From f2642a87a65144ddaddaf860d938799889a64938 Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Mon, 28 Sep 2026 03:42:15 +0800 Subject: [PATCH] =?UTF-8?q?feat(art):=20T6=20underdark/deep=5Funderdark=20?= =?UTF-8?q?=E7=93=A6=E7=89=87=E6=8D=A2=E8=89=B2=E2=80=94=E2=80=94=E7=A8=8B?= =?UTF-8?q?=E5=BA=8F=E6=8D=A2=E8=89=B2=E4=BA=A7=20L2/L3=20=E4=B8=A4?= =?UTF-8?q?=E5=A5=97=E5=85=A5=E5=8C=85+=E6=9C=BA=E6=A3=80(=E5=8F=B0?= =?UTF-8?q?=E8=B4=A6164=20=E6=8D=A2=E8=89=B2=E9=81=97=E7=95=99=E6=B8=85?= =?UTF-8?q?=E5=81=BF)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - tools/recolor_terrain_tiles.py: 槽位家族保持重映射(源唯一色→最近 dungeon 锚定家族→家族内亮度秩序线性映射目标色表);目标锚=归档生成器 PALETTES(圣经 §4.3 三关方向,三关换色证明条在案);确定性零随机;源=盘上 v9.3 定稿 21 枚(活件未动) - 产物: game/assets/art/board/terrain_*_underdark|deep_underdark.png 各 21 枚(素材不入 git 与 dungeon 套一致,.import 编辑器刷) - BoardView: 瓦片路径按 board_type 后缀参数化(词表名单单点 TILE_WALL_NAMES);rebuild 按板图型切换(_tiles_board_type 守卫零重载);套缺位→整批回落 dungeon(禁同板混渲染),dungeon 亦缺位→程序化平色原回退 - 机检: terrain_tile_sets_test 入 manifest(第 9 套件)——词表 3 型×套完整性(16 墙+5 地面)+墙顶色相域抽检(dungeon 0.089/underdark 0.625/deep 0.639 各落圣经方向带)+图底分离×3+deep 更暗方向;素材工作区缺位=SKIP 不红(不入 git 纪律) - 轻闸: 冒烟 557/0+ui_input_probe(缺位回退断言保持)+ui_click_probe+9 套件全绿 --- game/presentation/views/board_view.gd | 78 +++++---- game/tests/run_all.gd | 1 + .../presentation/terrain_tile_sets_test.gd | 130 +++++++++++++++ .../terrain_tile_sets_test.gd.uid | 1 + tools/recolor_terrain_tiles.py | 154 ++++++++++++++++++ 5 files changed, 329 insertions(+), 35 deletions(-) create mode 100644 game/tests/unit/presentation/terrain_tile_sets_test.gd create mode 100644 game/tests/unit/presentation/terrain_tile_sets_test.gd.uid create mode 100644 tools/recolor_terrain_tiles.py diff --git a/game/presentation/views/board_view.gd b/game/presentation/views/board_view.gd index d67e875e..4228f671 100644 --- a/game/presentation/views/board_view.gd +++ b/game/presentation/views/board_view.gd @@ -79,23 +79,13 @@ const HERO_SHADOW_PX := Vector2(32, 12) # 脚下椭圆影屏幕尺寸(Godot # 路径常量落本文件单点(ui_kit.gd 由并行批占用,任务书 §2.5 禁入)。词表 = # design/research/board-tile-vocab-plan-a-2026-09-26.md(16 唯一墙瓦片 + 5 地面变体; # 东/东北/东南/end_e/in_ne/in_se 六镜像件运行时 flip_x 合成,不出文件——词表 §二)。 -const TEX_WALL_CENTER := "res://assets/art/board/terrain_wall_center_dungeon.png" -const TEX_WALL_CENTER_CRACK := "res://assets/art/board/terrain_wall_center_crack_dungeon.png" -const TEX_WALL_CENTER_SPECKLE := "res://assets/art/board/terrain_wall_center_speckle_dungeon.png" -const TEX_WALL_N := "res://assets/art/board/terrain_wall_n_dungeon.png" -const TEX_WALL_S := "res://assets/art/board/terrain_wall_s_dungeon.png" -const TEX_WALL_W := "res://assets/art/board/terrain_wall_w_dungeon.png" # wall_e = 运行时镜像 -const TEX_WALL_NW := "res://assets/art/board/terrain_wall_nw_dungeon.png" # wall_ne = 运行时镜像 -const TEX_WALL_SW := "res://assets/art/board/terrain_wall_sw_dungeon.png" # wall_se = 运行时镜像 -const TEX_WALL_HRUN := "res://assets/art/board/terrain_wall_hrun_dungeon.png" -const TEX_WALL_VRUN := "res://assets/art/board/terrain_wall_vrun_dungeon.png" -const TEX_WALL_END_N := "res://assets/art/board/terrain_wall_end_n_dungeon.png" -const TEX_WALL_END_S := "res://assets/art/board/terrain_wall_end_s_dungeon.png" -const TEX_WALL_END_W := "res://assets/art/board/terrain_wall_end_w_dungeon.png" # wall_end_e = 运行时镜像 -const TEX_WALL_LONE := "res://assets/art/board/terrain_wall_lone_dungeon.png" -const TEX_WALL_IN_NW := "res://assets/art/board/terrain_wall_in_nw_dungeon.png" # wall_in_ne = 运行时镜像 -const TEX_WALL_IN_SW := "res://assets/art/board/terrain_wall_in_sw_dungeon.png" # wall_in_se = 运行时镜像 -const TEX_FLOOR_FMT := "res://assets/art/board/terrain_floor_dungeon_%d.png" # 1..5 变体 +# 换色批(T6 2026-09-28):路径按 board_type 后缀参数化——terrain_<件名>_.png; +# 词表 §一 16 唯一墙瓦片名单单点在本常量数组。underdark/deep_underdark 两套 = +# tools/recolor_terrain_tiles.py 程序换色产(台账 164 换色遗留清偿);任一套缺位 → 整批回落 +# dungeon 套(禁同板混渲染);dungeon 套亦缺位 → 程序化平色回退(fresh checkout 冒烟不炸)。 +const TILE_WALL_NAMES := ["wall_center", "wall_center_crack", "wall_center_speckle", "wall_n", "wall_s", "wall_w", "wall_nw", "wall_sw", "wall_hrun", "wall_vrun", "wall_end_n", "wall_end_s", "wall_end_w", "wall_lone", "wall_in_nw", "wall_in_sw"] +const TILE_WALL_FMT := "res://assets/art/board/terrain_%s_%s.png" # %s=件名 %s=board_type +const TILE_FLOOR_FMT := "res://assets/art/board/terrain_floor_%s_%d.png" # %s=board_type 1..%d 变体 const TILE_FLOOR_VARIANTS := 5 # 地面瓦片变体数(词表 §一 floor_1..5) var _wrap: CenterContainer @@ -134,6 +124,7 @@ var _hero_dig_tw: Tween var _tiles := {} # 词表键 → Texture2D(镜像件已预翻转;装载见 _load_board_tiles) var _floor_tiles: Array[Texture2D] = [] # 地面瓦片五变体(下标 0..4 = floor_1..5) var _tiles_ok := false # false = 素材缺位/未装载——bg_sb 程序化平色原路径 +var _tiles_board_type := "dungeon" # 当前装载瓦片套的 board_type(rebuild 按板切换——T6 换色批) var cell_size: float: # 只读属性(ui_layout_probe 断言面——旧私有名 _cell 的契约化出口) get: @@ -255,6 +246,11 @@ func rebuild(board: BoardData, minesweeper) -> void: _r0[c] = true if _board == null: return + # 瓦片套随板图型切换(T6 换色批——board_gen 词表 v1.1 dungeon/underdark/deep_underdark; + # 同图型重复 rebuild 零重载,_tiles_board_type 守卫) + var bt: String = _board.board_type if _board.board_type != "" else "dungeon" + if bt != _tiles_board_type: + _load_board_tiles(bt) var stride := _cell + float(SEP) for y in _board.height: for x in _board.width: @@ -774,33 +770,37 @@ func _reset_breath() -> void: # 瓦片整批守卫装载(_init 单次调用):21 枚全成才启用——任一缺位按整批缺位处理(禁同板混渲染; # fresh checkout 无素材目录 → 静默全回退)。缺位不 push_error——可选素材缺位是预期路径非故障 # (英雄批 load_tex 纪律同款,防冒烟刷屏)。镜像件运行时 flip_x 合成,不出文件。 -func _load_board_tiles() -> void: +func _load_board_tiles(board_type: String = "dungeon") -> void: + if board_type == "": + board_type = "dungeon" var t := { - "wall_center": UiKit.load_tex(TEX_WALL_CENTER), - "wall_center_crack": UiKit.load_tex(TEX_WALL_CENTER_CRACK), - "wall_center_speckle": UiKit.load_tex(TEX_WALL_CENTER_SPECKLE), - "wall_n": UiKit.load_tex(TEX_WALL_N), - "wall_s": UiKit.load_tex(TEX_WALL_S), - "wall_w": UiKit.load_tex(TEX_WALL_W), - "wall_nw": UiKit.load_tex(TEX_WALL_NW), - "wall_sw": UiKit.load_tex(TEX_WALL_SW), - "wall_hrun": UiKit.load_tex(TEX_WALL_HRUN), - "wall_vrun": UiKit.load_tex(TEX_WALL_VRUN), - "wall_end_n": UiKit.load_tex(TEX_WALL_END_N), - "wall_end_s": UiKit.load_tex(TEX_WALL_END_S), - "wall_end_w": UiKit.load_tex(TEX_WALL_END_W), - "wall_lone": UiKit.load_tex(TEX_WALL_LONE), - "wall_in_nw": UiKit.load_tex(TEX_WALL_IN_NW), - "wall_in_sw": UiKit.load_tex(TEX_WALL_IN_SW), + "wall_center": UiKit.load_tex(TILE_WALL_FMT % ["wall_center", board_type]), + "wall_center_crack": UiKit.load_tex(TILE_WALL_FMT % ["wall_center_crack", board_type]), + "wall_center_speckle": UiKit.load_tex(TILE_WALL_FMT % ["wall_center_speckle", board_type]), + "wall_n": UiKit.load_tex(TILE_WALL_FMT % ["wall_n", board_type]), + "wall_s": UiKit.load_tex(TILE_WALL_FMT % ["wall_s", board_type]), + "wall_w": UiKit.load_tex(TILE_WALL_FMT % ["wall_w", board_type]), + "wall_nw": UiKit.load_tex(TILE_WALL_FMT % ["wall_nw", board_type]), + "wall_sw": UiKit.load_tex(TILE_WALL_FMT % ["wall_sw", board_type]), + "wall_hrun": UiKit.load_tex(TILE_WALL_FMT % ["wall_hrun", board_type]), + "wall_vrun": UiKit.load_tex(TILE_WALL_FMT % ["wall_vrun", board_type]), + "wall_end_n": UiKit.load_tex(TILE_WALL_FMT % ["wall_end_n", board_type]), + "wall_end_s": UiKit.load_tex(TILE_WALL_FMT % ["wall_end_s", board_type]), + "wall_end_w": UiKit.load_tex(TILE_WALL_FMT % ["wall_end_w", board_type]), + "wall_lone": UiKit.load_tex(TILE_WALL_FMT % ["wall_lone", board_type]), + "wall_in_nw": UiKit.load_tex(TILE_WALL_FMT % ["wall_in_nw", board_type]), + "wall_in_sw": UiKit.load_tex(TILE_WALL_FMT % ["wall_in_sw", board_type]), } var floors: Array[Texture2D] = [] for i in range(1, TILE_FLOOR_VARIANTS + 1): - floors.append(UiKit.load_tex(TEX_FLOOR_FMT % i)) + floors.append(UiKit.load_tex(TILE_FLOOR_FMT % [board_type, i])) for k in t: if t[k] == null: + _request_dungeon_fallback(board_type) return for tex in floors: if tex == null: + _request_dungeon_fallback(board_type) return # 六镜像件(词表 §二:wall_e←wall_w / wall_ne←wall_nw / wall_se←wall_sw / # wall_end_e←wall_end_w / wall_in_ne←wall_in_nw / wall_in_se←wall_in_sw;只水平翻转禁旋转 @@ -813,9 +813,17 @@ func _load_board_tiles() -> void: t["wall_in_se"] = _flip_tex(t["wall_in_sw"] as Texture2D) _tiles = t _floor_tiles = floors + _tiles_board_type = board_type _tiles_ok = true +# 整批回落(T6 换色批):请求套缺位 → 回落 dungeon 套(禁同板混渲染);dungeon 本身缺位 = +# 维持程序化平色回退原语义(_tiles_ok 恒 false,缺位不刷屏纪律不变) +func _request_dungeon_fallback(requested: String) -> void: + if requested != "dungeon": + _load_board_tiles("dungeon") + + # 水平镜像贴图运行时合成(flip_h 语义):Image 级逐位翻转后重建 ImageTexture——CellUnit 零改动。 # VRAM 压缩源先解压(flip_x 不支持压缩格式);32×32 原尺寸逐位翻转,无 ±1px 取整问题 static func _flip_tex(tex: Texture2D) -> Texture2D: diff --git a/game/tests/run_all.gd b/game/tests/run_all.gd index f12fadbb..73392664 100644 --- a/game/tests/run_all.gd +++ b/game/tests/run_all.gd @@ -34,6 +34,7 @@ func _suites() -> Array: {"path": "res://tests/unit/battle_settlement/damage_controller_test.gd", "expect": 0}, {"path": "res://tests/unit/contracts/system_contracts_test.gd", "expect": 0}, {"path": "res://tests/unit/presentation/ui_font_asset_test.gd", "expect": 0}, + {"path": "res://tests/unit/presentation/terrain_tile_sets_test.gd", "expect": 0}, ] diff --git a/game/tests/unit/presentation/terrain_tile_sets_test.gd b/game/tests/unit/presentation/terrain_tile_sets_test.gd new file mode 100644 index 00000000..ca09ff6f --- /dev/null +++ b/game/tests/unit/presentation/terrain_tile_sets_test.gd @@ -0,0 +1,130 @@ +# tests/unit/presentation/terrain_tile_sets_test.gd — 瓦片换色机检(T6 卡交付:色相域抽检+套完整性) +# 运行:godot --headless --path game --script res://tests/unit/presentation/terrain_tile_sets_test.gd +# 事实源:board_gen.tres board_type 词表 v1.1(dungeon/underdark/deep_underdark——从表读值,禁写死); +# 色相域方向 = art-bible §4.3 三关方向(underdark 灰白蓝紫 / deep_underdark 蓝黑紫黑); +# 图底分离 = 圣经 §8.5(已开地面明度低于未开墙体)。 +# 前置守卫:素材不入 git(用户裁定)——fresh checkout 无瓦片文件时本套件跳过(打印注记,不红); +# 源 dungeon 套在盘而换色套缺位 = 回归(换色脚本在库可复现)。 +extends SceneTree + +const ConfigDBScript := preload("res://core/config_db.gd") +const BoardViewScript := preload("res://presentation/views/board_view.gd") + +var _failures := 0 +var _checks := 0 + + +func _init() -> void: + var board_dir := ProjectSettings.globalize_path("res://assets/art/board/") + var probe_path := board_dir.path_join("terrain_wall_center_dungeon.png") + if not FileAccess.file_exists(probe_path): + print("[terrain_tile_sets_test] SKIP——素材工作区缺位(瓦片不入 git 纪律,fresh checkout 预期态)") + quit(0) + return + var db = ConfigDBScript.new() + var load_ok: bool = db.load_tables("res://data/tables", true) + _check("前置:表加载零 error", load_ok and db.diagnostics_count("error") == 0) + if not load_ok: + quit(1) + return + # board_type 词表自 board_gen 行集推导(禁测试侧写死词表) + var types: Array = [] + for row in db.board_gen.rows: + var bt := String(row.get("board_type", "")) + if bt != "" and not types.has(bt): + types.append(bt) + _check("前置:board_gen 词表非空(%d 型)" % types.size(), types.size() > 0) + _test_set_completeness(board_dir, types) + _test_hue_domains(board_dir) + if _failures > 0: + push_error("[terrain_tile_sets_test] %d/%d 项失败" % [_failures, _checks]) + quit(1) + return + print("[terrain_tile_sets_test] all green (%d checks)" % _checks) + quit(0) + + +func _check(desc: String, ok: bool) -> void: + _checks += 1 + if ok: + print(" [PASS] " + desc) + else: + _failures += 1 + push_error(" [FAIL] " + desc) + + +# 套完整性:词表每个 board_type 的 16 墙 + 5 地面变体全部在盘(缺位 → BoardView 整批回落 dungeon 的 +# 缺位回退断言由 ui_input_probe 覆盖;本断言管「入包完整」面) +func _test_set_completeness(board_dir: String, types: Array) -> void: + var wall_names: Array = BoardViewScript.TILE_WALL_NAMES + var variants: int = int(BoardViewScript.TILE_FLOOR_VARIANTS) + for bt in types: + var missing: Array = [] + for w in wall_names: + var p := board_dir.path_join("terrain_%s_%s.png" % [String(w), String(bt)]) + if not FileAccess.file_exists(p): + missing.append(String(w)) + for i in range(1, variants + 1): + var pf := board_dir.path_join("terrain_floor_%s_%d.png" % [String(bt), i]) + if not FileAccess.file_exists(pf): + missing.append("floor_%d" % i) + _check("图型 %s 瓦片套完整(16 墙 + %d 地面,缺=%s)" % [String(bt), variants, str(missing)], missing.is_empty()) + + +# 色相域抽检:wall_center 上半幅(墙顶面)与 floor_1 全幅的均值色相/明度 +func _test_hue_domains(board_dir: String) -> void: + var bands := { + "dungeon": [0.02, 0.16], # 暖石棕 ≈15°–58° + "underdark": [0.50, 0.72], # 灰白蓝紫 ≈180°–260° + "deep_underdark": [0.55, 0.78], # 蓝黑紫黑 ≈200°–280° + } + var wall_v := {} + var floor_v := {} + for bt in bands.keys(): + var wall := _load_stats(board_dir, "terrain_wall_center_%s.png" % String(bt), true) + var floor_img := _load_stats(board_dir, "terrain_floor_%s_1.png" % String(bt), false) + if wall.is_empty() or floor_img.is_empty(): + _check("图型 %s 抽检样本可读" % String(bt), false) + continue + wall_v[bt] = float(wall["v"]) + floor_v[bt] = float(floor_img["v"]) + var band: Array = bands[bt] + _check("图型 %s 墙顶均值色相在带 %s(实测 %.3f)" % [String(bt), str(band), float(wall["h"])], + float(wall["h"]) >= float(band[0]) and float(wall["h"]) <= float(band[1])) + _check("图型 %s 图底分离(墙顶明度 %.3f > 地面 %.3f)" % [String(bt), wall_v[bt], floor_v[bt]], + wall_v[bt] > floor_v[bt]) + if wall_v.has("underdark") and wall_v.has("deep_underdark"): + _check("deep_underdark 墙顶更暗于 underdark(更深蓝黑方向)", float(wall_v["deep_underdark"]) < float(wall_v["underdark"])) + + +# 均值读数:hue 取饱和度 > 0.05 的像素(墨线/灰黑不影响色相均值);v 取全幅均值 +func _load_stats(board_dir: String, fname: String, top_half: bool) -> Dictionary: + var p := board_dir.path_join(fname) + if not FileAccess.file_exists(p): + return {} + var img := Image.load_from_file(p) + if img == null: + return {} + if img.is_compressed(): + img.decompress() + var w := img.get_width() + var h := img.get_height() + var y0 := 0 + var y1 := h + if top_half: + y1 = h / 2 # 墙顶面 = 上半幅(立面暗带不参与色相均值) + var h_sum := 0.0 + var v_sum := 0.0 + var n_h := 0 + var n_v := 0 + for y in range(y0, y1): + for x in range(w): + var c := img.get_pixel(x, y) + v_sum += c.v + n_v += 1 + if c.s > 0.05: + h_sum += c.h + n_h += 1 + if n_v == 0 or n_h == 0: + return {} + return {"h": h_sum / n_h, "v": v_sum / n_v} diff --git a/game/tests/unit/presentation/terrain_tile_sets_test.gd.uid b/game/tests/unit/presentation/terrain_tile_sets_test.gd.uid new file mode 100644 index 00000000..086f45fa --- /dev/null +++ b/game/tests/unit/presentation/terrain_tile_sets_test.gd.uid @@ -0,0 +1 @@ +uid://bgc7dabk26is diff --git a/tools/recolor_terrain_tiles.py b/tools/recolor_terrain_tiles.py new file mode 100644 index 00000000..349ef5a1 --- /dev/null +++ b/tools/recolor_terrain_tiles.py @@ -0,0 +1,154 @@ +# tools/recolor_terrain_tiles.py — 高墙/地面瓦片程序换色(T6,M-1 迭代 1) +# 用法: +# python tools/recolor_terrain_tiles.py # 产 underdark + deep_underdark 两套到源目录 +# python tools/recolor_terrain_tiles.py --palettes underdark +# 事实源: +# - 源瓦片 = game/assets/art/board/terrain_*_dungeon.png(v9.3 定稿,active.md 台账 164; +# 素材不入 git——本脚本读盘上现件,勿删活件) +# - 目标色表 = _tools/gen_terrain_walls.py PALETTES(归档 归档-terrain-walls-2026-09-26.zip 内 +# 活件;underdark/deep_underdark 槽值系圣经 §4.3 三关方向、三关换色证明条在案的已过闸色表) +# 方法:槽位家族保持的重映射——源图每唯一色 → 最近 dungeon 锚槽(RGB 距离)定家族(墙顶/立面/ +# 地面/雷坑);家族内按亮度秩序线性映射到目标色表同家族槽列。亮度秩序 = 图底分离与结构读数 +# 的承载面,逐像素保持;输出重排唯一色数与源一致(量化纪律)。确定性零随机。 +from __future__ import annotations +import argparse +import os +import sys +from PIL import Image + +# ── dungeon 锚槽(v9.3 生成器同款——家族归属判定用)── +DUNGEON = { + "OUT": (43, 34, 30), "D2": (76, 61, 49), "D1": (122, 101, 78), + "M": (139, 117, 91), "H1": (156, 133, 103), "H2": (181, 155, 119), + "F_OUT": (26, 21, 19), "F3": (36, 29, 26), "F2": (49, 39, 34), + "F1": (63, 51, 44), "FH": (88, 71, 56), + "G_BASE": (88, 66, 50), "G_LIT": (108, 76, 54), "G_DARK": (75, 61, 50), + "G_CHIP": (134, 82, 52), "G_STONE": (114, 98, 82), "G_STONE_D": (84, 72, 60), + "P_HOLE": (17, 25, 24), "P_DEEP": (12, 17, 17), "P_GLINT": (33, 58, 48), + "P_GLINT2": (45, 70, 56), "P_RIM_D": (40, 30, 26), "P_RIM_L": (129, 92, 65), +} +FAMILY_OF = {} +for s in ["OUT", "D2", "D1", "M", "H1", "H2"]: + FAMILY_OF[s] = "wall" +for s in ["F_OUT", "F3", "F2", "F1", "FH"]: + FAMILY_OF[s] = "facade" +for s in ["G_BASE", "G_LIT", "G_DARK", "G_CHIP", "G_STONE", "G_STONE_D"]: + FAMILY_OF[s] = "floor" +for s in ["P_HOLE", "P_DEEP", "P_GLINT", "P_GLINT2", "P_RIM_D", "P_RIM_L"]: + FAMILY_OF[s] = "crater" + +PALETTES = { + "underdark": { + "OUT": (36, 38, 50), "D2": (72, 78, 96), "D1": (108, 116, 138), + "M": (138, 145, 166), "H1": (162, 170, 190), "H2": (186, 193, 210), + "F_OUT": (20, 22, 30), "F3": (30, 33, 44), "F2": (42, 46, 60), + "F1": (56, 61, 78), "FH": (80, 87, 108), + "G_BASE": (62, 66, 80), "G_LIT": (76, 82, 98), "G_DARK": (52, 55, 68), + "G_CHIP": (96, 84, 122), "G_STONE": (84, 90, 108), "G_STONE_D": (62, 66, 80), + "P_HOLE": (14, 15, 22), "P_DEEP": (9, 10, 15), "P_GLINT": (38, 40, 66), + "P_GLINT2": (52, 56, 86), "P_RIM_D": (32, 34, 44), "P_RIM_L": (110, 116, 140), + }, + "deep_underdark": { + "OUT": (24, 25, 36), "D2": (48, 51, 70), "D1": (74, 79, 104), + "M": (98, 104, 132), "H1": (124, 131, 160), "H2": (150, 158, 186), + "F_OUT": (13, 13, 20), "F3": (20, 21, 32), "F2": (29, 31, 46), + "F1": (40, 43, 62), "FH": (58, 63, 88), + "G_BASE": (46, 48, 64), "G_LIT": (62, 66, 86), "G_DARK": (38, 40, 54), + "G_CHIP": (88, 72, 120), "G_STONE": (88, 94, 116), "G_STONE_D": (60, 64, 82), + "P_HOLE": (8, 8, 14), "P_DEEP": (5, 5, 9), "P_GLINT": (28, 28, 52), + "P_GLINT2": (40, 42, 70), "P_RIM_D": (22, 23, 34), "P_RIM_L": (84, 90, 116), + }, +} + + +def _lum(c): + return 0.299 * c[0] + 0.587 * c[1] + 0.114 * c[2] + + +def _dist(a, b): + return (a[0] - b[0]) ** 2 + (a[1] - b[1]) ** 2 + (a[2] - b[2]) ** 2 + + +def _lerp(a, b, t): + return tuple(int(round(a[i] + (b[i] - a[i]) * t)) for i in range(3)) + + +def build_map(src_colors, target_palette): + """源唯一色 → 目标色。