def placeHeightBlocks(level, surface, x, z):
	height = surface.surfaceMap[x][z].height
	i = (height - 60) / 7
	if i < 0:
		i = 0
	elif i >= length:
		i = length - 1
	setBlock(level, surface, x, 250, z, d[i])
Exemple #2
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def paintStraightPaths(level, surface, paths, blockType):
    straightPaths = []
    for path in paths:
        length = len(path)
        p1 = path[0]
        p2 = path[length - 1]
        straightPaths.append(getStraightPath(p1.x, p1.z, p2.x, p2.z))

    for path in straightPaths:
        for point in path:
            setBlock(level, surface, point.x, 250, point.z, blockType)
Exemple #3
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def buildOuterPathTile(level, surface, point, height):
	if not isWithinBorder(surface, point.x - surface.xStart, point.z - surface.zStart):
		return False
	surface.surfaceMap[point.x - surface.xStart][point.z - surface.zStart].isOccupied = True
	if level.blockAt(point.x, height, point.z) == 43:
		return False
	if level.blockAt(point.x, height, point.z) == 0:
		i = 0
		while level.blockAt(point.x, height - i, point.z) == 0:
			if level.blockAt(point.x, height - 1 - i, point.z) == 43:
				return False
			i += 1

	if level.blockAt(point.x, height + 1, point.z) == 4:
		setBlock(level, None, point.x, height + 1, point.z, 44, 3)
	if level.blockAt(point.x, height - 1, point.z) == 4:
		setBlock(level, None, point.x, height, point.z, 44, 3)
	else:
		setBlock(level, None, point.x, height, point.z, 4, 0)
		clearAboveTile(level, point, height)

	i = 1
	while level.blockAt(point.x, height - i, point.z) == 0:
		setBlock(level, None, point.x, height - i, point.z, 98, 0)
		i += 1
	return True
def buildFoundation(level, blueprint):
    if not blueprint.base:
        return
    xStart = blueprint.base.xStart
    zStart = blueprint.base.zStart
    xEnd = blueprint.base.xStart + blueprint.base.xLength - 1
    zEnd = blueprint.base.zStart + blueprint.base.zLength - 1
    for x in range(xStart, xEnd + 1):
        for z in range(zStart, zEnd + 1):
            i = 1
            while not isSurfaceBlock(level, x, blueprint.baseHeight - i, z):
                blockId = 1
                if i == 1:
                    blockId = 98
                if (x == xStart or x == xEnd) and (z == zStart or z == zEnd):
                    blockId = 98
                setBlock(level, None, x, blueprint.baseHeight - i, z, blockId)
                i += 1
Exemple #5
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def buildField(level, surface, prop):
    y = prop.height + 1
    for x in range(prop.xStart + 1, prop.xEnd - 1):
        for z in range(prop.zStart + 1, prop.zEnd - 1):
            setBlock(level, surface, x, y, z, 60)
            setBlock(level, surface, x, y + 1, z, 59, 7)

    setBlock(level, surface, prop.xStart + prop.xLength / 2, y,
             prop.zStart + prop.zLength / 2, 9)
    setBlock(level, surface, prop.xStart + prop.xLength / 2, y + 1,
             prop.zStart + prop.zLength / 2, 0)
Exemple #6
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def perform(level, box, options):
    surface = Surface(box.minx, box.minz, box.maxx, box.maxz)
    calculateHeightMapAdv(level, surface)
    calculateSteepnessMap(surface)
    calculateWaterPlacement(level, surface)
    sections = calculateSections(surface, 1, 15)

    for section in sections:
        calculateSectionMid(surface, section)

    for x in range(surface.xLength):
        for z in range(surface.zLength):
            layer = surface.surfaceMap[x][z].layer
            # block = layerBlocks[min([layer + 1, len(layerBlocks) - 1])]
            block = layerBlocks[(layer + 1) % len(layerBlocks)]
            if surface.surfaceMap[x][z].isWater or surface.surfaceMap[x][
                    z].sectionId == -1:
                block = (35, 15)
            setBlock(level, surface, x, 249, z, 2, 0)
            setBlock(level, surface, x, 250, z, block)
Exemple #7
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def paintSections(level, surface, smallLandSections, mediumLandSections,
                  bigLandSections, waterSections):
    for x in range(surface.xLength):
        for z in range(surface.zLength):
            setBlock(level, surface, x, 250, z, 35, 15)

