wgt01: tileset build guide + 40-tile generator kit

AGENTS.md: NWN:EE tileset construction reference (constraints, .mdl/.wok
walkmesh rules, .set format, Blender->NWN pipeline, prototype->NWN mapping).

wgt01/: Westgate Urban Foundation MVP kit.
- generator/tiles.py: single source of truth (40-tile table, materials,
  12x12 test map, pure paint/height/walkmesh/.set derivations).
- generator/build.py: Blender 4.0.2 scene generator (VIS_/WOK_/BLOCK_ per
  tile, edge metadata, library grid + 12x12 district previews).
- generator/make_wok.py: ASCII walkmesh emitter (verts+faces+surfacemat+AABB
  tree) from the same geometry.
- generator/make_set.py: first-pass twu01.set (CRLF) from the tile grammar.
- flake.nix: build/wok/set apps + dev shell (pinned Blender 4.0.2, NWN tools).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-04 16:55:43 +02:00
co-authored by Claude Opus 4.8
commit 60af184be5
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__pycache__/
*.pyc
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"""Build the Westgate_Urban_Foundation_MVP Blender scene (run in Blender 4.0.2).
blender-4.0.2 --background --python build.py -- out.blend
Realises tiles.py: one Collection per tile (VIS_/WOK_/BLOCK_ sub-objects + edge
custom props), a TILE_EDGE_METADATA text block, and the two preview assemblies.
Geometry is intentionally simple (KICKOFF.md: a geometry/grammar prototype).
"""
import json
import os
import sys
import bpy
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import tiles # noqa: E402
def get_mat(name):
m = bpy.data.materials.get(name)
if m:
return m
m = bpy.data.materials.new(name)
r, g, b = tiles.COLORS.get(name, (0.5, 0.5, 0.5))
m.diffuse_color = (r, g, b, 1.0) # viewport (solid) colour
m.use_nodes = True
bsdf = m.node_tree.nodes.get("Principled BSDF")
if bsdf:
bsdf.inputs["Base Color"].default_value = (r, g, b, 1.0)
return m
def build_vis(spec):
"""Subdivided 10x10 plane (100 quads): per-face material via paint(), per-vertex Z."""
n, step = 10, 1.0
paint = tiles.make_paint(spec)
verts, vidx = [], {}
def vi(i, j):
if (i, j) not in vidx:
x, y = -5 + i * step, -5 + j * step
vidx[(i, j)] = len(verts)
verts.append((x, y, tiles.height(spec, x, y)))
return vidx[(i, j)]
faces, face_mat, mats, midx = [], [], [], {}
for i in range(n):
for j in range(n):
faces.append((vi(i, j), vi(i + 1, j), vi(i + 1, j + 1), vi(i, j + 1)))
cx, cy = -5 + (i + 0.5) * step, -5 + (j + 0.5) * step
mn = paint(cx, cy)
if mn not in midx:
midx[mn] = len(mats)
mats.append(mn)
face_mat.append(midx[mn])
me = bpy.data.meshes.new("VIS_" + spec["code"])
me.from_pydata(verts, [], faces)
for mn in mats:
me.materials.append(get_mat(mn))
for poly, mi in zip(me.polygons, face_mat):
poly.material_index = mi
me.update()
ob = bpy.data.objects.new("VIS_" + spec["code"], me)
n_, e_, s_, w_ = spec["edges"]
ob["edge_N"], ob["edge_E"], ob["edge_S"], ob["edge_W"] = n_, e_, s_, w_
return ob
def build_quads(name, quads, matname):
if not quads:
return None
verts, faces = [], []
for q in quads:
b = len(verts)
verts += q
faces.append((b, b + 1, b + 2, b + 3))
me = bpy.data.meshes.new(name)
me.from_pydata(verts, [], faces)
me.materials.append(get_mat(matname))
me.update()
return bpy.data.objects.new(name, me)
