优化游玩记录DicePlayRecord
This commit is contained in:
@@ -150,6 +150,7 @@ class GameController extends OpenController
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'start_index' => 0,
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'target_index' => 0,
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'roll_array' => '[]',
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'roll_number' => 0,
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'status' => PlayStartLogic::RECORD_STATUS_TIMEOUT,
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]);
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} catch (\Exception $inner) {
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@@ -34,8 +34,10 @@ class PlayStartLogic
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/** 开启对局最低余额 = |DiceRewardConfig 最小 real_ev + 100| */
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private const MIN_COIN_EXTRA = 100;
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/** 豹子号中大奖额外平台币(可从 dice_config 等配置读取) */
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/** 豹子号中大奖额外平台币(无 BIGWIN 配置时兜底) */
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private const SUPER_WIN_BONUS = 500;
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/** 可触发超级大奖的 grid_number(5=全1 10=全2 15=全3 20=全4 25=全5) */
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private const SUPER_WIN_GRID_NUMBERS = [5, 10, 15, 20, 25];
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/**
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* 执行一局游戏
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@@ -112,7 +114,30 @@ class PlayStartLogic
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? (int) ($startRecord['s_end_index'] ?? 0)
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: (int) ($startRecord['n_end_index'] ?? 0);
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$rollNumber = (int) ($startRecord['grid_number'] ?? 0);
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$rollArray = $this->generateRollArrayFromSum($rollNumber);
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$realEv = (float) ($chosen['real_ev'] ?? 0);
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$rewardWinCoin = 100 + $realEv; // 摇色子中奖平台币 = 100 + DiceRewardConfig.real_ev
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// 当抽到的 grid_number 为 5/10/15/20/25 时,从缓存查 tier=BIGWIN 同 grid_number 的配置,按 weight 决定是否生成豹子组合
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$superWinCoin = 0;
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$isWin = 0;
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if (in_array($rollNumber, self::SUPER_WIN_GRID_NUMBERS, true)) {
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$bigWinConfig = DiceRewardConfig::getCachedByTierAndGridNumber('BIGWIN', $rollNumber);
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$weight = $bigWinConfig !== null
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? max(0.0, min(100.0, (float) ($bigWinConfig['weight'] ?? 0)))
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: 100.0;
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$roll = mt_rand(1, 10000) / 10000;
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if ($roll <= $weight / 100) {
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$rollArray = $this->getSuperWinRollArray($rollNumber);
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$isWin = 1;
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$superWinCoin = $bigWinConfig !== null
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? 100 + (float) ($bigWinConfig['real_ev'] ?? 0)
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: self::SUPER_WIN_BONUS;
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} else {
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$rollArray = $this->generateNonSuperWinRollArrayWithSum($rollNumber);
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}
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} else {
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$rollArray = $this->generateRollArrayFromSum($rollNumber);
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}
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Log::info(sprintf(
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'摇取点数 roll_number=%d, 方向=%d, start_index=%d, target_index=%d',
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@@ -121,17 +146,6 @@ class PlayStartLogic
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$startIndex,
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$targetIndex
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));
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$realEv = (float) ($chosen['real_ev'] ?? 0);
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$rewardWinCoin = 100 + $realEv; // 摇色子中奖平台币 = 100 + DiceRewardConfig.real_ev
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$isSuperWin = DicePlayRecord::isSuperWin($rollArray);
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// 豹子中大奖时从缓存查 tier=BIGWIN 且 grid_number=roll_number 的奖励配置,取 real_ev 计算中大奖平台币
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$superWinCoin = 0;
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if ($isSuperWin) {
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$bigWinConfig = DiceRewardConfig::getCachedByTierAndGridNumber('BIGWIN', $rollNumber);
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$superWinCoin = $bigWinConfig !== null
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? 100 + (float) ($bigWinConfig['real_ev'] ?? 0)
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: self::SUPER_WIN_BONUS;
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}
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$winCoin = $superWinCoin + $rewardWinCoin; // 赢取平台币 = 中大奖 + 摇色子中奖
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$record = null;
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@@ -139,7 +153,6 @@ class PlayStartLogic
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$rewardId = $chosenId;
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$configName = (string) ($config->name ?? '');
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$isTierT5 = (string) ($chosen['tier'] ?? '') === 'T5';
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$isWin = $isSuperWin ? 1 : 0;
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try {
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Db::transaction(function () use (
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$playerId,
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@@ -173,6 +186,7 @@ class PlayStartLogic
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'start_index' => $startIndex,
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'target_index' => $targetIndex,
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'roll_array' => is_array($rollArray) ? json_encode($rollArray) : $rollArray,
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'roll_number' => is_array($rollArray) ? array_sum($rollArray) : 0,
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'lottery_name' => $configName,
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'status' => self::RECORD_STATUS_SUCCESS,
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]);
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@@ -239,6 +253,7 @@ class PlayStartLogic
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'start_index' => $startIndex,
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'target_index' => 0,
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'roll_array' => '[]',
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'roll_number' => 0,
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'status' => self::RECORD_STATUS_TIMEOUT,
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]);
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} catch (\Throwable $_) {
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@@ -290,4 +305,51 @@ class PlayStartLogic
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shuffle($arr);
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return array_values($arr);
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}
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/**
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* 豹子组合:grid_number 5->[1,1,1,1,1],10->[2,2,2,2,2],15->[3,3,3,3,3],20->[4,4,4,4,4],25->[5,5,5,5,5]
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* @return int[]
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*/
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private function getSuperWinRollArray(int $gridNumber): array
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{
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$n = (int) ($gridNumber / 5);
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$n = max(1, min(5, $n));
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return array_fill(0, 5, $n);
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}
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/**
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* 生成总和为 $sum 且非豹子的 5 个色子(1-6);sum=5 时仅 [1,1,1,1,1] 可能,仍返回该组合
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* @return int[]
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*/
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private function generateNonSuperWinRollArrayWithSum(int $sum): array
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{
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$sum = max(5, min(30, $sum));
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$super = $this->getSuperWinRollArray($sum);
