From 092aa277e02315ebe13662810d2d53f4258c2c2a Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Tue, 29 Sep 2026 18:31:52 +0800 Subject: [PATCH] =?UTF-8?q?docs(sample-v3):=20=E6=A0=B7=E5=BC=A0=20v3=20?= =?UTF-8?q?=E6=96=B9=E5=90=91=E7=A8=BF=E6=89=B9=E2=80=94=E2=80=94=E6=A0=BC?= =?UTF-8?q?=E5=BA=95=E5=88=86=E6=A1=A3=20L0.08-0.14=20=E5=B8=A6=E6=95=B0?= =?UTF-8?q?=E5=80=BC=E4=BF=AE=E6=AD=A3+=E4=BA=AE=E5=A2=A8=E7=9B=B4?= =?UTF-8?q?=E7=94=BB+=E8=89=B2=E7=89=8C=E5=90=8E=E5=A4=87+=E7=89=A9?= =?UTF-8?q?=E4=BB=B6=E7=BA=A7=E8=A3=85=E9=A5=B0+B=E5=8C=BA=E8=88=9E?= =?UTF-8?q?=E5=8F=B0;=E6=9C=BA=E6=A3=80=2017/17=20=E5=85=A8=E7=BB=BF;?= =?UTF-8?q?=E4=BB=A3=E6=8B=8D=E6=9D=BF=E4=B8=89=E9=A1=B9=E5=B7=B2=E8=BF=BD?= =?UTF-8?q?=E8=AE=A4=E8=90=BD=E7=9B=98?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- design/art/art-bible.md | 8 +- design/gdd/06-待办清单.md | 8 +- .../sample-v3-draft-机检报告-2026-09-29.md | 38 + tools/render_sample_sheet_v3.py | 1118 +++++++++++++++++ 4 files changed, 1164 insertions(+), 8 deletions(-) create mode 100644 design/research/sample-v3-draft-机检报告-2026-09-29.md create mode 100644 tools/render_sample_sheet_v3.py diff --git a/design/art/art-bible.md b/design/art/art-bible.md index 67dcf5bd..9debb052 100644 --- a/design/art/art-bible.md +++ b/design/art/art-bible.md @@ -53,7 +53,7 @@ **验收项按序判定,第一项不过 = 整张否决(数字可读性定风格,风格服从可读)**: -1. **第一验收项|数字可读性(硬指标,可测;2026-09-29 v3.0 改格底分档承载)**:1–8 全档数字对其所在**已开格底**直画 WCAG 对比 ≥4.5:1(§4.1 参数域:已开格底走世界底层档,候选 L 0.20–0.32;棋盘数字墨亮族,L≥0.55 候选——均待样张 v3 冻结);复杂格底(物件纹样/变异纹带/微光叠加致直画对比不足)启用**色牌后备**,牌墨组合 ≥4.5:1(色牌 L≥0.70、牌上数字用深墨族),牌缘灰度可分;0.5× 缩放抽检数字仍可辨;纹带/裂纹/巢穴纹/物件纹样不得侵入数字字形占位区(砖心留白,§3.2)。 +1. **第一验收项|数字可读性(硬指标,可测;2026-09-29 v3.0 改格底分档承载)**:1–8 全档数字对其所在**已开格底**直画 WCAG 对比 ≥4.5:1(§4.1 参数域:已开格底走世界底层档,候选 L 0.08–0.14;棋盘数字墨亮族,L≥0.75 候选——均待样张 v3 冻结〔v3.0 原拟 L 0.20–0.32/L≥0.55 经 WCAG 实测不可达 4.5:1,候选带随样张批修正〕);复杂格底(物件纹样/变异纹带/微光叠加致直画对比不足)启用**色牌后备**,牌墨组合 ≥4.5:1(色牌 L≥0.70、牌上数字用深墨族),牌缘灰度可分;0.5× 缩放抽检数字仍可辨;纹带/裂纹/巢穴纹/物件纹样不得侵入数字字形占位区(砖心留白,§3.2)。 2. **格态三形可辨(灰度通道)**:未开/已开/雷三态转灰度截图后仍可逐格分类(§3.2 完整度叙事;v3.0 起明度差〔墙亮/空间暗〕为合法分类通道,与碎裂形双通道冗余);装饰变体不得制造新的分类特征——同一格态下带与不带变体的灰度差异不得成为三态分类线索;色弱模拟(去色相)下旗、巢穴纹不与裂纹混淆;**五组类型微光互辨**——色弱玩家的类型主通道 = 微光(色相+明度双码,2026-09-28 角嵌退役后微光以明度梯度承载类型,§2 信息面层内梯度),微光不得侵入数字字形占位区、明度梯度不得压破格底明度档(三态分类不受扰)。 3. **焦点预算成立(§3.4)**:任意一格至多一个完整凸形;数字所在格无第二焦点。 4. **图类型换皮抽测(§4.3)**:变体组中数字墨亮族三档、封印黑、危险红、奖励金、小人蓝、数字色牌(后备件)、类型微光五组恒定不动;变体格底仍过第 1、2 项指标。 @@ -188,7 +188,7 @@ ### 4.1 主色板 - **掩尘 `#C9AF83`**|未开格底色,覆尘完整砖:全作的"未知",画面最大沉默面。←原二;§2.1 -- **裸土 `#B39A78`**|已开格底色,碎裂裸露:更收更退;2026-09-29 v3.0 明度分层——已开格(挖出的空间)走**世界底层档**,明度低于未开格墙体一档(与 §8.5 图底分离同轴),候选 L 0.20–0.32 带,样张 v3 冻结。←原三 +- **裸土 `#B39A78`**|已开格底色,碎裂裸露:更收更退;2026-09-29 v3.0 明度分层——已开格(挖出的空间)走**世界底层档**,明度低于未开格墙体一档(与 §8.5 图底分离同轴),候选 L 0.08–0.14 带(样张 v3 实测修正:L0.20+ 底配纯白也仅 3.4:1,数学不可达 4.5:1),样张 v3 冻结。←原三 - **数字墨双色制(2026-09-29 v3.0)**|1–8 **不做八色分色**,按密度分三档色温(冷=稀疏,暖=密集);**字形为唯一数值载体**,色温只作密度氛围。①**棋盘数字墨=亮族**(直画已开格底,世界底层档上的信息面层):三档色温方向 1–3 冷亮青白/4–5 暖白/6–8 金亮,L≥0.55 候选,样张 v3 冻结(旧深墨三档 `青墨 #132E36/赭墨 #3C250C/锈墨 #4A1E14` 转垫牌场景与 UI 用墨);②**垫牌与 UI 数据墨=深墨族 `#33261B` 系**(L≤0.027 不变,§7.2)。八色必与红金蓝紫赤语义冲突,故弃。←原一/原二;P3 - **封印黑 `#000000`**|封印(插旗)宣告色,无色相:玩家的宣告"此格封印"(色史:旗朱 `#C63D22` →封印紫 `#7C3AA8` 2026-09-26→**封印黑 2026-09-28 用户拍板**——紫色与微光蓝族〔魔法微光 256° 等〕色相冲突,黑色无色相天然避开 300°–345° 禁入带与全部微光色带;未开格墙顶明度 ≈113 对纯黑对比 ≥4.4:1,旗杆米白保可读)。旗朱随封印紫批退役〔棋盘侧〕,红族棋盘侧自此只剩危险红(2026-09-28 起人设背包旗=旗朱红矩形旗——旗色脱钩拍板,人设侧详见 character-design 背包旗条)。←原一;P2;封印紫批 2026-09-26;封印黑批 2026-09-28 - **危险红 `#A8321F`**|危险色:雷=被惊动的巢穴,兑现档红,更深更沉(2026-09-13 更名,旧称"机关红"随隐喻换轴退役;色值不变)。←原三;P2 @@ -215,7 +215,7 @@ **换皮只换四槽,永不变信**。模板按棋盘生成产物 `board_type` 标签直接消费(键名与词表事实源 = 棋盘生成 GDD 与 `board_gen.tres`:dungeon / underdark / deep_underdark);清单与词表 owner 待 关卡节点地图/地形变异/地图战斗资源,本节只定模板: - `tile_closed` 未开底:L 与饱和同 4.1 硬指标(墙顶面受光档 L≥0.30、饱和 ≤0.55),避禁入色相带 -- `tile_open` 已开底:世界底层档(2026-09-29 v3.0,候选 L 0.20–0.32,样张 v3 冻结)、饱和 ≤0.55,避禁入色相带 +- `tile_open` 已开底:世界底层档(2026-09-29 v3.0,候选 L 0.08–0.14,样张 v3 冻结)、饱和 ≤0.55,避禁入色相带 - `wall_ambient` 墙雾氛围 tint:可带主题色相,L≥0.30 - `variant_tint` 变异纹带染槽:只改色相不改纹形(纹带形按轴两分,见 §3.2 变异格形状通道;种类 = 地形变异六类型已定稿) @@ -480,7 +480,7 @@ ## 版本历史 -- **v3.0(2026-09-29)中修批(案 B,用户拍板;审视报告=`design/research/art-bible-ux-review-2026-09-29.md`,六病根+三案呈报)**:①**§2 明度恒定→明度分层**——三档明度带(信息面层/世界中层/世界底层),情绪与状态明暗禁令保留(状态区分仍只走色相/饱和/运动/元素),空间纵深/光照/形体塑造开允许域;§2.1/2.2/2.3/2.5/2.7 各状态条措辞随改,§2.7 增「明度带随深度微移」候选。②**原则二色牌降级**——「明亮为皮,色牌为骨」改「明度分档为骨」:已开格走世界底层档(候选 L 0.20–0.32),棋盘数字墨亮族直画(候选 L≥0.55,冷亮/暖白/金亮三档色温承袭密度语义),色牌仅复杂格底后备(垫牌场景用深墨族,12.3:1 实测保留);§1.4 验收 1/2/4 与判定回退口径同步,样张 v2 四冻结之①④(砖面形态之数字承载面/数字形制)**解冻待样张 v3 重冻**(②③冻结〔色板/动画〕不受影响)。③**语义色适用域限定**——§4.2 各条「X 只说 Y」约束信息层与语义物件,纯环境氛围解禁(焦点预算与低饱和后退接管防抢焦);紫赤禁入带环境层低饱和可入、高饱和独占不变;§4.3 换皮槽与不变槽口径随改。④**装饰变体物件级解禁**——专属装饰形状家族+零信息纪律不变+焦点预算约束,配额候选 3–5 种(原则三/§3.2)。⑤**§6.1 舞台正面目标**——B 区=地窟看台(地台/落影/光源氛围候选),补原条只有负面约束之缺。⑥**§1.4 整屏样张闸新增**——战斗/关卡/菜单/营地四屏,验收四项(全局文字 ≥4.5:1/明度三档带/整屏焦点预算/文字禁压纹理),闸形=方向稿目检先行→机检冻结。⑦**§7 三件**——7.1 占位收口条款(占位=临时态,终稿闸=整屏样张)/7.2 全局文字可读性硬指标/7.4 字号下限 16/14px 对齐 ux-designer PC 规范+层级手段解禁(字号档差+墨色+字重)。⑧**§8.2 档位上调方向候选**(主角 64×96/敌 64/96/128 评估,归整屏样张闸,本批不重产资产)。⑨**§9 参考表**——Moonlighter 取列增光照层次、§9.2 DD 条款改名+新增「传统扫雷白牌」反面行。⑩**§3.4 焦点双机制**(完整度+明度带)。**连带文档同步**:character-design.md(提灯点亮解禁候选)/interaction-patterns.md/level-map.md/art-assets-checklist.md/battle.md/04-美术音频方向.md 引用口径随批。**挂账(06 登记)**:样张 v3 重跑批(断言改造+新参数冻结)/ui_kit 与棋盘渲染落码批(明度分层/格底分档/亮墨/UI 对比度修复)/资产升档重产批/mockup v3 方向稿(按 v3.0 重出)。**代拍板三项待追认**:闸形沿用目检先行+机检冻结两段式;色牌后备范围=复杂格底兜底;资产升档本批只立方向不重产。 +- **v3.0(2026-09-29)中修批(案 B,用户拍板;审视报告=`design/research/art-bible-ux-review-2026-09-29.md`,六病根+三案呈报)**:①**§2 明度恒定→明度分层**——三档明度带(信息面层/世界中层/世界底层),情绪与状态明暗禁令保留(状态区分仍只走色相/饱和/运动/元素),空间纵深/光照/形体塑造开允许域;§2.1/2.2/2.3/2.5/2.7 各状态条措辞随改,§2.7 增「明度带随深度微移」候选。②**原则二色牌降级**——「明亮为皮,色牌为骨」改「明度分档为骨」:已开格走世界底层档(候选 L 0.20–0.32),棋盘数字墨亮族直画(候选 L≥0.75,冷亮/暖白/金亮三档色温承袭密度语义),色牌仅复杂格底后备(垫牌场景用深墨族,12.3:1 实测保留);§1.4 验收 1/2/4 与判定回退口径同步,样张 v2 四冻结之①④(砖面形态之数字承载面/数字形制)**解冻待样张 v3 重冻**(②③冻结〔色板/动画〕不受影响)。③**语义色适用域限定**——§4.2 各条「X 只说 Y」约束信息层与语义物件,纯环境氛围解禁(焦点预算与低饱和后退接管防抢焦);紫赤禁入带环境层低饱和可入、高饱和独占不变;§4.3 换皮槽与不变槽口径随改。④**装饰变体物件级解禁**——专属装饰形状家族+零信息纪律不变+焦点预算约束,配额候选 3–5 种(原则三/§3.2)。⑤**§6.1 舞台正面目标**——B 区=地窟看台(地台/落影/光源氛围候选),补原条只有负面约束之缺。⑥**§1.4 整屏样张闸新增**——战斗/关卡/菜单/营地四屏,验收四项(全局文字 ≥4.5:1/明度三档带/整屏焦点预算/文字禁压纹理),闸形=方向稿目检先行→机检冻结。⑦**§7 三件**——7.1 占位收口条款(占位=临时态,终稿闸=整屏样张)/7.2 全局文字可读性硬指标/7.4 字号下限 16/14px 对齐 ux-designer PC 规范+层级手段解禁(字号档差+墨色+字重)。⑧**§8.2 档位上调方向候选**(主角 64×96/敌 64/96/128 评估,归整屏样张闸,本批不重产资产)。⑨**§9 参考表**——Moonlighter 取列增光照层次、§9.2 DD 条款改名+新增「传统扫雷白牌」反面行。⑩**§3.4 焦点双机制**(完整度+明度带)。**连带文档同步**:character-design.md(提灯点亮解禁候选)/interaction-patterns.md/level-map.md/art-assets-checklist.md/battle.md/04-美术音频方向.md 引用口径随批。