-
Notifications
You must be signed in to change notification settings - Fork 1
/
cityPlanning.py
456 lines (439 loc) · 24.6 KB
/
cityPlanning.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
from logger import Logger
import math
import numpy as np
import common
from copy import deepcopy
name = 'cityPlanning'
logger = Logger(name)
def bestStartingPoint(box, afterHM):
try:
logger.info('Calculating optimal starting x and z coordinates for grid...')
pointDict = dict()
for x in range(4):
for z in range(4):
# Iterate through all 16 combinations of x and z offset
xoffset, zoffset, gridArray, innerGridArray, heightArray, innerHeightArray = calculateGrids(box, afterHM, x, z)
pointDict[str(xoffset), str(zoffset)] = np.sum(gridArray)
# Find the x and z offset resulting in the highest number of flat 4x4 areas
bestPoint = (max(pointDict, key = pointDict.get))
# This becomes the starting point for the grid
xoffset, zoffset, gridArray, innerGridArray, heightArray, innerHeightArray = calculateGrids(box, afterHM, int(bestPoint[0]), int(bestPoint[1]))
logger.info('Placing grid with x offset {} and z offset {}'.format(xoffset, zoffset))
return map(int, bestPoint), gridArray, innerGridArray, heightArray, innerHeightArray
except Exception as e:
logger.error(e)
def calculateGrids(box, afterHM, xoffset, zoffset):
try:
gridArray = np.full((math.ceil(float(box.length) / 4), math.ceil(float(box.width) / 4)), False)
innerGridArray = np.full((math.ceil(float(box.length) / 4), math.ceil(float(box.width) / 4)), False)
heightArray = np.full((math.ceil(float(box.length) / 4), math.ceil(float(box.width) / 4)), 0)
innerHeightArray = np.full((math.ceil(float(box.length) / 4), math.ceil(float(box.width) / 4)), 0)
tempGridArray = common.mapArray(gridArray, 0, 0, box)
zgateWidth, xgateWidth, zgatePos, xgatePos = calculateGridPositions(np.array(tempGridArray))
for z in range(zoffset + 12, box.length - 9, 4):
for x in range(xoffset + 12, box.width - 9, 4):
if(z - 1 >= 9 and z + 5 <= box.length - 9 and x - 1 >= 9 and x + 5 <= box.width - 9):
heights = []
isGateArea = False
# Check that the 4x4 area does not overlap with where the gate entrances will be placed
for ztemp in range(-1, 5):
for xtemp in range(-1, 5):
if (((zgatePos <= (z + ztemp) < (zgatePos + zgateWidth)) and ((10 <= (x + xtemp) < 15) or ((len(tempGridArray[0]) - 13) <= (x + xtemp) < len(tempGridArray[0]))))):
isGateArea = True
break
if (((10 <= (z + ztemp) < 15) or ((len(tempGridArray) - 13) <= (z + ztemp) < len(tempGridArray))) and (xgatePos <= (x + xtemp) < (xgatePos + xgateWidth))):
isGateArea = True
break
if isGateArea:
break
# Only attempt to label the 4x4 area as buildable if it is not a gate area
if isGateArea == False:
for zgrid in range(-1, 5):
for xgrid in range(-1, 5):
heights.append(afterHM[x + xgrid][z + zgrid])
if len(set(heights)) == 1 and heights[0] > 0:
# If entire 6x6 area containing 4x4 has the same height level, label it as a buildable area. The 6x6 is checked so that a border can be added
gridArray[z / 4][x / 4] = True
heightArray[z / 4][x / 4] = heights[0]
for zgrid in range(4):
for xgrid in range(4):
heights.append(afterHM[x + xgrid][z + zgrid])
if len(set(heights)) == 1 and heights[0] > 0:
# An "inner" buildable area is one in which the 4x4 area is flat, but the 6x6 containing it is not
innerGridArray[z / 4][x / 4] = True
innerHeightArray[z / 4][x / 4] = heights[0]
return xoffset, zoffset, gridArray, innerGridArray, heightArray, innerHeightArray
except Exception as e:
logger.error(e)
def expandBuildableAreas(level, box, afterHM, gridArray, innerGridArray, heightArray, innerHeightArray, xoffset, zoffset):
try:
logger.info('Expanding buildable areas...')
