修复了积分系统中指令分析的错误

This commit is contained in:
2025-10-29 15:07:49 +08:00
parent 581a516610
commit b57f1e08ef
2 changed files with 36 additions and 100 deletions

View File

@@ -5,6 +5,7 @@ from datetime import datetime
from games.base import BaseGame
from utils.parser import CommandParser
from core.database import get_db
from typing import *
logger = logging.getLogger(__name__)
@@ -18,61 +19,22 @@ class AlchemyGame(BaseGame):
self.db = get_db()
# 奖品池配置 - 确保数学期望等于消耗积分
# 消耗10积分时的奖品池 - 数学期望约10.5
self.prize_pool_10 = [
# 负面奖励 (概率, 类型, 数值, 描述)
(0.05, "penalty", -5, "炼金失败,损失积分"), # 5% 概率损失5积分
(0.02, "penalty", -10, "炼金爆炸,损失积分"), # 2% 概率损失10积分
# 普通奖励 (概率, 类型, 数值, 描述)
(0.30, "points", 5, "少量积分"), # 30% 概率获得5积分
(0.25, "points", 8, "少量积分"), # 25% 概率获得8积分
(0.20, "points", 10, "等值积分"), # 20% 概率获得10积分
(0.10, "points", 15, "丰厚积分"), # 10% 概率获得15积分
(0.05, "points", 20, "丰厚积分"), # 5% 概率获得20积分
# 大奖 (概率, 类型, 数值, 描述)
(0.02, "points", 50, "🌟 巨额积分"), # 2% 概率获得50积分
(0.01, "points", 100, "💎 传说积分"), # 1% 概率获得100积分
]
# 消耗20积分时的奖品池 - 数学期望约21
self.prize_pool_20 = [
# 负面奖励
(0.03, "penalty", -10, "炼金失败,损失积分"), # 3% 概率损失10积分
(0.02, "penalty", -20, "炼金爆炸,损失积分"), # 2% 概率损失20积分
# 普通奖励
(0.25, "points", 8, "少量积分"), # 25% 概率获得8积分
(0.20, "points", 12, "少量积分"), # 20% 概率获得12积分
(0.20, "points", 20, "等值积分"), # 20% 概率获得20积分
(0.15, "points", 25, "丰厚积分"), # 15% 概率获得25积分
(0.10, "points", 30, "丰厚积分"), # 10% 概率获得30积分
(0.05, "points", 40, "丰厚积分"), # 5% 概率获得40积分
# 大奖
(0.03, "points", 80, "🌟 巨额积分"), # 3% 概率获得80积分
(0.02, "points", 150, "💎 传说积分"), # 2% 概率获得150积分
]
# 消耗50积分时的奖品池 - 数学期望约52
self.prize_pool_50 = [
# 负面奖励
(0.02, "penalty", -25, "炼金失败,损失积分"), # 2% 概率损失25积分
(0.01, "penalty", -50, "炼金爆炸,损失积分"), # 1% 概率损失50积分
# 普通奖励
(0.20, "points", 20, "少量积分"), # 20% 概率获得20积分
(0.20, "points", 30, "少量积分"), # 20% 概率获得30积分
(0.20, "points", 50, "等值积分"), # 20% 概率获得50积分
(0.15, "points", 60, "丰厚积分"), # 15% 概率获得60积分
(0.12, "points", 75, "丰厚积分"), # 12% 概率获得75积分
(0.08, "points", 100, "丰厚积分"), # 8% 概率获得100积分
# 大奖
(0.02, "points", 150, "🌟 巨额积分"), # 2% 概率获得150积分
(0.00, "points", 300, "💎 传说积分"), # 0% 概率获得300积分预留
self.prize_pool: List[Tuple[int, str, float, str]] = [
# (权重, 类型, 倍率, 描述)
(9, "penalty", 0, "炼金失败"),
(1, "penalty", -1, "炼金爆炸"),
(200, "points", 0.1, "少量积分"),
(490, "points", 0.5, "少量积分"),
(600, "points", 1, "等值积分"),
(490, "points", 2, "丰厚积分"),
(200, "points", 5, "丰厚积分"),
(9, "points", 10, "🌟 巨额积分"),
(1, "points", 100, "💎 传说积分"),
]
self.total_weight: int = 0
for weight,_,_,_ in self.prize_pool:
self.total_weight += weight
async def handle(self, command: str, chat_id: int, user_id: int) -> str:
"""处理炼金相关指令
@@ -101,8 +63,6 @@ class AlchemyGame(BaseGame):
cost_points = 10 # 默认消耗10积分
if args.isdigit():
cost_points = int(args)
if cost_points not in [10, 20, 50]:
return "❌ 炼金消耗积分只能是 10、20 或 50"
return self._perform_alchemy(user_id, cost_points)
@@ -126,17 +86,11 @@ class AlchemyGame(BaseGame):
return f"❌ 积分不足!需要 {cost_points} 积分,当前可用 {user_points['points']} 积分"
# 选择奖品池
if cost_points == 10:
prize_pool = self.prize_pool_10
elif cost_points == 20:
prize_pool = self.prize_pool_20
elif cost_points == 50:
prize_pool = self.prize_pool_50
else:
return "❌ 不支持的炼金消耗积分"
prize_pool = self.prize_pool
# 执行抽奖
reward = self._draw_prize(prize_pool)
reward_points = reward['value']*cost_points
# 消费积分
if not self.db.consume_points(user_id, cost_points, "alchemy", f"炼金抽奖消耗"):
@@ -145,10 +99,10 @@ class AlchemyGame(BaseGame):
# 处理奖励
if reward['type'] == 'points' and reward['value'] > 0:
# 获得积分奖励
self.db.add_points(user_id, reward['value'], "alchemy", f"炼金奖励")
self.db.add_points(user_id, reward_points, "alchemy", f"炼金奖励")
elif reward['type'] == 'penalty' and reward['value'] < 0:
# 负面奖励(扣分)
penalty_points = abs(reward['value'])
penalty_points = abs(reward_points)
self.db.consume_points(user_id, penalty_points, "alchemy", f"炼金失败")
# 炼金系统已简化,不再记录历史
@@ -160,24 +114,10 @@ class AlchemyGame(BaseGame):
text = f"## ⚗️ 炼金结果\n\n"
text += f"**消耗积分**{cost_points}\n\n"
if reward['type'] == 'points' and reward['value'] > 0:
# 根据奖励大小选择不同的表情符号
if reward['value'] >= 100:
emoji = "👑"
text += f"**{emoji} 传说奖励**{reward['value']} 积分\n\n"
elif reward['value'] >= 50:
emoji = "💎"
text += f"**{emoji} 巨额奖励**{reward['value']} 积分\n\n"
else:
emoji = "🎁"
text += f"**{emoji} 获得奖励**{reward['value']} 积分\n\n"
text += f"**奖励描述**{reward['description']}\n\n"
elif reward['type'] == 'penalty' and reward['value'] < 0:
penalty_points = abs(reward['value'])
text += f"**💥 炼金失败**:损失 {penalty_points} 积分\n\n"
text += f"**失败原因**{reward['description']}\n\n"
else:
text += f"**获得奖励**{reward['description']}\n\n"
if reward['type'] == 'points':
text += f"**{reward['description']}**: 获得{reward_points} 积分\n\n"
elif reward['type'] == 'penalty':
text += f"**{reward['description']}**: 损失 {abs(reward_points)} 积分\n\n"
text += f"**当前积分**{updated_points['points']}\n\n"
text += "---\n\n"
@@ -195,11 +135,11 @@ class AlchemyGame(BaseGame):
奖品信息
"""
# 生成随机数
rand = random.random()
rand = random.random()*self.total_weight
cumulative_prob = 0.0
for prob, reward_type, reward_value, description in prize_pool:
cumulative_prob += prob
for weight, reward_type, reward_value, description in prize_pool:
cumulative_prob += weight
if rand <= cumulative_prob:
return {
'type': reward_type,
@@ -207,11 +147,11 @@ class AlchemyGame(BaseGame):
'description': description
}
# 兜底返回最后一个奖品
# 兜底返回一个奖品
return {
'type': prize_pool[-1][1],
'value': prize_pool[-1][2],
'description': prize_pool[-1][3]
'type': prize_pool[0][1],
'value': prize_pool[0][2],
'description': prize_pool[0][3]
}
def _get_alchemy_stats(self, user_id: int) -> str:

