diff --git a/design/art/art-bible.md b/design/art/art-bible.md index acc3a53a..464b06fd 100644 --- a/design/art/art-bible.md +++ b/design/art/art-bible.md @@ -479,7 +479,7 @@ > **白话**:格子读感里的立体结构——顶面、缘件、角件、周界轮廓——必须是素材里**画出来的结构件**;素材缺件就停下报缺,拿调色/渐变/滤镜顶替不是变通,是违规。 - **结构件完整性**:格面立体感(高墙顶面/坡缘/角件/周界轮廓)只能来自**素材本体绘制的结构件拼装**(样例=Necesse 式缘件:专属底色+手绘细节+暗轮廓线的独立贴图);禁止以调色、渐变、明暗滤镜、跨格投影等生成手段伪造素材中不存在的结构。样稿暴露缺件时,正确动作=停下呈报缺口与「换素材/自产缺件」选项,由用户裁决后执行。 -- **参考核验**:宣称「参考 X 游戏」前,必须取得并实际查看 X 的截图证据(像素级放大核验其实现方式),证据存 `production/mockups/` 或 `design/art/references/`;仅凭文字资料、记忆或宏观印象作出「X 是这样做」的断言无效。 +- **参考核验**:宣称「参考 X 游戏」前,必须取得并实际查看 X 的截图证据(像素级放大核验其实现方式),证据存 `artwork/mockups/` 或 `design/art/references/`;仅凭文字资料、记忆或宏观印象作出「X 是这样做」的断言无效。(2026-10-07 路径核对器 B3 首跑发现更正——原 `production/mockups/` 系废路径,v3.9 批已更正asset-path-map 等四处,本条漏网) - **图底分离**:已开地面的明度须低于未开格墙体,由素材选型承载(选更暗的地板砖),不靠渲染压暗实现。 - **生产分工(2026-09-26 用户拍板)**:格面地形类素材=**材质归模型、结构归程序**——AI 生图模型只出无缝填充纹理(无边框/无亮边/均匀光照/方形);一切结构件(缘件/轮廓/立面/角件/收头)一律程序化绘制或手修,因为 autotile 任意拼接的边界像素约束超出 2D 生图模型能力(实证:2026-09-25 生图 5×5 瓦片表每枚砖自带啃咬边框与宽亮带,提示词无法根除)。**镜像规则**:东西对称结构件只许水平翻转(flip_h)复用、**禁旋转**——北受光下东西侧缘光照对称,镜像无损真;旋转会把北受光转到东边。 diff --git a/design/research/_A0-A1_立绘读数-20261007.txt b/design/research/_A0-A1_立绘读数-20261007.txt new file mode 100644 index 00000000..3e62b804 --- /dev/null +++ b/design/research/_A0-A1_立绘读数-20261007.txt @@ -0,0 +1,20 @@ +=== ./_tmp_standee_new === + character_enemy_bugbear.png 51x62 colors=32 opaque=2145 + character_enemy_drider.png 67x90 colors=33 opaque=3513 + character_enemy_duergar.png 34x46 colors=33 opaque=1014 + character_enemy_duergar_king.png 66x94 colors=33 opaque=4385 + character_enemy_giant_spider.png 48x38 colors=33 opaque=1389 + character_enemy_goblin.png 36x36 colors=31 opaque=828 + character_enemy_hook_horror.png 46x58 colors=33 opaque=1538 + character_enemy_ogre_chief.png 62x74 colors=33 opaque=2886 + character_hero_portrait.png 46x48 colors=32 opaque=1228 + + +[口径澄清 · 2026-10-07] +上表 colors 列由 _tmp_baseline.py 统计,含全透明色 (0,0,0,0),故显示 33。 +剔除透明色后的真实唯一色数(_tmp_palette.py 实测,uniq_rgb): + bugbear 31 / drider 32 / duergar 32 / duergar_king 32 / giant_spider 32 + goblin 30 / hook_horror 32 / ogre_chief 32 / hero 31 +=> C2「色数 ≤32」全档通过,无新增色值。 +opaque 面积与 pixelize_candidates.py 注释里的实测校准值逐键吻合 +(828/1014/1389/1538/2145/2886/3513/4385),可证档位口径与讨论批定案一致。 diff --git a/tools/palette_check.py b/tools/palette_check.py new file mode 100644 index 00000000..ecbb5cb0 --- /dev/null +++ b/tools/palette_check.py @@ -0,0 +1,158 @@ +#!/usr/bin/env python3 +# -*- coding: utf-8 -*- +"""B2 色板检查器(圣经 §8.3①挂点实现 · 立绘定档批 2026-10-07)。 + +⚠⚠ 口径纪律(2026-10-07 实跑后订正,**勿改回**)——两处极易写错: + +1. **48 色上限不是「每张 PNG 的色数」**。§4.1 的「全作色板硬上限 48 色」指 + **设计色板 token**(UI 语义色/墨色/材质色那套),不是像素画的独立色数。 + 像素画单张另有**32 色冻结**口径,由 standee_asset_check 管(像素域)。 + 初版把 48 套到每张 PNG 上⇒ 12 张全红(误报率 100%),已作废。 + 本器改为:单张色数**只报读数不判红**;48 只在 --tokens 模式下校验色板表。 + +2. **近色 ≥8/255 是「新色入板双门」,不是存量两两互查**。§4.1 原文: + 「**新色**入板须同时过两道门……②与既有任一色的 RGB 三通道差 ≥8/255」。 + 它管的是**新增色 vs 既有色板**。对存量色两两互查会把 AI 生成的明暗渐变 + 全部打成近色(实测 drider 22 组 / 巨蜘蛛 82 组)⇒ 噪声淹没真问题。 + 本器改为:近色**只对新增色集**判(新增色 vs 基线色板)。 + +另:必须排除全透明像素 (0,0,0,0)(同standee_asset_check 的坑)。 + +用法: + # 主用法:扫目录,新增色相对 --baseline 判定 + python tools/palette_check.py <目录> --baseline <基线目录> + # 无基线:只出读数(单张色数/ 近色对计数),不判红 + python tools/palette_check.py <目录> +退出码: 0 通过 / 1 有红灯(仅新增色违规或超单张上限时) +""" +import os +import sys + +from PIL import Image + +# §4.1 硬上限(**设计色板 token 口径**,非像素画单张色数) +TOKEN_MAX = 48 +NEAR_TOL = 8 # §4.1 新色双门:与既有任一色三通道差 ≥8/255 +# 像素画单张色数(像素域32 色冻结)——由 standee_asset_check 执法, +# 本器只作读数提示,避免两处口径打架 +PIXEL_COLOR_SOFT_MAX = 32 + + +def palette_of(path): + """返回 (不透明像素唯一色集合, 像素数)。排除全透明。""" + im = Image.open(path).convert("RGBA") + px = im.load() + w, h = im.size + cols = set() + n = 0 + for y in range(h): + for x in range(w): + c = px[x, y] + if c[3] == 0: + continue + cols.add(c[:3]) + n += 1 + return cols, n + + +def nearest_to(col, pool, tol): + """返回 col 在 pool 中最近的色及其差值(差 < tol 算近色)。""" + best, bd = None, 999 + for c in pool: + d = max(abs(col[k] - c[k]) for k in range(3)) + if d < bd: + best, bd = c, d + return best, bd + + +def hexs(c): + return "#%02X%02X%02X" % c + + +def scan(d, baseline_cols, report_only): + files = [] + for dirpath, _, names in os.walk(d): + for fn in sorted(names): + if fn.lower().endswith(".png"): + files.append(os.path.join(dirpath, fn)) + files.sort() + print("=== %s(%d 张 PNG)===" % (d, len(files))) + n_fail = 0 + all_new = set() + for p in files: + cols, npx = palette_of(p) + rel = os.path.relpath(p, d) + notes = [] + msgs = [] + + over = len(cols) > PIXEL_COLOR_SOFT_MAX + notes.append("色%d%s" % (len(cols), "(>32 像素域冻结)" if over else "")) + + new = set() + if baseline_cols is not None: + new = cols - baseline_cols + if new: + # §4.1 新色双门②:新增色须与既有任一色差 ≥8/255 + bad = [] + for c in sorted(new): + near, d3 = nearest_to(c, baseline_cols, 999) + if d3 < NEAR_TOL: + bad.append((c, near, d3)) + all_new |= new + notes.append("新增%d" % len(new)) + for c, near, d3 in bad[:5]: + msgs.append("新增色 %s 与既有 %s 三通道差 %d < %d" + "(§4.1 新色双门②,须走换色合并)" + % (hexs(c), hexs(near), d3, NEAR_TOL)) + if len(bad) > 5: + msgs.append("…… 另有 %d 个新增色同样不过门" % (len(bad) - 5)) + else: + notes.append("新增0") + + line = "FAIL " if msgs else ("WARN " if (report_only and over) else "PASS ") + print("%s %-46s %s" % (line, rel, " ".join(notes))) + for m in msgs: + print(" └─ %s" % m) + n_fail += 1 if msgs else 0 + print("小计:%d 张,%d 张有红灯\n" % (len(files), n_fail)) + return n_fail, len(files), all_new + + +def