fix: 补 .gitattributes(CRLF for .bat) + README 端口 19540 + 提交 console 锁文件
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@@ -2,12 +2,32 @@ package domain
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import "sort"
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// 榜单排序键,取值与规则包 standings.tieBreak 一致。
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// 定义在 domain 是为了让 rules 包复用同一套键名,避免两边各写一份常量。
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const (
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TieBreakPoints = "points"
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TieBreakGold = "gold"
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TieBreakSilver = "silver"
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TieBreakBronze = "bronze"
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TieBreakTeamCode = "teamCode"
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TieBreakName = "name"
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)
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// TieBreak 未配置时的口径,与 devdocs 02 §5.2 一致。
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var (
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defaultTeamTieBreak = []string{TieBreakPoints, TieBreakGold, TieBreakSilver, TieBreakBronze, TieBreakTeamCode}
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defaultAthleteTieBreak = []string{TieBreakPoints, TieBreakGold, TieBreakSilver, TieBreakBronze, TieBreakName}
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)
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// StandingsInput 是排名聚合的输入:流水 + 名次明细 + 单位/运动员基础信息。
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type StandingsInput struct {
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Teams []Team
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Athletes []Athlete
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Ledger []LedgerEntry
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Ranked []RankedResult
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// TieBreak 是排序键顺序(如 points/gold/silver/bronze/teamCode/name);
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// 空表示用默认口径。配置里的键优先,其余按默认顺序补齐,保证结果全序。
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TieBreak []string
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// IndividualToTeamWeight 个人积分折算进单位总分的系数;<=0 时按 1 处理。
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IndividualToTeamWeight float64
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// ExcludeTeamEventMedals 为 true 时团体奖牌榜不计团体项目奖牌;默认计入。
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@@ -33,7 +53,7 @@ func rankMedal(rank int) int {
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}
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// BuildTeamStandings 生成总积分榜。
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// 总分 = Σ(仅记单位的流水) + 系数 × Σ(记到个人的流水);排序:总分 → 金 → 银 → 铜 → 单位编码。
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// 总分 = Σ(仅记单位的流水) + 系数 × Σ(记到个人的流水);排序按 in.TieBreak,缺省为总分 → 金 → 银 → 铜 → 单位编码。
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func BuildTeamStandings(in StandingsInput) []StandingsRow {
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weight := effectiveWeight(in.IndividualToTeamWeight)
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sums := SumByTeam(in.Ledger, weight)
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@@ -62,7 +82,7 @@ func BuildTeamStandings(in StandingsInput) []StandingsRow {
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}
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}
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sort.SliceStable(rows, func(i, j int) bool { return lessTeamRow(rows[i], rows[j]) })
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sort.SliceStable(rows, func(i, j int) bool { return lessTeamRow(rows[i], rows[j], in.TieBreak) })
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for i := range rows {
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rows[i].Rank = i + 1
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}
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@@ -92,7 +112,7 @@ func BuildMedalStandings(in StandingsInput) []MedalRow {
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}
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// BuildAthleteStandings 生成个人积分奖牌榜。
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// 排序:总分 → 金 → 银 → 铜 → 姓名;个人榜的奖牌只统计个人项目(团体项目奖牌归团体榜)。
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// 排序按 in.TieBreak,缺省为总分 → 金 → 银 → 铜 → 姓名;个人榜的奖牌只统计个人项目(团体项目奖牌归团体榜)。
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func BuildAthleteStandings(in StandingsInput) []AthleteStandingsRow {
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points := SumByAthlete(in.Ledger)
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medals := athleteMedals(in)
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@@ -154,7 +174,7 @@ func BuildAthleteStandings(in StandingsInput) []AthleteStandingsRow {
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})
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}
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sort.SliceStable(rows, func(i, j int) bool { return lessAthleteRow(rows[i], rows[j]) })
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sort.SliceStable(rows, func(i, j int) bool { return lessAthleteRow(rows[i], rows[j], in.TieBreak) })
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for i := range rows {
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rows[i].Rank = i + 1
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}
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@@ -237,43 +257,91 @@ func athleteMedals(in StandingsInput) map[int64]medalTally {
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return out
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}
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func lessTeamRow(a, b StandingsRow) bool {
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if !nearlyEqual(a.Points, b.Points) {
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return a.Points > b.Points
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// tieBreakKeys 把配置的排序键展开成实际比较顺序:配置优先,缺失的默认键补在后面,
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// 保证两行在所有键上都相等时仍能由调用方的 ID 兜底分出先后。
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func tieBreakKeys(cfg, def []string) []string {
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if len(cfg) == 0 {
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return def
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}
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if a.Gold != b.Gold {
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return a.Gold > b.Gold
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out := make([]string, 0, len(cfg)+len(def))
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seen := make(map[string]bool, len(cfg)+len(def))
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for _, key := range cfg {
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if seen[key] {
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continue
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}
