maps4fs 1.1.9__py3-none-any.whl → 1.2.1__py3-none-any.whl

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@@ -63,6 +63,7 @@ class Background(Component):
63
63
  for name, autoprocess in zip(ELEMENTS, autoprocesses):
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64
  dem = DEM(
65
65
  self.game,
66
+ self.map,
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67
  self.coordinates,
67
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  background_size,
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  rotated_size,
@@ -17,6 +17,7 @@ from maps4fs.generator.qgis import save_scripts
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17
 
18
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  if TYPE_CHECKING:
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  from maps4fs.generator.game import Game
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+ from maps4fs.generator.map import Map
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21
 
21
22
 
22
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  # pylint: disable=R0801, R0903, R0902, R0904
@@ -25,6 +26,7 @@ class Component:
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26
 
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  Arguments:
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  game (Game): The game instance for which the map is generated.
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+ map (Map): The map instance for which the component is generated.
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  coordinates (tuple[float, float]): The latitude and longitude of the center of the map.
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  map_size (int): The size of the map in pixels.
30
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  map_rotated_size (int): The size of the map in pixels after rotation.
@@ -37,6 +39,7 @@ class Component:
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  def __init__(
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  self,
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  game: Game,
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+ map: Map, # pylint: disable=W0622
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  coordinates: tuple[float, float],
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  map_size: int,
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  map_rotated_size: int,
@@ -46,6 +49,7 @@ class Component:
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  **kwargs, # pylint: disable=W0613, R0913, R0917
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  ):
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  self.game = game
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+ self.map = map
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  self.coordinates = coordinates
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  self.map_size = map_size
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  self.map_rotated_size = map_rotated_size
maps4fs/generator/game.py CHANGED
@@ -36,6 +36,7 @@ class Game:
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  _map_template_path: str | None = None
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  _texture_schema: str | None = None
38
38
  _grle_schema: str | None = None
39
+ _tree_schema: str | None = None
39
40
 
40
41
  # Order matters! Some components depend on others.
41
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  components = [Texture, I3d, GRLE, Background, Config]
@@ -109,6 +110,19 @@ class Game:
109
110
  raise ValueError("GRLE layers schema path not set.")
110
111
  return self._grle_schema
111
112
 
113
+ @property
114
+ def tree_schema(self) -> str:
115
+ """Returns the path to the tree layers schema file.
116
+
117
+ Raises:
118
+ ValueError: If the tree layers schema path is not set.
119
+
120
+ Returns:
121
+ str: The path to the tree layers schema file."""
122
+ if not self._tree_schema:
123
+ raise ValueError("Tree layers schema path not set.")
124
+ return self._tree_schema
125
+
112
126
  def dem_file_path(self, map_directory: str) -> str:
113
127
  """Returns the path to the DEM file.
114
128
 
@@ -187,6 +201,7 @@ class FS25(Game):
187
201
  _map_template_path = os.path.join(working_directory, "data", "fs25-map-template.zip")
188
202
  _texture_schema = os.path.join(working_directory, "data", "fs25-texture-schema.json")
189
203
  _grle_schema = os.path.join(working_directory, "data", "fs25-grle-schema.json")
204
+ _tree_schema = os.path.join(working_directory, "data", "fs25-tree-schema.json")
190
205
 
191
206
  def dem_file_path(self, map_directory: str) -> str:
192
207
  """Returns the path to the DEM file.
maps4fs/generator/grle.py CHANGED
@@ -2,12 +2,21 @@
2
2
 
3
3
  import json
4
4
  import os
5
+ from random import choice, randint
5
6
  from xml.etree import ElementTree as ET
6
7
 
7
8
  import cv2
8
9
  import numpy as np
10
+ from shapely.geometry import Polygon # type: ignore
9
11
 
10
12
  from maps4fs.generator.component import Component
13
+ from maps4fs.generator.texture import Texture
14
+
15
+ ISLAND_SIZE_MIN = 10
16
+ ISLAND_SIZE_MAX = 200
17
+ ISLAND_DISTORTION = 0.3
18
+ ISLAND_VERTEX_COUNT = 30
19
+ ISLAND_ROUNDING_RADIUS = 15
11
20
 
12
21
 
13
22
  # pylint: disable=W0223
@@ -76,6 +85,11 @@ class GRLE(Component):
76
85
  self.logger.warning("Invalid InfoLayer schema: %s.", info_layer)
77
86
 
78
87
  self._add_farmlands()
88
+ if self.game.code == "FS25":
89
+ self.logger.info("Game is %s, plants will be added.", self.game.code)
90
+ self._add_plants()
91
+ else:
92
+ self.logger.warning("Adding plants it's not supported for the %s.", self.game.code)
79
93
 