def build_tile(spec):
col = bpy.data.collections.new(f"{spec['code']}_{spec['name']}")
bpy.context.scene.collection.children.link(col)
col.objects.link(build_vis(spec))
quads = tiles.wok_quads(spec)
wok = build_quads("WOK_" + spec["code"], [q for q, w in quads if w], "MAT_debug_walkmesh")
blk = build_quads("BLOCK_" + spec["code"], [q for q, w in quads if not w], "MAT_debug_blocker")
if wok:
col.objects.link(wok)
if blk:
col.objects.link(blk)
return col
def instance(col, loc, parent, name):
ob = bpy.data.objects.new(name, None)
ob.instance_type = "COLLECTION"
ob.instance_collection = col
ob.location = loc
parent.objects.link(ob)
def label(text, loc, parent):
cu = bpy.data.curves.new(text, "FONT")
cu.body = text
cu.size = 1.4
ob = bpy.data.objects.new("LBL_" + text, cu)
ob.location = loc
parent.objects.link(ob)
def main():
argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
out = os.path.abspath(argv[0]) if argv else os.path.abspath("westgate_urban_foundation_mvp.blend")
bpy.ops.wm.read_factory_settings(use_empty=True)
bpy.context.scene.unit_settings.system = "METRIC"
tilecol = {s["code"]: build_tile(s) for s in tiles.TILES}
# edge metadata text block (KICKOFF.md)
txt = bpy.data.texts.new("TILE_EDGE_METADATA")
for s in tiles.TILES:
n_, e_, s_, w_ = s["edges"]
txt.write(f"{s['code']}_{s['name']}\nN: {n_}\nE: {e_}\nS: {s_}\nW: {w_}\n\n")
# library grid preview (8 wide, 12 m pitch, labelled)
grid = bpy.data.collections.new("PREVIEW_tile_library_grid")
bpy.context.scene.collection.children.link(grid)
cols = 8
for i, s in enumerate(tiles.TILES):
gx, gy = (i % cols) * 12, -(i // cols) * 12
instance(tilecol[s["code"]], (gx, gy, 0), grid, "GRID_" + s["code"])
label(s["code"], (gx - 4.5, gy + 5.5, 0), grid)
# 12x12 test district (10 m pitch), row south-ward, col east-ward
dist = bpy.data.collections.new("PREVIEW_12x12_test_district")
bpy.context.scene.collection.children.link(dist)
skipped = []
for r, row in enumerate(tiles.MAP):
for c, code in enumerate(row):
tc = tilecol.get(code)
if tc is None:
skipped.append([r, c, code])
continue
instance(tc, (c * 10, -r * 10, 0), dist, f"D_{r:02d}_{c:02d}_{code}")
bpy.ops.wm.save_as_mainfile(filepath=out)
report = {
"blend": out,
"tile_collections": len(tilecol),
"district_cells": sum(len(r) for r in tiles.MAP),
"district_skipped": skipped,
"materials": len(tiles.COLORS),
}
print("<<<WGT_REPORT_BEGIN>>>" + json.dumps(report, indent=2) + "<<<WGT_REPORT_END>>>")
if __name__ == "__main__":
main()
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"""Generate the first-pass NWN tileset definition `twu01.set` from tiles.py.
python make_set.py [out.set] # default: twu01.set
Pure Python, no Blender. Emits a valid, DOS/CRLF `.set` (AGENTS.md §4/§9: Unix
line endings crash the toolset). Corners/heights/crossers derive from each tile's
edge grammar; this is a DRAFT to load and hand-tune in the toolset, not a final
set. See CAVEATS below.
CAVEATS (first pass — tune in the toolset):
* PathNode is a placeholder ('A' walkable / 'N' non-walkable). Real pathnode
letters govern creature routing and must be verified against the toolset.
* ImageMap2D references minimaps (twu01_<code>.tga) that are not rendered yet.
* Groups/features Count=0; add multi-tile groups later.
