Files
alttpr-python/source/overworld/LayoutVisualizer.py
2026-01-11 22:34:20 +01:00

473 lines
22 KiB
Python

import logging
import os
from datetime import datetime
from typing import Dict, List
from PIL import Image, ImageDraw
from BaseClasses import Direction, OWEdge
from source.overworld.LayoutGenerator import Screen
def get_edge_lists(grid: List[List[List[int]]],
overworld_screens: Dict[int, Screen],
large_screen_quadrant_info: Dict[int, Dict]) -> Dict:
"""
Get list of edges for each cell and direction.
Args:
grid: 3D list [world][row][col] containing screen IDs
overworld_screens: Dict of screen_id -> Screen objects
large_screen_quadrant_info: Dict of screen_id -> quadrant info for large screens
Returns:
Dict mapping (world, row, col, direction) -> list of edges
Each edge has a .dest property (None if unconnected)
"""
GRID_SIZE = 8
edge_lists = {}
# Large screen base IDs
large_screen_base_ids = [0x00, 0x03, 0x05, 0x18, 0x1B, 0x1E, 0x30, 0x35,
0x40, 0x43, 0x45, 0x58, 0x5B, 0x5E, 0x70, 0x75]
for world_idx in range(2):
# Build a map of screen_id -> list of (row, col) positions for large screens
large_screen_positions = {}
for row in range(GRID_SIZE):
for col in range(GRID_SIZE):
screen_id = grid[world_idx][row][col]
if screen_id != -1 and screen_id in large_screen_base_ids:
if screen_id not in large_screen_positions:
large_screen_positions[screen_id] = []
large_screen_positions[screen_id].append((row, col))
for row in range(GRID_SIZE):
for col in range(GRID_SIZE):
screen_id = grid[world_idx][row][col]
if screen_id == -1:
# Empty cell - no edges
for direction in [Direction.North, Direction.South, Direction.East, Direction.West]:
edge_lists[(world_idx, row, col, direction)] = []
continue
screen = overworld_screens.get(screen_id)
if not screen:
for direction in [Direction.North, Direction.South, Direction.East, Direction.West]:
edge_lists[(world_idx, row, col, direction)] = []
continue
is_large = screen_id in large_screen_base_ids
if is_large:
# For large screens, determine which quadrant this cell is
# Find all positions of this large screen and determine quadrant
positions = large_screen_positions.get(screen_id, [(row, col)])
# Determine quadrant by finding relative position
# The quadrant is determined by which cells are adjacent
quadrant = determine_large_screen_quadrant(row, col, positions, GRID_SIZE)
# Get edges for this quadrant
if screen_id in large_screen_quadrant_info:
quad_info = large_screen_quadrant_info[screen_id]
for direction in [Direction.North, Direction.South, Direction.East, Direction.West]:
edges = quad_info.get(quadrant, {}).get(direction, [])
edge_lists[(world_idx, row, col, direction)] = edges
else:
# No quadrant info - no edges
for direction in [Direction.North, Direction.South, Direction.East, Direction.West]:
edge_lists[(world_idx, row, col, direction)] = []
else:
# Small screen - get edges directly
for direction in [Direction.North, Direction.South, Direction.East, Direction.West]:
edges_in_dir = [e for e in screen.edges.values() if e.direction == direction]
edge_lists[(world_idx, row, col, direction)] = edges_in_dir
return edge_lists
def determine_large_screen_quadrant(row: int, col: int, positions: List[tuple], grid_size: int) -> str:
"""
Determine which quadrant (NW, NE, SW, SE) a cell is in for a large screen.
Handles wrapping correctly by checking adjacency patterns.
Args:
row: Current cell row
col: Current cell column
positions: List of all (row, col) positions for this large screen
grid_size: Size of the grid (8)
Returns:
Quadrant string: "NW", "NE", "SW", or "SE"
"""
positions_set = set(positions)
# Check which adjacent cells also belong to this large screen
has_right = ((row, (col + 1) % grid_size) in positions_set)
has_below = (((row + 1) % grid_size, col) in positions_set)
has_left = ((row, (col - 1) % grid_size) in positions_set)
has_above = (((row - 1) % grid_size, col) in positions_set)
# Determine quadrant based on adjacency
# NW: has right and below neighbors
# NE: has left and below neighbors
# SW: has right and above neighbors
# SE: has left and above neighbors
if has_right and has_below:
return "NW"
elif has_left and has_below:
return "NE"
elif has_right and has_above:
return "SW"
elif has_left and has_above:
return "SE"
else:
raise Exception("?")
