnd[1]-1):
for x in range(CoStart[0], CoEnd[0]):
self.editor.placeBlock((x, y, CoStart[2]), Block(self.wall))
CoStart = (CoStart[0]+1,CoStart[1],CoStart[2])
CoEnd = (CoEnd[0]-1,CoEnd[1],CoEnd[2])
self.placeWindow(CoStart,CoEnd)
def placeDoor(self, direction="north", x=0, z=0, y=0):
door_directions = {
"south": {"facing": "north", "half": "lower"},
"north": {"facing": "south", "half": "lower"},
"east": {"facing": "west", "half": "lower"},
"west": {"facing": "east", "half": "lower"}
}
door_properties = door_directions.get(direction)
if door_properties:
self.editor.placeBlock((x, y + 1, z), Block(self.door, door_properties))
self.editor.placeBlock((x, y + 2, z), Block(self.door, {"facing": door_properties["facing"], "half": "upper"}))
self.doorDirection = direction
def placeWindow(self, CoStart, CoEnd):
x = abs(CoEnd[0] - CoStart[0])
z = abs(CoEnd[2] - CoStart[2])
type = Block(self.glass)
def placeBlock(axis, is_x_axis):
print(axis, is_x_axis)
if axis % 2 == 0:
if axis == 4:
if is_x_axis:
self.editor.placeBlock((CoStart[0] + 1, CoStart[1] + 2, CoStart[2]), type)
self.editor.placeBlock((CoStart[0] + 2, CoStart[1] + 2, CoStart[2]), type)
else:
self.editor.placeBlock((CoStart[0], CoStart[1] + 2, CoStart[2] + 1), type)
self.editor.placeBlock((CoStart[0], CoStart[1] + 2, CoStart[2] + 2), type)
else:
for i in range(axis // 2):
if i % 2 == 0:
if is_x_axis:
self.editor.placeBlock((CoStart[0] + i * 2 + 1, CoStart[1] + 2, CoStart[2]), type)
self.editor.placeBlock((CoStart[0] + i * 2 + 2, CoStart[1] + 2, CoStart[2]), type)
else:
self.editor.placeBlock((CoStart[0], CoStart[1] + 2, CoStart[2] + 1 + i * 2), type)
self.editor.placeBlock((CoStart[0], CoStart[1] + 2, CoStart[2] + i * 2 + 2), type)
else:
if axis <= 5:
for i in range(axis):
if is_x_axis:
self.editor.placeBlock((CoStart[0] + i, CoStart[1] + 2, CoStart[2]), type)
else:
self.editor.placeBlock((CoStart[0], CoStart[1] + 2, CoStart[2] + i), type)
else:
for i in range(axis // 3):
if 3 * (i + 1) + i > abs(CoEnd[2] - CoStart[2]):
break
else:
if is_x_axis:
self.editor.placeBlock((CoStart[0], CoStart[1] + 2, CoStart[2] + i * 4), type)
self.editor.placeBlock((CoStart[0], CoStart[1] + 2, CoStart[2] + i * 4 + 1), type)
self.editor.placeBlock((CoStart[0], CoStart[1] + 2, CoStart[2] + i * 4 + 2), type)
else:
self.editor.placeBlock((CoStart[0], CoStart[1] + 2, CoStart[2] + i * 4), type)
self.editor.placeBlock((CoStart[0], CoStart[1] + 2, CoStart[2] + i * 4 + 1), type)
self.editor.placeBlock((CoStart[0], CoStart[1] + 2, CoStart[2] + i * 4 + 2), type)
if CoStart[0] == CoEnd[0]:
placeBlock(z, False)
if CoStart[2] == CoEnd[2]:
placeBlock(x, True)
def clearInside(self):
for x in range(self.startX+1, self.endX):
for y in range(self.startY+1, self.endY):
for z in range(self.startZ+1, self.endZ):
self.editor.placeBlock((x, y, z), air)
def deleteWall(self,CoStart,CoEnd):
if CoStart[0] == CoEnd[0]:
for y in range(CoStart[1]+1, CoEnd[1]-1):
for z in range(CoStart[2], CoEnd[2]):
self.editor.placeBlock((CoStart[0], y, z), air)
elif CoStart[2] == CoEnd[2]:
for y in range(CoStart[1]+1, CoEnd[1]-1):
for x in range(CoStart[0], CoEnd[0]):
self.editor.placeBlock((x, y, CoStart[2]), air)