"""
import sys
import tiles
PREFIX = tiles.PREFIX
def tile_block(i, spec):
cor = tiles.nwn_corners(spec["edges"])
n, e, s, w = spec["edges"]
tl, tr, bl, br = cor["TopLeft"], cor["TopRight"], cor["BottomLeft"], cor["BottomRight"]
ref = tiles.resref(spec)
walkable = spec["kind"] != "canal"
L = [f"[TILE{i}]"]
L += [
f"Model={ref}",
"WalkMesh=", # legacy field; per-model .wok is matched by name
f"ImageMap2D={ref}",
f"TopLeft={tl[0]}", f"TopLeftHeight={tl[1]}",
f"TopRight={tr[0]}", f"TopRightHeight={tr[1]}",
f"BottomLeft={bl[0]}", f"BottomLeftHeight={bl[1]}",
f"BottomRight={br[0]}", f"BottomRightHeight={br[1]}",
f"Top={tiles.nwn_crosser(n)}",
f"Right={tiles.nwn_crosser(e)}",
f"Bottom={tiles.nwn_crosser(s)}",
f"Left={tiles.nwn_crosser(w)}",
"MainLight1=0", "MainLight2=0", "SourceLight1=0", "SourceLight2=0",
"AnimLoop1=0", "AnimLoop2=0", "AnimLoop3=0",
"Orientation=0",
f"PathNode={'A' if walkable else 'N'}", # placeholder — verify in toolset
"VisibilityNode=",
"Doors=0",
"Sounds=0",
]
return L
def build():
L = []
L += [
"[GENERAL]",
f"Name={PREFIX}",
"Type=SET",
"Interior=0",
"HasHeightTransition=1",
"Transition=1.5", # metres per height step = Z=1.5 raised tier
"Border=cobble",
"Default=cobble",
"Floor=cobble",
"DisplayName=-1",
"UnlocalizedName=Westgate Urban Foundation",
"Version=1",
"EnvMap=",
"SelectorHeight=3",
"",
"[GRASS]",
"Grass=0",
"GrassTextureName=",
"Density=0.0",
"Height=0.0",
"AmbientRed=0.0", "AmbientGreen=0.0", "AmbientBlue=0.0",
"DiffuseRed=0.0", "DiffuseGreen=0.0", "DiffuseBlue=0.0",
"",
"[TERRAIN TYPES]",
f"Count={len(tiles.TERRAINS)}",
]
for idx, t in enumerate(tiles.TERRAINS):
L += ["", f"[TERRAIN{idx}]", f"Name={t}", "StrRef=-1"]
L += ["", "[CROSSER TYPES]", f"Count={len(tiles.CROSSERS)}"]
for idx, cr in enumerate(tiles.CROSSERS):
L += ["", f"[CROSSER{idx}]", f"Name={cr}", "StrRef=-1"]
L += ["", "[PRIMARY RULES]", "Count=0",
"", "[SECONDARY RULES]", "Count=0",
"", "[TILES]", f"Count={len(tiles.TILES)}"]
for i, spec in enumerate(tiles.TILES):
L.append("")
L += tile_block(i, spec)
L += ["", "[GROUPS]", "Count=0", ""]
return L
def main():
out = sys.argv[1] if len(sys.argv) > 1 else f"{PREFIX}.set"
with open(out, "w", newline="") as fh: # newline='' + explicit \r\n = CRLF
fh.write("\r\n".join(build()))
print(f"wrote {out} ({len(tiles.TILES)} tiles, "
f"{len(tiles.TERRAINS)} terrains, {len(tiles.CROSSERS)} crossers, CRLF)")
if __name__ == "__main__":
main()
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"""Generate per-tile ASCII walkmeshes (`twu01_<code>.wok`) from tiles.py.
python make_wok.py [outdir] # default: ./wok
Pure Python, no Blender. Emits the Aurora ASCII walkmesh node (verts + faces with
per-face surface material + an AABB bounding-volume tree). This is the usable
intermediate the toolset/cleanmodels/nwnmdlcomp compile to a binary `.wok`
(AGENTS.md §6); NeverBlender would otherwise produce this. Geometry comes from
tiles.wok_quads so it matches the Blender WOK_/BLOCK_ proxies exactly.
Surface material ids (surfacemat.2da, AGENTS.md §3.3): walkable faces use WALK,
non-walkable proxy faces use BLOCK. Verify these two ids against your
surfacemat.2da before shipping.
