def create_subfield_layer(aspect, ip): '''Reads the SUBFIELD.pgn file and creates the subfield layer.''' layer = [] if 'PANTS' in aspect: layer = pgnreader.parse_pagan_file(FILE_SUBFIELD, ip, invert=False, sym=True) else: layer = pgnreader.parse_pagan_file(FILE_MIN_SUBFIELD, ip, invert=False, sym=True) return layer
def create_weapon_layer(weapon, hashcode, isSecond=False): """Creates the layer for weapons.""" return pgnreader.parse_pagan_file( ('%s%spgn%s' % (PACKAGE_DIR, os.sep, os.sep)) + weapon + '.pgn', hashcode, sym=False, invert=isSecond)
def create_shield_layer(shield, hashcode): """Creates the layer for shields.""" return pgnreader.parse_pagan_file( ('%s%spgn%s' % (PACKAGE_DIR, os.sep, os.sep)) + shield + '.pgn', hashcode, sym=False, invert=False)
def create_boots_layer(aspect, ip): '''Reads the BOOTS.pgn file and creates the boots layer.''' layer = [] if 'BOOTS' in aspect: layer = pgnreader.parse_pagan_file(FILE_BOOTS, ip, invert=False, sym=True) return layer
def create_torso_layer(aspect, ip): '''Reads the TORSO.pgn file and creates the torso layer.''' layer = [] if 'TOP' in aspect: layer = pgnreader.parse_pagan_file(FILE_TORSO, ip, invert=False, sym=True) return layer
def create_hair_layer(aspect, ip): '''Reads the HAIR.pgn file and creates the hair layer.''' layer = [] if 'HAIR' in aspect: layer = pgnreader.parse_pagan_file(FILE_HAIR, ip, invert=False, sym=True) return layer
def create_shield_deco_layer(weapons, ip): '''Reads the SHIELD_DECO.pgn file and creates the shield decal layer.''' layer = [] if weapons[0] in hashgrinder.SHIELDS: layer = pgnreader.parse_pagan_file(FILE_SHIELD_DECO, ip, invert=False, sym=False) return layer
def setup_pixelmap(hashcode): """Creates and combines all required layers to build a pixelmap for creating the virtual pixels.""" # Color distribution. # colors = hashgrinder.grindIpForColors(ip) colors = hashgrinder.grind_hash_for_colors(hashcode) color_body = colors[0] color_subfield = colors[1] color_weapon_a = colors[2] color_weapon_b = colors[3] color_shield_deco = colors[4] color_boots = colors[5] color_hair = colors[6] color_top = colors[7] # Grinds for the aspect. aspect = hashgrinder.grind_hash_for_aspect(hashcode) # Determine weapons of the avatar. weapons = hashgrinder.grind_hash_for_weapon(hashcode) if DEBUG: print("Current aspect: %r" % aspect) print("Current weapons: %r" % weapons) # There is just one body template. The optional pixels need to be mirrored so # the body layout will be symmetric to avoid uncanny looks. layer_body = pgnreader.parse_pagan_file(FILE_BODY, hashcode, invert=False, sym=True) layer_hair = create_hair_layer(aspect, hashcode) layer_boots = create_boots_layer(aspect, hashcode) layer_torso = create_torso_layer(aspect, hashcode) has_shield = (weapons[0] in hashgrinder.SHIELDS) if has_shield: layer_weapon_a = create_shield_layer(weapons[0], hashcode) layer_weapon_b = create_weapon_layer(weapons[1], hashcode) else: layer_weapon_a = create_weapon_layer(weapons[0], hashcode) if (len(weapons) == 2): layer_weapon_b = create_weapon_layer(weapons[1], hashcode, True) layer_subfield = create_subfield_layer(aspect, hashcode) layer_deco = create_shield_deco_layer(weapons, hashcode) pixelmap = scale_pixels(color_body, layer_body) pixelmap += scale_pixels(color_top, layer_torso) pixelmap += scale_pixels(color_hair, layer_hair) pixelmap += scale_pixels(color_subfield, layer_subfield) pixelmap += scale_pixels(color_boots, layer_boots) pixelmap += scale_pixels(color_weapon_a, layer_weapon_a) if (len(weapons) == 2): pixelmap += scale_pixels(color_weapon_b, layer_weapon_b) pixelmap += scale_pixels(color_shield_deco, layer_deco) return pixelmap
def setup_pixelmap(hashcode): """Creates and combines all required layers to build a pixelmap for creating the virtual pixels.""" # Color distribution. # colors = hashgrinder.grindIpForColors(ip) colors = hashgrinder.grind_hash_for_colors(hashcode) color_body = colors[0] color_subfield = colors[1] color_weapon_a = colors[2] color_weapon_b = colors[3] color_shield_deco = colors[4] color_boots = colors[5] color_hair = colors[6] color_top = colors[7] # Grinds for the aspect. aspect = hashgrinder.grind_hash_for_aspect(hashcode) #Determine weapons of the avatar. weapons = hashgrinder.grind_hash_for_weapon(hashcode) if DEBUG: print ("Current aspect: %r" % aspect) print ("Current weapons: %r" % weapons) # There is just one body template. The optional pixels need to be mirrored so # the body layout will be symmetric to avoid uncanny looks. layer_body = pgnreader.parse_pagan_file(FILE_BODY, hashcode, invert=False, sym=True) layer_hair = create_hair_layer(aspect, hashcode) layer_boots = create_boots_layer(aspect, hashcode) layer_torso = create_torso_layer(aspect, hashcode) has_shield = (weapons[0] in hashgrinder.SHIELDS) if has_shield: layer_weapon_a = create_shield_layer(weapons[0], hashcode) layer_weapon_b = create_weapon_layer(weapons[1], hashcode) else: layer_weapon_a = create_weapon_layer(weapons[0], hashcode) if (len(weapons) == 2): layer_weapon_b = create_weapon_layer(weapons[1], hashcode, True) layer_subfield = create_subfield_layer(aspect, hashcode) layer_deco = create_shield_deco_layer(weapons, hashcode) pixelmap = scale_pixels(color_body, layer_body) pixelmap += scale_pixels(color_top, layer_torso) pixelmap += scale_pixels(color_hair, layer_hair) pixelmap += scale_pixels(color_subfield, layer_subfield) pixelmap += scale_pixels(color_boots, layer_boots) pixelmap += scale_pixels(color_weapon_a, layer_weapon_a) if (len(weapons) == 2): pixelmap += scale_pixels(color_weapon_b, layer_weapon_b) pixelmap += scale_pixels(color_shield_deco, layer_deco) return pixelmap
def create_weapon_layer(weapon, hashcode, isSecond=False): """Creates the layer for weapons.""" return pgnreader.parse_pagan_file(('%s%spgn%s' % (PACKAGE_DIR, os.sep, os.sep)) + weapon + '.pgn', hashcode, sym=False, invert=isSecond)
def create_shield_layer(shield, hashcode): """Creates the layer for shields.""" return pgnreader.parse_pagan_file(('%s%spgn%s' % (PACKAGE_DIR, os.sep, os.sep)) + shield + '.pgn', hashcode, sym=False, invert=False)