dto-room.go 3.47 KB
package roomrank

import (
	"apigame/service-common/svconst"
	"apigame/service-common/svmysql"
	"apigame/util/util-lx/lxalilog"
	"encoding/json"
	"fmt"
	"github.com/samber/lo"
)

// Room 房间排行持久数据
type Room struct {
	Id         int64 `gorm:"column:id;primaryKey;comment:房间唯一ID"`
	ActivityId int64 `gorm:"comment:活动ID"`
	ConfigId   int   `gorm:"comment:房间配置ID"`

	Details     *RoomDetails `gorm:"-"` // 详情
	DetailsText string       `gorm:"comment:详情封装"`

	Closed         bool  `gorm:"comment:房间已关闭"`
	ResetRobotTime int64 `gorm:"comment:上次刷新机器人时间"`
	HasSettle      bool  `gorm:"comment:是否结算"`

	CreateTime int64 `gorm:"comment:创建时间戳"`
	UpdateTime int64 `gorm:"comment:修改时间戳"`
}

func (d *Room) MysqlInfo(suffix string) *svmysql.MysqlInfo {
	tableName := svconst.MYSQL_TABLE_S_ROOMRANK_ROOM
	return &svmysql.MysqlInfo{
		DbMysql:   svconst.DbCommon,
		TableName: fmt.Sprintf("%s_%s_%d", tableName, suffix, d.ActivityId),
	}
}

// RoomPlayer 房间玩家
type RoomPlayer struct {
	Uid           int64  // 玩家唯一ID
	Name          string // 玩家名字
	Icon          string // 玩家头像
	Score         int64  // 玩家排行分数
	JoinTime      int64  // 加入时间
	UserType      int    // 用户类型 -1=原生配置机器人
	RobotConfigId int    // 0=玩家
}

// RoomDetails 详情
type RoomDetails struct {
	Players []*RoomPlayer // 房间玩家列表
}

// Encode 打包数据
func (d *Room) Encode() {
	details, err := json.Marshal(d.Details)
	if err != nil {
		lxalilog.Errors(err, "Player Encode Error", d.Id, d.ActivityId)
		return
	}
	d.DetailsText = string(details)
}

// Decode 分包数据
func (d *Room) Decode() {
	d.Details = &RoomDetails{
		Players: make([]*RoomPlayer, 0),
	}
	err := json.Unmarshal([]byte(d.DetailsText), d.Details)
	if err != nil {
		lxalilog.Errors(err, "Player Decode Error", d.Id, d.ActivityId)
		return
	}
}

// FindPlayer 找到玩家排名和积分 -1=没找到
func (d *Room) FindPlayer(playerUid int64) (int, int64) {
	count := len(d.Details.Players)
	if count > 0 {
		for i := 0; i < count; i++ {
			p := d.Details.Players[i]
			if p.Uid == playerUid {
				return i, p.Score
			}
		}
	}

	return -1, 0
}

func (d *Room) GetPlayerTypeCount(userType int) int {
	return lo.CountBy(d.Details.Players, func(p *RoomPlayer) bool {
		return p.UserType == userType
	})
}

/*	排名规则 降序
- 如果是玩家之间的分数相同,则先达到该分数的玩家排名靠前
- 如果是机器人之间的分数相同,则按照计算的处理先后顺序进行排序,或者随机排序,因为不重要
- 如果是玩家和机器人之间的分数相同,则玩家排名永远高于机器人排名
*/

func (d *RoomDetails) Len() int {
	return len(d.Players)
}
func (d *RoomDetails) Less(i, j int) bool {
	if d.Players[i].Score != d.Players[j].Score {
		return d.Players[i].Score > d.Players[j].Score
	}
	// 如果是玩家和机器人之间的分数相同,则玩家排名永远高于机器人排名
	if d.Players[i].RobotConfigId != d.Players[j].RobotConfigId {
		return d.Players[i].RobotConfigId < d.Players[j].RobotConfigId
	}
	// 如果是玩家之间的分数相同,则先达到该分数的玩家排名靠前
	if d.Players[i].RobotConfigId == 0 && d.Players[j].RobotConfigId == 0 {
		return d.Players[i].JoinTime > d.Players[j].JoinTime
	}
	return d.Players[i].Score > d.Players[j].Score
}
func (d *RoomDetails) Swap(i, j int) {
	d.Players[i], d.Players[j] = d.Players[j], d.Players[i]
}