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| author | Somhairle H. Marisol <[email protected]> | 2026-09-22 01:30:56 +0800 |
|---|---|---|
| committer | Somhairle H. Marisol <[email protected]> | 2026-09-22 01:30:56 +0800 |
| commit | 6dfc6652048810e42058662bb11febde190f8a52 (patch) | |
| tree | 14d491da96ab04573d0e31872d49048c70abe763 /src/LivingVillage.Desktop | |
| parent | caac9fdad0a9d25319147758add43f091d42e7c6 (diff) | |
| parent | a67e9262caca67f1078f77ed2f274a46e284c6c8 (diff) | |
| download | living-village-6dfc6652048810e42058662bb11febde190f8a52.tar.gz | |
merge: P17 起时钩子修复与黄昏精修(独立复验全绿 Desktop 108/Kernel 89)
Diffstat (limited to 'src/LivingVillage.Desktop')
| -rw-r--r-- | src/LivingVillage.Desktop/Assets/jiangnan-world.png | bin | 3394 -> 3847 bytes | |||
| -rw-r--r-- | src/LivingVillage.Desktop/Game.fs | 27 | ||||
| -rw-r--r-- | src/LivingVillage.Desktop/M6Presentation.fs | 80 | ||||
| -rw-r--r-- | src/LivingVillage.Desktop/VillageArt.fs | 79 |
4 files changed, 152 insertions, 34 deletions
diff --git a/src/LivingVillage.Desktop/Assets/jiangnan-world.png b/src/LivingVillage.Desktop/Assets/jiangnan-world.png Binary files differindex 9138560..6e97728 100644 --- a/src/LivingVillage.Desktop/Assets/jiangnan-world.png +++ b/src/LivingVillage.Desktop/Assets/jiangnan-world.png diff --git a/src/LivingVillage.Desktop/Game.fs b/src/LivingVillage.Desktop/Game.fs index 3f3a1d8..765cea8 100644 --- a/src/LivingVillage.Desktop/Game.fs +++ b/src/LivingVillage.Desktop/Game.fs @@ -126,8 +126,24 @@ type LivingVillageGame() as this = let mutable cjkAtlas = Unchecked.defaultof<Texture2D> let mutable pixel = Unchecked.defaultof<Texture2D> let renderPlan = VillageArt.sampleRenderPlan () + // Evidence hook: pin the starting wall-clock hour (e.g. 20.75 for 黄昏), desktop-only. + let startHourOverride = + match Environment.GetEnvironmentVariable("LV_AUTOPLAY_START_HOUR") with + | null | "" -> None + | value -> + match Double.TryParse(value, Globalization.NumberStyles.Float, Globalization.CultureInfo.InvariantCulture) with + | true, hour -> Some hour + | _ -> None + // Single source of truth for the starting tick so the sample/autoplay path (which + // re-creates the world via StartNewGame) honours the evidence hour too. + let evidenceStartTick () = + M6Presentation.resolveStartTick startHourOverride daylightAutoplay + let withStartTick (world: World) : World = + let tick = evidenceStartTick () + { world with Tick = tick; Time = float tick * Sim.dtSeconds } let createInitialWorld () = WorldBootstrap.initialWorldForDaylight daylightAutoplay 42UL Sim.npcCount + |> withStartTick let mutable world = createInitialWorld () let mutable camera = Vector2.Zero let mutable avatarFacing = VillageArt.SouthFacing @@ -210,17 +226,18 @@ type LivingVillageGame() as this = this.CenterCamera() member private this.StartNewGame (occupation: Occupation.Kind option) = + let startTick = evidenceStartTick () let state = occupation - |> Option.map (fun kind -> - let startTick = if daylightAutoplay then 6L * Sim.ticksPerDay / 24L else 0L - WorldBootstrap.occupationStateFor 42UL kind startTick) - world <- WorldBootstrap.initialWorldWithOccupation daylightAutoplay 42UL Sim.npcCount state + |> Option.map (fun kind -> WorldBootstrap.occupationStateFor 42UL kind startTick) + world <- + WorldBootstrap.initialWorldWithOccupation daylightAutoplay 42UL Sim.npcCount state + |> withStartTick this.ResetWorldView() m5View <- { m5View with Task = state } menu <- menu |> MenuState.setCurrentWorld true |> MenuState.enterGame let occupationName = occupation |> Option.map Occupation.nameOf |> Option.defaultValue "none" - printfn $"new-game=ok seed=42 npcs={Sim.npcCount} occupation={occupationName}" + printfn $"new-game=ok seed=42 npcs={Sim.npcCount} occupation={occupationName} tick={world.Tick}" member