Rig sprite: slightly top-down view like the game's machines

Top face with vents and an indicator, lit left edge, darker right side,
front with three card bays and a power port, two feet, rounded outline.
The cell-centre check still passes, so nothing can sit under it.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
ZHU MINCHAOandClaude Sonnet 5.5 committed 2026-11-03 10:05:06 +08:00
1 parent a2a4d12ad3
commit 9d51c74f56
3 files changed
+73 -17

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@@ -11,4 +11,5 @@
- 命名:币为 PSC,合规交易所为 Poinbase,入口人脉升级为 Web3 治理社区。
- 入口升级归入游戏原有的"服务"栏(和 Probably Automated 一样),图标用交易终端。
- 修复矿架、交易终端与别的物品重叠:游戏按 mod 物品图每格中心的一个像素判断这一格算不算占用,矿架的卡位之间有缝,缝正好落在中心行上,8 格被当成空格。矿架加了实心背板、终端支架拉通;art/sprites.py 生成时按游戏的方式检查每格中心,有透明格就报错。
- 矿架重画成和原版机器一样的略微俯视:顶面(带散热格栅和指示灯)、受光的左缘、暗的右侧面、正面三层显卡位和电源口、底部两只脚,轮廓削圆。
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@@ -108,24 +108,79 @@ def gpu(accent, accent_dark, burnt=False):
def rig():
"""矿架(48×48,3×3 格):开放式机架,四层显卡位,左下电源。"""
"""矿架(48×48,3×3 格):和游戏里其他机器一样的略微俯视(3/4 视角)——顶面是上窄下宽的梯形,
下面是正面,正面里四层显卡位,左下角电源;光从左上来,左亮右暗;轮廓统一深紫、削掉尖角、底下两只脚和一圈阴影。"""
c = Canvas(48, 48)
c.box(2, 3, 45, 44, 'd') # 外框 + 背板:内部不透明,否则游戏按格子中心像素判断占格会把空隙当成空格
for y in range(4, 44):
c.put(3, y, 'b'); c.put(44, y, 'd')
for x in range(3, 45):
c.put(x, 4, 'l'); c.put(x, 43, 'k')
for i, y in enumerate((8, 16, 24, 32)): # 四层卡位
c.rect(6, y, 41, y + 5, 'k')
c.rect(6, y, 41, y, 'g')
for x in range(8, 40, 3):
c.put(x, y + 2, 'g'); c.put(x, y + 3, 'g')
c.put(40, y + 2, 'G' if i % 2 == 0 else 'R')
c.box(6, 38, 17, 42, 'd') # 电源
c.put(15, 40, 'S')
for x in range(20, 42, 2): # 底部走线
c.put(x, 40, 'm')
c.rect(2, 45, 45, 46, 'k') # 脚
FL, FR, FY, DEP = 3, 44, 24, 19 # 正面左右边、顶面前沿所在行、顶面深度(顶面后沿在 y=6,中心行 y=8 落在顶面上)
BOT = 44 # 正面底边
inset = lambda v: v // 6 # 顶面后部只略微收窄:原版机器的顶面也近似矩形,并且要让左右两格的中心落在顶面内
# 顶面:后部受光、前部稍暗;左缘亮、右缘暗
for v in range(DEP):
y = FY - v
x0, x1 = FL + inset(v), FR - inset(v)
for x in range(x0, x1 + 1):
c.put(x, y, 'l' if v >= 4 else 'b')
c.put(x0, y, 'h'); c.put(x0 + 1, y, 'l')
c.put(x1, y, 'd'); c.put(x1 - 1, y, 'm')
for x in range(FL + inset(DEP - 1), FR - inset(DEP - 1) + 1):
c.put(x, FY - DEP + 1, 'l')
# 顶面上的散热格栅和一个小指示灯
for v in range(4, 16, 3):
for u in range(6, 24):
c.put(FL + inset(v) + u, FY - v, 'g')
c.put(FR - 9, FY - 8, 'G'); c.put(FR - 8, FY - 8, 'G')
# 正面:中间色,左端受光、右端暗;顶部一条暗折线
for y in range(FY + 1, BOT + 1):
for x in range(FL, FR + 1):
c.put(x, y, 'm')
c.put(FL, y, 'b'); c.put(FL + 1, y, 'l' if y < FY + 5 else 'b')
for dx in range(4):
c.put(FR - dx, y, 'd' if dx else 'k')
for x in range(FL, FR + 1):
c.put(x, FY + 1, 'k')
c.put(x, BOT, 'd')
for x in range(FL + 1, FR):
c.put(x, FY, 'h')
c.put(x, FY + 2, 'b')
for x in range(FL + 1, FR):
c.put(x, BOT - 1, 'd')
# 正面里的四层显卡位(深色槽,上沿亮、下沿暗,右端一颗状态灯)
# 正面四层显卡位(深色槽,右端一颗状态灯);间隔行用中间色,保证每格中心都不透明
for i, y in enumerate((FY + 3, FY + 8, FY + 13)):
for x in range(FL + 3, FR - 4):
for dy in range(3):
c.put(x, y + dy, 'k')
c.put(x, y, 'g')
for x in range(FL + 6, FR - 6, 3):
c.put(x, y + 1, 'd')
c.put(FR - 4, y + 1, 'G' if i % 2 == 0 else 'R')
# 电源口(左下)
for x in range(FL + 3, FL + 12):
for dy in (-3, -2):
c.put(x, BOT + dy, 'k')
c.put(FL + 10, BOT - 2, 'S')
for x in range(FL + 15, FR - 4, 2):
c.put(x, BOT - 2, 'g')
# 底部两只脚
for x in (FL + 2, FL + 3, FR - 3, FR - 2):
c.put(x, BOT + 1, 'O'); c.put(x, BOT + 2, 'O')
# 轮廓:实体像素挨着透明的一圈描成轮廓色,再削掉尖角
solid = lambda v: v is not None
get = lambda x, y: c.px[y][x] if 0 <= x < c.w and 0 <= y < c.h else None
edge = [(x, y) for y in range(c.h) for x in range(c.w)
if solid(get(x, y)) and any(not solid(get(x + dx, y + dy)) for dx, dy in ((1, 0), (-1, 0), (0, 1), (0, -1)))]
for x, y in edge:
c.put(x, y, 'O')
for y in range(c.h):
for x in range(c.w):
if get(x, y) == 'O' and sum(solid(get(x + dx, y + dy)) for dx, dy in ((1, 0), (-1, 0), (0, 1), (0, -1))) <= 1:
c.px[y][x] = None
# 圆角:正面底部两角各削一个像素,让轮廓和原版机器一样不是尖方块
for x, y in ((FL, BOT), (FR, BOT), (FL, BOT + 0), (FR, BOT + 0)):
c.px[y][x] = None
c.px[y][x + (1 if x == FL else -1)] = 'O'
return c
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