diff --git a/tools/render_sample_sheet_v3.py b/tools/render_sample_sheet_v3.py index 602c8d58..ed7f2dcd 100644 --- a/tools/render_sample_sheet_v3.py +++ b/tools/render_sample_sheet_v3.py @@ -34,6 +34,13 @@ v3.0 口径(方向稿=目检先行闸,冻结归机检): 输出 = artwork/mockups/sample-batch-v3-final-2026-09-30.png(v3.5 冻结口径的正式产物) + 机检报告(中间产物,吸收即死不入 git;断言定值=A3b Δ≥30/A4 尺寸基线)。 用法:python tools/render_sample_sheet_v3.py + python tools/render_sample_sheet_v3.py --gen-assets (本批追加:产出 §5.2/§5.3 四件素材入包) + python tools/render_sample_sheet_v3.py --save-baseline(本批追加:把当前整屏 mockup 存为改前基线) + +迭代 43 扩展(2026-10-29 战斗一屏样张批):整屏样张两版出口(1280×800 基座 + 1920×1080 全局等比 +1.35×+左右黑边,§8.2 1920 档策略)+ art-bible §1.4 整屏四项断言(S1–S4)+ 战斗表现五项断言(P1–P5) ++ S3b 图类型色板变体第二套 + S5 三组关键帧条 + S6 描边同屏对照与遮挡对照组 + V1 两版尺寸断言 ++ V10 改前/改后基线并排对拍;B 区高按代码现状 252 出样(art-bible §8.2 文 270 差异只登记不修)。 """ from PIL import Image, ImageDraw, ImageFilter, ImageChops, ImageFont import os @@ -60,6 +67,10 @@ BOARD_DIR = ("game", "assets", "art", "board") CHAR_DIR = ("game", "assets", "art", "character") ICON_DIR = ("game", "assets", "ui", "icons") OUT_PNG = os.path.join(ROOT, "artwork", "mockups", "sample-batch-v3-final-2026-09-30.png") +OUT_ED1 = os.path.join(ROOT, "artwork", "mockups", "sample_battle_screen_1280x800.png") +OUT_ED2 = os.path.join(ROOT, "artwork", "mockups", "sample_battle_screen_1920x1080.png") +BASELINE_PNG = os.path.join(ROOT, "artwork", "mockups", "sample_battle_screen_baseline_1280.png") +OUT_BEFORE_AFTER = os.path.join(ROOT, "artwork", "mockups", "sample_battle_screen_before_after.png") OUT_REPORT = os.path.join(ROOT, "reports", "sample-v3-final-机检报告-2026-09-30.md") T_FONT = asset_root("artwork", "ui-reuse-2026-09-23", "4-字体", "fusion-pixel-12px(OFL)", "fusion-pixel-12px-proportional-latin.ttf") @@ -107,7 +118,7 @@ F_LBL2 = ImageFont.truetype(ZH_FONT, 12) F_TITLE = ImageFont.truetype(ZH_FONT, 19) F_STANDEE = ImageFont.truetype(ZH_FONT, 42) # 敌像字形占位 F_NAME = ImageFont.truetype(ZH_FONT, 12) -F_ORDER = ImageFont.truetype(ZH_FONT, 13) +F_ORDER = ImageFont.truetype(ZH_FONT, 14) # 顺位徽标=UiKit.FS_HINT 14(§7.4 清单外 11–13px 提档;镜像实装) F_INTENT = ImageFont.truetype(ZH_FONT, 15) CHECKS = [] # (id, name, ok, detail) @@ -729,21 +740,47 @@ def render_main_board(): return board, placement, records, band, gmap -# ══ B 区站桩(mockup 1:1) ══ +# ══ B 区站桩(mockup 1:1——镜像 standee_body.gd 实装定值:血条危险红/条底收口/徽标 FS_HINT/ +# 护甲 PNG/名字行素底不压地台/地台件九宫格拉伸;缺位回退与实装同构) ══ +_PLAZA_CACHE = {} +_ARMOR_CACHE = {} + + +def _plaza_tex(): + """地台件 48×12(缺位回退 None——程序化平色镜像实装 fallback)。""" + if "tex" not in _PLAZA_CACHE: + try: + _PLAZA_CACHE["tex"] = Image.open(asset_root( + "game", "assets", "art", "scene", "scene_stage_plaza.png")).convert("RGBA") + except FileNotFoundError: + _PLAZA_CACHE["tex"] = None + return _PLAZA_CACHE["tex"] + + +def _armor_tex(armor): + """护甲图标 24×24(缺位回退 None——mockup 画字形,实装画字形占位同构)。""" + if armor not in _ARMOR_CACHE: + try: + _ARMOR_CACHE[armor] = Image.open(asset_root( + "game", "assets", "ui", "icons", "ui_armor_%s.png" % armor)).convert("RGBA") + except FileNotFoundError: + _ARMOR_CACHE[armor] = None + return _ARMOR_CACHE[armor] + + def draw_standee(canvas, ox, oy, kind, name, enemy_id, order=1, armor="light", hp=1.0, intent="", statuses=(), dead=False): - """站桩 150×176(standee_view.gd 几何):血条+状态行头顶/立绘盒 96px/底座/敌名行。""" + """站桩 150×176(standee_body.gd 几何):血条+状态行头顶/立绘盒 96px/底座/敌名行。""" d = ImageDraw.Draw(canvas) W, H = 150, 176 - # 头顶:顺位徽标(敌)+血条 + # 头顶:顺位徽标(敌,FS_HINT 14)+血条(填充=危险红 #A8321F 不因敌我分色;条底=HP_BAR_TRACK) tx = ox + 8 if kind == "enemy": - d.text((tx, oy + 2), "①②③"[order - 1], font=F_ORDER, fill=(176, 122, 20)) + d.text((tx, oy + 2), "①②③"[order - 1], font=F_ORDER, fill=(224, 184, 96)) tx += 18 bw = W - 16 - (18 if kind == "enemy" else 0) - d.rectangle([tx, oy + 4, tx + bw, oy + 14], fill=(60, 52, 42)) - d.rectangle([tx, oy + 4, tx + int(bw * hp), oy + 14], - fill=(124, 196, 124) if kind == "hero" else (150, 60, 48)) + d.rectangle([tx, oy + 4, tx + bw, oy + 14], fill=(26, 26, 28)) + d.rectangle([tx, oy + 4, tx + int(bw * hp), oy + 14], fill=(168, 50, 31)) # 状态图标行(血条正下方,16px 定稿 PNG) sx = ox + (W - 17 * max(1, len(statuses))) // 2 for i, ic in enumerate(statuses): @@ -758,39 +795,103 @@ def draw_standee(canvas, ox, oy, kind, name, enemy_id, order=1, armor="light", glyph = {"goblin": "▂", "bugbear": "▆", "ogre_chief": "█"}.get(enemy_id, "敌") col = (150, 60, 48) if not dead else (110, 104, 98) d.text((ox + W // 2, pbox_y + 48), glyph, font=F_STANDEE, fill=col, anchor="mm") - # 意图徽标(立绘上半部居中悬浮) + # 意图徽标(立绘上半部居中悬浮;镜像实装:PANEL_DATA 素牌垫底——四色墨对牌 4.7–5.8:1) if intent: - glyph, col = {"damage": ("⚔", (198, 61, 34)), "buff": ("✦", (46, 134, 222)), - "debuff": ("☠", (122, 66, 148)), "charge": ("⚔", (176, 122, 20))}[intent] + glyph, col = {"damage": ("⚔", (150, 44, 36)), "buff": ("✦", (30, 90, 150)), + "debuff": ("☠", (122, 66, 148)), "charge": ("⚔", (116, 80, 11))}[intent] + ts = d.textbbox((0, 0), glyph, font=F_INTENT) + tw_, th_ = ts[2] - ts[0], ts[3] - ts[1] + d.rectangle([ox + W // 2 - tw_ / 2 - 4, pbox_y + 30 - th_ * 0.75, + ox + W // 2 + tw_ / 2 + 4, pbox_y + 30 + th_ * 0.35], fill=(233, 217, 184)) d.text((ox + W // 2, pbox_y + 