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Yi.Framework/Yi.Abp.Net8/module/ai-hub/Yi.Framework.AiHub.Domain/Managers/CardFlipManager.cs
chenchun e9099bbe04 feat: 增加基于本周填写邀请码数量的邀请翻牌校验
- 注入 ISqlSugarRepository<InvitationRecordAggregateRoot> 到 CardFlipManager 并更新构造函数。
- 在邀请类型(FlipType.Invite)翻牌时,改为校验用户本周已填写的邀请码数量是否满足本次翻牌所需(根据 InviteFlipsUsed 计算所需数量),不足则抛出友好异常提示。
- 保持原有错误处理与日志逻辑不变。
2025-10-30 20:13:49 +08:00

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using Microsoft.Extensions.Logging;
using Volo.Abp.Domain.Services;
using Yi.Framework.AiHub.Domain.Entities;
using Yi.Framework.SqlSugarCore.Abstractions;
namespace Yi.Framework.AiHub.Domain.Managers;
/// <summary>
/// 翻牌管理器 - 负责翻牌核心业务逻辑
/// </summary>
public class CardFlipManager : DomainService
{
private readonly ISqlSugarRepository<CardFlipTaskAggregateRoot> _cardFlipTaskRepository;
private readonly ISqlSugarRepository<InvitationRecordAggregateRoot> _invitationRecordRepository;
private readonly InviteCodeManager _inviteCodeManager;
private readonly ILogger<CardFlipManager> _logger;
// 翻牌规则配置
public const int MAX_FREE_FLIPS = 7; // 免费翻牌次数
public const int MAX_INVITE_FLIPS = 3; // 邀请解锁翻牌次数
public const int TOTAL_MAX_FLIPS = 10; // 总最大翻牌次数
private const int EIGHTH_FLIP = 8; // 第8次翻牌
private const int NINTH_FLIP = 9; // 第9次翻牌
private const int TENTH_FLIP = 10; // 第10次翻牌
private const long EIGHTH_MIN_REWARD = 1000000; // 第8次最小奖励 100w
private const long EIGHTH_MAX_REWARD = 3000000; // 第8次最大奖励 300w
private const long NINTH_MIN_REWARD = 1000000; // 第9次最小奖励 100w
private const long NINTH_MAX_REWARD = 5000000; // 第9次最大奖励 500w
private const long TENTH_MIN_REWARD = 1000000; // 第10次最小奖励 100w
private const long TENTH_MAX_REWARD = 10000000; // 第10次最大奖励 1000w
public CardFlipManager(
ISqlSugarRepository<CardFlipTaskAggregateRoot> cardFlipTaskRepository,
ISqlSugarRepository<InvitationRecordAggregateRoot> invitationRecordRepository,
InviteCodeManager inviteCodeManager,
ILogger<CardFlipManager> logger)
{
_cardFlipTaskRepository = cardFlipTaskRepository;
_invitationRecordRepository = invitationRecordRepository;
_inviteCodeManager = inviteCodeManager;
_logger = logger;
}
/// <summary>
/// 获取或创建本周任务
/// </summary>
public async Task<CardFlipTaskAggregateRoot?> GetOrCreateWeeklyTaskAsync(
Guid userId,
DateTime weekStart,
bool createIfNotExists)
{
var task = await _cardFlipTaskRepository._DbQueryable
.Where(x => x.UserId == userId && x.WeekStartDate == weekStart)
.FirstAsync();
if (task == null && createIfNotExists)
{
task = new CardFlipTaskAggregateRoot(userId, weekStart);
await _cardFlipTaskRepository.InsertAsync(task);
}
return task;
}
/// <summary>
/// 获取已翻牌的顺序列表
/// </summary>
public List<int> GetFlippedOrder(CardFlipTaskAggregateRoot task)
{
return task.FlippedOrder ?? new List<int>();
}
