Hotel
Beschreibung
Wir haben ein dreistöckiges Hotel programmiert. Im Erdgeschoss hat es vier Doppelzimmer mit jeweils einem Bad. Im ersten sowie zweiten Stock hat es je sechs Doppelzimmer mit einem Bad. In einem Zimmer befindet sich ein Ecksofa mit Tisch, ein Pult mit Stuhl, ein Doppelbett, drei Truhen. Gegenüber von den Zimmern, im ersten und zweiten Stock, hat es sehr viele Sitzmöglichkeiten. Wir haben den Gang und Gemeinschaftsbereich hell, mit sehr vielen Fenstern gestaltet. Im Eingangsbereich befindet sich eine Rezeption.
Schwierigkeiten
Auch wenn wir mit dem Ergebnis unseres Projekts zufrieden sind, gab es auf dem Weg viele Schwierigkeiten.
Eigentlich war der Plan ursprünglich, alles zu programmieren. Da wir am Ende aber etwas unter Zeitdruck waren, mussten wir doch noch einige Dinge manuell einbauen.
Auch mit der Rezeption gab es Schwierigkeiten. Da wir es einfach nicht geschafft haben, Gegenstandrahmen, mit Büchern, auf die Blöcke zu platzieren, denn wenn wir das versucht haben, sind die Blöcke darunter immer geplatzt. Deshalb haben wir sie schlussendlich auch manuell platziert.
Ursprünglich war der Plan, auf dem Dach noch einen Pool zu bauen, diese Idee mussten wir dann aber verwerfen. Generell haben wir uns anfangs, unseren Fähigkeiten entsprechend, ein bisschen viel vorgenommen. Auf dem Dach haben wir schlussendlich ein Dach gebaut, was allerdings auch nicht sonderlich einfach war. Das ganze Gebäude war anfangs an einer ganz anderen Position, also wollten wir das Ganze verschieben. Es war schwierig, das Dach zu verschieben. Anfangs war der Grundriss an der einen Stelle und das Dach an einer völlig anderen.
Ausserdem sind die Toiletten in unserem Hotel, irgendwie vergessen gegangen.
Trotz all diesen Schwierigkeiten, finden wir uns ist das Hotel, unseren Fähigkeiten entsprechen, sehr gut geworden.
Was wurde manuell gebaut?
Wie schon erwähnt, mussten wir wegen Zeitdruck, zum Schluss, noch einige Sachen manuell einbauen, um mit unserem Hotel komplett zufrieden zu sein. Die Eingangstüre, sowie die Treppen sind komplett manuell eingebaut. Zudem sind die Gegenstandrahmen auf der Rezeption und der Lounge Bereich hinter der Rezeption von Hand eingebaut worden.
Bilder
Ein Zimmer
Ein Badezimmer
mit Dusche
Der Lunge Bereich im Erdgeschoss
Die Rezeption
Der sehr weit läufige Gang
Treppen vom ersten in den zweiten Stock
Treppen und Eingang im Erdgeschoss
Unser Projekt
Code
a = -58
b = -58
c = -56
d = -56
e = -56
f = -56
g = -56
h = -58
i = -9
j = -1
k = 27
l = 27
m = -56
n = -56
o = -2
q = -56
s = -56
def Grundriss(mat,x,y,z,breite, hoehe, tiefe):
blocks.fill(mat, world(x,y,z),world(x+breite-1,y+hoehe-1,z+tiefe-1),FillOperation.HOLLOW)
def Dach():
blocks.fill(PLANKS_DARK_OAK, world(-59, 21, 9), world(53, 21, 47))
blocks.fill(PLANKS_DARK_OAK, world(-12, 21, 0), world(10, 21, 11))
blocks.fill(BLOCK_OF_QUARTZ, world(-58, 21, 10), world(52, 21, 46))
blocks.fill(BLOCK_OF_QUARTZ, world(-11, 21, 1), world(9, 21, 10))
blocks.fill(PLANKS_DARK_OAK, world(-58, 22, 10), world(52, 22, 46))
blocks.fill(PLANKS_DARK_OAK, world(-11, 22, 1), world(9, 22, 10))
blocks.fill(PLANKS_DARK_OAK, world(-57, 23, 11), world(51, 23, 45))
blocks.fill(PLANKS_DARK_OAK, world(-10, 23, 2), world(8, 23, 10))
blocks.fill(PLANKS_DARK_OAK, world(-56, 24, 12), world(50, 24, 44))
