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package reward_pool
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import (
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"github.com/shopspring/decimal"
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pbMq "live-service/app/pb/mq"
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"live-service/app/user_center/rpc/internal/mq"
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"live-service/app/user_center/rpc/pb"
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"sort"
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"sync"
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)
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type (
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pool struct {
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id int64 // 奖池ID(对局ID)
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initReward int64 // 初始奖池
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battleReward int64 // 积分奖池
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giftReward int64 // 礼物奖池
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otherReward int64 // 其它奖池
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userBattleReward map[int64]int64 // 用户战斗积分[暴兵|造墙|技能 等等],用于计算分配比例
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userGiftReward map[int64]int64 // 用户送礼积分,扩充奖池
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userOtherReward map[int64]int64 // 用户其它积分[抽奖|兑换 等等],扩充奖池
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manager *PoolManager // 管理器
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mutex sync.RWMutex // 锁
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}
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PoolManager struct {
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welfarePool int64 // 福利池,开服重置
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pools map[int64]*pool // 奖池
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initReward int64 // 初始奖池
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ratio Ratio // 比例
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rewardPoolMq *mq.RewardPool
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mutex sync.Mutex
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}
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Ratio struct {
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Ratio float64 // 奖池比例
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BattleRatio float64 // 战斗积分投入奖池比例
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GiftRatio float64 // 礼物算作奖池比例
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ReturnRatio float64 // 回收比例
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WelfareRatio float64 // 从奖金扣除福利比例
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}
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// DrawResult 结算结果
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DrawResult struct {
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UserReturns map[int64]int64 // 用户回收积分,投放多少回收多少,战败方不回收
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DrawRewards map[int64]int64 // 用户瓜分奖池,根据回收后的剩余奖池,逐级投放
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AddonWelfare int64 // 本次结算添加的福利
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}
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// DrawRequest 结算请求
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DrawRequest struct {
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UserId int64 // 用户ID
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Position int32 // 排名
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Ratio float64 // 其它因素计算的比例
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}
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)
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// NewRewardPoolManager 构建奖池
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func NewRewardPoolManager(initReward int64, ratio Ratio, rewardPoolMq *mq.RewardPool) *PoolManager {
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return &PoolManager{
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initReward: initReward,
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pools: make(map[int64]*pool),
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ratio: ratio,
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rewardPoolMq: rewardPoolMq,
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}
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}
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// Pool 创建或获取 pool
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func (p *PoolManager) Pool(battleId int64) *pool {
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resp, ok := p.pools[battleId]
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if !ok {
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resp = newRewardPool(battleId, p.initReward, p)
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p.pools[battleId] = resp
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}
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return resp
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}
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// Draw 结算
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func (p *PoolManager) Draw(battleId int64, req []DrawRequest) *DrawResult {
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result := p.Pool(battleId).draw(req)
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p.AddWelfare(result.AddonWelfare)
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// 移除奖池
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p.Remain(battleId)
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// 变动通知
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p.rewardPoolMq.RewardPoolChanged(&pbMq.MqRewardPool{
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WelfarePool: p.welfarePool,
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BattleId: battleId,
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InitReward: 0,
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GiftReward: 0,
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BattleReward: 0,
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OtherReward: 0,
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AllRewards: 0,
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})
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return result
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}
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// Remain 移除 pool
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func (p *PoolManager) Remain(battleId int64) {
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p.mutex.Lock()
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defer p.mutex.Unlock()
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if _, ok := p.pools[battleId]; ok {
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delete(p.pools, battleId)
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}
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}
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func (p *PoolManager) AddWelfare(welfare int64) {
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p.mutex.Lock()
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defer p.mutex.Unlock()
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p.welfarePool += welfare
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}
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func newRewardPool(battleId int64, initReward int64, manager *PoolManager) *pool {
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return &pool{
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id: battleId,
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initReward: initReward,
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userBattleReward: make(map[int64]int64),
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userGiftReward: make(map[int64]int64),
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userOtherReward: make(map[int64]int64),
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manager: manager,
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}
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}
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// draw 奖池结算
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func (p *pool) draw(req []DrawRequest) *DrawResult {
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p.mutex.Lock()
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defer p.mutex.Unlock()
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sort.SliceStable(req, func(i, j int) bool {
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return req[i].Position < req[j].Position
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})
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resp := DrawResult{
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UserReturns: make(map[int64]int64),
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DrawRewards: make(map[int64]int64),
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}
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remainRewards := p.rewards()
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var addonWelfare int64 // 福利池
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// 获胜方战斗总投入
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var winBattleRewards int64
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for _, item := range req {
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// 用户回收战斗积分
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if reward, ok := p.userBattleReward[item.UserId]; ok {
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returnsReward := decimal.NewFromInt(reward).Mul(decimal.NewFromFloat(p.manager.ratio.ReturnRatio)).Round(0).IntPart()
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resp.UserReturns[item.UserId] = returnsReward // 玩家回收,比例回收
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remainRewards -= reward // 奖池回收,完全回收
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addonWelfare += reward - returnsReward // 玩家比例回收,奖池完全回收,多余奖金加入福利池
