Files
probably-decentralized/src/Decentralized.Domain/CardLook.cs
T

142 lines
8.5 KiB
C#
Raw Normal View History

using System;
namespace Decentralized.Domain
{
/// <summary>
/// 显卡的外观:5 个维度,每个 3 种取值,共 243 种组合。前三个画在正面,后两个画在背面(右键"切换"翻面)。
/// 老化类的维度(风扇、金手指、挡板划痕)随健康度出现,真卡也会有;破绽类的取值只会出现在假卡上,
/// 玩家要结合名字(标称型号)与背面的丝印、序列号贴纸判断。
/// </summary>
public struct CardLook
{
/// <summary>风扇:0 干净,1 积灰,2 叶片缺角(老化)。</summary>
public int Fan;
/// <summary>金手指:0 光亮,1 发暗,2 氧化发绿(老化)。</summary>
public int Fingers;
/// <summary>挡板:0 完好,1 划痕(老化)。</summary>
public int Bracket;
/// <summary>背面丝印:0 与标称型号一致,1 印的是真实芯片的型号(假卡),2 重新印过、字歪(假卡)。</summary>
public int Print;
/// <summary>封条:0 完好,2 缺失(开过封的旧卡或翻新卡)。</summary>
public int Sticker;
/// <summary>序列号:0 合规(格式对、工厂码在合法范围、档次码与型号一致),1 不合规(工厂码不在合法范围或位数不对,贴纸是后补的),
/// 2 档次码与标称型号不符(贴的是原芯片的序列号)。后两种只出现在假卡上。</summary>
public int Serial;
/// <summary>风扇数对不上标称型号(实物是真实芯片的风扇数):0 对得上,1 对不上。只出现在假卡上。</summary>
public int CountBad;
/// <summary>供电口对不上标称型号(实物是真实芯片的供电口):0 对得上,1 对不上。只出现在假卡上。</summary>
public int PinBad;
public const int Variants = 3;
/// <summary>每张卡自己的随机种子:老化类维度(风扇、金手指、挡板划痕)由它和当前健康度决定,每晚损耗后重新算,
/// 所以越旧的卡看着越旧。为 0 时表示外观是写死的(测试用)。</summary>
public uint Seed;
private static double U(uint seed, int salt)
{
uint x = seed * 2654435761u + (uint)salt * 40503u + 12345u;
x ^= x >> 15; x *= 2246822519u; x ^= x >> 13; x *= 3266489917u; x ^= x >> 16;
return (x >> 8) * (1.0 / (1 << 24));
}
/// <summary>按当前健康度重新算出的外观:磨损度 = 1 − 健康度 / 100,再加上这张卡自己的偏差(±0.15)。
/// 风扇磨损 ≥ 0.25 积灰、≥ 0.55 缺角;金手指 ≥ 0.30 发暗、≥ 0.60 氧化;挡板磨损 ≥ 0.45 出划痕(接口数不对是假卡的固定特征,不变)。</summary>
public CardLook Appearance(double health)
{
if (Seed == 0) return this;
double worn = 1 - Math.Max(0, Math.Min(100, health)) / 100.0;
var l = this;
double fan = worn + (U(Seed, 1) - 0.5) * 0.3, fin = worn + (U(Seed, 2) - 0.5) * 0.3, brk = worn + (U(Seed, 3) - 0.5) * 0.3;
l.Fan = fan >= 0.55 ? 2 : fan >= 0.25 ? 1 : 0;
l.Fingers = fin >= 0.60 ? 2 : fin >= 0.30 ? 1 : 0;
l.Bracket = brk >= 0.45 ? 1 : 0;
return l;
}
private static readonly double[] FanHash = { 1.00, 0.97, 0.92 }, FingerHash = { 1.00, 0.98, 0.94 };
/// <summary>算力倍数:风扇积灰 ×0.97、缺角 ×0.92(降频);金手指发暗 ×0.98、氧化 ×0.94(接触不良掉速)。</summary>
public double HashFactor => FanHash[Fan] * FingerHash[Fingers];
/// <summary>六位数字,存在物品标签上:风扇、金手指、挡板、丝印、封条、序列号。</summary>
public string Encode() => $"{Fan}{Fingers}{Bracket}{Print}{Sticker}{Serial}{CountBad}{PinBad}";
/// <summary>
/// 旧版存档的外观只有 5 或 6 位(没有风扇数、供电口两位):旧规则里假卡的风扇数和供电口只要档次不同就一定对不上。
/// 这里按旧规则补上,旧存档里的假卡仍然露出同样的破绽。新格式(8 位)不动。
/// </summary>
public static CardLook Legacy(string encoded, CardLook look, string label, string chip)
{
if (encoded == null || encoded.Length >= 8 || string.IsNullOrEmpty(chip) || chip == label) return look;
var l = Hardware.Specs[label]; var c = Hardware.Specs[chip];
