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添加战斗主题:茸茨跃动#1610

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添加战斗主题:茸茨跃动#1610
asdadasdd wants to merge 1 commit into
runhey:masterfrom
asdadasdd:add-costume-battle-13

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@asdadasdd asdadasdd commented Jun 4, 2026

Summary by Sourcery

为新的第 13 套服装战斗主题提供支持,并将其接入现有的战斗主题配置中。

新功能:

  • 为第 13 套服装战斗添加图像规则资源,包括退出、好友、指针、胜利、特殊胜利和失败状态。
  • 在服装战斗配置中注册新的 COSTUME_BATTLE_13 战斗类型,并在战斗主题模型中对其图像规则进行映射,包含特殊处理逻辑。
Original summary in English

Summary by Sourcery

Add support for a new 13th costume battle theme and wire it into the existing battle theme configuration.

New Features:

  • Introduce image rule assets for the 13th costume battle, including exit, friends, pointer, win, special win, and failure states.
  • Register a new COSTUME_BATTLE_13 battle type in the costume battle configuration and map its image rules with special handling in the battle theme model.

Summary by CodeRabbit

  • 新功能
    • 新增第13个服装战斗主题"茸茨跃动",包含完整的游戏内容支持。
    • 添加该主题专用的胜负判定和失败状态识别功能。
    • 扩展图像识别系统,支持新战斗场景的各类界面元素识别。

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Hey - 我给出了一些整体性的反馈:

  • battle_theme_model 的构造现在在代码中将 for i in range(1, 14) 这一范围与 BattleType 枚举分开硬编码了;建议从 BattleType 本身推导这个范围或键,以避免未来新增服装战斗类型时出现不匹配。
  • 在循环中对 i == 12i == 13 进行特殊处理,会让 battle theme model 更难扩展;你可以把这些特殊覆盖集中到一个数据结构中(例如 {i: overrides} 形式的 dict),或者封装成一个辅助函数,从而保持循环逻辑的一致性。
  • 越来越多的 RuleImage 常量在使用重复的参数(阈值、方法、相似的 ROI 模式),这表明可以通过一个小的工厂/辅助方法,或者数据驱动的配置来生成新的服装战斗主题,而不是为每个主题硬编码。
给 AI 代理的提示
Please address the comments from this code review:

## Overall Comments
- The `battle_theme_model` construction now hardcodes the range `for i in range(1, 14)` separately from the `BattleType` enum; consider deriving the range or keys from `BattleType` itself to avoid mismatches when future costume battles are added.
- Special-casing for `i == 12` and `i == 13` inside the loop makes the battle theme model harder to extend; you could centralize these overrides into a data structure (e.g., a dict of `{i: overrides}`) or a helper function to keep the loop logic uniform.
- The growing list of `RuleImage` constants with repeated parameters (threshold, method, similar ROI patterns) suggests an opportunity to factor out a small factory/helper or data-driven configuration for new costume battle themes instead of hardcoding each one.

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Original comment in English

Hey - I've left some high level feedback:

  • The battle_theme_model construction now hardcodes the range for i in range(1, 14) separately from the BattleType enum; consider deriving the range or keys from BattleType itself to avoid mismatches when future costume battles are added.
  • Special-casing for i == 12 and i == 13 inside the loop makes the battle theme model harder to extend; you could centralize these overrides into a data structure (e.g., a dict of {i: overrides}) or a helper function to keep the loop logic uniform.
  • The growing list of RuleImage constants with repeated parameters (threshold, method, similar ROI patterns) suggests an opportunity to factor out a small factory/helper or data-driven configuration for new costume battle themes instead of hardcoding each one.
Prompt for AI Agents
Please address the comments from this code review:

## Overall Comments
- The `battle_theme_model` construction now hardcodes the range `for i in range(1, 14)` separately from the `BattleType` enum; consider deriving the range or keys from `BattleType` itself to avoid mismatches when future costume battles are added.
- Special-casing for `i == 12` and `i == 13` inside the loop makes the battle theme model harder to extend; you could centralize these overrides into a data structure (e.g., a dict of `{i: overrides}`) or a helper function to keep the loop logic uniform.
- The growing list of `RuleImage` constants with repeated parameters (threshold, method, similar ROI patterns) suggests an opportunity to factor out a small factory/helper or data-driven configuration for new costume battle themes instead of hardcoding each one.

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coderabbitai Bot commented Jun 4, 2026

Review Change Stack

No actionable comments were generated in the recent review. 🎉

ℹ️ Recent review info
⚙️ Run configuration

Configuration used: Organization UI

Review profile: CHILL

Plan: Pro Plus

Run ID: 94b5f0ed-fa93-4738-a457-de821965d888

📥 Commits

Reviewing files that changed from the base of the PR and between 2a2e8c1 and 9eee61d.

⛔ Files ignored due to path filters (6)
  • tasks/Component/CostumeBattle/battle13/battle13_de_win_13.png is excluded by !**/*.png
  • tasks/Component/CostumeBattle/battle13/battle13_exit_13.png is excluded by !**/*.png
  • tasks/Component/CostumeBattle/battle13/battle13_false_13.png is excluded by !**/*.png
  • tasks/Component/CostumeBattle/battle13/battle13_friends_13.png is excluded by !**/*.png
  • tasks/Component/CostumeBattle/battle13/battle13_local_13.png is excluded by !**/*.png
  • tasks/Component/CostumeBattle/battle13/battle13_win_13.png is excluded by !**/*.png
📒 Files selected for processing (5)
  • assets/i18n/zh-CN.json
  • tasks/Component/Costume/config.py
  • tasks/Component/Costume/costume_base.py
  • tasks/Component/CostumeBattle/assets.py
  • tasks/Component/CostumeBattle/battle13/image.json

Walkthrough

此 PR 为游戏添加第 13 个战斗主题。首先在国际化配置中添加"茸茨跃动"的中文文本,并在枚举中定义 COSTUME_BATTLE_13 常量。随后扩展战斗主题模型的生成循环至第 13 项,为该项目添加专用的胜负/失败资源标识。最后在资源识别模块中定义 6 个图像规则常量,并为其配置具体的 ROI 区域、匹配阈值和图片路径参数。

Poem

🐰 兔子欢快地跳啊跳,
第十三个主题来报到!
茸茨之力闪闪耀,
资源完备不忘掉,
自动脚本又升高!


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