| 
									
										
										
										
											2020-09-24 10:53:40 +00:00
										 |  |  | # Requirements: numpy, scipy, Pillow, | 
					
						
							|  |  |  | from __future__ import print_function | 
					
						
							|  |  |  | import sys | 
					
						
							|  |  |  | import numpy as np | 
					
						
							|  |  |  | from scipy import ndimage | 
					
						
							|  |  |  | from PIL import Image, ImageFilter, ImageChops | 
					
						
							|  |  |  | import math | 
					
						
							|  |  |  | from os import listdir | 
					
						
							|  |  |  | from os.path import isdir, isfile | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | generate_blueprint_sprite_v = np.array([[0, 0, 0], | 
					
						
							|  |  |  |                             [0, 1, 0], | 
					
						
							|  |  |  |                             [0, 0, -1]]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | generate_blueprint_sprite_h = np.array([[0, 0, 0], | 
					
						
							|  |  |  |                             [0, 0, 1], | 
					
						
							|  |  |  |                             [0, -1, 0]]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | def rgb2gray(rgb): | 
					
						
							|  |  |  |     return np.dot(rgb[..., :3], [0.2989, 0.5870, 0.1140]) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | def process_image(data, outfilename, src_image): | 
					
						
							|  |  |  |     img = Image.fromarray(np.asarray( | 
					
						
							|  |  |  |         np.clip(data, 0, 255), dtype="uint8"), "L") | 
					
						
							|  |  |  |     dest = Image.new("RGBA", (img.width, img.height)) | 
					
						
							|  |  |  |     src = img.load() | 
					
						
							|  |  |  |     dst = dest.load() | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     realSrc = src_image.load() | 
					
						
							|  |  |  |     mask = src_image.filter(ImageFilter.GaussianBlur(10)).load() | 
					
						
							|  |  |  |     orig = src_image.load() | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # isWire = "wire" in outfilename | 
					
						
							|  |  |  |     isWire = False | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     targetR = 104 | 
					
						
							|  |  |  |     targetG = 200 | 
					
						
							|  |  |  |     targetB = 255 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     if isWire: | 
					
						
							|  |  |  |         targetR = 255 | 
					
						
							|  |  |  |         targetG = 104 | 
					
						
							| 
									
										
											  
											
												Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
											
										 
											2021-05-23 14:32:05 +00:00
										 |  |  |         targetB = 232 | 
					
						
							| 
									
										
										
										
											2020-09-24 10:53:40 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |     for x in range(img.width): | 
					
						
							|  |  |  |         for y in range(img.height): | 
					
						
							|  |  |  |             realpixl = realSrc[x, y] | 
					
						
							|  |  |  |             greyval = float(src[x, y]) | 
					
						
							|  |  |  |             greyval = min(255.0, greyval) | 
					
						
							|  |  |  |             greyval = math.pow( | 
					
						
							|  |  |  |                 min(1, float(greyval / 255.0 * 1)), 1.5) * 255.0 * 1 | 
					
						
							|  |  |  |             greyval = max(0, greyval) | 
					
						
							|  |  |  |             alpha = mask[x, y][3] / 255.0 * 1 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             edgeFactor = src[x, y] / 255.0 | 
					
						
							|  |  |  |             noEdge = 1 - edgeFactor | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             shadow = min(1, 1 - realpixl[3] / 255.0 - edgeFactor) | 
					
						
							|  |  |  |             noShadow = 1 - shadow | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             dst[x, y] = ( | 
					
						
							|  |  |  |                 min(255, int((realpixl[0] / 255.0 * 0.4 + 0.6) * targetR * 1.1)), | 
					
						
							|  |  |  |                 min(255, int((realpixl[1] / 255.0 * 0.4 + 0.6) * targetG * 1.1)), | 
					
						
							|  |  |  |                 min(255, int((realpixl[2] / 255.0 * 0.4 + 0.6) * targetB * 1.1)), | 
					
						
							|  |  |  |                 min(255, int(float(realpixl[3]) * (0.6 + 5 * edgeFactor)))) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     dest.save(outfilename) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | def generate_blueprint_sprite(infilename, outfilename): | 
					
						
							|  |  |  |     print("Processing", infilename) | 
					
						
							|  |  |  |     img = Image.open(infilename) | 
					
						
							|  |  |  |     img.load() | 
					
						
							|  |  |  |     img = img.filter(ImageFilter.GaussianBlur(0.5)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     image = rgb2gray(np.asarray(img, dtype="int32")) | 
					
						
							|  |  |  |     vertical = ndimage.convolve(image, generate_blueprint_sprite_v) | 
					
						
							|  |  |  |     horizontal = ndimage.convolve(image, generate_blueprint_sprite_h) | 
					
						
							|  |  |  |     output_image = np.sqrt(np.square(horizontal) + np.square(vertical)) | 
					
						
							|  |  |  |     process_image(output_image, outfilename, img) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | buildings = listdir("buildings") | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | for buildingId in buildings: | 
					
						
							| 
									
										
											  
											
												Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
											
										 
											2021-05-23 14:32:05 +00:00
										 |  |  |     if not ".png" in buildingId: | 
					
						
							|  |  |  |         continue | 
					
						
							| 
									
										
										
										
											2020-09-24 10:53:40 +00:00
										 |  |  |     if "hub" in buildingId: | 
					
						
							|  |  |  |         continue | 
					
						
							|  |  |  |     if "wire-" in buildingId: | 
					
						
							|  |  |  |         continue | 
					
						
							|  |  |  |     generate_blueprint_sprite("buildings/" + buildingId + "", "blueprints/" + buildingId + "") |