def placeGarage(self,CoStart,CoEnd):
self.deleteWall(CoStart,CoEnd)
def placeHouse(self):
self.clear()
self.clearInside()
self.placeGround((self.startX, self.startY, self.startZ), (self.endX, self.endY, self.endZ),self.ground)
if self.hasGarder:
if self.houseDirection == "north" :
if self.gardenSide == "left":
self.placeGround((self.startX+ (self.endX - self.startX)//2, self.startY, self.startZ), (self.endX, self.endY, self.startZ + (self.endZ - self.startZ)//2), self.grass)
self.placeRoof((self.startX, self.startY, self.startZ), (self.endX - (self.endX - self.startX)//2, self.endY, self.endZ))
self.placeRoof((self.startX + (self.endX - self.startX)//2, self.startY, self.startZ + (self.endZ - self.startZ)//2), (self.endX, self.endY, self.endZ))
self.placeWall((self.startX, self.startY, self.startZ), (self.startX +(self.endX - self.startX)//2 , self.endY, self.startZ))
self.placeWall((self.startX, self.startY, self.startZ), (self.startX, self.endY, self.endZ ))
self.placeWall((self.startX, self.startY, self.endZ-1), (self.endX , self.endY, self.endZ-1))
self.placeWall((self.endX-1, self.startY, self.startZ+ (self.endZ - self.startZ)//2), (self.endX-1, self.endY, self.endZ))
self.placeWall((self.startX + (self.endX - self.startX)//2 , self.startY, self.startZ+ (self.endZ - self.startZ)//2), (self.endX , self.endY, self.startZ+ (self.endZ - self.startZ)//2))
self.placeWall((self.startX + (self.endX - self.startX)//2 -1, self.startY, self.startZ), (self.startX + (self.endX - self.startX)//2 -1, self.endY, self.startZ+ (self.endZ - self.startZ)//2 ))
self.placeDoor("north", self.endX - (self.endX -self.startX) // 4 -1 , (self.startZ + self.endZ) //2,self.startY)
if self.hasGarage:
self.placeGarage((self.startX+1, self.startY, self.startZ), (self.startX +(self.endX - self.startX)//2 -1 , self.endY, self.startZ))
else:
self.placeGround((self.startX, self.startY, self.startZ), (self.startX + (self.endX-self.startX)//2, self.endY, self.startZ + (self.endZ - self.startZ)//2), self.grass)
self.placeRoof((self.endX- (self.endX - self.startX)//2, self.startY, self.startZ), (self.endX , self.endY, self.endZ))
self.placeRoof((self.startX , self.startY, self.startZ + (self.endZ - self.startZ)//2), (self.endX - (self.endX - self.startX)//2, self.endY, self.endZ))
self.placeWall((self.startX, self.startY, self.startZ+ (self.endZ - self.startZ)//2), (self.endX - (self.endX - self.startX)//2, self.endY, self.startZ+ (self.endZ - self.startZ)//2))
self.placeWall((self.startX, self.startY, self.startZ+ (self.endZ - self.startZ)//2), (self.startX, self.endY, self.endZ ))
self.placeWall((self.startX, self.startY, self.endZ-1), (self.endX , self.endY, self.endZ-1))
self.placeWall((self.endX-1, self.startY, self.startZ), (self.endX-1, self.endY, self.endZ))
self.placeWall((self.startX+ (self.endX - self.startX)//2, self.startY, self.startZ), (self.endX, self.endY, self.startZ))
self.placeWall((self.startX+ (self.endX - self.startX)//2, self.startY, self.startZ), (self.startX+ (self.endX - self.startX)//2, self.endY, self.startZ+ (self.endZ - self.startZ)//2))
self.placeDoor("north", self.startX + (self.endX -self.startX) // 4 , (self.startZ + self.endZ) //2,self.startY)
