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Gee Adhoc Maps

google/gee-adhoc-maps

>- Build quick interactive HTML maps to inspect Earth Engine results. Use layered overlays on a satellite basemap with per-layer opacity, clear/show-all, and a click-to-get-coordinates tool. Use when you need to eyeball "where / what" (coverage gaps, disagreement, masks) when interacting with Earth Engine outside of the Code Editor or Colab.

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on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/google/earthengine-community --skill gee-adhoc-maps

The instruction itself

4 sections, as written by the author

What this is for

Throwaway, interactive maps to see a result and sanity-check it: coverage holes,

class masks, where two products disagree, whether an AOI matches reality.

Implementation

  • Plain folium + Earth Engine getMapId tile layers. Build a folium map

directly and add each EE layer as a tile layer from its map-id URL.

  • Tile URLs from getMapId will expire in about a day; regenerate the map to

revisit later.

  • Note: map_id_dict['tile_fetcher'].url_format might contains

unformatted placeholders (like {state.tile_base_url}) which break Folium.

Instead, construct the URL manually: `url =

f"https://earthengine.googleapis.com/v1/{map_id_dict['mapid']}/tiles/{{z}}/{{x}}/{{y}}"`

  • Use a basemap. Add it as the base and hide it from the layer control.
  • Save an .html file and open it.
  • Optional Python Server (for dynamic pixel values): If the "Pick coords"

tool needs to show actual Earth Engine layer values, serve the map using a

Python http.server backend with a /value endpoint. The map's JavaScript

can then make fetch() calls to query EE dynamically (e.g., via

ee.Image.reduceRegion).

Basic Controls (more can be added)

  • Per-layer opacity sliders, embedded in each layer-control row

(Code-Editor style): tag each EE layer with a CSS class, then on page load

add a range slider to every overlay row that sets that layer's opacity.

Note: Folium-generated TileLayers do not have a name attribute in

their Leaflet options, so you cannot match layers by name. Instead,

extract the internal layer ID directly from the checkbox element (`var

layerId = input.layerId;`) and adjust its opacity using

map_instance._layers[layerId].setOpacity(op);.

  • Clear all / Show all buttons, placed next to the layer control.

Implement by clicking each overlay checkbox through Leaflet's own handler so

layer state stays consistent (and layers can be toggled back on).

  • "Pick coords" toggle (off by default): when on, the cursor becomes a

crosshair and a map click drops a lat/lon popup; when off, clicks just pan.

Grab the Leaflet map instance from the page's globals and gate the click

handler on the toggle.

  • Disable click/scroll propagation on custom controls so interacting with them

doesn't pan the map.

Layer design principles

  • Categorical / raw-class layers: remap class codes to contiguous values

and apply a palette; put the class order in the layer name so the name

doubles as a legend.

  • Reference boundaries (lake polygon, AOI, admin) as styled outlines with

no fill, on top.

  • Optical true-color backdrop (e.g. Sentinel-2) for human context under

the overlays.

  • Offer the raw underlying layers (each product's full class image, unmasked)

as toggles: they're the real verification tool when a derived layer looks

wrong.

How to use it

Copy the folder

Take google/gee-adhoc-maps from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.