更新
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@@ -52,14 +52,14 @@
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"mp-weixin" : {
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"appid" : "wx79b9a0bfbfe7cbcd",
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"setting" : {
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"urlCheck" : false
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"urlCheck" : false,
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"minified" : true
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},
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"optimization" : {
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"subPackages" : true
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},
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"usingComponents" : true,
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"requiredBackgroundModes" : ["audio"],
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"requiredBackgroundModes" : [ "audio" ],
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"plugins" : {
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"WechatSI" : {
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"version" : "0.3.5",
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Binary file not shown.
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Before Width: | Height: | Size: 90 KiB After Width: | Height: | Size: 45 KiB |
@@ -923,6 +923,9 @@ function initBoard() {
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commitBoard(next)
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// 注入本关唯一高糖(解锁前固定 2 个,无法三连)
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ensureHighPresence()
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// 注入高糖可能破坏“有解”性:开局静默兜底,避免出现整盘无法消除的死局
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// (仅打乱类型、保持高糖数量不变)
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if (!boardHasSolution()) shuffleTypesUntilPlayable()
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startHintTimer()
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}
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@@ -1423,6 +1426,38 @@ function startHintTimer() {
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hintTimer = setTimeout(showOperationHint, HINT_DELAY_MS)
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}
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/**
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* 就地打乱棋盘上所有方块的“食物类型”(位置/对象不变),直到棋盘“有解”:
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* 无现成消除组 + 至少存在一个可用移动。仅交换 type,故高糖数量等多重集不变。
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* 不带任何 UI 反馈,供初始化等静默场景使用。返回是否成功。
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*/
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function shuffleTypesUntilPlayable(maxRetry = 80) {
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const tiles = []
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for (let r = 0; r < ROWS; r++) {
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for (let c = 0; c < COLS; c++) {
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const t = board.value[r]?.[c]
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if (t && !t.isRemoved) tiles.push(t)
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}
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}
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if (tiles.length < 3) return false
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for (let attempt = 0; attempt < maxRetry; attempt++) {
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for (let i = tiles.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[tiles[i].type, tiles[j].type] = [tiles[j].type, tiles[i].type]
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}
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if (findMatches().length === 0 && findPossibleMoves().length > 0) {
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bumpLayout()
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return true
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}
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}
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return false
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}
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/** 当前棋盘是否“有解”(无现成消除组且至少有一个可用移动) */
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function boardHasSolution() {
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return findMatches().length === 0 && findPossibleMoves().length > 0
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}
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/**
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* 棋盘死锁自动被测与修复。
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* 使用 Fisher-Yates 打乱食物类型,最多重试 maxRetry 次。
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@@ -1431,7 +1466,7 @@ function startHintTimer() {
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async function reshuffleIfStuck() {
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if (gamePhase.value !== 'playing') return
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// 已有解(无现成消除组 + 存在可用移动)则无需重排
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if (findMatches().length === 0 && findPossibleMoves().length > 0) return
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if (boardHasSolution()) return
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// 给玩家反馈
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playSfx('reshuffle', 0.75)
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@@ -1444,32 +1479,8 @@ async function reshuffleIfStuck() {
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setTimeout(() => { floatingVals.value = floatingVals.value.filter(v => v.id !== id) }, 1400)
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} catch (_) {}
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// 收集棋盘上所有有效方块(保持 tile 对象与位置不变,仅打乱其食物类型)
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const tiles = []
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for (let r = 0; r < ROWS; r++) {
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for (let c = 0; c < COLS; c++) {
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const t = board.value[r]?.[c]
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if (t && !t.isRemoved) tiles.push(t)
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}
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}
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// 反复打乱类型并就地试写,直到“有解且无现成三连”;
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// tiles 已是 board.value 中的同一批对象,故 findMatches/findPossibleMoves 可直接复用
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const MAX_RETRY = 60
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let ok = false
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for (let attempt = 0; attempt < MAX_RETRY; attempt++) {
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for (let i = tiles.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[tiles[i].type, tiles[j].type] = [tiles[j].type, tiles[i].type]
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}
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if (findMatches().length === 0 && findPossibleMoves().length > 0) {
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ok = true
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break
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}
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}
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if (!ok) {
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// 就地洗牌无法洗出可玩布局,回退到全棋盘重新生成
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// 就地打乱类型直到有解;失败则回退到全棋盘重新生成
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if (!shuffleTypesUntilPlayable(60)) {
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initBoard()
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return
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}
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@@ -1754,10 +1765,8 @@ async function processSwap(t1, t2, opts = {}) {
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isProcessing.value = false
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return
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}
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// 按解锁进度维持高糖数量(到第 7 步起补到可消除的 3 个)
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ensureHighPresence()
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// 所有连消结束后,检查棋盘是否死锁并自动重排
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await reshuffleIfStuck()
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// 落子算法已保证“下落即有可消除走法”;此处仅作极端兜底(静默、无横幅)
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if (!boardHasSolution()) shuffleTypesUntilPlayable()
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} else {
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await animateSwapOffset(t1, t2)
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swapTiles(t1, t2)
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@@ -1831,9 +1840,134 @@ async function clearAndRefill() {
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return false
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}
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/* ——— 落子前在 next 网格上做的辅助判定(不触动可见的 board.value) ——— */
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function gridIsHigh(grid, r, c) {
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const t = grid[r]?.[c]
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return t && !t.isRemoved && t.type.gi === 'high'
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}
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function gridWouldFormHighRun(grid, r, c) {
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let h = 1
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for (let cc = c - 1; cc >= 0 && gridIsHigh(grid, r, cc); cc--) h++