blocks.fill(PLANKS_DARK_OAK, world(-9, 24, 3), world(7, 24, 11))
blocks.fill(PLANKS_DARK_OAK, world(-55, 25, 13), world(49, 25, 43))
blocks.fill(PLANKS_DARK_OAK, world(-8, 25, 4), world(6, 25, 12))
def fenstergang():
#Fenster gegen Osten
blocks.fill(GLASS_PANE, world(-58, 5, 32), world(-58, 7, 12))
blocks.fill(GLASS_PANE, world(-58, 11, 32), world(-58, 13, 12))
blocks.fill(GLASS_PANE, world(-58, 17, 32), world(-58, 19, 12))
#Fenster gegen Westen
blocks.fill(GLASS_PANE, world(52, 5, 32), world(52, 7, 12))
blocks.fill(GLASS_PANE, world(52, 11, 32), world(52, 13, 12))
blocks.fill(GLASS_PANE, world(52, 17, 32), world(52, 19, 12))
#Fenster über Eingang
blocks.fill(GLASS_PANE, world(-9, 11, 1), world(7, 13, 1))
blocks.fill(GLASS_PANE, world(-9, 17, 1), world(7, 19, 1))
#Fenster gegen Süden
blocks.fill(GLASS_PANE, world(-56, 5, 10), world(-12, 7, 10))
blocks.fill(GLASS_PANE, world(10, 5, 10), world(50, 7, 10))
blocks.fill(GLASS_PANE, world(-56, 11, 10), world(-12, 13, 10))
blocks.fill(GLASS_PANE, world(10, 11, 10), world(50, 13, 10))
blocks.fill(GLASS_PANE, world(-56, 17, 10), world(-12, 19, 10))
blocks.fill(GLASS_PANE, world(10, 17, 10), world(50, 19, 10))
def zimmereg():
for z in range(2):
global h
#Grundriss der Räume und Teppich
blocks.fill(BLOCK_OF_QUARTZ, world(h, 3, 46), world(h+34, 8, 34))
blocks.fill(AIR, world(h+1, 4, 45), world(h+33, 8, 35))
blocks.fill(GLASS_PANE, world(h+1, 5, 46), world(h+11, 7, 46))
blocks.fill(GLASS_PANE, world(h+23, 5, 46), world(h+33, 7, 46))
blocks.place(BIRCH_DOOR, world(h+28, 4, 34))
blocks.place(BIRCH_DOOR, world(h+6, 4, 34))
blocks.fill(RED_CARPET, world(h+3, 4, 37), world(h+9, 4, 43))
blocks.fill(RED_CARPET, world(h+31, 4, 37), world(h+2, 4, 43))
#licht
blocks.place(SEA_LANTERN, world(h+1, 5, 35))
blocks.place(SEA_LANTERN, world(h+1, 4, 45))
blocks.place(SEA_LANTERN, world(h+33, 5, 35))
blocks.place(SEA_LANTERN, world(h+33, 4, 45))
blocks.place(SEA_LANTERN, world(h+11, 5, 35))
blocks.place(SEA_LANTERN, world(h+23, 4, 35))
blocks.place(SEA_LANTERN, world(h+11, 4, 45))
blocks.place(SEA_LANTERN, world(h+23, 4, 45))
#Bett und Kisten
blocks.fill(BED, world(h+7, 4, 45), world(h+6, 4, 45))
blocks.fill(BED, world(h+29, 4, 45), world(h+28, 4, 45))
blocks.place(CHEST, world(h+8, 4, 45))
blocks.place(CHEST, world(h+5, 4, 45))
blocks.place(CHEST, world(h+27, 4, 45))
blocks.place(CHEST, world(h+30, 4, 45))
#Seitenkisten
blocks.place(blocks.block_with_data(CHEST, 4), world(h+33, 4, 42))
blocks.place(blocks.block_with_data(CHEST, 4), world(h+33, 4, 41))
blocks.place(blocks.block_with_data(CHEST, 5), world(h+1, 4, 42))
blocks.place(blocks.block_with_data(CHEST, 5), world(h+1, 4, 41))
#Holzsofa links
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(h+31, 4, 35), world(h+32, 4, 35))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 0), world(h+33, 4, 36), world(h+33, 4, 38))
blocks.place(PLANKS_DARK_OAK, world(h+33, 4, 35))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 9), world(h+30, 4, 35))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 10), world(h+33, 4, 39))
#Holzsofa rechts
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(h+1, 4, 35), world(h+4, 4, 35))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 1), world(h+1, 4, 36), world(h+1, 4, 38))
