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- import { _decorator, Component, Node, math } from 'cc';
- import { Player } from './Player';
- const { ccclass, property } = _decorator;
- export enum ICON_TYPE {
- SYMBOL_FREE = 0,
- SYMBOL_WILD = 1,
- SYMBOL_COW = 2,
- SYMBOL_EAGLE = 3,
- SYMBOL_LEOPARD = 4,
- SYMBOL_WOLF = 5,
- SYMBOL_ELK = 6,
- SYMBOL_A = 7,
- SYMBOL_K = 8,
- SYMBOL_Q = 9,
- SYMBOL_J = 10,
- SYMBOL_10 = 11,
- SYMBOL_9 = 12,
- }
- @ccclass('GameConstant')
- export class GameConstant extends Component {
- public static readonly GAMEID = 69;
- public static readonly HTTP_HOST = "https://test.pgn-nmu2nd.com/";
- public static readonly MAX_ROW: number = 4;
- public static readonly MAX_COL: number = 6;
- public static readonly MAX_BET_TIMES: number = 40;
- public static readonly COL_ITEM_LEN: number = 12;
- public static readonly MAX_ICON_TYPE: number = 13;
- public static readonly ROLL_FAST_SPEED: number = 5200;
- public static readonly ROLL_NORMAL_SPEED: number = 4300;
- public static readonly SPECIAL_ICON: number = 0;
- public static readonly ICON_TYPE = ICON_TYPE;
- public static readonly AUTO_TYPE_COUNT = [-1, 500, 300, 100, 50, 30];
- public static readonly ICON_NORMAL_SPRITE_NAME: string[] = [
- "01_normal",
- "02_normal",
- "03_normal",
- "04_normal",
- "05_normal",
- "06_normal",
- "07_normal",
- "08_normal",
- "09_normal",
- "10_normal",
- "11_normal",
- "12_normal",
- "S13_normal"
- ];
- public static readonly ICON_BLURRED_SPRITE_NAME: string[] = [
- "01_blurred",
- "02_blurred",
- "03_blurred",
- "04_blurred",
- "05_blurred",
- "06_blurred",
- "07_blurred",
- "08_blurred",
- "09_blurred",
- "10_blurred",
- "11_blurred",
- "12_blurred",
- "S13_blurred"
- ];
- public static readonly RESULT_TITLE = ["nice", "mega", "superb", "sensational"];
- public static readonly WILD_TIMES = [1, 2, 3, 5];
- public static readonly ICON_TYPE_TIMES = [
- [80,60,60,40,40,20,20,10,10,10,10],
- [200,100,100,80,80,40,40,30,30,20,20],
- [250,200,200,120,120,80,80,60,60,40,40],
- [300,250,250,200,200,120,120,100,100,80,80]
- ];
- public static readonly ICON_TYPE_PROB = [
- [1000, 0, 100, 100, 100, 1200, 1200, 1200, 1200, 1400, 1400, 1600, 1600],
- [1000, 860, 1200, 1200, 1200, 100, 100, 1200, 1200, 1400, 1400, 1600, 1600],
- [100, 860, 1000, 1000, 1000, 1000, 1000, 100, 100, 1400, 1400, 1600, 1600],
- [500, 120, 900, 900, 900, 900, 900, 1200, 1200, 100, 100, 100, 100],
- [400, 120, 800, 800, 800, 800, 800, 1200, 1200, 1400, 1400, 1600, 1600],
- [400, 120, 700, 700, 700, 700, 700, 1200, 1200, 1400, 1400, 1600, 1600],
- ];
- public static NO_TIMES_ICON_TYPE = [
- [[8, 9, 10, 11, 12, 7],[8, 9, 10, 11, 12, 7],[8, 9, 10, 11, 12, 7],[8, 9, 10, 11, 12, 7]],
- [[2, 3, 4, 5, 6, 7],[2, 3, 4, 5, 6, 7],[2, 3, 4, 5, 6, 7],[2, 3, 4, 5, 6, 7]]
- ];
- public static TEST_ICON_TYPE = [
- [[8, 9, 10, 11, 12, 0],[0, 9, 10, 11, 12, 7],[8, 9, 0, 11, 12, 7],[8, 9, 10, 11, 12, 7]],