/// <summary>
/// 执行翻牌逻辑
/// </summary>
/// <param name="userId">用户ID</param>
/// <param name="flipNumber">翻牌序号</param>
/// <param name="weekStart">本周开始日期</param>
/// <returns>翻牌结果</returns>
public async Task<FlipResult> ExecuteFlipAsync(Guid userId, int flipNumber, DateTime weekStart)
{
// 验证翻牌序号
if (flipNumber < 1 || flipNumber > TOTAL_MAX_FLIPS)
{
throw new UserFriendlyException($"翻牌序号必须在1-{TOTAL_MAX_FLIPS}之间");
}
// 获取或创建本周任务
var task = await GetOrCreateWeeklyTaskAsync(userId, weekStart, createIfNotExists: true);
// 验证翻牌次数
if (task.TotalFlips >= TOTAL_MAX_FLIPS)
{
throw new UserFriendlyException("本周翻牌次数已用完,请下周再来!");
}
// 验证该牌是否已经翻过
var flippedOrder = GetFlippedOrder(task);
if (flippedOrder.Contains(flipNumber))
{
throw new UserFriendlyException($"第 {flipNumber} 号牌已经翻过了!");
}
// 判断翻牌类型
var flipType = DetermineFlipType(task);
// 验证是否有足够的次数
if (!CanUseFlipType(task, flipType))
{
throw new UserFriendlyException(GetFlipTypeErrorMessage(flipType));
}
// 如果是邀请类型翻牌,必须验证用户本周填写的邀请码数量足够
if (flipType == FlipType.Invite)
{
// 查询本周已使用的邀请码数量
var weeklyInviteCodeUsedCount = await _invitationRecordRepository._DbQueryable
.Where(x => x.InvitedUserId == userId)
.Where(x => x.InvitationTime >= weekStart)
.CountAsync();
// 本周填写的邀请码数量必须 >= 即将使用的邀请翻牌次数
// 例如: 要翻第8次(InviteFlipsUsed=0->1), 需要至少填写了1个邀请码
// 要翻第9次(InviteFlipsUsed=1->2), 需要至少填写了2个邀请码
// 要翻第10次(InviteFlipsUsed=2->3), 需要至少填写了3个邀请码
var requiredInviteCodeCount = task.InviteFlipsUsed + 1;
if (weeklyInviteCodeUsedCount < requiredInviteCodeCount)
{
throw new UserFriendlyException($"需要先使用{requiredInviteCodeCount}个他人邀请码才能解锁第{task.TotalFlips + 1}次翻牌");
}
}
// 计算翻牌结果(基于当前是第几次翻牌,而不是卡片序号)
var flipCount = task.TotalFlips + 1; // 当前这次翻牌是第几次
var result = CalculateFlipResult(flipCount);
// 将卡片序号信息也返回
result.FlipNumber = flipNumber;
// 更新翻牌次数(必须在记录奖励之前,因为需要先确定是第几次)
task.IncrementFlip(flipType);
// 记录翻牌顺序
if (task.FlippedOrder == null)
{
task.FlippedOrder = new List<int>();
}
task.FlippedOrder.Add(flipNumber);
// 如果中奖,记录奖励金额(用于后续查询显示)
if (result.IsWin)
{
if (flipCount == EIGHTH_FLIP)
{
task.SetEighthReward(result.RewardAmount);
}
else if (flipCount == NINTH_FLIP)
{
task.SetNinthReward(result.RewardAmount);
}
else if (flipCount == TENTH_FLIP)
{
task.SetTenthReward(result.RewardAmount);
}
}
await _cardFlipTaskRepository.UpdateAsync(task);
_logger.LogInformation($"用户 {userId} 完成第 {flipNumber} 次翻牌,中奖:{result.IsWin}");
return result;
}
/// <summary>
/// 判断是否可以翻牌
/// </summary>
public bool CanFlipCard(CardFlipTaskAggregateRoot? task)
{
if (task == null) return true; // 没有任务记录,可以开始翻牌
return task.TotalFlips < TOTAL_MAX_FLIPS;
}
/// <summary>
/// 判断翻牌类型
/// </summary>
public FlipType DetermineFlipType(CardFlipTaskAggregateRoot task)
{
if (task.FreeFlipsUsed < MAX_FREE_FLIPS)
{
return FlipType.Free;
}
else
{
return FlipType.Invite;
