diff --git a/package1/planet/adventure.vue b/package1/planet/adventure.vue index 6e58c4b..9a9a4cb 100644 --- a/package1/planet/adventure.vue +++ b/package1/planet/adventure.vue @@ -53,7 +53,7 @@ - 规则:点选未被压住的卡牌,底部槽内3张相同自动消除,槽满则失败。 + 规则:点选未被压住的卡牌,底部槽内3张相同自动消除,宇宙垃圾2张会触发清理。 陷阱难度 · 剩余 {{remainingCount}} 张 · 当前可点 {{availableCount}} 张 · {{riskText}} @@ -69,7 +69,7 @@ class="tile" v-for="card in visibleCards" :key="card.id" - :class="{locked: isLocked(card), selected: card.selected}" + :class="card.className" :style="card.style" @tap="pickCard(card)"> {{card.icon}} @@ -180,29 +180,19 @@ return Math.max(16, Math.min(100, Math.round((mine.score || 0) * 100 / top.score))) }, visibleCards() { - return this.cards.filter(item => !item.removed) + return this.cards.filter(item => !item.removed && !item.selected) }, remainingCount() { return this.cards.filter(item => !item.removed && !item.selected).length }, availableCount() { - return this.cards.filter(item => !item.removed && !item.selected && !this.isLocked(item)).length + return this.cards.filter(item => !item.removed && !item.selected && !item.locked).length }, directComboCount() { - const map = {} - this.cards.forEach(item => { - if (!item.removed && !item.selected && !this.isLocked(item)) { - map[item.icon] = (map[item.icon] || 0) + 1 - } - }) - return Object.keys(map).filter(k => map[k] >= 3).length + return this.collectDifficultyStats(this.cards.filter(item => !item.removed && !item.selected)).directComboCount }, trapGroupCount() { - const map = {} - this.cards.forEach(item => { - if (item.trap) map[item.icon] = true - }) - return Object.keys(map).length + return this.collectDifficultyStats(this.cards).trapGroupCount }, riskText() { if (this.slots.length >= this.slotLimit - 1) return '危险:差1格就满' @@ -276,23 +266,31 @@ this.playing = true this.startTs = Date.now() this.buildLevel() + if (!this.cards.length) this.buildLevel() }) }, buildLevel() { - const icons = ['🍔', '🥤', '📚', '🏀', '🎧', '🚲', '🍜', '📦', '☕', '🧋'] + const icons = ['🍔', '🥤', '🥟', '🏀', '🎧', '🚲', '🍜', '🔥', '☕', '🍢'] + const garbageIcons = ['🚀', '🪐', '🛸'] let cards = [] - for (let attempt = 0; attempt < 8; attempt++) { + for (let attempt = 0; attempt < 100; attempt++) { const seed = this.levelSeed() + '_try_' + attempt const positions = this.buildCardPositions(seed) - cards = this.assignTrapLevelIcons(positions, icons, seed) - if (cards.length) break + cards = this.assignTrapLayoutIcons(positions, icons, garbageIcons, seed) + if (cards.length && this.checkDifficultyMetrics(cards)) break + cards = [] + } + if (!cards.length) { + cards = this.assignTrapLayoutIcons(this.buildCardPositions(this.levelSeed() + '_fallback'), icons, garbageIcons, this.levelSeed() + '_fallback', true) } if (!cards.length) { - cards = this.assignSolvableIcons(this.buildFallbackPositions(), icons, this.levelSeed() + '_fallback') + cards = this.assignEmergencyIcons(this.buildCardPositions(this.levelSeed() + '_emergency'), icons, garbageIcons) } this.cards = cards this.slots = [] this.moveCount = 0 + this.normalizeCards(icons) + this.refreshCardState() }, buildCardPositions(seed) { const cards = [] @@ -305,10 +303,11 @@ const zone = template.zones[layer] const col = i % zone.cols const row = Math.floor(i / zone.cols) - const dx = Math.floor(rand() * 18) - const dy = Math.floor(rand() * 14) + const dx = Math.floor(rand() * 6) + const dy = Math.floor(rand() * 6) const card = { id: 'c' + idx, + order: idx, icon: '', layer, x: zone.x + col * zone.gapX + (layer * zone.offsetX) + ((row % 2) * zone.stagger) + dx, @@ -316,11 +315,12 @@ style: '', removed: false, selected: false, - solutionStep: 0, + locked: false, + className: '', trap: false, keyCard: false } - card.style = `left:${card.x}rpx;top:${card.y}rpx;z-index:${card.layer + 1};` + card.style = `left:${card.x}rpx;top:${card.y}rpx;z-index:${this.cardZIndex(card)};` cards.push(card) idx++ } @@ -356,173 +356,151 @@ hell: { layerCounts: [36, 30, 24], zones: [ - { x: 12, y: 16, cols: 6, gapX: 82, gapY: 72, offsetX: 10, offsetY: 22, stagger: 10 }, - { x: 86, y: 72, cols: 5, gapX: 70, gapY: 60, offsetX: 18, offsetY: 34, stagger: 16 }, - { x: 126, y: 112, cols: 4, gapX: 64, gapY: 54, offsetX: 22, offsetY: 38, stagger: 16 } + { x: 38, y: 18, cols: 6, gapX: 86, gapY: 82, offsetX: 0, offsetY: 0, stagger: 4 }, + { x: 82, y: 58, cols: 5, gapX: 86, gapY: 82, offsetX: 0, offsetY: 0, stagger: 4 }, + { x: 124, y: 98, cols: 4, gapX: 86, gapY: 82, offsetX: 0, offsetY: 0, stagger: 4 } ] } } return templates[type] || templates.hell }, - assignSolvableIcons(positions, icons, seed) { - // 上线关卡不能随机发牌。这里先模拟一条真实可点击的消除路径, - // 再按路径给三张牌分配同一图案,保证每日关卡至少存在一条解法。 - const rand = this.seededRandom(seed + '_solution') - const remaining = positions.slice() - const solutionGroups = [] - while (remaining.length) { - const available = remaining.filter(card => !this.isBlockedIn(card, remaining)) - if (available.length < 3) return [] - const picked = this.pickSolutionTriple(available, rand) - solutionGroups.push(picked) - picked.forEach(card => { - const idx = remaining.indexOf(card) - if (idx >= 0) remaining.splice(idx, 1) - }) - } - const tripleIcons = [] - icons.forEach(icon => { - for (let i = 0; i < 3; i++) tripleIcons.push(icon) - }) - this.seededShuffle(tripleIcons, seed + '_icons') - solutionGroups.forEach((group, step) => { - const icon = tripleIcons[step] - group.forEach(card => { - card.icon = icon - card.solutionStep = step + 1 - }) - }) - return positions - }, - assignTrapLevelIcons(positions, icons, seed) { - const rand = this.seededRandom(seed + '_trap') + assignTrapLayoutIcons(positions, icons, garbageIcons, seed, forceBuild) { + const rand = this.seededRandom(seed + '_layout') const cards = positions.slice() - const trapIcons = this.seededShuffle(icons.slice(), seed + '_trap_icons').slice(0, 4) - const remaining = cards.slice() - const groups = [] - const trapPlans = this.buildTrapPlans(cards, trapIcons, seed) - if (trapPlans.length < 4) return [] - - while (remaining.length) { - const available = remaining.filter(card => !this.isBlockedIn(card, remaining)) - if (available.length < 3) return [] - const readyTrap = trapPlans.find(plan => { - return !plan.used && plan.cards.every(card => remaining.indexOf(card) >= 0) && !this.isBlockedIn(plan.key, remaining) - }) - const normalAvailable = available.filter(card => !card.reservedTrap) - const picked = readyTrap ? readyTrap.cards : this.pickSolutionTriple(normalAvailable, rand) - if (!picked || picked.length < 3) return [] - groups.push({ - cards: picked, - trapIcon: readyTrap ? readyTrap.icon : '' - }) - if (readyTrap) readyTrap.used = true - picked.forEach(card => { - const idx = remaining.indexOf(card) - if (idx >= 0) remaining.splice(idx, 1) - }) - } - - if (trapPlans.some(plan => !plan.used)) return [] - const trapIndexes = [] - groups.forEach((group, index) => { - if (group.trapIcon) trapIndexes.push(index) + cards.forEach(card => { + card.icon = '' + card.trap = false + card.keyCard = false + card.garbage = false }) - const groupIcons = this.buildPressureIconOrder(groups.length, icons, trapIcons, trapIndexes, seed) - groups.forEach((group, step) => { - const icon = group.trapIcon || groupIcons[step] || icons[step % icons.length] - group.cards.forEach(card => { + const bottom = this.seededShuffle(cards.filter(card => card.layer === 0), seed + '_bottom') + const middle = this.seededShuffle(cards.filter(card => card.layer === 1), seed + '_middle') + const top = this.seededShuffle(cards.filter(card => card.layer === 2), seed + '_top') + const bottomCenter = this.seededShuffle(bottom.filter(card => this.isCenterCard(card)), seed + '_bottom_center') + const topOuter = this.seededShuffle(top.filter(card => !this.isCenterCard(card)), seed + '_top_outer') + const midOuter = this.seededShuffle(middle.filter(card => !this.isCenterCard(card)), seed + '_mid_outer') + const assigned = {} + const groupCount = Math.floor((cards.length - 6) / 3) + const trapCount = Math.max(10, Math.ceil(groupCount * 0.5)) + for (let group = 0; group < groupCount; group++) { + const icon = icons[group % icons.length] + let chosen = [] + if (group < trapCount) { + chosen = [ + this.takeNext(topOuter, assigned) || this.takeNext(top, assigned) || this.takeAny(cards, assigned), + this.takeNext(midOuter, assigned) || this.takeNext(middle, assigned) || this.takeAny(cards, assigned), + this.takeNext(bottomCenter, assigned) || this.takeNext(bottom, assigned) || this.takeAny(cards, assigned) + ] + } else { + chosen = [ + this.takeNext(top, assigned) || this.takeAny(cards, assigned), + this.takeNext(middle, assigned) || this.takeAny(cards, assigned), + this.takeNext(bottom, assigned) || this.takeAny(cards, assigned) + ] + } + if (chosen.some(card => !card)) { + if (!forceBuild) return [] + break + } + chosen.forEach((card, index) => { card.icon = icon - card.solutionStep = step + 1 - if (group.trapIcon) { - card.trap = true - } + card.trap = group < trapCount + card.keyCard = group < trapCount && index === 2 + assigned[card.id] = true }) + } + this.repositionKeyCovers(cards, seed) + const freeCards = cards.filter(card => !assigned[card.id]) + const garbageCards = this.seededShuffle(freeCards.slice(), seed + '_garbage').slice(0, 6) + garbageCards.forEach((card, index) => { + card.icon = garbageIcons[Math.floor(index / 2) % garbageIcons.length] + card.garbage = true + assigned[card.id] = true }) - - cards.forEach(card => { - card.reservedTrap = false - card.style = `left:${card.x}rpx;top:${card.y}rpx;z-index:${card.layer + 1};` + cards.forEach((card, index) => { + if (!card.icon) { + card.icon = icons[(index + Math.floor(rand() * icons.length)) % icons.length] + } + card.style = `left:${card.x}rpx;top:${card.y}rpx;z-index:${this.cardZIndex(card)};` }) return cards }, - buildTrapPlans(cards, trapIcons, seed) { - const startAvailable = cards.filter(card => !this.isBlockedIn(card, cards)) - const baitPool = this.seededShuffle(startAvailable.filter(card => !this.isCenterCard(card)), seed + '_bait') - const keyPool = this.seededShuffle(cards.filter(card => card.layer === 0 && this.isCenterCard(card)), seed + '_key') - const plans = [] - trapIcons.forEach(icon => { - const baitA = baitPool.shift() - const baitB = baitPool.shift() - const key = keyPool.shift() - if (!baitA || !baitB || !key) return - ;[baitA, baitB, key].forEach(card => { - card.reservedTrap = true - card.trap = true - }) - key.keyCard = true - plans.push({ - icon, - cards: [baitA, baitB, key], - key, - used: false - }) + assignEmergencyIcons(positions, icons, garbageIcons) { + positions.forEach((card, index) => { + card.icon = index < 6 ? garbageIcons[Math.floor(index / 2) % garbageIcons.length] : icons[Math.floor((index - 6) / 3) % icons.length] + card.trap = index >= 6 && index < 42 + card.keyCard = card.trap && card.layer === 0 && this.isCenterCard(card) + card.garbage = index < 6 + card.style = `left:${card.x}rpx;top:${card.y}rpx;z-index:${this.cardZIndex(card)};` }) - return plans - }, - buildPressureIconOrder(count, icons, trapIcons, trapIndexes, seed) { - const rand = this.seededRandom(seed + '_pressure') - const safeIcons = icons.filter(icon => trapIcons.indexOf(icon) < 0) - const order = new Array(count) - trapIndexes.forEach((idx, i) => { - order[idx] = trapIcons[i % trapIcons.length] - }) - const usage = {} - trapIcons.forEach(icon => { - usage[icon] = 1 - }) - for (let i = 0; i < count; i++) { - if (order[i]) continue - const pool = i < 12 ? icons : safeIcons - let icon = pool[i % pool.length] - let guard = 0 - while ((usage[icon] || 0) >= 3 && guard < pool.length + icons.length) { - icon = pool[(i + guard + 1) % pool.length] - guard++ - } - if ((usage[icon] || 0) >= 3) { - icon = icons.find(item => (usage[item] || 0) < 3) || icons[i % icons.length] + return positions + }, + repositionKeyCovers(cards, seed) { + const rand = this.seededRandom(seed + '_cover') + const keys = cards.filter(card => card.keyCard && card.layer === 0 && this.isCenterCard(card)).slice(0, 10) + const covers = this.seededShuffle(cards.filter(card => !card.keyCard && card.layer > 0), seed + '_cover_cards') + keys.forEach(key => { + for (let i = 0; i < 2; i++) { + const cover = covers.shift() + if (!cover) return + cover.x = key.x + (i === 0 ? 18 : -10) + Math.floor(rand() * 8) + cover.y = key.y + (i === 0 ? 18 : -10) + Math.floor(rand() * 8) + cover.style = `left:${cover.x}rpx;top:${cover.y}rpx;z-index:${this.cardZIndex(cover)};` } - order[i] = icon - usage[icon] = (usage[icon] || 0) + 1 + }) + }, + takeNext(pool, assigned) { + while (pool.length) { + const card = pool.shift() + if (!assigned[card.id]) return card } - for (let i = 0; i < order.length; i += 6) { - const part = order.slice(i, i + 6) - this.shuffleWithRandom(part, rand) - for (let j = 0; j < part.length; j++) order[i + j] = part[j] + return null + }, + takeAny(cards, assigned) { + for (let i = 0; i < cards.length; i++) { + if (!assigned[cards[i].id]) return cards[i] + } + return null + }, + checkDifficultyMetrics(cards) { + const stats = this.collectDifficultyStats(cards) + return stats.visibleTypeCount >= 8 && + stats.directComboCount <= 2 && + stats.trapGroupCount >= 10 && + stats.deepKeyCount >= 10 + }, + collectDifficultyStats(cards) { + const visible = cards.filter(card => !this.isBlockedIn(card, cards)) + const typeMap = {} + const countMap = {} + visible.forEach(card => { + typeMap[card.icon] = true + countMap[card.icon] = (countMap[card.icon] || 0) + 1 + }) + const trapMap = {} + let deepKeyCount = 0 + cards.forEach(card => { + if (card.trap && card.icon) trapMap[card.icon] = true + if (card.keyCard && card.layer === 0 && this.coverCount(card, cards) >= 2) deepKeyCount++ + }) + return { + visibleTypeCount: Object.keys(typeMap).length, + directComboCount: Object.keys(countMap).filter(icon => countMap[icon] >= 3 && !this.isGarbageIcon(icon)).length, + trapGroupCount: Object.keys(trapMap).length, + deepKeyCount } - return order }, - isCenterCard(card) { - return card.x >= 160 && card.x <= 400 && card.y >= 120 && card.y <= 440 + coverCount(card, cards) { + return cards.filter(other => { + if (other.id === card.id || other.layer <= card.layer) return false + return this.isOverlap(card, other) + }).length }, - pickSolutionTriple(available, rand) { - const pool = available.slice() - if (pool.length < 3) return [] - this.shuffleWithRandom(pool, rand) - const first = pool.shift() - pool.sort((a, b) => this.cardDistanceScore(b, first) - this.cardDistanceScore(a, first)) - const second = pool.shift() - pool.sort((a, b) => { - const bd = this.cardDistanceScore(b, first) + this.cardDistanceScore(b, second) - const ad = this.cardDistanceScore(a, first) + this.cardDistanceScore(a, second) - return bd - ad - }) - const third = pool.shift() - return [first, second, third] + isGarbageIcon(icon) { + return