def is_crossed_edge(edge: OWEdge, overworld_screens: Dict[int, Screen]) -> bool:
if edge.dest is None:
return False
source_screen = overworld_screens.get(edge.owIndex)
dest_screen = overworld_screens.get(edge.dest.owIndex)
return source_screen.dark_world != dest_screen.dark_world
def visualize_layout(grid: List[List[List[int]]], output_dir: str,
overworld_screens: Dict[int, Screen],
large_screen_quadrant_info: Dict[int, Dict]) -> None:
# Constants
GRID_SIZE = 8
BORDER_WIDTH = 1
OUTPUT_CELL_SIZE = 64 # Each cell in output is always 64x64 pixels
# Load the world images
try:
lightworld_img = Image.open("data/overworld/lightworld.png")
darkworld_img = Image.open("data/overworld/darkworld.png")
except FileNotFoundError as e:
raise FileNotFoundError(f"World image not found: {e}. Ensure lightworld.png and darkworld.png are in the data/overworld directory.")
# Calculate source cell size from the base images
# Each world image is 8x8 screens, so divide by 8 to get source cell size
img_width, _ = lightworld_img.size
SOURCE_CELL_SIZE = img_width // GRID_SIZE # Size of each cell in the source image
# Calculate dimensions for the output (always based on 64x64 cells)
world_width = GRID_SIZE * OUTPUT_CELL_SIZE
world_height = GRID_SIZE * OUTPUT_CELL_SIZE
# Create output image (two worlds side by side with a small gap)
gap = 32
output_width = world_width * 2 + gap
output_height = world_height
output_img = Image.new('RGB', (output_width, output_height), color='black')
# Large screen base IDs (defined once for reuse)
large_screen_base_ids = [0x00, 0x03, 0x05, 0x18, 0x1B, 0x1E, 0x30, 0x35,
0x40, 0x43, 0x45, 0x58, 0x5B, 0x5E, 0x70, 0x75]
# Process both worlds
for world_idx in range(2):
x_offset = 0 if world_idx == 0 else (world_width + gap)
# Build a map of screen_id -> list of (row, col) positions for large screens
large_screen_positions = {}
for row in range(GRID_SIZE):
for col in range(GRID_SIZE):
screen_id = grid[world_idx][row][col]
if screen_id != -1 and screen_id in large_screen_base_ids:
if screen_id not in large_screen_positions:
large_screen_positions[screen_id] = []
large_screen_positions[screen_id].append((row, col))
# Process each cell in the grid individually
# This handles wrapped large screens correctly by drawing each quadrant separately
for row in range(GRID_SIZE):
for col in range(GRID_SIZE):
screen_id = grid[world_idx][row][col]
if screen_id == -1:
# Empty cell - fill with black (already black from initialization)
continue
is_large = screen_id in large_screen_base_ids
# Calculate source position in the world image
source_row = (screen_id % 0x40) >> 3
source_col = screen_id % 0x08
world_img = lightworld_img if screen_id < 0x40 else darkworld_img
if is_large:
# For large screens, determine which quadrant this cell represents
positions = large_screen_positions.get(screen_id, [(row, col)])
quadrant = determine_large_screen_quadrant(row, col, positions, GRID_SIZE)
# Map quadrant to source offset within the 2x2 large screen
quadrant_offsets = {
"NW": (0, 0),
"NE": (1, 0),
"SW": (0, 1),
"SE": (1, 1)
}
q_col_offset, q_row_offset = quadrant_offsets[quadrant]
# Calculate source position for this quadrant
source_x = (source_col + q_col_offset) * SOURCE_CELL_SIZE
source_y = (source_row + q_row_offset) * SOURCE_CELL_SIZE
# Crop single cell from source (the specific quadrant)
cropped = world_img.crop((
source_x,
source_y,
source_x + SOURCE_CELL_SIZE,
source_y + SOURCE_CELL_SIZE
))
else:
# Small screen (1x1)
source_x = source_col * SOURCE_CELL_SIZE
source_y = source_row * SOURCE_CELL_SIZE
# Crop single cell from source
cropped = world_img.crop((
source_x,
source_y,
source_x + SOURCE_CELL_SIZE,
source_y + SOURCE_CELL_SIZE
))
# Resize to output size (64x64 pixels)
resized = cropped.resize(
(OUTPUT_CELL_SIZE, OUTPUT_CELL_SIZE),
Image.LANCZOS
)
# Paste into output at grid position
dest_x = x_offset + col * OUTPUT_CELL_SIZE
