"""炼金系统游戏模块""" import random import logging from datetime import datetime from games.base import BaseGame from utils.parser import CommandParser from core.database import get_db logger = logging.getLogger(__name__) class AlchemyGame(BaseGame): """炼金系统游戏""" def __init__(self): """初始化游戏""" super().__init__() 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) ] async def handle(self, command: str, chat_id: int, user_id: int) -> str: """处理炼金相关指令 Args: command: 指令,如 ".alchemy", ".alchemy 10", ".alchemy stats" chat_id: 会话ID user_id: 用户ID Returns: 回复消息 """ try: # 提取参数 _, args = CommandParser.extract_command_args(command) args = args.strip().lower() # 炼金统计 if args in ['stats', '统计', '记录']: return self._get_alchemy_stats(user_id) # 炼金记录 elif args in ['records', '历史', 'log']: return self._get_alchemy_records(user_id) # 炼金说明 elif args in ['help', '帮助', 'info']: return self._get_alchemy_help() # 默认:炼金抽奖 else: # 解析消耗积分数量 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) except Exception as e: logger.error(f"处理炼金指令错误: {e}", exc_info=True) return f"❌ 处理指令出错: {str(e)}" def _perform_alchemy(self, user_id: int, cost_points: int) -> str: """执行炼金抽奖 Args: user_id: 用户ID cost_points: 消耗积分 Returns: 抽奖结果消息 """ # 检查用户积分是否足够 user_points = self.db.get_user_points(user_id) if user_points['available_points'] < cost_points: return f"❌ 积分不足!需要 {cost_points} 积分,当前可用 {user_points['available_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" # 执行抽奖 reward = self._draw_prize(prize_pool) # 消费积分 if not self.db.consume_points(user_id, cost_points, "alchemy", f"炼金抽奖消耗"): return "❌ 积分消费失败,请稍后重试" # 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") elif reward['type'] == 'penalty' and reward['value'] < 0: # 负面奖励(扣分) penalty_points = abs(reward['value']) self.db.consume_points(user_id, penalty_points, "alchemy", f"炼金失败") # 记录炼金抽奖 self.db.add_alchemy_record( user_id, cost_points, reward['type'], reward['value'], reward['description'] ) # 获取更新后的积分信息 updated_points = self.db.get_user_points(user_id) # 格式化输出 text = f"## ⚗️ 炼金结果\n\n" text += f"**消耗积分**:{cost_points} 分\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" text += f"**当前积分**:{updated_points['available_points']} 分\n\n" text += "---\n\n" text += "💡 提示:炼金有风险,投资需谨慎!" return text def _draw_prize(self, prize_pool: list) -> dict: """从奖品池中抽取奖品 Args: prize_pool: 奖品池 Returns: 奖品信息 """ # 生成随机数 rand = random.random() cumulative_prob = 0.0 for prob, reward_type, reward_value, description in prize_pool: cumulative_prob += prob if rand <= cumulative_prob: return { 'type': reward_type, 'value': reward_value, 'description': description } # 兜底返回最后一个奖品 return { 'type': prize_pool[-1][1], 'value': prize_pool[-1][2], 'description': prize_pool[-1][3] } def _get_alchemy_stats(self, user_id: int) -> str: """获取炼金统计信息 Args: user_id: 用户ID Returns: 统计信息消息 """ stats = self.db.get_alchemy_stats(user_id) if stats['total_draws'] == 0: return "📊 你还没有进行过炼金抽奖哦~" text = f"## ⚗️ 炼金统计\n\n" text += f"**总抽奖次数**:{stats['total_draws']} 次\n\n" text += f"**总消耗积分**:{stats['total_cost']} 分\n\n" text += f"**总获得积分**:{stats['total_points_gained']} 分\n\n" net_points = stats['net_points'] if net_points > 0: text += f"**净收益**:+{net_points} 分 🎉\n\n" elif net_points < 0: text += f"**净收益**:{net_points} 分 😅\n\n" else: text += f"**净收益**:0 分 ⚖️\n\n" # 计算平均收益 avg_gain = stats['total_points_gained'] / stats['total_draws'] avg_cost = stats['total_cost'] / stats['total_draws'] text += f"**平均消耗**:{avg_cost:.1f} 分/次\n\n" text += f"**平均获得**:{avg_gain:.1f} 分/次\n\n" text += "---\n\n" text += "💡 提示:使用 `.alchemy records` 查看详细记录" return text def _get_alchemy_records(self, user_id: int, limit: int = 10) -> str: """获取炼金记录 Args: user_id: 用户ID limit: 限制数量 Returns: 记录信息消息 """ records = self.db.get_alchemy_records(user_id, limit) if not records: return "📝 暂无炼金记录" text = f"## ⚗️ 炼金记录(最近 {len(records)} 条)\n\n" for record in records: timestamp = datetime.fromtimestamp(record['created_at']).strftime('%m-%d %H:%M') cost = record['cost_points'] reward_type = record['reward_type'] reward_value = record['reward_value'] description = record['reward_description'] text += f"**{timestamp}** 消耗 {cost} 分\n" if reward_type == 'points' and reward_value > 0: if reward_value >= 100: emoji = "👑" elif reward_value >= 50: emoji = "💎" else: emoji = "🎁" text += f" {emoji} 获得 {reward_value} 积分 - {description}\n" elif reward_type == 'penalty' and reward_value < 0: penalty_points = abs(reward_value) text += f" 💥 损失 {penalty_points} 积分 - {description}\n" else: text += f" {description}\n" text += "\n" return text def _get_alchemy_help(self) -> str: """获取炼金帮助信息 Returns: 帮助信息消息 """ text = f"## ⚗️ 炼金系统\n\n" text += f"### 基础用法\n" text += f"- `.alchemy` - 消耗10积分进行炼金\n" text += f"- `.alchemy 10` - 消耗10积分进行炼金\n" text += f"- `.alchemy 20` - 消耗20积分进行炼金\n" text += f"- `.alchemy 50` - 消耗50积分进行炼金\n\n" text += f"### 其他功能\n" text += f"- `.alchemy stats` - 查看炼金统计\n" text += f"- `.alchemy records` - 查看炼金记录\n" text += f"- `.alchemy help` - 查看帮助\n\n" text += f"### 炼金说明\n" text += f"- **消耗积分**:10、20、50 积分\n" text += f"- **奖励类型**:积分奖励、负面惩罚\n" text += f"- **大奖概率**:极小概率获得巨额积分\n" text += f"- **风险提示**:小概率额外扣分\n" text += f"- **数学期望**:略高于消耗积分,对玩家友好\n" text += f"- **风险提示**:炼金有风险,投资需谨慎!\n\n" text += f"### 示例\n" text += f"```\n" text += f".alchemy\n" text += f".alchemy 20\n" text += f".alchemy stats\n" text += f"```\n" return text def get_help(self) -> str: """获取帮助信息""" return self._get_alchemy_help() def calculate_expected_value(self, cost_points: int) -> float: """计算奖品池的数学期望 Args: cost_points: 消耗积分 Returns: 数学期望值 """ 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 0.0 expected_value = 0.0 for prob, reward_type, reward_value, description in prize_pool: if reward_type == 'points': expected_value += prob * reward_value return expected_value def verify_prize_pools(self) -> dict: """验证所有奖品池的数学期望 Returns: 验证结果字典 """ results = {} for cost_points in [10, 20, 50]: expected = self.calculate_expected_value(cost_points) results[f"cost_{cost_points}"] = { "expected_value": expected, "is_fair": abs(expected - cost_points) < 0.01, # 允许0.01的误差 "difference": expected - cost_points } return results