buildableAreasArray = np.full((math.ceil(float(box.length) / 4), math.ceil(float(box.width) / 4)), 0)
for z in range(gridArray.shape[0]):
for x in range(gridArray.shape[1]):
buildableAreasArray[z][x] = getAdjacentBuildableAreas(gridArray, innerGridArray, x, z)
for z in range(gridArray.shape[0]):
for x in range(gridArray.shape[1]):
if hasMostBuildableAreas(buildableAreasArray, x, z) and innerGridArray[z][x] == True and gridArray[z][x] == False:
# "Claim" a border adjacent to multiple other buildable areas. Only the largest adjacent buildable area is allowed to claim the border
logger.info('Claiming border at region {},{}'.format(x, z))
claimBorder(level, box, afterHM, innerHeightArray, x, z, xoffset, zoffset)
# Set the corresponding 6x6 area to buildable, as it has now been claimed
gridArray[z][x] = True
heightArray[z][x] = innerHeightArray[z][x]
return gridArray, heightArray
except Exception as e:
logger.error(e)
def getAdjacentBuildableAreas(gridArray, innerGridArray, x, z):
try:
adjacentBuildableAreas = 0
if innerGridArray[z][x] == True and gridArray[z][x] == False:
# Add up the number of adjacent 4x4 buildable areas
if x > 0:
if gridArray[z][x - 1]:
adjacentBuildableAreas += 1
if z > 0:
if gridArray[z - 1][x - 1]:
adjacentBuildableAreas += 1
if z < gridArray.shape[0] - 1:
if gridArray[z + 1][x - 1]:
adjacentBuildableAreas += 1
if x < gridArray.shape[1] - 1:
if gridArray[z][x + 1]:
adjacentBuildableAreas += 1
if z > 0:
if gridArray[z - 1][x + 1]:
adjacentBuildableAreas += 1
if z < gridArray.shape[0] - 1:
if gridArray[z + 1][x + 1]:
adjacentBuildableAreas += 1
if z > 0:
if gridArray[z - 1][x]:
adjacentBuildableAreas += 1
if z < gridArray.shape[0] - 1:
if gridArray[z + 1][x]:
adjacentBuildableAreas += 1
return adjacentBuildableAreas
except Exception as e:
logger.error(e)
def hasMostBuildableAreas(buildableAreasArray, x, z):
try:
# Compares a buildable area with all adjacent areas to find which one is connected to the most buildable areas
if x > 0:
if buildableAreasArray[z][x - 1] > buildableAreasArray[z][x]:
return False
if z > 0:
if buildableAreasArray[z - 1][x - 1] > buildableAreasArray[z][x]:
return False
if z < buildableAreasArray.shape[0] - 1:
if buildableAreasArray[z + 1][x - 1] > buildableAreasArray[z][x]:
return False
if x < buildableAreasArray.shape[1] - 1:
if buildableAreasArray[z][x + 1] > buildableAreasArray[z][x]:
return False
if z > 0:
if buildableAreasArray[z - 1][x + 1] > buildableAreasArray[z][x]:
return False
if z < buildableAreasArray.shape[0] - 1:
if buildableAreasArray[z + 1][x + 1] > buildableAreasArray[z][x]:
return False
if z > 0:
if buildableAreasArray[z - 1][x] > buildableAreasArray[z][x]:
return False
if z < buildableAreasArray.shape[0] - 1:
if buildableAreasArray[z + 1][x] > buildableAreasArray[z][x]:
return False
return True
except Exception as e:
logger.error(e)
def claimBorder(level, box, afterHM, innerHeightArray, x, z, xoffset, zoffset):
try:
for zgrid in range(-1, 5):
for xgrid in range(-1, 5):
xpos = (x * 4) + xoffset + xgrid
zpos = (z * 4) + zoffset + zgrid
ypos = afterHM[xpos][zpos]
# "Claims" border by raising/lowering the height level of each block to that of the inner area
if innerHeightArray[z][x] < ypos:
while innerHeightArray[z][x] < ypos:
# Lowers the height level
level.setBlockAt(box.minx + xpos, ypos, box.minz + zpos, 0)
ypos -= 1
if innerHeightArray[z][x] > ypos:
while innerHeightArray[z][x] > ypos:
# Raises the height level
block = level.blockAt(box.minx + xpos, ypos, box.minz + zpos)
level.setBlockAt(box.minx + xpos, ypos, box.minz + zpos, block)
ypos += 1
except Exception as e:
logger.error(e)
def addBorder(level, box, gridArray, heightArray, xoffset, zoffset):
try:
logger.info('Adding stone brick borders...')
