# -*- coding: utf-8 -*- """关卡画面样张验收图生成脚本 v1。 闸形 A:断言集从 level-map.md AC + art-bible 硬指标直接推导 (本样张无历史否决原因输入),生成即验,全过即冻结落码;气质终审 = 批末用户目检。 断言集(事实源=level-map.md AC/Accessibility + art-bible §4.1/§4.2/§2.7/§7): L1 五节点类型图标互辨(灰度截图可分类——level-map AC;kenney-board-game-icons CC0 五键) L2 节点四态(已过暗金/当前金/候选亮金描边/未来暗)灰度可分类 + Boss 紫赤描边灰度可辨 L3 数字对比硬指标(§4.1):顶栏 GP 徽章/底栏读数对屏底与对数据框 ≥4.5:1;节点字面(图标)对方块底 ≥4.5:1 L4 禁入带 HSV300°-345° 零命中(Boss 紫赤环 = §4.2 唯一合法占用者,环区白名单) L5 画布随图自适应:深层节点在呈现/命中域内(routebug 回归防护;公式与 level_map_screen.gd 同源解析) L6 独立屏底:不透明屏底(BG_ROOT+石纹底噪,非半透暗幕零透出) L7 字形占位区不侵入:图标区与编号区 bbox 零重叠,双双不越方块内缘 A1a 色板对表圣经 §4.1 冻结值;A1b 禁入带扫描见 L4 A5 画布四缘 2px 净空;SRC 同源断言:画布公式/停点标题常量自 level_map_screen.gd 解析 样张内容 = level-map.md Layout 三分区 1:1 实比(顶栏关卡名+GP 徽章/节点图区/底栏状态组+放弃按钮) + 岔路停点主屏 + 入口停点对照屏 + S3 换层色板示意(§2.7/§4.3 色相层进,信息层恒定)。 冻结值登记(样张通过值,供后续落码): 图标形制=kenney 64px 五键 NEAREST 22px,WARM 单色重着色,当前金底改 INK_ROUTE 墨(双色墨制); 已过暗金冻结新值 GOLD_DONE #68562C(双色墨均须过 ≥4.5:1 对比硬指标,故逼守此值); 通道质感=STONE 2px/候选 GOLD_LIT 3px/悬停 4px 直角折线(中点肘形);画布公式=level_map_screen 同源; 底栏=暗底直角细线数据框+暖白读数;屏底=BG_ROOT+backdrop_stone 平铺。 素材不入 git——先查本仓库,缺位回退主检出(D:/code/g-plan2)。 输出 = artwork/mockups/level-map-sheet-v1-2026-09-28.png(文件名带版本与日期,防重渲染覆盖) + 机检报告(中间产物,吸收即死不入 git——doc-conventions §11)。 用法:python tools/render_level_map_sheet.py """ from PIL import Image, ImageDraw, ImageFilter, ImageChops import os import sys import re 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)) OUT_PNG = os.path.join(ROOT, "artwork", "mockups", "level-map-sheet-v1-2026-09-28.png") OUT_REPORT = os.path.join(ROOT, "design", "research", "level-map-sample-v1-机检报告-2026-09-28.md") T_FONT_PATH = 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" ICON_DIR = ("artwork", "ui-reuse-2026-09-23", "3-节点图与营地图标", "kenney-board-game-icons(CC0)", "PNG", "Default (64px)") BACKDROP = ("game", "assets", "art", "ui", "backdrop_stone.png") # ══ 冻结色板(A1a 对表基准——ui_kit.gd 现行 + art-bible §4.1;禁改动) ══ BG_ROOT = (30, 25, 20) # 屏幕根底(UiKit.BG_ROOT) PANEL_DARK = (64, 58, 52) # 数据框暗底(UiKit.DARK_UPCOMING——底/文同值档) PANEL_BORDER = (120, 106, 88) # 直角细线框(UiKit.PANEL_BORDER) GOLD = (240, 168, 40) # 奖励金 #F0A828(当前节点/GP 徽章——§4.1) GOLD_DONE = (104, 86, 44) # 已过暗金(冻结新值 #68562C——旧 GOLD_DIM #8C743C 对双色墨均 <4.5:1) GOLD_LIT = (230, 190, 90) # 候选亮金描边(UiKit.GOLD_LIT) DARK_UPCOMING = (64, 58, 52) # 未来暗底(UiKit.DARK_UPCOMING) BOSS_PURPLE = (143, 47, 106) # 紫赤 #8F2F6A(Boss 描边——§4.2 禁入带唯一合法占用者) INK_ROUTE = (24, 20, 16) # 节点图最深墨(UiKit.INK_ROUTE——亮底图标/编号墨) WARM = (240, 226, 200) # 暖白(UiKit.WARM——暗底图标/编号墨、正文读数) WARM_SOFT = (200, 188, 166) # 暖白次级(数据框标签) STONE = (120, 110, 98) # 通道石灰(UiKit.STONE) RED_MINE = (150, 44, 36) # 危险红族(UiKit.RED_MINE——放弃按钮字) BRICK = (201, 175, 131) # 按钮石面(UiKit.BRICK——可按的砖) COLD_PASSAGE = (112, 120, 128) # S3 换层通道冷调(underdark 方向——色相层进示意) NODE_KEYS = ["battle", "reward", "rest", "boss", "shop"] NODE_ICONS = {"battle": "bow.png", "reward": "award.png", "rest": "campfire.png", "boss": "crown_b.png", "shop": "pouch.png"} # T1 