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/// bot 进场时初始化运行时状态 + /// + /// bot 进场时初始化运行时状态。 + /// 按流程图:进场金币 / 入场限制金币 → 判断倍数等级 → 在对应档位区间随机选一个初始档位。 + /// 这样多个 bot 即使进场金币相同(例如都是 1000),初始炮倍也会不一样。 + /// private void InitBotRuntimeState(SitPosData sit, long entryGold) { var cfg = GameManager.Instance.botConfig; - int initIdx = cfg != null && cfg.multiplier != null ? cfg.multiplier.initialLevelIndex : 0; + int cfgInitIdx = cfg != null && cfg.multiplier != null ? cfg.multiplier.initialLevelIndex : 0; + + // ⭐ 按流程图:识别进场金币是入场限制金币的多少倍 → 判断等级 → 区间内随机选初始档位 + int count = GetPaoBeiCount(); + int initIdx = CalcBotInitialLevelIndex(entryGold, count, cfg, cfgInitIdx); var s = new BotRuntimeState { @@ -2319,6 +2327,76 @@ public class GameMainPanel_FishBase : GameMainPanel_Base ApplyBotLevelIndex(sit, initIdx); } + /// + /// 按进场金币/入场限制金币的倍数,在对应档位区间内随机选一个初始档位。 + /// 倍数越高,初始档位区间越高;区间内随机,保证多个 bot 即使金币相同炮倍也不同。 + /// 读不到 roomGoldLimit 或档位不足时,降级用 cfgInitIdx + 随机偏移。 + /// + private int CalcBotInitialLevelIndex(long entryGold, int count, BotConfig cfg, int cfgInitIdx) + { + if (count <= 1) return Mathf.Max(0, cfgInitIdx); + + // 配置允许的档位范围 [minIdx, maxIdx] + int minIdx = Mathf.Max(0, cfg != null && cfg.multiplier != null ? cfg.multiplier.minLevelIndex : 0); + int maxIdx = cfg != null && cfg.multiplier != null && cfg.multiplier.maxLevelIndex >= 0 + ? Mathf.Min(cfg.multiplier.maxLevelIndex, count - 1) + : count - 1; + if (maxIdx < minIdx) maxIdx = minIdx; + if (maxIdx <= minIdx) return minIdx; + + // 读取当前房间的入场金币限制 + int roomGoldLimit = GetCurrentRoomGoldLimit(); + if (roomGoldLimit <= 0 || entryGold <= 0) + { + // 读不到限制 → 在 [minIdx, maxIdx] 全区间随机 + return Random.Range(minIdx, maxIdx + 1); + } + + // ratio = 进场金币 / 入场限制金币 + float ratio = (float)entryGold / roomGoldLimit; + int span = maxIdx - minIdx; + + // 根据 ratio 划分三档区间:低(<1) / 中(1~2) / 高(>2) + int lo, hi; + if (ratio < 1f) + { + lo = minIdx; + hi = minIdx + Mathf.Max(0, span / 3); + } + else if (ratio < 2f) + { + lo = minIdx + Mathf.Max(0, span / 3); + hi = minIdx + Mathf.Max(0, span * 2 / 3); + } + else + { + lo = minIdx + Mathf.Max(0, span * 2 / 3); + hi = maxIdx; + } + if (lo > hi) lo = hi; + // 在 [lo, hi] 区间内随机选一个档位 + return Random.Range(lo, hi + 1); + } + + /// 获取当前房间的入场金币限制(用于 bot 进场按金币倍数判断初始档位) + private int GetCurrentRoomGoldLimit() + { + var roomData = GameManager.Instance?.gameData?.currRoomData; + if (roomData == null) return 0; + int t = roomData.gameType; + int l = roomData.roomLevel; + var configs = GameManager.Instance?.gameConfig?.roomConfigs; + if (configs != null) + { + foreach (var item in configs) + { + if (item.gameType == t && l == item.roomLevel) + return item.roomGoldLimit; + } + } + return 0; + } + /// 获取 bot 运行时状态 private BotRuntimeState GetBotRuntimeState(SitPosData sit) { diff --git a/Assets/MyGame/aa/UI/Game/HHWK/GameMainPanel_HHWK.prefab b/Assets/MyGame/aa/UI/Game/HHWK/GameMainPanel_HHWK.prefab index e1772616d..beaba030f 100644 --- a/Assets/MyGame/aa/UI/Game/HHWK/GameMainPanel_HHWK.prefab +++ b/Assets/MyGame/aa/UI/Game/HHWK/GameMainPanel_HHWK.prefab @@ -1,5 +1,80 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: +--- !u!1 &181425172293745200 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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