Improve spear equipment icon silhouettes

This commit is contained in:
2026-07-10 00:19:27 +09:00
parent db319ea99f
commit 0e1613d1da
5 changed files with 315 additions and 92 deletions

View File

@@ -59,7 +59,11 @@ function parseIconDefinitions(source, drawFunctions) {
functionName: drawMatch[1],
colors: [...drawMatch[2].matchAll(/0x[0-9a-fA-F]{6}/g)].map((colorMatch) => colorMatch[0].toLowerCase())
}));
const colors = [...new Set(drawCalls.flatMap((call) => call.colors))].sort();
const colors = [
...new Set(
drawCalls.flatMap((call) => [...call.colors, ...(drawFunctions.get(call.functionName)?.colors ?? [])])
)
].sort();
const primitiveCount = drawCalls.reduce((sum, call) => sum + (drawFunctions.get(call.functionName)?.primitiveCount ?? 0), 0);
const lineNumber = source.slice(0, match.index).split(/\r?\n/).length;
@@ -210,16 +214,13 @@ function parseSceneUsage(source) {
function collectItemRows(itemCatalog, equipmentSlots, iconDefinitions) {
const slotOrder = new Map(equipmentSlots.map((slot, index) => [slot, index]));
return Object.entries(itemCatalog)
const rows = Object.entries(itemCatalog)
.map(([itemId, item]) => {
const icon = iconDefinitions.get(itemId);
const concerns = [];
if (!icon) {
concerns.push('missing generated icon');
} else {
if (icon.drawCalls.length <= 1) {
concerns.push('single helper silhouette');
}
if (icon.primitiveCount < 18) {
concerns.push('low primitive detail');
}
@@ -240,17 +241,24 @@ function collectItemRows(itemCatalog, equipmentSlots, iconDefinitions) {
colorCount: icon?.colors.length ?? 0,
concerns
};
})
.sort((left, right) => {
const slotDiff = (slotOrder.get(left.slot) ?? 99) - (slotOrder.get(right.slot) ?? 99);
if (slotDiff !== 0) {
return slotDiff;
}
if (left.rank !== right.rank) {
return left.rank === 'treasure' ? -1 : 1;
}
return left.itemId.localeCompare(right.itemId);
});
const signatureCounts = countBy(rows.filter((row) => row.icon), (row) => row.signature);
rows.forEach((row) => {
if (row.icon && row.drawCalls <= 1 && (signatureCounts.get(row.signature) ?? 0) > 1) {
row.concerns.unshift('shared helper silhouette');
}
});
return rows.sort((left, right) => {
const slotDiff = (slotOrder.get(left.slot) ?? 99) - (slotOrder.get(right.slot) ?? 99);
if (slotDiff !== 0) {
return slotDiff;
}
if (left.rank !== right.rank) {
return left.rank === 'treasure' ? -1 : 1;
}
return left.itemId.localeCompare(right.itemId);
});
}
function groupBySignature(itemRows) {
@@ -298,29 +306,61 @@ function groupRiskScore(rows) {
}
function buildRecommendations(itemRows, groupedRows) {
const weaponPolearmIds = itemRows
.filter((row) => row.slot === 'weapon' && ['drawSpearIcon', 'drawPolearmIcon'].some((name) => row.drawFunctions.includes(name)))
.map((row) => row.itemId);
const weaponPolearmTargetIds = [
'green-dragon-glaive',
'serpent-spear',
'iron-spear',
'sky-piercer-halberd',
'western-cavalry-spear'
];
const weaponPolearmRows = itemRows.filter((row) => weaponPolearmTargetIds.includes(row.itemId));
const armorIds = itemRows.filter((row) => row.slot === 'armor').map((row) => row.itemId);
const accessoryIds = itemRows.filter((row) => row.slot === 'accessory').map((row) => row.itemId);
const weaponPolearmComplete =
weaponPolearmRows.length === weaponPolearmTargetIds.length &&
weaponPolearmRows.every((row) => row.icon && row.primitiveCount >= 18) &&
new Set(weaponPolearmRows.map((row) => row.signature)).size === weaponPolearmRows.length;
const completedTargets = weaponPolearmComplete
? [
{
title: 'weapon spear/polearm family',
itemIds: weaponPolearmRows.map((row) => row.itemId),
reason: 'The previous shared spear/polearm silhouettes now use item-specific helper shapes with enough primitive detail for 20px and 30px equipment UI reads.'
}
]
: [];
return {
firstTargetTitle: 'weapon spear/polearm family',
firstTargetIds: weaponPolearmIds,
firstTargetReason:
