203 lines
8.1 KiB
Python
203 lines
8.1 KiB
Python
#!/usr/bin/env python3
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# -*- coding: utf-8 -*-
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"""站桩素材机检(B1 硬闸升级)。
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升级依据=art-bible §8.3③ 挂点规格(审计 §07-2/3):
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- 逐键校验档高(逐键断言 STANDEE_TIER_H),宽度按「源宽×2 ≤ 站桩盒宽 150」
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物理约束校验;
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- 像素域色数 ≤32(**排除全透明像素**,见下方口径注);
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- 无非整数倍缩放痕迹(alpha 二值 + 无中间 α);
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- 描边亮度达标(亮描边暖白族,character-design §10硬规则「禁黑描边」)。
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⚠ 色数口径坑(勿改回naive 统计):
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naive `len(set(所有像素))` 会把全透明 (0,0,0,0) 计成一个色 ⇒ 报33 假红灯。
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正确口径 = 只统计 alpha>0 像素的唯一 RGB。机检必须如此,否则天天误报。
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档高表= tools/pixelize_candidates.py 的 STANDEE_TIER_H(定值单点纪律 §8:本表
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不在检查器里复写一份,改由 import 读,避免两处数字漂移)。
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用法:
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python tools/standee_asset_check.py [角色素材目录]
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默认 game/assets/art/character/
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--json 输出机器可读格式
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退出码: 0 全过 / 1 有红灯
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"""
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import json
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import os
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import sys
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from PIL import Image
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sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
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try:
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from pixelize_candidates import STANDEE_TIER_H, STANDEE_SLOT_H
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except ImportError: # pragma: no cover
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STANDEE_TIER_H = {
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"goblin": 36, "giant_spider": 38,
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"duergar": 46, "hook_horror": 58,
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"bugbear": 62, "ogre_chief": 74,
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"drider": 90, "duergar_king": 94,
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}
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STANDEE_SLOT_H = 48
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ENEMY_KEYS = ("bugbear", "drider", "duergar", "duergar_king", "giant_spider",
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"goblin", "hook_horror", "ogre_chief")
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REQUIRED = ["character_enemy_%s.png" % k for k in ENEMY_KEYS] + \
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["character_hero_portrait.png", "character_hero_attack.png",
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"character_hero_hit.png"]
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# ── 契约常量(全部有出处,禁复写第二份) ──────────────────────────────
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COLOR_MAX = 32 # 圣经 §4.1/fixer 32 色冻结;机检口径=alpha>0 唯一 RGB
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DISPLAY_SCALE = 2 # standee_body.gd:237 _portrait_sprite.scale = (2,2)
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BOX_W = 150 # standee_body.gd:29 var box := Vector2(150, 176)
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SRC_W_MAX = BOX_W // DISPLAY_SCALE # =75,源宽上限(×2 后须塞进盒宽)
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ALPHA_BIN = {0, 255} # 二值 alpha 域
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# 描边亮度阈值(实测标定):
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# 敌人暖白边占比实测 54.1%–84.3%,主角 portrait/hit 实测 0.4%(无暖白描边,见下)。
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# 敌人闸取 40%(低于实测下限 54.1% 留余量,高于噪声);主角**豁免**——
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# character-design §10要求亮描边,但现役三态主角实为暗边,属已知缺口(暂无修复安排),
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# 机检只报读数不判红,避免闸永久红。
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OUTLINE_WARM_L_MIN = 150 # 暖白 = 亮度 ≥150 且低饱和
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OUTLINE_WARM_S_MAX = 0.35
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OUTLINE_MIN_ENEMY = 40.0 # 敌人:暖白描边像素占轮廓像素 ≥40%
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HERO_OUTLINE_EXEMPT = ("portrait", "attack", "hit")
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def _lum(c):
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return 0.299 * c[0] + 0.587 * c[1] + 0.114 * c[2]
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def _sat(c):
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mx, mn = max(c[:3]), min(c[:3])
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return 0.0 if mx == 0 else (mx - mn) / float(mx)
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def expected_tier_h(fn):
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"""按文件名返回应有档高。"""
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if fn.startswith("character_enemy_") and fn.endswith(".png"):
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key = fn[len("character_enemy_"):-len(".png")]
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return STANDEE_TIER_H.get(key)
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return STANDEE_SLOT_H # 主角三态同档
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def check(path, fn):
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"""返回 (problems, info)。info 含机检读数。"""
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problems = []
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im = Image.open(path).convert("RGBA")
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w, h = im.size
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px = im.load()
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# 断言①逐键档高
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tier = expected_tier_h(fn)
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if tier is not None and h != tier:
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problems.append("档高应 %d(§8.2 逐键定档),实得 %d" % (tier, h))
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# 断言② 宽度物理约束:源宽 ×2 须塞进站桩盒宽 150
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if w > SRC_W_MAX:
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problems.append("源宽 %d ×2=%d 超站桩盒宽 %d(§8.2 高定宽随但不得溢出盒)"
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% (w, w * DISPLAY_SCALE, BOX_W))
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if w < 1:
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problems.append("源宽 %d 非法" % w)
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colors = set()
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alphas = set()
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edges = []