- // [2, 3, 4, 5, 6, 7],[2, 3, 4, 5, 6, 7],[2, 3, 4, 5, 6, 7],[2, 3, 4, 5, 6, 7]
- // [[2,2,2,2,2,2],[2,2,2,2,2,2],[2,2,2,2,2,2],[2,2,2,2,2,2]]
- ];
- public static readonly ENTER_FREE_COUNTS = [1, 1, 1, 1, 1];//[5, 8, 15, 25, 100]
- public static readonly bets = [100, 0.2, 0.3, 0.4, 0.5];
- public static readonly ENTER_TYPE_PROB = [10, 0];
- public static readonly ENTER_FREE_COUNTS_PROB = [100,30,20,5];
- public static readonly ENTER_ADD_FREE_COUNTS_PROB = [100,30,20,10,5];
- // 通用权重随机工具函数
- // ===========================
- private static weightedRandom(weights: number[]): number {
- const total = weights.reduce((a, b) => a + b, 0);
- let rand = Math.random() * total;
- for (let i = 0; i < weights.length; i++) {
- if (rand < weights[i]) return i;
- rand -= weights[i];
- }
- return weights.length - 1;
- }
- // ===========================
- // 是否进入小环节(根据权重)
- // ===========================
- private static shouldEnterFreeRound(): boolean {
- const idx = this.weightedRandom(this.ENTER_TYPE_PROB);
- return idx === 1; // 1代表进入
- }
- // ===========================
- // 获取小环节图标数量
- // ===========================
- private static getFreeRoundIconCount(isAddFree: boolean): number {
- const prob = isAddFree ? this.ENTER_ADD_FREE_COUNTS_PROB : this.ENTER_FREE_COUNTS_PROB;
- const idx = this.weightedRandom(prob);
- const base = isAddFree ? 2 : 3;
- return base + idx; // 范围:小环节 3~6,追加时 2~6
- }
- // ====================
- // 1️⃣ 生成随机矩阵
- // ====================
- // ===========================
- // ===========================
- // 生成图形函数(支持小环节)
- // ===========================
- public static generateGrid(isTest = false, isFreeRound = false, isAddFree = false): number[][] {
- const grid: number[][] = [];
- for (let r = 0; r < GameConstant.MAX_ROW; r++) grid[r] = [];
- // 计算是否要插入小环节图标
- let freeIconPositions: { r: number, c: number }[] = [];
- if (isFreeRound || isAddFree) {
- const iconCount = this.getFreeRoundIconCount(isAddFree);
- const availableCols = Array.from({ length: GameConstant.MAX_COL }, (_, i) => i);
- const selectedCols = [];
- // 每列最多一个小环节
- while (selectedCols.length < iconCount && availableCols.length > 0) {
- const idx = Math.floor(Math.random() * availableCols.length);
- selectedCols.push(availableCols.splice(idx, 1)[0]);
- }
- // 为每个选中列随机一行放置小环节图标(0)
- for (const c of selectedCols) {
- const r = Math.floor(Math.random() * GameConstant.MAX_ROW);
- freeIconPositions.push({ r, c });
- }
- }
- // 生成普通图标
- for (let c = 0; c < GameConstant.MAX_COL; c++) {
- const colProb = GameConstant.ICON_TYPE_PROB[c];
- const total = colProb.reduce((a, b) => a + b, 0);
- for (let r = 0; r < GameConstant.MAX_ROW; r++) {
- // 若该位置是小环节图标,则直接放0
- if (freeIconPositions.some(p => p.r === r && p.c === c)) {
- grid[r][c] = 0;
- continue;
- }
- // 否则按普通权重随机(剔除0图标)
- let rand = Math.floor(Math.random() * (total - colProb[0]));
- let acc = 0, type = 1;
- for (let i = 1; i < colProb.length; i++) {
