补充清除逻辑

This commit is contained in:
2026-04-26 14:06:04 +08:00
parent cc69287344
commit aa3d4d3945
4 changed files with 241 additions and 97 deletions
+3
View File
@@ -253,6 +253,9 @@ void ResetVisualEffects();
bool TickVisualEffects();
void TriggerLineClearEffect(const int* rows, int rowCount, int linesCleared);
void PlayPendingLineClearEffect();
void TriggerCellClearEffect(const Point* cells, int cellCount, bool strongBurst);
void AwardRogueSkillClearRewards(int clearedCells, int& scoreGain, int& expGain, bool allowLevelProgress);
void ApplyBoardGravity();
int GetRogueFallInterval();
int GetRoguePlayableHeight();
int GetRogueLockedRows();
+59 -42
View File
@@ -480,6 +480,25 @@ void TriggerLineClearEffect(const int* rows, int rowCount, int linesCleared)
AddFloatingText(nGameWidth * 50, (rowSum * 100 / rowCount) - 20, text, linesCleared >= 4 ? RGB(255, 232, 120) : RGB(255, 250, 252));
}
void TriggerCellClearEffect(const Point* cells, int cellCount, bool strongBurst)
{
if (cells == nullptr || cellCount <= 0)
{
return;
}
for (int i = 0; i < cellCount; i++)
{
if (cells[i].x < 0 || cells[i].x >= nGameWidth || cells[i].y < 0 || cells[i].y >= nGameHeight)
{
continue;
}
COLORREF particleColor = BrickColor[(cells[i].x + cells[i].y) % 7];
AddBurstParticles(cells[i].x * 100 + 50, cells[i].y * 100 + 50, particleColor, strongBurst);
}
}
bool IsPiecePlacementValid(int pieceType, int pieceState, Point position)
{
for (int i = 0; i < 4; i++)
@@ -821,26 +840,28 @@ void Fixing()
if (currentPieceIsExplosive)
{
int explosiveScoreGain = 0;
int explosiveCellsCleared = 0;
for (int i = 0; i < explosiveCellCount; i++)
{
explosiveScoreGain += ClearExplosiveAreaAt(explosiveCells[i].y, explosiveCells[i].x);
explosiveCellsCleared += ClearExplosiveAreaAt(explosiveCells[i].y, explosiveCells[i].x);
}
if (currentMode == MODE_ROGUE && explosiveScoreGain > 0)
int explosiveScoreGain = 0;
int explosiveExpGain = 0;
if (currentMode == MODE_ROGUE && explosiveCellsCleared > 0)
{
explosiveScoreGain = explosiveScoreGain * rogueStats.scoreMultiplierPercent / 100;
rogueStats.score += explosiveScoreGain;
tScore = rogueStats.score;
AwardRogueSkillClearRewards(explosiveCellsCleared, explosiveScoreGain, explosiveExpGain, false);
ApplyBoardGravity();
}
TCHAR explosiveDetail[128];
_stprintf_s(
explosiveDetail,
_T("爆破清除 %d 格 +%d 分"),
explosiveScoreGain > 0 ? explosiveScoreGain * 100 / rogueStats.scoreMultiplierPercent : 0,
explosiveScoreGain);
_T("爆破清除 %d 格 +%d 分 +%d EXP"),
explosiveCellsCleared,
explosiveScoreGain,
explosiveExpGain);
SetFeedbackMessage(_T("爆破核心"), explosiveDetail, 12);
if (rogueStats.chainBombLevel > 0 && explosiveCellCount > 0)
@@ -865,16 +886,13 @@ void Fixing()
int laserCellsCleared = ClearColumnAt(laserColumn);
if (currentMode == MODE_ROGUE && laserCellsCleared > 0)
{
int laserScore = laserCellsCleared * rogueStats.scoreMultiplierPercent / 100;
if (laserScore < laserCellsCleared)
{
laserScore = laserCellsCleared;
}
rogueStats.score += laserScore;
tScore = rogueStats.score;
int laserScore = 0;
int laserExp = 0;
AwardRogueSkillClearRewards(laserCellsCleared, laserScore, laserExp, false);
ApplyBoardGravity();
TCHAR laserDetail[128];
_stprintf_s(laserDetail, _T("激光贯穿一列,清除 %d 格 +%d 分"), laserCellsCleared, laserScore);
_stprintf_s(laserDetail, _T("激光贯穿一列,清除 %d 格 +%d 分 +%d EXP"), laserCellsCleared, laserScore, laserExp);
