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GDMC-2024/House.py
Eclairsombre b90a0128b2 window
2024-06-15 00:31:00 +02:00

748 lines
44 KiB
Python

from time import sleep
from gdpc import Editor, Block, geometry
from list_block import *
import numpy as np
from skimage.morphology import skeletonize
import math
import matplotlib.pyplot as plt
class House:
def __init__(self, editor, coordinates_min, coordinates_max, direction):
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 = []
size = [(coordinates_max[i] - coordinates_min[i]) + 10 for i in range(3)]
self.grid3d = np.zeros(size, dtype=[('bool', bool), ('int', int)])
self.nbEtage = (coordinates_max[1] - coordinates_min[1]) // 5
self.direction = direction
self.entranceWall = None
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_min += 1
z_min += 1
x_max -= 1
z_max -= 1
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
height = y_max - y_min
if x + width-1 > x_max-1:
x = x_max - width-1
if z + depth-1 > z_max-1:
z = z_max - depth-1
x_plan3d = x - x_min
z_plan3d = z - z_min
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.grid3d[x_plan3d+i,0,z_plan3d+j] = True,1
self.skeleton.append((x, z, width-1, depth-1, height))
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"]
x_min -= 1
x_max -= 1
z_min += 1
z_max += 1
for _ in range(3):
print("Rectangle n°", _+1, "en cours de création")
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 ))
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']):
new_x_plan3d = new_x - x_min
new_z_plan3d = new_z - z_min
for i in range(0, new_width):
for j in range(0, new_depth):
self.grid[new_x + i, new_z + j] = True,2
self.grid3d[new_x_plan3d + i,0, new_z_plan3d + 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, height))
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]+10):
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, height = self.skeleton[k]
if k!= 0:
x+=1
z+=1
width-=2
depth-=2
x_plan3d = x - self.coordinates_min[0]
z_plan3d = z - self.coordinates_min[2]
for i in range(-1, width+1):
for j in range(-1, depth+1):
for y in range(0, height):
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, self.coordinates_min[1] + y, z + j), Block("stone"))
self.grid3d[ x_plan3d+i, y, z_plan3d+j] = True
#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, heigt_main = main_rect
adjacent_walls = []
width_main-=1
depth_main-=1
for k in range(1, len(self.skeleton)):
x, z, width, depth, heigt = 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):
x1 = max(x1, x_main-1)
x2 = min(x2, x_main + width_main+1)
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):
z1 = max(z1, z_main-1)
z2 = min(z2, z_main + depth_main+1)
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:
for i in range(self.nbEtage):
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+i*4, self.coordinates_min[1]+3+i*4):
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+i*4 , self.coordinates_min[1]+3+i*4):
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+i*4, self.coordinates_min[1]+3+i*4):
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+i*4, self.coordinates_min[1]+3+i*4):
self.editor.placeBlock((x_min + door_pos, y, z_min), Block("air"))
def placeRoof(self):
for k in range(len(self.skeleton)-1, -1, -1):
x, z, width, depth, height = self.skeleton[k]
if k!= 0:
x+=1
z+=1
width-=2
depth-=2
if width < depth:
if width <=5:
n = 1
elif width <=10:
n = 2
else:
n = 3
else:
if depth <=5:
n = 1
elif depth <=10:
n = 2
else:
n = 3
else:
if width < depth:
n = width // 4
else:
n = depth // 4
x_plan3d = x - self.coordinates_min[0]
z_plan3d = z - self.coordinates_min[2]