- acc += colProb[i];
- if (rand < acc) {
- type = i;
- break;
- }
- }
- grid[r][c] = isTest ? GameConstant.TEST_ICON_TYPE[0][r][c] : type;
- }
- }
- return grid;
- }
- // ====================
- // 2️⃣ 生成百搭倍数矩阵
- // ====================
- public static generateWildTimes(grid: number[][], isInFree = false): number[][] {
- const rows = grid.length;
- const cols = grid[0].length;
- const wildTimes: number[][] = Array.from({ length: rows }, () => Array(cols).fill(1));
- for (let r = 0; r < rows; r++) {
- for (let c = 0; c < cols; c++) {
- if (grid[r][c] === 1) {
- // 小环节中才会随机倍数,否则始终为 1
- if (isInFree) {
- const randTimes = GameConstant.WILD_TIMES[Math.floor(Math.random() * GameConstant.WILD_TIMES.length) + 1];
- wildTimes[r][c] = randTimes;
- } else {
- wildTimes[r][c] = 1;
- }
- }
- }
- }
- return wildTimes;
- }
- // ====================
- // 3️⃣ 计算连线(含百搭规则)
- // ====================
- public static calcSlotLinesWithWildTimes(grid: number[][], wildsTimes: number[][], betScore) {
- const ROWS = grid.length;
- const COLS = grid[0].length;
- const idx = (r: number, c: number) => r * COLS + c;
- const toRC = (i: number) => [Math.floor(i / COLS), i % COLS];
- const canConnect = (a: number, b: number, baseType: number | null) => {
- if (a === 0 || b === 0) return false;
- if (b === 1) return true;
- if (a === 1) return !baseType || b === baseType;
- return b === a;
- };
- function extendFrom(row: number, col: number, symbol: number, path: number[], baseType: number | null) {
- const results: any[] = [];
- if (col >= COLS - 1) {
- results.push({ path, resolvedType: baseType });
- return results;
- }
- const nextCol = col + 1;
- for (let nr = 0; nr < ROWS; nr++) {
- const nextSym = grid[nr][nextCol];
- if (nextSym === 0) continue;
- let currentBase = baseType;
- if (!currentBase && symbol !== 1) currentBase = symbol;
- if (!canConnect(symbol, nextSym, currentBase)) continue;
- let nextBase = currentBase;
- if (nextSym !== 1) nextBase = nextSym;
- const newPath = [...path, idx(nr, nextCol)];
- results.push(...extendFrom(nr, nextCol, nextSym, newPath, nextBase));
- }
- if (results.length === 0) results.push({ path, resolvedType: baseType });
- return results;
- }
- const allLines: any[] = [];
- var m_lottery_size: number = 0;
- for (let r = 0; r < ROWS; r++) {
- const sym = grid[r][0];
- if (sym === 0) continue;
- const startIdx = idx(r, 0);
- const branches = extendFrom(r, 0, sym, [startIdx], sym === 1 ? null : sym);
- for (const b of branches) {
- if (b.path.length >= 3) {
- if (b.resolvedType === null) {
- for (const i of b.path) {
- const [rr, cc] = toRC(i);
- const s = grid[rr][cc];
- if (s !== 1 && s !== 0) {
- b.resolvedType = s;
- break;
- }
- }
- }
- if (b.resolvedType) allLines.push(b);
- }
- }
- }
- const m_line_icon: number[][] = [];
- const m_line_size: number[] = [];
- const m_line_icon_active = Array.from({ length: ROWS }, () => Array(COLS).fill(0));
- const m_line_times: number[] = [];