View File

@@ -33,18 +33,14 @@ class PointsGame(BaseGame):
_, args = CommandParser.extract_command_args(command)
args = args.strip().lower()
# 每日签到
if args in ['checkin', '签到', '打卡']:
return self._daily_checkin(user_id)
# 积分排行榜
elif args in ['leaderboard', '排行榜', '排行']:
if args in ['leaderboard', '排行榜', '排行']:
return self._get_leaderboard()
# 默认:查看个人积分
# 默认:每日签到
else:
return self._get_user_points(user_id)
return self._daily_checkin(user_id)
except Exception as e:
logger.error(f"处理积分指令错误: {e}", exc_info=True)
@@ -65,7 +61,7 @@ class PointsGame(BaseGame):
# 检查是否已签到
today = datetime.now().strftime('%Y-%m-%d')
if self.db.check_daily_checkin(user_id, today):
return f"❌ 今日已签到,明天再来吧!\n\n📅 签到日期:{today}"
return self._get_user_points(user_id)
# 执行签到
try:
@@ -102,7 +98,7 @@ class PointsGame(BaseGame):
text += f"**当前积分**{points_info['points']}\n\n"
text += "---\n\n"
text += "💡 提示:\n"
text += "• 每日签到可获得 10 积分\n"
text += "• 每日签到可获得 100 积分\n"
text += "• 查看运势可获得随机积分\n"
text += "• 使用 `.points leaderboard` 查看排行榜"