2020-09-24 10:53:40 +00:00
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# Requirements: numpy, scipy, Pillow,
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from __future__ import print_function
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import sys
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import numpy as np
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from scipy import ndimage
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from PIL import Image, ImageFilter, ImageChops
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import math
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from os import listdir
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from os.path import isdir, isfile
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generate_blueprint_sprite_v = np.array([[0, 0, 0],
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[0, 1, 0],
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[0, 0, -1]])
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generate_blueprint_sprite_h = np.array([[0, 0, 0],
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[0, 0, 1],
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[0, -1, 0]])
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def rgb2gray(rgb):
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return np.dot(rgb[..., :3], [0.2989, 0.5870, 0.1140])
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def process_image(data, outfilename, src_image):
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img = Image.fromarray(np.asarray(
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np.clip(data, 0, 255), dtype="uint8"), "L")
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dest = Image.new("RGBA", (img.width, img.height))
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src = img.load()
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dst = dest.load()
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realSrc = src_image.load()
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mask = src_image.filter(ImageFilter.GaussianBlur(10)).load()
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orig = src_image.load()
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# isWire = "wire" in outfilename
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isWire = False
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targetR = 104
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targetG = 200
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targetB = 255
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if isWire:
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targetR = 255
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targetG = 104
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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
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targetB = 232
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2020-09-24 10:53:40 +00:00
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for x in range(img.width):
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for y in range(img.height):
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realpixl = realSrc[x, y]
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greyval = float(src[x, y])
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greyval = min(255.0, greyval)
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greyval = math.pow(
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min(1, float(greyval / 255.0 * 1)), 1.5) * 255.0 * 1
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greyval = max(0, greyval)
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alpha = mask[x, y][3] / 255.0 * 1
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edgeFactor = src[x, y] / 255.0
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noEdge = 1 - edgeFactor
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shadow = min(1, 1 - realpixl[3] / 255.0 - edgeFactor)
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noShadow = 1 - shadow
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dst[x, y] = (
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min(255, int((realpixl[0] / 255.0 * 0.4 + 0.6) * targetR * 1.1)),
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min(255, int((realpixl[1] / 255.0 * 0.4 + 0.6) * targetG * 1.1)),
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min(255, int((realpixl[2] / 255.0 * 0.4 + 0.6) * targetB * 1.1)),
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min(255, int(float(realpixl[3]) * (0.6 + 5 * edgeFactor))))
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dest.save(outfilename)
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def generate_blueprint_sprite(infilename, outfilename):
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print("Processing", infilename)
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img = Image.open(infilename)
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img.load()
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img = img.filter(ImageFilter.GaussianBlur(0.5))
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image = rgb2gray(np.asarray(img, dtype="int32"))
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vertical = ndimage.convolve(image, generate_blueprint_sprite_v)
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horizontal = ndimage.convolve(image, generate_blueprint_sprite_h)
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output_image = np.sqrt(np.square(horizontal) + np.square(vertical))
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process_image(output_image, outfilename, img)
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buildings = listdir("buildings")
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for buildingId in buildings:
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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
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if not ".png" in buildingId:
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continue
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2020-09-24 10:53:40 +00:00
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if "hub" in buildingId:
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continue
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if "wire-" in buildingId:
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continue
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generate_blueprint_sprite("buildings/" + buildingId + "", "blueprints/" + buildingId + "")
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