"""
import os
import sys
import tiles
WALK = 1 # a walkable stone-ish row in surfacemat.2da (verify)
BLOCK = 7 # a non-walkable row (verify)
def geometry(spec):
"""Return (verts, faces): dedup verts, faces = (a, b, c, surfacemat)."""
verts, vmap, faces = [], {}, []
def vid(v):
key = tuple(round(c, 4) for c in v)
if key not in vmap:
vmap[key] = len(verts)
verts.append(key)
return vmap[key]
for quad, walkable in tiles.wok_quads(spec):
s = WALK if walkable else BLOCK
a, b, c, d = (vid(p) for p in quad)
faces.append((a, b, c, s)) # triangulate quad -> 2 tris
faces.append((a, c, d, s))
return verts, faces
def _box(verts, face):
pts = [verts[face[0]], verts[face[1]], verts[face[2]]]
return ([min(p[i] for p in pts) for i in range(3)],
[max(p[i] for p in pts) for i in range(3)])
def aabb_tree(verts, faces):
"""Binary BVH, pre-order (node, left subtree, right subtree). Leaf carries its
face index; internal carries -1. Reader reconstructs by the same recursion."""
nodes = []
def rec(items): # items = [(face_index, (min, max)), ...]
mn = [min(b[0][i] for _, b in items) for i in range(3)]
mx = [max(b[1][i] for _, b in items) for i in range(3)]
if len(items) == 1:
nodes.append((mn, mx, items[0][0]))
return
ax = max(range(3), key=lambda i: mx[i] - mn[i]) # split longest axis
items.sort(key=lambda ib: ib[1][0][ax] + ib[1][1][ax]) # by box centre
mid = len(items) // 2
nodes.append((mn, mx, -1)) # internal placeholder
rec(items[:mid])
rec(items[mid:])
rec([(i, _box(verts, f)) for i, f in enumerate(faces)])
assert sum(1 for _, _, fi in nodes if fi >= 0) == len(faces) # every face is a leaf
assert len(nodes) == 2 * len(faces) - 1 # full binary tree
return nodes
def emit(spec):
verts, faces = geometry(spec)
nodes = aabb_tree(verts, faces)
name = tiles.resref(spec)
L = [f"# {name} walkmesh (ASCII, first-pass) - compile via nwnmdlcomp/cleanmodels",
f"node aabb {name}_wok",
f" parent {name}",
" position 0.0 0.0 0.0",
" orientation 0.0 0.0 0.0 0.0",
f" verts {len(verts)}"]
L += [f" {v[0]:.5f} {v[1]:.5f} {v[2]:.5f}" for v in verts]
L.append(f" faces {len(faces)}")
# face line: v1 v2 v3 smoothgroup tv1 tv2 tv3 surfacemat
L += [f" {a} {b} {c} 1 0 0 0 {s}" for a, b, c, s in faces]
L.append(" aabb")
L += [f" {mn[0]:.5f} {mn[1]:.5f} {mn[2]:.5f} {mx[0]:.5f} {mx[1]:.5f} {mx[2]:.5f} {fi}"
for mn, mx, fi in nodes]
L.append("endnode")
return name, "\n".join(L) + "\n"
def main():
outdir = sys.argv[1] if len(sys.argv) > 1 else "wok"
os.makedirs(outdir, exist_ok=True)
for spec in tiles.TILES:
name, text = emit(spec)
with open(os.path.join(outdir, name + ".wok"), "w") as fh:
fh.write(text)
print(f"wrote {len(tiles.TILES)} .wok files to {outdir}/")
if __name__ == "__main__":
main()
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"""Single source of truth for the wgt01 (Westgate Urban Foundation) tileset.
Pure Python, NO bpy — imported by build.py (Blender), make_wok.py and make_set.py
alike. Defines the 40-tile table, materials, the 12x12 test map, and the pure
functions that derive visuals (paint), heights, walkmesh quads and the NWN .set
mapping from a tile spec. Blender realises these; the .wok/.set tools consume the
same data so nothing drifts.
Coordinate convention (matches KICKOFF.md): tile centred at origin, X/Y in
[-5,+5], Z=0 ground, Z=1.5 raised tier, Z=-0.3 canal water. Z up.
