qa(t5): U2人闸第三件——15张节点图骨架一次性目检预览(数据源=level.tres实态,脚本+16图+清单,产物归design/qa不进游戏包)
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# T5 骨架 15 张目检清单(U2 人闸第三件,2026-09-29)
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数据源=game/data/tables/level.tres;逐张给「过/不过+原因」,回填记台账。
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- [ ] L1-模板0-地精洞窟主线洞道现行.png(地精洞窟·主线洞道(现行))
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- [ ] L1-模板1-地精洞窟休整前移.png(地精洞窟·休整前移)
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- [ ] L1-模板2-地精洞窟先赏后战.png(地精洞窟·先赏后战)
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- [ ] L1-模板3-地精洞窟连战直入.png(地精洞窟·连战直入)
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- [ ] L1-模板4-地精洞窟缓入长坡.png(地精洞窟·缓入长坡)
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- [ ] L2-模板0-幽暗地域四岔环廊现行.png(幽暗地域·四岔环廊(现行))
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- [ ] L2-模板1-幽暗地域奖励窄门.png(幽暗地域·奖励窄门)
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- [ ] L2-模板2-幽暗地域直入深层.png(幽暗地域·直入深层)
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- [ ] L2-模板3-幽暗地域休整远路.png(幽暗地域·休整远路)
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- [ ] L2-模板4-幽暗地域双线归束.png(幽暗地域·双线归束)
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- [ ] L3-模板0-灰矮人矿城主竖井现行.png(灰矮人矿城·主竖井(现行))
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- [ ] L3-模板1-灰矮人矿城奖励窄门.png(灰矮人矿城·奖励窄门)
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- [ ] L3-模板2-灰矮人矿城直入深层.png(灰矮人矿城·直入深层)
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- [ ] L3-模板3-灰矮人矿城休整远路.png(灰矮人矿城·休整远路)
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- [ ] L3-模板4-灰矮人矿城双线归束.png(灰矮人矿城·双线归束)
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#!/usr/bin/env python3
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# -*- coding: utf-8 -*-
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"""T5 节点图骨架 15 张一次性目检预览(M-3 迭代 5 U2 人闸第三件,2026-09-29)。
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数据源 = game/data/tables/level.tres(游戏内实际落表,非生成器重算)。
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产物 = 本目录 15 张单图 + 00-总览拼图.png + 0-目检清单.md。一次性工具,随产物留档可删。
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用法:python design/qa/t5-skeleton-preview-20260929/render_preview.py(仓库根执行)
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"""
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import json
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import math
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import os
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import re
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from PIL import Image, ImageDraw, ImageFont
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ROOT = os.path.normpath(os.path.join(os.path.dirname(os.path.abspath(__file__)), "..", "..", ".."))
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TRES = os.path.join(ROOT, "game", "data", "tables", "level.tres")
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FONT = os.path.join(ROOT, "game", "assets", "fonts", "ui_font_fusion_pixel_zh_hans.ttf")
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OUT = os.path.dirname(os.path.abspath(__file__))
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BG = (30, 27, 34)
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INK = (240, 234, 220)
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DIM = (150, 142, 132)
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EDGE = (168, 158, 142)
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TYPE_STYLE = {
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"battle": {"label": "战斗", "fill": (62, 86, 113), "border": (120, 148, 180)},
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"reward": {"label": "奖励", "fill": (176, 127, 44), "border": (222, 178, 96)},
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"rest": {"label": "休整", "fill": (74, 124, 89), "border": (128, 186, 148)},
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"shop": {"label": "商店", "fill": (58, 110, 140), "border": (118, 172, 200)},
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"boss": {"label": "Boss", "fill": (122, 44, 72), "border": (226, 120, 150)},
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}
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def parse_rows(path):
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text = open(path, encoding="utf-8").read()
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body = text.split("rows = [", 1)[1].rsplit("\n]", 1)[0]
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rows = []
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depth, start = 0, None
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for i, ch in enumerate(body):
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if ch == "{":
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if depth == 0:
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start = i
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depth += 1
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elif ch == "}":
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depth -= 1
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if depth == 0 and start is not None:
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rows.append(json.loads(body[start:i + 1]))
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start = None
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return rows
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def f(size):
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return ImageFont.truetype(FONT, size)
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def arrow(d, p0, p1, color, w=3):
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d.line([p0, p1], fill=color, width=w)
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ang = math.atan2(p1[1] - p0[1], p1[0] - p0[0])
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L, W = 14, 5