'These are high-frequency equipment surfaces and several treasure/common weapons share a thin diagonal shaft silhouette; upgrading this group gives the clearest identity gain in sortie prep and equipment swap screens.',
followUps: [
{
title: 'armor silhouettes',
itemIds: armorIds,
reason: 'Armor and robes are readable but depend on simple triangular torsos and small color accents.'
},
{
title: 'accessory charms and tokens',
itemIds: accessoryIds,
reason: 'Accessories are the smallest UI read and several use compact badge-like shapes.'
}
],
completedTargets,
firstTargetTitle: weaponPolearmComplete ? 'armor silhouettes' : 'weapon spear/polearm family',
firstTargetIds: weaponPolearmComplete ? armorIds : weaponPolearmRows.map((row) => row.itemId),
firstTargetReason: weaponPolearmComplete
? 'Armor and robes are readable but still depend on simple triangular torsos and small color accents; this is now the largest remaining shared-equipment silhouette group.'
: 'These are high-frequency equipment surfaces and several treasure/common weapons share a thin diagonal shaft silhouette; upgrading this group gives the clearest identity gain in sortie prep and equipment swap screens.',
firstTargetSuccessCriteria: weaponPolearmComplete
? 'Each armor item should keep its slot identity while gaining a distinct outer silhouette and material cue at 20px and 30px.'
: 'Each item should read as a distinct weapon silhouette at 20px and 30px, with treasure weapons visibly richer than common weapons.',
followUps: weaponPolearmComplete
? [
{
title: 'accessory charms and tokens',
itemIds: accessoryIds,
reason: 'Accessories are the smallest UI read and several use compact badge-like shapes.'
}
]
: [
{
title: 'armor silhouettes',
itemIds: armorIds,
reason: 'Armor and robes are readable but depend on simple triangular torsos and small color accents.'
},
{
title: 'accessory charms and tokens',
itemIds: accessoryIds,
reason: 'Accessories are the smallest UI read and several use compact badge-like shapes.'
}
],
topRiskGroups: groupedRows.slice(0, 5)
};
}
@@ -356,7 +396,8 @@ function renderReport({ iconSourceSize, iconTextureSize, itemRows, groupedRows,
'- Treasure/common distinction often relies on UI frame color plus a small palette change, not a strong unique silhouette.',
'- Reused helper silhouettes are the strongest quality risk because several different items collapse to the same shape at 14-22px.',
'',
'## First Improvement Target',
...renderCompletedTargets(recommendations.completedTargets),
'## Next Improvement Target',
'',
`- Target: ${recommendations.firstTargetTitle}`,
`- Item ids: ${recommendations.firstTargetIds.map((itemId) => `\`${itemId}\``).join(', ')}`,
@@ -397,14 +438,31 @@ function renderReport({ iconSourceSize, iconTextureSize, itemRows, groupedRows,
'',
'## Recommended Next Batch Definition',
'',
'- Scope: replace or enrich the five spear/polearm weapon icons while keeping `item-${itemId}` texture keys stable.',
'- Success criteria: each item reads as a distinct weapon silhouette at 20px and 30px, with treasure weapons visibly richer than common weapons.',
`- Scope: improve ${recommendations.firstTargetTitle} while keeping \`item-\${itemId}\` texture keys stable.`,
`- Item ids: ${recommendations.firstTargetIds.map((itemId) => `\`${itemId}\``).join(', ')}`,
`- Success criteria: ${recommendations.firstTargetSuccessCriteria}`,
'- Keep the existing 64px texture size unless a UI-wide equipment icon pass is planned.',
'- Add before/after contact sheets and verify the sortie equipment list and equipment swap panel in a desktop browser.',
''
].join('\n')}`;
}
function renderCompletedTargets(completedTargets) {
if (!completedTargets.length) {
return [];
}
return [
'## Completed Improvement Passes',
'',
...completedTargets.flatMap((target) => [
`- ${target.title}: ${target.itemIds.map((itemId) => `\`${itemId}\``).join(', ')}`,
` - ${target.reason}`
]),
''
];
}
function countBy(rows, keySelector) {
return rows.reduce((counts, row) => {
const key = keySelector(row);