"""
PREFIX = "twu01" # Tileset Westgate Urban 01 (5-char resref prefix, AGENTS.md §1)
HALF = 5.0
Z_RAISED = 1.5
Z_WATER = -0.3
# --- prototype materials (flat viewport colours; KICKOFF.md wants geometry, not art)
COLORS = {
"MAT_wet_cobble_dark": (0.05, 0.05, 0.06),
"MAT_cobble_patch": (0.12, 0.10, 0.09),
"MAT_plaza_slab": (0.30, 0.29, 0.27),
"MAT_sidewalk_stone": (0.22, 0.22, 0.23),
"MAT_curb_dark_stone": (0.10, 0.10, 0.11),
"MAT_canal_black_water": (0.02, 0.03, 0.05),
"MAT_void_black": (0.00, 0.00, 0.00),
"MAT_ramp_stone": (0.18, 0.16, 0.14),
"MAT_drain_iron": (0.08, 0.08, 0.09),
"MAT_foundation_pad": (0.25, 0.24, 0.22),
"MAT_debug_walkmesh": (0.00, 0.80, 0.20),
"MAT_debug_blocker": (0.80, 0.10, 0.10),
}
CURB = "MAT_curb_dark_stone"
F, R, C, RP, MX = "FLAT", "RAISED", "CANAL", "RAMP", "MIXED"
def T(code, name, kind, edges, style, **kw):
d = dict(code=code, name=name, kind=kind, edges=edges, style=style)
d.update(kw)
return d
# 40 tiles, KICKOFF.md order. edges = (N, E, S, W).
TILES = [
# --- flat walkable ground ---
T("CP1", "cobble_plain", "flat", (F, F, F, F), "solid", mat="MAT_wet_cobble_dark"),
T("CP2", "cobble_plain_wet_variant", "flat", (F, F, F, F), "patches",
mat="MAT_wet_cobble_dark", patch="MAT_cobble_patch"),
T("CP3", "cobble_plain_broken_variant", "flat", (F, F, F, F), "patches",
mat="MAT_wet_cobble_dark", patch="MAT_cobble_patch"),
T("AL1", "narrow_alley_paving", "flat", (F, F, F, F), "alley"),
T("PL1", "plaza_slab", "flat", (F, F, F, F), "solid", mat="MAT_plaza_slab"),
T("DR1", "drain_detail", "flat", (F, F, F, F), "drain"),
T("MU1", "muddy_repair_patch", "flat", (F, F, F, F), "mud"),
T("LOT", "foundation_pad", "flat", (F, F, F, F), "solid", mat="MAT_foundation_pad"),
# --- streets (fully walkable cobble with painted street grammar) ---
T("ST_S", "straight_street", "flat", (F, F, F, F), "street", shape="straight"),
T("ST_C", "street_corner", "flat", (F, F, F, F), "street", shape="corner"),
T("ST_T", "street_t_junction", "flat", (F, F, F, F), "street", shape="t"),
T("ST_X", "street_crossroads", "flat", (F, F, F, F), "street", shape="x"),
T("ST_E", "street_end", "flat", (F, F, F, F), "street", shape="end"),
T("ST_W", "wide_boulevard", "flat", (F, F, F, F), "street", shape="wide"),
T("ST_G", "gate_mouth", "flat", (F, F, F, F), "street", shape="gate"),
T("ST_D", "street_with_central_drain", "flat", (F, F, F, F), "street", shape="drain"),
# --- sidewalk / curb / gutter ---
T("SW_S", "sidewalk_straight", "flat", (F, F, F, F), "sidewalk"),
T("SW_C", "sidewalk_corner", "flat", (F, F, F, F), "sidewalk"),
T("SW_T", "sidewalk_t_split", "flat", (F, F, F, F), "sidewalk"),
T("SW_X", "sidewalk_crossing", "flat", (F, F, F, F), "sidewalk"),
T("SW_E", "sidewalk_end", "flat", (F, F, F, F), "sidewalk"),
T("GD_S", "gutter_straight", "flat", (F, F, F, F), "gutter", shape="straight"),
T("GD_C", "gutter_corner", "flat", (F, F, F, F), "gutter", shape="corner"),
T("GD_X", "gutter_crossing_grate", "flat", (F, F, F, F), "gutter", shape="x", grate=True),
# --- raised tiers / ramps / stairs ---
T("UP1", "raised_terrace", "raised", (R, R, R, R), "raised"),
T("UP2", "raised_plaza_variant", "raised", (R, R, R, R), "raised"),
T("TE_S", "retaining_edge_straight", "retain", (R, MX, F, MX), "retain"),
T("TE_C", "retaining_edge_outer_corner", "retain", (R, R, MX, MX), "retain"),
T("TE_I", "retaining_edge_inner_corner", "retain", (R, MX, MX, R), "retain"),
T("RA_S", "straight_ramp", "ramp", (R, RP, F, RP), "ramp"),
T("RA_C", "corner_or_dogleg_ramp", "ramp", (R, RP, F, RP), "ramp"), # simplified to straight ramp
T("STA", "broad_stair", "stair", (R, MX, F, MX), "stair"),
# --- canal / void / bridges ---
T("CN1", "canal_black_water", "canal", (C, C, C, C), "canal"),
T("CN2", "narrow_drainage_cut", "cut", (C, F, C, F), "cut"),
T("CE_S", "canal_edge_straight", "canal_edge", (F, C, F, F), "canal_edge", which="E"),
T("CE_C", "canal_edge_corner", "canal_edge", (F, C, C, F), "canal_edge", which="ES_outer"),
T("CE_I", "canal_edge_inside_corner", "canal_edge", (F, C, C, F), "canal_edge", which="ES_inner"),
T("BR_1", "narrow_bridge", "bridge", (F, C, F, C), "bridge", hw=1.5),
T("BR_2", "broad_bridge", "bridge", (F, C, F, C), "bridge", hw=3.0),
T("SEW", "sewer_mouth_culvert", "canal_edge", (F, F, C, F), "sewer", which="S"),
]
