修改彩虹方块效果
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+30
-23
@@ -89,7 +89,7 @@ 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_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_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。") },
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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。落地后复制覆盖行中最常见的方块颜色,形成棱彩共鸣。") },
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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_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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@@ -746,7 +746,7 @@ static bool RollCrossPiece()
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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彩虹补洞特性。
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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棱彩复制特性。
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*/
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static bool RollRainbowPiece()
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{
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@@ -955,11 +955,11 @@ int ClearRowAt(int row)
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}
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/**
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* @brief 让彩虹方块尝试补齐其覆盖行内的少量空缺格。
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* @brief 让彩虹方块复制覆盖行内最常见的固定方块颜色。
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*/
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int TriggerRainbowRowCompletion(int minRow, int maxRow)
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int TriggerRainbowPrismCopy(int minRow, int maxRow)
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{
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int filledCellCount = 0;
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int copiedCellCount = 0;
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if (minRow < 0)
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{
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@@ -972,37 +972,44 @@ int TriggerRainbowRowCompletion(int minRow, int maxRow)
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for (int row = minRow; row <= maxRow; row++)
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{
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int emptyCount = 0;
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int emptyColumns[2] = {};
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bool hasRainbowCell = false;
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int colorCounts[8] = {};
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int targetColor = 0;
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int targetColorCount = 0;
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for (int x = 0; x < nGameWidth; x++)
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{
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if (workRegion[row][x] == 0)
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int cell = workRegion[row][x];
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if (cell >= 1 && cell <= 7)
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{
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if (emptyCount < 2)
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{
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emptyColumns[emptyCount] = x;
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}
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emptyCount++;
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}
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else if (IsRainbowBoardCell(workRegion[row][x]))
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{
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hasRainbowCell = true;
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colorCounts[cell]++;
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}
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}
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if (hasRainbowCell && emptyCount > 0 && emptyCount <= 2)
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for (int cell = 1; cell <= 7; cell++)
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{
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for (int i = 0; i < emptyCount; i++)
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if (colorCounts[cell] > targetColorCount)
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{
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workRegion[row][emptyColumns[i]] = 8;
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filledCellCount++;
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targetColor = cell;
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targetColorCount = colorCounts[cell];
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}
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}
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if (targetColor == 0)
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{
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continue;
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}
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for (int x = 0; x < nGameWidth; x++)
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{
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if (IsRainbowBoardCell(workRegion[row][x]))
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{
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workRegion[row][x] = targetColor;
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copiedCellCount++;
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}
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}
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}
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return filledCellCount;
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return copiedCellCount;
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}
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/**
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