print(width, depth, n)
if width < depth:
if n>1:
for k in range(n-1):
for i in range(-1, depth+1):
for y in range(-1, width//2+1):
self.editor.placeBlock((x + i, self.coordinates_max[1]+k, z+y+k+3), Block("blackstone"))
self.editor.placeBlock((x + i, self.coordinates_max[1]+k, z+depth-y-4-k), Block("blackstone"))
if width%2 == 0:
for i in range(-1, depth+1):
self.editor.placeBlock((x+width//2+1, self.coordinates_max[1]+n-1, z+i), Block("blackstone"))
for i in range(-1,depth+1):
self.editor.placeBlock((x+width//2, self.coordinates_max[1]+n-1, z+i), Block("blackstone"))
else:
if n>1:
for k in range(n-1):
for i in range(-1, width+1):
for y in range(-1, depth//2+1):
self.editor.placeBlock((x + i, self.coordinates_max[1]+k, z+y+k+2), Block("blackstone"))
self.editor.placeBlock((x + i, self.coordinates_max[1]+k, z+depth-y-3-k), Block("blackstone"))
if depth%2 == 0:
for i in range(-1, width+1):
self.editor.placeBlock((x+i, self.coordinates_max[1]+n-1, z+depth//2+1), Block("blackstone"))
for i in range(-1,width+1):
self.editor.placeBlock((x+i, self.coordinates_max[1]+n-1, z+depth//2), Block("blackstone"))
print('-----------------------------------')
for i in range(-1, width+1):
for j in range(-1, depth+1):
if width<depth:
if width%2 != 0:
if (i == width//2 ):
self.editor.placeBlock((x + i, self.coordinates_max[1]+n, z + j), Block("blackstone_slab",{"type":"bottom"}))
self.grid3d[ x_plan3d+i, height+n, z_plan3d+j] = True
if j== -1 :
if not self.grid3d[ x_plan3d+i, height+n, z_plan3d+j-1]:
self.editor.placeBlock((x + i, self.coordinates_max[1]+n, z + j-1), Block("quartz_slab",{"type":"bottom"}))
self.grid3d[ x_plan3d+i, height+n, z_plan3d+j-1] = True
if not self.grid3d[ x_plan3d+i, height+n-1, z_plan3d+j-1]:
self.editor.placeBlock((x + i, self.coordinates_max[1]+n-1, z + j-1), Block("quartz_slab",{"type":"top"}))
self.grid3d[ x_plan3d+i, height+n-1, z_plan3d+j-1] = True
elif j == depth:
if not self.grid3d[ x_plan3d+i, height+n, z_plan3d+j+1]:
self.editor.placeBlock((x + i, self.coordinates_max[1]+n, z + j+1), Block("quartz_slab",{"type":"bottom"}))
self.grid3d[ x_plan3d+i, height+n, z_plan3d+j+1] = True
if not self.grid3d[ x_plan3d+i, height+n-1, z_plan3d+j+1]:
self.editor.placeBlock((x + i, self.coordinates_max[1]+n-1, z + j+1), Block("quartz_slab",{"type":"top"}))
self.grid3d[ x_plan3d+i, height+n-1, z_plan3d+j+1] = True
else:
if depth%2 != 0:
if (j == depth//2 ):
self.editor.placeBlock((x + i, self.coordinates_max[1]+n, z + j), Block("blackstone_slab",{"type":"bottom"}))
self.grid3d[ x_plan3d+i, height+n, z_plan3d+j] = True
if i== -1 :
if not self.grid3d[ x_plan3d+i-1, height+n, z_plan3d+j]:
self.editor.placeBlock((x + i-1, self.coordinates_max[1]+n, z + j), Block("quartz_slab",{"type":"bottom"}))
self.grid3d[ x_plan3d+i-1, height+n, z_plan3d+j] = True
if not self.grid3d[ x_plan3d+i-1, height+n-1, z_plan3d+j]:
self.editor.placeBlock((x + i-1, self.coordinates_max[1]+n-1, z + j), Block("quartz_slab",{"type":"top"}))
self.grid3d[ x_plan3d+i-1, height+n-1, z_plan3d+j] = True
elif i == width:
if not self.grid3d[ x_plan3d+i+1, height+n, z_plan3d+j]:
self.editor.placeBlock((x + i+1, self.coordinates_max[1]+n, z + j), Block("quartz_slab",{"type":"bottom"}))
self.grid3d[ x_plan3d+i+1, height+n, z_plan3d+j] = True
if not self.grid3d[ x_plan3d+i+1, height+n-1, z_plan3d+j]:
self.editor.placeBlock((x + i+1, self.coordinates_max[1]+n-1, z + j), Block("quartz_slab",{"type":"top"}))
self.grid3d[ x_plan3d+i+1, height+n-1, z_plan3d+j] = True
if width<depth:
h = 0
for i in range(-1, width//2):
for j in range(-1, depth+1):
if i != -1:
if h % 1 == 0:
self.editor.placeBlock((x + i, self.coordinates_max[1]+h, z + j), Block("blackstone_slab",{"type":"top"}))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h, z + j), Block("blackstone_slab",{"type":"top"}))
self.grid3d[ x_plan3d+ i, round(height+h), z_plan3d+ j] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h), z_plan3d+ j] = True
if j == -1 :
self.editor.placeBlock((x + i, self.coordinates_max[1]+h, z + j -1), Block("quartz_block"))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h, z + j -1), Block("quartz_block"))
self.grid3d[ x_plan3d+ i, round(height+h), z_plan3d+ j-1] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h), z_plan3d+ j-1] = True
elif j == depth:
self.editor.placeBlock((x + i, self.coordinates_max[1]+h, z + j +1), Block("quartz_block"))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h, z + j +1), Block("quartz_block"))
self.grid3d[ x_plan3d+ i, round(height+h), z_plan3d+ j+1] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h), z_plan3d+ j+1] = True
else:
self.editor.placeBlock((x + i, self.coordinates_max[1]+h, z + j), Block("blackstone_slab",{"type":"bottom"}))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h, z + j), Block("blackstone_slab",{"type":"bottom"}))
self.editor.placeBlock((x + i, self.coordinates_max[1]+h-0.5, z + j), Block("blackstone"))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h-0.5, z + j), Block("blackstone"))
self.grid3d[ x_plan3d+ i, round(height+h+0.5), z_plan3d+ j] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h+0.5), z_plan3d+ j] = True
self.grid3d[ x_plan3d+ i, round(height+h-0.5), z_plan3d+ j] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h-0.5), z_plan3d+ j] = True
if j == -1 :
self.editor.placeBlock((x + i, self.coordinates_max[1]+h, z + j -1), Block("quartz_slab", {"type": "bottom"}))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h, z + j -1), Block("quartz_slab", {"type": "bottom"}))
self.editor.placeBlock((x + i, self.coordinates_max[1]+h-1, z + j -1), Block("quartz_slab", {"type": "top"}))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h-1, z + j -1), Block("quartz_slab", {"type": "top"}))
self.grid3d[ x_plan3d+ i, round(height+h-1), z_plan3d+ j-1] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h-1), z_plan3d+ j-1] = True
self.grid3d[ x_plan3d+ i, round(height+h), z_plan3d+ j-1] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h), z_plan3d+ j-1] = True
elif j == depth:
self.editor.placeBlock((x + i, self.coordinates_max[1]+h, z + j +1), Block("quartz_slab", {"type": "bottom"}))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h, z + j +1), Block("quartz_slab", {"type": "bottom"}))
self.editor.placeBlock((x + i, self.coordinates_max[1]+h-1, z + j +1), Block("quartz_slab", {"type": "top"}))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h-1, z + j +1), Block("quartz_slab", {"type": "top"}))
self.grid3d[ x_plan3d+ i, round(height+h-1), z_plan3d+ j+1] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h-1), z_plan3d+ j+1] = True
self.grid3d[ x_plan3d+ i, round(height+h), z_plan3d+ j+1] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h), z_plan3d+ j+1] = True
else:
self.editor.placeBlock((x + i, self.coordinates_max[1]+h, z + j), Block("blackstone_slab",{"type":"bottom"}))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h, z + j), Block("blackstone_slab",{"type":"bottom"}))
self.grid3d[ x_plan3d+ i, round(height+h), z_plan3d+ j] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h), z_plan3d+ j] = True
if j == -1 :
self.editor.placeBlock((x + i, self.coordinates_max[1]+h, z + j -1), Block("quartz_slab", {"type": "bottom"}))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h, z + j -1), Block("quartz_slab", {"type": "bottom"}))
