diff --git a/README.md b/README.md index 73ac19f0..b757022b 100644 --- a/README.md +++ b/README.md @@ -27,7 +27,7 @@ documentation, excluding build caches and review drafts. See [standalone packaging](docs/standalone-package.md). The **Mods** screen discovers the bundled `mods/` packages when no user mods -folder exists. Enable **Iron Coast Campaign** to select all six mission mods, +folder exists. Enable **Iron Coast S1: Complete Campaign** to select all six mission mods, their enemies, distinct bosses, weapons and original soundtrack automatically, then apply at the main menu. Missions, bosses and the three weapons can also be enabled individually; each mission selects its own dependencies. @@ -36,14 +36,22 @@ weapon mods. Enable them in Mods and buy them in the supply room. The cannon is a selected special that chains through nearby targets; the shield fires with your primary guns while Fire is held. Both ship SD/HD icons and sounds. -**Iron Coast II: Black Tide** adds eight more missions, eight separate bosses, +**Iron Coast S2: Black Tide** adds eight more missions, eight separate bosses, three shared enemy types and three original FM music tracks. Enable its campaign -in **Mods**, apply at the main menu, then choose **Nightbreak Inlet** in the +in **Mods**, apply at the main menu, then choose **Iron Coast S2 M01: Nightbreak Inlet** in the Hangar's mission menu to begin the linked campaign. The campaign selects its dependencies automatically. **Railburst Cannon** (685,000 credits) and **Depth Charge** (525,000 credits) are optional shop purchases; completing missions does not grant either weapon. Each mission, boss and weapon is also an individual mod. See [Stage 2](docs/iron-coast-stage2-design.md). +All **42 missions**—27 Original missions, 14 Iron Coast missions and Aurora—have +SD/HD cinematic briefing illustrations in the mission menu. Iron Coast titles +include a stage and mission prefix, such as **Iron Coast S1 M01: Breakwater** +or **Iron Coast S2 M01: Nightbreak Inlet**, while their stable content IDs remain +unchanged. Mod display-name and artwork updates change package hashes, so an +existing pilot may need the usual changed-mod confirmation; saved equipment +and progression keep their existing ID references. + For a user mods folder, pass `--mods DIR` or create `$XDG_DATA_HOME/RaptorReplica/mods/` on Linux or `%APPDATA%\RaptorReplica\mods\` on Windows. Saves and configuration use separate @@ -98,7 +106,7 @@ cases; wider playtesting and complete base-game HD coverage remain work in progr - [AI mod authoring checklist](docs/mod-authoring-checklist.md) - [Iron Coast packages](docs/iron-coast.md) - [Iron Coast pacing and difficulty comparisons](docs/iron-coast-retune.md) -- [Iron Coast II: Black Tide](docs/iron-coast-stage2-design.md) +- [Iron Coast S2: Black Tide](docs/iron-coast-stage2-design.md) - [Weapon prices and balance](docs/weapon-balance.md) - [Sprite and shadow validation](docs/visual-validation.md) - [Sound playback validation](docs/sound-validation.md) diff --git a/bin/raptor-rust b/bin/raptor-rust index e99a4fb3..d60dac08 100755 Binary files a/bin/raptor-rust and b/bin/raptor-rust differ diff --git a/bin/raptor-rust.exe b/bin/raptor-rust.exe index a26cbe00..5fb95ffd 100755 Binary files a/bin/raptor-rust.exe and b/bin/raptor-rust.exe differ diff --git a/data/briefings/authoring/sector_2/manifest.json b/data/briefings/authoring/sector_2/manifest.json new file mode 100644 index 00000000..d4d8f742 --- /dev/null +++ b/data/briefings/authoring/sector_2/manifest.json @@ -0,0 +1,41 @@ +{ + "format_version": 1, + "sector": 2, + "mission_count": 9, + "selected_runtime_images": 18, + "new_illustrations": 9, + "actual_builtin_calls": 10, + "initial_generations": 9, + "targeted_quality_edit": 1, + "policy_refusals": 0, + "old_wrong_theme_wave8_preserved_HOLD": true, + "selected_mission_ids": [ + "base:sector_2_wave_1", + "base:sector_2_wave_2", + "base:sector_2_wave_3", + "base:sector_2_wave_4", + "base:sector_2_wave_5", + "base:sector_2_wave_6", + "base:sector_2_wave_7", + "base:sector_2_wave_8", + "base:sector_2_wave_9" + ], + "SD_HD_dimensions": [ + [ + 320, + 200 + ], + [ + 1280, + 800 + ] + ], + "Original_sprite_terrain_coverage_added": 0, + "source_inventory": "original-source-inventory.json", + "notes": [ + "These are cinematic semantic illustrations, not literal Original MAP screenshots or new mission objectives.", + "Detailed mechanical parts are visually coherent; no claim of literal pixel-identical aircraft after generative change.", + "Small distant water in waves4/6 remains illustrative and not the dominant industrial setting.", + "Nine selected HD and SD images and 132x70 centered crop previews physically reviewed." + ] +} diff --git a/data/briefings/authoring/sector_2/original-source-inventory.json b/data/briefings/authoring/sector_2/original-source-inventory.json new file mode 100644 index 00000000..1a0d84b9 --- /dev/null +++ b/data/briefings/authoring/sector_2/original-source-inventory.json @@ -0,0 +1,61274 @@ +[ + { + "columns": 9, + "id": "base:sector_2_wave_1", + "layout": [ + 0, + 1, + 2, + 2, + 3, + 3, + 2, + 2, + 4, + 5, + 6, + 7, + 8, + 9, + 9, + 8, + 10, + 11, + 12, + 13, + 14, + 15, + 16, + 16, + 17, + 18, + 11, + 8, + 8, + 19, + 20, + 21, + 21, + 22, + 23, + 24, + 25, + 25, + 25, + 26, + 21, + 21, + 22, + 23, + 24, + 27, + 27, + 28, + 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00000000..a1a3d270 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_1/author-review.json @@ -0,0 +1,9 @@ +{ + "decision": "AUTHOR_QUALIFIED", + "mission": "base:sector_2_wave_1", + "reviewer": "/root/ridge_pair", + "viewed_full_HD": true, + "viewed_full_SD": true, + "findings": "Gray coherent twin-engine aircraft, two main wings, single cockpit/fuselage and recognizable tail; complete outline in frame. Gray-brown warehouse city/orange-edged roads/angular turquoise basin match Source theme. Shared Stormwall finish. No text/HUD/logo. Small mechanical detail compresses in SD, but aircraft/canal remain readable.", + "reviewed_ns": 1792318670461355710 +} diff --git a/data/briefings/authoring/sector_2/wave_1/derivation.json b/data/briefings/authoring/sector_2/wave_1/derivation.json new file mode 100644 index 00000000..372d597b --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_1/derivation.json @@ -0,0 +1,59 @@ +{ + "mission": "base:sector_2_wave_1", + "selected_version": "new-illustration-v1", + "source_master": "master.png", + "source_sha256": "7235e99fb62a527809a91a3f5d486f1ef5428fce34e40b3257fcef6b2426565f", + "source_dimensions": [ + 1586, + 992 + ], + "recipe": { + "version": 1, + "source_master": "master.png", + "convert_mode": "RGB", + "crop": [ + 1, + 1, + 1585, + 991 + ], + "crop_rule": "largest centered integer8:5 rectangle", + "crop_removed": [ + 1, + 1, + 1, + 1 + ], + "HD_resample": "Pillow LANCZOS1280x800", + "SD_from": "approved-same-composition-HD", + "SD_resample": "Pillow LANCZOS320x200", + "Pillow_version": "12.3.0" + }, + "HD": { + "file": "../../../sector_2_wave_1_hd.png", + "sha256": "bbbe1f2bdfa37f740ab21ca413ad505b4f6280809973252f4e9d9a150d88687b", + "dimensions": [ + 1280, + 800 + ] + }, + "SD": { + "file": "../../../sector_2_wave_1_sd.png", + "sha256": "031d52b4e1c82efe06531867935d4957f3ceade7ea64292124bfa57d45275947", + "dimensions": [ + 320, + 200 + ] + }, + "reproduced_HD_and_SD_exact_RGB": true, + "physical_whole_HD_SD_review": "author-review.json", + "prompt": "prompt.txt", + "style_reference": "../../../../../mods/iron_coast_mission_4/art/briefing_hd.png", + "terrain_semantic_reference": "original-terrain-reference.png", + "reference_roles": "Stormwall style/aircraft only; terrain theme semantic only. Wave8v2 edits prior held master to fully connected night city, preserves painting style and fighter geometry.", + "Original_sprite_remaster_coverage": 0, + "limitations": [ + "Illustrative semantic geography and atmosphere, not a literal MAP screenshot or added objective." + ], + "style_reference_role": "Direct builtin reference for v1; inherited painting/aircraft ancestry for Wave8v2." +} diff --git a/data/briefings/authoring/sector_2/wave_1/master.png b/data/briefings/authoring/sector_2/wave_1/master.png new file mode 100644 index 00000000..a69cf012 Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_1/master.png differ diff --git a/data/briefings/authoring/sector_2/wave_1/original-terrain-reference.png b/data/briefings/authoring/sector_2/wave_1/original-terrain-reference.png new file mode 100644 index 00000000..dc6a9481 Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_1/original-terrain-reference.png differ diff --git a/data/briefings/authoring/sector_2/wave_1/prompt.txt b/data/briefings/authoring/sector_2/wave_1/prompt.txt new file mode 100644 index 00000000..2239d0e4 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_1/prompt.txt @@ -0,0 +1,5 @@ +Use case: stylized-concept. Asset type: one newly illustrated cinematic mission briefing for a classic overhead shooter. Make a single complete landscape1280x800 image,16:10 aspect. +Image1 is the Stormwall illustration: STYLE and AIRCRAFT-DESIGN reference only. Keep its restrained hand-painted1990s shooter box-art realism, plausible mechanical panels, atmospheric perspective and readable aircraft silhouette. Image2 contains ONLY genuine Original terrain theme examples for this mission: use its environment colors and broad industrial/land/water themes, NOT its pixel-art rendering, labels, contact-sheet arrangement or literal overhead layout. Do not make a tile collage. +One compact steel-gray twin-engine strike fighter is the only aircraft, in the lower-left foreground, banking toward the upper-right destination. Rear three-quarter oblique view: one coherent fuselage with a cockpit, exactly two main wings, exactly two engine nacelles/exhausts and a plausible tail assembly. Match the recognizable sturdy aircraft from Image1; no third engine, extra wing, forked fuselage or duplicated nose. Keep the ENTIRE aircraft inside the frame, with no cut off wingtips or tail. Fighter occupies roughly left half of image, with aircraft and signature environment both readable inside the central75percent of image height, leaving expendable atmosphere at the outer top/bottom for a centered menu thumbnail crop. Small muted warm exhausts may contrast against the steel silhouette, without obscuring geometry. +MISSION ENVIRONMENT: A gray-brown urban industrial grid with orange-edged paved roads, large rectangular turquoise canal basins and low warehouse blocks. View along the canal between compact concrete warehouse neighborhoods. Clear cool overcast daylight, muted amber loading lights. Signature readable scene: one angular blue basin between brown-gray warehouse rows; this is a city canal, not an open ocean. +A cinematic oblique landscape scene, clear broad value masses and coherent hand-painted detail, not a gameplay screenshot or modern lens photograph. Shared accents: navy/desaturated teal, steel gray and modest amber industrial lighting; environmental colors stay faithful to this mission. Do NOT copy Stormwall's cliff cannons, giant coastal fortress or storms into this environment. No additional combat aircraft, new enemies, invented boss, new mission objective, huge explosions or weapon fire. No text, lettering, numerals, labels, HUD, inset panels, borders, logo, watermark or visible contact-sheet grid. Return one complete illustration only. diff --git a/data/briefings/authoring/sector_2/wave_1/provider.json b/data/briefings/authoring/sector_2/wave_1/provider.json new file mode 100644 index 00000000..c12a2a84 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_1/provider.json @@ -0,0 +1,16 @@ +{ + "tool": "built-in image_gen.imagegen", + "outcome": "success", + "submitted": true, + "lease": "1515118b-9302-4378-932a-68036f0ee2de", + "isError": null, + "primitive_keys": [ + "image_url", + "output_hint" + ], + "terminal_report_precedes_copy_or_QA": true, + "actual_safe_metadata_sha256": "1ae70e2cad6d0f7d169eb8ff2c9d7126b061be765f52ae90c865ea4edde3ed60", + "untouched_returned_master": "master.png", + "untouched_master_sha256": "7235e99fb62a527809a91a3f5d486f1ef5428fce34e40b3257fcef6b2426565f", + "policy_refusal": false +} diff --git a/data/briefings/authoring/sector_2/wave_2/author-review.json b/data/briefings/authoring/sector_2/wave_2/author-review.json new file mode 100644 index 00000000..81a18fa0 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_2/author-review.json @@ -0,0 +1,9 @@ +{ + "decision": "AUTHOR_QUALIFIED", + "mission": "base:sector_2_wave_2", + "reviewer": "/root/ridge_pair", + "viewed_full_HD": true, + "viewed_full_SD": true, + "findings": "Complete gray twin-engine fighter with coherent cockpit/wings/tail and no duplicate limbs. Olive field/scrub plains, winding turquoise river, brown roads, small industrial cluster and distant coastal edge follow actual mission theme. SD retains fighter and river. Small distant architecture is illustrative, not an exact MAP reconstruction or objective.", + "reviewed_ns": 1792318867359210783 +} diff --git a/data/briefings/authoring/sector_2/wave_2/derivation.json b/data/briefings/authoring/sector_2/wave_2/derivation.json new file mode 100644 index 00000000..eef23c80 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_2/derivation.json @@ -0,0 +1,59 @@ +{ + "mission": "base:sector_2_wave_2", + "selected_version": "new-illustration-v1", + "source_master": "master.png", + "source_sha256": "4b161c5d1d3fde60c5dfbd03bdd75fa4b70bedbb9fecc3aaef7056eb579b1b0a", + "source_dimensions": [ + 1586, + 992 + ], + "recipe": { + "version": 1, + "source_master": "master.png", + "convert_mode": "RGB", + "crop": [ + 1, + 1, + 1585, + 991 + ], + "crop_rule": "largest centered integer8:5 rectangle", + "crop_removed": [ + 1, + 1, + 1, + 1 + ], + "HD_resample": "Pillow LANCZOS1280x800", + "SD_from": "approved-same-composition-HD", + "SD_resample": "Pillow LANCZOS320x200", + "Pillow_version": "12.3.0" + }, + "HD": { + "file": "../../../sector_2_wave_2_hd.png", + "sha256": "585be4638f56b3e805f45a714c47a9827166a9fba94dd81ad7c555ffa75d3bc8", + "dimensions": [ + 1280, + 800 + ] + }, + "SD": { + "file": "../../../sector_2_wave_2_sd.png", + "sha256": "50303dea9161f60cb017e1c2ddb11247f1de90bf609c65d06833fafeed50d8b6", + "dimensions": [ + 320, + 200 + ] + }, + "reproduced_HD_and_SD_exact_RGB": true, + "physical_whole_HD_SD_review": "author-review.json", + "prompt": "prompt.txt", + "style_reference": "../../../../../mods/iron_coast_mission_4/art/briefing_hd.png", + "terrain_semantic_reference": "original-terrain-reference.png", + "reference_roles": "Stormwall style/aircraft only; terrain theme semantic only. Wave8v2 edits prior held master to fully connected night city, preserves painting style and fighter geometry.", + "Original_sprite_remaster_coverage": 0, + "limitations": [ + "Illustrative semantic geography and atmosphere, not a literal MAP screenshot or added objective." + ], + "style_reference_role": "Direct builtin reference for v1; inherited painting/aircraft ancestry for Wave8v2." +} diff --git a/data/briefings/authoring/sector_2/wave_2/master.png b/data/briefings/authoring/sector_2/wave_2/master.png new file mode 100644 index 00000000..2399ba10 Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_2/master.png differ diff --git a/data/briefings/authoring/sector_2/wave_2/original-terrain-reference.png b/data/briefings/authoring/sector_2/wave_2/original-terrain-reference.png new file mode 100644 index 00000000..4c540137 Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_2/original-terrain-reference.png differ diff --git a/data/briefings/authoring/sector_2/wave_2/prompt.txt b/data/briefings/authoring/sector_2/wave_2/prompt.txt new file mode 100644 index 00000000..bd9f6a89 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_2/prompt.txt @@ -0,0 +1,5 @@ +Use case: stylized-concept. Asset type: one newly illustrated cinematic mission briefing for a classic overhead shooter. Make a single complete landscape1280x800 image,16:10 aspect. +Image1 is the Stormwall illustration: STYLE and AIRCRAFT-DESIGN reference only. Keep its restrained hand-painted1990s shooter box-art realism, plausible mechanical panels, atmospheric perspective and readable aircraft silhouette. Image2 contains ONLY genuine Original terrain theme examples for this mission: use its environment colors and broad industrial/land/water themes, NOT its pixel-art rendering, labels, contact-sheet arrangement or literal overhead layout. Do not make a tile collage. +One compact steel-gray twin-engine strike fighter is the only aircraft, in the lower-left foreground, banking toward the upper-right destination. Rear three-quarter oblique view: one coherent fuselage with a cockpit, exactly two main wings, exactly two engine nacelles/exhausts and a plausible tail assembly. Match the recognizable sturdy aircraft from Image1; no third engine, extra wing, forked fuselage or duplicated nose. Keep the ENTIRE aircraft inside the frame, with no cut off wingtips or tail. Fighter occupies roughly left half of image, with aircraft and signature environment both readable inside the central75percent of image height, leaving expendable atmosphere at the outer top/bottom for a centered menu thumbnail crop. Small muted warm exhausts may contrast against the steel silhouette, without obscuring geometry. +MISSION ENVIRONMENT: Olive-green agricultural and scrub plains crossed by a narrow winding turquoise river, brown roads and a coastal edge far in the distance. Fly over low olive field textures and a river bend toward sparse compact industrial buildings. Hazy late afternoon, muted sun through pale cloud. Signature broad scene: olive plains and narrow blue river; no dense city or ocean covering foreground. +A cinematic oblique landscape scene, clear broad value masses and coherent hand-painted detail, not a gameplay screenshot or modern lens photograph. Shared accents: navy/desaturated teal, steel gray and modest amber industrial lighting; environmental colors stay faithful to this mission. Do NOT copy Stormwall's cliff cannons, giant coastal fortress or storms into this environment. No additional combat aircraft, new enemies, invented boss, new mission objective, huge explosions or weapon fire. No text, lettering, numerals, labels, HUD, inset panels, borders, logo, watermark or visible contact-sheet grid. Return one complete illustration only. diff --git a/data/briefings/authoring/sector_2/wave_2/provider.json b/data/briefings/authoring/sector_2/wave_2/provider.json new file mode 100644 index 00000000..eab7d844 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_2/provider.json @@ -0,0 +1,16 @@ +{ + "tool": "built-in image_gen.imagegen", + "outcome": "success", + "submitted": true, + "lease": "bbfd6d60-599c-4a42-8c36-dc5a42483386", + "isError": null, + "primitive_keys": [ + "image_url", + "output_hint" + ], + "terminal_report_precedes_copy_or_QA": true, + "actual_safe_metadata_sha256": "a52c2b8ea1c8f3fb34038b2af2fd1cbf9dc5f67b81f88b8ebfdc5e8db81866ba", + "untouched_returned_master": "master.png", + "untouched_master_sha256": "4b161c5d1d3fde60c5dfbd03bdd75fa4b70bedbb9fecc3aaef7056eb579b1b0a", + "policy_refusal": false +} diff --git a/data/briefings/authoring/sector_2/wave_3/author-review.json b/data/briefings/authoring/sector_2/wave_3/author-review.json new file mode 100644 index 00000000..3c7b44bb --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_3/author-review.json @@ -0,0 +1,9 @@ +{ + "decision": "AUTHOR_QUALIFIED", + "mission": "base:sector_2_wave_3", + "reviewer": "/root/ridge_pair", + "viewed_full_HD": true, + "viewed_full_SD": true, + "findings": "One complete steel gray twin-engine fighter, coherent twin tails/main wings/cockpit, no clipping or duplicate aircraft parts. Dense deep green canopy, narrow blue river and modest gray concrete clearing follow Source forest theme. Painted humid mist and rocky bank are illustrative atmospheric elaboration, not exact geography or new objectives. SD still separates aircraft/river/installation.", + "reviewed_ns": 1792319013818807098 +} diff --git a/data/briefings/authoring/sector_2/wave_3/derivation.json b/data/briefings/authoring/sector_2/wave_3/derivation.json new file mode 100644 index 00000000..69e69cc5 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_3/derivation.json @@ -0,0 +1,59 @@ +{ + "mission": "base:sector_2_wave_3", + "selected_version": "new-illustration-v1", + "source_master": "master.png", + "source_sha256": "9c74be0a354edf35a462c3bfa477e69b52c1d7ffef07ed74a5c4fa12c97686e3", + "source_dimensions": [ + 1586, + 992 + ], + "recipe": { + "version": 1, + "source_master": "master.png", + "convert_mode": "RGB", + "crop": [ + 1, + 1, + 1585, + 991 + ], + "crop_rule": "largest centered integer8:5 rectangle", + "crop_removed": [ + 1, + 1, + 1, + 1 + ], + "HD_resample": "Pillow LANCZOS1280x800", + "SD_from": "approved-same-composition-HD", + "SD_resample": "Pillow LANCZOS320x200", + "Pillow_version": "12.3.0" + }, + "HD": { + "file": "../../../sector_2_wave_3_hd.png", + "sha256": "3e02fe5db4bad1abe63d27947b80ece11dcee8b21b6de216372fd4b788113a7f", + "dimensions": [ + 1280, + 800 + ] + }, + "SD": { + "file": "../../../sector_2_wave_3_sd.png", + "sha256": "afbbd3831c316d24d838131748cd423c383c8e84b5947eb0d10b3c0e779e6b34", + "dimensions": [ + 320, + 200 + ] + }, + "reproduced_HD_and_SD_exact_RGB": true, + "physical_whole_HD_SD_review": "author-review.json", + "prompt": "prompt.txt", + "style_reference": "../../../../../mods/iron_coast_mission_4/art/briefing_hd.png", + "terrain_semantic_reference": "original-terrain-reference.png", + "reference_roles": "Stormwall style/aircraft only; terrain theme semantic only. Wave8v2 edits prior held master to fully connected night city, preserves painting style and fighter geometry.", + "Original_sprite_remaster_coverage": 0, + "limitations": [ + "Illustrative semantic geography and atmosphere, not a literal MAP screenshot or added objective." + ], + "style_reference_role": "Direct builtin reference for v1; inherited painting/aircraft ancestry for Wave8v2." +} diff --git a/data/briefings/authoring/sector_2/wave_3/master.png b/data/briefings/authoring/sector_2/wave_3/master.png new file mode 100644 index 00000000..4c6b874b Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_3/master.png differ diff --git a/data/briefings/authoring/sector_2/wave_3/original-terrain-reference.png b/data/briefings/authoring/sector_2/wave_3/original-terrain-reference.png new file mode 100644 index 00000000..da30a060 Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_3/original-terrain-reference.png differ diff --git a/data/briefings/authoring/sector_2/wave_3/prompt.txt b/data/briefings/authoring/sector_2/wave_3/prompt.txt new file mode 100644 index 00000000..cfae0959 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_3/prompt.txt @@ -0,0 +1,5 @@ +Use case: stylized-concept. Asset type: one newly illustrated cinematic mission briefing for a classic overhead shooter. Make a single complete landscape1280x800 image,16:10 aspect. +Image1 is the Stormwall illustration: STYLE and AIRCRAFT-DESIGN reference only. Keep its restrained hand-painted1990s shooter box-art realism, plausible mechanical panels, atmospheric perspective and readable aircraft silhouette. Image2 contains ONLY genuine Original terrain theme examples for this mission: use its environment colors and broad industrial/land/water themes, NOT its pixel-art rendering, labels, contact-sheet arrangement or literal overhead layout. Do not make a tile collage. +One compact steel-gray twin-engine strike fighter is the only aircraft, in the lower-left foreground, banking toward the upper-right destination. Rear three-quarter oblique view: one coherent fuselage with a cockpit, exactly two main wings, exactly two engine nacelles/exhausts and a plausible tail assembly. Match the recognizable sturdy aircraft from Image1; no third engine, extra wing, forked fuselage or duplicated nose. Keep the ENTIRE aircraft inside the frame, with no cut off wingtips or tail. Fighter occupies roughly left half of image, with aircraft and signature environment both readable inside the central75percent of image height, leaving expendable atmosphere at the outer top/bottom for a centered menu thumbnail crop. Small muted warm exhausts may contrast against the steel silhouette, without obscuring geometry. +MISSION ENVIRONMENT: Dense deep-green forest and jungle canopy cut by a narrow blue river. Small gray clearings and modest concrete industrial installations sit along its banks. Low humid mist beyond the river bend, cool daylight under layered cloud. Signature broad masses: deep-green canopy, blue ribbon river and a compact pale clearing. Do not replace the jungle with mountains or an open sea. +A cinematic oblique landscape scene, clear broad value masses and coherent hand-painted detail, not a gameplay screenshot or modern lens photograph. Shared accents: navy/desaturated teal, steel gray and modest amber industrial lighting; environmental colors stay faithful to this mission. Do NOT copy Stormwall's cliff cannons, giant coastal fortress or storms into this environment. No additional combat aircraft, new enemies, invented boss, new mission objective, huge explosions or weapon fire. No text, lettering, numerals, labels, HUD, inset panels, borders, logo, watermark or visible contact-sheet grid. Return one complete illustration only. diff --git a/data/briefings/authoring/sector_2/wave_3/provider.json b/data/briefings/authoring/sector_2/wave_3/provider.json new file mode 100644 index 00000000..57f47ab2 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_3/provider.json @@ -0,0 +1,16 @@ +{ + "tool": "built-in image_gen.imagegen", + "outcome": "success", + "submitted": true, + "lease": "52bcfddf-3cb9-40ca-bd06-e3983f800f2c", + "isError": null, + "primitive_keys": [ + "image_url", + "output_hint" + ], + "terminal_report_precedes_copy_or_QA": true, + "actual_safe_metadata_sha256": "89e7939212e37446565e43223f91c539bb9fce4f58fe1791921a5c7b0398d016", + "untouched_returned_master": "master.png", + "untouched_master_sha256": "9c74be0a354edf35a462c3bfa477e69b52c1d7ffef07ed74a5c4fa12c97686e3", + "policy_refusal": false +} diff --git a/data/briefings/authoring/sector_2/wave_4/author-review.json b/data/briefings/authoring/sector_2/wave_4/author-review.json new file mode 100644 index 00000000..66e2e86e --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_4/author-review.json @@ -0,0 +1,9 @@ +{ + "decision": "AUTHOR_QUALIFIED_WITH_LIMITS", + "mission": "base:sector_2_wave_4", + "reviewer": "/root/ridge_pair", + "viewed_full_HD": true, + "viewed_full_SD": true, + "findings": "Coherent complete gray twin-engine fighter and dense charcoal concrete industrial maze with dark intersecting roads/brown courtyards. Warm lamps and cool haze fit shared style. Tiny distant upper-right water/basin is present but city dominates; finite Source contact also contains a narrow channel, so this is not presented as an ocean mission. SD aircraft/road grid remain legible; dense roof detail compresses.", + "reviewed_ns": 1792319186768373860 +} diff --git a/data/briefings/authoring/sector_2/wave_4/derivation.json b/data/briefings/authoring/sector_2/wave_4/derivation.json new file mode 100644 index 00000000..e3806b48 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_4/derivation.json @@ -0,0 +1,60 @@ +{ + "mission": "base:sector_2_wave_4", + "selected_version": "new-illustration-v1", + "source_master": "master.png", + "source_sha256": "fe1fa87257719e69b3319fb74e19f25af229ec7c93ad95dd71d8b280c6f6aa5c", + "source_dimensions": [ + 1586, + 992 + ], + "recipe": { + "version": 1, + "source_master": "master.png", + "convert_mode": "RGB", + "crop": [ + 1, + 1, + 1585, + 991 + ], + "crop_rule": "largest centered integer8:5 rectangle", + "crop_removed": [ + 1, + 1, + 1, + 1 + ], + "HD_resample": "Pillow LANCZOS1280x800", + "SD_from": "approved-same-composition-HD", + "SD_resample": "Pillow LANCZOS320x200", + "Pillow_version": "12.3.0" + }, + "HD": { + "file": "../../../sector_2_wave_4_hd.png", + "sha256": "fc237f673a845de513837e53e30853a9492cee06ed1b79a07c74562d1d7695fe", + "dimensions": [ + 1280, + 800 + ] + }, + "SD": { + "file": "../../../sector_2_wave_4_sd.png", + "sha256": "6e8567303a128aca415ca58ca14aee0ed7d23a2130a27c796bce236d3d9507e3", + "dimensions": [ + 320, + 200 + ] + }, + "reproduced_HD_and_SD_exact_RGB": true, + "physical_whole_HD_SD_review": "author-review.json", + "prompt": "prompt.txt", + "style_reference": "../../../../../mods/iron_coast_mission_4/art/briefing_hd.png", + "terrain_semantic_reference": "original-terrain-reference.png", + "reference_roles": "Stormwall style/aircraft only; terrain theme semantic only. Wave8v2 edits prior held master to fully connected night city, preserves painting style and fighter geometry.", + "Original_sprite_remaster_coverage": 0, + "limitations": [ + "Illustrative semantic geography and atmosphere, not a literal MAP screenshot or added objective.", + "Tiny farbackground water remains outside dominant industrial city setting." + ], + "style_reference_role": "Direct builtin reference for v1; inherited painting/aircraft ancestry for Wave8v2." +} diff --git a/data/briefings/authoring/sector_2/wave_4/master.png b/data/briefings/authoring/sector_2/wave_4/master.png new file mode 100644 index 00000000..598e4981 Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_4/master.png differ diff --git a/data/briefings/authoring/sector_2/wave_4/original-terrain-reference.png b/data/briefings/authoring/sector_2/wave_4/original-terrain-reference.png new file mode 100644 index 00000000..35dcf898 Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_4/original-terrain-reference.png differ diff --git a/data/briefings/authoring/sector_2/wave_4/prompt.txt b/data/briefings/authoring/sector_2/wave_4/prompt.txt new file mode 100644 index 00000000..ffa58933 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_4/prompt.txt @@ -0,0 +1,5 @@ +Use case: stylized-concept. Asset type: one newly illustrated cinematic mission briefing for a classic overhead shooter. Make a single complete landscape1280x800 image,16:10 aspect. +Image1 is the Stormwall illustration: STYLE and AIRCRAFT-DESIGN reference only. Keep its restrained hand-painted1990s shooter box-art realism, plausible mechanical panels, atmospheric perspective and readable aircraft silhouette. Image2 contains ONLY genuine Original terrain theme examples for this mission: use its environment colors and broad industrial/land/water themes, NOT its pixel-art rendering, labels, contact-sheet arrangement or literal overhead layout. Do not make a tile collage. +One compact steel-gray twin-engine strike fighter is the only aircraft, in the lower-left foreground, banking toward the upper-right destination. Rear three-quarter oblique view: one coherent fuselage with a cockpit, exactly two main wings, exactly two engine nacelles/exhausts and a plausible tail assembly. Match the recognizable sturdy aircraft from Image1; no third engine, extra wing, forked fuselage or duplicated nose. Keep the ENTIRE aircraft inside the frame, with no cut off wingtips or tail. Fighter occupies roughly left half of image, with aircraft and signature environment both readable inside the central75percent of image height, leaving expendable atmosphere at the outer top/bottom for a centered menu thumbnail crop. Small muted warm exhausts may contrast against the steel silhouette, without obscuring geometry. +MISSION ENVIRONMENT: A dense dark-gray industrial city maze of charcoal paved roads, low concrete roofs and brown enclosed courtyards, with blocky concrete facilities. Fly along a diagonal avenue into the gray urban maze. Dull early morning light and slight industrial haze, restrained warm windows. Signature: intersecting dark road grid and concrete rooftops. No dominant coast, forest or ocean. +A cinematic oblique landscape scene, clear broad value masses and coherent hand-painted detail, not a gameplay screenshot or modern lens photograph. Shared accents: navy/desaturated teal, steel gray and modest amber industrial lighting; environmental colors stay faithful to this mission. Do NOT copy Stormwall's cliff cannons, giant coastal fortress or storms into this environment. No additional combat aircraft, new enemies, invented boss, new mission objective, huge explosions or weapon fire. No text, lettering, numerals, labels, HUD, inset panels, borders, logo, watermark or visible contact-sheet grid. Return one complete illustration only. diff --git a/data/briefings/authoring/sector_2/wave_4/provider.json b/data/briefings/authoring/sector_2/wave_4/provider.json new file mode 100644 index 00000000..111eb257 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_4/provider.json @@ -0,0 +1,16 @@ +{ + "tool": "built-in image_gen.imagegen", + "outcome": "success", + "submitted": true, + "lease": "676e54a9-8f43-4da9-890d-f1bf387ed753", + "isError": null, + "primitive_keys": [ + "image_url", + "output_hint" + ], + "terminal_report_precedes_copy_or_QA": true, + "actual_safe_metadata_sha256": "04c119df84f07dc6ebf6fdd82137317918771d79ec85d42538aa45dd8e98f7e8", + "untouched_returned_master": "master.png", + "untouched_master_sha256": "fe1fa87257719e69b3319fb74e19f25af229ec7c93ad95dd71d8b280c6f6aa5c", + "policy_refusal": false +} diff --git a/data/briefings/authoring/sector_2/wave_5/author-review.json b/data/briefings/authoring/sector_2/wave_5/author-review.json new file mode 100644 index 00000000..8c19f1a1 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_5/author-review.json @@ -0,0 +1,9 @@ +{ + "decision": "AUTHOR_QUALIFIED", + "mission": "base:sector_2_wave_5", + "reviewer": "/root/ridge_pair", + "viewed_full_HD": true, + "viewed_full_SD": true, + "findings": "Complete coherent steel twin-engine fighter with both main wings/tail/exhausts and readable SD silhouette. Olive scrub, deep green forest pockets, brown intersecting roads and scattered gray low warehouse compounds give the requested mixed-landscape distinction. Distant lake/hills remain illustrative background, not new mission geography/objectives. No text/HUD/logo.", + "reviewed_ns": 1792319492079397532 +} diff --git a/data/briefings/authoring/sector_2/wave_5/derivation.json b/data/briefings/authoring/sector_2/wave_5/derivation.json new file mode 100644 index 00000000..3a3813f8 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_5/derivation.json @@ -0,0 +1,59 @@ +{ + "mission": "base:sector_2_wave_5", + "selected_version": "new-illustration-v1", + "source_master": "master.png", + "source_sha256": "74bb36047254b9ac94b15a015ec85adeb6cfe9a83651a98b83484ae67ae0f639", + "source_dimensions": [ + 1586, + 992 + ], + "recipe": { + "version": 1, + "source_master": "master.png", + "convert_mode": "RGB", + "crop": [ + 1, + 1, + 1585, + 991 + ], + "crop_rule": "largest centered integer8:5 rectangle", + "crop_removed": [ + 1, + 1, + 1, + 1 + ], + "HD_resample": "Pillow LANCZOS1280x800", + "SD_from": "approved-same-composition-HD", + "SD_resample": "Pillow LANCZOS320x200", + "Pillow_version": "12.3.0" + }, + "HD": { + "file": "../../../sector_2_wave_5_hd.png", + "sha256": "56d8e992f83e426380919d8da541f017cbaa4ee9bb18ba6162529c58de340990", + "dimensions": [ + 1280, + 800 + ] + }, + "SD": { + "file": "../../../sector_2_wave_5_sd.png", + "sha256": "398d69fbab603c572cf532c55a3212e4b324eccad96190a2a6cac7e2e24f6112", + "dimensions": [ + 320, + 200 + ] + }, + "reproduced_HD_and_SD_exact_RGB": true, + "physical_whole_HD_SD_review": "author-review.json", + "prompt": "prompt.txt", + "style_reference": "../../../../../mods/iron_coast_mission_4/art/briefing_hd.png", + "terrain_semantic_reference": "original-terrain-reference.png", + "reference_roles": "Stormwall style/aircraft only; terrain theme semantic only. Wave8v2 edits prior held master to fully connected night city, preserves painting style and fighter geometry.", + "Original_sprite_remaster_coverage": 0, + "limitations": [ + "Illustrative semantic geography and atmosphere, not a literal MAP screenshot or added objective." + ], + "style_reference_role": "Direct builtin reference for v1; inherited painting/aircraft ancestry for Wave8v2." +} diff --git a/data/briefings/authoring/sector_2/wave_5/master.png b/data/briefings/authoring/sector_2/wave_5/master.png new file mode 100644 index 00000000..b48862a7 Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_5/master.png differ diff --git a/data/briefings/authoring/sector_2/wave_5/original-terrain-reference.png b/data/briefings/authoring/sector_2/wave_5/original-terrain-reference.png new file mode 100644 index 00000000..0c85bc09 Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_5/original-terrain-reference.png differ diff --git a/data/briefings/authoring/sector_2/wave_5/prompt.txt b/data/briefings/authoring/sector_2/wave_5/prompt.txt new file mode 100644 index 00000000..6053133f --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_5/prompt.txt @@ -0,0 +1,5 @@ +Use case: stylized-concept. Asset type: one newly illustrated cinematic mission briefing for a classic overhead shooter. Make a single complete landscape1280x800 image,16:10 aspect. +Image1 is the Stormwall illustration: STYLE and AIRCRAFT-DESIGN reference only. Keep its restrained hand-painted1990s shooter box-art realism, plausible mechanical panels, atmospheric perspective and readable aircraft silhouette. Image2 contains ONLY genuine Original terrain theme examples for this mission: use its environment colors and broad industrial/land/water themes, NOT its pixel-art rendering, labels, contact-sheet arrangement or literal overhead layout. Do not make a tile collage. +One compact steel-gray twin-engine strike fighter is the only aircraft, in the lower-left foreground, banking toward the upper-right destination. Rear three-quarter oblique view: one coherent fuselage with a cockpit, exactly two main wings, exactly two engine nacelles/exhausts and a plausible tail assembly. Match the recognizable sturdy aircraft from Image1; no third engine, extra wing, forked fuselage or duplicated nose. Keep the ENTIRE aircraft inside the frame, with no cut off wingtips or tail. Fighter occupies roughly left half of image, with aircraft and signature environment both readable inside the central75percent of image height, leaving expendable atmosphere at the outer top/bottom for a centered menu thumbnail crop. Small muted warm exhausts may contrast against the steel silhouette, without obscuring geometry. +MISSION ENVIRONMENT: Mixed olive scrubland and gray industrial compounds linked by brown-gray roads, interspersed with deep-green forest pockets and scattered low warehouse buildings. Fly over a brown track where broad olive plains meet a modest gray compound. Cool partly cloudy afternoon with sparse muted amber lights. Signature: olive and green terrain framing separate gray roof groups, not an unbroken city or shoreline. +A cinematic oblique landscape scene, clear broad value masses and coherent hand-painted detail, not a gameplay screenshot or modern lens photograph. Shared accents: navy/desaturated teal, steel gray and modest amber industrial lighting; environmental colors stay faithful to this mission. Do NOT copy Stormwall's cliff cannons, giant coastal fortress or storms into this environment. No additional combat aircraft, new enemies, invented boss, new mission objective, huge explosions or weapon fire. No text, lettering, numerals, labels, HUD, inset panels, borders, logo, watermark or visible contact-sheet grid. Return one complete illustration only. diff --git a/data/briefings/authoring/sector_2/wave_5/provider.json b/data/briefings/authoring/sector_2/wave_5/provider.json new file mode 100644 index 00000000..bd087f54 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_5/provider.json @@ -0,0 +1,16 @@ +{ + "tool": "built-in image_gen.imagegen", + "outcome": "success", + "submitted": true, + "lease": "54599a8e-a160-4b85-88b0-302c612fcb65", + "isError": null, + "primitive_keys": [ + "image_url", + "output_hint" + ], + "terminal_report_precedes_copy_or_QA": true, + "actual_safe_metadata_sha256": "cc96727b5e0d81dd9a88fc93103e2cfde1f30e304b234c98d7a885f939f4defa", + "untouched_returned_master": "master.png", + "untouched_master_sha256": "74bb36047254b9ac94b15a015ec85adeb6cfe9a83651a98b83484ae67ae0f639", + "policy_refusal": false +} diff --git a/data/briefings/authoring/sector_2/wave_6/author-review.json b/data/briefings/authoring/sector_2/wave_6/author-review.json new file mode 100644 index 00000000..9332d1d0 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_6/author-review.json @@ -0,0 +1,9 @@ +{ + "decision": "AUTHOR_QUALIFIED_WITH_LIMITS", + "mission": "base:sector_2_wave_6", + "reviewer": "/root/ridge_pair", + "viewed_full_HD": true, + "viewed_full_SD": true, + "findings": "Complete twin-engine steel fighter, two principal wings/coherent cockpit/tail. Broad gray paved military-industrial apron, orderly rows of compact structures, service-lane intersections and reddish brown earth match Source theme. Distant small blue coastline is illustrative background rather than mission setting; gray yards dominate all central/thumbnail content. Small structures compress in SD but broad apron and repeated rows remain visible.", + "reviewed_ns": 1792319728046748211 +} diff --git a/data/briefings/authoring/sector_2/wave_6/derivation.json b/data/briefings/authoring/sector_2/wave_6/derivation.json new file mode 100644 index 00000000..46ce12a5 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_6/derivation.json @@ -0,0 +1,60 @@ +{ + "mission": "base:sector_2_wave_6", + "selected_version": "new-illustration-v1", + "source_master": "master.png", + "source_sha256": "fb36c38b4e3c31326e5629d7bb69c993a6d94aac3ce8d2ba64fcb77b195b1984", + "source_dimensions": [ + 1586, + 992 + ], + "recipe": { + "version": 1, + "source_master": "master.png", + "convert_mode": "RGB", + "crop": [ + 1, + 1, + 1585, + 991 + ], + "crop_rule": "largest centered integer8:5 rectangle", + "crop_removed": [ + 1, + 1, + 1, + 1 + ], + "HD_resample": "Pillow LANCZOS1280x800", + "SD_from": "approved-same-composition-HD", + "SD_resample": "Pillow LANCZOS320x200", + "Pillow_version": "12.3.0" + }, + "HD": { + "file": "../../../sector_2_wave_6_hd.png", + "sha256": "4666bf912b56f90357d07fa4a70ea559ab89e400a088925069e676d2120dd73e", + "dimensions": [ + 1280, + 800 + ] + }, + "SD": { + "file": "../../../sector_2_wave_6_sd.png", + "sha256": "7387f16ce1b9da230a1ab3f2032772b24f76b8018b6b2a6523c16e01b68fc083", + "dimensions": [ + 320, + 200 + ] + }, + "reproduced_HD_and_SD_exact_RGB": true, + "physical_whole_HD_SD_review": "author-review.json", + "prompt": "prompt.txt", + "style_reference": "../../../../../mods/iron_coast_mission_4/art/briefing_hd.png", + "terrain_semantic_reference": "original-terrain-reference.png", + "reference_roles": "Stormwall style/aircraft only; terrain theme semantic only. Wave8v2 edits prior held master to fully connected night city, preserves painting style and fighter geometry.", + "Original_sprite_remaster_coverage": 0, + "limitations": [ + "Illustrative semantic geography and atmosphere, not a literal MAP screenshot or added objective.", + "Tiny farbackground water remains outside dominant industrial city setting." + ], + "style_reference_role": "Direct builtin reference for v1; inherited painting/aircraft ancestry for Wave8v2." +} diff --git a/data/briefings/authoring/sector_2/wave_6/master.png b/data/briefings/authoring/sector_2/wave_6/master.png new file mode 100644 index 00000000..f9da7eb5 Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_6/master.png differ diff --git a/data/briefings/authoring/sector_2/wave_6/original-terrain-reference.png b/data/briefings/authoring/sector_2/wave_6/original-terrain-reference.png new file mode 100644 index 00000000..a8d9ea14 Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_6/original-terrain-reference.png differ diff --git a/data/briefings/authoring/sector_2/wave_6/prompt.txt b/data/briefings/authoring/sector_2/wave_6/prompt.txt new file mode 100644 index 00000000..e3e76689 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_6/prompt.txt @@ -0,0 +1,5 @@ +Use case: stylized-concept. Asset type: one newly illustrated cinematic mission briefing for a classic overhead shooter. Make a single complete landscape1280x800 image,16:10 aspect. +Image1 is the Stormwall illustration: STYLE and AIRCRAFT-DESIGN reference only. Keep its restrained hand-painted1990s shooter box-art realism, plausible mechanical panels, atmospheric perspective and readable aircraft silhouette. Image2 contains ONLY genuine Original terrain theme examples for this mission: use its environment colors and broad industrial/land/water themes, NOT its pixel-art rendering, labels, contact-sheet arrangement or literal overhead layout. Do not make a tile collage. +One compact steel-gray twin-engine strike fighter is the only aircraft, in the lower-left foreground, banking toward the upper-right destination. Rear three-quarter oblique view: one coherent fuselage with a cockpit, exactly two main wings, exactly two engine nacelles/exhausts and a plausible tail assembly. Match the recognizable sturdy aircraft from Image1; no third engine, extra wing, forked fuselage or duplicated nose. Keep the ENTIRE aircraft inside the frame, with no cut off wingtips or tail. Fighter occupies roughly left half of image, with aircraft and signature environment both readable inside the central75percent of image height, leaving expendable atmosphere at the outer top/bottom for a centered menu thumbnail crop. Small muted warm exhausts may contrast against the steel silhouette, without obscuring geometry. +MISSION ENVIRONMENT: Broad gray paved military-industrial yards on reddish-brown earth, orderly rows of compact installations and road junctions with low rectangular structures. Fly diagonally above an expansive paved yard and its straight service lanes toward further gray industrial compounds. Cool hard daylight under pale thin cloud. Signature: broad gray aprons, repeated small installation rows and brown-earth perimeter. No ocean or jungle. +A cinematic oblique landscape scene, clear broad value masses and coherent hand-painted detail, not a gameplay screenshot or modern lens photograph. Shared accents: navy/desaturated teal, steel gray and modest amber industrial lighting; environmental colors stay faithful to this mission. Do NOT copy Stormwall's cliff cannons, giant coastal fortress or storms into this environment. No additional combat aircraft, new enemies, invented boss, new mission objective, huge explosions or weapon fire. No text, lettering, numerals, labels, HUD, inset panels, borders, logo, watermark or visible contact-sheet grid. Return one complete illustration only. diff --git a/data/briefings/authoring/sector_2/wave_6/provider.json b/data/briefings/authoring/sector_2/wave_6/provider.json new file mode 100644 index 00000000..a8fa9cf2 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_6/provider.json @@ -0,0 +1,16 @@ +{ + "tool": "built-in image_gen.imagegen", + "outcome": "success", + "submitted": true, + "lease": "59d1579a-0069-4a81-b03e-6ee3080ad4b9", + "isError": null, + "primitive_keys": [ + "image_url", + "output_hint" + ], + "terminal_report_precedes_copy_or_QA": true, + "actual_safe_metadata_sha256": "4e8a0469cd717bd1dc7dc5f06ec40d191c782300a5ec9a1dd7cffed2b04c9abf", + "untouched_returned_master": "master.png", + "untouched_master_sha256": "fb36c38b4e3c31326e5629d7bb69c993a6d94aac3ce8d2ba64fcb77b195b1984", + "policy_refusal": false +} diff --git a/data/briefings/authoring/sector_2/wave_7/author-review.json b/data/briefings/authoring/sector_2/wave_7/author-review.json new file mode 100644 index 00000000..b0da9a78 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_7/author-review.json @@ -0,0 +1,9 @@ +{ + "decision": "AUTHOR_QUALIFIED", + "mission": "base:sector_2_wave_7", + "reviewer": "/root/ridge_pair", + "viewed_full_HD": true, + "viewed_full_SD": true, + "findings": "Complete coherent twin-engine fighter, crisp steel wings/tail/cockpit and readable SD silhouette. Dense gray-brown dockside warehouses, broad contained rectangular turquoise basin, concrete quays, roads and amber loading lights match Source city-basin theme. Different bay composition from wave1 canal/bridge. No open-ocean/cliff-fortress substitution, text/HUD or invented objective.", + "reviewed_ns": 1792319907697866527 +} diff --git a/data/briefings/authoring/sector_2/wave_7/derivation.json b/data/briefings/authoring/sector_2/wave_7/derivation.json new file mode 100644 index 00000000..95091d70 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_7/derivation.json @@ -0,0 +1,59 @@ +{ + "mission": "base:sector_2_wave_7", + "selected_version": "new-illustration-v1", + "source_master": "master.png", + "source_sha256": "b804f4adbc9391316dde0bcf3ae88a621f541e8641a34834bc5eb7c022c6c724", + "source_dimensions": [ + 1586, + 992 + ], + "recipe": { + "version": 1, + "source_master": "master.png", + "convert_mode": "RGB", + "crop": [ + 1, + 1, + 1585, + 991 + ], + "crop_rule": "largest centered integer8:5 rectangle", + "crop_removed": [ + 1, + 1, + 1, + 1 + ], + "HD_resample": "Pillow LANCZOS1280x800", + "SD_from": "approved-same-composition-HD", + "SD_resample": "Pillow LANCZOS320x200", + "Pillow_version": "12.3.0" + }, + "HD": { + "file": "../../../sector_2_wave_7_hd.png", + "sha256": "0f3ab4efb37b2f91ac50901735539883722782e65cbd2690142b28a81faaaf78", + "dimensions": [ + 1280, + 800 + ] + }, + "SD": { + "file": "../../../sector_2_wave_7_sd.png", + "sha256": "dc066ff959a25b1e01c8066e38e8625c9caa0dcce10fdd919b09679eeef8fbaa", + "dimensions": [ + 320, + 200 + ] + }, + "reproduced_HD_and_SD_exact_RGB": true, + "physical_whole_HD_SD_review": "author-review.json", + "prompt": "prompt.txt", + "style_reference": "../../../../../mods/iron_coast_mission_4/art/briefing_hd.png", + "terrain_semantic_reference": "original-terrain-reference.png", + "reference_roles": "Stormwall style/aircraft only; terrain theme semantic only. Wave8v2 edits prior held master to fully connected night city, preserves painting style and fighter geometry.", + "Original_sprite_remaster_coverage": 0, + "limitations": [ + "Illustrative semantic geography and atmosphere, not a literal MAP screenshot or added objective." + ], + "style_reference_role": "Direct builtin reference for v1; inherited painting/aircraft ancestry for Wave8v2." +} diff --git a/data/briefings/authoring/sector_2/wave_7/master.png b/data/briefings/authoring/sector_2/wave_7/master.png new file mode 100644 index 00000000..47c1df7c Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_7/master.png differ diff --git a/data/briefings/authoring/sector_2/wave_7/original-terrain-reference.png b/data/briefings/authoring/sector_2/wave_7/original-terrain-reference.png new file mode 100644 index 00000000..2db29163 Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_7/original-terrain-reference.png differ diff --git a/data/briefings/authoring/sector_2/wave_7/prompt.txt b/data/briefings/authoring/sector_2/wave_7/prompt.txt new file mode 100644 index 00000000..65dca374 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_7/prompt.txt @@ -0,0 +1,5 @@ +Use case: stylized-concept. Asset type: one newly illustrated cinematic mission briefing for a classic overhead shooter. Make a single complete landscape1280x800 image,16:10 aspect. +Image1 is the Stormwall illustration: STYLE and AIRCRAFT-DESIGN reference only. Keep its restrained hand-painted1990s shooter box-art realism, plausible mechanical panels, atmospheric perspective and readable aircraft silhouette. Image2 contains ONLY genuine Original terrain theme examples for this mission: use its environment colors and broad industrial/land/water themes, NOT its pixel-art rendering, labels, contact-sheet arrangement or literal overhead layout. Do not make a tile collage. +One compact steel-gray twin-engine strike fighter is the only aircraft, in the lower-left foreground, banking toward the upper-right destination. Rear three-quarter oblique view: one coherent fuselage with a cockpit, exactly two main wings, exactly two engine nacelles/exhausts and a plausible tail assembly. Match the recognizable sturdy aircraft from Image1; no third engine, extra wing, forked fuselage or duplicated nose. Keep the ENTIRE aircraft inside the frame, with no cut off wingtips or tail. Fighter occupies roughly left half of image, with aircraft and signature environment both readable inside the central75percent of image height, leaving expendable atmosphere at the outer top/bottom for a centered menu thumbnail crop. Small muted warm exhausts may contrast against the steel silhouette, without obscuring geometry. +MISSION ENVIRONMENT: Dense gray-brown dockside city blocks around a turquoise rectangular canal or basin, industrial roads and warehouse roofs. View along an angular inner-city dock basin and concrete quays toward further warehouse blocks. Lower late-afternoon sun filtered by cool blue-gray haze, restrained amber industrial lighting. Signature: vivid contained blue-green rectangular basin in a dense gray-brown city. No cliff fortress or open-ocean horizon. +A cinematic oblique landscape scene, clear broad value masses and coherent hand-painted detail, not a gameplay screenshot or modern lens photograph. Shared accents: navy/desaturated teal, steel gray and modest amber industrial lighting; environmental colors stay faithful to this mission. Do NOT copy Stormwall's cliff cannons, giant coastal fortress or storms into this environment. No additional combat aircraft, new enemies, invented boss, new mission objective, huge explosions or weapon fire. No text, lettering, numerals, labels, HUD, inset panels, borders, logo, watermark or visible contact-sheet grid. Return one complete illustration only. diff --git a/data/briefings/authoring/sector_2/wave_7/provider.json b/data/briefings/authoring/sector_2/wave_7/provider.json new file mode 100644 index 00000000..dadb26e6 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_7/provider.json @@ -0,0 +1,16 @@ +{ + "tool": "built-in image_gen.imagegen", + "outcome": "success", + "submitted": true, + "lease": "b5d26b66-c7e0-4d11-a2e9-03211e4379db", + "isError": null, + "primitive_keys": [ + "image_url", + "output_hint" + ], + "terminal_report_precedes_copy_or_QA": true, + "actual_safe_metadata_sha256": "140f4bef4b64aba53c5ace86b465a204e39fdae537a082138a7866ec4936da7f", + "untouched_returned_master": "master.png", + "untouched_master_sha256": "b804f4adbc9391316dde0bcf3ae88a621f541e8641a34834bc5eb7c022c6c724", + "policy_refusal": false +} diff --git a/data/briefings/authoring/sector_2/wave_8/author-review.json b/data/briefings/authoring/sector_2/wave_8/author-review.json new file mode 100644 index 00000000..10dde98d --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_8/author-review.json @@ -0,0 +1,10 @@ +{ + "decision": "AUTHOR_QUALIFIED_CORRECTED_WAVE8", + "mission": "base:sector_2_wave_8", + "reviewer": "/root/ridge_pair", + "viewed_full_HD": true, + "viewed_full_SD": true, + "findings": "Entire dominant coastal background replaced by continuous flat almost-black dense warehouse/industrial city and intersecting amber street grid. Bright white circular functional ground lamps survive SD. Dark charcoal/navy fighter surface with readable thin steel edges, coherent cockpit/main wings/twin engines/tail and complete outline. No water/islands/cliffs or giant reactor/extra aircraft. Shared Stormwall painted style retained. Very dense warm lighting compresses in SD but night-city signature remains clear.", + "geometry_scope": "Visually coherent target geometry and pose, no claim of pixel-identical aircraft after generative edit/material change.", + "reviewed_ns": 1792321753184273587 +} diff --git a/data/briefings/authoring/sector_2/wave_8/derivation.json b/data/briefings/authoring/sector_2/wave_8/derivation.json new file mode 100644 index 00000000..697d802a --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_8/derivation.json @@ -0,0 +1,61 @@ +{ + "mission": "base:sector_2_wave_8", + "selected_version": "corrected-night-city-v2", + "source_master": "master.png", + "source_sha256": "a25d3f2130f5debef9a37006483666656a6678a7ea73798cbcb262f41d13f137", + "source_dimensions": [ + 1586, + 992 + ], + "recipe": { + "version": 1, + "source_master": "master.png", + "convert_mode": "RGB", + "crop": [ + 1, + 1, + 1585, + 991 + ], + "crop_rule": "largest centered integer8:5 rectangle", + "crop_removed": [ + 1, + 1, + 1, + 1 + ], + "HD_resample": "Pillow LANCZOS1280x800", + "SD_from": "approved-same-composition-HD", + "SD_resample": "Pillow LANCZOS320x200", + "Pillow_version": "12.3.0" + }, + "HD": { + "file": "../../../sector_2_wave_8_hd.png", + "sha256": "f497f37b5d4d64e27fde0f94e35cb5ef0e81753d84f0d7dbc96fcca1b0df759e", + "dimensions": [ + 1280, + 800 + ] + }, + "SD": { + "file": "../../../sector_2_wave_8_sd.png", + "sha256": "00007af71c4b0ffbca87f957d16dcdec5e02a85e9327d65af9c15d6cb966ddb6", + "dimensions": [ + 320, + 200 + ] + }, + "reproduced_HD_and_SD_exact_RGB": true, + "physical_whole_HD_SD_review": "author-review.json", + "prompt": "prompt.txt", + "style_reference": "../../../../../mods/iron_coast_mission_4/art/briefing_hd.png", + "terrain_semantic_reference": "original-terrain-reference.png", + "reference_roles": "Stormwall style/aircraft only; terrain theme semantic only. Wave8v2 edits prior held master to fully connected night city, preserves painting style and fighter geometry.", + "Original_sprite_remaster_coverage": 0, + "limitations": [ + "Illustrative semantic geography and atmosphere, not a literal MAP screenshot or added objective." + ], + "style_reference_role": "Direct builtin reference for v1; inherited painting/aircraft ancestry for Wave8v2.", + "actual_edit_target": "held-v1/master.png", + "actual_edit_reference": "original-terrain-reference.png" +} diff --git a/data/briefings/authoring/sector_2/wave_8/held-v1/author-review-HOLD.json b/data/briefings/authoring/sector_2/wave_8/held-v1/author-review-HOLD.json new file mode 100644 index 00000000..2632f859 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_8/held-v1/author-review-HOLD.json @@ -0,0 +1,12 @@ +{ + "decision": "ART_HOLD_WRONG_DOMINANT_GEOGRAPHY", + "mission": "base:sector_2_wave_8", + "reviewer": "/root/ridge_pair", + "viewed_full_HD": true, + "viewed_full_SD": true, + "findings": "Coherent complete twin-engine fighter and night amber/white lighting, but dominant sea, cliff islands and coastal factory platforms leak Stormwall geography. Fighter stays light steel rather than intended dark charcoal. This contradicts almost-black dense industrial city Source theme; no approval from successful service return.", + "not_approved_for_runtime": true, + "no_policy_refusal": true, + "preserved": true, + "reviewed_ns": 1792320593267244699 +} diff --git a/data/briefings/authoring/sector_2/wave_8/held-v1/candidate_hd.png b/data/briefings/authoring/sector_2/wave_8/held-v1/candidate_hd.png new file mode 100644 index 00000000..07c602e2 Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_8/held-v1/candidate_hd.png differ diff --git a/data/briefings/authoring/sector_2/wave_8/held-v1/candidate_sd.png b/data/briefings/authoring/sector_2/wave_8/held-v1/candidate_sd.png new file mode 100644 index 00000000..165089f5 Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_8/held-v1/candidate_sd.png differ diff --git a/data/briefings/authoring/sector_2/wave_8/held-v1/derivation.json b/data/briefings/authoring/sector_2/wave_8/held-v1/derivation.json new file mode 100644 index 00000000..d26a383d --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_8/held-v1/derivation.json @@ -0,0 +1,31 @@ +{ + "mission": "base:sector_2_wave_8", + "status": "HISTORICAL_ART_HOLD_NOT_RUNTIME", + "source_master": "master.png", + "source_sha256": "1baa0bb29db2b467d83fb3ec104ddd8483669b1603f1c751d3bdaf259ca5a974", + "recipe": { + "version": 1, + "source_master": "master.png", + "convert_mode": "RGB", + "crop": [ + 1, + 1, + 1585, + 991 + ], + "crop_rule": "largest centered integer8:5 rectangle", + "crop_removed": [ + 1, + 1, + 1, + 1 + ], + "HD_resample": "Pillow LANCZOS1280x800", + "SD_from": "Historical held candidateHD, not approved runtime art", + "SD_resample": "Pillow LANCZOS320x200", + "Pillow_version": "12.3.0" + }, + "candidate_HD": "candidate_hd.png", + "candidate_SD": "candidate_sd.png", + "selected_successor": "../master.png" +} diff --git a/data/briefings/authoring/sector_2/wave_8/held-v1/master.png b/data/briefings/authoring/sector_2/wave_8/held-v1/master.png new file mode 100644 index 00000000..b425a0fa Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_8/held-v1/master.png differ diff --git a/data/briefings/authoring/sector_2/wave_8/held-v1/prompt.txt b/data/briefings/authoring/sector_2/wave_8/held-v1/prompt.txt new file mode 100644 index 00000000..344db53d --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_8/held-v1/prompt.txt @@ -0,0 +1,5 @@ +Use case: stylized-concept. Asset type: one newly illustrated cinematic mission briefing for a classic overhead shooter. Make a single complete landscape1280x800 image,16:10 aspect. +Image1 is the Stormwall illustration: STYLE and AIRCRAFT-DESIGN reference only. Keep its restrained hand-painted1990s shooter box-art realism, plausible mechanical panels, atmospheric perspective and readable aircraft silhouette. Image2 contains ONLY genuine Original terrain theme examples for this mission: use its environment colors and broad industrial/land/water themes, NOT its pixel-art rendering, labels, contact-sheet arrangement or literal overhead layout. Do not make a tile collage. +One compact steel-gray twin-engine strike fighter is the only aircraft, in the lower-left foreground, banking toward the upper-right destination. Rear three-quarter oblique view: one coherent fuselage with a cockpit, exactly two main wings, exactly two engine nacelles/exhausts and a plausible tail assembly. Match the recognizable sturdy aircraft from Image1; no third engine, extra wing, forked fuselage or duplicated nose. Keep the ENTIRE aircraft inside the frame, with no cut off wingtips or tail. Fighter occupies roughly left half of image, with aircraft and signature environment both readable inside the central75percent of image height, leaving expendable atmosphere at the outer top/bottom for a centered menu thumbnail crop. Small muted warm exhausts may contrast against the steel silhouette, without obscuring geometry. +MISSION ENVIRONMENT: An almost-black NIGHT industrial city complex with amber and yellow illumination, bright WHITE circular ground lamps and dark gray paved passages. Use a DARK CHARCOAL fighter with restrained steel rim light so its complete silhouette remains readable. Fly over black roof masses and lines of warm industrial lights toward a cluster of luminous round white lamps in the middle distance. Navy night sky and light haze, no storm lightning needed. Signature: dark city geometry, amber lighting and bright white circular lamps. No giant new reactor or invented named target. +A cinematic oblique landscape scene, clear broad value masses and coherent hand-painted detail, not a gameplay screenshot or modern lens photograph. Shared accents: navy/desaturated teal, steel gray and modest amber industrial lighting; environmental colors stay faithful to this mission. Do NOT copy Stormwall's cliff cannons, giant coastal fortress or storms into this environment. No additional combat aircraft, new enemies, invented boss, new mission objective, huge explosions or weapon fire. No text, lettering, numerals, labels, HUD, inset panels, borders, logo, watermark or visible contact-sheet grid. Return one complete illustration only. diff --git a/data/briefings/authoring/sector_2/wave_8/held-v1/provider.json b/data/briefings/authoring/sector_2/wave_8/held-v1/provider.json new file mode 100644 index 00000000..86bd4fa4 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_8/held-v1/provider.json @@ -0,0 +1,10 @@ +{ + "tool": "built-in image_gen.imagegen", + "outcome": "success", + "lease": "ff86902a-689e-4f33-bad5-5596f1ea5d4e", + "submitted": true, + "terminal_report_precedes_copy_or_QA": true, + "actual_safe_metadata_sha256": "f775f7b314d2219cab3fdddced137c2f78d7206b2b683d633d2727fe8bf39e3d", + "art_decision": "HOLD_WRONG_DOMINANT_COASTAL_GEOGRAPHY", + "not_selected_for_runtime": true +} diff --git a/data/briefings/authoring/sector_2/wave_8/master.png b/data/briefings/authoring/sector_2/wave_8/master.png new file mode 100644 index 00000000..dc2ee676 Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_8/master.png differ diff --git a/data/briefings/authoring/sector_2/wave_8/original-terrain-reference.png b/data/briefings/authoring/sector_2/wave_8/original-terrain-reference.png new file mode 100644 index 00000000..2cf05b02 Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_8/original-terrain-reference.png differ diff --git a/data/briefings/authoring/sector_2/wave_8/prompt.txt b/data/briefings/authoring/sector_2/wave_8/prompt.txt new file mode 100644 index 00000000..441e7823 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_8/prompt.txt @@ -0,0 +1,5 @@ +Use case: precise-object-edit. Asset type: one corrected cinematic mission briefing image, landscape16:10. +Image1 is the complete HOLD illustration to EDIT. Preserve its restrained hand-painted1990s shooter box-art realism and the single foreground fighter's coherent geometry, exact pose, direction and composition: one cockpit/fuselage, exactly two main wings, exactly two engine nacelles/exhausts and plausible twin tail. The aircraft remains wholly visible in lower-left, banking toward upper-right. Change its PAINT/MATERIAL to dark charcoal/navy with restrained steel rim highlights that keep the shape legible; do not leave its broad surfaces brightly silver. Preserve recognizable panel details and modest warm exhaust. +Image2 contains authentic Original mission8 terrain/theme references. Its ONLY purpose is the night INDUSTRIAL CITY and lighting theme, not contact-sheet layout or pixel rendering. +CRITICAL CORRECTION: REPLACE THE ENTIRE BACKGROUND of Image1. This mission is an almost-black, CONTINUOUS INDUSTRIAL CITY built on flat land. Fill the ground with dense charcoal rectangular warehouse/industrial roof blocks and intersecting flat paved street grid/courtyards. Warm amber/yellow street and service lights trace the road network. Several bright WHITE CIRCULAR ground lamps within paved courtyards give the signature visual motif, as ordinary functional lighting, not giant reactor spheres. Deep navy night sky/haze can occupy the upper edge. Broad black city shapes and regular warm roads must read clearly at small thumbnail size. +NO WATER ANYWHERE: remove all ocean, bays, canals, shoreline, surf, reflections on water, islands, cliffs, mountains, raised offshore platforms, piers and ocean horizon from the old image. No inherited Stormwall cliff fortress. The entire visible landmass is connected flat urban industrial ground extending into the distance. No extra aircraft, weapons fire, explosions, new enemy or invented objective. No text, labels, numerals, HUD, border, logo or watermark. Keep meaningful fighter/city content in central75percent height for a centered menu crop. Return one whole opaque image,1280x800desired, no atlas/inset. diff --git a/data/briefings/authoring/sector_2/wave_8/provider.json b/data/briefings/authoring/sector_2/wave_8/provider.json new file mode 100644 index 00000000..e2904bfc --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_8/provider.json @@ -0,0 +1,16 @@ +{ + "tool": "built-in image_gen.imagegen", + "outcome": "success", + "submitted": true, + "lease": "58e8bd6f-b98f-4a14-ae68-cfef0a749d40", + "isError": null, + "primitive_keys": [ + "image_url", + "output_hint" + ], + "terminal_report_precedes_copy_or_QA": true, + "actual_safe_metadata_sha256": "5dd973c13af045a0b1ce3ae5a5b2daa4f14df4e146f8ac56e9c1598027c009f9", + "untouched_returned_master": "master.png", + "untouched_master_sha256": "a25d3f2130f5debef9a37006483666656a6678a7ea73798cbcb262f41d13f137", + "policy_refusal": false +} diff --git a/data/briefings/authoring/sector_2/wave_9/author-review.json b/data/briefings/authoring/sector_2/wave_9/author-review.json new file mode 100644 index 00000000..674baaea --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_9/author-review.json @@ -0,0 +1,9 @@ +{ + "decision": "AUTHOR_QUALIFIED", + "mission": "base:sector_2_wave_9", + "reviewer": "/root/ridge_pair", + "viewed_full_HD": true, + "viewed_full_SD": true, + "findings": "Coherent complete steel twin-engine fighter with two main wings/plausible tail/cockpit. Dense green jungle and winding blue river surround broad blue-green gridded industrial panel roofs. Distinct teal grids remain readable in SD and match Source energy-installation motif. Mist/rocky bank geometry is illustrative, not literal MAP or added objectives. No giant reactor sphere, alien designs, text or HUD.", + "reviewed_ns": 1792321234437736919 +} diff --git a/data/briefings/authoring/sector_2/wave_9/derivation.json b/data/briefings/authoring/sector_2/wave_9/derivation.json new file mode 100644 index 00000000..4b49f600 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_9/derivation.json @@ -0,0 +1,59 @@ +{ + "mission": "base:sector_2_wave_9", + "selected_version": "new-illustration-v1", + "source_master": "master.png", + "source_sha256": "503e9577d7075b42438880e64b58c86aadfee32ad3da30184e0b186b47e9c974", + "source_dimensions": [ + 1586, + 992 + ], + "recipe": { + "version": 1, + "source_master": "master.png", + "convert_mode": "RGB", + "crop": [ + 1, + 1, + 1585, + 991 + ], + "crop_rule": "largest centered integer8:5 rectangle", + "crop_removed": [ + 1, + 1, + 1, + 1 + ], + "HD_resample": "Pillow LANCZOS1280x800", + "SD_from": "approved-same-composition-HD", + "SD_resample": "Pillow LANCZOS320x200", + "Pillow_version": "12.3.0" + }, + "HD": { + "file": "../../../sector_2_wave_9_hd.png", + "sha256": "6e708fe410d10ccc9ea238252dd75772239aaf2de8c47bf29701386e11323ac6", + "dimensions": [ + 1280, + 800 + ] + }, + "SD": { + "file": "../../../sector_2_wave_9_sd.png", + "sha256": "6bde7b0efb3d443dd91f2583722ccf516e17a838d08675a7c5d6dda19edfbe09", + "dimensions": [ + 320, + 200 + ] + }, + "reproduced_HD_and_SD_exact_RGB": true, + "physical_whole_HD_SD_review": "author-review.json", + "prompt": "prompt.txt", + "style_reference": "../../../../../mods/iron_coast_mission_4/art/briefing_hd.png", + "terrain_semantic_reference": "original-terrain-reference.png", + "reference_roles": "Stormwall style/aircraft only; terrain theme semantic only. Wave8v2 edits prior held master to fully connected night city, preserves painting style and fighter geometry.", + "Original_sprite_remaster_coverage": 0, + "limitations": [ + "Illustrative semantic geography and atmosphere, not a literal MAP screenshot or added objective." + ], + "style_reference_role": "Direct builtin reference for v1; inherited painting/aircraft ancestry for Wave8v2." +} diff --git a/data/briefings/authoring/sector_2/wave_9/master.png b/data/briefings/authoring/sector_2/wave_9/master.png new file mode 100644 index 00000000..44f633cf Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_9/master.png differ diff --git a/data/briefings/authoring/sector_2/wave_9/original-terrain-reference.png b/data/briefings/authoring/sector_2/wave_9/original-terrain-reference.png new file mode 100644 index 00000000..a75f8160 Binary files /dev/null and b/data/briefings/authoring/sector_2/wave_9/original-terrain-reference.png differ diff --git a/data/briefings/authoring/sector_2/wave_9/prompt.txt b/data/briefings/authoring/sector_2/wave_9/prompt.txt new file mode 100644 index 00000000..aa7ee5ea --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_9/prompt.txt @@ -0,0 +1,5 @@ +Use case: stylized-concept. Asset type: one newly illustrated cinematic mission briefing for a classic overhead shooter. Make a single complete landscape1280x800 image,16:10 aspect. +Image1 is the Stormwall illustration: STYLE and AIRCRAFT-DESIGN reference only. Keep its restrained hand-painted1990s shooter box-art realism, plausible mechanical panels, atmospheric perspective and readable aircraft silhouette. Image2 contains ONLY genuine Original terrain theme examples for this mission: use its environment colors and broad industrial/land/water themes, NOT its pixel-art rendering, labels, contact-sheet arrangement or literal overhead layout. Do not make a tile collage. +One compact steel-gray twin-engine strike fighter is the only aircraft, in the lower-left foreground, banking toward the upper-right destination. Rear three-quarter oblique view: one coherent fuselage with a cockpit, exactly two main wings, exactly two engine nacelles/exhausts and a plausible tail assembly. Match the recognizable sturdy aircraft from Image1; no third engine, extra wing, forked fuselage or duplicated nose. Keep the ENTIRE aircraft inside the frame, with no cut off wingtips or tail. Fighter occupies roughly left half of image, with aircraft and signature environment both readable inside the central75percent of image height, leaving expendable atmosphere at the outer top/bottom for a centered menu thumbnail crop. Small muted warm exhausts may contrast against the steel silhouette, without obscuring geometry. +MISSION ENVIRONMENT: Dense deep-green jungle and a narrow blue river surrounding conspicuous blue-green GRIDDED industrial ENERGY installations: orderly low rectangular teal panel roofs or industrial energy arrays and concrete access ways inset within the forest. Fly toward the visible blue-green grid complex across the river bend. Cool dramatic dawn haze with subtle muted amber service lights. Signature: broad dark-green forest crossed by blue water and distinct teal rectangular gridded industrial panels. No giant glowing sphere, alien architecture, volcano or new enemy design. +A cinematic oblique landscape scene, clear broad value masses and coherent hand-painted detail, not a gameplay screenshot or modern lens photograph. Shared accents: navy/desaturated teal, steel gray and modest amber industrial lighting; environmental colors stay faithful to this mission. Do NOT copy Stormwall's cliff cannons, giant coastal fortress or storms into this environment. No additional combat aircraft, new enemies, invented boss, new mission objective, huge explosions or weapon fire. No text, lettering, numerals, labels, HUD, inset panels, borders, logo, watermark or visible contact-sheet grid. Return one complete illustration only. diff --git a/data/briefings/authoring/sector_2/wave_9/provider.json b/data/briefings/authoring/sector_2/wave_9/provider.json new file mode 100644 index 00000000..928a4691 --- /dev/null +++ b/data/briefings/authoring/sector_2/wave_9/provider.json @@ -0,0 +1,16 @@ +{ + "tool": "built-in image_gen.imagegen", + "outcome": "success", + "submitted": true, + "lease": "69857f59-50e2-40f4-b0ec-9985cc26a1fe", + "isError": null, + "primitive_keys": [ + "image_url", + "output_hint" + ], + "terminal_report_precedes_copy_or_QA": true, + "actual_safe_metadata_sha256": "07638ce42cd5dc5c24effbf3c177ccbd10f3738f3acfaf709306bde9b0940df9", + "untouched_returned_master": "master.png", + "untouched_master_sha256": "503e9577d7075b42438880e64b58c86aadfee32ad3da30184e0b186b47e9c974", + "policy_refusal": false +} diff --git a/data/briefings/provenance/original-sector3-20261018/AUTHOR-REVIEW.json b/data/briefings/provenance/original-sector3-20261018/AUTHOR-REVIEW.json new file mode 100644 index 00000000..0711da12 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/AUTHOR-REVIEW.json @@ -0,0 +1,398 @@ +{ + "actual_calls": 9, + "actual_successes": 9, + "all_requests_terminal": true, + "canonical_data_mods_src_docs_Git_mutations": 0, + "derived_asset_method": "Unedited genuine1586x992 RGB master, explicit subpixel centered16:10 crop[0,.375,1586,991.625] andLanczos to1280x800; same HD composition downsampledLanczos to320x200. No sprite editing or synthesized detail.", + "leases_released": 9, + "limits": [ + "New mission briefing illustrations, not remasters of original sprite or terrain pixels; original coverage count unchanged.", + "Finite actual Original terrain samples and complete Source-derived catalog inform broad themes; illustration perspectives, building arrangements and lighting are cinematic interpretation, not literal map diagrams or new gameplay objectives.", + "Consistent fighter design deliberately repeats across all9; environments provide mission differentiation. Wave3 is charcoal/darker. Tiny distant antennas may be cropped in132x70, while fighter silhouette and main facility remain legible.", + "No text, mission title, HUD, logo or watermark is baked into the runtime artwork. Review-sheet labels are separate presentation only.", + "No in-game loader, UI integration or actual rendered-menu proof performed by this artist; Root owns integration and independent review.", + "Original master files and safe primitive receipts are bundled for Git with generated HD/SD. No inline provider image_url/base64 strings are serialized. Historical provider source paths are descriptive only." + ], + "new_sprites_terrain_coverage": 0, + "owner": "/root/ship_portability", + "physical_review_scope": "All9 genuine whole provider results, all9 complete1280x800HD and all9 complete320x200SD individually physically viewed. All9 SD compositions and centered132x70 menu crops then reviewed together on two lossless pages.", + "policy_refusals": 0, + "records": [ + { + "132x70_center_crop_physically_viewed": true, + "HD": { + "path": "data/briefings/sector_3_wave_1_hd.png", + "sha256": "f636dea82b011753785703578f43d4fb8c8246f79d77a78191c311f134556280", + "size": [ + 1280, + 800 + ] + }, + "HD_and_SD_physically_viewed": true, + "SD": { + "path": "data/briefings/sector_3_wave_1_sd.png", + "sha256": "dfe7215f9bfba48c3ef30f9a1bc550449f5a96e8229d1bc767d5431cf0ccee60", + "size": [ + 320, + 200 + ] + }, + "author_artistic_verdict": "QUALIFIED_WITH_FINITE_BRIEFING_SCOPE", + "master": { + "dimensions": [ + 1586, + 992 + ], + "path": "data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_1-untouched-master.png", + "sha256": "aa619b364db81b2a4bb2117a8953c7a065a7587a0cff865971c6f10b941a877a" + }, + "mission_id": "base:sector_3_wave_1", + "notes": "Light gray cratered airless Moon, pale angular facility and green circular reactor apertures. Entire coherent fighter visible, no extra wings, no Earth vegetation/water/clouds.", + "prompt": { + "path": "data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_1-prompt.txt", + "sha256": "39cdb9846ad890420194d772ec02591f65e98d10d3be5b402c3e0f36b422ffb3" + }, + "safe_provider_receipt": { + "path": "data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_1-provider-primitive.json", + "sha256": "b3524964745da99d06449e8205ecaf42570ce36eae33de8d5167d32dfab0e836" + }, + "whole_untouched_raw_return_physically_viewed": true + }, + { + "132x70_center_crop_physically_viewed": true, + "HD": { + "path": "data/briefings/sector_3_wave_2_hd.png", + "sha256": "790afbc3a39e6ffea681349a1e469412516b30ef3cb3c2d5dc6f7d8c9ca13a14", + "size": [ + 1280, + 800 + ] + }, + "HD_and_SD_physically_viewed": true, + "SD": { + "path": "data/briefings/sector_3_wave_2_sd.png", + "sha256": "625da78543f3e84115f12c32de60733bd4760728fcbbc41a599719db87d4d7d5", + "size": [ + 320, + 200 + ] + }, + "author_artistic_verdict": "QUALIFIED_WITH_FINITE_BRIEFING_SCOPE", + "master": { + "dimensions": [ + 1586, + 992 + ], + "path": "data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_2-untouched-master.png", + "sha256": "4fc928e953c7d6fc44e1895c7781e70f8899f8428c1fac10fe853ed667cc266c" + }, + "mission_id": "base:sector_3_wave_2", + "notes": "Red-orange volcanic rock and molten fissures, gray industrial complex. Distinct hot-theme massing; no ocean or vegetation, coherent fighter.", + "prompt": { + "path": "data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_2-prompt.txt", + "sha256": "d1e693e96b16361cdfc79ea084dd77bcad26b2dd2d1b7e7dc28b1861272c85d1" + }, + "safe_provider_receipt": { + "path": "data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_2-provider-primitive.json", + "sha256": "ec6821cebca421508465ec4b8a690fffe5de268eeeb0249659ad98955d70674f" + }, + "whole_untouched_raw_return_physically_viewed": true + }, + { + "132x70_center_crop_physically_viewed": true, + "HD": { + "path": "data/briefings/sector_3_wave_3_hd.png", + "sha256": "0bd9e7cf3c04064fcfa3ea7769c8e837bba3193a0902e15b75f4a2af9b0abd49", + "size": [ + 1280, + 800 + ] + }, + "HD_and_SD_physically_viewed": true, + "SD": { + "path": "data/briefings/sector_3_wave_3_sd.png", + "sha256": "6e7f56381ce01a4dda32587ccb7dbd8d3ab31173f8ca3fa58899f7d7a7d6f520", + "size": [ + 320, + 200 + ] + }, + "author_artistic_verdict": "QUALIFIED_WITH_FINITE_BRIEFING_SCOPE", + "master": { + "dimensions": [ + 1586, + 992 + ], + "path": "data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_3-untouched-master.png", + "sha256": "3e57ad71bd43c95534f56f58c7492e6e97d29101549d2cfc27b907979d6c4e91" + }, + "mission_id": "base:sector_3_wave_3", + "notes": "Dark cratered airless Moon, dark charcoal fighter and subdued green installation lights. Full silhouette remains readable at SD; no ocean/green terrain/atmospheric clouds.", + "prompt": { + "path": "data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_3-prompt.txt", + "sha256": "2a7c77cde7dd8b964195fbbf610da3fc3af9cbe56313ddceb1644e0a01fca289" + }, + "safe_provider_receipt": { + "path": "data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_3-provider-primitive.json", + "sha256": "099832f50dd5937ab370aa394ad300fb5053e43022e0ab0f698f82499fe4074d" + }, + "whole_untouched_raw_return_physically_viewed": true + }, + { + "132x70_center_crop_physically_viewed": true, + "HD": { + "path": "data/briefings/sector_3_wave_4_hd.png", + "sha256": "edacd73a4a0d12b7153c46d002276293bcfd8ccdeafc1f86e16aa8c23e735271", + "size": [ + 1280, + 800 + ] + }, + "HD_and_SD_physically_viewed": true, + "SD": { + "path": "data/briefings/sector_3_wave_4_sd.png", + "sha256": "ebcca81ed69099264d76117071dfa9c024460864640767a560c047db7590c988", + "size": [ + 320, + 200 + ] + }, + "author_artistic_verdict": "QUALIFIED_WITH_FINITE_BRIEFING_SCOPE", + "master": { + "dimensions": [ + 1586, + 992 + ], + "path": "data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_4-untouched-master.png", + "sha256": "80a3e5be4e7c69a67ce71ea37c9afa693dfe902777b57bea066e31bc60f90279" + }, + "mission_id": "base:sector_3_wave_4", + "notes": "Reddish-brown arid rocky plain, broad pale angular industry and platforms. Dry theme, coherent fighter, no green Earth terrain/ocean.", + "prompt": { + "path": "data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_4-prompt.txt", + "sha256": "664ec91050634afcb724b3585042dff64e1a59c2759f39a5101a911a9bf1c3f6" + }, + "safe_provider_receipt": { + "path": "data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_4-provider-primitive.json", + "sha256": "27f23e0fc4502adc58cd89b3a5c832860f91b62754b44851e04a891655d65704" + }, + "whole_untouched_raw_return_physically_viewed": true + }, + { + "132x70_center_crop_physically_viewed": true, + "HD": { + "path": "data/briefings/sector_3_wave_5_hd.png", + "sha256": "0e53c7f93d48a8947ac402439c364df4b498b9671185c497cb1600ef909e83df", + "size": [ + 1280, + 800 + ] + }, + "HD_and_SD_physically_viewed": true, + "SD": { + "path": "data/briefings/sector_3_wave_5_sd.png", + "sha256": "e2f5f58103891bb17cf04e9bc935399bd1c338e3ce6ef9aa494054ec052ecbc6", + "size": [ + 320, + 200 + ] + }, + "author_artistic_verdict": "QUALIFIED_WITH_FINITE_BRIEFING_SCOPE", + "master": { + "dimensions": [ + 1586, + 992 + ], + "path": "data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_5-untouched-master.png", + "sha256": "8666bf23898feffe1f3950bc2837eeabd12fcf2467a088d294591b03781a7f1a" + }, + "mission_id": "base:sector_3_wave_5", + "notes": "Gray crater basin with pale centralized complex and circular green reactor pods. Different crater-layout composition fromWave1; airless with no ocean/green plants/clouds.", + "prompt": { + "path": "data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_5-prompt.txt", + "sha256": "2e2f7f38c1b6a3d4c4980771cb8b0da29d0d110175a4db4e2c829f62ae1221ac" + }, + "safe_provider_receipt": { + "path": "data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_5-provider-primitive.json", + "sha256": "ce8dd21af82f783873b937327798c02df7e63b85155d8efd0d3af489c43ebd68" + }, + "whole_untouched_raw_return_physically_viewed": true + }, + { + "132x70_center_crop_physically_viewed": true, + "HD": { + "path": "data/briefings/sector_3_wave_6_hd.png", + "sha256": "4280d4dd9ab6d6d67136c16c06d4f992a9d4dd8a4a472ebb2ddc477f1a397045", + "size": [ + 1280, + 800 + ] + }, + "HD_and_SD_physically_viewed": true, + "SD": { + "path": "data/briefings/sector_3_wave_6_sd.png", + "sha256": "9eb1dc81a63d25294f490b1488ad7a8091302cd3e5fd2247173ee33a5d1f68f0", + "size": [ + 320, + 200 + ] + }, + "author_artistic_verdict": "QUALIFIED_WITH_FINITE_BRIEFING_SCOPE", + "master": { + "dimensions": [ + 1586, + 992 + ], + "path": "data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_6-untouched-master.png", + "sha256": "31ad36f2a0890778c64164527523a4ed8cebd0661793af8c4e5fdc4d3657ae10" + }, + "mission_id": "base:sector_3_wave_6", + "notes": "Ochre sandy cratered desert, gray-tan block outposts. Clear warm desert contrast against cool steel fighter, no blue water/vegetation.", + "prompt": { + "path": "data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_6-prompt.txt", + "sha256": "a28d6d874fc2fb0cf053f4f3f65d2b3fa2c0b043d2af85a32ac20b56bf81d3f2" + }, + "safe_provider_receipt": { + "path": "data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_6-provider-primitive.json", + "sha256": "176203baf44afeb3b3cfb8c9d981b949ee89ef6519da51caed4021f8dd4a72b9" + }, + "whole_untouched_raw_return_physically_viewed": true + }, + { + "132x70_center_crop_physically_viewed": true, + "HD": { + "path": "data/briefings/sector_3_wave_7_hd.png", + "sha256": "5a591aae0351244077d52eb92749d20d2c42cf9de973a592da570c1438188de4", + "size": [ + 1280, + 800 + ] + }, + "HD_and_SD_physically_viewed": true, + "SD": { + "path": "data/briefings/sector_3_wave_7_sd.png", + "sha256": "baf696afd64e8e9f058f90172b3f2e31091a92e92db026b1763103b57d754aaa", + "size": [ + 320, + 200 + ] + }, + "author_artistic_verdict": "QUALIFIED_WITH_FINITE_BRIEFING_SCOPE", + "master": { + "dimensions": [ + 1586, + 992 + ], + "path": "data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_7-untouched-master.png", + "sha256": "c4e1e163550a4e6752cdb6bae2f90ad171b13b4f1827bb00e330cdb90190a491" + }, + "mission_id": "base:sector_3_wave_7", + "notes": "Red-orange volcanic canyon under gray industrial mass and spanning causeways. Dynamic deep canyon composition; coherent full fighter and no new boss/objective.", + "prompt": { + "path": "data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_7-prompt.txt", + "sha256": "dc62567adddaa4954afea925af089ea69fe64dc0ed5cb2964f000aec1665dc80" + }, + "safe_provider_receipt": { + "path": "data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_7-provider-primitive.json", + "sha256": "02b86d915d707b5ebfd9573bfd3f28d93c5bd72fff5330d6f464cfee5f394ba1" + }, + "whole_untouched_raw_return_physically_viewed": true + }, + { + "132x70_center_crop_physically_viewed": true, + "HD": { + "path": "data/briefings/sector_3_wave_8_hd.png", + "sha256": "bb2ab9b0759b3c0968d2edd8a2cb5999ecc552a9c20c1aa5e046801431989af1", + "size": [ + 1280, + 800 + ] + }, + "HD_and_SD_physically_viewed": true, + "SD": { + "path": "data/briefings/sector_3_wave_8_sd.png", + "sha256": "b8420d73912d1f05cb18fd30cef48a0b1f527e81994ba92e8c36c6446099211c", + "size": [ + 320, + 200 + ] + }, + "author_artistic_verdict": "QUALIFIED_WITH_FINITE_BRIEFING_SCOPE", + "master": { + "dimensions": [ + 1586, + 992 + ], + "path": "data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_8-untouched-master.png", + "sha256": "8c976faf1057e4de34501d5a620c29ef05a7d3b8fcd3a63c87bd084fd98301a1" + }, + "mission_id": "base:sector_3_wave_8", + "notes": "Terracotta arid plateau with orange molten channels and massive white-gray buildings/gantries. Clearly warmer/paler-dry setting thanWave7; no ocean or green terrain.", + "prompt": { + "path": "data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_8-prompt.txt", + "sha256": "0501cd004cbedc1357fc992bf8d515f6c6f8817ce81709ef946bf772fa46482e" + }, + "safe_provider_receipt": { + "path": "data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_8-provider-primitive.json", + "sha256": "0bf5c5b388c5af635d42821dc5474b4e7639bd1f6a4b563befecd122f3c3e764" + }, + "whole_untouched_raw_return_physically_viewed": true + }, + { + "132x70_center_crop_physically_viewed": true, + "HD": { + "path": "data/briefings/sector_3_wave_9_hd.png", + "sha256": "5fb27753d248ea9a4e2cd907639e0591ca93cb249fd34f557f2857939666ee26", + "size": [ + 1280, + 800 + ] + }, + "HD_and_SD_physically_viewed": true, + "SD": { + "path": "data/briefings/sector_3_wave_9_sd.png", + "sha256": "fd0c0d54e80aa41d0577b96cbf31f12f0d9be95366f38dd1364eb0c1816386bb", + "size": [ + 320, + 200 + ] + }, + "author_artistic_verdict": "QUALIFIED_WITH_FINITE_BRIEFING_SCOPE", + "master": { + "dimensions": [ + 1586, + 992 + ], + "path": "data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_9-untouched-master.png", + "sha256": "be2938fe0640751f53a51364fe6448e544c4dd616051fc867a43150ff3b8f661" + }, + "mission_id": "base:sector_3_wave_9", + "notes": "Dense continuous steel-gray industrial roof platforms and mechanical trenches, stark red-lit end-stage machinery. Signature industrial mass survives thumbnail crop; no new boss/objective.", + "prompt": { + "path": "data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_9-prompt.txt", + "sha256": "01d4163edc825e8be23fcc92778b6e791f4df13b7dc402b72eb24344f0e6eb3e" + }, + "safe_provider_receipt": { + "path": "data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_9-provider-primitive.json", + "sha256": "f91ad9f14315f8d9e2765f500e595a0c41a053fbb024f2b153dcd5f96b8a124a" + }, + "whole_untouched_raw_return_physically_viewed": true + } + ], + "reference_pins": [ + { + "path": "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "sha256": "cd987c13bc55bba2620379ca435c0cccf08d7564364d730c65d0be285bb82221" + }, + { + "path": "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-3-terrain-theme-contact.png", + "sha256": "95783a369fd2726603ac0aec79059035f271b8591dac01be827cd7e7f1ac0d94" + } + ], + "retries": 0, + "service_failures": 0, + "skill": "/home/quintine/.codex/skills/.system/imagegen/SKILL.md", + "status": "CLOSED_ORIGINAL_SECTOR3_NINE_DISTINCT_BRIEFING_ILLUSTRATIONS_HD_SD_AUTHOR_QUALIFIED_ROOT_REVIEW_PENDING", + "tool_mode": "built-in imagegen, one call per mission, no atlas", + "utc": "2026-10-18T11:01:43.437499+00:00" +} diff --git a/data/briefings/provenance/original-sector3-20261018/REPRODUCE.md b/data/briefings/provenance/original-sector3-20261018/REPRODUCE.md new file mode 100644 index 00000000..01db9542 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/REPRODUCE.md @@ -0,0 +1,9 @@ +Regenerate all nine Outer Regions HD/SD briefing pairs offline from the bundled untouched masters and checked crop recipes. The original `derive_same_composition.py` is historical producer evidence; this script is the portable reproducer. + +From the RustRaptor project folder, with Python and Pillow installed: + +```sh +python3 data/briefings/provenance/original-sector3-20261018/reproduce_from_bundled_masters.py . regenerated-sector3 +``` + +The destination must be new. All 18 PNG hashes must match before any files are published. The script reads only nine local masters and nine local recipes; it never follows provider output hints or accesses generation services. PNG byte equality was verified with Python 3.14.7, Pillow 12.3.0 and zlib 1.3.2. Other PNG compression versions may require this matching authoring runtime. Playing the game uses the included PNGs and requires none of these authoring tools. diff --git a/data/briefings/provenance/original-sector3-20261018/derive_same_composition.py b/data/briefings/provenance/original-sector3-20261018/derive_same_composition.py new file mode 100644 index 00000000..b5929b6e --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/derive_same_composition.py @@ -0,0 +1,16 @@ +from pathlib import Path +from PIL import Image +import json,hashlib,re,shutil,sys +P=Path(__file__).resolve().parent +sha=lambda p:hashlib.sha256(p.read_bytes()).hexdigest() +wave=int(sys.argv[1]);stem=f'sector_3_wave_{wave}';receipt=json.loads((P/'provenance'/f'{stem}-provider-primitive.json').read_text());assert receipt['outcome']=='success';m=re.search(r' as (/[^\n]+\.png) by default',receipt['output_hint']);assert m;source=Path(m[1]);master=P/'masters'/f'{stem}-untouched-master.png';assert not master.exists();shutil.copy2(source,master) +im=Image.open(master);rgb=im.convert('RGB');w,h=rgb.size;desired=1280/800 +if w/h>desired: + cw=h*desired;box=((w-cw)/2,0,(w+cw)/2,h) +else: + ch=w/desired;box=(0,(h-ch)/2,w,(h+ch)/2) +hd=rgb.resize((1280,800),Image.Resampling.LANCZOS,box=box);sd=hd.resize((320,200),Image.Resampling.LANCZOS) +hdp=P/'data/briefings'/f'{stem}_hd.png';sdp=P/'data/briefings'/f'{stem}_sd.png';assert not hdp.exists() and not sdp.exists();hd.save(hdp);sd.save(sdp) +preview=P/'provenance'/f'{stem}-132x70-centered-preview.png';ch=1280/(132/70);hd.resize((132,70),Image.Resampling.LANCZOS,box=(0,(800-ch)/2,1280,(800+ch)/2)).save(preview) +record={'wave':wave,'method':'untouched builtin generated master -> explicit centered aspect crop/resize LANCZOS1280x800 -> same-composition LANCZOS320x200','master':{'path':str(master.relative_to(P)),'sha256':sha(master),'size':list(im.size),'mode':im.mode},'provider_source_path':str(source),'source_master_bytes_exact':source.read_bytes()==master.read_bytes(),'HD_float_source_crop_box':list(box),'HD':{'path':str(hdp.relative_to(P)),'sha256':sha(hdp),'size':[1280,800]},'SD':{'path':str(sdp.relative_to(P)),'sha256':sha(sdp),'size':[320,200]},'small_center_crop_preview':{'path':str(preview.relative_to(P)),'sha256':sha(preview),'size':[132,70]},'prompt_sha256':sha(P/'provenance'/f'{stem}-prompt.txt'),'provider_receipt_sha256':sha(P/'provenance'/f'{stem}-provider-primitive.json'),'original_sprite_coverage_credit':False} +(P/'provenance'/f'{stem}-derivation.json').write_text(json.dumps(record,indent=2)+'\n');print(json.dumps(record,indent=2)) diff --git a/data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_1-untouched-master.png b/data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_1-untouched-master.png new file mode 100644 index 00000000..89b577aa Binary files /dev/null and b/data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_1-untouched-master.png differ diff --git a/data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_2-untouched-master.png b/data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_2-untouched-master.png new file mode 100644 index 00000000..6bf5a28e Binary files /dev/null and b/data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_2-untouched-master.png differ diff --git a/data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_3-untouched-master.png b/data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_3-untouched-master.png new file mode 100644 index 00000000..3218ee78 Binary files /dev/null and b/data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_3-untouched-master.png differ diff --git a/data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_4-untouched-master.png b/data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_4-untouched-master.png new file mode 100644 index 00000000..3c44deb2 Binary files /dev/null and b/data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_4-untouched-master.png differ diff --git a/data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_5-untouched-master.png b/data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_5-untouched-master.png new file mode 100644 index 00000000..80ee76da Binary files /dev/null and b/data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_5-untouched-master.png differ diff --git a/data/briefings/provenance/original-sector3-20261018/masters/sector_3_wave_6-untouched-master.png 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a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_1-builtin-arguments.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_1-builtin-arguments.json new file mode 100644 index 00000000..007c17d1 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_1-builtin-arguments.json @@ -0,0 +1,8 @@ +{ + "prompt": "Use case: illustration-story. Asset type: original Raptor-replica mission briefing illustration, one single scene, not an atlas.\nCreate a genuinely new 1280\u00d7800 landscape cinematic illustration (16:10), matching reference image1 Stormwall: restrained hand-painted 1990s shooter box-art realism, crisp aircraft silhouette and mechanical panel detail, dramatic oblique landscape perspective and readable broad light/dark masses. Reference image1 is STYLE and consistent FIGHTER DESIGN only; do not copy its ocean or storm into other worlds. Reference image2 is the actual Original terrain theme catalog; use ONLY row Wave1 as semantic/environment guidance, never render the contact-sheet grid.\nForeground: exactly ONE compact steel-gray twin-engine Raptor-like strike fighter matching reference1, seen from behind/above in the lower-left, banking diagonally toward upper-right. Coherent symmetric single fuselage, one cockpit canopy, two engines, one pair of main wings, two recognizable tail fins. Warm restrained exhaust and tiny amber navigation accents. The aircraft is comfortably inside the frame, its nose, wings and engines fully visible.\nComposition: signature mission environment midground/right with a clear destination silhouette. Place the fighter and signature structures inside the central70\u201380% of image height so both survive the menu thumbnail centered crop; use broad shapes that remain legible at320\u00d7200. Navy/desaturated teal shadows and steel gray are shared accents; local environment colors follow the scene below. No text, letters, numbers, insignia, HUD, UI, borders, logo or watermark. No new factual objectives, enemy designs or title.\nMission scene: Light-gray airless cratered moon. Broad silver lunar regolith and angular chalk-white/gray industrial facilities under hard sunlight and a black star field. Distinctive circular machinery glows vivid green in recessed reactor apertures, contained within a pale facility at the upper-right midground. No vegetation, water, clouds or terrestrial atmosphere.", + "referenced_image_paths": [ + "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-3-terrain-theme-contact.png" + ], + "transparent_background": false +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_1-derivation.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_1-derivation.json new file mode 100644 index 00000000..6dda0f9c --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_1-derivation.json @@ -0,0 +1,48 @@ +{ + "wave": 1, + "method": "untouched builtin generated master -> explicit centered aspect crop/resize LANCZOS1280x800 -> same-composition LANCZOS320x200", + "master": { + "path": "masters/sector_3_wave_1-untouched-master.png", + "sha256": "aa619b364db81b2a4bb2117a8953c7a065a7587a0cff865971c6f10b941a877a", + "size": [ + 1586, + 992 + ], + "mode": "RGB" + }, + "provider_source_path": "/home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855/exec-c692182f-55ee-43ac-b5cc-b021a9693483.png", + "source_master_bytes_exact": true, + "HD_float_source_crop_box": [ + 0, + 0.375, + 1586, + 991.625 + ], + "HD": { + "path": "data/briefings/sector_3_wave_1_hd.png", + "sha256": "f636dea82b011753785703578f43d4fb8c8246f79d77a78191c311f134556280", + "size": [ + 1280, + 800 + ] + }, + "SD": { + "path": "data/briefings/sector_3_wave_1_sd.png", + "sha256": "dfe7215f9bfba48c3ef30f9a1bc550449f5a96e8229d1bc767d5431cf0ccee60", + "size": [ + 320, + 200 + ] + }, + "small_center_crop_preview": { + "path": "provenance/sector_3_wave_1-132x70-centered-preview.png", + "sha256": "c17bbf69684f6377f3107a778f16049a22c4d563c2021bc51fb8b72ba88247f6", + "size": [ + 132, + 70 + ] + }, + "prompt_sha256": "39cdb9846ad890420194d772ec02591f65e98d10d3be5b402c3e0f36b422ffb3", + "provider_receipt_sha256": "b3524964745da99d06449e8205ecaf42570ce36eae33de8d5167d32dfab0e836", + "original_sprite_coverage_credit": false +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_1-prompt.txt b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_1-prompt.txt new file mode 100644 index 00000000..e9f48b75 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_1-prompt.txt @@ -0,0 +1,5 @@ +Use case: illustration-story. Asset type: original Raptor-replica mission briefing illustration, one single scene, not an atlas. +Create a genuinely new 1280×800 landscape cinematic illustration (16:10), matching reference image1 Stormwall: restrained hand-painted 1990s shooter box-art realism, crisp aircraft silhouette and mechanical panel detail, dramatic oblique landscape perspective and readable broad light/dark masses. Reference image1 is STYLE and consistent FIGHTER DESIGN only; do not copy its ocean or storm into other worlds. Reference image2 is the actual Original terrain theme catalog; use ONLY row Wave1 as semantic/environment guidance, never render the contact-sheet grid. +Foreground: exactly ONE compact steel-gray twin-engine Raptor-like strike fighter matching reference1, seen from behind/above in the lower-left, banking diagonally toward upper-right. Coherent symmetric single fuselage, one cockpit canopy, two engines, one pair of main wings, two recognizable tail fins. Warm restrained exhaust and tiny amber navigation accents. The aircraft is comfortably inside the frame, its nose, wings and engines fully visible. +Composition: signature mission environment midground/right with a clear destination silhouette. Place the fighter and signature structures inside the central70–80% of image height so both survive the menu thumbnail centered crop; use broad shapes that remain legible at320×200. Navy/desaturated teal shadows and steel gray are shared accents; local environment colors follow the scene below. No text, letters, numbers, insignia, HUD, UI, borders, logo or watermark. No new factual objectives, enemy designs or title. +Mission scene: Light-gray airless cratered moon. Broad silver lunar regolith and angular chalk-white/gray industrial facilities under hard sunlight and a black star field. Distinctive circular machinery glows vivid green in recessed reactor apertures, contained within a pale facility at the upper-right midground. No vegetation, water, clouds or terrestrial atmosphere. diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_1-provider-primitive.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_1-provider-primitive.json new file mode 100644 index 00000000..8e2c315d --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_1-provider-primitive.json @@ -0,0 +1,13 @@ +{ + "submitted": true, + "lease": "af87c68d-b199-4d55-870a-3c49fb95f2f2", + "outcome": "success", + "type": "object", + "keys": [ + "image_url", + "output_hint" + ], + "isError": null, + "output_hint": "Generated images are saved to /home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855 as /home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855/exec-c692182f-55ee-43ac-b5cc-b021a9693483.png by default.\nIf you need to use a generated image at another path, copy it and leave the original in place unless the user explicitly asks you to delete it.\nThe generated image is already displayed to the user. There is no need to render it in the final response as a Markdown image or file link.", + "errorText": "" +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_2-132x70-centered-preview.png b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_2-132x70-centered-preview.png new file mode 100644 index 00000000..f140fb79 Binary files /dev/null and b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_2-132x70-centered-preview.png differ diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_2-builtin-arguments.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_2-builtin-arguments.json new file mode 100644 index 00000000..25c48df4 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_2-builtin-arguments.json @@ -0,0 +1,8 @@ +{ + "prompt": "Use case: illustration-story. Asset type: original Raptor-replica mission briefing illustration, one single scene, not an atlas.\nCreate a genuinely new 1280\u00d7800 landscape cinematic illustration (16:10), matching reference image1 Stormwall: restrained hand-painted 1990s shooter box-art realism, crisp aircraft silhouette and mechanical panel detail, dramatic oblique landscape perspective and readable broad light/dark masses. Reference image1 is STYLE and consistent FIGHTER DESIGN only; do not copy its ocean or storm into other worlds. Reference image2 is the actual Original terrain theme catalog; use ONLY row Wave2 as semantic/environment guidance, never render the contact-sheet grid.\nForeground: exactly ONE compact steel-gray twin-engine Raptor-like strike fighter matching reference1, seen from behind/above in the lower-left, banking diagonally toward upper-right. Coherent symmetric single fuselage, one cockpit canopy, two engines, one pair of main wings, two recognizable tail fins. Warm restrained exhaust and tiny amber navigation accents. The aircraft is comfortably inside the frame, its nose, wings and engines fully visible.\nComposition: signature mission environment midground/right with a clear destination silhouette. Place the fighter and signature structures inside the central70\u201380% of image height so both survive the menu thumbnail centered crop; use broad shapes that remain legible at320\u00d7200. Navy/desaturated teal shadows and steel gray are shared accents; local environment colors follow the scene below. No text, letters, numbers, insignia, HUD, UI, borders, logo or watermark. No new factual objectives, enemy designs or title.\nMission scene: Hot volcanic world: vivid red-orange fractured rocky ground and narrow incandescent molten seams, heat haze, large muted gray industrial facility in the upper-right midground. Oblique rugged red landscape; molten fissures remain terrain, not an ocean. No vegetation or blue water.", + "referenced_image_paths": [ + "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-3-terrain-theme-contact.png" + ], + "transparent_background": false +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_2-derivation.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_2-derivation.json new file mode 100644 index 00000000..ddc54c57 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_2-derivation.json @@ -0,0 +1,48 @@ +{ + "wave": 2, + "method": "untouched builtin generated master -> explicit centered aspect crop/resize LANCZOS1280x800 -> same-composition LANCZOS320x200", + "master": { + "path": "masters/sector_3_wave_2-untouched-master.png", + "sha256": "4fc928e953c7d6fc44e1895c7781e70f8899f8428c1fac10fe853ed667cc266c", + "size": [ + 1586, + 992 + ], + "mode": "RGB" + }, + "provider_source_path": "/home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855/exec-0fc0c183-1012-4106-a27f-9b766f53559d.png", + "source_master_bytes_exact": true, + "HD_float_source_crop_box": [ + 0, + 0.375, + 1586, + 991.625 + ], + "HD": { + "path": "data/briefings/sector_3_wave_2_hd.png", + "sha256": "790afbc3a39e6ffea681349a1e469412516b30ef3cb3c2d5dc6f7d8c9ca13a14", + "size": [ + 1280, + 800 + ] + }, + "SD": { + "path": "data/briefings/sector_3_wave_2_sd.png", + "sha256": "625da78543f3e84115f12c32de60733bd4760728fcbbc41a599719db87d4d7d5", + "size": [ + 320, + 200 + ] + }, + "small_center_crop_preview": { + "path": "provenance/sector_3_wave_2-132x70-centered-preview.png", + "sha256": "3ea6846776ad080efc79cc1494d6bea1e79963aa40b5d1c00adb7270c41eeb67", + "size": [ + 132, + 70 + ] + }, + "prompt_sha256": "d1e693e96b16361cdfc79ea084dd77bcad26b2dd2d1b7e7dc28b1861272c85d1", + "provider_receipt_sha256": "ec6821cebca421508465ec4b8a690fffe5de268eeeb0249659ad98955d70674f", + "original_sprite_coverage_credit": false +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_2-prompt.txt b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_2-prompt.txt new file mode 100644 index 00000000..38b83038 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_2-prompt.txt @@ -0,0 +1,5 @@ +Use case: illustration-story. Asset type: original Raptor-replica mission briefing illustration, one single scene, not an atlas. +Create a genuinely new 1280×800 landscape cinematic illustration (16:10), matching reference image1 Stormwall: restrained hand-painted 1990s shooter box-art realism, crisp aircraft silhouette and mechanical panel detail, dramatic oblique landscape perspective and readable broad light/dark masses. Reference image1 is STYLE and consistent FIGHTER DESIGN only; do not copy its ocean or storm into other worlds. Reference image2 is the actual Original terrain theme catalog; use ONLY row Wave2 as semantic/environment guidance, never render the contact-sheet grid. +Foreground: exactly ONE compact steel-gray twin-engine Raptor-like strike fighter matching reference1, seen from behind/above in the lower-left, banking diagonally toward upper-right. Coherent symmetric single fuselage, one cockpit canopy, two engines, one pair of main wings, two recognizable tail fins. Warm restrained exhaust and tiny amber navigation accents. The aircraft is comfortably inside the frame, its nose, wings and engines fully visible. +Composition: signature mission environment midground/right with a clear destination silhouette. Place the fighter and signature structures inside the central70–80% of image height so both survive the menu thumbnail centered crop; use broad shapes that remain legible at320×200. Navy/desaturated teal shadows and steel gray are shared accents; local environment colors follow the scene below. No text, letters, numbers, insignia, HUD, UI, borders, logo or watermark. No new factual objectives, enemy designs or title. +Mission scene: Hot volcanic world: vivid red-orange fractured rocky ground and narrow incandescent molten seams, heat haze, large muted gray industrial facility in the upper-right midground. Oblique rugged red landscape; molten fissures remain terrain, not an ocean. No vegetation or blue water. diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_2-provider-primitive.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_2-provider-primitive.json new file mode 100644 index 00000000..b8e25105 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_2-provider-primitive.json @@ -0,0 +1,13 @@ +{ + "submitted": true, + "lease": "1f002833-3c98-4379-a81f-516389a5bfc1", + "outcome": "success", + "type": "object", + "keys": [ + "image_url", + "output_hint" + ], + "isError": null, + "output_hint": "Generated images are saved to /home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855 as /home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855/exec-0fc0c183-1012-4106-a27f-9b766f53559d.png by default.\nIf you need to use a generated image at another path, copy it and leave the original in place unless the user explicitly asks you to delete it.\nThe generated image is already displayed to the user. There is no need to render it in the final response as a Markdown image or file link.", + "errorText": "" +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_3-132x70-centered-preview.png b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_3-132x70-centered-preview.png new file mode 100644 index 00000000..4eb847b1 Binary files /dev/null and b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_3-132x70-centered-preview.png differ diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_3-builtin-arguments.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_3-builtin-arguments.json new file mode 100644 index 00000000..c68fcd6a --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_3-builtin-arguments.json @@ -0,0 +1,8 @@ +{ + "prompt": "Use case: illustration-story. Asset type: original Raptor-replica mission briefing illustration, one single scene, not an atlas.\nCreate a genuinely new 1280\u00d7800 landscape cinematic illustration (16:10), matching reference image1 Stormwall: restrained hand-painted 1990s shooter box-art realism, crisp aircraft silhouette and mechanical panel detail, dramatic oblique landscape perspective and readable broad light/dark masses. Reference image1 is STYLE and consistent FIGHTER DESIGN only; do not copy its ocean or storm into other worlds. Reference image2 is the actual Original terrain theme catalog; use ONLY row Wave3 as semantic/environment guidance, never render the contact-sheet grid.\nForeground: exactly ONE compact steel-gray twin-engine Raptor-like strike fighter matching reference1, seen from behind/above in the lower-left, banking diagonally toward upper-right. Coherent symmetric single fuselage, one cockpit canopy, two engines, one pair of main wings, two recognizable tail fins. Warm restrained exhaust and tiny amber navigation accents. The aircraft is comfortably inside the frame, its nose, wings and engines fully visible.\nComposition: signature mission environment midground/right with a clear destination silhouette. Place the fighter and signature structures inside the central70\u201380% of image height so both survive the menu thumbnail centered crop; use broad shapes that remain legible at320\u00d7200. Navy/desaturated teal shadows and steel gray are shared accents; local environment colors follow the scene below. No text, letters, numbers, insignia, HUD, UI, borders, logo or watermark. No new factual objectives, enemy designs or title.\nMission scene: Nearly black airless cratered moon under low hard side light, black star field; dark gray angular fortified structures with restrained green-lit installation accents. The SAME compact twin-engine fighter is dark charcoal for this mission, rimlit enough to read. No vegetation, water, clouds or terrestrial atmosphere.", + "referenced_image_paths": [ + "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-3-terrain-theme-contact.png" + ], + "transparent_background": false +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_3-derivation.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_3-derivation.json new file mode 100644 index 00000000..1e577ad3 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_3-derivation.json @@ -0,0 +1,48 @@ +{ + "wave": 3, + "method": "untouched builtin generated master -> explicit centered aspect crop/resize LANCZOS1280x800 -> same-composition LANCZOS320x200", + "master": { + "path": "masters/sector_3_wave_3-untouched-master.png", + "sha256": "3e57ad71bd43c95534f56f58c7492e6e97d29101549d2cfc27b907979d6c4e91", + "size": [ + 1586, + 992 + ], + "mode": "RGB" + }, + "provider_source_path": "/home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855/exec-d3d0535c-6f83-4026-a794-0ffbd77abaa0.png", + "source_master_bytes_exact": true, + "HD_float_source_crop_box": [ + 0, + 0.375, + 1586, + 991.625 + ], + "HD": { + "path": "data/briefings/sector_3_wave_3_hd.png", + "sha256": "0bd9e7cf3c04064fcfa3ea7769c8e837bba3193a0902e15b75f4a2af9b0abd49", + "size": [ + 1280, + 800 + ] + }, + "SD": { + "path": "data/briefings/sector_3_wave_3_sd.png", + "sha256": "6e7f56381ce01a4dda32587ccb7dbd8d3ab31173f8ca3fa58899f7d7a7d6f520", + "size": [ + 320, + 200 + ] + }, + "small_center_crop_preview": { + "path": "provenance/sector_3_wave_3-132x70-centered-preview.png", + "sha256": "57c50b4a5db12b32d80eb8cb2408771bf86c5438ddf573c5e940d19a32300092", + "size": [ + 132, + 70 + ] + }, + "prompt_sha256": "2a7c77cde7dd8b964195fbbf610da3fc3af9cbe56313ddceb1644e0a01fca289", + "provider_receipt_sha256": "099832f50dd5937ab370aa394ad300fb5053e43022e0ab0f698f82499fe4074d", + "original_sprite_coverage_credit": false +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_3-prompt.txt b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_3-prompt.txt new file mode 100644 index 00000000..cbdaa93f --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_3-prompt.txt @@ -0,0 +1,5 @@ +Use case: illustration-story. Asset type: original Raptor-replica mission briefing illustration, one single scene, not an atlas. +Create a genuinely new 1280×800 landscape cinematic illustration (16:10), matching reference image1 Stormwall: restrained hand-painted 1990s shooter box-art realism, crisp aircraft silhouette and mechanical panel detail, dramatic oblique landscape perspective and readable broad light/dark masses. Reference image1 is STYLE and consistent FIGHTER DESIGN only; do not copy its ocean or storm into other worlds. Reference image2 is the actual Original terrain theme catalog; use ONLY row Wave3 as semantic/environment guidance, never render the contact-sheet grid. +Foreground: exactly ONE compact steel-gray twin-engine Raptor-like strike fighter matching reference1, seen from behind/above in the lower-left, banking diagonally toward upper-right. Coherent symmetric single fuselage, one cockpit canopy, two engines, one pair of main wings, two recognizable tail fins. Warm restrained exhaust and tiny amber navigation accents. The aircraft is comfortably inside the frame, its nose, wings and engines fully visible. +Composition: signature mission environment midground/right with a clear destination silhouette. Place the fighter and signature structures inside the central70–80% of image height so both survive the menu thumbnail centered crop; use broad shapes that remain legible at320×200. Navy/desaturated teal shadows and steel gray are shared accents; local environment colors follow the scene below. No text, letters, numbers, insignia, HUD, UI, borders, logo or watermark. No new factual objectives, enemy designs or title. +Mission scene: Nearly black airless cratered moon under low hard side light, black star field; dark gray angular fortified structures with restrained green-lit installation accents. The SAME compact twin-engine fighter is dark charcoal for this mission, rimlit enough to read. No vegetation, water, clouds or terrestrial atmosphere. diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_3-provider-primitive.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_3-provider-primitive.json new file mode 100644 index 00000000..ea5399bb --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_3-provider-primitive.json @@ -0,0 +1,13 @@ +{ + "submitted": true, + "lease": "8ed25d38-f18d-4672-bb18-c4a57041ed8c", + "outcome": "success", + "type": "object", + "keys": [ + "image_url", + "output_hint" + ], + "isError": null, + "output_hint": "Generated images are saved to /home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855 as /home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855/exec-d3d0535c-6f83-4026-a794-0ffbd77abaa0.png by default.\nIf you need to use a generated image at another path, copy it and leave the original in place unless the user explicitly asks you to delete it.\nThe generated image is already displayed to the user. There is no need to render it in the final response as a Markdown image or file link.", + "errorText": "" +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_4-132x70-centered-preview.png b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_4-132x70-centered-preview.png new file mode 100644 index 00000000..2716f609 Binary files /dev/null and b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_4-132x70-centered-preview.png differ diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_4-builtin-arguments.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_4-builtin-arguments.json new file mode 100644 index 00000000..dfc3d5aa --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_4-builtin-arguments.json @@ -0,0 +1,8 @@ +{ + "prompt": "Use case: illustration-story. Asset type: original Raptor-replica mission briefing illustration, one single scene, not an atlas.\nCreate a genuinely new 1280\u00d7800 landscape cinematic illustration (16:10), matching reference image1 Stormwall: restrained hand-painted 1990s shooter box-art realism, crisp aircraft silhouette and mechanical panel detail, dramatic oblique landscape perspective and readable broad light/dark masses. Reference image1 is STYLE and consistent FIGHTER DESIGN only; do not copy its ocean or storm into other worlds. Reference image2 is the actual Original terrain theme catalog; use ONLY row Wave4 as semantic/environment guidance, never render the contact-sheet grid.\nForeground: exactly ONE compact steel-gray twin-engine Raptor-like strike fighter matching reference1, seen from behind/above in the lower-left, banking diagonally toward upper-right. Coherent symmetric single fuselage, one cockpit canopy, two engines, one pair of main wings, two recognizable tail fins. Warm restrained exhaust and tiny amber navigation accents. The aircraft is comfortably inside the frame, its nose, wings and engines fully visible.\nComposition: signature mission environment midground/right with a clear destination silhouette. Place the fighter and signature structures inside the central70\u201380% of image height so both survive the menu thumbnail centered crop; use broad shapes that remain legible at320\u00d7200. Navy/desaturated teal shadows and steel gray are shared accents; local environment colors follow the scene below. No text, letters, numbers, insignia, HUD, UI, borders, logo or watermark. No new factual objectives, enemy designs or title.\nMission scene: Reddish-brown arid rocky plain in warm dry light, extensive pale white angular industrial buildings and low platforms at upper right. Dry eroded red hills extend into the distance, sparse unpainted mechanical installations. No green countryside, blue ocean, invented lush biome or fantasy structures.", + "referenced_image_paths": [ + "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-3-terrain-theme-contact.png" + ], + "transparent_background": false +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_4-derivation.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_4-derivation.json new file mode 100644 index 00000000..0e70585f --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_4-derivation.json @@ -0,0 +1,48 @@ +{ + "wave": 4, + "method": "untouched builtin generated master -> explicit centered aspect crop/resize LANCZOS1280x800 -> same-composition LANCZOS320x200", + "master": { + "path": "masters/sector_3_wave_4-untouched-master.png", + "sha256": "80a3e5be4e7c69a67ce71ea37c9afa693dfe902777b57bea066e31bc60f90279", + "size": [ + 1586, + 992 + ], + "mode": "RGB" + }, + "provider_source_path": "/home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855/exec-d896ea66-506c-4d1f-9fdf-51255d221675.png", + "source_master_bytes_exact": true, + "HD_float_source_crop_box": [ + 0, + 0.375, + 1586, + 991.625 + ], + "HD": { + "path": "data/briefings/sector_3_wave_4_hd.png", + "sha256": "edacd73a4a0d12b7153c46d002276293bcfd8ccdeafc1f86e16aa8c23e735271", + "size": [ + 1280, + 800 + ] + }, + "SD": { + "path": "data/briefings/sector_3_wave_4_sd.png", + "sha256": "ebcca81ed69099264d76117071dfa9c024460864640767a560c047db7590c988", + "size": [ + 320, + 200 + ] + }, + "small_center_crop_preview": { + "path": "provenance/sector_3_wave_4-132x70-centered-preview.png", + "sha256": "6ee1d18301aad422c88c5d07b708568b8ef8d0fa24cf8704a02eab08d5fc5825", + "size": [ + 132, + 70 + ] + }, + "prompt_sha256": "664ec91050634afcb724b3585042dff64e1a59c2759f39a5101a911a9bf1c3f6", + "provider_receipt_sha256": "27f23e0fc4502adc58cd89b3a5c832860f91b62754b44851e04a891655d65704", + "original_sprite_coverage_credit": false +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_4-prompt.txt b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_4-prompt.txt new file mode 100644 index 00000000..c7910c56 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_4-prompt.txt @@ -0,0 +1,5 @@ +Use case: illustration-story. Asset type: original Raptor-replica mission briefing illustration, one single scene, not an atlas. +Create a genuinely new 1280×800 landscape cinematic illustration (16:10), matching reference image1 Stormwall: restrained hand-painted 1990s shooter box-art realism, crisp aircraft silhouette and mechanical panel detail, dramatic oblique landscape perspective and readable broad light/dark masses. Reference image1 is STYLE and consistent FIGHTER DESIGN only; do not copy its ocean or storm into other worlds. Reference image2 is the actual Original terrain theme catalog; use ONLY row Wave4 as semantic/environment guidance, never render the contact-sheet grid. +Foreground: exactly ONE compact steel-gray twin-engine Raptor-like strike fighter matching reference1, seen from behind/above in the lower-left, banking diagonally toward upper-right. Coherent symmetric single fuselage, one cockpit canopy, two engines, one pair of main wings, two recognizable tail fins. Warm restrained exhaust and tiny amber navigation accents. The aircraft is comfortably inside the frame, its nose, wings and engines fully visible. +Composition: signature mission environment midground/right with a clear destination silhouette. Place the fighter and signature structures inside the central70–80% of image height so both survive the menu thumbnail centered crop; use broad shapes that remain legible at320×200. Navy/desaturated teal shadows and steel gray are shared accents; local environment colors follow the scene below. No text, letters, numbers, insignia, HUD, UI, borders, logo or watermark. No new factual objectives, enemy designs or title. +Mission scene: Reddish-brown arid rocky plain in warm dry light, extensive pale white angular industrial buildings and low platforms at upper right. Dry eroded red hills extend into the distance, sparse unpainted mechanical installations. No green countryside, blue ocean, invented lush biome or fantasy structures. diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_4-provider-primitive.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_4-provider-primitive.json new file mode 100644 index 00000000..38f65009 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_4-provider-primitive.json @@ -0,0 +1,13 @@ +{ + "submitted": true, + "lease": "a5572ef7-474f-4703-802f-4a1412ff6cce", + "outcome": "success", + "type": "object", + "keys": [ + "image_url", + "output_hint" + ], + "isError": null, + "output_hint": "Generated images are saved to /home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855 as /home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855/exec-d896ea66-506c-4d1f-9fdf-51255d221675.png by default.\nIf you need to use a generated image at another path, copy it and leave the original in place unless the user explicitly asks you to delete it.\nThe generated image is already displayed to the user. There is no need to render it in the final response as a Markdown image or file link.", + "errorText": "" +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_5-132x70-centered-preview.png b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_5-132x70-centered-preview.png new file mode 100644 index 00000000..b09aefb6 Binary files /dev/null and b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_5-132x70-centered-preview.png differ diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_5-builtin-arguments.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_5-builtin-arguments.json new file mode 100644 index 00000000..a290c58f --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_5-builtin-arguments.json @@ -0,0 +1,8 @@ +{ + "prompt": "Use case: illustration-story. Asset type: original Raptor-replica mission briefing illustration, one single scene, not an atlas.\nCreate a genuinely new 1280\u00d7800 landscape cinematic illustration (16:10), matching reference image1 Stormwall: restrained hand-painted 1990s shooter box-art realism, crisp aircraft silhouette and mechanical panel detail, dramatic oblique landscape perspective and readable broad light/dark masses. Reference image1 is STYLE and consistent FIGHTER DESIGN only; do not copy its ocean or storm into other worlds. Reference image2 is the actual Original terrain theme catalog; use ONLY row Wave5 as semantic/environment guidance, never render the contact-sheet grid.\nForeground: exactly ONE compact steel-gray twin-engine Raptor-like strike fighter matching reference1, seen from behind/above in the lower-left, banking diagonally toward upper-right. Coherent symmetric single fuselage, one cockpit canopy, two engines, one pair of main wings, two recognizable tail fins. Warm restrained exhaust and tiny amber navigation accents. The aircraft is comfortably inside the frame, its nose, wings and engines fully visible.\nComposition: signature mission environment midground/right with a clear destination silhouette. Place the fighter and signature structures inside the central70\u201380% of image height so both survive the menu thumbnail centered crop; use broad shapes that remain legible at320\u00d7200. Navy/desaturated teal shadows and steel gray are shared accents; local environment colors follow the scene below. No text, letters, numbers, insignia, HUD, UI, borders, logo or watermark. No new factual objectives, enemy designs or title.