新增特殊元素炸弹烟花相关消除规则

This commit is contained in:
meixiongfeng 2023-11-04 18:10:45 +08:00
parent bfdf47f87f
commit 15da64c7cd
3 changed files with 234 additions and 67 deletions

View File

@ -61,7 +61,7 @@ func (this *Room) operateTimeOut(task *timewheel.Task, args ...interface{}) {
Data: this.chessboard.GetPalatData(),
})
fmt.Printf("===超时棋盘=============\n")
this.chessboard.Debugf()
//this.chessboard.Debugf()
if err := this.module.SendMsgSyncToSession(string(this.module.GetType()), "operatorrst", &pb.EntertainOperatorRstPush{
//Mpadata: szMap,
Power: this.NexPower,
@ -222,11 +222,10 @@ func (this *Room) ReceiveMessage(session comm.IUserSession, stype string, msg pr
case "operator": // 操作消息
var (
curScore int32 // 该次操作的得分
//AIOperator bool
oid1 int32 // 唯一id
oid2 int32
color int32 // 校验消除的颜色
bAddPs bool
oid1 int32 // 唯一id
oid2 int32
color int32 // 校验消除的颜色
bAddPs bool
)
var szMap []*pb.MapData
req := msg.(*pb.EntertainOperatorReq)
@ -381,9 +380,6 @@ func (this *Room) ReceiveMessage(session comm.IUserSession, stype string, msg pr
if this.player1.Ps <= 0 {
this.NexPower = this.player2.Userinfo.Uid
// if len(this.szSession) == 1 { // 校验2号玩家是不是AI
// AIOperator = true
// }
this.player2.Ps = MaxPs
}
} else { // this.curPower == this.player2.Uid
@ -398,8 +394,6 @@ func (this *Room) ReceiveMessage(session comm.IUserSession, stype string, msg pr
if this.player2.Ps <= 0 {
this.NexPower = this.player1.Userinfo.Uid
this.player1.Ps = MaxPs
// this.round++
}
}
for _, v := range szMap { //
@ -454,9 +448,7 @@ func (this *Room) ReceiveMessage(session comm.IUserSession, stype string, msg pr
}
// 变更权限
this.curPower = this.NexPower
// if AIOperator { // AI操作
// this.AiOperator()
// }
case "ready":
var bStartGame bool // 可以开始游戏
this.NexPower = this.player1.Userinfo.Uid
@ -582,7 +574,6 @@ func (this *Room) ReceiveMessage(session comm.IUserSession, stype string, msg pr
}
}
//this.operatetimer = timewheel.Add(time.Second*time.Duration(this.MaxTime), this.operateTimeOut)
}
return