if not self.grid3d[ x_plan3d+i, height+h-1, z_plan3d+j-1]:
self.editor.placeBlock((x + i, self.coordinates_max[1]+h-1, z + j -1), Block("quartz_slab", {"type": "top"}))
self.grid3d[ x_plan3d+i, height+h-1, z_plan3d+j-1] = True
if not self.grid3d[ x_plan3d+width-1-i, height+h-1, z_plan3d+j-1]:
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h-1, z + j -1), Block("quartz_slab", {"type": "top"}))
self.grid3d[ x_plan3d+width-1-i, height+h-1, z_plan3d+j-1] = True
self.grid3d[ x_plan3d+ i, round(height+h-1), z_plan3d+ j-1] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h-1), z_plan3d+ j-1] = True
elif j == depth:
self.editor.placeBlock((x + i, self.coordinates_max[1]+h, z + j +1), Block("quartz_slab", {"type": "bottom"}))
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h, z + j +1), Block("quartz_slab", {"type": "bottom"}))
if not self.grid3d[ x_plan3d+i, height+h-1, z_plan3d+j+1]:
self.editor.placeBlock((x + i, self.coordinates_max[1]+h-1, z + j +1), Block("quartz_slab", {"type": "top"}))
self.grid3d[ x_plan3d+i, height+h-1, z_plan3d+j+1] = True
if not self.grid3d[ x_plan3d+width-1-i, height+h-1, z_plan3d+j+1]:
self.editor.placeBlock((x + width-1-i, self.coordinates_max[1]+h-1, z + j +1), Block("quartz_slab", {"type": "top"}))
self.grid3d[ x_plan3d+width-1-i, height+h-1, z_plan3d+j+1] = True
self.grid3d[ x_plan3d+ i, round(height+h-1), z_plan3d+ j+1] = True
self.grid3d[ x_plan3d+ width-1-i, round(height+h-1), z_plan3d+ j+1] = True
if i != -1:
h += 0.5
else:
h = 0
for i in range(-1, depth//2):
for j in range(-1, width+1):
if i != -1:
if h % 1 == 0:
self.editor.placeBlock((x + j, self.coordinates_max[1]+h, z + i), Block("blackstone_slab",{"type":"top"}))
self.editor.placeBlock((x + j, self.coordinates_max[1]+h, z + depth-1-i), Block("blackstone_slab",{"type":"top"}))
self.grid3d[ x_plan3d+j, round(height+h), z_plan3d+ i] = True
self.grid3d[ x_plan3d+j, round(height+h), z_plan3d+ depth-1-i] = True
if j == -1 :
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h, z + i ), Block("quartz_block"))
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h, z + depth-1-i ), Block("quartz_block"))
self.grid3d[ x_plan3d+j-1, round(height+h), z_plan3d+ i] = True
self.grid3d[ x_plan3d+j-1, round(height+h), z_plan3d+ depth-1-i] = True
elif j == width:
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h, z + i ), Block("quartz_block"))
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h, z + depth-1-i ), Block("quartz_block"))
self.grid3d[ x_plan3d+j+1, round(height+h), z_plan3d+ i] = True
self.grid3d[ x_plan3d+j+1, round(height+h), z_plan3d+ depth-1-i] = True
else:
self.editor.placeBlock((x + j, self.coordinates_max[1]+h, z + i), Block("blackstone_slab",{"type":"bottom"}))
self.editor.placeBlock((x + j, self.coordinates_max[1]+h, z + depth-1-i), Block("blackstone_slab",{"type":"bottom"}))
self.editor.placeBlock((x + j, self.coordinates_max[1]+h-0.5, z + i), Block("blackstone"))
self.editor.placeBlock((x + j, self.coordinates_max[1]+h-0.5, z + depth-1-i), Block("blackstone"))
self.grid3d[ j, round(height+h+0.5), i] = True
self.grid3d[ j, round(height+h+0.5), depth-1-i] = True
self.grid3d[ j, round(height+h-0.5), i] = True
self.grid3d[ j, round(height+h-0.5), depth-1-i] = True
if j == -1 :
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h, z + i ), Block("quartz_slab", {"type": "bottom"}))
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h, z + depth-1-i ), Block("quartz_slab", {"type": "bottom"}))
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h-1, z + i ), Block("quartz_slab", {"type": "top"}))
