- Script uploaded only the three portable binaries; v0.2.1 release was missing step-line-setup-0.2.1.exe and the AppImage. Now uploads the full set (extras when present), reuses existing releases (adds missing assets), and falls back to ~/.git-credentials basic auth when GITEA_TOKEN is unset - Back-filled both missing assets onto the live v0.2.1 release via API (release now carries all 5 artifacts) - TODO/RELEASING/MEMORY document the findings and the host admin steps for anonymous downloads ([service] REQUIRE_SIGNIN_VIEW)
503 lines
19 KiB
Python
503 lines
19 KiB
Python
#!/usr/bin/env python3
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"""Generate small authored textures for Step Line (assets/ import convention).
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All outputs are deterministic (fixed seeds), <=1024px, power-of-two where
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possible. Run from the repo root: python3 tools/generate_textures.py
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Optional AI mode generates textures through the OpenRouter image API
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(https://openrouter.ai/docs/api/api-reference/images/generate-an-image.md).
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Requires an API key in the OPENROUTER_API_KEY environment variable:
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python3 tools/generate_textures.py --ai
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python3 tools/generate_textures.py --ai --prompt "..." --name foo.png
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"""
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import argparse
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import base64
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import io
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import json
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import math
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import os
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import random
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import stat
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import sys
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import urllib.error
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import urllib.request
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from PIL import Image, ImageDraw, ImageFilter, ImageFont
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ROOT = os.path.join(os.path.dirname(os.path.abspath(__file__)), "..")
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ASSETS = os.path.join(ROOT, "assets", "textures")
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# OpenRouter image generation endpoint and default model (from the API docs).
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OPENROUTER_IMAGES_URL = "https://openrouter.ai/api/v1/images"
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DEFAULT_IMAGE_MODEL = "bytedance-seed/seedream-4.5"
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MAX_DIM = 1024 # hard cap on the longest side of any generated texture
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# px requested from the API; some models (e.g. seedream) need >= 1920
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GEN_SIZE = 2048
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# Default batch for `--ai`: one entry per game texture (see test_world.gd).
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# Each entry is (output name, prompt, transparent_background).
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AI_TEXTURES = [
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# --- world surfaces (seamless, flat-lit) ---
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("ai/brick_facade.png",
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"seamless tileable red brick wall texture, weathered urban facade, "
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"flat even lighting, frontal view, photorealistic game texture", False),
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("ai/concrete.png",
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"seamless tileable grey concrete wall texture, subtle cracks and stains, "
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"flat even lighting, frontal view, photorealistic game texture", False),
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("ai/asphalt.png",
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"seamless tileable dark asphalt road texture, fine grain, "
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"flat even lighting, frontal view, photorealistic game texture", False),
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# --- storefront dressing ---
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("ai/awning.png",
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"red and white striped storefront awning with scalloped bottom edge, "
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"frontal view, flat even lighting, game texture", False),
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("ai/skyline.png",
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"night city skyline silhouette, dark building shapes with a few lit "
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"windows, flat graphic style, isolated on transparent background", True),
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# --- screen-space overlay ---
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("ai/vignette.png",
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"radial vignette overlay, black edges fading to fully transparent center, "
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"grayscale, soft gradient", True),
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# --- HUD icons (white glyphs on transparent) ---
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("ai/icons/flashlight_on.png",
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"simple flat flashlight icon, white glyph on transparent background, "
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"minimal UI icon", True),
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("ai/icons/door_locked.png",
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"simple flat locked door icon with keyhole, white outline glyph on "
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"transparent background, minimal UI icon", True),
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("ai/icons/wand.png",
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"simple flat handheld security wand icon, white glyph on transparent "
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"background, minimal UI icon", True),
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("ai/icons/rec_dot.png",
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"record button icon, red filled dot inside a white circle outline, on "
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"transparent background, minimal UI icon", True),
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# --- access artifact cards ---
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("ai/cards/id_card.png",
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"driver license ID card, blue plastic card with photo placeholder and "
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"text lines, flat frontal view, game UI asset", False),
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("ai/cards/wristband.png",
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"red event access wristband with strap, flat frontal view, game UI asset",
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False),
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("ai/cards/ticket.png",