    for s in smallLandSections:
        for p in s.points:
            setBlock(level, surface, p.x, 250, p.z, 35, 5)

    for s in mediumLandSections:
        for p in s.points:
            setBlock(level, surface, p.x, 250, p.z, 2)

    for s in bigLandSections:
        for p in s.points:
            setBlock(level, surface, p.x, 250, p.z, 35, 13)

    for s in waterSections:
        for p in s.points:
            setBlock(level, surface, p.x, 250, p.z, 35, 11)
def build(level, blueprint):
    for block in blueprint.blockRegister:
        x = blueprint.point.x
        z = blueprint.point.z
        b = None
        if block.get('type'):
            b = BlockDictionary.Block(block['type'], block['direction'],
                                      block['verticalAllignment'])
        else:
            b = BlockDictionary.getBlock(block['id'], block['data'])
        if not b:
            setBlock(level, None, x + int(block['x']),
                     blueprint.baseHeight + int(block['y']),
                     z + int(block['z']), block['id'], block['data'])
        else:
            blockIdentifier = BlockDictionary.getBlockIdentifier(b)
            setBlock(level, None, x + int(block['x']),
                     blueprint.baseHeight + int(block['y']),
                     z + int(block['z']), blockIdentifier[0],
                     blockIdentifier[1])
    if blueprint.buildFoundation:
        buildFoundation(level, blueprint)
def buildPathway(level, surface, xStart, zStart, xEnd, zEnd):
    path = getPath(surface, xStart, zStart, xEnd, zEnd)
    for p in path:
        height = surface.surfaceMap[p.x][p.z].height
        setBlock(level, surface, p.x, height + 1, p.z, 0)
        setBlock(level, surface, p.x, height + 2, p.z, 0)
        if not surface.surfaceMap[p.x][p.z].isOccupied:
            setBlock(level, surface, p.x, height, p.z, 4)
Exemple #10
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def paintPathPoints(level, surface, habitatSections):
    for section in habitatSections:
        for x in [section.xMid - 1, section.xMid, section.xMid + 1]:
            for z in [section.zMid - 1, section.zMid, section.zMid + 1]:
                setBlock(level, surface, x, 251, z, 2)
                setBlock(level, surface, x, 252, z, 38)

        for p in section.pathConnectionPoints:
            for x in [p.x - 1, p.x, p.x + 1]:
                for z in [p.z - 1, p.z, p.z + 1]:
                    setBlock(level, surface, x, 251, z, 35, 1)
Exemple #11
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def buildSides(level, surface, prop):
    # Corners
    y = prop.height + 1
    for p in [(prop.xStart, prop.zStart), (prop.xStart, prop.zEnd - 1),
              (prop.xEnd - 1, prop.zStart), (prop.xEnd - 1, prop.zEnd - 1)]:
        setBlock(level, surface, p[0], y, p[1], materials["wood"]["default"])
        setBlock(level, surface, p[0], y + 1, p[1],
                 materials["wood"]["default"])
        setBlock(level, surface, p[0], y + 2, p[1],
                 materials["torch"]["default"])

