package domain import "sort" // 榜单排序键,取值与规则包 standings.tieBreak 一致。 // 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。 const ( TieBreakPoints = "points" TieBreakGold = "gold" TieBreakSilver = "silver" TieBreakBronze = "bronze" TieBreakTeamCode = "teamCode" TieBreakName = "name" ) // TieBreak 未配置时的口径,与 devdocs 02 §5.2 一致。 var ( defaultTeamTieBreak = []string{TieBreakPoints, TieBreakGold, TieBreakSilver, TieBreakBronze, TieBreakTeamCode} defaultAthleteTieBreak = []string{TieBreakPoints, TieBreakGold, TieBreakSilver, TieBreakBronze, TieBreakName} ) // 单位奖牌榜的排序口径(主人 2026-09-13 拍板):金牌 → 银牌 → 铜牌 → 单位编码。 // // 它**故意不读** StandingsInput.TieBreak:那套键是给总积分榜与个人榜的, // 规则包里写的 `points,gold,...` 一进来,奖牌榜就又变回"总分优先", // 会出现"金牌 6 枚的单位排在金牌 2 枚的后面"(06 报告 P1④)。 var defaultMedalTieBreak = []string{TieBreakGold, TieBreakSilver, TieBreakBronze, TieBreakTeamCode} // StandingsInput 是排名聚合的输入:流水 + 名次明细 + 单位/运动员基础信息。 type StandingsInput struct { Teams []Team Athletes []Athlete Ledger []LedgerEntry Ranked []RankedResult // TieBreak 是排序键顺序(如 points/gold/silver/bronze/teamCode/name); // 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。 // **只作用于总积分榜与个人榜**:单位奖牌榜固定按金→银→铜→单位编码排(defaultMedalTieBreak)。 TieBreak []string // IndividualToTeamWeight 个人积分折算进单位总分的系数;<=0 时按 1 处理。 IndividualToTeamWeight float64 // ExcludeTeamEventMedals 为 true 时单位奖牌榜不计团体项目奖牌;默认计入。 ExcludeTeamEventMedals bool } type medalTally struct { gold, silver, bronze int } // rankMedal 把名次映射成奖牌:1 金 / 2 银 / 3 铜,其余无名次。 func rankMedal(rank int) int { switch rank { case 1: return 1 case 2: return 2 case 3: return 3 default: return 0 } } // medalEligible 是奖牌入选判据(devdocs 17 §4.5):小项结算奖牌、通道是奖牌通道、 // 名次在前三,三者同时成立才计入。三个开关随 RankedResult 携带,榜单不必回查库。 func medalEligible(rr RankedResult) bool { return rr.AwardMedals && rr.CountToMedals && rankMedal(rr.Rank) != 0 } // BuildTeamStandings 生成总积分榜。 // 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。 func BuildTeamStandings(in StandingsInput) []StandingsRow { rows := buildTeamRows(in) sort.SliceStable(rows, func(i, j int) bool { return lessTeamRow(rows[i], rows[j], in.TieBreak) }) for i := range rows { rows[i].Rank = i + 1 } return rows } // buildTeamRows 汇总出「每个单位一行」的原始数据(含兜底补行),不排序、不填名次。 // // 单位总分榜与单位奖牌榜的行集合必须完全一致(同一批单位、同样兜底), // 差别只在排序与名次;两条路都从这里出行,避免哪天只给一个榜补了兜底行。 func buildTeamRows(in StandingsInput) []StandingsRow { weight := effectiveWeight(in.IndividualToTeamWeight) sums := SumByTeam(in.Ledger, weight) medals := teamMedals(in) rows := make([]StandingsRow, 0, len(in.Teams)) seen := make(map[int64]bool, len(in.Teams)) for _, t := range in.Teams { if seen[t.ID] { continue } seen[t.ID] = true rows = append(rows, buildTeamRow(t, sums[t.ID], medals[t.ID])) } // 兜底:流水/奖牌里出现但单位表没提供的单位也要上榜,否则分数会被静默吞掉。 for id := range sums { if !seen[id] { seen[id] = true rows = append(rows, buildTeamRow(Team{ID: id}, sums[id], medals[id])) } } for id, m := range medals { if !seen[id] { seen[id] = true rows = append(rows, buildTeamRow(Team{ID: id}, sums[id], m)) } } return rows } // BuildMedalStandings 生成单位奖牌榜。 // // 行集合与总积分榜相同(同一份输入、同一套兜底),但**名次与顺序自成一套**: // 金 → 银 → 铜 → 单位编码,与总分无关(主人 2026-09-13 拍板)。 // 因此绝不能复用总积分榜的 Rank——那正是「金牌多的排在金牌少的后面」的来源。 func BuildMedalStandings(in StandingsInput) []MedalRow { teamRows := buildTeamRows(in) out := make([]MedalRow, 0, len(teamRows)) for _, r := range teamRows { out = append(out, MedalRow{ TeamID: r.TeamID, Code: r.Code, Name: r.Name, ShortName: r.ShortName, Points: r.Points, Gold: r.Gold, Silver: r.Silver, Bronze: r.Bronze, Total: r.Gold + r.Silver + r.Bronze, }) } sort.SliceStable(out, func(i, j int) bool { return lessMedalRow(out[i], out[j]) }) for i := range out { out[i].Rank = i + 1 } return out } // lessMedalRow 是单位奖牌榜的排序:金 DESC → 银 DESC → 铜 DESC → 单位编码 ASC。 // 只用 defaultMedalTieBreak 这几个键(不掺 StandingsInput.TieBreak),最后用单位 ID 兜底, // 保证任意两行都有确定先后(结果全序)。 func lessMedalRow(a, b MedalRow) bool { for _, key := range defaultMedalTieBreak { switch key { case TieBreakGold: if a.Gold != b.Gold { return a.Gold > b.Gold } case TieBreakSilver: if a.Silver != b.Silver { return a.Silver > b.Silver } case TieBreakBronze: if a.Bronze != b.Bronze { return a.Bronze > b.Bronze } case TieBreakTeamCode: if a.Code != b.Code { return a.Code < b.Code } } } return a.TeamID < b.TeamID } // BuildAthleteStandings 生成个人积分奖牌榜。 // 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)。 func BuildAthleteStandings(in StandingsInput) []AthleteStandingsRow { points := SumByAthlete(in.Ledger) medals := athleteMedals(in) names := make(map[int64]string, len(in.Athletes)) teams := make(map[int64]int64, len(in.Athletes)) for _, a := range in.Athletes { names[a.ID] = a.Name teams[a.ID] = a.TeamID } for _, rr := range in.Ranked { if rr.AthleteID == 0 { continue } if names[rr.AthleteID] == "" { names[rr.AthleteID] = rr.AthleteName } if _, ok := teams[rr.AthleteID]; !ok { teams[rr.AthleteID] = rr.TeamID } } teamByID := make(map[int64]Team, len(in.Teams)) for _, t := range in.Teams { teamByID[t.ID] = t } seen := make(map[int64]bool, len(points)+len(medals)) ids := make([]int64, 0, len(points)+len(medals)) add := func(id int64) { if id == 0 || seen[id] { return } seen[id] = true ids = append(ids, id) } for id := range points { add(id) } for id := range medals { add(id) } rows := make([]AthleteStandingsRow, 0, len(ids)) for _, id := range ids { t := teamByID[teams[id]] m := medals[id] rows = append(rows, AthleteStandingsRow{ AthleteID: id, Name: names[id], TeamID: teams[id], TeamCode: t.Code, TeamName: t.Name, Points: points[id], Gold: m.gold, Silver: m.silver, Bronze: m.bronze, Medals: m.gold + m.silver + m.bronze, }) } sort.SliceStable(rows, func(i, j int) bool { return lessAthleteRow(rows[i], rows[j], in.TieBreak) }) for i := range rows { rows[i].Rank = i + 1 } return rows } func effectiveWeight(weight float64) float64 { if weight <= 0 { return 1 } return weight } func buildTeamRow(t Team, p TeamPoints, m medalTally) StandingsRow { return StandingsRow{ TeamID: t.ID, Code: t.Code, Name: t.Name, ShortName: t.ShortName, Points: p.Total, TeamOnlyPoints: p.TeamOnly, IndividualPoints: p.Individual, Gold: m.gold, Silver: m.silver, Bronze: m.bronze, Medals: m.gold + m.silver + m.bronze, } } // channelBefore 是计分通道的优先级比较(口径固定,必须确定性): // 个人通道优先于团体通道;同为个人/团体时取通道 id 小者。 // 奖牌去重与破纪录口径共用这套优先级,保证同一份输入每次选出同一个通道。 func channelBefore(scopeA Scope, idA int64, scopeB Scope, idB int64) bool { if scopeA != scopeB { return scopeA == ScopeAthlete } return idA < idB } // medalKey 是奖牌去重键:同一报名项在同一小项、同一组别只记一枚奖牌。 // 聚合通道不对应单条报名项(EntryID=0),改用名次主体(个人/单位)去重。 type medalKey struct { eventID int64 categoryID int64 entryID int64 scope Scope subject int64 unique int // 退化数据(EntryID 与主体都为空)没有可识别身份,按输入顺序各占一个键 } // medalKeyOf 计算一条名次明细的去重键;index 用于给无法识别主体的退化数据兜底。 func medalKeyOf(rr RankedResult, index int) medalKey { k := medalKey{eventID: rr.EventID, categoryID: rr.CategoryID, entryID: rr.EntryID} if k.entryID != 0 { return k } k.scope = rr.Scope if rr.Scope == ScopeAthlete { k.subject = rr.AthleteID } else { k.subject = rr.TeamID } if k.subject == 0 { k.unique = index + 1 } return k } // pickMedalChannels 先按奖牌入选判据过滤,再把按通道展开的名次明细去重成「每个主体一条」: // 只保留优先级最高的通道名次(个人通道优先),否则双通道项目一条成绩会拿两枚奖牌。 