增强彩虹方块 重新设计效果
This commit is contained in:
@@ -40,9 +40,9 @@ bool IsRainbowBoardCell(int cellValue);
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int TriggerMiniBlackHole(int maxCellsToClear);
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int TriggerMiniBlackHole(int maxCellsToClear);
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/**
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/**
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* @brief 触发彩虹方块棱彩爆发效果并返回清除格数。
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* @brief 触发彩虹方块行清除与覆盖行染色效果。
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*/
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*/
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int TriggerRainbowPrismBurst(int minRow, int maxRow);
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int TriggerRainbowColorShift(int anchorRow, int minRow, int maxRow, int& recoloredCount);
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/**
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/**
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* @brief 引爆清屏炸弹并返回清除格数。
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* @brief 引爆清屏炸弹并返回清除格数。
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+43
-30
@@ -386,7 +386,6 @@ void Fixing()
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int fixedCellCount = 0;
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int fixedCellCount = 0;
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Point explosiveCells[4] = {};
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Point explosiveCells[4] = {};
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int explosiveCellCount = 0;
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int explosiveCellCount = 0;
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int rainbowClearedCount = 0;
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pendingChainBombFollowup = false;
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pendingChainBombFollowup = false;
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 4; i++)
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@@ -427,23 +426,62 @@ void Fixing()
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if (!overflowTop && currentPieceIsRainbow)
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if (!overflowTop && currentPieceIsRainbow)
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{
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{
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rainbowClearedCount = TriggerRainbowPrismBurst(point.y, point.y + 3);
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int rainbowAnchorRow = point.y + 1;
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if (fixedCellCount > 0)
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{
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int ySum = 0;
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for (int i = 0; i < fixedCellCount; i++)
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{
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ySum += fixedCells[i].y;
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}
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rainbowAnchorRow = (ySum + fixedCellCount / 2) / fixedCellCount;
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}
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if (rainbowAnchorRow < 0)
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{
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rainbowAnchorRow = 0;
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}
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if (rainbowAnchorRow >= GetRoguePlayableHeight())
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{
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rainbowAnchorRow = GetRoguePlayableHeight() - 1;
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}
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int rainbowRecoloredCount = 0;
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int rainbowClearedCount = TriggerRainbowColorShift(rainbowAnchorRow, point.y, point.y + 3, rainbowRecoloredCount);
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int rainbowScore = 0;
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int rainbowScore = 0;
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int rainbowExp = 0;
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int rainbowExp = 0;
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int voidClearedCount = 0;
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int voidScore = 0;
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int voidExp = 0;
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if (currentMode == MODE_ROGUE && rainbowClearedCount > 0)
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if (currentMode == MODE_ROGUE && rainbowClearedCount > 0)
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{
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{
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AwardRogueSkillClearRewards(rainbowClearedCount, rainbowScore, rainbowExp, false);
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AwardRogueSkillClearRewards(rainbowClearedCount, rainbowScore, rainbowExp, false);