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h-1, z + depth-1-i ), Block("quartz_slab", {"type": "top"}))
self.grid3d[ j, round(height+h), i] = True
self.grid3d[ j, round(height+h), depth-1-i] = True
self.grid3d[ j, round(height+h-1), i] = True
self.grid3d[ j, round(height+h-1), depth-1-i] = True
elif j == width:
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h, z + i ), Block("quartz_slab", {"type": "bottom"}))
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h, z + depth-1-i ), Block("quartz_slab", {"type": "bottom"}))
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h-1, z + i ), Block("quartz_slab", {"type": "top"}))
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h-1, z + depth-1-i ), Block("quartz_slab", {"type": "top"}))
self.grid3d[ j, round(height+h), i] = True
self.grid3d[ j, round(height+h), depth-1-i] = True
self.grid3d[ j, round(height+h-1), i] = True
self.grid3d[ j, round(height+h-1), depth-1-i] = True
else:
self.editor.placeBlock((x + j, self.coordinates_max[1]+h, z + i), Block("blackstone_slab",{"type":"bottom"}))
self.editor.placeBlock((x + j, self.coordinates_max[1]+h, z + depth-1-i), Block("blackstone_slab",{"type":"bottom"}))
self.grid3d[ j, round(height+h), i] = True
self.grid3d[ j, round(height+h), depth-1-i] = True
if j == -1 :
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h, z + i ), Block("quartz_slab", {"type": "bottom"}))
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h, z + depth-1-i ), Block("quartz_slab", {"type": "bottom"}))
if not self.grid3d[ j, height+h-1, i]:
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h-1, z + i ), Block("quartz_slab", {"type": "top"}))
self.grid3d[ j, height+h-1, i] = True
if not self.grid3d[ j, height+h-1, depth-1-i]:
self.editor.placeBlock((x + j -1, self.coordinates_max[1]+h-1, z + depth-1-i ), Block("quartz_slab", {"type": "top"}))
self.grid3d[ j, height+h-1, depth-1-i] = True
self.grid3d[ j, round(height+h), i] = True
self.grid3d[ j, round(height+h), depth-1-i] = True
elif j == width:
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h, z + i ), Block("quartz_slab", {"type": "bottom"}))
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h, z + depth-1-i ), Block("quartz_slab", {"type": "bottom"}))
if not self.grid3d[ j, height+h-1, i]:
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h-1, z + i ), Block("quartz_slab", {"type": "top"}))
self.grid3d[ j, height+h-1, i] = True
if not self.grid3d[ j, height+h-1, depth-1-i]:
self.editor.placeBlock((x + j +1, self.coordinates_max[1]+h-1, z + depth-1-i ), Block("quartz_slab", {"type": "top"}))
self.grid3d[ j, height+h-1, depth-1-i] = True
self.grid3d[ j, round(height+h), i] = True
self.grid3d[ j, round(height+h), depth-1-i] = True
self.grid3d[ j, round(height+h), i] = True
self.grid3d[ j, round(height+h), depth-1-i] = True
if i != -1:
h += 0.5
QUARTZ_SLAB = Block("quartz_slab", {"type": "top"})
for i in range(-2, width+2):
for j in range(-2, depth+2):
if i == -2 or i == width+1 or j == -2 or j == depth+1:
if not self.grid3d[x_plan3d+i, height-1, z_plan3d+j]['bool']:
if width<depth:
if i == -2 or i == width+1:
self.editor.placeBlock((x + i, self.coordinates_max[1]-1, z + j), QUARTZ_SLAB)
else:
if j == -2 or j == depth+1:
self.editor.placeBlock((x + i, self.coordinates_max[1]-1, z + j), QUARTZ_SLAB)
def putCelling(self):
for k in range(0, len(self.skeleton)):
x, z, width, depth, height = self.skeleton[k]
if k!= 0:
x+=1
z+=1
width-=2
depth-=2
x_plan3d = x - self.coordinates_min[0]
z_plan3d = z - self.coordinates_min[2]
for y in range(1,self.nbEtage+1):
for i in range(0, width):