func pickMedalChannels(ranked []RankedResult, excludeTeam bool) []RankedResult { best := make(map[medalKey]RankedResult, len(ranked)) order := make([]medalKey, 0, len(ranked)) for i, rr := range ranked { if !medalEligible(rr) { continue } if excludeTeam && rr.Scope == ScopeTeam { continue } k := medalKeyOf(rr, i) cur, ok := best[k] if !ok { best[k] = rr order = append(order, k) continue } if channelBefore(rr.Scope, rr.ChannelID, cur.Scope, cur.ChannelID) { best[k] = rr } } out := make([]RankedResult, 0, len(order)) for _, k := range order { out = append(out, best[k]) } return out } // teamMedals 统计单位奖牌榜。按 Shares 逐份额记牌:当前只有「主单位独占 100%」一种口径, // 将来若支持联队拆分,每个成员单位都会各记一枚。 // // 两层开关(devdocs 17 §4.5): // - 粗粒度总闸 StandingsInput.ExcludeTeamEventMedals:为 true 时团体项目的奖牌一律不进单位榜; // - 通道开关 count_to_team_medals:scope=athlete 的通道置 false 时,它的个人奖牌不进单位榜。 // // 两者是「与」的关系;scope=team 的奖牌本来就记在单位头上,不受通道开关影响。 func teamMedals(in StandingsInput) map[int64]medalTally { out := make(map[int64]medalTally) for _, rr := range pickMedalChannels(in.Ranked, in.ExcludeTeamEventMedals) { if rr.Scope != ScopeTeam && !rr.CountToTeamMedals { continue } medal := rankMedal(rr.Rank) if medal == 0 { continue } for _, s := range rr.Shares { t := out[s.TeamID] switch medal { case 1: t.gold++ case 2: t.silver++ case 3: t.bronze++ } out[s.TeamID] = t } } return out } // athleteMedals 只统计个人项目(scope=athlete)的奖牌; // 通道的 count_to_team_medals 与个人榜无关,只决定这枚奖牌算不算进单位榜。 func athleteMedals(in StandingsInput) map[int64]medalTally { out := make(map[int64]medalTally) for _, rr := range pickMedalChannels(in.Ranked, false) { if rr.Scope != ScopeAthlete || rr.AthleteID == 0 { continue } medal := rankMedal(rr.Rank) if medal == 0 { continue } t := out[rr.AthleteID] switch medal { case 1: t.gold++ case 2: t.silver++ case 3: t.bronze++ } out[rr.AthleteID] = t } return out } // 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, // 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。 func tieBreakKeys(cfg, def []string) []string { if len(cfg) == 0 { return def } out := make([]string, 0, len(cfg)+len(def)) seen := make(map[string]bool, len(cfg)+len(def)) for _, key := range cfg { if seen[key] { continue } seen[key] = true out = append(out, key) } for _, key := range def { if seen[key] { continue } seen[key] = true out = append(out, key) } return out } func lessTeamRow(a, b StandingsRow, tieBreak []string) bool { for _, key := range tieBreakKeys(tieBreak, defaultTeamTieBreak) { switch key { case TieBreakPoints: if !nearlyEqual(a.Points, b.Points) { return a.Points > b.Points } case TieBreakGold: if a.Gold != b.Gold { return a.Gold > b.Gold } case TieBreakSilver: if a.Silver != b.Silver { return a.Silver > b.Silver } case TieBreakBronze: if a.Bronze != b.Bronze { return a.Bronze > b.Bronze } case TieBreakTeamCode: if a.Code != b.Code { return a.Code < b.Code } case TieBreakName: if a.Name != b.Name { return a.Name < b.Name } } } return a.TeamID < b.TeamID } func lessAthleteRow(a, b AthleteStandingsRow, tieBreak []string) bool { for _, key := range tieBreakKeys(tieBreak, defaultAthleteTieBreak) { switch key { case TieBreakPoints: if !nearlyEqual(a.Points, b.Points) { return a.Points > b.Points } case TieBreakGold: if a.Gold != b.Gold { return a.Gold > b.Gold } case TieBreakSilver: if a.Silver != b.Silver { return a.Silver > b.Silver } case TieBreakBronze: if a.Bronze != b.Bronze { return a.Bronze > b.Bronze } case TieBreakTeamCode: if a.TeamCode != b.TeamCode { return a.TeamCode < b.TeamCode } case TieBreakName: if a.Name != b.Name { return a.Name < b.Name } } } return a.AthleteID < b.AthleteID }