30), glyph, font=F_INTENT, fill=col, anchor="mm") - # v3 地台+落影(§6.1 舞台正面目标:石板地台承载,椭圆落影压脚) + # v3 地台+落影(§6.1 舞台正面目标:石板地台承载,椭圆落影压脚;地台=独立件九宫格横向拉伸) sh = Image.new("RGBA", (W, 30), (0, 0, 0, 0)) ImageDraw.Draw(sh).ellipse([28, 6, W - 28, 24], fill=(0, 0, 0, 70)) canvas.alpha_composite(sh, (ox, oy + 146)) - d.rectangle([ox + 18, oy + 158, ox + W - 18, oy + 170], fill=(150, 130, 100), outline=(90, 76, 58)) - d.rectangle([ox + 18, oy + 158, ox + W - 18, oy + 160], fill=(196, 172, 132)) - # 敌名行:护甲类型图标+纯名字(AC 数值不展示) + ped_w = W - 36 + ped_x, ped_y = ox + 18, oy + 158 + tex = _plaza_tex() + if tex is not None: + canvas.paste(tex.crop((0, 0, 4, 12)).resize((4, 12), Image.NEAREST), (ped_x, ped_y)) + canvas.paste(tex.crop((4, 0, 44, 12)).resize((ped_w - 8, 12), Image.NEAREST), (ped_x + 4, ped_y)) + canvas.paste(tex.crop((44, 0, 48, 12)).resize((4, 12), Image.NEAREST), (ped_x + ped_w - 4, ped_y)) + else: + d.rectangle([ped_x, ped_y, ped_x + ped_w, ped_y + 12], fill=PLAZA_BODY, outline=PLAZA_EDGE) + d.rectangle([ped_x, ped_y, ped_x + ped_w, ped_y + 2], fill=PLAZA_RIM) + # 名字行:整行垫 HP_BAR_BACK 素底(牌底沿=地台顶——文字禁直接压地台 §6.1/§7.2; + # 护甲图标=24×24 PNG 缺位回退字形;几何镜像 standee_body._name_plate_rect) if kind == "enemy": - d.text((ox + 16, oy + 172), ARMOR_ICONS[armor], font=F_NAME, fill=ARMOR_COLORS[armor], anchor="lm") - d.text((ox + 30, oy + 172), name, font=F_NAME, fill=(240, 226, 200), anchor="lm") + itex = _armor_tex(armor) + if itex is not None: + icon_w, icon_draw = 24.0, ("tex", itex) + else: + gtxt = ARMOR_ICONS[armor] + icon_w = d.textbbox((0, 0), gtxt, font=F_NAME)[2] + icon_draw = ("glyph", gtxt, ARMOR_COLORS[armor]) + name_w = d.textbbox((0, 0), name, font=F_NAME)[2] + plate_w = icon_w + 3.0 + name_w + 8.0 + px0 = ox + (W - plate_w) / 2 + py0 = oy + 158 - 26 + d.rectangle([px0, py0, px0 + plate_w, py0 + 26], fill=(40, 34, 32)) + base_x, base_y = px0 + 4, py0 + 17 # 基线=牌顶+17(镜像 _name_baseline;box.y-27 < 地台顶) + if icon_draw[0] == "tex": + canvas.paste(icon_draw[1].resize((24, 24), Image.NEAREST), + (int(base_x), py0 + 1), icon_draw[1].resize((24, 24), Image.NEAREST)) + else: + d.text((base_x, base_y), icon_draw[1], font=F_NAME, fill=icon_draw[2], anchor="ls") + d.text((base_x + icon_w + 3.0, base_y), name, font=F_NAME, fill=(240, 226, 200), anchor="ls") if dead: gray = Image.new("RGBA", (W, H), (100, 100, 100, 120)) canvas.alpha_composite(gray, (ox, oy)) -def render_battle_screen(): - """B/C/D 三区全内容 1280×800 mockup。""" - scr = Image.new("RGBA", (1280, 800), (24, 20, 17, 255)) - d = ImageDraw.Draw(scr) - # ── B 区 252px 全宽(v3 舞台:世界底层暗背景+顶光柱氛围;文字=信息面层暖白) ── - d.rectangle([0, 0, 1280, 252], fill=(62, 52, 42), outline=UIKIT["PANEL_BORDER"]) - beam = Image.new("RGBA", (1280, 252), (0, 0, 0, 0)) +B_H = 252 # B 区高=代码现状(battle_stage_view custom_minimum_size 252;§8.2 文 270 差异只登记不修) +CANVAS_W = 1280 # 基座档(art-bible §8.1) + + +def draw_base(canvas_w=CANVAS_W, canvas_h=800, b_h=B_H): + """样张底板(T1):B/C/D 三区骨架——分区数值按 battle.md 指路、B 区按代码 252;格边长=CELL_D 45 + (D 区 10×10 板实比,§8.1)。返回 (img, zones)——zones 供 S/P 断言取样: + b=(0,0,w,b_h) 含明细带;band=明细带 24px;c=(0,b_h+4,240,h);d=(244,b_h+4,w,h)。""" + img = Image.new("RGBA", (canvas_w, canvas_h), (24, 20, 17, 255)) + d = ImageDraw.Draw(img) + c_y = b_h + 4 + # B 区(舞台底=世界底层下沿子带 L 0.014–0.06;文字=信息面层暖白) + d.rectangle([0, 0, canvas_w, b_h], fill=(62, 52, 42), outline=UIKIT["PANEL_BORDER"]) + beam = Image.new("RGBA", (canvas_w, b_h), (0, 0, 0, 0)) db = ImageDraw.Draw(beam) for bx0 in (110, 900, 1055, 1210): for i in range(60): a = int(26 * (1 - i / 60.0)) db.rectangle([bx0 - 46 + i // 3, 0, bx0 + 46 - i // 3, 40 + i * 3], fill=(255, 236, 200, a)) - scr.alpha_composite(beam, (0, 0)) + img.alpha_composite(beam, (0, 0)) + # 明细带(挖掘期收起 24px) + d.rectangle([0, b_h - 24, canvas_w, b_h], fill=(46, 39, 32)) + # C 区 + d.rectangle([0, c_y, 240, canvas_h], fill=UIKIT["PANEL_HERO"], outline=UIKIT["PANEL_BORDER"]) + # D 区 + d.rectangle([244, c_y, canvas_w, canvas_h], fill=(34, 29, 24), outline=UIKIT["PANEL_BORDER"]) + # D 区顶行工具件(停手/图例/刷新+AP 点阵+RAP) + d.rectangle([252, c_y + 6, 304, c_y + 28], fill=(90, 80, 66), outline=(120, 106, 88)) + d.text((278, c_y + 17), "停手", font=F_LBL2, fill=(232, 222, 200), anchor="mm") + d.rectangle([310, c_y + 6, 354, c_y + 28], fill=(90, 80, 66), outline=(120, 106, 88)) + d.text((332, c_y + 17), "?图例", font=F_LBL2, fill=(232, 222, 200), anchor="mm") + d.rectangle([360, c_y + 6, 428, c_y + 28], fill=(90, 80, 66), outline=(120, 106, 88)) + d.text((394, c_y + 17), "刷新 8|剩2", font=F_LBL2, fill=(232, 222, 200), anchor="mm") + for i in range(6): + col = (232, 200, 120) if i < 4 else (120, 106, 88) + d.ellipse([440 + i * 18, c_y + 10, 452 + i * 18, c_y + 22], fill=col) + d.text((552, c_y + 17), "RAP 6/6", font=F_LBL2, fill=(200, 180, 140), anchor="lm") + zones = {"b": (0, 0, canvas_w, b_h), "band": (0, b_h - 24, canvas_w, b_h), + "c": (0, c_y, 240, canvas_h), "d": (244, c_y, canvas_w, canvas_h)} + return img, zones + + +def render_battle_screen(board_img=None): + """B/C/D 三区全内容 1280×800 mockup(T1 底板+T2 内容)。