mirror of
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synced 2025-04-29 18:27:19 +02:00
Make building colors configurable.
It is now possible to draw building colors with `--building-colors` option. Map Machine will use roof colors in flat building mode and roof and wall colors in isometric building mode.
This commit is contained in:
parent
55a6698e05
commit
d3c18a3d5f
2 changed files with 98 additions and 47 deletions
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@ -38,19 +38,26 @@ class Building(Figure):
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)
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self.has_walls: bool = tags.get("building") != "roof"
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self.default_fill: Color
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self.default_stroke: Color
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if self.is_construction:
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self.fill: Color = scheme.get_color("building_construction_color")
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self.stroke: Color = scheme.get_color(
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self.default_fill = scheme.get_color("building_construction_color")
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self.default_stroke = scheme.get_color(
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"building_construction_border_color"
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)
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else:
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if color := tags.get("roof:colour"):
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self.fill = scheme.get_color(color)
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self.stroke: Color = Color(self.fill)
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self.stroke.set_luminance(self.fill.get_luminance() * 0.85)
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else:
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self.fill: Color = scheme.get_color("building_color")
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self.stroke: Color = scheme.get_color("building_border_color")
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self.default_fill = scheme.get_color("building_color")
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self.default_stroke = scheme.get_color("building_border_color")
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self.fill: Color
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self.stroke: Color
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if color := tags.get("roof:colour"):
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self.fill = scheme.get_color(color)
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self.stroke = Color(self.fill)
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self.stroke.set_luminance(self.fill.get_luminance() * 0.85)
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else:
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self.fill = scheme.get_color("building_color")
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self.stroke = scheme.get_color("building_border_color")
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self.parts: list[Segment] = []
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@ -65,31 +72,23 @@ class Building(Figure):
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self.height: float = BUILDING_MINIMAL_HEIGHT
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self.min_height: float = 0.0
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self.wall_color: Color
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self.wall_default_color: Color
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if self.is_construction:
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self.wall_color = scheme.get_color("wall_construction_color")
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self.wall_default_color = scheme.get_color(
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"wall_construction_color"
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)
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else:
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self.wall_color = scheme.get_color("wall_color")
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self.wall_default_color = scheme.get_color("wall_color")
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self.wall_color: Color = self.wall_default_color
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if material := tags.get("building:material"):
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if material in scheme.material_colors:
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self.wall_color = Color(scheme.material_colors[material])
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if color := tags.get("building:colour"):
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self.wall_color = scheme.get_color(color)
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if color := tags.get("colour"):
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self.wall_color = scheme.get_color(color)
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self.wall_bottom_color_1: Color = Color(self.wall_color)
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self.wall_bottom_color_1.set_luminance(
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self.wall_color.get_luminance() * 0.70
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)
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self.wall_bottom_color_2: Color = Color(self.wall_color)
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self.wall_bottom_color_2.set_luminance(
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self.wall_color.get_luminance() * 0.85
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)
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if levels := self.get_float("building:levels"):
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self.height = BUILDING_MINIMAL_HEIGHT + levels * LEVEL_HEIGHT
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@ -102,18 +101,24 @@ class Building(Figure):
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if height := self.get_length("min_height"):
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self.min_height = BUILDING_MINIMAL_HEIGHT + height
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def draw(self, svg: Drawing, flinger: Flinger) -> None:
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def draw(
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self, svg: Drawing, flinger: Flinger, use_building_colors: bool
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) -> None:
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"""Draw simple building shape."""
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path: Path = Path(
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d=self.get_path(flinger),
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stroke=self.stroke.hex,
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fill=self.fill.hex,
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stroke=self.stroke.hex
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if use_building_colors
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else self.default_stroke.hex,
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fill=self.fill.hex
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if use_building_colors
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else self.default_fill.hex,
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stroke_linejoin="round",
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)
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svg.add(path)
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def draw_shade(self, building_shade: Group, flinger: Flinger) -> None:
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"""Draw shade casted by the building."""
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"""Draw shade cast by the building."""
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scale: float = flinger.get_scale() * SHADE_SCALE
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shift_1: np.ndarray = np.array((scale * self.min_height, 0.0))
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shift_2: np.ndarray = np.array((scale * self.height, 0.0))
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@ -141,7 +146,12 @@ class Building(Figure):
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building_shade.add(path)
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def draw_walls(
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self, svg: Drawing, height: float, previous_height: float, scale: float
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self,
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svg: Drawing,
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height: float,
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previous_height: float,
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scale: float,
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use_building_colors: bool,
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) -> None:
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"""Draw building walls."""