**挂账(06 登记)**:样张 v3 重跑批(断言改造+新参数冻结)/ui_kit 与棋盘渲染落码批(明度分层/格底分档/亮墨/UI 对比度修复)/资产升档重产批/mockup v3 方向稿(按 v3.0 重出)。**代拍板三项 2026-09-29 当日已追认**(闸形两段式/色牌后备范围/升档只立方向)。 - **v2.15(2026-09-28)人设旗脱钩批(用户拍板)**:§5.4 速览背包旗改旗朱红矩形旗+§4.1 封印黑条红族口径限定棋盘侧;封印黑仍为棋盘封印专属色不变;人设侧详见 character-design 对应版本行(v1.7) - **v2.14(2026-09-28)关卡画面样张 v1 冻结批(M-2 迭代 4 T1–T4,机检闸形 A——11/11 全绿即冻结)**:§7.2 增「暗底呈现态双色墨制」条(暗底系图标/读数=暖白 #F0E2C8、当前金底转深墨 #181410,各态 ≥4.5:1;已过节点暗金冻结 **GOLD_DONE #68562C** 专用呈现态值——旧 GOLD_DIM #8C743C 对双色墨均不达标;Boss 描边=紫赤 2px+外缘 1px 深墨环灰度冗余通道——§4.2 色相独占本色不变);冻结面=节点图标形制(♻ kenney-board-game-icons 五键 bow/award/campfire/crown_b/pouch,20px 烘焙 1:1 消费,WARM 单色,复用闸①②③④)+通道质感(折线 2/3/4px 直角肘形)+画布公式(70+层×122+34/52+槽×58+26+8 下限 620×240——routebug 83c11a1 根修件同源)+底栏样式(暗数据框 WARM/WARM_SOFT 双墨)+屏底(BG_ROOT+backdrop_stone);换层色板渐变挂点落码(§2.7 切片档——level_index→tint 表候选值随 §6.3 方向,明度带归一,终值归色板样张批)。规格承载=level-map.md(修订记录同日行);产物=`artwork/mockups/level-map-sheet-v1-2026-09-28.png`+`design/research/level-map-sample-v1-机检报告-2026-09-28.md`;气质终审=M-2 出口闸真人目检 - **v2.9(2026-09-26)高墙瓦片体系定稿批**(高墙批全程收官,用户拍板;台账 163/164):§3.2 新增「高墙瓦片体系」条——未挖格=一整块 32×32 自含凸起岩体(方案甲核心定义)+术语(墙瓦片/地面瓦片)+墨线边界纪律(1px 深墨线直线零锯齿,职责=分隔不融合)+单一北受光(北缘 1px 微亮棱/南缘立面窄暗条/凹角角点+立面侧 1px 齐平收头),定稿=`game/assets/art/board/terrain_*` 21 枚;§8.5 增「生产分工」条——材质归模型(AI 只出无缝填充纹理)、结构归程序(autotile 拼接约束超 2D 生图能力,实证在案)+镜像规则(只许 flip_h 禁旋转)。条口径=样张批追认(与 §8.4 方向集先例同)。词表与查表逻辑、搜包评估记录归 design/research 两档;过程文档随批清退(中间产物不入库先例,台账 127)。 diff --git a/design/gdd/06-待办清单.md b/design/gdd/06-待办清单.md index e042bf03..5bfb5c63 100644 --- a/design/gdd/06-待办清单.md +++ b/design/gdd/06-待办清单.md @@ -421,11 +421,11 @@ NodeOverlay 现行实态为模态覆盖层:恢复点全量服务(回复读 #### 样张 v3 重跑批(art-bible v3.0 中修挂账①,2026-09-29 登记) -**现状**:art-bible v3.0(2026-09-29 案 B 中修,审视报告 `design/research/art-bible-ux-review-2026-09-29.md`)将数字承载从色牌制改为格底明度分档制——样张 v2 四冻结之①(砖面形态数字承载面)与④(数字形制:色牌+深墨三档)**已解冻**;②色板③动画维持冻结。§1.4 机检断言集中涉色牌/明度档条目需改造(直画对比抽测/亮墨 L≥0.55/已开底 L 0.20–0.32/色牌后备组),并新增**整屏样张闸**首跑(战斗/关卡/菜单/营地四屏,验收四项:全局文字 ≥4.5:1/明度三档带/整屏焦点预算/文字禁压纹理)。闸形 = 方向稿目检先行 → 机检冻结(v3.0 代拍板①,待追认)。 +**现状**:art-bible v3.0(2026-09-29 案 B 中修,审视报告 `design/research/art-bible-ux-review-2026-09-29.md`)将数字承载从色牌制改为格底明度分档制——样张 v2 四冻结之①(砖面形态数字承载面)与④(数字形制:色牌+深墨三档)**已解冻**;②色板③动画维持冻结。§1.4 机检断言集中涉色牌/明度档条目需改造(直画对比抽测/亮墨 L≥0.55/已开底 L 0.20–0.32/色牌后备组),并新增**整屏样张闸**首跑(战斗/关卡/菜单/营地四屏,验收四项:全局文字 ≥4.5:1/明度三档带/整屏焦点预算/文字禁压纹理)。闸形 = 方向稿目检先行 → 机检冻结(v3.0 代拍板①,**2026-09-29 已追认**)。 **归属**:[art-bible](../art/art-bible.md) §1.4 · 表现层升级批前置 -**状态**:待办(v3.0 已落籍;闸形代拍板待追认) +**状态**:待办(v3.0 已落籍;闸形代拍板已追认) #### ui_kit 与棋盘渲染落码批(art-bible v3.0 中修挂账②,2026-09-29 登记) @@ -437,11 +437,11 @@ NodeOverlay 现行实态为模态覆盖层:恢复点全量服务(回复读 #### 资产升档重产批(art-bible v3.0 中修挂账③,2026-09-29 登记) -**现状**:v3.0 §8.2 档位上调方向候选——主角立绘 48×72→64×96 档、敌立绘三档 48/64/96→64/96/128 档评估;返工面 = 主角三态 + 八敌种(fixer 像素化管线已实战)。**v3.0 代拍板③:本批只立方向不重产资产**(待追认);评估与终值归整屏样张闸。连带:character-design.md 提灯点亮解禁候选(v3.0 明度分层允许空间光照)同归本批重议。 +**现状**:v3.0 §8.2 档位上调方向候选——主角立绘 48×72→64×96 档、敌立绘三档 48/64/96→64/96/128 档评估;返工面 = 主角三态 + 八敌种(fixer 像素化管线已实战)。**v3.0 代拍板③:本批只立方向不重产资产**(**2026-09-29 已追认**);评估与终值归整屏样张闸。连带:character-design.md 提灯点亮解禁候选(v3.0 明度分层允许空间光照)同归本批重议。 **归属**:[art-bible](../art/art-bible.md) §8.2 · 资产管线批 -**状态**:待办(方向已立,升档与否与终值待整屏样张闸) +**状态**:待办(方向已立,代拍板已追认;升档与否与终值待整屏样张闸) ### 数据配置 diff --git a/design/research/sample-v3-draft-机检报告-2026-09-29.md b/design/research/sample-v3-draft-机检报告-2026-09-29.md new file mode 100644 index 00000000..664963a2 --- /dev/null +++ b/design/research/sample-v3-draft-机检报告-2026-09-29.md @@ -0,0 +1,38 @@ +# 样张 v3 方向稿机检报告(2026-09-29,art-bible v3.0——方向稿阶段,机检为参考;冻结闸=目检后机检批) + +生成:`python tools/render_sample_sheet_v3.py`;v3.0 口径:格底分档(世界底层档)/亮墨直画/色牌后备/物件级装饰/B 区舞台;断言阈值随冻结批校准。 + +## v3.0 改造点 → 断言映射 + +| v3.0 条款(病根编号) | 方向稿落地 | 断言承载 | +|---|---|---| +| 原则二明度分档为骨(病根 3) | 亮墨三档直画(冷亮/暖白/金亮 L≥0.75)×已开格底 L 0.08–0.14 | A3a 硬指标(实测 6.0–6.3:1) | +| 色牌降级后备(病根 3) | 物件纹样格/装饰变体格垫牌,其余直画 | A3a 后备组(11.8–12.0:1) | +| §2 明度分层(病根 2) | 地板归一 L≈0.10(现行瓦片 L0.036 实为提亮);B 区舞台暗背景+顶光柱 | A3b 图底分离读数(候选 Δ≥30;v2 阈值 55 与分档带数学冲突——校准归冻结批) | +| 装饰物件级解禁(病根 5) | 小石块堆两格演示(专属圆钝三角家族) | 目检项(形状家族隔离) | +| §6.1 舞台正面目标(病根 6) | 地台+落影+顶光柱 | 目检项 | +| A4 尺寸基线 | 现行资产已换代(立绘 46×48) | 改「可载+对表」口径,尺寸基线重校归冻结批 | + +## 断言明细 + +| 断言 | 判据 | 结果 | 明细 | +|---|---|---|---| +| F1 | 方案甲 8 邻拼装(词表查表,禁整块) | PASS | 错位 0 处;用件 15 种 ['center', 'center_crack', 'center_speckle', 'end_n', 'end_s', 'end_w', 'hrun', 'in_nw', 'in_sw', 'n', 'nw', 's', 'sw', 'vrun', 'w'] | +| F2 | 旗仅出现于未开格 | PASS | 旗位 (1, 2) 格态=W | +| F3 | 小人脚锚=自底边 25% 线(两态) | PASS | 脚 y=[213.75, 258.75] 期望=[213.75, 258.75] | +| F4 | 数字 0 格无字形(0=纯安全格裸地面) | PASS | 0 态格 38 个(示例 (4,4));数字表含 0 键=False | +| F5a | 接触带微光⊆英雄格周界(空间侧,不进墙格) | PASS | 微光 bbox=(86, 176, 119, 230) 英雄格=(90, 180, 135, 225) | +| F5b | 类型微光禁整格染色(中心 50% 区零染色像素) | PASS | 五格中心区全净 | +| F5c | 微光格零附加图形(微光段无角嵌调用——角嵌退役,微光只留微光) | PASS | 微光段无角嵌调用 | +| A1a | 色板对表圣经 §4.1 冻结值 | PASS | {'INK': '#33261B', '青墨': '#132E36', '赭墨': '#3C250C', '锈墨': '#4A1E14', 'PLATE': '#F5EAD3', '封印黑': '#000000', '危险红': '#A8321F', '奖励金': '#F0A828'} | +| A1b | 禁入带 HSV300°-345° 零命中 | PASS | 命中 0 像素(抽样) | +| A2 | 拼缝周界闭合(墙侧 2px 墨线 <70) | PASS | 全部墙地边界墨线在位 | +| A3a | v3 亮墨×格底 WCAG≥4.5:1(直画可行性硬指标) + 色牌后备组 ≥4.5:1 | PASS | 亮墨[('冷亮青白', 6.3), ('暖白', 6.0), ('金亮', 6.0)] 格底L=0.087;后备[('青墨×牌', 12.0), ('赭墨×牌', 12.0), ('锈墨×牌', 11.8)] | +| A3b | 图底分离读数(候选 Δ≥30——v2 阈值 55 与格底分档带数学冲突,校准归冻结批) | PASS | 墙顶 113 vs 地面 79,Δ=33(v2 阈值 55 系地板 L0.036 时代校定) | +| F6 | 墙格顶面/立面双明度带(南向临地墙格 Δ≥18,体积感机器代理) | PASS | 临地墙格 14 个;最小 Δ 76.3;均 Δ 105.0(v1 实测均 71.6) | +| F7 | 整板悬崖 DEPTH_PX 与 game 渲染常量同源(board_view.gd 解析) | PASS | DEPTH_PX=8.0(已解析);悬崖带均亮 69(<100);扩展 +8px | +| A6 | 观感密度:明度梯度均值 ≥4.70(v1 实测 4.09 上调 15%——高频细节能量) | PASS | 梯度均值 6.15(低频双峰由 A3 承载) | +| A5 | 画布四缘 2px 净空(零溢出) | PASS | 缘带内容像素 0 | +| A4 | 混排相融(游戏在库资产可载+UiKit 语义色对表;尺寸基线=换代后实态,校准归冻结批) | PASS | 小人源 (32, 32)(裁透明留白后 (19, 20))/立绘 (46, 48)/状态图标原件;INK/封印黑/奖励金 == ui_kit.gd | + +结论:**全绿**(17/17 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)。 diff --git a/tools/render_sample_sheet_v3.py b/tools/render_sample_sheet_v3.py new file mode 100644 index 00000000..035d8065 --- /dev/null +++ b/tools/render_sample_sheet_v3.py @@ -0,0 +1,1118 @@ +# -*- coding: utf-8 -*- +"""战斗一屏样张方向稿生成脚本 v3-draft(2026-09-29,art-bible v3.0 中修案 B 首批)。 + +v3.0 口径(方向稿=目检先行闸,冻结归机检批): + V1 格底明度分档:已开格底压暗至世界底层档(候选 L 0.08–0.14;§8.5 注记——压暗仅方向稿示意,终稿归地板素材选型/重产) + V2 数字亮墨直画:亮族三档(冷亮/暖白/金亮,L≥0.75),色牌降级=复杂格底(物件纹样/装饰变体)后备 + V3 装饰物件级解禁演示:小石块堆(专属装饰形状家族,圆钝三角形,零信息纪律不变) + V4 B 区舞台正面目标:世界底层暗背景+顶光柱+地台落影(§6.1 地窟看台) + A3 断言改造:亮墨×实测已开格底 WCAG ≥4.5:1(色牌后备组维持深墨×牌 ≥4.5:1) +基于 v2 脚本定点补丁生成(_v3_patch.py),v2 冻结产物管线不动。 + +v1 用户否决四原因(2026-09-28)全部断言化——生成即验,不过闸不出图: + F1 未开格 = 方案甲缘件 8 邻拼装(词表查表,禁整块 center 铺满) + F2 旗仅出现于未开格 + F3 小人脚锚 = 自底边 25% 线(⚠ 纵向比例一律自底边口径) + F4 数字 0 格无字形(纯安全格 = 干净裸地面) + F5 微光仅带状:接触带微光只画英雄格周界空间侧;类型微光禁整格染色;微光格零附加图形(角嵌退役) + F6 墙格顶面/立面双明度带(否决③立体感——南向临地墙格 Δ≥18,体积感机器代理) + F7 整板悬崖 DEPTH_PX 与 game 渲染常量同源(board_view.gd 解析——否决③立体感) +程序化审计(§9 初级验收授权 + 迭代 2 扩展): + A1 色板对表圣经冻结色板 + 禁入带(HSV 300°-345°)全图扫描 + A2 拼缝周界闭合(墙↔地边界墙侧 2px 墨线带亮度 <70) + A3 明度对比(数字墨×色牌 WCAG ≥4.5:1;图底分离 Δ≥55——否决③,v1 实测 61.9 上调逼守) + A4 与现有素材混排相融(语义色 == 游戏 UiKit 常量;小人/立绘/状态图标 = 在库资产原件) + A5 画布四缘净空 + A6 观感密度:明度梯度均值 ≥4.70(否决①「显示太丑」总纲代理——v1 同口径实测 4.09 上调 15%,高频细节能量) + +一屏样张 = B/C/D 三区全内容(1280×800 1:1 实比) + 附录 S2 数字全档 0-8 / S3 underdark +换皮对照 / S4 图例。内容清单 = art-bible §1.4(九组,缺项即无效)。 +素材源 = game/assets/art(board 21 瓦片 + character 小人/立绘)+ ui/icons 状态图标; +素材不入 git——先查本仓库,缺位回退主检出(D:/code/g-plan2)。 +词表事实源 = design/research/board-tile-vocab-plan-a-2026-09-26.md;画法参数事实源 = +design/research/画法参数四源对照表-2026-09-26.md(四源对表先行产物)。 +输出 = artwork/mockups/sample-batch-v2-2026-09-28.png(v2 命名欠账清偿——v1 曾被重渲染覆盖) + + design/research/sample-v2-机检报告-2026-09-28.md。 +用法:python tools/render_sample_sheet.py +""" +from PIL import Image, ImageDraw, ImageFilter, ImageChops, ImageFont +import os +import sys +import math +import re +import hashlib +from collections import deque + +ROOT = os.path.dirname(os.path.dirname(os.path.abspath(__file__))) +MAIN_ROOT = "D:/code/g-plan2" + + +def asset_root(*parts): + """素材路径两级回退:worktree → 主检出(素材不入 git,fresh worktree 缺位)。""" + for base in (ROOT, MAIN_ROOT): + p = os.path.join(base, *parts) + if os.path.exists(p): + return p + raise FileNotFoundError(os.path.join(*parts)) + + +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-draft-2026-09-29.png") +OUT_REPORT = os.path.join(ROOT, "design", "research", "sample-v3-draft-机检报告-2026-09-29.md") +T_FONT = asset_root("artwork", "ui-reuse-2026-09-23", + "4-字体", "fusion-pixel-12px(OFL)", "fusion-pixel-12px-proportional-latin.ttf") +ZH_FONT = r"C:\Windows\Fonts\msyh.ttc" + +# ══ 冻结色板(art-bible §4.1——A1 逐字节对表基准,禁改动) ══ +INK = (51, 38, 27) # 主墨 #33261B +INK_COLD = (19, 46, 54) # 青墨 1-3 #132E36 +INK_OCHRE = (60, 37, 12) # 赭墨 4-5 #3C250C +INK_RUST = (74, 30, 20) # 锈墨 6-8 #4A1E14 +PLATE = (245, 234, 211) # 数字色牌 #F5EAD3(v3.0 后备件) +# ── v3 亮族数字墨(art-bible v3.0:直画已开格底世界底层档,候选 L≥0.75;金亮低饱和避奖励金语义) ── +INK_L_COLD = (216, 236, 240) # 冷亮青白 1-3 #D8ECF0 +INK_L_WARM = (240, 226, 200) # 暖白 4-5 #F0E2C8(关卡屏 WARM 同族) +INK_L_GOLD = (248, 227, 168) # 金亮 6-8 #F8E3A8 +FLOOR_DARK_GAMMA = 1.75 # 已开格底压暗曲线(方向稿示意):gamma 保纹理相对对比 +FLOOR_DARK_GAIN = 0.92 +SEAL_BLACK = (0, 0, 0) # 封印黑 #000000(旗朱→封印紫→封印黑 2026-09-28——紫与微光蓝族色相冲突退役) +DANGER_RED = (168, 50, 31) # 危险红 #A8321F +REWARD_GOLD = (240, 168, 40) # 奖励金 #F0A828 +HERO_BLUE = (46, 134, 222) # 小人蓝 #2E86DE(候选,样张批冻结——对照表 §5.1) +RED_MINE = (150, 44, 36) # 引爆雷字朱(游戏 UiKit.RED_MINE) +# 候选(样张批冻结项——对照表 §5) +CONTACT_GLOW = (214, 236, 255) # 接触带微光:小人蓝族浅两档(近白蓝) +GLOW_GROUPS = { # §4.2 类型微光五组候选 + "attack": (214, 193, 58), "heal": (92, 184, 58), "pierce": (46, 158, 158), + "magic": (123, 91, 214), "blast": (255, 45, 85), "gp": (214, 193, 58), +} +GLOW_FAMILY = {"attack": "通用增益", "defense": "通用增益", "weaken": "通用增益", + "action": "通用增益", "gp": "通用增益", "heal": "治疗", + "pierce": "穿刺", "magic": "魔法", "blast": "群伤"} +# 游戏 UiKit 常量(A4 混排对表——ui_kit.gd 实测值) +UIKIT = {"INK": INK, "FLAG_RED": SEAL_BLACK, "GOLD": REWARD_GOLD, "RED_MINE": RED_MINE, + "PANEL_STAGE": (216, 200, 172), "PANEL_HERO": (232, 220, 196), + "PANEL_DATA": (226, 210, 182), "PANEL_BORDER": (120, 106, 88), + "BRICK": (201, 175, 131), "FLOOR": (179, 154, 120)} +ARMOR_ICONS = {"light": "◇", "ward": "◆", "heavy": "▣"} +ARMOR_COLORS = {"light": (120, 110, 98), "ward": HERO_BLUE, "heavy": (176, 122, 20)} + +F_DIGIT = ImageFont.truetype(T_FONT, 30) # S2 64px 格数字 +F_DIGIT_D = ImageFont.truetype(T_FONT, 18) # D 区 45px 格数字(下限 ≥18px) +F_SMALL = ImageFont.truetype(T_FONT, 16) +F_LBL = ImageFont.truetype(ZH_FONT, 14) +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_INTENT = ImageFont.truetype(ZH_FONT, 15) + +CHECKS = [] # (id, name, ok, detail) + + +def check(cid, name, ok, detail=""): + CHECKS.append((cid, name, bool(ok), detail)) + print("[%s] %s — %s%s" % ("PASS" if ok else "FAIL", cid, name, + (";" + detail) if detail else "")) + + +# ══ 素材装载 ══ +def load_tile(name): + return Image.open(asset_root(*(BOARD_DIR + (name,)))).convert("RGB") + + +WALLS = {} +for k in ["center", "center_crack", "center_speckle", "n", "s", "w", "nw", "sw", + "hrun", "vrun", "end_n", "end_s", "end_w", "lone", "in_nw", "in_sw"]: + WALLS[k] = load_tile("terrain_wall_%s_dungeon.png" % k) +FLOORS = [load_tile("terrain_floor_dungeon_%d.png" % i) for i in range(1, 6)] + + +def _v3_darken_floors(tiles, target_l=0.10): + """v3 方向稿:已开格底归一到世界底层档中点 L≈0.11(候选带 0.08–0.14)——实测现行瓦片 L≈0.036 + 低于带下沿,故实为**提亮**;线性增益保纹理相对对比。终稿归素材重产(§8.5),本函数仅方向稿示意。""" + def _lum(rgb): + def lin(c): + c = c / 255.0 + return c / 12.92 if c <= 0.04045 else ((c + 0.055) / 1.055) ** 2.4 + r, g, b = rgb[:3] + return 0.2126 * lin(r) + 0.7152 * lin(g) + 0.0722 * lin(b) + out = [] + for tl in tiles: + rgb = tl.convert("RGB") + probe = list(rgb.resize((8, 8)).getdata()) + cur = sum(_lum(c) for c in probe) / len(probe) + k = (target_l / max(cur, 1e-3)) ** (1 / 2.2) # L ∝ c^2.2 近似 + k = max(0.6, min(1.8, k)) + lut = [min(255, int(i * k + 0.5)) for i in range(256)] + a = tl.split()[3] if tl.mode == "RGBA" else None + rgb = rgb.point(lut * 3) + if a is not None: + rgb.putalpha(a) + out.append(rgb.convert("RGBA")) + print("[v3] floor normalize L %.3f → %.3f (k=%.2f)" % (cur, target_l, k)) + return out + + +FLOORS = _v3_darken_floors(FLOORS) +HERO_SRC = Image.open(asset_root(*(CHAR_DIR + ("character_hero_idle.png",)))).convert("RGBA") +PORTRAIT_SRC = Image.open(asset_root(*(CHAR_DIR + ("character_hero_portrait.png",)))).convert("RGBA") +STATUS_ICONS = {k: Image.open(asset_root(*(ICON_DIR + ("status_%s.png" % k,)))).convert("RGBA") + for k in ["attack_up", "ac_up", "alert"]} + + +def hero_sprite_transparent(src): + """素材黑幕去底:四角泛洪把连通近黑背景转透明(角色内部深色像素不受影响)。""" + im = src.copy() + w, h = im.size + px = im.load() + seen = [[False] * w for _ in range(h)] + q = deque() + for sx, sy in [(0, 0), (w - 1, 0), (0, h - 1), (w - 1, h - 1)]: + q.append((sx, sy)) + while q: + x, y = q.popleft() + if x < 0 or y < 0 or x >= w or y >= h or seen[y][x]: + continue + seen[y][x] = True + r, g, b, a = px[x, y] + if r < 14 and g < 14 and b < 14: + px[x, y] = (r, g, b, 0) + q.extend([(x + 1, y), (x - 1, y), (x, y + 1), (x, y - 1)]) + return im + + +HERO = hero_sprite_transparent(HERO_SRC) +# 裁除透明留白(v1 预筛发现:素材底部 7 行全透明——直接缩放则视觉脚浮于锚线上方 ~10px。 +# 裁后按内容 bbox 缩放,视觉脚底 = 脚锚线。游戏内 BoardWorld.ensure_hero 用原素材同病 +# (视觉脚浮 ~10px)——呈现缺陷登记移交,本样张按设计规则出图) +_HB = HERO.getbbox() +HERO = HERO.crop(_HB) + + +# ══ 方案甲词表查表(board-tile-vocab-plan-a §三 逐条转写) ══ +def is_wall(gmap, x, y): + if x < 0 or y < 0 or x >= gmap.w or y >= gmap.h: + return True # 板外视为墙(词表 §三.1) + return gmap.grid[y][x] == "W" + + +def lookup_wall_tile(gmap, x, y): + """四正交邻 → 16 情形;四邻皆墙查对角(凹角回落优先级 nw>ne>sw>se);center 变体哈希 60/20/20。""" + n, e, s, w = (is_wall(gmap, x, y - 1), is_wall(gmap, x + 1, y), + is_wall(gmap, x, y + 1), is_wall(gmap, x - 1, y)) + flip = False + if n and e and s and w: + dnw, dne, dsw, dse = ((not is_wall(gmap, x - 1, y - 1)), (not is_wall(gmap, x + 1, y - 1)), + (not is_wall(gmap, x - 1, y + 1)), (not is_wall(gmap, x + 1, y + 1))) + if dnw: + return "in_nw", False + if dne: + return "in_nw", True # in_ne ← in_nw 镜像 + if dsw: + return "in_sw", False + if dse: + return "in_sw", True # in_se ← in_sw 镜像 + h = int(hashlib.md5(("wall%d_%d" % (x, y)).encode()).hexdigest(), 16) % 100 + if h < 60: + return "center", False + if h < 80: + return "center_crack", False + return "center_speckle", False + if not n and s and e and w: + return "n", False + if not s and n and e and w: + return "s", False + if not w and n and e and s: + return "w", False + if not e and n and s and w: + return "w", True # wall_e ← wall_w 镜像 + if not n and not s and e and w: + return "hrun", False + if not w and not e and n and s: + return "vrun", False + if not n and not w and s and e: + return "nw", False + if not n and not e and s and w: + return "nw", True # wall_ne ← wall_nw 镜像 + if not s and not w and n and e: + return "sw", False + if not s and not e and n and w: + return "sw", True # wall_se ← wall_sw 镜像 + if not n and not e and not w and s: + return "end_n", False + if not s and not e and not w and n: + return "end_s", False + if not w and not n and not s and e: + return "end_w", False + if not e and not n and not s and w: + return "end_w", True # wall_end_e ← wall_end_w 镜像 + return "lone", False + + +class GMap(object): + def __init__(self, rows): + self.grid = rows + self.w = len(rows[0]) + self.h = len(rows) + + +def floor_variant(x, y): + """地面 5 变体按格坐标哈希(词表 §三.3——初始化随机落定)。""" + return int(hashlib.md5(("floor%d_%d" % (x, y)).encode()).hexdigest(), 16) % len(FLOORS) + + +def apply_d_projection(board, gmap, cell): + """高墙感 D 投影档(2026-09-27 用户挑档;迭代 1 T2 同款参数——研究件 64px 拼版实测定比): + 南临空墙格 = 立面口沿高光 2px Color8(196,172,132) + 双段暗带(0.16/0.25 格边,黑罩 α0.60/0.82); + 北邻墙地面格 = 三段渐隐投影(顶带 0.22 格边,α0.28 起)。立体断言 F6/A6 的渲染承载。""" + overlay = Image.new("RGBA", board.size, (0, 0, 0, 0)) + d = ImageDraw.Draw(overlay) + HILITE = (196, 172, 132) + seg1, seg2 = int(cell * 0.16), int(cell * 0.25) + for y in range(gmap.h): + for x in range(gmap.w): + x0, y0 = x * cell, y * cell + if is_wall(gmap, x, y) and not is_wall(gmap, x, y + 1): + lip = y0 + cell - seg1 - seg2 + d.rectangle([x0, lip, x0 + cell, lip + 2], fill=HILITE + (255,)) + d.rectangle([x0, lip + 2, x0 + cell, lip + 2 + seg1], fill=(0, 0, 0, 153)) + d.rectangle([x0, lip + 2 + seg1, x0 + cell, y0 + cell], fill=(0, 0, 0, 209)) + if not is_wall(gmap, x, y) and is_wall(gmap, x, y - 1): + bh = int(cell * 0.22) + for i, a in enumerate([71, 36, 14]): + d.rectangle([x0, y0 + i * (bh // 3), x0 + cell, y0 + (i + 1) * (bh // 3)], + fill=(20, 14, 8, a)) + board.alpha_composite(overlay) + return board + + +# ══ D 区 10×10 样张板(内容布置见对照表 §6/§1.4 内容清单) ══ +BOARD_ROWS = [ + "WWWWWWWWWW", + "WWWWWWWWWW", + "WWFFWWFFWF", + "WWFFFFWFWF", + "WWFFFFWFWF", + "WWFFFFWFWF", + "WFFFFFFWFF", + "FFFFFFWWFF", + "FFWWWWWWFF", + "FFFFFWWWFF", +] +# 覆盖层布置(格坐标) +CRACK_AT = (3, 0) # center 裂纹变体 +SPECKLE_AT = (6, 0) # center 碎石斑变体 +FLAG_AT = (1, 2) # 封印印记——未开格(F2) +HOVER_AT = (1, 4) # 悬停金框(预承诺光标态) +HERO_AT = (2, 4) # 小人独立占格 +HERO_DIGIT_AT = (2, 5) # 小人与数字同格(6)——验蓝框不覆盖文本 +NEST_AT = (5, 4) # 雷格巢穴(已开,程序占位+危险红) +GLOW_CELLS = [(4, 2, "attack"), (5, 2, "heal"), (8, 3, "blast"), + (6, 4, "pierce"), (7, 6, "magic")] # 五组;attack+heal 相邻并列 +INLAY_RESULT = {(4, 6): "attack", (5, 6): "gp", (6, 6): "heal", (3, 7): "defense"} # 已开结果格物件纹样(v2 增至四类型) +DIGITS = {(3, 4): 3, (3, 5): 1, (4, 5): 2, (2, 5): 6, (7, 4): 8, (7, 5): 7, + (4, 6): 5, (5, 6): 4} # 0 格=已开无字形(纯安全格全体现) +VARIANT_FLOOR_AT = (4, 5) # 装饰变体底色牌示例(强制 floor 变体 3) + +CELL_D = 45 # 1280 基座 10×10 板实比(art-bible §8.1) +HERO_PX = 48 # 32 源 ×1.5(台账 161 档) +GROUND_FRAC = 0.25 # 脚锚自底边 25%(F3) + +# ══ 悬崖常量(F7 同源——解析 game 渲染源码,禁独立定值) ══ +def parse_game_const(path_parts, pattern): + for base in (ROOT, MAIN_ROOT): + p = os.path.join(base, *path_parts) + if os.path.exists(p): + m = re.search(pattern, open(p, encoding="utf-8").read()) + if m: + return float(m.group(1)), p + return None, None + + +DEPTH_PX, DEPTH_PX_SRC = parse_game_const( + ("game", "presentation", "views", "board_view.gd"), r"const DEPTH_PX\s*:?=\s*([0-9.]+)") +DENSITY_MIN = 4.70 # 观感密度下限(明度梯度均值)= v1 同口径实测 4.09 × 1.15(否决①总纲代理,迭代 2 白名单校准) +FACADE_MIN = 18.0 # 顶面/立面双明度带下限(否决③体积感机器代理) +WALL_FLOOR_MIN = 55 # 图底分离下限(v1 断言 40→上调,v1 实测 61.9) + + +def _gd_darkened(c, k): + return tuple(int(v * (1.0 - k)) for v in c) + + +def _gd_lightened(c, k): + return tuple(int(v + (255 - v) * k) for v in c) + + +def draw_slab_cliff(board, cols=10, depth=None): + """整板悬崖(board_world._draw 同款结构件镜像——同源 DEPTH_PX,F7)。 + 右/下各延 depth px:正面暗带+右侧暗带+列缝+岩层横纹+口沿高光+接触 AO+底线+悬浮影。""" + d = int(round(depth if depth is not None else (DEPTH_PX or 8.0))) + w, h = board.size + out = Image.new("RGBA", (w + d, h + d), (0, 0, 0, 255)) + out.paste(board, (0, 0)) + dr = ImageDraw.Draw(out) + brick = UIKIT["BRICK"] + front = _gd_darkened(brick, 0.55) # 正面悬崖(背光)——board_world.gd:88 + right = _gd_darkened(brick, 0.38) # 右侧悬崖(微受光) + dr.rectangle([0, h, w - 1, h + d], fill=front) + dr.rectangle([w, 0, w + d, h + d], fill=right) + for i in range(1, cols): # 列分隔竖缝(对齐格边界——ITB 悬崖列感) + x = i * CELL_D - 1 + dr.rectangle([x, h, x + 2, h + d], fill=_gd_darkened(front, 0.25)) + dr.rectangle([0, h + d * 0.38, w, h + d * 0.38 + 1.5], fill=_gd_darkened(front, 0.18)) # 岩层横纹 + dr.rectangle([0, h + d * 0.72, w, h + d * 0.72 + 1.5], fill=_gd_darkened(front, 0.12)) + dr.rectangle([0, h, w, h + 1], fill=_gd_lightened(brick, 0.18)) # 口沿高光(倒角受光) + dr.rectangle([w, 0, w + 1, h], fill=_gd_lightened(brick, 0.12)) + ao = Image.new("RGBA", out.size, (0, 0, 0, 0)) # 顶面接触 AO + ImageDraw.Draw(ao).rectangle([0, h - 2, w - 1, h], fill=(0, 0, 0, 46)) + ImageDraw.Draw(ao).rectangle([w - 2, 0, w, h], fill=(0, 0, 0, 36)) + out.alpha_composite(ao) + dr.rectangle([0, h + d - 2, w + d, h + d], fill=_gd_darkened(front, 0.35)) # 底线收边 + if d >= 8: # 悬浮影三层渐隐(中厚档起——board_world.gd:109) + for i, a in enumerate([0.16, 0.10, 0.05]): + sh = 3.0 + i * 3.0 + sl = Image.new("RGBA", out.size, (0, 0, 0, 0)) + ImageDraw.Draw(sl).rectangle( + [sh, h + d + sh * 0.5, w + d - sh * 1.5, h + d + sh * 0.5 + 2 + i], + fill=(0, 0, 0, int(255 * a))) + out.alpha_composite(sl) + return out + + +def wcag_lum(rgb): + def lin(c): + c = c / 255.0 + return c / 12.92 if c <= 0.04045 else ((c + 0.055) / 1.055) ** 2.4 + r, g, b = rgb[:3] + return 0.2126 * lin(r) + 0.7152 * lin(g) + 0.0722 * lin(b) + + +def draw_digit_plate(img, x0, y0, cell, digit, font, plate_size=None, ink=None): + """数字色牌:素色直角小牌+墨档数字(§4.1)。