maps4fs 1.1.9__py3-none-any.whl → 1.2.1__py3-none-any.whl
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- maps4fs/generator/background.py +1 -0
- maps4fs/generator/component.py +4 -0
- maps4fs/generator/game.py +15 -0
- maps4fs/generator/grle.py +203 -0
- maps4fs/generator/i3d.py +163 -1
- maps4fs/generator/map.py +16 -1
- maps4fs/generator/texture.py +28 -8
- {maps4fs-1.1.9.dist-info → maps4fs-1.2.1.dist-info}/METADATA +7 -1
- maps4fs-1.2.1.dist-info/RECORD +21 -0
- maps4fs-1.1.9.dist-info/RECORD +0 -21
- {maps4fs-1.1.9.dist-info → maps4fs-1.2.1.dist-info}/LICENSE.md +0 -0
- {maps4fs-1.1.9.dist-info → maps4fs-1.2.1.dist-info}/WHEEL +0 -0
- {maps4fs-1.1.9.dist-info → maps4fs-1.2.1.dist-info}/top_level.txt +0 -0
maps4fs/generator/background.py
CHANGED
maps4fs/generator/component.py
CHANGED
@@ -17,6 +17,7 @@ from maps4fs.generator.qgis import save_scripts
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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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# pylint: disable=R0801, R0903, R0902, R0904
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@@ -25,6 +26,7 @@ class Component:
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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.
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map_rotated_size (int): The size of the map in pixels after rotation.
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@@ -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,
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@@ -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
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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
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_grle_schema: str | None = None
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_tree_schema: str | None = None
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# Order matters! Some components depend on others.
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components = [Texture, I3d, GRLE, Background, Config]
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@@ -109,6 +110,19 @@ class Game:
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raise ValueError("GRLE layers schema path not set.")
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return self._grle_schema
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@property
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def tree_schema(self) -> str:
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"""Returns the path to the tree layers schema file.
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Raises:
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ValueError: If the tree layers schema path is not set.
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Returns:
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str: The path to the tree layers schema file."""
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if not self._tree_schema:
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raise ValueError("Tree layers schema path not set.")
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return self._tree_schema
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def dem_file_path(self, map_directory: str) -> str:
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"""Returns the path to the DEM file.
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@@ -187,6 +201,7 @@ class FS25(Game):
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_map_template_path = os.path.join(working_directory, "data", "fs25-map-template.zip")
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_texture_schema = os.path.join(working_directory, "data", "fs25-texture-schema.json")
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_grle_schema = os.path.join(working_directory, "data", "fs25-grle-schema.json")
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_tree_schema = os.path.join(working_directory, "data", "fs25-tree-schema.json")
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def dem_file_path(self, map_directory: str) -> str:
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"""Returns the path to the DEM file.
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maps4fs/generator/grle.py
CHANGED
@@ -2,12 +2,21 @@
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import json
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import os
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from random import choice, randint
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from xml.etree import ElementTree as ET
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import cv2
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import numpy as np
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from shapely.geometry import Polygon # type: ignore
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from maps4fs.generator.component import Component
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from maps4fs.generator.texture import Texture
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ISLAND_SIZE_MIN = 10
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ISLAND_SIZE_MAX = 200
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ISLAND_DISTORTION = 0.3
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ISLAND_VERTEX_COUNT = 30
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ISLAND_ROUNDING_RADIUS = 15
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# pylint: disable=W0223
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@@ -76,6 +85,11 @@ class GRLE(Component):
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self.logger.warning("Invalid InfoLayer schema: %s.", info_layer)
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self._add_farmlands()
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if self.game.code == "FS25":
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self.logger.info("Game is %s, plants will be added.", self.game.code)
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self._add_plants()
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else:
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self.logger.warning("Adding plants it's not supported for the %s.", self.game.code)
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def previews(self) -> list[str]:
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"""Returns a list of paths to the preview images (empty list).
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@@ -184,3 +198,192 @@ class GRLE(Component):
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self.logger.info(
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"Farmlands added to the InfoLayer PNG file: %s.", info_layer_farmlands_path
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)
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# pylint: disable=R0915
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def _add_plants(self) -> None:
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"""Adds plants to the InfoLayer PNG file."""
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# 1. Get the path to the densityMap_fruits.png.
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# 2. Get the path to the base layer (grass).
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# 3. Detect non-zero areas in the base layer (it's where the plants will be placed).
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texture_component: Texture | None = self.map.get_component("Texture") # type: ignore
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if not texture_component:
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self.logger.warning("Texture component not found in the map.")