80
94
  def previews(self) -> list[str]:
81
95
  """Returns a list of paths to the preview images (empty list).
@@ -184,3 +198,192 @@ class GRLE(Component):
184
198
  self.logger.info(
185
199
  "Farmlands added to the InfoLayer PNG file: %s.", info_layer_farmlands_path
186
200
  )
201
+
202
+ # pylint: disable=R0915
203
+ def _add_plants(self) -> None:
204
+ """Adds plants to the InfoLayer PNG file."""
205
+ # 1. Get the path to the densityMap_fruits.png.
206
+ # 2. Get the path to the base layer (grass).
207
+ # 3. Detect non-zero areas in the base layer (it's where the plants will be placed).
208
+ texture_component: Texture | None = self.map.get_component("Texture") # type: ignore
209
+ if not texture_component:
210
+ self.logger.warning("Texture component not found in the map.")
211
+ return
212
+
213
+ grass_layer = texture_component.get_layer_by_usage("grass")
214
+ if not grass_layer:
215
+ self.logger.warning("Grass layer not found in the texture component.")
216
+ return
217
+
218
+ weights_directory = self.game.weights_dir_path(self.map_directory)
219
+ grass_image_path = grass_layer.get_preview_or_path(weights_directory)
220
+ self.logger.debug("Grass image path: %s.", grass_image_path)
221
+
222
+ forest_layer = texture_component.get_layer_by_usage("forest")
223
+ forest_image = None
224
+ if forest_layer:
225
+ forest_image_path = forest_layer.get_preview_or_path(weights_directory)
226
+ self.logger.debug("Forest image path: %s.", forest_image_path)
227
+ if forest_image_path:
228
+ # pylint: disable=no-member
229
+ forest_image = cv2.imread(forest_image_path, cv2.IMREAD_UNCHANGED)
230
+
231
+ if not grass_image_path or not os.path.isfile(grass_image_path):
232
+ self.logger.warning("Base image not found in %s.", grass_image_path)
233
+ return
234
+
235
+ density_map_fruit_path = os.path.join(
236
+ self.game.weights_dir_path(self.map_directory), "densityMap_fruits.png"
237
+ )
238
+
239
+ self.logger.debug("Density map for fruits path: %s.", density_map_fruit_path)
240
+
241
+ if not os.path.isfile(density_map_fruit_path):
242
+ self.logger.warning("Density map for fruits not found in %s.", density_map_fruit_path)
243
+ return
244
+
245
+ # Single channeled 8-bit image, where non-zero values (255) are where the grass is.
246
+ grass_image = cv2.imread( # pylint: disable=no-member
247
+ grass_image_path, cv2.IMREAD_UNCHANGED # pylint: disable=no-member
248
+ )
249
+
250
+ # Density map of the fruits is 2X size of the base image, so we need to resize it.
251
+ # We'll resize the base image to make it bigger, so we can compare the values.
252
+ grass_image = cv2.resize( # pylint: disable=no-member
253
+ grass_image,
254
+ (grass_image.shape[1] * 2, grass_image.shape[0] * 2),
255
+ interpolation=cv2.INTER_NEAREST, # pylint: disable=no-member
256
+ )
257
+ if forest_image is not None:
258
+ forest_image = cv2.resize( # pylint: disable=no-member
259
+ forest_image,
260
+ (forest_image.shape[1] * 2, forest_image.shape[0] * 2),
261
+ interpolation=cv2.INTER_NEAREST, # pylint: disable=no-member
262
+ )
263
+
264
+ # Add non zero values from the forest image to the grass image.
265
+ grass_image[forest_image != 0] = 255
266
+
267
+ # B and G channels remain the same (zeros), while we change the R channel.
268
+ possible_R_values = [33, 65, 97, 129, 161, 193, 225] # pylint: disable=C0103
269
+
270
+ # 1st approach: Change the non zero values in the base image to 33 (for debug).
271
+ # And use the base image as R channel in the density map.
272
+
273
+ # pylint: disable=no-member
274
+ def create_island_of_plants(image: np.ndarray, count: int) -> np.ndarray:
275
+ """Create an island of plants in the image.
276
+
277
+ Arguments:
278
+ image (np.ndarray): The image where the island of plants will be created.
279
+ count (int): The number of islands of plants to create.
280
+
281
+ Returns:
282
+ np.ndarray: The image with the islands of plants.
283
+ """
284
+ for _ in range(count):
285
+ # Randomly choose the value for the island.
286
+ plant_value = choice(possible_R_values)
287
+ # Randomly choose the size of the island.
288
+ island_size = randint(ISLAND_SIZE_MIN, ISLAND_SIZE_MAX)
289
+ # Randomly choose the position of the island.
290
+ # x = np.random.randint(0, image.shape[1] - island_size)
291
+ # y = np.random.randint(0, image.shape[0] - island_size)
292
+ x = randint(0, image.shape[1] - island_size)
