A companion app that mostly automates the game 'Iron Nest' for you.
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Dominik Roth 3b209e743e Shell icon picker: fix real sizing bugs, crop icon padding, inline grid for Add Strike
Several rounds of actually looking at the running app instead of just
the code, in order:

- The icon-only shell button on a firing card, and the popover-based
  picker, both fought a genuine GTK sizing quirk: Gtk.Picture's natural
  size is the source image's full native resolution (512x256) no
  matter what set_size_request() says, so the button's own requested
  size swung unpredictably depending on layout context (sometimes
  comically wide, sometimes squeezed tiny). Fixed by pre-scaling the
  actual pixel data with GdkPixbuf first (preserving real aspect ratio)
  and wrapping the already-correctly-sized result, nothing left for
  the surrounding layout to guess about.
- The shell icon PNGs themselves carry a lot of built-in transparent
  padding around the actual artwork. Cropped all of them (except MSTD,
  see below) to the same shared bounding box, computed as the union of
  every file's real content so nothing gets clipped and every icon
  stays aligned the same way.
- MSTD (mustard/YX blister agent) removed from the Shell enum entirely:
  its own game icon is stamped 'UNAVAILABLE IN DEMO', it isn't actually
  a real selectable shell in the game.
- Extra empty chrome around icon-only buttons turned out to be GTK CSS
  specificity, not a missing property: GTK's CSS has no !important at
  all (confirmed, its parser rejects it outright), and separately,
  Gtk.MenuButton's CSS node is literally named 'menubutton', not
  'button', so a 'button.<class>' selector silently matched zero
  elements on it. The actual leftover padding lives on MenuButton's
  internal child button node, reached with a child-combinator selector
  ('menubutton.<class> > button').
- The Add Strike dialog's shell picker is now an inline radio-style
  grid (build_shell_grid(), Gtk.ToggleButton.set_group()) instead of a
  button that opens a submenu popover: it's a 'pick one before
  proceeding' dialog with room to just show every option up front,
  hiding them behind an extra click didn't earn anything. The firing
  card and its tighter row still use the popover version.
- Grid is 3 columns (was 4), sized bigger now that padding is real
  content, not just empty canvas.

Also two unrelated but real bugs found and fixed while chasing this,
from actually reproducing what screenshots showed instead of taking
them as pure cosmetic complaints:
- Selecting a firing card shifted every icon/label inside it inward by
  2px: only .firing-card-selected had a border, unselected cards had
  none at all, so gaining a border on selection shifted the box's
  content instead of just changing a color. Border is now reserved at
  the same width on every card, always, selection only changes its
  color from transparent.
- Changing a target's powder charge visibly shifted the whole card:
  the charge segment buttons had no valign, so once the row got taller
  (the bigger shell icon next to them), they silently inherited the
  default FILL alignment and stretched into ovals instead of staying a
  fixed circle. They also relied on plain 'flat'/'suggested-action' for
  their off/on look, which draws no border at all when off, making an
  unselected segment invisible against the card background. Both fixed
  with a dedicated fixed-size, always-outlined CSS class and explicit
  valign/halign=CENTER.
- The AZ column's screen position depended on the ELEV value's digit
  count (elevation recalculates per charge picked), fixed with a
  reserved width_chars on the elevation label.