look.CountBad = Hardware.FanCount[l.Tier] != Hardware.FanCount[c.Tier] ? 1 : 0;
look.PinBad = Hardware.PinClass[l.Tier] != Hardware.PinClass[c.Tier] ? 1 : 0;
return look;
}
public static CardLook Decode(string s)
{
if (s == null || s.Length < 5 || s.Length > 8) return default;
int D(int i) => Math.Max(0, Math.Min(Variants - 1, s[i] - '0'));
int B(int i) => s.Length > i && s[i] == '1' ? 1 : 0;
return new CardLook { Fan = D(0), Fingers = D(1), Bracket = D(2), Print = D(3), Sticker = D(4), Serial = s.Length > 5 ? D(5) : 0, CountBad = B(6), PinBad = B(7) };
}
// 外观维度对应卡的真实状态:损耗、暴毙概率随之变化,价值走标签(见 CardLabels)
private static readonly double[] FanWear = { 1.00, 1.10, 1.30 }, FanDeath = { 1.00, 1.00, 1.20 };
private static readonly double[] FingerDeath = { 1.00, 1.10, 1.30 };
/// <summary>每晚损耗倍数:风扇积灰散热差 ×1.1,缺角 ×1.3。</summary>
public double WearFactor => FanWear[Fan];
/// <summary>暴毙概率倍数:风扇缺角 ×1.2;金手指发暗 ×1.1、氧化 ×1.3(接触不良)。</summary>
public double DeathFactor => FanDeath[Fan] * FingerDeath[Fingers];
/// <summary>只在假卡上出现的取值:玩家一旦看到,就能肯定是假的。</summary>
public bool HasFakeSign => Print != 0 || Serial != 0 || CountBad != 0 || PinBad != 0;
/// <summary>
/// 生成外观。真卡:老化维度按健康度出现,封条缺失在二手卡上很常见,不会出现破绽类取值。
/// 假卡:在三类破绽(接口数、丝印、手写序列号)里随机挑 1–3 处,再叠加老化与封条缺失。
/// </summary>
public static CardLook Generate(Rng rng, double health, bool fake, int labelTier = 3, int chipTier = 0)
{
var look = new CardLook { Seed = rng.NextUInt() | 1, Sticker = rng.Chance(fake ? 0.35 : 0.15 + 0.30 * (1 - Math.Max(0, Math.Min(100, health)) / 100.0)) ? 2 : 0 };
if (fake)
{
// 四项真伪依据(风扇数、供电口、背面丝印、序列号)各自独立地露出破绽,至少一项;平均每张假卡约 1.5 项
bool countCan = Hardware.FanCount[chipTier] != Hardware.FanCount[labelTier], pinCan = Hardware.PinClass[chipTier] != Hardware.PinClass[labelTier];
double p = Tuning.FakeSignChance;
for (int tries = 0; tries < 30 && !look.HasFakeSign; tries++)
{
look.CountBad = countCan && rng.Chance(p) ? 1 : 0;
look.PinBad = pinCan && rng.Chance(p) ? 1 : 0;
look.Print = rng.Chance(p) ? (rng.Chance(0.6) ? 1 : 2) : 0;
look.Serial = rng.Chance(p) ? (rng.Chance(0.55) ? 2 : 1) : 0;
}
if (!look.HasFakeSign) look.Serial = 1;
}
return look.Appearance(health);
}
}
/// <summary>
/// 显卡的统一价值函数:实际售价和鉴定公会的"正确价值"是同一个数。按真实芯片和健康度算;
/// 假卡的标称价(贩子报的价)用标称型号算,二者之差就是被坑的钱。
/// </summary>
public static class CardValue
{
/// <summary>价值 = 型号定价 × 健康度系数。健康 100 时满价,健康 0 时只剩 25%。</summary>
public static long Of(string model, double health)
{
var spec = Hardware.Specs[model];
2026-11-03 18:36:01 +08:00
double f = Tuning.CardValueFloor + (1 - Tuning.CardValueFloor) * Math.Max(0, Math.Min(100, health)) / 100.0;
return Math.Max(1, (long)Math.Round(spec.Price * f));
}
/// <summary>真实价值:全部标签都按真实情况算。</summary>
public static long True(Unit u) => CardLabels.Value(u, null, 0);
}
}