private this.SaveWorld (prefix: string) : bool = try diff --git a/src/LivingVillage.Desktop/M6Presentation.fs b/src/LivingVillage.Desktop/M6Presentation.fs index 65300f0..752034a 100644 --- a/src/LivingVillage.Desktop/M6Presentation.fs +++ b/src/LivingVillage.Desktop/M6Presentation.fs @@ -13,7 +13,8 @@ type M6RenderProfile = Background: Color WorldTint: Color Blend: float32 - LanternGlow: float32 } + LanternGlow: float32 + SkyWarmth: float32 } module M6Presentation = @@ -22,36 +23,68 @@ module M6Presentation = | Day -> "白天" | Night -> "夜晚" - /// Continuous light blend: 0 = full day, 1 = full night. Ramps are deterministic - /// pure functions of the simulation tick (dawn 4:00-6:00, dusk 20:00-22:00), so the - /// boundaries agree with Sim.isNightTick (night >= 22:00 or < 6:00). + // Transition windows in float hours. Dawn lingers past 6:00 and dusk begins before + // 20:00 so the blue hour is longer and the sky warms before it darkens; the anchors + // still agree with Sim.isNightTick (night >= 22:00 or < 6:00) once fully dark. + let dawnStartHour = 4.0f + let dawnEndHour = 6.5f + let duskStartHour = 19.5f + let duskEndHour = 22.0f + + /// Continuous light blend: 0 = full day, 1 = full night. Deterministic pure function + /// of the simulation tick, parameterised by the dawn/dusk windows above. let lightingBlend (tick: int64) : float32 = let hourTicks = Sim.ticksPerDay / 24L - let hour = float32 (tick / hourTicks) + let hour = float32 tick / float32 hourTicks let clamp01 v = if v < 0.0f then 0.0f elif v > 1.0f then 1.0f else v - if hour >= 6.0f && hour < 20.0f then 0.0f - elif hour >= 22.0f then 1.0f - elif hour < 4.0f then 1.0f - elif hour < 6.0f then clamp01 (1.0f - (hour - 4.0f) / 2.0f) - else clamp01 ((hour - 20.0f) / 2.0f) + if hour >= dawnEndHour && hour < duskStartHour then 0.0f + elif hour >= duskEndHour || hour < dawnStartHour then 1.0f + elif hour < dawnEndHour then clamp01 (1.0f - (hour - dawnStartHour) / (dawnEndHour - dawnStartHour)) + else clamp01 ((hour - duskStartHour) / (duskEndHour - duskStartHour)) + + /// Golden-hour warmth (0..1): a triangular bump peaking mid-dawn and mid-dusk, zero at + /// noon and midnight. Drives the warm sky/world tint so P17 transition frames read golden. + let transitionWarmth (tick: int64) : float32 = + let hour = float32 tick / float32 (Sim.ticksPerDay / 24L) + let bump (startHour: float32) (endHour: float32) : float32 = + if hour <= startHour || hour >= endHour then + 0.0f + else + let mid = (startHour + endHour) * 0.5f + let half = (endHour - startHour) * 0.5f + 1.0f - abs (hour - mid) / half + max (bump dawnStartHour dawnEndHour) (bump duskStartHour duskEndHour) let private lerp (a: int) (b: int) (blend: float32) : int = a + int (float32 (b - a) * blend) - let backgroundAtBlend (blend: float32) : Color = - Color(lerp 100 18 blend, lerp 160 25 blend, lerp 210 55 blend) + /// Blended sky/world colour plus the golden-hour warmth shift (warm channels up, blue down). + let backgroundAtWarmth (blend: float32) (warmth: float32) : Color = + Color( + lerp 100 18 blend + int (52.0f * warmth), + lerp 160 25 blend + int (14.0f * warmth), + lerp 210 55 blend - int (34.0f * warmth)) + + let worldTintAtWarmth (blend: float32) (warmth: float32) : Color = + Color( + lerp 255 118 blend + int (10.0f * warmth), + lerp 248 136 blend - int (6.0f * warmth), + lerp 224 184 blend - int (26.0f * warmth)) - let worldTintAtBlend (blend: float32) : Color = - Color(lerp 255 118 blend, lerp 248 136 blend, lerp 224 184 blend) + /// Warmth-free base colours (kept for callers that only have a blend value). + let backgroundAtBlend (blend: float32) : Color = backgroundAtWarmth blend 0.0f + let worldTintAtBlend (blend: float32) : Color = worldTintAtWarmth blend 0.0f - /// Pure