- CardFlipTaskAggregateRoot.cs
- 用 WinRecords(Dictionary<int,long>) 替代原先第8/9/10次的各自字段,且以 JSON 存库(SugarColumn IsJson)。
- 构造函数初始化 WinRecords。
- 新增 SetWinReward(int flipCount, long amount) 统一记录中奖。
- CardFlipService.cs
- 读取并展示 WinRecords,按翻牌顺序映射中奖信息(不再依赖单独的第8/9/10字段)。
- CardFlipManager.cs
- 重构中奖逻辑:
- 前7次翻牌改为 50% 概率可中奖,奖励范围 1w–3w(新增配置常量 FREE_*)。
- 统一通过 SetWinReward 记录任意次的中奖金额。
- GenerateRandomReward 根据最小值自动选单位(1w 或 100w)。
- 邀请类型翻牌校验由“仅统计被填写次数”改为“统计本周作为邀请人或被邀请人的邀请记录数量”(双方都计入),并据此判断是否可解锁邀请翻牌次数。
- InviteCodeManager.cs
- 使用邀请码时:
- 验证规则调整:一个账号只能填写别人的邀请码一次(hasUsedOthersCode 检查)。
- 邀请记录的语义变化:当使用邀请码时,邀请记录同时代表邀请人和被邀请人各增加一次翻牌机会。
- 不再将邀请码标记为单次已用;改为增加 UsedCount(一个邀请码可以被多人使用)。
- 优化日志与提示信息。
- InviteCodeAggregateRoot.cs
- 移除 IsUsed、UsedTime、UsedByUserId、MarkAsUsed 等单次使用相关字段/方法。
- 保留 IsUserInvited(被邀请后不能再作为被邀请者使用)和 UsedCount(统计多人使用次数)。
注意事项
- 这是数据结构与业务逻辑的变更,数据库表结构发生变化(新增 WinRecords JSON 字段,移除若干字段)。上线前请准备相应的迁移脚本或数据迁移方案,确保历史中奖数据平滑迁移到 WinRecords。
- 变更会影响相关单元/集成测试、前端展示字段,需同步更新对应测试与界面展示逻辑。
357 lines
12 KiB
C#
357 lines
12 KiB
C#
using Microsoft.Extensions.Logging;
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using Volo.Abp.Domain.Services;
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using Yi.Framework.AiHub.Domain.Entities;
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using Yi.Framework.SqlSugarCore.Abstractions;
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namespace Yi.Framework.AiHub.Domain.Managers;
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/// <summary>
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/// 翻牌管理器 - 负责翻牌核心业务逻辑
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/// </summary>
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public class CardFlipManager : DomainService
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{
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private readonly ISqlSugarRepository<CardFlipTaskAggregateRoot> _cardFlipTaskRepository;
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private readonly ISqlSugarRepository<InvitationRecordAggregateRoot> _invitationRecordRepository;
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private readonly InviteCodeManager _inviteCodeManager;
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private readonly ILogger<CardFlipManager> _logger;
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// 翻牌规则配置
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public const int MAX_FREE_FLIPS = 7; // 免费翻牌次数
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public const int MAX_INVITE_FLIPS = 3; // 邀请解锁翻牌次数
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public const int TOTAL_MAX_FLIPS = 10; // 总最大翻牌次数
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private const int EIGHTH_FLIP = 8; // 第8次翻牌
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private const int NINTH_FLIP = 9; // 第9次翻牌
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private const int TENTH_FLIP = 10; // 第10次翻牌
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// 前7次免费翻牌奖励配置
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private const long FREE_MIN_REWARD = 10000; // 前7次最小奖励 1w
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private const long FREE_MAX_REWARD = 30000; // 前7次最大奖励 3w
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private const double FREE_WIN_RATE = 0.5; // 前7次中奖概率 50%
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private const long EIGHTH_MIN_REWARD = 1000000; // 第8次最小奖励 100w
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private const long EIGHTH_MAX_REWARD = 3000000; // 第8次最大奖励 300w
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private const long NINTH_MIN_REWARD = 1000000; // 第9次最小奖励 100w
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private const long NINTH_MAX_REWARD = 5000000; // 第9次最大奖励 500w
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private const long TENTH_MIN_REWARD = 1000000; // 第10次最小奖励 100w
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private const long TENTH_MAX_REWARD = 10000000; // 第10次最大奖励 1000w
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public CardFlipManager(
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ISqlSugarRepository<CardFlipTaskAggregateRoot> cardFlipTaskRepository,
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ISqlSugarRepository<InvitationRecordAggregateRoot> invitationRecordRepository,
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InviteCodeManager inviteCodeManager,
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ILogger<CardFlipManager> logger)
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{
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_cardFlipTaskRepository = cardFlipTaskRepository;
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_invitationRecordRepository = invitationRecordRepository;
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_inviteCodeManager = inviteCodeManager;
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_logger = logger;
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}
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/// <summary>
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/// 获取或创建本周任务
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/// </summary>
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public async Task<CardFlipTaskAggregateRoot?> GetOrCreateWeeklyTaskAsync(
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Guid userId,
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DateTime weekStart,
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bool createIfNotExists)
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{
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var task = await _cardFlipTaskRepository._DbQueryable
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.Where(x => x.UserId == userId && x.WeekStartDate == weekStart)
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.FirstAsync();
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if (task == null && createIfNotExists)
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{
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task = new CardFlipTaskAggregateRoot(userId, weekStart);
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await _cardFlipTaskRepository.InsertAsync(task);
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}
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return task;
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}
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/// <summary>
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/// 获取已翻牌的顺序列表
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/// </summary>
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public List<int> GetFlippedOrder(CardFlipTaskAggregateRoot task)
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{
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return task.FlippedOrder ?? new List<int>();
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}
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/// <summary>
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/// 执行翻牌逻辑
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/// </summary>
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/// <param name="userId">用户ID</param>
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/// <param name="flipNumber">翻牌序号</param>
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/// <param name="weekStart">本周开始日期</param>
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/// <returns>翻牌结果</returns>
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public async Task<FlipResult> ExecuteFlipAsync(Guid userId, int flipNumber, DateTime weekStart)
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{
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// 验证翻牌序号
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if (flipNumber < 1 || flipNumber > TOTAL_MAX_FLIPS)
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{
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throw new UserFriendlyException($"翻牌序号必须在1-{TOTAL_MAX_FLIPS}之间");
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}
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// 获取或创建本周任务
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var task = await GetOrCreateWeeklyTaskAsync(userId, weekStart, createIfNotExists: true);
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// 验证翻牌次数
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if (task.TotalFlips >= TOTAL_MAX_FLIPS)