if self.hasGarage:
self.placeGarage((self.startX+ (self.endX - self.startX)//2 +1, self.startY, self.startZ), (self.endX-1, self.endY, self.startZ))
elif self.houseDirection == "south":
if self.gardenSide == "left":
self.placeGround((self.startX , self.startY, self.startZ + (self.endZ - self.startZ)//2), (self.startX+ (self.endX - self.startX)//2, self.endY, self.endZ), self.grass)
self.placeRoof((self.startX, self.startY, self.startZ), (self.endX, self.endY, self.startZ + (self.endZ - self.startZ)//2))
self.placeRoof((self.startX + (self.endX - self.startX)//2, self.startY, self.startZ), (self.endX, self.endY, self.endZ))
self.placeWall((self.startX, self.startY, self.startZ), (self.endX , self.endY, self.startZ))
self.placeWall((self.startX, self.startY, self.startZ), (self.startX , self.endY, self.startZ + (self.endZ - self.startZ)//2))
self.placeWall((self.startX, self.startY, self.startZ + (self.endZ - self.startZ)//2 -1), (self.startX + (self.endX - self.startX)//2 , self.endY, self.startZ + (self.endZ - self.startZ)//2 -1))
self.placeWall((self.startX + (self.endX - self.startX)//2, self.startY, self.endZ-1), (self.endX , self.endY, self.endZ-1))
self.placeWall((self.startX + (self.endX - self.startX)//2, self.startY, self.startZ + (self.endZ - self.startZ)//2), (self.startX + (self.endX - self.startX)//2, self.endY, self.endZ))
self.placeWall((self.endX-1, self.startY, self.startZ), (self.endX-1, self.endY, self.endZ))
self.placeDoor("south", self.startX + (self.endX -self.startX) // 4 , (self.startZ + self.endZ) //2 -1,self.startY)
if self.hasGarage:
self.placeGarage((self.startX+1, self.startY, self.startZ + (self.endZ - self.startZ)//2 +1), (self.startX +(self.endX - self.startX)//2 -1, self.endY, self.endZ -1))
else:
self.placeGround((self.startX + (self.endX - self.startX)//2, self.startY, self.startZ+ (self.endZ - self.startZ)//2), (self.endX, self.endY, self.endZ), self.grass)
self.placeRoof((self.startX, self.startY, self.startZ), (self.startX+(self.endX - self.startX)//2 , self.endY, self.endZ))
self.placeRoof((self.startX + (self.endX - self.startX)//2, self.startY, self.startZ), (self.endX, self.endY, self.startZ+(self.endZ - self.startZ)//2))
self.placeWall((self.startX, self.startY, self.startZ), (self.endX , self.endY, self.startZ))
self.placeWall((self.startX, self.startY, self.startZ), (self.startX , self.endY, self.endZ))
self.placeWall((self.startX, self.startY, self.endZ-1), (self.startX + (self.endX - self.startX)//2 , self.endY, self.endZ-1))
self.placeWall((self.startX + (self.endX - self.startX)//2 -1, self.startY, self.startZ + (self.endZ - self.startZ)//2), (self.startX + (self.endX - self.startX)//2 -1, self.endY, self.endZ ))
self.placeWall((self.startX + (self.endX - self.startX)//2, self.startY, self.startZ + (self.endZ - self.startZ)//2 -1), (self.endX , self.endY, self.startZ + (self.endZ - self.startZ)//2 -1))
self.placeWall((self.endX -1, self.startY, self.startZ ), (self.endX -1, self.endY, self.startZ+ (self.endZ - self.startZ)//2))
self.placeDoor("south", self.endX - (self.endX -self.startX) // 4 -1 , (self.startZ + self.endZ) //2 -1,self.startY)