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a1 = (p1[0] - L * math.cos(ang) + W * math.sin(ang), p1[1] - L * math.sin(ang) - W * math.cos(ang))
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a2 = (p1[0] - L * math.cos(ang) - W * math.sin(ang), p1[1] - L * math.sin(ang) + W * math.cos(ang))
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d.polygon([p1, a1, a2], fill=color)
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def polyline_arrow(d, pts, color, w=3):
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d.line(pts, fill=color, width=w)
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ang = math.atan2(pts[-1][1] - pts[-2][1], pts[-1][0] - pts[-2][0])
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L, W = 14, 5
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a1 = (pts[-1][0] - L * math.cos(ang) + W * math.sin(ang), pts[-1][1] - L * math.sin(ang) - W * math.cos(ang))
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a2 = (pts[-1][0] - L * math.cos(ang) - W * math.sin(ang), pts[-1][1] - L * math.sin(ang) + W * math.cos(ang))
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d.polygon([pts[-1], a1, a2], fill=color)
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def node_box(d, cx, cy, ntype, depth, big=False):
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st = TYPE_STYLE[ntype]
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w, h = (132, 72) if big else (112, 60)
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x0, y0, x1, y1 = cx - w // 2, cy - h // 2, cx + w // 2, cy + h // 2
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d.rounded_rectangle([x0, y0, x1, y1], radius=10, fill=st["fill"],
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outline=st["border"], width=4 if big else 2)
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label = st["label"]
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fnt = f(24 if big else 21)
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bb = d.textbbox((0, 0), label, font=fnt)
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d.text((cx - (bb[2] - bb[0]) // 2, cy - (bb[3] - bb[1]) // 2 - 4), label, font=fnt, fill=INK)
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if depth is not None:
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tag = "#%d" % depth
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fnt2 = f(15)
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bb2 = d.textbbox((0, 0), tag, font=fnt2)
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tw, th = bb2[2] - bb2[0], bb2[3] - bb2[1]
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bx, by = x0 + 2, y0 - 12
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d.rounded_rectangle([bx, by, bx + tw + 12, by + th + 8], radius=7, fill=BG,
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outline=st["border"], width=1)
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d.text((bx + 6, by + 4), tag, font=fnt2, fill=INK)
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return (x0, y0, x1, y1)
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def render_chain(name, level_name, nodes, path):
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W, H = 1280, 320
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img = Image.new("RGB", (W, H), BG)
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d = ImageDraw.Draw(img)
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d.text((24, 18), "%s — %s" % (level_name, name), font=f(30), fill=INK)
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d.text((24, 64), "单链:自左向右依次推进|#N = 遭遇表行(战斗深度序)|入口 = 最左", font=f(17), fill=DIM)
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n = len(nodes)
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xs = [140 + i * ((W - 280) // (n - 1)) for i in range(n)]
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cy = 190
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boxes = [node_box(d, xs[i], cy, nd["type"], nd.get("node_depth"),
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big=nd["type"] == "boss") for i, nd in enumerate(nodes)]
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for i in range(n - 1):
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arrow(d, (boxes[i][2] + 2, cy), (boxes[i + 1][0] - 3, cy), EDGE)
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d.text((xs[0] - 62, cy + 46), "▶ 入口", font=f(17), fill=DIM)
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img.save(path)
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def render_graph(name, level_name, nodes, path):
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ids = [nd["node_depth"] for nd in nodes]
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inbound = {}
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for nd in nodes:
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for t in nd.get("next", []):
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inbound.setdefault(t, []).append(nd["node_depth"])
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layer = {}
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def lay(i):
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if i in layer:
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return layer[i]
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layer[i] = 0 if i not in inbound else max(lay(p) for p in inbound[i]) + 1
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return layer[i]
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for i in ids:
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lay(i)
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maxl = max(layer.values())
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W, H = 1280, 480
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img = Image.new("RGB", (W, H), BG)
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d = ImageDraw.Draw(img)
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d.text((24, 18), "%s — %s" % (level_name, name), font=f(30), fill=INK)