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if (rogueStats.voidCoreLevel > 0)
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{
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voidClearedCount = TriggerMiniBlackHole(5);
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AwardRogueSkillClearRewards(voidClearedCount, voidScore, voidExp, false);
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}
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ApplyBoardGravity();
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ApplyBoardGravity();
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}
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}
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TCHAR rainbowDetail[128];
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TCHAR rainbowDetail[128];
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if (rainbowClearedCount > 0)
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if (voidClearedCount > 0)
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{
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{
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_stprintf_s(rainbowDetail, _T("棱彩爆发清除覆盖行主色 %d 格 +%d 分 +%d EXP"), rainbowClearedCount, rainbowScore, rainbowExp);
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_stprintf_s(
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rainbowDetail,
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_T("第 %d 行清 %d 格,染色 %d 格,虚空追加 %d 格"),
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rainbowAnchorRow + 1,
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rainbowClearedCount,
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rainbowRecoloredCount,
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voidClearedCount);
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}
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}
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else
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else
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{
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{
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_stprintf_s(rainbowDetail, _T("覆盖行没有可爆发的主色,彩虹能量保留为特殊固定块。"));
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_stprintf_s(
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rainbowDetail,
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_T("第 %d 行清除主色 %d 格,覆盖行染色 %d 格。"),
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rainbowAnchorRow + 1,
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rainbowClearedCount,
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rainbowRecoloredCount);
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}
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}
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SetFeedbackMessage(_T("彩虹方块"), rainbowDetail, 10);
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SetFeedbackMessage(_T("彩虹方块"), rainbowDetail, 10);
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}
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}
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@@ -666,7 +704,6 @@ void DeleteOneLine(int number)
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int DeleteLines()
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int DeleteLines()
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{
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{
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int clearedLines = 0;
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int clearedLines = 0;
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bool clearedWithRainbow = false;
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int clearedRows[8] = {};
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int clearedRows[8] = {};
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int clearedRowCount = 0;
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int clearedRowCount = 0;
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@@ -692,14 +729,6 @@ int DeleteLines()
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clearedRowCount++;
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clearedRowCount++;
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}
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}
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for (int j = 0; j < nGameWidth; j++)
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{
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if (IsRainbowBoardCell(workRegion[i][j]))
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{
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clearedWithRainbow = true;
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break;
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}
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}
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DeleteOneLine(i);
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DeleteOneLine(i);
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clearedLines++;
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clearedLines++;
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i++;
