Rework first battle map art

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2026-07-04 10:33:46 +09:00
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commit d13e69e4d3
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# Battle Map Art Direction: First Battle Sample
## Goal
Raise the first battle map from flat placeholder-like terrain to an original hand-painted tactical RPG battlefield while keeping the existing 20x18 tactical grid, unit positions, movement rules, and battle data unchanged.
## Readability Priority
- Unit sprites must read before the map.
- Terrain contrast stays one step below characters, combat UI, and hover/selection feedback.
- Texture detail should add depth without turning into visual noise at PC browser 100% scale.
- Terrain identity must remain clear: road, forest, hill, river, village, camp, fort.
## Terrain Palette
- Plain: muted olive grass with subtle yellow-green and brown brush flecks.
- Road: warm dusty tan with irregular edges, wheel marks, and compacted earth strokes.
- Forest: dark desaturated green canopy clusters with soft shadows, not black outlines.
- Hill: ochre stone and dry earth mounds, low-profile shapes that do not compete with units.
- Cliff: darker rock planes with sharper facets, used sparingly as impassable-looking terrain.
- River: subdued blue-green water with horizontal ripple highlights and darker bank shadows.
- Village: small ochre-roof huts, fences, and packed dirt clearings.
- Camp: simple canvas tents and banners, warm tan but low contrast.
- Fort: dark wood palisade and watch platforms with muted yellow flags.
## Grid And Tactical Form
- The map art itself should not contain heavy grid lines.
- Tile positions are preserved by rendering each terrain cell at 224px inside the existing 4480x4032 map.
- Organic edges may cross tile boundaries visually, but tactical meaning must still match the terrain array.
- Roads should visually connect from tile center to tile center so route planning is obvious.
## Sample Evaluation
- First battle lower-left camp and starting road should guide the eye toward the central route.
- Central village and river should be readable without stealing focus.
- Enemy fort area in the upper-right must imply an enemy line without becoming a large UI-like block.
- At 100% PC browser scale, Liu Bei, Guan Yu, Zhang Fei, and enemy units must remain the strongest silhouettes.

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from __future__ import annotations
import argparse
import ast
import math
import random
import re
from pathlib import Path
from PIL import Image, ImageChops, ImageDraw, ImageEnhance, ImageFilter, ImageOps
ROOT = Path(__file__).resolve().parents[1]
SCENARIO_FILE = ROOT / "src" / "game" / "data" / "scenario.ts"
FIRST_BATTLE_MAP = ROOT / "src" / "assets" / "images" / "battle" / "first-battle-map.webp"
DOCS_DIR = ROOT / "docs"
TILE = 224
RNG = random.Random(240704)
PALETTE = {
"plain": (88, 104, 62),
"plain_dark": (59, 75, 44),
"plain_light": (128, 132, 76),
"road": (185, 146, 91),
"road_shadow": (111, 83, 55),
"road_light": (221, 184, 117),
"forest_dark": (31, 70, 35),
