logic.go
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package cardholder
import (
"apigame/configs-db/confcardholder"
"apigame/models"
"apigame/service-common/svmysql"
"apigame/service/code-msg"
"apigame/util/util-lx/lxalilog"
"apigame/util/util-lx/lxtime"
"apigame/util/zconvert"
"apigame/util/zjson"
"apigame/util/zslice"
"github.com/samber/lo"
"math"
"sort"
)
// CheckStatus 判断活动是否开启
func CheckStatus(conf *confcardholder.ActivityConfig) string {
sec := lxtime.NowUninx()
if conf.Id == 0 {
return code_msg.RECODE_MERGE_CARDHOLDER_NOTOPEN1_ERROR
}
if sec < conf.StartTime {
return code_msg.RECODE_MERGE_CARDHOLDER_NOTOPEN1_ERROR
}
if sec > conf.EndTime {
return code_msg.RECODE_MERGE_CARDHOLDER_NOTOPEN2_ERROR
}
return code_msg.RECODE_OK
}
// CheckGameData 检查游戏数据 轮次等
func CheckGameData(d *Player, conf *confcardholder.ActivityConfig) string {
if d.Details.Round > conf.Round {
return code_msg.RECODE_MERGE_CARDHOLDER_ROUNDFINISH_ERROR
}
return code_msg.RECODE_OK
}
// GetUserSequenceIdAndCohort 获取 用户序列组ID(sequenceId) 用户分组(cohort)
func GetUserSequenceIdAndCohort(uid int64) (sequenceId, cohort int) {
// todo 这里后续要对接 用户序列组ID(sequenceId) 用户分组(cohort)
sequenceId = 1
cohort = 1
return
}
// GetOneFromArray 从配置的数组里获取一个值 scale=之前刻度
func GetOneFromArray(array []int, scale int) int {
length := len(array)
if length < 1 {
return 0
}
if length == 1 {
return array[0]
}
return array[scale%length]
}
// GetListFromArray 从配置的数组里获取一组值 scale=之前刻度 count=数目
func GetListFromArray(array []int, scale, count int) []int {
list := make([]int, 0)
if count < 0 {
return list
}
s := scale
for i := 0; i < count; i++ {
one := GetOneFromArray(array, s)
list = append(list, one)
s++
}
return list
}
// GetNewCard 按顺序查找数目最少的一张卡抽取
func GetNewCard(player *Player, conf *confcardholder.ActivityConfig) int {
if len(conf.CardConfig) < 1 {
return 0
}
rate := int64(100000000)
list := make([]int64, 0)
for id, _ := range conf.CardConfig {
count, _ := player.Details.Cards[id]
index := int64(count)*rate + int64(id)
list = append(list, index)
}
indexMin := lo.Min(list)
return int(indexMin % rate)
}
// CheckAlbumFinish 判断卡组是否已集齐
func CheckAlbumFinish(albumId int, player *Player, config *confcardholder.ActivityConfig) bool {
for _, conf := range config.CardConfig {
if conf.SetId == albumId {
count := player.Details.Cards[conf.Id]
if count < 1 {
return false
}
}
}
return true
}
// CheckRoundFinish 判断轮次是否已集齐(所有卡组集齐)
func CheckRoundFinish(player *Player, config *confcardholder.ActivityConfig) bool {
for _, conf := range config.AlbumConfig {
count := player.Details.Album[conf.SetId]
if count < 1 {
return false
}
}
return true
}
// HandleNextRound 处理轮次完成 星级序列刻度 卡牌序列刻度
func HandleNextRound(player *Player) {
player.Details.Round += 1
player.Details.Cards = make(map[int]int)
player.Details.Album = make(map[int]int)
}
// GetInfo 玩家卡牌活动信息
func GetInfo(player *Player, config *confcardholder.ActivityConfig) models.CardHolderInfo {
info := models.CardHolderInfo{
Cards: make(map[int]int),
Album: make(map[int]int),
Round: 0,
}
for i, i2 := range player.Details.Cards {
info.Cards[i] = i2
}
for i, i2 := range player.Details.Album {
info.Album[i] = i2
}
info.StarCount = player.Details.StarCount
info.Round = player.Details.Round
return info
}
// DoOpen 封装的抽卡逻辑
// openMode:开包类型0客户端驱动1星星商店购买2剩余星星兑换