293
+ y = randint(0, image.shape[0] - island_size)
294
+
295
+ # Randomly choose the shape of the island.
296
+ # shapes = ["circle", "ellipse", "polygon"]
297
+ # shape = choice(shapes)
298
+
299
+ try:
300
+ polygon_points = get_rounded_polygon(
301
+ num_vertices=ISLAND_VERTEX_COUNT,
302
+ center=(x + island_size // 2, y + island_size // 2),
303
+ radius=island_size // 2,
304
+ rounding_radius=ISLAND_ROUNDING_RADIUS,
305
+ )
306
+ if not polygon_points:
307
+ continue
308
+
309
+ nodes = np.array(polygon_points, np.int32) # type: ignore
310
+ cv2.fillPoly(image, [nodes], plant_value) # type: ignore
311
+ except Exception: # pylint: disable=W0703
312
+ continue
313
+
314
+ return image
315
+
316
+ def get_rounded_polygon(
317
+ num_vertices: int, center: tuple[int, int], radius: int, rounding_radius: int
318
+ ) -> list[tuple[int, int]] | None:
319
+ """Get a randomly rounded polygon.
320
+
321
+ Arguments:
322
+ num_vertices (int): The number of vertices of the polygon.
323
+ center (tuple[int, int]): The center of the polygon.
324
+ radius (int): The radius of the polygon.
325
+ rounding_radius (int): The rounding radius of the polygon.
326
+
327
+ Returns:
328
+ list[tuple[int, int]] | None: The rounded polygon.
329
+ """
330
+ angle_offset = np.pi / num_vertices
331
+ angles = np.linspace(0, 2 * np.pi, num_vertices, endpoint=False) + angle_offset
332
+ random_angles = angles + np.random.uniform(
333
+ -ISLAND_DISTORTION, ISLAND_DISTORTION, num_vertices
334
+ ) # Add randomness to angles
335
+ random_radii = radius + np.random.uniform(
336
+ -radius * ISLAND_DISTORTION, radius * ISLAND_DISTORTION, num_vertices
337
+ ) # Add randomness to radii
338
+
339
+ points = [
340
+ (center[0] + np.cos(a) * r, center[1] + np.sin(a) * r)
341
+ for a, r in zip(random_angles, random_radii)
342
+ ]
343
+ polygon = Polygon(points)
344
+ buffered_polygon = polygon.buffer(rounding_radius, resolution=16)
345
+ rounded_polygon = list(buffered_polygon.exterior.coords)
346
+ if not rounded_polygon:
347
+ return None
348
+ return rounded_polygon
349
+
350
+ grass_image_copy = grass_image.copy()
351
+ if forest_image is not None:
352
+ # Add the forest layer to the base image, to merge the masks.
353
+ grass_image_copy[forest_image != 0] = 33
354
+ # Set all the non-zero values to 33.
355
+ grass_image_copy[grass_image != 0] = 33
356
+
357
+ # Add islands of plants to the base image.
358
+ island_count = self.map_size
359
+ self.logger.info("Adding %s islands of plants to the base image.", island_count)
360
+ grass_image_copy = create_island_of_plants(grass_image_copy, island_count)
361
+ self.logger.debug("Islands of plants added to the base image.")
362
+
363
+ # Sligtly reduce the size of the grass_image, that we'll use as mask.
364
+ kernel = np.ones((3, 3), np.uint8)
365
+ grass_image = cv2.erode(grass_image, kernel, iterations=1)
366
+
367
+ # Remove the values where the base image has zeros.
368
+ grass_image_copy[grass_image == 0] = 0
369
+ self.logger.debug("Removed the values where the base image has zeros.")
370
+
371
+ # Value of 33 represents the base grass plant.
372
+ # After painting it with base grass, we'll create multiple islands of different plants.
373
+ # On the final step, we'll remove all the values which in pixels
374
+ # where zerons in the original base image (so we don't paint grass where it should not be).
375
+
376
+ # Three channeled 8-bit image, where non-zero values are the
377
+ # different types of plants (only in the R channel).
378
+ density_map_fruits = cv2.imread(density_map_fruit_path, cv2.IMREAD_UNCHANGED)
379
+ self.logger.debug("Density map for fruits loaded, shape: %s.", density_map_fruits.shape)
380
+
381
+ # Put the updated base image as the B channel in the density map.
382
+ density_map_fruits[:, :, 0] = grass_image_copy
383
+ self.logger.debug("Updated base image added as the B channel in the density map.")
384
+
385
+ # Save the updated density map.
386
+ # Ensure that order of channels is correct because CV2 uses BGR and we need RGB.
387
+ density_map_fruits = cv2.cvtColor(density_map_fruits, cv2.COLOR_BGR2RGB)
388
+ cv2.imwrite(density_map_fruit_path, density_map_fruits)
389
+ self.logger.info("Updated density map for fruits saved in %s.", density_map_fruit_path)
maps4fs/generator/i3d.py CHANGED
@@ -4,15 +4,23 @@ from __future__ import annotations
4
4
 