dest_y = row * OUTPUT_CELL_SIZE
output_img.paste(resized, (dest_x, dest_y))
edge_lists = get_edge_lists(grid, overworld_screens, large_screen_quadrant_info)
# Draw borders and edge connection indicators after all screens are placed
draw = ImageDraw.Draw(output_img)
# Size of the indicator squares
INDICATOR_SIZE = 12
for world_idx in range(2):
x_offset = 0 if world_idx == 0 else (world_width + gap)
# Build large screen positions map for this world
large_screen_positions = {}
for row in range(GRID_SIZE):
for col in range(GRID_SIZE):
screen_id = grid[world_idx][row][col]
if screen_id != -1 and screen_id in large_screen_base_ids:
if screen_id not in large_screen_positions:
large_screen_positions[screen_id] = []
large_screen_positions[screen_id].append((row, col))
# Draw borders for each cell
for row in range(GRID_SIZE):
for col in range(GRID_SIZE):
screen_id = grid[world_idx][row][col]
if screen_id == -1:
continue
is_large = screen_id in large_screen_base_ids
dest_x = x_offset + col * OUTPUT_CELL_SIZE
dest_y = row * OUTPUT_CELL_SIZE
if is_large:
# For large screens, determine which quadrant this cell is
positions = large_screen_positions.get(screen_id, [(row, col)])
quadrant = determine_large_screen_quadrant(row, col, positions, GRID_SIZE)
# Draw border only on the outer edges of the large screen
# (not on internal edges between quadrants)
# NW: draw top and left borders
# NE: draw top and right borders
# SW: draw bottom and left borders
# SE: draw bottom and right borders
if quadrant in ["NW", "NE"]:
# Draw top border
draw.line([(dest_x, dest_y), (dest_x + OUTPUT_CELL_SIZE - 1, dest_y)], fill='black', width=BORDER_WIDTH)
if quadrant in ["SW", "SE"]:
# Draw bottom border
draw.line([(dest_x, dest_y + OUTPUT_CELL_SIZE - 1), (dest_x + OUTPUT_CELL_SIZE - 1, dest_y + OUTPUT_CELL_SIZE - 1)], fill='black', width=BORDER_WIDTH)
if quadrant in ["NW", "SW"]:
# Draw left border
draw.line([(dest_x, dest_y), (dest_x, dest_y + OUTPUT_CELL_SIZE - 1)], fill='black', width=BORDER_WIDTH)
if quadrant in ["NE", "SE"]:
# Draw right border
draw.line([(dest_x + OUTPUT_CELL_SIZE - 1, dest_y), (dest_x + OUTPUT_CELL_SIZE - 1, dest_y + OUTPUT_CELL_SIZE - 1)], fill='black', width=BORDER_WIDTH)
else:
# Small screen - draw border around single cell
draw.rectangle(
[dest_x, dest_y, dest_x + OUTPUT_CELL_SIZE - 1, dest_y + OUTPUT_CELL_SIZE - 1],
outline='black',
width=BORDER_WIDTH
)
# Draw edge connection indicators for each cell
for row in range(GRID_SIZE):
for col in range(GRID_SIZE):
screen_id = grid[world_idx][row][col]
if screen_id == -1:
continue
dest_x = x_offset + col * OUTPUT_CELL_SIZE
dest_y = row * OUTPUT_CELL_SIZE
# Draw indicator for each direction (only if edges exist)
# Use bright colors for visibility
GREEN = (0, 255, 0) # Bright green
YELLOW = (255, 255, 0) # Bright yellow
RED = (255, 0, 0) # Bright red
# North indicators - positioned based on edge midpoint
north_edges = edge_lists.get((world_idx, row, col, Direction.North), [])
if north_edges:
north_y = dest_y # Touch the top border
for edge in north_edges:
# For north/south edges, midpoint gives the X coordinate
# Take midpoint modulo 0x0200, range 0-0x01FF maps to full side
midpoint = edge.midpoint % 0x0200
# Map from game coordinate range to pixel position
edge_x_offset = (midpoint * OUTPUT_CELL_SIZE) // 0x0200
edge_x = dest_x + edge_x_offset - INDICATOR_SIZE // 2
edge_color = GREEN if edge.dest is not None else YELLOW if any(e for e in north_edges if e.dest) else RED
draw.rectangle(
[edge_x, north_y, edge_x + INDICATOR_SIZE - 1, north_y + INDICATOR_SIZE - 1],
fill=edge_color,
outline='black'
)
# Draw diagonal cross if edge crosses between worlds
if edge.dest is not None and is_crossed_edge(edge, overworld_screens):
draw.line(
[edge_x, north_y, edge_x + INDICATOR_SIZE - 1, north_y + INDICATOR_SIZE - 1],
fill='black',
width=1
)
draw.line(
