From 93045cc2d323aee035073dcd78b86f4d850cec41 Mon Sep 17 00:00:00 2001 From: Qi-huanye <2728290997@qq.com> Date: Sun, 26 Apr 2026 18:02:20 +0800 Subject: [PATCH] =?UTF-8?q?=E4=BF=AE=E6=94=B9=E5=BD=A9=E8=99=B9=E6=96=B9?= =?UTF-8?q?=E5=9D=97=E6=95=88=E6=9E=9C?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- src/include/TetrisLogicInternal.h | 4 +-- src/source/TetrisLogic.cpp | 10 +++--- src/source/TetrisRender.cpp | 4 +-- src/source/TetrisRogue.cpp | 53 +++++++++++++++++-------------- 4 files changed, 39 insertions(+), 32 deletions(-) diff --git a/src/include/TetrisLogicInternal.h b/src/include/TetrisLogicInternal.h index 1a824c7..c010260 100644 --- a/src/include/TetrisLogicInternal.h +++ b/src/include/TetrisLogicInternal.h @@ -40,9 +40,9 @@ bool IsRainbowBoardCell(int cellValue); int TriggerMiniBlackHole(int maxCellsToClear); /** - * @brief 触发彩虹方块补洞效果并返回补齐格数。 + * @brief 触发彩虹方块棱彩复制效果并返回变色格数。 */ -int TriggerRainbowRowCompletion(int minRow, int maxRow); +int TriggerRainbowPrismCopy(int minRow, int maxRow); /** * @brief 引爆清屏炸弹并返回清除格数。 diff --git a/src/source/TetrisLogic.cpp b/src/source/TetrisLogic.cpp index b6a067e..ce67a84 100644 --- a/src/source/TetrisLogic.cpp +++ b/src/source/TetrisLogic.cpp @@ -384,7 +384,7 @@ void Fixing() bool overflowTop = false; Point explosiveCells[4] = {}; int explosiveCellCount = 0; - int rainbowFilledCount = 0; + int rainbowCopiedCount = 0; pendingChainBombFollowup = false; for (int i = 0; i < 4; i++) @@ -419,15 +419,15 @@ void Fixing() if (!overflowTop && currentPieceIsRainbow) { - rainbowFilledCount = TriggerRainbowRowCompletion(point.y, point.y + 3); + rainbowCopiedCount = TriggerRainbowPrismCopy(point.y, point.y + 3); TCHAR rainbowDetail[128]; - if (rainbowFilledCount > 0) + if (rainbowCopiedCount > 0) { - _stprintf_s(rainbowDetail, _T("彩虹能量补齐 %d 个缺口,消行机会扩大。"), rainbowFilledCount); + _stprintf_s(rainbowDetail, _T("棱彩共鸣,%d 格复制为覆盖行中的主色方块。"), rainbowCopiedCount); } else { - _stprintf_s(rainbowDetail, _T("覆盖行没有 1~2 格缺口,彩虹能量保留为特殊固定块。")); + _stprintf_s(rainbowDetail, _T("覆盖行没有可复制的主色,彩虹能量保留为特殊固定块。")); } SetFeedbackMessage(_T("彩虹方块"), rainbowDetail, 10); } diff --git a/src/source/TetrisRender.cpp b/src/source/TetrisRender.cpp index 38daad9..f5812dc 100644 --- a/src/source/TetrisRender.cpp +++ b/src/source/TetrisRender.cpp @@ -698,11 +698,11 @@ void TDrawScreen(HDC hdc, HWND hWnd) _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"), _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"), _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"), - _T("爆破核心:橙红边框,落地清 3x3\r\n棱镜激光:青色边框,落地清整列\r\n十字方块:绿色边框,落地清行列\r\n彩虹方块:紫色边框,补覆盖行1~2缺口\r\n方块改造:提高 I 块生成概率"), + _T("爆破核心:橙红边框,落地清 3x3\r\n棱镜激光:青色边框,落地清整列\r\n十字方块:绿色边框,落地清行列\r\n彩虹方块:紫色边框,复制覆盖行主色\r\n方块改造:提高 I 块生成概率"), _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"), _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"), _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%"), - _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,和彩虹不同\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") + _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") }; int columnGap = SS(18); diff --git a/src/source/TetrisRogue.cpp b/src/source/TetrisRogue.cpp index 859f3d8..a0be28b 100644 --- a/src/source/TetrisRogue.cpp +++ b/src/source/TetrisRogue.cpp @@ -89,7 +89,7 @@ static const UpgradeEntry kUpgradePool[] = { 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。") }, { 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。") }, { 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。") }, - { 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。落地后补齐覆盖行中 1~2 个缺口,更容易达成消行。") }, + { 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。落地后复制覆盖行中最常见的方块颜色,形成棱彩共鸣。") }, { 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。") }, { 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。") }, { 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。") }, @@ -746,7 +746,7 @@ static bool RollCrossPiece() } /** - * @brief 根据彩虹强化等级随机判定当前方块是否获得彩虹补洞特性。 + * @brief 根据彩虹强化等级随机判定当前方块是否获得棱彩复制特性。 */ static bool RollRainbowPiece() { @@ -955,11 +955,11 @@ int ClearRowAt(int row) } /** - * @brief 让彩虹方块尝试补齐其覆盖行内的少量空缺格。 + * @brief 让彩虹方块复制覆盖行内最常见的固定方块颜色。 */ -int TriggerRainbowRowCompletion(int minRow, int maxRow) +int TriggerRainbowPrismCopy(int minRow, int maxRow) { - int filledCellCount = 0; + int copiedCellCount = 0; if (minRow < 0) { @@ -972,37 +972,44 @@ int TriggerRainbowRowCompletion(int minRow, int maxRow) for (int row = minRow; row <= maxRow; row++) { - int emptyCount = 0; - int emptyColumns[2] = {}; - bool hasRainbowCell = false; + int colorCounts[8] = {}; + int targetColor = 0; + int targetColorCount = 0; for (int x = 0; x < nGameWidth; x++) { - if (workRegion[row][x] == 0) + int cell = workRegion[row][x]; + if (cell >= 1 && cell <= 7) { - if (emptyCount < 2) - { - emptyColumns[emptyCount] = x; - } - emptyCount++; - } - else if (IsRainbowBoardCell(workRegion[row][x])) - { - hasRainbowCell = true; + colorCounts[cell]++; } } - if (hasRainbowCell && emptyCount > 0 && emptyCount <= 2) + for (int cell = 1; cell <= 7; cell++) { - for (int i = 0; i < emptyCount; i++) + if (colorCounts[cell] > targetColorCount) { - workRegion[row][emptyColumns[i]] = 8; - filledCellCount++; + targetColor = cell; + targetColorCount = colorCounts[cell]; + } + } + + if (targetColor == 0) + { + continue; + } + + for (int x = 0; x < nGameWidth; x++) + { + if (IsRainbowBoardCell(workRegion[row][x])) + { + workRegion[row][x] = targetColor; + copiedCellCount++; } } } - return filledCellCount; + return copiedCellCount; } /**