Added custom district generator and old GDMC functions and classes (to get the height, water and tree map)
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237
world_maker/World.py
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237
world_maker/World.py
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from gdpc import Editor, geometry, lookup
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import numpy as np
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from PIL import Image
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from Block import Block
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waterBiomes = [
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"minecraft:ocean",
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"minecraft:deep_ocean",
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"minecraft:warm_ocean",
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"minecraft:lukewarm_ocean",
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"minecraft:deep_lukewarm_ocean",
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"minecraft:cold_ocean",
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"minecraft:deep_cold_ocean",
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"minecraft:frozen_ocean",
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"minecraft:deep_frozen_ocean",
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"minecraft:mushroom_fieds",
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"minecraft:river",
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"minecraft:frozen_river",
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]
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waterBlocks = [
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"minecraft:water",
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]
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class World:
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def __init__(self):
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editor = Editor(buffering=True)
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buildArea = editor.getBuildArea()
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self.coordinates_min = [min(buildArea.begin[i], buildArea.last[i]) for i in range(3)]
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self.coordinates_max = [max(buildArea.begin[i], buildArea.last[i]) for i in range(3)]
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self.length_x = self.coordinates_max[0] - self.coordinates_min[0] + 1
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self.length_y = self.coordinates_max[1] - self.coordinates_min[1] + 1
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self.length_z = self.coordinates_max[2] - self.coordinates_min[2] + 1
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self.volume = [[[None for _ in range(self.length_z)] for _ in range(self.length_y)] for _ in
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range(self.length_x)]
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def isInVolume(self, coordinates):
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if (self.coordinates_min[0] <= coordinates[0] <= self.coordinates_max[0] and
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self.coordinates_min[1] <= coordinates[1] <= self.coordinates_max[1] and
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self.coordinates_min[2] <= coordinates[2] <= self.coordinates_max[2]):
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return True
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return False
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def addBlocks(self, blocks: list[Block]):
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"""
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Add block or list of block to the volume.
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"""
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for block in blocks:
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if self.isInVolume(block.coordinates):
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self.volume[block.coordinates[0] - self.coordinates_min[0]][
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block.coordinates[1] - self.coordinates_min[1]][
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block.coordinates[2] - self.coordinates_min[2]] = block
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def removeBlock(self, volumeCoordinates):
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"""
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Add block or list of block to the volume.
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"""
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self.volume[volumeCoordinates[0]][volumeCoordinates[1]][volumeCoordinates[2]] = None
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def getBlockFromCoordinates(self, coordinates):
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"""
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Use already created volume to get block data.
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"""
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editor = Editor(buffering=True)
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if self.volume[coordinates[0] - self.coordinates_min[0]][coordinates[1] - self.coordinates_min[1]][
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coordinates[2] - self.coordinates_min[2]] == None:
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self.volume[coordinates[0] - self.coordinates_min[0]][coordinates[1] - self.coordinates_min[1]][
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coordinates[2] - self.coordinates_min[2]] = Block((coordinates[0], coordinates[1], coordinates[2]),
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editor.getBlock((coordinates[0], coordinates[1],
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coordinates[2])).id)
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return self.volume[coordinates[0] - self.coordinates_min[0]][coordinates[1] - self.coordinates_min[1]][
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coordinates[2] - self.coordinates_min[2]]
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def getNeighbors(self, Block):
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for i in range(-1, 2):
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for j in range(-1, 2):
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for k in range(-1, 2):
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if not (i == 0 and j == 0 and k == 0):
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coordinates = (Block.coordinates[0] + i, Block.coordinates[1] + j, Block.coordinates[2] + k)
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if self.isInVolume(coordinates):
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Block.addNeighbors([self.getBlockFromCoordinates(coordinates)])
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def setVolume(self):
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"""
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Scan the world with no optimization. Not tested on large areas.
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"""
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editor = Editor(buffering=True)
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for x in range(self.coordinates_min[0], self.coordinates_max[0] + 1):
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for y in range(self.coordinates_min[1], self.coordinates_max[1] + 1):
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for z in range(self.coordinates_min[2], self.coordinates_max[2] + 1):
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self.addBlocks([Block((x, y, z), editor.getBlock((x, y, z)).id)])
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def getData(self):
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"""
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Generate all needed datas for the generator : heightmap, watermap, and preset the volume with data from the heightmap.
