[色子游戏]奖励配置-新增按规则自动生成奖励配置

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2026-03-25 13:42:46 +08:00
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/**
* 按与后端 DiceRewardLogic 一致的环形规则,为盘面 26 格id 025求档位 tier
* 并生成 real_ev / ui 等字段。
*
* 摇取点数为 530起点为 grid_number==摇取点数 的格位下标,顺时针落点 (start+摇取)%26
* 逆时针落点 start-摇取(<0 则 +26
*/
export type IndexTier = 'T1' | 'T2' | 'T3' | 'T4' | 'T5'
/** 豹子摇取点数:这些摇取下落点不得为 T4/T5与 dice_reward 表中「点数」列一致) */
export const LEOPARD_ROLLS: readonly number[] = [5, 10, 15, 20, 25, 30]
const BOARD_SIZE = 26
const GRID_MIN = 5
const GRID_MAX = 30
const T_ALL: IndexTier[] = ['T1', 'T2', 'T3', 'T4', 'T5']
const T_NO_LEOPARD: IndexTier[] = ['T1', 'T2', 'T3']
export interface BoardFrequencies {
grids: number[]
freqCw: number[]
freqCcw: number[]
leopardLandCw: Set<number>
leopardLandCcw: Set<number>
leopardLandUnion: Set<number>
}
/**
* 条数约束T1/T2 为「不少于」T4/T5 为「恰好」(加权条数,与 dice_reward 中顺/逆各 26 条摇取结果一致)
*/
export interface TierCountConstraints {
t1MinCw: number
t2MinCw: number
/** 顺时针方向 T4 加权条数固定为该值 */
t4FixedCw: number
/** 顺时针方向 T5 加权条数固定为该值 */
t5FixedCw: number
t1MinCcw: number
t2MinCcw: number
/** 逆时针方向 T4 加权条数固定为该值 */
t4FixedCcw: number
/** 逆时针方向 T5 加权条数固定为该值 */
t5FixedCcw: number
}
/** 各档位统一 real_ev 标准(生成 DiceRewardConfig 时使用;细则可再到表格里改) */
export interface TierRealEvStandards {
T1: number
T2: number
T3: number
T4: number
T5: number
}
/** 默认标准与常见业务约定一致100&lt;T1&lt;500 */
export const DEFAULT_TIER_REAL_EV_STANDARDS: TierRealEvStandards = {
T1: 400,
T2: 50,
T3: -80,
T4: -140,
T5: 0
}
/**
* 校验档位与 real_ev 区间是否一致;通过返回 null否则返回 i18n 键名(不含 page.configPage. 前缀)
*/
export function validateTierRealEvStandards(s: TierRealEvStandards): string | null {
if (!Number.isFinite(s.T1) || !(s.T1 > 100 && s.T1 < 500)) {
return 'ruleGenInvalidT1RealEv'
}
if (!Number.isFinite(s.T2) || !(s.T2 > 0 && s.T2 < 100)) {
return 'ruleGenInvalidT2RealEv'
}
if (!Number.isFinite(s.T3) || !(-100 < s.T3 && s.T3 < 0)) {
return 'ruleGenInvalidT3RealEv'
}
if (!Number.isFinite(s.T4) || !(s.T4 < -100)) {
return 'ruleGenInvalidT4RealEv'
}
if (!Number.isFinite(s.T5) || s.T5 !== 0) {
return 'ruleGenInvalidT5RealEv'
}
return null
}
export interface GenerateTierInput {
grids: number[]
constraints: TierCountConstraints
}
export interface GenerateTierResultOk {
ok: true
tiers: IndexTier[]
}
export interface GenerateTierResultFail {
ok: false
message: string
}
export type GenerateTierResult = GenerateTierResultOk | GenerateTierResultFail
export function computeBoardFrequencies(grids: number[]): BoardFrequencies | null {
if (grids.length !== BOARD_SIZE) {
return null
}
const gridToPos: Record<number, number> = {}
for (let pos = 0; pos < BOARD_SIZE; pos++) {
const g = grids[pos]
if (g < GRID_MIN || g > GRID_MAX) {
return null
}
if (gridToPos[g] !== undefined) {
return null
}
gridToPos[g] = pos
}
const freqCw = new Array<number>(BOARD_SIZE).fill(0)
const freqCcw = new Array<number>(BOARD_SIZE).fill(0)
for (let roll = GRID_MIN; roll <= GRID_MAX; roll++) {
const startPos = gridToPos[roll]
const endCw = (startPos + roll) % BOARD_SIZE
const endCcw = startPos - roll >= 0 ? startPos - roll : BOARD_SIZE + startPos - roll
freqCw[endCw]++
freqCcw[endCcw]++
}
const leopardLandCw = new Set<number>()
const leopardLandCcw = new Set<number>()
for (let di = 0; di < LEOPARD_ROLLS.length; di++) {