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bottom_opaque = 0
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for y in range(h):
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for x in range(w):
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c = px[x, y]
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alphas.add(c[3])
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if c[3] == 0:
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continue
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colors.add(c[:3]) # 口径:只收不透明像素的 RGB
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if y == h - 1:
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bottom_opaque += 1
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nb = ((x > 0 and px[x - 1, y][3] == 0) or
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(x < w - 1 and px[x + 1, y][3] == 0) or
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(y > 0 and px[x, y - 1][3] == 0) or
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(y < h - 1 and px[x, y + 1][3] == 0))
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if nb:
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edges.append(c)
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# 断言③ 底中锚(脚贴画布底缘)
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if bottom_opaque < 1:
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problems.append("底行无不透明像素(底中锚失守——脚未贴画布底缘)")
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# 断言④ 色数 ≤32(alpha>0 口径)
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if len(colors) > COLOR_MAX:
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problems.append("色数 %d > %d(口径=alpha>0 唯一 RGB)" % (len(colors), COLOR_MAX))
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# 断言⑤ 无非整数倍缩放痕迹:alpha 二值(双线性/混合会留中间 α)
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if not alphas <= ALPHA_BIN:
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problems.append("alpha 非二值(插值/非整数倍缩放痕迹:%s)"
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% sorted(alphas - ALPHA_BIN)[:5])
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# 断言⑥ 描边亮度(亮描边暖白族,禁黑描边)
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warm_pct = 0.0
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dark_pct = 0.0
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if edges:
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warm = sum(1 for c in edges
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if _lum(c) >= OUTLINE_WARM_L_MIN and _sat(c) <= OUTLINE_WARM_S_MAX)
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dark = sum(1 for c in edges if _lum(c) < 60)
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warm_pct = warm * 100.0 / len(edges)
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dark_pct = dark * 100.0 / len(edges)
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is_hero = any(t in fn for t in HERO_OUTLINE_EXEMPT)
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if not is_hero and warm_pct < OUTLINE_MIN_ENEMY:
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problems.append("暖白描边占比 %.1f%% < %d%%(亮描边纪律,character-design §10)"
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% (warm_pct, OUTLINE_MIN_ENEMY))
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info = {
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"size": [w, h],
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"tier_h": tier,
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"colors": len(colors),
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"bottom_opaque": bottom_opaque,
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"edge_px": len(edges),
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"outline_warm_pct": round(warm_pct, 1),
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"outline_dark_pct": round(dark_pct, 1),
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"outline_exempt": any(t in fn for t in HERO_OUTLINE_EXEMPT),
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}
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return problems, info
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def main():
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argv = [a for a in sys.argv[1:] if not a.startswith("--")]
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as_json = "--json" in sys.argv
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root = argv[0] if argv else os.path.join("game", "assets", "art", "character")
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missing, results, n_fail = [], [], 0
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for f in REQUIRED:
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p = os.path.join(root, f)
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if not os.path.isfile(p):
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missing.append(f)
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n_fail += 1
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continue
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problems, info = check(p, f)
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results.append({"file": f, "problems": problems, "info": info})
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n_fail += 1 if problems else 0
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if as_json:
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print(json.dumps({"root": root, "missing": missing,
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"results": results, "fail": n_fail},
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ensure_ascii=False, indent=2))
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sys.exit(1 if n_fail else 0)
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for f in missing:
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print("MISS %-36s 缺位" % f)
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for r in results:
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i = r["info"]
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if r["problems"]:
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for pr in r["problems"]:
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print("FAIL %-36s %s" % (r["file"], pr))
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else:
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print("PASS %-36s %dx%d 档高%d 色数%d 暖白边%.1f%%%s"
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% (r["file"], i["size"][0], i["size"][1], i["tier_h"],
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i["colors"], i["outline_warm_pct"],
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"(豁免)" if i["outline_exempt"] else ""))
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print("机检完成:%d 件必需,%d 件未过" % (len(REQUIRED), n_fail))
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if not as_json:
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print("提示:主角三态暖白描边占比实测≈0.4%(暗边),属已知缺口,"
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"本闸豁免不判红——如需修另立主角描边素材批。")
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sys.exit(1 if n_fail else 0)
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if __name__ == "__main__":
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main() |