}
}
/// <summary>
/// 判断是否可以使用该翻牌类型
/// </summary>
public bool CanUseFlipType(CardFlipTaskAggregateRoot task, FlipType flipType)
{
return flipType switch
{
FlipType.Free => task.FreeFlipsUsed < MAX_FREE_FLIPS,
FlipType.Invite => task.InviteFlipsUsed < MAX_INVITE_FLIPS,
_ => false
};
}
/// <summary>
/// 计算翻牌结果
/// </summary>
/// <param name="flipCount">第几次翻牌1-10</param>
private FlipResult CalculateFlipResult(int flipCount)
{
var result = new FlipResult
{
FlipNumber = 0, // 稍后会被设置为实际的卡片序号
IsWin = false
};
// 前7次固定失败
if (flipCount <= 7)
{
result.IsWin = false;
result.RewardDesc = "很遗憾,未中奖";
}
// 第8次中奖 (邀请码解锁)
else if (flipCount == EIGHTH_FLIP)
{
var rewardAmount = GenerateRandomReward(EIGHTH_MIN_REWARD, EIGHTH_MAX_REWARD);
result.IsWin = true;
result.RewardAmount = rewardAmount;
result.RewardDesc = $"恭喜获得尊享包 {rewardAmount / 10000}w tokens!";
}
// 第9次中奖 (邀请码解锁)
else if (flipCount == NINTH_FLIP)
{
var rewardAmount = GenerateRandomReward(NINTH_MIN_REWARD, NINTH_MAX_REWARD);
result.IsWin = true;
result.RewardAmount = rewardAmount;
result.RewardDesc = $"恭喜获得尊享包 {rewardAmount / 10000}w tokens!";
}
// 第10次中奖 (邀请码解锁)
else if (flipCount == TENTH_FLIP)
{
var rewardAmount = GenerateRandomReward(TENTH_MIN_REWARD, TENTH_MAX_REWARD);
result.IsWin = true;
result.RewardAmount = rewardAmount;
result.RewardDesc = $"恭喜获得尊享包 {rewardAmount / 10000}w tokens!";
}
return result;
}
/// <summary>
/// 获取翻牌类型错误提示
/// </summary>
private string GetFlipTypeErrorMessage(FlipType flipType)
{
return flipType switch
{
FlipType.Free => "免费翻牌次数已用完",
FlipType.Invite => "需要使用邀请码解锁更多次数",
_ => "无法翻牌"
};
}
/// <summary>
/// 生成随机奖励金额 (最小单位100w)
/// </summary>
private long GenerateRandomReward(long min, long max)
{
var random = new Random();
const long unit = 1000000; // 100w的单位
// 将min和max转换为100w的倍数
long minUnits = min / unit;
long maxUnits = max / unit;
// 在倍数范围内随机
long randomUnits = random.Next((int)minUnits, (int)maxUnits + 1);
// 返回100w的倍数
return randomUnits * unit;
}
/// <summary>
/// 获取本周开始日期(周一)
/// </summary>
public static DateTime GetWeekStartDate(DateTime date)
{
var dayOfWeek = (int)date.DayOfWeek;
// 将周日(0)转换为7
if (dayOfWeek == 0) dayOfWeek = 7;
// 计算本周一的日期
var monday = date.Date.AddDays(-(dayOfWeek - 1));
return monday;
}
/// <summary>
/// 获取翻牌类型描述
/// </summary>
public static string GetFlipTypeDesc(int flipNumber)
{
if (flipNumber <= MAX_FREE_FLIPS)
{
return "免费";
}
else
{
return "邀请解锁";
}
}
}
/// <summary>
/// 翻牌结果
/// </summary>
public class FlipResult
{
/// <summary>
/// 翻牌序号
/// </summary>
public int FlipNumber { get; set; }
/// <summary>
/// 是否中奖
/// </summary>
public bool IsWin { get; set; }
/// <summary>
/// 奖励金额
/// </summary>
public long RewardAmount { get; set; }
/// <summary>
/// 奖励描述
/// </summary>
public string RewardDesc { get; set; } = string.Empty;
}