if self.hasGarage:
self.placeGarage((self.startX+ (self.endX - self.startX)//2 +1, self.startY, self.startZ + (self.endZ - self.startZ)//2 +1), (self.endX-1, self.endY, self.endZ -1))
elif self.houseDirection == "west":
if self.gardenSide == "left":
self.placeGround((self.startX, self.startY, self.startZ), (self.startX + (self.endX - self.startX)//2, self.endY, self.startZ+ (self.endZ - self.startZ)//2), self.grass)
self.placeRoof((self.startX + (self.endX - self.startX)//2, self.startY, self.startZ), (self.endX, self.endY, self.endZ))
self.placeRoof((self.startX, self.startY, self.startZ+ (self.endZ - self.startZ)//2), (self.startX + (self.endX - self.startX)//2, self.endY, self.endZ))
self.placeWall((self.startX+ (self.endX - self.startX)//2, self.startY, self.startZ), (self.endX, self.endY, self.startZ))
self.placeWall((self.startX+ (self.endX - self.startX)//2, self.startY, self.startZ), (self.startX+ (self.endX - self.startX)//2, self.endY, self.startZ+ (self.endZ - self.startZ)//2))
self.placeWall((self.endX-1, self.startY, self.startZ), (self.endX-1, self.endY, self.endZ))
self.placeWall((self.startX, self.startY, self.startZ+ (self.endZ - self.startZ)//2), (self.startX+ (self.endX - self.startX)//2, self.endY, self.startZ+ (self.endZ - self.startZ)//2))
self.placeWall((self.startX, self.startY, self.startZ+ (self.endZ - self.startZ)//2), (self.startX, self.endY, self.endZ))
self.placeWall((self.startX, self.startY, self.endZ-1), (self.endX, self.endY, self.endZ-1))
self.placeDoor("west", self.endX - (self.endX -self.startX) // 2 , self.startZ + (self.endZ - self.startZ)//4 ,self.startY)
if self.hasGarage:
self.placeGarage((self.startX, self.startY, self.startZ+ (self.endZ - self.startZ)//2 +1), (self.startX , self.endY, self.endZ -1))
else:
self.placeGround((self.startX, self.startY, self.startZ+ (self.endZ - self.startZ)//2 ), (self.startX+ (self.endX-self.startX)//2, self.endY, self.endZ), self.grass)
self.placeRoof((self.startX + (self.endX - self.startX)//2, self.startY, self.startZ+ (self.endZ - self.startZ)//2), (self.endX, self.endY, self.endZ))
self.placeRoof((self.startX, self.startY, self.startZ), (self.endX, self.endY, self.startZ+ (self.endZ - self.startZ)//2))
self.placeWall((self.startX, self.startY, self.startZ+ (self.endZ - self.startZ)//2 -1), (self.startX+ (self.endX - self.startX)//2, self.endY, self.startZ+ (self.endZ - self.startZ)//2 -1))
self.placeWall((self.startX, self.startY, self.startZ), (self.endX, self.endY, self.startZ))
self.placeWall((self.startX, self.startY, self.startZ), (self.startX, self.endY, self.startZ+ (self.endZ - self.startZ)//2))
self.placeWall((self.startX + (self.endX - self.startX)//2, self.startY, self.endZ-1), (self.endX, self.endY, self.endZ-1))
self.placeWall((self.startX + (self.endX - self.startX)//2, self.startY, self.startZ+ (self.endZ - self.startZ)//2), (self.startX + (self.endX - self.startX)//2, self.endY, self.endZ))
self.placeWall((self.endX-1, self.startY, self.startZ), (self.endX-1, self.endY, self.endZ))
self.placeDoor("west", self.startX + (self.endX -self.startX) // 2 , self.endZ - (self.endZ - self.startZ)//4 -1,self.startY)