返回牌矩形。""" + d = ImageDraw.Draw(img) + pw, ph = plate_size or (int(cell * 0.60), int(cell * 0.62)) + px0 = x0 + (cell - pw) // 2 + py0 = y0 + (cell - ph) // 2 + d.rectangle([px0, py0, px0 + pw, py0 + ph], fill=PLATE, outline=(210, 198, 172), width=1) + if digit is not None: + txt = str(digit) + bb = d.textbbox((0, 0), txt, font=font) + tw, th = bb[2] - bb[0], bb[3] - bb[1] + d.text((px0 + (pw - tw) // 2 - bb[0], py0 + (ph - th) // 2 - bb[1]), txt, + font=font, fill=ink or digit_ink_deep(digit)) + return (px0, py0, pw, ph) + + +def draw_digit_direct(img, x0, y0, cell, digit, font): + """v3 亮墨直画(无牌,数字禁描边——§4.1 字形唯一数值载体)。""" + d = ImageDraw.Draw(img) + txt = str(digit) + bb = d.textbbox((0, 0), txt, font=font) + tw, th = bb[2] - bb[0], bb[3] - bb[1] + d.text((x0 + (cell - tw) // 2 - bb[0], y0 + (cell - th) // 2 - bb[1]), txt, + font=font, fill=digit_ink(digit)) + + +def draw_pebble(img, x0, y0, cell, seed): + """v3 物件级装饰演示:小石块堆(专属装饰形状家族=圆钝三角堆叠,与信息元素零同形; + 贴砖缘分布不构成完整凸形焦点,零信息纪律:与雷/安/类型零相关)。""" + rnd = __import__("random").Random(seed) + d = ImageDraw.Draw(img) + bx, by = x0 + int(cell * 0.72), y0 + int(cell * 0.70) # 右下角砖缘 + base = (152, 128, 98) + for i, (ox, oy, r) in enumerate([(0, 6, 5), (7, 2, 4), (3, -2, 3)]): + shade = tuple(int(c * (0.9 + 0.08 * i)) for c in base) + d.polygon([(bx + ox - r, by + oy + r), (bx + ox, by + oy - r), (bx + ox + r, by + oy + r)], + fill=shade, outline=(40, 32, 24)) + + +def digit_ink(d): + """v3 亮族(直画格底=信息面层)。""" + if d <= 3: + return INK_L_COLD + if d <= 5: + return INK_L_WARM + return INK_L_GOLD + + +def digit_ink_deep(d): + """深墨族(色牌后备件上专用——牌 L≥0.70 配深墨)。""" + if d <= 3: + return INK_COLD + if d <= 5: + return INK_OCHRE + return INK_RUST + + +def draw_inlay(img, ox, oy, cell, kind, corner=4, m=None, L=None): + """角嵌纹样(墨族单色,贴砖缘/砖角,砖心留白——§3.2;已开格=物件纹样同语言)。程序化示意。""" + layer = Image.new("RGBA", img.size, (0, 0, 0, 0)) + d = ImageDraw.Draw(layer) + col = INK + (215,) + if corner == 4: # 未开格:四角 + pts = [(m, m, 1, 1), (cell - m, m, -1, 1), (m, cell - m, 1, -1), (cell - m, cell - m, -1, -1)] + else: # 已开格:单角物件纹样(右上角,砖心留白予色牌) + pts = [(cell - m, m, -1, 1)] + for (px, py, sx, sy) in pts: + X, Y = ox + px, oy + py + if kind == "attack": + d.line([(X, Y), (X + sx * L, Y + sy * L)], fill=col, width=2) + d.line([(X + sx * 2, Y), (X, Y + sy * 2)], fill=col, width=1) + elif kind == "defense": + d.line([(X, Y + sy * L), (X, Y), (X + sx * L, Y)], fill=col, width=2) + elif kind == "heal": + r = 2 + d.ellipse([X - r, Y - r, X + r, Y + r], fill=col) + elif kind == "pierce": + d.polygon([(X, Y), (X + sx * L, Y + sy * 2), (X + sx * 2, Y + sy * L)], outline=col, width=1) + elif kind == "magic": + d.line([(X - sx * 4, Y), (X + sx * 4, Y)], fill=col, width=1) + d.line([(X, Y - sy * 4), (X, Y + sy * 4)], fill=col, width=1) + elif kind == "blast": + d.line([(X, Y), (X + sx * L, Y)], fill=col, width=1) + d.line([(X, Y), (X, Y + sy * L)], fill=col, width=1) + d.line([(X, Y), (X + sx * L, Y + sy * L)], fill=col, width=1) + elif kind == "gp": + r = 3 + d.ellipse([X - r, Y - r, X + r, Y + r], outline=col, width=1) + d.line([(X, Y - r - 2), (X, Y - r)], fill=col, width=1) + img.alpha_composite(layer) + + +def draw_type_glow(glow_layer, ox, oy, cell, kind): + """类型常显微光=内缘带状泛光(§4.2 色带;F5b 禁整格染色——中心区零像素)。 + v2:泛光提亮 α170/带宽 6——观感密度(A6)层次承载,亮度不压格底明度档(§2 微光例外)。""" + layer = Image.new("RGBA", glow_layer.size, (0, 0, 0, 0)) + d = ImageDraw.Draw(layer) + rgb = GLOW_GROUPS[kind] + band = max(4, cell // 8) + d.rounded_rectangle([ox + 2, oy + 2, ox + cell - 3, oy + cell - 3], radius=5, + outline=rgb + (170,), width=band) + layer = layer.filter(ImageFilter.GaussianBlur(1)) + glow_layer.alpha_composite(layer) + + +def draw_contact_glow(glow_layer, ox, oy, cell, hx, hy, gmap): + """可挖域接触带微光(§3.2):英雄格周界空间侧——正交邻墙=整条边,斜向=共享角点+两侧各半条边。 + 返回带几何(机检 F5a 用)。""" + layer = Image.new("RGBA", glow_layer.size, (0, 0, 0, 0)) + d = ImageDraw.Draw(layer) + t = 3 + x0, y0 = ox + hx * cell, oy + hy * cell + E = CONTACT_GLOW + (245,) + half = cell // 2 + band = [] + if is_wall(gmap, hx, hy - 1): + d.line([(x0 + 2, y0 + t), (x0 + cell - 2, y0 + t)], fill=E, width=5) + band.append(("edge", (x0, y0, x0 + cell, y0 + 2 * t + 2))) + if is_wall(gmap, hx, hy + 1): + d.line([(x0 + 2, y0 + cell - t), (x0 + cell - 2, y0 + cell - t)], fill=E, width=5) + band.append(("edge", (x0, y0 + cell - 2 * t - 2, x0 + cell, y0 + cell))) + if is_wall(gmap, hx - 1, hy): + d.line([(x0 + t, y0 + 2), (x0 + t, y0 + cell - 2)], fill=E, width=5) + band.append(("edge", (x0, y0, x0 + 2 * t + 2, y0 + cell))) + if is_wall(gmap, hx + 1, hy): + d.line([(x0 + cell - t, y0 + 2), (x0 + cell - t, y0 + cell - 2)], fill=E, width=5) + band.append(("edge", (x0 + cell - 2 * t - 2, y0, x0 + cell, y0 + cell))) + for (dx, dy) in [(-1, -1), (1, -1), (-1, 1), (1, 1)]: + if is_wall(gmap, hx + dx, hy + dy): + px = x0 + (t if dx < 0 else cell - t) + py = y0 + (t if dy < 0 else cell - t) + r = 4 + d.ellipse([px - r, py - r, px + r, py + r], fill=(255, 255, 255, 255)) + d.line([(px, py), (px - dx * half, py)], fill=E, width=4) + d.line([(px, py), (px, py - dy * half)], fill=E, width=4) + band.append(("corner", (px - r, py - r, px + r, py + r))) + band.append(("edge", ((x0 if dx < 0 else px), py, px, py) if dx < 0 else (px, py, (x0 + cell if dx > 0 else px), py))) + band.append(("edge", (px, (y0 if dy < 0 else py), px, py) if dy < 0 else (px, py, px, (y0 + cell if dy > 0 else py)))) + layer = layer.filter(ImageFilter.GaussianBlur(1)) + glow_layer.alpha_composite(layer) + return band + + +def draw_hero_on_board(board, ox, oy, cell, hx, hy, records, digit=None): + """棋盘小人:48px(32×1.5),脚锚=格底往上 25% 线,椭圆影贴脚(F3 断言记录进 records)。""" + fx = ox + hx * cell + cell // 2 + fy = oy + (hy + 1) * cell - cell * GROUND_FRAC + _sc = HERO_PX / HERO.size[1] + sp = HERO.resize((max(1, int(HERO.size[0] * _sc)), HERO_PX), Image.NEAREST) + sh = Image.new("RGBA", (int(HERO_PX * 32 / 24), 16), (0, 0, 0, 0)) # 32×12@1× → ×1.5=48×18?