[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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@@ -53,7 +53,7 @@
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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[real_ev vs tier]\nreal < −100 → T4; −100 < real < 0 → T3; 0 < real < 100 → T2; 100 < real < 500 → T1; T5 “try again” real_ev=0. Set per-tier real_ev standards below; values are written into the config and can be edited later.\n\n[Inputs]\nT1/T2: minimum weighted counts. T4 and T5: fixed weighted counts — clockwise and counter-clockwise must each match the number you set (one value per tier, applied to both directions). real_ev standards: one value per tier. Generated T1–T4 use ui_text / ui_text_en = 100 + real_ev (same EN); T5 uses “try again” / “Once again”. Remarks still distinguish break-even vs small win where applicable.",
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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[real_ev vs tier]\nreal < −100 → T4; −100 < real < 0 → T3; 0 < real < 100 → T2; 100 < real < 500 → T1; T5 “try again” real_ev=0. Set per-tier real_ev standards below; values are written into the config and can be edited later.\n\n[Inputs]\nT1/T4/T5: fixed weighted counts. T2: minimum weighted count — clockwise and counter-clockwise must satisfy the corresponding constraints (one value per tier, applied to both directions). real_ev standards: one value per tier. Generated T1–T4 use ui_text / ui_text_en = 100 + real_ev (same EN); T5 uses “try again” / “Once again”. Remarks still distinguish break-even vs small win where applicable.",
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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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@@ -68,11 +68,11 @@
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"ruleGenInvalidT3RealEv": "T3 real_ev must satisfy -100 < value < 0",
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"ruleGenInvalidT4RealEv": "T4 real_ev must satisfy value < -100",
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"ruleGenInvalidT5RealEv": "T5 “try again” real_ev must be 0",
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"ruleGenT1Min": "T1 min (CW & CCW)",
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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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"ruleGenT5Max": "T5 fixed count (CW & CCW)",
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"ruleGenScopeHint": "T1/T2 are minimums; T4 and T5 are exact: clockwise and counter-clockwise weighted counts must each equal the fixed value.",
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"ruleGenScopeHint": "T1/T4/T5 are exact; T2 is minimum: clockwise and counter-clockwise weighted counts must satisfy each constraint.",
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"ruleGenApply": "Generate and save",
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"ruleGenNeedFullGrid": "Missing id 0–25 rows or incomplete grid_number; cannot generate",
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"ruleGenFreqFail": "Cannot compute board frequencies; check grid_number",
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