func DoOpen(gameId string,
player *Player,
config *confcardholder.ActivityConfig,
confCardholder confcardholder.OpenCardholderConfig,
sequenceId, cohort int,
openMode int) (newCards []int) {
newCards = make([]int, 0)
// 如果是新卡包 按顺序查找数目最少的一张卡抽取
// 2024年4月25日 新卡包只是多一张新卡 其余的逻辑相同
if confCardholder.IsNew != 0 {
cardId := GetNewCard(player, config)
// 增加卡牌
player.Details.Cards[cardId] += 1
newCards = append(newCards, cardId)
}
{
getCardFunc := func(cardConfigId int) {
confCardSequence, hasCardSequence := config.FindCardSequenceConfig(cardConfigId, sequenceId, cohort)
if hasCardSequence {
combineId := confcardholder.CombineIdSequenceIdCohort(cardConfigId, sequenceId, cohort)
scale := player.Details.CardSequenceScales[combineId]
cardId := GetOneFromArray(confCardSequence.CardIdList, scale)
// 增加刻度
player.Details.CardSequenceScales[combineId] = scale + 1
// 增加卡牌
player.Details.Cards[cardId] += 1
newCards = append(newCards, cardId)
}
}
// 正常抽卡
// 先抽保底卡
if confCardholder.GuaranteedStarCardId != 0 {
getCardFunc(confCardholder.GuaranteedStarCardId)
}
// 非保底卡
if confCardholder.NormalCardNumber > 0 {
count := confCardholder.NormalCardNumber
confNormalCardStar, hasNormalCardStar := config.FindNormalCardStarConfig(confCardholder.MinimumGuaranteeCardId, sequenceId, cohort)
if hasNormalCardStar {
combineIdStar := confcardholder.CombineIdSequenceIdCohort(confCardholder.MinimumGuaranteeCardId, sequenceId, cohort)
scaleStar := player.Details.StarSequenceScales[combineIdStar]
starIds := GetListFromArray(confNormalCardStar.NormalCardSequenceId, scaleStar, count)
// 增加星级刻度
player.Details.StarSequenceScales[combineIdStar] = scaleStar + count
// 遍历星级刻度抽取n张卡牌
for _, id := range starIds {
getCardFunc(id)
}
}
}
}
// 记录开卡包日志
{
recordBase := NewRecordBase(player.Uid, sequenceId, cohort, config.Id, player.Details.Round)
_ = svmysql.Create(NewRecordOpen(recordBase,
openMode, confCardholder.Id, zjson.Str(newCards)),
gameId)
}
return
}
// DoOpenCheckAward 封装的新卡判断是否出发卡组和轮次奖励的逻辑
func DoOpenCheckAward(gameId string,
player *Player,
config *confcardholder.ActivityConfig,
sequenceId, cohort int,
newCards []int,
openMode int) (awardAlbum map[int]string, awardRound string) {
awardAlbum = make(map[int]string)
awardRound = ""
if openMode == 0 || openMode == 1 {
// 根据新获得卡牌列表 判断 触发的卡组奖励列表
for _, cardId := range newCards {
confCard, hasConfCard := config.CardConfig[cardId]
if !hasConfCard {
lxalilog.Errors("CardConfig cant find cardId", cardId)
continue
}
albumId := confCard.SetId
// 是否已领过
countGot := player.Details.Album[albumId]
if countGot > 0 {
continue
}
confAlbum, hasConfAlbum := config.AlbumConfig[albumId]
if !hasConfAlbum {
lxalilog.Errors("AlbumConfig cant find albumId", albumId)
continue
}
// 检查卡组内卡是否集齐
if !CheckAlbumFinish(albumId, player, config) {
continue
}
// 集齐处理发奖
player.Details.Album[albumId] += 1
award := confAlbum.Rewards[zconvert.IntToStr(player.Details.Round)]
awardAlbum[albumId] = award
{
// 记录日志
recordBase := NewRecordBase(player.Uid, sequenceId, cohort, config.Id, player.Details.Round)
_ = svmysql.Create(NewRecordRewardAlbum(recordBase,
albumId, award),
gameId)
}
}
// 判断 处理 发放轮次奖励 轮次完成
if CheckRoundFinish(player, config) {
// 返回奖励
awardRound = config.Awards[zconvert.IntToStr(player.Details.Round)]
// 记录日志
