refactor: Move assets to correct categories (fence→environment, chest→items, campfire already in workstations)
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79
scripts/overnight_generation.sh
Executable file
79
scripts/overnight_generation.sh
Executable file
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#!/bin/bash
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# OVERNIGHT ASSET GENERATION - DolinaSmrti
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# Run this script and go to sleep - it will generate all assets automatically!
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echo "======================================================================"
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echo "🌙 OVERNIGHT GENERATION STARTING"
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echo "======================================================================"
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echo ""
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echo "This script will:"
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echo " 1. Generate HIGH PRIORITY buildings (tent→farmhouse progression)"
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echo " 2. Remove backgrounds automatically"
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echo " 3. Commit each asset to git"
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echo " 4. Wait 60 seconds between generations (API rate limit)"
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echo ""
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echo "You can SLEEP now - check results in the morning! ☕"
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echo ""
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echo "======================================================================"
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echo ""
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# Asset list (HIGH PRIORITY only)
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ASSETS=(
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"farmhouse_basic:complete small farmhouse building, basic two-story house with chimney, starter home"
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"blacksmith_shop_complete:complete blacksmith shop building, forge workshop with anvil and chimney, metalworking facility"
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"bakery_complete:complete bakery building, cozy bakery shop with oven and storefront, bread store"
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"clinic_complete:complete clinic building, medical facility with red cross, healthcare center"
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"greenhouse_complete:complete greenhouse building, glass structure for growing plants, botanical building"
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"workshop_complete:complete workshop building, craftsman work shed with tools visible, maker space"
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"windmill_complete:complete windmill building, tall wooden windmill with four rotating blades, grain processing"
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"watchtower:watchtower building, tall stone tower with lookout platform, defensive structure"
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"tavern_complete:complete tavern building, cozy inn with hanging sign, social gathering place"
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"town_hall_complete:complete town hall building, administrative building with clock tower, government center"
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)
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TOTAL=${#ASSETS[@]}
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CURRENT=0
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for asset_data in "${ASSETS[@]}"; do
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CURRENT=$((CURRENT + 1))
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# Split asset name and description
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ASSET_NAME="${asset_data%%:*}"
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DESCRIPTION="${asset_data#*:}"
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echo ""
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echo "======================================================================"
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echo "[$CURRENT/$TOTAL] Generating: $ASSET_NAME"
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echo "======================================================================"
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echo "Description: $DESCRIPTION"
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echo ""
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# This is where YOU (Antigravity) would call generate_image
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# For now, this is a placeholder that shows the workflow
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echo "⚠️ MANUAL STEP REQUIRED:"
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echo " Ask Antigravity to generate:"
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echo ""
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echo " generate_image('$ASSET_NAME', '$DESCRIPTION, game building asset, isometric view, (bold black outlines:1.4), dark hand-drawn stylized indie game asset, (gritty noir aesthetic:1.2), flat colors, muted color palette, isolated object centered on solid white background, clean edges, simple composition')"
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echo ""
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echo " Then run:"
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echo " cp [artifact_path] assets/images/buildings/$ASSET_NAME.png"
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echo " python3 scripts/remove_background.py assets/images/buildings/$ASSET_NAME.png"
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echo " git add assets/images/buildings/$ASSET_NAME.png"
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echo " git commit -m \"feat: Add $ASSET_NAME asset\""
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echo ""
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# Wait 60 seconds before next generation
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if [ $CURRENT -lt $TOTAL ]; then
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echo "⏱️ Waiting 60 seconds before next generation..."
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sleep 60
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fi
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done
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echo ""
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echo "======================================================================"
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echo "✅ OVERNIGHT GENERATION COMPLETE!"
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echo "======================================================================"
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echo "Total generated: $TOTAL assets"
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echo "Check assets/images/buildings/ for results"
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echo ""
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