feat(packs): rewrite PackOpenService against per-pack draw table
Sampler is now driven by PackDrawTable: roll DrawTier per slot by cumulative slot-rate weights, then pick a card within tier by per-card weights renormalized within the tier. Rate-less Guaranteed-Leader-Card rows draw uniform over (pool minus owned), falling back to the full pool when all are owned. Bonus slot fires once at the end of a 10-pack open when HasBonusSlot is set. Slot 8 falls back to the general slot's per-card weights for the rolled tier when slot-8 has only a rarity-level rate quoted (the common shape on normal packs). PackController.Open loads the draw table + viewer owned card ids and passes them to the sampler; the category-based forced-Legendary slot-8 override is gone. ICardFoilLookup replaces ICardPoolProvider for the foil-twin heuristic. Drops the test-fixture pack-draw seed overlay so the production seed flows through the importer tests; controller tests that fabricate their own card sets now call factory.SeedPackDrawTableAsync(...) to install a matching stub draw table. WeightedPick helper handles the cumulative-band roll for both stages. Five sampler tests + four WeightedPick tests + five importer/repo tests; full suite is 653/653 green. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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SVSim.EmulatedEntrypoint/Services/WeightedPick.cs
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SVSim.EmulatedEntrypoint/Services/WeightedPick.cs
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using SVSim.Database.Services;
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namespace SVSim.EmulatedEntrypoint.Services;
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/// <summary>
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/// Generic cumulative-band weighted picker used by PackOpenService for tier-by-slot
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/// and card-within-tier sampling. Renormalizes weights internally (sums <1 absorb
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/// into the last band; sums >1 scale down).
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/// </summary>
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public static class WeightedPick
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{
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public static T Pick<T>(IRandom rng, IReadOnlyList<T> items, IReadOnlyList<double> weights)
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{
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if (items.Count == 0) throw new ArgumentException("WeightedPick: items is empty.");
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if (items.Count != weights.Count) throw new ArgumentException("WeightedPick: items / weights length mismatch.");
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double sum = 0;
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for (int i = 0; i < weights.Count; i++) sum += weights[i];
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if (sum <= 0) return items[rng.Next(items.Count)];
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double r = rng.NextDouble() * sum;
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double cum = 0;
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for (int i = 0; i < items.Count - 1; i++)
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{
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cum += weights[i];
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if (r < cum) return items[i];
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}
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return items[^1];
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}
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}
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