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i++;
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@@ -770,22 +799,6 @@ int DeleteLines()
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pendingChainBombFollowup = false;
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pendingChainBombFollowup = false;
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}
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}
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if (currentMode == MODE_ROGUE && clearedWithRainbow && rogueStats.voidCoreLevel > 0)
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{
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int miniBlackHoleCleared = TriggerMiniBlackHole(5);
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if (miniBlackHoleCleared > 0)
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{
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int miniScore = 0;
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int miniExp = 0;
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AwardRogueSkillClearRewards(miniBlackHoleCleared, miniScore, miniExp, false);
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ApplyBoardGravity();
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TCHAR miniDetail[128];
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_stprintf_s(miniDetail, _T("彩虹消行撕开小型黑洞,清除 %d 格 +%d 分 +%d EXP"), miniBlackHoleCleared, miniScore, miniExp);
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SetFeedbackMessage(_T("虚空核心"), miniDetail, 12);
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}
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}
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return clearedLines;
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return clearedLines;
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}
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}
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@@ -698,11 +698,11 @@ void TDrawScreen(HDC hdc, HWND hWnd)
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_T("赏金纹章:得分+20%,可叠加\r\n成长印记:EXP+25%,可叠加\r\n缓坠羽翼:自然下落变慢\r\n连击律动:连续消行追加奖励\r\n先见之眼:下一方块预览+1"),
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_T("赏金纹章:得分+20%,可叠加\r\n成长印记:EXP+25%,可叠加\r\n缓坠羽翼:自然下落变慢\r\n连击律动:连续消行追加奖励\r\n先见之眼:下一方块预览+1"),
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_T("最后一搏:首次濒死清底3行\r\n备用仓:C / Shift 暂存方块\r\n完美旋转:旋转受阻时左右修正\r\n时间缓流:高堆叠自动减速\r\n空中换形:V 将当前方块变 I"),
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_T("最后一搏:首次濒死清底3行\r\n备用仓:C / Shift 暂存方块\r\n完美旋转:旋转受阻时左右修正\r\n时间缓流:高堆叠自动减速\r\n空中换形:V 将当前方块变 I"),
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_T("卸压清场:立刻清最高占用行\r\n底线清道夫:消行充能后清底\r\n清屏炸弹:X 清底5行,消行充能\r\n黑洞奇点:Z 吞噬数量最多的方块"),
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_T("卸压清场:立刻清最高占用行\r\n底线清道夫:消行充能后清底\r\n清屏炸弹:X 清底5行,消行充能\r\n黑洞奇点:Z 吞噬数量最多的方块"),
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_T("爆破核心:橙红边框,落地清 3x3\r\n棱镜激光:青色边框,按落地中心清整列\r\n十字方块:绿色边框,按落地中心清行列\r\n彩虹方块:紫色边框,清覆盖行主色\r\n方块改造:提高 I 块生成概率"),
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_T("爆破核心:橙红边框,落地清 3x3\r\n棱镜激光:青色边框,按落地中心清整列\r\n十字方块:绿色边框,按落地中心清行列\r\n彩虹方块:清中心行主色,覆盖行染为场上主色\r\n方块改造:提高 I 块生成概率"),
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_T("连锁火花:消行后追加随机破坏\r\n连环炸弹:爆破扩大为 5x5\r\n雷霆四消:三消/四消额外轰击\r\n雷霆棱镜:三消/四消追加激光"),
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_T("连锁火花:消行后追加随机破坏\r\n连环炸弹:爆破扩大为 5x5\r\n雷霆四消:三消/四消额外轰击\r\n雷霆棱镜:三消/四消追加激光"),
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_T("狂热节拍:累计12行进入狂热\r\n怒火连段:连击越高倍率越高\r\n无尽狂热:狂热中消行延时\r\n高压悬赏:更快但收益更高\r\n豪赌四消 / 极限玩家:偏向四消爆发"),
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_T("狂热节拍:累计12行进入狂热\r\n怒火连段:连击越高倍率越高\r\n无尽狂热:狂热中消行延时\r\n高压悬赏:更快但收益更高\r\n豪赌四消 / 极限玩家:偏向四消爆发"),
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_T("双重抉择:升级可多选1个\r\n命运轮盘:6选2但含诅咒\r\n升级冲击波:升级后清底2行\r\n进化冲击:升级后清底3行\r\n成长核心:永久得分/EXP +15%"),
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_T("双重抉择:升级可多选1个\r\n命运轮盘:6选2但含诅咒\r\n升级冲击波:升级后清底2行\r\n进化冲击:升级后清底3行\r\n成长核心:永久得分/EXP +15%"),
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_T("操控大师:Hold 后减速并预览+1\r\n方块风暴:接下来5个全 I 块\r\n稳定结构:概率填局部小洞\r\n虚空核心:黑洞生成彩虹,彩虹消行触发小黑洞\r\n赌徒契约:强化可能翻倍或落空")
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_T("操控大师:Hold 后减速并预览+1\r\n方块风暴:接下来5个全 I 块\r\n稳定结构:概率填局部小洞\r\n虚空核心:黑洞生成彩虹,彩虹生效追加小黑洞\r\n赌徒契约:强化可能翻倍或落空")
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};
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};
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int columnGap = SS(18);
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int columnGap = SS(18);
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+79
-30
@@ -89,8 +89,8 @@ static const UpgradeEntry kUpgradePool[] =
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{ UPGRADE_CROSS_PIECE, -1, 84, true, _T("十字方块"), _T("爆发"), _T("大幅提高十字方块出现率。十字方块落地后清除所在行与所在列。") },
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{ UPGRADE_CROSS_PIECE, -1, 84, true, _T("十字方块"), _T("爆发"), _T("大幅提高十字方块出现率。十字方块落地后清除所在行与所在列。") },
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{ UPGRADE_BLACK_HOLE, 1, 88, false, _T("黑洞奇点"), _T("特殊"), _T("获得 2 次黑洞。按 Z 吞噬棋盘上数量最多的一种固定方块。") },
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{ UPGRADE_BLACK_HOLE, 1, 88, false, _T("黑洞奇点"), _T("特殊"), _T("获得 2 次黑洞。按 Z 吞噬棋盘上数量最多的一种固定方块。") },
