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- <?php
- namespace App\Module\Farm\Commands;
- use App\Module\Farm\Enums\BUFF_TYPE;
- use App\Module\Farm\Enums\DISASTER_TYPE;
- use App\Module\Farm\Enums\GROWTH_STAGE;
- use App\Module\Farm\Enums\LAND_STATUS;
- use App\Module\Farm\Events\DisasterGeneratedEvent;
- use App\Module\Farm\Models\FarmCrop;
- use App\Module\Farm\Models\FarmGodBuff;
- use Illuminate\Console\Command;
- use Illuminate\Support\Facades\Log;
- /**
- * 生成灾害命令
- */
- class GenerateDisastersCommand extends Command
- {
- /**
- * 命令名称
- *
- * @var string
- */
- protected $signature = 'farm:generate-disasters';
- /**
- * 命令描述
- *
- * @var string
- */
- protected $description = '随机生成作物灾害';
- /**
- * 执行命令
- *
- * @return int
- */
- public function handle()
- {
- $this->info('开始生成作物灾害...');
-
- try {
- // 获取处于发芽期或生长期的作物
- $crops = FarmCrop::whereIn('growth_stage', [GROWTH_STAGE::SPROUT, GROWTH_STAGE::GROWTH])
- ->get();
-
- $this->info("找到 {$crops->count()} 个可能受灾的作物");
-
- $generatedCount = 0;
-
- foreach ($crops as $crop) {
- $userId = $crop->user_id;
- $land = $crop->land;
- $seed = $crop->seed;
-
- // 跳过已经有灾害的土地
- if ($land->status === LAND_STATUS::DISASTER) {
- continue;
- }
-
- // 获取种子的灾害抵抗属性
- $disasterResistance = $seed->disaster_resistance ?? [];
-
- // 获取土地的灾害抵抗属性
- $landDisasterResistance = $land->landType->disaster_resistance ?? 0;
-
- // 检查用户是否有有效的神灵加持
- $activeBuffs = FarmGodBuff::where('user_id', $userId)
- ->where('expire_time', '>', now())
- ->pluck('buff_type')
- ->toArray();
-
- // 灾害类型及其基础概率
- $disasterTypes = [
- DISASTER_TYPE::DROUGHT => 0.1, // 干旱
- DISASTER_TYPE::PEST => 0.1, // 虫害
- DISASTER_TYPE::WEED => 0.1, // 杂草
- ];
-
- // 随机选择一种灾害类型
- $randomDisasterType = array_rand($disasterTypes);
- $baseProb = $disasterTypes[$randomDisasterType];
-
- // 计算最终概率,考虑种子抵抗、土地抵抗和神灵加持
- $seedResistance = $disasterResistance[$this->getDisasterKey($randomDisasterType)] ?? 0;
- $finalProb = $baseProb - $seedResistance - $landDisasterResistance;
-
- // 如果有对应的神灵加持,则不生成该类型的灾害
- $buffType = DISASTER_TYPE::getPreventBuffType($randomDisasterType);
- if ($buffType && in_array($buffType, $activeBuffs)) {
- $finalProb = 0;
- }
-
- // 确保概率在有效范围内
- $finalProb = max(0, min(1, $finalProb));
-
- // 随机决定是否生成灾害
- if (mt_rand(1, 100) <= $finalProb * 100) {
- // 生成灾害
- $disasterInfo = [
- 'type' => $randomDisasterType,
- 'generated_at' => now()->toDateTimeString(),
- 'status' => 'active'
- ];
-
- // 更新作物灾害信息
- $disasters = $crop->disasters ?? [];
- $disasters[] = $disasterInfo;
- $crop->disasters = $disasters;
-
- // 更新土地状态为灾害
- $land->status = LAND_STATUS::DISASTER;
-
- // 保存更改
- $crop->save();
- $land->save();
-
- // 触发灾害生成事件
- event(new DisasterGeneratedEvent($userId, $crop, $randomDisasterType, $disasterInfo));
-
- $generatedCount++;
-
- $this->info("作物 ID: {$crop->id}, 用户 ID: {$userId}, 灾害类型: {$randomDisasterType}");
- }
- }
-
- $this->info("成功生成 {$generatedCount} 个作物灾害");
-
- Log::info('作物灾害生成成功', [
- 'total' => $crops->count(),
- 'generated' => $generatedCount
- ]);
-
- return 0;
- } catch (\Exception $e) {
- $this->error('作物灾害生成失败: ' . $e->getMessage());
-
- Log::error('作物灾害生成失败', [
- 'error' => $e->getMessage(),
- 'trace' => $e->getTraceAsString()
- ]);
-
- return 1;
- }
- }
-
- /**
- * 获取灾害类型对应的键名
- *
- * @param int $disasterType
- * @return string
- */
- private function getDisasterKey(int $disasterType): string
- {
- $keys = [
- DISASTER_TYPE::DROUGHT => 'drought',
- DISASTER_TYPE::PEST => 'pest',
- DISASTER_TYPE::WEED => 'weed',
- ];
-
- return $keys[$disasterType] ?? '';
- }
- }
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