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probably-decentralized/src/Decentralized.Domain/CardLook.cs
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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),2 接口数量不对(假卡)。</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>背面贴纸与封条:0 印刷序列号、封条完好,1 手写序列号(假卡),2 封条缺失(旧卡或翻新卡)。</summary>
public int Sticker;
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;
if (Bracket != 2) 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>五位数字,存在物品标签上:风扇、金手指、挡板、丝印、贴纸。</summary>
public string Encode() => $"{Fan}{Fingers}{Bracket}{Print}{Sticker}";
public static CardLook Decode(string s)
{
if (s == null || s.Length != 5) return default;
int D(int i) => Math.Max(0, Math.Min(Variants - 1, s[i] - '0'));
return new CardLook { Fan = D(0), Fingers = D(1), Bracket = D(2), Print = D(3), Sticker = D(4) };
}
// 外观维度对应卡的真实状态:价格、损耗、暴毙概率都随之变化,所以看外观就是在估价
private static readonly double[] FanValue = { 1.00, 0.96, 0.88 }, FanWear = { 1.00, 1.10, 1.30 }, FanDeath = { 1.00, 1.00, 1.20 };
private static readonly double[] FingerValue = { 1.00, 0.96, 0.88 }, FingerDeath = { 1.00, 1.10, 1.30 };
/// <summary>外观对价值的折扣:风扇积灰 −4%、缺角 −12%;金手指发暗 −4%、氧化 −12%;挡板划痕 −2%;封条缺失(开过封)−6%。</summary>
public double ValueFactor => ValueFactorOf(AllDims);
/// <summary>外观折扣的维度位:1 风扇、2 金手指、4 挡板划痕、8 封条缺失。</summary>
public const int DimFan = 1, DimFingers = 2, DimScratch = 4, DimSeal = 8, AllDims = 15;
/// <summary>只计入 mask 里的维度的折扣:贩子报价时先装作这些问题都没有,玩家指出一项才扣一项。</summary>
public double ValueFactorOf(int mask) =>
((mask & DimFan) != 0 ? FanValue[Fan] : 1.0) * ((mask & DimFingers) != 0 ? FingerValue[Fingers] : 1.0)
* ((mask & DimScratch) != 0 && Bracket == 1 ? 0.98 : 1.0) * ((mask & DimSeal) != 0 && Sticker == 2 ? 0.94 : 1.0);
/// <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 => Bracket == 2 || Print != 0 || Sticker == 1;
/// <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)
{
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)
{
int signs = rng.Chance(0.55) ? 1 : rng.Chance(0.6) ? 2 : 3;
var order = new[] { 0, 1, 2 };
for (int i = order.Length - 1; i > 0; i--)
{
int j = rng.Range(0, i);
(order[i], order[j]) = (order[j], order[i]);
}
for (int k = 0; k < signs; k++)
{
switch (order[k])
{
case 0: look.Bracket = 2; break;
case 1: look.Print = rng.Chance(0.6) ? 1 : 2; break;
default: look.Sticker = 1; break;
}
}
}
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];
double f = 0.25 + 0.75 * Math.Max(0, Math.Min(100, health)) / 100.0;
return Math.Max(1, (long)Math.Round(spec.Price * f));
}
/// <summary>真实价值(芯片型号 + 健康度 + 外观折扣)。</summary>
public static long True(Unit u) => Math.Max(1, (long)Math.Round(Of(u.FakeOf ?? u.Model, u.Health) * u.Appearance.ValueFactor));
public const double ScamDiscount = 0.90;
/// <summary>
/// 贩子的报价:装作成色没问题(外观折扣只计玩家已指出的维度),在此之上加价 markupPct%。
/// 没拆穿的假卡按标称型号的价再打九折;拆穿之后按真实芯片算,和真卡一样。
/// </summary>
public static long Quote(Unit u, int markupPct, int pointedDims, bool exposed)
{
bool fakeHidden = u.FakeOf != null && !exposed;
double v = Of(fakeHidden ? u.Model : (u.FakeOf ?? u.Model), u.Health) * u.Appearance.ValueFactorOf(pointedDims);
v *= fakeHidden ? ScamDiscount : 1 + markupPct / 100.0;
return Math.Max(1, (long)Math.Round(v));
}
/// <summary>标称价:贩子报的价,按标称型号算;二手卡也折旧,但只按贩子"自称"的健康度。</summary>
public static long Quoted(Unit u, double claimedHealth) => Of(u.Model, claimedHealth);
}
}