update wall generation
This commit is contained in:
43
House.py
43
House.py
@@ -22,6 +22,8 @@ class House:
|
||||
self.editor.placeBlock((i, y_min, y), Block("oak_planks"))
|
||||
|
||||
|
||||
|
||||
|
||||
perimeter_width = x_max - x_min
|
||||
perimeter_depth = z_max - z_min
|
||||
|
||||
@@ -41,7 +43,7 @@ class House:
|
||||
for j in range(0, depth-1):
|
||||
self.editor.placeBlock((x + i, y_min, z + j), Block("stone"))
|
||||
self.grid[x+i,z+j] = True,1
|
||||
self.skeleton.append((x, z, width, depth))
|
||||
self.skeleton.append((x, z, width-1, depth-1))
|
||||
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"]
|
||||
@@ -53,10 +55,10 @@ class House:
|
||||
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_depth = np.random.randint(depth//2, depth-2)
|
||||
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 ))
|
||||
@@ -76,13 +78,15 @@ class House:
|
||||
continue
|
||||
|
||||
if not np.any(self.grid[new_x:new_x+new_width, new_z:new_z+new_depth]['bool']):
|
||||
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 j in range(0, new_depth):
|
||||
self.editor.placeBlock((new_x + i, y_min, new_z + j), Block(block[_]))
|
||||
self.grid[new_x + i, new_z + 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), Block(block[_]))
|
||||
|
||||
self.skeleton.append((new_x, new_z, new_width, new_depth))
|
||||
break
|
||||
else:
|
||||
@@ -96,17 +100,22 @@ class House:
|
||||
self.editor.placeBlock((x, y, z), Block("air"))
|
||||
|
||||
def putWallOnSkeleton(self):
|
||||
for skeleton in self.skeleton:
|
||||
x, z, width, depth = skeleton
|
||||
for i in range(0, width):
|
||||
for j in range(0, depth):
|
||||
for y in range(self.coordinates_min[1], self.coordinates_max[1]):
|
||||
if i == 0 or i == width-1 or j == 0 or j == depth-1:
|
||||
if not (self.grid[x + i - 1, z + j]['bool'] ) or \
|
||||
not (self.grid[x + i + 1, z + j]['bool'] ) or \
|
||||
not (self.grid[x + i, z + j - 1]['bool'] ) or \
|
||||
not (self.grid[x + i, z + j + 1]['bool'] ):
|
||||
for k in range(len(self.skeleton)):
|
||||
x, z, width, depth = self.skeleton[k]
|
||||
if k!= 0:
|
||||
x+=1
|
||||
z+=1
|
||||
width-=2
|
||||
depth-=2
|
||||
for i in range(-1, width+1):
|
||||
for j in range(-1, depth+1):
|
||||
for y in range(self.coordinates_min[1]+1, self.coordinates_max[1]):
|
||||
if i == -1 or i == width or j == -1 or j == depth:
|
||||
if not (self.grid[x + i, z + j]['bool']) and not (self.grid[x + i, z + j]['int'] == 1) or (self.grid[x + i, z + j]['bool'] and self.grid[x + i, z + j]['int'] == 2):
|
||||
self.editor.placeBlock((x + i, y, z + j), Block("stone"))
|
||||
print( i, y, j, self.grid[x + i, z + j]['bool'],self.grid[x + i, z + j]['int'])
|
||||
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
|
||||
Reference in New Issue
Block a user