if self.hasGarage:
self.placeGarage((self.startX, self.startY, self.startZ+1), (self.startX, self.endY, self.startZ+ (self.endZ - self.startZ)//2 -1))
elif self.houseDirection == "east":
if self.gardenSide == "left":
self.placeGround((self.startX + (self.endX - self.startX)//2, self.startY, self.startZ+ (self.endZ - self.startZ)//2), (self.endX , self.endY, self.endZ, self.grass), self.grass)
self.placeRoof((self.startX, self.startY, self.startZ), (self.startX + (self.endX - self.startX)//2, self.endY, self.endZ))
self.placeRoof((self.startX + (self.endX - self.startX)//2, self.startY, self.startZ), (self.endX, self.endY, self.startZ+ (self.endZ - self.startZ)//2))
self.placeWall((self.startX, self.startY, self.startZ), (self.endX , self.endY, self.startZ))
self.placeWall((self.startX, self.startY, self.startZ), (self.startX, self.endY, self.endZ))
self.placeWall((self.startX, self.startY, self.endZ-1), (self.startX + (self.endX - self.startX)//2, self.endY, self.endZ-1))
self.placeWall((self.startX + (self.endX - self.startX)//2 -1, self.startY, self.startZ+ (self.endZ - self.startZ)//2), (self.startX + (self.endX - self.startX)//2 -1, self.endY, self.endZ))
self.placeWall((self.startX + (self.endX - self.startX)//2, self.startY, self.startZ+ (self.endZ - self.startZ)//2 -1), (self.endX , self.endY, self.startZ+ (self.endZ - self.startZ)//2 -1))
self.placeWall((self.endX-1, self.startY, self.startZ), (self.endX-1, self.endY, self.startZ+ (self.endZ - self.startZ)//2))
self.placeDoor("east", self.startX + (self.endX -self.startX) // 2 -1 ,self.endZ - (self.endZ - self.startZ)//4 -1,self.startY)
if self.hasGarage:
self.placeGarage((self.endX-1, self.startY, self.startZ +1), (self.endX-1, self.endY, self.startZ+ (self.endZ - self.startZ)//2 -1))
else :
self.placeGround((self.startX+ (self.endX -self.startX) // 2 , self.startY, self.startZ), (self.endX, self.endY, self.startZ+ (self.endZ - self.startZ)//2), self.grass)
self.placeRoof((self.startX, self.startY, self.startZ), (self.startX + (self.endX - self.startX)//2, self.endY, self.endZ))
self.placeRoof((self.startX + (self.endX - self.startX)//2, self.startY, self.startZ+ (self.endZ - self.startZ)//2), (self.endX, self.endY, self.endZ))
self.placeWall((self.startX, self.startY, self.startZ), (self.startX+ (self.endX - self.startX)//2 , self.endY, self.startZ))
self.placeWall((self.startX, self.startY, self.startZ), (self.startX, self.endY, self.endZ))
self.placeWall((self.startX, self.startY, self.endZ-1), (self.endX , self.endY, self.endZ-1))
self.placeWall((self.startX + (self.endX - self.startX)//2, self.startY, self.startZ+ (self.endZ - self.startZ)//2), (self.endX , self.endY, self.startZ+ (self.endZ - self.startZ)//2))
self.placeWall((self.startX + (self.endX - self.startX)//2 -1, self.startY, self.startZ), (self.startX + (self.endX - self.startX)//2 -1, self.endY, self.startZ+ (self.endZ - self.startZ)//2 ))
self.placeWall((self.endX-1, self.startY, self.startZ+ (self.endZ - self.startZ)//2), (self.endX-1, self.endY, self.endZ))
self.placeDoor("east", self.endX - (self.endX -self.startX) // 2 -1 , self.startZ + (self.endZ - self.startZ)//4 ,self.startY)