- const m_line_index: number[][] = [];
- for (const line of allLines) {
- const path = line.path;
- const iconType = line.resolvedType;
- const icons = path.map(i => {
- const [r, c] = toRC(i);
- return grid[r][c];
- });
- const indexes = path.map(i => i);
- const size = path.length;
- for (const i of path) {
- const [r, c] = toRC(i);
- m_line_icon_active[r][c] = 1;
- }
- let times = 0;
- if (size >= 3 && size <= 6 && iconType >= 2 && iconType <= 12) {
- times = GameConstant.ICON_TYPE_TIMES[size - 3][iconType - 2];
- }
- let wildMultiplier = 1;
- for (const i of path) {
- const [r, c] = toRC(i);
- if (grid[r][c] === 1 && wildsTimes[r][c] > 1) {
- wildMultiplier *= wildsTimes[r][c];
- }
- }
- times *= wildMultiplier;
- m_line_icon.push(icons);
- m_line_size.push(size);
- m_line_times.push(times);
- m_line_index.push(indexes);
- }
- m_lottery_size = m_line_times.length > 0 ? (m_line_times.reduce((pre, cur)=>{ return pre + cur; }) * betScore) : 0;
- return {
- m_line_icon,
- m_line_size,
- m_line_icon_active,
- m_line_times,
- m_line_index,
- m_lottery_size
- };
- }
- // ====================
- // 4️⃣ 判断是否进入小环节
- // ====================
- public static checkSpecialRound(grid: number[][], isInFree = false) {
- let zeroCount = 0;
- for (const row of grid) {
- for (const val of row) {
- if (val === 0) zeroCount++;
- }
- }
- let m_isSpecialGame = 0;
- let m_freeCount = 0;
- let m_freeCountAdd = 0;
- if (!isInFree) {
- // 普通模式中:≥3个0触发小环节,获得对应次数
- if (zeroCount >= 3) {
- m_isSpecialGame = 1;
- const idx = Math.min(zeroCount - 2, GameConstant.ENTER_FREE_COUNTS.length - 1);
- m_freeCount = GameConstant.ENTER_FREE_COUNTS[idx];
- }
- } else {
- // 小环节中:若有2个0以上则追加次数
- if (zeroCount >= 2) {
- m_isSpecialGame = 1;
- const idx = Math.min(zeroCount - 2, GameConstant.ENTER_FREE_COUNTS.length - 1);
- m_freeCountAdd = GameConstant.ENTER_FREE_COUNTS[idx];
- }
- }
- return { m_isSpecialGame, m_freeCount, m_freeCountAdd };
- }
- // ====================
- // 5️⃣ 主流程控制器
- // ====================
- public static playRound(betScore) {
- const results: any[] = [];
- let isFree = false; // 是否处于免费
- let remainingFree = 0; // 剩余免费次数
- let totalFreeCount = 0; // 累计免费次数
- let hasReachedMaxFree = false; // 是否到达上限
- let totalTimes = 0; // 累计倍数
- const MAX_TRIES = 100;
- let tempIndex = 10;
- do {
- let m_desk_data: number[][] = [];
- let m_wildTimes_data: number[][] = [];
- let lineResult: any;
- let specialResult: any;
- let tryCount = 0;
- let accepted = false;
- while (tryCount < MAX_TRIES && !accepted) {
- tryCount++;
- // === 生成图形 & 倍数 ===
- const shouldEnterFree = !isFree && this.shouldEnterFreeRound();
- const isAddFree = isFree && shouldEnterFree;
- m_desk_data = this.generateGrid(tempIndex++ == 0, shouldEnterFree, isAddFree);
- m_wildTimes_data = this.generateWildTimes(m_desk_data, isFree);
- // === 计算连线 & 小环节 ===
- lineResult = this.calcSlotLinesWithWildTimes(m_desk_data, m_wildTimes_data, betScore);
