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', bool), ('int', int)]) 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,1 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"] for _ in range(3): print("Rectangle n°", _+1, "en cours de création") corners = [(x-1, z-1), (x-1, z+depth-1), (x+width-1, z-1), (x+width-1, z+depth-1)] around_corners = [(x-1, z),(x, z-1), (x-1, z+depth-2),(x, z+depth-1), (x+width-2, z-1),(x+width-1, z), (x+width-1, z+depth-2),(x+width-2, z+depth-1)] 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 for a in range(100000): 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 )) #if (new_x, new_z) in corners or(new_x+new_width-1, new_z) in corners or (new_x, new_z+new_depth-1) in corners or (new_x+new_width-1, new_z+new_depth-1) in corners: # continue # Check if the majority of the small rectangle is adjacent to the first rectangle adjacent_blocks = 0 for i in range(new_x, new_x + new_width): for j in range(new_z, new_z + new_depth): if self.grid[i-1,j]['bool'] and self.grid[i-1,j]['int']==1 or self.grid[i+1,j]['bool'] and self.grid[i+1,j]['int']==1 or self.grid[i,j-1]['bool'] and self.grid[i,j-1]['int']==1 or self.grid[i,j+1]['bool'] and self.grid[i,j+1]['int']==1: adjacent_blocks += 1 if adjacent_blocks < 3: continue if not np.any(self.grid[new_x:new_x+new_width, new_z:new_z+new_depth]['bool']): for i in range(0, new_width): for j in range(0, new_depth): 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: print("Failed to place rectangle after 1000 attempts.") 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")) def putWallOnSkeleton(self): 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], 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']) def getAdjacentWalls(self): main_rect = self.skeleton[0] x_main, z_main, width_main, depth_main = main_rect adjacent_walls = [] width_main-=1 depth_main-=1 for k in range(1, len(self.skeleton)): x, z, width, depth = self.skeleton[k] walls = [(x, z, x + width-1, z), (x, z, x, z + depth-1), (x, z + depth-1, x + width-1, z + depth-1), (x + width-1, z, x + width-1, z + depth-1)] for wall in walls: x1, z1, x2, z2 = wall if (x_main <= x1 <= x_main + width_main or x_main <= x2 <= x_main + width_main) and (z_main - 1 == z1 or z_main + depth_main + 1 == z1): # Adjust the wall segment to only include the part that is overlapped by the main rectangle x1 = max(x1, x_main-1) x2 = min(x2, x_main + width_main+1) # If there is more than one adjacent block, add it to the list if abs(x2 - x1) > 1: adjacent_walls.append((x1, z1, x2, z2)) elif (z_main <= z1 <= z_main + depth_main or z_main <= z2 <= z_main + depth_main) and (x_main - 1 == x1 or x_main + width_main + 1 == x1): # Adjust the wall segment to only include the part that is overlapped by the main rectangle z1 = max(z1, z_main-1) z2 = min(z2, z_main + depth_main+1) # If there is more than one adjacent block, add it to the list if abs(z2 - z1) > 1: adjacent_walls.append((x1, z1, x2, z2)) return adjacent_walls def placeDoor(self): walls = self.getAdjacentWalls() for wall in walls: x_min, z_min, x_max, z_max = wall if x_min == x_max: width = z_max - z_min if width % 2 != 0: door_pos = width // 2 for y in range(self.coordinates_min[1]+1, self.coordinates_min[1]+3): self.editor.placeBlock((x_min, y, z_min + door_pos), Block("air")) self.editor.placeBlock((x_min, y, z_min + door_pos+1), Block("air")) else: door_pos = width // 2 for y in range(self.coordinates_min[1]+1, self.coordinates_min[1]+3): self.editor.placeBlock((x_min, y, z_min + door_pos), Block("air")) else: width = x_max - x_min if width % 2 != 0: door_pos = width // 2 for y in range(self.coordinates_min[1]+1, self.coordinates_min[1]+3): self.editor.placeBlock((x_min + door_pos, y, z_min), Block("air")) self.editor.placeBlock((x_min + door_pos+1, y, z_min), Block("air")) else: door_pos = width // 2 for y in range(self.coordinates_min[1]+1, self.coordinates_min[1]+3): self.editor.placeBlock((x_min + door_pos, y, z_min), 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)] for i in range(1): house = House(editor, coordinates_min, coordinates_max) house.createHouseSkeleton() house.putWallOnSkeleton() print("House n°", i+1, "created") print('-----------------------------------') print(house.getAdjacentWalls()) house.placeDoor() new_coordinates_min =(coordinates_max[0] + 10, coordinates_min[1], coordinates_min[2]) new_coordinates_max = (coordinates_max[0] + 10 +24, coordinates_max[1], coordinates_max[2]) coordinates_min = new_coordinates_min coordinates_max = new_coordinates_max # delete(editor, coordinates_min, coordinates_max) editor.flushBuffer()