5
5
  import json
6
6
  import os
7
+ from random import choice, randint, uniform
8
+ from typing import Generator
7
9
  from xml.etree import ElementTree as ET
8
10
 
11
+ import cv2
12
+ import numpy as np
13
+
9
14
  from maps4fs.generator.component import Component
15
+ from maps4fs.generator.texture import Texture
10
16
 
11
17
  DEFAULT_HEIGHT_SCALE = 2000
12
18
  DISPLACEMENT_LAYER_SIZE_FOR_BIG_MAPS = 32768
13
19
  DEFAULT_MAX_LOD_DISTANCE = 10000
14
20
  DEFAULT_MAX_LOD_OCCLUDER_DISTANCE = 10000
15
- NODE_ID_STARTING_VALUE = 500
21
+ NODE_ID_STARTING_VALUE = 2000
22
+ TREE_NODE_ID_STARTING_VALUE = 4000
23
+ DEFAULT_FOREST_DENSITY = 10
16
24
 
17
25
 
18
26
  # pylint: disable=R0903
@@ -44,10 +52,14 @@ class I3d(Component):
44
52
  self.logger.info("I3D file processing is not implemented for this game.")
45
53
  self._map_i3d_path = None
46
54
 
55
+ self.forest_density = self.kwargs.get("forest_density", DEFAULT_FOREST_DENSITY)
56
+ self.logger.info("Forest density: %s.", self.forest_density)
57
+
47
58
  def process(self) -> None:
48
59
  """Updates the map I3D file with the default settings."""
49
60
  self._update_i3d_file()
50
61
  self._add_fields()
62
+ self._add_forests()
51
63
 
52
64
  def _get_tree(self) -> ET.ElementTree | None:
53
65
  """Returns the ElementTree instance of the map I3D file."""
@@ -85,6 +97,21 @@ class I3d(Component):
85
97
 
86
98
  self.logger.debug("TerrainTransformGroup element updated in I3D file.")
87
99
 
100
+ sun_elem = map_elem.find(".//Light[@name='sun']")
101
+
102
+ if sun_elem is not None:
103
+ self.logger.debug("Sun element found in I3D file.")
104
+
105
+ distance = self.map_size // 2
106
+
107
+ sun_elem.set("lastShadowMapSplitBboxMin", f"-{distance},-128,-{distance}")
108
+ sun_elem.set("lastShadowMapSplitBboxMax", f"{distance},148,{distance}")
109
+
110
+ self.logger.debug(
111
+ "Sun BBOX updated with half of the map size: %s.",
112
+ distance,
113
+ )
114
+
88
115
  if self.map_size > 4096:
89
116
  displacement_layer = terrain_elem.find(".//DisplacementLayer") # pylint: disable=W0631
90
117
 