SetFeedbackMessage(_T("棱镜激光"), laserDetail, 12);
}
}
@@ -910,16 +928,13 @@ void Fixing()
if (currentMode == MODE_ROGUE && totalCrossCleared > 0)
{
int crossScore = totalCrossCleared * rogueStats.scoreMultiplierPercent / 100;
if (crossScore < totalCrossCleared)
{
crossScore = totalCrossCleared;
}
rogueStats.score += crossScore;
tScore = rogueStats.score;
int crossScore = 0;
int crossExp = 0;
AwardRogueSkillClearRewards(totalCrossCleared, crossScore, crossExp, false);
ApplyBoardGravity();
TCHAR crossDetail[128];
_stprintf_s(crossDetail, _T("十字冲击清除 %d 格 +%d 分"), totalCrossCleared, crossScore);
_stprintf_s(crossDetail, _T("十字冲击清除 %d 格 +%d 分 +%d EXP"), totalCrossCleared, crossScore, crossExp);
SetFeedbackMessage(_T("十字方块"), crossDetail, 12);
}
}
@@ -1038,6 +1053,7 @@ int DeleteLines()
int followupCleared = 0;
int centerY = pendingChainBombCenter.y;
int centerX = pendingChainBombCenter.x;
Point followupCells[9] = {};
for (int y = centerY - 1; y <= centerY + 1; y++)
{
@@ -1045,6 +1061,11 @@ int DeleteLines()
{
if (y >= 0 && y < GetRoguePlayableHeight() && x >= 0 && x < nGameWidth && workRegion[y][x] != 0)
{
if (followupCleared < 9)
{
followupCells[followupCleared].x = x;
followupCells[followupCleared].y = y;
}
workRegion[y][x] = 0;
followupCleared++;
}
@@ -1053,20 +1074,19 @@ int DeleteLines()
if (currentMode == MODE_ROGUE && followupCleared > 0)
{
int followupScore = followupCleared * rogueStats.scoreMultiplierPercent / 100;
if (followupScore < followupCleared)
{
followupScore = followupCleared;
}
rogueStats.score += followupScore;
tScore = rogueStats.score;
TriggerCellClearEffect(followupCells, followupCleared < 9 ? followupCleared : 9, true);
int followupScore = 0;
int followupExp = 0;
AwardRogueSkillClearRewards(followupCleared, followupScore, followupExp, false);
ApplyBoardGravity();
TCHAR followupDetail[128];
_stprintf_s(
followupDetail,
_T("追加爆炸清除 %d 格 +%d 分"),
_T("追加爆炸清除 %d 格 +%d 分 +%d EXP"),
followupCleared,
followupScore);
followupScore,
followupExp);
SetFeedbackMessage(_T("连环炸弹"), followupDetail, 12);
}
}
@@ -1080,16 +1100,13 @@ int DeleteLines()
int miniBlackHoleCleared = TriggerMiniBlackHole(5);
if (miniBlackHoleCleared > 0)
{
int miniScore = miniBlackHoleCleared * rogueStats.scoreMultiplierPercent / 100;
if (miniScore < miniBlackHoleCleared)
{
miniScore = miniBlackHoleCleared;
}
rogueStats.score += miniScore;
tScore = rogueStats.score;
int miniScore = 0;
int miniExp = 0;
AwardRogueSkillClearRewards(miniBlackHoleCleared, miniScore, miniExp, false);
ApplyBoardGravity();
TCHAR miniDetail[128];
_stprintf_s(miniDetail, _T("彩虹消行撕开小型黑洞,清除 %d 格 +%d 分"), miniBlackHoleCleared, miniScore);
_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);
SetFeedbackMessage(_T("虚空核心"), miniDetail, 12);
}
}
+179 -55
View File
@@ -723,18 +723,25 @@ int TriggerMiniBlackHole(int maxCellsToClear)
}
int clearedCellCount = 0;
Point clearedCells[16] = {};
for (int y = GetRoguePlayableHeight() - 1; y >= 0 && clearedCellCount < maxCellsToClear; y--)
{
for (int x = 0; x < nGameWidth && clearedCellCount < maxCellsToClear; x++)
{
if (workRegion[y][x] == targetBlock)
{
if (clearedCellCount < 16)
{
clearedCells[clearedCellCount].x = x;
clearedCells[clearedCellCount].y = y;
}
workRegion[y][x] = 0;
clearedCellCount++;
}
}
}