blocks.place(PLANKS_DARK_OAK, world(h+1, 4, 35))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 12), world(h+4, 4, 35))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 10), world(h+1, 4, 39))
#Sofa Tische
blocks.fill(DARK_OAK_WOOD_SLAB, world(h+3, 4, 37), world(h+4, 4, 38))
blocks.fill(DARK_OAK_WOOD_SLAB, world(h+31, 4, 37), world(h+30, 4, 38))
#Schreibtische
blocks.place(PLANKS_DARK_OAK, world(h+11, 4, 38))
blocks.place(PLANKS_DARK_OAK, world(h+11, 4, 41))
blocks.place(PLANKS_DARK_OAK, world(h+23, 4, 39))
blocks.place(PLANKS_DARK_OAK, world(h+23, 4, 42))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 5), world(h+23, 4, 40), world(h+23, 4, 41))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 4), world(h+11, 4, 39), world(h+11, 4, 40))
#Stuhl am Tisch
blocks.place(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 1), world(h+10, 4, 40))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 11), world(h+10, 4, 39))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 10), world(h+10, 4, 41))
blocks.place(DARK_OAK_WOOD_STAIRS, world(h+24, 4, 41))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 11), world(h+24, 4, 40))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 10), world(h+24, 4, 42))
#Badezimmer mit Einganstür
blocks.fill(BLOCK_OF_QUARTZ, world(h+22, 3, 45), world(h+12, 8, 35))
blocks.fill(AIR, world(h+19, 4, 41), world(h+13, 6, 45))
blocks.fill(AIR, world(h+15, 4, 39), world(h+21, 6, 35))
blocks.place(BIRCH_PRESSURE_PLATE, world(h+15, 4, 35))
blocks.place(BIRCH_PRESSURE_PLATE, world(h+19, 4, 45))
blocks.place(SEA_LANTERN, world(h+19, 6, 45))
blocks.place(SEA_LANTERN, world(h+15, 6, 35))
blocks.fill(GLASS_PANE, world(h+15, 4, 39), world(h+18, 6, 36))
blocks.fill(AIR, world(h+15, 4, 39), world(h+17, 6, 37))
blocks.fill(AIR, world(h+15, 4, 36), world(h+15, 5, 36))
blocks.fill(GLASS_PANE, world(h+19, 4, 41), world(h+16, 6, 44))
blocks.fill(AIR, world(h+19, 4, 41), world(h+17, 5, 43))
blocks.fill(AIR, world(h+19, 4, 44), world(h+19, 6, 44))
blocks.fill(blocks.block_with_data(LEVER, 2), world(h+20, 5, 42), world(h+20, 5, 42))
blocks.fill(blocks.block_with_data(LEVER, 1), world(h+14, 5, 38), world(h+14, 5, 38))
blocks.fill(REDSTONE_TORCH, world(h+21, 6, 42), world(h+21, 6, 42))
blocks.fill(REDSTONE_TORCH, world(h+13, 6, 38), world(h+13, 6, 38))
blocks.fill(blocks.block_with_data(STICKY_PISTON, 4), world(h+13, 7, 38), world(h+13, 7, 38))
blocks.fill(blocks.block_with_data(STICKY_PISTON, 5), world(h+21, 7, 42), world(h+21, 7, 42))
blocks.fill(AIR, world(h+20, 7, 42), world(h+20, 7, 42))
blocks.fill(AIR, world(h+14, 7, 38), world(h+14, 7, 38))
blocks.fill(WATER, world(h+19, 8, 42), world(h+19, 8, 42))
blocks.fill(WATER, world(h+15, 8, 38), world(h+15, 8, 38))
blocks.place(BIRCH_DOOR, world(h+12, 4, 43))
blocks.place(CAULDRON, world(h+20, 4, 39))
blocks.place(CAULDRON, world(h+14, 4, 41))
blocks.place(blocks.block_with_data(BIRCH_DOOR, 2), world(h+22, 4, 37))
h = h + 75
def zimmerersterstock():
for z in range(3):
global a
#Grundriss der Räume und Teppich
blocks.fill(BLOCK_OF_QUARTZ, world(a, 9, 46), world(a+36, 14, 34))
blocks.fill(AIR, world(a+1, 10, 45), world(a+33, 14, 35))
blocks.fill(GLASS_PANE, world(a+1, 11, 46), world(a+11, 13, 46))
blocks.fill(GLASS_PANE, world(a+23, 11, 46), world(a+33, 13, 46))
blocks.place(BIRCH_DOOR, world(a+28, 10, 34))