day-phase lighting: deterministic tint/background plus lantern warm-glow boost. + /// Pure day-phase lighting: deterministic tint/background/warmth plus lantern glow. let lightingAtTick (tick: int64) : M6RenderProfile = let blend = lightingBlend tick + let warmth = transitionWarmth tick { Mode = if blend < 0.5f then Day else Night - Background = backgroundAtBlend blend + Background = backgroundAtWarmth blend warmth Blend = blend - WorldTint = worldTintAtBlend blend - LanternGlow = blend } + WorldTint = worldTintAtWarmth blend warmth + LanternGlow = blend + SkyWarmth = warmth } let profileAtTick (tick: int64) : M6RenderProfile = lightingAtTick tick @@ -67,6 +100,17 @@ module M6Presentation = /// 倍速标签(语义别名,HUD 用)。 let speedLabel (control: SimulationControl) : string = clockLabel control + /// Deterministic start tick for a wall-clock hour (evidence harness): 20.75 -> 20:45. + let startTickForHour (hour: float) : int64 = + int64 (hour * float (Sim.ticksPerDay / 24L)) + + /// Start-tick decision shared by bootstrap and new-game: an explicit evidence hour wins, + /// else daylight starts at 6:00, else midnight. Pure function, no side effects. + let resolveStartTick (startHour: float option) (startAtDaylight: bool) : int64 = + match startHour with + | Some hour -> startTickForHour hour + | None -> if startAtDaylight then 6L * Sim.ticksPerDay / 24L else 0L + let private hourOf (tick: int64) : int = int ((tick / (Sim.ticksPerDay / 24L)) % 24L) diff --git a/src/LivingVillage.Desktop/VillageArt.fs b/src/LivingVillage.Desktop/VillageArt.fs index 4845408..11a6d71 100644 --- a/src/LivingVillage.Desktop/VillageArt.fs +++ b/src/LivingVillage.Desktop/VillageArt.fs @@ -45,6 +45,9 @@ module VillageArt = | ReedCluster | StoneBench | RiverLantern + | StoneLantern + | WaterVat + | MarketStall type RenderProp = { Kind: RenderPropKind @@ -76,6 +79,19 @@ module VillageArt = | GreyCap | StrawHat + /// Presentation-only occupational archetype. Kernel NPCs carry no occupation, so the + /// visible trade is a pure function of NpcId; three walking rhythms coexist on screen. + type NpcTrade = + | Farmer + | Peddler + | Scholar + + /// Per-trade cadence in simulation ticks plus a phase offset, all deterministic. + type WalkRhythm = + { WalkWindow: int64 + IdleWindow: int64 + PhaseOffset: int64 } + type FacingDirection = | NorthFacing | SouthFacing @@ -135,6 +151,9 @@ module VillageArt = | SmokeSpriteA | SmokeSpriteB | SmokeSpriteC + | StoneLanternSprite + | WaterVatSprite + | StallSprite type private XnaColor = Microsoft.Xna.Framework.Color type private XnaRectangle = Microsoft.Xna.Framework.Rectangle @@ -228,7 +247,11 @@ module VillageArt = renderProp ReedCluster 15 13 renderProp StoneBench 9 11 renderProp RiverLantern 5 11 - renderProp RiverLantern 7 14 ] + renderProp RiverLantern 7 14 + renderProp StoneLantern 4 14 + renderProp StoneLantern 16 14 + renderProp WaterVat 12 11 + renderProp MarketStall 3 11 ] Interior = { Elements = [ interiorElement Window 2 2 @@ -260,7 +283,10 @@ module VillageArt = | FlowerBush | ReedCluster | StoneBench - | RiverLantern -> [ position x y ]) + | RiverLantern + | StoneLantern + | WaterVat + | MarketStall -> [ position x y ]) |> many let private positiveModulo divisor value = @@ -278,23 +304,48 @@ module VillageArt = let remainder = value % divisor if remainder < 0L then remainder + divisor else remainder - /// Four-pose walk cycle over a 16-tick window (one pose per 4 sim ticks). - let animationFrame (tick: int64) : AnimationFrame = - match positiveModulo64 4L (tick / 4L) with + /// Trade cycle: NPCs repeat Farmer -> Peddler -> Scholar by id, so all three rhythms + /// are present without touching kernel state. + let npcTrade (NpcId npcId) : NpcTrade = + match positiveModulo 3 npcId with + | 0 -> Farmer + | 1 -> Peddler + | _ -> Scholar + + /// Farmer ambles at the original cadence; Peddler shuffles faster; Scholar strolls slower. + let rhythmFor (trade: NpcTrade) : WalkRhythm = + match trade with + | Farmer -> { WalkWindow = 4L; IdleWindow = 24L; PhaseOffset = 0L } + | Peddler -> { WalkWindow = 3L; IdleWindow = 20L; PhaseOffset = 1L } + | Scholar -> { WalkWindow = 6L; IdleWindow = 36L; PhaseOffset = 2L } + + /// Four-pose walk cycle at a rhythm's window (one pose per WalkWindow sim ticks). + let animationFrameFor (rhythm: WalkRhythm) (tick: int64) : AnimationFrame = + match positiveModulo64 4L (tick / rhythm.WalkWindow + rhythm.PhaseOffset) with | 0L -> FrameOne | 1L -> FrameTwo | 2L -> FrameThree | _ -> FrameFour - /// Two-pose standing breath cycle over a slower 48-tick window, fully deterministic. - let idleFrame (tick: int64) : IdleFrame = - match positiveModulo64 2L (tick / 24L) with + /// Two-pose standing breath cycle at a rhythm's IdleWindow, fully deterministic. + let idleFrameFor (rhythm: WalkRhythm) (tick: int64) : IdleFrame = + match positiveModulo64 2L (tick / rhythm.IdleWindow + rhythm.PhaseOffset) with | 0L -> IdleOne | _ -> IdleTwo /// Picks the walk cycle while moving and the breath cycle while standing still. + let characterFrameFor (rhythm: WalkRhythm) (isMoving: bool) (tick: int64) : CharacterFrame = + if isMoving then WalkFrame(animationFrameFor rhythm tick) else IdleFrame(idleFrameFor rhythm tick) + + /// Farmer cadence is the base cadence (window 4/24, phase 0), preserving older semantics. + let animationFrame (tick: int64) : AnimationFrame = + animationFrameFor (rhythmFor Farmer) tick + + let idleFrame (tick: int64) : IdleFrame = + idleFrameFor (rhythmFor Farmer) tick + let characterFrame (isMoving: bool) (tick: int64) : CharacterFrame = - if isMoving then WalkFrame(animationFrame tick) else IdleFrame(idleFrame tick) + characterFrameFor (rhythmFor Farmer) isMoving tick /// Water surface ripple phase: three frames, one per 32 simulation ticks, fully deterministic. let waterFrameTick (tick: int64) : int = @@ -329,7 +380,7 @@ module VillageArt = let npcSpriteSpec (npcId: NpcId) (direction: FacingDirection) (isMoving: bool) (tick: int64) : NpcSpriteSpec = { Variant = npcVisualVariant npcId Direction = direction - Frame = characterFrame isMoving tick } + Frame = characterFrameFor (rhythmFor (npcTrade npcId)) isMoving tick } /// Villagers breathe while standing at their target and walk while approaching it. let npcSpriteSpecAtTarget (npcId: NpcId) (position: Vec2) (target: Vec2) (tick: int64) : NpcSpriteSpec = @@ -445,7 +496,7 @@ module VillageArt = let characterAtlasRelativePath = "Assets/jiangnan-characters.png" let interiorAtlasRelativePath = "Assets/jiangnan-interior.png" - let worldTileCount = 25 + let worldTileCount = 28 let worldAtlasWidth = Sim.tilePixels * worldTileCount let worldAtlasHeight = Sim.tilePixels let characterAtlasWidth = 32 * 5 * 4 * 6 @@ -516,6 +567,9 @@ module VillageArt = | SmokeSpriteA -> 22 | SmokeSpriteB -> 23 | SmokeSpriteC -> 24 + | StoneLanternSprite -> 25 + | WaterVatSprite -> 26 + | StallSprite -> 27 XnaRectangle(index * Sim.tilePixels, 0, Sim.tilePixels, Sim.tilePixels) let private tilePosition x y : TilePosition = @@ -653,6 +707,9 @@ module VillageArt = | ReedCluster -> drawSingleTile prop.Position ReedSprite | StoneBench -> drawSingleTile prop.Position BenchSprite | RiverLantern -> drawSingleTile prop.Position LanternSprite + | StoneLantern -> drawSingleTile prop.Position StoneLanternSprite + | WaterVat -> drawSingleTile prop.Position WaterVatSprite + | MarketStall -> drawSingleTile prop.Position StallSprite // Chimney smoke is a late pass so it always reads above the roof, the bamboo and // any other prop sharing its tile. The puff sits one row above the ridge centre |