recordBase := NewRecordBase(player.Uid, sequenceId, cohort, config.Id, player.Details.Round)
_ = svmysql.Create(NewRecordRewardRound(recordBase,
awardRound),
gameId)
// 处理轮次完成
HandleNextRound(player)
}
}
return
}
// CalculateStarCount 计算星星点数
func CalculateStarCount(player *Player, config *confcardholder.ActivityConfig) {
starCount := 0
for cardId, cardCount := range player.Details.Cards {
if cardCount <= 1 {
continue
}
confCard, hasConfCard := config.CardConfig[cardId]
if !hasConfCard {
continue
}
// 1. 普卡 :卡的等级数=可累计 的星星数
// 2. 金币: 卡的等级数+1=可累计 的星星数
if confCard.IsGold == 1 {
starCount += (cardCount - 1) * (confCard.Star + 1)
} else {
starCount += (cardCount - 1) * confCard.Star
}
}
player.Details.StarCount = starCount
}
// GetStarCardList 按照规则扣除星星数找到需要扣除的卡牌列表
func GetStarCardList(player *Player, config *confcardholder.ActivityConfig, needStar int) (enough bool, cardList map[int]int) {
enough = false
cardList = make(map[int]int)
starAmount := 0
levelMax := 5
// 等级依次从低到高
// 先普卡
for i := 1; i <= levelMax; i++ {
for cardId, cardCount := range player.Details.Cards {
if starAmount >= needStar {
enough = true
return
}
if cardCount <= 1 {
continue
}
confCard, hasConfCard := config.CardConfig[cardId]
if !hasConfCard {
continue
}
if confCard.IsGold == 1 {
continue
}
if confCard.Star != i {
continue
}
star := confCard.Star
need := needStar - starAmount
needCardCount := int(math.Ceil(float64(need) / float64(star)))
if needCardCount > cardCount-1 {
needCardCount = cardCount - 1
}
cardList[cardId] = needCardCount
starAmount += needCardCount * star
}
}
// 金卡
for i := 1; i <= levelMax; i++ {
for cardId, cardCount := range player.Details.Cards {
if starAmount >= needStar {
enough = true
return
}
if cardCount <= 1 {
continue
}
confCard, hasConfCard := config.CardConfig[cardId]
if !hasConfCard {
continue
}
if confCard.IsGold != 1 {
continue
}
if confCard.Star != i {
continue
}
star := confCard.Star + 1
need := needStar - starAmount
needCardCount := int(math.Ceil(float64(need) / float64(star)))
if needCardCount > cardCount-1 {
needCardCount = cardCount - 1
}
cardList[cardId] = needCardCount
starAmount += needCardCount * star
}
}
if starAmount >= needStar {
enough = true
return
}
return
}
// NextActivityAutoExchange 活动切换时自动兑换卡包
func NextActivityAutoExchange(gameId string, player *Player, config *confcardholder.ActivityConfig) {
// 把星星的配置按照需要的星星数降序排列
list := lo.Values[int, confcardholder.StarShopConfig](config.StarShopConfig)
sort.Slice(list, func(i, j int) bool {
return list[i].NeedStarNumber < list[j].NeedStarNumber
})
list = lo.Reverse(list)
// 遍历
for _, config := range list {
if player.Details.LastStarCount >= config.NeedStarNumber {
player.Details.AutoExchangeHolder = config.Id
break
}
}
// 开始处理抽卡
openMode := 2
sequenceId, cohort := GetUserSequenceIdAndCohort(player.Uid)
allNewCards := make([]int, 0)
if player.Details.AutoExchangeHolder != 0 {
confCardholder, _ := config.CardholderConfig[player.Details.AutoExchangeHolder]
newCards := DoOpen(gameId,
player, config,
confCardholder,
sequenceId, cohort,
openMode)
// 打乱顺序
zslice.Shuffle(newCards)
for _, i3 := range newCards {
allNewCards = append(allNewCards, i3)
}
}
_, _ = DoOpenCheckAward(gameId,
player, config,
sequenceId, cohort,
allNewCards,
openMode)
// 计算星星点数
CalculateStarCount(player, config)
}