for z in range(gridArray.shape[0]):
for x in range(gridArray.shape[1]):
# Adds stone brick borders around buildable areas in all four cardinal directions, then adds corner stairs as necessary.
if westBorder(gridArray, heightArray, x, z):
for n in range(4):
level.setBlockAt(box.minx + (x * 4) + xoffset - 1, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset + n, 109)
level.setBlockDataAt(box.minx + (x * 4) + xoffset - 1, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset + n, 1)
if northBorder(gridArray, heightArray, x, z):
if x > 0 and z > 0:
if southBorder(gridArray, heightArray, x - 1, z - 1) == False and level.blockAt(box.minx + (x * 4) + xoffset - 1, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset - 1) != 109:
level.setBlockAt(box.minx + (x * 4) + xoffset - 1, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset - 1, 109)
level.setBlockDataAt(box.minx + (x * 4) + xoffset - 1, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset - 1, 1)
if southBorder(gridArray, heightArray, x, z):
if x > 0 and z < gridArray.shape[0] - 1:
if northBorder(gridArray, heightArray, x - 1, z + 1) == False and level.blockAt(box.minx + (x * 4) + xoffset - 1, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset + 4) != 109:
level.setBlockAt(box.minx + (x * 4) + xoffset - 1, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset + 4, 109)
level.setBlockDataAt(box.minx + (x * 4) + xoffset - 1, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset + 4, 1)
if eastBorder(gridArray, heightArray, x, z):
for n in range(4):
level.setBlockAt(box.minx + (x * 4) + xoffset + 4, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset + n, 109)
level.setBlockDataAt(box.minx + (x * 4) + xoffset + 4, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset + n, 0)
if northBorder(gridArray, heightArray, x, z):
if x < gridArray.shape[1] - 1 and z > 0:
if southBorder(gridArray, heightArray, x + 1, z - 1) == False and level.blockAt(box.minx + (x * 4) + xoffset + 4, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset - 1) != 109:
level.setBlockAt(box.minx + (x * 4) + xoffset + 4, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset - 1, 109)
level.setBlockDataAt(box.minx + (x * 4) + xoffset + 4, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset - 1, 0)
if southBorder(gridArray, heightArray, x, z):
if x < gridArray.shape[1] - 1 and z < gridArray.shape[0] - 1:
if northBorder(gridArray, heightArray, x + 1, z + 1) == False and level.blockAt(box.minx + (x * 4) + xoffset + 4, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset + 4) != 109:
level.setBlockAt(box.minx + (x * 4) + xoffset + 4, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset + 4, 109)
level.setBlockDataAt(box.minx + (x * 4) + xoffset + 4, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset + 4, 0)
if northBorder(gridArray, heightArray, x, z):
for n in range(4):
level.setBlockAt(box.minx + (x * 4) + xoffset + n, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset - 1, 109)
level.setBlockDataAt(box.minx + (x * 4) + xoffset + n, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset - 1, 3)
if southBorder(gridArray, heightArray, x, z):
for n in range(4):
level.setBlockAt(box.minx + (x * 4) + xoffset + n, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset + 4, 109)
level.setBlockDataAt(box.minx + (x * 4) + xoffset + n, heightArray[z][x] - 1, box.minz + (z * 4) + zoffset + 4, 2)
except Exception as e:
logger.error(e)
def westBorder(gridArray, heightArray, x, z):
try:
if x == 0:
if gridArray[z][x]:
return True
else:
if gridArray[z][x]:
if gridArray[z][x - 1] == False:
return True
if gridArray[z][x - 1] and heightArray[z][x] != heightArray[z][x - 1]:
return True
return False
except Exception as e:
logger.error(e)
def eastBorder(gridArray, heightArray, x, z):
try:
if x == gridArray.shape[1] - 1:
if gridArray[z][x]:
return True
else:
if gridArray[z][x]:
if gridArray[z][x + 1] == False:
return True
if gridArray[z][x + 1] and heightArray[z][x] != heightArray[z][x + 1]:
return True
return False
except Exception as e:
logger.error(e)
def northBorder(gridArray, heightArray, x, z):
try:
if z == 0:
if gridArray[z][x]:
return True
else:
if gridArray[z][x]:
if gridArray[z - 1][x] == False:
return True
if gridArray[z - 1][x] and heightArray[z][x] != heightArray[z - 1][x]:
return True
return False
except Exception as e:
logger.error(e)
def southBorder(gridArray, heightArray, x, z):
try:
if z == gridArray.shape[0] - 1:
if gridArray[z][x]:
return True
else:
if gridArray[z][x]:
if gridArray[z + 1][x] == False:
return True
if gridArray[z + 1][x] and heightArray[z][x] != heightArray[z + 1][x]:
return True
return False
except Exception as e:
logger.error(e)
def createBuildableAreaArray(level, box, afterHM, gridArray, heightArray, xoffset, zoffset):
try:
logger.info('Labelling buildable areas...')