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"green admission ticket stub with perforated edge, flat frontal view, "
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"game UI asset", False),
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("ai/cards/credential.png",
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"dark grey staff credential pass with lanyard clip, flat frontal view, "
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"game UI asset", False),
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("ai/cards/guest_list.png",
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"beige guest list document with ruled lines and checkboxes, flat frontal "
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"view, game UI asset", False),
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]
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FONT_CANDIDATES = [
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"/usr/share/fonts/liberation-sans-fonts/LiberationSans-Bold.ttf",
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"/usr/share/fonts/dejavu/DejaVuSans-Bold.ttf",
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"/usr/share/fonts/google-noto-vf/NotoSans[wght].ttf",
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"/usr/share/fonts/adwaita-sans-fonts/AdwaitaSans-Bold.ttf",
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]
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def font(size: int):
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for path in FONT_CANDIDATES:
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if os.path.exists(path):
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return ImageFont.truetype(path, size)
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return ImageFont.load_default()
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def save(img: Image.Image, name: str) -> None:
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os.makedirs(ASSETS, exist_ok=True)
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path = os.path.join(ASSETS, name)
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os.makedirs(os.path.dirname(path), exist_ok=True)
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img.save(path, optimize=True)
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print(f"wrote {os.path.relpath(path, ROOT)} {img.size}")
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def grain(size, base, spread, seed, blur=1.0):
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rnd = random.Random(seed)
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img = Image.new("L", (size, size), base)
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px = img.load()
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for y in range(size):
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for x in range(size):
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v = base + rnd.randint(-spread, spread)
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px[x, y] = max(0, min(255, v))
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return img.filter(ImageFilter.GaussianBlur(blur))
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def brick_facade():
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size = 512
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mortar = (118, 110, 104)
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base = (150, 92, 78)
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img = Image.new("RGB", (size, size), mortar)
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d = ImageDraw.Draw(img)
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rnd = random.Random(11)
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brick_h = size // 22
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mortar_t = 5
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offset = 0
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for row in range(22):
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y = row * brick_h
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cols = 2 if row % 2 == 0 else 3
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brick_w = (size - mortar_t) // (cols if cols > 1 else 1)
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for c in range(cols + 1):
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x0 = c * (brick_w + mortar_t) - (brick_w // 2 if row % 2 else 0)
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x1 = x0 + brick_w
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# wrap horizontally so the tile repeats seamlessly
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d.rectangle([x0, y, x1, y + brick_h - mortar_t], fill=base)
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# per-brick shading pass
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for _ in range(size * size // 900):
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bx = rnd.randint(0, size - 1)
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by = rnd.randint(0, size - 1)
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d.point((bx, by), fill=(max(0, base[0] - 18 + rnd.randint(0, 30)),
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max(0, base[1] - 10 + rnd.randint(0, 22)),
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max(0, base[2] - 8 + rnd.randint(0, 18))))
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# horizontal mortar lines on top of bricks (wraps vertically by drawing at 0 and size)
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for y in [-mortar_t, size - mortar_t]:
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d.rectangle([0, y, size, y + mortar_t], fill=mortar)
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save(img, "brick_facade.png")
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def seamless_concrete():
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size = 512
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img = grain(size, 150, 26, 7, blur=2.5).convert("RGBA")
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d = ImageDraw.Draw(img)
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rnd = random.Random(19)
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for _ in range(90):
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x, y = rnd.randint(0, size), rnd.randint(0, size)
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r = rnd.choice([2, 3, 4])
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d.ellipse([x - r, y - r, x + r, y + r],
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fill=(0, 0, 0, rnd.randint(8, 22)))
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for _ in range(8): # subtle crack segments
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x, y = rnd.randint(0, size), rnd.randint(0, size)
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pts = [(x, y)]
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for _ in range(6):
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x += rnd.randint(-24, 24)
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y += rnd.randint(-8, 8)
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pts.append((x % size, y % size))
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d.line(pts, fill=(70, 70, 70, 170), width=1)
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save(img, "concrete.png")
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def asphalt():
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size = 512
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img = grain(size, 52, 14, 23, blur=1.2).convert("RGBA")
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d = ImageDraw.Draw(img)
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rnd = random.Random(31)
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for _ in range(600):