- specialResult = this.checkSpecialRound(m_desk_data, isFree);
- const hasLineWin = (lineResult.m_line_icon && lineResult.m_line_icon.length > 0);
- const addsFree = isFree && specialResult.m_freeCountAdd > 0;
- // 达到上限后禁止追加
- if (hasReachedMaxFree && addsFree) continue;
- // 触发或追加免费必须无连线
- if (addsFree && hasLineWin) continue;
- // 超出100上限
- if (!hasReachedMaxFree && isFree && (totalFreeCount + specialResult.m_freeCountAdd > 100)) {
- hasReachedMaxFree = true;
- }
- accepted = true;
- }
- // ❗保底逻辑
- if (!accepted) {
- m_desk_data = this.NO_TIMES_ICON_TYPE[0];
- m_wildTimes_data = this.generateWildTimes(m_desk_data, isFree);
- lineResult = this.calcSlotLinesWithWildTimes(m_desk_data, m_wildTimes_data, betScore);
- specialResult = { m_isSpecialGame: 0, m_freeCount: 0, m_freeCountAdd: 0 };
- if (lineResult && 'm_lottery_size' in lineResult) lineResult.m_lottery_size = 0;
- }
- const triggeredFree = specialResult.m_isSpecialGame && !isFree;
- const addFree = isFree && specialResult.m_isSpecialGame && specialResult.m_freeCountAdd > 0;
- // 触发或追加免费时不中奖
- if (triggeredFree || addFree) {
- if (lineResult && 'm_lottery_size' in lineResult) lineResult.m_lottery_size = 0;
- }
- // === 更新免费次数逻辑 ===
- if (specialResult.m_isSpecialGame) {
- if (isFree) {
- if (!hasReachedMaxFree) {
- remainingFree += specialResult.m_freeCountAdd;
- totalFreeCount += specialResult.m_freeCountAdd;
- if (totalFreeCount >= 100) {
- totalFreeCount = 100;
- hasReachedMaxFree = true;
- }
- }
- } else {
- remainingFree = specialResult.m_freeCount;
- totalFreeCount = specialResult.m_freeCount;
- if (totalFreeCount >= 100) {
- totalFreeCount = 100;
- hasReachedMaxFree = true;
- }
- isFree = true;
- }
- }
- // ✅ 在这里再扣除一次免费次数(只对已经在免费状态的轮次)
- if (isFree && !specialResult.m_isSpecialGame) {
- remainingFree--;
- }
- // === 累计倍数 ===
- if (lineResult && typeof lineResult.m_lottery_size === "number") {
- totalTimes += (lineResult.m_lottery_size / betScore);
- }
- const roundResult = {
- ...lineResult,
- ...specialResult,
- m_desk_data,
- m_wildTimes_data,
- m_curTotalFreeCount: remainingFree,
- tryCount,
- };
- results.push(roundResult);
- } while (isFree && remainingFree > 0);
- return { results, totalFreeCount, totalTimes };
- }
- public static getRandomNumber(min, max) {
- return Math.floor(math.random() * (max - min)) + min;
- }
- /**
- * 通用数字格式化函数
- *
- * @param value 数字值
- * @param options 可选配置
- * - decimals: 保留的小数位数(默认 2)
- * - useGrouping: 是否使用千分位分隔符(默认 true)
- * - trimZero: 是否去掉小数点后的多余 0(默认 true)
- * - hideDecimalIfZero: 若小数部分为 0 是否隐藏(默认 true)
- *
- * @returns 格式化后的字符串
- */
- public static formatNumber(
- value: number,
- options?: {
- decimals?: number; // 保留小数位
- useGrouping?: boolean; // 是否使用千分位
- trimZero?: boolean; // 是否去除多余的 0
- hideDecimalIfZero?: boolean; // 小数为 0 是否隐藏
- currency?: string; //'USD' | 'MYR' | 'EUR' | 'GBP' | 'BRL'; // 货币类型
- showCurrencyBefore?: boolean; // 货币符号是否在前面(默认 true)
