start windows
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@@ -1,7 +1,63 @@
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import random as rd
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import math
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from gdpc import Editor, Block, geometry
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from utils.Enums import DIRECTION
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from buildings.geometry.Vertice import Vertice
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class Window:
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def __init__(self, size : tuple[int,int]):
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self.size = size
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def __init__(self, rdata, size : tuple[int,int]):
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self.rdata = rdata
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self.width, self.height = size
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self.is_grounded = self.is_grounded()
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self.has_multiple_windows = self.has_multiple_windows()
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self.padding = 0
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def build(self, editor : Editor, vertice : Vertice, height : int, y : int, materials : list[str]):
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self.padding = (vertice.get_size() - self.width)//2
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if not self.is_grounded: y += (height - self.height)//2
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if self.has_multiple_windows: self.build_multiple_windows(editor, vertice, self.padding, self.height, y, materials)
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else : vertice.fill(editor, materials[1], y, y + self.height, xpadding = self.padding, zpadding = self.padding)
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def build_multiple_windows(self, editor : Editor, vertice : Vertice, padding : int, height : int, y : int, materials : list[str]):
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slices = rd.randint(2, self.width//self.rdata["size"]["min_width"])
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windows_count = math.ceil(slices/2)
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inter_count = slices - windows_count
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window_size = rd.randint(self.rdata["size"]["min_width"], self.width-inter_count // windows_count)
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inter_size = (self.width - window_size*windows_count) // inter_count
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revert, switching = slices % 2 == 0, math.ceil(slices/2)
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is_revert, gap = False, 0
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for i in range(1,slices+1):
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modulo = i % 2
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if revert and i == switching: is_revert = True
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# kepp a spacing between windows, "is revert" is used to keep symetry
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if modulo == 0 or (modulo == 1 and is_revert):
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#set the values to orient windows in x or z axis
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xpadding,xlen,zpadding,zlen = 0,0,0,0
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if vertice.facing == DIRECTION.NORTH or vertice.facing == DIRECTION.SOUTH:
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xpadding,xlen = self.padding + gap, window_size
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else: zpadding,zlen = self.padding + gap, window_size
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geometry.placeCuboid(editor,
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(vertice.point1.x+xpadding, y, vertice.point1.z+zpadding),
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(vertice.point1.x+xpadding+xlen, y+self.height, vertice.point1.z+zpadding+zlen),
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Block(materials[1]))
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gap += window_size
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else :
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gap += inter_size
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def is_grounded(self):
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# if the window is grounded or if there is a padding between the window and the ground
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if self.rdata["grounded"] >= rd.random(): return True
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return False
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def has_multiple_windows(self):
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if self.width > self.rdata["size"]["max_width"]: return True
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if self.width >= self.rdata["multiple"]["min_width"]:
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if self.rdata["multiple"]["proba"] >= rd.random(): return True
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return False
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def open(self):
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pass
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