Files
fmatray-ComfyUI_BattlemapGrid/map_node.py
T
2024-05-11 23:30:41 +02:00

233 lines
9.6 KiB
Python

from PIL import Image, ImageDraw, ImageColor, ImageFilter
import math
from colorsys import rgb_to_hsv, hsv_to_rgb
from random import random, randint, seed, choice
from .utils import pil_to_tensor
class BattlemapMapGenerator:
@classmethod
def INPUT_TYPES(cls):
return {"required": {
"node_seed": (
"INT", {"default": 0, "min": -1, "max": 0xffffffffffffffff,
"step": 1, "label": "seed"}),
"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}),
"bg_color": ("STRING", {"default": "#FFFFFF"}),
"river": (
"BOOLEAN",
{"default": True, "label_off": "OFF", "label_on": "ON"}),
"road": (
"BOOLEAN",
{"default": True, "label_off": "OFF", "label_on": "ON"}),
"trees": (
"BOOLEAN",
{"default": True, "label_off": "OFF", "label_on": "ON"}),
"rocks": (
"BOOLEAN",
{"default": True, "label_off": "OFF", "label_on": "ON"}),
}
}
RETURN_TYPES = ("IMAGE", "STRING", "STRING",
"INT", "INT",
"INT", "INT", "INT")
RETURN_NAMES = ("image", "positive prompt", "negative prompt",
"image width", "image height",
"grid width", "grid height", "grid side")
FUNCTION = "map_generator"
CATEGORY = "Battlemaps"
def generate_noise(self, image, x1, y1, x2, y2, padding=0):
def noise_color(i, j, color_index):
noise = randint(-128, 128)
return max(0, min(pixels[i, j][color_index] + noise, 255))
pixels = image.load()
for i in range(x1 - padding, x2 + padding):
for j in range(y1 - padding, y2 + padding):
try:
pixels[i, j] = (
noise_color(i, j, 0),
noise_color(i, j, 1),
noise_color(i, j, 2)
)
except IndexError:
pass
def generate_image(self, width, height, bg_color):
image = Image.new("RGBA", (width, height), bg_color)
return image
def generate_bg(self, image, draw, bg_color):
r, g, b = ImageColor.getcolor(bg_color, "RGB")
for x in range(0, image.width + 10, 10):
for y in range(0, image.height + 10, 10):
color = (min(abs(r + randint(-100, 100)), 255),
min(abs(g + randint(-100, 100)), 255),
min(abs(b + randint(-100, 100)), 255))
draw.ellipse([(x - 4, y - 4), (x + 4, y + 4)], fill=color)
self.generate_noise(image, 0, 0, image.width, image.height)
def generator_flowers(self, image, draw):
pass
def start_point(self, image):
match randint(0, 3):
case 0:
point = (randint(0, image.width), 0)
angle = randint(200, 340)
case 1:
point = (randint(0, image.width), image.height)
angle = randint(2, 160)
case 2:
point = (0, randint(0, image.height))
angle = 70 - randint(0, 140)
case 3:
point = (image.width, randint(0, image.height))
angle = randint(110, 250)
return point, angle
def generate_path(self, image, draw, color,
start_point, start_angle, width=20,
depth=0, max_depth=3):
if depth > max_depth:
return
point1, angle, length = start_point, start_angle, randint(100, 150)
point_list = [point1]
while 0 <= point1[0] <= image.width or 0 <= point1[
1] <= image.height:
point2 = (
int(point1[0] + length * math.cos(angle * math.pi / 180)),
int(point1[0] + length * math.sin(angle * math.pi / 180))
)
point_list.append(point2)
match randint(0, 50):
case 0:
break
case 1:
self.generate_path(image, draw, color,
point1, angle + randint(-10, 10),
max(5, width + randint(-5, 5)),
depth + 1, max_depth)
case 2:
draw.ellipse([(point2[0] - width, point2[1] - width),
(point2[0] + width, point2[1] + width)],
fill=color)
case _:
pass
point1, angle, length = (point2, angle + randint(-10, 10),
randint(20, 200))
draw.line(point_list, fill=color, width=width, joint="curve")