# 12x12 test district (KICKOFF.md). Placed by row (south-ward) / col (east-ward).
MAP = [
["CN1", "CN1", "CE_S", "CE_S", "BR_2", "CE_S", "CE_S", "CN1", "CN1", "CN1", "CN1", "CN1"],
["CN1", "CE_C", "SW_S", "ST_S", "ST_S", "ST_S", "SW_S", "CE_C", "CN1", "CN1", "CN1", "CN1"],
["CE_S", "SW_S", "ST_C", "ST_S", "ST_T", "ST_S", "ST_C", "SW_S", "CE_S", "CE_S", "BR_1", "CE_S"],
["SW_S", "AL1", "AL1", "CP1", "PL1", "PL1", "CP1", "AL1", "AL1", "SW_S", "ST_S", "SW_S"],
["SW_S", "AL1", "LOT", "CP2", "PL1", "PL1", "CP2", "LOT", "AL1", "SW_S", "ST_S", "SW_S"],
["ST_S", "ST_S", "ST_T", "ST_S", "ST_X", "ST_S", "ST_T", "ST_S", "ST_S", "ST_C", "ST_S", "SW_S"],
["SW_S", "AL1", "LOT", "CP1", "ST_S", "ST_S", "CP1", "LOT", "AL1", "SW_S", "CP2", "SW_S"],
["SW_S", "AL1", "AL1", "CP1", "PL1", "PL1", "CP1", "AL1", "AL1", "SW_S", "CP2", "SW_S"],
["CE_S", "SW_S", "ST_C", "ST_S", "ST_T", "ST_S", "ST_C", "SW_S", "CE_S", "TE_S", "TE_C", "SW_S"],
["CN1", "CE_C", "SW_S", "CP1", "RA_S", "UP1", "UP1", "TE_S", "TE_S", "UP1", "RA_S", "SW_S"],
["CN1", "CN1", "CE_S", "CE_S", "BR_2", "CE_S", "CE_S", "CN1", "CE_S", "SW_S", "ST_S", "SW_S"],
["CN1", "CN1", "CN1", "CN1", "CN1", "CN1", "CN1", "CN1", "CN1", "SW_S", "ST_E", "SW_S"],
]
# --- geometry predicates -----------------------------------------------------
def _disk(x, y, cx, cy, r):
return (x - cx) ** 2 + (y - cy) ** 2 <= r * r
def _road(shape, x, y, hw):
ns = abs(x) <= hw
ew = abs(y) <= hw
if shape == "straight":
return ns
if shape in ("wide", "gate"):
return abs(x) <= hw * 1.7
if shape == "corner":
return (ns and y >= -hw) or (ew and x <= hw) # N arm + E arm
if shape == "t":
return ew or (ns and y <= hw) # E-W bar + stub to S
if shape == "x":
return ns or ew
if shape == "end":
return ns and y <= 0.0 # enters from S, stops mid-tile
if shape == "drain":
return ns
return False
def _land_fn(which):
"""Where a canal_edge tile is walkable land (True) vs canal (False)."""
