feat: expand campaign and refine puzzle visuals and controls

This commit is contained in:
cabinw
2026-09-09 11:02:45 +08:00
parent 9f8990b579
commit 70b021d4cc
66 changed files with 41108 additions and 10553 deletions
+36 -21
View File
@@ -44,12 +44,12 @@ export function validateLevel(input) {
if (input.rotationEnabled !== undefined && typeof input.rotationEnabled !== 'boolean') errors.push('rotationEnabled 必须是布尔值');
if (input.version !== 1) errors.push('version 必须为 1');
if (typeof input.name !== 'string' || !input.name.trim() || input.name.length > 60) errors.push('名称须为 1–60 个字符');
if (!Array.isArray(input.cells) || input.cells.length < 1 || input.cells.length > 61) return [...errors, '底板须为 1–61 格'];
if (!Array.isArray(input.cells) || input.cells.length < 1 || input.cells.length > 127) return [...errors, '底板须为 1–127 格'];
if (!Array.isArray(input.tiles) || input.tiles.length > input.cells.length) return [...errors, '棋子数量不能超过底板'];
const coords = new Set();
for (const c of input.cells) {
if (!c || !Number.isInteger(c.q) || !Number.isInteger(c.r) || Math.max(Math.abs(c.q), Math.abs(c.r), Math.abs(c.q + c.r)) > 4) {
errors.push('坐标必须为半径 4 内的轴向整数坐标'); continue;
if (!c || !Number.isInteger(c.q) || !Number.isInteger(c.r) || Math.max(Math.abs(c.q), Math.abs(c.r), Math.abs(c.q + c.r)) > 6) {
errors.push('坐标必须为半径 6 内的轴向整数坐标'); continue;
}
const k = key(c.q, c.r);
if (coords.has(k)) errors.push(`底板重复:${k}`);
@@ -65,9 +65,9 @@ export function validateLevel(input) {
if (typeof t.id !== 'string' || !t.id || ids.has(t.id)) errors.push('棋子 id 须为唯一非空字符串');
ids.add(t.id);
if (!Number.isInteger(t.dir) || t.dir < 0 || t.dir > 5) errors.push('方向必须为 0–5');
if (!Number.isInteger(t.color) || t.color < 0 || t.color > 3) errors.push('颜色必须为 0–3');
if (!Number.isInteger(t.color) || t.color < 0 || t.color > 11) errors.push('颜色必须为 0–11');
}
if (!Number.isInteger(input.moveLimit) || input.moveLimit < 1 || input.moveLimit > 999) errors.push('步数须为 1–999');
if (!Number.isInteger(input.moveLimit) || input.moveLimit < 1 || input.moveLimit > 999) errors.push('成功离场额度须为 1–999');
return [...new Set(errors)];
}
@@ -135,7 +135,7 @@ export function canRotate(level) {
// Rotation search: removing an available piece is always safe (occupancy only decreases).
// Exhaust available pieces at each orientation, then breadth-first search CW/CCW turns.
// Each edge costs one turn; total solution cost is tile count + shortest turn count.
// Each search edge costs one turn, but only successful removals spend the move budget.
export function solveRotations(level, maxStates = 20000) {
const boards = Array.from({ length: 6 }, (_, i) => rotateBoard(level, i));
const rotating = canRotate(level) && level.rotationEnabled !== false;
@@ -161,8 +161,8 @@ export function solveRotations(level, maxStates = 20000) {
if (seen.has(signature)) continue;
seen.add(signature); visited++;
if (!node.remaining.length && level.tiles.length) {
const minimumMoves = level.tiles.length + node.rotations;
return { solvable: minimumMoves <= level.moveLimit, reachable: true, minimumMoves, rotations: node.rotations, actions: node.actions, order: node.actions.filter(a => a.type === 'tap').map(a => a.id), waves: node.waves, stuck: [], states: visited, exhausted: false };
const minimumMoves = level.tiles.length, minimumActions = minimumMoves + node.rotations;
return { solvable: minimumMoves <= level.moveLimit, reachable: true, minimumMoves, minimumActions, rotations: node.rotations, actions: node.actions, order: node.actions.filter(a => a.type === 'tap').map(a => a.id), waves: node.waves, stuck: [], states: visited, exhausted: false };
}
if (!rotating) continue;
for (const direction of [1, -1]) {
@@ -172,24 +172,39 @@ export function solveRotations(level, maxStates = 20000) {
if (!seen.has(signature)) queue.push({ ...child, rotations: node.rotations + 1 });
}
}