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x, y = rnd.randint(0, size), rnd.randint(0, size)
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d.point((x, y), fill=(max(0, 40 - rnd.randint(0, 18)),)
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* 3 + (rnd.randint(40, 110),))
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save(img, "asphalt.png")
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def awning():
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w, h = 1024, 256
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img = Image.new("RGB", (w, h), (140, 40, 45))
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d = ImageDraw.Draw(img)
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stripe = 64
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for i in range(w // stripe):
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if i % 2 == 1:
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d.rectangle([i * stripe, 0, (i + 1) * stripe - 2, h],
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fill=(230, 225, 220))
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# scalloped bottom edge
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for x in range(0, w, 32):
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d.arc([x, h - 24, x + 32, h + 40], 0, 180, fill=(80, 20, 24), width=6)
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f = font(96)
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tw = d.textlength("STEP LINE", font=f)
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d.text(((w - tw) / 2, 30), "STEP LINE", font=f, fill=(255, 250, 235))
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# subtle top shading
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shade = Image.new("RGBA", (w, h), (0, 0, 0, 0))
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sd = ImageDraw.Draw(shade)
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sd.rectangle([0, 0, w, 10], fill=(0, 0, 0, 90))
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img = Image.alpha_composite(img.convert("RGBA"), shade)
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save(img, "awning.png")
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def skyline():
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w, h = 1024, 256
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img = Image.new("RGBA", (w, h), (0, 0, 0, 0))
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d = ImageDraw.Draw(img)
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rnd = random.Random(41)
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build_color = (16, 18, 30, 255)
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x = -40
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while x < w + 40:
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bw = rnd.randint(64, 170)
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bh = rnd.randint(150, 400)
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d.rectangle([x, h - bh, x + bw, h], fill=build_color)
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# few lit windows
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for _ in range(bw * bh // 900):
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wx = x + rnd.randint(4, max(4, bw - 8))
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wy = h - rnd.randint(4, bh - 4)
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if rnd.random() < 0.5:
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d.rectangle([wx, wy, wx + 6, wy + 8],
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fill=(255, 200, 120, 220))
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x += bw + rnd.randint(10, 46)
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d.rectangle([0, h - 6, w, h], fill=(12, 13, 22, 255))
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save(img, "skyline.png")
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def vignette():
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size = 512
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img = Image.new("L", (size, size), 0)
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px = img.load()
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c = size / 2.0
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max_d = math.hypot(c, c)
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for y in range(size):
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for x in range(size):
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dist = math.hypot(x - c, y - c) / max_d
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t = max(0.0, (dist - 0.55) / 0.45)
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px[x, y] = int(255 * (t * t))
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save(img, "vignette.png")
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def icon(name, draw_fn, size=64):
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img = Image.new("RGBA", (size, size), (0, 0, 0, 0))
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d = ImageDraw.Draw(img)
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draw_fn(d, size)
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save(img, name)
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def icons():
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def flashlight_on(d, s):
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d.rounded_rectangle([s*0.30, s*0.30, s*0.62, s*0.62],
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radius=4, fill=(255, 255, 255, 255))
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d.polygon([(s*0.62, s*0.30), (s*0.82, s*0.18), (s*0.82, s *
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0.74), (s*0.62, s*0.62)], fill=(255, 214, 120, 255))
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def door_locked(d, s):
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d.rectangle([s*0.18, s*0.18, s*0.82, s*0.82],
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outline=(255, 255, 255, 255), width=5)
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d.rounded_rectangle([s*0.36, s*0.34, s*0.64, s*0.66],
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radius=3, fill=(255, 255, 255, 255))
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d.arc([s*0.40, s*0.28, s*0.60, s*0.50], 180,
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360, fill=(255, 255, 255, 255), width=5)
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def wand(d, s):
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d.rounded_rectangle([s*0.30, s*0.10, s*0.44, s*0.90],
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radius=3, fill=(255, 255, 255, 255))
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d.ellipse([s*0.24, s*0.06, s*0.50, s*0.32], fill=(120, 220, 160, 255))
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def rec(d, s):
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d.ellipse([s*0.14, s*0.14, s*0.86, s*0.86],
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outline=(255, 255, 255, 255), width=5)
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d.ellipse([s*0.30, s*0.30, s*0.70, s*0.70], fill=(230, 60, 60, 255))
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icon("icons/flashlight_on.png", flashlight_on)
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icon("icons/door_locked.png", door_locked)
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icon("icons/wand.png", wand)
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icon("icons/rec_dot.png", rec)
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def app_icon():
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"""Game app icon: dark badge, gold star, white 'S' — used by desktop/AppImage
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(PNG) and the Windows installer (ICO)."""
