refactor : createHouseSkeleton
This commit is contained in:
63
House.py
63
House.py
@@ -76,7 +76,6 @@ class House:
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z_plan3d = z - z_min
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geometry.placeCuboid(self.editor, (x, y_min, z), (x + width - 1, y_min, z + depth - 1), self.floor)
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x_range = slice(x_plan3d, x_plan3d + width - 1)
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z_range = slice(z_plan3d, z_plan3d + depth - 1)
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self.grid3d[x_range, 0, z_range] = True, 1
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@@ -109,53 +108,48 @@ class House:
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new_width = np.random.randint(width - 2, 5)
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if max(x_min+1, x-new_width) > min(x_max-new_width, x+width):
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new_x = np.random.randint(
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min(x_max - new_width, x + width), max(x_min + 1, x - new_width))
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new_x = np.random.randint(min(x_max - new_width, x + width),
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max(x_min + 1, x - new_width))
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else:
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new_x = np.random.randint(
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max(x_min + 1, x - new_width), min(x_max - new_width, x + width))
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new_x = np.random.randint(max(x_min + 1, x - new_width),
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min(x_max - new_width, x + width))
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if max(z_min+1, z-new_depth) > min(z_max-new_depth, z+depth):
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new_z = np.random.randint(
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min(z_max - new_depth, z + depth), max(z_min + 1, z - new_depth))
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new_z = np.random.randint(min(z_max - new_depth, z + depth),
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max(z_min + 1, z - new_depth))
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else:
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new_z = np.random.randint(
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max(z_min + 1, z - new_depth), min(z_max - new_depth, z + depth))
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new_z = np.random.randint(max(z_min + 1, z - new_depth),
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min(z_max - new_depth, z + depth))
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new_x_plan3d = new_x - x_min - 1
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new_z_plan3d = new_z - z_min + 1
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adjacent_blocks = 0
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for i in range(new_x_plan3d, new_x_plan3d + new_width):
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for j in range(new_z_plan3d, new_z_plan3d + new_depth):
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if self.grid3d[i - 1, 0, j]['bool'] and self.grid3d[i - 1, 0, j]['int'] == 1 or \
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self.grid3d[i + 1, 0, j]['bool'] and self.grid3d[i + 1, 0, j]['int'] == 1 or \
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self.grid3d[i, 0, j - 1]['bool'] and self.grid3d[i, 0, j - 1]['int'] == 1 or \
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self.grid3d[i, 0, j + 1]['bool'] and self.grid3d[i, 0, j + 1]['int'] == 1:
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for i in range(new_x_plan3d, new_x_plan3d + new_width) :
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for j in range(new_z_plan3d, new_z_plan3d + new_depth) :
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if self.grid3d[ i - 1, 0, j ]['bool'] and self.grid3d[i - 1, 0, j ]['int'] == 1 or \
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self.grid3d[i + 1, 0, j ]['bool'] and self.grid3d[i + 1, 0, j ]['int'] == 1 or \
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self.grid3d[i, 0, j - 1]['bool'] and self.grid3d[i, 0, j - 1]['int'] == 1 or \
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self.grid3d[i, 0, j + 1]['bool'] and self.grid3d[i, 0, j + 1]['int'] == 1:
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adjacent_blocks += 1
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if adjacent_blocks < 3:
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new_x_range = slice(new_x_plan3d, new_x_plan3d + new_width)
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new_z_range = slice(new_z_plan3d, new_z_plan3d + new_depth)
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if adjacent_blocks < 3 or np.any(self.grid3d[new_x_range, 0, new_z_range]['bool']) :
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continue
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new_x_plan3d += 1
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new_z_plan3d -= 1
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for i in range(0, new_width) :
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for j in range(0, new_depth) :
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self.grid3d[new_x_plan3d + i, 0, new_z_plan3d + j] = True, 2
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if not np.any(
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self.grid3d[new_x_plan3d:new_x_plan3d + new_width, 0, new_z_plan3d:new_z_plan3d + new_depth][
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'bool']):
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new_x_plan3d = new_x - x_min
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new_z_plan3d = new_z - z_min
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for i in range(0, new_width):
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for j in range(0, new_depth):
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self.grid3d[new_x_plan3d + i, 0,
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new_z_plan3d + j] = True, 2
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if 0 < i < new_width-1 and 0 < j < new_depth-1 :
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self.editor.placeBlock((new_x + i, y_min, new_z + j), self.floor)
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if i == 0 or i == new_width - 1 or j == 0 or j == new_depth - 1:
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continue
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else:
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self.editor.placeBlock(
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(new_x + i, y_min, new_z + j), self.floor)
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self.skeleton.append(
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(new_x, new_z, new_width, new_depth, height))
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break
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self.skeleton.append((new_x, new_z, new_width, new_depth, height))
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break
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else:
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print("Failed to place rectangle after 100000 attempts.")
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@@ -1251,6 +1245,7 @@ class House:
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self.placeGardenOutline()
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if self.nbEtage > 1:
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self.placeStairs()
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if __name__ == "__main__":
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