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{
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throw new UserFriendlyException("本周翻牌次数已用完,请下周再来!");
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}
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// 验证该牌是否已经翻过
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var flippedOrder = GetFlippedOrder(task);
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if (flippedOrder.Contains(flipNumber))
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{
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throw new UserFriendlyException($"第 {flipNumber} 号牌已经翻过了!");
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}
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// 判断翻牌类型
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var flipType = DetermineFlipType(task);
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// 验证是否有足够的次数
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if (!CanUseFlipType(task, flipType))
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{
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throw new UserFriendlyException(GetFlipTypeErrorMessage(flipType));
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}
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// 如果是邀请类型翻牌,必须验证用户本周的邀请记录数量足够(包括填写别人的邀请码和别人填写我的邀请码)
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if (flipType == FlipType.Invite)
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{
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// 查询本周作为邀请人或被邀请人的记录数量(双方都会增加翻牌次数)
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var weeklyInviteRecordCount = await _invitationRecordRepository._DbQueryable
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.Where(x => x.InviterId == userId || x.InvitedUserId == userId)
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.Where(x => x.InvitationTime >= weekStart)
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.CountAsync();
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// 本周邀请记录数量必须 >= 即将使用的邀请翻牌次数
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// 例如: 要翻第8次(InviteFlipsUsed=0->1), 需要至少有1条邀请记录(我邀请别人或别人邀请我)
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// 要翻第9次(InviteFlipsUsed=1->2), 需要至少有2条邀请记录
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// 要翻第10次(InviteFlipsUsed=2->3), 需要至少有3条邀请记录
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var requiredInviteRecordCount = task.InviteFlipsUsed + 1;
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if (weeklyInviteRecordCount < requiredInviteRecordCount)
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{
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throw new UserFriendlyException($"需本周累积{requiredInviteRecordCount}次邀请记录(填写别人的邀请码或别人填写你的邀请码)才能解锁第{task.TotalFlips + 1}次翻牌");
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}
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}
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// 计算翻牌结果(基于当前是第几次翻牌,而不是卡片序号)
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var flipCount = task.TotalFlips + 1; // 当前这次翻牌是第几次
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var result = CalculateFlipResult(flipCount);
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// 将卡片序号信息也返回
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result.FlipNumber = flipNumber;
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// 更新翻牌次数(必须在记录奖励之前,因为需要先确定是第几次)
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task.IncrementFlip(flipType);
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// 记录翻牌顺序
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if (task.FlippedOrder == null)
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{
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task.FlippedOrder = new List<int>();
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}
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task.FlippedOrder.Add(flipNumber);
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// 如果中奖,记录奖励金额(用于后续查询显示)
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if (result.IsWin)
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{
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task.SetWinReward(flipCount, result.RewardAmount);
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}
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await _cardFlipTaskRepository.UpdateAsync(task);
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_logger.LogInformation($"用户 {userId} 完成第 {flipNumber} 次翻牌,中奖:{result.IsWin}");
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return result;
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}
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/// <summary>
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/// 判断是否可以翻牌
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/// </summary>
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public bool CanFlipCard(CardFlipTaskAggregateRoot? task)
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{
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if (task == null) return true; // 没有任务记录,可以开始翻牌
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return task.TotalFlips < TOTAL_MAX_FLIPS;
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}
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/// <summary>
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/// 判断翻牌类型
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/// </summary>
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public FlipType DetermineFlipType(CardFlipTaskAggregateRoot task)
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{
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if (task.FreeFlipsUsed < MAX_FREE_FLIPS)
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{
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return FlipType.Free;
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}
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else
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{
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return FlipType.Invite;
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}
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}
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/// <summary>
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/// 判断是否可以使用该翻牌类型
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/// </summary>
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public bool CanUseFlipType(CardFlipTaskAggregateRoot task, FlipType flipType)
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{
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return flipType switch
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{
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FlipType.Free => task.FreeFlipsUsed < MAX_FREE_FLIPS,
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FlipType.Invite => task.InviteFlipsUsed < MAX_INVITE_FLIPS,
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_ => false
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};
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}
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/// <summary>
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/// 计算翻牌结果
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/// </summary>
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/// <param name="flipCount">第几次翻牌(1-10)</param>
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private FlipResult CalculateFlipResult(int flipCount)
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{
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var result = new FlipResult
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{
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FlipNumber = 0, // 稍后会被设置为实际的卡片序号
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IsWin = false
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};
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var random = new Random();
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// 前7次: 50%概率中奖,奖励1w-3w
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if (flipCount <= 7)
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{
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// 50%概率中奖
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if (random.NextDouble() < FREE_WIN_RATE)
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{
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var rewardAmount = GenerateRandomReward(FREE_MIN_REWARD, FREE_MAX_REWARD);
