finish compass

correct seed for maps
This commit is contained in:
frédéric
2024-06-06 00:34:27 +02:00
parent 93be157abd
commit ce38effa22
2 changed files with 110 additions and 65 deletions
+44 -40
View File
@@ -2,7 +2,8 @@ from PIL import Image, ImageDraw, ImageColor, ImageFilter
import math
from dataclasses import dataclass
from colorsys import rgb_to_hsv, hsv_to_rgb
from random import random, randint, seed, choice
from random import random, randint, choice
from random import seed as rseed
from .utils import pil_to_tensor, generate_noise
from .point import Point
from .path import Path
@@ -11,11 +12,10 @@ from .path import Path
@dataclass
class BattlemapMapGenerator:
@classmethod
def INPUT_TYPES(cls):
def INPUT_TYPES(cls) -> dict:
return {"required": {
"node_seed": (
"INT", {"default": 0, "min": -1, "max": 0xffffffffffffffff,
"step": 1, "label": "seed", "forceInput": True}),
"seed": (
"INT", {"default": 0, "min": 0, "max": 0xffffffffffffffff}),
"grid_width": ("INT", {"default": 24, "min": 10, "max": 128}),
"grid_height": ("INT", {"default": 32, "min": 10, "max": 128}),
"grid_side": ("INT", {"default": 32, "min": 10, "max": 2048}),
@@ -25,24 +25,24 @@ class BattlemapMapGenerator:
@classmethod
@property
def RETURN_TYPES(cls):
def RETURN_TYPES(cls) -> tuple:
return ("IMAGE", "INT", "INT",
"INT", "INT", "INT")
@classmethod
@property
def RETURN_NAMES(cls):
def RETURN_NAMES(cls) -> tuple:
return ("image", "image width", "image height",
"grid width", "grid height", "grid side")
FUNCTION = "map_generator"
CATEGORY = "Battlemaps"
def generate_image(self, width, height, bg_color):
def generate_image(self, width: int, height: int, bg_color: str) -> Image:
image = Image.new("RGBA", (width, height), bg_color)
return image
def generate_bg(self, image, draw, bg_color):
def generate_bg(self, image: Image, draw: ImageDraw.Draw, bg_color: str):
r, g, b = ImageColor.getcolor(bg_color, "RGB")
steps = 5
for x in range(0, image.width + steps, steps):
@@ -55,9 +55,9 @@ class BattlemapMapGenerator:
draw.ellipse([point1.coord(), point2.coord()], fill=color)
generate_noise(image, Point(0, 0), Point(image.width, image.height))
def _map_generator(self, node_seed, grid_width, grid_height,
grid_side, bg_color):
seed(node_seed)
def _map_generator(self, seed: int, grid_width: int, grid_height: int,
grid_side: int, bg_color: str) -> tuple:
rseed(seed)
width, height = grid_width * grid_side, grid_height * grid_side
image_pil = self.generate_image(width, height, bg_color)
draw = ImageDraw.Draw(image_pil)
@@ -65,10 +65,10 @@ class BattlemapMapGenerator:
return (image_pil, width, height, grid_width, grid_height, grid_side)
def map_generator(self, node_seed, grid_width, grid_height,
grid_side, bg_color):
def map_generator(self, seed: int, grid_width: int, grid_height: int,
grid_side: int, bg_color: str) -> tuple:
image_pil, width, height, grid_width, grid_height, grid_side = self._map_generator(
node_seed, grid_width, grid_height, grid_side, bg_color)
seed, grid_width, grid_height, grid_side, bg_color)
return (pil_to_tensor(image_pil),
width, height, grid_width, grid_height, grid_side)
@@ -98,27 +98,27 @@ class BattlemapMapGeneratorOutdoors(BattlemapMapGenerator):
@classmethod
@property
def RETURN_TYPES(cls):
def RETURN_TYPES(cls) -> tuple:
return_types = list(super().RETURN_TYPES)
return_types.extend(["STRING", "STRING"])
return tuple(return_types)
@classmethod
@property
def RETURN_NAMES(cls):
def RETURN_NAMES(cls) -> tuple:
return_names = list(super().RETURN_NAMES)
return_names.extend(["positive prompt", "negative prompt"])
return tuple(return_names)
def generator_flowers(self, image, draw):
for i in range(100, 500):
def generator_flowers(self, image: Image, draw: ImageDraw.Draw):
for _ in range(100, 500):
point = Point(randint(0, image.width), randint(0, image.height))
size = randint(2, 6)
draw.ellipse([(point - size).coord(), (point + size).coord()],
fill=choice(list(ImageColor.colormap.keys())),
outline="black", width=2)
def start_point(self, image):
def start_point(self, image: Image) -> tuple[Point, int]:
match randint(0, 3):
case 0:
point = Point(randint(0, image.width), -10)
@@ -131,9 +131,10 @@ class BattlemapMapGeneratorOutdoors(BattlemapMapGenerator):