TriggerCellClearEffect(clearedCells, clearedCellCount < 16 ? clearedCellCount : 16, true);
return clearedCellCount;
}
@@ -769,6 +776,7 @@ int ClearExplosiveAreaAt(int centerY, int centerX)
{
int radius = (currentMode == MODE_ROGUE && rogueStats.chainBombLevel > 0) ? 2 : 1;
int clearedCellCount = 0;
Point clearedCells[25] = {};
for (int y = centerY - radius; y <= centerY + radius; y++)
{
@@ -778,6 +786,11 @@ int ClearExplosiveAreaAt(int centerY, int centerX)
{
if (workRegion[y][x] != 0)
{
if (clearedCellCount < 25)
{
clearedCells[clearedCellCount].x = x;
clearedCells[clearedCellCount].y = y;
}
clearedCellCount++;
workRegion[y][x] = 0;
}
@@ -785,12 +798,14 @@ int ClearExplosiveAreaAt(int centerY, int centerX)
}
}
TriggerCellClearEffect(clearedCells, clearedCellCount < 25 ? clearedCellCount : 25, true);
return clearedCellCount;
}
int ClearColumnAt(int column)
{
int clearedCellCount = 0;
Point clearedCells[20] = {};
if (column < 0 || column >= nGameWidth)
{
@@ -801,17 +816,24 @@ int ClearColumnAt(int column)
{
if (workRegion[y][column] != 0)
{
if (clearedCellCount < 20)
{
clearedCells[clearedCellCount].x = column;
clearedCells[clearedCellCount].y = y;
}
workRegion[y][column] = 0;
clearedCellCount++;
}
}
TriggerCellClearEffect(clearedCells, clearedCellCount, false);
return clearedCellCount;
}
int ClearRowAt(int row)
{
int clearedCellCount = 0;
Point clearedCells[10] = {};
if (row < 0 || row >= GetRoguePlayableHeight())
{
@@ -822,11 +844,17 @@ int ClearRowAt(int row)
{
if (workRegion[row][x] != 0)
{
if (clearedCellCount < 10)
{
clearedCells[clearedCellCount].x = x;
clearedCells[clearedCellCount].y = row;
}
workRegion[row][x] = 0;
clearedCellCount++;
}
}
TriggerCellClearEffect(clearedCells, clearedCellCount, false);
return clearedCellCount;
}
@@ -904,24 +932,32 @@ static int TriggerBlackHole()
}
int clearedCellCount = 0;
Point clearedCells[200] = {};
for (int y = 0; y < GetRoguePlayableHeight(); y++)
{
for (int x = 0; x < nGameWidth; x++)
{
if (workRegion[y][x] == targetBlock)
{
if (clearedCellCount < 200)
{
clearedCells[clearedCellCount].x = x;
clearedCells[clearedCellCount].y = y;
}
workRegion[y][x] = 0;
clearedCellCount++;
}
}
}
TriggerCellClearEffect(clearedCells, clearedCellCount < 200 ? clearedCellCount : 200, true);
return clearedCellCount;
}
int TriggerScreenBomb()
{
int clearedCellCount = 0;
Point clearedCells[50] = {};
for (int i = 0; i < 5; i++)
{
@@ -935,6 +971,11 @@ int TriggerScreenBomb()
{
if (workRegion[row][x] != 0)
{
if (clearedCellCount < 50)
{
clearedCells[clearedCellCount].x = x;
clearedCells[clearedCellCount].y = row;
}
clearedCellCount++;
}
}
@@ -942,6 +983,7 @@ int TriggerScreenBomb()
DeleteOneLine(row);
}
TriggerCellClearEffect(clearedCells, clearedCellCount < 50 ? clearedCellCount : 50, true);
return clearedCellCount;
}
@@ -953,6 +995,7 @@ static int TriggerChainBlast(int lineAnchor)
}
int clearedCellCount = 0;
Point clearedCells[16] = {};
int blastCount = 2 + rogueStats.chainBlastLevel;
for (int blastIndex = 0; blastIndex < blastCount; blastIndex++)
@@ -971,11 +1014,17 @@ static int TriggerChainBlast(int lineAnchor)
if (workRegion[randomY][randomX] != 0)
{
if (clearedCellCount < 16)
{
clearedCells[clearedCellCount].x = randomX;
clearedCells[clearedCellCount].y = randomY;
}
workRegion[randomY][randomX] = 0;
clearedCellCount++;
}
}
TriggerCellClearEffect(clearedCells, clearedCellCount < 16 ? clearedCellCount : 16, false);