    buildNorthSide(level, surface, prop)
    buildEastSide(level, surface, prop)
    buildSouthSide(level, surface, prop)
    buildWestSide(level, surface, prop)
def buildWindows(level, surface, prop):
    if prop.doorDirection != "NORTH":
        x = prop.xStart + 3
        i = 0
        while x < prop.xEnd - 3:
            if i % 2 == 0:
                setBlock(level, surface, x, prop.height + 3, prop.zStart + 1,
                         materials["glass_pane"]["default"])
            x += 1
            i += 1
    if prop.doorDirection != "EAST":
        z = prop.zStart + 3
        i = 0
        while z < prop.zEnd - 3:
            if i % 2 == 0:
                setBlock(level, surface, prop.xEnd - 2, prop.height + 3, z,
                         materials["glass_pane"]["default"])
            z += 1
            i += 1
    if prop.doorDirection != "SOUTH":
        x = prop.xStart + 3
        i = 0
        while x < prop.xEnd - 3:
            if i % 2 == 0:
                setBlock(level, surface, x, prop.height + 3, prop.zEnd - 2,
                         materials["glass_pane"]["default"])
            x += 1
            i += 1
    if prop.doorDirection != "WEST":
        z = prop.zStart + 3
        i = 0
        while z < prop.zEnd - 3:
            if i % 2 == 0:
                setBlock(level, surface, prop.xStart + 1, prop.height + 3, z,
                         materials["glass_pane"]["default"])
            z += 1
            i += 1
Exemple #13
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def placeBiomeBlocks(level, surface, x, z):
	biomeId = surface.surfaceMap[x][z].biomeId
	blockType = d.get(biomeId, (35, 15))
	setBlock(level, surface, x, 250, z, blockType)
Exemple #14
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def buildEastSide(level, surface, prop):
    y = prop.height + 1
    if prop.doorDirection == "EAST":
        setBlock(level, surface, prop.xEnd - 1, y, prop.zStart + 1,
                 materials["wood_planks"]["default"])
        setBlock(level, surface, prop.xEnd - 1, y + 1, prop.zStart + 1,
                 materials["fence"]["default"])
        setBlock(level, surface, prop.xEnd - 1, y, prop.zEnd - 2,
                 materials["wood_planks"]["default"])
        setBlock(level, surface, prop.xEnd - 1, y + 1, prop.zEnd - 2,
                 materials["fence"]["default"])
        for z in range(prop.zStart + 2, prop.zEnd - 2):
            if isSurfaceBlock(level, prop.xEnd + surface.xStart, y,
                              z + surface.zStart):
                setBlock(level, surface, prop.xEnd - 1, y, z,
                         materials["wood_planks"]["default"])
            else:
                setBlock(
                    level, surface, prop.xEnd - 1, y, z,
                    materials["wood_planks"]["directions"]["west"]["bottom"])
    else:
        for z in range(prop.zStart + 1, prop.zEnd - 1):
            setBlock(level, surface, prop.xEnd - 1, y, z,
                     materials["wood_planks"]["default"])
            setBlock(level, surface, prop.xEnd - 1, y + 1, z,
                     materials["fence"]["default"])
Exemple #15
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def buildNorthSide(level, surface, prop):
    y = prop.height + 1
    if prop.doorDirection == "NORTH":
        setBlock(level, surface, prop.xStart + 1, y, prop.zStart,
                 materials["wood_planks"]["default"])
        setBlock(level, surface, prop.xStart + 1, y + 1, prop.zStart,
                 materials["fence"]["default"])
        setBlock(level, surface, prop.xEnd - 2, y, prop.zStart,
                 materials["wood_planks"]["default"])
        setBlock(level, surface, prop.xEnd - 2, y + 1, prop.zStart,
                 materials["fence"]["default"])
        for x in range(prop.xStart + 2, prop.xEnd - 2):
            if isSurfaceBlock(level, x + surface.xStart, y,
                              prop.zStart - 1 + surface.zStart):
                setBlock(level, surface, x, y, prop.zStart,
                         materials["wood_planks"]["default"])
            else:
                setBlock(
                    level, surface, x, y, prop.zStart,
                    materials["wood_planks"]["directions"]["south"]["bottom"])
    else:
        for x in range(prop.xStart + 1, prop.xEnd - 1):
            setBlock(level, surface, x, y, prop.zStart,
                     materials["wood_planks"]["default"])
            setBlock(level, surface, x, y + 1, prop.zStart,
                     materials["fence"]["default"])
Exemple #16
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def clearFarmProperty(level, surface, prop):
    for x in range(prop.xStart, prop.xEnd):
        for z in range(prop.zStart, prop.zEnd):
            for y in range(prop.height + 2, prop.height + 4):
                removeTree(level, x + surface.xStart, y, z + surface.zStart)
                setBlock(level, surface, x, y, z, 0)
def paintPaths(level, surface, paths, blockType):
    for path in paths:
        for point in path:
            setBlock(level, surface, point.x, 250, point.z, blockType)
Exemple #18
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def test(level, surface):
	length = len(d)
	for i in range(length):
		setBlock(level, surface, i, 80, 0, d[i])
Exemple #19
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def clearAboveTile(level, point, height):
	for i in range(1, 4):
		removeTree(level, point.x, height + i, point.z)
		setBlock(level, None, point.x, height + i, point.z, 0, 0)
def paintFarmProperties(level, surface, farmProperties):
    for prop in farmProperties:
        for x in range(prop.xStart, prop.xEnd):
            for z in range(prop.zStart, prop.zEnd):
                setBlock(level, surface, x, 250, z, 41)
def paintHouseProperties(level, surface, houseProperties):
    for prop in houseProperties:
        for x in range(prop.xStart, prop.xEnd):
            for z in range(prop.zStart, prop.zEnd):
                setBlock(level, surface, x, 250, z, 5)
def paintTowerProperties(level, surface, towerSections):
    for section in towerSections:
        for x in range(section.xMid - 3, section.xMid + 4):
            for z in range(section.zMid - 3, section.zMid + 4):
                setBlock(level, surface, x, 252, z, 35, 10)
def placeSteepnessBlocks(level, surface, x, z):
	steepness = surface.surfaceMap[x][z].steepness
	blockType = d.get(steepness, (35, 15))
	setBlock(level, surface, x, 250, z, blockType)
def buildWalls(level, surface, prop):
    # North and south walls
    for x in range(prop.xStart + 2, prop.xEnd - 2):
        for y in range(prop.height + 2, prop.height + 5):
            setBlock(level, surface, x, y, prop.zStart + 1,
                     materials["wood_planks"]["default"])
            setBlock(level, surface, x, y, prop.zEnd - 2,
                     materials["wood_planks"]["default"])
    # East and west walls
    for z in range(prop.zStart + 2, prop.zEnd - 2):
        for y in range(prop.height + 2, prop.height + 5):
            setBlock(level, surface, prop.xStart + 1, y, z,
                     materials["wood_planks"]["default"])
            setBlock(level, surface, prop.xEnd - 2, y, z,
                     materials["wood_planks"]["default"])
    # Corners
    for y in range(prop.height + 2, prop.height + 5):
        setBlock(level, surface, prop.xStart + 1, y, prop.zStart + 1,
                 materials["wood"]["default"])
        setBlock(level, surface, prop.xStart + 1, y, prop.zEnd - 2,
                 materials["wood"]["default"])
        setBlock(level, surface, prop.xEnd - 2, y, prop.zStart + 1,
                 materials["wood"]["default"])
        setBlock(level, surface, prop.xEnd - 2, y, prop.zEnd - 2,
                 materials["wood"]["default"])
Exemple #25
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def placeStreetLight(level, surface, point, height):
	buildablePoint = buildOuterPathTile(level, surface, point, height)
	if buildablePoint:  # Tries to place a tile and if successful place a street light.
		setBlock(level, None, point.x, height + 1, point.z, 139, 0)
		setBlock(level, None, point.x, height + 2, point.z, 50, 5)
def buildRoofEW(level, surface, prop):
    y = prop.height + 5
    for z in range(prop.zStart + 2, prop.zEnd - 2):
        setBlock(level, surface, prop.xStart + 1, y, z,
                 materials["wood"]["directions"]["north"]["top"])
        setBlock(level, surface, prop.xEnd - 2, y, z,
                 materials["wood"]["directions"]["north"]["top"])