@@ -301,3 +328,138 @@ class I3d(Component):
301
328
  attribute_node.set("type", attr_type)
302
329
  attribute_node.set("value", value)
303
330
  return attribute_node
331
+
332
+ # pylint: disable=R0911
333
+ def _add_forests(self) -> None:
334
+ """Adds forests to the map I3D file."""
335
+ try:
336
+ tree_schema_path = self.game.tree_schema
337
+ except ValueError:
338
+ self.logger.warning("Tree schema path not set for the Game %s.", self.game.code)
339
+ return
340
+
341
+ if not os.path.isfile(tree_schema_path):
342
+ self.logger.warning("Tree schema file was not found: %s.", tree_schema_path)
343
+ return
344
+
345
+ try:
346
+ with open(tree_schema_path, "r", encoding="utf-8") as tree_schema_file:
347
+ tree_schema: list[dict[str, str | int]] = json.load(tree_schema_file)
348
+ except json.JSONDecodeError as e:
349
+ self.logger.warning(
350
+ "Could not load tree schema from %s with error: %s", tree_schema_path, e
351
+ )
352
+ return
353
+
354
+ texture_component: Texture | None = self.map.get_component("Texture") # type: ignore
355
+ if not texture_component:
356
+ self.logger.warning("Texture component not found.")
357
+ return
358
+
359
+ forest_layer = texture_component.get_layer_by_usage("forest")
360
+
361
+ if not forest_layer:
362
+ self.logger.warning("Forest layer not found.")
363
+ return
364
+
365
+ weights_directory = self.game.weights_dir_path(self.map_directory)
366
+ forest_image_path = forest_layer.get_preview_or_path(weights_directory)
367
+
368
+ if not forest_image_path or not os.path.isfile(forest_image_path):
369
+ self.logger.warning("Forest image not found.")
370
+ return
371
+
372
+ tree = self._get_tree()
373
+ if tree is None:
374
+ return
375
+
376
+ # Find the <Scene> element in the I3D file.
377
+ root = tree.getroot()
378
+ scene_node = root.find(".//Scene")
379
+ if scene_node is None:
380
+ self.logger.warning("Scene element not found in I3D file.")
381
+ return
382
+
383
+ self.logger.debug("Scene element found in I3D file, starting to add forests.")
384
+
385
+ node_id = TREE_NODE_ID_STARTING_VALUE
386
+
387
+ # Create <TransformGroup name="trees" translation="0 400 0" nodeId="{node_id}"> element.
388
+ trees_node = ET.Element("TransformGroup")
389
+ trees_node.set("name", "trees")
390
+ trees_node.set("translation", "0 400 0")
391
+ trees_node.set("nodeId", str(node_id))
392
+ node_id += 1
393
+
394
+ # pylint: disable=no-member
395
+ forest_image = cv2.imread(forest_image_path, cv2.IMREAD_UNCHANGED)
396
+
397
+ tree_count = 0
398
+ for x, y in self.non_empty_pixels(forest_image, step=self.forest_density):
399
+ xcs, ycs = self.top_left_coordinates_to_center((x, y))
400
+ node_id += 1
401
+
402
+ rotation = randint(-180, 180)
403
+ xcs, ycs = self.randomize_coordinates((xcs, ycs), self.forest_density) # type: ignore
404
+
405
+ random_tree = choice(tree_schema)
406
+ tree_name = random_tree["name"]
407
+ tree_id = random_tree["reference_id"]
408
+
409
+ reference_node = ET.Element("ReferenceNode")
410
+ reference_node.set("name", tree_name) # type: ignore
411
+ reference_node.set("translation", f"{xcs} 0 {ycs}")
412
+ reference_node.set("rotation", f"0 {rotation} 0")
413
+ reference_node.set("referenceId", str(tree_id))
414
+ reference_node.set("nodeId", str(node_id))
415
+
416
+ trees_node.append(reference_node)
417
+ tree_count += 1
418
+
419
+ scene_node.append(trees_node)
420
+ self.logger.info("Added %s trees to the I3D file.", tree_count)
421
+
422
+ tree.write(self._map_i3d_path) # type: ignore
423
+ self.logger.info("Map I3D file saved to: %s.", self._map_i3d_path)
424
+
425
+ @staticmethod
426
+ def randomize_coordinates(coordinates: tuple[int, int], density: int) -> tuple[float, float]:
427
+ """Randomizes the coordinates of the point with the given density.
428
+
429
+ Arguments:
430
+ coordinates (tuple[int, int]): The coordinates of the point.
431
+ density (int): The density of the randomization.
432
+
433
+ Returns:
434
+ tuple[float, float]: The randomized coordinates of the point.
435
+ """
436
+ MAXIMUM_RELATIVE_SHIFT = 0.2 # pylint: disable=C0103
437
+ shift_range = density * MAXIMUM_RELATIVE_SHIFT
438
+
439
+ x_shift = uniform(-shift_range, shift_range)
440
+ y_shift = uniform(-shift_range, shift_range)
441
+
442
+ x, y = coordinates
443
+ x += x_shift # type: ignore
444
+ y += y_shift # type: ignore
445
+
446
+ return x, y
447
+
448
+ @staticmethod
449
+ def non_empty_pixels(
450
+ image: np.ndarray, step: int = 1
451
+ ) -> Generator[tuple[int, int], None, None]:
452
+ """Receives numpy array, which represents single-channeled image of uint8 type.
453
+ Yield coordinates of non-empty pixels (pixels with value greater than 0).
454
+
455
+ Arguments:
456
+ image (np.ndarray): The image to get non-empty pixels from.
457
+ step (int, optional): The step to iterate through the image. Defaults to 1.
458
+
459
+ Yields:
460
+ tuple[int, int]: The coordinates of non-empty pixels.
461
+ """
462
+ for y, row in enumerate(image[::step]):
463
+ for x, value in enumerate(row[::step]):
464
+ if value > 0:
465
+ yield x * step, y * step
maps4fs/generator/map.py CHANGED
@@ -74,6 +74,7 @@ class Map:
74
74
  for game_component in self.game.components:
75
75
  component = game_component(
76
76
  self.game,
77
+ self,
77
78
  self.coordinates,
78
79
  self.size,
79
80
  self.rotated_size,
@@ -82,6 +83,7 @@ class Map:
82
83
  self.logger,
83
84
  **self.kwargs,
84
85
  )
86
+ self.components.append(component)
85
87
 
