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See assets/NOTO-LICENSE.txt. # 教材にNoto由来の字形は含みません。標準ASCIIと図形だけを描きます。 """交換する魔法・教材 3/5。Python 3.11+、この1ファイルだけで起動。""" from dataclasses import dataclass, replace, asdict FIRE, SPARK, WALL, HEAL = range(4) CARD_NAMES = ('FIRE', 'SPARK', 'WALL', 'HEAL') CARD_RULES = ('3 damage', '1 damage', 'Shield 2: next opposing action', 'Heal 2, up to initial HP') @dataclass(frozen=True) class Level: seed: str title: str php: int ehp: int player: tuple enemy: tuple ai: str rounds: int = 12 LEVEL = Level('A-01-g1', '大技を持たせない', 7, 6, (FIRE, SPARK), (WALL, HEAL), 'A') @dataclass(frozen=True) class State: php: int ehp: int player: tuple enemy: tuple pbar: int = 0 ebar: int = 0 round: int = 0 outcome: str = 'running' @dataclass(frozen=True) class Event: actor: str card: int damage: int healing: int expired: int transfer: bool STAGE = 3 STAGE_TITLE = 'ATOMIC TRANSFER' SCOPE = 'LAB: A setup, manual actors, transfer on every cast, no ending.' LAB_NOTES = ('Start from original A setup.', 'TAB changes the manual actor.', 'No automatic response yet.', 'Played card moves immediately.', 'HP 0 is allowed to act here.') CONTROLS = ('1', '2', '3', '4', 'R', 'TAB') HELP_ONE = '1..4: owned spell TAB: change actor R: reset' HELP_TWO = 'Try 1, TAB, 1: the enemy can use the FIRE you just passed.' def initial(): return State(LEVEL.php, LEVEL.ehp, LEVEL.player, LEVEL.enemy) def damage(card, barrier): return max(0, {FIRE: 3, SPARK: 1}.get(card, 0) - barrier) def cast(state, actor, card): """効果 → 対象の防壁期限 → 使用札の行先。勝敗と敵選択はまだ行わない。""" if actor not in ('player', 'enemy'): raise ValueError('Unknown actor') player = actor == 'player' own = state.player if player else state.enemy other = state.enemy if player else state.player if type(card) is not int or card not in own: raise ValueError('Card not owned') hp = state.php if player else state.ehp other_hp = state.ehp if player else state.php barrier = state.pbar if player else state.ebar other_barrier = state.ebar if player else state.pbar hurt = damage(card, other_barrier) healed = min(2, (LEVEL.php if player else LEVEL.ehp) - hp) if card == HEAL else 0 hp += healed other_hp = max(0, other_hp - hurt) if card == WALL: barrier = 2 own = tuple(c for c in own if c != card) other = tuple(sorted((*other, card))) if player: result = replace(state, php=hp, ehp=other_hp, player=own, enemy=other, pbar=barrier, ebar=0) else: result = replace(state, ehp=hp, php=other_hp, enemy=own, player=other, ebar=barrier, pbar=0) return result, Event(actor, card, hurt, healed, other_barrier, True) class Game: def __init__(self): self.reset() def reset(self): self.state = initial() self.actor = 'player' self.events = () self.reason = 'ready' self.moves = 0 def act(self, card): own = self.state.player if self.actor == 'player' else self.state.enemy if type(card) is not int or card not in own: self.reason = 'unavailable' return self.state, event = cast(self.state, self.actor, card) self.events = (event,) self.reason = 'cast' self.moves += 1 class Controller: """GUIと合成キー試験が共用する入力処理。