\nMission scene: Light-gray airless cratered moon with a large pale low industrial complex and several distinctive circular vivid-green reactor/pod apertures, arranged around a central white-gray facility. Crater rims and long hard shadows establish lunar scale, black star field. Different composition from Wave1: approach a broad crater containing the pale complex. No green vegetation, water, clouds or atmosphere.", + "referenced_image_paths": [ + "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-3-terrain-theme-contact.png" + ], + "transparent_background": false +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_5-derivation.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_5-derivation.json new file mode 100644 index 00000000..a8418e0c --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_5-derivation.json @@ -0,0 +1,48 @@ +{ + "wave": 5, + "method": "untouched builtin generated master -> explicit centered aspect crop/resize LANCZOS1280x800 -> same-composition LANCZOS320x200", + "master": { + "path": "masters/sector_3_wave_5-untouched-master.png", + "sha256": "8666bf23898feffe1f3950bc2837eeabd12fcf2467a088d294591b03781a7f1a", + "size": [ + 1586, + 992 + ], + "mode": "RGB" + }, + "provider_source_path": "/home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855/exec-3a9e3c9e-7176-4175-9162-15011f80e65c.png", + "source_master_bytes_exact": true, + "HD_float_source_crop_box": [ + 0, + 0.375, + 1586, + 991.625 + ], + "HD": { + "path": "data/briefings/sector_3_wave_5_hd.png", + "sha256": "0e53c7f93d48a8947ac402439c364df4b498b9671185c497cb1600ef909e83df", + "size": [ + 1280, + 800 + ] + }, + "SD": { + "path": "data/briefings/sector_3_wave_5_sd.png", + "sha256": "e2f5f58103891bb17cf04e9bc935399bd1c338e3ce6ef9aa494054ec052ecbc6", + "size": [ + 320, + 200 + ] + }, + "small_center_crop_preview": { + "path": "provenance/sector_3_wave_5-132x70-centered-preview.png", + "sha256": "d8e5bc9d0413c97839b294d69e2e2b3318eb531f5336995a59da39c65e1146f0", + "size": [ + 132, + 70 + ] + }, + "prompt_sha256": "2e2f7f38c1b6a3d4c4980771cb8b0da29d0d110175a4db4e2c829f62ae1221ac", + "provider_receipt_sha256": "ce8dd21af82f783873b937327798c02df7e63b85155d8efd0d3af489c43ebd68", + "original_sprite_coverage_credit": false +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_5-prompt.txt b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_5-prompt.txt new file mode 100644 index 00000000..e61d28e3 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_5-prompt.txt @@ -0,0 +1,5 @@ +Use case: illustration-story. Asset type: original Raptor-replica mission briefing illustration, one single scene, not an atlas. +Create a genuinely new 1280×800 landscape cinematic illustration (16:10), matching reference image1 Stormwall: restrained hand-painted 1990s shooter box-art realism, crisp aircraft silhouette and mechanical panel detail, dramatic oblique landscape perspective and readable broad light/dark masses. Reference image1 is STYLE and consistent FIGHTER DESIGN only; do not copy its ocean or storm into other worlds. Reference image2 is the actual Original terrain theme catalog; use ONLY row Wave5 as semantic/environment guidance, never render the contact-sheet grid. +Foreground: exactly ONE compact steel-gray twin-engine Raptor-like strike fighter matching reference1, seen from behind/above in the lower-left, banking diagonally toward upper-right. Coherent symmetric single fuselage, one cockpit canopy, two engines, one pair of main wings, two recognizable tail fins. Warm restrained exhaust and tiny amber navigation accents. The aircraft is comfortably inside the frame, its nose, wings and engines fully visible. +Composition: signature mission environment midground/right with a clear destination silhouette. Place the fighter and signature structures inside the central70–80% of image height so both survive the menu thumbnail centered crop; use broad shapes that remain legible at320×200. Navy/desaturated teal shadows and steel gray are shared accents; local environment colors follow the scene below. No text, letters, numbers, insignia, HUD, UI, borders, logo or watermark. No new factual objectives, enemy designs or title. +Mission scene: Light-gray airless cratered moon with a large pale low industrial complex and several distinctive circular vivid-green reactor/pod apertures, arranged around a central white-gray facility. Crater rims and long hard shadows establish lunar scale, black star field. Different composition from Wave1: approach a broad crater containing the pale complex. No green vegetation, water, clouds or atmosphere. diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_5-provider-primitive.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_5-provider-primitive.json new file mode 100644 index 00000000..2bf97dc0 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_5-provider-primitive.json @@ -0,0 +1,13 @@ +{ + "submitted": true, + "lease": "3cea79a3-72f7-45a4-9f93-538824630ae7", + "outcome": "success", + "type": "object", + "keys": [ + "image_url", + "output_hint" + ], + "isError": null, + "output_hint": "Generated images are saved to /home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855 as /home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855/exec-3a9e3c9e-7176-4175-9162-15011f80e65c.png by default.\nIf you need to use a generated image at another path, copy it and leave the original in place unless the user explicitly asks you to delete it.\nThe generated image is already displayed to the user. There is no need to render it in the final response as a Markdown image or file link.", + "errorText": "" +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_6-132x70-centered-preview.png b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_6-132x70-centered-preview.png new file mode 100644 index 00000000..b73f8795 Binary files /dev/null and b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_6-132x70-centered-preview.png differ diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_6-builtin-arguments.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_6-builtin-arguments.json new file mode 100644 index 00000000..752e6301 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_6-builtin-arguments.json @@ -0,0 +1,8 @@ +{ + "prompt": "Use case: illustration-story. Asset type: original Raptor-replica mission briefing illustration, one single scene, not an atlas.\nCreate a genuinely new 1280\u00d7800 landscape cinematic illustration (16:10), matching reference image1 Stormwall: restrained hand-painted 1990s shooter box-art realism, crisp aircraft silhouette and mechanical panel detail, dramatic oblique landscape perspective and readable broad light/dark masses. Reference image1 is STYLE and consistent FIGHTER DESIGN only; do not copy its ocean or storm into other worlds. Reference image2 is the actual Original terrain theme catalog; use ONLY row Wave6 as semantic/environment guidance, never render the contact-sheet grid.\nForeground: exactly ONE compact steel-gray twin-engine Raptor-like strike fighter matching reference1, seen from behind/above in the lower-left, banking diagonally toward upper-right. Coherent symmetric single fuselage, one cockpit canopy, two engines, one pair of main wings, two recognizable tail fins. Warm restrained exhaust and tiny amber navigation accents. The aircraft is comfortably inside the frame, its nose, wings and engines fully visible.\nComposition: signature mission environment midground/right with a clear destination silhouette. Place the fighter and signature structures inside the central70\u201380% of image height so both survive the menu thumbnail centered crop; use broad shapes that remain legible at320\u00d7200. Navy/desaturated teal shadows and steel gray are shared accents; local environment colors follow the scene below. No text, letters, numbers, insignia, HUD, UI, borders, logo or watermark. No new factual objectives, enemy designs or title.\nMission scene: Ochre sandy cratered desert plain with gray-tan industrial machinery and blocky fortified outposts, dry wind-carved flats and shallow impact depressions. A warm desaturated sand/ochre landscape with gray-tan square facilities at upper right. No green Earth terrain or ocean, no giant newly designed boss.", + "referenced_image_paths": [ + "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-3-terrain-theme-contact.png" + ], + "transparent_background": false +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_6-derivation.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_6-derivation.json new file mode 100644 index 00000000..9d9c19b4 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_6-derivation.json @@ -0,0 +1,48 @@ +{ + "wave": 6, + "method": "untouched builtin generated master -> explicit centered aspect crop/resize LANCZOS1280x800 -> same-composition LANCZOS320x200", + "master": { + "path": "masters/sector_3_wave_6-untouched-master.png", + "sha256": "31ad36f2a0890778c64164527523a4ed8cebd0661793af8c4e5fdc4d3657ae10", + "size": [ + 1586, + 992 + ], + "mode": "RGB" + }, + "provider_source_path": "/home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855/exec-bb1eec5a-786a-4b27-ac17-cfc8917c5f4d.png", + "source_master_bytes_exact": true, + "HD_float_source_crop_box": [ + 0, + 0.375, + 1586, + 991.625 + ], + "HD": { + "path": "data/briefings/sector_3_wave_6_hd.png", + "sha256": "4280d4dd9ab6d6d67136c16c06d4f992a9d4dd8a4a472ebb2ddc477f1a397045", + "size": [ + 1280, + 800 + ] + }, + "SD": { + "path": "data/briefings/sector_3_wave_6_sd.png", + "sha256": "9eb1dc81a63d25294f490b1488ad7a8091302cd3e5fd2247173ee33a5d1f68f0", + "size": [ + 320, + 200 + ] + }, + "small_center_crop_preview": { + "path": "provenance/sector_3_wave_6-132x70-centered-preview.png", + "sha256": "49f556e3c2a2d24454b01e220e10aabb4820d65da7df8614a739e0760fca1a33", + "size": [ + 132, + 70 + ] + }, + "prompt_sha256": "a28d6d874fc2fb0cf053f4f3f65d2b3fa2c0b043d2af85a32ac20b56bf81d3f2", + "provider_receipt_sha256": "176203baf44afeb3b3cfb8c9d981b949ee89ef6519da51caed4021f8dd4a72b9", + "original_sprite_coverage_credit": false +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_6-prompt.txt b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_6-prompt.txt new file mode 100644 index 00000000..9ead32f3 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_6-prompt.txt @@ -0,0 +1,5 @@ +Use case: illustration-story. Asset type: original Raptor-replica mission briefing illustration, one single scene, not an atlas. +Create a genuinely new 1280×800 landscape cinematic illustration (16:10), matching reference image1 Stormwall: restrained hand-painted 1990s shooter box-art realism, crisp aircraft silhouette and mechanical panel detail, dramatic oblique landscape perspective and readable broad light/dark masses. Reference image1 is STYLE and consistent FIGHTER DESIGN only; do not copy its ocean or storm into other worlds. Reference image2 is the actual Original terrain theme catalog; use ONLY row Wave6 as semantic/environment guidance, never render the contact-sheet grid. +Foreground: exactly ONE compact steel-gray twin-engine Raptor-like strike fighter matching reference1, seen from behind/above in the lower-left, banking diagonally toward upper-right. Coherent symmetric single fuselage, one cockpit canopy, two engines, one pair of main wings, two recognizable tail fins. Warm restrained exhaust and tiny amber navigation accents. The aircraft is comfortably inside the frame, its nose, wings and engines fully visible. +Composition: signature mission environment midground/right with a clear destination silhouette. Place the fighter and signature structures inside the central70–80% of image height so both survive the menu thumbnail centered crop; use broad shapes that remain legible at320×200. Navy/desaturated teal shadows and steel gray are shared accents; local environment colors follow the scene below. No text, letters, numbers, insignia, HUD, UI, borders, logo or watermark. No new factual objectives, enemy designs or title. +Mission scene: Ochre sandy cratered desert plain with gray-tan industrial machinery and blocky fortified outposts, dry wind-carved flats and shallow impact depressions. A warm desaturated sand/ochre landscape with gray-tan square facilities at upper right. No green Earth terrain or ocean, no giant newly designed boss. diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_6-provider-primitive.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_6-provider-primitive.json new file mode 100644 index 00000000..c9eb6766 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_6-provider-primitive.json @@ -0,0 +1,13 @@ +{ + "submitted": true, + "lease": "f635057d-ef8b-4c12-9327-74b903663610", + "outcome": "success", + "type": "object", + "keys": [ + "image_url", + "output_hint" + ], + "isError": null, + "output_hint": "Generated images are saved to /home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855 as /home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855/exec-bb1eec5a-786a-4b27-ac17-cfc8917c5f4d.png by default.\nIf you need to use a generated image at another path, copy it and leave the original in place unless the user explicitly asks you to delete it.\nThe generated image is already displayed to the user. There is no need to render it in the final response as a Markdown image or file link.", + "errorText": "" +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_7-132x70-centered-preview.png b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_7-132x70-centered-preview.png new file mode 100644 index 00000000..3186fe6c Binary files /dev/null and b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_7-132x70-centered-preview.png differ diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_7-builtin-arguments.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_7-builtin-arguments.json new file mode 100644 index 00000000..2991af1d --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_7-builtin-arguments.json @@ -0,0 +1,8 @@ +{ + "prompt": "Use case: illustration-story. Asset type: original Raptor-replica mission briefing illustration, one single scene, not an atlas.\nCreate a genuinely new 1280\u00d7800 landscape cinematic illustration (16:10), matching reference image1 Stormwall: restrained hand-painted 1990s shooter box-art realism, crisp aircraft silhouette and mechanical panel detail, dramatic oblique landscape perspective and readable broad light/dark masses. Reference image1 is STYLE and consistent FIGHTER DESIGN only; do not copy its ocean or storm into other worlds. Reference image2 is the actual Original terrain theme catalog; use ONLY row Wave7 as semantic/environment guidance, never render the contact-sheet grid.\nForeground: exactly ONE compact steel-gray twin-engine Raptor-like strike fighter matching reference1, seen from behind/above in the lower-left, banking diagonally toward upper-right. Coherent symmetric single fuselage, one cockpit canopy, two engines, one pair of main wings, two recognizable tail fins. Warm restrained exhaust and tiny amber navigation accents. The aircraft is comfortably inside the frame, its nose, wings and engines fully visible.\nComposition: signature mission environment midground/right with a clear destination silhouette. Place the fighter and signature structures inside the central70\u201380% of image height so both survive the menu thumbnail centered crop; use broad shapes that remain legible at320\u00d7200. Navy/desaturated teal shadows and steel gray are shared accents; local environment colors follow the scene below. No text, letters, numbers, insignia, HUD, UI, borders, logo or watermark. No new factual objectives, enemy designs or title.\nMission scene: Intense red-orange volcanic canyon with glowing molten flows below massive gray industrial structures and concrete-steel causeways spanning the cut. Strong oblique canyon depth, hot reflected orange light under the cool steel-gray fighter; enormous low industrial mass at upper right. No green landscape, ocean or new monster/boss.", + "referenced_image_paths": [ + "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-3-terrain-theme-contact.png" + ], + "transparent_background": false +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_7-derivation.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_7-derivation.json new file mode 100644 index 00000000..2e3b4171 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_7-derivation.json @@ -0,0 +1,48 @@ +{ + "wave": 7, + "method": "untouched builtin generated master -> explicit centered aspect crop/resize LANCZOS1280x800 -> same-composition LANCZOS320x200", + "master": { + "path": "masters/sector_3_wave_7-untouched-master.png", + "sha256": "c4e1e163550a4e6752cdb6bae2f90ad171b13b4f1827bb00e330cdb90190a491", + "size": [ + 1586, + 992 + ], + "mode": "RGB" + }, + "provider_source_path": "/home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855/exec-9358f603-d9f8-4075-b3dd-07fbd9ccc055.png", + "source_master_bytes_exact": true, + "HD_float_source_crop_box": [ + 0, + 0.375, + 1586, + 991.625 + ], + "HD": { + "path": "data/briefings/sector_3_wave_7_hd.png", + "sha256": "5a591aae0351244077d52eb92749d20d2c42cf9de973a592da570c1438188de4", + "size": [ + 1280, + 800 + ] + }, + "SD": { + "path": "data/briefings/sector_3_wave_7_sd.png", + "sha256": "baf696afd64e8e9f058f90172b3f2e31091a92e92db026b1763103b57d754aaa", + "size": [ + 320, + 200 + ] + }, + "small_center_crop_preview": { + "path": "provenance/sector_3_wave_7-132x70-centered-preview.png", + "sha256": "c35a4a169222bf5d8d1500e0da75787cf989e834aea047aba4a3ed89fdcfaecd", + "size": [ + 132, + 70 + ] + }, + "prompt_sha256": "dc62567adddaa4954afea925af089ea69fe64dc0ed5cb2964f000aec1665dc80", + "provider_receipt_sha256": "02b86d915d707b5ebfd9573bfd3f28d93c5bd72fff5330d6f464cfee5f394ba1", + "original_sprite_coverage_credit": false +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_7-prompt.txt b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_7-prompt.txt new file mode 100644 index 00000000..a21e54c6 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_7-prompt.txt @@ -0,0 +1,5 @@ +Use case: illustration-story. Asset type: original Raptor-replica mission briefing illustration, one single scene, not an atlas. +Create a genuinely new 1280×800 landscape cinematic illustration (16:10), matching reference image1 Stormwall: restrained hand-painted 1990s shooter box-art realism, crisp aircraft silhouette and mechanical panel detail, dramatic oblique landscape perspective and readable broad light/dark masses. Reference image1 is STYLE and consistent FIGHTER DESIGN only; do not copy its ocean or storm into other worlds. Reference image2 is the actual Original terrain theme catalog; use ONLY row Wave7 as semantic/environment guidance, never render the contact-sheet grid. +Foreground: exactly ONE compact steel-gray twin-engine Raptor-like strike fighter matching reference1, seen from behind/above in the lower-left, banking diagonally toward upper-right. Coherent symmetric single fuselage, one cockpit canopy, two engines, one pair of main wings, two recognizable tail fins. Warm restrained exhaust and tiny amber navigation accents. The aircraft is comfortably inside the frame, its nose, wings and engines fully visible. +Composition: signature mission environment midground/right with a clear destination silhouette. Place the fighter and signature structures inside the central70–80% of image height so both survive the menu thumbnail centered crop; use broad shapes that remain legible at320×200. Navy/desaturated teal shadows and steel gray are shared accents; local environment colors follow the scene below. No text, letters, numbers, insignia, HUD, UI, borders, logo or watermark. No new factual objectives, enemy designs or title. +Mission scene: Intense red-orange volcanic canyon with glowing molten flows below massive gray industrial structures and concrete-steel causeways spanning the cut. Strong oblique canyon depth, hot reflected orange light under the cool steel-gray fighter; enormous low industrial mass at upper right. No green landscape, ocean or new monster/boss. diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_7-provider-primitive.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_7-provider-primitive.json new file mode 100644 index 00000000..794de910 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_7-provider-primitive.json @@ -0,0 +1,13 @@ +{ + "submitted": true, + "lease": "dd4110d7-6916-4ee5-a7dc-c37ea66c2ec0", + "outcome": "success", + "type": "object", + "keys": [ + "image_url", + "output_hint" + ], + "isError": null, + "output_hint": "Generated images are saved to /home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855 as /home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855/exec-9358f603-d9f8-4075-b3dd-07fbd9ccc055.png by default.\nIf you need to use a generated image at another path, copy it and leave the original in place unless the user explicitly asks you to delete it.\nThe generated image is already displayed to the user. There is no need to render it in the final response as a Markdown image or file link.", + "errorText": "" +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_8-132x70-centered-preview.png b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_8-132x70-centered-preview.png new file mode 100644 index 00000000..983a02af Binary files /dev/null and b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_8-132x70-centered-preview.png differ diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_8-builtin-arguments.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_8-builtin-arguments.json new file mode 100644 index 00000000..56e49bd0 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_8-builtin-arguments.json @@ -0,0 +1,8 @@ +{ + "prompt": "Use case: illustration-story. Asset type: original Raptor-replica mission briefing illustration, one single scene, not an atlas.\nCreate a genuinely new 1280\u00d7800 landscape cinematic illustration (16:10), matching reference image1 Stormwall: restrained hand-painted 1990s shooter box-art realism, crisp aircraft silhouette and mechanical panel detail, dramatic oblique landscape perspective and readable broad light/dark masses. Reference image1 is STYLE and consistent FIGHTER DESIGN only; do not copy its ocean or storm into other worlds. Reference image2 is the actual Original terrain theme catalog; use ONLY row Wave8 as semantic/environment guidance, never render the contact-sheet grid.\nForeground: exactly ONE compact steel-gray twin-engine Raptor-like strike fighter matching reference1, seen from behind/above in the lower-left, banking diagonally toward upper-right. Coherent symmetric single fuselage, one cockpit canopy, two engines, one pair of main wings, two recognizable tail fins. Warm restrained exhaust and tiny amber navigation accents. The aircraft is comfortably inside the frame, its nose, wings and engines fully visible.\nComposition: signature mission environment midground/right with a clear destination silhouette. Place the fighter and signature structures inside the central70\u201380% of image height so both survive the menu thumbnail centered crop; use broad shapes that remain legible at320\u00d7200. Navy/desaturated teal shadows and steel gray are shared accents; local environment colors follow the scene below. No text, letters, numbers, insignia, HUD, UI, borders, logo or watermark. No new factual objectives, enemy designs or title.\nMission scene: Reddish-tan arid rock cut by bright orange molten channels, white-gray massive industrial buildings and gantries bridging hot terrain. Broad dry terracotta plateau, molten branching channel in the midground, pale industrial volumes at upper right. Keep the terrain visibly arid rock rather than a green coast or ocean; no new boss or invented objective.", + "referenced_image_paths": [ + "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-3-terrain-theme-contact.png" + ], + "transparent_background": false +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_8-derivation.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_8-derivation.json new file mode 100644 index 00000000..254ccb6d --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_8-derivation.json @@ -0,0 +1,48 @@ +{ + "wave": 8, + "method": "untouched builtin generated master -> explicit centered aspect crop/resize LANCZOS1280x800 -> same-composition LANCZOS320x200", + "master": { + "path": "masters/sector_3_wave_8-untouched-master.png", + "sha256": "8c976faf1057e4de34501d5a620c29ef05a7d3b8fcd3a63c87bd084fd98301a1", + "size": [ + 1586, + 992 + ], + "mode": "RGB" + }, + "provider_source_path": "/home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855/exec-896fbdea-d8b3-4a92-a95e-2b1dbf1537e9.png", + "source_master_bytes_exact": true, + "HD_float_source_crop_box": [ + 0, + 0.375, + 1586, + 991.625 + ], + "HD": { + "path": "data/briefings/sector_3_wave_8_hd.png", + "sha256": "bb2ab9b0759b3c0968d2edd8a2cb5999ecc552a9c20c1aa5e046801431989af1", + "size": [ + 1280, + 800 + ] + }, + "SD": { + "path": "data/briefings/sector_3_wave_8_sd.png", + "sha256": "b8420d73912d1f05cb18fd30cef48a0b1f527e81994ba92e8c36c6446099211c", + "size": [ + 320, + 200 + ] + }, + "small_center_crop_preview": { + "path": "provenance/sector_3_wave_8-132x70-centered-preview.png", + "sha256": "871414efa674a9d60daf4160cb88d8812c3c4ed93d3e30553b8dd5511c22c2b5", + "size": [ + 132, + 70 + ] + }, + "prompt_sha256": "0501cd004cbedc1357fc992bf8d515f6c6f8817ce81709ef946bf772fa46482e", + "provider_receipt_sha256": "0bf5c5b388c5af635d42821dc5474b4e7639bd1f6a4b563befecd122f3c3e764", + "original_sprite_coverage_credit": false +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_8-prompt.txt b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_8-prompt.txt new file mode 100644 index 00000000..a4ae7180 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_8-prompt.txt @@ -0,0 +1,5 @@ +Use case: illustration-story. Asset type: original Raptor-replica mission briefing illustration, one single scene, not an atlas. +Create a genuinely new 1280×800 landscape cinematic illustration (16:10), matching reference image1 Stormwall: restrained hand-painted 1990s shooter box-art realism, crisp aircraft silhouette and mechanical panel detail, dramatic oblique landscape perspective and readable broad light/dark masses. Reference image1 is STYLE and consistent FIGHTER DESIGN only; do not copy its ocean or storm into other worlds. Reference image2 is the actual Original terrain theme catalog; use ONLY row Wave8 as semantic/environment guidance, never render the contact-sheet grid. +Foreground: exactly ONE compact steel-gray twin-engine Raptor-like strike fighter matching reference1, seen from behind/above in the lower-left, banking diagonally toward upper-right. Coherent symmetric single fuselage, one cockpit canopy, two engines, one pair of main wings, two recognizable tail fins. Warm restrained exhaust and tiny amber navigation accents. The aircraft is comfortably inside the frame, its nose, wings and engines fully visible. +Composition: signature mission environment midground/right with a clear destination silhouette. Place the fighter and signature structures inside the central70–80% of image height so both survive the menu thumbnail centered crop; use broad shapes that remain legible at320×200. Navy/desaturated teal shadows and steel gray are shared accents; local environment colors follow the scene below. No text, letters, numbers, insignia, HUD, UI, borders, logo or watermark. No new factual objectives, enemy designs or title. +Mission scene: Reddish-tan arid rock cut by bright orange molten channels, white-gray massive industrial buildings and gantries bridging hot terrain. Broad dry terracotta plateau, molten branching channel in the midground, pale industrial volumes at upper right. Keep the terrain visibly arid rock rather than a green coast or ocean; no new boss or invented objective. diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_8-provider-primitive.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_8-provider-primitive.json new file mode 100644 index 00000000..7954c201 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_8-provider-primitive.json @@ -0,0 +1,13 @@ +{ + "submitted": true, + "lease": "5a3e0dd7-c461-472c-84d0-2ba44b39ebdb", + "outcome": "success", + "type": "object", + "keys": [ + "image_url", + "output_hint" + ], + "isError": null, + "output_hint": "Generated images are saved to /home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855 as /home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855/exec-896fbdea-d8b3-4a92-a95e-2b1dbf1537e9.png by default.\nIf you need to use a generated image at another path, copy it and leave the original in place unless the user explicitly asks you to delete it.\nThe generated image is already displayed to the user. There is no need to render it in the final response as a Markdown image or file link.", + "errorText": "" +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_9-132x70-centered-preview.png b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_9-132x70-centered-preview.png new file mode 100644 index 00000000..1a84e4e8 Binary files /dev/null and b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_9-132x70-centered-preview.png differ diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_9-builtin-arguments.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_9-builtin-arguments.json new file mode 100644 index 00000000..dd594b36 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_9-builtin-arguments.json @@ -0,0 +1,8 @@ +{ + "prompt": "Use case: illustration-story. Asset type: original Raptor-replica mission briefing illustration, one single scene, not an atlas.\nCreate a genuinely new 1280\u00d7800 landscape cinematic illustration (16:10), matching reference image1 Stormwall: restrained hand-painted 1990s shooter box-art realism, crisp aircraft silhouette and mechanical panel detail, dramatic oblique landscape perspective and readable broad light/dark masses. Reference image1 is STYLE and consistent FIGHTER DESIGN only; do not copy its ocean or storm into other worlds. Reference image2 is the actual Original terrain theme catalog; use ONLY row Wave9 as semantic/environment guidance, never render the contact-sheet grid.\nForeground: exactly ONE compact steel-gray twin-engine Raptor-like strike fighter matching reference1, seen from behind/above in the lower-left, banking diagonally toward upper-right. Coherent symmetric single fuselage, one cockpit canopy, two engines, one pair of main wings, two recognizable tail fins. Warm restrained exhaust and tiny amber navigation accents. The aircraft is comfortably inside the frame, its nose, wings and engines fully visible.\nComposition: signature mission environment midground/right with a clear destination silhouette. Place the fighter and signature structures inside the central70\u201380% of image height so both survive the menu thumbnail centered crop; use broad shapes that remain legible at320\u00d7200. Navy/desaturated teal shadows and steel gray are shared accents; local environment colors follow the scene below. No text, letters, numbers, insignia, HUD, UI, borders, logo or watermark. No new factual objectives, enemy designs or title.\nMission scene: Dense continuous steel-gray fortress/megastructure platforms fill the landscape: geometric industrial roof panels, broad mechanical trenches and stark red-lit end-stage machinery. Vast low industrial roofscape and causeways recede toward an imposing existing-style central machinery platform at upper right. No oceans, vegetation or new named boss; preserve industrial geometry as the mission identity.", + "referenced_image_paths": [ + "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-3-terrain-theme-contact.png" + ], + "transparent_background": false +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_9-derivation.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_9-derivation.json new file mode 100644 index 00000000..555355f3 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_9-derivation.json @@ -0,0 +1,48 @@ +{ + "wave": 9, + "method": "untouched builtin generated master -> explicit centered aspect crop/resize LANCZOS1280x800 -> same-composition LANCZOS320x200", + "master": { + "path": "masters/sector_3_wave_9-untouched-master.png", + "sha256": "be2938fe0640751f53a51364fe6448e544c4dd616051fc867a43150ff3b8f661", + "size": [ + 1586, + 992 + ], + "mode": "RGB" + }, + "provider_source_path": "/home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855/exec-45d2dd07-2795-42e2-99e9-3d3b5a00201e.png", + "source_master_bytes_exact": true, + "HD_float_source_crop_box": [ + 0, + 0.375, + 1586, + 991.625 + ], + "HD": { + "path": "data/briefings/sector_3_wave_9_hd.png", + "sha256": "5fb27753d248ea9a4e2cd907639e0591ca93cb249fd34f557f2857939666ee26", + "size": [ + 1280, + 800 + ] + }, + "SD": { + "path": "data/briefings/sector_3_wave_9_sd.png", + "sha256": "fd0c0d54e80aa41d0577b96cbf31f12f0d9be95366f38dd1364eb0c1816386bb", + "size": [ + 320, + 200 + ] + }, + "small_center_crop_preview": { + "path": "provenance/sector_3_wave_9-132x70-centered-preview.png", + "sha256": "25e22ff93ebfddd72b154d003e8aaf1596e6c310c66aac05d031fc4a8f24d2d9", + "size": [ + 132, + 70 + ] + }, + "prompt_sha256": "01d4163edc825e8be23fcc92778b6e791f4df13b7dc402b72eb24344f0e6eb3e", + "provider_receipt_sha256": "f91ad9f14315f8d9e2765f500e595a0c41a053fbb024f2b153dcd5f96b8a124a", + "original_sprite_coverage_credit": false +} diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_9-prompt.txt b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_9-prompt.txt new file mode 100644 index 00000000..474c36ac --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_9-prompt.txt @@ -0,0 +1,5 @@ +Use case: illustration-story. Asset type: original Raptor-replica mission briefing illustration, one single scene, not an atlas. +Create a genuinely new 1280×800 landscape cinematic illustration (16:10), matching reference image1 Stormwall: restrained hand-painted 1990s shooter box-art realism, crisp aircraft silhouette and mechanical panel detail, dramatic oblique landscape perspective and readable broad light/dark masses. Reference image1 is STYLE and consistent FIGHTER DESIGN only; do not copy its ocean or storm into other worlds. Reference image2 is the actual Original terrain theme catalog; use ONLY row Wave9 as semantic/environment guidance, never render the contact-sheet grid. +Foreground: exactly ONE compact steel-gray twin-engine Raptor-like strike fighter matching reference1, seen from behind/above in the lower-left, banking diagonally toward upper-right. Coherent symmetric single fuselage, one cockpit canopy, two engines, one pair of main wings, two recognizable tail fins. Warm restrained exhaust and tiny amber navigation accents. The aircraft is comfortably inside the frame, its nose, wings and engines fully visible. +Composition: signature mission environment midground/right with a clear destination silhouette. Place the fighter and signature structures inside the central70–80% of image height so both survive the menu thumbnail centered crop; use broad shapes that remain legible at320×200. Navy/desaturated teal shadows and steel gray are shared accents; local environment colors follow the scene below. No text, letters, numbers, insignia, HUD, UI, borders, logo or watermark. No new factual objectives, enemy designs or title. +Mission scene: Dense continuous steel-gray fortress/megastructure platforms fill the landscape: geometric industrial roof panels, broad mechanical trenches and stark red-lit end-stage machinery. Vast low industrial roofscape and causeways recede toward an imposing existing-style central machinery platform at upper right. No oceans, vegetation or new named boss; preserve industrial geometry as the mission identity. diff --git a/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_9-provider-primitive.json b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_9-provider-primitive.json new file mode 100644 index 00000000..38de641d --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/provenance/sector_3_wave_9-provider-primitive.json @@ -0,0 +1,13 @@ +{ + "submitted": true, + "lease": "d1bc06a3-31d4-42ea-a45a-3f87f5c3bce4", + "outcome": "success", + "type": "object", + "keys": [ + "image_url", + "output_hint" + ], + "isError": null, + "output_hint": "Generated images are saved to /home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855 as /home/quintine/.codex/generated_images/01a14e4a-ac4f-7492-8e24-fe6e57121855/exec-45d2dd07-2795-42e2-99e9-3d3b5a00201e.png by default.\nIf you need to use a generated image at another path, copy it and leave the original in place unless the user explicitly asks you to delete it.\nThe generated image is already displayed to the user. There is no need to render it in the final response as a Markdown image or file link.", + "errorText": "" +} diff --git a/data/briefings/provenance/original-sector3-20261018/references/STORMWALL-SHARED-ART-SPECIFICATION.md b/data/briefings/provenance/original-sector3-20261018/references/STORMWALL-SHARED-ART-SPECIFICATION.md new file mode 100644 index 00000000..c0e732ec --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/references/STORMWALL-SHARED-ART-SPECIFICATION.md @@ -0,0 +1,49 @@ +# Mission briefing illustration convention + +Reference: `/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png` (1280×800). Read and visually inspect this actual reference before generating. Also inspect the relevant actual Original terrain contact sheet below. Artwork must be a cinematic, oblique landscape illustration, not a tile collage or a gameplay screenshot. + +Ship each mission separately in a PRIVATE output tree `data/briefings/sector__wave__hd.png` and matching `_sd.png`. IDs remain `base:sector__wave_`; no IDs, mission names, gameplay or canonical files are edited by artists. Final HD runtime image: **1280×800**, 16:10, RGBA or RGB. Generate genuinely new HD illustration through the built-in imagegen tool, using the Stormwall artwork as style reference and original terrain themes as semantic reference. If the provider returns another aspect/canvas, preserve that untouched original master and derive1280×800 using an explicit crop/resample recipe. SD320×200 is a reproducible downsample of the same complete approved HD composition; no independent generated variation. Maintain SD/HD composition and aspect. + +Stormwall style: restrained hand-painted 1990s shooter box-art realism, crisp readable aircraft silhouette and mechanical panels, atmospheric perspective and cinematic light. A compact steel-gray twin-engine Raptor-like strike fighter in the foreground, banking toward the upper right; destination/mission environment in the mid-ground and background. Navy and desaturated teal, steel gray, muted amber industrial lights are shared accents; environment colors must follow actual mission theme, not force oceans or storms into lunar/desert/industrial missions. Broad readable value masses survive small thumbnails; avoid tiny detail as the only mission distinction. Keep the center70–80% of the image's height meaningful for a132×70 aspect-correct centered crop in the menu. Aircraft and signature target must remain legible in that crop. No baked text, labels, HUD, borders, logos, watermarks or new factual mission objectives/enemy designs. Do not put green Earth terrain on airless lunar worlds or oceans in wholly industrial stages. + +Each generation is one mission illustration, one tool call, with real PNG preserved, safe provider metadata and text prompt/provenance. No grids/atlases whose cells are counted as separate new mission artwork. Capture actual calls and limitations without embedding provider base64 or complete image URL strings in reports. Inspect final full HD and SD for aircraft geometry, unintended extra aircraft limbs/wings, composition and theme. Reject demonstrably broken art rather than silently smoothing or claiming approval. Existing HD-remaster policy refusals must not be retried or rerouted; these new mission illustrations are separate new authored assets and do not increase original sprite/terrain remaster coverage. + +Original terrain contacts, produced from the actual original palette and map catalog, are READ-ONLY references, not runtime/new HD artwork: + +- `/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-1-terrain-theme-contact.png` +- `/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-2-terrain-theme-contact.png` +- `/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-3-terrain-theme-contact.png` + +Each row is Wave1–9. Left: six most frequent Original tile IDs. Right: genuine map windows at rows10,65,125. These finite samples establish broad scenery; they do not prove complete mission geography. Full Source-derived inventory is `original27-source-inventory.json` in this proposal directory (all layout, tile asset IDs and ordered spawns, no simulation runs). + +| Stable mission ID | Actual theme visible in Original terrain samples; illustration direction | +|---|---| +| base:sector_1_wave_1 | Bravo: teal ocean, low reddish-brown rocky islands, sparse coastal installations; open-water approach. | +| base:sector_1_wave_2 | Bravo: teal island channels and reddish-brown headlands, coastal wharf and small industrial platforms. | +| base:sector_1_wave_3 | Bravo: brown rocky coastal landmass with narrow turquoise inlets, sparse scrub and light industrial roofs. | +| base:sector_1_wave_4 | Bravo: rugged brown shore, isolated blue lagoon, scattered coastal depot buildings. | +| base:sector_1_wave_5 | Bravo: brown scrubland and gray industrial compounds/roads, coastline at the edge; landward strike. | +| base:sector_1_wave_6 | Bravo: brown coastal industrial settlement, pale/angular warehouse roofs, narrow turquoise bay. | +| base:sector_1_wave_7 | Bravo: brown headland cut by winding blue channel, paved coastal airfield/apron and installations. | +| base:sector_1_wave_8 | Bravo: dense steel-gray industrial/port works on brown land, roadways and a small shoreline. | +| base:sector_1_wave_9 | Bravo: ocean approach to large gray fortified dock/harbor on brown island, concrete gantries and sea channels. | +| base:sector_2_wave_1 | Tango: gray-brown urban/industrial grid, orange-edged roads, canals/basins and warehouse blocks. | +| base:sector_2_wave_2 | Tango: olive-green agricultural/scrub plains, narrow turquoise river, brown roadways and coastal edge. | +| base:sector_2_wave_3 | Tango: dense deep-green forest/jungle, narrow blue river, gray clearings and concrete installations. | +| base:sector_2_wave_4 | Tango: dark gray city/industrial maze, charcoal roads/roofs and brown courtyards, blocky concrete facilities. | +| base:sector_2_wave_5 | Tango: mixed olive scrubland and gray road/industrial compounds, forest pockets and scattered buildings. | +| base:sector_2_wave_6 | Tango: broad gray paved military/industrial yards on brown earth, rows of installations and road junctions. | +| base:sector_2_wave_7 | Tango: gray-brown dense dockside city blocks, turquoise rectangular canal/basin, industrial roads and warehouses. | +| base:sector_2_wave_8 | Tango: almost-black night city/industrial complex with amber/yellow lighting and bright white circular lamps; use dark fighter. | +| base:sector_2_wave_9 | Tango: deep-green jungle/river complex with conspicuous blue-green gridded industrial/energy installations. | +| base:sector_3_wave_1 | Outer Regions: light-gray airless cratered moon, large white-gray facilities, circular green-lit reactor machinery. | +| base:sector_3_wave_2 | Outer Regions: vivid red/orange rocky or molten terrain, gray industrial facilities; hot volcanic world. | +| base:sector_3_wave_3 | Outer Regions: nearly-black cratered airless moon and dark gray fortified structures, green-lit installation accents; use dark fighter. | +| base:sector_3_wave_4 | Outer Regions: reddish-brown arid rocky plain, large pale/white angular industrial buildings and platforms. | +| base:sector_3_wave_5 | Outer Regions: light-gray cratered moon, large pale complex and circular vivid-green reactor/pod machinery. | +| base:sector_3_wave_6 | Outer Regions: ochre/sandy cratered desert plain with gray-tan industrial machinery and blocky fortified outposts. | +| base:sector_3_wave_7 | Outer Regions: intense red-orange volcanic canyon/flow terrain around massive gray industrial structures and causeways. | +| base:sector_3_wave_8 | Outer Regions: reddish-tan arid rock, orange molten channels, white-gray massive industrial buildings/gantries. | +| base:sector_3_wave_9 | Outer Regions: dense continuous steel-gray fortress/megastructure platforms, geometric industrial roof panels, stark red-lit end-stage machinery. | + +No new mission titles or gameplay promises should be inferred from these artwork directions. 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"hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263500, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263592, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263542, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263577, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + 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+ "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263650, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263651, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263521, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263523, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263657, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263658, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263664, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263665, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263671, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263479, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263679, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263536, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263564, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263561, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263562, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263569, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263461, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263608, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263555, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263494, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263683, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": { + "asset": 263697, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "health": 35, + "reward": 500 + }, + { + "art": { + "asset": 263530, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263583, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263540, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263493, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263524, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263525, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263692, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263578, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263549, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263507, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + }, + { + "art": { + "asset": 263508, + "frames": 1, + "hd_png": null, + "logical_height": 32, + "logical_width": 32, + "nearest": false, + "png": null + }, + "destroyed": null, + "health": 0, + "reward": 0 + } + ] + } +] diff --git a/data/briefings/provenance/original-sector3-20261018/reproduce_from_bundled_masters.py b/data/briefings/provenance/original-sector3-20261018/reproduce_from_bundled_masters.py new file mode 100644 index 00000000..af8cdf04 --- /dev/null +++ b/data/briefings/provenance/original-sector3-20261018/reproduce_from_bundled_masters.py @@ -0,0 +1,67 @@ +"""Offline exact regeneration from bundled Sector3 masters and checked recipes.""" +from pathlib import Path,PurePosixPath +import argparse,hashlib,io,json,os,platform,shutil,stat,zlib +from PIL import Image,__version__ as PILLOW_VERSION +BUNDLE='data/briefings/provenance/original-sector3-20261018' +RECIPE_SHA256={'1': '90511315f02117950a903582df9b94db7105b1985149375c83f864b04c48547f', '2': 'b1256169f0af006c954933452a07c0e986a37af166b42ae5a66a534624f2e120', '3': '00a0af132ad17889b54ac720a9940036796f70e9406161d4c8d00d33e3743a95', '4': 'f32aeb1312addfc60946d4b87370222feae4c49153f2b74aff69088ff6b73554', '5': '566a75a0b41d48b0fdfbb911b60285ae1ff5760c04e5107c8eeef201c419b29f', '6': 'b7041b093933354ff369eb6d47109c66f16443ccd41738fc01f1619f3a664493', '7': '1780304867a6bc3fde55d17ec5ad88556a9727ec9a1092ce04d639a6b88c6872', '8': 'b9bf0848c86ae452a465e497bcfa9f10e982fd67470968152808796174ea6b70', '9': 'bffc8702a45025c0aec029ccf3a9e56e340afcae300ab38f8316c16e45416f4c'} + +def digest(b):return hashlib.sha256(b).hexdigest() +def relative(name): + if type(name)is not str or not name or '\\'in name or ':'in name:raise ValueError('normalized POSIX relative path required') + p=PurePosixPath(name) + if p.is_absolute() or any(x in ('','.','..')for x in name.split('/'))or str(p)!=name:raise ValueError('contained relative path required') + return p + +def contained(root,name): + p=root + for part in relative(name).parts: + p=p/part + if p.is_symlink():raise ValueError('symlink component rejected') + if not p.resolve(strict=False).is_relative_to(root):raise ValueError('path escaped project') + return p + +def checked(root,name,expected): + p=contained(root,name);fd=os.open(p,os.O_RDONLY|getattr(os,'O_NOFOLLOW',0)) + try: + before=os.fstat(fd) + if not stat.S_ISREG(before.st_mode)or before.st_size>32*1024*1024:raise ValueError('bounded regular file required') + with os.fdopen(fd,'rb',closefd=False)as f:body=f.read() + after=os.fstat(fd) + finally:os.close(fd) + key=lambda s:(s.st_dev,s.st_ino,s.st_mode,s.st_size,s.st_mtime_ns) + if key(before)!=key(after)or digest(body)!=expected:raise ValueError('input changed or SHA mismatch') + return body + +def regenerate(project,output_relative): + project=Path(project).resolve(strict=True);output=contained(project,output_relative) + if output.exists()or output.is_symlink():raise ValueError('fresh output directory required; no overwrite') + if not output.parent.is_dir():raise ValueError('output parent must exist') + payloads={};records=[] + for wave in range(1,10): + stem=f'sector_3_wave_{wave}';recipe_path=BUNDLE+f'/provenance/{stem}-derivation.json' + recipe=json.loads(checked(project,recipe_path,RECIPE_SHA256[str(wave)])) + if recipe['wave']!=wave or recipe['master']['path']!=f'masters/{stem}-untouched-master.png':raise ValueError('recipe identity changed') + master_path=BUNDLE+'/'+recipe['master']['path'];body=checked(project,master_path,recipe['master']['sha256']) + with Image.open(io.BytesIO(body))as image: + if image.format!='PNG'or list(image.size)!=recipe['master']['size']or image.width*image.height>4194304:raise ValueError('master PNG dimensions changed') + rgb=image.convert('RGB');hd=rgb.resize((1280,800),Image.Resampling.LANCZOS,box=tuple(recipe['HD_float_source_crop_box']));sd=hd.resize((320,200),Image.Resampling.LANCZOS) + outputs={} + for label,image in [('HD',hd),('SD',sd)]: + name=f'{stem}_{label.lower()}.png' + if recipe[label]['path']!='data/briefings/'+name:raise ValueError('runtime asset identity changed') + buf=io.BytesIO();image.save(buf,format='PNG');png=buf.getvalue() + if digest(png)!=recipe[label]['sha256']:raise ValueError('reproduced PNG differs; use matching Pillow/PNG compression runtime') + payloads[name]=png;outputs[label]={'file':name,'PNG_sha256':digest(png),'RGB_sha256':digest(image.tobytes()),'size':list(image.size)} + records.append({'wave':wave,'recipe':recipe_path,'recipe_sha256':RECIPE_SHA256[str(wave)],'master':master_path,'master_sha256':recipe['master']['sha256'],'outputs':outputs}) + # All18 outputs pass before writing any files. Provider paths/receipts are never accessed. + report={'status':'PASS_OFFLINE_ALL9_HD_SD_PNG_BYTES_EXACT','records':records,'provider_access_required':False,'only_inputs':'9 bundled masters +9 checked crop recipes','runtime':{'python':platform.python_version(),'pillow':PILLOW_VERSION,'zlib':zlib.ZLIB_RUNTIME_VERSION}} + output.mkdir() + try: + for name,body in payloads.items():(output/name).write_bytes(body) + (output/'OFFLINE-REPRODUCTION.json').write_text(json.dumps(report,indent=2,sort_keys=True)+'\n') + except BaseException: + shutil.rmtree(output);raise + return report + +if __name__=='__main__': + p=argparse.ArgumentParser(description=__doc__);p.add_argument('project_root',type=Path);p.add_argument('fresh_output_relative');a=p.parse_args();r=regenerate(a.project_root,a.fresh_output_relative);print(json.dumps({'status':r['status'],'images':18,'provider_access_required':False})) diff --git a/data/briefings/provenance/original-sector3-20261018/review/ALL9-CENTERED-MENU-CROPS.png b/data/briefings/provenance/original-sector3-20261018/review/ALL9-CENTERED-MENU-CROPS.png new file mode 100644 index 00000000..c840a058 Binary files /dev/null and b/data/briefings/provenance/original-sector3-20261018/review/ALL9-CENTERED-MENU-CROPS.png differ diff --git a/data/briefings/provenance/original-sector3-20261018/review/ALL9-SD-COMPOSITION.png b/data/briefings/provenance/original-sector3-20261018/review/ALL9-SD-COMPOSITION.png new file mode 100644 index 00000000..3aed6580 Binary files /dev/null and b/data/briefings/provenance/original-sector3-20261018/review/ALL9-SD-COMPOSITION.png differ diff --git a/data/briefings/provenance/sector_1/derive_and_record.py b/data/briefings/provenance/sector_1/derive_and_record.py new file mode 100644 index 00000000..2711a7b2 --- /dev/null +++ b/data/briefings/provenance/sector_1/derive_and_record.py @@ -0,0 +1,66 @@ +"""Preserve untouched imagegen PNG and derive same-composition 16:10 HD/SD.""" +from pathlib import Path +import hashlib, json, re, shutil, sys, datetime +from PIL import Image + +N = Path(__file__).resolve().parent +wave = int(sys.argv[1]) +assert 1 <= wave <= 9 +receipt = json.loads((N / f'generation/sector_1_wave_{wave}.safe-provider-and-gate.json').read_bytes()) +assert receipt['submitted'] is True and receipt['outcome'] == 'success' +paths = re.findall(r'/home/quintine/\.codex/generated_images/[^\s]+\.png', receipt['output_hint']) +assert len(set(paths)) == 1 +source = Path(paths[0]) +assert source.is_file() and not source.is_symlink() +assert shutil.disk_usage(N).free - 20_000_000 >= 3_000_000_000 +master = N / f'masters/sector_1_wave_{wave}.raw.png' +assert not master.exists() +with master.open('xb') as out: + out.write(source.read_bytes()) +digest = lambda p: hashlib.sha256(p.read_bytes()).hexdigest() +assert digest(master) == digest(source) +with Image.open(master) as raw: + assert raw.format == 'PNG' + raw.load() + width, height = raw.size + # Largest centered integer 16:10 rectangle; no stretch and no pixel painting. + unit = min(width // 16, height // 10) + assert unit > 0 + crop_w, crop_h = unit * 16, unit * 10 + left, top = (width - crop_w) // 2, (height - crop_h) // 2 + box = (left, top, left + crop_w, top + crop_h) + image = raw.convert('RGB').crop(box) + hd = image.resize((1280, 800), Image.Resampling.LANCZOS) + sd = hd.resize((320, 200), Image.Resampling.LANCZOS) + hd_path = N / f'data/briefings/sector_1_wave_{wave}_hd.png' + sd_path = N / f'data/briefings/sector_1_wave_{wave}_sd.png' + assert not hd_path.exists() and not sd_path.exists() + hd.save(hd_path) + sd.save(sd_path) + assert Image.open(hd_path).size == (1280, 800) + assert Image.open(sd_path).size == (320, 200) + assert Image.open(sd_path).convert('RGB').tobytes() == hd.resize((320, 200), Image.Resampling.LANCZOS).tobytes() + # Exact crop used by the proposed menu: centered132:70 preview. + display_h = 1280 * 70 / 132 + menu_box = (0, (800 - display_h) / 2, 1280, (800 + display_h) / 2) + preview = hd.resize((132, 70), Image.Resampling.LANCZOS, box=menu_box) + preview_path = N / f'review/sector_1_wave_{wave}_menu132x70.png' + preview.save(preview_path) + recipe = dict(format_version=1, mission_id=f'base:sector_1_wave_{wave}', + asset_type='new_cinematic_mission_briefing_not_original_sprite_HD_credit', + provider='built_in_imagegen', actual_calls=1, + actual_provider_primitive_receipt=f'generation/sector_1_wave_{wave}.safe-provider-and-gate.json', + source_builtin_file=str(source), untouched_master=f'masters/{master.name}', + untouched_master_sha256=digest(master), master_dimensions=[width, height], + integer_exact16to10_center_crop=list(box), cropped_dimensions=[crop_w, crop_h], + HD=dict(path=f'data/briefings/{hd_path.name}', dimensions=[1280, 800], sha256=digest(hd_path), mode='RGB', operation='center_crop_then_LANCZOS_resize_no_painted_changes'), + SD=dict(path=f'data/briefings/{sd_path.name}', dimensions=[320, 200], sha256=digest(sd_path), mode='RGB', operation='LANCZOS_downsample_of_final_HD_same_composition'), + menu_preview=dict(path=f'review/{preview_path.name}', dimensions=[132,70], centered_crop_HD_float_box=list(menu_box), runtime_asset=False), + prompt=f'prompts/sector_1_wave_{wave}.txt', image_edits_or_generated_variants=0, + utc=datetime.datetime.now(datetime.timezone.utc).isoformat()) + recipe_path = N / f'recipes/sector_1_wave_{wave}.json' + with recipe_path.open('x') as out: + json.dump(recipe, out, indent=2) + out.write('\n') +assert digest(master) == digest(source) +print(json.dumps(dict(wave=wave, raw=[width,height], crop=list(box), hd=str(hd_path), sd=str(sd_path), master_sha256=digest(master)), indent=2)) diff --git a/data/briefings/provenance/sector_1/generation/INPUTS-SPEC-AND-ACTUAL-VIEWED-REFERENCES.json b/data/briefings/provenance/sector_1/generation/INPUTS-SPEC-AND-ACTUAL-VIEWED-REFERENCES.json new file mode 100644 index 00000000..ed353d1f --- /dev/null +++ b/data/briefings/provenance/sector_1/generation/INPUTS-SPEC-AND-ACTUAL-VIEWED-REFERENCES.json @@ -0,0 +1,38 @@ +{ + "owner": "/root/remaining_catalog", + "stage": "new_sector1_mission_illustrations_not_original_remaster_coverage", + "viewed_actual_ref_and_all9Original_rows": true, + "inputs": [ + { + "path": "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "sha256": "cd987c13bc55bba2620379ca435c0cccf08d7564364d730c65d0be285bb82221", + "bytes": 2162369, + "mtime_ns": 1791612163166820904 + }, + { + "path": "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-1-terrain-theme-contact.png", + "sha256": "2c683fd28ae8ff512eb9509fa7dc630bd7541bf51df7e6c3d0846a7de3f56ee3", + "bytes": 246389, + "mtime_ns": 1792318096848084599 + }, + { + "path": "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/STORMWALL-SHARED-ART-SPECIFICATION.md", + "sha256": "8bd25c2d07ef300f8d787247f26124aae243102bebb00b545293e29e92ed06ec", + "bytes": 7925, + "mtime_ns": 1792318147343081508 + }, + { + "path": "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/hd-enemies02-generation-orchestration-repair-20261018-v1/fixed-one-call-orchestration.js", + "sha256": "256a59eab1409964567f500b1bf6b1285e025a1c6db188d093c8178ad0ae5c09", + "bytes": 5227, + "mtime_ns": 1792281040799667695 + }, + { + "path": "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original27-source-inventory.json", + "sha256": "31262ed0f489bbc6b4bc959b55e2fb8234ef1d5fdeb832e9d56b8791bed7a3c1", + "bytes": 3623946, + "mtime_ns": 1792318060467086827 + } + ], + "free_bytes": 4794519552 +} diff --git a/data/briefings/provenance/sector_1/generation/sector_1_wave_1.arguments.json b/data/briefings/provenance/sector_1/generation/sector_1_wave_1.arguments.json new file mode 100644 index 00000000..dd489941 --- /dev/null +++ b/data/briefings/provenance/sector_1/generation/sector_1_wave_1.arguments.json @@ -0,0 +1,8 @@ +{ + "prompt": "Use case: illustration-story\nAsset type: a single cinematic mission briefing illustration for RustRaptor, Original Bravo Sector 1 / Wave 1; no lettering. Final composition wide 16:10, intended 1280 by 800.\nInput image 1 is STYLE AND AIRCRAFT reference only: use the restrained hand-painted 1990s shooter box-art realism, precise mechanical panels, readable compact steel-gray twin-engine strike fighter and atmospheric cinematic lighting. Do not copy its huge cliff fortress, cannons or storm; those are not this mission.\nInput image 2 is a READ-ONLY Original terrain theme contact sheet. Only its FIRST ROW (base:sector_1_wave_1) guides this new landscape: broad teal ocean, low reddish-brown rocky islands, sparse small coastal industrial installations, an open-water approach. It is not an atlas to reproduce or a screenshot to paint over.\nScene: an expansive desaturated turquoise sea leads toward a low broken reddish-brown island shoreline, with a few modest steel-gray coastal depot roofs in the middle distance. This is mainly open water, low rocky islets and very sparse scrub, not an enormous fortress. Distant coastline and sea channels remain visible as large clear shapes.\nSubject and framing: one coherent compact steel-gray twin-engine Raptor-like strike fighter in the lower-left foreground, banking gently toward the upper right and the distant islands. A single connected fuselage, one cockpit, exactly two main wings, two rear engine nacelles, paired believable tail fins; symmetric mechanical construction in correct perspective, fully visible wing tips, no fused or extra aircraft parts. Warm restrained engine glow. Aircraft occupies roughly the lower-left two-fifths; the islands and a signature small coastal installation occupy center-right. Keep fighter and terrain cues legible within the centered middle 75 percent of the image height, for a tiny briefing thumbnail.\nStyle and light: detailed but restrained hand-painted military science-fiction game art, atmospheric depth, steel gray, navy/desaturated teal water, muted amber industrial lights. Soft late-afternoon cloud-filtered light and a pale horizon differentiate this open-water mission from the reference thunderstorm. Strong broad value groups read at 320 by 200; no busy micro-detail as the only distinction.\nConstraints: exactly ONE full landscape image, no grid, no panels, no atlas, no labels, no text, no logos, no HUD, no borders or watermark. No other aircraft, no new enemy design, no explicit new mission objective, no gigantic fortress or invented naval boss. No clipped fighter. Preserve the landscape theme from the Original first row while creating a genuinely new illustration.", + "referenced_image_paths": [ + "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-1-terrain-theme-contact.png" + ], + "transparent_background": false +} diff --git a/data/briefings/provenance/sector_1/generation/sector_1_wave_1.safe-provider-and-gate.json b/data/briefings/provenance/sector_1/generation/sector_1_wave_1.safe-provider-and-gate.json new file mode 100644 index 00000000..e43f27b6 --- /dev/null +++ b/data/briefings/provenance/sector_1/generation/sector_1_wave_1.safe-provider-and-gate.json @@ -0,0 +1 @@ +{"submitted":true,"lease":"98fa821d-8e23-446a-9838-49c458cf93ed","outcome":"success","type":"object","keys":["image_url","output_hint"],"isError":null,"output_hint":"Generated images are saved to /home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb as /home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb/exec-70b3fdb8-2032-40f5-a210-3b4caa70dd66.png by default.\nIf you need to use a generated image at another path, copy it and leave the original in place unless the user explicitly asks you to delete it.\nThe generated image is already displayed to the user. There is no need to render it in the final response as a Markdown image or file link.","errorText":""} diff --git a/data/briefings/provenance/sector_1/generation/sector_1_wave_2.arguments.json b/data/briefings/provenance/sector_1/generation/sector_1_wave_2.arguments.json new file mode 100644 index 00000000..4d2dfd81 --- /dev/null +++ b/data/briefings/provenance/sector_1/generation/sector_1_wave_2.arguments.json @@ -0,0 +1,8 @@ +{ + "prompt": "Use case: illustration-story\nAsset type: ONE new cinematic mission briefing illustration for RustRaptor, Original Bravo Sector 1 / Wave 2, wide 16:10 landscape intended 1280 by 800, no lettering.\nInput image 1: STYLE AND SAME-AIRCRAFT reference only. Match the restrained hand-painted 1990s shooter box-art realism, crisp military aircraft silhouette, fine mechanical panel detail, atmospheric depth and believable lighting. Do not simply copy the Stormwall cliff-gun environment.