GTK4/libadwaita desktop helper for IRON NEST: Heavy Turret Simulator. Reads clipboard screenshots of the game's typewriter orders via Tesseract OCR, parses absolute/relative entity positions, geometrically resolves relative bearing/distance clues into map coordinates, and provides a firing-commands sidebar with real ballistics (elevation/azimuth/powder charge). Screen-reading only — no game files touched, no input injected. - models.py: Board/Nest/Spotter/ReferencePoint/Target data model - ocr.py: Tesseract preprocessing + typewriter-text parsing - solver.py: bearing/distance geometric resolution (4 solvable shapes) plus position-based dedup for generic contacts later identified more specifically at the same resolved coord - ballistics.py / shells.py: elevation/azimuth/charge math, shell types - grid_widget.py: interactive map canvas (hidden entities and, optionally, dead targets are excluded from the map view entirely unless selected) - firing_panel.py: drag-reorderable firing-command sidebar - app.py: main window wiring it all together Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
6.9 KiB
ironnest-assist
Screen-reading helper for IRON NEST: Heavy Turret Simulator. Tracks the Nest, Spotters, Reference Points, and Targets on a map matching the game's grid, settable by hand, by a free-text description, or by OCR-ing a clipboard screenshot of the typewriter order. A solver resolves relative descriptions ("Bearing 293 from Alpha") into absolute coordinates once their dependencies are known. Single-player QoL tool — no game files touched, no input injected.
Stack
- GTK4 + libadwaita (via PyGObject) — native GNOME look on Linux. GTK4 itself also runs on Windows/macOS (Win32/Quartz backends), just without full Adwaita chrome there.
- Pillow / numpy — image preprocessing for OCR.
- pytesseract + tesseract — text OCR of the typewriter order.
Run
./run.sh
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 ironnest_assist
and kill any stragglers first.
Coordinate system
Large grid: X in A–T (20 cols), Y in 1–10 (10 rows, row 1 at
the bottom). Sub-grid within a cell: x, y in 0–9. One large cell
is 1km × 1km — that scale is what the solver's bearing/distance math
runs on. Quick keyboard entry in the coord dialog: type e.g. C433
(letter + 3 digits) to fill and submit in one go — 0 for the Y digit
means 10.
Location: coord and/or description
Every entity's location (models.py) independently holds:
coord— a resolved absolute position.desc_raw+clues— a raw free-text description and theClues parsed out of it (reference,bearing_deg,distance_km), each naming another entity it's relative to.potential_coords— set instead ofcoordwhen the solver found the position genuinely ambiguous (see below); shown on the map, never chained into further resolution.
These aren't either/or — setting a coord never erases an existing description (and vice versa), since a coord can arrive via OCR after a description was already on file, or a description can be added as extra context for an already-placed entity.
Solver (solver.py)
Walks every RP/Target's clues, resolving whatever it can against
currently-known positions, repeating until nothing new resolves (handles
chains, e.g. AmmoCache#3 → AmmoCache#2 → Alpha/Spotters). Handles:
- One clue with both bearing and distance from a resolved reference — always unique.
- Two bearing-only clues from different references — ray/ray intersection, always unique (unless parallel).
- A bearing-only + a distance-only clue from different references —
ray/circle intersection. A ray can cross a circle at 0, 1, or 2 points;
when there are 2, that's genuinely ambiguous — both candidates go into
potential_coordsinstead of picking one, and nothing depends on them further.
Two distance-only clues (circle/circle, also up to 2 solutions) isn't handled — even less to disambiguate with.
Runs automatically after every mutation (MainWindow._refresh() is the
single choke point), so newly-unblocked descriptions resolve immediately.
Map overlays
Every entity row has an eye-icon (hide from map) and a star-icon (always
show its bearing/distance overlay, vs. only on hover). Hovering a marker,
or pinning it with the star, draws its clues: a yellow line for a
bearing-only clue, a white circle (radius = distance) for a distance-only
clue, a yellow arrow when a single clue has both. Ambiguous entities draw
both potential_coords as hollow dashed markers. Targets also have an
alive/destroyed toggle (checkmark icon) — dead ones show struck-through in
their list and dimmed on the map.
OCR
Two sub-pipelines, planned: text (typewriter orders, implemented) and
image (map icons/markers, not started). Text OCR: screenshot →
grayscale → divide by a heavily-blurred copy of itself to flatten the
game's light-falloff vignette → threshold → tesseract --psm 6 → parsing.
See src/ironnest_assist/ocr.py.
Two text formats parsed, both fuzzy/typo-tolerant (difflib keyword
matching, digit/letter OCR-mixup normalization O/0 I/l/1 S/5
B/8 etc., and every separator — #, :, block-terminating . —
treated as just as corruptible as any other character, never matched
literally):
- Absolute grid refs —
IRON NEST - C4 3:3,Spotter#1 - F7 7:1→nest_coord,spotters. - Field-intelligence blocks — named entity header (
Target#5,AmmoCache#1:,Reference Point Alpha:) followed by one or moreBearing/Distance/combined clue lines, terminated by a blank line or lone.→reference_points,targets, each as (raw text, parsed clues). The same clue grammar (ocr.parse_clues_from_text) also backs the manual "Description" tab in the coord-entry dialog.
- Header clipboard button (or
Ctrl+P): universal fetch — merges everything recognized into the board. - A category's "from screenshot" actions extract only that category; toasts an error if the requested item isn't found in the screenshot.
- "Load all from screenshot" / a list item's screenshot action both use the same merge: same name/id → update in place, new → add.
Known limitation: OCR on a heavily skewed/rotated screenshot degrades badly — psm 6 assumes a roughly-upright text block, and deskewing isn't implemented. A front-on-ish shot works well. Considered switching OCR engines (vision-LLM structured extraction, PaddleOCR/EasyOCR) instead of continuing to special-case Tesseract's misreads one at a time — staying on Tesseract per your call for now.
Ammunition (shells.py)
Shell enum from High Command's field reference — description, blast
radius in km (None where not yet measured), and whether it's a
"standard" (unlocked-by-default) type. Feeds the firing-solution
calculator later (e.g. AP is required for underground supply caches per
the typewriter note).
Firing commands panel
Header button (top-right, sidebar-show-right-symbolic) slides in a
right-hand sidebar via Adw.OverlaySplitView — it shares the window's
width with the map (narrows it), rather than overlaying on top. One
placeholder card per board target (firing_panel.py): shell + quantity,
elevation/azimuth readout, confirm/cancel — all dummy values for now,
since the actual aiming math isn't known yet (see open questions).
Status
Board data model, map view + overlays, exact/description coordinate input, save/load to JSON, text OCR for both known typewriter formats, the bearing/distance solver, and the firing-commands panel shell are all working. Still open: image OCR sub-pipeline, deskewing, circle/circle ambiguous case, and the actual firing-solution calculator (turret aiming math still unknown — the panel currently just shows placeholder cards).
Open questions
- What inputs the firing-solution math actually needs, beyond target position and shell choice