using Microsoft.Extensions.Caching.Distributed; using Volo.Abp.Caching; using Volo.Abp.Domain.Services; using Volo.Abp.Settings; using Yi.Framework.DigitalCollectibles.Domain.Shared.Consts; using Yi.Framework.DigitalCollectibles.Domain.Shared.Dtos; using Yi.Framework.SettingManagement.Domain; namespace Yi.Framework.DigitalCollectibles.Domain.Managers; /// /// 矿池领域服务 /// 处理矿池相关业务,例如挖矿等 /// public class MiningPoolManager : DomainService { /// /// 每次挖矿概率,每天根据特定算法计算 /// private static decimal CurrentMiningProbability { get; set; } private readonly ISettingProvider _settingProvider; private readonly IDistributedCache _cache; public MiningPoolManager(ISettingProvider settingProvider, IDistributedCache cache) { _settingProvider = settingProvider; this._cache = cache; } /// /// 最后一次计算挖矿概率的时间,如果时间跨了早上10点,重新计算 /// private static DateTime LastComputeMiningProbabilityTime { get; set; } /// /// 用户进行一次挖矿 /// /// public Task MiningAsync(Guid userId) { //从矿池中开挖 //根据挖矿概率,进行挖掘 //挖到了放到用户仓库即可 //如果概率是挖到了矿,再从矿物中随机选择一个稀有度,再在当前稀有度中的矿物列表,随机选择一个具体的矿物 throw new NotImplementedException(); } /// /// 计算当前挖矿概率 /// /// public Task ComputeMiningProbabilityAsync() { //当前的挖矿期望:当天的所有藏品能被刚好挖完 //保底概率:最大不能高过一个值,百分之10 //手动挖矿:1天可挖10次,每次至少间隔6秒 //自动挖矿:1天可以挖24次 每次间隔60分钟(需要使用自动挖矿卡) //可影响因素:剩余手动挖矿次数+剩余自动挖矿次数 //所有能够挖掘次数 throw new NotImplementedException(); } /// /// 刷新矿池 /// /// public async Task RefreshMiningPoolAsync() { //获取当前最大的限制 var maximumPoolLimit = int.Parse(await _settingProvider.GetOrNullAsync("MaximumPoolLimit")); DateTime startTime = DateTime.Today.AddHours(10); DateTime endTime = startTime.AddDays(1); var probabilityValues = RarityEnumExtensions.GetProbabilityValues(); var result = GenerateDistribution(maximumPoolLimit, probabilityValues); //根据配置,将不同比例的矿,塞入矿池, //矿池,交给redis await _cache.SetAsync(CacheConst.MiningPoolContent, new MiningPoolContent(startTime, endTime) { I0_OrdinaryNumber = result[0], I1_SeniorNumber = result[1], I2_RareNumber = result[2], I3_GemNumber = result[3], I4_LegendNumber = result[4] }, new DistributedCacheEntryOptions { AbsoluteExpiration = endTime }); } /// /// 根据概率生成给对应稀有度藏品 /// /// /// /// /// private int[] GenerateDistribution(int totalCount, decimal[] probabilities) { int[] counts = new int[probabilities.Length]; decimal totalProbability = 0; // 计算概率总和,确保为 1 foreach (var prob in probabilities) { totalProbability += prob; } // 检查概率之和是否为 1 if (totalProbability < 0.99m || totalProbability > 1.01m) { throw new ArgumentException("概率总和必须接近1"); } // 生成分布 for (int i = 0; i < probabilities.Length; i++) { counts[i] = (int)(totalCount * probabilities[i]); } // 处理可能因精度问题导致的总数不足 int sum = 0; foreach (var count in counts) { sum += count; } int difference = totalCount - sum; // 将差值分配给概率最大的一项 if (difference > 0) { int maxIndex = Array.IndexOf(counts, Math.Max(counts[0], counts[1])); counts[maxIndex] += difference; } return counts; } }