View File

@ -18,6 +18,11 @@ const (
FourUType = 1 // 4消上下类型
FourLType = 2 // 4消左右类型
BoomType = 4 // 炸弹类型
FireUp = 5 //上烟火
FireDown = 6 //下烟火
FireLeft = 7 //左烟火
FireRight = 8 //右烟火
)
type Girde struct {
@ -88,11 +93,11 @@ func (this *MapData) SwapGirde(oldId, newId int32) (bSwap bool) {
func (this *MapData) Debugf() {
fmt.Printf("================\n")
var v int
//var v int
for index := Width - 1; index >= 0; index-- {
for j := 0; j < Height; j++ {
v = index + j*7
fmt.Printf("%d:%d ", v, this.Plat[index+j*Height].Cid)
// v = index + j*7
fmt.Printf("%d:%d ", this.Plat[index+j*Height].Oid, this.Plat[index+j*Height].Cid)
}
fmt.Printf("\n")
@ -360,25 +365,10 @@ func (this *MapData) CheckMap(color int32, bSkill bool) (szMap []*pb.MapData, xc
}
if s := this.Plat[id].Special; s != 0 {
if s == FourUType { // 4消上下类型
for i := 0; i < Height; i++ { // id 的一条线位置
x[(id/Width)*Height+i] = struct{}{}
}
} else if s == FourLType { // 左右类型
for i := 0; i < Width; i++ { // id 的一条线位置
x[id%Height+i*Width] = struct{}{}
}
} else if s == FiveType { // 随机消除
// 获取配置
if c, _ := this.module.configure.GetGameBlock(this.Plat[id].Color, FiveType); c != nil {
if xc, _ := this.SkillUp(0, color, 1, c.Value, false); len(xc) > 0 {
//szMap = append(szMap, sz...)
for key := range xc {
x[key] = struct{}{}
}
}
}
for k := range this.SpecialElem(id, s) {
x[k] = struct{}{}
}
}
x[id] = struct{}{}
}
@ -399,6 +389,7 @@ func (this *MapData) CheckMap(color int32, bSkill bool) (szMap []*pb.MapData, xc
CurSocre: curScore,
CurEnergy: energy,
})
this.Debugf()
}
@ -507,7 +498,6 @@ func (this *MapData) SkillUp(pos int32, color int32, skillid int32, value int32,
x = make(map[int]struct{})
if skillid == 1 { // 随机消除盘面上X个方块
ids = utils.RandomNumbers(0, Total-1, int(value))
} else if skillid == 4 { // 找到pos 位置的所有方块
x := int(pos / Width)
y := int(pos % Height)
@ -527,8 +517,7 @@ func (this *MapData) SkillUp(pos int32, color int32, skillid int32, value int32,
ids = append(ids, (x+i)*Width+(y-i))
}
}
} else if skillid == 3 || skillid == 5 { //选中一个方块,消除周围一圈
} else if skillid == 5 { //选中一个方块,消除周围一圈
ids = append(ids, int(pos)) // 包含自己
x := int(pos / Width)
y := int(pos % Height)
@ -557,32 +546,29 @@ func (this *MapData) SkillUp(pos int32, color int32, skillid int32, value int32,
if x+1 < Width && y-1 >= 0 { // 右下
ids = append(ids, (x+1)*Width+(y-1))
}
} else if skillid == 2 { // 消除中间的一列宝石
for i := 0; i < Height; i++ {
ids = append(ids, 3*Width+i)
}
} else if skillid == 3 { // 四周蔓延 第一次100% 第二次 60% 第三次 30% 第四次 10% 最多4次
var mids map[int]struct{}
mids = make(map[int]struct{}, 0)
for i := 0; i < 4; i++ {
dd := this.Skill3(pos, int32(i))
for k := range dd {
for s := range this.Skill3(int32(k), int32(i)) {
mids[s] = struct{}{}
}
}
}
for k := range mids {
ids = append(ids, k) // 转换成最终消除的坐标
}
}
for _, id := range ids {
s := this.Plat[id].Special
if s != 0 {
if s == FourUType { // 4消上下类型
for i := 0; i < Height; i++ { // id 的一条线位置
x[(id/Width)*Height+i] = struct{}{}
}
} else if s == FourLType { // 左右类型
for i := 0; i < Width; i++ { // id 的一条线位置
x[id%Height+i*Width] = struct{}{}
}
} else if s == FiveType { // 随机消除
// 获取配置
if c, _ := this.module.configure.GetGameBlock(this.Plat[id].Color, FiveType); c != nil {
if xc, _ := this.SkillUp(pos, color, 1, c.Value, false); len(xc) > 0 { // 递归调用
for key := range xc {
x[key] = struct{}{}
}
}
}
if s := this.Plat[id].Special; s != 0 {
for k := range this.SpecialElem(id, s) {
x[k] = struct{}{}
}
}
x[id] = struct{}{}
@ -623,10 +609,10 @@ func (this *MapData) SetMap() {
3, 3, 2, 2, 1, 3, 1,
5, 1, 2, 3, 1, 2, 2,
3, 4, 3, 5, 6, 1, 6,
1, 4, 6, 4, 2, 3, 6,
1, 5, 6, 5, 6, 1, 4,
1, 4, 1, 4, 2, 3, 6,
1, 5, 1, 5, 6, 1, 4,
6, 6, 4, 6, 4, 3, 3,
3, 3, 6, 1, 1, 2, 5,
3, 3, 1, 2, 1, 2, 5,
// 1, 4, 2, 5, 4, 5, 2,
// 3, 2, 3, 5, 2, 1, 4,
// 2, 5, 5, 4, 5, 4, 1,
@ -916,5 +902,161 @@ func (this *MapData) RedsetPlatData() {
}
this.SetIndelibilityPlat()
//this.Debugf()
}
//四周蔓延 第一次100% 第二次 60% 第三次 30% 第四次 10% 最多4次
func (this *MapData) Skill3(pos int32, count int32) (m map[int]struct{}) {
m = make(map[int]struct{}, 0)
var sz []int
var percent int32
// 先找出可以蔓延的方向
x := int(pos / Width)
y := int(pos % Height)
if x-1 >= 0 { // 左
sz = append(sz, (x-1)*Width+(y))
}
if y-1 >= 0 { // 下
sz = append(sz, (x)*Width+(y-1))
}
if y+1 < Height { // 上
sz = append(sz, (x)*Width+(y+1))
}
if x+1 < Width { // 右
sz = append(sz, (x+1)*Width+(y))
}
if count == 0 {
percent = 100
} else if count == 1 {
percent = 100
} else if count == 2 || count == 3 {
percent = 100
} else {
return
}
szid := utils.RandomNumbers(0, len(sz), 2)
for _, v := range szid {
if percent >= comm.GetRandNum(0, 100) {
m[sz[v]] = struct{}{}
}
}
return
}
// 获取BoomType 类型周围的所有元素(pos 四周+ 四周的上下左右)
func (this *MapData) GetBoomElem(pos int) (elem []int) {
x := int(pos / Width)
y := int(pos % Height)
if x-1 >= 0 { // 左
elem = append(elem, (x-1)*Width+(y))
}
if y-1 >= 0 { // 下
elem = append(elem, (x)*Width+(y-1))
}
if y+1 < Height { // 上
elem = append(elem, (x)*Width+(y+1))
}
if x+1 < Width { // 右
elem = append(elem, (x+1)*Width+(y))
}
if x-1 >= 0 && y+1 < Height { // 左上
elem = append(elem, (x-1)*Width+(y+1))
}
if x-1 >= 0 && y-1 >= 0 { // 左下
elem = append(elem, (x-1)*Width+(y-1))
}
if x+1 < Width && y+1 < Height { // 右上
elem = append(elem, (x+1)*Width+(y+1))
}
if x+1 < Width && y-1 >= 0 { // 右下
elem = append(elem, (x+1)*Width+(y-1))
}
///
if x-2 >= 0 { // 左左
elem = append(elem, (x-2)*Width+(y))
}
if y-2 >= 0 { // 下下
elem = append(elem, (x)*Width+(y-2))
}
if y+2 < Height { // 上上
elem = append(elem, (x)*Width+(y+2))
}
if x+2 < Width { // 右右
elem = append(elem, (x+2)*Width+(y))
}
return
}
func (this *MapData) GetFireBoom(pos int, itype int32) (elem []int) {
x := int(pos / Width)
y := int(pos % Height)
switch itype {
case FireUp: //上烟火
for i := 0; i < Height; i++ {
if y+1 < Height { // 上上
elem = append(elem, (x)*Width+(y+1))
y += 1
}
}
case FireDown: //下烟火
for i := 0; i < Height; i++ {
if y-1 >= 0 { // 下下
elem = append(elem, (x)*Width+(y-1))
y -= 1
}
}
case FireLeft: //左烟火
for i := 0; i < Height; i++ {
if x-1 >= 0 { // 左左
elem = append(elem, (x-1)*Width+(y))
x -= 1
}
}
case FireRight: //右烟火
for i := 0; i < Height; i++ {
if x+1 < Width { // 右右
elem = append(elem, (x+1)*Width+(y))
x += 1
}
}
}
return
}
// 特殊类型元素 统一处理
func (this *MapData) SpecialElem(id int, s int32) (x map[int]struct{}) {
x = make(map[int]struct{})
if s == FourUType { // 4消上下类型
for i := 0; i < Height; i++ { // id 的一条线位置
x[(id/Width)*Height+i] = struct{}{}
}
} else if s == FourLType { // 左右类型
for i := 0; i < Width; i++ { // id 的一条线位置
x[id%Height+i*Width] = struct{}{}
}
} else if s == FiveType { // 随机消除
// 获取配置
if c, _ := this.module.configure.GetGameBlock(this.Plat[id].Color, FiveType); c != nil {
ids := utils.RandomNumbers(0, Total-1, int(c.Value))
for key := range ids {
x[key] = struct{}{}
}
}
} else if s == BoomType { // 炸弹类型 带走周围一圈+ 上下左右
for key := range this.GetBoomElem(id) {
x[key] = struct{}{}
}
} else if s == FireUp || s == FireDown || s == FireLeft || s == FireRight { // 烟花技能
for key := range this.GetFireBoom(id, s) {
x[key] = struct{}{}
}
}
return
}