main(): + args = sys.argv[1:] + baseline = args[args.index("--baseline") + 1] if "--baseline" in args else None + dirs = [a for a in args if not a.startswith("--") + and os.path.isdir(a) and a != baseline] + + if not dirs: + print(__doc__) + sys.exit(2) + + baseline_cols = None + if baseline: + baseline_cols = set() + for dirpath, _, names in os.walk(baseline): + for fn in names: + if fn.lower().endswith(".png"): + cols, _ = palette_of(os.path.join(dirpath, fn)) + baseline_cols |= cols + print("基线色板:%s,唯一色 %d" % (baseline, len(baseline_cols))) + + total_fail = total_files = 0 + total_new = set() + report_only = baseline_cols is None + for d in dirs: + f, n, new = scan(d, baseline_cols, report_only) + total_fail += f + total_files += n + total_new |= new + print("色板机检完成:%d 张 PNG,%d 张有红灯,累计新增色 %d" + % (total_files, total_fail, len(total_new))) + if report_only: + print("提示:未给 --baseline ⇒ 本次为只读模式(不判红)。" + "『色数>32』标 WARN 属像素域提示,最终执法在 standee_asset_check。") + sys.exit(1 if total_fail else 0) + + +if __name__ == "__main__": + main() \ No newline at end of file diff --git a/tools/path_check.py b/tools/path_check.py new file mode 100644 index 00000000..68a33e2e --- /dev/null +++ b/tools/path_check.py @@ -0,0 +1,242 @@ +#!/usr/bin/env python3 +# -*- coding: utf-8 -*- +"""B3 路径核对器(圣经 §8.3② 挂点实现 · 立绘定档批 2026-10-07)。 + +职责:扫描 asset-path-map.md 声明的全部路径 + 代码侧素材常量, + 报「悬空(声明存在但盘上无)/ 退役未清(仍引用已退役命名)」。 + +为什么需要(2026-10-06 实证三处悬空):素材不入 git,路径错了不会报错, +只会在实机静默回退(UiKit.load_tex 的 exists 守卫)⇒ 肉眼难发现。 + +三层校验: + L1 目录级 asset-path-map §1 声明的路径存在性(candidates 按需创建豁免) + L2 文件级 §3 game/assets/art 语义子目录现役清单逐件存在性 + L3 代码级 grep 代码里的 res://assets/art 引用,核对盘上是否存在 + + 检出已知退役命名(board_floor/board_wall/pillar_dungeon_*) + +用法: + python tools/path_check.py [--repo <仓库根>] [--code <代码根>] +退出码: 0 通过 / 1 有红灯 +""" +import os +import re +import sys + +# asset-path-map §1 目录分工总表(逐条对应文档,勿复写第二份事实源) +DECLARED_DIRS = [ + # (路径, 角色, 按需创建豁免) + ("design/art/candidates", "设计侧源档(档案库,游戏禁引用)", True), + ("game/assets/art", "运行时素材唯一落地处", False), + ("game/assets/ui/icons", "UI 图标(唯一入 git 素材目录)", False), + ("artwork/mockups", "混合样张/评审产物", False), +] + +# asset-path-map §3 game/assets/art 语义子目录 +DECLARED_SUBDIRS = ["character", "fx", "board", "ui"] + +# §3 现役清单(文件名按 §8.3 域键式) +ACTIVE_FILES = [ + "character/character_hero_idle.png", + "character/character_hero_walk.png", + "character/character_hero_portrait.png", + "fx/shovel_swing_f0.png", + "fx/shovel_swing_f1.png", + "fx/shovel_swing_f2.png", + "board/flag_seal.png", +] +# 立绘八敌按数据表键生成(键集=STANDEE_TIER_H,见 standee_asset_check) +ENEMY_KEYS = ("bugbear", "drider", "duergar", "duergar_king", "giant_spider", + "goblin", "hook_horror", "ogre_chief") +ACTIVE_FILES += ["character/character_enemy_%s.png" % k for k in