212 lines
9.2 KiB
GDScript
212 lines
9.2 KiB
GDScript
extends Node
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class_name PlantTextureBuilderInstance
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const IMAGE_WIDTH := 2048
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const IMAGE_HEIGHT := 2048
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const SEED_TEXTURE_SIZE = 150
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const COLOR_PALETTE: Array[Color] = [
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Color("#78AEBA"),
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Color("#A7B35B"),
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Color("#DB6B75"),
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Color("#EC8E49"),
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Color("#F9FFCE"),
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]
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const PLACEHOLDER_MATURE_TEXTURE: Texture = preload("res://entities/plants/assets/sprites/default/mature.png")
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const PLACEHOLDER_GROWING_TEXTURE: Texture = preload("res://entities/plants/assets/sprites/default/growing.png")
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enum OriginType {BRANCH_ORIGIN, MUTATION_ORIGIN, BASE_LEAF_ORIGIN}
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# @export var parts_archetype_associations: Dictionary[PlantArchetype, PartArchetypeAssociation] TODO:: have the archetypes
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@export var bases: Array[PlantPart]
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@export var baby_bases: Array[PlantPart]
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@export var branches: Array[PlantPart]
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@export var n_branches: int = 2
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@export var base_leaves: Array[PlantPart]
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@export var parts_mutation_associations: Dictionary[String, PartMutationAssociation] # Array[PlantPart]
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@export var chance_to_have_part := 0.75;
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@export var origin_weights_base: Dictionary[OriginType, int] = {OriginType.BRANCH_ORIGIN: 10, OriginType.MUTATION_ORIGIN: 10, OriginType.BASE_LEAF_ORIGIN: 10}
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@export var origin_weight_loss := 3
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@export var origin_weight_gain := 1
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@export var mutation_weight_base := 10
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@export var mutation_weight_loss := 3
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@export var mutation_weight_gain := 1
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@export var seed_texture_sets: Array[SeedTextureSet]
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var rng := RandomNumberGenerator.new()
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var image: Image = Image.create_empty(IMAGE_WIDTH, IMAGE_HEIGHT, false, Image.FORMAT_RGBA8)
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var image_center: Vector2i = Vector2(0.5, 1) * Vector2(image.get_size())
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func random_ind(array: Array) -> int:
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return rng.randi_range(0, array.size() - 1)
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func pick_random(array: Array) -> Variant:
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return array[random_ind(array)]
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func shuffle(array: Array):
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var available_ind := 0
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for i in range(array.size()):
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var temp = array[available_ind]
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var picked_ind := rng.randi_range(available_ind, array.size() - 1)
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array[available_ind] = array[picked_ind]
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array[picked_ind] = temp
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func shuffle_weighted(array: Array, weights: Array[int]):
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assert(array.size() == weights.size(), "Suffle with weights not same size")
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var indices := range(array.size())
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var random_values: Array[int] = []
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for i in range(array.size()):
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random_values.append(rng.randi_range(0, weights[i]))
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indices.sort_custom(func(a, b): return random_values[a] > random_values[b])
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var originalArray := array.duplicate()
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var originalWeights := weights.duplicate()
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for i in range(array.size()):
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array[i] = originalArray[indices[i]]
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weights[i] = originalWeights[indices[i]]
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func build_seed_texture(random_seed: int) -> Texture:
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rng.seed = random_seed
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var texture_set : SeedTextureSet = pick_random(seed_texture_sets)
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var seed_image := Image.create(SEED_TEXTURE_SIZE,SEED_TEXTURE_SIZE, false, Image.FORMAT_RGBA8)
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for color_texture in texture_set.color_textures:
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var color_image = color_texture.get_image().duplicate()
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color_image.resize(SEED_TEXTURE_SIZE,SEED_TEXTURE_SIZE)
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modulate_image(color_image, pick_random(COLOR_PALETTE))
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seed_image.blend_rect(
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color_image,
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Rect2i(0,0,SEED_TEXTURE_SIZE,SEED_TEXTURE_SIZE),
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Vector2i.ZERO
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)
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if texture_set.outline_texture:
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var outline_image = texture_set.outline_texture.get_image().duplicate()
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outline_image.resize(SEED_TEXTURE_SIZE,SEED_TEXTURE_SIZE)
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seed_image.blend_rect(outline_image, Rect2i(0,0,SEED_TEXTURE_SIZE,SEED_TEXTURE_SIZE),Vector2i.ZERO)
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if rng.randi()%2 == 0:
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seed_image.flip_x()
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return ImageTexture.create_from_image(seed_image)
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func build_plant_texture(plant_data: PlantData) -> Texture:
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rng.seed = plant_data.random_seed
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var texture: Texture
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var base_part: PlantPart
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match plant_data.get_state():
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PlantData.State.MATURE:
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texture = PLACEHOLDER_MATURE_TEXTURE
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base_part = pick_random(bases)
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PlantData.State.GROWING:
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texture = PLACEHOLDER_GROWING_TEXTURE
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base_part = pick_random(baby_bases)
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_:
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print("Not handled state")
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return null