icon === '🚀' || icon === '🪐' || icon === '🛸' }, - cardDistanceScore(a, b) { - return Math.abs(a.x - b.x) + Math.abs(a.y - b.y) + Math.abs(a.layer - b.layer) * 60 + isCenterCard(card) { + return card.x >= 160 && card.x <= 400 && card.y >= 120 && card.y <= 440 }, isBlockedIn(card, list) { return list.some(other => { @@ -531,7 +509,28 @@ }) }, isOverlap(a, b) { - return Math.abs(a.x - b.x) < 66 && Math.abs(a.y - b.y) < 58 + return Math.abs(a.x - b.x) < 74 && Math.abs(a.y - b.y) < 74 + }, + cardZIndex(card) { + return (card.layer || 0) * 1000 + (card.order || 0) + 1 + }, + normalizeCards(icons) { + this.cards.forEach((card, index) => { + if (!card.icon) card.icon = icons[index % icons.length] + card.locked = false + card.className = '' + card.style = `left:${card.x}rpx;top:${card.y}rpx;z-index:${this.cardZIndex(card)};` + }) + }, + refreshCardState() { + this.cards.forEach(card => { + const locked = !card.removed && !card.selected && this.isLocked(card) + card.locked = locked + card.className = [ + locked ? 'locked' : '', + card.selected ? 'selected' : '' + ].filter(Boolean).join(' ') + }) }, pickCard(card) { if (this.cleared) { @@ -542,12 +541,17 @@ this.tui.toast('先点击开始助推') return } - if (card.removed || card.selected || this.isLocked(card)) return + this.refreshCardState() + if (card.removed || card.selected || card.locked) { + this.tui.toast('这张还被压住,先消上面的牌') + return + } if (this.slots.length >= this.slotLimit) return card.selected = true this.slots.push(card) this.moveCount++ this.tryClear(card.icon) + this.refreshCardState() if (this.cards.every(item => item.removed || item.selected)) { this.finishClear() } else if (this.slots.length >= this.slotLimit) { @@ -555,6 +559,20 @@ } }, tryClear(icon) { + if (this.isGarbageIcon(icon)) { + const garbage = this.slots.filter(item => item.icon === icon) + if (garbage.length < 2) return + let removedGarbage = 0 + this.slots = this.slots.filter(item => { + if (item.icon === icon && removedGarbage < 2) { + item.removed = true + removedGarbage++ + return false + } + return true + }) + return + } const same = this.slots.filter(item => item.icon === icon) if (same.length < 3) return let removed = 0 @@ -608,6 +626,7 @@ if (this.cleared) return this.playing = false this.buildLevel() + if (!this.cards.length) this.buildLevel() }, closeModal() { this.modal.show = false @@ -668,6 +687,7 @@ const row = Math.floor(i / 9) const card = { id: 'f' + idx, + order: idx, icon: '', layer, x: 10 + col * 68 + (layer * 6), @@ -675,9 +695,12 @@ style: '', removed: false, selected: false, - solutionStep: 0 + locked: false, + className: '', + trap: false, + keyCard: false } - card.style = `left:${card.x}rpx;top:${card.y}rpx;z-index:${card.layer + 1};` + card.style = `left:${card.x}rpx;top:${card.y}rpx;z-index:${this.cardZIndex(card)};` cards.push(card) idx++ } @@ -729,7 +752,10 @@ .board { margin-top: 22rpx; height: 620rpx; border-radius: 36rpx; background: linear-gradient(155deg, rgba(234,248,255,0.9), rgba(255,248,222,0.72)); position: relative; overflow: hidden; } .tile { position: absolute; width: 76rpx; height: 76rpx; border-radius: 22rpx; background: #fff; display: flex; align-items: center; justify-content: center; box-shadow: 0 10rpx 22rpx rgba(66,99,94,0.12); border: 2rpx solid rgba(255,255,255,0.9); transition: transform .12s ease, opacity .12s ease; } .tile text { font-size: 42rpx; } - .tile.locked { opacity: .42; background: #F2F6F5; } + .tile.locked{ + opacity:.82; + filter:grayscale(.15); + } .tile.selected { opacity: 0; transform: scale(.5); pointer-events: none; } .slot-wrap { margin-top: 24rpx; } .slot-title { color: #6B817D; font-size: 24rpx; margin-bottom: 14rpx; }