blocks.place(BIRCH_DOOR, world(a+6, 10, 34))
blocks.fill(RED_CARPET, world(a+3, 10, 37), world(a+9, 10, 43))
blocks.fill(RED_CARPET, world(a+31, 10, 37), world(a+2, 10, 43))
#licht
blocks.place(SEA_LANTERN, world(a+1, 11, 35))
blocks.place(SEA_LANTERN, world(a+1, 10, 45))
blocks.place(SEA_LANTERN, world(a+33, 11, 35))
blocks.place(SEA_LANTERN, world(a+33, 10, 45))
blocks.place(SEA_LANTERN, world(a+11, 10, 35))
blocks.place(SEA_LANTERN, world(a+23, 10, 35))
blocks.place(SEA_LANTERN, world(a+11, 10, 45))
blocks.place(SEA_LANTERN, world(a+23, 10, 45))
#Bett und Kisten
blocks.fill(BED, world(a+7, 10, 45), world(a+6, 10, 45))
blocks.fill(BED, world(a+29, 10, 45), world(a+28, 10, 45))
blocks.place(CHEST, world(a+8, 10, 45))
blocks.place(CHEST, world(a+5, 10, 45))
blocks.place(CHEST, world(a+27, 10, 45))
blocks.place(CHEST, world(a+25, 10, 45))
#Seitenkisten
blocks.place(blocks.block_with_data(CHEST, 4), world(a+33, 10, 42))
blocks.place(blocks.block_with_data(CHEST, 4), world(a+33, 10, 41))
blocks.place(blocks.block_with_data(CHEST, 5), world(a+1, 10, 42))
blocks.place(blocks.block_with_data(CHEST, 5), world(a+1, 10, 41))
#Holzsofa links
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(a+31, 10, 35), world(a+32, 10, 35))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 0), world(a+33, 10, 36), world(a+33, 10, 38))
blocks.place(PLANKS_DARK_OAK, world(a+33, 10, 35))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 9), world(a+30, 10, 35))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 10), world(a+33, 10, 39))
#Holzsofa rechts
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(a+1, 10, 35), world(a+4, 10, 35))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 1), world(a+1, 10, 36), world(a+1, 10, 38))
blocks.place(PLANKS_DARK_OAK, world(a+1, 10, 35))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 12), world(a+4, 10, 35))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 10), world(a+1, 10, 39))
#Sofa Tische
blocks.fill(DARK_OAK_WOOD_SLAB, world(a+3, 10, 37), world(a+4, 10, 38))
blocks.fill(DARK_OAK_WOOD_SLAB, world(a+31, 10, 37), world(a+30, 10, 38))
#Schreibtische
blocks.place(PLANKS_DARK_OAK, world(a+11, 10, 38))
blocks.place(PLANKS_DARK_OAK, world(a+11, 10, 41))
blocks.place(PLANKS_DARK_OAK, world(a+23, 10, 39))
blocks.place(PLANKS_DARK_OAK, world(a+23, 10, 42))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 5), world(a+23, 10, 40), world(a+23, 10, 41))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 4), world(a+11, 10, 39), world(a+11, 10, 40))
#Stuhl am Tisch
blocks.place(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 1), world(a+10, 10, 40))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 11), world(a+10, 10, 39))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 10), world(a+10, 10, 41))
blocks.place(DARK_OAK_WOOD_STAIRS, world(a+24, 10, 41))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 11), world(a+24, 10, 40))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 10), world(a+24, 10, 42))
#Badezimmer mit Einganstür
blocks.fill(BLOCK_OF_QUARTZ, world(a+22, 9, 45), world(a+12, 14, 35))
blocks.fill(AIR, world(a+19, 10, 41), world(a+13, 12, 45))
blocks.fill(AIR, world(a+15, 10, 39), world(a+21, 12, 35))
blocks.place(BIRCH_PRESSURE_PLATE, world(a+15, 10, 35))
