1.修复抽奖档位不统一的问题
This commit is contained in:
@@ -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 (try again): =0; T5 (penalty): 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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"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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"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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@@ -17,8 +17,8 @@
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"tierRecommendMatchTier": "Match all tiers from settlement",
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"tierRecommendMatchTierOk": "Matched tier for {n} row(s) from settlement",
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"tierRecommendMatchTierNone": "No rows to match",
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"tierRecommendT4UiText": "再来一次",
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"tierRecommendT4UiTextEn": "Once again",
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"tierRecommendT5UiText": "再来一次",
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"tierRecommendT5UiTextEn": "Once again",
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"colTierAutoHint": "Auto-matched from settlement",
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"tipBigwin": "Left to right: big-win points (read-only), display text, real EV, remark, weight (0~10000). Points 5 and 30 are fixed at 100%. This tab saves big-win weights only.",
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"colId": "Index (id)",
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@@ -52,7 +52,7 @@
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"createRefPreviewClockwise": "Clockwise",
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"createRefPreviewCounterclockwise": "Counter-clockwise",
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"createRefPreviewTipUnchanged": "Dice points mapping is unchanged: weights in the preview are reused from current dice_reward; importing will not override existing weights.",
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"createRefPreviewTipChanged": "Dice points mapping has changed: preview weights use the default value (1). After importing, adjust weights in the Dice Reward page if needed.",
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"createRefPreviewTipChanged": "Dice points mapping has changed: preview weights use defaults (100 by default; sums 5/10/15/20/25/30 default to 1). After importing, adjust weights in the Dice Reward page if needed.",
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"createRefPreviewSkipped": "{n} dice point(s) are missing in the reward index and were skipped (please complete all 26 points from 5 to 30).",
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"createRefPreviewRefresh": "Refresh preview",
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"createRefPreviewImport": "Import",
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@@ -79,12 +79,12 @@
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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 + try again / penalty).\n\n[Settlement vs tier]\nT1: >2; T2: 2≥amount>1; T3: 1≥amount>0; T4: =0; 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–T3 and T5 use ui_text = settlement; T4 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. 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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"ruleGenT4Row": "T4 (try again)",
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"ruleGenT5Row": "T5 (penalty)",
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"ruleGenT4Row": "T4 (penalty)",
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"ruleGenT5Row": "T5 (try again)",
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"ruleGenMinCount": "Min count",
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"ruleGenFixedCount": "Fixed count (CW & CCW)",
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"ruleGenRealEvStd": "real_ev standard",
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@@ -92,8 +92,8 @@
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"ruleGenInvalidT1RealEv": "T1 (big prize) settlement must satisfy: value > 2",
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"ruleGenInvalidT2RealEv": "T2 (small win) settlement must satisfy: 1 < value ≤ 2",
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"ruleGenInvalidT3RealEv": "T3 (rake) settlement must satisfy: 0 < value ≤ 1",
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"ruleGenInvalidT4RealEv": "T4 (try again) settlement must be 0",
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"ruleGenInvalidT5RealEv": "T5 (penalty) settlement must satisfy: value < 0",
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"ruleGenInvalidT4RealEv": "T4 (penalty) settlement must satisfy: value < 0",
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"ruleGenInvalidT5RealEv": "T5 (try again) settlement must be 0",
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"ruleGenT1Min": "T1 fixed count (CW & CCW)",
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"ruleGenT2Min": "T2 min (CW & CCW)",
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"ruleGenT4Max": "T4 fixed count (CW & CCW)",
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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;【再来一次】T4:结算金额=0;【惩罚】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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"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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"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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@@ -17,8 +17,8 @@