for j in range(0, depth):
self.editor.placeBlock((x + i, self.coordinates_min[1] +4*y, z + j), Block("quartz_block"))
self.grid3d[ x_plan3d+i, 4*y, z_plan3d+j] = True
def getNonAdjacentWalls(self):
main_rect = self.skeleton[0]
x_main, z_main, width_main, depth_main, height_main = main_rect
non_adjacent_walls = []
for k in range(1, len(self.skeleton)):
x, z, width, depth, height = 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 not ((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)) and not ((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)):
non_adjacent_walls.append((x1, z1, x2, z2))
print(non_adjacent_walls)
return non_adjacent_walls
def getAllExterneWalls(self):
walls = []
adjacent_walls = self.getAdjacentWalls()
for k in range(0, len(self.skeleton)):
x, z, width, depth, height = self.skeleton[k]
if k == 0:
x -= 1
z -= 1
width += 2
depth += 2
walls.append((x, z, x + width - 1, z))
walls.append((x, z, x, z + depth - 1))
walls.append((x, z + depth - 1, x + width - 1, z + depth - 1))
walls.append((x + width - 1, z, x + width - 1, z + depth - 1))
walls_to_keep = []
for wall in walls:
remove_wall = False
for adj_wall in adjacent_walls:
if self.isInsideWall(wall, adj_wall):
remove_wall = True
break
if not remove_wall:
walls_to_keep.append(wall)
return walls_to_keep
def isInsideWall(self, big_wall, small_wall):
x1, z1, x2, z2 = big_wall
x3, z3, x4, z4 = small_wall
if x1 == x2 == x3 == x4:
return x1 == x3 and z1 <= z3 and z4 <= z2
elif z1 == z2 == z3 == z4:
return z1 == z3 and x1 <= x3 and x4 <= x2
def placeWindowOnWall(self,wall,axis, is_x):
for l in range(self.nbEtage):
if axis%2==0:
if axis == 4:
if is_x:
self.editor.placeBlock((wall[0]+2, self.coordinates_min[1] + 2+l*4, wall[1]), Block("glass_pane"))
self.editor.placeBlock((wall[0]+3, self.coordinates_min[1] + 2+l*4, wall[1]), Block("glass_pane"))
else:
self.editor.placeBlock((wall[0], self.coordinates_min[1] + 2+l*4, wall[1]+3), Block("glass_pane"))
self.editor.placeBlock((wall[0], self.coordinates_min[1] + 2+l*4, wall[1]+2), Block("glass_pane"))
else:
for i in range(0, math.ceil(axis/4)):
if is_x:
self.editor.placeBlock((wall[0]+1+i*4, self.coordinates_min[1] + 2+l*4, wall[1]), Block("glass_pane"))
self.editor.placeBlock((wall[0]+2+i*4, self.coordinates_min[1] + 2+l*4, wall[1]), Block("glass_pane"))
else:
self.editor.placeBlock((wall[0], self.coordinates_min[1] + 2+l*4, wall[1]+1+i*4), Block("glass_pane"))
self.editor.placeBlock((wall[0], self.coordinates_min[1] + 2+l*4, wall[1]+2+i*4), Block("glass_pane"))
else:
if axis<=5:
for i in range(0, axis):
if is_x:
self.editor.placeBlock((wall[0]+1+i, self.coordinates_min[1] + 2+l*4, wall[1]), Block("glass_pane"))
else:
self.editor.placeBlock((wall[0], self.coordinates_min[1] + 2+l*4, wall[1]+1+i), Block("glass_pane"))
else:
for i in range(0, math.ceil(axis/2)):
if is_x:
self.editor.placeBlock((wall[0]+i*2+1, self.coordinates_min[1] + 2+l*4, wall[1]), Block("glass_pane"))
else:
self.editor.placeBlock((wall[0], self.coordinates_min[1] + 2+l*4, wall[1]+i*2+1), Block("glass_pane"))
def placeWindow(self):
walls = self.getAllExterneWalls()
for wall in walls:
x1, z1, x2, z2 = wall
x = abs(x2-x1) -1
z = abs(z2-z1) -1
if x1 == x2:
self.placeWindowOnWall(wall, z, False)
elif z1 == z2:
self.placeWindowOnWall(wall, x, True)
def placeStairs(self):
pass
def WallFacingDirection(self):
if self.direction == "N":
closest_wall = min(self.skeleton, key=lambda wall: wall[1])
wall = (closest_wall[0], closest_wall[1], closest_wall[0] + closest_wall[2], closest_wall[1])
elif self.direction == "S":
closest_wall = max(self.skeleton, key=lambda wall: wall[1] + wall[3])
