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.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.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") while True: new_width = np.random.randint(width//3, width-2) new_depth = np.random.randint(depth//3, depth-2) new_x = np.random.choice([x - new_width, x + width - 1]) if new_x >= x +width or new_x <= x: new_z = np.random.choice([z - new_depth + np.random.randint(2,depth), z + depth - 1 -+ np.random.randint(2,depth)]) else: new_z = np.random.choice([z - new_depth, z + depth - 1]) if new_z >= z + depth or new_z <= z: new_x = np.random.choice([x - new_width + np.random.randint(2,width), x + width - 1 - np.random.randint(2,width)]) if new_x + new_width-1 > x_max-1: new_x = x_max - new_width-1 if new_z + new_depth-1 > z_max-1: new_z = z_max - new_depth-1 if new_x >= x_min+1 and new_x + new_width <= x_max-1 and new_z >= z_min+1 and new_z + new_depth <= z_max-1 and not self.checkOverlap(new_x, new_z, new_width, 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.skeleton.append((new_x, new_z, new_width, new_depth)) break 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()