const d = LEOPARD_ROLLS[di]
const sp = gridToPos[d]
leopardLandCw.add((sp + d) % BOARD_SIZE)
const eccw = sp - d >= 0 ? sp - d : BOARD_SIZE + sp - d
leopardLandCcw.add(eccw)
}
const leopardLandUnion = new Set<number>()
leopardLandCw.forEach((x) => leopardLandUnion.add(x))
leopardLandCcw.forEach((x) => leopardLandUnion.add(x))
return {
grids: [...grids],
freqCw,
freqCcw,
leopardLandCw,
leopardLandCcw,
leopardLandUnion
}
}
function sumWeighted(freq: number[], tiers: IndexTier[], tier: IndexTier): number {
let s = 0
for (let i = 0; i < BOARD_SIZE; i++) {
if (tiers[i] === tier) {
s += freq[i]
}
}
return s
}
function meetsConstraints(
tiers: IndexTier[],
freqCw: number[],
freqCcw: number[],
c: TierCountConstraints
): boolean {
const cw1 = sumWeighted(freqCw, tiers, 'T1')
const cw2 = sumWeighted(freqCw, tiers, 'T2')
const cw4 = sumWeighted(freqCw, tiers, 'T4')
const cw5 = sumWeighted(freqCw, tiers, 'T5')
const cc1 = sumWeighted(freqCcw, tiers, 'T1')
const cc2 = sumWeighted(freqCcw, tiers, 'T2')
const cc4 = sumWeighted(freqCcw, tiers, 'T4')
const cc5 = sumWeighted(freqCcw, tiers, 'T5')
return (
cw1 >= c.t1MinCw &&
cw2 >= c.t2MinCw &&
cw4 === c.t4FixedCw &&
cw5 === c.t5FixedCw &&
cc1 >= c.t1MinCcw &&
cc2 >= c.t2MinCcw &&
cc4 === c.t4FixedCcw &&
cc5 === c.t5FixedCcw
)
}
function nonLeopardTierChoices(c: TierCountConstraints): IndexTier[] {
const out: IndexTier[] = ['T1', 'T2', 'T3']
if (c.t4FixedCw > 0 || c.t4FixedCcw > 0) {
out.push('T4')
}
if (c.t5FixedCw > 0 || c.t5FixedCcw > 0) {
out.push('T5')
}
return out
}
function shuffleIndices(rand: () => number): number[] {
const a: number[] = []
for (let i = 0; i < BOARD_SIZE; i++) {
a.push(i)
}
for (let i = BOARD_SIZE - 1; i > 0; i--) {
const j = Math.floor(rand() * (i + 1))
const t = a[i]
a[i] = a[j]
a[j] = t
}
return a
}
function mulberry32(seed: number): () => number {
return () => {
let t = (seed += 0x6d2b79f5)
t = Math.imul(t ^ (t >>> 15), t | 1)
t ^= t + Math.imul(t ^ (t >>> 7), t | 61)
return ((t ^ (t >>> 14)) >>> 0) / 4294967296
}
}
/**
* 随机搜索可行档位:豹子落点禁 T4/T5T4/T5 顺/逆加权条数分别等于约束中的固定值(可多条 T4/T5 格位)。
*/
export function generateTiers(input: GenerateTierInput): GenerateTierResult {
const board = computeBoardFrequencies(input.grids)
if (board === null) {
return { ok: false, message: 'grid_number 须为 530 各出现一次且共 26 条' }
}
const { freqCw, freqCcw, leopardLandUnion } = board
const c = input.constraints
let seed = 0
for (let i = 0; i < BOARD_SIZE; i++) {
seed = (seed + input.grids[i] * 31 + i) | 0
}
const rand = mulberry32(seed === 0 ? 0x9e3779b9 : seed)
const needT5Cell = c.t5FixedCw > 0 || c.t5FixedCcw > 0
if (needT5Cell) {
let hasNonLeopard = false
for (let i = 0; i < BOARD_SIZE; i++) {
if (!leopardLandUnion.has(i)) {
hasNonLeopard = true
break
}
}
if (!hasNonLeopard) {
return { ok: false, message: '无可用 T5 格位(豹子摇取落点占满全盘,请调整 grid_number 排布)' }
}
}
const nonLeopardChoices = nonLeopardTierChoices(c)
const maxAttempts = 400000
for (let attempt = 0; attempt < maxAttempts; attempt++) {
const tiers: IndexTier[] = new Array(BOARD_SIZE).fill('T3')
const order = shuffleIndices(rand)
for (let oi = 0; oi < order.length; oi++) {
const pos = order[oi]
if (leopardLandUnion.has(pos)) {
tiers[pos] = T_NO_LEOPARD[Math.floor(rand() * T_NO_LEOPARD.length)]
} else {
