Reads a screenshot of the in-game map table and recovers where on the board
it is looking. The scene is a flat table under a perspective camera, so a
single homography describes grid<->screen exactly; that is fitted from line
evidence (LSD segments, vanishing-point RANSAC, 1-D lattice fits).
Line evidence alone cannot finish the job: the 1km cells and the 100m
subgrid are locally identical, so it fixes neither scale, axis assignment,
axis direction nor phase. Those come from the cell labels -- and the labels
are never *detected*, they are correlated where the grid says they must be
(9% in from a cell's left edge, 6% down from its top). Blob detection on
aerial-photo terrain finds texture, not glyphs; correlating a known template
at a known place has no such failure mode. The same score then ranks the
geometry hypotheses, since a wrong lattice puts the crop where no label is,
so one number resolves scale, axis assignment, direction, phase and anchor
together.
Markers are found by hostile/friendly colour plus an IoU test against an
ideal inscribed diamond, which cut a red-lit shot from 43 false positives to
2 while preserving every hand-verified count. Unit-type classification is
present but not yet reliable, and returns unknown rather than guessing.
Measured over the fixture set: 7 of 10 solve, each with 100% of its
ground-truth points in the correct cell (85/112 overall), residual spread
0.005-0.033 cells. The other three reject cleanly; none has ever produced a
plausible-but-wrong grid. Across 122 typewriter screenshots solve() accepted
none, which is what makes clipboard routing safe.
Fixtures: 10 map shots with hand-transcribed ground truth, plus 10
typewriter shots spanning 262-5366px for routing and future OCR tests. Map
shots wider than 2400px (the pipeline's own maximum working width) were
downscaled with their coordinates rescaled to match; re-measured afterwards,
the results are identical. Typewriter shots stay at native resolution
because OCR needs the text legible.
Drops docs/map_vision_plan.md and its WIP prototype: the design now lives in
the module docstring, next to the code it describes.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A real, reproducible bug reported as 'misplaced sometimes by a few
small squares': Coord.as_fraction() centers a sub-cell at x + 0.5 (so
a marker drawn at its own coord's exact pixel position round-trips
back to the same coord on click), which meant point_to_coord()'s own
rounding was landing exactly on a .5 boundary, the single worst case
for floating point, tiny representation error from the col/row math
upstream could tip round() to either side and silently return a coord
one sub-cell off from the one actually clicked.
Reproduced with zero pixel math involved at all, just feeding
Coord(...).as_fraction() straight back into point_to_coord(), ruling
out the zoom/pan refactor or the legend margin as the cause (both were
suspected first). Fixed by subtracting the 0.5 offset before rounding,
which recovers a value that's supposed to be an exact integer instead
of an exact half-integer, round() is robust to tiny float noise around
a true integer, just not around X.5.
Verified exhaustively (all 20,000 possible coordinates round-trip
correctly now, not just a handful of samples, since the original bug
was itself float-pattern-dependent) and locked in with a permanent
regression test.
Two related changes:
1. TargetType.HOSTILE_ARTILLERY/HOSTILE_TANK renamed to ARTILLERY/TANK,
dropping the baked-in hostility assumption from the type name
itself (a type describes the unit kind now, not an allegiance).
Migration entries added for both, plus the already-existing
COASTAL_BATTERY one, so old save files still load.
2. A friendly contact ('FriendlyTank#1:', detected by stripping a
leading 'Friendly'/'Hostile' word off the type word before matching
it, see ocr.py's _resolve_target_type()) is NOT a Target with a flag
flipped, it's tracked as a new, entirely separate Ally
(Board.allies), with its own id namespace: an ally Tank#1 and a
hostile Target Tank#1 are two unrelated things that happen to share
an id, not a collision (verified directly, see the rendered
screenshot both coexisting). Ally intentionally has none of Target's
firing-relevant fields (shell/powder_charges/assignment/alive),
allies are never fired on. 'Hostile' and no prefix at all both mean
a regular (non-ally) Target, not-ally is the default.