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if ($sum === 5) {
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return $super;
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}
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$arr = $super;
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$maxAttempts = 20;
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for ($a = 0; $a < $maxAttempts; $a++) {
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$idx = array_rand($arr);
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$j = array_rand($arr);
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if ($idx === $j) {
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$j = ($j + 1) % 5;
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}
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$i = $idx;
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if ($arr[$i] >= 2 && $arr[$j] <= 5) {
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$arr[$i]--;
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$arr[$j]++;
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shuffle($arr);
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return array_values($arr);
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}
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if ($arr[$i] <= 5 && $arr[$j] >= 2) {
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$arr[$i]++;
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$arr[$j]--;
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shuffle($arr);
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return array_values($arr);
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}
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}
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return $this->generateRollArrayFromSum($sum);
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}
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}
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@@ -46,6 +46,8 @@ class DicePlayRecordController extends BaseController
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['is_win', ''],
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['win_coin_min', ''],
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['win_coin_max', ''],
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['roll_number_min', ''],
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['roll_number_max', ''],
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['reward_ui_text', ''],
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['reward_tier', ''],
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['direction', ''],
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@@ -43,16 +43,18 @@ class DicePlayRecordLogic extends BaseLogic
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}
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/**
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* 将 roll_array 从数组转为 JSON 字符串
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* 将 roll_array 转为 JSON 字符串,并确保 roll_number 与摇取点数一致
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*/
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private function normalizeRollArray(array $data): array
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{
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if (!array_key_exists('roll_array', $data)) {
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return $data;
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}
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$val = $data['roll_array'];
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if (is_array($val)) {
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$data['roll_array'] = json_encode($val, JSON_UNESCAPED_UNICODE);
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if (array_key_exists('roll_array', $data)) {
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$val = $data['roll_array'];
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if (is_array($val)) {
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$data['roll_array'] = json_encode($val, JSON_UNESCAPED_UNICODE);
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if (!isset($data['roll_number'])) {
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$data['roll_number'] = array_sum($val);
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}
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}
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}
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return $data;
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}
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@@ -13,6 +13,7 @@ use app\dice\model\reward_config\DiceRewardConfig;
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/**
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* 奖励配置逻辑层
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* weight 仅 tier=BIGWIN 时可设定,保存时非 BIGWIN 强制 weight=0
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*/
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class DiceRewardConfigLogic extends BaseLogic
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{
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@@ -24,4 +25,36 @@ class DiceRewardConfigLogic extends BaseLogic
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$this->model = new DiceRewardConfig();
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}
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/**
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* 新增前:非 BIGWIN 时强制 weight=0
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*/
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public function add(array $data): mixed
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{
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$data = $this->normalizeWeightByTier($data);
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return parent::add($data);
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}
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/**
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* 修改前:非 BIGWIN 时强制 weight=0
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*/
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public function edit($id, array $data): mixed
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{
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$data = $this->normalizeWeightByTier($data);
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return parent::edit($id, $data);
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}
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/**
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* 仅 tier=BIGWIN 时保留 weight(且限制 0-100),否则强制为 0
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*/
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private function normalizeWeightByTier(array $data): array
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{
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$tier = isset($data['tier']) ? (string) $data['tier'] : '';
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if ($tier !== 'BIGWIN') {
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$data['weight'] = 0;
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return $data;
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}
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$w = isset($data['weight']) ? (float) $data['weight'] : 0;
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$data['weight'] = max(0, min(100, $w));
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return $data;
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}
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}
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@@ -31,6 +31,7 @@ use think\model\relation\BelongsTo;
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* @property $start_index 起始索引
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* @property $target_index 结束索引
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* @property $roll_array 摇取点数,格式:[1,2,3,4,5](5个点数)
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* @property $roll_number 摇取点数和(5个色子点数之和,5-30)
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* @property $lottery_name 奖池名
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* @property $status 状态:0=超时/失败 1=成功
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* @property $create_time 创建时间
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@@ -222,4 +223,20 @@ class DicePlayRecord extends BaseModel
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$query->where('direction', '=', $value);
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}
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}
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/** 摇取点数和下限 */
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public function searchRollNumberMinAttr($query, $value)
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{
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if ($value !== '' && $value !== null) {
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$query->where('roll_number', '>=', $value);
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}
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}
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/** 摇取点数和上限 */
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public function searchRollNumberMaxAttr($query, $value)
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{
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if ($value !== '' && $value !== null) {