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"tierRecommendMatchTier": "按结算金额匹配全部档位",
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"tierRecommendMatchTierOk": "已根据结算金额为 {n} 行匹配档位",
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"tierRecommendMatchTierNone": "没有可匹配档位的行",
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"tierRecommendT4UiText": "再来一次",
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"tierRecommendT4UiTextEn": "Once again",
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"tierRecommendT5UiText": "再来一次",
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"tierRecommendT5UiTextEn": "Once again",
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"colTierAutoHint": "根据结算金额自动匹配",
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"tipBigwin": "从左至右:中大奖点数(不可改)、显示信息、实际中奖、备注、权重(0~10000)。点数 5、30 权重固定 100%。本表单独立提交,仅提交大奖权重。",
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"colId": "索引(id)",
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@@ -52,7 +52,7 @@
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"createRefPreviewClockwise": "顺时针",
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"createRefPreviewCounterclockwise": "逆时针",
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"createRefPreviewTipUnchanged": "检测到色子点数映射未变化:预览中权重将复用当前奖励对照表(dice_reward)的权重;导入时不会覆盖现有权重。",
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"createRefPreviewTipChanged": "检测到色子点数映射已变化:预览中权重将使用默认值(1);确认导入后可再到「奖励对照」页面调整权重。",
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"createRefPreviewTipChanged": "检测到色子点数映射已变化:预览中权重将使用默认值(默认 100;点数和为 5/10/15/20/25/30 默认 1);确认导入后可再到「奖励对照」页面调整权重。",
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"createRefPreviewSkipped": "有 {n} 个点数在当前奖励索引中缺失,已跳过生成(请先补齐 5~30 共 26 个点数)。",
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"createRefPreviewRefresh": "刷新预览",
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"createRefPreviewImport": "确认导入",
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@@ -79,12 +79,12 @@
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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 + 再来一次/惩罚)。\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;【再来一次】T4:=0;【惩罚】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~T3、T5 的显示文本 = 结算金额;T4 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。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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"ruleGenT4Row": "T4 再来一次",
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"ruleGenT5Row": "T5 惩罚",
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"ruleGenT4Row": "T4 惩罚",
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"ruleGenT5Row": "T5 再来一次",
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"ruleGenMinCount": "最少条数",
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"ruleGenFixedCount": "固定条数(顺/逆)",
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"ruleGenRealEvStd": "结算金额",
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@@ -92,8 +92,8 @@
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"ruleGenInvalidT1RealEv": "T1(大奖)结算金额须满足:值 > 2",
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"ruleGenInvalidT2RealEv": "T2(小赚)结算金额须满足:1 < 值 ≤ 2",
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"ruleGenInvalidT3RealEv": "T3(抽水)结算金额须满足:0 < 值 ≤ 1",
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"ruleGenInvalidT4RealEv": "T4(再来一次)结算金额须为 0",
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"ruleGenInvalidT5RealEv": "T5(惩罚)结算金额须满足:值 < 0",
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"ruleGenInvalidT4RealEv": "T4(惩罚)结算金额须满足:值 < 0",
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"ruleGenInvalidT5RealEv": "T5(再来一次)结算金额须为 0",
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"ruleGenT1Min": "T1 固定条数(顺/逆)",
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"ruleGenT2Min": "T2 最少条数(顺/逆)",
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"ruleGenT4Max": "T4 固定条数(顺/逆)",
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@@ -29,7 +29,7 @@
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<span class="tier-recommend-hint">{{ $t('page.configPage.tierRecommendRealEv') }}</span>
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<ElInputNumber
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v-model="tierRecommend[tk]"
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:disabled="tk === 'T4'"
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:disabled="tk === 'T5'"
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:step="0.1"
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:precision="2"
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controls-position="right"
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@@ -613,9 +613,9 @@
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function applyRecommendRealEvToRow(row: IndexRow, tier: TierRecommendKey) {
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const ev = tierRecommend[tier]
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row.real_ev = ev
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if (tier === 'T4') {
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row.ui_text = t('page.configPage.tierRecommendT4UiText')
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row.ui_text_en = t('page.configPage.tierRecommendT4UiTextEn')
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if (tier === 'T5') {
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row.ui_text = t('page.configPage.tierRecommendT5UiText')