"forest": (61, 105, 47),
"forest_light": (105, 144, 67),
"hill": (134, 119, 77),
"hill_dark": (77, 72, 55),
"hill_light": (178, 158, 103),
"cliff": (86, 75, 63),
"cliff_light": (132, 115, 88),
"water": (58, 112, 123),
"water_dark": (37, 77, 91),
"water_light": (122, 171, 174),
"wood": (74, 51, 36),
"wood_light": (127, 86, 48),
"roof": (158, 105, 42),
"canvas": (204, 169, 95),
"flag": (188, 151, 52),
}
def clamp(value: int) -> int:
return max(0, min(255, value))
def jitter(color: tuple[int, int, int], amount: int) -> tuple[int, int, int]:
return tuple(clamp(channel + RNG.randint(-amount, amount)) for channel in color)
def parse_first_battle_terrain() -> list[list[str]]:
text = SCENARIO_FILE.read_text(encoding="utf-8")
start = text.index("export const firstBattleMap")
terrain_key = text.index("terrain:", start)
bracket_start = text.index("[", terrain_key)
depth = 0
for index in range(bracket_start, len(text)):
char = text[index]
if char == "[":
depth += 1
elif char == "]":
depth -= 1
if depth == 0:
return ast.literal_eval(text[bracket_start : index + 1])
raise RuntimeError("Could not parse first battle terrain")
def parse_first_battle_units() -> list[dict[str, object]]:
text = SCENARIO_FILE.read_text(encoding="utf-8")
block_start = text.index("export const firstBattleUnits")
block_end = text.index("const secondBattleAllyPositions", block_start)
block = text[block_start:block_end]
units: list[dict[str, object]] = []
for match in re.finditer(r"id: '([^']+)'.*?name: '([^']+)'.*?faction: '([^']+)'.*?x: (\d+),\s*y: (\d+)", block, re.S):
units.append(
{
"id": match.group(1),
"name": match.group(2),
"faction": match.group(3),
"x": int(match.group(4)),
"y": int(match.group(5)),
}
)
return units
def tile_box(x: int, y: int, pad: int = 0) -> tuple[int, int, int, int]:
return (x * TILE - pad, y * TILE - pad, (x + 1) * TILE + pad, (y + 1) * TILE + pad)
def center(x: int, y: int) -> tuple[int, int]:
return (x * TILE + TILE // 2, y * TILE + TILE // 2)
def organic_ellipse_points(cx: int, cy: int, rx: int, ry: int, count: int = 24, wobble: float = 0.15) -> list[tuple[int, int]]:
points: list[tuple[int, int]] = []
phase = RNG.random() * math.tau
for index in range(count):
angle = math.tau * index / count
wave = 1 + math.sin(angle * 3 + phase) * wobble * 0.45
scale = wave + RNG.uniform(-wobble, wobble)
points.append((int(cx + math.cos(angle) * rx * scale), int(cy + math.sin(angle) * ry * scale)))
return points
def organic_rect_points(left: int, top: int, right: int, bottom: int, step: int = 72, wobble: int = 18) -> list[tuple[int, int]]:
points: list[tuple[int, int]] = []
for x in range(left, right + 1, step):
points.append((x + RNG.randint(-wobble, wobble), top + RNG.randint(-wobble, wobble)))
for y in range(top + step, bottom + 1, step):
points.append((right + RNG.randint(-wobble, wobble), y + RNG.randint(-wobble, wobble)))
for x in range(right - step, left - 1, -step):
points.append((x + RNG.randint(-wobble, wobble), bottom + RNG.randint(-wobble, wobble)))
for y in range(bottom - step, top, -step):
points.append((left + RNG.randint(-wobble, wobble), y + RNG.randint(-wobble, wobble)))
return points