返回 (scr, zones, board_origin)。""" + scr, zones = draw_base() + d = ImageDraw.Draw(scr) + b_h = B_H d.text((640, 14), "第 3 轮 · 挖掘", font=ImageFont.truetype(ZH_FONT, 15), fill=(240, 226, 200), anchor="mm") draw_standee(scr, 40, 34, "hero", "主角", "", hp=0.7, statuses=("attack_up", "ac_up")) d.text((560, 120), "兑现演出区\n(结算期:光带 → 弹道 → 受击)", font=ImageFont.truetype(ZH_FONT, 13), @@ -799,34 +900,28 @@ def render_battle_screen(): draw_standee(scr, 973, 34, "enemy", "熊地精", "bugbear", order=2, armor="light", hp=0.8, intent="charge", statuses=("alert",)) draw_standee(scr, 1128, 34, "enemy", "食人魔酋长", "ogre_chief", order=3, armor="light", hp=1.0, intent="buff") - # 明细带(挖掘期收起 24px) - d.rectangle([0, 228, 1280, 252], fill=(46, 39, 32)) + # 明细带摘要行 + 结算语境 hero 剪影 mini(P2 三语境之一;右端贴装不越缘) d.text((10, 240), "── 第 3 轮 ── 地精 受到 4 点伤害(增伤 ×1)· 熊地精 蓄力(重击预告)…", font=F_LBL2, fill=(240, 226, 200), anchor="lm") - # ── C 区 240×548 ── - d.rectangle([0, 256, 240, 800], fill=UIKIT["PANEL_HERO"], outline=UIKIT["PANEL_BORDER"]) + mini = HERO.resize((24, int(24 * HERO.size[1] / HERO.size[0])), Image.NEAREST) + scr.alpha_composite(mini, (1236, b_h - 24)) + # ── C 区内容(次级文对齐 §7.2 ≥4.5:1——STONE_DEEP/GOLD_INK 在册墨) ── d.rectangle([8, 264, 232, 340], outline=(120, 106, 88), width=1) # 攻击数据框(直角细线) d.text((16, 276), "攻击 6", font=ImageFont.truetype(ZH_FONT, 15), fill=(30, 26, 22)) - d.text((16, 298), "(+50% 增伤 ×1)", font=F_LBL2, fill=(140, 90, 30)) + d.text((16, 298), "(+50% 增伤 ×1)", font=F_LBL2, fill=(116, 80, 11)) d.text((16, 318), "护甲 AC 12", font=ImageFont.truetype(ZH_FONT, 15), fill=(30, 26, 22)) - d.text((8, 352), "魔法道具槽(预留)", font=F_LBL2, fill=(120, 110, 98)) + d.text((8, 352), "魔法道具槽(预留)", font=F_LBL2, fill=(85, 77, 65)) for i in range(4): d.rectangle([8 + i * 40, 368, 8 + i * 40 + 34, 402], outline=(120, 106, 88), width=1) - d.text((8, 416), "本关强化列表(预留)", font=F_LBL2, fill=(120, 110, 98)) - # ── D 区 ── - d.rectangle([244, 256, 1280, 800], fill=(34, 29, 24), outline=UIKIT["PANEL_BORDER"]) - # 顶行:停手/图例/刷新+AP 点阵+RAP - d.rectangle([252, 262, 304, 284], fill=(90, 80, 66), outline=(120, 106, 88)) - d.text((278, 273), "停手", font=F_LBL2, fill=(232, 222, 200), anchor="mm") - d.rectangle([310, 262, 354, 284], fill=(90, 80, 66), outline=(120, 106, 88)) - d.text((332, 273), "?图例", font=F_LBL2, fill=(232, 222, 200), anchor="mm") - d.rectangle([360, 262, 428, 284], fill=(90, 80, 66), outline=(120, 106, 88)) - d.text((394, 273), "刷新 8|剩2", font=F_LBL2, fill=(232, 222, 200), anchor="mm") - for i in range(6): - col = (232, 200, 120) if i < 4 else (120, 106, 88) - d.ellipse([440 + i * 18, 266, 452 + i * 18, 278], fill=col) - d.text((552, 273), "RAP 6/6", font=F_LBL2, fill=(200, 180, 140), anchor="lm") - return scr + d.text((8, 416), "本关强化列表(预留)", font=F_LBL2, fill=(85, 77, 65)) + # ── D 区主样张板(10×10@45px=450×450+悬崖 8)嵌进工具行之下居中 ── + board_origin = None + if board_img is not None: + bx = 244 + (1036 - board_img.size[0]) // 2 + by = b_h + 4 + 34 + (800 - b_h - 4 - 34 - board_img.size[1]) // 2 + scr.paste(board_img.convert("RGB"), (bx, by), board_img) + board_origin = (bx, by) + return scr, zones, board_origin # ══ 机检 ══ @@ -1033,6 +1128,211 @@ def run_checks(board, placement, records, band, gmap, canvas_img=None): return all(c[2] for c in CHECKS) +# ══ 整屏四项(S1–S4,art-bible §1.4 整屏样张闸)+战斗表现五项(P1–P5)+护甲对比锚(A7) ══ +def _grad_top_cells(scr, frac=100): + """整屏横向梯度图(步长 2)——首焦唯一性取样用,返回 [(ΔL, x, y)] 降序。""" + rgbp = scr.convert("RGB").load() + w, h = scr.size + grad = [] + for y in range(0, h, 2): + for x in range(0, w - 2, 2): + c1, c2 = rgbp[x, y], rgbp[x + 2, y] + l1 = 0.2126 * c1[0] + 0.7152 * c1[1] + 0.0722 * c1[2] + l2 = 0.2126 * c2[0] + 0.7152 * c2[1] + 0.0722 * c2[2] + grad.append((abs(l1 - l2), x, y)) + grad.sort(reverse=True) + return grad[:max(1, len(grad) // frac)] + + +def _mask_maxch_dist(img, box, tol=40): + """隔离剪影掩码:四角中值底色 + 三通道最大距离阈值(蓝夹克对暖底 maxΔ>40 可掩)。""" + crop = img.crop(box).convert("RGB") + w, h = crop.size + px = crop.load() + corners = [px[1, 1], px[w - 2, 1], px[1, h - 2], px[w - 2, h - 2]] + bg = tuple(sorted(c[i] for c in corners)[1] for i in range(3)) + mask = [] + for yy in range(h): + for xx in range(w): + c = px[xx, yy] + mask.append(1 if max(abs(c[i] - bg[i]) for i in range(3)) > tol else 0) + return mask, (w, h) + + +def _resample_mask(mask, size, tw=24, th=24): + w, h = size + return [mask[(ty * h // th) * w + (tx * w // tw)] for ty in range(th) for tx in range(tw)] + + +def _mask_iou(a, b): + inter = sum(1 for x, y in zip(a, b) if x and y) + uni = sum(1 for x, y in zip(a, b) if x or y) + return (inter / uni) if uni else 0.0 + + +def _region_wcag(img, box): + """区域 WCAG 相对亮度均值(0–1 线性域——§2 明度带口径;region_luma 是 0–255 加权域不可混用)。""" + crop = img.crop(box).convert("RGB") + px = crop.load() + tot = n = 0 + for yy in range(0, crop.size[1], 2): + for xx in range(0, crop.size[0], 2): + tot += wcag_lum(px[xx, yy]) + n += 1 + return tot / max(1, n) + + +def run_screen_checks(scr, zones, board_origin, frames_strip, frames_meta, s6_img, s6_meta): + """整屏样张闸四项 + 战斗表现五项(战斗表现「一屏样张的验收标准」)+护甲图标挂载对比锚。""" + # S1 整屏①全部文字对直接背景 ≥4.5:1(静态对表——对值即图内实际用色;大字档 3:1 由 A3a 承载) + pairs = [("暖白×舞台底", (240, 226, 200), (62, 52, 42)), ("金亮徽标×舞台底", (224, 184, 96), (62, 52, 42)), + ("暖白×明细带底", (240, 226, 200), (46, 39, 32)), ("标题墨×C区板", (30, 26, 22), (232, 220, 196)), + ("暖白×名字行素底", (240, 226, 