押して離すと一判断。""" def __init__(self): self.game = Game() self.selected = 0 self.gate = False def tick(self, pressed=(), held=()): pressed = set(pressed) & set(CONTROLS) held = set(held) & set(CONTROLS) if self.gate: if not held: self.gate = False return if len(pressed) != 1 or len(held) != 1 or pressed != held: return key = next(iter(pressed)) self.gate = True if key == 'R': self.game.reset() self.selected = 0 elif key == 'TAB': self.game.actor = 'enemy' if self.game.actor == 'player' else 'player' self.game.reason = 'actor_changed' elif key == 'LEFT': self.selected = (self.selected - 1) % len(self.game.state.player) elif key == 'RIGHT': self.selected = (self.selected + 1) % len(self.game.state.player) elif key in ('SPACE', 'RETURN'): self.game.act(self.game.state.player[self.selected]) elif key == 'X': self.game.act('undo') elif key in '1234': self.game.act(int(key) - 1) self.selected = min(self.selected, len(self.game.state.player) - 1) def names(cards): return ', '.join(CARD_NAMES[c] for c in cards) or '(none)' def main(headless=False, screenshot=None, actions='', report=None): import json from pathlib import Path import pyxel # 相対出力は呼出元CWD基準。Pyxel初期化より先に確定する。 screenshot = str(Path(screenshot).resolve()) if screenshot else None report = str(Path(report).resolve()) if report else None controller = Controller() key_codes = {key: getattr(pyxel, 'KEY_' + key) for key in CONTROLS} replay = {key: key for key in '1234RX'} replay.update(T='TAB', L='LEFT', G='RIGHT', E='RETURN', S='SPACE') frame = 0 records = [] frame_limit = max(12, 2 * len(actions) + 2) def update(): nonlocal frame frame += 1 if headless: index = (frame - 1) // 2 if frame % 2 == 1 and index < len(actions): key = replay[actions[index]] controller.tick((key,), (key,)) records.append({'input': actions[index], 'actor': controller.game.actor, 'state': asdict(controller.game.state), 'events': [asdict(e) for e in controller.game.events], 'reason': controller.game.reason}) else: controller.tick() else: controller.tick([k for k, code in key_codes.items() if pyxel.btnp(code)], [k for k, code in key_codes.items() if pyxel.btn(code)]) def text(x, y, value, color=7): pyxel.text(x, y, str(value), color) def draw(): game = controller.game state = game.state pyxel.cls(1) text(12, 10, 'EXCHANGE SPELLS / STEP ' + str(STAGE) + ' / ' + STAGE_TITLE, 10) text(12, 26, SCOPE, 13) pyxel.rect(8, 40, 624, 41, 2) text(16, 48, f'PLAYER HP {state.php}/{LEVEL.php} SHIELD {state.pbar}', 11) text(16, 64, 'HAND: ' + names(state.player), 7) text(330, 48, f'ENEMY HP {state.ehp}/{LEVEL.ehp} SHIELD {state.ebar}', 7) text(330, 64, 'HAND: ' + names(state.enemy), 7) text(12, 92, 'KEY / CARD / EFFECT / OWNER', 6) for card in range(4): y = 108 + card * 43 owner = 'PLAYER' if card in state.player else 'ENEMY' if card in state.enemy else 'NOT IN STEP 1' color = (7, 10, 12, 11)[card] if STAGE > 1 or card == FIRE else 5 active = STAGE == 5 and state.outcome == 'running' and card == state.player[controller.selected] pyxel.rect(8, y - 4, 380, 38, 2) pyxel.rectb(8, y - 4, 380, 38, 10 if active else 5) text(16, y, f'{card + 1} {CARD_NAMES[card]:5} {CARD_RULES[card]}', color) text(28, y + 15, 'OWNER: ' + owner + (' < PREVIEW' if active else ''), 10 if active else 6) text(12, 292, 'ACTOR: ' + game.actor.upper() + ' STATUS: ' + state.outcome.upper(), 11) counter = f'ROUND: {state.round}/12' if STAGE >= 4 else f'CASTS: {game.moves}' text(12, 308, counter + ' LAST INPUT: ' + game.reason.upper(), 7) text(12, 328, 'LAST EFFECTS (damage / heal / target shield expired):', 6) for i, event in enumerate(game.events): text(12, 343 + 15 * i, f'{event.actor.upper()} {CARD_NAMES[event.card]}: {event.damage} / {event.healing} / {event.expired}' + (' PASS' if event.transfer else ' KEEP'), 7) pyxel.rectb(397, 91, 235, 287, 5) text(405, 100, 'RESOLUTION ORDER', 10) lines = ('1. Spell effect', '2. Target shield expires', '3. Played card changes owner' if STAGE >= 3 else '3. Owner unchanged (lesson only)', '4. Check enemy HP = 0' if STAGE >= 4 