def add_base_texture(width: int, height: int) -> Image.Image:
base = Image.new("RGB", (width, height), PALETTE["plain"])
noise = Image.effect_noise((width, height), 28).convert("L")
color_noise = ImageOps.colorize(noise, (54, 66, 42), (126, 123, 73))
base = Image.blend(base, color_noise, 0.22)
detail = Image.new("RGBA", (width, height), (0, 0, 0, 0))
draw = ImageDraw.Draw(detail)
for _ in range(42000):
x = RNG.randrange(width)
y = RNG.randrange(height)
length = RNG.randint(8, 24)
angle = RNG.uniform(-0.8, 0.8)
color = jitter(RNG.choice([PALETTE["plain_light"], PALETTE["plain_dark"], (101, 94, 55)]), 18)
alpha = RNG.randint(20, 54)
draw.line((x, y, x + math.cos(angle) * length, y + math.sin(angle) * length), fill=(*color, alpha), width=RNG.choice([1, 1, 2]))
wash = Image.new("RGBA", (width, height), (0, 0, 0, 0))
wash_draw = ImageDraw.Draw(wash)
for _ in range(220):
x = RNG.randint(-200, width + 100)
y = RNG.randint(-200, height + 100)
rx = RNG.randint(160, 520)
ry = RNG.randint(120, 420)
color = RNG.choice([(132, 125, 70, 16), (46, 64, 40, 20), (106, 91, 54, 14)])
wash_draw.ellipse((x - rx, y - ry, x + rx, y + ry), fill=color)
detail = Image.alpha_composite(detail, wash.filter(ImageFilter.GaussianBlur(46)))
return Image.alpha_composite(base.convert("RGBA"), detail)
def draw_shadow(draw: ImageDraw.ImageDraw, points: list[tuple[int, int]], alpha: int = 46) -> None:
offset = [(x + 12, y + 16) for x, y in points]
draw.polygon(offset, fill=(22, 25, 20, alpha))
def paint_water(canvas: Image.Image, terrain: list[list[str]]) -> None:
layer = Image.new("RGBA", canvas.size, (0, 0, 0, 0))
draw = ImageDraw.Draw(layer)
visited: set[tuple[int, int]] = set()
for sy, row in enumerate(terrain):
for sx, kind in enumerate(row):
if kind != "river" or (sx, sy) in visited:
continue
stack = [(sx, sy)]
component: list[tuple[int, int]] = []
visited.add((sx, sy))
while stack:
x, y = stack.pop()
component.append((x, y))
for dx, dy in ((1, 0), (-1, 0), (0, 1), (0, -1)):
nx, ny = x + dx, y + dy
if (
0 <= ny < len(terrain)
and 0 <= nx < len(terrain[0])
and terrain[ny][nx] == "river"
and (nx, ny) not in visited
):
visited.add((nx, ny))
stack.append((nx, ny))
min_x = min(x for x, _ in component)
max_x = max(x for x, _ in component)
min_y = min(y for _, y in component)
max_y = max(y for _, y in component)
left = min_x * TILE + 20
top = min_y * TILE + 18
right = (max_x + 1) * TILE - 20
bottom = (max_y + 1) * TILE - 18
shadow = organic_rect_points(left - 8, top - 6, right + 10, bottom + 14, step=86, wobble=20)
bank = organic_rect_points(left - 3, top - 3, right + 3, bottom + 4, step=80, wobble=17)
inner = organic_rect_points(left + 13, top + 13, right - 13, bottom - 13, step=70, wobble=13)
draw.polygon(shadow, fill=(*PALETTE["water_dark"], 78))
draw.polygon(bank, fill=(62, 76, 49, 88))
draw.polygon(inner, fill=(*jitter(PALETTE["water"], 8), 214))
for x, y in component:
tile_left, tile_top, tile_right, tile_bottom = tile_box(x, y)
for _ in range(18):
rx = RNG.randint(tile_left + 28, tile_right - 56)
ry = RNG.randint(tile_top + 26, tile_bottom - 30)
span = RNG.randint(30, 84)
color = (*jitter(PALETTE["water_light"], 16), RNG.randint(58, 104))
