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authorSomhairle H. Marisol <[email protected]>2026-09-22 09:21:24 +0800
committerSomhairle H. Marisol <[email protected]>2026-09-22 09:21:24 +0800
commit590f3d8d5cc031c0909241b329ad7f7f18035991 (patch)
tree40b158de9188a1039d86ad0429cf706b4ac60478 /src
parent383ed44d22c318a44e7f54a652cd0f825f3962d7 (diff)
downloadliving-village-590f3d8d5cc031c0909241b329ad7f7f18035991.tar.gz
feat(desktop): P26 民居立面第二变体(挑檐/木格栅窗/院门)沿河沿路交替
Diffstat (limited to 'src')
-rw-r--r--src/LivingVillage.Desktop.Tests/PrototypeTests.fs26
-rw-r--r--src/LivingVillage.Desktop/Assets/jiangnan-world.pngbin3847 -> 4147 bytes
-rw-r--r--src/LivingVillage.Desktop/VillageArt.fs50
3 files changed, 60 insertions, 16 deletions
diff --git a/src/LivingVillage.Desktop.Tests/PrototypeTests.fs b/src/LivingVillage.Desktop.Tests/PrototypeTests.fs
index e58139c..a38228f 100644
--- a/src/LivingVillage.Desktop.Tests/PrototypeTests.fs
+++ b/src/LivingVillage.Desktop.Tests/PrototypeTests.fs
@@ -1104,6 +1104,23 @@ type PrototypeTests () =
// 953775FA 硬对齐由 --performance-baseline 于 finalWorld 支线证据。
[<TestMethod>]
+ member _.HouseFacadeVariantsAlternateAlongTheVillage () =
+ // P26:512 大图上两种民居立面都要出现,且按位置确定性交替(纯函数)。
+ let map = MapGen.generateWithSize 512 384 (uint64 4242)
+ let variants = map.Buildings |> List.map VillageArt.houseFacadeVariant
+ Assert.IsTrue(Set.ofList variants |> Set.contains 0, "variant A must appear")
+ Assert.IsTrue(Set.ofList variants |> Set.contains 1, "variant B must appear")
+ let repeated = MapGen.generateWithSize 512 384 (uint64 4242)
+ Assert.AreEqual<(int list)>(variants, repeated.Buildings |> List.map VillageArt.houseFacadeVariant)
+ // Neighbouring buildings along the same river bank must flip variant, i.e. not one solid run.
+ let flipped =
+ variants
+ |> List.pairwise
+ |> List.filter (fun (a, b) -> a <> b)
+ |> List.length
+ Assert.IsTrue(flipped > 0, "facades must alternate, not stay one variant")
+
+ [<TestMethod>]
member _.JiangnanArtAssetsArePackagedAsRealPngFiles () =
let requiredAssets =
[ "Assets/jiangnan-world.png"
@@ -1116,9 +1133,10 @@ type PrototypeTests () =
Assert.AreEqual<string list>([], missing, sprintf "Missing Jiangnan PNG assets: %s" (String.concat ", " missing))
- // The baked world atlas must match the 28-slot layout the renderer indexes into
- // (P17 added 石灯笼/水缸/摊贩摊位 as slots 25..27).
- Assert.AreEqual<int>(28, VillageArt.worldTileCount)
+ // The baked world atlas must match the 31-slot layout the renderer indexes into
+ // (P17 added 石灯笼/水缸/摊贩摊位 as slots 25..27; P26 added the variant-B house
+ // parts 屋檐挑出/木格栅窗/院门 as slots 28..30).