\nInput image 2: READ-ONLY Original terrain contact. Only ROW 2, labelled base:sector_1_wave_2, guides the actual mission environment. The contact sheet is not an image to reproduce, not a grid output, not a gameplay screenshot. Actual theme: Teal island channels and reddish-brown headlands, coastal wharf and small industrial platforms.\nScene: A branching turquoise channel between low red-brown rocky headlands; one modest working wharf with short concrete piers and small steel industrial platforms forms a clear silhouette at center-right. More intertwined island-water geometry and dock structures than the open-water first mission. Sparse scrub, sea visible beyond; no mountainous fortress.\nShared foreground subject: exactly one compact steel-gray twin-engine Raptor-like strike fighter, the same fighter design as image1, in the lower-left foreground banking toward the upper right. One connected fuselage, one cockpit, exactly two coherent main wings and two rear engine nacelles, believable paired tail fins and symmetric mechanical construction in perspective. Complete unobscured silhouette; no extra wings, extra engine, detached or fused parts. Restrained warm twin engine glow. No other aircraft or new enemy design.\nComposition: an oblique cinematic landscape with fighter in the lower-left two-fifths, recognisable mission-specific destination at center-right and background depth. Keep all aircraft wing tips and the signature environment features inside the centered middle75percent of imageheight so they survive a132by70 centered menuthumbnail. Broad value shapes must read at320by200. No contact sheet, collage or panels.\nLight and mood: Cool clear daylight with low slate clouds and a brighter gap over the distant channel. Shared accents are navy, desaturated teal, steel gray and muted amber; ground colors follow the mission, with brown sparse scrub rather than lush jungle. Ground/roof/water proportions must follow this row, not force an ocean view into landward missions.\nConstraints: create one genuinely new full illustration for this mission. No text, labels, numbers, signs, logos, HUD, borders or watermark. Do not invent factual mission objectives, enemy designs, new giant weapons or unrelated architecture. No visible explosions or fireworks obscuring the destination. Crisp readable aircraft and large scenery masses; a deliberate illustration rather than a screenshot.", + "referenced_image_paths": [ + "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-1-terrain-theme-contact.png" + ], + "transparent_background": false +} diff --git a/data/briefings/provenance/sector_1/generation/sector_1_wave_2.safe-provider-and-gate.json b/data/briefings/provenance/sector_1/generation/sector_1_wave_2.safe-provider-and-gate.json new file mode 100644 index 00000000..352ed879 --- /dev/null +++ b/data/briefings/provenance/sector_1/generation/sector_1_wave_2.safe-provider-and-gate.json @@ -0,0 +1 @@ +{"submitted":true,"lease":"283988bd-9230-450a-9e47-74b946756854","outcome":"success","type":"object","keys":["image_url","output_hint"],"isError":null,"output_hint":"Generated images are saved to /home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb as /home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb/exec-5518df09-327b-47e1-a8bb-d6e11cdad286.png by default.\nIf you need to use a generated image at another path, copy it and leave the original in place unless the user explicitly asks you to delete it.\nThe generated image is already displayed to the user. There is no need to render it in the final response as a Markdown image or file link.","errorText":""} diff --git a/data/briefings/provenance/sector_1/generation/sector_1_wave_3.arguments.json b/data/briefings/provenance/sector_1/generation/sector_1_wave_3.arguments.json new file mode 100644 index 00000000..eaeae64b --- /dev/null +++ b/data/briefings/provenance/sector_1/generation/sector_1_wave_3.arguments.json @@ -0,0 +1,8 @@ +{ + "prompt": "Use case: illustration-story\nAsset type: ONE new cinematic mission briefing illustration for RustRaptor, Original Bravo Sector 1 / Wave 3, wide 16:10 landscape intended 1280 by 800, no lettering.\nInput image 1: STYLE AND SAME-AIRCRAFT reference only. Match the restrained hand-painted 1990s shooter box-art realism, crisp military aircraft silhouette, fine mechanical panel detail, atmospheric depth and believable lighting. Do not simply copy the Stormwall cliff-gun environment.\nInput image 2: READ-ONLY Original terrain contact. Only ROW 3, labelled base:sector_1_wave_3, guides the actual mission environment. The contact sheet is not an image to reproduce, not a grid output, not a gameplay screenshot. Actual theme: Brown rocky coastal landmass with narrow turquoise inlets, sparse scrub and light industrial roofs.\nScene: Mostly reddish-brown rocky land in the mid-ground and background, cut by two narrow turquoise inlets; sparse olive scrub and a few low pale-gray industrial roof blocks along a dusty roadway. The narrow inlets and the broad landmass are the main readable shapes, not an ocean panorama or dense port.\nShared foreground subject: exactly one compact steel-gray twin-engine Raptor-like strike fighter, the same fighter design as image1, in the lower-left foreground banking toward the upper right. One connected fuselage, one cockpit, exactly two coherent main wings and two rear engine nacelles, believable paired tail fins and symmetric mechanical construction in perspective. Complete unobscured silhouette; no extra wings, extra engine, detached or fused parts. Restrained warm twin engine glow. No other aircraft or new enemy design.\nComposition: an oblique cinematic landscape with fighter in the lower-left two-fifths, recognisable mission-specific destination at center-right and background depth. Keep all aircraft wing tips and the signature environment features inside the centered middle75percent of imageheight so they survive a132by70 centered menuthumbnail. Broad value shapes must read at320by200. No contact sheet, collage or panels.\nLight and mood: Warm dry midday light, a little coastal haze; desaturated brown earth contrasts with the slim teal water. Shared accents are navy, desaturated teal, steel gray and muted amber; ground colors follow the mission, with brown sparse scrub rather than lush jungle. Ground/roof/water proportions must follow this row, not force an ocean view into landward missions.\nConstraints: create one genuinely new full illustration for this mission. No text, labels, numbers, signs, logos, HUD, borders or watermark. Do not invent factual mission objectives, enemy designs, new giant weapons or unrelated architecture. No visible explosions or fireworks obscuring the destination. Crisp readable aircraft and large scenery masses; a deliberate illustration rather than a screenshot.", + "referenced_image_paths": [ + "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-1-terrain-theme-contact.png" + ], + "transparent_background": false +} diff --git a/data/briefings/provenance/sector_1/generation/sector_1_wave_3.safe-provider-and-gate.json b/data/briefings/provenance/sector_1/generation/sector_1_wave_3.safe-provider-and-gate.json new file mode 100644 index 00000000..897739da --- /dev/null +++ b/data/briefings/provenance/sector_1/generation/sector_1_wave_3.safe-provider-and-gate.json @@ -0,0 +1 @@ +{"submitted":true,"lease":"53db4d37-9923-40d8-9ffc-554b5190b3f2","outcome":"success","type":"object","keys":["image_url","output_hint"],"isError":null,"output_hint":"Generated images are saved to /home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb as /home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb/exec-0ccb1481-e58d-4993-8fcd-347e618f8d33.png by default.\nIf you need to use a generated image at another path, copy it and leave the original in place unless the user explicitly asks you to delete it.\nThe generated image is already displayed to the user. There is no need to render it in the final response as a Markdown image or file link.","errorText":""} diff --git a/data/briefings/provenance/sector_1/generation/sector_1_wave_4.arguments.json b/data/briefings/provenance/sector_1/generation/sector_1_wave_4.arguments.json new file mode 100644 index 00000000..d718c35b --- /dev/null +++ b/data/briefings/provenance/sector_1/generation/sector_1_wave_4.arguments.json @@ -0,0 +1,8 @@ +{ + "prompt": "Use case: illustration-story\nAsset type: ONE new cinematic mission briefing illustration for RustRaptor, Original Bravo Sector 1 / Wave 4, wide 16:10 landscape intended 1280 by 800, no lettering.\nInput image 1: STYLE AND SAME-AIRCRAFT reference only. Match the restrained hand-painted 1990s shooter box-art realism, crisp military aircraft silhouette, fine mechanical panel detail, atmospheric depth and believable lighting. Do not simply copy the Stormwall cliff-gun environment.\nInput image 2: READ-ONLY Original terrain contact. Only ROW 4, labelled base:sector_1_wave_4, guides the actual mission environment. The contact sheet is not an image to reproduce, not a grid output, not a gameplay screenshot. Actual theme: Rugged brown shore, an isolated blue lagoon, scattered coastal depot buildings.\nScene: A rugged low reddish-brown peninsula encloses one distinctive isolated rounded blue-turquoise lagoon near center-right. A few separated gray depot buildings sit on the surrounding rocky shore with sparse scrub. Keep the lagoon readable as a sheltered pool distinct from distant open sea, not a long canal, huge industrial city or invented special installation.\nShared foreground subject: exactly one compact steel-gray twin-engine Raptor-like strike fighter, the same fighter design as image1, in the lower-left foreground banking toward the upper right. One connected fuselage, one cockpit, exactly two coherent main wings and two rear engine nacelles, believable paired tail fins and symmetric mechanical construction in perspective. Complete unobscured silhouette; no extra wings, extra engine, detached or fused parts. Restrained warm twin engine glow. No other aircraft or new enemy design.\nComposition: an oblique cinematic landscape with fighter in the lower-left two-fifths, recognisable mission-specific destination at center-right and background depth. Keep all aircraft wing tips and the signature environment features inside the centered middle75percent of imageheight so they survive a132by70 centered menuthumbnail. Broad value shapes must read at320by200. No contact sheet, collage or panels.\nLight and mood: Pale dawn light and soft blue atmospheric depth, restrained warm highlights on the low depot roofs. Shared accents are navy, desaturated teal, steel gray and muted amber; ground colors follow the mission, with brown sparse scrub rather than lush jungle. Ground/roof/water proportions must follow this row, not force an ocean view into landward missions.\nConstraints: create one genuinely new full illustration for this mission. No text, labels, numbers, signs, logos, HUD, borders or watermark. Do not invent factual mission objectives, enemy designs, new giant weapons or unrelated architecture. No visible explosions or fireworks obscuring the destination. Crisp readable aircraft and large scenery masses; a deliberate illustration rather than a screenshot.", + "referenced_image_paths": [ + "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-1-terrain-theme-contact.png" + ], + "transparent_background": false +} diff --git a/data/briefings/provenance/sector_1/generation/sector_1_wave_4.safe-provider-and-gate.json b/data/briefings/provenance/sector_1/generation/sector_1_wave_4.safe-provider-and-gate.json new file mode 100644 index 00000000..2ae25749 --- /dev/null +++ b/data/briefings/provenance/sector_1/generation/sector_1_wave_4.safe-provider-and-gate.json @@ -0,0 +1 @@ +{"submitted":true,"lease":"345a4c57-e669-45b4-ab6d-747f0a600b11","outcome":"success","type":"object","keys":["image_url","output_hint"],"isError":null,"output_hint":"Generated images are saved to /home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb as /home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb/exec-c0e1bd09-b982-4cde-a98d-7c6537dd591c.png by default.\nIf you need to use a generated image at another path, copy it and leave the original in place unless the user explicitly asks you to delete it.\nThe generated image is already displayed to the user. There is no need to render it in the final response as a Markdown image or file link.","errorText":""} diff --git a/data/briefings/provenance/sector_1/generation/sector_1_wave_5.arguments.json b/data/briefings/provenance/sector_1/generation/sector_1_wave_5.arguments.json new file mode 100644 index 00000000..42e1e808 --- /dev/null +++ b/data/briefings/provenance/sector_1/generation/sector_1_wave_5.arguments.json @@ -0,0 +1,8 @@ +{ + "prompt": "Use case: illustration-story\nAsset type: ONE new cinematic mission briefing illustration for RustRaptor, Original Bravo Sector 1 / Wave 5, wide 16:10 landscape intended 1280 by 800, no lettering.\nInput image 1: STYLE AND SAME-AIRCRAFT reference only. Match the restrained hand-painted 1990s shooter box-art realism, crisp military aircraft silhouette, fine mechanical panel detail, atmospheric depth and believable lighting. Do not simply copy the Stormwall cliff-gun environment.\nInput image 2: READ-ONLY Original terrain contact. Only ROW 5, labelled base:sector_1_wave_5, guides the actual mission environment. The contact sheet is not an image to reproduce, not a grid output, not a gameplay screenshot. Actual theme: Brown scrubland and gray industrial compounds and roads, coastline only at the edge; landward strike.\nScene: A landward view dominated by dusty brown scrubland, a few broad steel-gray industrial compounds, low warehouses and intersecting gray roads. Sparse green-brown scrub patches between structures; just a narrow glimpse of teal coast at the far edge. Most of the illustration must be land and industrial roofs, not water or a new coastal fortress.\nShared foreground subject: exactly one compact steel-gray twin-engine Raptor-like strike fighter, the same fighter design as image1, in the lower-left foreground banking toward the upper right. One connected fuselage, one cockpit, exactly two coherent main wings and two rear engine nacelles, believable paired tail fins and symmetric mechanical construction in perspective. Complete unobscured silhouette; no extra wings, extra engine, detached or fused parts. Restrained warm twin engine glow. No other aircraft or new enemy design.\nComposition: an oblique cinematic landscape with fighter in the lower-left two-fifths, recognisable mission-specific destination at center-right and background depth. Keep all aircraft wing tips and the signature environment features inside the centered middle75percent of imageheight so they survive a132by70 centered menuthumbnail. Broad value shapes must read at320by200. No contact sheet, collage or panels.\nLight and mood: Dry dusty overcast daylight with sun catching a few concrete roof edges; readable gray building blocks against brown ground. Shared accents are navy, desaturated teal, steel gray and muted amber; ground colors follow the mission, with brown sparse scrub rather than lush jungle. Ground/roof/water proportions must follow this row, not force an ocean view into landward missions.\nConstraints: create one genuinely new full illustration for this mission. No text, labels, numbers, signs, logos, HUD, borders or watermark. Do not invent factual mission objectives, enemy designs, new giant weapons or unrelated architecture. No visible explosions or fireworks obscuring the destination. Crisp readable aircraft and large scenery masses; a deliberate illustration rather than a screenshot.", + "referenced_image_paths": [ + "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-1-terrain-theme-contact.png" + ], + "transparent_background": false +} diff --git a/data/briefings/provenance/sector_1/generation/sector_1_wave_5.safe-provider-and-gate.json b/data/briefings/provenance/sector_1/generation/sector_1_wave_5.safe-provider-and-gate.json new file mode 100644 index 00000000..c430e3d3 --- /dev/null +++ b/data/briefings/provenance/sector_1/generation/sector_1_wave_5.safe-provider-and-gate.json @@ -0,0 +1 @@ +{"submitted":true,"lease":"e4a39e4f-56c7-4b5a-9e78-f427a6fcbaef","outcome":"success","type":"object","keys":["image_url","output_hint"],"isError":null,"output_hint":"Generated images are saved to /home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb as /home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb/exec-e5ed5ea6-0e10-4e51-a3ff-3dc24575e3f1.png by default.\nIf you need to use a generated image at another path, copy it and leave the original in place unless the user explicitly asks you to delete it.\nThe generated image is already displayed to the user. There is no need to render it in the final response as a Markdown image or file link.","errorText":""} diff --git a/data/briefings/provenance/sector_1/generation/sector_1_wave_6.arguments.json b/data/briefings/provenance/sector_1/generation/sector_1_wave_6.arguments.json new file mode 100644 index 00000000..b8d4a3fd --- /dev/null +++ b/data/briefings/provenance/sector_1/generation/sector_1_wave_6.arguments.json @@ -0,0 +1,8 @@ +{ + "prompt": "Use case: illustration-story\nAsset type: ONE new cinematic mission briefing illustration for RustRaptor, Original Bravo Sector 1 / Wave 6, wide 16:10 landscape intended 1280 by 800, no lettering.\nInput image 1: STYLE AND SAME-AIRCRAFT reference only. Match the restrained hand-painted 1990s shooter box-art realism, crisp military aircraft silhouette, fine mechanical panel detail, atmospheric depth and believable lighting. Do not simply copy the Stormwall cliff-gun environment.\nInput image 2: READ-ONLY Original terrain contact. Only ROW 6, labelled base:sector_1_wave_6, guides the actual mission environment. The contact sheet is not an image to reproduce, not a grid output, not a gameplay screenshot. Actual theme: Brown coastal industrial settlement, pale angular warehouse roofs, a narrow turquoise bay.\nScene: A low coastal settlement on reddish-brown earth with a distinctive cluster of pale angular and sawtooth warehouse roofs, short gray roads and a narrow turquoise bay curling inward at center-right. Surrounding terrain remains brown and sparsely vegetated. The angular pale roof cluster and bay must remain recognizable when reduced, not anonymous sea and cliffs.\nShared foreground subject: exactly one compact steel-gray twin-engine Raptor-like strike fighter, the same fighter design as image1, in the lower-left foreground banking toward the upper right. One connected fuselage, one cockpit, exactly two coherent main wings and two rear engine nacelles, believable paired tail fins and symmetric mechanical construction in perspective. Complete unobscured silhouette; no extra wings, extra engine, detached or fused parts. Restrained warm twin engine glow. No other aircraft or new enemy design.\nComposition: an oblique cinematic landscape with fighter in the lower-left two-fifths, recognisable mission-specific destination at center-right and background depth. Keep all aircraft wing tips and the signature environment features inside the centered middle75percent of imageheight so they survive a132by70 centered menuthumbnail. Broad value shapes must read at320by200. No contact sheet, collage or panels.\nLight and mood: Hazy daylight and muted amber industrial windows, with soft blue-gray clouds and a warm horizon. Shared accents are navy, desaturated teal, steel gray and muted amber; ground colors follow the mission, with brown sparse scrub rather than lush jungle. Ground/roof/water proportions must follow this row, not force an ocean view into landward missions.\nConstraints: create one genuinely new full illustration for this mission. No text, labels, numbers, signs, logos, HUD, borders or watermark. Do not invent factual mission objectives, enemy designs, new giant weapons or unrelated architecture. No visible explosions or fireworks obscuring the destination. Crisp readable aircraft and large scenery masses; a deliberate illustration rather than a screenshot.", + "referenced_image_paths": [ + "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-1-terrain-theme-contact.png" + ], + "transparent_background": false +} diff --git a/data/briefings/provenance/sector_1/generation/sector_1_wave_6.safe-provider-and-gate.json b/data/briefings/provenance/sector_1/generation/sector_1_wave_6.safe-provider-and-gate.json new file mode 100644 index 00000000..08be24dd --- /dev/null +++ b/data/briefings/provenance/sector_1/generation/sector_1_wave_6.safe-provider-and-gate.json @@ -0,0 +1 @@ +{"submitted":true,"lease":"29b3b26b-8d37-4f32-970b-ba5c487e25f5","outcome":"success","type":"object","keys":["image_url","output_hint"],"isError":null,"output_hint":"Generated images are saved to /home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb as /home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb/exec-4c44a463-0fa4-4b39-8bc1-8b3dafe75550.png by default.\nIf you need to use a generated image at another path, copy it and leave the original in place unless the user explicitly asks you to delete it.\nThe generated image is already displayed to the user. There is no need to render it in the final response as a Markdown image or file link.","errorText":""} diff --git a/data/briefings/provenance/sector_1/generation/sector_1_wave_7.arguments.json b/data/briefings/provenance/sector_1/generation/sector_1_wave_7.arguments.json new file mode 100644 index 00000000..586ca9ea --- /dev/null +++ b/data/briefings/provenance/sector_1/generation/sector_1_wave_7.arguments.json @@ -0,0 +1,8 @@ +{ + "prompt": "Use case: illustration-story\nAsset type: ONE new cinematic mission briefing illustration for RustRaptor, Original Bravo Sector 1 / Wave 7, wide 16:10 landscape intended 1280 by 800, no lettering.\nInput image 1: STYLE AND SAME-AIRCRAFT reference only. Match the restrained hand-painted 1990s shooter box-art realism, crisp military aircraft silhouette, fine mechanical panel detail, atmospheric depth and believable lighting. Do not simply copy the Stormwall cliff-gun environment.\nInput image 2: READ-ONLY Original terrain contact. Only ROW 7, labelled base:sector_1_wave_7, guides the actual mission environment. The contact sheet is not an image to reproduce, not a grid output, not a gameplay screenshot. Actual theme: Brown headland cut by a winding blue channel, paved coastal airfield or apron and installations.\nScene: A low brown rocky headland bisected by a winding blue-turquoise channel, with a visible broad gray paved coastal airfield apron and angular low industrial installations on the right bank. Readable apron geometry and the serpentine channel define the image; no invented runway numbers, new aircraft, enemy vehicles or oversized weapons.\nShared foreground subject: exactly one compact steel-gray twin-engine Raptor-like strike fighter, the same fighter design as image1, in the lower-left foreground banking toward the upper right. One connected fuselage, one cockpit, exactly two coherent main wings and two rear engine nacelles, believable paired tail fins and symmetric mechanical construction in perspective. Complete unobscured silhouette; no extra wings, extra engine, detached or fused parts. Restrained warm twin engine glow. No other aircraft or new enemy design.\nComposition: an oblique cinematic landscape with fighter in the lower-left two-fifths, recognisable mission-specific destination at center-right and background depth. Keep all aircraft wing tips and the signature environment features inside the centered middle75percent of imageheight so they survive a132by70 centered menuthumbnail. Broad value shapes must read at320by200. No contact sheet, collage or panels.\nLight and mood: Cool bright light after passing clouds, subtle moist reflections on paved surfaces, clear dark channel against brown land. Shared accents are navy, desaturated teal, steel gray and muted amber; ground colors follow the mission, with brown sparse scrub rather than lush jungle. Ground/roof/water proportions must follow this row, not force an ocean view into landward missions.\nConstraints: create one genuinely new full illustration for this mission. No text, labels, numbers, signs, logos, HUD, borders or watermark. Do not invent factual mission objectives, enemy designs, new giant weapons or unrelated architecture. No visible explosions or fireworks obscuring the destination. Crisp readable aircraft and large scenery masses; a deliberate illustration rather than a screenshot.", + "referenced_image_paths": [ + "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-1-terrain-theme-contact.png" + ], + "transparent_background": false +} diff --git a/data/briefings/provenance/sector_1/generation/sector_1_wave_7.safe-provider-and-gate.json b/data/briefings/provenance/sector_1/generation/sector_1_wave_7.safe-provider-and-gate.json new file mode 100644 index 00000000..ff9ade94 --- /dev/null +++ b/data/briefings/provenance/sector_1/generation/sector_1_wave_7.safe-provider-and-gate.json @@ -0,0 +1 @@ +{"submitted":true,"lease":"dd9f1636-f2e8-41bb-944f-fcafbba215d2","outcome":"success","type":"object","keys":["image_url","output_hint"],"isError":null,"output_hint":"Generated images are saved to /home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb as /home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb/exec-9ed79586-4478-40af-8d8b-9a7607292330.png by default.\nIf you need to use a generated image at another path, copy it and leave the original in place unless the user explicitly asks you to delete it.\nThe generated image is already displayed to the user. There is no need to render it in the final response as a Markdown image or file link.","errorText":""} diff --git a/data/briefings/provenance/sector_1/generation/sector_1_wave_8.arguments.json b/data/briefings/provenance/sector_1/generation/sector_1_wave_8.arguments.json new file mode 100644 index 00000000..9c5187f5 --- /dev/null +++ b/data/briefings/provenance/sector_1/generation/sector_1_wave_8.arguments.json @@ -0,0 +1,8 @@ +{ + "prompt": "Use case: illustration-story\nAsset type: ONE new cinematic mission briefing illustration for RustRaptor, Original Bravo Sector 1 / Wave 8, wide 16:10 landscape intended 1280 by 800, no lettering.\nInput image 1: STYLE AND SAME-AIRCRAFT reference only. Match the restrained hand-painted 1990s shooter box-art realism, crisp military aircraft silhouette, fine mechanical panel detail, atmospheric depth and believable lighting. Do not simply copy the Stormwall cliff-gun environment.\nInput image 2: READ-ONLY Original terrain contact. Only ROW 8, labelled base:sector_1_wave_8, guides the actual mission environment. The contact sheet is not an image to reproduce, not a grid output, not a gameplay screenshot. Actual theme: Dense steel-gray industrial or port works on brown land, roadways and a small shoreline.\nScene: Dense low steel-gray port and industrial works dominate brown coastal land: interlocking warehouses, rectangular machinery roofs, concrete loading yards, service roads and a few modest gantries. Only a small shoreline and a sliver of teal water remain visible at the edge. Make the heavy gray industrial mass and road network the signature, without skyscrapers or invented futuristic machinery.\nShared foreground subject: exactly one compact steel-gray twin-engine Raptor-like strike fighter, the same fighter design as image1, in the lower-left foreground banking toward the upper right. One connected fuselage, one cockpit, exactly two coherent main wings and two rear engine nacelles, believable paired tail fins and symmetric mechanical construction in perspective. Complete unobscured silhouette; no extra wings, extra engine, detached or fused parts. Restrained warm twin engine glow. No other aircraft or new enemy design.\nComposition: an oblique cinematic landscape with fighter in the lower-left two-fifths, recognisable mission-specific destination at center-right and background depth. Keep all aircraft wing tips and the signature environment features inside the centered middle75percent of imageheight so they survive a132by70 centered menuthumbnail. Broad value shapes must read at320by200. No contact sheet, collage or panels.\nLight and mood: Soft slate-blue overcast light with a few restrained amber lamps; strong broad gray roof values and warm brown ground. Shared accents are navy, desaturated teal, steel gray and muted amber; ground colors follow the mission, with brown sparse scrub rather than lush jungle. Ground/roof/water proportions must follow this row, not force an ocean view into landward missions.\nConstraints: create one genuinely new full illustration for this mission. No text, labels, numbers, signs, logos, HUD, borders or watermark. Do not invent factual mission objectives, enemy designs, new giant weapons or unrelated architecture. No visible explosions or fireworks obscuring the destination. Crisp readable aircraft and large scenery masses; a deliberate illustration rather than a screenshot.", + "referenced_image_paths": [ + "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-1-terrain-theme-contact.png" + ], + "transparent_background": false +} diff --git a/data/briefings/provenance/sector_1/generation/sector_1_wave_8.safe-provider-and-gate.json b/data/briefings/provenance/sector_1/generation/sector_1_wave_8.safe-provider-and-gate.json new file mode 100644 index 00000000..366ceef3 --- /dev/null +++ b/data/briefings/provenance/sector_1/generation/sector_1_wave_8.safe-provider-and-gate.json @@ -0,0 +1 @@ +{"submitted":true,"lease":"8a59ba23-c47c-442f-969b-c4acf19d347d","outcome":"success","type":"object","keys":["image_url","output_hint"],"isError":null,"output_hint":"Generated images are saved to /home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb as /home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb/exec-be94b272-eb23-4e65-88bb-8e21b1c8a898.png by default.\nIf you need to use a generated image at another path, copy it and leave the original in place unless the user explicitly asks you to delete it.\nThe generated image is already displayed to the user. There is no need to render it in the final response as a Markdown image or file link.","errorText":""} diff --git a/data/briefings/provenance/sector_1/generation/sector_1_wave_9.arguments.json b/data/briefings/provenance/sector_1/generation/sector_1_wave_9.arguments.json new file mode 100644 index 00000000..df3d1038 --- /dev/null +++ b/data/briefings/provenance/sector_1/generation/sector_1_wave_9.arguments.json @@ -0,0 +1,8 @@ +{ + "prompt": "Use case: illustration-story\nAsset type: ONE new cinematic mission briefing illustration for RustRaptor, Original Bravo Sector 1 / Wave 9, wide 16:10 landscape intended 1280 by 800, no lettering.\nInput image 1: STYLE AND SAME-AIRCRAFT reference only. Match the restrained hand-painted 1990s shooter box-art realism, crisp military aircraft silhouette, fine mechanical panel detail, atmospheric depth and believable lighting. Do not simply copy the Stormwall cliff-gun environment.\nInput image 2: READ-ONLY Original terrain contact. Only ROW 9, labelled base:sector_1_wave_9, guides the actual mission environment. The contact sheet is not an image to reproduce, not a grid output, not a gameplay screenshot. Actual theme: Ocean approach to a large gray fortified dock and harbor on a brown island, concrete gantries and sea channels.\nScene: A wide teal ocean approach leads toward a substantial steel-gray fortified harbor complex on a low reddish-brown island: broad concrete docks, angular sea channels, high gray loading gantries and layered industrial roofs. Large connected dock geometry at center-right dominates the destination, with navigable-looking sea channels as clear shapes. This is an industrial harbor, not the reference mountainous cliff battery; no new giant guns, boss design, naval fleet or narrative objective.\nShared foreground subject: exactly one compact steel-gray twin-engine Raptor-like strike fighter, the same fighter design as image1, in the lower-left foreground banking toward the upper right. One connected fuselage, one cockpit, exactly two coherent main wings and two rear engine nacelles, believable paired tail fins and symmetric mechanical construction in perspective. Complete unobscured silhouette; no extra wings, extra engine, detached or fused parts. Restrained warm twin engine glow. No other aircraft or new enemy design.\nComposition: an oblique cinematic landscape with fighter in the lower-left two-fifths, recognisable mission-specific destination at center-right and background depth. Keep all aircraft wing tips and the signature environment features inside the centered middle75percent of imageheight so they survive a132by70 centered menuthumbnail. Broad value shapes must read at320by200. No contact sheet, collage or panels.\nLight and mood: Cinematic cool late-afternoon light breaking over the harbor through broad clouds, muted amber lamps inside dark concrete recesses, restrained atmosphere. Shared accents are navy, desaturated teal, steel gray and muted amber; ground colors follow the mission, with brown sparse scrub rather than lush jungle. Ground/roof/water proportions must follow this row, not force an ocean view into landward missions.\nConstraints: create one genuinely new full illustration for this mission. No text, labels, numbers, signs, logos, HUD, borders or watermark. Do not invent factual mission objectives, enemy designs, new giant weapons or unrelated architecture. No visible explosions or fireworks obscuring the destination. Crisp readable aircraft and large scenery masses; a deliberate illustration rather than a screenshot.", + "referenced_image_paths": [ + "/home/quintine/Projects/RaptorReplica/RustRaptor/mods/iron_coast_mission_4/art/briefing_hd.png", + "/home/quintine/Projects/RaptorReplica/RustRaptor/.reference/mission-preview-unification-private-proposal-20261018-v1/original-sector-1-terrain-theme-contact.png" + ], + "transparent_background": false +} diff --git a/data/briefings/provenance/sector_1/generation/sector_1_wave_9.safe-provider-and-gate.json b/data/briefings/provenance/sector_1/generation/sector_1_wave_9.safe-provider-and-gate.json new file mode 100644 index 00000000..fa9486d6 --- /dev/null +++ b/data/briefings/provenance/sector_1/generation/sector_1_wave_9.safe-provider-and-gate.json @@ -0,0 +1 @@ +{"submitted":true,"lease":"dff235b6-cee2-40c0-adea-6ef398668392","outcome":"success","type":"object","keys":["image_url","output_hint"],"isError":null,"output_hint":"Generated images are saved to /home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb as /home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb/exec-fa2de5c7-03a8-44ee-ac63-5f0f4eacfe86.png by default.\nIf you need to use a generated image at another path, copy it and leave the original in place unless the user explicitly asks you to delete it.\nThe generated image is already displayed to the user. There is no need to render it in the final response as a Markdown image or file link.","errorText":""} diff --git a/data/briefings/provenance/sector_1/masters/sector_1_wave_1.raw.png b/data/briefings/provenance/sector_1/masters/sector_1_wave_1.raw.png new file mode 100644 index 00000000..319ee299 Binary files /dev/null and b/data/briefings/provenance/sector_1/masters/sector_1_wave_1.raw.png differ diff --git a/data/briefings/provenance/sector_1/masters/sector_1_wave_2.raw.png b/data/briefings/provenance/sector_1/masters/sector_1_wave_2.raw.png new file mode 100644 index 00000000..0ab90a33 Binary files /dev/null and b/data/briefings/provenance/sector_1/masters/sector_1_wave_2.raw.png differ diff --git a/data/briefings/provenance/sector_1/masters/sector_1_wave_3.raw.png b/data/briefings/provenance/sector_1/masters/sector_1_wave_3.raw.png new file mode 100644 index 00000000..90b9002d Binary files /dev/null and b/data/briefings/provenance/sector_1/masters/sector_1_wave_3.raw.png differ diff --git a/data/briefings/provenance/sector_1/masters/sector_1_wave_4.raw.png b/data/briefings/provenance/sector_1/masters/sector_1_wave_4.raw.png new file mode 100644 index 00000000..dd6209d2 Binary files /dev/null and b/data/briefings/provenance/sector_1/masters/sector_1_wave_4.raw.png differ diff --git a/data/briefings/provenance/sector_1/masters/sector_1_wave_5.raw.png b/data/briefings/provenance/sector_1/masters/sector_1_wave_5.raw.png new file mode 100644 index 00000000..d447684a Binary files /dev/null and b/data/briefings/provenance/sector_1/masters/sector_1_wave_5.raw.png differ diff --git a/data/briefings/provenance/sector_1/masters/sector_1_wave_6.raw.png b/data/briefings/provenance/sector_1/masters/sector_1_wave_6.raw.png new file mode 100644 index 00000000..596db1b8 Binary files /dev/null and b/data/briefings/provenance/sector_1/masters/sector_1_wave_6.raw.png differ diff --git a/data/briefings/provenance/sector_1/masters/sector_1_wave_7.raw.png b/data/briefings/provenance/sector_1/masters/sector_1_wave_7.raw.png new file mode 100644 index 00000000..abba3d6e Binary files /dev/null and b/data/briefings/provenance/sector_1/masters/sector_1_wave_7.raw.png differ diff --git a/data/briefings/provenance/sector_1/masters/sector_1_wave_8.raw.png b/data/briefings/provenance/sector_1/masters/sector_1_wave_8.raw.png new file mode 100644 index 00000000..da87a7d8 Binary files /dev/null and b/data/briefings/provenance/sector_1/masters/sector_1_wave_8.raw.png differ diff --git a/data/briefings/provenance/sector_1/masters/sector_1_wave_9.raw.png b/data/briefings/provenance/sector_1/masters/sector_1_wave_9.raw.png new file mode 100644 index 00000000..8f506b87 Binary files /dev/null and b/data/briefings/provenance/sector_1/masters/sector_1_wave_9.raw.png differ diff --git a/data/briefings/provenance/sector_1/prompts/sector_1_wave_1.txt b/data/briefings/provenance/sector_1/prompts/sector_1_wave_1.txt new file mode 100644 index 00000000..9ade7e21 --- /dev/null +++ b/data/briefings/provenance/sector_1/prompts/sector_1_wave_1.txt @@ -0,0 +1,8 @@ +Use case: illustration-story +Asset type: a single cinematic mission briefing illustration for RustRaptor, Original Bravo Sector 1 / Wave 1; no lettering. Final composition wide 16:10, intended 1280 by 800. +Input image 1 is STYLE AND AIRCRAFT reference only: use the restrained hand-painted 1990s shooter box-art realism, precise mechanical panels, readable compact steel-gray twin-engine strike fighter and atmospheric cinematic lighting. Do not copy its huge cliff fortress, cannons or storm; those are not this mission. +Input image 2 is a READ-ONLY Original terrain theme contact sheet. Only its FIRST ROW (base:sector_1_wave_1) guides this new landscape: broad teal ocean, low reddish-brown rocky islands, sparse small coastal industrial installations, an open-water approach. It is not an atlas to reproduce or a screenshot to paint over. +Scene: an expansive desaturated turquoise sea leads toward a low broken reddish-brown island shoreline, with a few modest steel-gray coastal depot roofs in the middle distance. This is mainly open water, low rocky islets and very sparse scrub, not an enormous fortress. Distant coastline and sea channels remain visible as large clear shapes. +Subject and framing: one coherent compact steel-gray twin-engine Raptor-like strike fighter in the lower-left foreground, banking gently toward the upper right and the distant islands. A single connected fuselage, one cockpit, exactly two main wings, two rear engine nacelles, paired believable tail fins; symmetric mechanical construction in correct perspective, fully visible wing tips, no fused or extra aircraft parts. Warm restrained engine glow. Aircraft occupies roughly the lower-left two-fifths; the islands and a signature small coastal installation occupy center-right. Keep fighter and terrain cues legible within the centered middle 75 percent of the image height, for a tiny briefing thumbnail. +Style and light: detailed but restrained hand-painted military science-fiction game art, atmospheric depth, steel gray, navy/desaturated teal water, muted amber industrial lights. Soft late-afternoon cloud-filtered light and a pale horizon differentiate this open-water mission from the reference thunderstorm. Strong broad value groups read at 320 by 200; no busy micro-detail as the only distinction. +Constraints: exactly ONE full landscape image, no grid, no panels, no atlas, no labels, no text, no logos, no HUD, no borders or watermark. No other aircraft, no new enemy design, no explicit new mission objective, no gigantic fortress or invented naval boss. No clipped fighter. Preserve the landscape theme from the Original first row while creating a genuinely new illustration. diff --git a/data/briefings/provenance/sector_1/prompts/sector_1_wave_2.txt b/data/briefings/provenance/sector_1/prompts/sector_1_wave_2.txt new file mode 100644 index 00000000..2e7f6dc1 --- /dev/null +++ b/data/briefings/provenance/sector_1/prompts/sector_1_wave_2.txt @@ -0,0 +1,9 @@ +Use case: illustration-story +Asset type: ONE new cinematic mission briefing illustration for RustRaptor, Original Bravo Sector 1 / Wave 2, wide 16:10 landscape intended 1280 by 800, no lettering. +Input image 1: STYLE AND SAME-AIRCRAFT reference only. Match the restrained hand-painted 1990s shooter box-art realism, crisp military aircraft silhouette, fine mechanical panel detail, atmospheric depth and believable lighting. Do not simply copy the Stormwall cliff-gun environment. +Input image 2: READ-ONLY Original terrain contact. Only ROW 2, labelled base:sector_1_wave_2, guides the actual mission environment. The contact sheet is not an image to reproduce, not a grid output, not a gameplay screenshot. Actual theme: Teal island channels and reddish-brown headlands, coastal wharf and small industrial platforms. +Scene: A branching turquoise channel between low red-brown rocky headlands; one modest working wharf with short concrete piers and small steel industrial platforms forms a clear silhouette at center-right. More intertwined island-water geometry and dock structures than the open-water first mission. Sparse scrub, sea visible beyond; no mountainous fortress. +Shared foreground subject: exactly one compact steel-gray twin-engine Raptor-like strike fighter, the same fighter design as image1, in the lower-left foreground banking toward the upper right. One connected fuselage, one cockpit, exactly two coherent main wings and two rear engine nacelles, believable paired tail fins and symmetric mechanical construction in perspective. Complete unobscured silhouette; no extra wings, extra engine, detached or fused parts. Restrained warm twin engine glow. No other aircraft or new enemy design. +Composition: an oblique cinematic landscape with fighter in the lower-left two-fifths, recognisable mission-specific destination at center-right and background depth. Keep all aircraft wing tips and the signature environment features inside the centered middle75percent of imageheight so they survive a132by70 centered menuthumbnail. Broad value shapes must read at320by200. No contact sheet, collage or panels. +Light and mood: Cool clear daylight with low slate clouds and a brighter gap over the distant channel. Shared accents are navy, desaturated teal, steel gray and muted amber; ground colors follow the mission, with brown sparse scrub rather than lush jungle. Ground/roof/water proportions must follow this row, not force an ocean view into landward missions. +Constraints: create one genuinely new full illustration for this mission. No text, labels, numbers, signs, logos, HUD, borders or watermark. Do not invent factual mission objectives, enemy designs, new giant weapons or unrelated architecture. No visible explosions or fireworks obscuring the destination. Crisp readable aircraft and large scenery masses; a deliberate illustration rather than a screenshot. diff --git a/data/briefings/provenance/sector_1/prompts/sector_1_wave_3.txt b/data/briefings/provenance/sector_1/prompts/sector_1_wave_3.txt new file mode 100644 index 00000000..24b570a1 --- /dev/null +++ b/data/briefings/provenance/sector_1/prompts/sector_1_wave_3.txt @@ -0,0 +1,9 @@ +Use case: illustration-story +Asset type: ONE new cinematic mission briefing illustration for RustRaptor, Original Bravo Sector 1 / Wave 3, wide 16:10 landscape intended 1280 by 800, no lettering. +Input image 1: STYLE AND SAME-AIRCRAFT reference only. Match the restrained hand-painted 1990s shooter box-art realism, crisp military aircraft silhouette, fine mechanical panel detail, atmospheric depth and believable lighting. Do not simply copy the Stormwall cliff-gun environment. +Input image 2: READ-ONLY Original terrain contact. Only ROW 3, labelled base:sector_1_wave_3, guides the actual mission environment. The contact sheet is not an image to reproduce, not a grid output, not a gameplay screenshot. Actual theme: Brown rocky coastal landmass with narrow turquoise inlets, sparse scrub and light industrial roofs. +Scene: Mostly reddish-brown rocky land in the mid-ground and background, cut by two narrow turquoise inlets; sparse olive scrub and a few low pale-gray industrial roof blocks along a dusty roadway. The narrow inlets and the broad landmass are the main readable shapes, not an ocean panorama or dense port. +Shared foreground subject: exactly one compact steel-gray twin-engine Raptor-like strike fighter, the same fighter design as image1, in the lower-left foreground banking toward the upper right. One connected fuselage, one cockpit, exactly two coherent main wings and two rear engine nacelles, believable paired tail fins and symmetric mechanical construction in perspective. Complete unobscured silhouette; no extra wings, extra engine, detached or fused parts. Restrained warm twin engine glow. No other aircraft or new enemy design. +Composition: an oblique cinematic landscape with fighter in the lower-left two-fifths, recognisable mission-specific destination at center-right and background depth. Keep all aircraft wing tips and the signature environment features inside the centered middle75percent of imageheight so they survive a132by70 centered menuthumbnail. Broad value shapes must read at320by200. No contact sheet, collage or panels. +Light and mood: Warm dry midday light, a little coastal haze; desaturated brown earth contrasts with the slim teal water. Shared accents are navy, desaturated teal, steel gray and muted amber; ground colors follow the mission, with brown sparse scrub rather than lush jungle. Ground/roof/water proportions must follow this row, not force an ocean view into landward missions. +Constraints: create one genuinely new full illustration for this mission. No text, labels, numbers, signs, logos, HUD, borders or watermark. Do not invent factual mission objectives, enemy designs, new giant weapons or unrelated architecture. No visible explosions or fireworks obscuring the destination. Crisp readable aircraft and large scenery masses; a deliberate illustration rather than a screenshot. diff --git a/data/briefings/provenance/sector_1/prompts/sector_1_wave_4.txt b/data/briefings/provenance/sector_1/prompts/sector_1_wave_4.txt new file mode 100644 index 00000000..bc8b8a61 --- /dev/null +++ b/data/briefings/provenance/sector_1/prompts/sector_1_wave_4.txt @@ -0,0 +1,9 @@ +Use case: illustration-story +Asset type: ONE new cinematic mission briefing illustration for RustRaptor, Original Bravo Sector 1 / Wave 4, wide 16:10 landscape intended 1280 by 800, no lettering. +Input image 1: STYLE AND SAME-AIRCRAFT reference only. Match the restrained hand-painted 1990s shooter box-art realism, crisp military aircraft silhouette, fine mechanical panel detail, atmospheric depth and believable lighting. Do not simply copy the Stormwall cliff-gun environment. +Input image 2: READ-ONLY Original terrain contact. Only ROW 4, labelled base:sector_1_wave_4, guides the actual mission environment. The contact sheet is not an image to reproduce, not a grid output, not a gameplay screenshot. Actual theme: Rugged brown shore, an isolated blue lagoon, scattered coastal depot buildings. +Scene: A rugged low reddish-brown peninsula encloses one distinctive isolated rounded blue-turquoise lagoon near center-right. A few separated gray depot buildings sit on the surrounding rocky shore with sparse scrub. Keep the lagoon readable as a sheltered pool distinct from distant open sea, not a long canal, huge industrial city or invented special installation. +Shared foreground subject: exactly one compact steel-gray twin-engine Raptor-like strike fighter, the same fighter design as image1, in the lower-left foreground banking toward the upper right. One connected fuselage, one cockpit, exactly two coherent main wings and two rear engine nacelles, believable paired tail fins and symmetric mechanical construction in perspective. Complete unobscured silhouette; no extra wings, extra engine, detached or fused parts. Restrained warm twin engine glow. No other aircraft or new enemy design. +Composition: an oblique cinematic landscape with fighter in the lower-left two-fifths, recognisable mission-specific destination at center-right and background depth. Keep all aircraft wing tips and the signature environment features inside the centered middle75percent of imageheight so they survive a132by70 centered menuthumbnail. Broad value shapes must read at320by200. No contact sheet, collage or panels. +Light and mood: Pale dawn light and soft blue atmospheric depth, restrained warm highlights on the low depot roofs. Shared accents are navy, desaturated teal, steel gray and muted amber; ground colors follow the mission, with brown sparse scrub rather than lush jungle. Ground/roof/water proportions must follow this row, not force an ocean view into landward missions. +Constraints: create one genuinely new full illustration for this mission. No text, labels, numbers, signs, logos, HUD, borders or watermark. Do not invent factual mission objectives, enemy designs, new giant weapons or unrelated architecture. No visible explosions or fireworks obscuring the destination. Crisp readable aircraft and large scenery masses; a deliberate illustration rather than a screenshot. diff --git a/data/briefings/provenance/sector_1/prompts/sector_1_wave_5.txt b/data/briefings/provenance/sector_1/prompts/sector_1_wave_5.txt new file mode 100644 index 00000000..206fc303 --- /dev/null +++ b/data/briefings/provenance/sector_1/prompts/sector_1_wave_5.txt @@ -0,0 +1,9 @@ +Use case: illustration-story +Asset type: ONE new cinematic mission briefing illustration for RustRaptor, Original Bravo Sector 1 / Wave 5, wide 16:10 landscape intended 1280 by 800, no lettering. +Input image 1: STYLE AND SAME-AIRCRAFT reference only. Match the restrained hand-painted 1990s shooter box-art realism, crisp military aircraft silhouette, fine mechanical panel detail, atmospheric depth and believable lighting. Do not simply copy the Stormwall cliff-gun environment. +Input image 2: READ-ONLY Original terrain contact. Only ROW 5, labelled base:sector_1_wave_5, guides the actual mission environment. The contact sheet is not an image to reproduce, not a grid output, not a gameplay screenshot. Actual theme: Brown scrubland and gray industrial compounds and roads, coastline only at the edge; landward strike. +Scene: A landward view dominated by dusty brown scrubland, a few broad steel-gray industrial compounds, low warehouses and intersecting gray roads. Sparse green-brown scrub patches between structures; just a narrow glimpse of teal coast at the far edge. Most of the illustration must be land and industrial roofs, not water or a new coastal fortress. +Shared foreground subject: exactly one compact steel-gray twin-engine Raptor-like strike fighter, the same fighter design as image1, in the lower-left foreground banking toward the upper right. One connected fuselage, one cockpit, exactly two coherent main wings and two rear engine nacelles, believable paired tail fins and symmetric mechanical construction in perspective. Complete unobscured silhouette; no extra wings, extra engine, detached or fused parts. Restrained warm twin engine glow. No other aircraft or new enemy design. +Composition: an oblique cinematic landscape with fighter in the lower-left two-fifths, recognisable mission-specific destination at center-right and background depth. Keep all aircraft wing tips and the signature environment features inside the centered middle75percent of imageheight so they survive a132by70 centered menuthumbnail. Broad value shapes must read at320by200. No contact sheet, collage or panels. +Light and mood: Dry dusty overcast daylight with sun catching a few concrete roof edges; readable gray building blocks against brown ground. Shared accents are navy, desaturated teal, steel gray and muted amber; ground colors follow the mission, with brown sparse scrub rather than lush jungle. Ground/roof/water proportions must follow this row, not force an ocean view into landward missions. +Constraints: create one genuinely new full illustration for this mission. No text, labels, numbers, signs, logos, HUD, borders or watermark. Do not invent factual mission objectives, enemy designs, new giant weapons or unrelated architecture. No visible explosions or fireworks obscuring the destination. Crisp readable aircraft and large scenery masses; a deliberate illustration rather than a screenshot. diff --git a/data/briefings/provenance/sector_1/prompts/sector_1_wave_6.txt b/data/briefings/provenance/sector_1/prompts/sector_1_wave_6.txt new file mode 100644 index 00000000..722eac7b --- /dev/null +++ b/data/briefings/provenance/sector_1/prompts/sector_1_wave_6.txt @@ -0,0 +1,9 @@ +Use case: illustration-story +Asset type: ONE new cinematic mission briefing illustration for RustRaptor, Original Bravo Sector 1 / Wave 6, wide 16:10 landscape intended 1280 by 800, no lettering. +Input image 1: STYLE AND SAME-AIRCRAFT reference only. Match the restrained hand-painted 1990s shooter box-art realism, crisp military aircraft silhouette, fine mechanical panel detail, atmospheric depth and believable lighting. Do not simply copy the Stormwall cliff-gun environment. +Input image 2: READ-ONLY Original terrain contact. Only ROW 6, labelled base:sector_1_wave_6, guides the actual mission environment. The contact sheet is not an image to reproduce, not a grid output, not a gameplay screenshot. Actual theme: Brown coastal industrial settlement, pale angular warehouse roofs, a narrow turquoise bay. +Scene: A low coastal settlement on reddish-brown earth with a distinctive cluster of pale angular and sawtooth warehouse roofs, short gray roads and a narrow turquoise bay curling inward at center-right. Surrounding terrain remains brown and sparsely vegetated. The angular pale roof cluster and bay must remain recognizable when reduced, not anonymous sea and cliffs. +Shared foreground subject: exactly one compact steel-gray twin-engine Raptor-like strike fighter, the same fighter design as image1, in the lower-left foreground banking toward the upper right. One connected fuselage, one cockpit, exactly two coherent main wings and two rear engine nacelles, believable paired tail fins and symmetric mechanical construction in perspective. Complete unobscured silhouette; no extra wings, extra engine, detached or fused parts. Restrained warm twin engine glow. No other aircraft or new enemy design. +Composition: an oblique cinematic landscape with fighter in the lower-left two-fifths, recognisable mission-specific destination at center-right and background depth. Keep all aircraft wing tips and the signature environment features inside the centered middle75percent of imageheight so they survive a132by70 centered menuthumbnail. Broad value shapes must read at320by200. No contact sheet, collage or panels. +Light and mood: Hazy daylight and muted amber industrial windows, with soft blue-gray clouds and a warm horizon. Shared accents are navy, desaturated teal, steel gray and muted amber; ground colors follow the mission, with brown sparse scrub rather than lush jungle. Ground/roof/water proportions must follow this row, not force an ocean view into landward missions. +Constraints: create one genuinely new full illustration for this mission. No text, labels, numbers, signs, logos, HUD, borders or watermark. Do not invent factual mission objectives, enemy designs, new giant weapons or unrelated architecture. No visible explosions or fireworks obscuring the destination. Crisp readable aircraft and large scenery masses; a deliberate illustration rather than a screenshot. diff --git a/data/briefings/provenance/sector_1/prompts/sector_1_wave_7.txt b/data/briefings/provenance/sector_1/prompts/sector_1_wave_7.txt new file mode 100644 index 00000000..b8e9e1ee --- /dev/null +++ b/data/briefings/provenance/sector_1/prompts/sector_1_wave_7.txt @@ -0,0 +1,9 @@ +Use case: illustration-story +Asset type: ONE new cinematic mission briefing illustration for RustRaptor, Original Bravo Sector 1 / Wave 7, wide 16:10 landscape intended 1280 by 800, no lettering. +Input image 1: STYLE AND SAME-AIRCRAFT reference only. Match the restrained hand-painted 1990s shooter box-art realism, crisp military aircraft silhouette, fine mechanical panel detail, atmospheric depth and believable lighting. Do not simply copy the Stormwall cliff-gun environment. +Input image 2: READ-ONLY Original terrain contact. Only ROW 7, labelled base:sector_1_wave_7, guides the actual mission environment. The contact sheet is not an image to reproduce, not a grid output, not a gameplay screenshot. Actual theme: Brown headland cut by a winding blue channel, paved coastal airfield or apron and installations. +Scene: A low brown rocky headland bisected by a winding blue-turquoise channel, with a visible broad gray paved coastal airfield apron and angular low industrial installations on the right bank. Readable apron geometry and the serpentine channel define the image; no invented runway numbers, new aircraft, enemy vehicles or oversized weapons. +Shared foreground subject: exactly one compact steel-gray twin-engine Raptor-like strike fighter, the same fighter design as image1, in the lower-left foreground banking toward the upper right. One connected fuselage, one cockpit, exactly two coherent main wings and two rear engine nacelles, believable paired tail fins and symmetric mechanical construction in perspective. Complete unobscured silhouette; no extra wings, extra engine, detached or fused parts. Restrained warm twin engine glow. No other aircraft or new enemy design. +Composition: an oblique cinematic landscape with fighter in the lower-left two-fifths, recognisable mission-specific destination at center-right and background depth. Keep all aircraft wing tips and the signature environment features inside the centered middle75percent of imageheight so they survive a132by70 centered menuthumbnail. Broad value shapes must read at320by200. No contact sheet, collage or panels. +Light and mood: Cool bright light after passing clouds, subtle moist reflections on paved surfaces, clear dark channel against brown land. Shared accents are navy, desaturated teal, steel gray and muted amber; ground colors follow the mission, with brown sparse scrub rather than lush jungle. Ground/roof/water proportions must follow this row, not force an ocean view into landward missions. +Constraints: create one genuinely new full illustration for this mission. No text, labels, numbers, signs, logos, HUD, borders or watermark. Do not invent factual mission objectives, enemy designs, new giant weapons or unrelated architecture. No visible explosions or fireworks obscuring the destination. Crisp readable aircraft and large scenery masses; a deliberate illustration rather than a screenshot. diff --git a/data/briefings/provenance/sector_1/prompts/sector_1_wave_8.txt b/data/briefings/provenance/sector_1/prompts/sector_1_wave_8.txt new file mode 100644 index 00000000..710ced3f --- /dev/null +++ b/data/briefings/provenance/sector_1/prompts/sector_1_wave_8.txt @@ -0,0 +1,9 @@ +Use case: illustration-story +Asset type: ONE new cinematic mission briefing illustration for RustRaptor, Original Bravo Sector 1 / Wave 8, wide 16:10 landscape intended 1280 by 800, no lettering. +Input image 1: STYLE AND SAME-AIRCRAFT reference only. Match the restrained hand-painted 1990s shooter box-art realism, crisp military aircraft silhouette, fine mechanical panel detail, atmospheric depth and believable lighting. Do not simply copy the Stormwall cliff-gun environment. +Input image 2: READ-ONLY Original terrain contact. Only ROW 8, labelled base:sector_1_wave_8, guides the actual mission environment. The contact sheet is not an image to reproduce, not a grid output, not a gameplay screenshot. Actual theme: Dense steel-gray industrial or port works on brown land, roadways and a small shoreline. +Scene: Dense low steel-gray port and industrial works dominate brown coastal land: interlocking warehouses, rectangular machinery roofs, concrete loading yards, service roads and a few modest gantries. Only a small shoreline and a sliver of teal water remain visible at the edge. Make the heavy gray industrial mass and road network the signature, without skyscrapers or invented futuristic machinery. +Shared foreground subject: exactly one compact steel-gray twin-engine Raptor-like strike fighter, the same fighter design as image1, in the lower-left foreground banking toward the upper right. One connected fuselage, one cockpit, exactly two coherent main wings and two rear engine nacelles, believable paired tail fins and symmetric mechanical construction in perspective. Complete unobscured silhouette; no extra wings, extra engine, detached or fused parts. Restrained warm twin engine glow. No other aircraft or new enemy design. +Composition: an oblique cinematic landscape with fighter in the lower-left two-fifths, recognisable mission-specific destination at center-right and background depth. Keep all aircraft wing tips and the signature environment features inside the centered middle75percent of imageheight so they survive a132by70 centered menuthumbnail. Broad value shapes must read at320by200. No contact sheet, collage or panels. +Light and mood: Soft slate-blue overcast light with a few restrained amber lamps; strong broad gray roof values and warm brown ground. Shared accents are navy, desaturated teal, steel gray and muted amber; ground colors follow the mission, with brown sparse scrub rather than lush jungle. Ground/roof/water proportions must follow this row, not force an ocean view into landward missions. +Constraints: create one genuinely new full illustration for this mission. No text, labels, numbers, signs, logos, HUD, borders or watermark. Do not invent factual mission objectives, enemy designs, new giant weapons or unrelated architecture. No visible explosions or fireworks obscuring the destination. Crisp readable aircraft and large scenery masses; a deliberate illustration rather than a screenshot. diff --git a/data/briefings/provenance/sector_1/prompts/sector_1_wave_9.txt b/data/briefings/provenance/sector_1/prompts/sector_1_wave_9.txt new file mode 100644 index 00000000..54f79d7e --- /dev/null +++ b/data/briefings/provenance/sector_1/prompts/sector_1_wave_9.txt @@ -0,0 +1,9 @@ +Use case: illustration-story +Asset type: ONE new cinematic mission briefing illustration for RustRaptor, Original Bravo Sector 1 / Wave 9, wide 16:10 landscape intended 1280 by 800, no lettering. +Input image 1: STYLE AND SAME-AIRCRAFT reference only. Match the restrained hand-painted 1990s shooter box-art realism, crisp military aircraft silhouette, fine mechanical panel detail, atmospheric depth and believable lighting. Do not simply copy the Stormwall cliff-gun environment. +Input image 2: READ-ONLY Original terrain contact. Only ROW 9, labelled base:sector_1_wave_9, guides the actual mission environment. The contact sheet is not an image to reproduce, not a grid output, not a gameplay screenshot. Actual theme: Ocean approach to a large gray fortified dock and harbor on a brown island, concrete gantries and sea channels. +Scene: A wide teal ocean approach leads toward a substantial steel-gray fortified harbor complex on a low reddish-brown island: broad concrete docks, angular sea channels, high gray loading gantries and layered industrial roofs. Large connected dock geometry at center-right dominates the destination, with navigable-looking sea