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def badge(d, s):
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d.ellipse([2, 2, s-2, s-2], fill=(24, 26, 38, 255))
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d.ellipse([int(s*0.10), int(s*0.10), int(s*0.90), int(s*0.90)],
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outline=(120, 130, 170, 255), width=max(2, s//64))
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# gold star
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cx, cy, r = s*0.5, s*0.44, s*0.30
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pts = []
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for i in range(10):
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ang = -90 + i * 36
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rad = r if i % 2 == 0 else r * 0.42
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import math
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pts.append((cx + rad * math.cos(math.radians(ang)),
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cy + rad * math.sin(math.radians(ang))))
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d.polygon(pts, fill=(255, 205, 80, 255))
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icon("icon.png", badge, size=1024)
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icon("icon.ico", badge, size=256)
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# ICO for Windows. Must be BMP-entry based: PIL's ICO serializer emits
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# PNG-compressed entries which NSIS' icon loader rejects. ImageMagick
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# writes classic BMP entries; fall back to PIL only if ImageMagick is gone
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# (flag it so a human notices).
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import subprocess
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import sys
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ico_path = os.path.join(ASSETS, "icon.ico")
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src_png = os.path.join(ASSETS, "icon.png")
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ran = False
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for cmd in (
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["magick", src_png, "-background", "none", "-define",
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"icon:auto-resize=48,32,16", ico_path],
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["convert", src_png, "-background", "none",
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"-define", "icon:auto-resize=48,32,16", ico_path],
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):
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try:
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subprocess.run(cmd, check=True, capture_output=True)
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ran = True
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break
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except (FileNotFoundError, subprocess.CalledProcessError):
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continue
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if ran:
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print("wrote assets/textures/icon.ico (BMP 16/32/48 via ImageMagick)")
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else:
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print("WARNING: ImageMagick not found; writing PIL ICO (may be PNG-compressed)")
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Image.open(src_png).convert("RGBA").save(
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ico_path, format="ICO", sizes=[(48, 48), (32, 32), (16, 16)])
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def cards():
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CW, CH = 256, 128
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def base(card_name, bg, label, band=(0, 0, 0, 0)):
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img = Image.new("RGBA", (CW, CH), bg + (255,))
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d = ImageDraw.Draw(img)
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d.rounded_rectangle([6, 6, CW-6, CH-6], radius=10,
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outline=(0, 0, 0, 90), width=2)
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if band and band[3] == 255:
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d.rectangle([0, CH-34, CW, CH], fill=band)
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f = font(26)
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d.text((14, 10), label, font=f, fill=(255, 255, 255, 235))
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# body text lines
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f2 = font(15)
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y = 52
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for _ in range(4):
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w = 150 - (24 if _ == 3 else 0)
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d.rectangle([16, y, 16 + w, y + 8], fill=(255, 255, 255, 110))
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y += 24
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# photo square for id-like cards
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if "photo" in card_name:
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d.rectangle([CW-84, 14, CW-18, 96], fill=(180, 190, 205, 255))
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save(img, f"cards/{card_name}.png")
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base("id_card", (46, 92, 168), "CA DRIVER LICENSE", band=(20, 36, 70, 255), )
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base("wristband", (196, 62, 78), "EVENT ACCESS", band=(150, 35, 50, 255))
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base("ticket", (56, 120, 96), "ADMIT ONE", band=(20, 80, 55, 255))
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base("credential", (58, 62, 74), "STAFF PASS", band=(20, 22, 28, 255))
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base("guest_list", (200, 190, 168), "GUEST LIST", band=(120, 90, 60, 255))
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def _api_key() -> str:
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key = os.environ.get("OPENROUTER_API_KEY", "").strip()
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if not key:
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sys.exit("error: OPENROUTER_API_KEY is not set; export it before using --ai")
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return key
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def generate_image(prompt: str, model: str, size: int,
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transparent: bool = False) -> Image.Image:
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"""Call the OpenRouter image API and return the decoded PIL image.
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Requests a square image at `size` px and decodes the base64 PNG/JPEG/WebP
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bytes returned in `data[].b64_json`. The requested size is clamped to at
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least GEN_SIZE because some models (e.g. seedream) reject small outputs;
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callers downscale the result to MAX_DIM afterwards. When `transparent` is
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true, the API is asked for a transparent background (PNG alpha).