200), (40, 34, 32)), ("金深墨×C区板", (116, 80, 11), (232, 220, 196)), + ("深化石×C区板", (85, 77, 65), (232, 220, 196)), ("暖白×工具钮", (232, 222, 200), (90, 80, 66))] + ratios = [(n, round((max(wcag_lum(a), wcag_lum(b)) + 0.05) / (min(wcag_lum(a), wcag_lum(b)) + 0.05), 2)) + for n, a, b in pairs] + weakest = min(ratios, key=lambda r: r[1]) + check("S1", "整屏①全部文字对直接背景 ≥4.5:1(WCAG AA)", all(r[1] >= 4.5 for r in ratios), + "最弱 %s=%.2f;全部 %s" % (weakest[0], weakest[1], ratios)) + # S2 整屏②明度三档带 + 世界底层两子带(§2;舞台=实测区域读数,格底=实测板面;WCAG 0–1 域) + stage_l = _region_wcag(scr, (300, 190, 600, 220)) + bx, by = board_origin + board_span = 10 * CELL_D + 8 + floor_l = _region_wcag(scr, (bx + 2 * CELL_D, by + 3 * CELL_D + 10, bx + 4 * CELL_D, by + 4 * CELL_D - 10)) + info_l = wcag_lum(INK_L_GOLD) + mid_l = wcag_lum(PLAZA_BODY) + ok_s2 = (info_l > mid_l > stage_l and 0.08 <= floor_l <= 0.14 and 0.014 <= stage_l <= 0.06 + and 0.22 <= mid_l <= 0.45 and (floor_l - stage_l) >= 0.02) + check("S2", "整屏②明度三档带成立(信息>世界中层>世界底层)+世界底层两子带(0.014–0.06/0.08–0.14,间隔≥0.02)", + ok_s2, "信息 %.2f/中(地台) %.2f/底层 舞台 %.3f+格底 %.3f/子带间隔 %.3f" + % (info_l, mid_l, stage_l, floor_l, floor_l - stage_l)) + # S3 整屏③首焦唯一(§3.4 整屏延伸:高对比内容量集中单区 ≥55%——挖掘期第一注视点=棋盘区 + # 〔battle.md 信息层级〕;候选区=数字区/B 区立绘,C 区规划面与工具行抢焦即违) + top = _grad_top_cells(scr, 10) + bx, by = board_origin + board_span = 10 * CELL_D + 8 + b_rect = zones["b"] + c_rect = zones["c"] + e_board = e_b = e_c = e_tool = 0 + for g, x, y in top: + if bx <= x < bx + board_span and by <= y < by + board_span: + e_board += g + elif b_rect[0] <= x < b_rect[2] and b_rect[1] <= y < b_rect[3]: + e_b += g + elif c_rect[0] <= x < c_rect[2] and c_rect[1] <= y < c_rect[3]: + e_c += g + elif zones["d"][1] <= y < zones["d"][1] + 30: + e_tool += g + total = e_board + e_b + e_c + e_tool + shares = {"数字区": e_board / max(1, total), "B 区": e_b / max(1, total), + "C 区": e_c / max(1, total), "工具行": e_tool / max(1, total)} + winner = max(shares, key=shares.get) + check("S3", "整屏③首焦唯一(高对比内容量集中单区 ≥55%,无第二焦点竞争;候选=数字区/B 区立绘)", + shares[winner] >= 0.55 and winner in ("数字区", "B 区"), + "能量占比 %s(首焦=%s)" % ({k: round(v, 2) for k, v in shares.items()}, winner)) + # S4 整屏④文字禁直接压纹理底(垫容器/罩层):素底牌顶右上角无字形区平底 + 全牌主色占比 + # + 牌区零地台板身色(§6.1/§7.2 同文断言的样张侧)+明细带平底 + d_ = ImageDraw.Draw(Image.new("RGB", (1, 1))) + name_w = d_.textbbox((0, 0), "地精", font=F_NAME)[2] + plate_w = 24 + 3 + name_w + 8 + px0 = 818 + (150 - plate_w) / 2 + py0 = 34 + 132 + plate_crop = scr.convert("RGB").crop((int(px0), int(py0), int(px0 + plate_w), int(py0) + 26)) + all_px = list(plate_crop.getdata()) + from collections import Counter as _Counter + main_share = _Counter(all_px).most_common(1)[0] + flat_crop = plate_crop.crop((plate_crop.size[0] - 10, 1, plate_crop.size[0] - 2, 7)) + flat_px = list(flat_crop.getdata()) + flat_plate = sum(1 for c in flat_px if c == (40, 34, 32)) / max(1, len(flat_px)) + rgbp = scr.convert("RGB").load() + plinth_hit = sum(1 for yy in range(int(py0), int(py0) + 26) for xx in range(int(px0), int(px0 + plate_w)) + if rgbp[xx, yy][:3] == PLAZA_BODY) + band_flat = region_luma(scr, (700, 232, 1100, 246)) + band_expect = sum(w * c for w, c in zip((0.2126, 0.7152, 0.0722), (46, 39, 32))) + check("S4", "整屏④文字禁直接压纹理底(名字行=素底牌平底+牌区零地台板身色+明细带平底)", + flat_plate >= 0.95 and main_share[0] == (40, 34, 32) and main_share[1] >= len(all_px) * 0.6 + and plinth_hit == 0 and abs(band_flat - band_expect) < 3, + "牌顶角平底 %.0f%%;主色 %s 占 %.0f%%;牌区地台色命中 %d;明细带 L %.2f" + % (flat_plate * 100, main_share[0], main_share[1] * 100.0 / len(all_px), plinth_hit, band_flat)) + # P1 战斗表现①棋盘区零打扰(数字格砖心零战斗元素签名色;数字对比硬指标由 A3a 承载。 + # 签名表不含 CONTACT_GLOW——其色与数字冷亮墨 INK_L_COLD 差 <24 不可色分,空间约束由 F5a 承载) + sigs = list(GLOW_GROUPS.values()) + [DANGER_RED] + viol = [] + for (dx_, dy_), dg in DIGITS.items(): + if dg <= 0: + continue + x0, y0 = bx + dx_ * CELL_D, by + dy_ * CELL_D + m = int(CELL_D * 0.2) + for yy in range(y0 + m, y0 + CELL_D - m, 2): + for xx in range(x0 + m, x0 + CELL_D - m, 2): + c = rgbp[xx, yy][:3] + if any(all(abs(c[i] - s_[i]) <= 24 for i in range(3)) for s_ in sigs): + viol.append(((dx_, dy_), c)) + break + check("P1", "战斗表现①棋盘区零打扰(数字格砖心零战斗元素签名色;挖掘期抢焦禁令由 S3 首焦承载)", + not viol, "违例 %s" % viol if viol else "%d 个数字格砖心全净" % len(DIGITS)) + # P2 战斗表现②剪影跨舞台通用(灰度轮廓通道——S6 三语境隔离剪影两两 IoU ≥0.35) + masks = [_mask_maxch_dist(s6_img, box) for box in s6_meta["hero_boxes"]] + rm = [_resample_mask(m, s) for m, s in masks] + ious = [round(_mask_iou(rm[0], rm[1]), 2), round(_mask_iou(rm[0], rm[2]), 2), round(_mask_iou(rm[1], rm[2]), 2)] + check("P2", "战斗表现②剪影跨舞台通用(灰度三语境两两 IoU ≥0.35——识别只靠轮廓通道)", + min(ious) >= 0.35, + "舞台×棋盘 %s/舞台×明细 %s/棋盘×明细 %s" % tuple(ious)) + # P3 战斗表现③动画方案可读(三组关键帧 ≥3 帧、相邻帧互异、退场末帧=灰化残位非瞬消) + fw, fh = frames_meta["frame_size"] + distinct, death_ok, death_note = True, True, "" + for key, (xs, y0) in frames_meta["strips"].items(): + crops = [frames_strip.crop((x, y0, x + fw, y0 + fh)).convert("RGB") for x in xs] + for c1, c2 in zip(crops, crops[1:]): + if list(c1.getdata()) == list(c2.getdata()): + distinct = False + if key == "death": + sat = list(crops[2].convert("HSV").split()[1].getdata()) + ink = sum(1 for p in crops[2].getdata() if p != (34, 29, 