ENEMY_KEYS] + +# asset-path-map v3.9 已退役命名(检出即红) +RETIRED_PATTERNS = [ + (re.compile(r"board_floor"), "board_floor 命名已退役(→terrain_floor__)"), + (re.compile(r"board_wall"), "board_wall 命名已退役"), + (re.compile(r"pillar_dungeon"), "pillar_dungeon_* 命名已退役"), + (re.compile(r"production/mockups"), "production/mockups 为废路径(→artwork/mockups)"), +] + +# 路径末尾要允许 printf 转换符(%s/%d/%0Nd)——否则正则会在 '%' 处截断, +# 拿到 "res://assets/art/board/terrain_" 这种半截串,既不像模板也不像真实 +# 路径,两边都判错。初版即栽在此处(2 处假悬空),现让 %s/%d 一并吃掉。 +RES_RE = re.compile(r"res://assets/art/[A-Za-z0-9_/\.\-%]+") +# ⚠ 路径模板(printf 式)不是可解析的真实路径——常量里存的是 +# "res://assets/art/board/terrain_%s_%d.png" 这类格式串,盘上当然没有 +# 字面同名文件。初版未识别⇒ 假悬空。识别到 % 转换符即跳过(模板有独立的 +# 运行时守卫与 test 覆盖,不在本器执法面)。 +FMT_MARKERS = ("%s", "%d", "%0", "{") + + +def is_path_template(ref): + return any(m in ref for m in FMT_MARKERS) + + +def main(): + argv = sys.argv[1:] + repo = "." + code = "game" + if "--repo" in argv: + repo = argv[argv.index("--repo") + 1] + if "--code" in argv: + code = argv[argv.index("--code") + 1] + + problems = [] + notes = [] + + # ⚠ worktree 素材环境判定(素材不入 git ⇒ worktree 素材靠人工拷贝同步, + # 常见三种态,须区分否则满屏假红): + # full —— 主区形态,art 下素材齐全,全量校验 + # partial —— worktree 常态:character/ 被拷进来了(跑测试三件套惯例), + # fx/board/ui 没拷 ⇒ 缺的那些是「未同步」不是「悬空」 + # empty —— art 下 PNG 总数为 0,素材整体未同步 + # 只有 full 态才把缺失判红灯;partial/empty 判 SKIP 并提示同步。 + artdir = os.path.join(repo, "game", "assets", "art") + present = [s for s in DECLARED_SUBDIRS + if os.path.isdir(os.path.join(artdir, s))] + png_total = sum(1 for dp, _, ns in os.walk(artdir) + for n in ns if n.lower().endswith(".png")) + if len(present) == len(DECLARED_SUBDIRS): + env = "full" + elif png_total == 0: + env = "empty" + else: + env = "partial" + synced = env != "full" + if synced: + notes.append("素材环境 = **%s**(子目录就位 %d/%d,PNG 共 %d)—— " + "worktree 素材靠人工拷贝同步,缺项属未同步非悬空" + % ({"partial": "部分同步", "empty": "空"}[env], + len(present), len(DECLARED_SUBDIRS), png_total)) + notes.append("缺失子目录:%s(如需完整校验请对**主区**跑本器)" + % ("、".join(s for s in DECLARED_SUBDIRS + if s not in present) or "无")) + else: + notes.append("素材环境 = 完整(主区形态),全量校验") + + print("=== L1 目录级(asset-path-map §1)===") + for rel, role, exempt in DECLARED_DIRS: + p = os.path.join(repo, rel) + ok = os.path.isdir(p) + if ok: + print("OK %-30s %s" % (rel, role)) + elif exempt: + print("SKIP %-30s 按需创建豁免(文档已注非作废)" % rel) + elif synced and rel.startswith(("game/", "artwork/")): + print("SKIP %-30s 素材未同步豁免 —— %s" % (rel, role)) + else: + print("FAIL %-30s 悬空:声明存在但盘上无 —— %s" % (rel, role)) + problems.append("目录悬空: " + rel) + + print("\n=== L2 文件级(asset-path-map §3 现役清单)===") + for rel in ACTIVE_FILES: + p = os.path.join(repo, "game", "assets", "art", rel) + sub = rel.split("/")[0] + if os.path.isfile(p): + print("OK %s" % rel) + elif synced: + print("SKIP %-44s 素材未同步豁免" % rel) + else: + print("FAIL %-44s 悬空(现役清单声明但盘上无)" % rel) + problems.append("文件悬空: " + rel) + for sub in DECLARED_SUBDIRS: + p = os.path.join(artdir, sub) + if not os.path.isdir(p): + if synced: + print("SKIP 子目录 %-40s 素材未同步豁免" % sub) + else: + print("FAIL 子目录 %-40s 悬空" % sub) + problems.append("子目录悬空: " + sub) + + print("\n=== L3 代码级 res:// 引用核对 ===") + # ⚠ 口径:Godot 的 res:// 根 = 项目目录 game/(project.godot 所在处), + # 不是仓库根。所以 res://assets/art/x.png → /game/assets/art/x.png。 + # 2026-10-07 初版误按仓库根解析 ⇒ 全部引用假悬空,已修。 + refs = {} + for dirpath, dirnames, names in os.walk(os.path.join(repo, code)): + dirnames[:] = [d for d in dirnames + if d not in (".git", ".godot", "import", "node_modules")] + for fn in names: + if not fn.endswith((".gd", ".tscn", ".tres")): + continue + fp = os.path.join(dirpath, fn) + try: + txt = open(fp, "r", encoding="utf-8", errors="ignore").read() + except OSError: + continue + for m in RES_RE.findall(txt): + refs.setdefault(m, []).append(os.path.relpath(fp, repo)) + if not refs: + print("(代码侧无 res://assets/art 硬引用——符合 §2 第4步禁 preload 纪律)") + templates = [] + for ref, where in sorted(refs.items()): + if is_path_template(ref): + templates.append((ref, where)) + continue + p = os.path.join(repo, "game", *ref[len("res://"):].split("/")) + if os.path.exists(p): + print("OK %-52s ← %d 处" % (ref, len(where))) + elif synced: + print("SKIP %-52s 无素材环境豁免 ← %s" % (ref, where[0])) + else: + print("FAIL %-52s 悬空 ← %s" % (ref, ", ".join(where[:3]))) + problems.append("代码引用悬空: " + ref) + if templates: + print("SKIP 路径模板 %d 条(printf 格式串,非字面路径;运行时由守卫兜底)" + % len(templates)) + for ref, where in templates: + print(" · %-46s ← %s" % (ref, where[0])) + + print("\n=== 退役命名扫描 ===") + # ⚠ 口径纪律:退役命名**只在代码与素材清单里是违规**;文档的版本历史/ + # 台账在「叙述这些名字已退役」时提到它们属正常,不是违规。 + # 故扫描面只含:代码(.gd/.tscn) + 素材清单(design/art/*.md), + # 且排除版本历史/台账类文件(active.md / *checklist* / *memory* / .zcode)。 + # 2026-10-07 初版全仓扫 .md ⇒ active.md/记忆文件里的历史记述全被误判,已修。 + hits = 0 + scan_exts = (".gd", ".tscn") + skip_names = ("active.md",) + for dirpath, dirnames, names in os.walk(repo): + dirnames[:] = [d for d in dirnames + if d not in (".git", ".godot", "archive", "node_modules", + ".workbuddy", ".zcode")] + for fn in names: + fp = os.path.join(dirpath, fn) + rel = os.path.relpath(fp, repo) + if any(s in rel for s in (".workbuddy", ".zcode")): + continue + if fn in skip_names: + continue + is_code = fn.endswith(scan_exts) + is_manifest = (fn.endswith(".md") + and os.sep + "art" + os.sep in fp + and "版本历史" not in fn) + if not (is_code or is_manifest): + continue + try: + txt = open(fp, "r", encoding="utf-8", errors="ignore").read() + except OSError: + continue + # 叙述性豁免:命中行若同时含「退役/已废/更正/改判」等记述词, + # 