wall = (closest_wall[0], closest_wall[1] + closest_wall[3], closest_wall[0] + closest_wall[2], closest_wall[1] + closest_wall[3])
elif self.direction == "E":
closest_wall = max(self.skeleton, key=lambda wall: wall[0] + wall[2])
wall = (closest_wall[0] + closest_wall[2], closest_wall[1], closest_wall[0] + closest_wall[2], closest_wall[1] + closest_wall[3])
elif self.direction == "W":
closest_wall = min(self.skeleton, key=lambda wall: wall[0])
wall = (closest_wall[0], closest_wall[1], closest_wall[0], closest_wall[1] + closest_wall[3])
else:
return []
if closest_wall != self.skeleton[0]:
wall = (wall[0]+1, wall[1]+1, wall[2]-2, wall[3]-2)
else:
wall = (wall[0], wall[1], wall[2]-1, wall[3]-1)
return wall
def placeEntrance(self):
wall = self.WallFacingDirection()
self.entranceWall = wall
match self.direction:
case "N":
if (wall[2] - wall[0]) % 2 != 0:
self.editor.placeBlock(((wall[0] + wall[2]) // 2 +1, self.coordinates_min[1]+1, wall[1]-1), Block("air"))
self.editor.placeBlock(((wall[0] + wall[2]) // 2 +1, self.coordinates_min[1]+2, wall[1]-1), Block("air"))
print((wall[0] + wall[2]) // 2 +1, self.coordinates_min[1]+1, wall[1]-1)
self.editor.placeBlock(((wall[0] + wall[2]) // 2, self.coordinates_min[1]+1, wall[1]-1), Block("air"))
self.editor.placeBlock(((wall[0] + wall[2]) // 2, self.coordinates_min[1]+2, wall[1]-1), Block("air"))
print((wall[0] + wall[2]) // 2, self.coordinates_min[1]+1, wall[1]-1)
case "S":
if (wall[2] - wall[0]) % 2 != 0:
self.editor.placeBlock(((wall[0] + wall[2]) // 2 +1, self.coordinates_min[1]+1, wall[3]+1), Block("air"))
self.editor.placeBlock(((wall[0] + wall[2]) // 2 +1, self.coordinates_min[1]+2, wall[3]+1), Block("air"))
print((wall[0] + wall[2]) // 2 +1, self.coordinates_min[1]+1, wall[3]+1)
self.editor.placeBlock(((wall[0] + wall[2]) // 2, self.coordinates_min[1]+1, wall[3]+1), Block("air"))
self.editor.placeBlock(((wall[0] + wall[2]) // 2, self.coordinates_min[1]+2, wall[3]+1), Block("air"))
print((wall[0] + wall[2]) // 2, self.coordinates_min[1]+1, wall[3]+1)
case "E":
if (wall[3] - wall[1]) % 2 != 0:
self.editor.placeBlock((wall[2]+1, self.coordinates_min[1]+1, (wall[1] + wall[3]) // 2 +1), Block("air"))
self.editor.placeBlock((wall[2]+1, self.coordinates_min[1]+2, (wall[1] + wall[3]) // 2 +1), Block("air"))
print(wall[2]+1, self.coordinates_min[1]+1, (wall[1] + wall[3]) // 2 +1)
self.editor.placeBlock((wall[2]+1, self.coordinates_min[1]+1, (wall[1] + wall[3]) // 2), Block("air"))
self.editor.placeBlock((wall[2]+1, self.coordinates_min[1]+2, (wall[1] + wall[3]) // 2), Block("air"))
print(wall[2]+1, self.coordinates_min[1]+1, (wall[1] + wall[3]) // 2)
case "W":
if (wall[3] - wall[1]) % 2 != 0:
self.editor.placeBlock((wall[0]-1, self.coordinates_min[1]+1, (wall[1] + wall[3]) // 2 +1), Block("air"))
self.editor.placeBlock((wall[0]-1, self.coordinates_min[1]+2, (wall[1] + wall[3]) // 2 +1), Block("air"))
print(wall[0]-1, self.coordinates_min[1]+1, (wall[1] + wall[3]) // 2 +1)
self.editor.placeBlock((wall[0]-1, self.coordinates_min[1]+1, (wall[1] + wall[3]) // 2), Block("air"))
self.editor.placeBlock((wall[0]-1, self.coordinates_min[1]+2, (wall[1] + wall[3]) // 2), Block("air"))
print(wall[0]-1, self.coordinates_min[1]+1, (wall[1] + wall[3]) // 2)
case _:
pass
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,"N")
house.createHouseSkeleton()
house.putWallOnSkeleton()
print("House n°", i+1, "created")
print('-----------------------------------')
print(house.getAdjacentWalls())
house.placeDoor()
house.placeRoof()
house.putCelling()
house.placeWindow()
house.placeEntrance()
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()