angle = point.angle_between(Point(image.width / 2, image.height / 2))
return point, angle + randint(-45, 45)
def generate_path(self, image, paths: list[Path], start_point, start_angle,
width=20,
depth=0, depth_max=5):
def generate_path(self, image: Image, paths: list[Path],
start_point: Point, start_angle: int,
width: int = 20,
depth: int = 0, depth_max: int = 5):
if depth > depth_max or width <= 5:
return
point1, angle, length = start_point, start_angle, randint(100, 150)
@@ -150,13 +151,11 @@ class BattlemapMapGeneratorOutdoors(BattlemapMapGenerator):
self.generate_path(image, paths, point1, new_angle,
width=math.ceil(width * 2 / 3),
depth=depth + 1, depth_max=depth_max)
case _:
pass
point1, angle, length = (point2, angle + randint(-20, 20),
randint(20, 200))
paths.append(path)
def draw_path(self, draw, color, paths: list):
def draw_path(self, draw: ImageDraw.Draw, color: str, paths: list):
width_max = 0
for path in paths:
width_max = max(width_max, path.width)
@@ -168,19 +167,20 @@ class BattlemapMapGeneratorOutdoors(BattlemapMapGenerator):
for path in filter(lambda x: x.width <= width_max, paths):
draw.line(path.coord(), fill=(r, g, b), width=i, joint="curve")
def generate_rivers(self, image, draw):
def generate_rivers(self, image: Image, draw: ImageDraw.Draw):
point, angle = self.start_point(image)
paths = list()
self.generate_path(image, paths, point, angle)
self.draw_path(draw, "blue", paths)
def generate_roads(self, image, draw):
def generate_roads(self, image: Image, draw: ImageDraw.Draw):
point, angle = self.start_point(image)
paths = list()
self.generate_path(image, paths, point, angle)
self.draw_path(draw, "saddlebrown", paths)
def generate_stars(self, image, draw, size_color):
def generate_stars(self, image: Image, draw: ImageDraw.Draw,
size_color: list):
center = Point(randint(0, image.width), randint(0, image.height))
size_multiplicator = random()
for size, color in size_color:
@@ -194,7 +194,8 @@ class BattlemapMapGeneratorOutdoors(BattlemapMapGenerator):
fill=color, width=witdh)
generate_noise(image, center - size, center + size, 10)
def generate_polygon(self, image, draw, size_color, nb_point):
def generate_polygon(self, image: Image, draw: ImageDraw.Draw,
size_color: list, nb_point: int):
center = Point(randint(0, image.width), randint(0, image.height))
size_multiplicator = max(0.5, random())
for size, color in size_color:
@@ -206,7 +207,8 @@ class BattlemapMapGeneratorOutdoors(BattlemapMapGenerator):
draw.polygon(point_list, fill=color, outline="black", width=2)
generate_noise(image, center - size, center + size, 10)
def generate_ellipses(self, image, draw, size_color):
def generate_ellipses(self, image: Image, draw: ImageDraw.Draw,
size_color: list):
center = Point(randint(0, image.width), randint(0, image.height))
size_multiplicator = random()
size_max = 0
@@ -220,26 +222,28 @@ class BattlemapMapGeneratorOutdoors(BattlemapMapGenerator):
fill=color, outline="black", width=2)
generate_noise(image, center - size_max, center + size_max, 10)
def generate_rocks(self, image, draw):
for i in range(10):
def generate_rocks(self, image: Image, draw: ImageDraw.Draw):
for _ in range(10):
self.generate_polygon(image, draw, [(50, "#111111"),
(35, "darkgray"),
(25, "gray")],
choice([3, 4, 5, 6, 8, 9]))
def generate_trees(self, image, draw):
for i in range(100):
def generate_trees(self, image: Image, draw: ImageDraw.Draw):
for _ in range(100):
self.generate_stars(image, draw, [(45, "darkgray"),
(40, "darkgreen"),
(30, "green"),
(20, "lightgreen")])
def map_generator(self, node_seed, grid_width, grid_height,
grid_side, bg_color, river, road, rocks, trees,
positive, negative):
seed(node_seed)
def map_generator(self, seed: int, grid_width: int, grid_height: int,
grid_side: int, bg_color: str,
river: bool=False, road: bool=False,
rocks: bool=False, trees: bool=False,
positive: str = "", negative: str = ""):
rseed(seed)
image, width, height, grid_width, grid_height, grid_side = (
self._map_generator(node_seed, grid_width, grid_height, grid_side,
self._map_generator(seed, grid_width, grid_height, grid_side,
bg_color))
draw = ImageDraw.Draw(image)
self.generator_flowers(image, draw)