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>
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@@ -108,24 +108,79 @@ def gpu(accent, accent_dark, burnt=False):
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def rig():
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"""矿架(48×48,3×3 格):开放式机架,四层显卡位,左下电源。"""
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"""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,
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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。"""
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c = Canvas(48, 48)
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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
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for y in range(4, 44):
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c.put(3, y, 'b'); c.put(44, y, 'd')
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for x in range(3, 45):
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c.put(x, 4, 'l'); c.put(x, 43, 'k')
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for i, y in enumerate((8, 16, 24, 32)): # 四层卡位
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c.rect(6, y, 41, y + 5, 'k')
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c.rect(6, y, 41, y, 'g')
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for x in range(8, 40, 3):
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c.put(x, y + 2, 'g'); c.put(x, y + 3, 'g')
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c.put(40, y + 2, 'G' if i % 2 == 0 else 'R')
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c.box(6, 38, 17, 42, 'd') # 电源
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c.put(15, 40, 'S')
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for x in range(20, 42, 2): # 底部走线
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c.put(x, 40, 'm')
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c.rect(2, 45, 45, 46, 'k') # 脚
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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)
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BOT = 44 # 正面底边
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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
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# 顶面:后部受光、前部稍暗;左缘亮、右缘暗
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for v in range(DEP):
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y = FY - v
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x0, x1 = FL + inset(v), FR - inset(v)
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for x in range(x0, x1 + 1):
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c.put(x, y, 'l' if v >= 4 else 'b')
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c.put(x0, y, 'h'); c.put(x0 + 1, y, 'l')
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c.put(x1, y, 'd'); c.put(x1 - 1, y, 'm')
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for x in range(FL + inset(DEP - 1), FR - inset(DEP - 1) + 1):
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c.put(x, FY - DEP + 1, 'l')
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# 顶面上的散热格栅和一个小指示灯
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for v in range(4, 16, 3):
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for u in range(6, 24):
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c.put(FL + inset(v) + u, FY - v, 'g')
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c.put(FR - 9, FY - 8, 'G'); c.put(FR - 8, FY - 8, 'G')
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# 正面:中间色,左端受光、右端暗;顶部一条暗折线
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for y in range(FY + 1, BOT + 1):
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for x in range(FL, FR + 1):
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c.put(x, y, 'm')
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c.put(FL, y, 'b'); c.put(FL + 1, y, 'l' if y < FY + 5 else 'b')
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for dx in range(4):
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c.put(FR - dx, y, 'd' if dx else 'k')
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for x in range(FL, FR + 1):
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c.put(x, FY + 1, 'k')
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c.put(x, BOT, 'd')
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for x in range(FL + 1, FR):
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c.put(x, FY, 'h')
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c.put(x, FY + 2, 'b')
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for x in range(FL + 1, FR):
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c.put(x, BOT - 1, 'd')
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# 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)
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# 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
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for i, y in enumerate((FY + 3, FY + 8, FY + 13)):
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for x in range(FL + 3, FR - 4):
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for dy in range(3):
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c.put(x, y + dy, 'k')
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c.put(x, y, 'g')
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for x in range(FL + 6, FR - 6, 3):
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c.put(x, y + 1, 'd')
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c.put(FR - 4, y + 1, 'G' if i % 2 == 0 else 'R')
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# 电源口(左下)
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for x in range(FL + 3, FL + 12):
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for dy in (-3, -2):
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c.put(x, BOT + dy, 'k')
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c.put(FL + 10, BOT - 2, 'S')
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for x in range(FL + 15, FR - 4, 2):
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c.put(x, BOT - 2, 'g')
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# 底部两只脚
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for x in (FL + 2, FL + 3, FR - 3, FR - 2):
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c.put(x, BOT + 1, 'O'); c.put(x, BOT + 2, 'O')
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# 轮廓:实体像素挨着透明的一圈描成轮廓色,再削掉尖角
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solid = lambda v: v is not None
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get = lambda x, y: c.px[y][x] if 0 <= x < c.w and 0 <= y < c.h else None
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edge = [(x, y) for y in range(c.h) for x in range(c.w)
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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)))]
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for x, y in edge:
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c.put(x, y, 'O')
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for y in range(c.h):
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for x in range(c.w):
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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:
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c.px[y][x] = None
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# 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
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for x, y in ((FL, BOT), (FR, BOT), (FL, BOT + 0), (FR, BOT + 0)):
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c.px[y][x] = None
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c.px[y][x + (1 if x == FL else -1)] = 'O'
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return c
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