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"""
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size = max(GEN_SIZE, int(size))
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body = {
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"model": model,
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"prompt": prompt,
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"size": f"{size}x{size}",
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"output_format": "png",
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"n": 1,
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}
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if transparent:
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body["background"] = "transparent"
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req = urllib.request.Request(
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OPENROUTER_IMAGES_URL,
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data=json.dumps(body).encode("utf-8"),
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headers={
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"Authorization": f"Bearer {_api_key()}",
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"Content-Type": "application/json",
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"HTTP-Referer": "https://git.allucanget.biz/zwitschi/security-game",
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"X-Title": "Step Line",
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},
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method="POST",
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)
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try:
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with urllib.request.urlopen(req, timeout=300) as resp:
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payload = json.loads(resp.read().decode("utf-8"))
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except urllib.error.HTTPError as exc:
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detail = exc.read().decode("utf-8", "replace")
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sys.exit(f"error: OpenRouter returned HTTP {exc.code}: {detail}")
|
|
except urllib.error.URLError as exc:
|
|
sys.exit(f"error: could not reach OpenRouter: {exc.reason}")
|
|
|
|
data = payload.get("data") or []
|
|
if not data or not data[0].get("b64_json"):
|
|
sys.exit(f"error: OpenRouter returned no image data: {payload}")
|
|
raw = base64.b64decode(data[0]["b64_json"])
|
|
try:
|
|
img = Image.open(io.BytesIO(raw))
|
|
img.load()
|
|
except Exception as exc: # noqa: BLE001 - surface any decode failure clearly
|
|
sys.exit(f"error: could not decode returned image: {exc}")
|
|
return img
|
|
|
|
|
|
def _fit(img: Image.Image, max_dim: int = MAX_DIM) -> Image.Image:
|
|
"""Downscale to fit within max_dim on the longest side, preserving aspect."""
|
|
w, h = img.size
|
|
longest = max(w, h)
|
|
if longest <= max_dim:
|
|
return img
|
|
scale = max_dim / longest
|
|
return img.resize((max(1, round(w * scale)), max(1, round(h * scale))),
|
|
Image.Resampling.LANCZOS)
|
|
|
|
|
|
def generate_ai_textures(prompt: str, name: str, model: str, size: int,
|
|
transparent: bool = False) -> None:
|
|
"""Generate one texture via OpenRouter and save it under assets/textures/."""
|
|
img = generate_image(prompt, model, size, transparent)
|
|
img = _fit(img)
|
|
if transparent:
|
|
img = img.convert("RGBA")
|
|
elif img.mode in ("RGBA", "LA") or (img.mode == "P" and "transparency" in img.info):
|
|
img = img.convert("RGBA")
|
|
else:
|
|
img = img.convert("RGB")
|
|
save(img, name)
|
|
|
|
|
|
def _run_ai(args: argparse.Namespace) -> None:
|
|
if args.prompt:
|
|
if not args.name:
|
|
sys.exit("error: --name is required when --prompt is given")
|
|
generate_ai_textures(args.prompt, args.name, args.model, args.size)
|
|
return
|
|
for name, prompt, transparent in AI_TEXTURES:
|
|
print(f"generating {name} ...")
|
|
generate_ai_textures(prompt, name, args.model, args.size, transparent)
|
|
|
|
|
|
def _build_arg_parser() -> argparse.ArgumentParser:
|
|
parser = argparse.ArgumentParser(
|
|
description="Generate Step Line textures (authored or via OpenRouter).")
|
|
parser.add_argument(
|
|
"--ai", action="store_true",
|
|
help="generate textures through the OpenRouter image API "
|
|
"(requires OPENROUTER_API_KEY)")
|
|
parser.add_argument(
|
|
"--prompt", default="",
|
|
help="single prompt for --ai (overrides the default batch)")
|
|
parser.add_argument(
|
|
"--name", default="",
|
|
help="output filename under assets/textures/ for a single --prompt")
|
|
parser.add_argument(
|
|
"--model", default=DEFAULT_IMAGE_MODEL,
|
|
help=f"image model slug (default: {DEFAULT_IMAGE_MODEL})")
|
|
parser.add_argument(
|
|
"--size", type=int, default=GEN_SIZE,
|
|
help=f"square size requested from the API in px (min {GEN_SIZE}); "
|
|
f"output is downscaled to <= {MAX_DIM} (default: {GEN_SIZE})")
|
|
return parser
|
|
|
|
|
|
if __name__ == "__main__":
|
|
args = _build_arg_parser().parse_args()
|
|
if args.ai:
|
|
_run_ai(args)
|
|
print("done")
|
|
sys.exit(0)
|
|
|
|
brick_facade()
|
|
seamless_concrete()
|
|
asphalt()
|
|
awning()
|
|
skyline()
|
|
vignette()
|
|
icons()
|
|
app_icon()
|
|
cards()
|
|
print("done")
|