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{ UPGRADE_AIR_RESHAPE, 1, 82, false, _T("空中换形"), _T("操作"), _T("获得 2 次换形。按 V 将正在下落的方块重塑为 I 块。") },
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{ UPGRADE_AIR_RESHAPE, 1, 82, false, _T("空中换形"), _T("操作"), _T("获得 2 次换形。按 V 将正在下落的方块重塑为 I 块。") },
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{ UPGRADE_RAINBOW_PIECE, 1, 84, false, _T("彩虹方块"), _T("爆发"), _T("更高概率生成彩虹方块。落地后在覆盖行中清除数量最多的一种颜色,形成棱彩爆发。") },
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{ UPGRADE_RAINBOW_PIECE, 1, 84, false, _T("彩虹方块"), _T("爆发"), _T("更高概率生成彩虹方块。落地后清除自身中心行最多的颜色,并把覆盖行染成场上最多的颜色。") },
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{ UPGRADE_VOID_CORE, 1, 112, false, _T("虚空核心"), _T("进化"), _T("黑洞后额外生成 1 个彩虹方块;彩虹消行时撕开小型黑洞。") },
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{ UPGRADE_VOID_CORE, 1, 112, false, _T("虚空核心"), _T("进化"), _T("黑洞后额外生成 1 个彩虹方块;彩虹生效后追加一次小型黑洞。") },
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{ UPGRADE_STABLE_STRUCTURE, -1, 72, true, _T("稳定结构"), _T("特殊"), _T("落地后有小概率填补邻近空洞,让阵型更加稳固。") },
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{ UPGRADE_STABLE_STRUCTURE, -1, 72, true, _T("稳定结构"), _T("特殊"), _T("落地后有小概率填补邻近空洞,让阵型更加稳固。") },
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{ UPGRADE_DOUBLE_GROWTH, 1, 84, false, _T("成长核心"), _T("成长"), _T("永久获得 +15% 得分与 +15% EXP;每局只能选择一次。") },
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{ UPGRADE_DOUBLE_GROWTH, 1, 84, false, _T("成长核心"), _T("成长"), _T("永久获得 +15% 得分与 +15% EXP;每局只能选择一次。") },
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{ UPGRADE_PIECE_TUNING, -1, 64, true, _T("方块改造"), _T("特殊"), _T("固定提高 I 方块的生成概率。") },
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{ UPGRADE_PIECE_TUNING, -1, 64, true, _T("方块改造"), _T("特殊"), _T("固定提高 I 方块的生成概率。") },
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@@ -746,7 +746,7 @@ static bool RollCrossPiece()
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}
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}
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/**
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/**
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* @brief 根据彩虹强化等级随机判定当前方块是否获得棱彩爆发特性。
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* @brief 根据彩虹强化等级随机判定当前方块是否获得行清除与染色特性。
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*/
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*/
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static bool RollRainbowPiece()
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static bool RollRainbowPiece()
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{
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{
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@@ -963,14 +963,23 @@ int ClearRowAt(int row)
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}
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}
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/**
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/**
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* @brief 让彩虹方块清除覆盖行内最常见的固定方块颜色。
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* @brief 触发彩虹方块行清除与覆盖行染色效果。
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*/
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*/
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int TriggerRainbowPrismBurst(int minRow, int maxRow)
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int TriggerRainbowColorShift(int anchorRow, int minRow, int maxRow, int& recoloredCount)
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{
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{
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int colorCounts[8] = {};
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recoloredCount = 0;
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int clearedCellCount = 0;
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int clearedCellCount = 0;
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Point clearedCells[40] = {};
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Point clearedCells[10] = {};
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Point recoloredCells[40] = {};
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if (anchorRow < 0)
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{
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anchorRow = 0;
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}
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if (anchorRow >= GetRoguePlayableHeight())
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{
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anchorRow = GetRoguePlayableHeight() - 1;
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}
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if (minRow < 0)
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if (minRow < 0)
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{
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{
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minRow = 0;
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minRow = 0;
