iter43-卡1:战斗一屏样张批:五项实装定值落码——血条填充#A8321F经UiKit.HP_BAR_FILL(§4.2语义物件,#689CE8退役值零残留)/条底收HP_BAR_TRACK/顺位徽标提档FS_HINT/护甲三键换24×24 PNG(UiKit.TEX_ARMOR_*单点,缺位回退字形)/名字行垫HP_BAR_BACK素底牌且基线上移地台顶上方(§6.1/§7.2,几何单点_name_plate_rect+name_line_probe扩出口)/地台件TEX_STAGE_PLAZA九宫格横向拉伸接装(缺位回退程序化三段)——样张脚本扩展:draw_base两版画布出口(1280×800基座+1920×1080全局等比1.35×左右黑边96px)/B区按代码252出样/mockup镜像五项定值/S3b色板变体第二套/S5三组关键帧条/S6剪影三语境+描边对照+遮挡对照组/整屏四项断言S1–S4/战斗表现五项P1–P5/A7护甲对比锚/V1两版尺寸/V10基线并排/A5b成稿净空(机检30/30全绿)+--gen-assets四件素材产出入包;新单元套件standee_present_values(V5–V9真实入口断言18条全绿)登记manifest;三枚护甲PNG入包;批件三份落reports(实现报告/反哺点12条/追认单11条);并master合入态订正(迭代41测试债批清偿存量红与tween缺陷)
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@@ -34,6 +34,13 @@ v3.0 口径(方向稿=目检先行闸,冻结归机检):
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输出 = artwork/mockups/sample-batch-v3-final-2026-09-30.png(v3.5 冻结口径的正式产物)
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+ 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)。
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用法:python tools/render_sample_sheet_v3.py
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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)
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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)
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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
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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)
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+ 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
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+ 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)。
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"""
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from PIL import Image, ImageDraw, ImageFilter, ImageChops, ImageFont
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import os
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@@ -60,6 +67,10 @@ BOARD_DIR = ("game", "assets", "art", "board")
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CHAR_DIR = ("game", "assets", "art", "character")
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ICON_DIR = ("game", "assets", "ui", "icons")
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OUT_PNG = os.path.join(ROOT, "artwork", "mockups", "sample-batch-v3-final-2026-09-30.png")
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OUT_ED1 = os.path.join(ROOT, "artwork", "mockups", "sample_battle_screen_1280x800.png")
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OUT_ED2 = os.path.join(ROOT, "artwork", "mockups", "sample_battle_screen_1920x1080.png")
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BASELINE_PNG = os.path.join(ROOT, "artwork", "mockups", "sample_battle_screen_baseline_1280.png")
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OUT_BEFORE_AFTER = os.path.join(ROOT, "artwork", "mockups", "sample_battle_screen_before_after.png")
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OUT_REPORT = os.path.join(ROOT, "reports", "sample-v3-final-机检报告-2026-09-30.md")
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T_FONT = asset_root("artwork", "ui-reuse-2026-09-23",
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"4-字体", "fusion-pixel-12px(OFL)", "fusion-pixel-12px-proportional-latin.ttf")
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@@ -107,7 +118,7 @@ F_LBL2 = ImageFont.truetype(ZH_FONT, 12)
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F_TITLE = ImageFont.truetype(ZH_FONT, 19)
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F_STANDEE = ImageFont.truetype(ZH_FONT, 42) # 敌像字形占位
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F_NAME = ImageFont.truetype(ZH_FONT, 12)
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F_ORDER = ImageFont.truetype(ZH_FONT, 13)
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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)
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F_INTENT = ImageFont.truetype(ZH_FONT, 15)
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CHECKS = [] # (id, name, ok, detail)
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@@ -729,21 +740,47 @@ def render_main_board():
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return board, placement, records, band, gmap
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# ══ B 区站桩(mockup 1:1) ══
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# ══ 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/
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# 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) ══
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_PLAZA_CACHE = {}
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_ARMOR_CACHE = {}
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def _plaza_tex():
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"""地台件 48×12(缺位回退 None——程序化平色镜像实装 fallback)。"""
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if "tex" not in _PLAZA_CACHE:
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try:
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_PLAZA_CACHE["tex"] = Image.open(asset_root(
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"game", "assets", "art", "scene", "scene_stage_plaza.png")).convert("RGBA")
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except FileNotFoundError:
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_PLAZA_CACHE["tex"] = None
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return _PLAZA_CACHE["tex"]
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def _armor_tex(armor):
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"""护甲图标 24×24(缺位回退 None——mockup 画字形,实装画字形占位同构)。"""
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if armor not in _ARMOR_CACHE:
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try:
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_ARMOR_CACHE[armor] = Image.open(asset_root(
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"game", "assets", "ui", "icons", "ui_armor_%s.png" % armor)).convert("RGBA")
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except FileNotFoundError:
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_ARMOR_CACHE[armor] = None
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return _ARMOR_CACHE[armor]
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def draw_standee(canvas, ox, oy, kind, name, enemy_id, order=1, armor="light",
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hp=1.0, intent="", statuses=(), dead=False):
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"""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。"""
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"""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。"""
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d = ImageDraw.Draw(canvas)
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W, H = 150, 176
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# 头顶:顺位徽标(敌)+血条
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# 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)
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tx = ox + 8
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if kind == "enemy":
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d.text((tx, oy + 2), "①②③"[order - 1], font=F_ORDER, fill=(176, 122, 20))
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d.text((tx, oy + 2), "①②③"[order - 1], font=F_ORDER, fill=(224, 184, 96))
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tx += 18
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bw = W - 16 - (18 if kind == "enemy" else 0)
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d.rectangle([tx, oy + 4, tx + bw, oy + 14], fill=(60, 52, 42))
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d.rectangle([tx, oy + 4, tx + int(bw * hp), oy + 14],
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fill=(124, 196, 124) if kind == "hero" else (150, 60, 48))
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d.rectangle([tx, oy + 4, tx + bw, oy + 14], fill=(26, 26, 28))
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d.rectangle([tx, oy + 4, tx + int(bw * hp), oy + 14], fill=(168, 50, 31))
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# 状态图标行(血条正下方,16px 定稿 PNG)
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sx = ox + (W - 17 * max(1, len(statuses))) // 2
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for i, ic in enumerate(statuses):
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@@ -758,39 +795,103 @@ def draw_standee(canvas, ox, oy, kind, name, enemy_id, order=1, armor="light",
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glyph = {"goblin": "▂", "bugbear": "▆", "ogre_chief": "█"}.get(enemy_id, "敌")
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col = (150, 60, 48) if not dead else (110, 104, 98)
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d.text((ox + W // 2, pbox_y + 48), glyph, font=F_STANDEE, fill=col, anchor="mm")
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# 意图徽标(立绘上半部居中悬浮)
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# 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)
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if intent:
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glyph, col = {"damage": ("⚔", (198, 61, 34)), "buff": ("✦", (46, 134, 222)),
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"debuff": ("☠", (122, 66, 148)), "charge": ("⚔", (176, 122, 20))}[intent]
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glyph, col = {"damage": ("⚔", (150, 44, 36)), "buff": ("✦", (30, 90, 150)),
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"debuff": ("☠", (122, 66, 148)), "charge": ("⚔", (116, 80, 11))}[intent]
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ts = d.textbbox((0, 0), glyph, font=F_INTENT)
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tw_, th_ = ts[2] - ts[0], ts[3] - ts[1]
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d.rectangle([ox + W // 2 - tw_ / 2 - 4, pbox_y + 30 - th_ * 0.75,
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ox + W // 2 + tw_ / 2 + 4, pbox_y + 30 + th_ * 0.35], fill=(233, 217, 184))
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d.text((ox + W // 2, pbox_y + 30), glyph, font=F_INTENT, fill=col, anchor="mm")
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# 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)
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# 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)
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sh = Image.new("RGBA", (W, 30), (0, 0, 0, 0))
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ImageDraw.Draw(sh).ellipse([28, 6, W - 28, 24], fill=(0, 0, 0, 70))
