logic.go 12.3 KB
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451
package cardholder

import (
	"apigame/configs"
	"apigame/models"
	"apigame/service-common/svmysql"
	"apigame/service/code-msg"
	"apigame/util/util-lx/lxalilog"
	"apigame/util/util-lx/lxtime"
	"apigame/util/utjson"
	"apigame/util/utslice"
	"apigame/util/utstring"
	"github.com/samber/lo"
	"sort"
	"strconv"
)

// SaveData 存储数据
func SaveData(gameId string, d *DataCardHolder) {
	d.UpdateTime = lxtime.NowUninx()
	d.Encode()

	_ = svmysql.Save(d, gameId)
}

func _LoadData(gameId string, uid int64) (d *DataCardHolder) {
	d = NewDataCardHolder(uid)
	has, err := svmysql.First(d, gameId)
	if err != nil {
		return
	}
	if has {
		d.Decode()
	} else {
		d.Init(uid)
		_ = svmysql.Insert(d, gameId)
	}
	return
}

// LoadData 获取数据 外部接口
func LoadData(gameId string, uid int64, config *configs.CardActivityConfig) (d *DataCardHolder) {
	configId := config.Id
	d = _LoadData(gameId, uid)
	// 如果当前有上线活动(活动ID不为0),且活动ID和玩家数据不同,说明活动已切换 需更新
	if configId != 0 &&
		configId != d.ActivityId {

		// 剩余的星星数
		starCount := d.Details.StarCount

		d.ActivityId = configId
		d.Details = NewDataCardHolderDetails()

		// 使用剩余的星星数来自动兑换卡包
		d.Details.LastStarCount = starCount
		NextActivityAutoExchange(gameId, d, config)

		SaveData(gameId, d)
	}
	return
}

// CheckStatus 判断活动是否开启
func CheckStatus(conf *configs.CardActivityConfig) 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 *DataCardHolder, conf *configs.CardActivityConfig) 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 string) {
	// todo 这里后续要对接
	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 []string, scale int) string {
	length := len(array)
	if length < 1 {
		return ""
	}
	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 []string, scale, count int) []string {
	list := make([]string, 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(gameData *DataCardHolder, conf *configs.CardActivityConfig) int {
	if len(conf.CardConfig) < 1 {
		return 0
	}
	rate := int64(100000000)
	list := make([]int64, 0)
	for id, _ := range conf.CardConfig {
		count, _ := gameData.Details.Cards[id]
		index := int64(count)*rate + int64(id)
		list = append(list, index)
	}

	indexMin := utslice.Min(list)
	return int(indexMin % rate)
}

// CheckAlbumFinish 判断卡组是否已集齐
func CheckAlbumFinish(albumId int, gameData *DataCardHolder, config *configs.CardActivityConfig) bool {
	for _, conf := range config.CardConfig {
		if conf.SetId == albumId {
			count := gameData.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(gameData *DataCardHolder, config *configs.CardActivityConfig) bool {
	for _, conf := range config.AlbumConfig {
		count := gameData.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(gameData *DataCardHolder) {
	gameData.Details.Round += 1
	gameData.Details.Cards = make(map[int]int)
	gameData.Details.Album = make(map[int]int)
}

// GetInfo 玩家卡牌活动信息
func GetInfo(gameData *DataCardHolder, conf *configs.CardActivityConfig) models.CardHolderInfo {
	info := models.CardHolderInfo{
		Cards: make(map[int]int),
		Album: make(map[int]int),
		Round: 0,
	}
	for i, i2 := range gameData.Details.Cards {
		info.Cards[i] = i2
	}
	for i, i2 := range gameData.Details.Album {
		info.Album[i] = i2
	}
	info.StarCount = gameData.Details.StarCount
	info.Round = gameData.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,
	gameData *DataCardHolder,
	config *configs.CardActivityConfig,
	confCardholder configs.OpenCardholderConfig,
	sequenceId, cohort string,
	openMode int) (newCards []int) {

	newCards = make([]int, 0)