gridArray = np.array(gridArray)
heightArray = np.array(heightArray)
buildableAreaArray = np.full((box.length, box.width), 0)
zgateWidth, xgateWidth, zgatePos, xgatePos = calculateGridPositions(buildableAreaArray)
# Adds the north, west, east, and south gates as the first areas to connect, labelled 1 through 4
for z in range(zgateWidth):
for x in range(5):
buildableAreaArray[zgatePos + z][9 + x] = 2
buildableAreaArray[zgatePos + z][(buildableAreaArray.shape[1] - 14) + x] = 3
for z in range(5):
for x in range(xgateWidth):
buildableAreaArray[9 + z][xgatePos + x] = 1
buildableAreaArray[(buildableAreaArray.shape[0] - 14) + z][xgatePos + x] = 4
currentID = 5
buildableArea = False
for z in range(buildableAreaArray.shape[0]):
for x in range(buildableAreaArray.shape[1]):
numAdjacent = 0
# Labels all blocks that are part of buildable areas, ensuring each area has a unique identifying number
if x < buildableAreaArray.shape[1] - 1:
if z > 0 and buildableAreaArray[z][x] == 0:
ztemp = z
xtemp = x
xAreasToCheck = True
zAreasToCheck = True
# Checks if the current block connects to any existing buildable areas. If so, labels it with the same number
while zAreasToCheck:
while xAreasToCheck:
if gridArray[ztemp - 1][xtemp] and heightArray[ztemp - 1][xtemp] == heightArray[z][x] and buildableAreaArray[z][x] == 0 and buildableAreaArray[ztemp - 1][xtemp] > 4:
buildableAreaArray[z][x] = buildableAreaArray[ztemp - 1][xtemp]
buildableArea = True
if gridArray[ztemp][xtemp] and heightArray[ztemp][xtemp] == heightArray[z][x]:
xtemp += 1
else:
xtemp = x
if ztemp < buildableAreaArray.shape[0] - 1:
ztemp += 1
xAreasToCheck = False
if gridArray[ztemp][xtemp] and heightArray[ztemp][xtemp] == heightArray[z][x]:
xAreasToCheck = True
else:
zAreasToCheck = False
if(gridArray[z][x] and heightArray[z][x + 1] == heightArray[z][x]):
if buildableAreaArray[z][x] == 0:
buildableAreaArray[z][x] = currentID
numAdjacent += 1
buildableArea = True
if buildableAreaArray[z][x + 1] == 0 and buildableAreaArray[z][x] > 4:
buildableAreaArray[z][x + 1] = buildableAreaArray[z][x]
if z < buildableAreaArray.shape[0] - 1:
if(gridArray[z][x] and heightArray[z + 1][x] == heightArray[z][x]):
if buildableAreaArray[z][x] == 0:
buildableAreaArray[z][x] = currentID
numAdjacent += 1
buildableArea = True
if buildableAreaArray[z + 1][x] == 0 and buildableAreaArray[z][x] > 4:
buildableAreaArray[z + 1][x] = buildableAreaArray[z][x]
if(numAdjacent == 0 and buildableArea):
# Iterates to the next number once it has run out of blocks to label with the existing one
currentID += 1
buildableArea = False
tempBuildableAreaArray = np.copy(buildableAreaArray)
# Adds the border blocks to the buildable area labelling
for z in range(9, buildableAreaArray.shape[0] - 9):
for x in range(9, buildableAreaArray.shape[1] - 9):
if buildableAreaArray[z - 1][x] > 4 and buildableAreaArray[z][x] == 0:
tempBuildableAreaArray[z][x] = buildableAreaArray[z - 1][x]
if buildableAreaArray[z - 1][x + 1] > 4 and buildableAreaArray[z][x] == 0:
tempBuildableAreaArray[z][x] = buildableAreaArray[z - 1][x + 1]
if buildableAreaArray[z][x + 1] > 4 and buildableAreaArray[z][x] == 0:
tempBuildableAreaArray[z][x] = buildableAreaArray[z][x + 1]
if buildableAreaArray[z + 1][x + 1] > 4 and buildableAreaArray[z][x] == 0:
tempBuildableAreaArray[z][x] = buildableAreaArray[z + 1][x + 1]
if buildableAreaArray[z + 1][x] > 4 and buildableAreaArray[z][x] == 0:
tempBuildableAreaArray[z][x] = buildableAreaArray[z + 1][x]
if buildableAreaArray[z + 1][x - 1] > 4 and buildableAreaArray[z][x] == 0:
tempBuildableAreaArray[z][x] = buildableAreaArray[z + 1][x - 1]
if buildableAreaArray[z][x - 1] > 4 and buildableAreaArray[z][x] == 0:
tempBuildableAreaArray[z][x] = buildableAreaArray[z][x - 1]
if buildableAreaArray[z - 1][x - 1] > 4 and buildableAreaArray[z][x] == 0:
tempBuildableAreaArray[z][x] = buildableAreaArray[z - 1][x - 1]
buildableAreaArray = np.copy(tempBuildableAreaArray)
return buildableAreaArray
except Exception as e:
logger.error(e)
def calculateGridPositions(array):
try:
# Calculates where the gate entrances for the walls will be. Used in several methods to avoid overlap with buildable areas
zgateWidth = (array.shape[0] - 16) % 8
while zgateWidth < 6:
zgateWidth += 4
xgateWidth = (array.shape[1] - 16) % 8
while xgateWidth < 6:
xgateWidth += 4
zleft = 0
xleft = 0
zlength = array.shape[0] - 16
xlength = array.shape[1] - 16
if (zlength - zgateWidth) / 4 % 2 == 0:
zleft = (zlength - zgateWidth) / 8
else:
zleft = (((zlength - zgateWidth) - 4) / 8)
if (xlength - xgateWidth) / 4 % 2 == 0:
xleft = (xlength - xgateWidth) / 8
else:
xleft = (((xlength - xgateWidth) + 4) / 8)
zgatePos = 6 + (zleft *4)
xgatePos = 6 + (xleft *4)
return zgateWidth + 4, xgateWidth + 4, zgatePos, xgatePos
except Exception as e:
logger.error(e)
def screening(gridArray):
try:
tempGA = deepcopy(gridArray)
def FFFF (x, y, area):
area.append([x,y])
stonks = []
stonks.append([x,y])
length = len(stonks)
tempGA[x][y] = 999
while length >= 1:
x = stonks[0][0]
y = stonks[0][1]
stonks.pop(0)
if ((y - 1) >= (0)): # go to west
if tempGA[x][y - 1] == 1:
stonks.append([x, y - 1])
area.append([x, y - 1])
tempGA[x][y - 1] = 999
if ((y + 1) < (len(tempGA[x]))): # go to east
if tempGA[x][y + 1] == 1:
stonks.append([x, y + 1])
area.append([x, y + 1])
tempGA[x][y + 1] = 999
if ((x + 1) < (len(tempGA))): # go to south
if tempGA[x + 1][y] == 1:
stonks.append([x + 1, y])
area.append([x + 1, y])
tempGA[x + 1][y] = 999
if ((x - 1) >= (0)): # go to north
if tempGA[x - 1][y] == 1:
stonks.append([x - 1, y])
area.append([x - 1, y])
tempGA[x - 1][y] = 999
length = len(stonks)
return area
for x in range((len(tempGA))):
for y in range((len(tempGA[0]))):
if tempGA[x][y] == 1:
area = FFFF(x, y, [])
if len(area) <= 4:
for cell in area:
gridArray[cell[0]][cell[1]] = 0
else:
valid = False
for cell in area: # check if area contains minimum 2 x 2 (8 x 8) area
if cell[0] + 2 < len(gridArray) and cell[1] + 2 < len(gridArray[0]):
plotArea = list([gridArray[i][k] for i in range(cell[0], cell[0] + 2) for k in range(cell[1], cell[1] + 2)])
if sum(plotArea) == 4:
valid = True
break
if not valid:
for cell in area:
gridArray[cell[0]][cell[1]] = 0
return gridArray
except Exception as e:
logger.error(e)