Wired through: Board.add_ally/remove_ally, placed_entities_all()/
ambiguous_entities_all() (new 'ally' category, cyan on the map,
distinct from every other category's color), solver.resolve_board()
(allies' own clues resolve too), find_by_name() (an ally can be a
clue reference target), save/load round-trip, a new 'Allies' header
popover mirroring Targets' (position/hide/geo-overlay/remove, no
shell/charge/alive controls), and ParsedInfo.allies as a same-shaped
but separate dict from ParsedInfo.targets, merged by a new
_merge_allies() alongside _merge_targets() in _merge_all().
Verified: full test suite (added a dedicated OCR test for the Friendly/
Hostile/bare-prefix routing), a GTK smoke test round-tripping an ally
through save/load and the popover build, and a rendered screenshot
showing an ally Tank#1 and a hostile Target Tank#1 both on the map at
once with the same id, distinct colors, no collision.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Same pattern already established for AMMO_CACHE -> SUPPLY_CACHE: a
'Coastal Battery' is just a heavy fixed-emplacement HostileArtillery
under a different name in the game's own text, not a meaningfully
different unit type worth its own enum member. Removed the
TargetType.COASTAL_BATTERY member, added 'CoastalBattery' to
ocr.py's _TYPE_WORD_ALIASES (so 'Coastal Battery#2:' still parses,
now as a HostileArtillery), and a models.py migration entry so any
save file written before this change still loads correctly.
Verified the migration directly (COASTAL_BATTERY -> HOSTILE_ARTILLERY,
existing AMMO_CACHE -> SUPPLY_CACHE unaffected) and updated the one
test that asserted the old type.
Latent inconsistency flagged during the ocr.py refactor: solve_location()
already excludes a compass-word bearing (bearing_tolerance_deg set) from
its own bearings list before triangulating, since a toleranced bearing
names a sector, not a precise ray, and shouldn't be treated as if it
were one. explain_unresolved()'s bearings list didn't have the same
exclusion, so a toleranced-only bearing plus a distance clue could get
described as inconsistent geometry ('the bearing from X never crosses
the Ykm circle...') when the real reason nothing resolved is just that
the bearing was never usable for that math in the first place. Locked
in with a new test.
No test suite existed before this, which is exactly how a real
regression (the bold-span coordinate-squashing bug, and the
'Type#id:'/'<ref>: <value>' header collision, both from this session)
went unnoticed until manually re-triggered. One test per format,
cross-referenced against the full commit history so nothing already
shipped gets silently dropped by a future change:
tests/test_ocr.py: standard blocks, the calibration target line,
destruction reports (digit and letter id), train-arrival intel,
ad-hoc Enemy installations (+ their destroyed reports), Listening
Post/Coastal Battery, Marine Garrison fire-support requests, multi-
word RP names, bare-name-header targets, the bold-span coordinate-
squashing regression specifically, forward-observer report
triangulation, the '<ref>: <value>' clue grammar (+ its header-
collision regression specifically), 16-point compass tolerance, and
grid-only coordinates.
tests/test_solver.py: direct bearing+distance resolution, two-bearing
triangulation, genuine two-distance ambiguity, the nested-circles
compromise-point fallback, toleranced bearings never being used to
triangulate, and manual coord overrides clearing a stale note.
Runs via ============================= test session starts ==============================
platform linux -- Python 3.14.6, pytest-8.4.2, pluggy-1.6.0
rootdir: /home/dodox/Projects/FeNigma
configfile: pytest.ini
plugins: anyio-4.13.0
collected 21 items
tests/test_ocr.py ............... [ 71%]
tests/test_solver.py ...... [100%]
============================== 21 passed in 0.72s ============================== (pythonpath configured in pytest.ini), dev-only
dependency in requirements-dev.txt so the app itself stays
dependency-light. Documented in the README.