24)) + death_ok = max(sat) <= 90 and ink > 200 + death_note = "末帧最大饱和 %d/残位像素 %d" % (max(sat), ink) + check("P3", "战斗表现③动画方案可读(三组关键帧条各 3 帧+相邻帧互异+退场末帧灰化残位禁瞬消)", + distinct and death_ok, death_note or "三组帧互异") + # P4 战斗表现④战斗空间成立(双舞台结构边界在位:C/D 顶缘描边连续+区间净缝+明细带在位) + c_y = zones["c"][1] + + def line_hit(y, x0, x1, col, tol=30): + n = hits = 0 + for x in range(x0, x1, 4): + n += 1 + if all(abs(rgbp[x, y][i] - col[i]) <= tol for i in range(3)): + hits += 1 + return hits / max(1, n) + + ok_p4 = (line_hit(c_y, 246, 1276, UIKIT["PANEL_BORDER"]) >= 0.9 + and line_hit(c_y, 2, 238, UIKIT["PANEL_BORDER"]) >= 0.9 + and all(rgbp[x, B_H + 2][:3] == (24, 20, 17) for x in range(250, 1270, 60)) + and line_hit(B_H - 2, 250, 1270, (46, 39, 32)) >= 0.9) + check("P4", "战斗表现④战斗空间成立(双舞台边界线在位+区间净缝;视线锚归 S3 首焦唯一)", ok_p4, + "C/D 顶缘描边与净缝读数见 detail") + # P5 战斗表现⑤敌层插入位置可裁(遮挡对照:顶层 数字/印记/小人 可辨、敌像垫底可辨) + ox0, oy0, ox1, oy1 = s6_meta["overlap"] + crop = s6_img.crop((ox0, oy0, ox1, oy1)).convert("RGB") + cpx = crop.load() + + def count_near(col, tol=28): + return sum(1 for yy in range(crop.size[1]) for xx in range(crop.size[0]) + if all(abs(cpx[xx, yy][i] - col[i]) <= tol for i in range(3))) + + cnt = {"数字墨": count_near(INK_L_WARM), "封印黑": count_near(SEAL_BLACK, 12), + "小人蓝": count_near(HERO_BLUE), "敌像灰": count_near((110, 104, 98), 14)} + ok_p5 = cnt["数字墨"] >= 25 and cnt["封印黑"] >= 8 and cnt["小人蓝"] >= 20 and cnt["敌像灰"] >= 10 + check("P5", "战斗表现⑤敌层插入位置可裁(遮挡对照组:数字>小人>旗>敌,顶层三件可辨计数达标)", ok_p5, + "计数 %s" % cnt) + # A7 护甲三枚对挂载素底 ≥3:1(§5.3 共用验收——色值=产出件常量,尺寸/装载由 V8/V9 单测承载) + a_mount = wcag_lum((40, 34, 32)) + a_ratios = [(k, round((max(wcag_lum(c), a_mount) + 0.05) / (min(wcag_lum(c), a_mount) + 0.05), 2)) + for k, c in [("轻甲", ARMOR_LIGHT_COL), ("魔甲", ARMOR_WARD_COL), ("重甲", ARMOR_HEAVY_COL)]] + check("A7", "护甲三枚对挂载底色(名字行素底 #282220)图形对比 ≥3:1(§5.3 共用验收)", + all(r[1] >= 3.0 for r in a_ratios), " %s" % a_ratios) + return all(c[2] for c in CHECKS) + + def cg_board_region(board, x0, y0, c): return board.crop((x0, y0, x0 + c, y0 + c)).convert("RGB") @@ -1090,26 +1390,263 @@ def render_s3(cell=64): return Image.merge("HSV", (h, s, v)).convert("RGB").convert("RGBA") +def render_s3b(cell=64): + """S3b 图类型色板变体第二套(§1.4 内容清单「至少两套」的第三套槽位;§4.3 四槽换色示意—— + deep_underdark 方向候选:灰黑主调+矿脉金属,§6.3 终值未冻结本套为方向示意)。信息层恒定: + 数字亮墨在换色后重画;微光取与 S3 不同组(blast 覆盖另一组互辨)。""" + rows = ["WWWW", "WFFW", "WFWF"] + gmap = GMap(rows) + board, placement, glow = render_board(gmap, cell, overlays=False) + gd = Image.new("RGBA", board.size, (0, 0, 0, 0)) + draw_type_glow(gd, 1 * cell, 2 * cell, cell, "blast") + board.alpha_composite(gd) + board = draw_slab_cliff(board, cols=gmap.w) + h, s, v = board.convert("HSV").split() + h = h.point(lambda _: 12) + s = s.point(lambda x: min(255, int(10 + x * 0.30))) + v = v.point(lambda x: int(x * 0.90)) + out = Image.merge("HSV", (h, s, v)).convert("RGB").convert("RGBA") + draw_digit_direct(out, 2 * cell, 1 * cell, cell, 5, F_DIGIT) # 信息层恒定——换色后重画 + return out + + +def render_keyframes(): + """S5 三组关键帧条(战斗表现「一屏样张的验收标准」内容清单:受击/退场/高光兑现, + 每组至少起中末三帧;退场末帧=灰化残位——「死亡禁止瞬消」机器代理;每组标注减动效简化形态)。 + 返回 (strip, meta)——meta[key]=(行 x 列表, 行 y0),供 P3 断言按 bbox 取样。""" + fw, fh, gap = 110, 116, 16 + labels = [("hit", "受击:常态→闪白+火花→回位(减动效=时长减半)"), + ("death", "退场:常态→灰化+碎块→塌陷残位(减动效=直达残位;禁瞬消)"), + ("highlight", "高光兑现:行→金框强调→定格(减动效=直达终态)")] + row_h = fh + 30 + strip = Image.new("RGBA", ((fw + gap) * 3 + gap, row_h * 3 + 6), (24, 20, 17, 255)) + d = ImageDraw.Draw(strip) + meta = {"frame_size": (fw, fh), "strips": {}} + def base_frame(sx, sy, col_body, flash=0, sparks=0, shards=(), sink=0, alpha=255, gold=0): + x0, y0 = sx, sy + 4 + d.rectangle([x0, y0, x0 + fw, y0 + fh], fill=(34, 29, 24), outline=(120, 106, 88)) + cy = y0 + 58 + sink + if gold == 2: + d.rectangle([x0 + 4, y0 + fh - 34, x0 + fw - 4, y0 + fh - 6], fill=(240, 168, 40), outline=(224, 184, 96), width=2) + elif gold == 1: + d.rectangle([x0 + 4, y0 + fh - 34, x0 + fw - 4, y0 + fh - 6], outline=(224, 184, 96), width=2) + else: + d.rectangle([x0 + 4, y0 + fh - 34, x0 + fw - 4, y0 + fh - 6], outline=(120, 106, 88), width=1) + d.text((x0 + 10, y0 + fh - 20), "伤害 4 → 地精", font=F_LBL2, fill=(240, 226, 200)) + col = (col_body[0], col_body[1], col_body[2], alpha) + d.text((x0 + fw // 2, cy), "▆", font=F_STANDEE, fill=col, anchor="mm") + for k, (ox_, oy_) in enumerate(shards): + d.rectangle([x0 + fw // 2 + ox_, cy + oy_, x0 + fw // 2 + ox_ + 6, cy + oy_ + 4], + fill=(110, 104, 98, alpha)) + if sparks: + for k in range(sparks): + ang = 6.283 * k / sparks + d.ellipse([x0 + fw // 2 + 26 * math.cos(ang) - 2, cy - 14 * math.sin(ang) - 2, + x0 + fw // 2 + 26 * math.cos(ang) + 2, cy - 14 * math.sin(ang) + 2], + fill=(230, 190, 90)) + if flash: + d.rectangle([x0 + 1, y0 + 1, x0 + fw - 1, y0 + fh - 1], fill=(255, 255, 255, flash)) + xs = [gap + i * (fw + gap) for i in range(3)] + for gi, (key, label) in enumerate(labels): + y0 = 4 + gi * row_h + meta["strips"][key] = (list(xs), y0) + if key == "hit": + base_frame(xs[0], y0, (150, 60, 48)) + base_frame(xs[1], y0, (150, 60, 48), flash=120, sparks=6) + base_frame(xs[2], y0, (150, 60, 48)) + elif key == "death": + base_frame(xs[0], y0, (150, 60, 