1.修复抽奖档位不统一的问题
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@@ -8,7 +8,7 @@
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"tabIndex": "Reward Index",
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"tabBigwin": "Big Win Weights",
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"tipIndex": "Dice points must be between 5 and 30 and unique in this table.",
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"tierRecommendRules": "[Settlement vs tier] T1 (big prize): >2; T2 (small win): 2≥amount>1; T3 (rake): 1≥amount>0; T4 (penalty): 0>amount; T5 (try again): =0. Set recommended settlement per tier below. The Tier column is auto-calculated from settlement and cannot be edited manually.",
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"tierRecommendRules": "[Settlement vs tier] T1 (big prize): >2; T2 (small win): 2≥amount>1; T3 (rake): 1≥amount>0; T4 (penalty): 0>amount; T5 (try again): 0=amount. Set recommended settlement per tier below. The Tier column is auto-calculated from settlement and cannot be edited manually.",
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"tierRecommendRealEv": "Recommended settlement",
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"tierRecommendAutoMatch": "Auto-match tier when settlement changes",
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"tierRecommendApplyAmount": "Fill recommended amount for rows with tier set",
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@@ -79,7 +79,7 @@
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"infoNoBigwin": "No BIGWIN rows. Set tier to BIGWIN in the Reward Index tab first.",
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"btnRuleGenerate": "Generate by rules",
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"ruleGenerateTitle": "Generate reward index by rules",
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"ruleGenerateRules": "[Generation logic (same as Create Reward Reference)]\n• 26 cells ordered by id ascending are positions 0–25; each row’s grid_number is 5–30 and unique.\n• Roll D (5–30): start at the cell whose grid_number equals D (start_index); clockwise landing = (start position + D) mod 26; counter-clockwise = start − D (if negative, +26).\n• Each reference row’s “dice points” column is the roll D; tier / real_ev / display text come from the config at the landing id.\n\n[Leopard rolls]\nFor rolls 5, 10, 15, 20, 25, 30, clockwise and counter-clockwise landing tiers must NOT be T4 or T5 (avoid leopard roll + penalty / try again).\n\n[Settlement vs tier]\nT1: >2; T2: 2≥amount>1; T3: 1≥amount>0; T4: 0>amount; T5: =0. Set recommended settlement per tier below.\n\n[Inputs in this dialog]\nCount: T1/T4/T5 are fixed; T2 is minimum. Clockwise and counter-clockwise weighted counts must each satisfy the entered values.\nSettlement standard: same tier uses the same value. T1–T4 use ui_text = settlement; T5 is fixed to \"再来一次\" / \"Once again\".",
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"ruleGenerateRules": "[Generation logic (same as Create Reward Reference)]\n• 26 cells ordered by id ascending are positions 0–25; each row’s grid_number is 5–30 and unique.\n• Roll D (5–30): start at the cell whose grid_number equals D (start_index); clockwise landing = (start position + D) mod 26; counter-clockwise = start − D (if negative, +26).\n• Each reference row’s “dice points” column is the roll D; tier / real_ev / display text come from the config at the landing id.\n\n[Leopard rolls]\nFor rolls 5, 10, 15, 20, 25, 30, clockwise and counter-clockwise landing tiers must NOT be T4 or T5 (avoid leopard roll + penalty / try again).\n\n[Settlement vs tier]\nT1: >2; T2: 2≥amount>1; T3: 1≥amount>0; T4: 0>amount; T5: 0=amount. Set recommended settlement per tier below.\n\n[Inputs in this dialog]\nCount: T1/T4/T5 are fixed; T2 is minimum. Clockwise and counter-clockwise weighted counts must each satisfy the entered values.\nSettlement standard: same tier uses the same value. T1–T4 use ui_text = settlement; T5 is fixed to \"再来一次\" / \"Once again\".",
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"ruleGenT1Row": "T1 (big prize)",
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"ruleGenT2Row": "T2 (small win / break-even)",
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"ruleGenT3RealEvOnly": "T3 (rake)",
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@@ -8,7 +8,7 @@
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"tabIndex": "奖励索引",
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"tabBigwin": "大奖权重",
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"tipIndex": "色子点数须在 5~30 之间且本表内不重复。",
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"tierRecommendRules": "【结算金额与档位】【大奖】T1:结算金额>2;【小赚】T2:2>=结算金额>1;【抽水】T3:1>=结算金额>0;【惩罚】T4:0>结算金额;【再来一次】T5:结算金额=0。下方可为各档位填写推荐结算金额;表格中「所属档位」随结算金额自动计算,不可手动修改。",