return {
"E": lambda x, y: x <= 0.0, # canal on east
"S": lambda x, y: y >= 0.0, # canal on south
"ES_outer": lambda x, y: (x <= 0.0 and y >= 0.0), # land = NW quadrant only
"ES_inner": lambda x, y: not (x > 0.0 and y < 0.0), # land = all but SE quadrant
}[which]
# --- visuals: paint(x, y) -> material name -----------------------------------
def make_paint(spec):
st = spec["style"]
if st == "solid":
m = spec["mat"]
return lambda x, y: m
if st == "patches":
base, patch = spec["mat"], spec["patch"]
pts = [(-2, 2), (1.5, -1.5), (3, 2.5), (-2.5, -2)]
return lambda x, y: patch if any(_disk(x, y, cx, cy, 1.3) for cx, cy in pts) else base
if st == "alley":
return lambda x, y: "MAT_wet_cobble_dark" if abs(x) <= 2.2 else "MAT_foundation_pad"
if st == "drain":
return lambda x, y: "MAT_drain_iron" if (abs(x) <= 1 and abs(y) <= 1) else "MAT_wet_cobble_dark"
if st == "mud":
return lambda x, y: "MAT_cobble_patch" if _disk(x, y, 0.5, -0.5, 2.4) else "MAT_wet_cobble_dark"
if st == "street":
shape, hw = spec["shape"], spec.get("hw", 1.6)
def f(x, y):
if _road(shape, x, y, hw):
return "MAT_drain_iron" if (shape == "drain" and abs(x) <= 0.5) else "MAT_wet_cobble_dark"
if _road(shape, x, y, hw + 1.0):
return CURB
return "MAT_sidewalk_stone"
return f
if st == "sidewalk":
return lambda x, y: CURB if (abs(x) >= 4.2 or abs(y) >= 4.2) else "MAT_sidewalk_stone"
if st == "gutter":
shape, grate = spec["shape"], spec.get("grate", False)
def f(x, y):
if grate and abs(x) <= 0.9 and abs(y) <= 0.9:
return "MAT_drain_iron"
if _road(shape, x, y, 0.6):
return "MAT_drain_iron"
if _road(shape, x, y, 1.1):
return CURB
return "MAT_wet_cobble_dark"
return f
if st == "raised":
return lambda x, y: "MAT_plaza_slab"
if st == "retain":
return lambda x, y: "MAT_plaza_slab" if y >= 0 else "MAT_wet_cobble_dark"
if st in ("ramp", "stair"):
return lambda x, y: "MAT_ramp_stone"
if st == "canal":
return lambda x, y: "MAT_wet_cobble_dark" if (abs(x) >= 4.4 or abs(y) >= 4.4) else "MAT_canal_black_water"
if st == "cut":
return lambda x, y: "MAT_canal_black_water" if abs(x) <= 0.9 else "MAT_wet_cobble_dark"
if st == "canal_edge":
land = _land_fn(spec["which"])
return lambda x, y: "MAT_wet_cobble_dark" if land(x, y) else "MAT_canal_black_water"
if st == "bridge":
hw = spec.get("hw", 1.5)
return lambda x, y: ("MAT_ramp_stone" if abs(x) <= hw
else (CURB if abs(x) <= hw + 0.3 else "MAT_canal_black_water"))
if st == "sewer":
return lambda x, y: (("MAT_drain_iron" if _disk(x, y, 0, -3.2, 1.6) else "MAT_wet_cobble_dark")
if y >= 0 else "MAT_canal_black_water")
return lambda x, y: "MAT_wet_cobble_dark"
def height(spec, x, y):
"""Z of the visual top surface at (x, y). Drives the subdivided VIS plane."""