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var weight_per_origin_type: Array[int] = origin_weights_base.values().duplicate()
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var parts_to_place: Dictionary[OriginType, Array] # BRANCH_ORIGIN : Array[PlantPart], MUTATION_ORIGIN : Array[Array[PlantPart]], BASE_LEAF_ORIGIN : Array[PlantPart]
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parts_to_place[OriginType.BRANCH_ORIGIN] = branches
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parts_to_place[OriginType.MUTATION_ORIGIN] = []
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parts_to_place[OriginType.BASE_LEAF_ORIGIN] = base_leaves
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var mutation_weights: Array[int] = []
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for mutation in plant_data.mutations:
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parts_to_place[OriginType.MUTATION_ORIGIN].append(parts_mutation_associations[mutation.id].parts)
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mutation_weights.append(mutation_weight_base)
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var base_image_coord = blend_part(image_center, -base_part.root.position, base_part)
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populate_part(parts_to_place, weight_per_origin_type, mutation_weights, base_part, base_image_coord)
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texture = ImageTexture.create_from_image(image)
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image.fill(Color.TRANSPARENT)
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return texture
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## returns -1 if not found
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func find_random_matching_attach_ind(attach_to_match: PlantAttach, array: Array[PlantPart]) -> int:
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var indices := range(array.size())
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shuffle(indices)
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for i in indices:
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if array[i].root.attach_types.any(func(type): return attach_to_match.attach_types.has(type)):
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return i
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return -1
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func populate_part(all_parts: Dictionary[OriginType, Array], weight_per_origin_type: Array[int], mutation_weights: Array[int], parent_part: PlantPart, parent_image_coord: Vector2i):
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var part_placed: Array[PlantPart] # same ind as their corresponding attach
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var part_image_coords: Array[Vector2i] # idem
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# first find and blend parts per attach
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for attach in parent_part.attaches:
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# get part to place
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var part_to_place := get_part(all_parts, weight_per_origin_type, mutation_weights, attach)
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part_placed.append(part_to_place)
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# blend part
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if part_to_place:
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var part_image_coord := blend_part(parent_image_coord, attach.position, part_to_place)
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part_image_coords.append(part_image_coord)
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else:
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part_image_coords.append(Vector2i.ZERO)
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# then populate them
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for i in range(part_placed.size()):
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if part_placed[i] != null:
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populate_part(all_parts, weight_per_origin_type, mutation_weights, part_placed[i], part_image_coords[i])
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func get_part(all_parts: Dictionary[OriginType, Array], weight_per_origin_type: Array[int], mutation_weights: Array[int], attach: PlantAttach) -> PlantPart:
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var rand := rng.randf()
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if rand <= chance_to_have_part:
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var origins: Array[int] = all_parts.keys().duplicate()
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var weight_copy: Array[int] = weight_per_origin_type.duplicate()
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shuffle_weighted(origins, weight_copy)
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for originIndInd: int in range(origins.size()):
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var originInd: int = origins[originIndInd]
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var origin := originInd as OriginType
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if origin == OriginType.BRANCH_ORIGIN || origin == OriginType.BASE_LEAF_ORIGIN:
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var ind := find_random_matching_attach_ind(attach, all_parts[origin])
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if ind >= 0:
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weight_per_origin_type[origin] -= origin_weight_loss
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weight_per_origin_type[((origin + 1) % 3) as OriginType] += origin_weight_gain
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weight_per_origin_type[((origin + 2) % 3) as OriginType] += origin_weight_gain
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return all_parts[origin][ind]
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else: # find a mutation part to place
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var parts_per_mutations: Array = all_parts[origin]
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shuffle_weighted(parts_per_mutations, mutation_weights)
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for mutation_parts_ind in range(parts_per_mutations.size()):
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var ind := find_random_matching_attach_ind(attach, parts_per_mutations[mutation_parts_ind])
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if ind >= 0:
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for i in range(mutation_weights.size()):
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mutation_weights[i] += mutation_weight_gain
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mutation_weights[mutation_parts_ind] -= mutation_weight_gain + mutation_weight_loss
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weight_per_origin_type[origin] -= origin_weight_loss
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weight_per_origin_type[(origin + 1) % 3] += origin_weight_gain
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weight_per_origin_type[(origin + 2) % 3] += origin_weight_gain
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return parts_per_mutations[mutation_parts_ind][ind]
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return null
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func blend_part(parent_image_coord: Vector2i, attach_position: Vector2, part_to_blend: PlantPart) -> Vector2i:
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var part_image: Image = part_to_blend.image
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var part_image_center: Vector2i = 0.5 * part_image.get_size()
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var part_image_coord: Vector2i = parent_image_coord + Vector2i(attach_position - part_to_blend.root.position)
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image.blend_rect(part_image, Rect2i(Vector2i.ZERO, part_to_blend.image.get_size()), part_image_coord - part_image_center)
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return part_image_coord
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func modulate_image(i: Image, color: Color):
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for x in i.get_size().x:
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for y in i.get_size().y:
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i.set_pixel(x, y, i.get_pixel(x, y) * color)
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