家族归属 = 最近 dungeon 锚;家族内按亮度秩序映射到目标同家族槽列。""" + fam_anchors = {} # family -> [(lum, slot, rgb)] 升序 + for slot, fam in FAMILY_OF.items(): + fam_anchors.setdefault(fam, []).append((_lum(DUNGEON[slot]), slot, DUNGEON[slot])) + for fam in fam_anchors: + fam_anchors[fam].sort() + tgt_ramps = {} + for fam in fam_anchors: + slots = [( _lum(target_palette[s]), s, target_palette[s]) for s in FAMILY_OF if FAMILY_OF[s] == fam] + slots.sort() + tgt_ramps[fam] = slots + mapping = {} + fam_members = {} + for c in src_colors: + best_fam, best = None, None + for fam, anchors in fam_anchors.items(): + for _, slot, rgb in anchors: + d = _dist(c, rgb) + if best is None or d < best: + best, best_fam = d, fam + fam_members.setdefault(best_fam, []).append(c) + for fam, members in fam_members.items(): + members.sort(key=_lum) + ramp = tgt_ramps[fam] + n_s, n_t = len(members), len(ramp) + for i, c in enumerate(members): + t = 0.0 if n_s <= 1 else i / (n_s - 1) + pos = t * (n_t - 1) + lo = int(pos) + hi = min(lo + 1, n_t - 1) + mapping[c] = _lerp(ramp[lo][2], ramp[hi][2], pos - lo) + return mapping + + +def remap_tile(src_path, out_path, target_palette): + im = Image.open(src_path).convert("RGBA") + px = im.load() + w, h = im.size + colors = sorted({px[x, y][:3] for y in range(h) for x in range(w)}) + mapping = build_map(colors, target_palette) + for y in range(h): + for x in range(w): + r, g, b, a = px[x, y] + nr, ng, nb = mapping[(r, g, b)] + px[x, y] = (nr, ng, nb, a) + im.save(out_path) + return len(colors) + + +def main(): + here = os.path.dirname(os.path.abspath(__file__)) + default_board = os.path.normpath(os.path.join(here, "..", "game", "assets", "art", "board")) + ap = argparse.ArgumentParser() + ap.add_argument("--src", default=default_board) + ap.add_argument("--out", default=default_board) + ap.add_argument("--palettes", default="underdark,deep_underdark") + args = ap.parse_args() + # 墙瓦片 = terrain_*_dungeon.png;地板变体 = terrain_floor_dungeon_.png(数字后缀——词表 §一) + import re + pat = re.compile(r"^terrain_.*_dungeon(_\d+)?\.png$") + sources = sorted(f for f in os.listdir(args.src) if pat.match(f)) + if not sources: + print("[recolor] 源目录无 terrain_*_dungeon* 瓦片——素材缺位(不入 git 纪律),零输出", file=sys.stderr) + return 1 + for pal in args.palettes.split(","): + P = PALETTES[pal] + n_out = 0 + for f in sources: + out_name = f.replace("_dungeon", "_%s" % pal) + n = remap_tile(os.path.join(args.src, f), os.path.join(args.out, out_name), P) + n_out += 1 + print("[recolor] %s <- %s(唯一色 %d)" % (out_name, f, n)) + print("[recolor] %s:%d 枚完成" % (pal, n_out)) + return 0 + + +if __name__ == "__main__": + sys.exit(main())