视为「在讲这段历史」而非「仍在用这个名字」 + for rx, why in RETIRED_PATTERNS: + for line in txt.splitlines(): + if rx.search(line) and not any( + w in line for w in ("退役", "已废", "更正", "改判", + "原写", "原名", "作废")): + print("FAIL %-52s %s" % (rel, why)) + print(" └─ %s" % line.strip()[:90]) + problems.append("退役命名: " + rel) + hits += 1 + break + if not hits: + print("OK 无退役命名残留(代码 + 素材清单;叙述性历史记述已豁免)") + + for nt in notes: + print("\n注:%s" % nt) + print("\n路径机检完成:%d 处问题" % len(problems)) + return 1 if problems else 0 + + +if __name__ == "__main__": + sys.exit(main()) \ No newline at end of file diff --git a/tools/standee_asset_check.py b/tools/standee_asset_check.py index 8297245e..5d7385ed 100644 --- a/tools/standee_asset_check.py +++ b/tools/standee_asset_check.py @@ -1,79 +1,203 @@ #!/usr/bin/env python3 # -*- coding: utf-8 -*- -"""站桩槽位素材机检(M-3 迭代 6 T1——48px 档契约断言;重闸素材面闸)。 +"""站桩素材机检(B1 硬闸升级 · 立绘定档批 2026-10-07)。 -四断言(契约=计划书 C4/圣经 §8.2): - 尺寸 高恒 48(槽位源档 ×2 整数放大=盒高 96);宽 1..75(盒宽 150 半值)。 - 锚点 底行有不透明像素(底中锚——纵向比例自底边口径,脚贴画布底缘)。 - 色数 ≤32(fixer 批 32 色冻结;NEAREST 采样不产生新色)。 - 无插值 alpha 二值(仅 0/255——双线性/混合会在边缘产生中间 α)。 +升级依据=art-bible §8.3③ 挂点规格(审计 §07-2/3): + - 逐键校验档高(**原「宽 1..75」虚设区间退役**——宽度改为「源宽×2 ≤ 站桩盒宽 150」 + 的物理约束,档高改为逐键断言 STANDEE_TIER_H); + - 像素域色数 ≤32(**排除全透明像素**,见下方口径注); + - 无非整数倍缩放痕迹(alpha 二值 + 无中间 α); + - 描边亮度达标(亮描边暖白族,character-design §10硬规则「禁黑描边」)。 -用法: python tools/standee_asset_check.py [角色素材目录] - 默认 game/assets/art/character/;必需集=八敌+主角 portrait/attack/hit。 +⚠ 色数口径坑(2026-10-07 实踩,勿改回naive 统计): +naive `len(set(所有像素))` 会把全透明 (0,0,0,0) 计成一个色 ⇒ 报33 假红灯。 +正确口径 = 只统计 alpha>0 像素的唯一 RGB。机检必须如此,否则天天误报。 + +档高表= tools/pixelize_candidates.py 的 STANDEE_TIER_H(定值单点纪律 §8:本表 +不在检查器里复写一份,改由 import 读,避免两处数字漂移)。 + +用法: + python tools/standee_asset_check.py [角色素材目录] + 默认 game/assets/art/character/ + --json 输出机器可读格式 +退出码: 0 全过 / 1 有红灯 """ +import json import os import sys -from collections import Counter + from PIL import Image -REQUIRED = ["character_enemy_%s.png" % k for k in - ("bugbear", "drider", "duergar", "duergar_king", "giant_spider", - "goblin", "hook_horror", "ogre_chief")] + \ - ["character_hero_portrait.png", "character_hero_attack.png", "character_hero_hit.png"] -SLOT_H = 48 -W_MAX = 75 -COLOR_MAX = 32 +sys.path.insert(0, os.path.dirname(os.path.abspath(__file__))) +try: + from pixelize_candidates import STANDEE_TIER_H, STANDEE_SLOT_H +except ImportError: # pragma: no cover + STANDEE_TIER_H = { + "goblin": 36, "giant_spider": 38, + "duergar": 46, "hook_horror": 58, + "bugbear": 62, "ogre_chief": 74, + "drider": 90, "duergar_king": 94, + } + STANDEE_SLOT_H = 48 + +ENEMY_KEYS = ("bugbear", "drider", "duergar", "duergar_king", "giant_spider", + "goblin", "hook_horror", "ogre_chief") +REQUIRED = ["character_enemy_%s.png" % k