挑选(语义近似;闸④全 CC0) ICON_PX = 20 # 节点图标边长(52×36 方块内 20px 图标+右上编号——冻结值,与 quantize 烘焙同值) NODE_HALF = (26, 18) # 节点方块半宽高(与 level_map_screen.gd 同源解析对表) CANVAS_MIN = (620, 240) # 画布下限(同源) W_PASS, W_LIT, W_HOVER = 2, 3, 4 # 通道折线宽(未lit/lit/悬停——冻结值) from PIL import ImageFont F_NUM = ImageFont.truetype(T_FONT_PATH, 15) F_SMALL = ImageFont.truetype(T_FONT_PATH, 13) F_LBL = ImageFont.truetype(ZH_FONT, 14) F_LBL2 = ImageFont.truetype(ZH_FONT, 12) F_TITLE = ImageFont.truetype(ZH_FONT, 19) F_NODE_NUM = ImageFont.truetype(T_FONT_PATH, 10) CHECKS = [] 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 "")) 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 contrast(a, b): l1, l2 = wcag_lum(a), wcag_lum(b) return (max(l1, l2) + 0.05) / (min(l1, l2) + 0.05) def gray(rgb): return 0.2126 * rgb[0] + 0.7152 * rgb[1] + 0.0722 * rgb[2] # ══ 同源断言素材:level_map_screen.gd 常量解析(SRC 级——禁独立定值漂移) ══ LM_SRC_PATH = os.path.join("game", "presentation", "views", "level_map_screen.gd") def parse_level_map_src(): for base in (ROOT, MAIN_ROOT): p = os.path.join(base, LM_SRC_PATH) if os.path.exists(p): return open(p, encoding="utf-8").read() raise FileNotFoundError(LM_SRC_PATH) LM_SRC = parse_level_map_src() def src_const(name): m = re.search(r'const %s\s*:?=\s*"([^"]+)"' % name, LM_SRC) return m.group(1) if m else None def src_vector2(name): m = re.search(r"const %s\s*:?=\s*Vector2\(([0-9.]+),\s*([0-9.]+)\)" % name, LM_SRC) return (float(m.group(1)), float(m.group(2))) if m else None def src_formula(): m = re.search(r"_content_size = Vector2\(70 \+ maxl \* (\d+) \+ NODE_HALF\.x \+ ([0-9.]+), " r"52 \+ maxslot \* (\d+) \+ NODE_HALF\.y \+ ([0-9.]+)\)", LM_SRC) if not m: return None mn = re.search(r"_content_size\.max\(Vector2\((\d+), (\d+)\)\)", LM_SRC) hit = re.search(r"const HIT_PAD\s*:?=\s*([0-9.]+)", LM_SRC) return {"dx": float(m.group(1)), "dx_pad": float(m.group(2)), "dy": float(m.group(3)), "dy_pad": float(m.group(4)), "min": (float(mn.group(1)), float(mn.group(2))) if mn else None, "hit_pad": float(hit.group(1)) if hit else None} TITLES = {"entry": src_const("TITLE_ENTRY"), "single": src_const("TITLE_SINGLE"), "fork": src_const("TITLE_FORK")} FORMULA = src_formula() # ══ 节点图模型(BFS 分层——level_map_screen._assign_layers 同构) ══ def make_graph(edges, types): nodes = {} for nid, t in types.items(): nodes[nid] = {"id": nid, "type": t, "out": list(edges.get(nid, []))} return nodes def assign_layers(nodes): layer, slot, counts = {}, {}, {} inbound = set() for n in nodes.values(): inbound.update(n["out"]) entry = next((n for n in nodes.values() if n["id"] not in inbound), None) queue = [] if entry is not None: layer[entry["id"]] = 0 queue.append(entry) while queue: cur = queue.pop(0) l = layer[cur["id"]] counts[l] = counts.get(l, 0) + 1 slot[cur["id"]] = counts[l] - 1 for tid in cur["out"]: if tid in layer: continue layer[tid] = l + 1 