return { solvable: false, reachable: false, minimumMoves: null, rotations: 0, actions: [], order: [], waves: first.waves, stuck: first.remaining.map(t => t.id), states: visited, exhausted: visited >= maxStates };
return { solvable: false, reachable: false, minimumMoves: null, minimumActions: null, rotations: 0, actions: [], order: [], waves: first.waves, stuck: first.remaining.map(t => t.id), states: visited, exhausted: visited >= maxStates };
}
export function analyze(level) {
const solution = solveRotations(level), n = level.tiles.length;
const routes = level.tiles.map(t => trace(level, t, level.tiles, true));
const meanTurns = n ? routes.reduce((sum, p) => sum + p.steps.filter(s => s.enter !== null && opposite(s.enter) !== s.exit).length, 0) / n : 0;
const free = available(level).length;
const routeTurns = routes.map(p => p.steps.filter(s => s.enter !== null && opposite(s.enter) !== s.exit).length);
const totalTurns = routeTurns.reduce((sum, turns) => sum + turns, 0);
const meanTurns = n ? totalTurns / n : 0, maxTurns = Math.max(0, ...routeTurns);
const occupiedRoutes = level.tiles.map(t => trace(level, t));
const free = occupiedRoutes.filter(p => p.status === 'exit').length, freeRatio = n ? free / n : 0;
const sweptOnlyBlockers = occupiedRoutes.filter((p, i) => p.collision && !routes[i].blockers.includes(p.blocker)).length;
const dependencyRatio = n > 1 ? Math.max(0, solution.waves.length - 1) / (n - 1) : 0;
// Cognitive difficulty measures route reading and dependencies, never board area,
// piece count or a penalty for experimenting. Workload is reported separately.
const parts = {
scale: Math.min(1, n / 37) * 15,
turns: Math.min(1, meanTurns / 5) * 20,
depth: Math.min(1, Math.max(0, solution.waves.length - 1) / 9) * 20,
blocked: (n ? 1 - free / n : 0) * 15,
rotation: Math.min(1, solution.rotations / 4) * 20,
precision: (n ? Math.min(1, Math.max(0, 1 - (level.moveLimit - (solution.minimumMoves ?? n)) / Math.max(1, n * 0.4))) : 0) * 10,
bends: Math.min(1, meanTurns / 4) * 22,
longestRoute: Math.min(1, maxTurns / 8) * 12,
dependencies: Math.min(1, dependencyRatio) * 18,
blocked: (n ? 1 - freeRatio : 0) * 28,
sweptBlockers: (n ? sweptOnlyBlockers / n : 0) * 12,
rotation: Math.min(1, solution.rotations / 3) * 8,
};
const score = Math.round(Object.values(parts).reduce((a, b) => a + b, 0));
return { score, parts, meanTurns, free, depth: solution.waves.length, ...solution, label: score < 30 ? '轻松' : score < 50 ? '进阶' : score < 70 ? '烧脑' : '挑战' };
const workload = {
removals: n,
rotations: solution.rotations,
minimumActions: solution.minimumActions,
routeCells: routes.reduce((sum, p) => sum + p.steps.length, 0),
// A pacing heuristic for comparing authored levels, not measured playtest time.
estimatedSeconds: Math.round(n * 3 + totalTurns * 0.75 + solution.rotations * 4),
};
return { score, parts, meanTurns, maxTurns, free, freeRatio, sweptOnlyBlockers, dependencyRatio, workload, depth: solution.waves.length, ...solution, label: score < 30 ? '轻松' : score < 50 ? '进阶' : score < 70 ? '烧脑' : '挑战' };
}
export function generateLevel(seed, radius = 3, target = 25, complexity = 0.7) {
const rng = random(seed);
@@ -238,7 +253,7 @@ export class Game {
this.snapshot();
this.level = rotateBoard(this.level, direction);
this.orientation = (this.orientation + direction + 6) % 6;
this.rotations++; this.moves--;
this.rotations++;
return { status: 'rotated', direction, orientation: this.orientation };
}
tap(id) {
@@ -246,8 +261,8 @@ export class Game {
const tile = this.tiles.find(t => t.id === id);
if (!tile) return { status: 'missing' };
const route = trace(this.level, tile, this.tiles);
this.snapshot(); this.moves--;
if (route.status === 'exit') this.tiles = this.tiles.filter(t => t.id !== id);
this.snapshot();
if (route.status === 'exit') { this.tiles = this.tiles.filter(t => t.id !== id); this.moves--; }
else this.mistakes++;
return { ...route, tile: clone(tile) };
}