return clearedCellCount;
}
@@ -1447,6 +1496,89 @@ static void ApplyUpgradeById(int upgradeId, int targetPieceType, int applyCount)
}
}
void AwardRogueSkillClearRewards(int clearedCells, int& scoreGain, int& expGain, bool allowLevelProgress)
{
scoreGain = 0;
expGain = 0;
if (currentMode != MODE_ROGUE || clearedCells <= 0)
{
return;
}
scoreGain = clearedCells * rogueStats.scoreMultiplierPercent / 100;
expGain = clearedCells * rogueStats.expMultiplierPercent / 100;
if (rogueStats.doubleGrowthLevel > 0)
{
int growthMultiplierPercent = 100 + rogueStats.doubleGrowthLevel * 15;
scoreGain = scoreGain * growthMultiplierPercent / 100;
expGain = expGain * growthMultiplierPercent / 100;
}
if (rogueStats.feverTicks > 0)
{
scoreGain *= 2;
expGain *= 2;
}
if (scoreGain < clearedCells)
{
scoreGain = clearedCells;
}
if (expGain < clearedCells)
{
expGain = clearedCells;
}
rogueStats.score += scoreGain;
rogueStats.exp += expGain;
tScore = rogueStats.score;
if (rogueStats.screenBombLevel > 0)
{
rogueStats.screenBombCharge += clearedCells;
while (rogueStats.screenBombCharge >= 30)
{
rogueStats.screenBombCharge -= 30;
rogueStats.screenBombCount++;
}
}
if (allowLevelProgress)
{
int levelUps = ApplyLevelProgress(rogueStats);
if (levelUps > 0)
{
upgradeUiState.pendingCount += levelUps;
OpenUpgradeMenu();
}
}
}
void ApplyBoardGravity()
{
int playableHeight = GetRoguePlayableHeight();
for (int x = 0; x < nGameWidth; x++)
{
int writeY = playableHeight - 1;
for (int y = playableHeight - 1; y >= 0; y--)
{
if (workRegion[y][x] != 0)
{
int cell = workRegion[y][x];
workRegion[y][x] = 0;
workRegion[writeY][x] = cell;
writeY--;
}
}
for (int y = writeY; y >= 0; y--)
{
workRegion[y][x] = 0;
}
}
}
void ApplyLineClearResult(int linesCleared)
{
if (linesCleared <= 0)
@@ -1586,20 +1718,18 @@ void ApplyLineClearResult(int linesCleared)
if (chainBlastCells > 0)
{
int chainBlastScore = chainBlastCells * rogueStats.scoreMultiplierPercent / 100;
if (chainBlastScore < chainBlastCells)
{
chainBlastScore = chainBlastCells;
}
rogueStats.score += chainBlastScore;
tScore = rogueStats.score;
int chainBlastScore = 0;
int chainBlastExp = 0;
AwardRogueSkillClearRewards(chainBlastCells, chainBlastScore, chainBlastExp, false);
ApplyBoardGravity();
TCHAR blastDetail[128];
_stprintf_s(
blastDetail,
_T("余波炸裂,清除 %d 格 +%d 分"),
_T("余波炸裂,清除 %d 格 +%d 分 +%d EXP"),
chainBlastCells,
chainBlastScore);
chainBlastScore,
chainBlastExp);
SetFeedbackMessage(_T("连锁火花"), blastDetail, 12);
}
}
@@ -1607,6 +1737,7 @@ void ApplyLineClearResult(int linesCleared)
if (linesCleared == 4 && rogueStats.thunderTetrisLevel > 0)
{
int thunderRowsCleared = 0;
Point thunderCells[20] = {};
for (int i = 0; i < 2; i++)
{
int randomRow = rand() % GetRoguePlayableHeight();
@@ -1614,6 +1745,11 @@ void ApplyLineClearResult(int linesCleared)
{
if (workRegion[randomRow][x] != 0)
{
if (thunderRowsCleared < 20)
{
thunderCells[thunderRowsCleared].x = x;
thunderCells[thunderRowsCleared].y = randomRow;
}
workRegion[randomRow][x] = 0;
thunderRowsCleared++;
}
@@ -1622,13 +1758,11 @@ void ApplyLineClearResult(int linesCleared)
if (thunderRowsCleared > 0)
{
int thunderScore = thunderRowsCleared * rogueStats.scoreMultiplierPercent / 100;
if (thunderScore < thunderRowsCleared)
{
thunderScore = thunderRowsCleared;
}