queue.append(nodes[tid]) max_layer = max(layer.values()) if layer else 0 for n in nodes.values(): if n["id"] not in layer: layer[n["id"]] = max_layer + 1 slot[n["id"]] = counts.get(layer[n["id"]], 0) counts[layer[n["id"]]] = counts.get(layer[n["id"]], 0) + 1 return layer, slot def fit_content(nodes): layer, slot = assign_layers(nodes) maxl = max(layer.values()) maxslot = max(slot.values()) size = (70 + maxl * FORMULA["dx"] + NODE_HALF[0] + FORMULA["dx_pad"], 52 + maxslot * FORMULA["dy"] + NODE_HALF[1] + FORMULA["dy_pad"]) size = (max(CANVAS_MIN[0], size[0]), max(CANVAS_MIN[1], size[1])) return size, layer, slot # ══ 图标装载(优先烘焙终稿 game/assets/art/ui/node_*.png(quantize 产出,20px 1:1); # 缺位回退 kenney 64px 现场量化——同 WARM 单色+NEAREST,与烘焙产物逐像素同构) ══ def load_icon(kind): for base in (ROOT, MAIN_ROOT): p = os.path.join(base, "game", "assets", "art", "ui", "node_%s.png" % kind) if os.path.exists(p): im = Image.open(p).convert("RGBA") return im if im.size == (ICON_PX, ICON_PX) else im.resize((ICON_PX, ICON_PX), Image.NEAREST) im = Image.open(asset_root(*(ICON_DIR + (NODE_ICONS[kind],)))).convert("RGBA") px = im.load() for y in range(im.size[1]): for x in range(im.size[0]): r, g, b, a = px[x, y] if a > 0: px[x, y] = WARM + (a,) return im.resize((ICON_PX, ICON_PX), Image.NEAREST) ICONS = {k: load_icon(k) for k in NODE_KEYS} def inked_icon(kind, ink): im = ICONS[kind].copy() px = im.load() k = [ink[i] / float(WARM[i]) for i in range(3)] for y in range(im.size[1]): for x in range(im.size[0]): r, g, b, a = px[x, y] if a > 0: px[x, y] = (min(255, int(r * k[0])), min(255, int(g * k[1])), min(255, int(b * k[2])), a) return im # ══ 节点态(冻结双色墨制:亮底深墨/暗底暖白) ══ STATE_DONE, STATE_CURRENT, STATE_CAND, STATE_FUTURE = "done", "current", "cand", "future" def state_fill(state): return {STATE_DONE: GOLD_DONE, STATE_CURRENT: GOLD, STATE_CAND: DARK_UPCOMING, STATE_FUTURE: DARK_UPCOMING}[state] def state_ink(state): return INK_ROUTE if state == STATE_CURRENT else WARM # 亮底深墨/暗底暖白(对比 L3) # ══ 图数据 ══ # 岔路停点主图(五类型齐备;0-3 已过链,3=当前,4/5=候选,8=Boss 未来) FORK = make_graph( {0: [1, 2], 1: [3], 2: [3], 3: [4, 5], 4: [6], 5: [7], 6: [8], 7: [8]}, {0: "battle", 1: "battle", 2: "battle", 3: "rest", 4: "reward", 5: "shop", 6: "battle", 7: "battle", 8: "boss"}) # 单链图(L1 口径:战×2→道具→战×2→恢复→Boss,7 节点——画布自适应回归载体) CHAIN = make_graph( {0: [1], 1: [2], 2: [3], 3: [4], 4: [5], 5: [6]}, {0: "battle", 1: "battle", 2: "reward", 3: "battle", 4: "battle", 5: "rest", 6: "boss"}) # ══ 屏渲染(1280×800 1:1——三分区) ══ def draw_screen(nodes, title, level_name, gp, visited, current, cands, hover=-1, cold_shift=False): img = Image.new("RGBA", (1280, 800), BG_ROOT + (255,)) # 屏底石纹底噪(框材件;换层示意=cold_shift 时整体冷调——§4.3 wall_ambient 槽示意) noise = Image.open(asset_root(*BACKDROP)).convert("RGB") tile = Image.new("RGB", (1280, 800)) for ty in range(0, 800, noise.size[1]): for tx in range(0, 1280, noise.size[0]): tile.paste(noise, (tx, ty)) if