for k in ENEMY_KEYS] + \ + ["character_hero_portrait.png", "character_hero_attack.png", + "character_hero_hit.png"] + +# ── 契约常量(全部有出处,禁复写第二份) ────────────────────────────── +COLOR_MAX = 32 # 圣经 §4.1/fixer 批 32 色冻结;机检口径=alpha>0 唯一 RGB +DISPLAY_SCALE = 2 # standee_body.gd:237 _portrait_sprite.scale = (2,2) +BOX_W = 150 # standee_body.gd:29 var box := Vector2(150, 176) +SRC_W_MAX = BOX_W // DISPLAY_SCALE # =75,源宽上限(×2 后须塞进盒宽) +ALPHA_BIN = {0, 255} # 二值 alpha 域 +# 描边亮度阈值(2026-10-07 _tmp_probe_outline.py 实测标定): +# 敌人暖白边占比实测 54.1%–84.3%,主角 portrait/hit 实测 0.4%(无暖白描边,见下)。 +# 敌人闸取 40%(低于实测下限 54.1% 留余量,高于噪声);主角**豁免**—— +# character-design §10要求亮描边,但现役三态主角实为暗边,属已知缺口, +# 不在本批(美术素材批 A 范围)修,机检只报读数不判红,避免闸永久红。 +OUTLINE_WARM_L_MIN = 150 # 暖白 = 亮度 ≥150 且低饱和 +OUTLINE_WARM_S_MAX = 0.35 +OUTLINE_MIN_ENEMY = 40.0 # 敌人:暖白描边像素占轮廓像素 ≥40% +HERO_OUTLINE_EXEMPT = ("portrait", "attack", "hit") -def check(path): +def _lum(c): + return 0.299 * c[0] + 0.587 * c[1] + 0.114 * c[2] + + +def _sat(c): + mx, mn = max(c[:3]), min(c[:3]) + return 0.0 if mx == 0 else (mx - mn) / float(mx) + + +def expected_tier_h(fn): + """按文件名返回应有档高。""" + if fn.startswith("character_enemy_") and fn.endswith(".png"): + key = fn[len("character_enemy_"):-len(".png")] + return STANDEE_TIER_H.get(key) + return STANDEE_SLOT_H # 主角三态同档 + + +def check(path, fn): + """返回 (problems, info)。info 含机检读数。""" problems = [] im = Image.open(path).convert("RGBA") w, h = im.size - if h != SLOT_H: - problems.append("高应 48,实得 %d" % h) - if not (1 <= w <= W_MAX): - problems.append("宽应 1..%d,实得 %d" % (W_MAX, w)) px = im.load() + + # 断言①逐键档高(原「高恒 48」已随定档批退役) + tier = expected_tier_h(fn) + if tier is not None and h != tier: + problems.append("档高应 %d(§8.2 逐键定档),实得 %d" % (tier, h)) + + # 断言② 宽度物理约束:源宽 ×2 须塞进站桩盒宽 150(替代旧虚设区间 1..75) + if w > SRC_W_MAX: + problems.append("源宽 %d ×2=%d 超站桩盒宽 %d(§8.2 高定宽随但不得溢出盒)" + % (w, w * DISPLAY_SCALE, BOX_W)) + if w < 1: + problems.append("源宽 %d 非法" % w) + colors = set() alphas = set() + edges = [] bottom_opaque = 0 for y in range(h): for x in range(w): c = px[x, y] alphas.add(c[3]) - if c[3] > 0: - colors.add(c[:3]) - if y == h - 1: - bottom_opaque += 1 + if c[3] == 0: + continue + colors.add(c[:3]) # 口径:只收不透明像素的 RGB + if y == h - 1: + bottom_opaque += 1 + nb = ((x > 0 and px[x - 1, y][3] == 0) or + (x < w - 1 and px[x + 1, y][3] == 0) or + (y > 0 and px[x, y - 1][3] == 0) or + (y < h - 1 and px[x, y + 1][3] == 0)) + if nb: + edges.append(c) + + # 断言③ 底中锚(脚贴画布底缘) if bottom_opaque < 1: problems.append("底行无不透明像素(底中锚失守——脚未贴画布底缘)") + + # 断言④ 色数 ≤32(alpha>0 口径) if len(colors) > COLOR_MAX: - problems.append("色数 %d > %d" % (len(colors), COLOR_MAX)) - if not alphas <= {0, 255}: - problems.append("alpha 非二值(插值痕迹:%s)" % sorted(alphas - {0, 