draw.arc((rx, ry, rx + span, ry + RNG.randint(10, 30)), 190, 350, fill=color, width=RNG.choice([2, 3]))
if RNG.random() < 0.45:
mx = RNG.randint(tile_left + 35, tile_right - 35)
my = RNG.randint(tile_top + 35, tile_bottom - 35)
draw.polygon(organic_ellipse_points(mx, my, RNG.randint(12, 30), RNG.randint(8, 18), 12, 0.22), fill=(67, 86, 50, 44))
canvas.alpha_composite(layer.filter(ImageFilter.GaussianBlur(0.35)))
def road_neighbors(terrain: list[list[str]], x: int, y: int) -> list[tuple[int, int]]:
result = []
for dx, dy in ((1, 0), (-1, 0), (0, 1), (0, -1)):
nx, ny = x + dx, y + dy
if 0 <= ny < len(terrain) and 0 <= nx < len(terrain[0]) and terrain[ny][nx] in {"road", "camp", "village"}:
result.append((nx, ny))
return result
def paint_path_segment(
draw: ImageDraw.ImageDraw,
start: tuple[int, int],
end: tuple[int, int],
width: int,
color: tuple[int, int, int],
alpha: int,
wobble: int,
) -> None:
sx, sy = start
ex, ey = end
dx = ex - sx
dy = ey - sy
distance = math.hypot(dx, dy)
if distance == 0:
return
nx = -dy / distance
ny = dx / distance
count = max(5, int(distance // 58))
centers: list[tuple[float, float]] = []
for index in range(count + 1):
t = index / count
taper = math.sin(t * math.pi)
px = sx + dx * t + nx * RNG.randint(-wobble, wobble) * taper
py = sy + dy * t + ny * RNG.randint(-wobble, wobble) * taper
centers.append((px, py))
left_side: list[tuple[int, int]] = []
right_side: list[tuple[int, int]] = []
for px, py in centers:
local_width = width * (0.92 + RNG.random() * 0.2)
edge_jitter = RNG.randint(-wobble, wobble)
left_side.append((int(px + nx * (local_width / 2 + edge_jitter)), int(py + ny * (local_width / 2 + edge_jitter))))
edge_jitter = RNG.randint(-wobble, wobble)
right_side.append((int(px - nx * (local_width / 2 + edge_jitter)), int(py - ny * (local_width / 2 + edge_jitter))))
draw.polygon(left_side + right_side[::-1], fill=(*color, alpha))
def paint_roads(canvas: Image.Image, terrain: list[list[str]]) -> None:
shadow = Image.new("RGBA", canvas.size, (0, 0, 0, 0))
road = Image.new("RGBA", canvas.size, (0, 0, 0, 0))
shadow_draw = ImageDraw.Draw(shadow)
road_draw = ImageDraw.Draw(road)
drawn_edges: set[tuple[tuple[int, int], tuple[int, int]]] = set()
for y, row in enumerate(terrain):
for x, kind in enumerate(row):
if kind != "road":
continue
cx, cy = center(x, y)
for nx, ny in road_neighbors(terrain, x, y):
edge = tuple(sorted(((x, y), (nx, ny))))
if edge in drawn_edges:
continue
drawn_edges.add(edge)
ncx, ncy = center(nx, ny)
paint_path_segment(shadow_draw, (cx + 10, cy + 14), (ncx + 10, ncy + 14), 100, PALETTE["road_shadow"], 54, 13)
paint_path_segment(road_draw, (cx, cy), (ncx, ncy), 96, jitter(PALETTE["road_shadow"], 8), 76, 15)
paint_path_segment(road_draw, (cx, cy), (ncx, ncy), RNG.randint(74, 86), jitter(PALETTE["road"], 9), 146, 18)
paint_path_segment(road_draw, (cx, cy), (ncx, ncy), RNG.randint(38, 48), jitter(PALETTE["road_light"], 10), 38, 10)
node_rx = RNG.randint(44, 59)
node_ry = RNG.randint(37, 53)
shadow_draw.polygon(organic_ellipse_points(cx + 10, cy + 14, node_rx + 8, node_ry + 7, 18, 0.18), fill=(*PALETTE["road_shadow"], 42))