blocks.place(BIRCH_PRESSURE_PLATE, world(a+19, 10, 45))
blocks.place(SEA_LANTERN, world(a+19, 12, 45))
blocks.place(SEA_LANTERN, world(a+15, 12, 35))
blocks.fill(GLASS_PANE, world(a+15, 10, 39), world(a+18, 12, 36))
blocks.fill(AIR, world(a+15, 10, 39), world(a+17, 12, 37))
blocks.fill(AIR, world(a+15, 10, 36), world(a+15, 11, 36))
blocks.fill(GLASS_PANE, world(a+19, 10, 41), world(a+16, 12, 44))
blocks.fill(AIR, world(a+19, 10, 41), world(a+17, 12, 43))
blocks.fill(AIR, world(a+19, 10, 44), world(a+19, 11, 44))
blocks.fill(blocks.block_with_data(LEVER, 2), world(a+20, 11, 42), world(a+20, 11, 42))
blocks.fill(blocks.block_with_data(LEVER, 1), world(a+14, 11, 38), world(a+14, 11, 38))
blocks.fill(REDSTONE_TORCH, world(a+21, 12, 42), world(a+21, 12, 42))
blocks.fill(REDSTONE_TORCH, world(a+13, 12, 38), world(a+13, 12, 38))
blocks.fill(blocks.block_with_data(STICKY_PISTON, 4), world(a+13, 13, 38), world(a+13, 13, 38))
blocks.fill(blocks.block_with_data(STICKY_PISTON, 5), world(a+21, 13, 42), world(a+21, 13, 42))
blocks.fill(AIR, world(a+20, 13, 42), world(a+20, 13, 42))
blocks.fill(AIR, world(a+14, 13, 38), world(a+14, 13, 38))
blocks.fill(WATER, world(a+19, 14, 42), world(a+19, 14, 42))
blocks.fill(WATER, world(a+15, 14, 38), world(a+15, 14, 38))
blocks.place(BIRCH_DOOR, world(a+12, 10, 43))
blocks.place(CAULDRON, world(a+20, 10, 39))
blocks.place(CAULDRON, world(a+14, 10, 41))
blocks.place(blocks.block_with_data(BIRCH_DOOR, 2), world(a+22, 10, 37))
a = a + 37
def zimmerzweiterstock():
for z in range(3):
global b
#Grundriss der Räume und Teppich
blocks.fill(BLOCK_OF_QUARTZ, world(b, 15, 46), world(b+34, 20, 34))
blocks.fill(AIR, world(b+1, 16, 45), world(b+33, 20, 35))
blocks.fill(GLASS_PANE, world(b+1, 17, 46), world(b+11, 19, 46))
blocks.fill(GLASS_PANE, world(b+23, 17, 46), world(b+33, 19, 46))
blocks.place(BIRCH_DOOR, world(b+28, 16, 34))
blocks.place(BIRCH_DOOR, world(b+6, 16, 34))
blocks.fill(RED_CARPET, world(b+3, 16, 37), world(b+9, 16, 43))
blocks.fill(RED_CARPET, world(b+31, 16, 37), world(b+2, 16, 43))
#licht
blocks.place(SEA_LANTERN, world(b+1, 17, 35))
blocks.place(SEA_LANTERN, world(b+1, 16, 45))
blocks.place(SEA_LANTERN, world(b+33, 17, 35))
blocks.place(SEA_LANTERN, world(b+33, 16, 45))
blocks.place(SEA_LANTERN, world(b+11, 16, 35))
blocks.place(SEA_LANTERN, world(b+23, 16, 35))
blocks.place(SEA_LANTERN, world(b+11, 16, 45))
blocks.place(SEA_LANTERN, world(b+23, 16, 45))
#Bett und Kisten
blocks.fill(BED, world(b+7, 16, 45), world(b+6, 16, 45))
blocks.fill(BED, world(b+29, 16, 45), world(b+28, 16, 45))
blocks.place(CHEST, world(b+8, 16, 45))
blocks.place(CHEST, world(b+5, 16, 45))
blocks.place(CHEST, world(b+27, 16, 45))
blocks.place(CHEST, world(b+30, 16, 45))
#Seitenkisten
blocks.place(blocks.block_with_data(CHEST, 4), world(b+33, 16, 42))
blocks.place(blocks.block_with_data(CHEST, 4), world(b+33, 16, 41))
blocks.place(blocks.block_with_data(CHEST, 5), world(b+1, 16, 42))
blocks.place(blocks.block_with_data(CHEST, 5), world(b+1, 16, 41))
#Holzsofa links
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(b+31, 16, 35), world(b+32, 16, 35))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 0), world(b+33, 16, 36), world(b+33, 16, 38))