48)) + base_frame(xs[1], y0, (110, 104, 98), shards=[(-18, 6), (14, 10), (-6, 14)], alpha=200) + base_frame(xs[2], y0, (110, 104, 98), sink=6, + shards=[(-26, 18), (20, 22), (-10, 26), (8, 20), (-2, 30)], alpha=150) + else: + base_frame(xs[0], y0, (150, 60, 48), gold=0) + base_frame(xs[1], y0, (150, 60, 48), gold=1) + base_frame(xs[2], y0, (240, 168, 40), gold=2) + d.text((xs[2] + fw + gap + 4, y0 + 46), label, font=F_LBL2, fill=(225, 215, 195)) + return strip, meta + + +def _outline_underlay(src, outline_rgb): + """alpha 边缘 1px 外扩描边垫层(主角深墨描边/敌方暖白描边共用)。""" + a = src.split()[3] + dil = a.filter(ImageFilter.MaxFilter(3)) + edge = ImageChops.subtract(dil, a) + under = Image.new("RGBA", src.size, outline_rgb + (255,)) + under.putalpha(edge) + return under + + +def render_outline_overlap(): + """S6 剪影跨舞台三语境(P2 灰度取样,隔离平底免污染)+描边同屏对照(主角深墨 (40,19,13)/ + 敌方暖白族——art-prompts §5.4 描边条款)+护甲三枚展示+遮挡对照组(P5——敌人姿态精灵与 + 数字/封印印记/小人同格叠放,绘制优先级 数字>小人>旗>敌)。返回 (img, meta)。""" + W, H = 940, 190 + img = Image.new("RGBA", (W, H), (24, 20, 17, 255)) + d = ImageDraw.Draw(img) + meta = {"hero_boxes": [], "overlap": None, "armor": {}} + # ① 战斗舞台语境:主角立绘 96px + 深墨描边 + por = PORTRAIT_SRC.resize((96, 96), Image.NEAREST) + img.alpha_composite(_outline_underlay(por, (40, 19, 13)), (18, 14)) + img.alpha_composite(por, (18, 14)) + meta["hero_boxes"].append((18, 14, 18 + 96, 14 + 96)) + d.text((18, 116), "主角·战斗舞台语境\n描边=深墨 (40,19,13)", font=F_LBL2, fill=(225, 215, 195)) + # ② 棋盘格语境:小人 48px 压已开格底 + d.rectangle([150, 14, 214, 78], fill=(24, 20, 16)) + fl = FLOORS[0].resize((64, 64), Image.NEAREST) + img.paste(fl.convert("RGB"), (150, 14)) + h48 = HERO.resize((48, int(48 * HERO.size[1] / HERO.size[0])), Image.NEAREST) + img.alpha_composite(h48, (150 + (64 - h48.size[0]) // 2, 14 + 64 - h48.size[1] - 8)) + meta["hero_boxes"].append((150 + (64 - h48.size[0]) // 2, 14 + 64 - h48.size[1] - 8, + 150 + (64 - h48.size[0]) // 2 + h48.size[0], 14 + 64 - 8)) + d.text((150, 116), "棋盘格语境\n(隔离已开格底)", font=F_LBL2, fill=(225, 215, 195)) + # ③ 结算明细带语境:小人 24px 压明细带底 + d.rectangle([238, 14, 302, 78], fill=(46, 39, 32)) + h24 = HERO.resize((24, int(24 * HERO.size[1] / HERO.size[0])), Image.NEAREST) + img.alpha_composite(h24, (238 + 8, 14 + 52 - h24.size[1])) + meta["hero_boxes"].append((238 + 8, 14 + 52 - h24.size[1], 238 + 8 + h24.size[0], 14 + 52)) + d.text((238, 116), "结算明细带语境\n(同剪影 24px)", font=F_LBL2, fill=(225, 215, 195)) + # ④ 敌方描边对照:字形多向偏移暖白垫底+本体深朱 + for ddx, ddy in [(-1, 0), (1, 0), (0, -1), (0, 1), (-1, -1), (1, -1), (-1, 1), (1, 1)]: + d.text((350 + 32 + ddx, 14 + 32 + ddy), "█", font=F_STANDEE, fill=(240, 226, 200), anchor="mm") + d.text((350 + 32, 14 + 32), "█", font=F_STANDEE, fill=(150, 60, 48), anchor="mm") + d.text((350, 116), "敌方描边=暖白族\n(非黑非深褐)", font=F_LBL2, fill=(225, 215, 195)) + # ⑤ 护甲三枚展示(源 24×24 挂 HP_BAR_BACK 素底——工单 §5.3 挂载底色口径) + for i, key in enumerate(["light", "ward", "heavy"]): + ax = 470 + i * 60 + d.rectangle([ax, 14, ax + 40, 54], fill=(40, 34, 32)) + tex = _armor_tex(key) + if tex is not None: + img.paste(tex, (ax + 8, 22), tex) + meta["armor"][key] = (ax + 8, 22, ax + 8 + 24, 22 + 24) + d.text((ax + 4, 58), {"light": "轻甲", "ward": "魔甲", "heavy": "重甲"}[key], font=F_LBL2, fill=(225, 215, 195)) + d.text((470, 116), "护甲三枚 24×24\n挂载底=名字行素底", font=F_LBL2, fill=(225, 215, 195)) + # ⑥ 遮挡对照组:敌像(最底)→旗→小人+蓝框→数字(最顶)——P5 断言:顶层三件仍可辨 + cx, cy0 = 700, 10 + d.rectangle([cx, cy0, cx + 68, cy0 + 68], fill=(24, 20, 16)) + img.paste(FLOORS[1].resize((64, 64), Image.NEAREST).convert("RGB"), (cx + 2, cy0 + 2)) + d.text((cx + 34, cy0 + 30), "▆", font=ImageFont.truetype(ZH_FONT, 30), fill=(110, 104, 98), anchor="mm") + px_, py_ = cx + 30, cy0 + 12 + d.line([(px_, py_), (px_, cy0 + 52)], fill=(222, 210, 186), width=2) + d.polygon([(px_, py_), (px_ + 14, py_ + 4), (px_, py_ + 9)], fill=SEAL_BLACK) + h28 = HERO.resize((24, int(24 * HERO.size[1] / HERO.size[0])), Image.NEAREST) + img.alpha_composite(h28, (cx + 36, cy0 + 40 - h28.size[1])) + d.rectangle([cx + 3, cy0 + 3, cx + 65, cy0 + 65], outline=HERO_BLUE, width=2) + d.text((cx + 14, cy0 + 46), "6", font=ImageFont.truetype(ZH_FONT, 24), fill=INK_L_WARM) + meta["overlap"] = (cx, cy0, cx + 68, cy0 + 68) + d.text((cx, cy0 + 76), "遮挡对照组:数字>小人>旗>敌\n(敌像最底,顶层三件可辨)", font=F_LBL2, fill=(225, 215, 195)) + return img, meta + + +# ══ 素材程序化产出(--gen-assets;art-prompts §5.2/§5.3 工单,色值全取 v3.22 在册值零新增) ══ +PLAZA_EDGE = (76, 64, 56) # 描边 #4C4038(§4.1 换色合并登记目标值) +PLAZA_RIM = (201, 175, 131) # 顶缘受光线 #C9AF83(掩尘同枚——合并登记) +PLAZA_BODY = (150, 130, 100) # 板身 #968264(STAND_STONE) +ARMOR_INK = (51, 38, 27) # 图标深墨描边 #33261B(主墨) +ARMOR_LIGHT_COL = (205, 184, 140) # 轻甲 #CDB88C(WARM_FAINT——换色合并⑤) +ARMOR_WARD_COL = (240, 226, 200) # 魔法护甲 #F0E2C8(暖白) +ARMOR_HEAVY_COL = (134, 140, 154) # 重甲 #868C9A(ARMOR_PLATE_COLD) + + +def _ink_outline_polygon(d, pts, fill, width=3): + """深墨描边画法:先画 width+2 的墨线再画 width 的面色(=1px 墨缘,工单「1px 深墨描边」)。""" + d.line(pts, fill=ARMOR_INK, width=width + 2) + d.line(pts, fill=fill, width=width) + + +def gen_scene_plaza(): + """地台件 48×12(§5.2 工艺要点:1px 上描边+2px 顶缘受光线+8px 板身+1px 下描边;左右 1px 全周闭合)。""" + im = Image.new("RGBA", (48, 12), PLAZA_BODY + (255,)) + d = ImageDraw.Draw(im) + d.rectangle([0, 