rogueStats.score += thunderScore;
tScore = rogueStats.score;
TriggerCellClearEffect(thunderCells, thunderRowsCleared < 20 ? thunderRowsCleared : 20, true);
int thunderScore = 0;
int thunderExp = 0;
AwardRogueSkillClearRewards(thunderRowsCleared, thunderScore, thunderExp, false);
ApplyBoardGravity();
SetFeedbackMessage(_T("雷霆四消"), _T("雷击落下,额外清理了 2 行范围内的方块。"), 12);
}
}
@@ -1643,20 +1777,10 @@ void ApplyLineClearResult(int linesCleared)
if (laserCellsCleared > 0)
{
int laserScore = laserCellsCleared * rogueStats.scoreMultiplierPercent / 100;
int laserExp = laserCellsCleared * rogueStats.expMultiplierPercent / 100;
if (laserScore < laserCellsCleared)
{
laserScore = laserCellsCleared;
}
if (laserExp < laserCellsCleared)
{
laserExp = laserCellsCleared;
}
rogueStats.score += laserScore;
rogueStats.exp += laserExp;
tScore = rogueStats.score;
int laserScore = 0;
int laserExp = 0;
AwardRogueSkillClearRewards(laserCellsCleared, laserScore, laserExp, false);
ApplyBoardGravity();
TCHAR thunderLaserDetail[128];
_stprintf_s(
@@ -1769,19 +1893,24 @@ static void ResolvePendingUpgradeShockwave()
effectRows[i] = GetRoguePlayableHeight() - 1 - i;
}
TriggerLineClearEffect(effectRows, effectRowCount, clearedRows);
int scoreGain = 0;
int expGain = 0;
AwardRogueSkillClearRewards(clearedRows * nGameWidth, scoreGain, expGain, true);
TCHAR shockwaveDetail[128];
if (evolutionImpact)
{
_stprintf_s(
shockwaveDetail,
_T("进化能量爆发,清除底部 %d 行,并进入 10 秒双倍 EXP。"),
clearedRows);
_T("进化能量爆发,清除底部 %d 行 +%d 分 +%d EXP。"),
clearedRows,
scoreGain,
expGain);
SetFeedbackMessage(_T("进化冲击"), shockwaveDetail, 14);
}
else
{
_stprintf_s(shockwaveDetail, _T("灵感涌现后,冲击波清除底部 %d 行。"), clearedRows);
_stprintf_s(shockwaveDetail, _T("灵感涌现后,冲击波清除底部 %d 行 +%d 分 +%d EXP"), clearedRows, scoreGain, expGain);
SetFeedbackMessage(_T("升级冲击波"), shockwaveDetail, 12);
}
}
@@ -1989,21 +2118,18 @@ void UseScreenBomb()
rogueStats.screenBombCount--;
int clearedCells = TriggerScreenBomb();
int scoreGain = clearedCells * rogueStats.scoreMultiplierPercent / 100;
if (scoreGain < clearedCells)
{
scoreGain = clearedCells;
}
rogueStats.score += scoreGain;
tScore = rogueStats.score;
ApplyBoardGravity();
int scoreGain = 0;
int expGain = 0;
AwardRogueSkillClearRewards(clearedCells, scoreGain, expGain, true);
TCHAR detail[128];
_stprintf_s(
detail,
_T("炸开底部 5 行,清除 %d 格 +%d 分"),
_T("炸开底部 5 行,清除 %d 格 +%d 分 +%d EXP"),
clearedCells,
scoreGain);
scoreGain,
expGain);
SetFeedbackMessage(_T("清屏炸弹引爆"), detail, 12);
currentFallInterval = GetRogueFallInterval();
@@ -2036,14 +2162,10 @@ void UseBlackHole()
rogueStats.blackHoleCharges--;
int scoreGain = clearedCells * rogueStats.scoreMultiplierPercent / 100;
if (scoreGain < clearedCells)
{
scoreGain = clearedCells;
}
rogueStats.score += scoreGain;
tScore = rogueStats.score;
ApplyBoardGravity();
int scoreGain = 0;
int expGain = 0;
AwardRogueSkillClearRewards(clearedCells, scoreGain, expGain, true);
if (rogueStats.voidCoreLevel > 0)
{
@@ -2055,17 +2177,19 @@ void UseBlackHole()
{
_stprintf_s(
detail,
_T("吞噬最多的一种方块,清除 %d 格 +%d 分 并召来 1 个彩虹方块"),
_T("吞噬最多的一种方块,清除 %d 格 +%d 分 +%d EXP 并召来 1 个彩虹方块"),
clearedCells,
scoreGain);
scoreGain,
expGain);
}
else
{
_stprintf_s(
detail,
_T("吞噬最多的一种方块,清除 %d 格 +%d 分"),
_T("吞噬最多的一种方块,清除 %d 格 +%d 分 +%d EXP"),
clearedCells,
scoreGain);
scoreGain,
expGain);
}
SetFeedbackMessage(_T("黑洞展开"), detail, 12);