else 'Manual action laboratory', '5. Enemy chooses AFTER transfer' if STAGE >= 4 else 'No automatic enemy yet', '6. Enemy effect, expiry, transfer' if STAGE >= 4 else 'R restores the lesson setup', '7. Loss, then 12-round draw' if STAGE >= 4 else 'Read the stage notes below') if STAGE == 1: lines = ('1. FIRE deals 3 damage', '2. Clamp enemy HP to zero', '3. Stop when enemy HP is zero', 'Only FIRE exists in this lab.', 'No enemy action or transfer.', 'R restores enemy HP to 6.') for i, line in enumerate(lines): text(405, 117 + 12 * i, line, 6) if STAGE >= 4: text(405, 211, 'A: HEAL if missing HP >= 2;', 7) text(405, 223, 'else FIRE > SPARK > WALL > HEAL', 7) if STAGE == 5 and state.outcome == 'running': card = state.player[controller.selected] predicted, events = forecast(state, card) text(405, 246, 'EXACT ONE-ROUND FORECAST', 10) text(405, 259, 'PLAY: ' + CARD_NAMES[card], 7) text(405, 272, 'YOU: damage ' + str(events[0].damage) + ' / heal ' + str(events[0].healing), 7) text(405, 285, 'ENEMY: ' + CARD_NAMES[events[1].card] if len(events) > 1 else 'ENEMY: no counterattack', 7) text(405, 298, f'AFTER HP P={predicted.php} E={predicted.ehp}', 11) text(405, 311, f'SHIELD P={predicted.pbar} E={predicted.ebar}', 12) text(405, 324, 'P: ' + names(predicted.player), 7) text(405, 337, 'E: ' + names(predicted.enemy), 7) text(405, 350, 'RESULT: ' + predicted.outcome.upper(), 10) elif STAGE >= 4: text(405, 259, 'A-01-g1 / complete round rules', 6) text(405, 276, 'Try: SPARK, FIRE, SPARK, FIRE', 10) text(405, 293, 'Keys: 2, 1, 2, 1', 7) if state.outcome != 'running': text(405, 319, state.outcome.upper() + ': R retries' + ('; X undoes' if STAGE == 5 else ''), 11) else: text(405, 229, 'DELIBERATE SIMPLIFICATION', 13) for i, line in enumerate(LAB_NOTES): text(405, 246 + i * 15, line, 7) text(12, 395, HELP_ONE, 7) text(12, 411, HELP_TWO, 6) text(12, 433, 'Press and release each key. No timer. ESC: quit. Silent.', 13) if headless and frame >= frame_limit: if screenshot: pyxel.screenshot(screenshot, scale=1) if report: Path(report).write_text(json.dumps({ 'label': 'Actual Pyxel headless draw; synthetic Controller keys; silent', 'stage': STAGE, 'frames': frame, 'actions': actions, 'state': asdict(state), 'actor': game.actor, 'records': records, 'history_length': len(game.timeline.history) if STAGE == 5 else 0, }, ensure_ascii=False, indent=2) + '\n', encoding='utf-8') pyxel.quit() pyxel.init(640, 452, title='Exchange Spells - Step ' + str(STAGE), fps=30, headless=headless) pyxel.run(update, draw) if __name__ == '__main__': import argparse parser = argparse.ArgumentParser(description=__doc__) parser.add_argument('--headless-smoke', action='store_true') parser.add_argument('--headless-replay', help='1..4=card, T=actor, L/G=select, S/E=cast, X=undo, R=reset') parser.add_argument('--screenshot', help='PNG output; headless only') parser.add_argument('--report', help='UTF-8 JSON output; headless only') args = parser.parse_args() if args.headless_smoke and args.headless_replay is not None: parser.error('Choose smoke or replay') headless = args.headless_smoke or args.headless_replay is not None if not headless and (args.screenshot or args.report): parser.error('Output options require headless mode') actions = args.headless_replay or '' allowed = set('1R' if STAGE == 1 else '1234R') if STAGE in (2, 3): allowed.add('T') if STAGE == 5: allowed.update('LGSEX') if any(key not in allowed for key in actions): parser.error('Unsupported key in this stage') main(headless, args.screenshot, actions, args.report)