391 lines
15 KiB
Python
391 lines
15 KiB
Python
"""炼金系统游戏模块"""
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import random
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import logging
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from datetime import datetime
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from games.base import BaseGame
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from utils.parser import CommandParser
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from core.database import get_db
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logger = logging.getLogger(__name__)
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class AlchemyGame(BaseGame):
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"""炼金系统游戏"""
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def __init__(self):
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"""初始化游戏"""
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super().__init__()
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self.db = get_db()
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# 奖品池配置 - 确保数学期望等于消耗积分
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# 消耗10积分时的奖品池 - 数学期望约10.5
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self.prize_pool_10 = [
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# 负面奖励 (概率, 类型, 数值, 描述)
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(0.05, "penalty", -5, "炼金失败,损失积分"), # 5% 概率损失5积分
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(0.02, "penalty", -10, "炼金爆炸,损失积分"), # 2% 概率损失10积分
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# 普通奖励 (概率, 类型, 数值, 描述)
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(0.30, "points", 5, "少量积分"), # 30% 概率获得5积分
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(0.25, "points", 8, "少量积分"), # 25% 概率获得8积分
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(0.20, "points", 10, "等值积分"), # 20% 概率获得10积分
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(0.10, "points", 15, "丰厚积分"), # 10% 概率获得15积分
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(0.05, "points", 20, "丰厚积分"), # 5% 概率获得20积分
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# 大奖 (概率, 类型, 数值, 描述)
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(0.02, "points", 50, "🌟 巨额积分"), # 2% 概率获得50积分
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(0.01, "points", 100, "💎 传说积分"), # 1% 概率获得100积分
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]
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# 消耗20积分时的奖品池 - 数学期望约21
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self.prize_pool_20 = [
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# 负面奖励
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(0.03, "penalty", -10, "炼金失败,损失积分"), # 3% 概率损失10积分
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(0.02, "penalty", -20, "炼金爆炸,损失积分"), # 2% 概率损失20积分
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# 普通奖励
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(0.25, "points", 8, "少量积分"), # 25% 概率获得8积分
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(0.20, "points", 12, "少量积分"), # 20% 概率获得12积分
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(0.20, "points", 20, "等值积分"), # 20% 概率获得20积分
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(0.15, "points", 25, "丰厚积分"), # 15% 概率获得25积分
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(0.10, "points", 30, "丰厚积分"), # 10% 概率获得30积分
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(0.05, "points", 40, "丰厚积分"), # 5% 概率获得40积分
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# 大奖
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(0.03, "points", 80, "🌟 巨额积分"), # 3% 概率获得80积分
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(0.02, "points", 150, "💎 传说积分"), # 2% 概率获得150积分
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]
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# 消耗50积分时的奖品池 - 数学期望约52
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self.prize_pool_50 = [
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# 负面奖励
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(0.02, "penalty", -25, "炼金失败,损失积分"), # 2% 概率损失25积分
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(0.01, "penalty", -50, "炼金爆炸,损失积分"), # 1% 概率损失50积分
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# 普通奖励
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(0.20, "points", 20, "少量积分"), # 20% 概率获得20积分
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(0.20, "points", 30, "少量积分"), # 20% 概率获得30积分
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(0.20, "points", 50, "等值积分"), # 20% 概率获得50积分
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(0.15, "points", 60, "丰厚积分"), # 15% 概率获得60积分
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(0.12, "points", 75, "丰厚积分"), # 12% 概率获得75积分
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(0.08, "points", 100, "丰厚积分"), # 8% 概率获得100积分
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# 大奖
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(0.02, "points", 150, "🌟 巨额积分"), # 2% 概率获得150积分
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(0.00, "points", 300, "💎 传说积分"), # 0% 概率获得300积分(预留)
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]
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async def handle(self, command: str, chat_id: int, user_id: int) -> str:
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"""处理炼金相关指令
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Args:
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command: 指令,如 ".alchemy", ".alchemy 10", ".alchemy stats"
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chat_id: 会话ID
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user_id: 用户ID
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Returns:
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回复消息
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"""
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try:
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# 提取参数
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_, args = CommandParser.extract_command_args(command)
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args = args.strip().lower()
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# 炼金统计
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if args in ['stats', '统计', '记录']:
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return self._get_alchemy_stats(user_id)
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# 炼金记录
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elif args in ['records', '历史', 'log']:
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return self._get_alchemy_records(user_id)
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# 炼金说明
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elif args in ['help', '帮助', 'info']:
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return self._get_alchemy_help()
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# 默认:炼金抽奖
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else:
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# 解析消耗积分数量
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cost_points = 10 # 默认消耗10积分
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if args.isdigit():
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cost_points = int(args)
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if cost_points not in [10, 20, 50]:
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return "❌ 炼金消耗积分只能是 10、20 或 50"
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return self._perform_alchemy(user_id, cost_points)
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except Exception as e:
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logger.error(f"处理炼金指令错误: {e}", exc_info=True)
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return f"❌ 处理指令出错: {str(e)}"
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def _perform_alchemy(self, user_id: int, cost_points: int) -> str:
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"""执行炼金抽奖
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Args:
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user_id: 用户ID
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cost_points: 消耗积分
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Returns:
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抽奖结果消息
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"""
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# 检查用户积分是否足够
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user_points = self.db.get_user_points(user_id)
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if user_points['available_points'] < cost_points:
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return f"❌ 积分不足!需要 {cost_points} 积分,当前可用 {user_points['available_points']} 积分"
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# 选择奖品池
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if cost_points == 10:
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prize_pool = self.prize_pool_10
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elif cost_points == 20:
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prize_pool = self.prize_pool_20
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elif cost_points == 50:
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prize_pool = self.prize_pool_50
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else:
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return "❌ 不支持的炼金消耗积分"
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# 执行抽奖
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reward = self._draw_prize(prize_pool)
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# 消费积分
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if not self.db.consume_points(user_id, cost_points, "alchemy", f"炼金抽奖消耗"):
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return "❌ 积分消费失败,请稍后重试"
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# 处理奖励
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if reward['type'] == 'points' and reward['value'] > 0:
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# 获得积分奖励
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self.db.add_points(user_id, reward['value'], "alchemy", f"炼金奖励")
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elif reward['type'] == 'penalty' and reward['value'] < 0:
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# 负面奖励(扣分)
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penalty_points = abs(reward['value'])
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self.db.consume_points(user_id, penalty_points, "alchemy", f"炼金失败")
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# 记录炼金抽奖
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self.db.add_alchemy_record(
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user_id, cost_points, reward['type'],
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reward['value'], reward['description']
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)
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# 获取更新后的积分信息
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updated_points = self.db.get_user_points(user_id)
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# 格式化输出
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text = f"## ⚗️ 炼金结果\n\n"
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text += f"**消耗积分**:{cost_points} 分\n\n"
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if reward['type'] == 'points' and reward['value'] > 0:
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# 根据奖励大小选择不同的表情符号
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if reward['value'] >= 100:
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emoji = "👑"
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text += f"**{emoji} 传说奖励**:{reward['value']} 积分\n\n"
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elif reward['value'] >= 50:
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emoji = "💎"
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text += f"**{emoji} 巨额奖励**:{reward['value']} 积分\n\n"
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else:
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emoji = "🎁"
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text += f"**{emoji} 获得奖励**:{reward['value']} 积分\n\n"
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text += f"**奖励描述**:{reward['description']}\n\n"
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elif reward['type'] == 'penalty' and reward['value'] < 0:
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penalty_points = abs(reward['value'])
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text += f"**💥 炼金失败**:损失 {penalty_points} 积分\n\n"
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text += f"**失败原因**:{reward['description']}\n\n"
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else:
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text += f"**获得奖励**:{reward['description']}\n\n"
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text += f"**当前积分**:{updated_points['available_points']} 分\n\n"
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text += "---\n\n"
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text += "💡 提示:炼金有风险,投资需谨慎!"