def generate_rivers(self, image, draw):
point, angle = self.start_point(image)
color = (0, 0, 255, 255)
self.generate_path(image, draw, color, point, angle)
def generate_roads(self, image, draw):
point, angle = self.start_point(image)
color = "saddlebrown"
self.generate_path(image, draw, color, point, angle)
def generate_stars(self, image, draw, size_color):
point = randint(0, image.width), randint(0, image.height)
size_multiplicator = random()
for size, color in size_color:
for angle in range(0, 360, 5):
l = max(size / 5, size * random() * size_multiplicator)
x = point[0] + math.ceil(l * math.cos(angle * math.pi / 180))
y = point[1] + math.ceil(l * math.sin(angle * math.pi / 180))
draw.line([point, (x, y)],
fill=color, width=7 + randint(-2, 2))
self.generate_noise(image, point[0] - size, point[1] - size,
point[0] + size, point[1] + size, 10)
def generate_polygon(self, image, draw, size_color, nb_point):
point = randint(0, image.width), randint(0, image.height)
size_multiplicator = max(0.5, random())
for size, color in size_color:
point_list = list()
for angle in range(0, 360, int(360 / nb_point)):
l = max(size / 5, size * random() * size_multiplicator)
x = point[0] + math.ceil(l * math.cos(angle * math.pi / 180))
y = point[1] + math.ceil(l * math.sin(angle * math.pi / 180))
point_list.append((x, y))
draw.polygon(point_list, fill=color, outline="black", width=2)
self.generate_noise(image, point[0] - size, point[1] - size,
point[0] + size, point[1] + size, 10)
def generate_ellipses(self, image, draw, size_color):
point = randint(0, image.width), randint(0, image.height)
x_min, y_min = image.width, image.height
x_max, y_max = 0, 0
size_multiplicator = random()
for size, color in size_color:
_size = math.ceil(size * size_multiplicator)
x1, y1 = (point[0] - _size + randint(-5, 5),
point[1] - _size + randint(-5, 5))
x2, y2 = (point[0] + _size + randint(-5, 5),
point[1] + _size + randint(-5, 5))
x_min, y_min = min(x_min, x1), min(y_min, y1)
x_max, y_max = max(x_max, x2), max(y_max, y2)
draw.ellipse(
[(min(x1, x2), min(y1, y2)), (max(x1, x2), max(y1, y2))],
fill=color, outline="black", width=2)
self.generate_noise(image, x_min, y_min, x_max, y_max, 10)
def generate_rocks(self, image, draw):
for i in range(10):
self.generate_polygon(image, draw, [(60, "#111111"),
(50, "darkgray"),
(40, "gray")],
choice([3, 4, 5, 6, 8, 9, 10]))
def generate_trees(self, image, draw):
for i in range(30):
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, trees, rocks):
seed(node_seed)
positive, negative = list(), list()
width, height = grid_width * grid_side, grid_height * grid_side
image_pil = self.generate_image(width, height, bg_color)
draw = ImageDraw.Draw(image_pil)
self.generate_bg(image_pil, draw, bg_color)
positive.append("BattleMap, outdoor, old medieval.")
positive.append("lightgreen background grass with small flowers")
if river:
self.generate_rivers(image_pil, draw)
positive.append("blue river, water")
else:
negative.append("blue river, water")
if road:
self.generate_roads(image_pil, draw)
positive.append("saddlebrown road")
else:
negative.append("road")
if trees:
self.generate_rocks(image_pil, draw)
positive.append("gray rocks")
else:
negative.append("rocks")
if rocks:
self.generate_trees(image_pil, draw)
positive.append("green trees")
else:
negative.append("trees")
return (pil_to_tensor(image_pil),
".\n".join(positive), ".\n".join(negative),
width, height, grid_width, grid_height, grid_side)