road_draw.polygon(organic_ellipse_points(cx, cy, node_rx, node_ry, 18, 0.2), fill=(*jitter(PALETTE["road"], 8), 118))
for y, row in enumerate(terrain):
for x, kind in enumerate(row):
if kind != "road":
continue
left, top, right, bottom = tile_box(x, y)
for _ in range(17):
px = RNG.randint(left + 20, right - 20)
py = RNG.randint(top + 20, bottom - 20)
road_draw.line((px, py, px + RNG.randint(-34, 42), py + RNG.randint(-14, 14)), fill=(*PALETTE["road_shadow"], RNG.randint(25, 58)), width=RNG.choice([2, 3]))
for _ in range(8):
px = RNG.randint(left + 25, right - 25)
py = RNG.randint(top + 25, bottom - 25)
road_draw.ellipse((px - 3, py - 2, px + 3, py + 2), fill=(*PALETTE["road_light"], 62))
canvas.alpha_composite(shadow.filter(ImageFilter.GaussianBlur(2.2)))
canvas.alpha_composite(road.filter(ImageFilter.GaussianBlur(0.35)))
def paint_hill(draw: ImageDraw.ImageDraw, x: int, y: int, kind: str) -> None:
left, top, right, bottom = tile_box(x, y)
cx, cy = center(x, y)
rock_count = 6 if kind == "hill" else 8
for _ in range(rock_count):
rx = cx + RNG.randint(-62, 58)
ry = cy + RNG.randint(-54, 52)
rw = RNG.randint(42, 92)
rh = RNG.randint(24, 58)
color = jitter(PALETTE["hill"] if kind == "hill" else PALETTE["cliff"], 16)
draw.ellipse((rx - rw // 2 + 7, ry - rh // 2 + 10, rx + rw // 2 + 7, ry + rh // 2 + 10), fill=(*PALETTE["hill_dark"], 45))
draw.ellipse((rx - rw // 2, ry - rh // 2, rx + rw // 2, ry + rh // 2), fill=(*color, 168))
draw.arc((rx - rw // 2 + 6, ry - rh // 2 + 5, rx + rw // 2 - 5, ry + rh // 2), 190, 315, fill=(*PALETTE["hill_light"], 82), width=3)
if kind == "cliff":
for _ in range(4):
points = [
(RNG.randint(left + 20, right - 30), RNG.randint(top + 18, bottom - 20)),
(RNG.randint(left + 40, right - 20), RNG.randint(top + 20, bottom - 20)),
(RNG.randint(left + 20, right - 20), RNG.randint(top + 45, bottom - 16)),
]
draw_shadow(draw, points, 44)
draw.polygon(points, fill=(*jitter(PALETTE["cliff_light"], 12), 135))
def paint_forest(draw: ImageDraw.ImageDraw, x: int, y: int) -> None:
left, top, right, bottom = tile_box(x, y)
cx, cy = center(x, y)
draw.ellipse((left + 20, top + 28, right - 12, bottom - 4), fill=(17, 38, 24, 86))
blob_count = RNG.randint(13, 19)
for _ in range(blob_count):
bx = cx + RNG.randint(-76, 75)
by = cy + RNG.randint(-72, 64)
radius = RNG.randint(24, 47)
color = jitter(RNG.choice([PALETTE["forest"], PALETTE["forest_light"], PALETTE["forest_dark"]]), 14)
draw.ellipse((bx - radius + 5, by - radius + 8, bx + radius + 5, by + radius + 8), fill=(10, 30, 18, 72))
draw.ellipse((bx - radius, by - radius, bx + radius, by + radius), fill=(*color, 218))
draw.arc((bx - radius + 7, by - radius + 6, bx + radius - 7, by + radius - 7), 195, 322, fill=(142, 165, 76, 84), width=3)
for _ in range(7):
tx = RNG.randint(left + 28, right - 28)
ty = RNG.randint(top + 62, bottom - 18)
draw.line((tx, ty, tx + RNG.randint(-6, 6), ty + RNG.randint(13, 27)), fill=(54, 39, 24, 92), width=RNG.randint(4, 7))
def paint_structure(draw: ImageDraw.ImageDraw, x: int, y: int, kind: str) -> None:
left, top, right, bottom = tile_box(x, y)
cx, cy = center(x, y)
if kind == "village":
