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dungeoncraft/art/generated/textures/all/batch.py
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# The high-res textures generated in one go (2026-11-07): (name, prompt). See PROMPTS.md.
STYLE = ("Seamless tileable square texture, viewed straight from above (orthographic top-down, no perspective), "
"flat even lighting, no shadows, no vignette, no border, no text. Hand-painted pixel art style for a "
"dark-fantasy dungeon strategy game: chunky clear shapes, crisp edges, limited muted palette, readable at small size. "
"A uniform all-over pattern evenly spread from edge to edge, no frame, no centre motif; it continues seamlessly across all four edges.")
WALL = ("Seamless tileable square texture of a wall surface seen straight on (orthographic, no perspective), flat even lighting, no shadows, "
"no vignette, no border, no text. Hand-painted pixel art style for a dark-fantasy dungeon strategy game: chunky clear shapes, crisp edges, "
"limited muted palette, readable at small size. A uniform all-over pattern evenly spread from edge to edge; it continues seamlessly across all four edges.")
TEX = {
# walls
"reinforced": (WALL, "A castle wall of the dungeon master: roughly squared grey stone blocks laid in regular horizontal courses like a medieval castle wall, "
"blocks of varying length in every course, rough chiselled faces with tool marks and slightly chipped edges, thin dark mortar with a faint "
"dark-crimson tint; ordered, solid and heavy, not bricks."),
"fortwall": (WALL, "A holy knights' fortress wall: pale grey-white dressed ashlar stone blocks in neat regular courses with thin blue-grey mortar, clean and orderly."),
"steel": (WALL, "A wall of dark riveted iron plates with rows of round rivets along the seams, a little rust and soot."),
"obsidian": (STYLE, "Cooled lava rock: black and very dark purple volcanic glass with smooth glassy facets and a few thin faintly glowing orange seams."),
"face": (WALL, "A cut vertical face of packed brown earth with small stones and roots, slightly uneven."),
# rooms
"treasury": (STYLE, "The floor of a treasure vault: polished dark stone flagstones with inlaid golden bands and a few scattered gold coins."),
"lair": (STYLE, "A monster lair floor: packed earth covered with scattered straw, old furs, a few bones and dirty rags."),
"farm": (STYLE, "A mushroom garden floor: dark moist soil in tilled furrows with tiny sprouting mushrooms and spores."),
"training": (STYLE, "A training hall floor: worn wooden planks with sawdust, scuff marks and a few dark stains."),
"library": (STYLE, "A repeating herringbone parquet of dark wooden boards, worn, with a few faint scratched arcane symbols and ink stains - no carpet, no large motif, no border."),
"torture": (STYLE, "A torture chamber floor: dark stained flagstones with rusty iron drain grates and a few chain links."),
"temple": (STYLE, "A repeating pattern of small black and dark-red marble mosaic tiles in a simple geometric all-over pattern, with thin faint golden lines between some tiles - no large motif, no circle, no border."),
"prison": (STYLE, "A prison floor: damp dark flagstones with small puddles, rusty drain grates and a little old straw."),
"graveyard": (STYLE, "Graveyard ground: dark loose earth, grave soil, patches of moss, pebbles and a few tiny bones."),
"guardpost": (STYLE, "A guard post floor: heavy grey flagstones with a dark-red painted stripe pattern and boot scuffs."),
"arena": (STYLE, "An arena floor: raked pale sand with dark blood stains and footprints."),
"altar": (STYLE, "A repeating pattern of polished black marble slabs of equal size with thin blood-red veins running through them - no large motif, no border, no frame."),
"forge": (STYLE, "A forge floor: sooty dark flagstones with iron filings, bits of slag and thin faintly glowing orange cracks."),
"aerie": (STYLE, "A giant bird nest floor: straw, twigs and a few large feathers spread over grey stone."),
# special floors
"core": (STYLE, "The floor around an evil master's soul core: dark obsidian-like stone with thin glowing red veins and fragments of a carved ritual circle."),
"portal": (STYLE, "The floor around a demon portal: dark violet stone with faintly glowing purple runes and magic cracks."),
"gate": (STYLE, "The floor before a holy order's gate: pale white limestone slabs with small inlaid blue-and-gold sun symbols."),
"hero": (STYLE, "The floor of a knights' castle hall: pale grey cut stone slabs, clean and regular, a little worn."),
# bridges
"bridge": (STYLE, "Wooden bridge planks laid side by side, weathered brown wood with iron nails and small gaps between the planks."),
"stonebridge": (STYLE, "A stone bridge surface: big grey stone slabs with sooty, heat-darkened edges."),
# above ground
"grass": (STYLE, "Short green meadow grass with a few tiny flowers and clover."),
"snow": (STYLE, "Fresh white snow on the ground with soft drifts, a few footprints and tiny ice crystals."),
"moss": (STYLE, "Dark stones overgrown with teal moss and a few glowing cyan spores."),
"leaves": (STYLE, "Dense tree foliage: many dark and light green leaves, seen close."),
"bark": (WALL, "Rough brown tree bark with deep vertical furrows."),
"stem": (WALL, "The surface of a giant pale mushroom stem: creamy white with soft vertical ribs and fibres."),
"cap": (STYLE, "The surface of a giant violet mushroom cap with round softly glowing pale spots."),
}
OBJ_STYLE = ("Side view, standing on the bottom edge of the image and filling most of its width, hand-painted pixel art for a dark-fantasy dungeon game, "
"crisp edges, a dark outline. The background is a completely flat pure magenta (#FF00FF) everywhere else - no floor, no shadow on the ground, no frame, no text.")
OBJ = {
"coins": "A heap of gold coins, a dome-shaped pile of shining gold coins with a few gems.",
"silver": "A neat pile of shining silver ingots stacked in rows.",
"ruby": "A heap of cut red rubies, sparkling.",
"diamond": "A heap of cut clear pale-blue diamonds, sparkling.",
"mushroom": "A cluster of three edible dungeon mushrooms of different sizes with brown caps and pale stems.",
"shard": "A large jagged shard of a glowing red crystal, broken off a soul core, glowing from inside.",
}