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result.IsWin = true;
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result.RewardAmount = rewardAmount;
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result.RewardDesc = $"恭喜获得尊享包 {rewardAmount / 10000m:0.##}w tokens!";
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}
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else
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{
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result.IsWin = false;
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result.RewardDesc = "很遗憾,未中奖";
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}
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}
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// 第8次中奖 (邀请码解锁)
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else if (flipCount == EIGHTH_FLIP)
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{
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var rewardAmount = GenerateRandomReward(EIGHTH_MIN_REWARD, EIGHTH_MAX_REWARD);
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result.IsWin = true;
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result.RewardAmount = rewardAmount;
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result.RewardDesc = $"恭喜获得尊享包 {rewardAmount / 10000}w tokens!";
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}
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// 第9次中奖 (邀请码解锁)
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else if (flipCount == NINTH_FLIP)
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{
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var rewardAmount = GenerateRandomReward(NINTH_MIN_REWARD, NINTH_MAX_REWARD);
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result.IsWin = true;
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result.RewardAmount = rewardAmount;
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result.RewardDesc = $"恭喜获得尊享包 {rewardAmount / 10000}w tokens!";
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}
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// 第10次中奖 (邀请码解锁)
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else if (flipCount == TENTH_FLIP)
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{
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var rewardAmount = GenerateRandomReward(TENTH_MIN_REWARD, TENTH_MAX_REWARD);
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result.IsWin = true;
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result.RewardAmount = rewardAmount;
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result.RewardDesc = $"恭喜获得尊享包 {rewardAmount / 10000}w tokens!";
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}
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return result;
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}
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/// <summary>
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/// 获取翻牌类型错误提示
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/// </summary>
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private string GetFlipTypeErrorMessage(FlipType flipType)
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{
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return flipType switch
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{
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FlipType.Free => "免费翻牌次数已用完",
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FlipType.Invite => "需要使用邀请码解锁更多次数",
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_ => "无法翻牌"
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};
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}
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/// <summary>
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/// 生成随机奖励金额
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/// </summary>
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private long GenerateRandomReward(long min, long max)
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{
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var random = new Random();
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// 根据最小值判断单位
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// 如果min小于100000,则使用1w(10000)作为单位;否则使用100w(1000000)作为单位
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long unit = min < 100000 ? 10000 : 1000000;
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// 将min和max转换为单位的倍数
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long minUnits = min / unit;
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long maxUnits = max / unit;
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// 在倍数范围内随机
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long randomUnits = random.Next((int)minUnits, (int)maxUnits + 1);
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// 返回单位的倍数
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return randomUnits * unit;
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}
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/// <summary>
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/// 获取本周开始日期(周一)
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/// </summary>
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public static DateTime GetWeekStartDate(DateTime date)
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{
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var dayOfWeek = (int)date.DayOfWeek;
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// 将周日(0)转换为7
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if (dayOfWeek == 0) dayOfWeek = 7;
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// 计算本周一的日期
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var monday = date.Date.AddDays(-(dayOfWeek - 1));
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return monday;
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}
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/// <summary>
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/// 获取翻牌类型描述
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/// </summary>
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public static string GetFlipTypeDesc(int flipNumber)
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{
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if (flipNumber <= MAX_FREE_FLIPS)
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{
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return "免费";
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}
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else
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{
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return "邀请解锁";
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}
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}
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}
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/// <summary>
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/// 翻牌结果
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/// </summary>
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public class FlipResult
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{
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/// <summary>
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/// 翻牌序号
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/// </summary>
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public int FlipNumber { get; set; }
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/// <summary>
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/// 是否中奖
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/// </summary>
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public bool IsWin { get; set; }
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/// <summary>
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/// 奖励金额
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/// </summary>
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public long RewardAmount { get; set; }
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/// <summary>
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/// 奖励描述
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/// </summary>
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public string RewardDesc { get; set; } = string.Empty;
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}
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