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building.py
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building.py
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from itertools import product
from mcarray import setBlockAt, setBlocksAt, setBlockDataAt, setBlocksDataAt, sealevel, fillBlocks
from timer import timer
import logging
logging.basicConfig(level=logging.WARNING)
buildinglogger = logging.getLogger('building')
@timer(buildinglogger.info)
def building(x, z, elevval, length, width, height, side):
buildinglogger.info("Constructing a building at %d, %d, %d\nwith dimensions %d, %d, %d and facing %d" % (x, z, elevval, length, width, height, side))
x_offset = int(length/2)
right = x-x_offset
left = x+x_offset
z_offset = int(width/2)
back = z-z_offset
front = z+z_offset
bottom = sealevel+elevval-1
top = bottom+height
if (side == 0):
doorx = x;
doorz = front;
doorleftx = x-1;
doorleftz = front;
doorrightx = x+1;
doorrightz = front;
# not 0x2 or 0x3 or 0x0
doorhinge = 0x1;
doortorchx = x;
doortorchz = front+1;
doortorchdata = 0x1;
stairholex1 = right+1;
stairholez1 = back+4;
stairholex2 = right+1;
stairholez2 = back+3;
stairholex3 = right+1;
stairholez3 = back+2;
stairholex4 = right+1;
stairholez4 = back+1;
stairdata = 0x1;
elif (side == 1):
# facing left
doorx = left;
doorz = z;
doorleftx = left;
doorleftz = z-1;
doorrightx = left;
doorrightz = z+1;
doorhinge = 0x1;
doortorchx = left+1;
doortorchz = z;
doortorchdata = 0x4;
stairholex1 = right+4;
stairholez1 = front-1;
stairholex2 = right+3;
stairholez2 = front-1;
stairholex3 = right+2;
stairholez3 = front-1;
stairholex4 = right+1;
stairholez4 = front-1;
stairdata = 0x2;
elif (side == 2):
# facing backwards
doorx = x;
doorz = back;
doorleftx = x+1;
doorleftz = back;
doorrightx = x-1;
doorrightz = back;
doorhinge = 0x3;
doortorchx = x;
doortorchz = back-1;
doortorchdata = 0x2;
stairholex1 = left-1;
stairholez1 = front-4;
stairholex2 = left-1;
stairholez2 = front-3;
stairholex3 = left-1;
stairholez3 = front-2;
stairholex4 = left-1;
stairholez4 = front-1;
stairdata = 0x0;
elif (side == 3):
# right
doorx = right;
doorz = z;
doorleftx = right;
doorleftz = z+1;
doorrightx = right;
doorrightz = z-1;
doorhinge = 0x2;
doortorchx = right-1;
doortorchz = z;
doortorchdata = 0x3;
stairholex1 = left-4;
stairholez1 = back+1;
stairholex2 = left-3;
stairholez2 = back+1;
stairholex3 = left-2;
stairholez3 = back+1;
stairholex4 = left-1;
stairholez4 = back+1;
stairdata = 0x3;
# clear out all the existing space
fillBlocks(right, length, bottom, height, back, width, "Air")
# floor
fillBlocks(right, length, bottom, 1, back, width, "Stone")
# back wall
fillBlocks(right, length, bottom, height, back, 1, "Stone")
fillBlocks(right+1, length-2, bottom+2, height-2, back, 1, "Glass")
# right wall
fillBlocks(right, 1, bottom, height, back, width, "Stone")
fillBlocks(right, 1, bottom+2, height-2, back+1, width-2, "Glass")
# left wall
fillBlocks(left, 1, bottom, height, back, width, "Stone")
fillBlocks(left, 1, bottom+2, height-2, back+1, width-2, "Glass")
# front wall
fillBlocks(right, length, bottom, height, front, 1, "Stone")
fillBlocks(right+1, length-2, bottom+2, height-2, front, 1, "Glass")
# roof
fillBlocks(right, length, top, 1, back, width, "Stone")
fillBlocks(right+1, length-2, top, 1, back+1, width-2, "Glass")
# now about that door
setBlockAt(doorleftx, bottom+3, doorleftz, "Stone")
setBlockAt(doorleftx, bottom+2, doorleftz, "Stone")
setBlockAt(doorleftx, bottom+1, doorleftz, "Stone")
setBlockAt(doorx, bottom+3, doorz, "Stone")
setBlockAt(doorx, bottom+2, doorz, "Wooden Door")
setBlockAt(doorx, bottom+1, doorz, "Wooden Door")
setBlockDataAt(doorx, bottom+2, doorz, doorhinge | 0x8)
setBlockDataAt(doorx, bottom+1, doorz, doorhinge)
setBlockAt(doorrightx, bottom+3, doorrightz, "Stone")
setBlockAt(doorrightx, bottom+2, doorrightz, "Stone")
setBlockAt(doorrightx, bottom+1, doorrightz, "Stone")
# stories!
for level in xrange(bottom+4, top-3, 4):
fillBlocks(right, length, level, 1, back, width, "Stone")
setBlockAt(stairholex1, level, stairholez1, "Air")
setBlockAt(stairholex2, level, stairholez2, "Air")
setBlockAt(stairholex3, level, stairholez3, "Air")
setBlockAt(stairholex4, level, stairholez4, "Stone Stairs")
setBlockAt(stairholex3, level-1, stairholez3, "Stone Stairs")
setBlockAt(stairholex2, level-2, stairholez2, "Stone Stairs")
setBlockAt(stairholex1, level-3, stairholez1, "Stone Stairs")
setBlockDataAt(stairholex4, level, stairholez4, stairdata)
setBlockDataAt(stairholex3, level-1, stairholez3, stairdata)
setBlockDataAt(stairholex2, level-2, stairholez2, stairdata)
setBlockDataAt(stairholex1, level-3, stairholez1, stairdata)
# torches
# on the back wall
setBlockAt(right, top, back-1, "Torch")
setBlockDataAt(right, top, back-1, 0x2) # were 0x4
setBlockAt(left, top, back-1, "Torch")
setBlockDataAt(left, top, back-1, 0x2)
# on the side walls
setBlockAt(right-1, top, back, "Torch")
setBlockDataAt(right-1, top, back, 0x3) # were 0x2
setBlockAt(left+1, top, back, "Torch")
setBlockDataAt(left+1, top, back, 0x4) # were 0x1
setBlockAt(right-1, top, front, "Torch")
setBlockDataAt(right-1, top, front, 0x3)
setBlockAt(left+1, top, front, "Torch")
setBlockDataAt(left+1, top, front, 0x4)
# on the front wall
setBlockAt(right, top, front+1, "Torch")
setBlockDataAt(right, top, front+1, 0x1) # were 0x3
setBlockAt(left, top, front+1, "Torch")
setBlockDataAt(left, top, front+1, 0x1)
# over the door
setBlockAt(doortorchx, bottom+3, doortorchz, "Torch")
setBlockDataAt(doortorchx, bottom+3, doortorchz, doortorchdata)
# on the roof
setBlockAt(right, top+1, back, "Torch")
setBlockDataAt(right, top+1, back, 0x5)
setBlockAt(left, top+1, back, "Torch")
setBlockDataAt(left-1, top+1, back, 0x5)
setBlockAt(right, top+1, front, "Torch")
setBlockDataAt(right, top+1, front, 0x5)
setBlockAt(left, top+1, front, "Torch")
setBlockDataAt(left, top+1, front, 0x5)