[edge_x + INDICATOR_SIZE - 1, north_y, edge_x, north_y + INDICATOR_SIZE - 1],
fill='black',
width=1
)
# South indicators - positioned based on edge midpoint
south_edges = edge_lists.get((world_idx, row, col, Direction.South), [])
if south_edges:
south_y = dest_y + OUTPUT_CELL_SIZE - INDICATOR_SIZE # Touch the bottom border
for edge in south_edges:
# For north/south edges, midpoint gives the X coordinate
# Take midpoint modulo 0x0200, range 0-0x01FF maps to full side
midpoint = edge.midpoint % 0x0200
# Map from game coordinate range to pixel position
edge_x_offset = (midpoint * OUTPUT_CELL_SIZE) // 0x0200
edge_x = dest_x + edge_x_offset - INDICATOR_SIZE // 2
edge_color = GREEN if edge.dest is not None else YELLOW if any(e for e in south_edges if e.dest) else RED
draw.rectangle(
[edge_x, south_y, edge_x + INDICATOR_SIZE - 1, south_y + INDICATOR_SIZE - 1],
fill=edge_color,
outline='black'
)
# Draw diagonal cross if edge crosses between worlds
if edge.dest is not None and is_crossed_edge(edge, overworld_screens):
draw.line(
[edge_x, south_y, edge_x + INDICATOR_SIZE - 1, south_y + INDICATOR_SIZE - 1],
fill='black',
width=1
)
draw.line(
[edge_x + INDICATOR_SIZE - 1, south_y, edge_x, south_y + INDICATOR_SIZE - 1],
fill='black',
width=1
)
# West indicators - positioned based on edge midpoint
west_edges = edge_lists.get((world_idx, row, col, Direction.West), [])
if west_edges:
west_x = dest_x # Touch the left border
for edge in west_edges:
# For west/east edges, midpoint gives the Y coordinate
# Take midpoint modulo 0x0200, range 0-0x01FF maps to full side
midpoint = edge.midpoint % 0x0200
# Map from game coordinate range to pixel position
edge_y_offset = (midpoint * OUTPUT_CELL_SIZE) // 0x0200
edge_y = dest_y + edge_y_offset - INDICATOR_SIZE // 2
edge_color = GREEN if edge.dest is not None else YELLOW if any(e for e in west_edges if e.dest) else RED
draw.rectangle(
[west_x, edge_y, west_x + INDICATOR_SIZE - 1, edge_y + INDICATOR_SIZE - 1],
fill=edge_color,
outline='black'
)
# Draw diagonal cross if edge crosses between worlds
if edge.dest is not None and is_crossed_edge(edge, overworld_screens):
draw.line(
[west_x, edge_y, west_x + INDICATOR_SIZE - 1, edge_y + INDICATOR_SIZE - 1],
fill='black',
width=1
)
draw.line(
[west_x + INDICATOR_SIZE - 1, edge_y, west_x, edge_y + INDICATOR_SIZE - 1],
fill='black',
width=1
)
# East indicators - positioned based on edge midpoint
east_edges = edge_lists.get((world_idx, row, col, Direction.East), [])
if east_edges:
east_x = dest_x + OUTPUT_CELL_SIZE - INDICATOR_SIZE # Touch the right border
for edge in east_edges:
# For west/east edges, midpoint gives the Y coordinate
# Take midpoint modulo 0x0200, range 0-0x01FF maps to full side
midpoint = edge.midpoint % 0x0200
# Map from game coordinate range to pixel position
edge_y_offset = (midpoint * OUTPUT_CELL_SIZE) // 0x0200
edge_y = dest_y + edge_y_offset - INDICATOR_SIZE // 2
edge_color = GREEN if edge.dest is not None else YELLOW if any(e for e in east_edges if e.dest) else RED
draw.rectangle(
[east_x, edge_y, east_x + INDICATOR_SIZE - 1, edge_y + INDICATOR_SIZE - 1],
fill=edge_color,
outline='black'
)
# Draw diagonal cross if edge crosses between worlds
if edge.dest is not None and is_crossed_edge(edge, overworld_screens):
draw.line(
[east_x, edge_y, east_x + INDICATOR_SIZE - 1, edge_y + INDICATOR_SIZE - 1],
fill='black',
width=1
)
draw.line(
[east_x + INDICATOR_SIZE - 1, edge_y, east_x, edge_y + INDICATOR_SIZE - 1],
fill='black',
width=1
)
# Create output directory if it doesn't exist
os.makedirs(output_dir, exist_ok=True)
# Generate filename with timestamp
timestamp = datetime.now().strftime("%Y%m%d_%H%M%S")
filename = f"layout_{timestamp}.png"
filepath = os.path.join(output_dir, filename)
# Save the image
output_img.save(filepath, "PNG")
logging.getLogger('').info(f"Layout visualization saved to {filepath}")