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if not self.has_walls:
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@ -153,16 +163,36 @@ class Building(Figure):
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shift_2: np.ndarray = np.array((0.0, -height * scale * BUILDING_SCALE))
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for segment in self.parts:
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draw_walls(svg, self, segment, height, shift_1, shift_2)
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draw_walls(
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svg,
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self,
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segment,
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height,
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shift_1,
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shift_2,
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use_building_colors,
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)
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def draw_roof(self, svg: Drawing, flinger: Flinger, scale: float) -> None:
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def draw_roof(
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self,
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svg: Drawing,
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flinger: Flinger,
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scale: float,
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use_building_colors: bool,
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) -> None:
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"""Draw building roof."""
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fill: Color = self.fill if use_building_colors else self.default_fill
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stroke: Color = (
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self.stroke if use_building_colors else self.default_stroke
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)
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path: Path = Path(
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d=self.get_path(
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flinger, np.array([0.0, -self.height * scale * BUILDING_SCALE])
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),
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stroke=self.stroke,
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fill="none" if self.is_construction else self.fill.hex,
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stroke=stroke,
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fill="none" if self.is_construction else fill.hex,
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stroke_linejoin="round",
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)
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svg.add(path)
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@ -175,33 +205,42 @@ def draw_walls(
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height: float,
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shift_1: np.ndarray,
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shift_2: np.ndarray,
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):
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use_building_colors: bool,
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) -> None:
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"""
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Draw walls for buildings as a quadrangle.
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Color of the wall is based on illumination.
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"""
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color: Color = (
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building.wall_color
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if use_building_colors
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else building.wall_default_color
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)
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color: Color
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if building.is_construction:
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color_part: float = segment.angle * 0.2
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color = Color(
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rgb=(
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building.wall_color.get_red() + color_part,
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building.wall_color.get_green() + color_part,
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building.wall_color.get_blue() + color_part,
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color.get_red() + color_part,
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color.get_green() + color_part,
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color.get_blue() + color_part,
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)
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)
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elif height <= 0.25 / BUILDING_SCALE:
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color = building.wall_bottom_color_1
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color = Color(color)
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color.set_luminance(color.get_luminance() * 0.70)
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elif height <= 0.5 / BUILDING_SCALE:
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color = building.wall_bottom_color_2
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color = Color(color)
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color.set_luminance(color.get_luminance() * 0.85)
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else:
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color_part: float = segment.angle * 0.2 - 0.1
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color = Color(
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rgb=(
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max(min(building.wall_color.get_red() + color_part, 1), 0),
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max(min(building.wall_color.get_green() + color_part, 1), 0),
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max(min(building.wall_color.get_blue() + color_part, 1), 0),
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max(min(color.get_red() + color_part, 1), 0),
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max(min(color.get_green() + color_part, 1), 0),
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max(min(color.get_blue() + color_part, 1), 0),
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)
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)
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@ -92,7 +92,7 @@ class Map:
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for crater in constructor.craters:
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crater.draw(self.svg, self.flinger)
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self.draw_buildings(constructor)
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self.draw_buildings(constructor, self.configuration.use_building_colors)
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for direction_sector in constructor.direction_sectors:
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direction_sector.draw(self.svg, self.scheme)
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@ -133,16 +133,18 @@ class Map:
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if self.configuration.show_credit:
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self.draw_credits(constructor.flinger.size)
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def draw_buildings(self, constructor: Constructor) -> None:
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def draw_buildings(
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self, constructor: Constructor, use_building_colors: bool
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) -> None:
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"""Draw buildings: shade, walls, and roof."""
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if self.configuration.building_mode == BuildingMode.NO:
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return
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if self.configuration.building_mode == BuildingMode.FLAT:
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for building in constructor.buildings:
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building.draw(self.svg, self.flinger)
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building.draw(self.svg, self.flinger, use_building_colors)
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return
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logging.info("Drawing buildings...")
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logging.info("Drawing isometric buildings...")
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scale: float = self.flinger.get_scale()
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building_shade: Group = Group(opacity=0.1)
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@ -171,12 +173,22 @@ class Map:
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if building.height < height or building.min_height >= height:
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continue
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draw_walls(self.svg, building, wall, height, shift_1, shift_2)
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draw_walls(
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self.svg,
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building,
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wall,
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height,
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shift_1,
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shift_2,
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use_building_colors,
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)
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if self.configuration.draw_roofs:
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for building in constructor.buildings:
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if building.height == height:
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building.draw_roof(self.svg, self.flinger, scale)
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building.draw_roof(
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self.svg, self.flinger, scale, use_building_colors
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)
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previous_height = height
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