from gdpc import Editor, Block, geometry from list_block import * import numpy as np class House: def __init__(self, editor, coordinates_min, coordinates_max): self.editor = editor self.coordinates_min = coordinates_min self.coordinates_max = coordinates_max self.grid = np.zeros((coordinates_max[0], coordinates_max[2]), dtype=bool) # Create a grid of zeros (False) self.skeleton = [] def createHouseSkeleton(self): self.delete() x_min, y_min, z_min = self.coordinates_min x_max, y_max, z_max = self.coordinates_max for i in range (x_min, x_max): for y in range(z_min, z_max): if i == x_min or i == x_max - 1 or y == z_min or y == z_max - 1: self.editor.placeBlock((i, y_min, y), Block("oak_planks")) perimeter_width = x_max - x_min perimeter_depth = z_max - z_min x = np.random.randint(x_min+1 , x_max-1) z = np.random.randint(z_min+1 , z_max-1 ) width = perimeter_width // 2 depth = perimeter_depth // 2 if x + width-1 > x_max-1: x = x_max - width-1 if z + depth-1 > z_max-1: z = z_max - depth-1 for i in range(0, width-1): 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 self.skeleton.append((x, z, width, depth)) block = ["redstone_block", "gold_block", "diamond_block"] for _ in range(3): print("Rectangle n°", _+1, "en cours de création") for a in range(1000): new_width = np.random.randint(width//2, width-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_z = np.random.randint(max(z_min+1, z - new_depth), min(z_max-new_depth, z + depth)) if not np.any(self.grid[new_x:new_x+new_width, new_z:new_z+new_depth]): 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 self.skeleton.append((new_x, new_z, new_width, new_depth)) break else: 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): 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 z in range(self.coordinates_min[2], self.coordinates_max[2]): self.editor.placeBlock((x, y, z), Block("air")) if __name__ == "__main__": editor = Editor(buffering=True) buildArea = editor.getBuildArea() 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)] house = House(editor, coordinates_min, coordinates_max) house.createHouseSkeleton() # delete(editor, coordinates_min, coordinates_max) editor.flushBuffer()