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row.ui_text_en = t('page.configPage.tierRecommendT5UiTextEn')
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} else {
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applyRealEvDisplay(row, ev)
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}
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@@ -675,9 +675,9 @@
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function handleRealEvChange(row: IndexRow) {
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const n = rowRealEvNumber(row)
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syncRowTierFromRealEv(row)
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if (row.tier === 'T4') {
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row.ui_text = t('page.configPage.tierRecommendT4UiText')
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row.ui_text_en = t('page.configPage.tierRecommendT4UiTextEn')
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if (row.tier === 'T5') {
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row.ui_text = t('page.configPage.tierRecommendT5UiText')
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row.ui_text_en = t('page.configPage.tierRecommendT5UiTextEn')
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} else {
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applyRealEvDisplay(row, n)
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}
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@@ -58,8 +58,8 @@ export const DEFAULT_TIER_REAL_EV_STANDARDS: TierRealEvStandards = {
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T1: 3,
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T2: 1.5,
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T3: 0.5,
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T4: 0,
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T5: -0.4
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T4: -0.4,
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T5: 0
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}
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/**
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@@ -67,13 +67,19 @@ export const DEFAULT_TIER_REAL_EV_STANDARDS: TierRealEvStandards = {
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* T1 大奖:>2
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* T2 小赚:2>=金额>1
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* T3 抽水:1>=金额>0
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* T4 再来一次:=0
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* T5 惩罚:0>金额
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* T4 惩罚:0>金额
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* T5 再来一次:=0
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*/
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export function inferTierFromRealEv(realEv: number): IndexTier | '' {
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if (!Number.isFinite(realEv)) {
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return ''
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}
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if (realEv === 0) {
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return 'T5'
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}
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if (realEv < 0) {
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return 'T4'
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}
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if (realEv > 2) {
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return 'T1'
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}
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@@ -83,12 +89,6 @@ export function inferTierFromRealEv(realEv: number): IndexTier | '' {
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if (realEv > 0 && realEv <= 1) {
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return 'T3'
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}
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if (realEv === 0) {
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return 'T4'
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}
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if (realEv < 0) {
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return 'T5'
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}
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return ''
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}
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@@ -105,10 +105,10 @@ export function validateTierRealEvStandards(s: TierRealEvStandards): string | nu
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if (!Number.isFinite(s.T3) || !(s.T3 > 0 && s.T3 <= 1)) {
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return 'ruleGenInvalidT3RealEv'
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}
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if (!Number.isFinite(s.T4) || s.T4 !== 0) {
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if (!Number.isFinite(s.T4) || !(s.T4 < 0)) {
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return 'ruleGenInvalidT4RealEv'
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}
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if (!Number.isFinite(s.T5) || s.T5 >= 0) {
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if (!Number.isFinite(s.T5) || s.T5 !== 0) {
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return 'ruleGenInvalidT5RealEv'
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}
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return null
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@@ -305,7 +305,7 @@ function uiTextByTierWhenStandards(