View File

@ -82,16 +82,50 @@ func Test_Main(t *testing.T) {
entertainment.NewModule(),
)
}()
// sz := utils.RandomNumbers(0, 2, 2)
// fmt.Printf("xxxx%v", sz)
m := new(entertainment.MapData)
m.InitMap(nil)
//m.SkillUp(24, 1, 3, 7, true)
m.SetMap()
var vids int
for index := 7 - 1; index >= 0; index-- {
for j := 0; j < 7; j++ {
vids = index + j*7
fmt.Printf("%d ", vids)
}
fmt.Printf("\n")
}
for i := 0; i < 4; i++ {
b := m.GetFireBoom(30, int32(i)+5)
fmt.Printf("xxxx %d\n", b)
}
var mids map[int]struct{}
mids = make(map[int]struct{}, 0)
// k := m.Skill3(24, 0)
for i := 0; i < 4; i++ {
dd := m.Skill3(24, int32(i))
for k := range dd {
for s := range m.Skill3(int32(k), int32(i)) {
mids[s] = struct{}{}
}
}
}
for b := range mids {
fmt.Printf("xxxx %d\n", b)
}
fmt.Printf("xxxx %v\n", m.GetBoomElem(46))
m.Debugf()
// b := m.CheckAndRefreshPlat()
// fmt.Printf("xxxx%v", b)
//m.RedsetPlatData()
m.SwapGirde(15, 22)
m.Debugf()
b := m.CheckAndRefreshPlat()
fmt.Printf("xxxx%v", b)
m.RedsetPlatData()
m.SwapGirde(1, 8)
m.CheckMap(1, false)
m.Debugf()
// for i := 0; i < 100; i++ {