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canvas.alpha_composite(sh, (ox, oy + 146))
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d.rectangle([ox + 18, oy + 158, ox + W - 18, oy + 170], fill=(150, 130, 100), outline=(90, 76, 58))
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d.rectangle([ox + 18, oy + 158, ox + W - 18, oy + 160], fill=(196, 172, 132))
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# 敌名行:护甲类型图标+纯名字(AC 数值不展示)
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ped_w = W - 36
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ped_x, ped_y = ox + 18, oy + 158
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tex = _plaza_tex()
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if tex is not None:
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canvas.paste(tex.crop((0, 0, 4, 12)).resize((4, 12), Image.NEAREST), (ped_x, ped_y))
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canvas.paste(tex.crop((4, 0, 44, 12)).resize((ped_w - 8, 12), Image.NEAREST), (ped_x + 4, ped_y))
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canvas.paste(tex.crop((44, 0, 48, 12)).resize((4, 12), Image.NEAREST), (ped_x + ped_w - 4, ped_y))
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else:
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d.rectangle([ped_x, ped_y, ped_x + ped_w, ped_y + 12], fill=PLAZA_BODY, outline=PLAZA_EDGE)
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d.rectangle([ped_x, ped_y, ped_x + ped_w, ped_y + 2], fill=PLAZA_RIM)
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# 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;
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# 护甲图标=24×24 PNG 缺位回退字形;几何镜像 standee_body._name_plate_rect)
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if kind == "enemy":
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d.text((ox + 16, oy + 172), ARMOR_ICONS[armor], font=F_NAME, fill=ARMOR_COLORS[armor], anchor="lm")
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d.text((ox + 30, oy + 172), name, font=F_NAME, fill=(240, 226, 200), anchor="lm")
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itex = _armor_tex(armor)
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if itex is not None:
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icon_w, icon_draw = 24.0, ("tex", itex)
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else:
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gtxt = ARMOR_ICONS[armor]
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icon_w = d.textbbox((0, 0), gtxt, font=F_NAME)[2]
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icon_draw = ("glyph", gtxt, ARMOR_COLORS[armor])
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name_w = d.textbbox((0, 0), name, font=F_NAME)[2]
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plate_w = icon_w + 3.0 + name_w + 8.0
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px0 = ox + (W - plate_w) / 2
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py0 = oy + 158 - 26
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d.rectangle([px0, py0, px0 + plate_w, py0 + 26], fill=(40, 34, 32))
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base_x, base_y = px0 + 4, py0 + 17 # 基线=牌顶+17(镜像 _name_baseline;box.y-27 < 地台顶)
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if icon_draw[0] == "tex":
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canvas.paste(icon_draw[1].resize((24, 24), Image.NEAREST),
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(int(base_x), py0 + 1), icon_draw[1].resize((24, 24), Image.NEAREST))
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else:
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d.text((base_x, base_y), icon_draw[1], font=F_NAME, fill=icon_draw[2], anchor="ls")
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d.text((base_x + icon_w + 3.0, base_y), name, font=F_NAME, fill=(240, 226, 200), anchor="ls")
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if dead:
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gray = Image.new("RGBA", (W, H), (100, 100, 100, 120))
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canvas.alpha_composite(gray, (ox, oy))
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def render_battle_screen():
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"""B/C/D 三区全内容 1280×800 mockup。"""
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scr = Image.new("RGBA", (1280, 800), (24, 20, 17, 255))
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d = ImageDraw.Draw(scr)
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# ── 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) ──
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d.rectangle([0, 0, 1280, 252], fill=(62, 52, 42), outline=UIKIT["PANEL_BORDER"])
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beam = Image.new("RGBA", (1280, 252), (0, 0, 0, 0))
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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)
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CANVAS_W = 1280 # 基座档(art-bible §8.1)
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def draw_base(canvas_w=CANVAS_W, canvas_h=800, b_h=B_H):
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"""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
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(D 区 10×10 板实比,§8.1)。返回 (img, zones)——zones 供 S/P 断言取样:
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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)。"""
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img = Image.new("RGBA", (canvas_w, canvas_h), (24, 20, 17, 255))
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d = ImageDraw.Draw(img)
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c_y = b_h + 4
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# 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)
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d.rectangle([0, 0, canvas_w, b_h], fill=(62, 52, 42), outline=UIKIT["PANEL_BORDER"])
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beam = Image.new("RGBA", (canvas_w, b_h), (0, 0, 0, 0))
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db = ImageDraw.Draw(beam)
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for bx0 in (110, 900, 1055, 1210):
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for i in range(60):
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a = int(26 * (1 - i / 60.0))
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db.rectangle([bx0 - 46 + i // 3, 0, bx0 + 46 - i // 3, 40 + i * 3], fill=(255, 236, 200, a))
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scr.alpha_composite(beam, (0, 0))
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img.alpha_composite(beam, (0, 0))
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# 明细带(挖掘期收起 24px)
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d.rectangle([0, b_h - 24, canvas_w, b_h], fill=(46, 39, 32))
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# C 区
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d.rectangle([0, c_y, 240, canvas_h], fill=UIKIT["PANEL_HERO"], outline=UIKIT["PANEL_BORDER"])
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# D 区
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d.rectangle([244, c_y, canvas_w, canvas_h], fill=(34, 29, 24), outline=UIKIT["PANEL_BORDER"])
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# D 区顶行工具件(停手/图例/刷新+AP 点阵+RAP)
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d.rectangle([252, c_y + 6, 304, c_y + 28], fill=(90, 80, 66), outline=(120, 106, 88))
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d.text((278, c_y + 17), "停手", font=F_LBL2, fill=(232, 222, 200), anchor="mm")
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d.rectangle([310, c_y + 6, 354, c_y + 28], fill=(90, 80, 66), outline=(120, 106, 88))
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d.text((332, c_y + 17), "?图例", font=F_LBL2, fill=(232, 222, 200), anchor="mm")
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d.rectangle([360, c_y + 6, 428, c_y + 28], fill=(90, 80, 66), outline=(120, 106, 88))
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d.text((394, c_y + 17), "刷新 8|剩2", font=F_LBL2, fill=(232, 222, 200), anchor="mm")
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for i in range(6):
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col = (232, 200, 120) if i < 4 else (120, 106, 88)
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d.ellipse([440 + i * 18, c_y + 10, 452 + i * 18, c_y + 22], fill=col)
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d.text((552, c_y + 17), "RAP 6/6", font=F_LBL2, fill=(200, 180, 140), anchor="lm")
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zones = {"b": (0, 0, canvas_w, b_h), "band": (0, b_h - 24, canvas_w, b_h),
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"c": (0, c_y, 240, canvas_h), "d": (244, c_y, canvas_w, canvas_h)}
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return img, zones
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def render_battle_screen(board_img=None):
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"""B/C/D 三区全内容 1280×800 mockup(T1 底板+T2 内容)。返回 (scr, zones, board_origin)。"""
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scr, zones = draw_base()
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d = ImageDraw.Draw(scr)
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b_h = B_H
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d.text((640, 14), "第 3 轮 · 挖掘", font=ImageFont.truetype(ZH_FONT, 15), fill=(240, 226, 200), anchor="mm")
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draw_standee(scr, 40, 34, "hero", "主角", "", hp=0.7, statuses=("attack_up", "ac_up"))
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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),
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@@ -799,34 +900,28 @@ def render_battle_screen():
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draw_standee(scr, 973, 34, "enemy", "熊地精", "bugbear", order=2, armor="light", hp=0.8, intent="charge",
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statuses=("alert",))
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draw_standee(scr, 1128, 34, "enemy", "食人魔酋长", "ogre_chief", order=3, armor="light", hp=1.0, intent="buff")
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# 明细带(挖掘期收起 24px)
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d.rectangle([0, 228, 1280, 252], fill=(46, 39, 32))
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# 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)
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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__":
|
||||
|
||||
Reference in new issue
Block a user