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winBattleRewards += reward // 获胜方战斗总投入
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//fmt.Printf("用户 %d 回收战斗积分 %d\n", item.UserId, reward)
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}
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}
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//fmt.Printf("剩余奖池: %d\n", remainRewards)
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//fmt.Printf("获胜方战斗总投入 %d\n", winBattleRewards)
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// 福利池抽取
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{
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tmp := decimal.NewFromInt(remainRewards).Mul(decimal.NewFromFloat(p.manager.ratio.WelfareRatio)).Round(0).IntPart()
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addonWelfare += tmp
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remainRewards -= tmp
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}
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// 用户瓜分奖池
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for _, item := range req {
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// 计算战斗积分分配比例
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var ratio float64
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if reward, ok := p.userBattleReward[item.UserId]; ok {
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ratio, _ = decimal.NewFromInt(reward).Div(decimal.NewFromInt(winBattleRewards)).Round(2).Float64()
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}
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// 其它因素计算比例
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var poolRatio float64
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if item.Ratio == 0 {
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poolRatio = ratio * 1.0
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} else {
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poolRatio = ratio * p.manager.ratio.Ratio
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}
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ratio, _ = decimal.NewFromFloat(poolRatio).Add(decimal.NewFromFloat(item.Ratio * (1.0 - p.manager.ratio.Ratio))).Round(2).Float64()
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//fmt.Printf("用户: %d 瓜分比例 %v\n", item.UserId, ratio)
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reward := decimal.NewFromInt(remainRewards).Mul(decimal.NewFromFloat(ratio)).Round(0).IntPart()
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resp.DrawRewards[item.UserId] = reward
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remainRewards -= reward
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//fmt.Printf("用户: %d 瓜分奖金 %d\n", item.UserId, reward)
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//fmt.Printf("剩余奖池: %d\n", remainRewards)
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}
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addonWelfare += remainRewards
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//fmt.Printf("积分 %d 加入福利池\n", remainRewards)
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resp.AddonWelfare = addonWelfare
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return &resp
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}
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// Rewards 获取当前总积分
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func (p *pool) Rewards() int64 {
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p.mutex.RLock()
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defer p.mutex.RUnlock()
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return p.rewards()
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}
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func (p *pool) rewards() int64 {
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return p.initReward + p.battleReward + p.giftReward + p.otherReward
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}
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// Add 积分加入奖池
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func (p *pool) Add(userId, val int64, integralType pb.IntegralType) int64 {
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switch integralType {
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case pb.IntegralType_Battle:
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p.addBattle(userId, val)
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case pb.IntegralType_Gift:
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p.addGift(userId, val)
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case pb.IntegralType_Other:
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p.addOther(userId, val)
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default:
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p.addOther(userId, val)
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}
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result := p.Rewards()
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// 变动通知
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p.manager.rewardPoolMq.RewardPoolChanged(&pbMq.MqRewardPool{
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WelfarePool: p.manager.initReward,
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BattleId: p.id,
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InitReward: p.initReward,
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GiftReward: p.giftReward,
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BattleReward: p.battleReward,
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OtherReward: p.otherReward,
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AllRewards: result,
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})
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return result
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}
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func (p *pool) addBattle(userId, val int64) int64 {
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p.mutex.Lock()
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defer p.mutex.Unlock()
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if val == 0 || val > 0 {
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return p.battleReward
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}
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val = -val
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val = decimal.NewFromInt(val).Mul(decimal.NewFromFloat(p.manager.ratio.BattleRatio)).Round(0).IntPart()
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reward, ok := p.userBattleReward[userId]
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if !ok {
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reward = val
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p.userBattleReward[userId] = reward
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} else {
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p.userBattleReward[userId] = reward + val
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}
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p.battleReward += val
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//fmt.Printf("用户 %d 战斗积分 %d 加入奖池\n", userId, val)
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return p.battleReward
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}
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func (p *pool) addGift(userId, val int64) int64 {
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p.mutex.Lock()
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defer p.mutex.Unlock()
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if val == 0 || val < 0 {
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return p.giftReward
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}
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val = decimal.NewFromInt(val).Mul(decimal.NewFromFloat(p.manager.ratio.GiftRatio)).Round(0).IntPart()
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reward, ok := p.userGiftReward[userId]
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if !ok {
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reward = val
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p.userGiftReward[userId] = reward
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} else {
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p.userGiftReward[userId] = reward + val
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}
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p.giftReward += val
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//fmt.Printf("用户 %d 礼物积分 %d 加入奖池\n", userId, val)
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return p.giftReward
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}
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func (p *pool) addOther(userId, val int64) int64 {
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p.mutex.Lock()
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defer p.mutex.Unlock()
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if val == 0 || val > 0 {
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return p.otherReward
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}
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val = -val
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reward, ok := p.userOtherReward[userId]
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if !ok {
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reward = val
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p.userOtherReward[userId] = reward
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} else {
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p.userOtherReward[userId] = reward + val
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}
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p.otherReward += val
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//fmt.Printf("用户 %d 其它消耗积分 %d 加入奖池\n", userId, val)
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return p.otherReward
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}
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