+ Assert.AreEqual<int>(31, VillageArt.worldTileCount)
let worldPath = Path.Combine(AppContext.BaseDirectory, "Assets/jiangnan-world.png")
let header = File.ReadAllBytes worldPath
let be32 offset =
@@ -1128,7 +1146,7 @@ type PrototypeTests () =
||| int header.[offset + 3]
let atlasWidth : int = be32 16
let atlasHeight : int = be32 20
- Assert.IsTrue((atlasWidth = VillageArt.worldAtlasWidth), "world atlas width must match 28 x 32px slots")
+ Assert.IsTrue((atlasWidth = VillageArt.worldAtlasWidth), "world atlas width must match 31 x 32px slots")
Assert.IsTrue((atlasHeight = VillageArt.worldAtlasHeight), "world atlas height must stay 32px")
[<TestMethod>]
diff --git a/src/LivingVillage.Desktop/Assets/jiangnan-world.png b/src/LivingVillage.Desktop/Assets/jiangnan-world.png
index 6e97728..ea2866d 100644
--- a/src/LivingVillage.Desktop/Assets/jiangnan-world.png
+++ b/src/LivingVillage.Desktop/Assets/jiangnan-world.png
Binary files differ
diff --git a/src/LivingVillage.Desktop/VillageArt.fs b/src/LivingVillage.Desktop/VillageArt.fs
index 12c17ba..f303620 100644
--- a/src/LivingVillage.Desktop/VillageArt.fs
+++ b/src/LivingVillage.Desktop/VillageArt.fs
@@ -154,6 +154,9 @@ module VillageArt =
| StoneLanternSprite
| WaterVatSprite
| StallSprite
+ | RoofEaveOverhangSprite
+ | WallLatticeSprite
+ | CourtyardDoorSprite
type private XnaColor = Microsoft.Xna.Framework.Color
type private XnaRectangle = Microsoft.Xna.Framework.Rectangle
@@ -496,7 +499,7 @@ module VillageArt =
let characterAtlasRelativePath = "Assets/jiangnan-characters.png"
let interiorAtlasRelativePath = "Assets/jiangnan-interior.png"
- let worldTileCount = 28
+ let worldTileCount = 31
let worldAtlasWidth = Sim.tilePixels * worldTileCount
let worldAtlasHeight = Sim.tilePixels
let characterAtlasWidth = 32 * 5 * 4 * 6
@@ -570,6 +573,9 @@ module VillageArt =
| StoneLanternSprite -> 25
| WaterVatSprite -> 26
| StallSprite -> 27
+ | RoofEaveOverhangSprite -> 28
+ | WallLatticeSprite -> 29
+ | CourtyardDoorSprite -> 30
XnaRectangle(index * Sim.tilePixels, 0, Sim.tilePixels, Sim.tilePixels)
let private tilePosition x y : TilePosition =
@@ -603,6 +609,13 @@ module VillageArt =
let private fillRect (spriteBatch: SpriteBatch) (pixel: Texture2D) (color: XnaColor) (x: int) (y: int) (w: int) (h: int) =
spriteBatch.Draw(pixel, XnaRectangle(x, y, max 1 w, max 1 h), color)
+ /// P26 民居立面变体:按位置确定性交替两种立面(沿河沿路分布)。
+ /// 0 = 黛瓦脊 + 木墙/窗 + 门(P24 原样);1 = 挑檐挑出 + 木格栅窗 + 院门。
+ /// 纯函数、不改变任何瓦片/可达性语义;64x48 与 256x192 的 tiles checksum 不受影响。
+ let houseFacadeVariant (building: MapGen.Building) : int =
+ let remainder = (building.Left + building.Top) % 2
+ if remainder < 0 then remainder + 2 else remainder
+
/// 生成器世界里的桥面与沿河民居(白墙黑瓦色块 + 门);坐标由调用方按相机换算。
let private drawMapStructures
(spriteBatch: SpriteBatch)
@@ -618,18 +631,31 @@ module VillageArt =
for building in map.Buildings do
let left = building.Left
let right = building.Left + building.Width - 1
- // P24:改用 256x192 同款民宅部件——黛瓦(脊/檐)+ 木墙/窗 + 门。
- for row in building.Top .. building.DoorY - 1 do
- let roofSprite = if row = building.Top then RoofRidgeSprite else RoofEaveSprite
- let source = tileSourceRectangle roofSprite
+ let drawCell sprite x y =
+ spriteBatch.Draw(textures.TileAtlas, XnaRectangle(tileX x, tileY y, cell, cell), tileSourceRectangle sprite, XnaColor.White)
+ match houseFacadeVariant building with
+ | 0 ->
+ // 变体 A(P24):黛瓦(脊/檐)+ 木墙/窗 + 门。
+ for row in building.Top .. building.DoorY - 1 do
+ let roofSprite = if row = building.Top then RoofRidgeSprite else RoofEaveSprite
+ for x in left .. right do
+ drawCell roofSprite x row
+ for x in left .. right do
+ let wallSprite =
+ if x = building.DoorX then DoorSprite
+ elif (x - left) % 2 = 0 then WallWindowSprite
+ else WallWoodSprite
+ drawCell wallSprite x building.DoorY
+ | _ ->
+ // 变体 B(P26):挑檐向两侧各出一格 + 木格栅窗 + 院门。
+ for x in (left - 1) .. (right + 1) do
+ drawCell RoofEaveOverhangSprite x building.Top
for x in left .. right do
- spriteBatch.Draw(textures.TileAtlas, XnaRectangle(tileX x, tileY row, cell, cell), source, XnaColor.White)
- for x in left .. right do
- let wallSprite =
- if x = building.DoorX then DoorSprite
- elif (x - left) % 2 = 0 then WallWindowSprite
- else WallWoodSprite
- spriteBatch.Draw(textures.TileAtlas, XnaRectangle(tileX x, tileY building.DoorY, cell, cell), tileSourceRectangle wallSprite, XnaColor.White)
+ let wallSprite =
+ if x = building.DoorX then CourtyardDoorSprite
+ elif (x - left) % 2 = 0 then WallLatticeSprite
+ else WallWoodSprite
+ drawCell wallSprite x building.DoorY
/// 桥头灯笼瓦片:每座桥每列的最上/最下一格(桥两端),用于挂灯笼与夜间暖光。
let bridgeLanternTiles (map: MapGen.Result) : (int * int) list =