Files
Scoreboard/server/internal/domain/standings.go
T

348 lines
8.7 KiB
Go

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}
)
// 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。
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 时团体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
}
}
// 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 {
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))
}
}
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
}
// BuildMedalStandings 生成团体奖牌榜。
// 排序口径与总积分榜一致(总分优先),只是列不同,保证两块榜的单位顺序不会打架。
func BuildMedalStandings(in StandingsInput) []MedalRow {
teamRows := BuildTeamStandings(in)
out := make([]MedalRow, len(teamRows))
for i, r := range teamRows {
out[i] = MedalRow{
Rank: r.Rank,
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,
}
}
return out
}
// 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,
}
}
// teamMedals 统计团体奖牌榜。联队拆分时两个单位各记一枚:
// 联合组队拿到的名次对每个成员单位都是「本单位取得的名次」。
func teamMedals(in StandingsInput) map[int64]medalTally {
out := make(map[int64]medalTally)
for _, rr := range in.Ranked {
if rr.Scope == ScopeTeam && in.ExcludeTeamEventMedals {
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。
func athleteMedals(in StandingsInput) map[int64]medalTally {
out := make(map[int64]medalTally)
for _, rr := range in.Ranked {
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
}