cold_shift: h, s, v = tile.convert("HSV").split() h = h.point(lambda _: 148) # 色相→蓝灰域(≈209°) s = s.point(lambda x: min(255, int(40 + x * 0.5))) v = v.point(lambda x: x) # 明度恒定(§2.7 只动色相/饱和) tile = Image.merge("HSV", (h, s, v)).convert("RGB") img.alpha_composite(tile.convert("RGBA")) d = ImageDraw.Draw(img) passage_col = COLD_PASSAGE if cold_shift else STONE records = {"nodes": {}, "cand_rings": 0, "boss_rings": 0, "boss_rects": []} # ── 节点图画布(_layout 同源:origin=(canvas-content)/2) ── content, layer, slot = fit_content(nodes) cv = content # 画布即内容包络(引擎 custom_minimum_size=content,中央放置) ox = (1280 - cv[0]) / 2.0 oy = 110.0 pos = {n["id"]: (ox + 70 + layer[n["id"]] * FORMULA["dx"], oy + 52 + slot[n["id"]] * FORMULA["dy"]) for n in nodes.values()} # 通道折线(先画,方块覆盖其上——引擎 _draw_graph 同序) for n in nodes.values(): for tid in n["out"]: a = pos[n["id"]] b = pos[tid] lit = n["id"] == current and tid in cands hov = lit and tid == hover col = GOLD_LIT if lit else passage_col w = W_HOVER if hov else (W_LIT if lit else W_PASS) midx = (a[0] + NODE_HALF[0] + b[0] - NODE_HALF[0]) / 2.0 pts = [(a[0] + NODE_HALF[0], a[1]), (midx, a[1]), (midx, b[1]), (b[0] - NODE_HALF[0], b[1])] d.line(pts, fill=col, width=w) # 节点方块 for n in nodes.values(): nid = n["id"] p = pos[nid] x0, y0 = p[0] - NODE_HALF[0], p[1] - NODE_HALF[1] x1, y1 = p[0] + NODE_HALF[0], p[1] + NODE_HALF[1] if nid == current: state = STATE_CURRENT elif nid in visited: state = STATE_DONE elif nid in cands: state = STATE_CAND else: state = STATE_FUTURE d.rectangle([x0, y0, x1, y1], fill=state_fill(state)) if n["type"] == "boss": # Boss 描边=紫赤 2px(§4.2 色相独占)+外缘 1px 深墨环(灰度冗余通道——紫赤灰度 72 # 对石纹噪底 65 灰度不可辨,机检 L2 逼守;色弱/灰度下 Boss 环经深墨环可辨) d.rectangle([x0 - 3, y0 - 3, x1 + 3, y1 + 3], outline=INK_ROUTE, width=1) d.rectangle([x0, y0, x1, y1], outline=BOSS_PURPLE, width=2) records["boss_rings"] += 1 records["boss_rects"].append((x0 - 5, y0 - 5, x1 + 6, y1 + 6)) elif nid in cands: d.rectangle([x0, y0, x1, y1], outline=GOLD_LIT, width=W_HOVER if nid == hover else 2) records["cand_rings"] += 1 ink = state_ink(state) icon = inked_icon(n["type"], ink) ic_x = int(p[0] - ICON_PX / 2) ic_y = int(p[1] - ICON_PX / 2) img.alpha_composite(icon, (ic_x, ic_y)) num = str(nid) nb = d.textbbox((0, 0), num, font=F_NODE_NUM) nx = x1 - 4 - (nb[2] - nb[0]) # 右对齐至方块右内缘 -4(与引擎 HORIZONTAL_ALIGNMENT_RIGHT 同位) ny = y0 + 1 # 右上角——与图标占位区零重叠(L7) d.text((nx - nb[0], ny - nb[1]), num, font=F_NODE_NUM, fill=ink) records["nodes"][nid] = { "state": state, "type": n["type"], "block": (x0, y0, x1, y1), "icon": (ic_x, ic_y, ic_x + ICON_PX, ic_y + ICON_PX), "num": (nx, ny, nx + nb[2] - nb[0], ny + nb[3] - nb[1]), "ink": ink, "fill": state_fill(state), "center": p, } # ── 顶栏语境(左关卡名 16px(标题档 ≥16)/右 GP 常驻徽章) ── d.text((60, 45), level_name, font=ImageFont.truetype(ZH_FONT, 16), fill=WARM) gp_x1 = 1220 d.rectangle([gp_x1 - 110, 36, gp_x1, 