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$query->where('roll_number', '<=', $value);
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}
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}
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}
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@@ -20,6 +20,7 @@ use support\think\Cache;
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* @property $ui_text 前端显示文本
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* @property $real_ev 真实资金结算
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* @property $tier 所属档位
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* @property $weight 权重%(仅 tier=BIGWIN 时可设定,0-100)
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* @property $s_end_index 顺时针结束索引
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* @property $n_end_index 逆时针结束索引
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* @property $remark 备注
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@@ -80,7 +81,8 @@ class DiceRewardConfig extends BaseModel
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}
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/**
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* 重新从数据库加载并写入缓存(保存时调用),构建列表与索引
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* 重新从数据库加载并写入缓存(DiceRewardConfig 新增/修改/删除后调用),构建列表与索引
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* 实例化结果含完整行(含 weight),供 playStart 从缓存中查找 BIGWIN 的 weight 按概率抽奖
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*/
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public static function refreshCache(): void
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{
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@@ -148,10 +150,11 @@ class DiceRewardConfig extends BaseModel
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}
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/**
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* 从缓存按档位 + 色子点数取一条奖励配置(用于超级大奖 tier=BIGWIN + grid_number=roll_number)
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* 从缓存实例按档位 + 色子点数取一条奖励配置(用于超级大奖 tier=BIGWIN + grid_number=roll_number)
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* 返回行含 weight(0-100):playStart 据此概率抽奖,weight=100 表示摇到该 roll_number 时 100% 中超级大奖
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* @param string $tier 档位,如 BIGWIN
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* @param int $gridNumber 色子点数(如摇出总和)
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* @return array|null 配置行或 null
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* @param int $gridNumber 色子点数(摇出总和 roll_number)
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* @return array|null 配置行(含 weight、real_ev 等)或 null
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*/
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public static function getCachedByTierAndGridNumber(string $tier, int $gridNumber): ?array
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{
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@@ -277,4 +280,20 @@ class DiceRewardConfig extends BaseModel
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$query->where('tier', '=', $value);
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}
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}
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/** 权重下限(仅 tier=BIGWIN 时有意义) */
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public function searchWeightMinAttr($query, $value)
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{
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if ($value !== '' && $value !== null) {
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$query->where('weight', '>=', $value);
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}
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}
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/** 权重上限 */
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public function searchWeightMaxAttr($query, $value)
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{
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if ($value !== '' && $value !== null) {
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$query->where('weight', '<=', $value);
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}
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}
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}
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@@ -10,45 +10,56 @@ use plugin\saiadmin\basic\BaseValidate;
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/**
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* 奖励配置验证器
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* weight 仅当 tier=BIGWIN 时可设定,且严格限制 0-100(%)
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*/
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class DiceRewardConfigValidate extends BaseValidate
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{
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/**
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* 定义验证规则
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*/
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protected $rule = [
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protected $rule = [
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'grid_number' => 'require',
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'ui_text' => 'require',
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'real_ev' => 'require',
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'tier' => 'require',
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'ui_text' => 'require',
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'real_ev' => 'require',
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'tier' => 'require',
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'weight' => 'checkWeight',
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];
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/**
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* 定义错误信息
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*/
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protected $message = [
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protected $message = [
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'grid_number' => '色子点数必须填写',
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'ui_text' => '前端显示文本必须填写',
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'real_ev' => '真实资金结算必须填写',
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'tier' => '所属档位必须填写',
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'ui_text' => '前端显示文本必须填写',
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'real_ev' => '真实资金结算必须填写',
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'tier' => '所属档位必须填写',
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'weight' => '权重仅 tier=BIGWIN 时可设定,且必须为 0-100',
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];
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/**
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* 定义场景
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*/
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protected $scene = [
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'save' => [
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'grid_number',
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'ui_text',
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'real_ev',
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'tier',
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],
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'update' => [
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'grid_number',
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'ui_text',
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'real_ev',
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'tier',
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],
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'save' => ['grid_number', 'ui_text', 'real_ev', 'tier', 'weight'],
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'update' => ['grid_number', 'ui_text', 'real_ev', 'tier', 'weight'],
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];
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/**
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* weight:仅 tier=BIGWIN 时可设定,严格限制 0-100(%)
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*/
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protected function checkWeight($value, $rule = '', $data = []): bool
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{
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$tier = isset($data['tier']) ? (string) $data['tier'] : '';
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if ($tier !== 'BIGWIN') {
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return true;
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}
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$num = is_numeric($value) ? (float) $value : null;
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if ($num === null) {
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return false;
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}
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if ($num < 0 || $num > 100) {
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return false;
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}
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return true;
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}
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}
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