- }
- ): string {
- if (isNaN(value)) return '0';
- const {
- decimals = 2,
- useGrouping = true,
- trimZero = true,
- hideDecimalIfZero = true,
- currency = Player.getInstance().currencyType || 'USD',
- showCurrencyBefore = true,
- } = options || {};
- // 定义货币符号映射表
- const currencySymbols: Record<string, string> = {
- USD: '$', // 美元
- MYR: 'RM', // 林吉特(马来西亚)
- EUR: '€', // 欧元
- GBP: '£', // 英镑
- BRL: 'R$', // 巴西雷亚尔
- };
- const symbol = currencySymbols[currency] || '';
- // 保留指定小数位
- let str = value.toFixed(decimals);
- let [integerPart, decimalPart] = str.split('.');
- // 千分位格式化
- if (useGrouping) {
- integerPart = integerPart.replace(/\B(?=(\d{3})+(?!\d))/g, ',');
- }
- // 去除无意义的尾部 0
- if (trimZero && decimalPart) {
- decimalPart = decimalPart.replace(/0+$/, '');
- }
- // 如果小数部分为空或全为 0 且允许隐藏
- if (hideDecimalIfZero && (!decimalPart || parseInt(decimalPart) === 0)) {
- return showCurrencyBefore ? `${symbol}${integerPart}` : `${integerPart}${symbol}`;
- }
- // 拼接完整结果
- const formatted = `${integerPart}.${decimalPart}`;
- return showCurrencyBefore ? `${symbol}${formatted}` : `${formatted}${symbol}`;
- }
- /**
- * 通用 HTTP 请求方法
- * @param type 请求类型:"GET" 或 "POST"
- * @param url 请求地址
- * @param params 请求参数对象(GET时为查询参数,POST时为请求体)
- * @param isJson 是否使用 JSON 格式(仅对 POST 有效,默认 true)
- * @param timeout 超时时间(毫秒,默认 10000)
- */
- public static httpRequest<T = any>(
- type: 'GET' | 'POST',
- url: string,
- params?: Record<string, any>,
- isJson: boolean = true,
- timeout: number = 10000
- ): Promise<T> {
- return new Promise((resolve, reject) => {
- const xhr = new XMLHttpRequest();
- if (type === 'GET' && params) {
- // 拼接 GET 参数
- const query = Object.keys(params)
- .map(key => `${encodeURIComponent(key)}=${encodeURIComponent(params[key])}`)
- .join('&');
- url += (url.includes('?') ? '&' : '?') + query;
- }
- console.log(url);
- xhr.open(type, url, true);
- xhr.timeout = timeout;
- if (type === 'POST') {
- if (isJson) {
- xhr.setRequestHeader('Content-Type', 'application/json');
- } else {
- xhr.setRequestHeader('Content-Type', 'application/x-www-form-urlencoded');
- }
- }
- xhr.onreadystatechange = () => {
- if (xhr.readyState === 4) {
- if (xhr.status >= 200 && xhr.status < 300) {
- try {
- const response = JSON.parse(xhr.responseText);
- resolve(response);
- } catch {
- resolve(xhr.responseText as any);
- }
- } else {
- reject(new Error(`HTTP ${type} 请求失败:状态码 ${xhr.status}`));
- }
- }
- };
- xhr.onerror = (e) => {
- console.error(`HTTP ${type} 请求网络错误:`, e);
- reject(new Error(`HTTP ${type} 请求网络错误`));
- }
- xhr.ontimeout = () => reject(new Error(`HTTP ${type} 请求超时`));
- if (type === 'POST') {
- const body = isJson
- ? JSON.stringify(params || {})
- : Object.keys(params || {})
- .map(key => `${encodeURIComponent(key)}=${encodeURIComponent(params![key])}`)
- .join('&');
- xhr.send(body);
- } else {
- xhr.send();
- }
- });
- }
- }
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