k = spec["kind"]
if k == "raised":
return Z_RAISED
if k in ("ramp", "stair"):
return (y + HALF) / (2 * HALF) * Z_RAISED # S=0 -> N=1.5
if k == "retain":
return Z_RAISED if y >= 0 else 0.0
if k == "canal":
return 0.0 if (abs(x) >= 4.4 or abs(y) >= 4.4) else Z_WATER
if k == "cut":
return Z_WATER if abs(x) <= 0.9 else 0.0
if k == "canal_edge":
return 0.0 if _land_fn(spec["which"])(x, y) else Z_WATER
if k == "bridge":
hw = spec.get("hw", 1.5)
return 0.2 if abs(x) <= hw + 0.3 else Z_WATER
if k == "sewer":
return 0.0 if y >= 0 else Z_WATER
if spec.get("style") == "sidewalk":
return 0.15 if (abs(x) >= 4.2 or abs(y) >= 4.2) else 0.0 # low curb (KICKOFF 0.12-0.18)
return 0.0
# --- walkmesh proxy: list of (verts4, walkable) ------------------------------
def _rect(x0, x1, y0, y1, z):
return [(x0, y0, z), (x1, y0, z), (x1, y1, z), (x0, y1, z)]
def _ramp(x0, x1, y0, y1):
z0 = (y0 + HALF) / (2 * HALF) * Z_RAISED
z1 = (y1 + HALF) / (2 * HALF) * Z_RAISED
return [(x0, y0, z0), (x1, y0, z0), (x1, y1, z1), (x0, y1, z1)]
def wok_quads(spec):
k = spec["kind"]
if k == "flat":
return [(_rect(-5, 5, -5, 5, 0.0), True)]
if k == "raised":
return [(_rect(-5, 5, -5, 5, Z_RAISED), True)]
if k in ("ramp", "stair"):
return [(_ramp(-5, 5, -5, 5), True)]
if k == "retain":
return [(_rect(-5, 5, 0, 5, Z_RAISED), True), (_rect(-5, 5, -5, 0, 0.0), True)]
if k == "canal":
return [(_rect(-5, 5, -5, 5, 0.0), False)]
if k == "cut":
return [(_rect(-5, -0.9, -5, 5, 0.0), True),
(_rect(0.9, 5, -5, 5, 0.0), True),
(_rect(-0.9, 0.9, -5, 5, 0.0), False)]
if k == "canal_edge":
w = spec["which"]
if w == "E":
return [(_rect(-5, 0, -5, 5, 0.0), True), (_rect(0, 5, -5, 5, 0.0), False)]
if w == "S":
return [(_rect(-5, 5, 0, 5, 0.0), True), (_rect(-5, 5, -5, 0, 0.0), False)]
if w == "ES_outer":
return [(_rect(-5, 0, 0, 5, 0.0), True),
(_rect(0, 5, -5, 5, 0.0), False), (_rect(-5, 0, -5, 0, 0.0), False)]
if w == "ES_inner":
return [(_rect(-5, 0, -5, 5, 0.0), True), (_rect(0, 5, 0, 5, 0.0), True),
(_rect(0, 5, -5, 0, 0.0), False)]
if k == "bridge":
hw = spec.get("hw", 1.5)
return [(_rect(-hw, hw, -5, 5, 0.2), True),
(_rect(-5, -hw, -5, 5, 0.0), False), (_rect(hw, 5, -5, 5, 0.0), False)]
return [(_rect(-5, 5, -5, 5, 0.0), True)]
# --- NWN .set mapping (AGENTS.md §4, §7) -------------------------------------
# Minimal, deliberate vocabulary (AGENTS.md §2.1: every terrain pairing multiplies
# tile count). Ground tiles all share 'cobble' so they interconnect freely
# (KICKOFF.md: "entire tile can remain walkable for flexibility").
TERRAINS = ["cobble", "raised", "canal"]
CROSSERS = ["ramp", "canal_edge"]
def resref(spec):
return f"{PREFIX}_{spec['code'].lower()}" # <=16 chars, valid identifier
def _terr(e):
return {"RAISED": "raised", "CANAL": "canal"}.get(e, "cobble")
def _corner(ea, eb):
ts = {_terr(ea), _terr(eb)}
terr = "raised" if "raised" in ts else ("canal" if "canal" in ts else "cobble")
h = 1 if (ea == "RAISED" or eb == "RAISED") else 0
return terr, h
def nwn_corners(edges):
"""Corner (terrain, height) for TopLeft/TopRight/BottomLeft/BottomRight.
Top=N Bottom=S Left=W Right=E (AGENTS.md §4)."""
n, e, s, w = edges
return {
"TopLeft": _corner(n, w), "TopRight": _corner(n, e),
"BottomLeft": _corner(s, w), "BottomRight": _corner(s, e),
}
def nwn_crosser(edge):
return {"CANAL": "canal_edge", "RAMP": "ramp"}.get(edge, "")