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tier: IndexTier,
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realEv: number
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): { ui_text: string; ui_text_en: string } {
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if (tier === 'T4') {
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if (tier === 'T5') {
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return { ui_text: '再来一次', ui_text_en: 'Once again' }
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}
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const value = Number.isFinite(realEv) ? realEv.toFixed(2) : String(realEv)
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@@ -377,13 +377,13 @@ export function buildRowsFromTiers(
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const f = uiTextByTierWhenStandards(tier, real_ev)
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ui_text = f.ui_text
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ui_text_en = f.ui_text_en
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remark = '再来一次'
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remark = '惩罚'
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} else {
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real_ev = standards.T5
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const f = uiTextByTierWhenStandards(tier, real_ev)
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ui_text = f.ui_text
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ui_text_en = f.ui_text_en
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remark = '惩罚'
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remark = '再来一次'
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}
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} else if (tier === 'T1') {
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real_ev = 101 + ((id * 17 + grid_number * 3) % 398)
|
||||
@@ -415,17 +415,17 @@ export function buildRowsFromTiers(
|
||||
ui_text_en = f.ui_text_en
|
||||
remark = '抽水'
|
||||
} else if (tier === 'T4') {
|
||||
real_ev = 0
|
||||
ui_text = '再来一次'
|
||||
ui_text_en = 'Once again'
|
||||
remark = '再来一次'
|
||||
} else {
|
||||
t4Seq++
|
||||
real_ev = -101 - t4Seq * 15
|
||||
const f = uiTextFromRealEv(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 = '再来一次'
|
||||
}
|
||||
rows.push({
|
||||
id,
|
||||
|
||||
@@ -187,9 +187,9 @@ class PlayStartLogic
|
||||
$rollNumber = (int) ($chosen['grid_number'] ?? 0);
|
||||
$realEv = (float) ($chosen['real_ev'] ?? 0);
|
||||
// T5/再来一次:以奖励行 tier 为准,并以摇奖档位 $tier 兜底(与 reward_tier 展示一致,避免 dice_reward 行缺 tier 时不发券)
|
||||
$isTierT5 = (string) ($chosen['tier'] ?? '') === 'T5';
|
||||
if ($isTierT5 === false && (string) ($tier ?? '') === 'T5') {
|
||||
$isTierT5 = true;
|
||||
$isTierPlayAgain = (string) ($chosen['tier'] ?? '') === 'T5';
|
||||
if ($isTierPlayAgain === false && (string) ($tier ?? '') === 'T5') {
|
||||
$isTierPlayAgain = true;
|
||||
}
|
||||
// 摇色子中奖:按 dice_reward_config.real_ev 直接结算(已乘 ante)
|
||||
$rewardWinCoin = round($realEv * $ante, 2);
|
||||
@@ -230,7 +230,7 @@ class PlayStartLogic
|
||||
// 中 BIGWIN 豹子:不走原奖励流程,不记录原奖励,不触发 T5 再来一次,仅发放豹子奖金
|
||||
$rewardWinCoin = 0.0;
|
||||
$realEv = 0.0;
|
||||
$isTierT5 = false;
|
||||
$isTierPlayAgain = false;
|
||||
} else {
|
||||
$rollArray = $this->generateNonSuperWinRollArrayWithSum($rollNumber);
|
||||
}
|
||||
@@ -276,7 +276,7 @@ class PlayStartLogic
|
||||
$startIndex,
|
||||
$targetIndex,
|
||||
$rollArray,
|
||||
$isTierT5,
|
||||
$isTierPlayAgain,
|
||||
$tier,
|
||||
&$record,
|
||||
&$settledWinCoin
|
||||
@@ -372,7 +372,7 @@ class PlayStartLogic
|
||||
// 若本局中奖档位为 T5,则额外赠送 1 次免费抽奖次数:
|
||||
// - 新结构:写入 free_ticket(ante=本局注数,count+1)
|
||||
// - 兼容旧结构:free_ticket_count +1
|
||||
if ($isTierT5) {
|
||||
if ($isTierPlayAgain) {
|
||||
$ft = $p->free_ticket ?? null;
|
||||
$ftAnte = null;
|
||||
$ftCount = 0;
|
||||
@@ -654,6 +654,7 @@ class PlayStartLogic
|
||||
*/
|
||||
public function simulateOnePlay($config, int $direction, int $lotteryType = 0, int $ante = 1, ?array $customTierWeights = null, ?int $configDeptId = null): array
|
||||
{
|
||||
$useKillMode = false;
|
||||
$rewardInstance = DiceReward::getCachedInstance($configDeptId);
|
||||
$byTierDirection = $rewardInstance['by_tier_direction'] ?? [];
|
||||
$maxTierRetry = 10;
|
||||
|
||||
@@ -95,7 +95,7 @@ class DiceRewardController extends BaseController
|
||||
* 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
|
||||
* 参数:lottery_config_id 可选;paid_tier_weights / free_tier_weights 自定义档位;
|
||||
* paid_s_count, paid_n_count
|
||||
* 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)
|
||||
* 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)
|
||||
* 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
|
||||
*/
|
||||
#[Permission('一键测试权重', 'dice:reward:index:startWeightTest')]
|
||||
|
||||
@@ -19,7 +19,7 @@ use think\model\relation\BelongsTo;
|
||||
* @property $player_id 玩家id
|
||||
* @property $admin_id 关联玩家所属管理员ID(DicePlayer.admin_id)
|
||||
* @property $use_coins 消耗硬币
|
||||
* @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)
|
||||
* @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)
|
||||
* @property $total_ticket_count 总抽奖次数
|
||||
* @property $paid_ticket_count 购买抽奖次数
|
||||
* @property $free_ticket_count 赠送抽奖次数
|
||||
|
||||
@@ -83,7 +83,7 @@
|
||||
|
||||
其中地图的索引可以按照需求点击图中的按规则生成
|
||||
|
||||
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;结算金额=0 → T4(再来一次);0>结算金额 → T5(惩罚)
|
||||
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)
|
||||
|
||||

|
||||
|
||||
|
||||
Reference in New Issue
Block a user