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seen[key] = true
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out = append(out, key)
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}
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if a.Silver != b.Silver {
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return a.Silver > b.Silver
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for _, key := range def {
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if seen[key] {
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continue
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}
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seen[key] = true
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out = append(out, key)
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}
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if a.Bronze != b.Bronze {
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return a.Bronze > b.Bronze
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}
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if a.Code != b.Code {
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return a.Code < b.Code
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return out
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}
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func lessTeamRow(a, b StandingsRow, tieBreak []string) bool {
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for _, key := range tieBreakKeys(tieBreak, defaultTeamTieBreak) {
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switch key {
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case TieBreakPoints:
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if !nearlyEqual(a.Points, b.Points) {
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return a.Points > b.Points
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}
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case TieBreakGold:
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if a.Gold != b.Gold {
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return a.Gold > b.Gold
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}
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case TieBreakSilver:
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if a.Silver != b.Silver {
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return a.Silver > b.Silver
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}
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case TieBreakBronze:
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if a.Bronze != b.Bronze {
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return a.Bronze > b.Bronze
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}
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case TieBreakTeamCode:
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if a.Code != b.Code {
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return a.Code < b.Code
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}
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case TieBreakName:
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if a.Name != b.Name {
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return a.Name < b.Name
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}
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}
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}
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return a.TeamID < b.TeamID
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}
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func lessAthleteRow(a, b AthleteStandingsRow) bool {
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if !nearlyEqual(a.Points, b.Points) {
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return a.Points > b.Points
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}
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if a.Gold != b.Gold {
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return a.Gold > b.Gold
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}
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if a.Silver != b.Silver {
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return a.Silver > b.Silver
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}
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if a.Bronze != b.Bronze {
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return a.Bronze > b.Bronze
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}
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if a.Name != b.Name {
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return a.Name < b.Name
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}
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if a.TeamCode != b.TeamCode {
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return a.TeamCode < b.TeamCode
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func lessAthleteRow(a, b AthleteStandingsRow, tieBreak []string) bool {
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for _, key := range tieBreakKeys(tieBreak, defaultAthleteTieBreak) {
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switch key {
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case TieBreakPoints:
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if !nearlyEqual(a.Points, b.Points) {
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return a.Points > b.Points
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}
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case TieBreakGold:
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if a.Gold != b.Gold {
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return a.Gold > b.Gold
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}
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case TieBreakSilver:
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if a.Silver != b.Silver {
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return a.Silver > b.Silver
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}
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case TieBreakBronze:
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if a.Bronze != b.Bronze {
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return a.Bronze > b.Bronze
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}
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case TieBreakTeamCode:
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if a.TeamCode != b.TeamCode {
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return a.TeamCode < b.TeamCode
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}
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case TieBreakName:
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if a.Name != b.Name {
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return a.Name < b.Name
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}
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}
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}
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return a.AthleteID < b.AthleteID
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}
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