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* 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>
95 lines
2.9 KiB
Python
95 lines
2.9 KiB
Python
# 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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targetB = 232
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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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if not ".png" in buildingId:
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continue
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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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