#!/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)}")