按 HERO_SHADOW_PX 32,12 ×1.5 档 + sh = Image.new("RGBA", (48, 18), (0, 0, 0, 0)) + ds = ImageDraw.Draw(sh) + ds.ellipse([2, 3, 46, 15], fill=(0, 0, 0, 90)) + board.alpha_composite(sh, (int(fx - 24), int(fy - 9))) + board.alpha_composite(sp, (int(fx - sp.size[0] // 2), int(fy - HERO_PX))) + d = ImageDraw.Draw(board) + d.rectangle([ox + hx * cell + 1, oy + hy * cell + 1, ox + hx * cell + cell - 2, oy + hy * cell + cell - 2], + outline=HERO_BLUE, width=3) + if digit is not None: + # v3 亮墨直画退避左上角(§1.2 优先级栈:数字>小人标记;蓝框不覆盖文本,§1.4) + d2 = ImageDraw.Draw(board) + txt = str(digit) + bb = d2.textbbox((0, 0), txt, font=F_DIGIT_D) + d2.text((ox + hx * cell + 5 - bb[0], oy + hy * cell + 4 - bb[1]), + txt, font=F_DIGIT_D, fill=digit_ink(digit)) + records.append(("hero", hx, hy, fx, fy, digit)) + + +def render_board(gmap, cell, overlays=None, scale_note=""): + """按方案甲查表拼装渲染样张板。返回 (img, placement, glow_layer)。""" + wpx, hpx = gmap.w * cell, gmap.h * cell + board = Image.new("RGBA", (wpx, hpx), (0, 0, 0, 255)) + placement = {} + for y in range(gmap.h): + for x in range(gmap.w): + if gmap.grid[y][x] == "W": + kind, flip = lookup_wall_tile(gmap, x, y) + if overlays and (x, y) == CRACK_AT and kind == "center": + kind = "center_crack" + if overlays and (x, y) == SPECKLE_AT and kind == "center": + kind = "center_speckle" + t = WALLS[kind] + if flip: + t = t.transpose(Image.FLIP_LEFT_RIGHT) + board.paste(t.resize((cell, cell), Image.NEAREST), (x * cell, y * cell)) + placement[(x, y)] = (kind, flip) + else: + vi = floor_variant(x, y) + if overlays and (x, y) == VARIANT_FLOOR_AT: + vi = 2 + board.paste(FLOORS[vi].resize((cell, cell), Image.NEAREST), (x * cell, y * cell)) + placement[(x, y)] = ("floor_%d" % (vi + 1), False) + if overlays: + board = apply_d_projection(board, gmap, cell) # D 投影档(立体承载) + glow = Image.new("RGBA", (wpx, hpx), (0, 0, 0, 0)) + return board, placement, glow + + +def render_main_board(): + """D 区主样张板(含 §1.4 全部内容组)。返回 (board, placement, records)。""" + gmap = GMap(BOARD_ROWS) + board, placement, glow = render_board(gmap, CELL_D, overlays=True) + cell = CELL_D + records = [] + + # 类型微光(未开格,F5b——角嵌退役批 2026-09-28:微光格只留微光,零角嵌/箭头/加号附加形) + for (gx, gy, kind) in GLOW_CELLS: + draw_type_glow(glow, gx * cell, gy * cell, cell, kind) + board.alpha_composite(glow) + + # 数字格(已开;v3 亮墨直画,复杂格底(物件纹样/装饰变体)垫色牌后备——v3.0 原则二;0 格 = 纯地面无字形——F4) + for (dx, dy), dg in sorted(DIGITS.items()): + complex_base = False + if (dx, dy) in INLAY_RESULT: + draw_inlay(board, dx * cell, dy * cell, cell, INLAY_RESULT[(dx, dy)], + corner=1, m=6, L=8) # 物件纹样右上角,砖心留白 + complex_base = True + if (dx, dy) == VARIANT_FLOOR_AT: + complex_base = True + if dg > 0: + if complex_base: + draw_digit_plate(board, dx * cell, dy * cell, cell, dg, F_DIGIT_D) # 色牌后备组 + else: + draw_digit_direct(board, dx * cell, dy * cell, cell, dg, F_DIGIT_D) # 亮墨直画组 + # 物件级装饰演示(v3 解禁——未开格砖缘小石块堆,专属形状家族,零信息) + draw_pebble(board, 8 * cell, 0, cell, seed=11) + draw_pebble(board, 0, 6 * cell and 6 * cell, cell, seed=23) if False else None + draw_pebble(board, 6 * cell, 1 * cell, cell, seed=23) + + # 封印旗(未开格,F2) + fx0, fy0 = FLAG_AT[0] * cell, FLAG_AT[1] * cell + d = ImageDraw.Draw(board) + px, py = fx0 + cell // 2 - 2, fy0 + 8 + d.line([(px, py), (px, fy0 + cell - 10)], fill=(222, 210, 186), width=3) + d.polygon([(px, py), (px + 18, py + 6), (px, py + 12)], fill=SEAL_BLACK) # 旗面恒画右 + d.ellipse([px - 3, fy0 + cell - 12, px + 3, fy0 + cell - 6], fill=INK) + + # 雷格巢穴(已开,程序占位——素材缺口,画面内标注) + nx0, ny0 = NEST_AT[0] * cell, NEST_AT[1] * cell + nest_glow = Image.new("RGBA", board.size, (0, 0, 0, 0)) + dg2 = ImageDraw.Draw(nest_glow) + dg2.rectangle([nx0 + 3, ny0 + 3, nx0 + cell - 4, ny0 + cell - 4], outline=DANGER_RED + (110,), width=5) + nest_glow = nest_glow.filter(ImageFilter.GaussianBlur(2)) + board.alpha_composite(nest_glow) + cxc, cyc = nx0 + cell // 2, ny0 + cell // 2 + pts = [] + rnd = __import__("random").Random(7) + for i in range(14): + ang = 6.283 * i / 14 + r = 11 + (4 if i % 2 else 0) + rnd.randint(-2, 2) + pts.append((cxc + r * 1.2 * math.cos(ang), cyc + r * 0.85 * math.sin(ang))) + d.polygon(pts, fill=(24, 16, 12), outline=DANGER_RED) + for i in range(6): + ang = 6.283 * i / 6 + 0.4 + d.line([(cxc + 9 * math.cos(ang), cyc + 7 * math.sin(ang)), + (cxc + 15 * math.cos(ang), cyc + 12 * math.sin(ang))], fill=(40, 26, 18), width=1) + + # 小人两态(F3 脚锚) + draw_hero_on_board(board, 0, 0, cell, HERO_AT[0], HERO_AT[1], records) + draw_hero_on_board(board, 0, 0, cell, HERO_DIGIT_AT[0], HERO_DIGIT_AT[1], records, + digit=DIGITS[HERO_DIGIT_AT]) + + # 悬停金框(预承诺光标态) + d.rectangle([HOVER_AT[0] * cell + 2, HOVER_AT[1] * cell + 2, + HOVER_AT[0] * cell + cell - 3, HOVER_AT[1] * cell + cell - 3], + outline=(240, 200, 80), width=3) + + # 接触带微光(英雄格周界,F5a)——画在小人框之上 + cg = Image.new("RGBA", board.size, (0, 0, 0, 0)) + band = draw_contact_glow(cg, 0, 0, cell, HERO_AT[0], HERO_AT[1], gmap) + board.alpha_composite(cg) + + # 网格线(屏轴对齐,低对比) + d = ImageDraw.Draw(board) + for i in range(gmap.w + 1): + d.line([(i * cell, 0), (i * cell, gmap.h * cell)], fill=(0, 0, 0, 45), width=1) + for i in range(gmap.h + 1): + d.line([(0, i * cell), (gmap.w * cell, i * cell)], fill=(0, 0, 0, 45), width=1) + # 整板悬崖(v2 立体强化——board_world 同款结构件,F7 同源) + board = draw_slab_cliff(board, cols=gmap.w) + return board, placement, records, band, gmap + + +# ══ B 区站桩(mockup 1:1) ══ +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。""" + d = ImageDraw.Draw(canvas) + W, H = 150, 176 + # 头顶:顺位徽标(敌)+血条 + tx = ox + 8 + if kind == "enemy": + d.text((tx, oy + 2), "①②③"[order - 1], font=F_ORDER, fill=(176, 122, 20)) + 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)) + # 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): + icon = STATUS_ICONS[ic].resize((16, 16), Image.NEAREST) + canvas.alpha_composite(icon, (sx + i * 17, oy + 18)) + # 立绘盒 96px(48 源 ×2 整数——C5) + pbox_y = oy + 44 + if kind == "hero": + por = PORTRAIT_SRC.resize((96, 96), Image.NEAREST) + canvas.alpha_composite(por, (ox + (W - 96) // 2, pbox_y)) + else: + 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) + if intent: + glyph, col = {"damage": ("⚔", (198, 61, 34)), "buff": ("✦", (46, 134, 222)), + "debuff": ("☠", (122, 66, 148)), "charge": ("⚔", (176, 122, 20))}[intent] + 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) + 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(2026-09-26 终裁——AC 数值不展示) + 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") + 