# tools/recolor_terrain_tiles.py — 高墙/地面瓦片程序换色 # 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; # 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())