86
88
  yield component.__class__.__name__
87
89
 
@@ -104,7 +106,20 @@ class Map:
104
106
  e,
105
107
  )
106
108
  raise e
107
- self.components.append(component)
109
+
110
+ def get_component(self, component_name: str) -> Component | None:
111
+ """Get component by name.
112
+
113
+ Arguments:
114
+ component_name (str): Name of the component.
115
+
116
+ Returns:
117
+ Component | None: Component instance or None if not found.
118
+ """
119
+ for component in self.components:
120
+ if component.__class__.__name__ == component_name:
121
+ return component
122
+ return None
108
123
 
109
124
  def previews(self) -> list[str]:
110
125
  """Get list of preview images.
@@ -63,6 +63,7 @@ class Texture(Component):
63
63
  exclude_weight: bool = False,
64
64
  priority: int | None = None,
65
65
  info_layer: str | None = None,
66
+ usage: str | None = None,
66
67
  ):
67
68
  self.name = name
68
69
  self.count = count
@@ -72,6 +73,7 @@ class Texture(Component):
72
73
  self.exclude_weight = exclude_weight
73
74
  self.priority = priority
74
75
  self.info_layer = info_layer
76
+ self.usage = usage
75
77
 
76
78
  def to_json(self) -> dict[str, str | list[str] | bool]: # type: ignore
77
79
  """Returns dictionary with layer data.
@@ -87,6 +89,7 @@ class Texture(Component):
87
89
  "exclude_weight": self.exclude_weight,
88
90
  "priority": self.priority,
89
91
  "info_layer": self.info_layer,
92
+ "usage": self.usage,
90
93
  }
91
94
 
92
95
  data = {k: v for k, v in data.items() if v is not None}
@@ -117,29 +120,29 @@ class Texture(Component):
117
120
  weight_postfix = "_weight" if not self.exclude_weight else ""
118
121
  return os.path.join(weights_directory, f"{self.name}{idx}{weight_postfix}.png")
119
122
 
120
- def path_preview(self, previews_directory: str) -> str:
123
+ def path_preview(self, weights_directory: str) -> str:
121
124
  """Returns path to the preview of the first texture of the layer.
122
125
 
123
126
  Arguments:
124
- previews_directory (str): Path to the directory with previews.
127
+ weights_directory (str): Path to the directory with weights.
125
128
 
126
129
  Returns:
127
130
  str: Path to the preview.
128
131
  """
129
- return self.path(previews_directory).replace(".png", "_preview.png")
132
+ return self.path(weights_directory).replace(".png", "_preview.png")
130
133
 
131
- def get_preview_or_path(self, previews_directory: str) -> str:
134
+ def get_preview_or_path(self, weights_directory: str) -> str:
132
135
  """Returns path to the preview of the first texture of the layer if it exists,
133
136
  otherwise returns path to the texture.
134
137
 
135
138
  Arguments:
136
- previews_directory (str): Path to the directory with previews.
139
+ weights_directory (str): Path to the directory with weights.
137
140
 
138
141
  Returns:
139
142
  str: Path to the preview or texture.
140
143
  """
141
- preview_path = self.path_preview(previews_directory)
142
- return preview_path if os.path.isfile(preview_path) else self.path(previews_directory)
144
+ preview_path = self.path_preview(weights_directory)
145
+ return preview_path if os.path.isfile(preview_path) else self.path(weights_directory)
143
146
 
144
147
  def paths(self, weights_directory: str) -> list[str]:
145
148
  """Returns a list of paths to the textures of the layer.
@@ -212,6 +215,20 @@ class Texture(Component):
212
215
  return layer
213
216
  return None
214
217
 