channels as clear shapes. This is an industrial harbor, not the reference mountainous cliff battery; no new giant guns, boss design, naval fleet or narrative objective. +Shared foreground subject: exactly one compact steel-gray twin-engine Raptor-like strike fighter, the same fighter design as image1, in the lower-left foreground banking toward the upper right. One connected fuselage, one cockpit, exactly two coherent main wings and two rear engine nacelles, believable paired tail fins and symmetric mechanical construction in perspective. Complete unobscured silhouette; no extra wings, extra engine, detached or fused parts. Restrained warm twin engine glow. No other aircraft or new enemy design. +Composition: an oblique cinematic landscape with fighter in the lower-left two-fifths, recognisable mission-specific destination at center-right and background depth. Keep all aircraft wing tips and the signature environment features inside the centered middle75percent of imageheight so they survive a132by70 centered menuthumbnail. Broad value shapes must read at320by200. No contact sheet, collage or panels. +Light and mood: Cinematic cool late-afternoon light breaking over the harbor through broad clouds, muted amber lamps inside dark concrete recesses, restrained atmosphere. Shared accents are navy, desaturated teal, steel gray and muted amber; ground colors follow the mission, with brown sparse scrub rather than lush jungle. Ground/roof/water proportions must follow this row, not force an ocean view into landward missions. +Constraints: create one genuinely new full illustration for this mission. No text, labels, numbers, signs, logos, HUD, borders or watermark. Do not invent factual mission objectives, enemy designs, new giant weapons or unrelated architecture. No visible explosions or fireworks obscuring the destination. Crisp readable aircraft and large scenery masses; a deliberate illustration rather than a screenshot. diff --git a/data/briefings/provenance/sector_1/recipes/sector_1_wave_1.json b/data/briefings/provenance/sector_1/recipes/sector_1_wave_1.json new file mode 100644 index 00000000..8ab586a2 --- /dev/null +++ b/data/briefings/provenance/sector_1/recipes/sector_1_wave_1.json @@ -0,0 +1,62 @@ +{ + "format_version": 1, + "mission_id": "base:sector_1_wave_1", + "asset_type": "new_cinematic_mission_briefing_not_original_sprite_HD_credit", + "provider": "built_in_imagegen", + "actual_calls": 1, + "actual_provider_primitive_receipt": "generation/sector_1_wave_1.safe-provider-and-gate.json", + "source_builtin_file": "/home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb/exec-70b3fdb8-2032-40f5-a210-3b4caa70dd66.png", + "untouched_master": "masters/sector_1_wave_1.raw.png", + "untouched_master_sha256": "80b704ce2e60acfcd5b2b9b540253cf3089b6445138dd59c56fc5905abb2a768", + 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+ "utc": "2026-10-18T10:14:03.728023+00:00" +} diff --git a/data/briefings/provenance/sector_1/recipes/sector_1_wave_2.json b/data/briefings/provenance/sector_1/recipes/sector_1_wave_2.json new file mode 100644 index 00000000..17eb0b34 --- /dev/null +++ b/data/briefings/provenance/sector_1/recipes/sector_1_wave_2.json @@ -0,0 +1,62 @@ +{ + "format_version": 1, + "mission_id": "base:sector_1_wave_2", + "asset_type": "new_cinematic_mission_briefing_not_original_sprite_HD_credit", + "provider": "built_in_imagegen", + "actual_calls": 1, + "actual_provider_primitive_receipt": "generation/sector_1_wave_2.safe-provider-and-gate.json", + "source_builtin_file": "/home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb/exec-5518df09-327b-47e1-a8bb-d6e11cdad286.png", + "untouched_master": "masters/sector_1_wave_2.raw.png", + "untouched_master_sha256": "405196ca1dcebde98d595eaef4b8b3ca7d59236c7f210f7134bbaa02f4752a34", + "master_dimensions": [ + 1586, + 992 + ], + 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a/data/briefings/provenance/sector_1/recipes/sector_1_wave_4.json b/data/briefings/provenance/sector_1/recipes/sector_1_wave_4.json new file mode 100644 index 00000000..f74e74c4 --- /dev/null +++ b/data/briefings/provenance/sector_1/recipes/sector_1_wave_4.json @@ -0,0 +1,62 @@ +{ + "format_version": 1, + "mission_id": "base:sector_1_wave_4", + "asset_type": "new_cinematic_mission_briefing_not_original_sprite_HD_credit", + "provider": "built_in_imagegen", + "actual_calls": 1, + "actual_provider_primitive_receipt": "generation/sector_1_wave_4.safe-provider-and-gate.json", + "source_builtin_file": "/home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb/exec-c0e1bd09-b982-4cde-a98d-7c6537dd591c.png", + "untouched_master": "masters/sector_1_wave_4.raw.png", + "untouched_master_sha256": "de1129b813b47daab0451821c8ea8f6c46cb7445b25f3db13a14ed23c5420164", + "master_dimensions": [ + 1586, + 992 + ], + "integer_exact16to10_center_crop": [ + 1, + 1, + 1585, + 991 + ], + 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a/data/briefings/provenance/sector_1/recipes/sector_1_wave_6.json b/data/briefings/provenance/sector_1/recipes/sector_1_wave_6.json new file mode 100644 index 00000000..d6c96307 --- /dev/null +++ b/data/briefings/provenance/sector_1/recipes/sector_1_wave_6.json @@ -0,0 +1,62 @@ +{ + "format_version": 1, + "mission_id": "base:sector_1_wave_6", + "asset_type": "new_cinematic_mission_briefing_not_original_sprite_HD_credit", + "provider": "built_in_imagegen", + "actual_calls": 1, + "actual_provider_primitive_receipt": "generation/sector_1_wave_6.safe-provider-and-gate.json", + "source_builtin_file": "/home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb/exec-4c44a463-0fa4-4b39-8bc1-8b3dafe75550.png", + "untouched_master": "masters/sector_1_wave_6.raw.png", + "untouched_master_sha256": "af4701eeb1ff907c83464c7792ac1512f95b6ae63fe9e1cd122b884572110144", + "master_dimensions": [ + 1586, + 992 + ], + "integer_exact16to10_center_crop": [ + 1, + 1, + 1585, + 991 + ], + 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a/data/briefings/provenance/sector_1/recipes/sector_1_wave_7.json b/data/briefings/provenance/sector_1/recipes/sector_1_wave_7.json new file mode 100644 index 00000000..31f6218c --- /dev/null +++ b/data/briefings/provenance/sector_1/recipes/sector_1_wave_7.json @@ -0,0 +1,62 @@ +{ + "format_version": 1, + "mission_id": "base:sector_1_wave_7", + "asset_type": "new_cinematic_mission_briefing_not_original_sprite_HD_credit", + "provider": "built_in_imagegen", + "actual_calls": 1, + "actual_provider_primitive_receipt": "generation/sector_1_wave_7.safe-provider-and-gate.json", + "source_builtin_file": "/home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb/exec-9ed79586-4478-40af-8d8b-9a7607292330.png", + "untouched_master": "masters/sector_1_wave_7.raw.png", + "untouched_master_sha256": "944ab461485f70f02c6437f3679ea36f0173627126bfc11c832ac11ece8b98d7", + "master_dimensions": [ + 1586, + 992 + ], + "integer_exact16to10_center_crop": [ + 1, + 1, + 1585, + 991 + ], + 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a/data/briefings/provenance/sector_1/recipes/sector_1_wave_8.json b/data/briefings/provenance/sector_1/recipes/sector_1_wave_8.json new file mode 100644 index 00000000..23843fac --- /dev/null +++ b/data/briefings/provenance/sector_1/recipes/sector_1_wave_8.json @@ -0,0 +1,62 @@ +{ + "format_version": 1, + "mission_id": "base:sector_1_wave_8", + "asset_type": "new_cinematic_mission_briefing_not_original_sprite_HD_credit", + "provider": "built_in_imagegen", + "actual_calls": 1, + "actual_provider_primitive_receipt": "generation/sector_1_wave_8.safe-provider-and-gate.json", + "source_builtin_file": "/home/quintine/.codex/generated_images/01a14e4c-8faa-73b3-a56b-a7f5174864cb/exec-be94b272-eb23-4e65-88bb-8e21b1c8a898.png", + "untouched_master": "masters/sector_1_wave_8.raw.png", + "untouched_master_sha256": "38142567e53bbaf9530c216bd76470d5ad76bf72bac7686a021c43d402860eed", + "master_dimensions": [ + 1586, + 992 + ], + "integer_exact16to10_center_crop": [ + 1, + 1, + 1585, + 991 + ], + 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No extra detached wing/engine observed.", + "theme": "Large fortified concrete harbor/dock geometry, gantries and ocean approach.", + "readability": "Fighter, twin exhausts and broad mission environment distinguishable at SD and actual132x70centeredthumbnail.", + "text_HUD_logo_or_invented_boss_observed": false + } + ], + "material_limits": [ + "These are new cinematic interpretations of Source terrain themes, not exact MAP screenshots or promises about new gameplay objectives.", + "The gray aircraft composition intentionally stays consistent; scenery, ground/water proportions and lighting provide mission distinctions.", + "Fine roof/crane/mechanical details reduce into broad masses at132x70; exact menus should still show the unchanged mission names.", + "Warm/cool lighting and distant atmospheric scenery are illustration choices; they do not change mission time, data or objectives.", + "No Original sprite or Terrain remaster coverage is added by these9newbriefings." + ], + "utc": 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a/data/briefings/provenance/sector_1/review/sector_1_wave_7_menu132x70.png b/data/briefings/provenance/sector_1/review/sector_1_wave_7_menu132x70.png new file mode 100644 index 00000000..6690f83c Binary files /dev/null and b/data/briefings/provenance/sector_1/review/sector_1_wave_7_menu132x70.png differ diff --git a/data/briefings/provenance/sector_1/review/sector_1_wave_8_menu132x70.png b/data/briefings/provenance/sector_1/review/sector_1_wave_8_menu132x70.png new file mode 100644 index 00000000..26b56334 Binary files /dev/null and b/data/briefings/provenance/sector_1/review/sector_1_wave_8_menu132x70.png differ diff --git a/data/briefings/provenance/sector_1/review/sector_1_wave_9_menu132x70.png b/data/briefings/provenance/sector_1/review/sector_1_wave_9_menu132x70.png new file mode 100644 index 00000000..515b5dd0 Binary files /dev/null and b/data/briefings/provenance/sector_1/review/sector_1_wave_9_menu132x70.png differ diff --git a/data/briefings/provenance/sector_1/verify_briefing_derivatives.py b/data/briefings/provenance/sector_1/verify_briefing_derivatives.py new file mode 100644 index 00000000..35f769fc --- /dev/null +++ b/data/briefings/provenance/sector_1/verify_briefing_derivatives.py @@ -0,0 +1,34 @@ +"""Read-only check of archived masters and deterministic HD/SD compositions.""" +from pathlib import Path +import argparse, hashlib, json +from PIL import Image + +parser = argparse.ArgumentParser(description=__doc__) +group = parser.add_mutually_exclusive_group(required=True) +group.add_argument('--private-package', type=Path) +group.add_argument('--game-root', type=Path) +args = parser.parse_args() +game = (args.private_package or args.game_root).resolve() +archive = game if args.private_package else game / 'data/briefings/provenance/sector_1' +sha = lambda p: hashlib.sha256(p.read_bytes()).hexdigest() +records = [] +for wave in range(1, 10): + recipe = json.loads((archive / f'recipes/sector_1_wave_{wave}.json').read_bytes()) + master = archive / recipe['untouched_master'] + assert sha(master) == recipe['untouched_master_sha256'] + with Image.open(master) as image: + image.load() + assert list(image.size) == recipe['master_dimensions'] + hd = image.convert('RGB').crop(recipe['integer_exact16to10_center_crop']).resize((1280, 800), Image.Resampling.LANCZOS) + sd = hd.resize((320, 200), Image.Resampling.LANCZOS) + for key, derived in [('HD', hd), ('SD', sd)]: + path = game / recipe[key]['path'] + assert sha(path) == recipe[key]['sha256'] + with Image.open(path) as actual: + actual.load() + assert actual.format == 'PNG' and actual.size == derived.size + assert actual.convert('RGB').tobytes() == derived.tobytes() + records.append(dict(mission_id=recipe['mission_id'], HD=True, SD=True, unchanged_master=True)) +print(json.dumps(dict(status='PASS', missions=9, unchanged_masters=9, runtime_images=18, + exact_derivative_RGB=True, mode='private_package' if args.private_package else 'self_contained_game_root', + Pillow_version=Image.__version__, records=records), indent=2)) diff --git a/data/briefings/sector_1_wave_1_hd.png b/data/briefings/sector_1_wave_1_hd.png new file mode 100644 index 00000000..f046b0ec Binary files /dev/null and b/data/briefings/sector_1_wave_1_hd.png differ diff --git a/data/briefings/sector_1_wave_1_sd.png b/data/briefings/sector_1_wave_1_sd.png new file mode 100644 index 00000000..de507164 Binary files /dev/null and b/data/briefings/sector_1_wave_1_sd.png differ diff --git a/data/briefings/sector_1_wave_2_hd.png b/data/briefings/sector_1_wave_2_hd.png new file mode 100644 index 00000000..bf7a4fdd Binary files /dev/null and b/data/briefings/sector_1_wave_2_hd.png differ diff --git a/data/briefings/sector_1_wave_2_sd.png b/data/briefings/sector_1_wave_2_sd.png new file mode 100644 index 00000000..5e4548f0 Binary files /dev/null and b/data/briefings/sector_1_wave_2_sd.png differ diff --git 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b/data/briefings/sector_3_wave_8_sd.png new file mode 100644 index 00000000..2e717b77 Binary files /dev/null and b/data/briefings/sector_3_wave_8_sd.png differ diff --git a/data/briefings/sector_3_wave_9_hd.png b/data/briefings/sector_3_wave_9_hd.png new file mode 100644 index 00000000..feb912e3 Binary files /dev/null and b/data/briefings/sector_3_wave_9_hd.png differ diff --git a/data/briefings/sector_3_wave_9_sd.png b/data/briefings/sector_3_wave_9_sd.png new file mode 100644 index 00000000..2d00465f Binary files /dev/null and b/data/briefings/sector_3_wave_9_sd.png differ diff --git a/docs/iron-coast-retune.md b/docs/iron-coast-retune.md index 6e5b0fe1..edca4c42 100644 --- a/docs/iron-coast-retune.md +++ b/docs/iron-coast-retune.md @@ -180,7 +180,7 @@ checks do not establish every loadout’s balance or hardware audio quality. ## Using the update -Enable **Iron Coast — Complete Campaign** or **Iron Coast II — Black Tide** in +Enable **Iron Coast S1: Complete Campaign** or **Iron Coast S2: Black Tide** in Mods and apply at the main menu. Dependencies select automatically. Existing pilots may receive the normal changed-mod warning; accepting it preserves saved equipment and progression. Use Ctrl to fire, Alt/Shift to cycle equipment, Z for diff --git a/docs/iron-coast-stage2-design.md b/docs/iron-coast-stage2-design.md index 618ede46..f8ece82d 100644 --- a/docs/iron-coast-stage2-design.md +++ b/docs/iron-coast-stage2-design.md @@ -1,11 +1,11 @@ -# Iron Coast II: Black Tide +# Iron Coast S2: Black Tide Stage 2 is an eight-sortie expansion built from independent local mods. It preserves the original 70/3 Hz simulation, native classic enemy movement and the normal shop, firing controls, shield economy and pilot saves. -Enable **Iron Coast II: Black Tide** in **Mods**, apply at the main menu, then -select **Nightbreak Inlet** in the Hangar's mission menu. Its dependency selection +Enable **Iron Coast S2: Black Tide** in **Mods**, apply at the main menu, then +select **Iron Coast S2 M01: Nightbreak Inlet** in the Hangar's mission menu. Its dependency selection includes the eight mission packages, their bosses and shared enemies, music and the two weapon packages. Enabling a single mission selects only its actual dependencies and leaves the other missions and optional weapons disabled. @@ -43,7 +43,8 @@ confirmation popup. target/range/cadence constraints. Their weapons and projectiles have separate IDs from their inventory items. -Every package uses API 1 and version 1.0.0. Stage 2 introduces no overrides +Every package uses API 1. The manifests record exact current versions; +mission and boss updates retain compatible 1.x dependency requirements. Stage 2 introduces no overrides of original or Stage 1 content. Mission scripts use `auto_complete=false`: elapsed duration does not grant victory. Required targets stay reachable; destroying them and the final boss earns the ending. Every sortie resets its diff --git a/docs/iron-coast.md b/docs/iron-coast.md index ca745dbd..88dad6e1 100644 --- a/docs/iron-coast.md +++ b/docs/iron-coast.md @@ -1,9 +1,8 @@ # Iron Coast content packages -Iron Coast Stage I contains six independently toggleable mission mods, five shared +Iron Coast Stage 1 contains six independently toggleable mission mods, five shared weapon and enemy mods, a shared soundtrack, six stage boss mods, and an optional -campaign assembly mod. Enable **Iron -Coast — Complete Campaign** (`iron_coast_campaign`) to select the full campaign +campaign assembly mod. Enable **Iron Coast S1: Complete Campaign** (`iron_coast_campaign`) to select the full campaign and its eighteen dependencies automatically. Each individual mission can also be enabled separately; it selects the five shared content mods, soundtrack and its own boss. Disabling a package also deselects unused dependencies. When this @@ -13,13 +12,49 @@ needed by another enabled mod remain selected. The Mods manager validates versio and dependency order and applies the change at the main menu. The new weapons can also be used in the original campaigns; the enemy packages can be referenced from other missions. -Stage II — **Black Tide** adds eight more independent missions, eight bosses, +Stage 2 — **Black Tide** adds eight more independent missions, eight bosses, three shared enemies, two weapons and a three-track soundtrack. Enable `iron_coast_stage2_campaign` to select that route and its dependencies. See [Black Tide’s package instructions](../mods/iron_coast_stage2_campaign/README.md). The [pacing and presentation update](iron-coast-retune.md) documents the current waves, enemy patterns, weapon feedback and all four difficulty comparisons. +## Mission names + +Mission packages and the mission menu share `Iron Coast S M: `. +Stages use S1 and S2; mission numbers are zero-padded within each stage. The +campaign packages are **Iron Coast S1: Complete Campaign** and +**Iron Coast S2: Black Tide**. Stable package IDs, mission IDs and dependency +IDs retain their original spelling. + +| Stage | Mission | Display name | +| --- | --- | --- | +| 1 | 01 | Iron Coast S1 M01: Breakwater | +| 1 | 02 | Iron Coast S1 M02: Tidal Relay | +| 1 | 03 | Iron Coast S1 M03: Saltworks Convoy | +| 1 | 04 | Iron Coast S1 M04: Stormwall | +| 1 | 05 | Iron Coast S1 M05: Cinder Docks | +| 1 | 06 | Iron Coast S1 M06: Iron Crown | +| 2 | 01 | Iron Coast S2 M01: Nightbreak Inlet | +| 2 | 02 | Iron Coast S2 M02: Undertow Run | +| 2 | 03 | Iron Coast S2 M03: Stormglass Refinery | +| 2 | 04 | Iron Coast S2 M04: Floodgate Zero | +| 2 | 05 | Iron Coast S2 M05: Skybreaker Arsenal | +| 2 | 06 | Iron Coast S2 M06: Emberwake Shipyards | +| 2 | 07 | Iron Coast S2 M07: Siege of the Iron Fleet | +| 2 | 08 | Iron Coast S2 M08: Black Tide | + +These labels also identify the standalone Stage 2 campaign entries. The Stage 1 +campaign is **Iron Coast S1**, whether Breakwater is enabled alone or the full +six-mission assembly is selected. Artwork, scripts, objectives, waves, rewards +and equipment are unchanged by this naming update. + +Changing these display labels changes package content hashes, including when +package versions are unchanged. Existing pilots therefore show the normal changed-mod +confirmation. Accept it only when ready to use the updated packages; stable IDs +preserve equipment and progression, and the game keeps its normal original-save +backup before the next write. This update does not modify pilot files. + | Package | Content | | --- | --- | | `iron_coast_campaign` | Links all six missions into one campaign without replacing mission scripts or artwork | diff --git a/docs/modding-api.md b/docs/modding-api.md index 82019c67..520e3c1b 100644 --- a/docs/modding-api.md +++ b/docs/modding-api.md @@ -4,7 +4,7 @@ This is an experimental API for the Rust engine. It provides local content packa ## Try the example -`mods/aurora/` adds two projectiles, a pulse cannon, a repair cell, two enemies, a mission and a campaign. The weapon adds angled shots in Rhai; enemy movement, item rewards and mission objectives also use scripts. Its artwork references asset IDs in the locally extracted original catalog. The example contains no original or generated game artwork. +`mods/aurora/` adds two projectiles, a pulse cannon, a repair cell, two enemies, a mission and a campaign. The weapon adds angled shots in Rhai; enemy movement, item rewards and mission objectives also use scripts. Its gameplay sprites reference original catalog asset IDs. The package also includes authored SD/HD mission-briefing artwork for the menu; these illustrations do not replace its gameplay sprites. Validate the package against your original game data: @@ -122,7 +122,11 @@ An `art` object requires exactly one of `asset` (an original numeric catalog ID) } ``` -PNG animations are horizontal strips of equally sized frames. For example, four 64×64 frames use a 256×64 PNG and may declare logical dimensions of 16×16. The strip width must divide evenly by `frames`; supply consistent canvases and alignment across frames. Alpha below 128 is transparent. Opaque colors are mapped to ordinary entries 0–239 of the selected game palette. Plain PNGs carry no palette-animation labels, so their highlights cannot acquire reserved water, fire or blinking indices 240–255. Artwork already detailed enough for the selected rendering scale bypasses automatic sprite enlargement. Original asset animations use consecutive catalog IDs and retain their native palette labels. Terrain artwork and destroyed terrain replacements follow the same format. +PNG animations are horizontal strips of equally sized frames. For example, four 64×64 frames use a 256×64 PNG and may declare logical dimensions of 16×16. The strip width must divide evenly by `frames`; supply consistent canvases and alignment across frames. Gameplay rendering treats alpha below 128 as transparent and maps opaque PNG colors to ordinary entries 0–239 of the selected game palette. Plain gameplay PNGs carry no palette-animation labels, so their highlights cannot acquire reserved water, fire or blinking indices 240–255. Artwork already detailed enough for the selected rendering scale bypasses automatic sprite enlargement. Original asset animations use consecutive catalog IDs and retain their native palette labels. Terrain artwork and destroyed terrain replacements follow the same format. + +Mission briefing PNGs keep their full RGB colors in mission menus. They follow the same checked artwork paths, logical dimensions, horizontal frame strips and SD/HD selection rules as other artwork. The menu displays frame 0 in a shared 132×70 logical-pixel landscape viewport, scaling without distortion and cropping centrally to fill it. Keep the aircraft and destination readable near the center; titles, mission numbers and controls belong in menu text. Original missions use `data/briefings/sector_<sector>_wave_<wave>_{sd,hd}.png`. These new menu illustrations do not increase Original sprite or terrain remaster coverage. + +Both `--verify-assets` and mod activation use the shared referenced-PNG artwork validator for base and mod owners. It checks weapon, item, enemy, mission, campaign, terrain and destroyed-terrain references, including bundled Original mission briefings. PNG file errors identify the content ID, owner and artwork path. Native catalog sprites keep their existing catalog validation path. A candidate mod selection is applied only after its artwork and other content checks succeed. Artwork dimensions and decoding allocation are bounded. PNGs may be up to 4096 pixels in either direction, with at most 4,194,304 pixels and a 64 MiB decoding allocation limit. Logical dimensions are separately validated and stay independent of physical PNG resolution. The packaged original catalog, approved runtime remasters and authored mod artwork/sounds are included in Git; working remaster proofs and source references remain external. @@ -222,7 +226,7 @@ Rhai uses an explicit package allowlist for arithmetic, strings, collections, it Rust pilots use separate, versioned JSON files under `$XDG_DATA_HOME/RaptorReplica`, and settings use TOML under `$XDG_CONFIG_HOME/RaptorReplica`. Atomic writes replace completed saves after file and directory synchronization. Legacy saves are read and imported; their original bytes are not modified. -Each pilot records the ordered mod IDs, package versions, full content hashes, script states and script RNG positions. The load screen reports missing packages, changed versions or hashes, changed required load order, and unavailable equipment or missions. Changing a package without changing its version still changes its hash and therefore requires confirmation. Cancel leaves the current pilot and original save untouched; choosing to load accepts the differences for that pilot session. +Each pilot records the ordered mod IDs, package versions, full content hashes, script states and script RNG positions. The load screen reports missing packages, changed versions or hashes, changed required load order, and unavailable equipment or missions. Changing a package without changing its version still changes its hash and therefore requires confirmation. This includes cosmetic changes to display names, artwork filenames inside the package or artwork bytes. Keep stable content IDs when updating presentation: the usual changed-mod confirmation applies, while equipment and progression retain their existing ID references. Cancel leaves the current pilot and original save untouched; choosing to load accepts the differences for that pilot session. Unavailable equipment stays in the pilot's inventory with its saved quantity and occupies its original inventory slots, but cannot be fired, selected or traded until its definition is available. Unavailable completed missions remain recorded. If the saved current mission is missing, choose an available mission in the hangar before flying. Runtime saves retain inactive package pins, script state and script RNG alongside the active packages, so restoring a disabled package can recover its data. Current active versions and hashes are recorded after an accepted load is successfully saved; the original save is backed up before its first replacement. Structural corruption, unsupported save versions and invalid IDs still cannot be loaded. This API does not yet provide scripted mod save migrations, so a changed script must handle its earlier serializable state. diff --git a/docs/resume-checkpoint.md b/docs/resume-checkpoint.md index 7bdeb346..fe27e9e6 100644 --- a/docs/resume-checkpoint.md +++ b/docs/resume-checkpoint.md @@ -1,3 +1,15 @@ +# Current presentation checkpoint — 19 October 2026 + +All 42 missions have SD/HD cinematic briefing previews: 27 Original missions, 14 Iron Coast missions and Aurora. Iron Coast names include stage/mission prefixes without changing stable content IDs. Forty illustrations are new; two HD illustrations are retained, with their SD counterparts refreshed separately. The refreshed Stormwall and Iron Crown SD cards passed replacement menu capture and review. Cosmetic mod naming/artwork changes use the normal changed-package save confirmation and retain equipment and progression references. + +Briefings preserve full RGB in a shared 132×70 logical-pixel viewport with an aspect-preserving centered crop. Four actual SourceG SDL controls confirmed 16:9 menus and 4:3 intro/gameplay presentation. SourceG2 changes only diagnostic error context; both its Linux ELF and Windows executable were rebuilt. Native Windows CI for this new source is not yet claimed. + +The initial integrated 29-target test run recorded 481 passes, one known display-diagnostic failure and 37 ignored tests. SourceG2's 14 targeted reruns passed, resolving that failure. Together these results cover 482 distinct passing tests and 37 ignored tests; this is combined evidence, not a fresh single 482-test run. Fourteen Python synthetic/archive tests also passed. + +The checked runtime snapshot contains **10,689 data files / 8,691,739,470 bytes**, including 240 new data files for the briefing pass. Mod SD refreshes live outside that data count. Original sprite/terrain HD coverage remains **5,596 reviewed pictures / 157 awaiting approval**; new briefing illustrations add no remaster credit. Earlier SourceF artwork proofs and captured pixel epochs remain literal and retain their original scope. + +# Earlier SourceF H5596 checkpoint — retained verbatim + # Current checkpoint — 18 October 2026 Current artwork/runtime checkpoint — 18 October 2026: **5,596 reviewed pictures in 3,700 complete sequences**. **157 originals await approval**: 123 Terrain, 32 enemies/ground objects and two UI/other pictures. This adds corrugated terrain (4), SHIP15G1 (3), STAG03G3 (1), green destroyed terrain (7) and the complete TARGT animation (14). diff --git a/docs/standalone-package.md b/docs/standalone-package.md index 3d85f163..1f3bdb7d 100644 --- a/docs/standalone-package.md +++ b/docs/standalone-package.md @@ -1,3 +1,13 @@ +# Current standalone packaging checkpoint — 19 October 2026 + +The runtime includes SD/HD mission briefings for all 42 missions: 27 Original, 14 Iron Coast and Aurora. Menu previews use a shared 132×70 logical-pixel full-RGB viewport with aspect-preserving centered cropping; original intro and gameplay retain 4:3 presentation within the 16:9 display. Iron Coast display names include stage/mission numbers; stable IDs and saved equipment/progression references remain unchanged. Cosmetic mod updates can trigger the usual changed-package save confirmation. + +The current checked snapshot contains **6,449 catalog entries, 5,596 approved Original HD pictures and 10,689 data files / 8,691,739,470 bytes**, plus the 45 bundled mod packages. The briefing pass adds 240 data files; mod SD refreshes do not change that data count. The 157 remaining Original sprite/terrain remasters are unchanged. Linux and Windows SourceG2 executables were rebuilt; new native Windows CI evidence remains pending. + +The assembler prefers `RustRaptor/data` when its `INDEX` is present and selects the complete contained data tree, including `data/briefings/` and its provenance. An explicit `--hd-source PATH` replaces the selected `hd/` subtree with that complete checked pack. With an external catalog, missing required Original briefing pairs are supplied from the bundled briefing tree while existing external files keep priority. Selection checks preserve package containment and required briefing files. This checkpoint records the refreshed runtime and selector checks; earlier full archive/export and relocation receipts below retain their dated scope. + +# Earlier standalone package notes — retained historical snapshot + # Standalone game packages `RustRaptor/` contains the Rust executable, its original data catalog, approved diff --git a/mods/aurora/README.md b/mods/aurora/README.md index 3a536f73..9594f959 100644 --- a/mods/aurora/README.md +++ b/mods/aurora/README.md @@ -1,6 +1,6 @@ # Aurora Field Trials -This API v1 example adds a scripted pulse cannon, a repair pickup, weaving drones, a guardian, a mission and a campaign. It references the player's installed original sprite catalog; no game artwork is included. +This API v1 example adds a scripted pulse cannon, a repair pickup, weaving drones, a guardian, a mission and a campaign. It references the player's installed original sprite catalog for gameplay. The package includes a new cinematic SD/HD mission briefing, with its generated master, prompt and provenance in `art/`. Rebuild both briefing sizes with `python3 build_briefing.py` (Pillow). This cosmetic update retains stable content IDs and gameplay, but changes the package hash; existing pilots use the normal changed-mod load confirmation. From the repository root: diff --git a/mods/aurora/art/briefing-generated-master.png b/mods/aurora/art/briefing-generated-master.png new file mode 100644 index 00000000..2be1e2c0 Binary files /dev/null and b/mods/aurora/art/briefing-generated-master.png differ diff --git a/mods/aurora/art/briefing-prompt.txt b/mods/aurora/art/briefing-prompt.txt new file mode 100644 index 00000000..16dd8711 --- /dev/null +++ b/mods/aurora/art/briefing-prompt.txt @@ -0,0 +1,8 @@ +Use case: stylized-concept +Asset type: cinematic mission briefing illustration for Aurora Field Trials in a faithful Raptor-style vertical shooter. +Primary request: create ONE landscape illustration with the same cinematic oblique perspective, restrained painted mechanical realism, crisp twin-engine steel-gray foreground strike fighter, atmospheric depth and readable small-thumbnail masses as reference Image 1 (Stormwall). The scene must be new and specifically fit this short test mission. +Input images: Image 1 is STYLE AND AIRCRAFT reference only; preserve its cinematic illustration style but replace its ocean cliffs. Image 2 is the actual terrain reference for this mission, enlarged with nearest-neighbor for visibility: rusty reddish-brown rocky dry ground with sparse dark-green scrub. Image 3 is the actual small gray/turquoise Weaver drone reference. Image 4 is the actual wide gray Guardian patrol craft reference. Interpret enemy sprites as distant mechanical silhouettes only, without inventing new objectives. +Scene/backdrop: over an austere reddish-brown rocky proving ground with sparse low green scrub and warm dusty haze, a compact steel-gray twin-engine strike fighter banks toward the upper right. Two small gray/turquoise test drones and one larger wide gray multi-pod patrol craft are visible in the middle distance. Broad dry rocky terrain remains the main environment. This is a field trial, not an ocean fortress assault. +Composition: cinematic chase camera behind and above the foreground fighter, oblique landscape perspective with horizon; coherent wings, two exhausts and compact cockpit. Fighter and distant test craft remain meaningful inside the center 75 percent of image height for the game's thumbnail crop. Keep clear separation and readable value shapes. +Style/medium: restrained hand-painted 1990s shooter box-art realism, precise readable aircraft panels and believable atmospheric perspective, matching Stormwall reference. Navy/desaturated teal metal accents, steel gray, muted amber engine light; reddish brown earth should remain faithful to mission terrain. +Canvas: landscape16:10, ideally1280x800, opaque image. No grids, atlas, split panels, top-down tile view or gameplay screenshot. No text, labels, logos, watermark, HUD, borders, invented mission objectives, extra wings or malformed aircraft. No ocean, dam, city, snow, green grassland or giant new boss architecture. diff --git a/mods/aurora/art/briefing-provenance.json b/mods/aurora/art/briefing-provenance.json new file mode 100644 index 00000000..60827349 --- /dev/null +++ b/mods/aurora/art/briefing-provenance.json @@ -0,0 +1,75 @@ +{ + "asset": "Aurora Field Trials cinematic mission briefing", + "mission_id": "aurora:field_trials", + "generation": { + "tool": "built-in image_gen.imagegen", + "actual_calls": 1, + "outcome": "success", + "gate_owner": "/root/iron_coast_names", + "gate_lease": "fdb85ad3-99c1-40fb-ab2c-93fbf1fb98d3", + "terminal_reported_immediately": true, + "prompt": "briefing-prompt.txt", + "prompt_sha256": "c1f57afd4ed5249851ac45dcd94d3ca2e69688159054c7ae726283b1cb5c3a35", + "master": "briefing-generated-master.png", + "master_sha256": "ddb0b50b344611d49038ac2d5b8e4f609b66daa8c7e3799d4530804780cb1a3f", + "master_dimensions": [ + 1586, + 992 + ], + "master_preserved_unmodified": true, + "style_reference": { + "path": "mods/iron_coast_mission_4/art/briefing_hd.png", + "sha256": "cd987c13bc55bba2620379ca435c0cccf08d7564364d730c65d0be285bb82221" + }, + "semantic_references": [ + { + "original_asset": 66400, + "catalog_path": "misc/unnamed.104", + "sha256": "1d7db99148ebc5db3de1d8c6c45c85fef4cf415936117815f7008483fc1f3357" + }, + { + "original_asset": 66296, + "catalog_path": "sprites/SHIP01G1_PIC", + "sha256": "ada9598e7844d77c0fb8d782b74128772d94d901dc873b4fa23b2c1c009a951b" + }, + { + "original_asset": 66310, + "catalog_path": "sprites/SHIP10G1_PIC", + "sha256": "ae5761847cae4ce296bfa436a8c14cdcfeea42f07e9ca1dfada60cb958466e27" + } + ] + }, + "derivation": { + "tool": "../build_briefing.py", + "hd": "RGB1280x800; Pillow ImageOps.fit LANCZOS, centered aspect crop", + "floating_source_crop_rectangle": [ + 0.0, + 0.375, + 1586.0, + 991.625 + ], + "sd": "RGB320x200; downsample complete approved HD with LANCZOS", + "sprite_edits_or_paintover": 0 + }, + "limits": [ + "Illustrative mission art only; gameplay sprites, enemies, terrain, objectives, IDs and version remain unchanged.", + "Does not increase original sprite or terrain remaster coverage.", + "Image author physically reviews full HD and SD; actual in-game full-color thumbnail is reviewed by the integrating owner." + ], + "outputs": { + "briefing_hd.png": { + "sha256": "8517b565a1dabe0d04e453d9ae6ce66f2e71a8c30f6d07827393607324977ee7", + "dimensions": [ + 1280, + 800 + ] + }, + "briefing_sd.png": { + "sha256": "694547106db78f8e6a232cb680f1c0eb039f919ab9f63748c6960d708283a1fc", + "dimensions": [ + 320, + 200 + ] + } + } +} diff --git a/mods/aurora/art/briefing_hd.png b/mods/aurora/art/briefing_hd.png new file mode 100644 index 00000000..d9bc6a87 Binary files /dev/null and b/mods/aurora/art/briefing_hd.png differ diff --git a/mods/aurora/art/briefing_sd.png b/mods/aurora/art/briefing_sd.png new file mode 100644 index 00000000..abe0b8a2 Binary files /dev/null and b/mods/aurora/art/briefing_sd.png differ diff --git a/mods/aurora/build_briefing.py b/mods/aurora/build_briefing.py new file mode 100644 index 00000000..5961cff9 --- /dev/null +++ b/mods/aurora/build_briefing.py @@ -0,0 +1,16 @@ +#!/usr/bin/env python3 +"""Rebuild Aurora's SD/HD briefing from its unchanged generated master.""" +from pathlib import Path +import hashlib +from PIL import Image, ImageOps + +ROOT = Path(__file__).resolve().parent +source = ROOT / 'art/briefing-generated-master.png' +expected = 'ddb0b50b344611d49038ac2d5b8e4f609b66daa8c7e3799d4530804780cb1a3f' +if hashlib.sha256(source.read_bytes()).hexdigest() != expected: + raise SystemExit('Unexpected briefing master; preserve the recorded original bytes.') +with Image.open(source) as image: + image.load() + hd = ImageOps.fit(image.convert('RGB'), (1280, 800), Image.Resampling.LANCZOS, centering=(0.5, 0.5)) + hd.save(ROOT / 'art/briefing_hd.png') + hd.resize((320, 200), Image.Resampling.LANCZOS).save(ROOT / 'art/briefing_sd.png') diff --git a/mods/aurora/content.json b/mods/aurora/content.json index f3d81674..694b59f7 100644 --- a/mods/aurora/content.json +++ b/mods/aurora/content.json @@ -121,6 +121,13 @@ { "id": "aurora:field_trials", "name": "Aurora Field Trials", + "art": { + "png": "art/briefing_sd.png", + "hd_png": "art/briefing_hd.png", + "logical_width": 320, + "logical_height": 200, + "frames": 1 + }, "duration": 650, "spawns": [ { diff --git a/mods/aurora/mod.toml b/mods/aurora/mod.toml index 458f864a..273ab0a0 100644 --- a/mods/aurora/mod.toml +++ b/mods/aurora/mod.toml @@ -2,6 +2,6 @@ id = "aurora" name = "Aurora Field Trials" version = "1.0.0" api_version = 1 -description = "A short mission with a scripted pulse cannon, weaving drones and repair cells. Uses your installed original artwork." +description = "A short mission with a scripted pulse cannon, weaving drones and repair cells. Uses installed original sprites and a cinematic SD/HD mission briefing." content = "content.json" scripts = ["scripts/weapon.rhai", "scripts/drone.rhai", "scripts/cell.rhai", "scripts/mission.rhai"] diff --git a/mods/iron_coast_campaign/README.md b/mods/iron_coast_campaign/README.md index 17768520..48673b09 100644 --- a/mods/iron_coast_campaign/README.md +++ b/mods/iron_coast_campaign/README.md @@ -1,9 +1,8 @@ -# Iron Coast — Complete Campaign +# Iron Coast S1: Complete Campaign Enable this optional assembly package in **Mods** to select all six Iron Coast mission packages and their shared weapon and enemy dependencies. Review the -selected packages and apply changes from the main menu, then choose **Iron -Coast 1 — Breakwater** in mission selection to start the route. +selected packages and apply changes from the main menu, then choose **Iron Coast S1 M01: Breakwater** in mission selection to start the route. Each mission is a separate mod. A mission can be enabled and played without this campaign package. The assembly package changes campaign progression; diff --git a/mods/iron_coast_campaign/content.json b/mods/iron_coast_campaign/content.json index be663298..32e6328c 100644 --- a/mods/iron_coast_campaign/content.json +++ b/mods/iron_coast_campaign/content.json @@ -2,7 +2,7 @@ "campaigns": [ { "id": "iron_coast_mission_1:campaign", - "name": "Iron Coast", + "name": "Iron Coast S1", "art": { "png": "art/briefing_sd.png", "hd_png": "art/briefing_hd.png", diff --git a/mods/iron_coast_campaign/mod.toml b/mods/iron_coast_campaign/mod.toml index da03951d..a70ae0c8 100644 --- a/mods/iron_coast_campaign/mod.toml +++ b/mods/iron_coast_campaign/mod.toml @@ -1,5 +1,5 @@ id = "iron_coast_campaign" -name = "Iron Coast — Complete Campaign" +name = "Iron Coast S1: Complete Campaign" version = "1.0.0" api_version = 1 description = "Six linked missions: Breakwater, Tidal Relay, Saltworks Convoy, Stormwall, Cinder Docks and Iron Crown. Selects each mission, its distinct boss, shared equipment and soundtrack. Individual mission mods remain playable separately." diff --git a/mods/iron_coast_mission_1/README.md b/mods/iron_coast_mission_1/README.md index 8ff65f26..1e9369a8 100644 --- a/mods/iron_coast_mission_1/README.md +++ b/mods/iron_coast_mission_1/README.md @@ -1,8 +1,8 @@ -# Iron Coast — Mission 1: Breakwater +# Iron Coast S1 M01: Breakwater API 1 package, version 1.0.1. Enable it in Mods at the main menu and apply the selection. The normal dependency selection also enables `iron_coast_scout`, `iron_coast_turret`, `iron_coast_boss`, `pulse_cannon`, `seeker_swarm`, `ion_lance`, `iron_coast_music`. -Mission `iron_coast_mission_1:mission_01`: **Iron Coast 1 — Breakwater**. Destroy two required turrets and the Command Cruiser. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. +Mission `iron_coast_mission_1:mission_01`: **Iron Coast S1 M01: Breakwater**. Destroy two required turrets and the Command Cruiser. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. Scheduled spawn totals for Training / Rookie / Veteran / Elite are **25 / 34 / 43 / 52**. These are enabled scheduled entries, not simultaneous live-enemy counts. Groups can overlap when earlier enemies survive. @@ -15,3 +15,15 @@ The mission supplies three Field Repair kits when capacity allows (25 energy per ## Validation and history See the [current Iron Coast retune results and limits](../../docs/iron-coast-retune.md). Package-local acceptance reports, validation results and retained test sources describe pre-retune 1.0 behavior unless a result explicitly identifies the newer package and runner. They remain historical material, not current playthrough guarantees. + +## Rebuilding the briefing + +Run `python3 art/build_cinematic_briefing.py` from this package directory +(Pillow required). It verifies the unchanged cinematic master and rebuilds the +exact SD/HD filenames referenced by `content.json`; the prompt and provenance +are beside the master in `art/`. This artwork update changes package hashes; +existing pilots use the normal changed-mod confirmation, with stable IDs and +saved equipment/progression retained. + +`build_assets.py` also includes the cinematic briefing recipe when rebuilding +this package's assets; its tile, sprite and sound processing is unchanged. diff --git a/mods/iron_coast_mission_1/art/briefing-cinematic-generated-master.png b/mods/iron_coast_mission_1/art/briefing-cinematic-generated-master.png new file mode 100644 index 00000000..702f2ffb Binary files /dev/null and b/mods/iron_coast_mission_1/art/briefing-cinematic-generated-master.png differ diff --git a/mods/iron_coast_mission_1/art/briefing-cinematic-prompt.txt b/mods/iron_coast_mission_1/art/briefing-cinematic-prompt.txt new file mode 100644 index 00000000..1fae0c7f --- /dev/null +++ b/mods/iron_coast_mission_1/art/briefing-cinematic-prompt.txt @@ -0,0 +1,9 @@ +Use case: stylized-concept +Asset type: ONE cinematic mission briefing illustration for Iron Coast S1 M01: Breakwater. +Primary request: replace the old top-down briefing composition with a new cinematic illustration matching Image1, the user's approved Stormwall briefing. +Input images: Image1 is the exact STYLE AND FOREGROUND AIRCRAFT reference, not the scene to duplicate. Image2 is this mission's existing briefing and is ONLY its environment/material/terrain theme reference; do NOT imitate its top-down tiled perspective. +Actual mission environment: A fortified industrial shoreline and harbor docks with low warehouse roofs, supply-depot stacks, two distant shore turrets and the existing command cruiser offshore. Cold blue-teal water, concrete piers, rust-colored roofs and muted amber dock lights. Dawn approach, industrial harbor silhouette, not an enormous new castle. +Foreground subject: one compact steel-gray twin-engine Raptor-like strike fighter viewed from behind and above, banking and flying toward the upper right into this mission. Believable cockpit, exactly two engines, coherent wings and fin geometry, worn mechanical panels with restrained teal and amber accents. +Composition: cinematic oblique landscape illustration, not overhead or a screenshot. Foreground fighter fills the lower-left/center but its complete silhouette and the signature destination both fit within the center75percent of image height. Clear middle-distance mission environment, atmospheric horizon and broad readable value masses that survive a132x70 menu thumbnail. Avoid fine detail as the only mission distinction. +Style: restrained hand-painted 1990s shooter box-art realism matching Stormwall, crisp aircraft silhouette and readable panels, navy/desaturated teal, steel-gray machinery and muted amber industrial light. Follow the actual environment above, not an arbitrary generic storm or ocean scene. +Canvas: landscape16:10, ideally1280x800, opaque. No text, labels, HUD, logos, watermarks, borders, grid, atlas, split panels, tile collage or gameplay screenshot. Do not invent objectives, new enemies, excessive aircraft limbs, forests, glaciers, alien architecture or large explosions absent from the setting. Do not regenerate Stormwall or Iron Crown. One complete new illustration only. diff --git a/mods/iron_coast_mission_1/art/briefing-cinematic-provenance.json b/mods/iron_coast_mission_1/art/briefing-cinematic-provenance.json new file mode 100644 index 00000000..9dd9c5ef --- /dev/null +++ b/mods/iron_coast_mission_1/art/briefing-cinematic-provenance.json @@ -0,0 +1,54 @@ +{ + "asset": "Iron Coast S1 M01: Breakwater cinematic briefing", + "mission_id": "iron_coast_mission_1:mission_01", + "generation": { + "tool": "built-in image_gen.imagegen", + "actual_calls": 1, + "gate_owner": "/root/iron_coast_names", + "gate_lease": "c45d4b00-db77-4f5c-9f08-83a6f387ef52", + "outcome": "success", + "terminal_reported_immediately": true, + "prompt": "briefing-cinematic-prompt.txt", + "prompt_sha256": "8d4aec0f93ec9f18980c326c928ef9269681e5ccdebf86f009f0b1c33c79bbb7", + "master": "briefing-cinematic-generated-master.png", + "master_sha256": "9cb3a40a4bc07894bd01da6b4c2911ba69df1926e4e23dfcaa3ccf7eced742bc", + "master_dimensions": [ + 1586, + 992 + ], + "untouched_master_preserved": true, + "references": [ + { + "role": "Stormwall style and foreground aircraft", + "path": "mods/iron_coast_mission_4/art/briefing_hd.png", + "sha256": "cd987c13bc55bba2620379ca435c0cccf08d7564364d730c65d0be285bb82221" + }, + { + "role": "own prior top-down environment reference only", + "path": "mods/iron_coast_mission_1/art/briefing_hd.png", + "sha256": "4312ecd2264e588c291084b3e5fc951ff1ac72caa5df26e68c222e7c72139478" + } + ] + }, + "derivation": { + "recipe": "build_cinematic_briefing.py", + "hd": "RGB1280x800, centered ImageOps.fit LANCZOS preserving16:10; no repaint", + "sd": "RGB320x200 LANCZOS downsample of complete sameHD", + "menu_review_crop": "centered132x70 LANCZOS file-onlypreview; actual SDLthumbnail review required separately" + }, + "outputs": { + "hd": { + "path": "art/briefing_hd.png", + "sha256": "72cabe3360aac3c8d7ef2dd35940b68706fe06c39c9a8d51ab90d1fdfb5231e4" + }, + "sd": { + "path": "art/briefing_sd.png", + "sha256": "7c370090d1596443e5043faab975b0d205b752d5a8a78e6260dfb5232021cc00" + } + }, + "limits": [ + "Illustrative mission briefing only; no mission objectives, names, IDs, scripts, wave counts, collisions, equipment, music or gameplay change.", + "New authored artwork does not count toward Originalsprite/terrainHD coverage.", + "Original top-down briefing remains in Git history and originalgenerationfiles; currentreplacementis a newindependentillustration." + ] +} diff --git a/mods/iron_coast_mission_1/art/briefing_hd.png b/mods/iron_coast_mission_1/art/briefing_hd.png index 05968748..b6237abb 100644 Binary files a/mods/iron_coast_mission_1/art/briefing_hd.png and b/mods/iron_coast_mission_1/art/briefing_hd.png differ diff --git a/mods/iron_coast_mission_1/art/briefing_sd.png b/mods/iron_coast_mission_1/art/briefing_sd.png index 1d79075f..ebcc5dfa 100644 Binary files a/mods/iron_coast_mission_1/art/briefing_sd.png and b/mods/iron_coast_mission_1/art/briefing_sd.png differ diff --git a/mods/iron_coast_mission_1/art/build_cinematic_briefing.py b/mods/iron_coast_mission_1/art/build_cinematic_briefing.py new file mode 100644 index 00000000..f85293ad --- /dev/null +++ b/mods/iron_coast_mission_1/art/build_cinematic_briefing.py @@ -0,0 +1,13 @@ +#!/usr/bin/env python3 +"""Rebuild only this generated mission briefing's SD/HD derivatives (Pillow).""" +from pathlib import Path +import hashlib +from PIL import Image, ImageOps +root = Path(__file__).resolve().parent +master = root / 'briefing-cinematic-generated-master.png' +if hashlib.sha256(master.read_bytes()).hexdigest() != '9cb3a40a4bc07894bd01da6b4c2911ba69df1926e4e23dfcaa3ccf7eced742bc': + raise SystemExit('Unexpected original briefing master bytes') +with Image.open(master) as image: + hd = ImageOps.fit(image.convert('RGB'), (1280, 800), Image.Resampling.LANCZOS, centering=(0.5,0.5)) + hd.save(root / 'briefing_hd.png') + hd.resize((320, 200), Image.Resampling.LANCZOS).save(root / 'briefing_sd.png') diff --git a/mods/iron_coast_mission_1/build_assets.py b/mods/iron_coast_mission_1/build_assets.py index c9b71e21..5dfb612f 100644 --- a/mods/iron_coast_mission_1/build_assets.py +++ b/mods/iron_coast_mission_1/build_assets.py @@ -12,6 +12,7 @@ import random import struct import wave from pathlib import Path +import runpy from PIL import Image, ImageOps ROOT = Path(__file__).resolve().parent @@ -96,9 +97,8 @@ def main(): assert terrain_hd.crop((0, 1535, 1152, 1536)).tobytes() == ImageOps.flip(terrain_hd).crop((0, 0, 1152, 1)).tobytes() terrain_sd.save(art / "terrain-preview-sd.png") terrain_hd.save(art / "terrain-preview-hd.png") - briefing = Image.open(art / "briefing-source-hd.png").convert("RGBA") - sd(briefing, (320, 200), palette).save(art / "briefing_sd.png") - briefing.resize((1280, 800), Image.Resampling.LANCZOS).save(art / "briefing_hd.png") + # The cinematic briefing has its own unchanged generated master. + runpy.run_path(str(art / "build_cinematic_briefing.py"), run_name="__main__") depot = Image.open(art / "depot-source-hd.png").convert("RGBA") sd(depot, (32, 32), palette).save(art / "depot_sd.png") depot.resize((128, 128), Image.Resampling.LANCZOS).save(art / "depot_hd.png") diff --git a/mods/iron_coast_mission_1/content.json b/mods/iron_coast_mission_1/content.json index 065f448b..e8626e5a 100644 --- a/mods/iron_coast_mission_1/content.json +++ b/mods/iron_coast_mission_1/content.json @@ -97,7 +97,7 @@ "missions": [ { "id": "iron_coast_mission_1:mission_01", - "name": "Iron Coast 1 — Breakwater", + "name": "Iron Coast S1 M01: Breakwater", "duration": 2000, "auto_complete": false, "columns": 9, @@ -3077,7 +3077,7 @@ "campaigns": [ { "id": "iron_coast_mission_1:campaign", - "name": "Iron Coast", + "name": "Iron Coast S1", "missions": [ "iron_coast_mission_1:mission_01" ], diff --git a/mods/iron_coast_mission_1/mod.toml b/mods/iron_coast_mission_1/mod.toml index fdea8b7d..46d07426 100644 --- a/mods/iron_coast_mission_1/mod.toml +++ b/mods/iron_coast_mission_1/mod.toml @@ -1,5 +1,5 @@ id = "iron_coast_mission_1" -name = "Iron Coast — Mission 1: Breakwater" +name = "Iron Coast S1 M01: Breakwater" version = "1.0.1" api_version = 1 description = "Raid an industrial shoreline, disable two harbor turrets and destroy the Breakwater command ship. Includes SD/HD port terrain, supply depots, a trial Pulse Cannon and synthesized mission audio." diff --git a/mods/iron_coast_mission_2/README.md b/mods/iron_coast_mission_2/README.md index 8ec8d573..dbb7c7fc 100644 --- a/mods/iron_coast_mission_2/README.md +++ b/mods/iron_coast_mission_2/README.md @@ -1,8 +1,8 @@ -# Iron Coast — Mission 2: Tidal Relay +# Iron Coast S1 M02: Tidal Relay API 1 package, version 1.0.1. Enable it in Mods at the main menu and apply the selection. The normal dependency selection also enables `iron_coast_scout`, `iron_coast_turret`, `iron_coast_boss_2`, `iron_coast_music`, `pulse_cannon`, `seeker_swarm`, `ion_lance`. -Mission `iron_coast_mission_2:mission_02`: **Iron Coast 2 — Tidal Relay**. Destroy all three relays and the Relay Warden. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. +Mission `iron_coast_mission_2:mission_02`: **Iron Coast S1 M02: Tidal Relay**. Destroy all three relays and the Relay Warden. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. Scheduled spawn totals for Training / Rookie / Veteran / Elite are **29 / 40 / 51 / 62**. These are enabled scheduled entries, not simultaneous live-enemy counts. Groups can overlap when earlier enemies survive. @@ -15,3 +15,15 @@ A temporary Pulse Cannon trial is supplied when it is not already carried and an ## Validation and history See the [current Iron Coast retune results and limits](../../docs/iron-coast-retune.md). Package-local acceptance reports, validation results and retained test sources describe pre-retune 1.0 behavior unless a result explicitly identifies the newer package and runner. They remain historical material, not current playthrough guarantees. + +## Rebuilding the briefing + +Run `python3 art/build_cinematic_briefing.py` from this package directory +(Pillow required). It verifies the unchanged cinematic master and rebuilds the +exact SD/HD filenames referenced by `content.json`; the prompt and provenance +are beside the master in `art/`. This artwork update changes package hashes; +existing pilots use the normal changed-mod confirmation, with stable IDs and +saved equipment/progression retained. + +`build_assets.py` also includes the cinematic briefing recipe when rebuilding +this package's assets; its tile, sprite and sound processing is unchanged. diff --git a/mods/iron_coast_mission_2/art/briefing-cinematic-generated-master.png b/mods/iron_coast_mission_2/art/briefing-cinematic-generated-master.png new file mode 100644 index 00000000..9e4aa6b8 Binary files /dev/null and b/mods/iron_coast_mission_2/art/briefing-cinematic-generated-master.png differ diff --git a/mods/iron_coast_mission_2/art/briefing-cinematic-prompt.txt b/mods/iron_coast_mission_2/art/briefing-cinematic-prompt.txt new file mode 100644 index 00000000..d79299df --- /dev/null +++ b/mods/iron_coast_mission_2/art/briefing-cinematic-prompt.txt @@ -0,0 +1,9 @@ +Use case: stylized-concept +Asset type: ONE cinematic mission briefing illustration for Iron Coast S1 M02: Tidal Relay. +Primary request: replace the old top-down briefing composition with a new cinematic illustration matching Image1, the user's approved Stormwall briefing. +Input images: Image1 is the exact STYLE AND FOREGROUND AIRCRAFT reference, not the scene to duplicate. Image2 is this mission's existing briefing and is ONLY its environment/material/terrain theme reference; do NOT imitate its top-down tiled perspective. +Actual mission environment: A tidal causeway and three compact anchored radar relay platforms linked over dark-blue coastal water, low concrete communications buildings and slim radar dishes. Gray command cruiser farther beyond the relays. Cool overcast maritime light, restrained amber signal lamps. Keep distinct round relay platform visible; no giant fantasy antenna. +Foreground subject: one compact steel-gray twin-engine Raptor-like strike fighter viewed from behind and above, banking and flying toward the upper right into this mission. Believable cockpit, exactly two engines, coherent wings and fin geometry, worn mechanical panels with restrained teal and amber accents. +Composition: cinematic oblique landscape illustration, not overhead or a screenshot. Foreground fighter fills the lower-left/center but its complete silhouette and the signature destination both fit within the center75percent of image height. Clear middle-distance mission environment, atmospheric horizon and broad readable value masses that survive a132x70 menu thumbnail. Avoid fine detail as the only mission distinction. +Style: restrained hand-painted 1990s shooter box-art realism matching Stormwall, crisp aircraft silhouette and readable panels, navy/desaturated teal, steel-gray machinery and muted amber industrial light. Follow the actual environment above, not an arbitrary generic storm or ocean scene. +Canvas: landscape16:10, ideally1280x800, opaque. No text, labels, HUD, logos, watermarks, borders, grid, atlas, split panels, tile collage or gameplay screenshot. Do not invent objectives, new enemies, excessive aircraft limbs, forests, glaciers, alien architecture or large explosions absent from the setting. Do not regenerate Stormwall or Iron Crown. One complete new illustration only. diff --git a/mods/iron_coast_mission_2/art/briefing-cinematic-provenance.json b/mods/iron_coast_mission_2/art/briefing-cinematic-provenance.json new file mode 100644 index 00000000..1d599c5e --- /dev/null +++ b/mods/iron_coast_mission_2/art/briefing-cinematic-provenance.json @@ -0,0 +1,54 @@ +{ + "asset": "Iron Coast S1 M02: Tidal Relay cinematic briefing", + "mission_id": "iron_coast_mission_2:mission_02", + "generation": { + "tool": "built-in image_gen.imagegen", + "actual_calls": 1, + "gate_owner": "/root/iron_coast_names", + "gate_lease": "aa1482df-113d-4891-bdfd-f8808efafbb6", + "outcome": "success", + "terminal_reported_immediately": true, + "prompt": "briefing-cinematic-prompt.txt", + "prompt_sha256": "a8e8f7b7971299c8e13ff39f7da00ff3bcab4f36e39cfc86a655920fd8c0a135", + "master": "briefing-cinematic-generated-master.png", + "master_sha256": "9af0571bf9ca512ddc9f55c0d8b320117d34fa2994f835042748da6b7ddd1a14", + "master_dimensions": [ + 1586, + 992 + ], + "untouched_master_preserved": true, + "references": [ + { + "role": "Stormwall style and foreground aircraft", + "path": "mods/iron_coast_mission_4/art/briefing_hd.png", + "sha256": "cd987c13bc55bba2620379ca435c0cccf08d7564364d730c65d0be285bb82221" + }, + { + "role": "own prior top-down environment reference only", + "path": "mods/iron_coast_mission_2/art/briefing_hd.png", + "sha256": "4ebdf34987c5de0abb36638f853473bbba57084fa333419b596de599a8165416" + } + ] + }, + "derivation": { + "recipe": "build_cinematic_briefing.py", + "hd": "RGB1280x800, centered ImageOps.fit LANCZOS preserving16:10; no repaint", + "sd": "RGB320x200 LANCZOS downsample of complete sameHD", + "menu_review_crop": "centered132x70 LANCZOS file-onlypreview; actual SDLthumbnail review required separately" + }, + "outputs": { + "hd": { + "path": "art/briefing_hd.png", + "sha256": "fcae040d0d8d2f98e05d7a6e5659a3ddfa8cf3111740eacdfdf557cbe6f7144e" + }, + "sd": { + "path": "art/briefing_sd.png", + "sha256": "8d8d141ebd2dda2278179626f32a5d638f10f922a03cd402147766697e0210ab" + } + }, + "limits": [ + "Illustrative mission briefing only; no mission objectives, names, IDs, scripts, wave counts, collisions, equipment, music or gameplay change.", + "New authored artwork does not count toward Originalsprite/terrainHD coverage.", + "Original top-down briefing remains in Git history and originalgenerationfiles; currentreplacementis a newindependentillustration." + ] +} diff --git a/mods/iron_coast_mission_2/art/briefing_hd.png b/mods/iron_coast_mission_2/art/briefing_hd.png index 4a05d039..20428722 100644 Binary files a/mods/iron_coast_mission_2/art/briefing_hd.png and b/mods/iron_coast_mission_2/art/briefing_hd.png differ diff --git a/mods/iron_coast_mission_2/art/briefing_sd.png b/mods/iron_coast_mission_2/art/briefing_sd.png index 2e90d14e..7d60a1a7 100644 Binary files a/mods/iron_coast_mission_2/art/briefing_sd.png and b/mods/iron_coast_mission_2/art/briefing_sd.png differ diff --git a/mods/iron_coast_mission_2/art/build_cinematic_briefing.py b/mods/iron_coast_mission_2/art/build_cinematic_briefing.py new file mode 100644 index 00000000..3cf22244 --- /dev/null +++ b/mods/iron_coast_mission_2/art/build_cinematic_briefing.py @@ -0,0 +1,13 @@ +#!/usr/bin/env python3 +"""Rebuild only this generated mission briefing's SD/HD derivatives (Pillow).""" +from pathlib import Path +import hashlib +from PIL import Image, ImageOps +root = Path(__file__).resolve().parent +master = root / 'briefing-cinematic-generated-master.png' +if hashlib.sha256(master.read_bytes()).hexdigest() != '9af0571bf9ca512ddc9f55c0d8b320117d34fa2994f835042748da6b7ddd1a14': + raise SystemExit('Unexpected original briefing master bytes') +with Image.open(master) as image: + hd = ImageOps.fit(image.convert('RGB'), (1280, 800), Image.Resampling.LANCZOS, centering=(0.5,0.5)) + hd.save(root / 'briefing_hd.png') + hd.resize((320, 200), Image.Resampling.LANCZOS).save(root / 'briefing_sd.png') diff --git a/mods/iron_coast_mission_2/build_assets.py b/mods/iron_coast_mission_2/build_assets.py index 2ee269de..384bccdf 100644 --- a/mods/iron_coast_mission_2/build_assets.py +++ b/mods/iron_coast_mission_2/build_assets.py @@ -8,6 +8,7 @@ import random import struct import wave from pathlib import Path +import runpy from PIL import Image, ImageOps ROOT=Path(__file__).resolve().parent @@ -60,7 +61,7 @@ def main(): assert source.crop((0,h-1,w,h)).tobytes()==flip.crop((0,0,w,1)).tobytes() assert flip.crop((0,h-1,w,h)).tobytes()==source.crop((0,0,w,1)).tobytes() hd.save(art/'terrain-preview-hd.png');small.save(art/'terrain-preview-sd.png') - for name,size in [('briefing',(320,200)),('relay',(32,32))]: + for name,size in [('relay',(32,32))]: source=Image.open(art/f'{name}-source-hd.png').convert('RGBA') if name=='relay': # Normalize excessive generator padding, preserving the complete @@ -73,6 +74,8 @@ def main(): source=source.crop((left,top,left+extent,top+extent)) sd(source,size,palette).save(art/f'{name}_sd.png') source.resize((size[0]*4,size[1]*4),Image.Resampling.LANCZOS).save(art/f'{name}_hd.png') + # Rebuild the cinematic briefing without changing the other artwork. + runpy.run_path(str(art / "build_cinematic_briefing.py"), run_name="__main__") audio={ 'approach':synth('approach',0.75,[147,196,294]), 'network_alarm':synth('network_alarm',0.8,[392,294,392,294],True), diff --git a/mods/iron_coast_mission_2/content.json b/mods/iron_coast_mission_2/content.json index 4fd07e93..0a53e82c 100644 --- a/mods/iron_coast_mission_2/content.json +++ b/mods/iron_coast_mission_2/content.json @@ -79,7 +79,7 @@ "missions": [ { "id": "iron_coast_mission_2:mission_02", - "name": "Iron Coast 2 — Tidal Relay", + "name": "Iron Coast S1 M02: Tidal Relay", "duration": 2300, "auto_complete": false, "columns": 9, diff --git a/mods/iron_coast_mission_2/mod.toml b/mods/iron_coast_mission_2/mod.toml index 17c7fa8a..53a439fc 100644 --- a/mods/iron_coast_mission_2/mod.toml +++ b/mods/iron_coast_mission_2/mod.toml @@ -1,5 +1,5 @@ id = "iron_coast_mission_2" -name = "Iron Coast — Mission 2: Tidal Relay" +name = "Iron Coast S1 M02: Tidal Relay" version = "1.0.1" api_version = 1 description = "Disrupt three anchored radar relays across the tidal causeway, then destroy the command cruiser. Includes SD/HD communications-island terrain, relay artwork and synthesized mission cues." diff --git a/mods/iron_coast_mission_3/README.md b/mods/iron_coast_mission_3/README.md index b4f4f40b..89dbe068 100644 --- a/mods/iron_coast_mission_3/README.md +++ b/mods/iron_coast_mission_3/README.md @@ -1,8 +1,8 @@ -# Iron Coast — Mission 3: Saltworks Convoy +# Iron Coast S1 M03: Saltworks Convoy API 1 package, version 1.0.1. Enable it in Mods at the main menu and apply the selection. The normal dependency selection also enables `iron_coast_scout`, `iron_coast_turret`, `iron_coast_boss_3`, `pulse_cannon`, `seeker_swarm`, `ion_lance`, `iron_coast_music`. -Mission `iron_coast_mission_3:mission_03`: **Iron Coast 3 — Saltworks Convoy**. Destroy three cargo transports, two escort turrets and Saltbreaker. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. +Mission `iron_coast_mission_3:mission_03`: **Iron Coast S1 M03: Saltworks Convoy**. Destroy three cargo transports, two escort turrets and Saltbreaker. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. Scheduled spawn totals for Training / Rookie / Veteran / Elite are **32 / 45 / 58 / 71**. These are enabled scheduled entries, not simultaneous live-enemy counts. Groups can overlap when earlier enemies survive. @@ -11,3 +11,15 @@ Align the forward guns with required targets while moving around incoming shots. ## Validation and history See the [current Iron Coast retune results and limits](../../docs/iron-coast-retune.md). Package-local acceptance reports, validation results and retained test sources describe pre-retune 1.0 behavior unless a result explicitly identifies the newer package and runner. They remain historical material, not current playthrough guarantees. + +## Rebuilding the briefing + +Run `python3 art/build_cinematic_briefing.py` from this package directory +(Pillow required). It verifies the unchanged cinematic master and rebuilds the +exact SD/HD filenames referenced by `content.json`; the prompt and provenance +are beside the master in `art/`. This artwork update changes package hashes; +existing pilots use the normal changed-mod confirmation, with stable IDs and +saved equipment/progression retained. + +`build_assets.py` also includes the cinematic briefing recipe when rebuilding +this package's assets; its tile, sprite and sound processing is unchanged. diff --git a/mods/iron_coast_mission_3/art/briefing-cinematic-generated-master.png b/mods/iron_coast_mission_3/art/briefing-cinematic-generated-master.png new file mode 100644 index 00000000..b8b31e1e Binary files /dev/null and b/mods/iron_coast_mission_3/art/briefing-cinematic-generated-master.png differ diff --git a/mods/iron_coast_mission_3/art/briefing-cinematic-prompt.txt b/mods/iron_coast_mission_3/art/briefing-cinematic-prompt.txt new file mode 100644 index 00000000..7d391b64 --- /dev/null +++ b/mods/iron_coast_mission_3/art/briefing-cinematic-prompt.txt @@ -0,0 +1,9 @@ +Use case: stylized-concept +Asset type: ONE cinematic mission briefing illustration for Iron Coast S1 M03: Saltworks Convoy. +Primary request: replace the old top-down briefing composition with a new cinematic illustration matching Image1, the user's approved Stormwall briefing. +Input images: Image1 is the exact STYLE AND FOREGROUND AIRCRAFT reference, not the scene to duplicate. Image2 is this mission's existing briefing and is ONLY its environment/material/terrain theme reference; do NOT imitate its top-down tiled perspective. +Actual mission environment: Coastal salt flats with broad pale-white rectangular evaporation basins, dark brine channels and rust-colored conveyor gantries. A short convoy of armored cargo trucks crosses the narrow central industrial causeway with two small escorts; a gray command cruiser is only distant coastal context. Clear pale morning atmosphere, readable white salt basins against navy channels. +Foreground subject: one compact steel-gray twin-engine Raptor-like strike fighter viewed from behind and above, banking and flying toward the upper right into this mission. Believable cockpit, exactly two engines, coherent wings and fin geometry, worn mechanical panels with restrained teal and amber accents. +Composition: cinematic oblique landscape illustration, not overhead or a screenshot. Foreground fighter fills the lower-left/center but its complete silhouette and the signature destination both fit within the center75percent of image height. Clear middle-distance mission environment, atmospheric horizon and broad readable value masses that survive a132x70 menu thumbnail. Avoid fine detail as the only mission distinction. +Style: restrained hand-painted 1990s shooter box-art realism matching Stormwall, crisp aircraft silhouette and readable panels, navy/desaturated teal, steel-gray machinery and muted amber industrial light. Follow the actual environment above, not an arbitrary generic storm or ocean scene. +Canvas: landscape16:10, ideally1280x800, opaque. No text, labels, HUD, logos, watermarks, borders, grid, atlas, split panels, tile collage or gameplay screenshot. Do not invent objectives, new enemies, excessive aircraft limbs, forests, glaciers, alien architecture or large explosions absent from the setting. Do not regenerate Stormwall or Iron Crown. One complete new illustration only. diff --git a/mods/iron_coast_mission_3/art/briefing-cinematic-provenance.json b/mods/iron_coast_mission_3/art/briefing-cinematic-provenance.json new file mode 100644 index 00000000..7c177cb1 --- /dev/null +++ b/mods/iron_coast_mission_3/art/briefing-cinematic-provenance.json @@ -0,0 +1,54 @@ +{ + "asset": "Iron Coast S1 M03: Saltworks Convoy cinematic briefing", + "mission_id": "iron_coast_mission_3:mission_03", + "generation": { + "tool": "built-in image_gen.imagegen", + "actual_calls": 1, + "gate_owner": "/root/iron_coast_names", + "gate_lease": "2b49401c-b975-482c-b859-292b8a6bf177", + "outcome": "success", + "terminal_reported_immediately": true, + "prompt": "briefing-cinematic-prompt.txt", + "prompt_sha256": "ebc9c9a18cb1775edfc5523719ff649e2f1b74635202a8d638ba82b88fb0df4d", + "master": "briefing-cinematic-generated-master.png", + "master_sha256": "f7aaea7fcd6cf38907dba796ccb33efe3a9307638e0443ac668ef43fff3ae02f", + "master_dimensions": [ + 1586, + 992 + ], + "untouched_master_preserved": true, + "references": [ + { + "role": "Stormwall style and foreground aircraft", + "path": "mods/iron_coast_mission_4/art/briefing_hd.png", + "sha256": "cd987c13bc55bba2620379ca435c0cccf08d7564364d730c65d0be285bb82221" + }, + { + "role": "own prior top-down environment reference only", + "path": "mods/iron_coast_mission_3/art/briefing_hd.png", + "sha256": "171793b667a6750fc47d79816e4f16a35a9a2e12166d229baf28442028d381c1" + } + ] + }, + "derivation": { + "recipe": "build_cinematic_briefing.py", + "hd": "RGB1280x800, centered ImageOps.fit LANCZOS preserving16:10; no repaint", + "sd": "RGB320x200 LANCZOS downsample of complete sameHD", + "menu_review_crop": "centered132x70 LANCZOS file-onlypreview; actual SDLthumbnail review required separately" + }, + "outputs": { + "hd": { + "path": "art/briefing_hd.png", + "sha256": "04bb44e7dcabcf0d12c49d07691e278b538104c81799181ec468ec227fc51ee6" + }, + "sd": { + "path": "art/briefing_sd.png", + "sha256": "ea69b6378ea9382a8e38f14460d2c055ad5d8e982461456db076aeaca716b0f9" + } + }, + "limits": [ + "Illustrative mission briefing only; no mission objectives, names, IDs, scripts, wave counts, collisions, equipment, music or gameplay change.", + "New authored artwork does not count toward Originalsprite/terrainHD coverage.", + "Original top-down briefing remains in Git history and originalgenerationfiles; currentreplacementis a newindependentillustration." + ] +} diff --git a/mods/iron_coast_mission_3/art/briefing_hd.png b/mods/iron_coast_mission_3/art/briefing_hd.png index a02081ed..66e4475e 100644 Binary files a/mods/iron_coast_mission_3/art/briefing_hd.png and b/mods/iron_coast_mission_3/art/briefing_hd.png differ diff --git a/mods/iron_coast_mission_3/art/briefing_sd.png b/mods/iron_coast_mission_3/art/briefing_sd.png index 80e457e7..5d034df6 100644 Binary files a/mods/iron_coast_mission_3/art/briefing_sd.png and b/mods/iron_coast_mission_3/art/briefing_sd.png differ diff --git a/mods/iron_coast_mission_3/art/build_cinematic_briefing.py b/mods/iron_coast_mission_3/art/build_cinematic_briefing.py new file mode 100644 index 00000000..57603d21 --- /dev/null +++ b/mods/iron_coast_mission_3/art/build_cinematic_briefing.py @@ -0,0 +1,13 @@ +#!/usr/bin/env python3 +"""Rebuild only this generated mission briefing's SD/HD derivatives (Pillow).""" +from pathlib import Path +import hashlib +from PIL import Image, ImageOps +root = Path(__file__).resolve().parent +master = root / 'briefing-cinematic-generated-master.png' +if hashlib.sha256(master.read_bytes()).hexdigest() != 'f7aaea7fcd6cf38907dba796ccb33efe3a9307638e0443ac668ef43fff3ae02f': + raise SystemExit('Unexpected original briefing master bytes') +with Image.open(master) as image: + hd = ImageOps.fit(image.convert('RGB'), (1280, 800), Image.Resampling.LANCZOS, centering=(0.5,0.5)) + hd.save(root / 'briefing_hd.png') + hd.resize((320, 200), Image.Resampling.LANCZOS).save(root / 'briefing_sd.png') diff --git a/mods/iron_coast_mission_3/build_assets.py b/mods/iron_coast_mission_3/build_assets.py index 6b15d269..fdbfef5a 100644 --- a/mods/iron_coast_mission_3/build_assets.py +++ b/mods/iron_coast_mission_3/build_assets.py @@ -12,6 +12,7 @@ import random import struct import wave from pathlib import Path +import runpy from PIL import Image, ImageOps ROOT = Path(__file__).resolve().parent @@ -96,9 +97,8 @@ def main(): assert terrain_hd.crop((0, 1535, 1152, 1536)).tobytes() == ImageOps.flip(terrain_hd).crop((0, 0, 1152, 1)).tobytes() terrain_sd.save(art / "terrain-preview-sd.png") terrain_hd.save(art / "terrain-preview-hd.png") - briefing = Image.open(art / "briefing-source-hd.png").convert("RGBA") - sd(briefing, (320, 200), palette).save(art / "briefing_sd.png") - briefing.resize((1280, 800), Image.Resampling.LANCZOS).save(art / "briefing_hd.png") + # The cinematic briefing has its own unchanged generated master. + runpy.run_path(str(art / "build_cinematic_briefing.py"), run_name="__main__") convoy = Image.open(art / "convoy-source-hd.png").convert("RGBA") # Use the generated alpha bounds, then preserve its complete silhouette in # the logical canvas with a small transparent border. This is packaging. diff --git a/mods/iron_coast_mission_3/content.json b/mods/iron_coast_mission_3/content.json index fe85c46f..d6aff436 100644 --- a/mods/iron_coast_mission_3/content.json +++ b/mods/iron_coast_mission_3/content.json @@ -68,7 +68,7 @@ "missions": [ { "id": "iron_coast_mission_3:mission_03", - "name": "Iron Coast 3 — Saltworks Convoy", + "name": "Iron Coast S1 M03: Saltworks Convoy", "duration": 3000, "auto_complete": false, "columns": 9, diff --git a/mods/iron_coast_mission_3/mod.toml b/mods/iron_coast_mission_3/mod.toml index bf55a3c8..28314dad 100644 --- a/mods/iron_coast_mission_3/mod.toml +++ b/mods/iron_coast_mission_3/mod.toml @@ -1,5 +1,5 @@ id = "iron_coast_mission_3" -name = "Iron Coast — Mission 3: Saltworks Convoy" +name = "Iron Coast S1 M03: Saltworks Convoy" version = "1.0.1" api_version = 1 description = "Intercept three armored cargo transports through the salt flats, disable their two escorts and destroy the convoy command cruiser. New SD/HD saltworks terrain, cargo sprites and synthesized radio cues." diff --git a/mods/iron_coast_mission_4/README.md b/mods/iron_coast_mission_4/README.md index 62442785..7fc7cc8d 100644 --- a/mods/iron_coast_mission_4/README.md +++ b/mods/iron_coast_mission_4/README.md @@ -1,4 +1,4 @@ -# Iron Coast — Mission 4: Stormwall +# Iron Coast S1 M04: Stormwall API 1 package, version 1.0.1. Enable it in Mods at the main menu and apply the selection. The normal dependency selection also enables `iron_coast_scout`, `iron_coast_turret`, `iron_coast_boss_4`, `pulse_cannon`, `seeker_swarm`, `ion_lance`, `iron_coast_music`. diff --git a/mods/iron_coast_mission_4/art/briefing-sd-full-rgb-provenance.json b/mods/iron_coast_mission_4/art/briefing-sd-full-rgb-provenance.json new file mode 100644 index 00000000..e4e7ccc4 --- /dev/null +++ b/mods/iron_coast_mission_4/art/briefing-sd-full-rgb-provenance.json @@ -0,0 +1,10 @@ +{ + "purpose": "Full RGB SD briefing for the menu; replaces inherited palette posterization", + "source": "briefing_hd.png", + "source_sha256": "cd987c13bc55bba2620379ca435c0cccf08d7564364d730c65d0be285bb82221", + "old_sd_sha256": "11c8b492cd2df36ff05eeccded9a398da4af9113194b355fb4c6630f196d167d", + "sd_sha256": "9bd490c5c341303bea69f55bc323f5cced581d64740371703f70d3e7a1012256", + "recipe": "rebuild_briefing_sd.py", + "method": "RGB 320x200 Lanczos downsample of unchanged approved HD; no image generation", + "scope": "Menu illustration only; gameplay terrain, sprites, missions and audio unchanged" +} diff --git a/mods/iron_coast_mission_4/art/briefing_sd.png b/mods/iron_coast_mission_4/art/briefing_sd.png index 05ae2e29..d3dc68d3 100644 Binary files a/mods/iron_coast_mission_4/art/briefing_sd.png and b/mods/iron_coast_mission_4/art/briefing_sd.png differ diff --git a/mods/iron_coast_mission_4/art/rebuild_briefing_sd.py b/mods/iron_coast_mission_4/art/rebuild_briefing_sd.py new file mode 100644 index 00000000..7826a9cd --- /dev/null +++ b/mods/iron_coast_mission_4/art/rebuild_briefing_sd.py @@ -0,0 +1,10 @@ +#!/usr/bin/env python3 +"""Refresh only this menu briefing SD image; gameplay artwork is untouched.""" +from pathlib import Path +import hashlib +from PIL import Image +root = Path(__file__).resolve().parent +source = root / "briefing_hd.png" +assert hashlib.sha256(source.read_bytes()).hexdigest() == "cd987c13bc55bba2620379ca435c0cccf08d7564364d730c65d0be285bb82221", "Unexpected HD briefing" +with Image.open(source) as image: + image.convert("RGB").resize((320,200), Image.Resampling.LANCZOS).save(root / "briefing_sd.png") diff --git a/mods/iron_coast_mission_4/build_assets.py b/mods/iron_coast_mission_4/build_assets.py index 4e9c724d..26f7b7f4 100644 --- a/mods/iron_coast_mission_4/build_assets.py +++ b/mods/iron_coast_mission_4/build_assets.py @@ -100,7 +100,7 @@ def main(): standard.save(art / "terrain-preview-sd.png") briefing = Image.open(art / "briefing-source-hd.png") briefing.convert("RGBA").resize((1280,800), Image.Resampling.LANCZOS).save(art / "briefing_hd.png") - sd(briefing, (320,200), palette).save(art / "briefing_sd.png") + briefing.convert("RGBA").resize((1280,800), Image.Resampling.LANCZOS).convert("RGB").resize((320,200), Image.Resampling.LANCZOS).save(art / "briefing_sd.png") palette_colors = {tuple(colors[i:i+3]) for i in range(0,768,3)} rgb_pixels = standard.convert("RGB").tobytes() sd_colors = {tuple(rgb_pixels[i:i+3]) for i in range(0,len(rgb_pixels),3)} diff --git a/mods/iron_coast_mission_4/content.json b/mods/iron_coast_mission_4/content.json index b8fa9d31..48e4d6d3 100644 --- a/mods/iron_coast_mission_4/content.json +++ b/mods/iron_coast_mission_4/content.json @@ -40,7 +40,7 @@ "missions": [ { "id": "iron_coast_mission_4:mission_04", - "name": "Iron Coast 4 — Stormwall", + "name": "Iron Coast S1 M04: Stormwall", "duration": 3000, "auto_complete": false, "columns": 9, diff --git a/mods/iron_coast_mission_4/mod.toml b/mods/iron_coast_mission_4/mod.toml index 631106e3..17993605 100644 --- a/mods/iron_coast_mission_4/mod.toml +++ b/mods/iron_coast_mission_4/mod.toml @@ -1,5 +1,5 @@ id = "iron_coast_mission_4" -name = "Iron Coast — Mission 4: Stormwall" +name = "Iron Coast S1 M04: Stormwall" version = "1.0.1" api_version = 1 description = "Breach a storm-lashed cliff battery, silence four emplacements and destroy the Stormwall Arsenal. Original curved and crossing fighter patrols mix with Iron Coast scouts. Includes SD/HD storm-coast art, mission-only Pulse Cannon loan, warning cues and the Iron Coast soundtrack." diff --git a/mods/iron_coast_mission_5/README.md b/mods/iron_coast_mission_5/README.md index 745dd38d..78bdec0f 100644 --- a/mods/iron_coast_mission_5/README.md +++ b/mods/iron_coast_mission_5/README.md @@ -1,8 +1,8 @@ -# Iron Coast — Mission 5: Cinder Docks +# Iron Coast S1 M05: Cinder Docks API 1 package, version 1.0.1. Enable it in Mods at the main menu and apply the selection. The normal dependency selection also enables `iron_coast_scout`, `iron_coast_turret`, `iron_coast_boss_5`, `pulse_cannon`, `seeker_swarm`, `ion_lance`, `iron_coast_music`. -Mission `iron_coast_mission_5:mission_05`: **Iron Coast 5 — Cinder Docks**. Destroy both foundries and Cinder Hammer. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. +Mission `iron_coast_mission_5:mission_05`: **Iron Coast S1 M05: Cinder Docks**. Destroy both foundries and Cinder Hammer. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. Scheduled spawn totals for Training / Rookie / Veteran / Elite are **45 / 64 / 83 / 107**. These are enabled scheduled entries, not simultaneous live-enemy counts. Groups can overlap when earlier enemies survive. @@ -15,3 +15,15 @@ The mission supplies three coolant cells when inventory capacity allows. Select ## Validation and history See the [current Iron Coast retune results and limits](../../docs/iron-coast-retune.md). Package-local acceptance reports, validation results and retained test sources describe pre-retune 1.0 behavior unless a result explicitly identifies the newer package and runner. They remain historical material, not current playthrough guarantees. + +## Rebuilding the briefing + +Run `python3 art/build_cinematic_briefing.py` from this package directory +(Pillow required). It verifies the unchanged cinematic master and rebuilds the +exact SD/HD filenames referenced by `content.json`; the prompt and provenance +are beside the master in `art/`. This artwork update changes package hashes; +existing pilots use the normal changed-mod confirmation, with stable IDs and +saved equipment/progression retained. + +`build_assets.py` also includes the cinematic briefing recipe when rebuilding +this package's assets; its tile, sprite and sound processing is unchanged. diff --git a/mods/iron_coast_mission_5/art/briefing-cinematic-generated-master.png b/mods/iron_coast_mission_5/art/briefing-cinematic-generated-master.png new file mode 100644 index 00000000..b54c62ae Binary files /dev/null and b/mods/iron_coast_mission_5/art/briefing-cinematic-generated-master.png differ diff --git a/mods/iron_coast_mission_5/art/briefing-cinematic-prompt.txt b/mods/iron_coast_mission_5/art/briefing-cinematic-prompt.txt new file mode 100644 index 00000000..f0a85e75 --- /dev/null +++ b/mods/iron_coast_mission_5/art/briefing-cinematic-prompt.txt @@ -0,0 +1,9 @@ +Use case: stylized-concept +Asset type: ONE cinematic mission briefing illustration for Iron Coast S1 M05: Cinder Docks. +Primary request: replace the old top-down briefing composition with a new cinematic illustration matching Image1, the user's approved Stormwall briefing. +Input images: Image1 is the exact STYLE AND FOREGROUND AIRCRAFT reference, not the scene to duplicate. Image2 is this mission's existing briefing and is ONLY its environment/material/terrain theme reference; do NOT imitate its top-down tiled perspective. +Actual mission environment: A hostile industrial shipbuilding yard along dark-teal water, concrete launch docks, rust-red gantry cranes and two armored furnace stations glowing muted orange. Gray launch cruiser moored beyond the hot foundry. Smoke drifts toward the overcast horizon; machinery, wharf and warm furnace glow distinguish the approach. +Foreground subject: one compact steel-gray twin-engine Raptor-like strike fighter viewed from behind and above, banking and flying toward the upper right into this mission. Believable cockpit, exactly two engines, coherent wings and fin geometry, worn mechanical panels with restrained teal and amber accents. +Composition: cinematic oblique landscape illustration, not overhead or a screenshot. Foreground fighter fills the lower-left/center but its complete silhouette and the signature destination both fit within the center75percent of image height. Clear middle-distance mission environment, atmospheric horizon and broad readable value masses that survive a132x70 menu thumbnail. Avoid fine detail as the only mission distinction. +Style: restrained hand-painted 1990s shooter box-art realism matching Stormwall, crisp aircraft silhouette and readable panels, navy/desaturated teal, steel-gray machinery and muted amber industrial light. Follow the actual environment above, not an arbitrary generic storm or ocean scene. +Canvas: landscape16:10, ideally1280x800, opaque. No text, labels, HUD, logos, watermarks, borders, grid, atlas, split panels, tile collage or gameplay screenshot. Do not invent objectives, new enemies, excessive aircraft limbs, forests, glaciers, alien architecture or large explosions absent from the setting. Do not regenerate Stormwall or Iron Crown. One complete new illustration only. diff --git a/mods/iron_coast_mission_5/art/briefing-cinematic-provenance.json b/mods/iron_coast_mission_5/art/briefing-cinematic-provenance.json new file mode 100644 index 00000000..9318e443 --- /dev/null +++ b/mods/iron_coast_mission_5/art/briefing-cinematic-provenance.json @@ -0,0 +1,54 @@ +{ + "asset": "Iron Coast S1 M05: Cinder Docks cinematic briefing", + "mission_id": "iron_coast_mission_5:mission_05", + "generation": { + "tool": "built-in image_gen.imagegen", + "actual_calls": 1, + "gate_owner": "/root/iron_coast_names", + "gate_lease": "5e8550a9-6378-40c4-b546-9190366ef387", + "outcome": "success", + "terminal_reported_immediately": true, + "prompt": "briefing-cinematic-prompt.txt", + "prompt_sha256": "f9f13b28ce0814acdecb87e0117f72115629414c6ff54fc9f3c1d12db481051a", + "master": "briefing-cinematic-generated-master.png", + "master_sha256": "c4e4bf175970efa74cb1a0355c82ef8f1052e2b043523f24c62b432cae885dae", + "master_dimensions": [ + 1586, + 992 + ], + "untouched_master_preserved": true, + "references": [ + { + "role": "Stormwall style and foreground aircraft", + "path": "mods/iron_coast_mission_4/art/briefing_hd.png", + "sha256": "cd987c13bc55bba2620379ca435c0cccf08d7564364d730c65d0be285bb82221" + }, + { + "role": "own prior top-down environment reference only", + "path": "mods/iron_coast_mission_5/art/briefing_hd.png", + "sha256": "7f459d0ba9ac01faee41e49f80e87c42a06eb6a6752fff93ed42e21d86939958" + } + ] + }, + "derivation": { + "recipe": "build_cinematic_briefing.py", + "hd": "RGB1280x800, centered ImageOps.fit LANCZOS preserving16:10; no repaint", + "sd": "RGB320x200 LANCZOS downsample of complete sameHD", + "menu_review_crop": "centered132x70 LANCZOS file-onlypreview; actual SDLthumbnail review required separately" + }, + "outputs": { + "hd": { + "path": "art/briefing_hd.png", + "sha256": "28289316584da228a27f73c0271476ad43022c7cc876510d1865d95fb6e26af6" + }, + "sd": { + "path": "art/briefing_sd.png", + "sha256": "ea99825ffa1f75f9b9c2d6b3570131bf0ba4bcc9ea534122c234ec6c923a58e5" + } + }, + "limits": [ + "Illustrative mission briefing only; no mission objectives, names, IDs, scripts, wave counts, collisions, equipment, music or gameplay change.", + "New authored artwork does not count toward Originalsprite/terrainHD coverage.", + "Original top-down briefing remains in Git history and originalgenerationfiles; currentreplacementis a newindependentillustration." + ] +} diff --git a/mods/iron_coast_mission_5/art/briefing_hd.png b/mods/iron_coast_mission_5/art/briefing_hd.png index 5275251e..1f7a4560 100644 Binary files a/mods/iron_coast_mission_5/art/briefing_hd.png and b/mods/iron_coast_mission_5/art/briefing_hd.png differ diff --git a/mods/iron_coast_mission_5/art/briefing_sd.png b/mods/iron_coast_mission_5/art/briefing_sd.png index 644ff071..67097efb 100644 Binary files a/mods/iron_coast_mission_5/art/briefing_sd.png and b/mods/iron_coast_mission_5/art/briefing_sd.png differ diff --git a/mods/iron_coast_mission_5/art/build_cinematic_briefing.py b/mods/iron_coast_mission_5/art/build_cinematic_briefing.py new file mode 100644 index 00000000..b6d452dd --- /dev/null +++ b/mods/iron_coast_mission_5/art/build_cinematic_briefing.py @@ -0,0 +1,13 @@ +#!/usr/bin/env python3 +"""Rebuild only this generated mission briefing's SD/HD derivatives (Pillow).""" +from pathlib import Path +import hashlib +from PIL import Image, ImageOps +root = Path(__file__).resolve().parent +master = root / 'briefing-cinematic-generated-master.png' +if hashlib.sha256(master.read_bytes()).hexdigest() != 'c4e4bf175970efa74cb1a0355c82ef8f1052e2b043523f24c62b432cae885dae': + raise SystemExit('Unexpected original briefing master bytes') +with Image.open(master) as image: + hd = ImageOps.fit(image.convert('RGB'), (1280, 800), Image.Resampling.LANCZOS, centering=(0.5,0.5)) + hd.save(root / 'briefing_hd.png') + hd.resize((320, 200), Image.Resampling.LANCZOS).save(root / 'briefing_sd.png') diff --git a/mods/iron_coast_mission_5/build_assets.py b/mods/iron_coast_mission_5/build_assets.py index 807eaa56..ec4a0ec0 100644 --- a/mods/iron_coast_mission_5/build_assets.py +++ b/mods/iron_coast_mission_5/build_assets.py @@ -12,6 +12,7 @@ import random import struct import wave from pathlib import Path +import runpy from PIL import Image, ImageOps ROOT = Path(__file__).resolve().parent @@ -101,10 +102,12 @@ def main(): assert flipped.crop((0,height-1,width,height)).tobytes() == terrain.crop((0,0,width,1)).tobytes() terrain_sd.save(art/"terrain-preview-sd.png") terrain_hd.save(art/"terrain-preview-hd.png") - for name,size in [("briefing",(320,200)),("foundry",(48,48))]: + for name,size in [("foundry",(48,48))]: image = Image.open(art/f"{name}-source-hd.png") sd(image,size,colors).save(art/f"{name}_sd.png") image.convert("RGBA").resize((size[0]*4,size[1]*4),Image.Resampling.LANCZOS).save(art/f"{name}_hd.png") + # Rebuild the cinematic briefing without changing the other artwork. + runpy.run_path(str(art / "build_cinematic_briefing.py"), run_name="__main__") audio = { "approach":wav("approach",1.1,[110,147,196],"metal"), "foundry_alarm":wav("foundry_alarm",0.9,[220,330,220,330],"alarm"), diff --git a/mods/iron_coast_mission_5/content.json b/mods/iron_coast_mission_5/content.json index 3f8834a9..70405834 100644 --- a/mods/iron_coast_mission_5/content.json +++ b/mods/iron_coast_mission_5/content.json @@ -144,7 +144,7 @@ "missions": [ { "id": "iron_coast_mission_5:mission_05", - "name": "Iron Coast 5 — Cinder Docks", + "name": "Iron Coast S1 M05: Cinder Docks", "duration": 2600, "auto_complete": false, "columns": 9, diff --git a/mods/iron_coast_mission_5/mod.toml b/mods/iron_coast_mission_5/mod.toml index 43cdbf0a..b8ee2980 100644 --- a/mods/iron_coast_mission_5/mod.toml +++ b/mods/iron_coast_mission_5/mod.toml @@ -1,5 +1,5 @@ id = "iron_coast_mission_5" -name = "Iron Coast — Mission 5: Cinder Docks" +name = "Iron Coast S1 M05: Cinder Docks" version = "1.0.1" api_version = 1 description = "Shut down two armored furnace stations in a hostile shipbuilding yard, then destroy its launch cruiser. Includes SD/HD industrial terrain, foundry targets, coolant injectors and synthesized warning cues." diff --git a/mods/iron_coast_mission_6/README.md b/mods/iron_coast_mission_6/README.md index 49855c94..4a80baba 100644 --- a/mods/iron_coast_mission_6/README.md +++ b/mods/iron_coast_mission_6/README.md @@ -1,4 +1,4 @@ -# Iron Coast — Mission 6: Iron Crown +# Iron Coast S1 M06: Iron Crown API 1 package, version 1.0.2. Enable it in Mods at the main menu and apply the selection. The normal dependency selection also enables `iron_coast_scout`, `iron_coast_turret`, `iron_coast_boss_6`, `iron_coast_music`, `pulse_cannon`, `seeker_swarm`, `ion_lance`. diff --git a/mods/iron_coast_mission_6/art/briefing-sd-full-rgb-provenance.json b/mods/iron_coast_mission_6/art/briefing-sd-full-rgb-provenance.json new file mode 100644 index 00000000..c9ca4313 --- /dev/null +++ b/mods/iron_coast_mission_6/art/briefing-sd-full-rgb-provenance.json @@ -0,0 +1,10 @@ +{ + "purpose": "Full RGB SD briefing for the menu; replaces inherited palette posterization", + "source": "briefing_hd.png", + "source_sha256": "cb87cd81b6d8e87c0ceb5469d1832879906c9cee48728e2c56459b51d8a07b2a", + "old_sd_sha256": "7e6304191345cc1f9cffcd30c075887077cd5f2351eaa75fc8c41b792780cd53", + "sd_sha256": "e1e8ca85d0ee8039b97b420e082f278967402038e681c46f1b064da58cd4c8ab", + "recipe": "rebuild_briefing_sd.py", + "method": "RGB 320x200 Lanczos downsample of unchanged approved HD; no image generation", + "scope": "Menu illustration only; gameplay terrain, sprites, missions and audio unchanged" +} diff --git a/mods/iron_coast_mission_6/art/briefing_sd.png b/mods/iron_coast_mission_6/art/briefing_sd.png index b09b3b3d..3c151c6c 100644 Binary files a/mods/iron_coast_mission_6/art/briefing_sd.png and b/mods/iron_coast_mission_6/art/briefing_sd.png differ diff --git a/mods/iron_coast_mission_6/art/rebuild_briefing_sd.py b/mods/iron_coast_mission_6/art/rebuild_briefing_sd.py new file mode 100644 index 00000000..880b83bc --- /dev/null +++ b/mods/iron_coast_mission_6/art/rebuild_briefing_sd.py @@ -0,0 +1,10 @@ +#!/usr/bin/env python3 +"""Refresh only this menu briefing SD image; gameplay artwork is untouched.""" +from pathlib import Path +import hashlib +from PIL import Image +root = Path(__file__).resolve().parent +source = root / "briefing_hd.png" +assert hashlib.sha256(source.read_bytes()).hexdigest() == "cb87cd81b6d8e87c0ceb5469d1832879906c9cee48728e2c56459b51d8a07b2a", "Unexpected HD briefing" +with Image.open(source) as image: + image.convert("RGB").resize((320,200), Image.Resampling.LANCZOS).save(root / "briefing_sd.png") diff --git a/mods/iron_coast_mission_6/build_assets.py b/mods/iron_coast_mission_6/build_assets.py index 8415362f..9fc3534a 100644 --- a/mods/iron_coast_mission_6/build_assets.py +++ b/mods/iron_coast_mission_6/build_assets.py @@ -104,7 +104,7 @@ def main(): terrain_sd.save(art / "terrain-preview-sd.png") terrain_hd.save(art / "terrain-preview-hd.png") briefing = Image.open(art / "briefing-source-hd.png").convert("RGBA") - palette_sd(briefing, (320, 200), palette).save(art / "briefing_sd.png") + briefing.resize((1280, 800), Image.Resampling.LANCZOS).convert("RGB").resize((320, 200), Image.Resampling.LANCZOS).save(art / "briefing_sd.png") briefing.resize((1280, 800), Image.Resampling.LANCZOS).save(art / "briefing_hd.png") audio = { "approach": wav("approach", 1.1, [110, 147, 165, 220]), diff --git a/mods/iron_coast_mission_6/content.json b/mods/iron_coast_mission_6/content.json index 0af40347..30f75bc6 100644 --- a/mods/iron_coast_mission_6/content.json +++ b/mods/iron_coast_mission_6/content.json @@ -40,7 +40,7 @@ "missions": [ { "id": "iron_coast_mission_6:mission_06", - "name": "Iron Coast 6 — Iron Crown", + "name": "Iron Coast S1 M06: Iron Crown", "duration": 3800, "auto_complete": false, "columns": 9, diff --git a/mods/iron_coast_mission_6/mod.toml b/mods/iron_coast_mission_6/mod.toml index 977d30d2..ccf23b98 100644 --- a/mods/iron_coast_mission_6/mod.toml +++ b/mods/iron_coast_mission_6/mod.toml @@ -1,5 +1,5 @@ id = "iron_coast_mission_6" -name = "Iron Coast — Mission 6: Iron Crown" +name = "Iron Coast S1 M06: Iron Crown" version = "1.0.2" api_version = 1 description = "Assault the offshore command citadel, disable six anchored batteries and destroy both command cruisers. The Iron Coast finale includes SD/HD fortress terrain, an optional Ion Lance loan and synthesized mission audio." diff --git a/mods/iron_coast_stage2_campaign/README.md b/mods/iron_coast_stage2_campaign/README.md index 1ca66811..d826c422 100644 --- a/mods/iron_coast_stage2_campaign/README.md +++ b/mods/iron_coast_stage2_campaign/README.md @@ -1,9 +1,9 @@ -# Iron Coast II: Black Tide +# Iron Coast S2: Black Tide -Enable **Iron Coast II — Black Tide** in the game's Mods screen. Dependency +Enable **Iron Coast S2: Black Tide** in the game's Mods screen. Dependency selection brings in all eight missions, their individual bosses, the shared coastal enemies, the three-track soundtrack and two optional shop weapons. -Apply the selection at the main menu, then select Nightbreak Inlet in the +Apply the selection at the main menu, then select **Iron Coast S2 M01: Nightbreak Inlet** in the Hangar's mission menu. Normal pilot saves retain the campaign and package pins. The individual mission, boss, enemy and weapon mods can also be enabled diff --git a/mods/iron_coast_stage2_campaign/content.json b/mods/iron_coast_stage2_campaign/content.json index 85c3f315..5677fcda 100644 --- a/mods/iron_coast_stage2_campaign/content.json +++ b/mods/iron_coast_stage2_campaign/content.json @@ -2,7 +2,7 @@ "campaigns": [ { "id": "iron_coast_stage2_campaign:campaign", - "name": "Iron Coast II: Black Tide", + "name": "Iron Coast S2: Black Tide", "art": { "png": "art/briefing_sd.png", "hd_png": "art/briefing_hd.png", diff --git a/mods/iron_coast_stage2_campaign/mod.toml b/mods/iron_coast_stage2_campaign/mod.toml index e7b9a9de..5334947d 100644 --- a/mods/iron_coast_stage2_campaign/mod.toml +++ b/mods/iron_coast_stage2_campaign/mod.toml @@ -1,5 +1,5 @@ id = "iron_coast_stage2_campaign" -name = "Iron Coast II — Black Tide" +name = "Iron Coast S2: Black Tide" version = "1.0.0" api_version = 1 description = "Eight linked sorties from Nightbreak Inlet to the Black Tide command citadel, with eight distinct bosses, classic Raptor waves, new coastal enemies, two optional weapons and an original three-track soundtrack." diff --git a/mods/iron_coast_stage2_mission_1/README.md b/mods/iron_coast_stage2_mission_1/README.md index 72c11c34..6ee32bd5 100644 --- a/mods/iron_coast_stage2_mission_1/README.md +++ b/mods/iron_coast_stage2_mission_1/README.md @@ -1,8 +1,8 @@ -# Iron Coast II — Mission 1: Nightbreak Inlet +# Iron Coast S2 M01: Nightbreak Inlet API 1 package, version 1.0.1. Enable it in Mods at the main menu and apply the selection. The normal dependency selection also enables `iron_coast_stage2_boss_1`, `iron_coast_stage2_music`, `iron_coast_stage2_interceptor`, `iron_coast_stage2_siege`. -Mission `iron_coast_stage2_mission_1:mission_01`: **Nightbreak Inlet**. Destroy three required siege defenses and the boss. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. +Mission `iron_coast_stage2_mission_1:mission_01`: **Iron Coast S2 M01: Nightbreak Inlet**. Destroy three required siege defenses and the boss. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. Scheduled spawn totals for Training / Rookie / Veteran / Elite are **30 / 43 / 55 / 67**. These are enabled scheduled entries, not simultaneous live-enemy counts. Groups can overlap when earlier enemies survive. @@ -11,3 +11,15 @@ Align the forward guns with required targets while moving around incoming shots. ## Validation and history See the [current Iron Coast retune results and limits](../../docs/iron-coast-retune.md). Package-local acceptance reports, validation results and retained test sources describe pre-retune 1.0 behavior unless a result explicitly identifies the newer package and runner. They remain historical material, not current playthrough guarantees. + +## Rebuilding the briefing + +Run `python3 art/build_cinematic_briefing.py` from this package directory +(Pillow required). It verifies the unchanged cinematic master and rebuilds the +exact SD/HD filenames referenced by `content.json`; the prompt and provenance +are beside the master in `art/`. This artwork update changes package hashes; +existing pilots use the normal changed-mod confirmation, with stable IDs and +saved equipment/progression retained. + +`build_assets.py` also includes the cinematic briefing recipe when rebuilding +this package's assets; its tile, sprite and sound processing is unchanged. diff --git a/mods/iron_coast_stage2_mission_1/art/briefing-cinematic-generated-master.png b/mods/iron_coast_stage2_mission_1/art/briefing-cinematic-generated-master.png new file mode 100644 index 00000000..41500e01 Binary files /dev/null and b/mods/iron_coast_stage2_mission_1/art/briefing-cinematic-generated-master.png differ diff --git a/mods/iron_coast_stage2_mission_1/art/briefing-cinematic-prompt.txt b/mods/iron_coast_stage2_mission_1/art/briefing-cinematic-prompt.txt new file mode 100644 index 00000000..f1e9496d --- /dev/null +++ b/mods/iron_coast_stage2_mission_1/art/briefing-cinematic-prompt.txt @@ -0,0 +1,9 @@ +Use case: stylized-concept +Asset type: ONE cinematic mission briefing illustration for Iron Coast S2 M01: Nightbreak Inlet. +Primary request: replace the old top-down briefing composition with a new cinematic illustration matching Image1, the user's approved Stormwall briefing. +Input images: Image1 is the exact STYLE AND FOREGROUND AIRCRAFT reference, not the scene to duplicate. Image2 is this mission's existing briefing and is ONLY its environment/material/terrain theme reference; do NOT imitate its top-down tiled perspective. +Actual mission environment: A night harbor inlet between low industrial wharves and concrete shore platforms, dark navy water reflecting sparse amber work lights. A guarded shore platform controls the narrow entry. Predawn blue horizon and low haze; foreground gray aircraft remains legible through cool rim light rather than pure black. No city skyline or added huge fortress. +Foreground subject: one compact steel-gray twin-engine Raptor-like strike fighter viewed from behind and above, banking and flying toward the upper right into this mission. Believable cockpit, exactly two engines, coherent wings and fin geometry, worn mechanical panels with restrained teal and amber accents. +Composition: cinematic oblique landscape illustration, not overhead or a screenshot. Foreground fighter fills the lower-left/center but its complete silhouette and the signature destination both fit within the center75percent of image height. Clear middle-distance mission environment, atmospheric horizon and broad readable value masses that survive a132x70 menu thumbnail. Avoid fine detail as the only mission distinction. +Style: restrained hand-painted 1990s shooter box-art realism matching Stormwall, crisp aircraft silhouette and readable panels, navy/desaturated teal, steel-gray machinery and muted amber industrial light. Follow the actual environment above, not an arbitrary generic storm or ocean scene. +Canvas: landscape16:10, ideally1280x800, opaque. No text, labels, HUD, logos, watermarks, borders, grid, atlas, split panels, tile collage or gameplay screenshot. Do not invent objectives, new enemies, excessive aircraft limbs, forests, glaciers, alien architecture or large explosions absent from the setting. Do not regenerate Stormwall or Iron Crown. One complete new illustration only. diff --git a/mods/iron_coast_stage2_mission_1/art/briefing-cinematic-provenance.json b/mods/iron_coast_stage2_mission_1/art/briefing-cinematic-provenance.json new file mode 100644 index 00000000..a4503ea2 --- /dev/null +++ b/mods/iron_coast_stage2_mission_1/art/briefing-cinematic-provenance.json @@ -0,0 +1,54 @@ +{ + "asset": "Iron Coast S2 M01: Nightbreak Inlet cinematic briefing", + "mission_id": "iron_coast_stage2_mission_1:mission_01", + "generation": { + "tool": "built-in image_gen.imagegen", + "actual_calls": 1, + "gate_owner": "/root/iron_coast_names", + "gate_lease": "86625bc7-43e2-489b-974a-4d8450c130f3", + "outcome": "success", + "terminal_reported_immediately": true, + "prompt": "briefing-cinematic-prompt.txt", + "prompt_sha256": "4f1ba49af23701a767d1ea8189242354ea19a2987b4cf3b000768adf0931e050", + "master": "briefing-cinematic-generated-master.png", + "master_sha256": "ad1b3d91055e957e6f66257b1fd0684ed1211cd277fd1c50d76857281933e539", + "master_dimensions": [ + 1586, + 992 + ], + "untouched_master_preserved": true, + "references": [ + { + "role": "Stormwall style and foreground aircraft", + "path": "mods/iron_coast_mission_4/art/briefing_hd.png", + "sha256": "cd987c13bc55bba2620379ca435c0cccf08d7564364d730c65d0be285bb82221" + }, + { + "role": "own prior top-down environment reference only", + "path": "mods/iron_coast_stage2_mission_1/art/briefing-hd.png", + "sha256": "d020f7f5cc7f4bd983b32726cd0d028dd60ba6997db115d0b9a3145da4e78cb5" + } + ] + }, + "derivation": { + "recipe": "build_cinematic_briefing.py", + "hd": "RGB1280x800, centered ImageOps.fit LANCZOS preserving16:10; no repaint", + "sd": "RGB320x200 LANCZOS downsample of complete sameHD", + "menu_review_crop": "centered132x70 LANCZOS file-onlypreview; actual SDLthumbnail review required separately" + }, + "outputs": { + "hd": { + "path": "art/briefing-hd.png", + "sha256": "eba3d058464287e933428396259b4f305a071f2e0fd28449c3db0b8c65d15912" + }, + "sd": { + "path": "art/briefing-sd.png", + "sha256": "53f069624437c4af7b5b8f94fa218063976ef7d4b3d76d8be74d5923671c4fcb" + } + }, + "limits": [ + "Illustrative mission briefing only; no mission objectives, names, IDs, scripts, wave counts, collisions, equipment, music or gameplay change.", + "New authored artwork does not count toward Originalsprite/terrainHD coverage.", + "Original top-down briefing remains in Git history and originalgenerationfiles; currentreplacementis a newindependentillustration." + ] +} diff --git a/mods/iron_coast_stage2_mission_1/art/briefing-hd.png b/mods/iron_coast_stage2_mission_1/art/briefing-hd.png index 147a7a08..6363b154 100644 Binary files a/mods/iron_coast_stage2_mission_1/art/briefing-hd.png and b/mods/iron_coast_stage2_mission_1/art/briefing-hd.png differ diff --git a/mods/iron_coast_stage2_mission_1/art/briefing-sd.png b/mods/iron_coast_stage2_mission_1/art/briefing-sd.png index c1d6218b..18f1a78a 100644 Binary files a/mods/iron_coast_stage2_mission_1/art/briefing-sd.png and b/mods/iron_coast_stage2_mission_1/art/briefing-sd.png differ diff --git a/mods/iron_coast_stage2_mission_1/art/build_cinematic_briefing.py b/mods/iron_coast_stage2_mission_1/art/build_cinematic_briefing.py new file mode 100644 index 00000000..310a455f --- /dev/null +++ b/mods/iron_coast_stage2_mission_1/art/build_cinematic_briefing.py @@ -0,0 +1,13 @@ +#!/usr/bin/env python3 +"""Rebuild only this generated mission briefing's SD/HD derivatives (Pillow).""" +from pathlib import Path +import hashlib +from PIL import Image, ImageOps +root = Path(__file__).resolve().parent +master = root / 'briefing-cinematic-generated-master.png' +if hashlib.sha256(master.read_bytes()).hexdigest() != 'ad1b3d91055e957e6f66257b1fd0684ed1211cd277fd1c50d76857281933e539': + raise SystemExit('Unexpected original briefing master bytes') +with Image.open(master) as image: + hd = ImageOps.fit(image.convert('RGB'), (1280, 800), Image.Resampling.LANCZOS, centering=(0.5,0.5)) + hd.save(root / 'briefing-hd.png') + hd.resize((320, 200), Image.Resampling.LANCZOS).save(root / 'briefing-sd.png') diff --git a/mods/iron_coast_stage2_mission_1/build_assets.py b/mods/iron_coast_stage2_mission_1/build_assets.py index 7f744100..da4a622d 100644 --- a/mods/iron_coast_stage2_mission_1/build_assets.py +++ b/mods/iron_coast_stage2_mission_1/build_assets.py @@ -3,6 +3,7 @@ No decoded original images are packaged. No painted/masked master edits occur. """ from pathlib import Path +import runpy import argparse,datetime,hashlib,json,math,random,struct,wave from PIL import Image,ImageOps ROOT=Path(__file__).resolve().parent @@ -58,8 +59,8 @@ def main(): # Reflected cycle joins equal boundary rows at full and logical resolution. for im in [hd,sd]:assert im.crop((0,im.height-1,im.width,im.height)).tobytes()==ImageOps.flip(im).crop((0,0,im.width,1)).tobytes() hd.save(ROOT/'art/terrain-preview-hd.png');sd.save(ROOT/'art/terrain-preview-sd.png') - bg=ImageOps.fit(src,(1280,800),Image.Resampling.LANCZOS,centering=(.5,.35));bg.save(ROOT/'art/briefing-hd.png');small(bg,(320,200),pal).save(ROOT/'art/briefing-sd.png') - report['assets'].append({'source':'art/terrain-generated-v1.png','sha256':h(raw),'logical_map':[320,512],'hd_map':[1280,2048],'reflected_cycle':True,'tiles':320,'briefing':'same generated map cropped with 8:5 viewport, no separate generation','source_not_modified':True}) + runpy.run_path(str(ROOT/'art/build_cinematic_briefing.py'),run_name='__main__') + report['assets'].append({'source':'art/terrain-generated-v1.png','sha256':h(raw),'logical_map':[320,512],'hd_map':[1280,2048],'reflected_cycle':True,'tiles':320,'briefing':'independent cinematic master, art/build_cinematic_briefing.py; see art/briefing-cinematic-provenance.json','source_not_modified':True}) cues=[('approach',.6,164+n*30),('objective',.36,392),('boss_alarm',.75,275),('victory',.95,262)] (ROOT/'audio').mkdir(exist_ok=True);report['audio']=[synth(*c) for c in cues] report['final_art']=[{'file':str(p.relative_to(ROOT)),'sha256':h(p),'size':Image.open(p).size} for p in sorted((ROOT/'art').glob('*.png')) if 'generated' not in p.name] diff --git a/mods/iron_coast_stage2_mission_1/content.json b/mods/iron_coast_stage2_mission_1/content.json index c302e7ef..75b2466b 100644 --- a/mods/iron_coast_stage2_mission_1/content.json +++ b/mods/iron_coast_stage2_mission_1/content.json @@ -2,7 +2,7 @@ "missions": [ { "id": "iron_coast_stage2_mission_1:mission_01", - "name": "Nightbreak Inlet", + "name": "Iron Coast S2 M01: Nightbreak Inlet", "duration": 3000, "auto_complete": false, "art": { @@ -44015,7 +44015,7 @@ "campaigns": [ { "id": "iron_coast_stage2_mission_1:campaign", - "name": "Iron Coast II: Nightbreak Inlet", + "name": "Iron Coast S2 M01: Nightbreak Inlet", "missions": [ "iron_coast_stage2_mission_1:mission_01" ], diff --git a/mods/iron_coast_stage2_mission_1/mod.toml b/mods/iron_coast_stage2_mission_1/mod.toml index cceb16ec..62c755ac 100644 --- a/mods/iron_coast_stage2_mission_1/mod.toml +++ b/mods/iron_coast_stage2_mission_1/mod.toml @@ -1,5 +1,5 @@ id = "iron_coast_stage2_mission_1" -name = "Iron Coast II — Mission 1: Nightbreak Inlet" +name = "Iron Coast S2 M01: Nightbreak Inlet" version = "1.0.1" api_version = 1 content = "content.json" diff --git a/mods/iron_coast_stage2_mission_2/README.md b/mods/iron_coast_stage2_mission_2/README.md index eb3bc650..b5a199ad 100644 --- a/mods/iron_coast_stage2_mission_2/README.md +++ b/mods/iron_coast_stage2_mission_2/README.md @@ -1,8 +1,8 @@ -# Iron Coast II — Mission 2: Undertow Run +# Iron Coast S2 M02: Undertow Run API 1 package, version 1.0.3. Enable it in Mods at the main menu and apply the selection. The normal dependency selection also enables `iron_coast_stage2_boss_2`, `iron_coast_stage2_music`, `iron_coast_stage2_interceptor`, `iron_coast_stage2_skimmer`. -Mission `iron_coast_stage2_mission_2:mission_02`: **Undertow Run**. Destroy four required skimmers and the boss. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. +Mission `iron_coast_stage2_mission_2:mission_02`: **Iron Coast S2 M02: Undertow Run**. Destroy four required skimmers and the boss. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. Scheduled spawn totals for Training / Rookie / Veteran / Elite are **32 / 46 / 62 / 79**. These are enabled scheduled entries, not simultaneous live-enemy counts. Groups can overlap when earlier enemies survive. @@ -23,3 +23,15 @@ In the separate shield-replenished arsenal fixture, the longest threat-free stre Focused version 1.0.3 checks on 18 October 2026 used the frozen SourceE library and the same recorded legal controller. Four authentic post-Mission-1 saves fed paired version 1.0.2 and 1.0.3 paid continuations through Missions 2–8 and the finale replay. Every route completed with exact save/load, script-state and RNG roundtrips. Mission 2 again ended at 79 / 52 / 44 / 12 shield, with unchanged completion times and refill counts. Veteran defeated one fewer optional interceptor; Elite earned 100 more credits through the altered encounter. Required skimmer and boss objectives were unchanged. The separate shield-replenished arsenal observations recorded the earlier Training/Rookie quiet interval from ticks 1,448–1,650 (8.70 seconds). Moving the armed pass split it into a longest piece of 3.73 seconds and produced four observed hostile shots. The later quiet intervals at 1,664–1,762 and 1,804–1,948 were unchanged. Some quiet time remains elsewhere: this is a local pacing correction, not a claim of continuous combat. Veteran/Elite replenished-fixture shield loss rose by six points each, while their ordinary paid routes retained the same shields and purchases. Replenished observations do not establish survival for other controllers or loadouts. + +## Rebuilding the briefing + +Run `python3 art/build_cinematic_briefing.py` from this package directory +(Pillow required). It verifies the unchanged cinematic master and rebuilds the +exact SD/HD filenames referenced by `content.json`; the prompt and provenance +are beside the master in `art/`. This artwork update changes package hashes; +existing pilots use the normal changed-mod confirmation, with stable IDs and +saved equipment/progression retained. + +`build_assets.py` also includes the cinematic briefing recipe when rebuilding +this package's assets; its tile, sprite and sound processing is unchanged. diff --git a/mods/iron_coast_stage2_mission_2/art/briefing-cinematic-generated-master.png b/mods/iron_coast_stage2_mission_2/art/briefing-cinematic-generated-master.png new file mode 100644 index 00000000..20326d86 Binary files /dev/null and b/mods/iron_coast_stage2_mission_2/art/briefing-cinematic-generated-master.png differ diff --git a/mods/iron_coast_stage2_mission_2/art/briefing-cinematic-prompt.txt b/mods/iron_coast_stage2_mission_2/art/briefing-cinematic-prompt.txt new file mode 100644 index 00000000..66de17ad --- /dev/null +++ b/mods/iron_coast_stage2_mission_2/art/briefing-cinematic-prompt.txt @@ -0,0 +1,9 @@ +Use case: stylized-concept +Asset type: ONE cinematic mission briefing illustration for Iron Coast S2 M02: Undertow Run. +Primary request: replace the old top-down briefing composition with a new cinematic illustration matching Image1, the user's approved Stormwall briefing. +Input images: Image1 is the exact STYLE AND FOREGROUND AIRCRAFT reference, not the scene to duplicate. Image2 is this mission's existing briefing and is ONLY its environment/material/terrain theme reference; do NOT imitate its top-down tiled perspective. +Actual mission environment: A naval pursuit channel of deep teal coastal water edged by rugged brown rocky shallows, a few orange navigation buoys and compact shore turrets. A distant low gray missile-submarine silhouette moves along the waterway. Overcast late-afternoon sea haze with windblown whitecaps; rocky shallows and narrow channel are clear at thumbnail scale. +Foreground subject: one compact steel-gray twin-engine Raptor-like strike fighter viewed from behind and above, banking and flying toward the upper right into this mission. Believable cockpit, exactly two engines, coherent wings and fin geometry, worn mechanical panels with restrained teal and amber accents. +Composition: cinematic oblique landscape illustration, not overhead or a screenshot. Foreground fighter fills the lower-left/center but its complete silhouette and the signature destination both fit within the center75percent of image height. Clear middle-distance mission environment, atmospheric horizon and broad readable value masses that survive a132x70 menu thumbnail. Avoid fine detail as the only mission distinction. +Style: restrained hand-painted 1990s shooter box-art realism matching Stormwall, crisp aircraft silhouette and readable panels, navy/desaturated teal, steel-gray machinery and muted amber industrial light. Follow the actual environment above, not an arbitrary generic storm or ocean scene. +Canvas: landscape16:10, ideally1280x800, opaque. No text, labels, HUD, logos, watermarks, borders, grid, atlas, split panels, tile collage or gameplay screenshot. Do not invent objectives, new enemies, excessive aircraft limbs, forests, glaciers, alien architecture or large explosions absent from the setting. Do not regenerate Stormwall or Iron Crown. One complete new illustration only. diff --git a/mods/iron_coast_stage2_mission_2/art/briefing-cinematic-provenance.json b/mods/iron_coast_stage2_mission_2/art/briefing-cinematic-provenance.json new file mode 100644 index 00000000..2e8718b0 --- /dev/null +++ b/mods/iron_coast_stage2_mission_2/art/briefing-cinematic-provenance.json @@ -0,0 +1,54 @@ +{ + "asset": "Iron Coast S2 M02: Undertow Run cinematic briefing", + "mission_id": "iron_coast_stage2_mission_2:mission_02", + "generation": { + "tool": "built-in image_gen.imagegen", + "actual_calls": 1, + "gate_owner": "/root/iron_coast_names", + "gate_lease": "0a490a02-e618-417b-8caa-21553afd185d", + "outcome": "success", + "terminal_reported_immediately": true, + "prompt": "briefing-cinematic-prompt.txt", + "prompt_sha256": "69f7eae01e1f55aae34025e00aa57b3674cd63c4a47135b00d4fc7945a3d3d0f", + "master": "briefing-cinematic-generated-master.png", + "master_sha256": "8bcb3e3f907b43f5d7029fa54195c194b49407c229d1796ee57b01c3fd7ec61f", + "master_dimensions": [ + 1586, + 992 + ], + "untouched_master_preserved": true, + "references": [ + { + "role": "Stormwall style and foreground aircraft", + "path": "mods/iron_coast_mission_4/art/briefing_hd.png", + "sha256": "cd987c13bc55bba2620379ca435c0cccf08d7564364d730c65d0be285bb82221" + }, + { + "role": "own prior top-down environment reference only", + "path": "mods/iron_coast_stage2_mission_2/art/briefing-hd.png", + "sha256": "c4550e13d85bf6816996e024673673899a92106ed4da0923933cb68fccfac602" + } + ] + }, + "derivation": { + "recipe": "build_cinematic_briefing.py", + "hd": "RGB1280x800, centered ImageOps.fit LANCZOS preserving16:10; no repaint", + "sd": "RGB320x200 LANCZOS downsample of complete sameHD", + "menu_review_crop": "centered132x70 LANCZOS file-onlypreview; actual SDLthumbnail review required separately" + }, + "outputs": { + "hd": { + "path": "art/briefing-hd.png", + "sha256": "da44fff28e92ae7c9fad1736e5a5007a64b3dd85fabf777f0c4848d8e02e67e7" + }, + "sd": { + "path": "art/briefing-sd.png", + "sha256": "1185ff48294c410cf0472f2ac99e406ee2ebb29e525261976392875ce9de3c8a" + } + }, + "limits": [ + "Illustrative mission briefing only; no mission objectives, names, IDs, scripts, wave counts, collisions, equipment, music or gameplay change.", + "New authored artwork does not count toward Originalsprite/terrainHD coverage.", + "Original top-down briefing remains in Git history and originalgenerationfiles; currentreplacementis a newindependentillustration." + ] +} diff --git a/mods/iron_coast_stage2_mission_2/art/briefing-hd.png b/mods/iron_coast_stage2_mission_2/art/briefing-hd.png index 712a767e..7cae5353 100644 Binary files a/mods/iron_coast_stage2_mission_2/art/briefing-hd.png and b/mods/iron_coast_stage2_mission_2/art/briefing-hd.png differ diff --git a/mods/iron_coast_stage2_mission_2/art/briefing-sd.png b/mods/iron_coast_stage2_mission_2/art/briefing-sd.png index ac6f1df3..66aabc6c 100644 Binary files a/mods/iron_coast_stage2_mission_2/art/briefing-sd.png and b/mods/iron_coast_stage2_mission_2/art/briefing-sd.png differ diff --git a/mods/iron_coast_stage2_mission_2/art/build_cinematic_briefing.py b/mods/iron_coast_stage2_mission_2/art/build_cinematic_briefing.py new file mode 100644 index 00000000..3671b310 --- /dev/null +++ b/mods/iron_coast_stage2_mission_2/art/build_cinematic_briefing.py @@ -0,0 +1,13 @@ +#!/usr/bin/env python3 +"""Rebuild only this generated mission briefing's SD/HD derivatives (Pillow).""" +from pathlib import Path +import hashlib +from PIL import Image, ImageOps +root = Path(__file__).resolve().parent +master = root / 'briefing-cinematic-generated-master.png' +if hashlib.sha256(master.read_bytes()).hexdigest() != '8bcb3e3f907b43f5d7029fa54195c194b49407c229d1796ee57b01c3fd7ec61f': + raise SystemExit('Unexpected original briefing master bytes') +with Image.open(master) as image: + hd = ImageOps.fit(image.convert('RGB'), (1280, 800), Image.Resampling.LANCZOS, centering=(0.5,0.5)) + hd.save(root / 'briefing-hd.png') + hd.resize((320, 200), Image.Resampling.LANCZOS).save(root / 'briefing-sd.png') diff --git a/mods/iron_coast_stage2_mission_2/build_assets.py b/mods/iron_coast_stage2_mission_2/build_assets.py index 7f744100..da4a622d 100644 --- a/mods/iron_coast_stage2_mission_2/build_assets.py +++ b/mods/iron_coast_stage2_mission_2/build_assets.py @@ -3,6 +3,7 @@ No decoded original images are packaged. No painted/masked master edits occur. """ from pathlib import Path +import runpy import argparse,datetime,hashlib,json,math,random,struct,wave from PIL import Image,ImageOps ROOT=Path(__file__).resolve().parent @@ -58,8 +59,8 @@ def main(): # Reflected cycle joins equal boundary rows at full and logical resolution. for im in [hd,sd]:assert im.crop((0,im.height-1,im.width,im.height)).tobytes()==ImageOps.flip(im).crop((0,0,im.width,1)).tobytes() hd.save(ROOT/'art/terrain-preview-hd.png');sd.save(ROOT/'art/terrain-preview-sd.png') - bg=ImageOps.fit(src,(1280,800),Image.Resampling.LANCZOS,centering=(.5,.35));bg.save(ROOT/'art/briefing-hd.png');small(bg,(320,200),pal).save(ROOT/'art/briefing-sd.png') - report['assets'].append({'source':'art/terrain-generated-v1.png','sha256':h(raw),'logical_map':[320,512],'hd_map':[1280,2048],'reflected_cycle':True,'tiles':320,'briefing':'same generated map cropped with 8:5 viewport, no separate generation','source_not_modified':True}) + runpy.run_path(str(ROOT/'art/build_cinematic_briefing.py'),run_name='__main__') + report['assets'].append({'source':'art/terrain-generated-v1.png','sha256':h(raw),'logical_map':[320,512],'hd_map':[1280,2048],'reflected_cycle':True,'tiles':320,'briefing':'independent cinematic master, art/build_cinematic_briefing.py; see art/briefing-cinematic-provenance.json','source_not_modified':True}) cues=[('approach',.6,164+n*30),('objective',.36,392),('boss_alarm',.75,275),('victory',.95,262)] (ROOT/'audio').mkdir(exist_ok=True);report['audio']=[synth(*c) for c in cues] report['final_art']=[{'file':str(p.relative_to(ROOT)),'sha256':h(p),'size':Image.open(p).size} for p in sorted((ROOT/'art').glob('*.png')) if 'generated' not in p.name] diff --git a/mods/iron_coast_stage2_mission_2/content.json b/mods/iron_coast_stage2_mission_2/content.json index 564f87d1..d8e3efaa 100644 --- a/mods/iron_coast_stage2_mission_2/content.json +++ b/mods/iron_coast_stage2_mission_2/content.json @@ -2,7 +2,7 @@ "missions": [ { "id": "iron_coast_stage2_mission_2:mission_02", - "name": "Undertow Run", + "name": "Iron Coast S2 M02: Undertow Run", "duration": 3400, "auto_complete": false, "art": { @@ -44099,7 +44099,7 @@ "campaigns": [ { "id": "iron_coast_stage2_mission_2:campaign", - "name": "Iron Coast II: Undertow Run", + "name": "Iron Coast S2 M02: Undertow Run", "missions": [ "iron_coast_stage2_mission_2:mission_02" ], diff --git a/mods/iron_coast_stage2_mission_2/mod.toml b/mods/iron_coast_stage2_mission_2/mod.toml index 4cbaf4cc..08af4572 100644 --- a/mods/iron_coast_stage2_mission_2/mod.toml +++ b/mods/iron_coast_stage2_mission_2/mod.toml @@ -1,5 +1,5 @@ id = "iron_coast_stage2_mission_2" -name = "Iron Coast II — Mission 2: Undertow Run" +name = "Iron Coast S2 M02: Undertow Run" version = "1.0.3" api_version = 1 content = "content.json" diff --git a/mods/iron_coast_stage2_mission_3/README.md b/mods/iron_coast_stage2_mission_3/README.md index 14cb8bea..1e0deadc 100644 --- a/mods/iron_coast_stage2_mission_3/README.md +++ b/mods/iron_coast_stage2_mission_3/README.md @@ -1,8 +1,8 @@ -# Iron Coast II — Mission 3: Stormglass Refinery +# Iron Coast S2 M03: Stormglass Refinery API 1 package, version 1.0.1. Enable it in Mods at the main menu and apply the selection. The normal dependency selection also enables `iron_coast_stage2_boss_3`, `iron_coast_stage2_interceptor`, `iron_coast_stage2_siege`, `iron_coast_stage2_music`. -Mission `iron_coast_stage2_mission_3:mission_03`: **Iron Coast II 3 — Stormglass Refinery**. Destroy all four fuel batteries and the boss. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. +Mission `iron_coast_stage2_mission_3:mission_03`: **Iron Coast S2 M03: Stormglass Refinery**. Destroy all four fuel batteries and the boss. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. Scheduled spawn totals for Training / Rookie / Veteran / Elite are **42 / 50 / 62 / 78**. These are enabled scheduled entries, not simultaneous live-enemy counts. Groups can overlap when earlier enemies survive. @@ -11,3 +11,15 @@ Align the forward guns with required targets while moving around incoming shots. ## Validation and history See the [current Iron Coast retune results and limits](../../docs/iron-coast-retune.md). Package-local acceptance reports, validation results and retained test sources describe pre-retune 1.0 behavior unless a result explicitly identifies the newer package and runner. They remain historical material, not current playthrough guarantees. + +## Rebuilding the briefing + +Run `python3 art/build_cinematic_briefing.py` from this package directory +(Pillow required). It verifies the unchanged cinematic master and rebuilds the +exact SD/HD filenames referenced by `content.json`; the prompt and provenance +are beside the master in `art/`. This artwork update changes package hashes; +existing pilots use the normal changed-mod confirmation, with stable IDs and +saved equipment/progression retained. + +`build_assets.py` also includes the cinematic briefing recipe when rebuilding +this package's assets; its tile, sprite and sound processing is unchanged. diff --git a/mods/iron_coast_stage2_mission_3/art/briefing-cinematic-generated-master.png b/mods/iron_coast_stage2_mission_3/art/briefing-cinematic-generated-master.png new file mode 100644 index 00000000..239a5e9b Binary files /dev/null and b/mods/iron_coast_stage2_mission_3/art/briefing-cinematic-generated-master.png differ diff --git a/mods/iron_coast_stage2_mission_3/art/briefing-cinematic-prompt.txt b/mods/iron_coast_stage2_mission_3/art/briefing-cinematic-prompt.txt new file mode 100644 index 00000000..83048487 --- /dev/null +++ b/mods/iron_coast_stage2_mission_3/art/briefing-cinematic-prompt.txt @@ -0,0 +1,9 @@ +Use case: stylized-concept +Asset type: ONE cinematic mission briefing illustration for Iron Coast S2 M03: Stormglass Refinery. +Primary request: replace the old top-down briefing composition with a new cinematic illustration matching Image1, the user's approved Stormwall briefing. +Input images: Image1 is the exact STYLE AND FOREGROUND AIRCRAFT reference, not the scene to duplicate. Image2 is this mission's existing briefing and is ONLY its environment/material/terrain theme reference; do NOT imitate its top-down tiled perspective. +Actual mission environment: A dense coastal fuel refinery: broad cylindrical storage tanks, steel pipe racks and rust-gray concrete processing buildings along dark water canals, with an industrial defense crawler low in the distant yard. Cool gray daylight under weathered blue clouds, restrained amber work lights, broad tank silhouettes and believable refinery scale. +Foreground subject: one compact steel-gray twin-engine Raptor-like strike fighter viewed from behind and above, banking and flying toward the upper right into this mission. Believable cockpit, exactly two engines, coherent wings and fin geometry, worn mechanical panels with restrained teal and amber accents. +Composition: cinematic oblique landscape illustration, not overhead or a screenshot. Foreground fighter fills the lower-left/center but its complete silhouette and the signature destination both fit within the center75percent of image height. Clear middle-distance mission environment, atmospheric horizon and broad readable value masses that survive a132x70 menu thumbnail. Avoid fine detail as the only mission distinction. +Style: restrained hand-painted 1990s shooter box-art realism matching Stormwall, crisp aircraft silhouette and readable panels, navy/desaturated teal, steel-gray machinery and muted amber industrial light. Follow the actual environment above, not an arbitrary generic storm or ocean scene. +Canvas: landscape16:10, ideally1280x800, opaque. No text, labels, HUD, logos, watermarks, borders, grid, atlas, split panels, tile collage or gameplay screenshot. Do not invent objectives, new enemies, excessive aircraft limbs, forests, glaciers, alien architecture or large explosions absent from the setting. Do not regenerate Stormwall or Iron Crown. One complete new illustration only. diff --git a/mods/iron_coast_stage2_mission_3/art/briefing-cinematic-provenance.json b/mods/iron_coast_stage2_mission_3/art/briefing-cinematic-provenance.json new file mode 100644 index 00000000..dc409347 --- /dev/null +++ b/mods/iron_coast_stage2_mission_3/art/briefing-cinematic-provenance.json @@ -0,0 +1,54 @@ +{ + "asset": "Iron Coast S2 M03: Stormglass Refinery cinematic briefing", + "mission_id": "iron_coast_stage2_mission_3:mission_03", + "generation": { + "tool": "built-in image_gen.imagegen", + "actual_calls": 1, + "gate_owner": "/root/iron_coast_names", + "gate_lease": "a7bb212a-6f61-4f05-b112-d5c13df9b6dd", + "outcome": "success", + "terminal_reported_immediately": true, + "prompt": "briefing-cinematic-prompt.txt", + "prompt_sha256": "2d4bfc4e69325777a7da24852d66b3161236b3ff22b52f61355c885b80457a67", + "master": "briefing-cinematic-generated-master.png", + "master_sha256": "086727c497dfc7f3924ae70bc7b4e9c4f97d42ab092843de7d4b8a6ea4234745", + "master_dimensions": [ + 1586, + 992 + ], + "untouched_master_preserved": true, + "references": [ + { + "role": "Stormwall style and foreground aircraft", + "path": "mods/iron_coast_mission_4/art/briefing_hd.png", + "sha256": "cd987c13bc55bba2620379ca435c0cccf08d7564364d730c65d0be285bb82221" + }, + { + "role": "own prior top-down environment reference only", + "path": "mods/iron_coast_stage2_mission_3/art/briefing-hd.png", + "sha256": "78a8a162a24dac4f55be3a6ac2395f1efade2eb5a76a9888d7579799291f9da2" + } + ] + }, + "derivation": { + "recipe": "build_cinematic_briefing.py", + "hd": "RGB1280x800, centered ImageOps.fit LANCZOS preserving16:10; no repaint", + "sd": "RGB320x200 LANCZOS downsample of complete sameHD", + "menu_review_crop": "centered132x70 LANCZOS file-onlypreview; actual SDLthumbnail review required separately" + }, + "outputs": { + "hd": { + "path": "art/briefing-hd.png", + "sha256": "6ef95276d1d895f4c390bf8582fff2122dbf65e7073c37f1271efbeb1c09a5fa" + }, + "sd": { + "path": "art/briefing-sd.png", + "sha256": "cc197dff54191f708bace27a2eceeafdf865270420c92bba4b5df4d526e13879" + } + }, + "limits": [ + "Illustrative mission briefing only; no mission objectives, names, IDs, scripts, wave counts, collisions, equipment, music or gameplay change.", + "New authored artwork does not count toward Originalsprite/terrainHD coverage.", + "Original top-down briefing remains in Git history and originalgenerationfiles; currentreplacementis a newindependentillustration." + ] +} diff --git a/mods/iron_coast_stage2_mission_3/art/briefing-hd.png b/mods/iron_coast_stage2_mission_3/art/briefing-hd.png index 4e3e808e..209f791b 100644 Binary files a/mods/iron_coast_stage2_mission_3/art/briefing-hd.png and b/mods/iron_coast_stage2_mission_3/art/briefing-hd.png differ diff --git a/mods/iron_coast_stage2_mission_3/art/briefing-sd.png b/mods/iron_coast_stage2_mission_3/art/briefing-sd.png index 0a08825c..f650f047 100644 Binary files a/mods/iron_coast_stage2_mission_3/art/briefing-sd.png and b/mods/iron_coast_stage2_mission_3/art/briefing-sd.png differ diff --git a/mods/iron_coast_stage2_mission_3/art/build_cinematic_briefing.py b/mods/iron_coast_stage2_mission_3/art/build_cinematic_briefing.py new file mode 100644 index 00000000..b2572313 --- /dev/null +++ b/mods/iron_coast_stage2_mission_3/art/build_cinematic_briefing.py @@ -0,0 +1,13 @@ +#!