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GDMC-2024/House.py
2024-04-25 21:37:27 +02:00

104 lines
4.1 KiB
Python

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()