218
+ def get_layer_by_usage(self, usage: str) -> Layer | None:
219
+ """Returns layer by usage.
220
+
221
+ Arguments:
222
+ usage (str): Usage of the layer.
223
+
224
+ Returns:
225
+ Layer | None: Layer.
226
+ """
227
+ for layer in self.layers:
228
+ if layer.usage == usage:
229
+ return layer
230
+ return None
231
+
215
232
  def process(self):
216
233
  self._prepare_weights()
217
234
  self._read_parameters()
@@ -287,7 +304,10 @@ class Texture(Component):
287
304
  Arguments:
288
305
  layer (Layer): Layer with textures and tags.
289
306
  """
290
- size = (self.map_rotated_size, self.map_rotated_size)
307
+ if layer.tags is None:
308
+ size = (self.map_size, self.map_size)
309
+ else:
310
+ size = (self.map_rotated_size, self.map_rotated_size)
291
311
  postfix = "_weight.png" if not layer.exclude_weight else ".png"
292
312
  if layer.count == 0:
293
313
  filepaths = [os.path.join(self._weights_dir, layer.name + postfix)]
@@ -1,6 +1,6 @@
1
1
  Metadata-Version: 2.1
2
2
  Name: maps4fs
3
- Version: 1.1.9
3
+ Version: 1.2.1
4
4
  Summary: Generate map templates for Farming Simulator from real places.
5
5
  Author-email: iwatkot <iwatkot@gmail.com>
6
6
  License: MIT License
@@ -68,6 +68,8 @@ Requires-Dist: pympler
68
68
  🔄 Support map rotation 🆕<br>
69
69
  🌾 Automatically generates fields 🆕<br>
70
70
  🌽 Automatically generates farmlands 🆕<br>
71
+ 🌿 Automatically generates decorative foliage 🆕<br>
72
+ 🌲 Automatically generates forests 🆕<br>
71
73
  🌍 Based on real-world data from OpenStreetMap<br>
72
74
  🏞️ Generates height map using SRTM dataset<br>
73
75
  📦 Provides a ready-to-use map template for the Giants Editor<br>
@@ -84,6 +86,10 @@ Requires-Dist: pympler
84
86
  🛰️ Realistic background terrain with satellite images.<br><br>
85
87
  <img src="https://github.com/user-attachments/assets/6e3c0e99-2cce-46ac-82db-5cb60bba7a30"><br>
86
88
  📐 Perfectly aligned background terrain.<br><br>
89
+ <img src="https://github.com/user-attachments/assets/5764b2ec-e626-426f-9f5d-beb12ba95133"><br>
90
+ 🌿 Automatically generates decorative foliage.<br><br>
91
+ <img src="https://github.com/user-attachments/assets/27a5e541-a9f5-4504-b8d2-64aae9fb3e52"><br>
92
+ 🌲 Automatically generates forests.<br><br>
87
93
  <img src="https://github.com/user-attachments/assets/80e5923c-22c7-4dc0-8906-680902511f3a"><br>
88
94
  🗒️ True-to-life blueprints for fast and precise modding.<br><br>
89
95
  <img width="480" src="https://github.com/user-attachments/assets/1a8802d2-6a3b-4bfa-af2b-7c09478e199b"><br>
@@ -0,0 +1,21 @@
1
+ maps4fs/__init__.py,sha256=da4jmND2Ths9AffnkAKgzLHNkvKFOc_l21gJisPXqWY,155
2
+ maps4fs/logger.py,sha256=B-NEYpMjPAAqlV4VpfTi6nbBFnEABVtQOaYe6nMpidg,1489
3
+ maps4fs/generator/__init__.py,sha256=zZMLEkGzb4z0xql650gOtGSvcgX58DnJ2yN3vC2daRk,43
4
+ maps4fs/generator/background.py,sha256=fLWk7FSNL08gk3skHfi0iVchnKrYjnLLKAT1g_7sRzc,15907
5
+ maps4fs/generator/component.py,sha256=_d9rHmGh348KOMrLWR8rRDVsbZ2xwJQwZGIGvMIYXPM,17533
6
+ maps4fs/generator/config.py,sha256=b7qY0luC-_WM_c72Ohtlf4FrB37X5cALInbestSdUsw,4382
7