    for x in range(prop.xStart, prop.xEnd):
        setBlock(level, surface, x, y, prop.zStart,
                 materials["wood_planks"]["directions"]["south"]["bottom"])
        setBlock(level, surface, x, y + 1, prop.zStart + 1,
                 materials["wood_planks"]["directions"]["south"]["bottom"])
        setBlock(level, surface, x, y, prop.zStart + 1,
                 materials["wood"]["directions"]["east"]["top"])
        setBlock(level, surface, x, y, prop.zEnd - 1,
                 materials["wood_planks"]["directions"]["north"]["bottom"])
        setBlock(level, surface, x, y + 1, prop.zEnd - 2,
                 materials["wood_planks"]["directions"]["north"]["bottom"])
        setBlock(level, surface, x, y, prop.zEnd - 2,
                 materials["wood"]["directions"]["east"]["top"])
        for z in range(prop.zStart + 2, prop.zEnd - 2):
            setBlock(level, surface, x, y + 1, z,
                     materials["wood_planks"]["default"])
def buildDoor(level, surface, prop):
    if prop.doorDirection == "NORTH":
        x = prop.xStart + prop.xLength / 2
        # Stair
        if isSurfaceBlock(level, x + surface.xStart, prop.height + 1,
                          prop.zStart - 1 + surface.zStart):
            setBlock(level, surface, x, prop.height + 1, prop.zStart,
                     materials["stone"]["default"])
        else:
            setBlock(level, surface, x, prop.height + 1, prop.zStart,
                     materials["stone"]["directions"]["south"]["bottom"])
        # Door
        setBlock(level, surface, x, prop.height + 2, prop.zStart + 1,
                 materials["door"]["directions"]["south"]["bottom"])
        setBlock(level, surface, x, prop.height + 3, prop.zStart + 1,
                 materials["door"]["directions"]["south"]["top"])
        # Torch
        setBlock(level, surface, x + 1, prop.height + 3, prop.zStart + 2,
                 materials["torch"]["directions"]["south"]["top"])
        setBlock(level, surface, x - 1, prop.height + 3, prop.zStart + 2,
                 materials["torch"]["directions"]["south"]["top"])
    elif prop.doorDirection == "EAST":
        z = prop.zStart + prop.zLength / 2
        # Stair
        if isSurfaceBlock(level, prop.xEnd + surface.xStart, prop.height + 1,
                          z + surface.zStart):
            setBlock(level, surface, prop.xEnd - 1, prop.height + 1, z,
                     materials["stone"]["default"])
        else:
            setBlock(level, surface, prop.xEnd - 1, prop.height + 1, z,
                     materials["stone"]["directions"]["west"]["bottom"])
        # Door
        setBlock(level, surface, prop.xEnd - 2, prop.height + 2, z,
                 materials["door"]["directions"]["west"]["bottom"])
        setBlock(level, surface, prop.xEnd - 2, prop.height + 3, z,
                 materials["door"]["directions"]["west"]["top"])
        # Torch
        setBlock(level, surface, prop.xEnd - 3, prop.height + 3, z + 1,
                 materials["torch"]["directions"]["west"]["top"])
        setBlock(level, surface, prop.xEnd - 3, prop.height + 3, z - 1,
                 materials["torch"]["directions"]["west"]["top"])
    elif prop.doorDirection == "SOUTH":
        x = prop.xStart + prop.xLength / 2
        # Stair
        if isSurfaceBlock(level, x + surface.xStart, prop.height + 1,
                          prop.zEnd + surface.zStart):
            setBlock(level, surface, x, prop.height + 1, prop.zEnd - 1,
                     materials["stone"]["default"])
        else:
            setBlock(level, surface, x, prop.height + 1, prop.zEnd - 1,
                     materials["stone"]["directions"]["north"]["bottom"])
        # Door
        setBlock(level, surface, x, prop.height + 2, prop.zEnd - 2,
                 materials["door"]["directions"]["north"]["bottom"])
        setBlock(level, surface, x, prop.height + 3, prop.zEnd - 2,
                 materials["door"]["directions"]["north"]["top"])
        # Torch
        setBlock(level, surface, x + 1, prop.height + 3, prop.zEnd - 3,
                 materials["torch"]["directions"]["north"]["top"])
        setBlock(level, surface, x - 1, prop.height + 3, prop.zEnd - 3,
                 materials["torch"]["directions"]["north"]["top"])
    elif prop.doorDirection == "WEST":
        z = prop.zStart + prop.zLength / 2
        # Stair
        if isSurfaceBlock(level, prop.xStart - 1 + surface.xStart,
                          prop.height + 1, z + surface.zStart):
            setBlock(level, surface, prop.xStart, prop.height + 1, z,
                     materials["stone"]["default"])
        else:
            setBlock(level, surface, prop.xStart, prop.height + 1, z,
                     materials["stone"]["directions"]["east"]["bottom"])
        # Door
        setBlock(level, surface, prop.xStart + 1, prop.height + 2, z,
                 materials["door"]["directions"]["east"]["bottom"])
        setBlock(level, surface, prop.xStart + 1, prop.height + 3, z,
                 materials["door"]["directions"]["east"]["top"])
        # Torch
        setBlock(level, surface, prop.xStart + 2, prop.height + 3, z + 1,
                 materials["torch"]["directions"]["east"]["top"])
        setBlock(level, surface, prop.xStart + 2, prop.height + 3, z - 1,
                 materials["torch"]["directions"]["east"]["top"])
def buildFloor(level, surface, prop):
    for x in range(prop.xStart + 1, prop.xEnd - 1):
        for z in range(prop.zStart + 1, prop.zEnd - 1):
            setBlock(level, surface, x, prop.height + 1, z,
                     materials["stone"]["default"])
Exemple #29
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def buildAnimalPen(level, surface, prop):
    # Grass
    y = prop.height + 1
    for x in range(prop.xStart + 1, prop.xEnd - 1):
        for z in range(prop.zStart + 1, prop.zEnd - 1):
            setBlock(level, surface, x, y, z, 2)

