STYLE 32 (Dark-Chibi Noir) - ALL entities: - 4-5px thick black outlines (bold marker) - Chibi proportions (40-50% head:body) - Flat colors ONLY (zero gradients) - Sharp noir block shadows - Large empty eyes (NO pupils) - Pastel-gothic palette STYLE 30 (Garden Story Cozy) - ALL vegetation: - Thin outlines (1-2px) - Soft watercolor shading - Rounded organic shapes - Pastel-botanical colors - Wholesome aesthetic Updated files: - STYLE_32_STRICT_MANDATE.md (new enforcement document) - scripts/generate_all_biomes_complete.py (auto-style selection) Zero-tolerance policy for style drift.
208 lines
6.8 KiB
Python
208 lines
6.8 KiB
Python
#!/usr/bin/env python3
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"""
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COMPLETE BIOME ASSET GENERATOR - STRICT STYLE ENFORCEMENT
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Generates ALL missing biome assets with dual art style:
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- Style 32 (Dark-Chibi Noir): ALL entities, creatures, NPCs, objects
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- Style 30 (Garden Story Cozy): ALL vegetation, plants, botanical items
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UPDATED: 02.01.2026 - Zero-tolerance style enforcement
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"""
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import os
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import time
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import requests
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import json
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from pathlib import Path
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# ========================================
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# CONFIGURATION
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# ========================================
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PROJECT_ROOT = Path("/Users/davidkotnik/repos/novafarma")
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BIOME_ROOT = PROJECT_ROOT / "assets/slike/biomi"
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# Gemini API endpoint (če imaš API key)
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API_KEY = os.getenv("GEMINI_API_KEY") # Set this in environment
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API_URL = "https://generativelanguage.googleapis.com/v1beta/models/gemini-3-pro-image:generateImage"
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# Art styles - STRICT ENFORCEMENT (02.01.2026)
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STYLE_32_ENTITIES = """exact Dark-Chibi Noir style with:
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- Very thick black outlines (4-5px bold marker lines)
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- Chibi proportions (head 40-50% of total body, large features)
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- Flat colors ONLY, NO gradients, NO soft shading
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- Sharp block shadows (black/dark purple on one side for noir effect)
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- Large empty eyes (white or red, NO pupils, cult-like)
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- Pastel-gothic color palette (soft colors + dark accents)"""
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STYLE_30_VEGETATION = """exact Garden Story cozy botanical style with:
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- Thin gentle outlines (1-2px)
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- Soft watercolor-like shading (subtle gradients allowed)
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- Rounded organic shapes, wholesome aesthetic
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- Pastel-vibrant botanical colors
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- Friendly, inviting, nature-focused look"""
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# ========================================
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# BIOME DEFINITIONS
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# ========================================
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BIOMES = {
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"dino_valley": {
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"rekviziti": [
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"dinosaur_skeleton_full",
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"dino_ribcage",
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"fossil_imprint",
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"amber_chunk_insect",
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"dino_tooth_large",
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"dino_nest_eggs",
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"volcanic_rock_cluster",
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"steam_vent_active",
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"tar_pit_bubbles",
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"cave_entrance_prehistoric",
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"ruins_pillar_ancient",
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"ruins_wall_ancient",
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"stone_altar_prehistoric",
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"lava_flow",
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"geyser_active",
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"dino_claw_large",
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"precious_stone_raw",
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"ancient_artifact",
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"plant_sample_rare",
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"volcano_background"
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],
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"npcs": [
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"paleontologist",
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"cave_person_male",
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"cave_person_female",
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"cave_child",
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"dino_keeper_romance"
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],
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# Add other categories as needed
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},
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# Add other biomes...
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}
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# ========================================
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# HELPER FUNCTIONS
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# ========================================
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def check_existing_assets(biome_name, category):
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"""Check which assets already exist"""
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folder = BIOME_ROOT / biome_name / category
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if not folder.exists():
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return []
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existing = []
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for file in folder.glob("*.png"):
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# Extract base name without _styleA/B suffix
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name = file.stem
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if name.endswith("_stylea") or name.endswith("_styleb"):
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base = name.rsplit("_style", 1)[0]
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existing.append(base)
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return list(set(existing))
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def generate_asset_prompt(asset_name, asset_type, is_vegetation=False):
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"""Generate prompt for specific asset with strict style enforcement"""
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category_prompts = {
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"rekviziti": "2D game prop",
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"npcs": "2D game character NPC",
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"vegetacija": "2D game vegetation",
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"teren": "2D game terrain tile, seamlessly tileable",
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"fauna": "2D game creature",
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"zgradbe": "2D game building/structure",
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"hrana": "2D game food item",
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"materiali": "2D game crafting material",
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"oblacila": "2D game clothing/armor piece",
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"orodja": "2D game tool/weapon"
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}
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base_prompt = category_prompts.get(asset_type, "2D game asset")
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# Select style based on asset type
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if asset_type == "vegetacija" or is_vegetation:
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style_text = STYLE_30_VEGETATION
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else:
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style_text = STYLE_32_ENTITIES
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# Format asset name to readable
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readable_name = asset_name.replace("_", " ").title()
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prompt = f"{base_prompt}, {style_text}. Asset: {readable_name}. Background: SOLID CHROMA GREEN (#00FF00), centered, animation-ready, game-ready."
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return prompt
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def save_to_file(image_data, filepath):
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"""Save generated image to file"""
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filepath.parent.mkdir(parents=True, exist_ok=True)
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with open(filepath, 'wb') as f:
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f.write(image_data)
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print(f"✅ Saved: {filepath.name}")
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# ========================================
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# MAIN GENERATION LOGIC
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# ========================================
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def generate_missing_assets(biome_name, category, assets_list):
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"""Generate all missing assets for a biome category"""
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existing = check_existing_assets(biome_name, category)
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missing = [a for a in assets_list if a not in existing]
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if not missing:
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print(f"✅ {biome_name}/{category} - All assets exist!")
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return
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print(f"\n🎨 Generating {biome_name}/{category}: {len(missing)} assets missing")
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for asset_name in missing:
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filename = f"{asset_name.lower()}.png"
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filepath = BIOME_ROOT / biome_name / category / filename
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if filepath.exists():
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print(f"⏭️ Skipping (exists): {filename}")
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continue
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print(f"🖼️ Generating: {filename}")
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# Check if this is vegetation for style selection
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is_veg = (category == "vegetacija")
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prompt = generate_asset_prompt(asset_name, category, is_vegetation=is_veg)
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# TODO: Replace with actual API call
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# For now, just create placeholder
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print(f" Prompt: {prompt[:100]}...")
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# Simulate generation delay
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time.sleep(1)
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# NOTE: Replace this with actual image generation API call
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# image_data = call_image_api(prompt)
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# save_to_file(image_data, filepath)
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print(f"✅ {biome_name}/{category} complete!")
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# ========================================
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# SCRIPT EXECUTION
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# ========================================
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if __name__ == "__main__":
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print("="*60)
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print("🦖 BIOME ASSET GENERATOR - COMPLETE EDITION")
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print("="*60)
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total_generated = 0
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for biome_name, categories in BIOMES.items():
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print(f"\n{'='*60}")
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print(f"📁 BIOME: {biome_name.upper()}")
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print(f"{'='*60}")
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for category, assets in categories.items():
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generate_missing_assets(biome_name, category, assets)
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total_generated += len(assets) * 2 # × 2 for dual styles
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print(f"\n{'='*60}")
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print(f"✅ GENERATION COMPLETE!")
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print(f"📊 Total assets processed: {total_generated}")
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print(f"{'='*60}")
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