draw.ellipse((left + 34, top + 48, right - 28, bottom - 20), fill=(*PALETTE["road_shadow"], 52))
for ox, oy, scale in [(-34, -8, 1.0), (28, 12, 0.86)]:
bx, by = cx + ox, cy + oy
w, h = int(56 * scale), int(44 * scale)
draw.rectangle((bx - w // 2, by - 4, bx + w // 2, by + h), fill=(*jitter((142, 102, 58), 12), 220))
roof = [(bx - w // 2 - 10, by - 2), (bx, by - 44), (bx + w // 2 + 10, by - 2)]
draw.polygon([(px + 6, py + 9) for px, py in roof], fill=(48, 34, 24, 68))
draw.polygon(roof, fill=(*jitter(PALETTE["roof"], 10), 235))
draw.line((bx - w // 2 - 5, by, bx + w // 2 + 5, by), fill=(230, 170, 74, 72), width=3)
for _ in range(5):
px = RNG.randint(left + 30, right - 30)
py = RNG.randint(top + 120, bottom - 20)
draw.line((px, py, px + RNG.randint(18, 34), py + RNG.randint(-4, 5)), fill=(*PALETTE["wood"], 120), width=3)
elif kind == "camp":
draw.ellipse((left + 24, top + 34, right - 18, bottom - 10), fill=(*PALETTE["road_shadow"], 54))
for ox, oy in [(-32, -18), (34, 8), (-8, 36)]:
bx, by = cx + ox, cy + oy
tent = [(bx - 38, by + 34), (bx, by - 38), (bx + 42, by + 34)]
draw.polygon([(px + 5, py + 9) for px, py in tent], fill=(48, 34, 24, 70))
draw.polygon(tent, fill=(*jitter(PALETTE["canvas"], 12), 232))
draw.line((bx, by - 35, bx, by + 32), fill=(*PALETTE["wood"], 140), width=4)
draw.polygon([(bx + 5, by - 35), (bx + 42, by - 24), (bx + 5, by - 14)], fill=(*PALETTE["flag"], 210))
elif kind == "fort":
draw.ellipse((left + 22, top + 34, right - 16, bottom - 14), fill=(*PALETTE["road_shadow"], 62))
posts = [(left + 48, top + 52), (right - 52, top + 48), (left + 50, bottom - 60), (right - 54, bottom - 64)]
for px, py in posts:
draw.rectangle((px - 9, py - 36, px + 9, py + 38), fill=(*jitter(PALETTE["wood"], 8), 230))
for yline in (top + 72, bottom - 78):
draw.line((left + 40, yline, right - 44, yline + RNG.randint(-5, 5)), fill=(*jitter(PALETTE["wood_light"], 12), 224), width=12)
draw.line((left + 52, yline + 20, right - 56, yline + 17), fill=(*jitter(PALETTE["wood"], 8), 220), width=9)
draw.rectangle((cx - 42, cy - 28, cx + 38, cy + 35), fill=(*jitter((92, 65, 42), 12), 220))
draw.polygon([(cx - 56, cy - 25), (cx, cy - 68), (cx + 54, cy - 25)], fill=(*jitter(PALETTE["roof"], 9), 225))
draw.polygon([(cx + 18, cy - 69), (cx + 61, cy - 56), (cx + 18, cy - 40)], fill=(*PALETTE["flag"], 210))
def paint_tiles(canvas: Image.Image, terrain: list[list[str]]) -> None:
layer = Image.new("RGBA", canvas.size, (0, 0, 0, 0))
draw = ImageDraw.Draw(layer)
for y, row in enumerate(terrain):
for x, kind in enumerate(row):
if kind in {"hill", "cliff"}:
paint_hill(draw, x, y, kind)
elif kind == "forest":
paint_forest(draw, x, y)
canvas.alpha_composite(layer.filter(ImageFilter.GaussianBlur(0.25)))
structure = Image.new("RGBA", canvas.size, (0, 0, 0, 0))
structure_draw = ImageDraw.Draw(structure)
for y, row in enumerate(terrain):
for x, kind in enumerate(row):
if kind in {"village", "camp", "fort"}:
paint_structure(structure_draw, x, y, kind)
canvas.alpha_composite(structure.filter(ImageFilter.GaussianBlur(0.15)))
def add_route_and_battlefield_details(canvas: Image.Image, terrain: list[list[str]], units: list[dict[str, object]]) -> None:
details = Image.new("RGBA", canvas.size, (0, 0, 0, 0))
draw = ImageDraw.Draw(details)
for unit in units:
x, y = int(unit["x"]), int(unit["y"])
cx, cy = center(x, y)
if unit["faction"] == "enemy":
color = (117, 76, 38, 72)
if "cavalry" in str(unit["id"]):
color = (94, 67, 38, 58)
else:
color = (90, 80, 42, 38)
draw.ellipse((cx - 54, cy - 30, cx + 54, cy + 30), fill=color)
if unit["faction"] == "enemy":
for _ in range(3):
px = cx + RNG.randint(-60, 60)
py = cy + RNG.randint(-44, 44)
draw.line((px, py, px + RNG.randint(-22, 25), py + RNG.randint(-6, 8)), fill=(92, 58, 34, 58), width=3)
width, height = canvas.size
for _ in range(2400):
x = RNG.randrange(width)
y = RNG.randrange(height)
color = RNG.choice([(137, 100, 52, 40), (188, 139, 70, 35), (58, 73, 43, 32)])
draw.ellipse((x - 2, y - 1, x + 2, y + 1), fill=color)
canvas.alpha_composite(details.filter(ImageFilter.GaussianBlur(0.15)))
def add_subtle_grid_and_grade(canvas: Image.Image, terrain: list[list[str]]) -> Image.Image:
width, height = canvas.size
overlay = Image.new("RGBA", canvas.size, (0, 0, 0, 0))
draw = ImageDraw.Draw(overlay)
for x in range(1, len(terrain[0])):
alpha = 11 if x % 2 else 8
draw.line((x * TILE, 0, x * TILE, height), fill=(19, 26, 19, alpha), width=2)
for y in range(1, len(terrain)):
alpha = 11 if y % 2 else 8
draw.line((0, y * TILE, width, y * TILE), fill=(19, 26, 19, alpha), width=2)
vignette = Image.new("L", (width, height), 0)
vdraw = ImageDraw.Draw(vignette)
margin = int(min(width, height) * 0.04)
vdraw.rounded_rectangle((margin, margin, width - margin, height - margin), radius=260, fill=255)
vignette = vignette.filter(ImageFilter.GaussianBlur(360))
dark = Image.new("RGBA", (width, height), (18, 20, 14, 58))
overlay = Image.composite(Image.new("RGBA", (width, height), (0, 0, 0, 0)), dark, vignette)
canvas.alpha_composite(overlay)
graded = ImageEnhance.Color(canvas.convert("RGB")).enhance(0.88)
graded = ImageEnhance.Contrast(graded).enhance(0.96)
graded = ImageEnhance.Brightness(graded).enhance(0.96)
return graded
def build_map() -> Image.Image:
terrain = parse_first_battle_terrain()
units = parse_first_battle_units()
width = len(terrain[0]) * TILE
height = len(terrain) * TILE
canvas = add_base_texture(width, height)
paint_water(canvas, terrain)
paint_roads(canvas, terrain)
paint_tiles(canvas, terrain)
add_route_and_battlefield_details(canvas, terrain, units)
return add_subtle_grid_and_grade(canvas, terrain)
def make_comparison(before: Image.Image, after: Image.Image, out_path: Path) -> None:
preview_width = 1400
before_small = before.resize((preview_width, int(before.height * preview_width / before.width)), Image.Resampling.LANCZOS)
after_small = after.resize(before_small.size, Image.Resampling.LANCZOS)
padding = 36
label_height = 58
combined = Image.new("RGB", (before_small.width * 2 + padding * 3, before_small.height + padding * 2 + label_height), (20, 24, 21))
combined.paste(before_small, (padding, padding + label_height))
combined.paste(after_small, (padding * 2 + before_small.width, padding + label_height))
draw = ImageDraw.Draw(combined)
draw.text((padding, padding + 10), "Before", fill=(232, 219, 178))