if self.hasGarage:
self.placeGarage((self.endX-1, self.startY, self.startZ+ (self.endZ - self.startZ)//2 +1), (self.endX-1, self.endY, self.endZ -1))
else:
self.houseWithoutGarden(self.houseDirection)
def placeDoorBasedOnDirection(self, direction):
if direction in ["north", "south"]:
z = self.startZ if direction == "north" else self.endZ - 1
if (self.endX - self.startX) % 2 != 0:
self.placeDoor(direction, (self.startX + self.endX)//2, z, self.startY)
else:
self.placeDoor(direction, (self.startX + self.endX)//2, z, self.startY)
self.placeDoor(direction, ((self.startX + self.endX)//2)-1, z, self.startY)
else:
x = self.startX if direction == "west" else self.endX - 1
if (self.endZ - self.startZ) % 2 != 0:
self.placeDoor(direction, x, (self.startZ + self.endZ)//2, self.startY)
else:
self.placeDoor(direction, x, (self.startZ + self.endZ)//2, self.startY)
self.placeDoor(direction, x, ((self.startZ + self.endZ)//2)-1, self.startY)
def houseWithoutGarden(self, direction="north"):
self.placeRoof((self.startX, self.startY, self.startZ), (self.endX, self.endY, self.endZ))
self.placeWall((self.startX, self.startY, self.startZ), (self.endX, self.endY, self.startZ))
self.placeWall((self.startX, self.startY, self.startZ), (self.startX, self.endY, self.endZ))
self.placeWall((self.startX, self.startY, self.endZ-1), (self.endX, self.endY, self.endZ-1))
self.placeWall((self.endX-1, self.startY, self.startZ), (self.endX-1, self.endY, self.endZ))
self.placeDoorBasedOnDirection(direction)
def clear(self):
for x in range(self.startX-1, self.endX+1):
for y in range(self.startY-1, self.endY+1):
for z in range(self.startZ-1, self.endZ+1):
self.editor.placeBlock((x, y, z), air)
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)]
house = House(editor,coordinates_min[0],coordinates_min[1],coordinates_min[2],coordinates_max[0],coordinates_max[1],coordinates_max[2], style_basique,"east")
# house.placeHouse()
house.clear()
editor.flushBuffer()

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list_block.py Normal file
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from gdpc import Block
air = Block('air')
style_basique={
'mur':"white_concrete",
'sol':"oak_planks",
'toit':"oak_planks",
'grass':"grass_block",
'chemin':"quartz_block",
'fence':'oak_fence',
'toit_esca':'oak_stairs',
'toit_planche':"oak_planks",
'toit_slab':'oak_slab',
'glass':"glass",
'door':'oak_door'
}
style_jungle={
'mur':"light_gray_concrete",
'sol':"acacia_planks",
'grass':"grass_block",
'chemin':"podzol",
'fence':'acacia_fence',
'toit_esca':'acacia_stairs',
'toit_planche':"acacia_planks",
'toit_slab':'acacia_slab',
'glass':"glass",
'door':'acacia_door'
}
style_end={
'mur':"purple_concrete",
'sol':"crimson_planks",
'grass':"grass_block",
'chemin':"amethyst_block",
'fence':'crimson_fence',
'toit_esca':'crimson_stairs',
'toit_planche':"crimson_planks",
'toit_slab':'crimson_slab',
'glass':"glass",
'door':'crimson_door'
}
style_birch={
'mur':"yellow_concrete",
'sol':"birch_planks",
'grass':"grass_block",
'chemin':"rooted_dirt",
'fence':'birch_fence',
'toit_esca':'birch_stairs',
'toit_planche':"birch_planks",
'toit_slab':'birch_slab',
'glass':"glass",
'door':'birch_door'
}