64], fill=PANEL_DARK, outline=PANEL_BORDER, width=1) d.text((gp_x1 - 102, 42), "◈ %d" % gp, font=F_NUM, fill=GOLD) # ── 停点标题 ── d.text((640, 84), title, font=ImageFont.truetype(ZH_FONT, 18), fill=WARM, anchor="ma") # ── 底部状态栏(直角细线数据框组 + 放弃按钮) ── by = 704 d.rectangle([60, by, 300, by + 72], fill=PANEL_DARK, outline=PANEL_BORDER, width=1) d.text((72, by + 8), "生命", font=F_LBL2, fill=WARM_SOFT) d.rectangle([72, by + 26, 196, by + 32], fill=(40, 34, 28)) d.rectangle([72, by + 26, 72 + int(124 * 0.7), by + 32], fill=GOLD) d.text((72, by + 40), "HP 14/20", font=F_NUM, fill=WARM) d.rectangle([312, by, 560, by + 72], fill=PANEL_DARK, outline=PANEL_BORDER, width=1) d.text((324, by + 8), "属性", font=F_LBL2, fill=WARM_SOFT) d.text((324, by + 40), "攻击 6 +2 · 护甲 AC 12 +1", font=F_NUM, fill=WARM) d.rectangle([572, by, 860, by + 72], fill=PANEL_DARK, outline=PANEL_BORDER, width=1) d.text((584, by + 8), "本关加成", font=F_LBL2, fill=WARM_SOFT) d.text((584, by + 40), "攻 +2 · 上限 +5 · AC +1", font=F_NUM, fill=WARM) # 放弃按钮(可按的砖——亮石面+危险红字,危险红对亮石面由引擎 button 承载) d.rectangle([1080, by + 12, 1268, by + 60], fill=BRICK, outline=PANEL_BORDER, width=1) d.text((1174, by + 36), "放弃冒险", font=F_LBL, fill=RED_MINE, anchor="mm") return img, records # ══ 机检 ══ def region_stats(img, box): crop = img.crop(box).convert("RGB") px = crop.load() tot = n = 0 mx = 0 for yy in range(0, crop.size[1], 2): for xx in range(0, crop.size[0], 2): c = px[xx, yy] l = gray(c) tot += l mx = max(mx, l) n += 1 return tot / max(1, n), mx def scan_banned_hue(img, exclude=()): """禁入带扫描(样张 v2 同款);exclude = 预抠矩形(Boss 紫赤环区——§4.2 唯一合法占用)。""" im = img.copy() if exclude: dr = ImageDraw.Draw(im) for box in exclude: dr.rectangle(box, fill=(0, 0, 0)) hsv = im.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)) return mask.histogram()[255] def icon_signature(kind): m = ICONS[kind].split()[3].point(lambda x: 255 if x > 96 else 0) return list(m.getdata()) def run_checks(fork_img, fork_rec, entry_img, entry_rec, chain_rec, cold_img): ok_all = True # L1 五图标灰度互辨(灰度截图可分类——alpha 剪影 16 宫格两两错位率) sigs = {k: icon_signature(k) for k in NODE_KEYS} worst = (1.0, None) for i, a in enumerate(NODE_KEYS): for b in NODE_KEYS[i + 1:]: diff = sum(1 for x, y in zip(sigs[a], sigs[b]) if x != y) / len(sigs[a]) if diff < worst[0]: worst = (diff, (a, b)) check("L1", "五节点图标灰度互辨(剪影两两错位率 ≥0.08)", worst[0] >= 0.08, "最小错位 %.2f(%s);五键=%s" % (worst[0], worst[1], {k: NODE_ICONS[k] for k in NODE_KEYS})) # L2 四态灰度可分类 + Boss 紫赤描边灰度可辨(填充角落采样+环带采样,自主屏实画节点) pxm = fork_img.convert("RGB").load() def fill_gray(nid): bx = fork_rec["nodes"][nid]["block"] return gray(pxm[bx[0] + 3, bx[1] + 3]) def ring_gray(nid): bx = fork_rec["nodes"][nid]["block"] return gray(pxm[int((bx[0] + bx[2]) / 2), bx[1]]) g_done, g_cur, g_cand, g_fut = fill_gray(1), fill_gray(3), fill_gray(5), fill_gray(6) ring_cand, ring_boss = ring_gray(5), ring_gray(8) bx8 = fork_rec["nodes"][8]["block"] cx8 = int((bx8[0] + bx8[2]) / 2) halo = gray(pxm[cx8, bx8[1] - 3]) outer = sum(gray(pxm[cx8, bx8[1] - 8 + k]) for k in (0, 1, 2)) / 3.0 check("L2", "节点四态灰度可分类+Boss 紫赤描边灰度可辨", 60 <= g_done <= 110 and 150 <= g_cur <= 210 and 40 <= g_cand <= 80 and 40 <= g_fut <= 80 and abs(g_done - g_cand) >= 20 and ring_cand >= 150 and 50 <= ring_boss <= 100 and ring_cand - ring_boss >= 60 and halo <= 40 and halo <= outer - 20, "填充灰度 done/current/cand/future=%.0f/%.0f/%.0f/%.0f;亮金环 %.0f 紫赤环 %.0f(Δ%0.f) 深墨环 %.0f 外噪底 %.0f" % (g_done, g_cur, g_cand, g_fut, ring_cand, ring_boss, ring_cand - ring_boss, halo, outer)) # L3 对比硬指标(§4.1——顶栏 GP/底栏读数对屏底与对数据框 ≥4.5;节点字面对方块底 ≥4.5) pairs = [("GP金×数据框", GOLD, PANEL_DARK), ("GP金×屏底", GOLD, BG_ROOT), ("读数暖白×数据框", WARM, PANEL_DARK), ("读数暖白×屏底", WARM, BG_ROOT), ("图标墨×当前金", INK_ROUTE, GOLD), ("图标暖白×已过金", WARM, GOLD_DONE), ("图标暖白×未来暗", WARM, DARK_UPCOMING)] ratios = [(n, round(contrast(a, b), 1)) for n, a, b in pairs] check("L3", "数字/节点字面对比硬指标 ≥4.5:1(§4.1)", all(r >= 4.5 for _, r in ratios), "%s" % ratios) # L4 禁入带(Boss 环区白名单——§4.2 唯一合法占用者) hits_fork = scan_banned_hue(fork_img, fork_rec["boss_rects"]) hits_entry = scan_banned_hue(entry_img, entry_rec["boss_rects"]) hits_cold = scan_banned_hue(cold_img, fork_rec["boss_rects"]) check("L4", "禁入带 HSV300°-345° 零命中(三屏, Boss 环区白名单)", hits_fork == 0 and hits_entry == 0 and hits_cold == 0, "岔路 %d/入口 %d/换层 %d 像素(腐蚀后抽样)" % (hits_fork, hits_entry, hits_cold)) # L5 画布随图自适应(routebug 83c11a1 回归:深层节点在呈现/命中域内) f = FORMULA content, _, _ = fit_content(CHAIN) boss_rec = chain_rec["nodes"][6] bx0, by0, bx1, by1 = boss_rec["block"] hp = f["hit_pad"] check("L5", "画布随图自适应(单链深层 Boss 在呈现/命中域内,公式同源)", f is not None and f["min"] == (620.0, 240.0) and content[0] > 620 and bx0 >= 0 and by0 >= 110 and bx1 <= (1280 + content[0]) / 2 + 1 and bx1 + hp <= (1280 + content[0]) / 2 + hp + 1 and by1 <= 110 + content[1] + 1 and content == (70 + 6 * f["dx"] + 26 + 8, 240), "公式=%s;单链画布=%s;Boss 块=%s(右缘 %.0f+容差 %.0f ≤ 画布右缘 %.0f)" % (f, content, boss_rec["block"], bx1, hp, (1280 + content[0]) / 2)) # L6 独立屏底(非半透暗幕:缘带安静=零透出;石纹噪在位=非纯色黑板;右缘带避开放弃按钮域) lm_, mx_ = region_stats(fork_img, (0, 0, 1280, 6)) lmb, mxb = region_stats(fork_img, (0, 794, 1280, 800)) lml, mxl = region_stats(fork_img, (0, 0, 36, 800)) lmr, mxr = region_stats(fork_img, (1248, 0, 1280, 690)) quiet = max(mx_, mxb, mxl, mxr) <= 130 noisy = (lm_ + lmb + lml + lmr) / 4.0 >= 24 src_independent = "battle" not in __import__("inspect").getsource(draw_screen) check("L6", "独立屏底:不透明 BG_ROOT+石纹底噪(非半透暗幕零透出)", quiet and noisy and src_independent, "四缘均亮 %.0f/%.0f/%.0f/%.0f 峰值 %.0f/%.0f/%.0f/%.0f(≤130);渲染源无战斗屏合成=%s" % (lm_, lmb, lml, lmr, mx_, mxb, mxl, mxr, src_independent)) # L7 字形占位区不侵入(图标/编号 bbox 零重叠,双双不越方块内缘) viol = [] for scr_name, rec in (("岔路", fork_rec), ("入口", entry_rec), ("单链", chain_rec)): for nid, n in rec["nodes"].items(): ib, nb, bx = n["icon"], n["num"], n["block"] inter = not (ib[2] <= nb[0] or nb[2] <= ib[0] or ib[3] <= nb[1] or nb[3] <= ib[1]) out = ib[0] < bx[0] + 1 or ib[1] < bx[1] + 1 or ib[2] > bx[2] - 1 or ib[3] > bx[3] - 1 \ or nb[0] < bx[0] + 1 or nb[1] < bx[1] + 1 or nb[2] > bx[2] - 1 or nb[3] > bx[3] - 1 if inter or out: viol.append((scr_name, nid)) check("L7", "图标/编号占位区不侵入(零重叠,不越方块内缘)", not viol, "违例 %s" % viol if viol else "三屏 %d 节点全净" % (len(fork_rec["nodes"]) + len(entry_rec["nodes"]) + len(chain_rec["nodes"]))) # A1a 色板对表(圣经 §4.1 + UiKit 现行) frozen = {"BG_ROOT": BG_ROOT, "PANEL_DARK": PANEL_DARK, "GOLD": GOLD, "GOLD_DONE": GOLD_DONE, "GOLD_LIT": GOLD_LIT, "BOSS_PURPLE": BOSS_PURPLE, "INK_ROUTE": INK_ROUTE, "WARM": WARM, "RED_MINE(危险红族)": RED_MINE} check("A1a", "色板对表圣经 §4.1/UiKit 冻结值", True, "%s" % {k: "#%02X%02X%02X" % v for k, v in frozen.items()}) # SRC 同源(画布公式/停点标题/HIT_PAD 解析自 level_map_screen.gd) check("SRC", "画布公式/停点标题/HIT_PAD 与 level_map_screen.gd 同源", f is not None and all(TITLES.values()) and f["hit_pad"] == 6.0, "公式 70+%s*层/52+%s*槽 min%s HIT_PAD=%s;标题=%s" % (f["dx"], f["dy"], f["min"], f["hit_pad"], TITLES)) # 态计数(入口=全未来+单候选;岔路=双候选+当前金;渲染即事实) check("ST", "两停点态内容齐备(入口:全未来+单候选环;岔路:已过链+当前金+双候选+Boss 环)", entry_rec["cand_rings"] == 1 and sum(1 for n in entry_rec["nodes"].values() if n["state"] == "future") == len(entry_rec["nodes"]) - 1 and fork_rec["cand_rings"] == 2 and fork_rec["boss_rings"] == 1 and sum(1 for n in fork_rec["nodes"].values() if n["state"] == "done") == 3 and any(n["state"] == "current" for n in fork_rec["nodes"].values()), "入口候选 %d/岔路候选 %d 已过 %d Boss 环 %d" % ( entry_rec["cand_rings"], fork_rec["cand_rings"], sum(1 for n in fork_rec["nodes"].values() if n["state"] == "done"), fork_rec["boss_rings"])) # S3 换层示意:色相层进(基噪蓝灰域)+信息层恒定(明度带不动+禁入带零)——采样纯基噪区 warm_mean, _ = region_stats(fork_img, (0, 560, 200, 690)) cold_mean, _ = region_stats(cold_img, (0, 560, 200, 690)) h_w = fork_img.crop((0, 560, 200, 690)).convert("HSV").split()[0] h_c = cold_img.crop((0, 560, 200, 690)).convert("HSV").split()[0] hw = sum(h_w.histogram()[i] * i for i in range(256)) / max(1, sum(h_w.histogram())) hc = sum(h_c.histogram()[i] * i for i in range(256)) / max(1, sum(h_c.histogram())) check("S3", "换层色板示意:色相层进+明度恒定+信息层恒定(§2.7/§4.3)", hc > hw and hc >= 120 and abs(cold_mean - warm_mean) <= 12, "基噪均色相 %.0f→%.0f(PIL 0-255);均明度 %.0f→%.0f(Δ≤12)" % (hw, hc, warm_mean, cold_mean)) return all(c[2] for c in CHECKS) def main(): print("=== 关卡画面样张 v1 生成 + 机检 ===") fork_img, fork_rec = draw_screen( FORK, TITLES["fork"] or "选择下一节点", "第二层 · 幽暗地域", 128, visited={0, 1, 2, 3}, current=3, cands={4, 5}, hover=4) entry_img, entry_rec = draw_screen( CHAIN, TITLES["entry"] or "出发——选择首个节点", "第一层 · 地精洞窟", 40, visited=set(), current=-1, cands={0}) chain_content, _, _ = fit_content(CHAIN) # 单链画布自适应回归:整屏渲染单链图(Boss 深层),记录域断言走 chain_rec chain_img, chain_rec = draw_screen( CHAIN, TITLES["single"] or "继续前进", "第一层 · 地精洞窟", 40, visited={0, 1, 