	if confCardholder.IsNew != 0 {
		// 如果是新卡包 按顺序查找数目最少的一张卡抽取
		cardId := GetNewCard(gameData, config)
		// 增加卡牌
		gameData.Details.Cards[cardId] += 1
		newCards = append(newCards, cardId)
	} else {
		getCardFunc := func(cardConfigId string) {
			confCardSequence, hasCardSequence := config.FindCardSequenceConfig(cardConfigId, sequenceId, cohort)
			if hasCardSequence {
				combineId := configs.CombineIdSequenceIdCohort(cardConfigId, sequenceId, cohort)
				scale := gameData.Details.CardSequenceScales[combineId]
				cardId := GetOneFromArray(confCardSequence.CardIdLists, scale)
				cardIdInt := utstring.StringToInt(cardId)
				// 增加刻度
				gameData.Details.CardSequenceScales[combineId] = scale + 1
				// 增加卡牌
				gameData.Details.Cards[cardIdInt] += 1
				newCards = append(newCards, cardIdInt)
			}
		}
		// 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 := configs.CombineIdSequenceIdCohort(confCardholder.MinimumGuaranteeCardId, sequenceId, cohort)
				scaleStar := gameData.Details.StarSequenceScales[combineIdStar]
				starIds := GetListFromArray(confNormalCardStar.NormalCardSequenceIds, scaleStar, count)
				// 增加星级刻度
				gameData.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 := NewRecordCardHolderBase(gameData.Uid, sequenceId, cohort, config.Id, gameData.Details.Round)
		_ = svmysql.Insert(NewRecordCardHolderOpen(recordBase,
			openMode, utstring.StringToInt(confCardholder.Id), utjson.JsonString(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,
	gameData *DataCardHolder,
	config *configs.CardActivityConfig,
	sequenceId, cohort string,
	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 := gameData.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, gameData, config) {
				continue
			}
			// 集齐处理发奖
			gameData.Details.Album[albumId] += 1
			award := confAlbum.Rewards[utstring.IntToString(gameData.Details.Round)]
			awardAlbum[albumId] = award
			{
				// 记录日志
				recordBase := NewRecordCardHolderBase(gameData.Uid, sequenceId, cohort, config.Id, gameData.Details.Round)
				_ = svmysql.Insert(NewRecordCardHolderRewardAlbum(recordBase,
					albumId, award),
					gameId)
			}
		}
		// 判断 处理 发放轮次奖励 轮次完成
		if CheckRoundFinish(gameData, config) {
			// 返回奖励
			awardRound = config.Awards[utstring.IntToString(gameData.Details.Round)]

			// 记录日志
			recordBase := NewRecordCardHolderBase(gameData.Uid, sequenceId, cohort, config.Id, gameData.Details.Round)
			_ = svmysql.Insert(NewRecordCardHolderRewardRound(recordBase,
				awardRound),
				gameId)

			// 处理轮次完成
			HandleNextRound(gameData)
		}
	}

	return
}

// CalculateStarCount 计算星星点数
func CalculateStarCount(gameData *DataCardHolder, config *configs.CardActivityConfig) {
	starCount := 0
	for cardId, cardCount := range gameData.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
		}
	}
	gameData.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(gameData *DataCardHolder, config *configs.CardActivityConfig, 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 gameData.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
			}
			star := confCard.Star
			need := needStar - starAmount
			needCardCount := need / star
			if cardCount-1 < needCardCount {
				needCardCount = cardCount - 1
			}
			cardList[cardId] = needCardCount
			starAmount += needCardCount * star
		}
	}
	// 金卡
	for i := 1; i <= levelMax; i++ {
		for cardId, cardCount := range gameData.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
			}
			star := confCard.Star + 1
			need := needStar - starAmount
			needCardCount := need / star
			if cardCount-1 < needCardCount {
				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, gameData *DataCardHolder, config *configs.CardActivityConfig) {
	starCount := gameData.Details.LastStarCount
	// 把星星的配置按照需要的星星数降序排列
	list := lo.Values[int, configs.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 {
		for starCount >= config.NeedStarNumber {
			gameData.Details.AutoExchangeHolder = append(gameData.Details.AutoExchangeHolder, config.Id)
			starCount -= config.NeedStarNumber
		}
	}

	// 开始处理抽卡
	openMode := 2
	sequenceId, cohort := GetUserSequenceIdAndCohort(gameData.Uid)
	allNewCards := make([]int, 0)
	for _, idCardholder := range gameData.Details.AutoExchangeHolder {
		confCardholder, _ := config.CardholderConfig[strconv.Itoa(idCardholder)]
		newCards := DoOpen(gameId,
			gameData, config,
			confCardholder,
			sequenceId, cohort,
			openMode)
		// 打乱顺序
		utslice.Shuffle(newCards)
		for _, i3 := range newCards {
			allNewCards = append(allNewCards, i3)
		}
	}
	_, _ = DoOpenCheckAward(gameId,
		gameData, config,
		sequenceId, cohort,
		allNewCards,
		openMode)

	// 计算星星点数
	CalculateStarCount(gameData, config)
}