Verified at each step by actually rendering the affected widget/dialog/
card to a PNG and looking at it (including a real FiringPanel card
before/after a charge change, pixel-diffed to confirm nothing but the
intended fill state moved), not by reasoning about the code alone.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-09 19:28:41 +02:00
assets/icons Shell icon picker: fix real sizing bugs, crop icon padding, inline grid for Add Strike 2026-08-09 19:28:41 +02:00
docs docs: map-vision pipeline status + BFS grid-growing plan 2026-08-09 14:49:40 +02:00
src/fenigma Shell icon picker: fix real sizing bugs, crop icon padding, inline grid for Add Strike 2026-08-09 19:28:41 +02:00
tests Fix explain_unresolved() not excluding toleranced bearings like solve_location() does 2026-08-09 18:28:48 +02:00
.gitignore Add game-extracted UI icons: target markers, RP letters, shell set, nest, scout plane 2026-08-09 18:54:27 +02:00
icon_alt.png Rewrite README short, rename project to FeNigma, add icon/showcase 2026-08-08 20:15:14 +02:00
icon.png Rewrite README short, rename project to FeNigma, add icon/showcase 2026-08-08 20:15:14 +02:00
install.sh Add install.sh, run.sh uses the venv when present 2026-08-08 20:18:15 +02:00
pytest.ini Add a real pytest suite: 21 tests covering every OCR format + solver geometry 2026-08-09 18:20:27 +02:00
README.md Add a real pytest suite: 21 tests covering every OCR format + solver geometry 2026-08-09 18:20:27 +02:00
requirements-dev.txt Add a real pytest suite: 21 tests covering every OCR format + solver geometry 2026-08-09 18:20:27 +02:00
requirements.txt Sweep em-dashes out of code, docstrings, and requirements.txt 2026-08-08 20:27:53 +02:00
run.sh Rename package/app to FeNigma consistently 2026-08-08 20:20:43 +02:00
showcase.png Rewrite README short, rename project to FeNigma, add icon/showcase 2026-08-08 20:15:14 +02:00


FeNigma

Fe (iron) + enigma, we solve the geometric puzzles.

A companion app that mostly automates IRON NEST: Heavy Turret Simulator for you. Select the game's typewriter orders (selecting text in-game copies it to your clipboard automatically) and it solves the geo puzzle and the trajectory math, handing you ready-to-fire commands: elevation, azimuth, number of powder charges. Screenshotting works the same way when a selection isn't practical. Select or screenshot the field log the same way and it picks up kills and newly-spotted units automatically. You can also plan strikes and scout flights of your own. Pure screen-reading, no game files touched, no input injected.

Showcase

What it does

  • Reads orders, solves the geometry. Copy (or screenshot) the in-game typewriter text and it parses absolute grid refs and relative bearing/distance descriptions, then resolves everything into map coordinates, chained clues ("Bearing 293 from Alpha") included. The map shows its work: the actual bearing lines/circles behind each resolved position. When a description is genuinely ambiguous (two intersections), both candidates are shown instead of guessing.
  • Calculates the shot. Every resolved target gets a live firing card: elevation, azimuth, and minimum powder charge, computed from the Nest.
  • Tracks the battle. A second copy/screenshot of the field log marks units destroyed and folds in newly-spotted contacts, merging with what's already known instead of duplicating it.
  • Plans strikes. Drop a strike anywhere on the map and pick a shell to preview its blast radius before committing.
  • Plans scout flights. Click the map to plot a scout flight's sweep path: it anchors to the large grid square you're pointing at and reads the heading off exactly where in that square you click, previewed live before you commit.
  • Watches the clipboard for you. Toggle auto-watch and every new screenshot or copied intel text gets read and merged automatically, no manual fetch between orders.

Install

./install.sh

Sets up a venv for the Python deps (Pillow, numpy, pytesseract) and checks for the system packages that pip can't install: GTK4/libadwaita bindings and tesseract. If either is missing it prints the package names for your distro and stops, install those and re-run.

Run

./run.sh

Uses the venv from install.sh if one exists, otherwise falls back to system python3. GTK apps with this app ID are single-instance, if a run gets killed uncleanly it can leave a zombie registered on D-Bus and silently no-op the next launch. If ./run.sh seems to do nothing, pgrep -af fenigma and kill any stragglers first.

Tests

pip install -r requirements-dev.txt
pytest

Regression coverage for every intel-text format the OCR pipeline understands and the solver's geometry, in tests/. Run this before trusting a change to ocr.py/solver.py, several of the formats have collided with each other in non-obvious ways before.

Stack

GTK4 + libadwaita (PyGObject) for the UI, Tesseract (via pytesseract) for OCR, Pillow/numpy for preprocessing. Details on the coordinate system, OCR formats, and solver internals live in code comments (solver.py, ocr.py, models.py) rather than here.