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"""
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editor = Editor()
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buildArea = editor.getBuildArea()
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buildRect = buildArea.toRect()
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xzStart = buildRect.begin
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print(xzStart, "xzStart")
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xzDistance = (max(buildRect.end[0], buildRect.begin[0]) - min(buildRect.end[0], buildRect.begin[0]),
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max(buildRect.end[1], buildRect.begin[1]) - min(buildRect.end[1], buildRect.begin[1]))
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watermap = Image.new("L", xzDistance, 0)
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heightmap = Image.new("RGBA", xzDistance, 0)
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treesmap = Image.new("RGBA", xzDistance, 0)
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slice = editor.loadWorldSlice(buildRect)
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heightmapData = list(np.array(slice.heightmaps["MOTION_BLOCKING_NO_LEAVES"], dtype=np.uint8))
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treesmapData = list(np.array(slice.heightmaps["MOTION_BLOCKING"], dtype=np.uint8))
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for x in range(0, xzDistance[0]):
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for z in range(0, xzDistance[1]):
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y = heightmapData[x][z] - 1
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yTree = treesmapData[x][z] - 1
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print('getData', xzStart[0] + x, y, xzStart[1] + z)
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biome = slice.getBiome((x, y, z))
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block = slice.getBlock((x, y, z))
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maybeATree = slice.getBlock((x, yTree, z))
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if maybeATree.id in lookup.TREES:
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treesmap.putpixel((x, z), (yTree, yTree, yTree))
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if block.id not in lookup.TREES:
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heightmap.putpixel((x, z), (y, y, y))
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else:
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height = 0
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number = 0
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for i in range(-1, 2):
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for j in range(-1, 2):
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if (i != 0 or j != 0):
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if (0 <= x + i < xzDistance[0]) and (0 <= z + j < xzDistance[1]):
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k = heightmapData[x + i][z + j] - 1
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print('getData for tree', xzStart[0] + x + i, k, xzStart[1] + z + j)
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blockNeighbor = slice.getBlock((x + i, k, z + j))
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if blockNeighbor.id not in lookup.TREES:
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height += k
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number += 1
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if number != 0:
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average = round(height / number)
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print(average, "average")
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heightmap.putpixel((x, z), (average, average, average))
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if ((biome in waterBiomes) or (block.id in waterBlocks)):
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watermap.putpixel((x, z), (255))
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else:
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watermap.putpixel((x, z), (0))
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self.addBlocks([Block((xzStart[0] + x, 100, xzStart[1] + z), block)]) # y set to 100 for 2D
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return heightmap, watermap, treesmap
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def propagate(self, coordinates, scanned=[]):
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print('propagate', coordinates)
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i = 0
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editor = Editor(buffering=True)
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if self.isInVolume(coordinates):
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Block = self.getBlockFromCoordinates(coordinates)
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self.getNeighbors(Block)
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for neighbor in Block.neighbors:
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if neighbor not in scanned:
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scanned.append(neighbor)
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self.getNeighbors(neighbor)
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if neighbor.isSurface():
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self.propagate(neighbor.coordinates, scanned)
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def volumeTo3DBinaryImage(self):
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binaryImage = []
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for x in range(self.length_x):
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binaryImage.append([])
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for y in range(self.length_y):
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binaryImage[x].append([])
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for z in range(self.length_z):
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if (self.volume[x][y][z] != None):
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binaryImage[x][y].append(True)
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else:
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binaryImage[x][y].append(False)
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return np.array(binaryImage)
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def maskVolume(self, mask):
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"""
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Delete unusable area of the volume to not let it be use by the skeletonize, based on a filtered image that act as a mask.
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Args:
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mask (image): white or black image : combined watermap smoothed and sobel smoothed.
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"""
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editor = Editor()
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buildArea = editor.getBuildArea()
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buildRect = buildArea.toRect()
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xzStart = buildRect.begin
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xzDistance = (max(buildRect.end[0], buildRect.begin[0]) - min(buildRect.end[0], buildRect.begin[0]),
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max(buildRect.end[1], buildRect.begin[1]) - min(buildRect.end[1], buildRect.begin[1]))
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mask = Image.open(mask)
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slice = editor.loadWorldSlice(buildRect)
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heightmapData = list(np.array(slice.heightmaps["MOTION_BLOCKING_NO_LEAVES"], dtype=np.uint8))
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for x in range(0, xzDistance[0]):
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for z in range(0, xzDistance[1]):
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y = heightmapData[x][z] - 1
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if mask.getpixel((x, z)) == (255):
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self.removeBlock((x, 100, z)) # y set to 100 for 2D
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def simplifyVolume(self):
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array = self.volumeTo3DBinaryImage()
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# array = ndimage.binary_dilation(array, iterations=15)
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return array
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if __name__ == "__main__":
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w = World()
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w.getData()
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