blocks.place(PLANKS_DARK_OAK, world(b+33, 16, 35))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 9), world(b+30, 16, 35))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 10), world(b+33, 16, 39))
#Holzsofa rechts
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(b+1, 16, 35), world(b+4, 16, 35))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 1), world(b+1, 16, 36), world(b+1, 16, 38))
blocks.place(PLANKS_DARK_OAK, world(b+1, 16, 35))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 12), world(b+4, 16, 35))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 10), world(b+1, 16, 39))
#Sofa Tische
blocks.fill(DARK_OAK_WOOD_SLAB, world(b+3, 16, 37), world(b+4, 16, 38))
blocks.fill(DARK_OAK_WOOD_SLAB, world(b+31, 16, 37), world(b+30, 16, 38))
#Schreibtische
blocks.place(PLANKS_DARK_OAK, world(b+11, 16, 38))
blocks.place(PLANKS_DARK_OAK, world(b+11, 16, 41))
blocks.place(PLANKS_DARK_OAK, world(b+23, 16, 39))
blocks.place(PLANKS_DARK_OAK, world(b+23, 16, 42))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 5), world(b+23, 16, 40), world(b+23, 16, 41))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 4), world(b+11, 16, 39), world(b+11, 16, 40))
#Stuhl am Tisch
blocks.place(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 1), world(b+10, 16, 40))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 11), world(b+10, 16, 39))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 10), world(b+10, 16, 41))
blocks.place(DARK_OAK_WOOD_STAIRS, world(b+24, 16, 41))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 11), world(b+24, 16, 40))
blocks.place(blocks.block_with_data(DARK_OAK_TRAPDOOR, 10), world(b+24, 16, 42))
#Badezimmer mit Einganstür
blocks.fill(BLOCK_OF_QUARTZ, world(b+22, 15, 45), world(b+12, 20, 35))
blocks.fill(AIR, world(b+19, 16, 41), world(b+13, 18, 45))
blocks.fill(AIR, world(b+15, 16, 39), world(b+21, 18, 35))
blocks.place(BIRCH_PRESSURE_PLATE, world(b+15, 16, 35))
blocks.place(BIRCH_PRESSURE_PLATE, world(b+19, 16, 45))
blocks.place(SEA_LANTERN, world(b+19, 18, 45))
blocks.place(SEA_LANTERN, world(b+15, 18, 35))
blocks.fill(GLASS_PANE, world(b+15, 16, 39), world(b+18, 18, 36))
blocks.fill(AIR, world(b+15, 16, 39), world(b+17, 18, 37))
blocks.fill(AIR, world(b+15, 16, 36), world(b+15, 17, 36))
blocks.fill(GLASS_PANE, world(b+19, 16, 41), world(b+16, 18, 44))
blocks.fill(AIR, world(b+19, 16, 41), world(b+17, 17, 43))
blocks.fill(AIR, world(b+19, 16, 44), world(b+19, 18, 44))
blocks.fill(blocks.block_with_data(LEVER, 2), world(b+20, 17, 42), world(b+20, 17, 42))
blocks.fill(blocks.block_with_data(LEVER, 1), world(b+14, 17, 38), world(b+14, 17, 38))
blocks.fill(REDSTONE_TORCH, world(b+21, 18, 42), world(b+21, 18, 42))
blocks.fill(REDSTONE_TORCH, world(b+13, 18, 38), world(b+13, 18, 38))
blocks.fill(blocks.block_with_data(STICKY_PISTON, 4), world(b+13, 19, 38), world(b+13, 19, 38))
blocks.fill(blocks.block_with_data(STICKY_PISTON, 5), world(b+21, 19, 42), world(b+21, 19, 42))
blocks.fill(AIR, world(b+20, 19, 42), world(b+20, 19, 42))
blocks.fill(AIR, world(b+14, 19, 38), world(b+14, 19, 38))
blocks.fill(WATER, world(b+19, 20, 42), world(b+19, 20, 42))
blocks.fill(WATER, world(b+15, 20, 38), world(b+15, 20, 38))
blocks.place(BIRCH_DOOR, world(b+12, 16, 43))
blocks.place(CAULDRON, world(b+20, 16, 39))
blocks.place(CAULDRON, world(b+14, 16, 41))