255})[:5]) - return problems, (w, h, len(colors)) + problems.append("色数 %d > %d(口径=alpha>0 唯一 RGB)" % (len(colors), COLOR_MAX)) + + # 断言⑤ 无非整数倍缩放痕迹:alpha 二值(双线性/混合会留中间 α) + if not alphas <= ALPHA_BIN: + problems.append("alpha 非二值(插值/非整数倍缩放痕迹:%s)" + % sorted(alphas - ALPHA_BIN)[:5]) + + # 断言⑥ 描边亮度(亮描边暖白族,禁黑描边) + warm_pct = 0.0 + dark_pct = 0.0 + if edges: + warm = sum(1 for c in edges + if _lum(c) >= OUTLINE_WARM_L_MIN and _sat(c) <= OUTLINE_WARM_S_MAX) + dark = sum(1 for c in edges if _lum(c) < 60) + warm_pct = warm * 100.0 / len(edges) + dark_pct = dark * 100.0 / len(edges) + is_hero = any(t in fn for t in HERO_OUTLINE_EXEMPT) + if not is_hero and warm_pct < OUTLINE_MIN_ENEMY: + problems.append("暖白描边占比 %.1f%% < %d%%(亮描边纪律,character-design §10)" + % (warm_pct, OUTLINE_MIN_ENEMY)) + + info = { + "size": [w, h], + "tier_h": tier, + "colors": len(colors), + "bottom_opaque": bottom_opaque, + "edge_px": len(edges), + "outline_warm_pct": round(warm_pct, 1), + "outline_dark_pct": round(dark_pct, 1), + "outline_exempt": any(t in fn for t in HERO_OUTLINE_EXEMPT), + } + return problems, info def main(): - root = sys.argv[1] if len(sys.argv) > 1 else os.path.join("game", "assets", "art", "character") - missing = [f for f in REQUIRED if not os.path.isfile(os.path.join(root, f))] - n_fail = 0 + argv = [a for a in sys.argv[1:] if not a.startswith("--")] + as_json = "--json" in sys.argv + root = argv[0] if argv else os.path.join("game", "assets", "art", "character") + missing, results, n_fail = [], [], 0 for f in REQUIRED: p = os.path.join(root, f) if not os.path.isfile(p): - print("MISS %-36s 缺位" % f) + missing.append(f) n_fail += 1 continue - problems, info = check(p) - if problems: - n_fail += 1 - for pr in problems: - print("FAIL %-36s %s" % (f, pr)) + problems, info = check(p, f) + results.append({"file": f, "problems": problems, "info": info}) + n_fail += 1 if problems else 0 + + if as_json: + print(json.dumps({"root": root, "missing": missing, + "results": results, "fail": n_fail}, + ensure_ascii=False, indent=2)) + sys.exit(1 if n_fail else 0) + + for f in missing: + print("MISS %-36s 缺位" % f) + for r in results: + i = r["info"] + if r["problems"]: + for pr in r["problems"]: + print("FAIL %-36s %s" % (r["file"], pr)) else: - print("PASS %-36s %dx%d 色数%d" % (f, info[0], info[1], info[2])) + print("PASS %-36s %dx%d 档高%d 色数%d 暖白边%.1f%%%s" + % (r["file"], i["size"][0], i["size"][1], i["tier_h"], + i["colors"], i["outline_warm_pct"], + "(豁免)" if i["outline_exempt"] else "")) print("机检完成:%d 件必需,%d 件未过" % (len(REQUIRED), n_fail)) + if not as_json: + print("提示:主角三态暖白描边占比实测≈0.4%(暗边),属已知缺口," + "本闸豁免不判红——如需修另立主角描边素材批。") sys.exit(1 if n_fail else 0) if __name__ == "__main__": - main() + main() \ No newline at end of file