feat(tk2): weighted-group reward picking

Replaces the all-rows-granted reward model with per-group weighted
pick. Each ArenaTwoPickReward row now belongs to a RewardGroup with a
Weight; finish/retire groups the WinCount's rows by RewardGroup and
picks exactly one row per group, weighted by Weight (excluding
Weight==0). A RewardNum==0 outcome skips both the grant and the
rewards[] emission. Empty WinCount catalogs emit empty arrays.

Existing seed entries preserve deterministic behavior by living in
single-option groups (each with weight 1). Future seasons can expand
groups to multi-option for true randomized rewards (e.g. 200-280
rupies).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-05-31 13:44:33 -04:00
parent 8e017c9d10
commit fc504af496
10 changed files with 4410 additions and 36 deletions

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,60 @@
using Microsoft.EntityFrameworkCore.Migrations;
#nullable disable
namespace SVSim.Database.Migrations
{
/// <inheritdoc />
public partial class AddArenaTwoPickRewardGroupAndWeight : Migration
{
/// <inheritdoc />
protected override void Up(MigrationBuilder migrationBuilder)
{
migrationBuilder.DropIndex(
name: "IX_ArenaTwoPickRewards_WinCount_RewardType_RewardId",
table: "ArenaTwoPickRewards");
migrationBuilder.AddColumn<int>(
name: "RewardGroup",
table: "ArenaTwoPickRewards",
type: "integer",
nullable: false,
defaultValue: 0);
migrationBuilder.AddColumn<int>(
name: "Weight",
table: "ArenaTwoPickRewards",
type: "integer",
nullable: false,
defaultValue: 0);
migrationBuilder.CreateIndex(
name: "IX_ArenaTwoPickRewards_WinCount_RewardGroup_RewardType_RewardI~",
table: "ArenaTwoPickRewards",
columns: new[] { "WinCount", "RewardGroup", "RewardType", "RewardId", "RewardNum" },
unique: true);
}
/// <inheritdoc />
protected override void Down(MigrationBuilder migrationBuilder)
{
migrationBuilder.DropIndex(
name: "IX_ArenaTwoPickRewards_WinCount_RewardGroup_RewardType_RewardI~",
table: "ArenaTwoPickRewards");
migrationBuilder.DropColumn(
name: "RewardGroup",
table: "ArenaTwoPickRewards");
migrationBuilder.DropColumn(
name: "Weight",
table: "ArenaTwoPickRewards");
migrationBuilder.CreateIndex(
name: "IX_ArenaTwoPickRewards_WinCount_RewardType_RewardId",
table: "ArenaTwoPickRewards",
columns: new[] { "WinCount", "RewardType", "RewardId" },
unique: true);
}
}
}

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@@ -458,6 +458,9 @@ namespace SVSim.Database.Migrations
NpgsqlPropertyBuilderExtensions.UseIdentityByDefaultColumn(b.Property<long>("Id"));
b.Property<int>("RewardGroup")
.HasColumnType("integer");
b.Property<long>("RewardId")
.HasColumnType("bigint");
@@ -467,6 +470,9 @@ namespace SVSim.Database.Migrations
b.Property<int>("RewardType")
.HasColumnType("integer");
b.Property<int>("Weight")
.HasColumnType("integer");
b.Property<int>("WinCount")
.HasColumnType("integer");
@@ -474,7 +480,7 @@ namespace SVSim.Database.Migrations
b.HasIndex("WinCount");
b.HasIndex("WinCount", "RewardType", "RewardId")
b.HasIndex("WinCount", "RewardGroup", "RewardType", "RewardId", "RewardNum")
.IsUnique();
b.ToTable("ArenaTwoPickRewards");

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@@ -10,7 +10,7 @@ namespace SVSim.Database.Models;
/// <c>SVSim.Bootstrap/Data/seeds/arena-two-pick-rewards.json</c>.
/// </summary>
[Index(nameof(WinCount))]
[Index(nameof(WinCount), nameof(RewardType), nameof(RewardId), IsUnique = true)]
[Index(nameof(WinCount), nameof(RewardGroup), nameof(RewardType), nameof(RewardId), nameof(RewardNum), IsUnique = true)]
public class ArenaTwoPickReward
{
public long Id { get; set; }
@@ -18,12 +18,24 @@ public class ArenaTwoPickReward
/// <summary>0..MaxWins. Run ends at LossCount==2 or WinCount==MAX(WinCount).</summary>
public int WinCount { get; set; }
/// <summary>
/// Groups rows into independent pick buckets. At finish/retire time one row is
/// weighted-picked per group. Default 0 keeps legacy rows in a single group.
/// </summary>
public int RewardGroup { get; set; }
/// <summary>
/// Relative probability weight for this row within its <see cref="RewardGroup"/>.
/// Weight == 0 rows are excluded from picking. Default 1.
/// </summary>
public int Weight { get; set; } = 1;
/// <summary><see cref="UserGoodsType"/> on the wire (e.g. Item=4, Rupy=9).</summary>
public int RewardType { get; set; }
/// <summary>Item id for Item; 0 for currencies.</summary>
public long RewardId { get; set; }
/// <summary>Count (e.g. ticket quantity or rupy amount).</summary>
/// <summary>Count (e.g. ticket quantity or rupy amount). 0 = "no reward" outcome.</summary>
public int RewardNum { get; set; }
}