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@@ -980,52 +989,92 @@ int TriggerRainbowPrismBurst(int minRow, int maxRow)
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maxRow = GetRoguePlayableHeight() - 1;
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maxRow = GetRoguePlayableHeight() - 1;
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}
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}
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for (int row = minRow; row <= maxRow; row++)
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int rowColorCounts[8] = {};
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for (int x = 0; x < nGameWidth; x++)
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{
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{
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for (int x = 0; x < nGameWidth; x++)
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int cell = workRegion[anchorRow][x];
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if (cell >= 1 && cell <= 7)
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{
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{
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int cell = workRegion[row][x];
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rowColorCounts[cell]++;
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if (cell >= 1 && cell <= 7)
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{
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colorCounts[cell]++;
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}
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}
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}
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}
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}
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int targetColor = 0;
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int rowTargetColor = 0;
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int targetColorCount = 0;
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int rowTargetCount = 0;
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for (int cell = 1; cell <= 7; cell++)
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for (int cell = 1; cell <= 7; cell++)
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{
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{
|
||||||
if (colorCounts[cell] > targetColorCount)
|
if (rowColorCounts[cell] > rowTargetCount)
|
||||||
{
|
{
|
||||||
targetColor = cell;
|
rowTargetColor = cell;
|
||||||
targetColorCount = colorCounts[cell];
|
rowTargetCount = rowColorCounts[cell];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (targetColor == 0)
|
if (rowTargetColor > 0)
|
||||||
{
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int row = minRow; row <= maxRow; row++)
|
|
||||||
{
|
{
|
||||||
for (int x = 0; x < nGameWidth; x++)
|
for (int x = 0; x < nGameWidth; x++)
|
||||||
{
|
{
|
||||||
if (workRegion[row][x] == targetColor)
|
if (workRegion[anchorRow][x] == rowTargetColor)
|
||||||
{
|
{
|
||||||
if (clearedCellCount < 40)
|
if (clearedCellCount < 10)
|
||||||
{
|
{
|
||||||
clearedCells[clearedCellCount].x = x;
|
clearedCells[clearedCellCount].x = x;
|
||||||
clearedCells[clearedCellCount].y = row;
|
clearedCells[clearedCellCount].y = anchorRow;
|
||||||
}
|
}
|
||||||
workRegion[row][x] = 0;
|
workRegion[anchorRow][x] = 0;
|
||||||
clearedCellCount++;
|
clearedCellCount++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
TriggerColoredCellClearEffect(clearedCells, clearedCellCount < 40 ? clearedCellCount : 40, RGB(186, 126, 255), true);
|
int boardColorCounts[8] = {};
|
||||||
|
for (int y = 0; y < GetRoguePlayableHeight(); y++)
|
||||||
|
{
|
||||||
|
for (int x = 0; x < nGameWidth; x++)
|
||||||
|
{
|
||||||
|
int cell = workRegion[y][x];
|
||||||
|
if (cell >= 1 && cell <= 7)
|
||||||
|
{
|
||||||
|
boardColorCounts[cell]++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int boardTargetColor = 0;
|
||||||
|
int boardTargetCount = 0;
|
||||||
|
for (int cell = 1; cell <= 7; cell++)
|
||||||
|
{
|
||||||
|
if (boardColorCounts[cell] > boardTargetCount)
|
||||||
|
{
|
||||||
|
boardTargetColor = cell;
|
||||||
|
boardTargetCount = boardColorCounts[cell];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (boardTargetColor == 0)
|
||||||
|
{
|
||||||
|
boardTargetColor = rowTargetColor > 0 ? rowTargetColor : 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int y = minRow; y <= maxRow; y++)
|
||||||
|
{
|
||||||
|
for (int x = 0; x < nGameWidth; x++)
|
||||||
|
{
|
||||||
|
if (workRegion[y][x] != 0 && workRegion[y][x] != boardTargetColor)
|
||||||
|
{
|
||||||
|
workRegion[y][x] = boardTargetColor;
|
||||||
|
if (recoloredCount < 40)
|
||||||
|
{
|
||||||
|
recoloredCells[recoloredCount].x = x;
|
||||||
|
recoloredCells[recoloredCount].y = y;
|
||||||
|
}
|
||||||
|
recoloredCount++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
TriggerColoredCellClearEffect(clearedCells, clearedCellCount, RGB(186, 126, 255), true);
|
||||||
|
TriggerColoredCellClearEffect(recoloredCells, recoloredCount < 40 ? recoloredCount : 40, RGB(218, 178, 255), false);
|
||||||
return clearedCellCount;
|
return clearedCellCount;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user