tiers[pos] = nonLeopardChoices[Math.floor(rand() * nonLeopardChoices.length)]
}
}
if (meetsConstraints(tiers, freqCw, freqCcw, c)) {
return { ok: true, tiers }
}
}
return { ok: false, message: '在当前盘面与约束下未找到可行解,请放宽 T1/T2 下限或调整 T4/T5 固定条数后重试' }
}
/** 展示文案100 + 真实结算中英文相同T5 不使用 */
function uiTextFromRealEvPlus100(realEv: number): { ui_text: string; ui_text_en: string } {
const s = String(100 + realEv)
return { ui_text: s, ui_text_en: s }
}
/**
* 按 tier 生成展示字段。
* @param standards 若传入,则各档位统一使用对应 real_ev 标准;不传则使用内置随机占位(兼容脚本/旧逻辑)
*/
export function buildRowsFromTiers(
grids: number[],
tiers: IndexTier[],
standards?: TierRealEvStandards
): Array<{
id: number
grid_number: number
ui_text: string
ui_text_en: string
real_ev: number
tier: IndexTier
remark: string
}> {
const rows: Array<{
id: number
grid_number: number
ui_text: string
ui_text_en: string
real_ev: number
tier: IndexTier
remark: string
}> = []
let t4Seq = 0
for (let id = 0; id < BOARD_SIZE; id++) {
const tier = tiers[id]
const grid_number = grids[id]
let ui_text = ''
let ui_text_en = ''
let real_ev = 0
let remark = ''
if (standards !== undefined) {
if (tier === 'T1') {
real_ev = standards.T1
const f = uiTextFromRealEvPlus100(real_ev)
ui_text = f.ui_text
ui_text_en = f.ui_text_en
remark = '大奖格'
} else if (tier === 'T2') {
real_ev = standards.T2
const f = uiTextFromRealEvPlus100(real_ev)
ui_text = f.ui_text
ui_text_en = f.ui_text_en
remark = standards.T2 <= 1 ? '完美回本' : '小赚'
} else if (tier === 'T3') {
real_ev = standards.T3
const f = uiTextFromRealEvPlus100(real_ev)
ui_text = f.ui_text
ui_text_en = f.ui_text_en
remark = '抽水'
} else if (tier === 'T4') {
real_ev = standards.T4
const f = uiTextFromRealEvPlus100(real_ev)
ui_text = f.ui_text
ui_text_en = f.ui_text_en
remark = '惩罚'
} else {
real_ev = standards.T5
ui_text = '再来一次'
ui_text_en = 'Once again'
remark = '前端需要在播放一次动画(特殊)'
}
} else if (tier === 'T1') {
real_ev = 101 + ((id * 17 + grid_number * 3) % 398)
if (real_ev >= 500) {
real_ev = 498
}
const f = uiTextFromRealEvPlus100(real_ev)
ui_text = f.ui_text
ui_text_en = f.ui_text_en
remark = '大奖格'
} else if (tier === 'T2') {
if (id % 3 === 0) {
real_ev = 1
remark = '完美回本'
} else {
real_ev = 20 + ((id * 11) % 75)
if (real_ev <= 0) {
real_ev = 50
}
remark = '小赚'
}
const f = uiTextFromRealEvPlus100(real_ev)
ui_text = f.ui_text
ui_text_en = f.ui_text_en
} else if (tier === 'T3') {
real_ev = -72 - (id % 15)
const f = uiTextFromRealEvPlus100(real_ev)
ui_text = f.ui_text
ui_text_en = f.ui_text_en
remark = '抽水'
} else if (tier === 'T4') {
t4Seq++
real_ev = -101 - t4Seq * 15
const f = uiTextFromRealEvPlus100(real_ev)
ui_text = f.ui_text
ui_text_en = f.ui_text_en
remark = '惩罚'
} else {
real_ev = 0
ui_text = '再来一次'
ui_text_en = 'Once again'
remark = '前端需要在播放一次动画(特殊)'
}
rows.push({
id,
grid_number,
ui_text,
ui_text_en,
real_ev,
tier,
remark
})
}
return rows
}
export function summarizeCounts(
board: BoardFrequencies,
tiers: IndexTier[]
): { cw: Record<IndexTier, number>; ccw: Record<IndexTier, number> } {
const cw: Record<IndexTier, number> = { T1: 0, T2: 0, T3: 0, T4: 0, T5: 0 }
const ccw: Record<IndexTier, number> = { T1: 0, T2: 0, T3: 0, T4: 0, T5: 0 }
for (let k = 0; k < T_ALL.length; k++) {
const t = T_ALL[k]
cw[t] = sumWeighted(board.freqCw, tiers, t)
ccw[t] = sumWeighted(board.freqCcw, tiers, t)
}
return { cw, ccw }
}