- 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
131 lines
5.3 KiB
GDScript
131 lines
5.3 KiB
GDScript
# 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)
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# 运行:godot --headless --path game --script res://tests/unit/presentation/terrain_tile_sets_test.gd
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# 事实源:board_gen.tres board_type 词表 v1.1(dungeon/underdark/deep_underdark——从表读值,禁写死);
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# 色相域方向 = art-bible §4.3 三关方向(underdark 灰白蓝紫 / deep_underdark 蓝黑紫黑);
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# 图底分离 = 圣经 §8.5(已开地面明度低于未开墙体)。
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# 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);
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# 源 dungeon 套在盘而换色套缺位 = 回归(换色脚本在库可复现)。
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extends SceneTree
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const ConfigDBScript := preload("res://core/config_db.gd")
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const BoardViewScript := preload("res://presentation/views/board_view.gd")
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var _failures := 0
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var _checks := 0
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func _init() -> void:
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var board_dir := ProjectSettings.globalize_path("res://assets/art/board/")
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var probe_path := board_dir.path_join("terrain_wall_center_dungeon.png")
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if not FileAccess.file_exists(probe_path):
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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)")
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quit(0)
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return
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var db = ConfigDBScript.new()
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var load_ok: bool = db.load_tables("res://data/tables", true)
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_check("前置:表加载零 error", load_ok and db.diagnostics_count("error") == 0)
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if not load_ok:
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quit(1)
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return
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# board_type 词表自 board_gen 行集推导(禁测试侧写死词表)
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var types: Array = []
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for row in db.board_gen.rows:
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var bt := String(row.get("board_type", ""))
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if bt != "" and not types.has(bt):
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types.append(bt)
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_check("前置:board_gen 词表非空(%d 型)" % types.size(), types.size() > 0)
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_test_set_completeness(board_dir, types)
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_test_hue_domains(board_dir)
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if _failures > 0:
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push_error("[terrain_tile_sets_test] %d/%d 项失败" % [_failures, _checks])
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quit(1)
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return
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print("[terrain_tile_sets_test] all green (%d checks)" % _checks)
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quit(0)
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func _check(desc: String, ok: bool) -> void:
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_checks += 1
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if ok:
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print(" [PASS] " + desc)
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else:
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_failures += 1
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push_error(" [FAIL] " + desc)
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# 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
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# 缺位回退断言由 ui_input_probe 覆盖;本断言管「入包完整」面)
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func _test_set_completeness(board_dir: String, types: Array) -> void:
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var wall_names: Array = BoardViewScript.TILE_WALL_NAMES
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var variants: int = int(BoardViewScript.TILE_FLOOR_VARIANTS)
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for bt in types:
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var missing: Array = []
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for w in wall_names:
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var p := board_dir.path_join("terrain_%s_%s.png" % [String(w), String(bt)])
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if not FileAccess.file_exists(p):
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missing.append(String(w))
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for i in range(1, variants + 1):
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var pf := board_dir.path_join("terrain_floor_%s_%d.png" % [String(bt), i])
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if not FileAccess.file_exists(pf):
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missing.append("floor_%d" % i)
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_check("图型 %s 瓦片套完整(16 墙 + %d 地面,缺=%s)" % [String(bt), variants, str(missing)], missing.is_empty())
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# 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
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func _test_hue_domains(board_dir: String) -> void:
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var bands := {
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"dungeon": [0.02, 0.16], # 暖石棕 ≈15°–58°
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"underdark": [0.50, 0.72], # 灰白蓝紫 ≈180°–260°
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"deep_underdark": [0.55, 0.78], # 蓝黑紫黑 ≈200°–280°
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}
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var wall_v := {}
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var floor_v := {}
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for bt in bands.keys():
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var wall := _load_stats(board_dir, "terrain_wall_center_%s.png" % String(bt), true)
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var floor_img := _load_stats(board_dir, "terrain_floor_%s_1.png" % String(bt), false)
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if wall.is_empty() or floor_img.is_empty():
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_check("图型 %s 抽检样本可读" % String(bt), false)
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continue
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wall_v[bt] = float(wall["v"])
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floor_v[bt] = float(floor_img["v"])
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var band: Array = bands[bt]
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_check("图型 %s 墙顶均值色相在带 %s(实测 %.3f)" % [String(bt), str(band), float(wall["h"])],
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float(wall["h"]) >= float(band[0]) and float(wall["h"]) <= float(band[1]))
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_check("图型 %s 图底分离(墙顶明度 %.3f > 地面 %.3f)" % [String(bt), wall_v[bt], floor_v[bt]],
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wall_v[bt] > floor_v[bt])
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if wall_v.has("underdark") and wall_v.has("deep_underdark"):
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_check("deep_underdark 墙顶更暗于 underdark(更深蓝黑方向)", float(wall_v["deep_underdark"]) < float(wall_v["underdark"]))
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# 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
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func _load_stats(board_dir: String, fname: String, top_half: bool) -> Dictionary:
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var p := board_dir.path_join(fname)
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if not FileAccess.file_exists(p):
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return {}
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var img := Image.load_from_file(p)
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if img == null:
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return {}
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if img.is_compressed():
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img.decompress()
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var w := img.get_width()
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var h := img.get_height()
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var y0 := 0
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var y1 := h
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if top_half:
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y1 = h / 2 # 墙顶面 = 上半幅(立面暗带不参与色相均值)
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var h_sum := 0.0
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var v_sum := 0.0
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var n_h := 0
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var n_v := 0
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for y in range(y0, y1):
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for x in range(w):
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var c := img.get_pixel(x, y)
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v_sum += c.v
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n_v += 1
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if c.s > 0.05:
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h_sum += c.h
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n_h += 1
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if n_v == 0 or n_h == 0:
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return {}
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return {"h": h_sum / n_h, "v": v_sum / n_v}
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