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return
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grass_layer = texture_component.get_layer_by_usage("grass")
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if not grass_layer:
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self.logger.warning("Grass layer not found in the texture component.")
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return
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weights_directory = self.game.weights_dir_path(self.map_directory)
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grass_image_path = grass_layer.get_preview_or_path(weights_directory)
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self.logger.debug("Grass image path: %s.", grass_image_path)
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forest_layer = texture_component.get_layer_by_usage("forest")
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forest_image = None
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if forest_layer:
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forest_image_path = forest_layer.get_preview_or_path(weights_directory)
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self.logger.debug("Forest image path: %s.", forest_image_path)
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if forest_image_path:
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# pylint: disable=no-member
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forest_image = cv2.imread(forest_image_path, cv2.IMREAD_UNCHANGED)
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if not grass_image_path or not os.path.isfile(grass_image_path):
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self.logger.warning("Base image not found in %s.", grass_image_path)
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return
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density_map_fruit_path = os.path.join(
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self.game.weights_dir_path(self.map_directory), "densityMap_fruits.png"
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)
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self.logger.debug("Density map for fruits path: %s.", density_map_fruit_path)
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if not os.path.isfile(density_map_fruit_path):
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self.logger.warning("Density map for fruits not found in %s.", density_map_fruit_path)
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return
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# Single channeled 8-bit image, where non-zero values (255) are where the grass is.
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grass_image = cv2.imread( # pylint: disable=no-member
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grass_image_path, cv2.IMREAD_UNCHANGED # pylint: disable=no-member
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)
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# Density map of the fruits is 2X size of the base image, so we need to resize it.
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# We'll resize the base image to make it bigger, so we can compare the values.
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grass_image = cv2.resize( # pylint: disable=no-member
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grass_image,
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(grass_image.shape[1] * 2, grass_image.shape[0] * 2),
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interpolation=cv2.INTER_NEAREST, # pylint: disable=no-member
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)
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if forest_image is not None:
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forest_image = cv2.resize( # pylint: disable=no-member
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forest_image,
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(forest_image.shape[1] * 2, forest_image.shape[0] * 2),
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interpolation=cv2.INTER_NEAREST, # pylint: disable=no-member
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)
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# Add non zero values from the forest image to the grass image.
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grass_image[forest_image != 0] = 255
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# B and G channels remain the same (zeros), while we change the R channel.
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possible_R_values = [33, 65, 97, 129, 161, 193, 225] # pylint: disable=C0103
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# 1st approach: Change the non zero values in the base image to 33 (for debug).
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# And use the base image as R channel in the density map.
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# pylint: disable=no-member
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def create_island_of_plants(image: np.ndarray, count: int) -> np.ndarray:
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"""Create an island of plants in the image.
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Arguments:
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image (np.ndarray): The image where the island of plants will be created.
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count (int): The number of islands of plants to create.
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Returns:
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np.ndarray: The image with the islands of plants.
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"""
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for _ in range(count):
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# Randomly choose the value for the island.
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plant_value = choice(possible_R_values)
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# Randomly choose the size of the island.
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island_size = randint(ISLAND_SIZE_MIN, ISLAND_SIZE_MAX)
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# Randomly choose the position of the island.
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# x = np.random.randint(0, image.shape[1] - island_size)
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# y = np.random.randint(0, image.shape[0] - island_size)
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x = randint(0, image.shape[1] - island_size)
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y = randint(0, image.shape[0] - island_size)
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# Randomly choose the shape of the island.
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# shapes = ["circle", "ellipse", "polygon"]
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# shape = choice(shapes)
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try:
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polygon_points = get_rounded_polygon(
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num_vertices=ISLAND_VERTEX_COUNT,
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center=(x + island_size // 2, y + island_size // 2),
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radius=island_size // 2,
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rounding_radius=ISLAND_ROUNDING_RADIUS,
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)
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if not polygon_points:
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continue
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nodes = np.array(polygon_points, np.int32) # type: ignore
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cv2.fillPoly(image, [nodes], plant_value) # type: ignore
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except Exception: # pylint: disable=W0703
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continue
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return image
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def get_rounded_polygon(
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num_vertices: int, center: tuple[int, int], radius: int, rounding_radius: int
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) -> list[tuple[int, int]] | None:
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"""Get a randomly rounded polygon.
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Arguments:
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num_vertices (int): The number of vertices of the polygon.
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center (tuple[int, int]): The center of the polygon.
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radius (int): The radius of the polygon.
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rounding_radius (int): The rounding radius of the polygon.