0, 47, 11], outline=PLAZA_EDGE + (255,), width=1) # 全周闭合描边 + d.rectangle([1, 1, 46, 2], fill=PLAZA_RIM + (255,)) # 顶缘受光线 2px(纵向不缩放区) + return im + + +def _armor_canvas(): + return Image.new("RGBA", (24, 24), (0, 0, 0, 0)) + + +def gen_armor_light(): + """轻甲 = 皮条/布带记号(斜跨皮带+扣件,甲面覆盖率≈0,主体留空——§5.3.1;3px 带宽 1px 墨描边)。""" + im = _armor_canvas() + d = ImageDraw.Draw(im) + _ink_outline_polygon(d, [(5, 18), (18, 6)], ARMOR_LIGHT_COL, width=3) # 斜跨皮带 + d.rectangle([9, 9, 14, 14], outline=ARMOR_INK + (255,), width=1) # 皮带扣 + d.rectangle([10, 10, 13, 13], fill=ARMOR_LIGHT_COL + (255,)) + return im + + +def gen_armor_ward(): + """魔法护甲 = 符纹饰带(横向符纹带+两枚 ≤3×3 符点,零金属甲板——§5.3.2)。""" + im = _armor_canvas() + d = ImageDraw.Draw(im) + d.rectangle([4, 10, 19, 14], fill=ARMOR_INK + (255,)) + d.rectangle([4, 11, 19, 13], fill=ARMOR_WARD_COL + (255,)) # 符纹带 + d.rectangle([8, 17, 10, 19], fill=ARMOR_WARD_COL + (255,)) # 符点一(3×3) + d.rectangle([13, 4, 15, 6], fill=ARMOR_WARD_COL + (255,)) # 符点二(3×3) + return im + + +def gen_armor_heavy(): + """重甲 = 金属甲板覆盖肩与胸(肩两块+胸一块,覆盖率三档最大——§5.3.3)。""" + im = _armor_canvas() + d = ImageDraw.Draw(im) + for box in [(3, 3, 10, 9), (13, 3, 20, 9), (7, 12, 16, 21)]: # 肩×2+胸×1 + d.rectangle(list(box), fill=ARMOR_INK + (255,)) + d.rectangle([box[0] + 1, box[1] + 1, box[2] - 1, box[3] - 1], fill=ARMOR_HEAVY_COL + (255,)) + return im + + +def gen_batch_assets(): + """产出四件素材并入包:地台件 scene/ + 护甲三枚 ui/icons/(§5.2/§5.3——程序化直出即终稿)。""" + out = [] + plaza_path = os.path.join(ROOT, "game", "assets", "art", "scene", "scene_stage_plaza.png") + os.makedirs(os.path.dirname(plaza_path), exist_ok=True) + im = gen_scene_plaza() + im.save(plaza_path) + out.append((plaza_path, im.size, 3)) + for key, fn in [("light", gen_armor_light), ("ward", gen_armor_ward), ("heavy", gen_armor_heavy)]: + p = os.path.join(ROOT, "game", "assets", "ui", "icons", "ui_armor_%s.png" % key) + im = fn() + im.save(p) + out.append((p, im.size, 2)) + for p, size, ncol in out: + colors = len({c for c in Image.open(p).convert("RGBA").getdata() if c[3] > 0}) + print("[gen] %s size=%s 不透明像素域色数=%d" % (p, size, colors)) + if size not in ((48, 12), (24, 24)) or colors > 32: + raise RuntimeError("素材产出校验失败: %s" % p) + print("[gen] 四件素材产出完成(§5.2/§5.3 工单口径)") + return out + + def main(): + if "--gen-assets" in sys.argv: + gen_batch_assets() + return 0 print("=== 样张 v3 方向稿生成 + 机检(参考) ===") board, placement, records, band, gmap = render_main_board() - canvas = Image.new("RGBA", (1560, 1560), (24, 20, 17, 255)) + canvas = Image.new("RGBA", (1560, 2080), (24, 20, 17, 255)) ok = run_checks(board, placement, records, band, gmap, canvas) - d = ImageDraw.Draw(canvas) - d.text((20, 14), "战斗一屏样张方向稿 v3-draft(2026-09-29,art-bible v3.0)——格底分档+亮墨直画+色牌后备+B区看台+E格高墙立面(v3.1);机检 %s(方向稿参考,冻结归目检后机检批);巢穴纹=程序占位" % - ("全绿" if ok else "有 FAIL"), col=(232, 222, 200), font=F_TITLE) + # 三区 mockup(T1 底板 + T2 内容;板面在 render_battle_screen 内嵌装) + scr, zones, board_origin = render_battle_screen(board) + if "--save-baseline" in sys.argv: + os.makedirs(os.path.dirname(BASELINE_PNG), exist_ok=True) + scr.convert("RGB").save(BASELINE_PNG) + print("saved(baseline):", BASELINE_PNG) + return 0 + frames_strip, frames_meta = render_keyframes() + s6_img, s6_meta = render_outline_overlap() + run_screen_checks(scr, zones, board_origin, frames_strip, frames_meta, s6_img, s6_meta) - # 三区 mockup - scr = render_battle_screen() - # D 区主样张板(10×10@45px=450×450)嵌进 mockup D 区(工具行之下居中) - bx = 244 + (1036 - board.size[0]) // 2 - by = 256 + 34 + (800 - 256 - 34 - board.size[1]) // 2 - scr.paste(board.convert("RGB"), (bx, by), board) + d = ImageDraw.Draw(canvas) + d.text((20, 14), "战斗一屏样张方向稿 v3-draft(2026-09-29,art-bible v3.0;迭代 43 扩展:整屏两版+S1–S4/P1–P5 断言)——机检 %s(方向稿参考,冻结归目检后机检批)" % + ("全绿" if ok else "有 FAIL"), col=(232, 222, 200), font=F_TITLE) canvas.paste(scr, (20, 52)) - d.text((20, 866), "三区 mockup(1280×800 实比):B 区站桩(主角立绘 48×48 朝右/敌字形占位 ▂▆█/顺位/意图/名行=护甲图标+纯名字)", + d.text((20, 866), "三区 mockup(1280×800 实比,B 区按代码 252):B 区站桩(主角立绘 96 朝右/敌字形占位/顺位 FS_HINT/意图素牌/血条=危险红/名行=素底牌+护甲 PNG)", col=(225, 215, 195), font=F_LBL) - d.text((20, 886), "C 区攻击数据框+预留槽 · D 区主样张板(方案甲拼装/接触带微光=蓝缘带/悬停金框/封印印记/危险格巢穴占位)", + d.text((20, 886), "C 区攻击数据框+预留槽 · D 区主样张板(方案甲拼装/接触带微光/悬停金框/封印印记/危险格巢穴占位)", col=(225, 215, 195), font=F_LBL) # S2 数字全档 @@ -1121,11 +1658,15 @@ def main(): s2h = s2.resize((s2.size[0] // 2, s2.size[1] // 2), Image.NEAREST) canvas.paste(s2h, (20, oy2 + 76)) - # S3 underdark + # S3 / S3b 图类型色板变体两套(§1.4 内容清单:至少两套) oy3 = oy2 + 76 + 60 s3 = render_s3() canvas.paste(s3, (20, oy3)) - d.text((20 + s3.size[0] + 14, oy3 + 8), "S3 图类型换色对照(underdark 冷调,§4.3 四槽换色示意):\n信息层恒定——亮墨三档/微光五组/封印黑/危险红同 S2", + s3b = render_s3b() + canvas.paste(s3b, (320, oy3)) + d.text((630, oy3 + 8), "S3 图类型换色对照(underdark 冷调,§4.3 四槽换色示意):\n信息层恒定——亮墨三档/微光五组/封印黑/危险红同 S2", + col=(225, 215, 195), font=F_LBL) + d.text((630, oy3 + 78), "S3b 变体第二套(deep_underdark 方向候选:灰黑+矿脉金属;\n§6.3 终值未冻结,方向示意)——两套并陈满足 §1.4「至少两套」", col=(225, 215, 195), font=F_LBL) # S4 图例 @@ -1134,40 +1675,72 @@ def main(): for name, rgb in [("封印黑", SEAL_BLACK), ("危险红", DANGER_RED), ("奖励金", REWARD_GOLD), ("小人蓝(候选)", HERO_BLUE), ("接触带微光(候选)", CONTACT_GLOW)]: d.rectangle([x, oy4, x + 34, oy4 + 34], fill=rgb, outline=(90, 80, 66)) - d.text((x - 4, oy4 + 38), name, col=(225, 215, 195), font=F_LBL2) if False else d.text((x - 4, oy4 + 38), name, font=F_LBL2, fill=(225, 215, 195)) + d.text((x - 4, oy4 + 38), name, font=F_LBL2, fill=(225, 215, 195)) x += 150 for key in ["attack", "heal", "pierce", "magic", "blast"]: rgb = GLOW_GROUPS[key] d.rectangle([x, oy4, x + 34, oy4 + 34], fill=rgb, outline=(90, 80, 66)) d.text((x - 4, oy4 + 38), GLOW_FAMILY[key] + "微光", font=F_LBL2, fill=(225, 215, 195)) x += 150 - d.text((20, oy4 + 66), "机检断言=F1 方案甲拼装/F2 旗∈未开格/F3 脚锚自底 25%/F4 0 格无字形/F5 微光带限+F6 立面双明度带/F7 悬崖同源 + A1 色板禁入带/A2 周界闭合/A3 图底分离/A4 混排/A5 净空/A6 观感密度——详见机检报告;全过=四冻结,气质终审=批末用户目检", - col=(225, 215, 195), font=F_LBL2) + d.text((20, oy4 + 66), "机检断言=F1 方案甲拼装/F2 旗∈未开格/F3 脚锚自底 25%/F4 0 格无字形/F5 微光带限+F6 立面双明度带/F7 悬崖同源" + " + A1 色板禁入带/A2 周界闭合/A3 图底分离/A4 混排/A5 净空/A6 观感密度", col=(225, 215, 195), font=F_LBL2) + d.text((20, oy4 + 82), "整屏四项 S1–S4 + 战斗表现五项 P1–P5 + A7 护甲对比 + V1 两版出口/V10 基线并排——详见机检报告;" + "全过=机检冻结,气质终审=用户目检(方向稿目检先行)", col=(225, 215, 195), font=F_LBL2) - os.makedirs(os.path.dirname(OUT_PNG), exist_ok=True) + # S5 三组关键帧条 / S6 剪影三语境+描边对照+遮挡对照组 + oy5 = oy4 + 104 + canvas.paste(frames_strip, (20, oy5)) + d.text((430, oy5 + 8), "S5 三组关键帧条(受击/退场/高光兑现,各起中末三帧;\n退场末帧=灰化残位——禁瞬消;每组标注减动效简化形态)", col=(225, 215, 195), font=F_LBL) + oy6 = oy5 + frames_strip.size[1] + 26 + canvas.paste(s6_img, (20, oy6)) + d.text((970, oy6 + 8), "S6 剪影跨舞台三语境(P2 灰度取样)+描边同屏对照\n(主角深墨/敌方暖白族)+护甲三枚展示+遮挡对照组(P5)", col=(225, 215, 195), font=F_LBL) + + # 两版样张出口(V1)+改前/改后并排(V10) + os.makedirs(os.path.dirname(OUT_ED1), exist_ok=True) canvas.convert("RGB").save(OUT_PNG) print("saved:", OUT_PNG) + scr.convert("RGB").save(OUT_ED1) + print("saved:", OUT_ED1) + scale = 1080.0 / scr.size[1] + w2 = int(round(scr.size[0] * scale)) + ed2 = Image.new("RGB", (1920, 1080), (0, 0, 0)) + ed2.paste(scr.convert("RGB").resize((w2, 1080), Image.NEAREST), ((1920 - w2) // 2, 0)) + ed2.save(OUT_ED2) + print("saved:", OUT_ED2) + check("V1", "样张两版产出(1280×800 基座 + 1920×1080=全局等比 1.35×+左右黑边,§8.2 1920 档策略)", + os.path.exists(OUT_ED1) and os.path.exists(OUT_ED2) + and Image.open(OUT_ED1).size == (1280, 800) and Image.open(OUT_ED2).size == (1920, 1080), + "ed1 %s / ed2 %s / 黑边各 %dpx" % (Image.open(OUT_ED1).size, Image.open(OUT_ED2).size, (1920 - w2) // 2)) + has_base = os.path.exists(BASELINE_PNG) + if has_base: + ba = Image.new("RGB", (2570, 810), (24, 20, 17)) + base_im = Image.open(BASELINE_PNG).convert("RGB") + ba.paste(base_im, (5, 5)) + ba.paste(Image.open(OUT_ED1).convert("RGB"), (1285 + 5, 5)) + ba.save(OUT_BEFORE_AFTER) + print("saved:", OUT_BEFORE_AFTER) + check("V10", "改前/改后并排对拍图产出(基线版与改后版两源样张尺寸一致+并排图生成)", + has_base and Image.open(BASELINE_PNG).size == (1280, 800) and os.path.exists(OUT_BEFORE_AFTER), + "baseline %s / ed1 1280×800 / 并排 %s" % (Image.open(BASELINE_PNG).size if has_base else "缺(先 --save-baseline)", OUT_BEFORE_AFTER)) + # A5b 终稿净空(装配后画布——A5 原断言跑在空白底板上,此处补实际成图净空) + edge_hits_final = edge_content(canvas) + check("A5b", "装配成稿四缘 2px 净空(实际画幅,零溢出)", edge_hits_final == 0, "缘带内容像素 %d" % edge_hits_final) + ok_all = all(c[2] for c in CHECKS) # 机检报告 os.makedirs(os.path.dirname(OUT_REPORT), exist_ok=True) with open(OUT_REPORT, "w", encoding="utf-8") as f: - f.write("# 样张 v3 机检报告【冻结】(2026-09-30 批 A——v3.5 用户验收态断言定值落锁;气质终审已由 2026-09-29 用户验收豁免,台账 281)\n\n") - f.write("生成:`python tools/render_sample_sheet_v3.py`;v3.5 冻结口径:格底分档(世界底层档 L≈0.10,带 0.08–0.14)/亮墨直画三档/色牌后备/物件级装饰/B 区舞台;断言定值=A3b 图底分离 Δ≥30(实测 38)+A4 尺寸基线(立绘 46×48/小人源 32×32 硬等);F6 沿用 v3.4 双明度带口径 Δ≥18。\n\n") - f.write("## v1 否决原因 → 断言映射\n\n") - f.write("| 否决原因(2026-09-28 用户) | 断言承载 |\n|---|---|\n") - f.write("| ①显示太丑(总纲) | A6 观感密度(整板明度 std ≥50.9=v1 实测 44.31×1.15)+既有装饰变体 ≥2 种 |\n") - f.write("| ②封印色冲突 | 封印黑 #000000(9b6fcf6 已落,A1a 对表自动覆盖) |\n") - f.write("| ③立体感不够 | A3 阈值 40→55 + F6 顶面/立面双明度带 Δ≥18 + F7 整板悬崖 DEPTH_PX 同源 |\n") - f.write("| ④微光格只留微光 | F5c 微光段零 draw_inlay(d1dea82 已落) |\n\n") + f.write("# 样张 v3 机检报告(2026-09-30 批 A 断言定值 + 迭代 43 整屏扩展 S1–S4/P1–P5/V1/V10/A7/A5b)\n\n") + f.write("生成:`python tools/render_sample_sheet_v3.py`;v3.5 冻结口径:格底分档/亮墨直画三档/色牌后备/物件级装饰/B 区舞台;A3b 图底分离 Δ≥30;A4 尺寸基线(立绘 46×48/小人源 32×32 硬等)。" + "迭代 43 扩展:B 区按代码 252 出样;整屏四项与战斗表现五项断言落 CHECKS;两版样张出口与基线并排对拍。方向稿目检先行,机检冻结归目检通过后。\n\n") f.write("## 断言明细\n\n") f.write("| 断言 | 判据 | 结果 | 明细 |\n|---|---|---|---|\n") for cid, name, okk, detail in CHECKS: f.write("| %s | %s | %s | %s |\n" % (cid, name, "PASS" if okk else "**FAIL**", detail.replace("|", "/"))) - f.write("\n结论:**%s**(%d/%d PASS)。v3 方向稿机检=可行性参考(A3 亮墨对比为硬指标);冻结 = 用户目检方向稿后机检批(v3.0 闸形:目检先行→机检冻结)。\n" % - ("全绿" if ok else "有红灯", sum(1 for c in CHECKS if c[2]), len(CHECKS))) + f.write("\n结论:**%s**(%d/%d PASS)。\n" % ("全绿" if ok_all else "有红灯", sum(1 for c in CHECKS if c[2]), len(CHECKS))) print("saved:", OUT_REPORT) - print("=== 机检结论: %s (%d/%d) ===" % ("全绿" if ok else "FAIL", sum(1 for c in CHECKS if c[2]), len(CHECKS))) - return 0 if ok else 1 + print("=== 机检结论: %s (%d/%d) ===" % ("全绿" if ok_all else "FAIL", sum(1 for c in CHECKS if c[2]), len(CHECKS))) + return 0 if ok_all else 1 if __name__ == "__main__":