blocks.place(blocks.block_with_data(BIRCH_DOOR, 2), world(b+22, 16, 37))
b = b + 34
def lichtgang():
for z in range(27):
global c, d, e, f, m, s
#Licht Erdgeschoss
blocks.fill(SEA_LANTERN, world(m, 8, 25), world(m+1, 8, 26))
m = m + 4
blocks.fill(SEA_LANTERN, world(s, 8, 17), world(s+1, 8, 18))
s = s + 4
#Licht erster Stock
blocks.fill(SEA_LANTERN, world(c, 14, 25), world(c+1, 14, 26))
c = c + 4
blocks.fill(SEA_LANTERN, world(d, 14, 17), world(d+1, 14, 18))
d = d + 4
#Licht zweiter Stock
blocks.fill(SEA_LANTERN, world(e, 20, 25), world(e+1, 20, 26))
e = e + 4
blocks.fill(SEA_LANTERN, world(f, 20, 17), world(f+1, 20, 18))
f = f + 4
def sitzgelegenheiten():
for z in range(4):
global g
#Tische Erdgeschoss
blocks.fill(PLANKS_DARK_OAK, world(q, 4, 13), world(q+2, 4, 14))
blocks.fill(PLANKS_DARK_OAK, world(q+5, 4, 13), world(q+6, 4, 14))
blocks.fill(PLANKS_DARK_OAK, world(q+9, 4, 13), world(q+9, 4, 13))
blocks.fill(PLANKS_DARK_OAK, world(q+65, 4, 13), world(q+67, 4, 14))
blocks.fill(PLANKS_DARK_OAK, world(q+70, 4, 13), world(q+71, 4, 14))
blocks.fill(PLANKS_DARK_OAK, world(q+74, 4, 13), world(q+74, 4, 13))
#Bänke Erdgeschoss
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(q, 4, 11), world(q+2, 4, 11))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 2), world(q, 4, 16), world(q+2, 4, 16))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(q+5, 4, 11), world(q+6, 4, 11))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 2), world(q+5, 4, 16), world(q+6, 4, 16))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(q+9, 4, 11), world(q+9, 4, 11))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 2), world(q+9, 4, 16), world(q+9, 4, 16))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(q+65, 4, 11), world(q+67, 4, 11))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 2), world(q+65, 4, 16), world(q+67, 4, 16))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(q+70, 4, 11), world(q+71, 4, 11))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 2), world(q+70, 4, 16), world(q+71, 4, 16))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(q+74, 4, 11), world(q+74, 4, 11))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 2), world(q+74, 4, 16), world(q+74, 4, 16))
q = q + 12
#Tische erster Stock
blocks.fill(PLANKS_DARK_OAK, world(g, 10, 13), world(g+2, 10, 14))
blocks.fill(PLANKS_DARK_OAK, world(g+5, 10, 13), world(g+6, 10, 14))
blocks.fill(PLANKS_DARK_OAK, world(g+9, 10, 13), world(g+9, 10, 13))
blocks.fill(PLANKS_DARK_OAK, world(g+65, 10, 13), world(g+67, 10, 14))
blocks.fill(PLANKS_DARK_OAK, world(g+70, 10, 13), world(g+71, 10, 14))
blocks.fill(PLANKS_DARK_OAK, world(g+74, 10, 13), world(g+74, 10, 13))
#Bänke erster Stock
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(g, 10, 11), world(g+2, 10, 11))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 2), world(g, 10, 16), world(g+2, 10, 16))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(g+5, 10, 11), world(g+6, 10, 11))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 2), world(g+5, 10, 16), world(g+6, 10, 16))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(g+9, 10, 11), world(g+9, 10, 11))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 2), world(g+9, 10, 16), world(g+9, 10, 16))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(g+65, 10, 11), world(g+67, 10, 11))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 2), world(g+65, 10, 16), world(g+67, 10, 16))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(g+70, 10, 11), world(g+71, 10, 11))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 2), world(g+70, 10, 16), world(g+71, 10, 16))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(g+74, 10, 11), world(g+74, 10, 11))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 2), world(g+74, 10, 16), world(g+74, 10, 16))