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Returns:
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list[tuple[int, int]] | None: The rounded polygon.
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"""
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angle_offset = np.pi / num_vertices
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angles = np.linspace(0, 2 * np.pi, num_vertices, endpoint=False) + angle_offset
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random_angles = angles + np.random.uniform(
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-ISLAND_DISTORTION, ISLAND_DISTORTION, num_vertices
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) # Add randomness to angles
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random_radii = radius + np.random.uniform(
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-radius * ISLAND_DISTORTION, radius * ISLAND_DISTORTION, num_vertices
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) # Add randomness to radii
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points = [
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(center[0] + np.cos(a) * r, center[1] + np.sin(a) * r)
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for a, r in zip(random_angles, random_radii)
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]
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polygon = Polygon(points)
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buffered_polygon = polygon.buffer(rounding_radius, resolution=16)
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rounded_polygon = list(buffered_polygon.exterior.coords)
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if not rounded_polygon:
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return None
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return rounded_polygon
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grass_image_copy = grass_image.copy()
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if forest_image is not None:
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# Add the forest layer to the base image, to merge the masks.
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grass_image_copy[forest_image != 0] = 33
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# Set all the non-zero values to 33.
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grass_image_copy[grass_image != 0] = 33
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# Add islands of plants to the base image.
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island_count = self.map_size
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self.logger.info("Adding %s islands of plants to the base image.", island_count)
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grass_image_copy = create_island_of_plants(grass_image_copy, island_count)
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self.logger.debug("Islands of plants added to the base image.")
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# Sligtly reduce the size of the grass_image, that we'll use as mask.
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kernel = np.ones((3, 3), np.uint8)
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grass_image = cv2.erode(grass_image, kernel, iterations=1)
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# Remove the values where the base image has zeros.
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grass_image_copy[grass_image == 0] = 0
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self.logger.debug("Removed the values where the base image has zeros.")
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# Value of 33 represents the base grass plant.
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# After painting it with base grass, we'll create multiple islands of different plants.
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# On the final step, we'll remove all the values which in pixels
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# where zerons in the original base image (so we don't paint grass where it should not be).
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# Three channeled 8-bit image, where non-zero values are the
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# different types of plants (only in the R channel).
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density_map_fruits = cv2.imread(density_map_fruit_path, cv2.IMREAD_UNCHANGED)
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self.logger.debug("Density map for fruits loaded, shape: %s.", density_map_fruits.shape)
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# Put the updated base image as the B channel in the density map.
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density_map_fruits[:, :, 0] = grass_image_copy
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self.logger.debug("Updated base image added as the B channel in the density map.")
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# Save the updated density map.
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# Ensure that order of channels is correct because CV2 uses BGR and we need RGB.
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density_map_fruits = cv2.cvtColor(density_map_fruits, cv2.COLOR_BGR2RGB)
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cv2.imwrite(density_map_fruit_path, density_map_fruits)
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self.logger.info("Updated density map for fruits saved in %s.", density_map_fruit_path)
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maps4fs/generator/i3d.py
CHANGED
@@ -4,15 +4,23 @@ from __future__ import annotations
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import json
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import os
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from random import choice, randint, uniform
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from typing import Generator
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from xml.etree import ElementTree as ET
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import cv2
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import numpy as np
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from maps4fs.generator.component import Component
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from maps4fs.generator.texture import Texture
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DEFAULT_HEIGHT_SCALE = 2000
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DISPLACEMENT_LAYER_SIZE_FOR_BIG_MAPS = 32768
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DEFAULT_MAX_LOD_DISTANCE = 10000
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DEFAULT_MAX_LOD_OCCLUDER_DISTANCE = 10000
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NODE_ID_STARTING_VALUE =
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NODE_ID_STARTING_VALUE = 2000
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TREE_NODE_ID_STARTING_VALUE = 4000
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DEFAULT_FOREST_DENSITY = 10
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# pylint: disable=R0903
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@@ -44,10 +52,14 @@ class I3d(Component):
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52
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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
|
-
|
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.
|
maps4fs/generator/texture.py
CHANGED
@@ -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,
|
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
|
-
|
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(
|
132
|
+
return self.path(weights_directory).replace(".png", "_preview.png")
|
130
133
|
|
131
|
-
def get_preview_or_path(self,
|
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
|
-
|
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(
|
142
|
-
return preview_path if os.path.isfile(preview_path) else self.path(
|
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
|
-
|
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
|
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
|
+
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maps4fs-1.1.9.dist-info/RECORD,,
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