A companion app that mostly automates the game 'Iron Nest' for you.
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Dominik Roth e352dff531 Map: render entity game icons instead of plain dots once zoomed in
Below ICON_MIN_CELL_PX (42px cell width) everything still draws as the
plain colored dot it always has, a game icon at that size would just
be an illegible smudge. Past that threshold, Nest/Target/Ally markers
switch to the game's own unit icon for their type, drawn as a Cairo
surface (raw Cairo draw_func, not GTK widgets, so this loads PNGs
directly via cairo.ImageSurface.create_from_png(), cached per path so
a repeat draw doesn't re-hit disk).

icons.py's target_icon_path(type, is_ally) is the TargetType -> icon
file mapping, best-effort guesses the same way the Shell descriptions
were (flagged for correction): most types map onto the game's own
Enemy_*/Friendly_* unit icons (is_ally picks which set, falling back
to Enemy_ if a given type has no Friendly_ counterpart), TANK reuses
the Armor_Mechanized artwork (no dedicated tank icon exists), and
STRIKE gets its own crosshair (assets/icons/misc/Crosshair.png, not a
unit icon at all, a planned impact point) rather than a unit icon.

An ambiguous candidate (hollow, dashed-ring marker) never switches to
the icon regardless of zoom, an icon there would look more confident
about an unconfirmed position than the dashed ring is supposed to
convey.

Verified with rendered screenshots at both zoom levels: plain dots
below the threshold, real icons above it (Tank/Infantry/MarineGarrison/
Nest all confirmed showing their correct icons), and the Strike
crosshair specifically.
2026-08-09 20:45:15 +02:00
assets/icons Map: render entity game icons instead of plain dots once zoomed in 2026-08-09 20:45:15 +02:00
docs docs: map-vision pipeline status + BFS grid-growing plan 2026-08-09 14:49:40 +02:00
src/fenigma Map: render entity game icons instead of plain dots once zoomed in 2026-08-09 20:45:15 +02:00
tests Drop TargetType.HOSTILE_*, track allies as their own Ally collection 2026-08-09 20:23:42 +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.