draw.text((padding * 2 + before_small.width, padding + 10), "After: hand-painted tactical sample", fill=(232, 219, 178))
out_path.parent.mkdir(parents=True, exist_ok=True)
combined.save(out_path, quality=92)
def main() -> None:
parser = argparse.ArgumentParser()
parser.add_argument("--out", type=Path, default=FIRST_BATTLE_MAP)
parser.add_argument("--before", type=Path, default=FIRST_BATTLE_MAP)
parser.add_argument("--comparison", type=Path, default=DOCS_DIR / "first-battle-map-handpaint-before-after.png")
parser.add_argument("--preview", type=Path, default=DOCS_DIR / "first-battle-map-handpaint-preview.png")
parser.add_argument("--webp-quality", type=int, default=90)
args = parser.parse_args()
before = Image.open(args.before).convert("RGB")
after = build_map()
if before.size != after.size:
raise RuntimeError(f"Map size changed from {before.size} to {after.size}")
args.out.parent.mkdir(parents=True, exist_ok=True)
if args.out.suffix.lower() == ".webp":
after.save(args.out, "WEBP", quality=args.webp_quality, method=6)
else:
output = after.quantize(colors=224, method=Image.Quantize.MEDIANCUT, dither=Image.Dither.NONE)
output.save(args.out, optimize=True, compress_level=9)
make_comparison(before, after, args.comparison)
args.preview.parent.mkdir(parents=True, exist_ok=True)
after.resize((1400, int(after.height * 1400 / after.width)), Image.Resampling.LANCZOS).save(args.preview, quality=92)
diff = ImageChops.difference(before.resize((400, 360)), after.resize((400, 360))).convert("L")
print(
{
"out": str(args.out),
"size": after.size,
"comparison": str(args.comparison),
"preview": str(args.preview),
"avg_preview_delta": round(sum(diff.tobytes()) / (400 * 360), 2),
}
)
if __name__ == "__main__":
main()

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@@ -20,7 +20,7 @@ import fiftySeventhBattleMapUrl from '../../assets/images/battle/fifty-seventh-b
import fiftySixthBattleMapUrl from '../../assets/images/battle/fifty-sixth-battle-map.svg'; import fiftySixthBattleMapUrl from '../../assets/images/battle/fifty-sixth-battle-map.svg';
import fifthBattleMapUrl from '../../assets/images/battle/fifth-battle-map.svg'; import fifthBattleMapUrl from '../../assets/images/battle/fifth-battle-map.svg';
import fifteenthBattleMapUrl from '../../assets/images/battle/fifteenth-battle-map.svg'; import fifteenthBattleMapUrl from '../../assets/images/battle/fifteenth-battle-map.svg';
import firstBattleMapUrl from '../../assets/images/battle/first-battle-map.png'; import firstBattleMapUrl from '../../assets/images/battle/first-battle-map.webp';
import fortiethBattleMapUrl from '../../assets/images/battle/fortieth-battle-map.svg'; import fortiethBattleMapUrl from '../../assets/images/battle/fortieth-battle-map.svg';
import fortyEighthBattleMapUrl from '../../assets/images/battle/forty-eighth-battle-map.svg'; import fortyEighthBattleMapUrl from '../../assets/images/battle/forty-eighth-battle-map.svg';
import fortyFifthBattleMapUrl from '../../assets/images/battle/forty-fifth-battle-map.svg'; import fortyFifthBattleMapUrl from '../../assets/images/battle/forty-fifth-battle-map.svg';