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d.text((24, 64), "网状:箭头=可走的下一节点|#N = 遭遇表行(战斗深度)|入口 = 最左|商店→Boss 必经",
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font=f(17), fill=DIM)
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cols = {}
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for i in sorted(ids, key=lambda x: (layer[x], x)):
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cols.setdefault(layer[i], []).append(i)
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xs = {l: 150 + l * ((W - 300) / max(maxl, 1)) for l in cols}
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pos = {}
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for l, members in cols.items():
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k = len(members)
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for j, i in enumerate(members):
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y = 280 + (j - (k - 1) / 2.0) * (120 if k > 1 else 0)
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pos[i] = (int(xs[l]), int(y))
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for nd in nodes:
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i = nd["node_depth"]
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for t in nd.get("next", []):
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(x0, y0), (x1, y1) = pos[i], pos[t]
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if x1 - x0 >= 120:
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arrow(d, (x0 + 60, y0), (x1 - 62, y1), EDGE, w=3)
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else:
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bow = 40 if y1 >= y0 else -40
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pts = [(x0 + (x1 - x0) * u / 20.0,
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y0 + (y1 - y0) * u / 20.0 + bow * math.sin(math.pi * u / 20.0))
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for u in range(21)]
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polyline_arrow(d, pts, EDGE)
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entry = [i for i in ids if i not in inbound][0]
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for nd in nodes:
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i = nd["node_depth"]
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node_box(d, pos[i][0], pos[i][1], nd["type"], i, big=nd["type"] == "boss")
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if i == entry:
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d.text((pos[i][0] - 32, pos[i][1] + 42), "▶ 入口", font=f(17), fill=DIM)
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img.save(path)
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def main():
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rows = parse_rows(TRES)
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assert len(rows) == 3, "rows=%d" % len(rows)
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files = []
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for row in rows:
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li = row["level_index"]
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for ti, tpl in enumerate(row["templates"]):
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nodes = tpl["nodes"]
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fn = "L%d-模板%d-%s.png" % (li, ti, re.sub(r"[\\/:*?\"<>|()·]", "", tpl["display_name"]))
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path = os.path.join(OUT, fn)
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is_graph = any("next" in n for n in nodes)
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if is_graph:
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render_graph(tpl["display_name"], row["display_name"], nodes, path)
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else:
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render_chain(tpl["display_name"], row["display_name"], nodes, path)
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files.append((li, ti, tpl["display_name"], fn))
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assert len(files) == 15, len(files)
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CW, CH = 640, 190
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sheet = Image.new("RGB", (CW, 40 + CH * 3), BG)
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sd = ImageDraw.Draw(sheet)
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sd.text((16, 8), "T5 骨架池总览(15 张 = 3 关 × 5;逐张单图见同目录)", font=f(22), fill=INK)
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for li, ti, name, fn in files:
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im = Image.open(os.path.join(OUT, fn)).resize((CW - 8, CH - 8))
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sheet.paste(im, (4, 36 + (li - 1) * CH))
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sheet.save(os.path.join(OUT, "00-总览拼图.png"))
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body = "\n".join("- [ ] %s(%s)" % (fn, name) for li, ti, name, fn in files)
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open(os.path.join(OUT, "0-目检清单.md"), "w", encoding="utf-8").write(
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"# T5 骨架 15 张目检清单(U2 人闸第三件,2026-09-29)\n\n"
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"数据源=game/data/tables/level.tres;逐张给「过/不过+原因」,回填记台账。\n\n" + body + "\n")
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print("rendered %d files + sheet" % len(files))
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for li, ti, name, fn in files:
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print(" L%d-模板%d %s -> %s" % (li, ti, name, fn))
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if __name__ == "__main__":
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main()
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