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"tierRecommendRules": "【结算金额与档位】【大奖】T1:结算金额>2;【小赚】T2:2>=结算金额>1;【抽水】T3:1>=结算金额>0;【惩罚】T4:0>结算金额;【再来一次】T5:0=结算金额。下方可为各档位填写推荐结算金额;表格中「所属档位」随结算金额自动计算,不可手动修改。",
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"tierRecommendRealEv": "推荐结算金额",
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"tierRecommendAutoMatch": "修改结算金额时自动匹配档位",
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"tierRecommendApplyAmount": "将推荐金额填入已选档位的行",
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@@ -79,7 +79,7 @@
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"infoNoBigwin": "暂无 BIGWIN 档位配置,请先在「奖励索引」中设置 tier 为 BIGWIN",
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"btnRuleGenerate": "按规则生成",
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"ruleGenerateTitle": "按规则生成奖励索引",
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"ruleGenerateRules": "【生成逻辑(与创建奖励对照一致)】\n• 盘面 26 格按 id 升序为位置 0~25;每条配置的 grid_number 为 5~30 且不重复。\n• 摇取点数 D(5~30):起点为「grid_number=D」所在格位的 id(即 start_index),顺时针落点位置 = (起点位置 + D) mod 26,逆时针落点 = 起点位置 − D(若小于 0 则 +26)。\n• 对照表每条记录的「色子点数」列为摇取点数 D;档位、真实结算、显示文案取自落点格位对应 id 的配置。\n\n【豹子摇取点数】\n摇取点数为 5、10、15、20、25、30 时,其顺/逆时针落点档位不能为 T4、T5(避免对照表上出现豹子点数 + 惩罚/再来一次)。\n\n【结算金额 与 档位】\n【大奖】T1:>2;【小赚】T2:2>=金额>1;【抽水】T3:1>=金额>0;【惩罚】T4:0>金额;【再来一次】T5:=0。下方可为各档位填写推荐结算金额标准,生成时写入配置。\n\n【本弹窗输入】\n条数:T1/T4/T5「固定」;T2「不少于」——顺时针与逆时针的加权条数(每条摇取结果计一次)须分别满足所填数值;T1、T4 与 T5 分开填写。\n结算金额 标准:同档位各格使用同一数值。生成时 T1~T4 的显示文本 = 结算金额;T5 固定为「再来一次」/「Once again」。备注仍区分完美回本/小赚等。",
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"ruleGenerateRules": "【生成逻辑(与创建奖励对照一致)】\n• 盘面 26 格按 id 升序为位置 0~25;每条配置的 grid_number 为 5~30 且不重复。\n• 摇取点数 D(5~30):起点为「grid_number=D」所在格位的 id(即 start_index),顺时针落点位置 = (起点位置 + D) mod 26,逆时针落点 = 起点位置 − D(若小于 0 则 +26)。\n• 对照表每条记录的「色子点数」列为摇取点数 D;档位、真实结算、显示文案取自落点格位对应 id 的配置。\n\n【豹子摇取点数】\n摇取点数为 5、10、15、20、25、30 时,其顺/逆时针落点档位不能为 T4、T5(避免对照表上出现豹子点数 + 惩罚/再来一次)。\n\n【结算金额 与 档位】\n【大奖】T1:>2;【小赚】T2:2>=金额>1;【抽水】T3:1>=金额>0;【惩罚】T4:0>金额;【再来一次】T5:0=金额。下方可为各档位填写推荐结算金额标准,生成时写入配置。\n\n【本弹窗输入】\n条数:T1/T4/T5「固定」;T2「不少于」——顺时针与逆时针的加权条数(每条摇取结果计一次)须分别满足所填数值;T1、T4 与 T5 分开填写。\n结算金额 标准:同档位各格使用同一数值。生成时 T1~T4 的显示文本 = 结算金额;T5 固定为「再来一次」/「Once again」。备注仍区分完美回本/小赚等。",
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"ruleGenT1Row": "T1 大奖",
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"ruleGenT2Row": "T2 小赚/回本",
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"ruleGenT3RealEvOnly": "T3 抽水",
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@@ -95,7 +95,7 @@ class DiceRewardController extends BaseController
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* 一键测试权重:创建测试记录并启动单进程后台执行,写入 dice_play_record_test
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* 参数:lottery_config_id 可选;paid_tier_weights / free_tier_weights 自定义档位;
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* paid_s_count, paid_n_count
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* chain_free_mode=1:仅按付费次数模拟;付费抽到再来一次/T4 则在队列中插入免费局(同底注、lottery_type=免费、paid_amount=0)
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* chain_free_mode=1:仅按付费次数模拟;付费抽到再来一次/T5 则在队列中插入免费局(同底注、lottery_type=免费、paid_amount=0)
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* kill_mode_enabled=1:测试内启用杀分;当模拟玩家累计盈利达到 test_safety_line 后,付费抽奖切到 killScore
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*/
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#[Permission('一键测试权重', 'dice:reward:index:startWeightTest')]
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@@ -19,7 +19,7 @@ use think\model\relation\BelongsTo;
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* @property $player_id 玩家id
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* @property $admin_id 关联玩家所属管理员ID(DicePlayer.admin_id)
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* @property $use_coins 消耗硬币
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* @property $ante 底注/注数(历史购买记录默认为1;T4再来一次写入本次注数)
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* @property $ante 底注/注数(历史购买记录默认为1;T5再来一次写入本次注数)
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* @property $total_ticket_count 总抽奖次数
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* @property $paid_ticket_count 购买抽奖次数
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* @property $free_ticket_count 赠送抽奖次数
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@@ -83,7 +83,7 @@
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其中地图的索引可以按照需求点击图中的按规则生成
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并且规则尽可能符合:结算金额>2 → T1;2>=结算金额>1 → T2;1>=结算金额>0 → T3;0>结算金额 → T4(惩罚);结算金额=0 → T5(再来一次)
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并且规则尽可能符合:结算金额>2 → T1;2>=结算金额>1 → T2;1>=结算金额>0 → T3;0>结算金额 → T4(惩罚);0=结算金额 → T5(再来一次)
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