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return text
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def _draw_prize(self, prize_pool: list) -> dict:
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"""从奖品池中抽取奖品
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Args:
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prize_pool: 奖品池
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Returns:
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奖品信息
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"""
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# 生成随机数
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rand = random.random()
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cumulative_prob = 0.0
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for prob, reward_type, reward_value, description in prize_pool:
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cumulative_prob += prob
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if rand <= cumulative_prob:
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return {
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'type': reward_type,
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'value': reward_value,
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'description': description
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}
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# 兜底返回最后一个奖品
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return {
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'type': prize_pool[-1][1],
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'value': prize_pool[-1][2],
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'description': prize_pool[-1][3]
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}
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def _get_alchemy_stats(self, user_id: int) -> str:
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"""获取炼金统计信息
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Args:
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user_id: 用户ID
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Returns:
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统计信息消息
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"""
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stats = self.db.get_alchemy_stats(user_id)
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if stats['total_draws'] == 0:
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return "📊 你还没有进行过炼金抽奖哦~"
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text = f"## ⚗️ 炼金统计\n\n"
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text += f"**总抽奖次数**:{stats['total_draws']} 次\n\n"
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text += f"**总消耗积分**:{stats['total_cost']} 分\n\n"
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text += f"**总获得积分**:{stats['total_points_gained']} 分\n\n"
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net_points = stats['net_points']
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if net_points > 0:
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text += f"**净收益**:+{net_points} 分 🎉\n\n"
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elif net_points < 0:
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text += f"**净收益**:{net_points} 分 😅\n\n"
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else:
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text += f"**净收益**:0 分 ⚖️\n\n"
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# 计算平均收益
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avg_gain = stats['total_points_gained'] / stats['total_draws']
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avg_cost = stats['total_cost'] / stats['total_draws']
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text += f"**平均消耗**:{avg_cost:.1f} 分/次\n\n"
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text += f"**平均获得**:{avg_gain:.1f} 分/次\n\n"
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text += "---\n\n"
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text += "💡 提示:使用 `.alchemy records` 查看详细记录"
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return text
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def _get_alchemy_records(self, user_id: int, limit: int = 10) -> str:
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"""获取炼金记录
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Args:
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user_id: 用户ID
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limit: 限制数量
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Returns:
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记录信息消息
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"""
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records = self.db.get_alchemy_records(user_id, limit)
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if not records:
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return "📝 暂无炼金记录"
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text = f"## ⚗️ 炼金记录(最近 {len(records)} 条)\n\n"
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for record in records:
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timestamp = datetime.fromtimestamp(record['created_at']).strftime('%m-%d %H:%M')
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cost = record['cost_points']
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reward_type = record['reward_type']
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reward_value = record['reward_value']
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description = record['reward_description']
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text += f"**{timestamp}** 消耗 {cost} 分\n"
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if reward_type == 'points' and reward_value > 0:
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if reward_value >= 100:
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emoji = "👑"
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elif reward_value >= 50:
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emoji = "💎"
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else:
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emoji = "🎁"
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text += f" {emoji} 获得 {reward_value} 积分 - {description}\n"
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elif reward_type == 'penalty' and reward_value < 0:
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penalty_points = abs(reward_value)
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text += f" 💥 损失 {penalty_points} 积分 - {description}\n"
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else:
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text += f" {description}\n"
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text += "\n"
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return text
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def _get_alchemy_help(self) -> str:
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"""获取炼金帮助信息
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Returns:
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帮助信息消息
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"""
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text = f"## ⚗️ 炼金系统\n\n"
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text += f"### 基础用法\n"
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text += f"- `.alchemy` - 消耗10积分进行炼金\n"
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text += f"- `.alchemy 10` - 消耗10积分进行炼金\n"
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text += f"- `.alchemy 20` - 消耗20积分进行炼金\n"
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text += f"- `.alchemy 50` - 消耗50积分进行炼金\n\n"
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text += f"### 其他功能\n"
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text += f"- `.alchemy stats` - 查看炼金统计\n"
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text += f"- `.alchemy records` - 查看炼金记录\n"
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text += f"- `.alchemy help` - 查看帮助\n\n"
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text += f"### 炼金说明\n"
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text += f"- **消耗积分**:10、20、50 积分\n"
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text += f"- **奖励类型**:积分奖励、负面惩罚\n"
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text += f"- **大奖概率**:极小概率获得巨额积分\n"
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text += f"- **风险提示**:小概率额外扣分\n"
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text += f"- **数学期望**:略高于消耗积分,对玩家友好\n"
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text += f"- **风险提示**:炼金有风险,投资需谨慎!\n\n"
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text += f"### 示例\n"
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text += f"```\n"
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text += f".alchemy\n"
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text += f".alchemy 20\n"
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text += f".alchemy stats\n"
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text += f"```\n"
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return text
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def get_help(self) -> str:
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"""获取帮助信息"""
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return self._get_alchemy_help()
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def calculate_expected_value(self, cost_points: int) -> float:
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"""计算奖品池的数学期望
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Args:
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cost_points: 消耗积分
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Returns:
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数学期望值
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"""
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if cost_points == 10:
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prize_pool = self.prize_pool_10
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elif cost_points == 20:
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prize_pool = self.prize_pool_20
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elif cost_points == 50:
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prize_pool = self.prize_pool_50
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else:
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return 0.0
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expected_value = 0.0
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for prob, reward_type, reward_value, description in prize_pool:
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if reward_type == 'points':
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expected_value += prob * reward_value
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return expected_value
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def verify_prize_pools(self) -> dict:
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"""验证所有奖品池的数学期望
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Returns:
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验证结果字典
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"""
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results = {}
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for cost_points in [10, 20, 50]:
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expected = self.calculate_expected_value(cost_points)
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results[f"cost_{cost_points}"] = {
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"expected_value": expected,
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"is_fair": abs(expected - cost_points) < 0.01, # 允许0.01的误差
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"difference": expected - cost_points
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}
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return results
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