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for (let cc = c + 1; cc < COLS && gridIsHigh(grid, r, cc); cc++) h++
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if (h >= 3) return true
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let v = 1
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for (let rr = r - 1; rr >= 0 && gridIsHigh(grid, rr, c); rr--) v++
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for (let rr = r + 1; rr < ROWS && gridIsHigh(grid, rr, c); rr++) v++
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return v >= 3
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}
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/** 在 grid 上是否存在“现成可消除组” */
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function gridHasCurrentMatch(grid) {
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const saved = board.value
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board.value = grid
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const has = findMatches().length > 0
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board.value = saved
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return has
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}
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/** 在 grid 上是否存在“可交换出消除的走法” */
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function gridHasMove(grid) {
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const saved = board.value
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board.value = grid
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const ok = findPossibleMoves().length > 0
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board.value = saved
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return ok
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}
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/**
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* 仅在 next 网格上调整本局高糖数量(只动“新生成的方块”,玩家尚未看到,故无可见突变):
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* 解锁前固定 2 个、解锁后 3~HIGH_COUNT_MAX 个;注入时避免直接连成三连。
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*/
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function balanceHighInRefill(next, newTiles) {
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const highFood = sessionHighFood.value
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if (!highFood) return
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const before = playerMoves.value < HIGH_UNLOCK_MOVES
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const minTarget = before ? HIGH_COUNT_LOCKED : HIGH_COUNT_UNLOCKED
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const maxCap = before ? HIGH_COUNT_LOCKED : HIGH_COUNT_MAX
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let high = 0
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for (let r = 0; r < ROWS; r++) {
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for (let c = 0; c < COLS; c++) if (gridIsHigh(next, r, c)) high++
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}
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const lowMidPool = activeFoods.value.filter((f) => f.gi !== 'high')
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if (high > maxCap) {
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for (const t of shuffleInPlace([...newTiles])) {
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if (high <= maxCap) break
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if (t.type.gi !== 'high') continue
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const repl = lowMidPool.length ? lowMidPool[Math.floor(Math.random() * lowMidPool.length)] : null
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if (repl) { t.type = cloneFoodType(repl); high-- }
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}
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}
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if (high < minTarget) {
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const cands = shuffleInPlace([...newTiles])
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for (const t of cands) {
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if (high >= minTarget) break
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if (t.type.gi === 'high') continue
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if (gridWouldFormHighRun(next, t.r, t.c)) continue
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t.type = cloneFoodType(highFood)
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high++
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}
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for (const t of cands) {
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if (high >= minTarget) break
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if (t.type.gi === 'high') continue
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t.type = cloneFoodType(highFood)
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high++
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}
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}
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}
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/**
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* 保证“落下后必有可消除的走法”:只重 roll 新方块里的非高糖类型(落子前完成,无可见重排)。
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* 若 next 已有现成消除组(即将触发连锁),则交给连锁处理,最终落子时再保证。
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*/
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function ensureRefillPlayable(next, newTiles) {
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if (gridHasCurrentMatch(next)) return
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if (gridHasMove(next)) return
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const nonHighPool = activeFoods.value.filter((f) => f.gi !== 'high')
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const rerollable = newTiles.filter((t) => t.type.gi !== 'high')
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if (nonHighPool.length && rerollable.length) {
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for (let attempt = 0; attempt < 100; attempt++) {
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rerollable.forEach((t) => {
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t.type = cloneFoodType(nonHighPool[Math.floor(Math.random() * nonHighPool.length)])
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})
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if (gridHasMove(next)) return
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}
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}
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// 极端兜底:静默打乱整盘类型(保持多重集/高糖数量),无任何横幅提示
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silentShuffleGrid(next)
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}
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/** 在 next 网格上静默打乱类型直至“无现成消除组且有可用走法”,仅作极端兜底 */
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function silentShuffleGrid(next) {
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const tiles = []
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for (let r = 0; r < ROWS; r++) {
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for (let c = 0; c < COLS; c++) {
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const t = next[r]?.[c]
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if (t && !t.isRemoved) tiles.push(t)
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}
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}
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if (tiles.length < 3) return
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const saved = board.value
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board.value = next
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for (let attempt = 0; attempt < 80; attempt++) {
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for (let i = tiles.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[tiles[i].type, tiles[j].type] = [tiles[j].type, tiles[i].type]
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}
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if (findMatches().length === 0 && findPossibleMoves().length > 0) break
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}
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board.value = saved
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}
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async function applyGravity() {
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const next = Array.from({ length: ROWS }, () => Array(COLS).fill(null))
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const dropTiles = []
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const newTiles = []
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for (let c = 0; c < COLS; c++) {
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const surviving = []
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@@ -1861,10 +1995,15 @@ async function applyGravity() {
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tile.isDropAnimate = false
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next[r][c] = tile
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dropTiles.push(tile)
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newTiles.push(tile)
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}
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}
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ensureBoardFull(next)
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// 落子前只调整“新方块”:①按解锁进度维持高糖数量 ②保证落下后必有可消除走法
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// 这样棋盘随下落即更新,无需“无解时整盘自动重排”。
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balanceHighInRefill(next, newTiles)
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ensureRefillPlayable(next, newTiles)
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commitBoard(next)
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await nextTick()
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