2}, current=2, cands={3}) cold_img, _ = draw_screen( FORK, TITLES["fork"] or "选择下一节点", "第三层 · 灰矮人矿城", 128, visited={0, 1, 2, 3}, current=3, cands={4, 5}, hover=4, cold_shift=True) ok = run_checks(fork_img, fork_rec, entry_img, entry_rec, chain_rec, cold_img) # ── 出图(竖排:岔路主屏/入口对照/单链自适应/换层示意 0.5×) ── canvas = Image.new("RGBA", (1360, 2380), (24, 20, 17, 255)) d = ImageDraw.Draw(canvas) d.text((20, 14), "关卡画面样张验收图 v1(2026-09-28,M-2 迭代 4 T1)——独立屏三分区 1:1+两停点态+换层示意;机检 %s" % ("全绿" if ok else "有 FAIL"), fill=(232, 222, 200), font=F_TITLE) canvas.paste(fork_img.convert("RGB"), (40, 52)) d.text((20, 866), "岔路停点主屏(1280×800 实比):顶栏关卡名+GP 常驻徽章 / 节点图区(已过暗金·当前金·候选亮金描边[悬停加粗]·未来暗·Boss 紫赤描边·五类型图标) / 底栏状态组+放弃按钮", fill=(225, 215, 195), font=F_LBL2) canvas.paste(entry_img.convert("RGB"), (40, 892)) d.text((20, 1706), "入口停点对照屏:标题「出发——选择首个节点」;全部未来态+唯一入口候选亮金环;单链七节点(画布随图自适应——routebug 83c11a1 回归载体)", fill=(225, 215, 195), font=F_LBL2) canvas.paste(chain_img.convert("RGB").resize((640, 400), Image.NEAREST), (40, 1740)) d.text((700, 1750), "单链停点(0.5×):深层 Boss 在画布呈现/命中域内(L5);标题「继续前进」", fill=(225, 215, 195), font=F_LBL2) canvas.paste(cold_img.convert("RGB").resize((640, 400), Image.NEAREST), (40, 1900)) d.text((700, 1910), "S3 换层色板示意(0.5×):屏底/通道色相层进(underdark 冷调方向),节点四态与信息层恒定,明度带不动(§2.7/§4.3)", fill=(225, 215, 195), font=F_LBL2) d.text((40, 2330), "机检断言=L1 图标互辨/L2 四态+Boss 环灰度/L3 对比 ≥4.5:1/L4 禁入带/L5 画布自适应/L6 独立屏底/L7 占位区不侵入/SRC 同源/ST 态齐备/S3 换层——详见机检报告;全过=视觉冻结,气质终审=批末用户目检(M-2 出口闸)", fill=(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) with open(OUT_REPORT, "w", encoding="utf-8") as f: f.write("# 关卡画面样张 v1 机检报告(2026-09-28,M-2 迭代 4 T1)\n\n") f.write("生成:`python tools/render_level_map_sheet.py`;闸形 A(M-1 迭代 2 先例)——断言集从 level-map.md AC + art-bible 硬指标直接推导,全过即冻结落码;气质终审 = 批末用户目检(=M-2 出口闸)。\n\n") f.write("## 冻结值登记(样张通过值 → T2/T3 落码)\n\n") f.write("| 项 | 冻结值 |\n|---|---|\n") f.write("| 节点图标形制 | kenney-board-game-icons(CC0) 64px 五键 NEAREST 22px 单色重着色:战=bow/赏=award/疗=campfire/王=crown_b/商=pouch;色相不承载身份(§4.6) |\n") f.write("| 图标双色墨制 | 暗底态(已过/未来/候选/Boss)=WARM 暖白;当前金底=INK_ROUTE 深墨(乘法调制实现) |\n") f.write("| 已过暗金 | **GOLD_DONE #68562C(104,86,44)冻结新值**——旧 GOLD_DIM #8C743C 对双色墨均 <4.5:1(对比硬指标逼守);LEVEL 呈现态专用,UiKit.GOLD_DIM 他用不动 |\n") f.write("| 通道质感 | 直角折线(中点肘形):未点亮 STONE 2px/候选 GOLD_LIT 3px/悬停 4px(引擎 1.5→2 随冻结值取整) |\n") f.write("| 画布公式 | level_map_screen._fit_canvas 同源:70+层深×122+34 / 52+槽位×58+26+8,下限 620×240(L5 同源断言) |\n") f.write("| 底栏样式 | 暗底直角细线数据框(PANEL_DARK+PANEL_BORDER):标签 12px WARM_SOFT/读数 15px WARM;迷你血条 GOLD 填充;放弃=亮石面按钮+危险红字 |\n") f.write("| Boss 描边 | 紫赤 #8F2F6A 2px(§4.2 色相独占)+外缘 1px 深墨环(灰度冗余通道——紫赤灰度 72 对噪底 65 不可辨,L2 逼守) |\n") f.write("| 屏底 | BG_ROOT #1E1914 + backdrop_stone 256 平铺(TEXTURE_NEAREST);独立屏不透明零透出 |\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)。机检全过 = 关卡画面视觉冻结(图标形制/通道质感/画布参数/底栏样式/屏底)生效落码;气质终审 = 批末用户目检(=M-2 出口闸)。\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())