update logique
This commit is contained in:
54
House.py
54
House.py
@@ -13,7 +13,7 @@ class House:
|
|||||||
self.skeleton = []
|
self.skeleton = []
|
||||||
|
|
||||||
def createHouseSkeleton(self):
|
def createHouseSkeleton(self):
|
||||||
self.delete()
|
#self.delete()
|
||||||
x_min, y_min, z_min = self.coordinates_min
|
x_min, y_min, z_min = self.coordinates_min
|
||||||
x_max, y_max, z_max = self.coordinates_max
|
x_max, y_max, z_max = self.coordinates_max
|
||||||
|
|
||||||
@@ -43,19 +43,42 @@ class House:
|
|||||||
self.editor.placeBlock((x + i, y_min, z + j), Block("stone"))
|
self.editor.placeBlock((x + i, y_min, z + j), Block("stone"))
|
||||||
self.grid[x+i,z+j] = True
|
self.grid[x+i,z+j] = True
|
||||||
self.skeleton.append((x, z, width, depth))
|
self.skeleton.append((x, z, width, depth))
|
||||||
|
print("Coordinates of the corners: ", (x, z), (x, z+depth-1), (x+width-1, z), (x+width-1, z+depth-1))
|
||||||
|
|
||||||
block = ["redstone_block", "gold_block", "diamond_block"]
|
block = ["redstone_block", "gold_block", "diamond_block"]
|
||||||
|
|
||||||
for _ in range(3):
|
for _ in range(3):
|
||||||
print("Rectangle n°", _+1, "en cours de création")
|
print("Rectangle n°", _+1, "en cours de création")
|
||||||
for a in range(1000):
|
corners = [(x-1, z-1), (x-1, z+depth-1), (x+width-1, z-1), (x+width-1, z+depth-1)]
|
||||||
|
around_corners = [(x-1, z),(x, z-1), (x-1, z+depth-2),(x, z+depth-1), (x+width-2, z-1),(x+width-1, z), (x+width-1, z+depth-2),(x+width-2, z+depth-1)]
|
||||||
|
around_around_corners = [(x-1, z+1), (x+1, z-1), (x-1, z+depth-3), (x+1, z+depth-1), (x+width-3, z-1), (x+width-1, z+1), (x+width-1, z+depth-3), (x+width-3, z+depth-1)]
|
||||||
|
|
||||||
|
corners = corners + around_corners + around_around_corners
|
||||||
|
print(corners)
|
||||||
|
for a in range(100000):
|
||||||
new_width = np.random.randint(width//2, width-2)
|
new_width = np.random.randint(width//2, width-2)
|
||||||
new_depth = np.random.randint(depth//2, depth-2)
|
new_depth = np.random.randint(depth//2, depth-2)
|
||||||
|
|
||||||
new_x = np.random.randint(max(x_min+1, x - new_width), min(x_max-new_width, x + width))
|
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, z + depth))
|
new_z = np.random.randint(max(z_min+1, z - new_depth), min(z_max-new_depth - 1, z + depth ))
|
||||||
|
|
||||||
|
|
||||||
|
#if (new_x, new_z) in corners or(new_x+new_width-1, new_z) in corners or (new_x, new_z+new_depth-1) in corners or (new_x+new_width-1, new_z+new_depth-1) in corners:
|
||||||
|
# continue
|
||||||
|
|
||||||
|
# Check if the majority of the small rectangle is adjacent to the first rectangle
|
||||||
|
adjacent_blocks = 0
|
||||||
|
for i in range(new_x, new_x + new_width):
|
||||||
|
for j in range(new_z, new_z + new_depth):
|
||||||
|
if self.grid[i-1,j] or self.grid[i+1,j] or self.grid[i,j-1] or self.grid[i,j+1]:
|
||||||
|
adjacent_blocks += 1
|
||||||
|
|
||||||
|
if adjacent_blocks < 3:
|
||||||
|
continue
|
||||||
|
|
||||||
if not np.any(self.grid[new_x:new_x+new_width, new_z:new_z+new_depth]):
|
if not np.any(self.grid[new_x:new_x+new_width, new_z:new_z+new_depth]):
|
||||||
|
print(new_x, new_z, x,z)
|
||||||
|
print(new_x+ new_width-1, new_z+new_depth-1, x+width-1, z+depth-1)
|
||||||
for i in range(0, new_width):
|
for i in range(0, new_width):
|
||||||
for j in range(0, new_depth):
|
for j in range(0, new_depth):
|
||||||
self.editor.placeBlock((new_x + i, y_min, new_z + j), Block(block[_]))
|
self.editor.placeBlock((new_x + i, y_min, new_z + j), Block(block[_]))
|
||||||
@@ -66,14 +89,7 @@ class House:
|
|||||||
else:
|
else:
|
||||||
print("Failed to place rectangle after 1000 attempts.")
|
print("Failed to place rectangle after 1000 attempts.")
|
||||||
|
|
||||||
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):
|
def delete(self):
|
||||||
for x in range(self.coordinates_min[0], self.coordinates_max[0]):
|
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 y in range(self.coordinates_min[1], self.coordinates_max[1]):
|
||||||
@@ -86,11 +102,17 @@ if __name__ == "__main__":
|
|||||||
buildArea = editor.getBuildArea()
|
buildArea = editor.getBuildArea()
|
||||||
coordinates_min = [min(buildArea.begin[i], buildArea.last[i]) for i in range(3)]
|
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)]
|
coordinates_max = [max(buildArea.begin[i], buildArea.last[i]) for i in range(3)]
|
||||||
|
|
||||||
|
|
||||||
house = House(editor, coordinates_min, coordinates_max)
|
for i in range(10):
|
||||||
house.createHouseSkeleton()
|
house = House(editor, coordinates_min, coordinates_max)
|
||||||
|
house.createHouseSkeleton()
|
||||||
|
print("House n°", i+1, "created")
|
||||||
|
print('-----------------------------------')
|
||||||
|
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)
|
# delete(editor, coordinates_min, coordinates_max)
|
||||||
editor.flushBuffer()
|
editor.flushBuffer()
|
||||||
|
|||||||
Reference in New Issue
Block a user