#Tische zweiter Stock
blocks.fill(PLANKS_DARK_OAK, world(g, 16, 13), world(g+2, 16, 14))
blocks.fill(PLANKS_DARK_OAK, world(g+5, 16, 13), world(g+6, 16, 14))
blocks.fill(PLANKS_DARK_OAK, world(g+9, 16, 13), world(g+9, 16, 13))
blocks.fill(PLANKS_DARK_OAK, world(g+65, 16, 13), world(g+67, 16, 14))
blocks.fill(PLANKS_DARK_OAK, world(g+70, 16, 13), world(g+71, 16, 14))
blocks.fill(PLANKS_DARK_OAK, world(g+74, 16, 13), world(g+74, 16, 13))
#Bänke zweiter Stock
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(g, 16, 11), world(g+2, 16, 11))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 2), world(g, 16, 16), world(g+2, 16, 16))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(g+5, 16, 11), world(g+6, 16, 11))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 2), world(g+5, 16, 16), world(g+6, 16, 16))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(g+9, 16, 11), world(g+9, 16, 11))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 2), world(g+9, 16, 16), world(g+9, 16, 16))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(g+65, 16, 11), world(g+67, 16, 11))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 2), world(g+65, 16, 16), world(g+67, 16, 16))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(g+70, 16, 11), world(g+71, 16, 11))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 2), world(g+70, 16, 16), world(g+71, 16, 16))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(g+74, 16, 11), world(g+74, 16, 11))
blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 2), world(g+74, 16, 16), world(g+74, 16, 16))
g = g + 12
def rezeption():
global o, j, k, l
for z in range(7):
blocks.place(PLANKS_DARK_OAK, world(o, 4, 27))
o = o + 1
for z in range(3):
blocks.place(REDSTONE_TORCH, world(j, 5, 27))
j = j + 2
for z in range(5):
blocks.place(PLANKS_DARK_OAK, world(3, 4, k))
k = k + 1
for z in range(5):
blocks.place(PLANKS_DARK_OAK, world(-3, 4, l))
l = l + 1
blocks.place(blocks.block_with_data(DARK_OAK_FENCE_GATE, 1),world(3,4,29))
def teppich():
#Teppich Erdgeschoss
blocks.fill(RED_CARPET, world(3, 4, 26), world(-3, 4, 2))
blocks.fill(RED_CARPET, world(-4, 4, 17), world(-55, 4, 28))
blocks.fill(RED_CARPET, world(4, 4, 17), world(49, 4, 28))
#Teppich erster Stock
blocks.fill(RED_CARPET, world(49, 10, 18), world(-55, 10, 28))
#Teppich zweiter Stock
blocks.fill(RED_CARPET, world(49, 16, 18), world(-55, 16, 28))
teppich()
for i in range(3,17,6):
Grundriss(BLOCK_OF_QUARTZ,-58,i,10,111,7,37)
Grundriss(BLOCK_OF_QUARTZ, -11, i, 1, 21, 7, 10)
for n in range(4,9,1):
Grundriss(AIR, -10,n,10,19,1,1)
for n in range(10,15,1):
Grundriss(AIR, -10,n,10,19,1,1)
for n in range(16,21,1):
Grundriss(AIR, -10,n,10,19,1,1)
Dach()
fenstergang()
zimmereg()
zimmerersterstock()
zimmerzweiterstock()
lichtgang()
sitzgelegenheiten()
teppich()
rezeption()