/usr/bin/env python3 +"""Rebuild only this generated mission briefing's SD/HD derivatives (Pillow).""" +from pathlib import Path +import hashlib +from PIL import Image, ImageOps +root = Path(__file__).resolve().parent +master = root / 'briefing-cinematic-generated-master.png' +if hashlib.sha256(master.read_bytes()).hexdigest() != '086727c497dfc7f3924ae70bc7b4e9c4f97d42ab092843de7d4b8a6ea4234745': + raise SystemExit('Unexpected original briefing master bytes') +with Image.open(master) as image: + hd = ImageOps.fit(image.convert('RGB'), (1280, 800), Image.Resampling.LANCZOS, centering=(0.5,0.5)) + hd.save(root / 'briefing-hd.png') + hd.resize((320, 200), Image.Resampling.LANCZOS).save(root / 'briefing-sd.png') diff --git a/mods/iron_coast_stage2_mission_3/build_assets.py b/mods/iron_coast_stage2_mission_3/build_assets.py index 03e8dd14..67905a04 100644 --- a/mods/iron_coast_stage2_mission_3/build_assets.py +++ b/mods/iron_coast_stage2_mission_3/build_assets.py @@ -6,6 +6,7 @@ empty/runtime-subthreshold transparent padding, fits/resamples canvases, splits quantizes SD to ordinary game palette colors; it never paints generated pixels. """ from pathlib import Path +import runpy import argparse,hashlib,json,math,random,struct,wave from PIL import Image,ImageOps ROOT=Path(__file__).resolve().parent @@ -62,8 +63,8 @@ def main(): for col in range(9): hi.crop((col*128,row*128,(col+1)*128,(row+1)*128)).save(ROOT/'art'/f'tile-{tiles:03}-hd.png');lo.crop((col*32,row*32,(col+1)*32,(row+1)*32)).save(ROOT/'art'/f'tile-{tiles:03}-sd.png');tiles+=1 for im in [hd,low]:assert im.crop((0,im.height-1,im.width,im.height)).tobytes()==ImageOps.flip(im).crop((0,0,im.width,1)).tobytes() - # Briefing is a truthful wide crop of the generated terrain, not new artwork. - briefing=ImageOps.fit(source,(1280,800),Image.Resampling.LANCZOS);briefing.save(ROOT/'art/briefing-hd.png');sd(briefing,(320,200),pal).save(ROOT/'art/briefing-sd.png');low.save(ROOT/'art/terrain-preview-sd.png');hd.save(ROOT/'art/terrain-preview-hd.png') - report['terrain']={'master_sha256':hashfile(p),'master_size':list(source.size),'logical_joined_size':[288,512],'hd_joined_size':[1152,2048],'tiles':tiles,'period_rows':32,'repeat':'forward16 rows then reflected16 rows, both periodboundaries identical','joined_before_quantizing_and_splitting':True,'seam_checks':True,'briefing':'320x200 /1280x800 central wide crop from same genuine terrain master'} + # The briefing is rebuilt from its independent cinematic master. + runpy.run_path(str(ROOT/'art/build_cinematic_briefing.py'),run_name='__main__');low.save(ROOT/'art/terrain-preview-sd.png');hd.save(ROOT/'art/terrain-preview-hd.png') + report['terrain']={'master_sha256':hashfile(p),'master_size':list(source.size),'logical_joined_size':[288,512],'hd_joined_size':[1152,2048],'tiles':tiles,'period_rows':32,'repeat':'forward16 rows then reflected16 rows, both periodboundaries identical','joined_before_quantizing_and_splitting':True,'seam_checks':True,'briefing':'independent cinematic master, art/build_cinematic_briefing.py; see art/briefing-cinematic-provenance.json'} (ROOT/'asset-report.json').write_text(json.dumps(report,indent=2)+'\n');print(ROOT.name,'assets/sounds ready') if __name__=='__main__':main() diff --git a/mods/iron_coast_stage2_mission_3/content.json b/mods/iron_coast_stage2_mission_3/content.json index 36676b64..e01b1227 100644 --- a/mods/iron_coast_stage2_mission_3/content.json +++ b/mods/iron_coast_stage2_mission_3/content.json @@ -68,7 +68,7 @@ "missions": [ { "id": "iron_coast_stage2_mission_3:mission_03", - "name": "Iron Coast II 3 \u2014 Stormglass Refinery", + "name": "Iron Coast S2 M03: Stormglass Refinery", "duration": 3300, "auto_complete": false, "columns": 9, @@ -5534,7 +5534,7 @@ "campaigns": [ { "id": "iron_coast_stage2_mission_3:campaign", - "name": "Stormglass Refinery \u2014 Standalone", + "name": "Iron Coast S2 M03: Stormglass Refinery", "missions": [ "iron_coast_stage2_mission_3:mission_03" ], diff --git a/mods/iron_coast_stage2_mission_3/mod.toml b/mods/iron_coast_stage2_mission_3/mod.toml index bb132045..3784c41a 100644 --- a/mods/iron_coast_stage2_mission_3/mod.toml +++ b/mods/iron_coast_stage2_mission_3/mod.toml @@ -1,5 +1,5 @@ id = "iron_coast_stage2_mission_3" -name = "Iron Coast II — Mission 3: Stormglass Refinery" +name = "Iron Coast S2 M03: Stormglass Refinery" version = "1.0.1" api_version = 1 description = "Stormglass Refinery: four mandatory defenses and the distinct Stormglass boss. Original classic enemies interleave new units; objective survivors stay reachable." diff --git a/mods/iron_coast_stage2_mission_4/README.md b/mods/iron_coast_stage2_mission_4/README.md index e470ba13..aada7219 100644 --- a/mods/iron_coast_stage2_mission_4/README.md +++ b/mods/iron_coast_stage2_mission_4/README.md @@ -1,8 +1,8 @@ -# Iron Coast II — Mission 4: Floodgate Zero +# Iron Coast S2 M04: Floodgate Zero API 1 package, version 1.0.1. Enable it in Mods at the main menu and apply the selection. The normal dependency selection also enables `iron_coast_stage2_boss_4`, `iron_coast_stage2_interceptor`, `iron_coast_stage2_skimmer`, `iron_coast_stage2_music`. -Mission `iron_coast_stage2_mission_4:mission_04`: **Iron Coast II 4 — Floodgate Zero**. Destroy all four crossing defenses and the boss. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. +Mission `iron_coast_stage2_mission_4:mission_04`: **Iron Coast S2 M04: Floodgate Zero**. Destroy all four crossing defenses and the boss. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. Scheduled spawn totals for Training / Rookie / Veteran / Elite are **42 / 50 / 62 / 78**. These are enabled scheduled entries, not simultaneous live-enemy counts. Groups can overlap when earlier enemies survive. @@ -11,3 +11,15 @@ Align the forward guns with required targets while moving around incoming shots. ## Validation and history See the [current Iron Coast retune results and limits](../../docs/iron-coast-retune.md). Package-local acceptance reports, validation results and retained test sources describe pre-retune 1.0 behavior unless a result explicitly identifies the newer package and runner. They remain historical material, not current playthrough guarantees. + +## Rebuilding the briefing + +Run `python3 art/build_cinematic_briefing.py` from this package directory +(Pillow required). It verifies the unchanged cinematic master and rebuilds the +exact SD/HD filenames referenced by `content.json`; the prompt and provenance +are beside the master in `art/`. This artwork update changes package hashes; +existing pilots use the normal changed-mod confirmation, with stable IDs and +saved equipment/progression retained. + +`build_assets.py` also includes the cinematic briefing recipe when rebuilding +this package's assets; its tile, sprite and sound processing is unchanged. diff --git a/mods/iron_coast_stage2_mission_4/art/briefing-cinematic-generated-master.png b/mods/iron_coast_stage2_mission_4/art/briefing-cinematic-generated-master.png new file mode 100644 index 00000000..743f4b55 Binary files /dev/null and b/mods/iron_coast_stage2_mission_4/art/briefing-cinematic-generated-master.png differ diff --git a/mods/iron_coast_stage2_mission_4/art/briefing-cinematic-prompt.txt b/mods/iron_coast_stage2_mission_4/art/briefing-cinematic-prompt.txt new file mode 100644 index 00000000..2c44e575 --- /dev/null +++ b/mods/iron_coast_stage2_mission_4/art/briefing-cinematic-prompt.txt @@ -0,0 +1,9 @@ +Use case: stylized-concept +Asset type: ONE cinematic mission briefing illustration for Iron Coast S2 M04: Floodgate Zero. +Primary request: replace the old top-down briefing composition with a new cinematic illustration matching Image1, the user's approved Stormwall briefing. +Input images: Image1 is the exact STYLE AND FOREGROUND AIRCRAFT reference, not the scene to duplicate. Image2 is this mission's existing briefing and is ONLY its environment/material/terrain theme reference; do NOT imitate its top-down tiled perspective. +Actual mission environment: A rugged brown-rock river canyon carries deep teal water through concrete floodgate defenses and a dam/crossing structure, with low pipe-and-tank works on one bank. The approach follows the gorge toward the guarded gate. Moody blue-gray overcast light; keep canyon, teal river and unmistakable gate silhouette visible without adding a new giant temple or city. +Foreground subject: one compact steel-gray twin-engine Raptor-like strike fighter viewed from behind and above, banking and flying toward the upper right into this mission. Believable cockpit, exactly two engines, coherent wings and fin geometry, worn mechanical panels with restrained teal and amber accents. +Composition: cinematic oblique landscape illustration, not overhead or a screenshot. Foreground fighter fills the lower-left/center but its complete silhouette and the signature destination both fit within the center75percent of image height. Clear middle-distance mission environment, atmospheric horizon and broad readable value masses that survive a132x70 menu thumbnail. Avoid fine detail as the only mission distinction. +Style: restrained hand-painted 1990s shooter box-art realism matching Stormwall, crisp aircraft silhouette and readable panels, navy/desaturated teal, steel-gray machinery and muted amber industrial light. Follow the actual environment above, not an arbitrary generic storm or ocean scene. +Canvas: landscape16:10, ideally1280x800, opaque. No text, labels, HUD, logos, watermarks, borders, grid, atlas, split panels, tile collage or gameplay screenshot. Do not invent objectives, new enemies, excessive aircraft limbs, forests, glaciers, alien architecture or large explosions absent from the setting. Do not regenerate Stormwall or Iron Crown. One complete new illustration only. diff --git a/mods/iron_coast_stage2_mission_4/art/briefing-cinematic-provenance.json b/mods/iron_coast_stage2_mission_4/art/briefing-cinematic-provenance.json new file mode 100644 index 00000000..b6f51c9e --- /dev/null +++ b/mods/iron_coast_stage2_mission_4/art/briefing-cinematic-provenance.json @@ -0,0 +1,54 @@ +{ + "asset": "Iron Coast S2 M04: Floodgate Zero cinematic briefing", + "mission_id": "iron_coast_stage2_mission_4:mission_04", + "generation": { + "tool": "built-in image_gen.imagegen", + "actual_calls": 1, + "gate_owner": "/root/iron_coast_names", + "gate_lease": "c805cfea-c955-4572-8b1f-5ede67d9880f", + "outcome": "success", + "terminal_reported_immediately": true, + "prompt": "briefing-cinematic-prompt.txt", + "prompt_sha256": "3e616f955fbc9e7d9c63824a25264d059049485d56c3a9c51ef07d19c8172633", + "master": "briefing-cinematic-generated-master.png", + "master_sha256": "e8a36f64a40141cfa34216c1419d9214eec5f5691b598396906fe0e3d88d3d8a", + "master_dimensions": [ + 1586, + 992 + ], + "untouched_master_preserved": true, + "references": [ + { + "role": "Stormwall style and foreground aircraft", + "path": "mods/iron_coast_mission_4/art/briefing_hd.png", + "sha256": "cd987c13bc55bba2620379ca435c0cccf08d7564364d730c65d0be285bb82221" + }, + { + "role": "own prior top-down environment reference only", + "path": "mods/iron_coast_stage2_mission_4/art/briefing-hd.png", + "sha256": "6206a98db4526be38714ac1a4dd66f18c6f6c6d6188e6f9455b8693ae770cd56" + } + ] + }, + "derivation": { + "recipe": "build_cinematic_briefing.py", + "hd": "RGB1280x800, centered ImageOps.fit LANCZOS preserving16:10; no repaint", + "sd": "RGB320x200 LANCZOS downsample of complete sameHD", + "menu_review_crop": "centered132x70 LANCZOS file-onlypreview; actual SDLthumbnail review required separately" + }, + "outputs": { + "hd": { + "path": "art/briefing-hd.png", + "sha256": "88d0b99da709570e18cc5b1c827340aa45c71e288d8c2293dffcf6d61da5aed3" + }, + "sd": { + "path": "art/briefing-sd.png", + "sha256": "b48505f399a7eb2da4c1db9b0513b015f501efce9cdf101c9b8154458a753e33" + } + }, + "limits": [ + "Illustrative mission briefing only; no mission objectives, names, IDs, scripts, wave counts, collisions, equipment, music or gameplay change.", + "New authored artwork does not count toward Originalsprite/terrainHD coverage.", + "Original top-down briefing remains in Git history and originalgenerationfiles; currentreplacementis a newindependentillustration." + ] +} diff --git a/mods/iron_coast_stage2_mission_4/art/briefing-hd.png b/mods/iron_coast_stage2_mission_4/art/briefing-hd.png index 0ee647ec..5bab7f34 100644 Binary files a/mods/iron_coast_stage2_mission_4/art/briefing-hd.png and b/mods/iron_coast_stage2_mission_4/art/briefing-hd.png differ diff --git a/mods/iron_coast_stage2_mission_4/art/briefing-sd.png b/mods/iron_coast_stage2_mission_4/art/briefing-sd.png index a379d731..41a4ac7a 100644 Binary files a/mods/iron_coast_stage2_mission_4/art/briefing-sd.png and b/mods/iron_coast_stage2_mission_4/art/briefing-sd.png differ diff --git a/mods/iron_coast_stage2_mission_4/art/build_cinematic_briefing.py b/mods/iron_coast_stage2_mission_4/art/build_cinematic_briefing.py new file mode 100644 index 00000000..540243d7 --- /dev/null +++ b/mods/iron_coast_stage2_mission_4/art/build_cinematic_briefing.py @@ -0,0 +1,13 @@ +#!/usr/bin/env python3 +"""Rebuild only this generated mission briefing's SD/HD derivatives (Pillow).""" +from pathlib import Path +import hashlib +from PIL import Image, ImageOps +root = Path(__file__).resolve().parent +master = root / 'briefing-cinematic-generated-master.png' +if hashlib.sha256(master.read_bytes()).hexdigest() != 'e8a36f64a40141cfa34216c1419d9214eec5f5691b598396906fe0e3d88d3d8a': + raise SystemExit('Unexpected original briefing master bytes') +with Image.open(master) as image: + hd = ImageOps.fit(image.convert('RGB'), (1280, 800), Image.Resampling.LANCZOS, centering=(0.5,0.5)) + hd.save(root / 'briefing-hd.png') + hd.resize((320, 200), Image.Resampling.LANCZOS).save(root / 'briefing-sd.png') diff --git a/mods/iron_coast_stage2_mission_4/build_assets.py b/mods/iron_coast_stage2_mission_4/build_assets.py index 03e8dd14..67905a04 100644 --- a/mods/iron_coast_stage2_mission_4/build_assets.py +++ b/mods/iron_coast_stage2_mission_4/build_assets.py @@ -6,6 +6,7 @@ empty/runtime-subthreshold transparent padding, fits/resamples canvases, splits quantizes SD to ordinary game palette colors; it never paints generated pixels. """ from pathlib import Path +import runpy import argparse,hashlib,json,math,random,struct,wave from PIL import Image,ImageOps ROOT=Path(__file__).resolve().parent @@ -62,8 +63,8 @@ def main(): for col in range(9): hi.crop((col*128,row*128,(col+1)*128,(row+1)*128)).save(ROOT/'art'/f'tile-{tiles:03}-hd.png');lo.crop((col*32,row*32,(col+1)*32,(row+1)*32)).save(ROOT/'art'/f'tile-{tiles:03}-sd.png');tiles+=1 for im in [hd,low]:assert im.crop((0,im.height-1,im.width,im.height)).tobytes()==ImageOps.flip(im).crop((0,0,im.width,1)).tobytes() - # Briefing is a truthful wide crop of the generated terrain, not new artwork. - briefing=ImageOps.fit(source,(1280,800),Image.Resampling.LANCZOS);briefing.save(ROOT/'art/briefing-hd.png');sd(briefing,(320,200),pal).save(ROOT/'art/briefing-sd.png');low.save(ROOT/'art/terrain-preview-sd.png');hd.save(ROOT/'art/terrain-preview-hd.png') - report['terrain']={'master_sha256':hashfile(p),'master_size':list(source.size),'logical_joined_size':[288,512],'hd_joined_size':[1152,2048],'tiles':tiles,'period_rows':32,'repeat':'forward16 rows then reflected16 rows, both periodboundaries identical','joined_before_quantizing_and_splitting':True,'seam_checks':True,'briefing':'320x200 /1280x800 central wide crop from same genuine terrain master'} + # The briefing is rebuilt from its independent cinematic master. + runpy.run_path(str(ROOT/'art/build_cinematic_briefing.py'),run_name='__main__');low.save(ROOT/'art/terrain-preview-sd.png');hd.save(ROOT/'art/terrain-preview-hd.png') + report['terrain']={'master_sha256':hashfile(p),'master_size':list(source.size),'logical_joined_size':[288,512],'hd_joined_size':[1152,2048],'tiles':tiles,'period_rows':32,'repeat':'forward16 rows then reflected16 rows, both periodboundaries identical','joined_before_quantizing_and_splitting':True,'seam_checks':True,'briefing':'independent cinematic master, art/build_cinematic_briefing.py; see art/briefing-cinematic-provenance.json'} (ROOT/'asset-report.json').write_text(json.dumps(report,indent=2)+'\n');print(ROOT.name,'assets/sounds ready') if __name__=='__main__':main() diff --git a/mods/iron_coast_stage2_mission_4/content.json b/mods/iron_coast_stage2_mission_4/content.json index cd9bf0c4..3690eba9 100644 --- a/mods/iron_coast_stage2_mission_4/content.json +++ b/mods/iron_coast_stage2_mission_4/content.json @@ -68,7 +68,7 @@ "missions": [ { "id": "iron_coast_stage2_mission_4:mission_04", - "name": "Iron Coast II 4 \u2014 Floodgate Zero", + "name": "Iron Coast S2 M04: Floodgate Zero", "duration": 3300, "auto_complete": false, "columns": 9, @@ -5534,7 +5534,7 @@ "campaigns": [ { "id": "iron_coast_stage2_mission_4:campaign", - "name": "Floodgate Zero \u2014 Standalone", + "name": "Iron Coast S2 M04: Floodgate Zero", "missions": [ "iron_coast_stage2_mission_4:mission_04" ], diff --git a/mods/iron_coast_stage2_mission_4/mod.toml b/mods/iron_coast_stage2_mission_4/mod.toml index e1bcbcce..e4ccc819 100644 --- a/mods/iron_coast_stage2_mission_4/mod.toml +++ b/mods/iron_coast_stage2_mission_4/mod.toml @@ -1,5 +1,5 @@ id = "iron_coast_stage2_mission_4" -name = "Iron Coast II — Mission 4: Floodgate Zero" +name = "Iron Coast S2 M04: Floodgate Zero" version = "1.0.1" api_version = 1 description = "Floodgate Zero: four mandatory defenses and the distinct Floodgate boss. Original classic enemies interleave new units; objective survivors stay reachable." diff --git a/mods/iron_coast_stage2_mission_5/README.md b/mods/iron_coast_stage2_mission_5/README.md index 1cffe80e..d905aedb 100644 --- a/mods/iron_coast_stage2_mission_5/README.md +++ b/mods/iron_coast_stage2_mission_5/README.md @@ -1,8 +1,8 @@ -# Black Tide — Mission 5: Skybreaker Arsenal +# Iron Coast S2 M05: Skybreaker Arsenal API 1 package, version 1.0.1. Enable it in Mods at the main menu and apply the selection. The normal dependency selection also enables `iron_coast_stage2_boss_5`, `iron_coast_stage2_music`, `iron_coast_stage2_interceptor`, `iron_coast_stage2_siege`. -Mission `iron_coast_stage2_mission_5:mission_05`: **Black Tide 5 — Skybreaker Arsenal**. Destroy both required defense targets and the boss. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. +Mission `iron_coast_stage2_mission_5:mission_05`: **Iron Coast S2 M05: Skybreaker Arsenal**. Destroy both required defense targets and the boss. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. Scheduled spawn totals for Training / Rookie / Veteran / Elite are **45 / 53 / 65 / 81**. These are enabled scheduled entries, not simultaneous live-enemy counts. Groups can overlap when earlier enemies survive. @@ -11,3 +11,15 @@ Align the forward guns with required targets while moving around incoming shots. ## Validation and history See the [current Iron Coast retune results and limits](../../docs/iron-coast-retune.md). Package-local acceptance reports, validation results and retained test sources describe pre-retune 1.0 behavior unless a result explicitly identifies the newer package and runner. They remain historical material, not current playthrough guarantees. + +## Rebuilding the briefing + +Run `python3 art/build_cinematic_briefing.py` from this package directory +(Pillow required). It verifies the unchanged cinematic master and rebuilds the +exact SD/HD filenames referenced by `content.json`; the prompt and provenance +are beside the master in `art/`. This artwork update changes package hashes; +existing pilots use the normal changed-mod confirmation, with stable IDs and +saved equipment/progression retained. + +`tools/build_assets.py` also includes the cinematic briefing recipe when rebuilding +this package's assets; its tile, sprite and sound processing is unchanged. diff --git a/mods/iron_coast_stage2_mission_5/art/briefing-cinematic-generated-master.png b/mods/iron_coast_stage2_mission_5/art/briefing-cinematic-generated-master.png new file mode 100644 index 00000000..6be242c9 Binary files /dev/null and b/mods/iron_coast_stage2_mission_5/art/briefing-cinematic-generated-master.png differ diff --git a/mods/iron_coast_stage2_mission_5/art/briefing-cinematic-prompt.txt b/mods/iron_coast_stage2_mission_5/art/briefing-cinematic-prompt.txt new file mode 100644 index 00000000..fab1b006 --- /dev/null +++ b/mods/iron_coast_stage2_mission_5/art/briefing-cinematic-prompt.txt @@ -0,0 +1,9 @@ +Use case: stylized-concept +Asset type: ONE cinematic mission briefing illustration for Iron Coast S2 M05: Skybreaker Arsenal. +Primary request: replace the old top-down briefing composition with a new cinematic illustration matching Image1, the user's approved Stormwall briefing. +Input images: Image1 is the exact STYLE AND FOREGROUND AIRCRAFT reference, not the scene to duplicate. Image2 is this mission's existing briefing and is ONLY its environment/material/terrain theme reference; do NOT imitate its top-down tiled perspective. +Actual mission environment: A cliffside airborne-weapons test facility: narrow gray military decks and an aircraft testing pad on a rocky coastal ledge above dark-teal surf. Industrial batteries guard the deck and a broad gray flying-fortress silhouette is in the middle distance above the arsenal. Cool high cloud with muted amber warning lamps, clear cliffs and landing-deck shape. +Foreground subject: one compact steel-gray twin-engine Raptor-like strike fighter viewed from behind and above, banking and flying toward the upper right into this mission. Believable cockpit, exactly two engines, coherent wings and fin geometry, worn mechanical panels with restrained teal and amber accents. +Composition: cinematic oblique landscape illustration, not overhead or a screenshot. Foreground fighter fills the lower-left/center but its complete silhouette and the signature destination both fit within the center75percent of image height. Clear middle-distance mission environment, atmospheric horizon and broad readable value masses that survive a132x70 menu thumbnail. Avoid fine detail as the only mission distinction. +Style: restrained hand-painted 1990s shooter box-art realism matching Stormwall, crisp aircraft silhouette and readable panels, navy/desaturated teal, steel-gray machinery and muted amber industrial light. Follow the actual environment above, not an arbitrary generic storm or ocean scene. +Canvas: landscape16:10, ideally1280x800, opaque. No text, labels, HUD, logos, watermarks, borders, grid, atlas, split panels, tile collage or gameplay screenshot. Do not invent objectives, new enemies, excessive aircraft limbs, forests, glaciers, alien architecture or large explosions absent from the setting. Do not regenerate Stormwall or Iron Crown. One complete new illustration only. diff --git a/mods/iron_coast_stage2_mission_5/art/briefing-cinematic-provenance.json b/mods/iron_coast_stage2_mission_5/art/briefing-cinematic-provenance.json new file mode 100644 index 00000000..828bcad4 --- /dev/null +++ b/mods/iron_coast_stage2_mission_5/art/briefing-cinematic-provenance.json @@ -0,0 +1,67 @@ +{ + "asset": "Iron Coast S2 M05: Skybreaker Arsenal cinematic briefing", + "mission_id": "iron_coast_stage2_mission_5:mission_05", + "generation": { + "tool": "built-in image_gen.imagegen", + "actual_calls": 1, + "gate_owner": "/root/iron_coast_names", + "gate_lease": "20a287e1-df5a-4a4e-8506-2b2e93fd7c63", + "outcome": "success", + "terminal_reported_immediately": true, + "prompt": "briefing-cinematic-prompt.txt", + "prompt_sha256": "88bc571ff839f5bcdf7adf277c1515774f45ea094bc4d0844bb63c7d659b4fe7", + "master": "briefing-cinematic-generated-master.png", + "master_sha256": "f800320ff740cbdfe1f16fbfd3d680f8941a6ce632364543f1f85b1827c07977", + "master_dimensions": [ + 1586, + 992 + ], + "untouched_master_preserved": true, + "references": [ + { + "role": "Stormwall style and foreground aircraft", + "path": "mods/iron_coast_mission_4/art/briefing_hd.png", + "sha256": "cd987c13bc55bba2620379ca435c0cccf08d7564364d730c65d0be285bb82221" + }, + { + "role": "own prior top-down environment reference only", + "path": "mods/iron_coast_stage2_mission_5/art/briefing-hd.png", + "sha256": "10cceecd7160eed8fc15d58c815fe688b64386c62b7d679f500ef2449b65c3df" + } + ] + }, + "derivation": { + "recipe": "build_cinematic_briefing.py", + "hd": "RGB1280x800, centered ImageOps.fit LANCZOS; then bounded deterministic deck-paint cleanup (user-authorized scripted pixel cleanup)", + "sd": "RGB320x200 LANCZOS downsample of complete sameHD", + "menu_review_crop": "centered132x70 LANCZOS file-onlypreview; actual SDLthumbnail review required separately" + }, + "outputs": { + "hd": { + "path": "art/briefing-hd.png", + "sha256": "7e1ae3e72e52307bf02562f891e72f9d8e89701e1d913d4845746e326a24a854" + }, + "sd": { + "path": "art/briefing-sd.png", + "sha256": "db8fabf3102fe41aacf5fa5dd829a9d11fdb3876664b80053ea7c1b997e07f30" + } + }, + "limits": [ + "Illustrative mission briefing only; no mission objectives, names, IDs, scripts, wave counts, collisions, equipment, music or gameplay change.", + "New authored artwork does not count toward Originalsprite/terrainHD coverage.", + "Original top-down briefing remains in Git history and originalgenerationfiles; currentreplacementis a newindependentillustration." + ], + "cleanup": { + "author": "Root", + "source_master_preserved": true, + "tool": "Pillow and Python; no additional image generation", + "method": "992 white H/ring paint-mask pixels reconstructed by 300 deterministic four-neighbor color diffusion passes", + "logical_hd_roi": [ + 1038, + 353, + 1138, + 397 + ], + "limits": "A small deck patch is smoother; the aircraft, coastline and all pixels outside the paint mask retain the original generated illustration." + } +} diff --git a/mods/iron_coast_stage2_mission_5/art/briefing-hd.png b/mods/iron_coast_stage2_mission_5/art/briefing-hd.png index 1aa402b5..b01eb88b 100644 Binary files a/mods/iron_coast_stage2_mission_5/art/briefing-hd.png and b/mods/iron_coast_stage2_mission_5/art/briefing-hd.png differ diff --git a/mods/iron_coast_stage2_mission_5/art/briefing-sd.png b/mods/iron_coast_stage2_mission_5/art/briefing-sd.png index bc505191..b7330018 100644 Binary files a/mods/iron_coast_stage2_mission_5/art/briefing-sd.png and b/mods/iron_coast_stage2_mission_5/art/briefing-sd.png differ diff --git a/mods/iron_coast_stage2_mission_5/art/build_cinematic_briefing.py b/mods/iron_coast_stage2_mission_5/art/build_cinematic_briefing.py new file mode 100644 index 00000000..a2a12484 --- /dev/null +++ b/mods/iron_coast_stage2_mission_5/art/build_cinematic_briefing.py @@ -0,0 +1,35 @@ +#!/usr/bin/env python3 +"""Reproduce the briefing from its bundled master; remove one baked deck glyph.""" +from pathlib import Path +import hashlib +from PIL import Image, ImageOps, ImageDraw, ImageFilter +root = Path(__file__).resolve().parent +master = root / "briefing-cinematic-generated-master.png" +assert hashlib.sha256(master.read_bytes()).hexdigest() == "f800320ff740cbdfe1f16fbfd3d680f8941a6ce632364543f1f85b1827c07977", "Unexpected briefing master" +with Image.open(master) as source: + hd = ImageOps.fit(source.convert("RGB"), (1280, 800), Image.Resampling.LANCZOS, centering=(0.5, 0.5)) +# Source-only finite paint cleanup: white H/ring, never the aircraft or coastline. +# The accepted master stays untouched. Deterministic four-neighbor diffusion +# restores nearby deck colors only inside this 100x44 box and dilated paint mask. +roi = (1038, 353, 1138, 397) +crop = hd.crop(roi) +region = Image.new("L", hd.size) +ImageDraw.Draw(region).polygon([(1043,362),(1099,358),(1133,375),(1113,385),(1068,391)], fill=255) +region = region.crop(roi) +mask = Image.new("L", crop.size) +w, h = crop.size +mask.putdata([255 if region.getpixel((x,y)) and sum(crop.getpixel((x,y))) > 330 else 0 for y in range(h) for x in range(w)]) +mask = mask.filter(ImageFilter.MaxFilter(3)) +pixels = [list(map(float, crop.getpixel((x,y)))) for y in range(h) for x in range(w)] +indices = [y*w+x for y in range(1,h-1) for x in range(1,w-1) if mask.getpixel((x,y))] +assert len(indices) == 992 +for i in indices: + pixels[i] = [70.,75.,78.] +for _ in range(300): + for i in indices: + pixels[i] = [sum(pixels[j][c] for j in (i-1,i+1,i-w,i+w))/4 for c in range(3)] +clean = Image.new("RGB", crop.size) +clean.putdata([tuple(round(value) for value in pixel) for pixel in pixels]) +hd.paste(clean, roi[:2]) +hd.save(root / "briefing-hd.png") +hd.resize((320,200), Image.Resampling.LANCZOS).save(root / "briefing-sd.png") diff --git a/mods/iron_coast_stage2_mission_5/content.json b/mods/iron_coast_stage2_mission_5/content.json index 131ad76f..c1286184 100644 --- a/mods/iron_coast_stage2_mission_5/content.json +++ b/mods/iron_coast_stage2_mission_5/content.json @@ -89,7 +89,7 @@ "missions": [ { "id": "iron_coast_stage2_mission_5:mission_05", - "name": "Black Tide 5 \u2014 Skybreaker Arsenal", + "name": "Iron Coast S2 M05: Skybreaker Arsenal", "duration": 3500, "auto_complete": false, "columns": 9, @@ -4568,7 +4568,7 @@ "campaigns": [ { "id": "iron_coast_stage2_mission_5:campaign", - "name": "Iron Coast II: Skybreaker Arsenal", + "name": "Iron Coast S2 M05: Skybreaker Arsenal", "missions": [ "iron_coast_stage2_mission_5:mission_05" ], diff --git a/mods/iron_coast_stage2_mission_5/mod.toml b/mods/iron_coast_stage2_mission_5/mod.toml index f6a26b25..411f2f50 100644 --- a/mods/iron_coast_stage2_mission_5/mod.toml +++ b/mods/iron_coast_stage2_mission_5/mod.toml @@ -1,5 +1,5 @@ id = "iron_coast_stage2_mission_5" -name = "Black Tide — Mission 5: Skybreaker Arsenal" +name = "Iron Coast S2 M05: Skybreaker Arsenal" version = "1.0.1" api_version = 1 description = "Raid a cliffside airborne-weapon test facility, destroy both test batteries and bring down the Skybreaker flying fortress. Objective-driven standalone mission with SD/HD terrain, classic native foes and new audio." diff --git a/mods/iron_coast_stage2_mission_5/tools/build_assets.py b/mods/iron_coast_stage2_mission_5/tools/build_assets.py index 56f6f52e..c8126896 100644 --- a/mods/iron_coast_stage2_mission_5/tools/build_assets.py +++ b/mods/iron_coast_stage2_mission_5/tools/build_assets.py @@ -7,6 +7,7 @@ No generated RGB is retouched: whole-canvas proportional fit, resampling, cropping into tiles and reflected terrain repetition are explicit derivatives. """ from pathlib import Path +import runpy import json,hashlib,math,random,struct,wave from PIL import Image,ImageOps,ImageDraw ROOT=Path(__file__).resolve().parent.parent @@ -56,7 +57,11 @@ def artwork(): for row in range(18): for col in range(9): i=row*9+col;save(f'tile-{i:03}-{mode}.png',joined.crop((col*step,row*step,(col+1)*step,(row+1)*step))) - briefing=ImageOps.fit(source,(1280,800),Image.Resampling.LANCZOS,centering=(0.5,0.5));save('briefing-hd.png',briefing);save('briefing-sd.png',sd_quantize(briefing.resize((320,200),Image.Resampling.LANCZOS),pal)) + runpy.run_path(str(ROOT/'art/build_cinematic_briefing.py'),run_name='__main__') + # Report the actual RGB briefing files without rewriting their bytes. + for name in ['briefing-hd.png','briefing-sd.png']: + p=ROOT/'art'/name;image=Image.open(p) + files[name]={'size':list(image.size),'sha256':sha(p),'opaque_bounds':[0,0,image.width,image.height],'transparent_pixels':0} preview=Image.new('RGBA',(1184,744),(24,32,42,255));preview.alpha_composite(hd.resize((576,576),Image.Resampling.LANCZOS),(8,32));preview.alpha_composite(sd.resize((576,576),Image.Resampling.NEAREST),(600,32));ImageDraw.Draw(preview).text((8,8),'HD terrain and SD nearest2 — joined atlas plus reflected repeat',fill='white');preview.convert('RGB').save(ROOT/'art-preview.png') assert ImageOps.flip(hd).crop((0,0,hd.width,1)).tobytes()==hd.crop((0,hd.height-1,hd.width,hd.height)).tobytes() recipe={'logical_tile':[32,32],'hd_scale':4,'columns':9,'unique_tiles':162,'master_tiles':81,'method':'Whole square master resized into one joined288px SD/1152px HD canvas; SD ordinary-palette quantization once; whole master vertical reflection creates exact adjacent edge rows, then32/128px tiles are cropped. Repeats have identical joining pixel rows, not an inferred zero luma seam.'} diff --git a/mods/iron_coast_stage2_mission_6/README.md b/mods/iron_coast_stage2_mission_6/README.md index 9e8edf92..46b28b97 100644 --- a/mods/iron_coast_stage2_mission_6/README.md +++ b/mods/iron_coast_stage2_mission_6/README.md @@ -1,8 +1,8 @@ -# Black Tide — Mission 6: Emberwake Shipyards +# Iron Coast S2 M06: Emberwake Shipyards API 1 package, version 1.0.1. Enable it in Mods at the main menu and apply the selection. The normal dependency selection also enables `iron_coast_stage2_boss_6`, `iron_coast_stage2_music`, `iron_coast_stage2_siege`, `iron_coast_stage2_skimmer`. -Mission `iron_coast_stage2_mission_6:mission_06`: **Black Tide 6 — Emberwake Shipyards**. Destroy all three required targets and the boss. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. +Mission `iron_coast_stage2_mission_6:mission_06`: **Iron Coast S2 M06: Emberwake Shipyards**. Destroy all three required targets and the boss. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. Scheduled spawn totals for Training / Rookie / Veteran / Elite are **46 / 54 / 66 / 82**. These are enabled scheduled entries, not simultaneous live-enemy counts. Groups can overlap when earlier enemies survive. @@ -11,3 +11,15 @@ Align the forward guns with required targets while moving around incoming shots. ## Validation and history See the [current Iron Coast retune results and limits](../../docs/iron-coast-retune.md). Package-local acceptance reports, validation results and retained test sources describe pre-retune 1.0 behavior unless a result explicitly identifies the newer package and runner. They remain historical material, not current playthrough guarantees. + +## Rebuilding the briefing + +Run `python3 art/build_cinematic_briefing.py` from this package directory +(Pillow required). It verifies the unchanged cinematic master and rebuilds the +exact SD/HD filenames referenced by `content.json`; the prompt and provenance +are beside the master in `art/`. This artwork update changes package hashes; +existing pilots use the normal changed-mod confirmation, with stable IDs and +saved equipment/progression retained. + +`tools/build_assets.py` also includes the cinematic briefing recipe when rebuilding +this package's assets; its tile, sprite and sound processing is unchanged. diff --git a/mods/iron_coast_stage2_mission_6/art/briefing-cinematic-generated-master.png b/mods/iron_coast_stage2_mission_6/art/briefing-cinematic-generated-master.png new file mode 100644 index 00000000..720fdf95 Binary files /dev/null and b/mods/iron_coast_stage2_mission_6/art/briefing-cinematic-generated-master.png differ diff --git a/mods/iron_coast_stage2_mission_6/art/briefing-cinematic-prompt.txt b/mods/iron_coast_stage2_mission_6/art/briefing-cinematic-prompt.txt new file mode 100644 index 00000000..bc4f1add --- /dev/null +++ b/mods/iron_coast_stage2_mission_6/art/briefing-cinematic-prompt.txt @@ -0,0 +1,9 @@ +Use case: stylized-concept +Asset type: ONE cinematic mission briefing illustration for Iron Coast S2 M06: Emberwake Shipyards. +Primary request: replace the old top-down briefing composition with a new cinematic illustration matching Image1, the user's approved Stormwall briefing. +Input images: Image1 is the exact STYLE AND FOREGROUND AIRCRAFT reference, not the scene to duplicate. Image2 is this mission's existing briefing and is ONLY its environment/material/terrain theme reference; do NOT imitate its top-down tiled perspective. +Actual mission environment: A volcanic steel shipyard with gray concrete repair docks and dark-red gantry cranes framing a deep navy sea channel. Small bright orange lava vents and hot slag channels cut the black rocky shore beside industrial pipes; an armored gray battleship sits beyond the repair docks. Smoky dusk, orange furnace reflections on dark water; the sea is not a whole lava ocean. +Foreground subject: one compact steel-gray twin-engine Raptor-like strike fighter viewed from behind and above, banking and flying toward the upper right into this mission. Believable cockpit, exactly two engines, coherent wings and fin geometry, worn mechanical panels with restrained teal and amber accents. +Composition: cinematic oblique landscape illustration, not overhead or a screenshot. Foreground fighter fills the lower-left/center but its complete silhouette and the signature destination both fit within the center75percent of image height. Clear middle-distance mission environment, atmospheric horizon and broad readable value masses that survive a132x70 menu thumbnail. Avoid fine detail as the only mission distinction. +Style: restrained hand-painted 1990s shooter box-art realism matching Stormwall, crisp aircraft silhouette and readable panels, navy/desaturated teal, steel-gray machinery and muted amber industrial light. Follow the actual environment above, not an arbitrary generic storm or ocean scene. +Canvas: landscape16:10, ideally1280x800, opaque. No text, labels, HUD, logos, watermarks, borders, grid, atlas, split panels, tile collage or gameplay screenshot. Do not invent objectives, new enemies, excessive aircraft limbs, forests, glaciers, alien architecture or large explosions absent from the setting. Do not regenerate Stormwall or Iron Crown. One complete new illustration only. diff --git a/mods/iron_coast_stage2_mission_6/art/briefing-cinematic-provenance.json b/mods/iron_coast_stage2_mission_6/art/briefing-cinematic-provenance.json new file mode 100644 index 00000000..0f8b0d3e --- /dev/null +++ b/mods/iron_coast_stage2_mission_6/art/briefing-cinematic-provenance.json @@ -0,0 +1,54 @@ +{ + "asset": "Iron Coast S2 M06: Emberwake Shipyards cinematic briefing", + "mission_id": "iron_coast_stage2_mission_6:mission_06", + "generation": { + "tool": "built-in image_gen.imagegen", + "actual_calls": 1, + "gate_owner": "/root/iron_coast_names", + "gate_lease": "e0a7bff0-6169-4ec6-9370-8d7918a7e54f", + "outcome": "success", + "terminal_reported_immediately": true, + "prompt": "briefing-cinematic-prompt.txt", + "prompt_sha256": "f76de271af0f36daec42e60a6289d0a6eb6a6c881a5392c4989c021c66f5c9a5", + "master": "briefing-cinematic-generated-master.png", + "master_sha256": "3a185ba599eab01222b849b226f676e5c20126f6a8b4b9ae4ca64fde3f285a88", + "master_dimensions": [ + 1586, + 992 + ], + "untouched_master_preserved": true, + "references": [ + { + "role": "Stormwall style and foreground aircraft", + "path": "mods/iron_coast_mission_4/art/briefing_hd.png", + "sha256": "cd987c13bc55bba2620379ca435c0cccf08d7564364d730c65d0be285bb82221" + }, + { + "role": "own prior top-down environment reference only", + "path": "mods/iron_coast_stage2_mission_6/art/briefing-hd.png", + "sha256": "04abb10fbc0211cc4c4f36b8daab55bb19617c00b7c6b2ff972f2476701126a3" + } + ] + }, + "derivation": { + "recipe": "build_cinematic_briefing.py", + "hd": "RGB1280x800, centered ImageOps.fit LANCZOS preserving16:10; no repaint", + "sd": "RGB320x200 LANCZOS downsample of complete sameHD", + "menu_review_crop": "centered132x70 LANCZOS file-onlypreview; actual SDLthumbnail review required separately" + }, + "outputs": { + "hd": { + "path": "art/briefing-hd.png", + "sha256": "2469b5be56a3ecdc4a722d791d917fad8fa0040094bfb9394755c2e5b76783a9" + }, + "sd": { + "path": "art/briefing-sd.png", + "sha256": "a01f727cb61aa3ac05b1209c4f7e999dfc9ffa6f2a48c06c3f71822c1c6aea83" + } + }, + "limits": [ + "Illustrative mission briefing only; no mission objectives, names, IDs, scripts, wave counts, collisions, equipment, music or gameplay change.", + "New authored artwork does not count toward Originalsprite/terrainHD coverage.", + "Original top-down briefing remains in Git history and originalgenerationfiles; currentreplacementis a newindependentillustration." + ] +} diff --git a/mods/iron_coast_stage2_mission_6/art/briefing-hd.png b/mods/iron_coast_stage2_mission_6/art/briefing-hd.png index 87533c45..16881a5d 100644 Binary files a/mods/iron_coast_stage2_mission_6/art/briefing-hd.png and b/mods/iron_coast_stage2_mission_6/art/briefing-hd.png differ diff --git a/mods/iron_coast_stage2_mission_6/art/briefing-sd.png b/mods/iron_coast_stage2_mission_6/art/briefing-sd.png index 7e60345b..fbc885e6 100644 Binary files a/mods/iron_coast_stage2_mission_6/art/briefing-sd.png and b/mods/iron_coast_stage2_mission_6/art/briefing-sd.png differ diff --git a/mods/iron_coast_stage2_mission_6/art/build_cinematic_briefing.py b/mods/iron_coast_stage2_mission_6/art/build_cinematic_briefing.py new file mode 100644 index 00000000..2da30781 --- /dev/null +++ b/mods/iron_coast_stage2_mission_6/art/build_cinematic_briefing.py @@ -0,0 +1,13 @@ +#!/usr/bin/env python3 +"""Rebuild only this generated mission briefing's SD/HD derivatives (Pillow).""" +from pathlib import Path +import hashlib +from PIL import Image, ImageOps +root = Path(__file__).resolve().parent +master = root / 'briefing-cinematic-generated-master.png' +if hashlib.sha256(master.read_bytes()).hexdigest() != '3a185ba599eab01222b849b226f676e5c20126f6a8b4b9ae4ca64fde3f285a88': + raise SystemExit('Unexpected original briefing master bytes') +with Image.open(master) as image: + hd = ImageOps.fit(image.convert('RGB'), (1280, 800), Image.Resampling.LANCZOS, centering=(0.5,0.5)) + hd.save(root / 'briefing-hd.png') + hd.resize((320, 200), Image.Resampling.LANCZOS).save(root / 'briefing-sd.png') diff --git a/mods/iron_coast_stage2_mission_6/content.json b/mods/iron_coast_stage2_mission_6/content.json index 22a7b6fc..a741f45c 100644 --- a/mods/iron_coast_stage2_mission_6/content.json +++ b/mods/iron_coast_stage2_mission_6/content.json @@ -89,7 +89,7 @@ "missions": [ { "id": "iron_coast_stage2_mission_6:mission_06", - "name": "Black Tide 6 \u2014 Emberwake Shipyards", + "name": "Iron Coast S2 M06: Emberwake Shipyards", "duration": 3500, "auto_complete": false, "columns": 9, @@ -4575,7 +4575,7 @@ "campaigns": [ { "id": "iron_coast_stage2_mission_6:campaign", - "name": "Iron Coast II: Emberwake Shipyards", + "name": "Iron Coast S2 M06: Emberwake Shipyards", "missions": [ "iron_coast_stage2_mission_6:mission_06" ], diff --git a/mods/iron_coast_stage2_mission_6/mod.toml b/mods/iron_coast_stage2_mission_6/mod.toml index 575c8631..d76abea2 100644 --- a/mods/iron_coast_stage2_mission_6/mod.toml +++ b/mods/iron_coast_stage2_mission_6/mod.toml @@ -1,5 +1,5 @@ id = "iron_coast_stage2_mission_6" -name = "Black Tide — Mission 6: Emberwake Shipyards" +name = "Iron Coast S2 M06: Emberwake Shipyards" version = "1.0.1" api_version = 1 description = "Break three repair-dock gantries in a volcanic steel shipyard, then sink the Emberwake armored battleship. Objective-driven standalone mission with SD/HD terrain, classic native foes and new audio." diff --git a/mods/iron_coast_stage2_mission_6/tools/build_assets.py b/mods/iron_coast_stage2_mission_6/tools/build_assets.py index 56f6f52e..c8126896 100644 --- a/mods/iron_coast_stage2_mission_6/tools/build_assets.py +++ b/mods/iron_coast_stage2_mission_6/tools/build_assets.py @@ -7,6 +7,7 @@ No generated RGB is retouched: whole-canvas proportional fit, resampling, cropping into tiles and reflected terrain repetition are explicit derivatives. """ from pathlib import Path +import runpy import json,hashlib,math,random,struct,wave from PIL import Image,ImageOps,ImageDraw ROOT=Path(__file__).resolve().parent.parent @@ -56,7 +57,11 @@ def artwork(): for row in range(18): for col in range(9): i=row*9+col;save(f'tile-{i:03}-{mode}.png',joined.crop((col*step,row*step,(col+1)*step,(row+1)*step))) - briefing=ImageOps.fit(source,(1280,800),Image.Resampling.LANCZOS,centering=(0.5,0.5));save('briefing-hd.png',briefing);save('briefing-sd.png',sd_quantize(briefing.resize((320,200),Image.Resampling.LANCZOS),pal)) + runpy.run_path(str(ROOT/'art/build_cinematic_briefing.py'),run_name='__main__') + # Report the actual RGB briefing files without rewriting their bytes. + for name in ['briefing-hd.png','briefing-sd.png']: + p=ROOT/'art'/name;image=Image.open(p) + files[name]={'size':list(image.size),'sha256':sha(p),'opaque_bounds':[0,0,image.width,image.height],'transparent_pixels':0} preview=Image.new('RGBA',(1184,744),(24,32,42,255));preview.alpha_composite(hd.resize((576,576),Image.Resampling.LANCZOS),(8,32));preview.alpha_composite(sd.resize((576,576),Image.Resampling.NEAREST),(600,32));ImageDraw.Draw(preview).text((8,8),'HD terrain and SD nearest2 — joined atlas plus reflected repeat',fill='white');preview.convert('RGB').save(ROOT/'art-preview.png') assert ImageOps.flip(hd).crop((0,0,hd.width,1)).tobytes()==hd.crop((0,hd.height-1,hd.width,hd.height)).tobytes() recipe={'logical_tile':[32,32],'hd_scale':4,'columns':9,'unique_tiles':162,'master_tiles':81,'method':'Whole square master resized into one joined288px SD/1152px HD canvas; SD ordinary-palette quantization once; whole master vertical reflection creates exact adjacent edge rows, then32/128px tiles are cropped. Repeats have identical joining pixel rows, not an inferred zero luma seam.'} diff --git a/mods/iron_coast_stage2_mission_7/README.md b/mods/iron_coast_stage2_mission_7/README.md index 03f3d180..a0fe4bac 100644 --- a/mods/iron_coast_stage2_mission_7/README.md +++ b/mods/iron_coast_stage2_mission_7/README.md @@ -1,8 +1,8 @@ -# Iron Coast II 7: Siege of the Iron Fleet +# Iron Coast S2 M07: Siege of the Iron Fleet API 1 package, version 1.0.1. Enable it in Mods at the main menu and apply the selection. The normal dependency selection also enables `iron_coast_stage2_interceptor`, `iron_coast_stage2_siege`, `iron_coast_stage2_skimmer`, `iron_coast_stage2_boss_7`, `iron_coast_stage2_music`. -Mission `iron_coast_stage2_mission_7:mission_07`: **Iron Coast II 7 — Siege of the Iron Fleet**. Destroy four siege units, three skimmers and the boss. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. +Mission `iron_coast_stage2_mission_7:mission_07`: **Iron Coast S2 M07: Siege of the Iron Fleet**. Destroy four siege units, three skimmers and the boss. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. Scheduled spawn totals for Training / Rookie / Veteran / Elite are **57 / 65 / 77 / 93**. These are enabled scheduled entries, not simultaneous live-enemy counts. Groups can overlap when earlier enemies survive. @@ -11,3 +11,17 @@ Align the forward guns with required targets while moving around incoming shots. ## Validation and history See the [current Iron Coast retune results and limits](../../docs/iron-coast-retune.md). Package-local acceptance reports, validation results and retained test sources describe pre-retune 1.0 behavior unless a result explicitly identifies the newer package and runner. They remain historical material, not current playthrough guarantees. + +## Rebuilding the briefing + +Run `python3 art/build_cinematic_briefing.py` from this package directory +(Pillow required). It verifies the unchanged cinematic master and rebuilds the +exact SD/HD filenames referenced by `content.json`; the prompt and provenance +are beside the master in `art/`. This artwork update changes package hashes; +existing pilots use the normal changed-mod confirmation, with stable IDs and +saved equipment/progression retained. + +This package has no separate full asset builder. The shared historical +`../iron_coast_stage2_mission_8/build_finale_assets.py` also invokes its cinematic +briefing recipe, but regenerates both finale missions, bosses and old content. +Use the briefing-only command above to preserve the current retuned gameplay. diff --git a/mods/iron_coast_stage2_mission_7/art/briefing-cinematic-generated-master.png b/mods/iron_coast_stage2_mission_7/art/briefing-cinematic-generated-master.png new file mode 100644 index 00000000..7af3e1a4 Binary files /dev/null and b/mods/iron_coast_stage2_mission_7/art/briefing-cinematic-generated-master.png differ diff --git a/mods/iron_coast_stage2_mission_7/art/briefing-cinematic-prompt.txt b/mods/iron_coast_stage2_mission_7/art/briefing-cinematic-prompt.txt new file mode 100644 index 00000000..3b4bec44 --- /dev/null +++ b/mods/iron_coast_stage2_mission_7/art/briefing-cinematic-prompt.txt @@ -0,0 +1,9 @@ +Use case: stylized-concept +Asset type: ONE cinematic mission briefing illustration for Iron Coast S2 M07: Siege of the Iron Fleet. +Primary request: replace the old top-down briefing composition with a new cinematic illustration matching Image1, the user's approved Stormwall briefing. +Input images: Image1 is the exact STYLE AND FOREGROUND AIRCRAFT reference, not the scene to duplicate. Image2 is this mission's existing briefing and is ONLY its environment/material/terrain theme reference; do NOT imitate its top-down tiled perspective. +Actual mission environment: A fortified coastal fleet harbor with concrete finger piers, gray warships and a large gray carrier in the distant anchorage. Low industrial buildings, cranes and layered shore defenses frame dark-blue water. Dramatic cold dawn with warm amber work lights, broad carrier and pier silhouettes give a readable fleet-raid destination. +Foreground subject: one compact steel-gray twin-engine Raptor-like strike fighter viewed from behind and above, banking and flying toward the upper right into this mission. Believable cockpit, exactly two engines, coherent wings and fin geometry, worn mechanical panels with restrained teal and amber accents. +Composition: cinematic oblique landscape illustration, not overhead or a screenshot. Foreground fighter fills the lower-left/center but its complete silhouette and the signature destination both fit within the center75percent of image height. Clear middle-distance mission environment, atmospheric horizon and broad readable value masses that survive a132x70 menu thumbnail. Avoid fine detail as the only mission distinction. +Style: restrained hand-painted 1990s shooter box-art realism matching Stormwall, crisp aircraft silhouette and readable panels, navy/desaturated teal, steel-gray machinery and muted amber industrial light. Follow the actual environment above, not an arbitrary generic storm or ocean scene. +Canvas: landscape16:10, ideally1280x800, opaque. No text, labels, HUD, logos, watermarks, borders, grid, atlas, split panels, tile collage or gameplay screenshot. Do not invent objectives, new enemies, excessive aircraft limbs, forests, glaciers, alien architecture or large explosions absent from the setting. Do not regenerate Stormwall or Iron Crown. One complete new illustration only. diff --git a/mods/iron_coast_stage2_mission_7/art/briefing-cinematic-provenance.json b/mods/iron_coast_stage2_mission_7/art/briefing-cinematic-provenance.json new file mode 100644 index 00000000..eb54bd96 --- /dev/null +++ b/mods/iron_coast_stage2_mission_7/art/briefing-cinematic-provenance.json @@ -0,0 +1,54 @@ +{ + "asset": "Iron Coast S2 M07: Siege of the Iron Fleet cinematic briefing", + "mission_id": "iron_coast_stage2_mission_7:mission_07", + "generation": { + "tool": "built-in image_gen.imagegen", + "actual_calls": 1, + "gate_owner": "/root/iron_coast_names", + "gate_lease": "f75eee14-afc9-4fa8-a627-037bc7a66074", + "outcome": "success", + "terminal_reported_immediately": true, + "prompt": "briefing-cinematic-prompt.txt", + "prompt_sha256": "d77a59501b2f4591683b4c3b0723b04531d5cc8514aff6fc64d66de35b16e045", + "master": "briefing-cinematic-generated-master.png", + "master_sha256": "9a1c31a2ce88cc998d49e2a594edbc6ff13d0e5630dce7411c846392fa0fcacd", + "master_dimensions": [ + 1586, + 992 + ], + "untouched_master_preserved": true, + "references": [ + { + "role": "Stormwall style and foreground aircraft", + "path": "mods/iron_coast_mission_4/art/briefing_hd.png", + "sha256": "cd987c13bc55bba2620379ca435c0cccf08d7564364d730c65d0be285bb82221" + }, + { + "role": "own prior top-down environment reference only", + "path": "mods/iron_coast_stage2_mission_7/art/briefing-hd.png", + "sha256": "05d1df5872dd439c15da85e483ebabc1b84c06eabfe0b7a9a6fed7042b6833dd" + } + ] + }, + "derivation": { + "recipe": "build_cinematic_briefing.py", + "hd": "RGB1280x800, centered ImageOps.fit LANCZOS preserving16:10; no repaint", + "sd": "RGB320x200 LANCZOS downsample of complete sameHD", + "menu_review_crop": "centered132x70 LANCZOS file-onlypreview; actual SDLthumbnail review required separately" + }, + "outputs": { + "hd": { + "path": "art/briefing-hd.png", + "sha256": "b244a26f72a1c9f142f124973fdfacc50713d91f5c5c6501dac4eb4f027563f3" + }, + "sd": { + "path": "art/briefing-sd.png", + "sha256": "9069183ae7b4d55a17a2c12d1f341b04d7b224ff72ac7115989dc146a78d7d44" + } + }, + "limits": [ + "Illustrative mission briefing only; no mission objectives, names, IDs, scripts, wave counts, collisions, equipment, music or gameplay change.", + "New authored artwork does not count toward Originalsprite/terrainHD coverage.", + "Original top-down briefing remains in Git history and originalgenerationfiles; currentreplacementis a newindependentillustration." + ] +} diff --git a/mods/iron_coast_stage2_mission_7/art/briefing-hd.png b/mods/iron_coast_stage2_mission_7/art/briefing-hd.png index 7f69bb13..8564d596 100644 Binary files a/mods/iron_coast_stage2_mission_7/art/briefing-hd.png and b/mods/iron_coast_stage2_mission_7/art/briefing-hd.png differ diff --git a/mods/iron_coast_stage2_mission_7/art/briefing-sd.png b/mods/iron_coast_stage2_mission_7/art/briefing-sd.png index 81e14d9d..ff0f054a 100644 Binary files a/mods/iron_coast_stage2_mission_7/art/briefing-sd.png and b/mods/iron_coast_stage2_mission_7/art/briefing-sd.png differ diff --git a/mods/iron_coast_stage2_mission_7/art/build_cinematic_briefing.py b/mods/iron_coast_stage2_mission_7/art/build_cinematic_briefing.py new file mode 100644 index 00000000..6fb99c2d --- /dev/null +++ b/mods/iron_coast_stage2_mission_7/art/build_cinematic_briefing.py @@ -0,0 +1,13 @@ +#!/usr/bin/env python3 +"""Rebuild only this generated mission briefing's SD/HD derivatives (Pillow).""" +from pathlib import Path +import hashlib +from PIL import Image, ImageOps +root = Path(__file__).resolve().parent +master = root / 'briefing-cinematic-generated-master.png' +if hashlib.sha256(master.read_bytes()).hexdigest() != '9a1c31a2ce88cc998d49e2a594edbc6ff13d0e5630dce7411c846392fa0fcacd': + raise SystemExit('Unexpected original briefing master bytes') +with Image.open(master) as image: + hd = ImageOps.fit(image.convert('RGB'), (1280, 800), Image.Resampling.LANCZOS, centering=(0.5,0.5)) + hd.save(root / 'briefing-hd.png') + hd.resize((320, 200), Image.Resampling.LANCZOS).save(root / 'briefing-sd.png') diff --git a/mods/iron_coast_stage2_mission_7/content.json b/mods/iron_coast_stage2_mission_7/content.json index 673169a7..aacb62a1 100644 --- a/mods/iron_coast_stage2_mission_7/content.json +++ b/mods/iron_coast_stage2_mission_7/content.json @@ -40,7 +40,7 @@ "missions": [ { "id": "iron_coast_stage2_mission_7:mission_07", - "name": "Iron Coast II 7 \u2014 Siege of the Iron Fleet", + "name": "Iron Coast S2 M07: Siege of the Iron Fleet", "duration": 3800, "auto_complete": false, "columns": 9, diff --git a/mods/iron_coast_stage2_mission_7/mod.toml b/mods/iron_coast_stage2_mission_7/mod.toml index d0495d9b..11dbeb22 100644 --- a/mods/iron_coast_stage2_mission_7/mod.toml +++ b/mods/iron_coast_stage2_mission_7/mod.toml @@ -1,5 +1,5 @@ id = "iron_coast_stage2_mission_7" -name = "Iron Coast II 7: Siege of the Iron Fleet" +name = "Iron Coast S2 M07: Siege of the Iron Fleet" version = "1.0.1" api_version = 1 description = "Siege of the Iron Fleet: native classic waves, persistent naval defense objectives and a phased final carrier. Starter-gun viable, inventory safe, joined SD/HD terrain and original PCM cues." diff --git a/mods/iron_coast_stage2_mission_8/README.md b/mods/iron_coast_stage2_mission_8/README.md index a2fb6c7d..dc29c5bf 100644 --- a/mods/iron_coast_stage2_mission_8/README.md +++ b/mods/iron_coast_stage2_mission_8/README.md @@ -1,8 +1,8 @@ -# Iron Coast II 8: Black Tide +# Iron Coast S2 M08: Black Tide API 1 package, version 1.0.1. Enable it in Mods at the main menu and apply the selection. The normal dependency selection also enables `iron_coast_stage2_interceptor`, `iron_coast_stage2_siege`, `iron_coast_stage2_skimmer`, `iron_coast_stage2_boss_8`, `iron_coast_stage2_music`. -Mission `iron_coast_stage2_mission_8:mission_08`: **Iron Coast II 8 — Black Tide**. Destroy five siege units, four skimmers and the boss. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. +Mission `iron_coast_stage2_mission_8:mission_08`: **Iron Coast S2 M08: Black Tide**. Destroy five siege units, four skimmers and the boss. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. Scheduled spawn totals for Training / Rookie / Veteran / Elite are **61 / 69 / 81 / 97**. These are enabled scheduled entries, not simultaneous live-enemy counts. Groups can overlap when earlier enemies survive. @@ -11,3 +11,16 @@ Align the forward guns with required targets while moving around incoming shots. ## Validation and history See the [current Iron Coast retune results and limits](../../docs/iron-coast-retune.md). Package-local acceptance reports, validation results and retained test sources describe pre-retune 1.0 behavior unless a result explicitly identifies the newer package and runner. They remain historical material, not current playthrough guarantees. + +## Rebuilding the briefing + +Run `python3 art/build_cinematic_briefing.py` from this package directory +(Pillow required). It verifies the unchanged cinematic master and rebuilds the +exact SD/HD filenames referenced by `content.json`; the prompt and provenance +are beside the master in `art/`. This artwork update changes package hashes; +existing pilots use the normal changed-mod confirmation, with stable IDs and +saved equipment/progression retained. + +`build_finale_assets.py` includes this cinematic briefing recipe for both finale +missions. That historical full builder also regenerates old content and bosses; +use the briefing-only command above to preserve current retuned gameplay. diff --git a/mods/iron_coast_stage2_mission_8/art/briefing-cinematic-generated-master.png b/mods/iron_coast_stage2_mission_8/art/briefing-cinematic-generated-master.png new file mode 100644 index 00000000..ea3fec37 Binary files /dev/null and b/mods/iron_coast_stage2_mission_8/art/briefing-cinematic-generated-master.png differ diff --git a/mods/iron_coast_stage2_mission_8/art/briefing-cinematic-prompt.txt b/mods/iron_coast_stage2_mission_8/art/briefing-cinematic-prompt.txt new file mode 100644 index 00000000..9025fc94 --- /dev/null +++ b/mods/iron_coast_stage2_mission_8/art/briefing-cinematic-prompt.txt @@ -0,0 +1,9 @@ +Use case: stylized-concept +Asset type: ONE cinematic mission briefing illustration for Iron Coast S2 M08: Black Tide. +Primary request: replace the old top-down briefing composition with a new cinematic illustration matching Image1, the user's approved Stormwall briefing. +Input images: Image1 is the exact STYLE AND FOREGROUND AIRCRAFT reference, not the scene to duplicate. Image2 is this mission's existing briefing and is ONLY its environment/material/terrain theme reference; do NOT imitate its top-down tiled perspective. +Actual mission environment: An offshore command-citadel complex of low broad angular steel-gray fortified platforms and bridges over dark navy sea. A large gray command carrier occupies the central approach beyond layered naval defenses. Storm-dark blue atmosphere and restrained red/amber machinery lights; use an industrial offshore finale, no fantasy spires or new alien designs. +Foreground subject: one compact steel-gray twin-engine Raptor-like strike fighter viewed from behind and above, banking and flying toward the upper right into this mission. Believable cockpit, exactly two engines, coherent wings and fin geometry, worn mechanical panels with restrained teal and amber accents. +Composition: cinematic oblique landscape illustration, not overhead or a screenshot. Foreground fighter fills the lower-left/center but its complete silhouette and the signature destination both fit within the center75percent of image height. Clear middle-distance mission environment, atmospheric horizon and broad readable value masses that survive a132x70 menu thumbnail. Avoid fine detail as the only mission distinction. +Style: restrained hand-painted 1990s shooter box-art realism matching Stormwall, crisp aircraft silhouette and readable panels, navy/desaturated teal, steel-gray machinery and muted amber industrial light. Follow the actual environment above, not an arbitrary generic storm or ocean scene. +Canvas: landscape16:10, ideally1280x800, opaque. No text, labels, HUD, logos, watermarks, borders, grid, atlas, split panels, tile collage or gameplay screenshot. Do not invent objectives, new enemies, excessive aircraft limbs, forests, glaciers, alien architecture or large explosions absent from the setting. Do not regenerate Stormwall or Iron Crown. One complete new illustration only. diff --git a/mods/iron_coast_stage2_mission_8/art/briefing-cinematic-provenance.json b/mods/iron_coast_stage2_mission_8/art/briefing-cinematic-provenance.json new file mode 100644 index 00000000..f8acb565 --- /dev/null +++ b/mods/iron_coast_stage2_mission_8/art/briefing-cinematic-provenance.json @@ -0,0 +1,54 @@ +{ + "asset": "Iron Coast S2 M08: Black Tide cinematic briefing", + "mission_id": "iron_coast_stage2_mission_8:mission_08", + "generation": { + "tool": "built-in image_gen.imagegen", + "actual_calls": 1, + "gate_owner": "/root/iron_coast_names", + "gate_lease": "1ee0a5ba-5562-424c-8925-8d2f7754af83", + "outcome": "success", + "terminal_reported_immediately": true, + "prompt": "briefing-cinematic-prompt.txt", + "prompt_sha256": "ecfbcd8aec2c755308e3d373ae15064d51b94e5e0843464de2fedd10f915d38c", + "master": "briefing-cinematic-generated-master.png", + "master_sha256": "18e87edc53a2d8608132d8b57bfe756d149b6191f45dca504ef55a5ba2eb2d40", + "master_dimensions": [ + 1586, + 992 + ], + "untouched_master_preserved": true, + "references": [ + { + "role": "Stormwall style and foreground aircraft", + "path": "mods/iron_coast_mission_4/art/briefing_hd.png", + "sha256": "cd987c13bc55bba2620379ca435c0cccf08d7564364d730c65d0be285bb82221" + }, + { + "role": "own prior top-down environment reference only", + "path": "mods/iron_coast_stage2_mission_8/art/briefing-hd.png", + "sha256": "19651ba840b301a1cc0600fcb9ff1ede81fa14aede997c4a42b9a30cb351994a" + } + ] + }, + "derivation": { + "recipe": "build_cinematic_briefing.py", + "hd": "RGB1280x800, centered ImageOps.fit LANCZOS preserving16:10; no repaint", + "sd": "RGB320x200 LANCZOS downsample of complete sameHD", + "menu_review_crop": "centered132x70 LANCZOS file-onlypreview; actual SDLthumbnail review required separately" + }, + "outputs": { + "hd": { + "path": "art/briefing-hd.png", + "sha256": "b92a5233b9a906322b13a90cfdb3a49cabafb2e82bdc94708e326e032b80b512" + }, + "sd": { + "path": "art/briefing-sd.png", + "sha256": "6aa69d57b827f7b7b142640a8bac7b5f1f0710b71c37b64e13f7c5dc377512a9" + } + }, + "limits": [ + "Illustrative mission briefing only; no mission objectives, names, IDs, scripts, wave counts, collisions, equipment, music or gameplay change.", + "New authored artwork does not count toward Originalsprite/terrainHD coverage.", + "Original top-down briefing remains in Git history and originalgenerationfiles; currentreplacementis a newindependentillustration." + ] +} diff --git a/mods/iron_coast_stage2_mission_8/art/briefing-hd.png b/mods/iron_coast_stage2_mission_8/art/briefing-hd.png index 02ffcb9d..47e2f7c1 100644 Binary files a/mods/iron_coast_stage2_mission_8/art/briefing-hd.png and b/mods/iron_coast_stage2_mission_8/art/briefing-hd.png differ diff --git a/mods/iron_coast_stage2_mission_8/art/briefing-sd.png b/mods/iron_coast_stage2_mission_8/art/briefing-sd.png index 7029353e..8274d9d4 100644 Binary files a/mods/iron_coast_stage2_mission_8/art/briefing-sd.png and b/mods/iron_coast_stage2_mission_8/art/briefing-sd.png differ diff --git a/mods/iron_coast_stage2_mission_8/art/build_cinematic_briefing.py b/mods/iron_coast_stage2_mission_8/art/build_cinematic_briefing.py new file mode 100644 index 00000000..383f3059 --- /dev/null +++ b/mods/iron_coast_stage2_mission_8/art/build_cinematic_briefing.py @@ -0,0 +1,13 @@ +#!