EYBX-processed / code /scenes.py
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#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""
scenes.py —— 区域(region) → 场景(scene) 归并表 + 每个场景的自然语言从句
归并依据是**实际画面**,不是区域名:
· infiniteDungeonArenaA1 / F1 / LargeWaterfallA 是熔岩湖 + 焦骨桥
· infiniteDungeonArenaC / D / I / P1 ... 是青光菌类的雾气地牢
两者名字相邻,画面完全不同,按名字归并会把两个场景混成一个。
每个区域都抽了它自身亮度 p90 时刻的一帧目检(见 eybx/region_frames2/)。
prompt 模板(train/inference 必须逐字一致):
In a 2.5D top down view, {场景从句}, the player is {动作从句}.
18 条场景从句全部统一为 "in a ..." 开头。旧交付里能逐字恢复的只有 6 条,
其中 4 条原本是 on/at/over 开头("on a high mountain pass" 等),为了统一一并改写;
其余 12 条本来就是重写的(旧机器上的映射表随代码一起丢失了)。
白模缺陷区整区排除:目检确认无贴图。willsFarmIrmgardHouseInterior 是这次新发现的
第三个(旧交付只排除了前两个),画面是白模 + 品红色缺失贴图块。
"""
from __future__ import annotations
# ---- 场景 -> 自然语言从句 ----------------------------------------------- #
# [orig] = 从旧交付的 preview 里逐字恢复;其余为重写
SCENE_NL = {
# 全部统一为 "in a ..." 开头(模板拼出来是
# "In a 2.5D top down view, {从句}, the player is {动作}.")。
# 旧交付里逐字恢复的 6 条中,有 4 条原本是 on/at/over 开头,这里一并改写统一。
"sacrament_city": "in a lantern-lit stone street of Sacrament",
"sacrament_interior": "in a timbered Sacrament interior",
"house_interior": "in a small cottage lit by a hearth",
"sewer": "in a green-water sewer under dusty light shafts",
"wills_farm": "in a warm farmland hamlet",
"outskirts": "in an overgrown outskirts trail",
"tidal_flats": "in a pale tidal flat strewn with wreckage",
"mountain_pass": "in a high rocky mountain pass",
"cave": "in a dark cave lit by blue crystal glow",
"fortress": "in a ruined fortress courtyard beside a bonfire",
"caylen": "in a ruined red-sky city overlook",
"marin_woods": "in a torchlit grotto of Marin Woods",
"marin_temple": "in a cobwebbed temple hall",
"timber_room": "in a mossy timber cellar",
"ship_deck": "in a ship ablaze on a night sea",
"ship_hold": "in a ship's hold stacked with barrels",
"lava_arena": "in a lava cavern crossed by charred bone bridges",
"infinite_dungeon": "in a foggy underground arena lit by cyan glowing fungus",
}
# ---- 区域 -> 场景 ------------------------------------------------------- #
REGION_SCENE = {
# 圣礼城
"sacramentA": "sacrament_city",
"sacramentTavern": "sacrament_interior",
"sacramentWarRoom": "sacrament_interior",
"sacramentBuilderInterior": "sacrament_interior",
"sacramentTailorsInterior": "sacrament_interior",
"sacramentInteriorRookeryLodgingA": "sacrament_interior",
"sacramentBeggarsAlleyInteriorA": "sacrament_interior",
"sacramentPlayerHousingInteriorA": "sacrament_interior",
"sacramentPlayerHousingInteriorB": "sacrament_interior",
"sacramentPlayerHousingInteriorF": "sacrament_interior",
"sacramentPlayerHousingInteriorG": "sacrament_interior",
"LaraAndReedHouseInterior": "house_interior",
# 下水道
"sewerDungeonA": "sewer",
"sewerDungeonDarakBossArena": "sewer",
# 野外
"willsFarmA": "wills_farm",
"outskirtsA": "outskirts",
"hillsA": "outskirts",
"hillsACoastConnection": "tidal_flats",
"coastA": "tidal_flats",
"mountainPassA": "mountain_pass",
"mountainPassCaveA": "mountain_pass",
"fortressA": "fortress",
"caylenMountainGate": "caylen",
"caylenVista": "caylen",
"marinWoodsA": "marin_woods",
"marinWoodsTempleA": "marin_temple",
"coastTowerCellar": "timber_room",
# 洞穴
"potionSellerCave": "cave",
"hillsCaveA": "cave",
"hillsCaveB": "cave",
"mountainPassWolfDen": "cave",
"Cerim Crypts Entrance": "cave",
# 船
"shipPrologueA": "ship_deck",
"shipPrologueInteriorA": "ship_hold",
# 无尽地牢:熔岩组
"infiniteDungeonArenaA1": "lava_arena",
"infiniteDungeonArenaF1": "lava_arena",
"infiniteDungeonArenaL": "lava_arena",
"infiniteDungeonLargeWaterfallA": "lava_arena",
# 无尽地牢:青光组
"infiniteDungeonArenaA": "infinite_dungeon",
"infiniteDungeonArenaC": "infinite_dungeon",
"infiniteDungeonArenaD": "infinite_dungeon",
"infiniteDungeonArenaE1": "infinite_dungeon",
"infiniteDungeonArenaF": "infinite_dungeon",
"infiniteDungeonArenaI": "infinite_dungeon",
"infiniteDungeonArenaP1": "infinite_dungeon",
"infiniteDungeonArenaW": "infinite_dungeon",
"infiniteDungeonBossC": "infinite_dungeon",
"infiniteDungeonCheckpointA": "infinite_dungeon",
"infiniteDungeonRewardA": "infinite_dungeon",
}
# 白模 / 缺失贴图,整区不进数据集(mp4 仍留在盘上,只是不编码)
EXCLUDE_REGIONS = {
"phalenChurch", # 全白无贴图
"MountainPassCaveB", # 全白无贴图
"willsFarmIrmgardHouseInterior", # 白模 + 品红色缺失贴图块(本次新发现)
}
# ---- 动作词表 ----------------------------------------------------------- #
# 索引与旧交付的 ACT 表逐位一致(preview 的 actions 数组直接可比)
ACTIONS = [
"standing idle", # 0
"moving up", # 1
"moving up-left", # 2
"moving left", # 3
"moving down-left", # 4
"moving down", # 5
"moving down-right", # 6
"moving right", # 7
"moving up-right", # 8
]
PROMPT_TMPL = "In a 2.5D top down view, {scene}, the player is {action}."
def compose(scene: str, action_idx: int) -> str:
return PROMPT_TMPL.format(scene=SCENE_NL[scene], action=ACTIONS[action_idx])
def check():
"""自检:场景表与区域表互相覆盖。"""
used = set(REGION_SCENE.values())
missing = used - set(SCENE_NL)
unused = set(SCENE_NL) - used
assert not missing, f"这些场景没有 NL 从句: {missing}"
return dict(n_regions=len(REGION_SCENE), n_scenes=len(SCENE_NL),
n_excluded=len(EXCLUDE_REGIONS), scenes_without_region=sorted(unused))
if __name__ == "__main__":
import json
print(json.dumps(check(), ensure_ascii=False, indent=1))
print(f"\n共 {len(REGION_SCENE)} 个区域 -> {len(SCENE_NL)} 个场景,"
f"另排除 {len(EXCLUDE_REGIONS)} 个白模区")
print(f"\nprompt 样例:\n {compose('sacrament_city', 8)}\n {compose('lava_arena', 5)}")