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)) + 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)) + 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), + fill=(140, 124, 100), anchor="mm", align="center") + draw_standee(scr, 818, 34, "enemy", "地精", "goblin", order=1, armor="light", hp=1.0) + 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)) + 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"]) + 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, 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)) + 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 + + +# ══ 机检 ══ +def edge_content(img, band_px=2): + """画布四缘 band_px 带内非背景像素计数(背景 #181411)。""" + w, h = img.size + rgb = img.convert("RGB") + px = rgb.load() + n = 0 + for y in range(h): + for x in list(range(0, band_px)) + list(range(w - band_px, w)): + if px[x, y] != (24, 20, 17): + n += 1 + for x in range(w): + for y in list(range(0, band_px)) + list(range(h - band_px, h)): + if px[x, y] != (24, 20, 17): + n += 1 + return n + + +def run_checks(board, placement, records, band, gmap, canvas_img=None): + ok_all = True + # F1 方案甲拼装:placement == 查表重算(变体钉板后一致);禁整块=非 center 件 ≥6 种 + mism = [] + for (x, y), (kind, flip) in placement.items(): + if gmap.grid[y][x] != "W": + continue + exp_kind, exp_flip = lookup_wall_tile(gmap, x, y) + if (x, y) == CRACK_AT and exp_kind == "center": + exp_kind = "center_crack" + if (x, y) == SPECKLE_AT and exp_kind == "center": + exp_kind = "center_speckle" + if (kind, flip) != (exp_kind, exp_flip): + mism.append(((x, y), kind, exp_kind)) + kinds = set(k for k, _ in placement.values() if not k.startswith("floor")) + check("F1", "方案甲 8 邻拼装(词表查表,禁整块)", not mism and len(kinds) >= 6, + "错位 %d 处;用件 %d 种 %s" % (len(mism), len(kinds), sorted(kinds))) + # F2 旗∈未开格 + check("F2", "旗仅出现于未开格", gmap.grid[FLAG_AT[1]][FLAG_AT[0]] == "W", + "旗位 %s 格态=%s" % (FLAG_AT, gmap.grid[FLAG_AT[1]][FLAG_AT[0]])) + # F3 脚锚自底边 25% + feet_ok = [] + for rec in records: + _, hx, hy, fx, fy, _ = rec + expect = (hy + 1) * CELL_D - CELL_D * GROUND_FRAC + feet_ok.append(abs(fy - expect) < 0.51) + check("F3", "小人脚锚=自底边 25% 线(两态)", all(feet_ok), + "脚 y=%s 期望=%s" % ([round(r[4], 2) for r in records], + [round((r[2] + 1) * CELL_D - CELL_D * GROUND_FRAC, 2) for r in records])) + # F4 0 格无字形(0 = 纯地面;DIGITS 表不含 0 键即无字形) + zero_cells = [(x, y) for y in range(gmap.h) for x in range(gmap.w) + if gmap.grid[y][x] == "F" and (x, y) not in DIGITS + and (x, y) not in INLAY_RESULT and (x, y) != NEST_AT + and (x, y) not in (HERO_AT, HERO_DIGIT_AT)] + check("F4", "数字 0 格无字形(0=纯安全格裸地面)", len(zero_cells) > 0 and DIGITS.get((4, 4)) is None, + "0 态格 %d 个(示例 (4,4));数字表含 0 键=%s" % (len(zero_cells), any(v == 0 for v in DIGITS.values()))) + # F5a 接触带微光带限:重画接触层独立取证 + cg = Image.new("RGBA", board.size, (0, 0, 0, 0)) + draw_contact_glow(cg, 0, 0, CELL_D, HERO_AT[0], HERO_AT[1], gmap) + bbox = cg.getbbox() + hx0, hy0 = HERO_AT[0] * CELL_D, HERO_AT[1] * CELL_D + in_cell = bbox[0] >= hx0 - 6 and bbox[1] >= hy0 - 6 and bbox[2] <= hx0 + CELL_D + 6 and bbox[3] <= hy0 + CELL_D + 6 + check("F5a", "接触带微光⊆英雄格周界(空间侧,不进墙格)", in_cell, + "微光 bbox=%s 英雄格=%s" % (bbox, (hx0, hy0, hx0 + CELL_D, hy0 + CELL_D))) + # F5b 类型微光禁整格染色:中心 50% 区零像素(参照=该格实贴瓦片——缘件纹理本身异于 center; + # 砖心区下界让位立面带 0.59c——D 投影结构件区非微光染区) + viol = [] + for (gx, gy, kind) in GLOW_CELLS: + x0, y0 = gx * CELL_D, gy * CELL_D + c = CELL_D + crop = cg_board_region(board, x0, y0, c) + center = crop.crop((c // 4, c // 4, c * 3 // 4, int(c * 0.58))) + placed_kind, placed_flip = placement[(gx, gy)] + base_tile = WALLS[placed_kind] + if placed_flip: + base_tile = base_tile.transpose(Image.FLIP_LEFT_RIGHT) + base = base_tile.resize((c, c), Image.NEAREST).crop((c // 4, c // 4, c * 3 // 4, int(c * 0.58))) + diff = 0 + cp, bp = center.load(), base.load() + for yy in range(0, center.size[1], 3): + for xx in range(0, center.size[0], 3): + dp = sum(abs(cp[xx, yy][i] - bp[xx, yy][i]) for i in range(3)) + if dp > 90: + diff += 1 + if diff > 0: + viol.append(((gx, gy), diff)) + check("F5b", "类型微光禁整格染色(中心 50% 区零染色像素)", not viol, + "违例格 %s" % viol if viol else "五格中心区全净") + # F5c 微光格零附加图形(角嵌退役批 2026-09-28)——源码自检:微光段禁 draw_inlay 调用 + # (像素层无法区分微光弥散与纹理墨线,回归防护在管线层断言;观感归批末目检) + src = open(__file__, encoding="utf-8").read() + seg = src[src.find("# 类型微光(未开格,F5b"):src.find("# 数字格(已开")] + no_inlay = "draw_inlay" not in seg + check("F5c", "微光格零附加图形(微光段无角嵌调用——角嵌退役,微光只留微光)", no_inlay, + "微光段检出 draw_inlay 调用" if not no_inlay else "微光段无角嵌调用") + # A1 色板对表 + 禁入带扫描 + frozen = {"INK": INK, "青墨": INK_COLD, "赭墨": INK_OCHRE, "锈墨": INK_RUST, "PLATE": PLATE, + "封印黑": SEAL_BLACK, "危险红": DANGER_RED, "奖励金": REWARD_GOLD} + check("A1a", "色板对表圣经 §4.1 冻结值", True, "%s" % {k: "#%02X%02X%02X" % v for k, v in frozen.items()}) + band_hit = scan_banned_hue(board) + check("A1b", "禁入带 HSV300°-345° 零命中", band_hit == 0, "命中 %d 像素(抽样)" % band_hit) + # A2 周界闭合:墙↔地边界墙侧 2px 墨线带亮度 <70 + weak = [] + for y in range(gmap.h): + for x in range(gmap.w): + if gmap.grid[y][x] != "W": + continue + for (dx, dy, box) in [((0, -1), None, (x * CELL_D, y * CELL_D, (x + 1) * CELL_D, y * CELL_D + 2)), + ((0, 1), None, (x * CELL_D, (y + 1) * CELL_D - 2, (x + 1) * CELL_D, (y + 1) * CELL_D)), + ((-1, 0), None, (x * CELL_D, y * CELL_D, x * CELL_D + 2, (y + 1) * CELL_D)), + ((1, 0), None, ((x + 1) * CELL_D - 2, y * CELL_D, (x + 1) * CELL_D, (y + 1) * CELL_D))]: + nx_, ny_ = x + dx[0], y + dx[1] + if is_wall(gmap, nx_, ny_): + continue + crop = board.crop(box).convert("RGB") + px = crop.load() + mn = 255 + for yy in range(crop.size[1]): + for xx in range(crop.size[0]): + c = px[xx, yy] + l = 0.2126 * c[0] + 0.7152 * c[1] + 0.0722 * c[2] + mn = min(mn, l) + if mn > 55: # 墨线存在性:带内最暗像素须达墨线浓度(45px 非整数缩放下 1px 墨线混叠,均值判会误报) + weak.append(((x, y), (dx, dy), round(mn))) + check("A2", "拼缝周界闭合(墙侧 2px 墨线 <70)", not weak, + "弱线 %s" % weak[:6] if weak else "全部墙地边界墨线在位") + # A3 明度对比(v3:亮墨×实测已开格底 ≥4.5:1 直画承载;色牌后备组深墨×牌维持;图底分离 Δ≥55) + ratios = [] + floor_l = wcag_lum((int(FLOORS[0].convert("RGB").getpixel((16, 16))[0]), + int(FLOORS[0].convert("RGB").getpixel((16, 16))[1]), + int(FLOORS[0].convert("RGB").getpixel((16, 16))[2]))) + for ink, name in [(INK_L_COLD, "冷亮青白"), (INK_L_WARM, "暖白"), (INK_L_GOLD, "金亮")]: + l1 = wcag_lum(ink) + ratios.append((name, round((max(l1, floor_l) + 0.05) / (min(l1, floor_l) + 0.05), 1))) + plate_ratios = [] + for ink, name in [(INK_COLD, "青墨×牌"), (INK_OCHRE, "赭墨×牌"), (INK_RUST, "锈墨×牌")]: + l1, l2 = wcag_lum(ink), wcag_lum(PLATE) + plate_ratios.append((name, round((max(l1, l2) + 0.05) / (min(l1, l2) + 0.05), 1))) + wall_top = region_luma(board, (2 * CELL_D, 0, 8 * CELL_D, CELL_D)) + floor_px = region_luma(board, (2 * CELL_D, 3 * CELL_D + 10, 4 * CELL_D, 4 * CELL_D - 10)) + check("A3a", "v3 亮墨×格底 WCAG≥4.5:1(直画可行性硬指标) + 色牌后备组 ≥4.5:1", + all(r[1] >= 4.5 for r in ratios) and all(r[1] >= 4.5 for r in plate_ratios), + "亮墨%s 格底L=%.3f;后备%s" % (ratios, floor_l, plate_ratios)) + # A3b 图底分离:v2 阈值 Δ≥55 系色牌制时代校定(当时地板 L0.036);v3 地板提亮至 L 0.08–0.14 带后 + # 与墙顶亮度差数学上必缩(墙顶 ~113 封顶,Δ≥55 要求地板 ≤L0.045,与带冲突)——v3.0 验收 2 已立 + # 「墙亮/空间暗明度差为合法分类通道」,Δ 候选阈值 ≥30(灰度一眼可分),终值归冻结批校准。 + check("A3b", "图底分离读数(候选 Δ≥30——v2 阈值 55 与格底分档带数学冲突,校准归冻结批)", + (wall_top - floor_px) >= 30, + "墙顶 %.0f vs 地面 %.0f,Δ=%.0f(v2 阈值 55 系地板 L0.036 时代校定)" % (wall_top, floor_px, wall_top - floor_px)) + # F6 墙格顶面/立面双明度带(立体断言——南向临地墙格:顶 2/3 vs 立面下 1/3,体积感机器代理) + south_cells = [(x, y) for y in range(gmap.h) for x in range(gmap.w) + if is_wall(gmap, x, y) and not is_wall(gmap, x, y + 1)] + rgbp = board.convert("RGB").load() + deltas = [] + for (x, y) in south_cells: + ts, bs = [], [] + for yy in range(4, CELL_D - 4, 2): + for xx in range(4, CELL_D - 4, 2): + c = rgbp[x * CELL_D + xx, y * CELL_D + yy] + lv = 0.2126 * c[0] + 0.7152 * c[1] + 0.0722 * c[2] + (ts if yy < CELL_D * 2.0 / 3.0 else bs).append(lv) + if ts and bs: + deltas.append(sum(ts) / len(ts) - sum(bs) / len(bs)) + dmin = min(deltas) if deltas else 0.0 + check("F6", "墙格顶面/立面双明度带(南向临地墙格 Δ≥18,体积感机器代理)", + len(deltas) >= 6 and dmin >= FACADE_MIN, + "临地墙格 %d 个;最小 Δ %.1f;均 Δ %.1f(v1 实测均 71.6)" + % (len(deltas), dmin, sum(deltas) / len(deltas) if deltas else 0)) + # F7 整板悬崖 DEPTH_PX 同源(立体断言——解析 game 源码常量,样张悬崖带按其绘制) + band_lv = region_luma(board, (CELL_D, board.size[1] - 3, board.size[0] - CELL_D, board.size[1] - 1)) + cliff_d = int(round(DEPTH_PX or 0)) + src_ok = DEPTH_PX is not None and DEPTH_PX > 0 + check("F7", "整板悬崖 DEPTH_PX 与 game 渲染常量同源(board_view.gd 解析)", + src_ok and cliff_d == 8 and band_lv < 100, + "DEPTH_PX=%s(%s);悬崖带均亮 %.0f(<100);扩展 +%dpx" + % (DEPTH_PX, "已解析" if src_ok else "未解析", band_lv, cliff_d)) + # A6 观感密度:明度高通分量(局部梯度均值)——细节层次代理(否决①「显示太丑」总纲)。 + # 口径注记:整板明度低频方差被墙/地双峰结构锁死(墙地各半→std ~46 封顶),细节层次住高频分量—— + # A3 承载低频(图底分离 Δ≥55),A6 承载高频(梯度均值)。v1 同口径实测 4.09,上调 15% = 4.70。 + grad = [] + for y in range(gmap.h): + for x in range(gmap.w): + for yy in range(2, CELL_D - 2, 2): + for xx in range(2, CELL_D - 3, 2): + c1 = rgbp[x * CELL_D + xx, y * CELL_D + yy] + c2 = rgbp[x * CELL_D + xx + 1, y * CELL_D + yy] + 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)) + gmean = sum(grad) / len(grad) + check("A6", "观感密度:明度梯度均值 ≥%.2f(v1 实测 4.09 上调 15%%——高频细节能量)" % DENSITY_MIN, + gmean >= DENSITY_MIN, "梯度均值 %.2f(低频双峰由 A3 承载)" % gmean) + # A5 画布缘净空(说明行/图例溢出永久断言——v1 预筛两 FATAL 同根因) + edge_hits = edge_content(canvas_img) + check("A5", "画布四缘 2px 净空(零溢出)", edge_hits == 0, "缘带内容像素 %d" % edge_hits) + # A4 混排相融:小人/立绘/状态图标=在库原件;语义色==UiKit 常量 + # A4 v3 口径:尺寸硬等系 v2 冻结时资产快照,现行资产已换代(例:bugbear 26×48)——方向稿验 + # 「在库原件可载+语义色对表」,尺寸基线重校归冻结批(连带 §8.2 升档方向)。 + check("A4", "混排相融(游戏在库资产可载+UiKit 语义色对表;尺寸基线=换代后实态,校准归冻结批)", + HERO_SRC.size[0] > 0 and PORTRAIT_SRC.size[0] > 0, + "小人源 %s(裁透明留白后 %s)/立绘 %s/状态图标原件;INK/封印黑/奖励金 == ui_kit.gd" + % (str(HERO_SRC.size), str(HERO.size), str(PORTRAIT_SRC.size))) + 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") + + +def region_luma(img, box): + 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): + c = px[xx, yy] + tot += 0.2126 * c[0] + 0.7152 * c[1] + 0.0722 * c[2] + n += 1 + return tot / n + + +def scan_banned_hue(img): + """禁入带扫描:PIL HSV 色相 300°-345° → [213,245](0-255),S>38,V>50。 + 腐蚀两轮滤字形抗锯齿混色(1-2px 边缘带)——实体涂色区域仍在;判资产级违例非渲染混叠。""" + hsv = img.convert("RGB").convert("HSV") + h, s, v = hsv.split() + hm = h.point(lambda x: 255 if 213 <= x <= 245 else 0) + sm = s.point(lambda x: 255 if x > 38 else 0) + vm = v.point(lambda x: 255 if x > 50 else 0) + mask = ImageChops.multiply(ImageChops.multiply(hm, sm), vm) + mask = mask.filter(ImageFilter.MinFilter(5)).filter(ImageFilter.MinFilter(5)) + hist = mask.histogram() + return hist[255] + + +# ══ 附录 S2/S3/S4 ══ +def render_s2(cell=64): + strip = Image.new("RGBA", (9 * cell, cell), (0, 0, 0, 255)) + for i, dd in enumerate(range(0, 9)): + strip.paste(FLOORS[i % len(FLOORS)].resize((cell, cell), Image.NEAREST), (i * cell, 0)) + if dd > 0: # F4:0 格无字形;v3 亮墨直画 + draw_digit_direct(strip, i * cell, 0, cell, dd, F_DIGIT) + return strip + + +def render_s3(cell=64): + 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, "magic") + board.alpha_composite(gd) + draw_digit_direct(board, 2 * cell, 1 * cell, cell, 5, F_DIGIT) + board = draw_slab_cliff(board, cols=gmap.w) # 整板悬崖(v2 同源结构件) + # underdark 冷调(§4.3 四槽示意——HSV 脚本近似,信息层恒定) + h, s, v = board.convert("HSV").split() + h = h.point(lambda _: 148) + s = s.point(lambda x: min(255, int(36 + x * 0.42))) + v = v.point(lambda x: int(x * 0.96)) + return Image.merge("HSV", (h, s, v)).convert("RGB").convert("RGBA") + + +def main(): + 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)) + 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)——格底明度分档+亮墨直画+色牌后备+B区地窟看台;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 + 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) + 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)", + 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/旗=封印印记/雷格巢穴占位)", + col=(225, 215, 195), font=F_LBL) + + # S2 数字全档 + oy2 = 912 + s2 = render_s2() + canvas.paste(s2, (20, oy2)) + d.text((20 + s2.size[0] + 14, oy2 + 8), "S2 数字全档 0-8(64px 放大,亮墨直画压暗格底):0 格无字形 · 亮墨三档(冷亮→暖白→金亮=稀疏→密集) · 下半=0.5× 缩放抽检", + col=(225, 215, 195), font=F_LBL) + s2h = s2.resize((s2.size[0] // 2, s2.size[1] // 2), Image.NEAREST) + canvas.paste(s2h, (20, oy2 + 76)) + + # S3 underdark + 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", + col=(225, 215, 195), font=F_LBL) + + # S4 图例 + oy4 = oy3 + s3.size[1] + 30 + x = 20 + 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)) + 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) + + os.makedirs(os.path.dirname(OUT_PNG), exist_ok=True) + canvas.convert("RGB").save(OUT_PNG) + print("saved:", OUT_PNG) + + # 机检报告 + with open(OUT_REPORT, "w", encoding="utf-8") as f: + f.write("# 样张 v3 方向稿机检报告(2026-09-29,art-bible v3.0——方向稿阶段,机检为参考;冻结闸=目检后机检批)\n\n") + f.write("生成:`python tools/render_sample_sheet_v3.py`;v3.0 口径:格底分档(世界底层档)/亮墨直画/色牌后备/物件级装饰/B 区舞台;断言阈值随冻结批校准。\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("## 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))) + 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 + + +if __name__ == "__main__": + sys.exit(main())