    # Fence
    for x in range(prop.xStart, prop.xEnd):
        setBlock(level, surface, x, y, prop.zStart, 4)
        setBlock(level, surface, x, y + 1, prop.zStart,
                 materials["fence"]["default"])
        setBlock(level, surface, x, y, prop.zEnd - 1, 4)
        setBlock(level, surface, x, y + 1, prop.zEnd - 1,
                 materials["fence"]["default"])
    for z in range(prop.zStart + 1, prop.zEnd - 1):
        setBlock(level, surface, prop.xStart, y, z, 4)
        setBlock(level, surface, prop.xStart, y + 1, z,
                 materials["fence"]["default"])
        setBlock(level, surface, prop.xEnd - 1, y, z, 4)
        setBlock(level, surface, prop.xEnd - 1, y + 1, z,
                 materials["fence"]["default"])

    # Torches
    setBlock(level, surface, prop.xStart, y + 2, prop.zStart, 50, 5)
    setBlock(level, surface, prop.xStart, y + 2, prop.zEnd - 1, 50, 5)
    setBlock(level, surface, prop.xEnd - 1, y + 2, prop.zStart, 50, 5)
    setBlock(level, surface, prop.xEnd - 1, y + 2, prop.zEnd - 1, 50, 5)

    # Gate
    if prop.doorDirection == "NORTH":
        x = prop.xStart + prop.xLength / 2
        setBlock(level, surface, x, y + 1, prop.zStart, 107, 0)
        if isSurfaceBlock(level, x + surface.xStart, y,
                          prop.zStart - 1 + surface.zStart):
            setBlock(level, surface, x, y, prop.zStart, 4)
        else:
            setBlock(level, surface, x, y, prop.zStart, 67, 2)
    if prop.doorDirection == "EAST":
        z = prop.zStart + prop.zLength / 2
        setBlock(level, surface, prop.xEnd - 1, y + 1, z, 107, 1)
        if isSurfaceBlock(level, prop.xEnd + surface.xStart, y,
                          z + surface.zStart):
            setBlock(level, surface, prop.xEnd - 1, y, z, 4)
        else:
            setBlock(level, surface, prop.xEnd - 1, y, z, 67, 1)
    if prop.doorDirection == "SOUTH":
        x = prop.xStart + prop.xLength / 2
        setBlock(level, surface, x, y + 1, prop.zEnd - 1, 107, 2)
        if isSurfaceBlock(level, x + surface.xStart, y,
                          prop.zEnd + surface.zStart):
            setBlock(level, surface, x, y, prop.zEnd - 1, 4)
        else:
            setBlock(level, surface, x, y, prop.zEnd - 1, 67, 3)
    if prop.doorDirection == "WEST":
        z = prop.zStart + prop.zLength / 2
        setBlock(level, surface, prop.xStart, y + 1, z, 107, 3)
        if isSurfaceBlock(level, prop.xStart - 1 + surface.xStart, y,
                          z + surface.zStart):
            setBlock(level, surface, prop.xStart, y, z, 4)
        else:
            setBlock(level, surface, prop.xStart, y, z, 67, 0)

    # Animals
    amount = (prop.xLength * prop.zLength) / 12
    kind = None
    a = random.randint(0, 12)
    if a < 1:
        kind = "HORSE"
    elif a < 4:
        kind = "CHICKEN"
    elif a < 7:
        kind = "PIG"
    elif a < 10:
        kind = "COW"
    else:
        kind = "SHEEP"

    points = []
    for _ in range(amount):
        points.append(getRandomPoint(surface, prop, points))

    if kind == "HORSE":
        for p in points:
            placeHorse(level, p.x + surface.xStart, y + 1,
                       p.z + surface.zStart)
    elif kind == "CHICKEN":
        for p in points:
            placeChicken(level, p.x + surface.xStart, y + 1,
                         p.z + surface.zStart)
    elif kind == "PIG":
        for p in points:
            placePig(level, p.x + surface.xStart, y + 1, p.z + surface.zStart)
    elif kind == "COW":
        for p in points:
            placeCow(level, p.x + surface.xStart, y + 1, p.z + surface.zStart)
    elif kind == "SHEEP":
        for p in points:
            placeSheep(level, p.x + surface.xStart, y + 1,
                       p.z + surface.zStart)
Exemple #30
0
def buildCenterPathTile(level, surface, point, height):
	surface.surfaceMap[point.x - surface.xStart][point.z - surface.zStart].isOccupied = True
	setBlock(level, None, point.x, height, point.z, 43, 0)
	clearAboveTile(level, point, height)