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8ba5a96 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 | #!/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)}")
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