+ maps4fs/generator/dem.py,sha256=rc7ADzjvlZzStOqagsWW0Vrm9-X86aPpoR1RhBF_-OE,16025
8
+ maps4fs/generator/game.py,sha256=ZQeYzPzPB3CG41avdhNCyTZpHEeedqNBuAbNevTZuXg,7931
9
+ maps4fs/generator/grle.py,sha256=QNb1WAnTiGcFdCatu2XOWuLt2NwNBidkq6s8sY7bBgY,17245
10
+ maps4fs/generator/i3d.py,sha256=oK5pKjzvT-gydma5Q6CcDYTVODGxK7MIGajLrAV9JkU,18370
11
+ maps4fs/generator/map.py,sha256=lA1MNAcMwsDtsYxbwwm7DjwP3zraHKnri_xnLUu30j0,5326
12
+ maps4fs/generator/qgis.py,sha256=Es8hLuqN_KH8lDfnJE6He2rWYbAKJ3RGPn-o87S6CPI,6116
13
+ maps4fs/generator/texture.py,sha256=MSkM-rH_836l8zgq1WVcYJeYrUofWBpC8OKJglSmGGQ,26558
14
+ maps4fs/toolbox/__init__.py,sha256=zZMLEkGzb4z0xql650gOtGSvcgX58DnJ2yN3vC2daRk,43
15
+ maps4fs/toolbox/background.py,sha256=9BXWNqs_n3HgqDiPztWylgYk_QM4YgBpe6_ZNQAWtSc,2154
16
+ maps4fs/toolbox/dem.py,sha256=z9IPFNmYbjiigb3t02ZenI3Mo8odd19c5MZbjDEovTo,3525
17
+ maps4fs-1.2.1.dist-info/LICENSE.md,sha256=pTKD_oUexcn-yccFCTrMeLkZy0ifLRa-VNcDLqLZaIw,10749
18
+ maps4fs-1.2.1.dist-info/METADATA,sha256=43v3vGKA2z9uEd4r2M0wcebMv3fKEJESFbkUOshkZHU,29340
19
+ maps4fs-1.2.1.dist-info/WHEEL,sha256=PZUExdf71Ui_so67QXpySuHtCi3-J3wvF4ORK6k_S8U,91
20
+ maps4fs-1.2.1.dist-info/top_level.txt,sha256=Ue9DSRlejRQRCaJueB0uLcKrWwsEq9zezfv5dI5mV1M,8
21
+ maps4fs-1.2.1.dist-info/RECORD,,
@@ -1,21 +0,0 @@
1
- maps4fs/__init__.py,sha256=da4jmND2Ths9AffnkAKgzLHNkvKFOc_l21gJisPXqWY,155
2
- maps4fs/logger.py,sha256=B-NEYpMjPAAqlV4VpfTi6nbBFnEABVtQOaYe6nMpidg,1489
3
- maps4fs/generator/__init__.py,sha256=zZMLEkGzb4z0xql650gOtGSvcgX58DnJ2yN3vC2daRk,43
4
- maps4fs/generator/background.py,sha256=dnUkS1atEqqz_ryKkcfP_K9ZcwMHZVs97y-twZMpD44,15881
5
- maps4fs/generator/component.py,sha256=sihh2S35q0o38leEU-dpi0is6kYCuxXiWUISAtiQErM,17351
6
- maps4fs/generator/config.py,sha256=b7qY0luC-_WM_c72Ohtlf4FrB37X5cALInbestSdUsw,4382
7
- maps4fs/generator/dem.py,sha256=rc7ADzjvlZzStOqagsWW0Vrm9-X86aPpoR1RhBF_-OE,16025
8
- maps4fs/generator/game.py,sha256=2oA77i9lyNYOlhtOZft6KiPTxgGJbX1Gam1TosMNLis,7407
9
- maps4fs/generator/grle.py,sha256=IVbvzF_azItxLE_ZxaM_suQflEZjJuMgHmv1En51G7A,7592
10
- maps4fs/generator/i3d.py,sha256=SzjAxYacbBQ030N2sHh9c-dhWoG3iADJqCrHBox6vWI,12268
11
- maps4fs/generator/map.py,sha256=7UqLjDZgoY6M0ZxX5Q4Rjee2UGWZ64a3tGyr8B24UO0,4863
12
- maps4fs/generator/qgis.py,sha256=Es8hLuqN_KH8lDfnJE6He2rWYbAKJ3RGPn-o87S6CPI,6116
13
- maps4fs/generator/texture.py,sha256=uSt563KomSVUndl25IgEIi0YuhBQbnhPIoQKa-4A3_E,26016
14
- maps4fs/toolbox/__init__.py,sha256=zZMLEkGzb4z0xql650gOtGSvcgX58DnJ2yN3vC2daRk,43
15
- maps4fs/toolbox/background.py,sha256=9BXWNqs_n3HgqDiPztWylgYk_QM4YgBpe6_ZNQAWtSc,2154
16
- maps4fs/toolbox/dem.py,sha256=z9IPFNmYbjiigb3t02ZenI3Mo8odd19c5MZbjDEovTo,3525
17
- maps4fs-1.1.9.dist-info/LICENSE.md,sha256=pTKD_oUexcn-yccFCTrMeLkZy0ifLRa-VNcDLqLZaIw,10749
18
- maps4fs-1.1.9.dist-info/METADATA,sha256=xA35Q8Wixg83CezYWalIaGqwv2YZvtjR9jDSuHGbAxc,28942
19
- maps4fs-1.1.9.dist-info/WHEEL,sha256=PZUExdf71Ui_so67QXpySuHtCi3-J3wvF4ORK6k_S8U,91
20
- maps4fs-1.1.9.dist-info/top_level.txt,sha256=Ue9DSRlejRQRCaJueB0uLcKrWwsEq9zezfv5dI5mV1M,8
21
- maps4fs-1.1.9.dist-info/RECORD,,