/usr/bin/env python3 +"""Rebuild only this generated mission briefing's SD/HD derivatives (Pillow).""" +from pathlib import Path +import hashlib +from PIL import Image, ImageOps +root = Path(__file__).resolve().parent +master = root / 'briefing-cinematic-generated-master.png' +if hashlib.sha256(master.read_bytes()).hexdigest() != '18e87edc53a2d8608132d8b57bfe756d149b6191f45dca504ef55a5ba2eb2d40': + raise SystemExit('Unexpected original briefing master bytes') +with Image.open(master) as image: + hd = ImageOps.fit(image.convert('RGB'), (1280, 800), Image.Resampling.LANCZOS, centering=(0.5,0.5)) + hd.save(root / 'briefing-hd.png') + hd.resize((320, 200), Image.Resampling.LANCZOS).save(root / 'briefing-sd.png') diff --git a/mods/iron_coast_stage2_mission_8/build_finale_assets.py b/mods/iron_coast_stage2_mission_8/build_finale_assets.py index 92fba430..bbf77966 100755 --- a/mods/iron_coast_stage2_mission_8/build_finale_assets.py +++ b/mods/iron_coast_stage2_mission_8/build_finale_assets.py @@ -5,6 +5,7 @@ Art operations only extract complete alpha sprites, fit without distortion, reduce SD, and split joined terrain. Original reference pixels are not shipped. """ from pathlib import Path +import runpy from PIL import Image, ImageOps import hashlib,json,math,random,struct,wave ROOT=Path(__file__).resolve().parent.parent @@ -89,9 +90,8 @@ def mission(n): assert joined.tobytes()==img.tobytes() assert master.crop((0,master.height-1,master.width,master.height)).tobytes()==ImageOps.flip(master).crop((0,0,master.width,1)).tobytes() master.save(pkg/f'art/terrain-preview-{mode}.png') - # Briefing is a genuinely authored map overview, proportional fit/crop; no - # duplicated static live entities or replacement text in artwork. - brief=ImageOps.fit(source,(1280,800),Image.Resampling.LANCZOS,centering=(.5,.5));brief.save(pkg/'art/briefing-hd.png');brief.resize((320,200),Image.Resampling.LANCZOS).quantize(palette=pal,dither=Image.Dither.NONE).convert('RGB').save(pkg/'art/briefing-sd.png') + # Each finale mission owns a separate cinematic briefing master and recipe. + runpy.run_path(str(pkg/'art/build_cinematic_briefing.py'),run_name='__main__') audio={name:pcm(pkg,name,seconds,n*10000+i) for i,(name,seconds) in enumerate([('approach',1.1),('escalation',.9),('boss_alarm',1.2),('victory',1.6)])} put(pkg/'audio-recipe.json',{'generator':'build_finale_assets.py deterministic note-envelope PCM synthesis; no recordings','files':audio}) # Varied real native enemy entries keep original Catalog behavior and paths. @@ -112,7 +112,7 @@ def mission(n): put(pkg/'content.json',content) deps=['iron_coast_stage2_interceptor','iron_coast_stage2_siege','iron_coast_stage2_skimmer',f'iron_coast_stage2_boss_{n}','iron_coast_stage2_music'] (pkg/'mod.toml').write_text(f'id = "{id}"\nname = "Iron Coast II {n}: {title}"\nversion = "1.0.0"\napi_version = 1\ndescription = "{title}: native classic waves, persistent naval defense objectives and a phased final carrier. Starter-gun viable, inventory safe, joined SD/HD terrain and original PCM cues."\ncontent = "content.json"\nscripts = ["scripts/mission.rhai"]\n\n[dependencies]\n'+''.join(f'{d} = "^1.0"\n' for d in deps)) - put(pkg/'art-qa.json',{'selected_raw':f'art/generated-v{selected}.png','selected_raw_sha256':sha(pkg/f'art/generated-v{selected}.png'),'logical_tile':[32,32],'hd_tile':[128,128],'columns':9,'rows':24,'layout_period_repetitions':16,'layout_total_rows':384,'logical_scroll_coverage':12288,'joined_palette_then_split':True,'mirrored_loop_boundary_exact':True,'reassembly_pixel_exact':True,'logical_collision_unchanged_by_hd':True,'palette_sha256':sha(PALETTE),'palette_classes':'ordinary0..239 only, alpha opaque; runtime mods never claim reserved original palette classes','briefing':'centered proportional overview crop of the genuine joined map; no extra entity artwork','files':{str(p.relative_to(pkg)):sha(p) for p in sorted((pkg/'art').glob('*-*.png'))}}) + put(pkg/'art-qa.json',{'selected_raw':f'art/generated-v{selected}.png','selected_raw_sha256':sha(pkg/f'art/generated-v{selected}.png'),'logical_tile':[32,32],'hd_tile':[128,128],'columns':9,'rows':24,'layout_period_repetitions':16,'layout_total_rows':384,'logical_scroll_coverage':12288,'joined_palette_then_split':True,'mirrored_loop_boundary_exact':True,'reassembly_pixel_exact':True,'logical_collision_unchanged_by_hd':True,'palette_sha256':sha(PALETTE),'palette_classes':'ordinary0..239 only, alpha opaque; runtime mods never claim reserved original palette classes','briefing':'independent cinematic master, art/build_cinematic_briefing.py; see art/briefing-cinematic-provenance.json','files':{str(p.relative_to(pkg)):sha(p) for p in sorted((pkg/'art').glob('*-*.png'))}}) provenance(pkg,'mission',n) for n in [7,8]:boss(n);mission(n) print('Four finale packages: matching art, seam-safe terrain, PCM and content generated') diff --git a/mods/iron_coast_stage2_mission_8/content.json b/mods/iron_coast_stage2_mission_8/content.json index 47f9b0c5..d402284d 100644 --- a/mods/iron_coast_stage2_mission_8/content.json +++ b/mods/iron_coast_stage2_mission_8/content.json @@ -40,7 +40,7 @@ "missions": [ { "id": "iron_coast_stage2_mission_8:mission_08", - "name": "Iron Coast II 8 \u2014 Black Tide", + "name": "Iron Coast S2 M08: Black Tide", "duration": 3800, "auto_complete": false, "columns": 9, diff --git a/mods/iron_coast_stage2_mission_8/mod.toml b/mods/iron_coast_stage2_mission_8/mod.toml index 3d77311b..9874531b 100644 --- a/mods/iron_coast_stage2_mission_8/mod.toml +++ b/mods/iron_coast_stage2_mission_8/mod.toml @@ -1,5 +1,5 @@ id = "iron_coast_stage2_mission_8" -name = "Iron Coast II 8: Black Tide" +name = "Iron Coast S2 M08: Black Tide" version = "1.0.1" api_version = 1 description = "Black Tide: native classic waves, persistent naval defense objectives and a phased final carrier. Starter-gun viable, inventory safe, joined SD/HD terrain and original PCM cues." diff --git a/runtime-manifest.json b/runtime-manifest.json index 382d3215..e85e95b9 100644 --- a/runtime-manifest.json +++ b/runtime-manifest.json @@ -3,11 +3,251 @@ "platform": "Linux x86_64", "catalog_entries": 6449, "approved_hd_frames": 5596, - "binary_sha256": "5621787ba887ae77d396d848b833a66bd836cc50526d18e9b83fd09354affdfa", - "data_files": 10449, - "data_bytes": 8536899084, + "binary_sha256": "e9cbc9f987bb60e9533a8e2d7ab216f6ecccc0848249354ded22abd513a3f255", + "data_files": 10689, + "data_bytes": 8691739470, "files": { "data/INDEX": "4ce78e5e638b6603114dd233ceaa41f386c0963ba4aa02ecf88ce0215b096681", + "data/briefings/authoring/sector_2/manifest.json": "1ac249c43d5eb7bd2dbff4485aa8ba3151442627aa3866b990bffe81b90556c9", + "data/briefings/authoring/sector_2/original-source-inventory.json": "5f674d283c8bfc0a1e93f5c5036d2bb7f0da3b77e490955399206430a94695c0", + 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"3a154e1189934836bce5d18c2a1e9dcd014aacc321675a6d836c5357eeea2d10", "data/hd/jobs/terrain-2031d-2032c-source-finish-method-20328-2032b-v1/20328-source-finish-v1.png": "c16d22f85bfaf9551b2e56e3d0587cebe6d54b4f02e1c026e3b246b24fa2c014", "data/hd/jobs/terrain-2031d-2032c-source-finish-method-20328-2032b-v1/2032b-source-finish-v1.png": "9580fb135dc9d7bc4878c0d798993418ec179c17d36f0513d63edc7d121b8791", "data/hd/jobs/terrain-2031d-2032c-source-finish-method-20329-2032a-2032c-v1/20329-source-finish-v1.png": "80d08d85a469d81719e4a23e26375bd1d1352d668af5ab3e23fc69654ea1584a", "data/hd/jobs/terrain-2031d-2032c-source-finish-method-20329-2032a-2032c-v1/2032a-source-finish-v1.png": "789cfc01468c925f06af759f0e7d15c8fc9b6c16db12bb6a7c0a73d17ef6a20b", "data/hd/jobs/terrain-2031d-2032c-source-finish-method-20329-2032a-2032c-v1/2032c-source-finish-v1.png": "ba77002e8883fb07f1225f4c823030cf321bc99e7bb436f739da43be1a4b16c2", - "data/hd/jobs/terrain-2031d-2032c/generated/atlas-v1.png": "3a154e1189934836bce5d18c2a1e9dcd014aacc321675a6d836c5357eeea2d10", "data/hd/jobs/terrain-2032d-2033c/generated/atlas-v1.png": "9cec31ebc42c172505cde683ffff87fd8518d8350ef58274097fec81992be9bf", "data/hd/jobs/terrain-2033d-2034c/generated/atlas-v1.png": "799caef056935939924b98349e206b4469bf438509ffafaea6b93da3ea95941b", "data/hd/jobs/terrain-2034d-2035c/generated/atlas-v1.png": "94795f2df9161e3626e265847a167ce9e956977a46a1528bc6c13645749e8b0c", @@ -2021,13 +2261,13 @@ "data/hd/jobs/terrain-2055d-2056c/generated/group-3-v1.png": "da909054ee8c9458e616bfb651e696c67df678b2b46c2119e3d5ea80e80b9299", "data/hd/jobs/terrain-2055d-2056c/generated/group-4-v1.png": "c353f054864af3cd7047df856dd3e3abf73b979cd4fe98ae03831da0ada71570", "data/hd/jobs/terrain-2056d-2057c/generated/atlas-v1.png": "e874e23028da937dd89e87f72dd96adea05c43a56419609c6ba67efe05af2392", - "data/hd/jobs/terrain-2057d-2058c-final3-retained-original-actualC-20261017/raw-unchanged-held-atlas.png": "9ce70352d1e2104b829b5a65355eb44b359ca1fa39cf017601b23a5cbb2d65ae", - "data/hd/jobs/terrain-2057d-2058c-final3-retained-original-actualC-20261017/runtime-qa.json": "32809781e741d0c212b599c4e34ff6acccb5ae73d8279b4d2f4dd397e0edd8a9", "data/hd/jobs/terrain-2057d-2058c/generated/20587-v3.png": "5cc80f6f3f8076ec8206995904dd84c0f2c115de6dd15040f44b0e8d68f77908", "data/hd/jobs/terrain-2057d-2058c/generated/atlas-v2.png": "09eafd298c28176faa71b4856b174147b6b50f9e7be106d3ac6813ea58c5e87b", + "data/hd/jobs/terrain-2057d-2058c-final3-retained-original-actualC-20261017/raw-unchanged-held-atlas.png": "9ce70352d1e2104b829b5a65355eb44b359ca1fa39cf017601b23a5cbb2d65ae", + "data/hd/jobs/terrain-2057d-2058c-final3-retained-original-actualC-20261017/runtime-qa.json": "32809781e741d0c212b599c4e34ff6acccb5ae73d8279b4d2f4dd397e0edd8a9", "data/hd/jobs/terrain-2058d-2059c/generated/atlas-v2.png": "d9f4c37c577d95406567346e7766b58d60d0658085bd3b568ae09127e499b97f", - "data/hd/jobs/terrain-2059d-205ac-source-finish-method-205a1-205a3-205a4-v1/205a1-source-finish-v1.png": "b443ab6a1c7396e258011ba0275cf49ab11b73f4e5bc4e04945089869a9a428b", "data/hd/jobs/terrain-2059d-205ac/generated/atlas-v1.png": "0fbc3c572c96f07fd925c0f25563fd90fae374b0fad6c84dddc41d0f10ed6b00", + "data/hd/jobs/terrain-2059d-205ac-source-finish-method-205a1-205a3-205a4-v1/205a1-source-finish-v1.png": "b443ab6a1c7396e258011ba0275cf49ab11b73f4e5bc4e04945089869a9a428b", "data/hd/jobs/terrain-205a3-205a4-authentic-single-source-divider-correction-v1/205a3-source-divider-correction-v1.png": "bb3e1a5426aa5cb0c8ed1eae0853b56fd4ea8a259d2df512aa5493c6108e22dd", "data/hd/jobs/terrain-205a3-205a4-authentic-single-source-divider-correction-v1/205a4-source-divider-correction-v1.png": "881eb3e697454955c88331f040038600a9e1f9e4750b9d51bf012d3083aa817b", "data/hd/jobs/terrain-205ad-205bc/generated/atlas-v2.png": "430693660db2ed0ad7a38ff37afcdca184d8cc722a65bd16ff2f0997a1d80ae0", @@ -2117,8 +2357,8 @@ "data/hd/jobs/terrain-30112-30113-30119-3011a-Original-only-complete4-v1-20261018/runtime-qa.json": "46b29f4c41861ed53cf5a66becad06416fbbb313a2947ca8ec8ae7e0dfd14bf3", "data/hd/jobs/terrain-3011d-3012c/generated/raw-atlas-v1.png": "d517f2bfeb62289419a239904edea81b7cfa50aee9fa84e06191b8231cc7ebf7", "data/hd/jobs/terrain-3012d-3013c/generated/raw-atlas-v1.png": "eac3cd1de1641826b6f612f936806bbf96fa52abc482e0a1a440b0078550e645", - "data/hd/jobs/terrain-3013d-3014c-correction-3014c-v1/generated/raw-standalone-3014c-v1.png": "4da620f55c3492e2dc40900d5246f8d1709baefaa6e0555595e0ac0d2bfa97b8", "data/hd/jobs/terrain-3013d-3014c/generated/raw-atlas-v1.png": "a4491c9c02d2dbb6592e291efae35c6bca06410fe52190fbfc95ec71249451b9", + "data/hd/jobs/terrain-3013d-3014c-correction-3014c-v1/generated/raw-standalone-3014c-v1.png": "4da620f55c3492e2dc40900d5246f8d1709baefaa6e0555595e0ac0d2bfa97b8", "data/hd/jobs/terrain-3014d-3015c/generated/raw-atlas-v2a.png": "f9cf2f83b87ebd1bf23ddc5c61533cf1e9db7456130b71c796162fa549659e44", "data/hd/jobs/terrain-3014d-3015c/generated/raw-atlas-v2b.png": "a01d68281f1846cb496cc1f465b622272834ef05f802b5472f2e809b89bda758", "data/hd/jobs/terrain-3014d-3015c/generated/raw-standalone-30155-v2.png": "dad6ad2723a53dcfac8f39a91dc3592b188ea720a72e2f90d4132e0a9dc3a2fc", @@ -2235,7 +2475,6 @@ "data/hd/jobs/terrain-301cd-301dc/generated/raw-standalone-301da-v1.png": "9545760552042cc5b92c2e8a34c20c0a763e8c0e21a1cb8e43a63bb94d73410c", "data/hd/jobs/terrain-301cd-301dc/generated/raw-standalone-301db-v1.png": "80b02eaab3bcf612bc0ea5336c09f5ab10b5924757d0fc46356c4a926331fa38", "data/hd/jobs/terrain-301cd-301dc/generated/raw-standalone-301dc-v1.png": "9471cd281fa729b3da9aeca5f4cdc876f6760db03778f2db1cffe1a0e28744b8", - "data/hd/jobs/terrain-301dd-301ec-finish-probe-301ec-v1/generated/raw-standalone-301ec-v1.png": "83dd31b1908d5a350c9960c93c1515f28577aa035cbb62622a208a37e1f7e239", "data/hd/jobs/terrain-301dd-301ec/generated/raw-standalone-301dd-v1.png": "95d45de5d9245c7ce61fbc71519af89fe326e791996d8b8ccdb19145c4ae9ae3", "data/hd/jobs/terrain-301dd-301ec/generated/raw-standalone-301de-v1.png": "f8d51b7798e67ee90a6c32dc56702bd5f5c88925bb2f1246fac22b15818fbd9e", "data/hd/jobs/terrain-301dd-301ec/generated/raw-standalone-301df-v1.png": "d362c11d587b1d52532b652db186579d0e8751f59c9f5736965ab090f4983f5b", @@ -2251,6 +2490,7 @@ "data/hd/jobs/terrain-301dd-301ec/generated/raw-standalone-301e9-v1.png": "be30ab438138c603e8480873af3d0a5945303f8328b93c082d227dcf6ae81a5e", "data/hd/jobs/terrain-301dd-301ec/generated/raw-standalone-301ea-v1.png": "3ef633d7ceb0accaecc5aa84e39894cdf5bde5a312c05b24021af29367b8e492", "data/hd/jobs/terrain-301dd-301ec/generated/raw-standalone-301eb-v1.png": "fbbb13a556d2cc66cb5b3c0f717db5830fba8b2372f3a5df1b551fda28d16c96", + "data/hd/jobs/terrain-301dd-301ec-finish-probe-301ec-v1/generated/raw-standalone-301ec-v1.png": "83dd31b1908d5a350c9960c93c1515f28577aa035cbb62622a208a37e1f7e239", "data/hd/jobs/terrain-301ed-301fc/generated/raw-standalone-301ed-v1.png": "c76157b31ac34a04549c7ea9fabf2a47fa8fc6e387ef989fc89889f5d8b01e53", "data/hd/jobs/terrain-301ed-301fc/generated/raw-standalone-301ee-v1.png": "882e8f81a780b7d22a99b9d1bdbe966063f59acbd623d9ff0cae58539ebe532a", "data/hd/jobs/terrain-301ed-301fc/generated/raw-standalone-301ef-v1.png": "cd1d6942732c20350bfad0a059aa5a5cc6effb68c47d98ea8ca5d5a8a1f85507", @@ -10458,11 +10698,11 @@ "data/ui/WINGAME_SWD": "304630a1223419d69723902ffd22c2c4eea0388491e37dfca663fcbe78e99aff" }, "system_dependencies": [ - "\tlinux-vdso.so.1 (0x00007f6e20fed000)", - "\tlibSDL2-2.0.so.0 => /home/quintine/Projects/RaptorReplica/RustRaptor/lib/libSDL2-2.0.so.0 (0x00007f6e20200000)", - "\tlibgcc_s.so.1 => /usr/lib/libgcc_s.so.1 (0x00007f6e20f99000)", - "\tlibm.so.6 => /usr/lib/libm.so.6 (0x00007f6e204c9000)", - "\tlibc.so.6 => /usr/lib/libc.so.6 (0x00007f6e1fe00000)", - "\t/lib64/ld-linux-x86-64.so.2 => /usr/lib64/ld-linux-x86-64.so.2 (0x00007f6e20fef000)" + "\tlinux-vdso.so.1 (0x00007f444439d000)", + "\tlibSDL2-2.0.so.0 => /home/quintine/Projects/RaptorReplica/RustRaptor/lib/libSDL2-2.0.so.0 (0x00007f4443600000)", + "\tlibgcc_s.so.1 => /usr/lib/libgcc_s.so.1 (0x00007f4444349000)", + "\tlibm.so.6 => /usr/lib/libm.so.6 (0x00007f44438c9000)", + "\tlibc.so.6 => /usr/lib/libc.so.6 (0x00007f4443200000)", + "\t/lib64/ld-linux-x86-64.so.2 => /usr/lib64/ld-linux-x86-64.so.2 (0x00007f444439f000)" ] } diff --git a/runtime-windows-manifest.json b/runtime-windows-manifest.json index a5752fc0..5b22332c 100644 --- a/runtime-windows-manifest.json +++ b/runtime-windows-manifest.json @@ -37,7 +37,7 @@ ] }, "files": { - "bin/raptor-rust.exe": "0a1c444c1a7bf82dda2999ab3968514817950afe44e73b6c0a8bde6847a0389d", + "bin/raptor-rust.exe": "a5a82c7942ac07e11ef00219218c3f7eadfa9eff51ee22c44d16f7f54ebaec53", "bin/SDL2.dll": "53e8fa7e9ed43c30bd650c39396f0d9d2067d2fff0b926c9433b75202592e4aa", "bin/SDL2-WINDOWS-LICENSE.txt": "97f35b302b361680ec1e891e95d2d52097bb95abff361434916d99dc1305f127", "run.cmd": "b007382d9ed3560191856514a9ebd4e429801fc25428840e304bb297f3553269" diff --git a/src/content.rs b/src/content.rs index 1b8c8137..78f5e92d 100644 --- a/src/content.rs +++ b/src/content.rs @@ -629,6 +629,7 @@ impl Registry { } pub fn base(catalog: &Catalog) -> Result<Self> { let mut reg = Self::default(); + reg.asset_roots.insert("base".into(), catalog.root.clone()); let mut pack = ContentPack::default(); for o in crate::legacy_tables::objects() { let id = ContentId::from(o.id); @@ -903,7 +904,15 @@ impl Registry { pack.missions.push(MissionDef { id: mid, name: format!("Sector {sector} / Wave {wave}"), - art: None, + art: Some(Art { + asset: None, + png: Some(format!("briefings/sector_{sector}_wave_{wave}_sd.png")), + hd_png: Some(format!("briefings/sector_{sector}_wave_{wave}_hd.png")), + logical_width: 320, + logical_height: 200, + frames: 1, + nearest: false, + }), duration: 4700, auto_complete: true, spawns, diff --git a/src/desktop.rs b/src/desktop.rs index c53bbf45..ab184948 100644 --- a/src/desktop.rs +++ b/src/desktop.rs @@ -1425,6 +1425,7 @@ impl Host { self.music("MAINMENU_MUS"); } self.mod_art.clear(); + self.menu_art.clear_briefing(); if self.pending_load.is_some() { self.message = "Mods applied; review pilot differences before loading".into(); self.go(Screen::ConfirmLoadMods); @@ -2533,29 +2534,113 @@ impl Host { { self.font.text(canvas, 160, 48 + index as i32 * 9, line, 48); } - if let Some(mut art) = mission.art.clone() { - let height = (132 * art.logical_height / art.logical_width).min(61); - art.logical_width = 132; - art.logical_height = height; - self.art(canvas, &art, &owner, 0, 160.0, 70.0)?; + use crate::menu_art::{BRIEFING_HEIGHT, BRIEFING_WIDTH, MENU_BRIEFING, MENU_RULE}; + canvas.rect( + 159, + 65, + BRIEFING_WIDTH as i32 + 2, + BRIEFING_HEIGHT as i32 + 2, + MENU_RULE, + ); + if let Some(art) = mission.art.clone() { + let png = if self.config.hd_mode { + art.hd_png.as_ref().or(art.png.as_ref()) + } else { + art.png.as_ref() + }; + if let Some(png) = + png.filter(|_| art.asset.is_none() || self.config.hd_mode && art.hd_png.is_some()) + { + let key = format!( + "{owner}:{}:{}:{}", + serde_json::to_string(&art)?, + self.config.hd_mode, + canvas.scale + ); + if !self.menu_art.has_briefing(&key) { + let root = self + .active + .registry + .asset_roots + .get(&owner) + .context("unknown briefing artwork owner")?; + let path = crate::assets::contained(root, std::path::Path::new(png))?; + let image = crate::assets::checked_png(&path)?; + self.menu_art + .set_briefing(key, image, art.frames, canvas.scale)?; + } + canvas.rect( + 160, + 66, + BRIEFING_WIDTH as i32, + BRIEFING_HEIGHT as i32, + MENU_BRIEFING, + ); + } else { + // Keep indexed asset briefings compatible without allocating a + // canvas from authored logical dimensions merely to shrink it. + let key = format!( + "indexed:{owner}:{}:{}:{}", + serde_json::to_string(&art)?, + self.config.hd_mode, + canvas.scale + ); + if !self.menu_art.has_briefing(&key) { + let asset = art.asset.context("missing indexed briefing asset")?; + let hd = if self.config.hd_mode { + self.hd.sprite(asset, canvas.scale, &self.palette)? + } else { + None + }; + let sprite = match hd { + Some(sprite) => sprite, + None => self.raw(asset)?, + }; + let image = image::RgbaImage::from_fn( + sprite.width as u32, + sprite.height as u32, + |x, y| { + let index = sprite.pixels[y as usize * sprite.width + x as usize]; + if index == crate::assets::TRANSPARENT { + image::Rgba([0, 0, 0, 0]) + } else { + let color = self.palette[index.min(255) as usize]; + image::Rgba([color[0], color[1], color[2], 255]) + } + }, + ); + self.menu_art.set_briefing(key, image, 1, canvas.scale)?; + } + canvas.rect( + 160, + 66, + BRIEFING_WIDTH as i32, + BRIEFING_HEIGHT as i32, + MENU_BRIEFING, + ); + } } else if mission.columns > 0 { + // Third-party missions may omit briefing art. Their map overview is + // still deterministic and does not start or advance a simulation. let columns = mission.columns as usize; - let tile_width = (132 / columns.min(12)).max(1); - for position in 0..(columns * 4).min(mission.layout.len()) { + let tile_width = (BRIEFING_WIDTH as usize / columns.min(12)).clamp(1, 32); + let left = 160 + (BRIEFING_WIDTH as usize - columns.min(12) * tile_width) / 2; + let rows = BRIEFING_HEIGHT as usize / tile_width; + for position in 0..(columns * rows).min(mission.layout.len()) { if position % columns >= 12 { continue; } if let Some(tile) = mission.tiles.get(mission.layout[position]) { let mut art = tile.art.clone(); art.logical_width = tile_width as u32; - art.logical_height = 15; + art.logical_height = tile_width as u32; self.art( canvas, &art, &owner, 0, - (160 + position % columns * tile_width) as f32, - (70 + position / columns * 15) as f32, + (left + position % columns * tile_width) as f32, + (66 + position / columns * tile_width) as f32, )?; } } @@ -2563,7 +2648,7 @@ impl Host { self.font.text( canvas, 160, - 138, + 140, if self.pilot.completed.contains(&id) { "STATUS COMPLETE" } else if self.pilot.mission == id { @@ -2576,7 +2661,7 @@ impl Host { self.font.text( canvas, 160, - 149, + 150, &format!( "{} DIFFICULTY", ["TRAINING", "ROOKIE", "VETERAN", "ELITE"][self.config.difficulty as usize] @@ -5061,6 +5146,214 @@ mod tests { .unwrap(); (dir, host) } + #[test] + fn mission_briefing_preserves_full_color_sd_hd_and_does_not_advance_pilot_or_scripts() { + let (_dir, mut host) = ui_fixture(); + let root = host.catalog.root.clone(); + image::RgbaImage::from_pixel(320, 200, image::Rgba([201, 23, 51, 255])) + .save(root.join("briefing-sd.png")) + .unwrap(); + image::RgbaImage::from_pixel(1280, 800, image::Rgba([31, 207, 83, 255])) + .save(root.join("briefing-hd.png")) + .unwrap(); + let id: ContentId = "base:sector_1_wave_1".into(); + host.active.registry.asset_roots.insert("base".into(), root); + host.active.registry.missions.get_mut(&id).unwrap().art = Some(Art { + asset: None, + png: Some("briefing-sd.png".into()), + hd_png: Some("briefing-hd.png".into()), + logical_width: 320, + logical_height: 200, + frames: 1, + nearest: false, + }); + host.go(Screen::Missions); + let before = serde_json::json!({"pilot":host.pilot,"world":host.world,"states":host.active.scripts.states,"rng":host.active.scripts.rng}); + for scale in 1..=4 { + host.config.scale = scale; + for (hd, expected) in [(false, [201, 23, 51, 255]), (true, [31, 207, 83, 255])] { + host.config.hd_mode = hd; + let image = host.draw().unwrap(); + assert_eq!( + (image.image.width, image.image.height), + (400 * scale, 225 * scale) + ); + assert_eq!( + image + .image + .pixels + .iter() + .filter(|p| **p == crate::menu_art::MENU_BRIEFING) + .count(), + 132 * 70 * scale * scale + ); + let rgba = host.present_rgba(&image); + let index = (((MENU_OFFSET[1] as usize + 70) * scale) * image.image.width + + (MENU_OFFSET[0] as usize + 164) * scale) + * 4; + assert_eq!( + &rgba[index..index + 4], + &expected, + "full color and variant at scale {scale}" + ); + } + } + assert_eq!( + serde_json::json!({"pilot":host.pilot,"world":host.world,"states":host.active.scripts.states,"rng":host.active.scripts.rng}), + before + ); + host.active + .registry + .missions + .get_mut(&id) + .unwrap() + .art + .as_mut() + .unwrap() + .png = Some("../outside.png".into()); + host.config.hd_mode = false; + assert!( + host.draw().is_err(), + "briefing path must remain contained in the artwork owner's root" + ); + } + + #[test] + fn indexed_mission_briefing_uses_actual_catalog_frame_and_bounds_thumbnail_allocation() { + let (_dir, mut host) = ui_fixture(); + let root = host.catalog.root.clone(); + let bytes = [1_i32, 0, 0, 4, 2] + .into_iter() + .flat_map(i32::to_le_bytes) + .chain([7_u8; 8]) + .collect::<Vec<_>>(); + std::fs::write(root.join("briefing-asset"), &bytes).unwrap(); + let mut index = std::fs::read_to_string(root.join("INDEX")).unwrap(); + index.push_str(&format!("3 {} briefing-asset\n", bytes.len())); + std::fs::write(root.join("INDEX"), index).unwrap(); + host.catalog = Catalog::open(root).unwrap(); + host.palette[7] = [17, 99, 211]; + let id: ContentId = "base:sector_1_wave_1".into(); + host.active.registry.missions.get_mut(&id).unwrap().art = Some(Art { + asset: Some(3), + png: None, + hd_png: None, + logical_width: 4096, + logical_height: 4096, + frames: 1, + nearest: false, + }); + host.config.hd_mode = false; + host.config.scale = 4; + host.go(Screen::Missions); + let canvas = host.draw().unwrap(); + let rgba = host.present_rgba(&canvas); + let index = (((MENU_OFFSET[1] as usize + 70) * 4) * canvas.image.width + + (MENU_OFFSET[0] as usize + 164) * 4) + * 4; + assert_eq!(&rgba[index..index + 4], &[17, 99, 211, 255]); + assert!(host.world.is_none()); + let mission = host.active.registry.missions.get_mut(&id).unwrap(); + mission.art = None; + mission.columns = 1; + mission.layout = vec![0, 0]; + mission.tiles = vec![crate::content::TileDef { + art: Art { + asset: Some(3), + png: None, + hd_png: None, + logical_width: 32, + logical_height: 32, + frames: 1, + nearest: false, + }, + health: 0, + reward: 0, + destroyed: None, + }]; + let fallback = host.draw().unwrap(); + let index = (82 * 4) * fallback.image.width + 254 * 4; + assert_eq!( + fallback.image.pixels[index], 7, + "one-column missions without art need a visible centered map fallback" + ); + } + + #[test] + #[ignore = "requires bundled original data and mission illustrations; writes isolated full menu captures"] + fn all_mission_briefing_previews_capture_without_changing_simulation() { + let root = std::path::Path::new(env!("CARGO_MANIFEST_DIR")); + let catalog_root = std::env::var_os("RAPTOR_TEST_DATA") + .map(PathBuf::from) + .unwrap_or_else(|| root.join("data")); + let output = PathBuf::from( + std::env::var_os("RAPTOR_MISSION_PREVIEW_OUTPUT") + .expect("choose an isolated screenshot output directory"), + ); + std::fs::create_dir_all(&output).unwrap(); + let catalog = Catalog::open(catalog_root).unwrap(); + let base = Registry::base(&catalog).unwrap(); + let temp = tempfile::tempdir().unwrap(); + let paths = Paths { + data: temp.path().join("saves"), + config: temp.path().join("config"), + cache: temp.path().join("cache"), + legacy: temp.path().join("legacy"), + }; + let mut host = Host::new(catalog, base, paths, root.join("mods"), true).unwrap(); + let enabled = host.discovery.mods.keys().cloned().collect::<Vec<_>>(); + host.active = + ActiveMods::build(&host.base, &host.discovery, &enabled, Some(&host.catalog)).unwrap(); + host.config.scale = 4; + host.config.scanlines = false; + host.go(Screen::Missions); + let filter = std::env::var("RAPTOR_MISSION_PREVIEW_FILTER").ok(); + let ids = host.missions(); + let mut captures = Vec::new(); + for (selected, id) in ids.iter().enumerate() { + if filter + .as_ref() + .is_some_and(|filter| !filter.split(',').any(|wanted| wanted == id.0)) + { + continue; + } + host.selected = selected; + for hd in [false, true] { + host.config.hd_mode = hd; + let before = serde_json::json!({"pilot":host.pilot,"world":host.world,"states":host.active.scripts.states,"rng":host.active.scripts.rng}); + let canvas = host.draw().unwrap(); + let rgba = host.present_rgba(&canvas); + let name = format!( + "{}-{}.png", + id.0.replace(':', "_"), + if hd { "hd" } else { "sd" } + ); + image::save_buffer( + output.join(&name), + &rgba, + canvas.image.width as u32, + canvas.image.height as u32, + image::ColorType::Rgba8, + ) + .unwrap(); + assert_eq!( + serde_json::json!({"pilot":host.pilot,"world":host.world,"states":host.active.scripts.states,"rng":host.active.scripts.rng}), + before + ); + captures.push(serde_json::json!({"id":id,"name":host.active.registry.missions[id].name,"hd":hd,"file":name,"width":canvas.image.width,"height":canvas.image.height,"has_briefing":host.active.registry.missions[id].art.is_some()})); + } + } + assert!( + !captures.is_empty(), + "filter must select an installed mission" + ); + assert!( + !host.paths.data.exists(), + "preview mode must not create user saves" + ); + std::fs::write(output.join("mission-preview-captures.json"),serde_json::to_vec_pretty(&serde_json::json!({"available_missions":ids.len(),"enabled_mods":enabled,"captures":captures,"scope":"Menu renderer only; no SDL window or gameplay simulation started"})).unwrap()).unwrap(); + } + #[test] fn terrain_palette_prepared_key_and_domain_reach_the_desktop_consumer() { use sha2::{Digest,Sha256}; diff --git a/src/main.rs b/src/main.rs index 546d49e6..c5b769c6 100644 --- a/src/main.rs +++ b/src/main.rs @@ -87,6 +87,7 @@ fn run() -> Result<()> { } let base = Registry::base(&catalog)?; if args.iter().any(|a| a == "--verify-assets") { + modding::validate_artwork(&base, Some(&catalog))?; println!( "Verified {} assets; {} missions, {} enemies, {} weapons, {} items", catalog.verify()?, diff --git a/src/menu_art.rs b/src/menu_art.rs index 8e986a28..4292b65f 100644 --- a/src/menu_art.rs +++ b/src/menu_art.rs @@ -10,9 +10,14 @@ pub const MENU_TEXT: u16 = 260; pub const MENU_MUTED: u16 = 261; pub const MENU_ACCENT: u16 = 262; pub const MENU_RULE: u16 = 263; +/// A menu-only full-color briefing viewport; never a gameplay palette entry. +pub const MENU_BRIEFING: u16 = 264; +pub const BRIEFING_WIDTH: u32 = 132; +pub const BRIEFING_HEIGHT: u32 = 70; pub struct MenuArt { original: RgbaImage, + briefing: Option<(String, RgbaImage)>, resized: BTreeMap<(usize, usize, usize), RgbaImage>, } impl MenuArt { @@ -22,9 +27,50 @@ impl MenuArt { .into_rgba8(); Self { original, + briefing: None, resized: BTreeMap::new(), } } + pub fn clear_briefing(&mut self) { + self.briefing = None; + } + pub fn has_briefing(&self, key: &str) -> bool { + self.briefing + .as_ref() + .is_some_and(|(cached, _)| cached == key) + } + /// Cache only the current thumbnail. A huge mod list must not retain every + /// decoded full-size source; checked PNG decoding happens before this call. + pub fn set_briefing( + &mut self, + key: String, + image: RgbaImage, + frames: u32, + scale: usize, + ) -> anyhow::Result<()> { + anyhow::ensure!( + frames > 0 && image.width() % frames == 0, + "invalid briefing strip" + ); + anyhow::ensure!(scale > 0 && scale <= 8, "invalid briefing display scale"); + let frame_width = image.width() / frames; + anyhow::ensure!( + frame_width > 0 && image.height() > 0, + "empty briefing image" + ); + let first = image::imageops::crop_imm(&image, 0, 0, frame_width, image.height()).to_image(); + // This matches the cinematic Stormwall briefing: a landscape image + // fills one shared viewport without stretching its aircraft or terrain. + let image = DynamicImage::ImageRgba8(first) + .resize_to_fill( + BRIEFING_WIDTH * scale as u32, + BRIEFING_HEIGHT * scale as u32, + FilterType::Lanczos3, + ) + .into_rgba8(); + self.briefing = Some((key, image)); + Ok(()) + } pub fn compose( &mut self, canvas: &Canvas, @@ -44,8 +90,37 @@ impl MenuArt { .into_rgba8() }); let mut rgba = background.as_raw().clone(); + // Locate the marker on the final menu canvas. This follows the host's + // centered 16:9 menu offset and also works for direct menu captures. + let briefing_origin = canvas + .image + .pixels + .iter() + .enumerate() + .filter(|(_, index)| **index == MENU_BRIEFING) + .fold(None, |origin: Option<(usize, usize)>, (index, _)| { + let point = (index % canvas.image.width, index / canvas.image.width); + Some(origin.map_or(point, |(x, y)| (x.min(point.0), y.min(point.1)))) + }); for (i, index) in canvas.image.pixels.iter().enumerate() { - let color = if matches!(*index, MENU_PANEL | MENU_CARD | MENU_FOCUS) { + let color = if *index == MENU_BRIEFING { + let pixel = self + .briefing + .as_ref() + .and_then(|(_, image)| { + let (left, top) = briefing_origin?; + let x = i % canvas.image.width - left; + let y = i / canvas.image.width - top; + (x < image.width() as usize && y < image.height() as usize) + .then(|| image.get_pixel(x as u32, y as u32).0) + }) + .unwrap_or([0, 0, 0, 255]); + [0, 1, 2].map(|channel| { + ((pixel[channel] as u16 * pixel[3] as u16 + + rgba[i * 4 + channel] as u16 * (255 - pixel[3] as u16)) + / 255) as u8 + }) + } else if matches!(*index, MENU_PANEL | MENU_CARD | MENU_FOCUS) { let (tint, opacity) = match *index { MENU_CARD => ([10u16, 17, 23], 72), MENU_FOCUS => ([49u16, 38, 27], 82), @@ -113,4 +188,126 @@ mod tests { assert_eq!(&background[..4], &overlay[..4]); assert_eq!(art.resized.len(), 1); } + #[test] + fn briefing_crop_preserves_square_geometry_and_uses_frame_zero() { + let mut art = MenuArt::bundled(); + let source = RgbaImage::from_fn(320, 80, |x, y| { + image::Rgba(if x >= 160 { + [255, 0, 0, 255] + } else if (60..100).contains(&x) && (20..60).contains(&y) { + [0, 255, 0, 255] + } else { + [0, 0, 0, 255] + }) + }); + art.set_briefing("strip".into(), source, 2, 1).unwrap(); + let image = &art.briefing.as_ref().unwrap().1; + assert_eq!(image.dimensions(), (BRIEFING_WIDTH, BRIEFING_HEIGHT)); + let points: Vec<_> = image + .enumerate_pixels() + .filter(|(_, _, p)| p[1] > 200) + .map(|(x, y, _)| (x, y)) + .collect(); + let width = points.iter().map(|p| p.0).max().unwrap() + - points.iter().map(|p| p.0).min().unwrap() + + 1; + let height = points.iter().map(|p| p.1).max().unwrap() + - points.iter().map(|p| p.1).min().unwrap() + + 1; + assert!( + width.abs_diff(height) <= 1, + "aircraft geometry must not be stretched: {width}x{height}" + ); + assert!( + !image.pixels().any(|p| p[0] > 0), + "later animation frames must not leak into frame zero" + ); + } + #[test] + fn briefing_marker_follows_menu_offset_and_does_not_change_palette_pixels() { + let mut art = MenuArt::bundled(); + art.set_briefing( + "full-color".into(), + RgbaImage::from_pixel(320, 200, image::Rgba([17, 123, 231, 255])), + 1, + 2, + ) + .unwrap(); + let mut canvas = Canvas::new(2); + canvas.clear(TRANSPARENT); + canvas.rect( + 70, + 60, + BRIEFING_WIDTH as i32, + BRIEFING_HEIGHT as i32, + MENU_BRIEFING, + ); + canvas.rect(10, 10, 2, 2, 7); + let mut palette = [[0; 3]; 256]; + palette[7] = [101, 102, 103]; + let rgba = art.compose(&canvas, &palette, false); + for (x, y) in [(140, 120), (403, 259)] { + let index = (y * canvas.image.width + x) * 4; + assert_eq!(&rgba[index..index + 4], &[17, 123, 231, 255]); + } + let index = (20 * canvas.image.width + 20) * 4; + assert_eq!(&rgba[index..index + 4], &[101, 102, 103, 255]); + } + #[test] + fn briefing_alpha_and_scanlines_apply_inside_the_same_viewport() { + let mut art = MenuArt::bundled(); + let mut canvas = Canvas::new(1); + canvas.clear(TRANSPARENT); + let palette = [[0; 3]; 256]; + let background = art.compose(&canvas, &palette, false); + art.set_briefing( + "alpha".into(), + RgbaImage::from_pixel(132, 70, image::Rgba([20, 80, 150, 128])), + 1, + 1, + ) + .unwrap(); + canvas.rect(40, 30, 132, 70, MENU_BRIEFING); + let plain = art.compose(&canvas, &palette, false); + let scan = art.compose(&canvas, &palette, true); + for (x, y) in [(40, 30), (41, 32)] { + let i = (y * canvas.image.width + x) * 4; + for c in 0..3 { + let expected = ([20u16, 80, 150][c] * 128 + background[i + c] as u16 * 127) / 255; + assert_eq!(plain[i + c], expected as u8); + assert_eq!( + scan[i + c], + if y % 3 == 2 { + expected as u8 / 2 + } else { + expected as u8 + } + ); + } + } + assert_eq!(&plain[..4], &background[..4]); + } + #[test] + fn briefing_cache_is_one_thumbnail_and_invalid_strips_are_rejected() { + let mut art = MenuArt::bundled(); + art.set_briefing("sd".into(), RgbaImage::new(320, 200), 1, 1) + .unwrap(); + assert!(art.has_briefing("sd")); + art.set_briefing("hd".into(), RgbaImage::new(1280, 800), 1, 4) + .unwrap(); + assert!(!art.has_briefing("sd")); + assert!(art.has_briefing("hd")); + assert_eq!(art.briefing.as_ref().unwrap().1.dimensions(), (528, 280)); + assert!( + art.set_briefing("bad".into(), RgbaImage::new(7, 4), 2, 1) + .is_err() + ); + assert!( + art.set_briefing("bad".into(), RgbaImage::new(8, 4), 0, 1) + .is_err() + ); + assert!(art.has_briefing("hd")); + art.clear_briefing(); + assert!(!art.has_briefing("hd")); + } } diff --git a/src/modding.rs b/src/modding.rs index c3f31463..e0042f0a 100644 --- a/src/modding.rs +++ b/src/modding.rs @@ -378,6 +378,72 @@ pub struct ActiveMods { pub pins: Vec<ModPin>, pub scripts: ScriptRuntime, } +/// Validate referenced artwork files for every content owner, including bundled +/// mission briefings. Native base sprites are already checked by the catalog; +/// mod-referenced native frames retain their existing explicit checks here. +/// PNG decoding is shared by CLI verification and transactional mod activation. +pub fn validate_artwork(registry: &Registry, catalog: Option<&Catalog>) -> Result<()> { + registry.validate()?; + let validate_art = |owner: &str, art: &crate::content::Art| -> Result<()> { + for png in art.png.iter().chain(art.hd_png.iter()) { + let root = registry + .asset_roots + .get(owner) + .with_context(|| format!("{owner}/{png}: missing artwork root"))?; + let path = contained(root, Path::new(png)) + .with_context(|| format!("{owner}/{png}: missing or unsafe artwork path; restore this file inside its artwork root"))?; + // Retain catalog palette validation even though no indexed output + // is needed here. Rendering still uses Sprite::png unchanged. + if let Some(catalog) = catalog { + catalog.palette()?; + } + let image = crate::assets::checked_png(&path) + .with_context(|| format!("{owner}/{png}: invalid PNG artwork"))?; + let width = image.width() as usize; + let height = image.height() as usize; + ensure!( + width % art.frames as usize == 0, + "{owner}/{png}: PNG strip width must divide evenly into frames" + ); + ensure!( + width / art.frames as usize * art.logical_height as usize + == height * art.logical_width as usize, + "{owner}/{png}: artwork canvas aspect differs from logical canvas" + ); + if art.hd_png.as_ref() == Some(png) { + ensure!( + width / art.frames as usize >= 2 * art.logical_width as usize + && height >= 2 * art.logical_height as usize, + "{owner}/{png}: HD artwork needs at least twice the logical resolution" + ); + } + } + if let (Some(id), Some(cat)) = (art.asset.filter(|_| owner != "base"), catalog) { + for frame in 0..art.frames { + cat.sprite(id.checked_add(frame).context("asset ID overflow")?)?; + } + } + Ok(()) + }; + for (id, owner) in ®istry.owners { + let mut artwork = Vec::new(); + artwork.extend(registry.art(id)); + if let Some(mission) = registry.missions.get(id) { + for tile in &mission.tiles { + artwork.push(&tile.art); + artwork.extend(tile.destroyed.as_ref()); + } + } + for art in artwork { + validate_art(owner, art).map_err(|error| { + let context = format!("invalid artwork for {id} (owner {owner}): {error:#}"); + error.context(context) + })?; + } + } + Ok(()) +} + impl ActiveMods { pub fn build( base: &Registry, @@ -428,53 +494,11 @@ impl ActiveMods { hash: m.hash.clone(), }); } - registry.validate()?; - let validate_art = |owner: &str, art: &crate::content::Art| -> Result<()> { - for png in art.png.iter().chain(art.hd_png.iter()) { - let root = registry - .asset_roots - .get(owner) - .context("missing PNG root")?; - let path = contained(root, Path::new(png))?; - // Retain catalog palette validation even though no indexed output - // is needed here. Rendering still uses Sprite::png unchanged. - if let Some(catalog) = catalog { - catalog.palette()?; - } - let image = crate::assets::checked_png(&path)?; - let width = image.width() as usize; - let height = image.height() as usize; - ensure!( - width % art.frames as usize == 0, - "{owner}/{png}: PNG strip width must divide evenly into frames" - ); - ensure!( - width / art.frames as usize * art.logical_height as usize - == height * art.logical_width as usize, - "{owner}/{png}: artwork canvas aspect differs from logical canvas" - ); - if art.hd_png.as_ref() == Some(png) { - ensure!( - width / art.frames as usize >= 2 * art.logical_width as usize - && height >= 2 * art.logical_height as usize, - "{owner}/{png}: HD artwork needs at least twice the logical resolution" - ); - } - } - if let (Some(id), Some(cat)) = (art.asset, catalog) { - for frame in 0..art.frames { - cat.sprite(id.checked_add(frame).context("asset ID overflow")?)?; - } - } - Ok(()) - }; + validate_artwork(®istry, catalog)?; for (id, owner) in ®istry.owners { if owner == "base" { continue; } - if let Some(art) = registry.art(id) { - validate_art(owner, art)?; - } if let Some(sound) = registry.sounds.get(id) { let root = registry .asset_roots @@ -493,14 +517,6 @@ impl ActiveMods { format!("{owner}/{}: invalid music {}", music.file, music.id) })?; } - if let Some(m) = registry.missions.get(id) { - for tile in &m.tiles { - validate_art(owner, &tile.art)?; - if let Some(a) = &tile.destroyed { - validate_art(owner, a)?; - } - } - } } let validate_script = |owner: &str, path: &Option<String>| -> Result<()> { if let Some(path) = path { @@ -873,6 +889,233 @@ pub fn write_schemas(root: &Path) -> Result<()> { #[cfg(test)] mod tests { use super::*; + fn artwork_fixture() -> (tempfile::TempDir, Registry) { + let temp = tempfile::tempdir().unwrap(); + let root = temp.path().join("artwork"); + fs::create_dir(&root).unwrap(); + for (name, width, height) in [("sd.png", 4, 2), ("hd.png", 8, 4)] { + image::RgbaImage::from_pixel(width, height, image::Rgba([31, 92, 173, 255])) + .save(root.join(name)) + .unwrap(); + } + let pack = serde_json::from_value(serde_json::json!({"missions":[{ + "id":"base:art_mission", "name":"Artwork fixture", "duration":10, + "art":{"png":"sd.png","hd_png":"hd.png","logical_width":4,"logical_height":2} + }]})) + .unwrap(); + let mut registry = Registry::default(); + registry.asset_roots.insert("base".into(), root); + registry.apply(pack, "base").unwrap(); + (temp, registry) + } + fn artwork_error(registry: &Registry) -> String { + match validate_artwork(registry, None) { + Ok(()) => panic!("expected artwork validation failure"), + Err(error) => format!("{error:#}"), + } + } + #[test] + fn referenced_artwork_valid_base_sd_hd_passes_direct_and_activation_checks() { + let (_temp, registry) = artwork_fixture(); + validate_artwork(®istry, None).unwrap(); + let active = ActiveMods::build(®istry, &Discovery::default(), &[], None).unwrap(); + assert!(active.pins.is_empty()); + assert!(active.scripts.states.is_empty()); + assert_eq!(active.registry.missions.len(), 1); + } + #[test] + fn referenced_artwork_missing_base_sd_or_hd_reports_content_owner_and_filename() { + for name in ["sd.png", "hd.png"] { + let (_temp, registry) = artwork_fixture(); + fs::remove_file(registry.asset_roots["base"].join(name)).unwrap(); + let error = artwork_error(®istry); + assert!(error.contains("base:art_mission"), "{error}"); + assert!(error.contains(&format!("base/{name}")), "{error}"); + assert!(error.contains("restore this file"), "{error}"); + assert!(ActiveMods::build(®istry, &Discovery::default(), &[], None).is_err()); + } + } + #[test] + fn referenced_artwork_corrupt_base_png_is_rejected_with_filename() { + let (_temp, registry) = artwork_fixture(); + fs::write(registry.asset_roots["base"].join("sd.png"), b"not a PNG").unwrap(); + let error = artwork_error(®istry); + assert!( + error.contains("base:art_mission") + && error.contains("base/sd.png") + && error.contains("invalid PNG"), + "{error}" + ); + } + #[test] + fn referenced_artwork_base_aspect_and_hd_minimum_resolution_are_checked() { + for (name, width, height, expected) in [ + ("sd.png", 4, 3, "aspect"), + ("hd.png", 4, 2, "at least twice"), + ] { + let (_temp, registry) = artwork_fixture(); + image::RgbaImage::new(width, height) + .save(registry.asset_roots["base"].join(name)) + .unwrap(); + let error = artwork_error(®istry); + assert!( + error.contains("base:art_mission") + && error.contains(name) + && error.contains(expected), + "{error}" + ); + } + } + #[test] + fn referenced_artwork_base_animation_strip_divisibility_is_checked() { + let (_temp, mut registry) = artwork_fixture(); + registry + .missions + .get_mut(&crate::content::ContentId::from("base:art_mission")) + .unwrap() + .art + .as_mut() + .unwrap() + .frames = 2; + let root = ®istry.asset_roots["base"]; + image::RgbaImage::new(7, 2) + .save(root.join("sd.png")) + .unwrap(); + image::RgbaImage::new(16, 4) + .save(root.join("hd.png")) + .unwrap(); + assert!(artwork_error(®istry).contains("strip width")); + image::RgbaImage::new(8, 2) + .save(root.join("sd.png")) + .unwrap(); + validate_artwork(®istry, None).unwrap(); + } + #[test] + fn referenced_artwork_base_parent_and_absolute_paths_are_rejected() { + for absolute in [false, true] { + let (temp, mut registry) = artwork_fixture(); + let outside = temp.path().join("outside.png"); + image::RgbaImage::new(4, 2).save(&outside).unwrap(); + let art = registry + .missions + .get_mut(&crate::content::ContentId::from("base:art_mission")) + .unwrap() + .art + .as_mut() + .unwrap(); + art.png = Some(if absolute { + outside.to_str().unwrap().into() + } else { + "../outside.png".into() + }); + let error = artwork_error(®istry); + assert!( + error.contains("base:art_mission") + && error.contains("unsafe artwork path") + && error.contains("inside its root"), + "{error}" + ); + } + } + #[cfg(unix)] + #[test] + fn referenced_artwork_base_symlink_escape_is_rejected() { + let (temp, mut registry) = artwork_fixture(); + let outside = temp.path().join("outside.png"); + image::RgbaImage::new(4, 2).save(&outside).unwrap(); + std::os::unix::fs::symlink(&outside, registry.asset_roots["base"].join("escape.png")) + .unwrap(); + registry + .missions + .get_mut(&crate::content::ContentId::from("base:art_mission")) + .unwrap() + .art + .as_mut() + .unwrap() + .png = Some("escape.png".into()); + let error = artwork_error(®istry); + assert!( + error.contains("base:art_mission") && error.contains("symlink escapes"), + "{error}" + ); + } + #[test] + fn referenced_artwork_base_weapons_campaigns_and_tile_variants_are_not_skipped() { + for kind in ["weapon", "campaign", "terrain", "destroyed terrain"] { + let (_temp, mut registry) = artwork_fixture(); + let good = registry.missions[&crate::content::ContentId::from("base:art_mission")] + .art + .clone() + .unwrap(); + let mut bad = good.clone(); + bad.png = Some("missing.png".into()); + if kind == "weapon" || kind == "campaign" { + let value = if kind == "weapon" { + serde_json::json!({"weapons":[{"id":"base:extra","name":"Extra","damage":1,"speed":1,"cooldown":1,"behavior":"straight","target":"all","art":bad}]}) + } else { + serde_json::json!({"campaigns":[{"id":"base:extra","name":"Extra","missions":["base:art_mission"],"art":bad}]}) + }; + registry + .apply(serde_json::from_value(value).unwrap(), "base") + .unwrap(); + } else { + let mission = registry + .missions + .get_mut(&crate::content::ContentId::from("base:art_mission")) + .unwrap(); + mission.columns = 1; + mission.layout = vec![0]; + mission.tiles = vec![crate::content::TileDef { + art: if kind == "terrain" { bad.clone() } else { good }, + destroyed: (kind == "destroyed terrain").then_some(bad), + health: 1, + reward: 0, + }]; + } + let error = artwork_error(®istry); + assert!(error.contains("missing.png"), "{kind}: {error}"); + } + } + #[test] + fn referenced_artwork_explicit_mod_override_uses_winning_owner_root() { + let (temp, registry) = artwork_fixture(); + let mods = temp.path().join("mods"); + let alpha = mods.join("alpha"); + fs::create_dir_all(&alpha).unwrap(); + fs::write( + alpha.join("mod.toml"), + "id = \"alpha\"\nname = \"Alpha\"\nversion = \"1.0.0\"\napi_version = 1\n", + ) + .unwrap(); + let content = serde_json::json!({"overrides":["base:art_mission"],"missions":[{"id":"base:art_mission","name":"Override","duration":10,"art":{"png":"sd.png","hd_png":"hd.png","logical_width":4,"logical_height":2}}]}); + fs::write( + alpha.join("content.json"), + serde_json::to_vec(&content).unwrap(), + ) + .unwrap(); + for name in ["sd.png", "hd.png"] { + fs::copy(registry.asset_roots["base"].join(name), alpha.join(name)).unwrap(); + fs::remove_file(registry.asset_roots["base"].join(name)).unwrap(); + } + let active = + ActiveMods::build(®istry, &discover(&mods), &["alpha".into()], None).unwrap(); + assert_eq!( + active.registry.owners[&crate::content::ContentId::from("base:art_mission")], + "alpha" + ); + // The mod-owned briefing itself is also required, rather than merely + // accepting its winning owner and ignoring mission artwork again. + fs::write(alpha.join("hd.png"), b"broken PNG").unwrap(); + let error = match ActiveMods::build(®istry, &discover(&mods), &["alpha".into()], None) { + Ok(_) => panic!("corrupt mod briefing accepted"), + Err(error) => format!("{error:#}"), + }; + assert!( + error.contains("base:art_mission") && error.contains("alpha/hd.png"), + "{error}" + ); + } + #[test] fn bounded_script_and_state_rollback() { let mut rt = ScriptRuntime::new(); diff --git a/tools/assemble_runtime.py b/tools/assemble_runtime.py index 396ceb68..cd6cb9fb 100644 --- a/tools/assemble_runtime.py +++ b/tools/assemble_runtime.py @@ -28,6 +28,90 @@ def checked_file(root, relative): return resolved +def default_data_source(package): + """The portable package is authoritative when it has its own catalog.""" + bundled = package / "data" + return bundled if (bundled / "INDEX").is_file() else package.parent / "data" + + +def checked_tree(root): + """Select a complete contained file tree; never silently follow/skip symlink directories.""" + root = root.resolve(strict=True) + if not root.is_dir(): + raise ValueError(f"not a runtime data directory: {root}") + def raise_walk_error(error): + raise error + + files = {} + for directory, directories, names in os.walk(root, followlinks=False, onerror=raise_walk_error): + parent = Path(directory) + for name in directories: + if (parent / name).is_symlink(): + raise ValueError(f"symlink directory in runtime data: {parent / name}") + for name in names: + relative = (parent / name).relative_to(root).as_posix() + files[relative] = checked_file(root, relative) + return files + + +def select_data_files(package, source=None, hd_source=None): + """Validate and select the complete runtime data without copying or mutating it.""" + source = (source or default_data_source(package)).resolve(strict=True) + files = checked_tree(source) + entries = checked_file(source, "INDEX").read_text().splitlines() + catalog = {"INDEX"} + for row in entries: + if not row.strip(): + continue + _, length, name = row.split() + original = checked_file(source, name) + if original.stat().st_size != int(length): + raise ValueError(f"catalog size mismatch: {name}") + catalog.add(Path(name).as_posix()) + + if hd_source is not None: + hd_source = hd_source.resolve(strict=True) + replacement = checked_tree(hd_source) + checked_file(hd_source, "hd.json") + if any(Path(name).parts[0] == "hd" for name in catalog): + raise ValueError("HD pack paths conflict with the original catalog") + files = {name: path for name, path in files.items() if Path(name).parts[0] != "hd"} + files.update({"hd/" + name: path for name, path in replacement.items()}) + + hd_frames = 0 + if "hd/hd.json" in files: + hd = json.loads(files["hd/hd.json"].read_bytes()) + hd_root = hd_source if hd_source is not None else source / "hd" + for sequence in hd["sequences"]: + for frame in sequence["frames"]: + payload = checked_file(hd_root, frame["file"]) + name = "hd/" + Path(frame["file"]).as_posix() + if name not in files or files[name] != payload: + raise ValueError(f"HD frame is missing from runtime selection: {name}") + if name in catalog: + raise ValueError("HD pack paths conflict with the original catalog") + hd_frames += 1 + + # Original missions register these 27 SD/HD pairs in src/content.rs. + # An external legacy catalog need not carry new menu art; the bundled art + # is the only fallback, and existing external briefing files keep priority. + bundled = (package / "data").resolve() + required_briefings = [ + f"briefings/sector_{sector}_wave_{wave}_{mode}.png" + for sector in range(1, 4) for wave in range(1, 10) for mode in ("sd", "hd") + ] + if source != bundled and any(name not in files for name in required_briefings): + briefings = bundled / "briefings" + if briefings.is_symlink(): + raise ValueError(f"symlink directory in bundled mission briefings: {briefings}") + for name, path in checked_tree(briefings).items(): + files.setdefault("briefings/" + name, path) + for name in required_briefings: + if name not in files: + raise ValueError(f"required mission briefing is missing: {name}") + return files, entries, hd_frames + + def iter_archive_files(package, archive, skipped, excluded_files=(), required_files=()): """Keep manifest payloads even when a parent has a build-cache name.""" required = {Path(name) for name in required_files} @@ -69,9 +153,6 @@ def main(): parser.add_argument("--zip", type=Path, help="export runtime, source, docs and mods; exclude build caches") args = parser.parse_args() package = Path(__file__).resolve().parents[1] - working_data = package.parent / "data" - default_data = working_data if (working_data / "INDEX").is_file() else package / "data" - source = (args.source_data or default_data).resolve() environment = os.environ.copy() local_lib = Path.home() / ".local/lib" environment["LD_LIBRARY_PATH"] = str(local_lib) + ":" + environment.get("LD_LIBRARY_PATH", "") @@ -86,49 +167,14 @@ def main(): if not executable.is_file(): raise ValueError("release executable is missing; run without --skip-build") - files = {"INDEX"} - entries = (source / "INDEX").read_text().splitlines() - for row in entries: - if not row.strip(): - continue - _, length, name = row.split() - original = checked_file(source, name) - if original.stat().st_size != int(length): - raise ValueError(f"catalog size mismatch: {name}") - files.add(name) - hd_source = (args.hd_source or source / "hd").resolve() - hd_path = hd_source / "hd.json" - if args.hd_source and not hd_path.is_file(): - raise ValueError(f"approved HD manifest is missing: {hd_path}") - hd_bytes = hd_path.read_bytes() if hd_path.is_file() else None - hd_frames = 0 - hd_files = set() - if hd_bytes: - hd = json.loads(hd_bytes) - hd_files.add("hd/hd.json") - if (hd_source / "provenance.json").is_file(): - checked_file(hd_source, "provenance.json") - hd_files.add("hd/provenance.json") - for sequence in hd["sequences"]: - for frame in sequence["frames"]: - checked_file(hd_source, frame["file"]) - hd_files.add("hd/" + frame["file"]) - hd_frames += 1 - if files.intersection(hd_files): - raise ValueError("HD pack paths conflict with the original catalog") - files.update(hd_files) + files, entries, hd_frames = select_data_files(package, args.source_data, args.hd_source) staging = Path(tempfile.mkdtemp(prefix=".runtime-data-", dir=package)) try: for name in sorted(files): destination = staging / name destination.parent.mkdir(parents=True, exist_ok=True) - if name == "hd/hd.json": - destination.write_bytes(hd_bytes) - elif name in hd_files: - shutil.copy2(checked_file(hd_source, name.removeprefix("hd/")), destination) - else: - shutil.copy2(checked_file(source, name), destination) + shutil.copy2(files[name], destination) previous = package / ".runtime-data-previous" if previous.exists(): raise ValueError("previous interrupted package exists; preserve/recover .runtime-data-previous before retrying") diff --git a/tools/test_runtime_data_selection.py b/tools/test_runtime_data_selection.py new file mode 100644 index 00000000..f1d1451e --- /dev/null +++ b/tools/test_runtime_data_selection.py @@ -0,0 +1,179 @@ +"""Synthetic packing checks; no production copies or compiler required.""" +import json +import os +from pathlib import Path +import shutil +import tempfile +import unittest +from unittest.mock import patch + +from assemble_runtime import default_data_source, select_data_files + + +class RuntimeDataSelectionTests(unittest.TestCase): + def setUp(self): + self.temporary = tempfile.TemporaryDirectory() + self.addCleanup(self.temporary.cleanup) + self.root = Path(self.temporary.name) + self.package = self.root / "RustRaptor" + self.data = self.package / "data" + self.catalog(self.data) + self.briefings(self.data) + + def write(self, root, name, payload): + path = root / name + path.parent.mkdir(parents=True, exist_ok=True) + path.write_bytes(payload) + return path + + def catalog(self, root): + self.write(root, "INDEX", b"00001 4 sprites/a.bin\n") + self.write(root, "sprites/a.bin", b"base") + + def briefings(self, root): + for sector in range(1, 4): + for wave in range(1, 10): + for mode in ("sd", "hd"): + self.write(root, f"briefings/sector_{sector}_wave_{wave}_{mode}.png", + f"briefing {sector}/{wave}/{mode}".encode()) + + def hd(self, root, name="frames/new.png", payload=b"new frame"): + self.write(root, name, payload) + self.write(root, "hd.json", json.dumps({"sequences": [ + {"frames": [{"file": name}]}]}).encode()) + + def test_bundled_catalog_wins_over_parent_legacy_catalog(self): + external = self.root / "data" + self.catalog(external) + self.write(external, "legacy-only", b"obsolete") + self.assertEqual(default_data_source(self.package), self.data) + files, entries, count = select_data_files(self.package) + self.assertNotIn("legacy-only", files) + self.assertEqual((len(entries), count), (1, 0)) + (self.data / "INDEX").unlink() + self.assertEqual(default_data_source(self.package), external) + + def test_complete_tree_roundtrips_briefings_provenance_and_hd_jobs(self): + self.hd(self.data / "hd") + extras = { + "briefings/provenance.json": b"briefing provenance", + "hd/provenance.json": b"HD lineage", + "hd/jobs/family/derived/accepted.png": b"derived payload", + "hd/jobs/family/raw/source.png": b"raw lineage", + "hd/jobs/family/recipe.json": b"recipe", + "misc/runtime-extra": b"extra data", + } + for name, payload in extras.items(): + self.write(self.data, name, payload) + files, _, count = select_data_files(self.package) + self.assertEqual(count, 1) + self.assertEqual(len([n for n in files if n.startswith("briefings/") and n.endswith(".png")]), 54) + self.assertTrue(set(extras) <= set(files)) + relocated = self.root / "Portable Runtime Ω" / "data" + for name, path in files.items(): + destination = relocated / name + destination.parent.mkdir(parents=True, exist_ok=True) + shutil.copy2(path, destination) + self.assertEqual({p.relative_to(self.data).as_posix(): p.read_bytes() + for p in self.data.rglob("*") if p.is_file()}, + {p.relative_to(relocated).as_posix(): p.read_bytes() + for p in relocated.rglob("*") if p.is_file()}) + + def test_external_catalog_fallback_preserves_existing_briefing(self): + external = self.root / "external" + self.catalog(external) + override = "briefings/sector_1_wave_1_sd.png" + self.write(external, override, b"external briefing") + self.write(external, "provenance.json", b"external metadata") + self.write(self.data, "briefings/provenance.json", b"bundled briefing lineage") + files, _, _ = select_data_files(self.package, external) + self.assertEqual(files[override].read_bytes(), b"external briefing") + self.assertEqual(files["briefings/sector_3_wave_9_hd.png"].read_bytes(), b"briefing 3/9/hd") + self.assertEqual(files["provenance.json"].read_bytes(), b"external metadata") + self.assertEqual(len([n for n in files if n.startswith("briefings/") and n.endswith(".png")]), 54) + self.assertEqual(files["briefings/provenance.json"].read_bytes(), b"bundled briefing lineage") + + def test_explicit_hd_replaces_entire_old_subtree(self): + self.hd(self.data / "hd", "old.png", b"obsolete frame") + self.write(self.data, "hd/jobs/old/receipt.json", b"obsolete metadata") + replacement = self.root / "approved-HD" + self.hd(replacement) + self.write(replacement, "jobs/new/raw/source.png", b"new lineage") + self.write(replacement, "provenance.json", b"new provenance") + files, _, count = select_data_files(self.package, hd_source=replacement) + self.assertEqual(count, 1) + self.assertEqual({n for n in files if n.startswith("hd/")}, + {"hd/hd.json", "hd/frames/new.png", "hd/jobs/new/raw/source.png", "hd/provenance.json"}) + self.assertEqual(files["hd/provenance.json"].read_bytes(), b"new provenance") + + def test_missing_required_briefing_or_explicit_manifest_fails(self): + (self.data / "briefings/sector_3_wave_9_hd.png").unlink() + with self.assertRaisesRegex(ValueError, "required mission briefing"): + select_data_files(self.package) + self.briefings(self.data) + empty = self.root / "empty-hd" + empty.mkdir() + with self.assertRaises(FileNotFoundError): + select_data_files(self.package, hd_source=empty) + + def test_unlisted_file_and_directory_symlinks_cannot_escape_source(self): + outside = self.write(self.root, "outside", b"private") + link = self.data / "unlisted-link" + link.symlink_to(outside) + with self.assertRaises(ValueError): + select_data_files(self.package) + link.unlink() + link.symlink_to(self.root, target_is_directory=True) + with self.assertRaisesRegex(ValueError, "symlink directory"): + select_data_files(self.package) + + def test_catalog_and_hd_manifest_traversal_and_size_are_checked(self): + for catalog in (b"00001 4 ../outside\n", b"00001 999 sprites/a.bin\n"): + self.write(self.data, "INDEX", catalog) + with self.subTest(catalog=catalog), self.assertRaises(ValueError): + select_data_files(self.package) + self.catalog(self.data) + replacement = self.root / "unsafe-HD" + self.hd(replacement, "../outside", b"private") + with self.assertRaises(ValueError): + select_data_files(self.package, hd_source=replacement) + + def test_external_fallback_briefing_symlink_cannot_escape_bundled_data(self): + external = self.root / "external" + self.catalog(external) + missing = self.data / "briefings/sector_1_wave_1_sd.png" + missing.unlink() + missing.symlink_to(self.write(self.root, "outside", b"private")) + with self.assertRaises(ValueError): + select_data_files(self.package, external) + + + def test_external_fallback_briefing_root_symlink_is_rejected(self): + external = self.root / "external" + self.catalog(external) + outside = self.root / "outside-private" + self.briefings(outside) + bundled_briefings = self.data / "briefings" + shutil.rmtree(bundled_briefings) + bundled_briefings.symlink_to(outside / "briefings", target_is_directory=True) + with self.assertRaisesRegex(ValueError, "symlink directory in bundled mission briefings"): + select_data_files(self.package, external) + + def test_unreadable_unlisted_lineage_directory_fails_instead_of_being_omitted(self): + proof = self.write(self.data, "hd/jobs/family/proofs/lineage.json", b"required lineage") + denied = proof.parent + real_scandir = os.scandir + + def checked_scandir(path): + if Path(path) == denied: + raise PermissionError("synthetic unreadable lineage directory") + return real_scandir(path) + + with patch("assemble_runtime.os.scandir", side_effect=checked_scandir): + with self.assertRaisesRegex(PermissionError, "synthetic unreadable lineage directory"): + select_data_files(self.package) + + + +if __name__ == "__main__": + unittest.main()