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@ -141,7 +141,7 @@ public class UserService : BaseService<User, int>, IUserService
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var mobileIs = string.IsNullOrWhiteSpace(user.Mobile) ? 0 : 1;
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// 计算权益等级信息
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var quanYiLevel = await CalculateQuanYiLevelAsync(user.Score);
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var quanYiLevel = await CalculateQuanYiLevelAsync(user.OuQi ?? 0, user.OuQiLevel ?? 0);
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return new UserInfoDto
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{
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@ -166,76 +166,52 @@ public class UserService : BaseService<User, int>, IUserService
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/// <summary>
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/// 计算用户权益等级信息
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/// </summary>
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/// <param name="score">用户欧气值</param>
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/// <param name="ouQi">用户欧气值</param>
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/// <param name="ouQiLevel">用户欧气等级</param>
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/// <returns>权益等级DTO</returns>
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private async Task<QuanYiLevelDto> CalculateQuanYiLevelAsync(decimal score)
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private Task<QuanYiLevelDto> CalculateQuanYiLevelAsync(int ouQi, int ouQiLevel)
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{
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var userScore = (int)score;
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// 获取所有权益等级(使用VipLevels表),按所需积分升序排列
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var levels = await _dbContext.VipLevels
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.Where(e => e.DeletedAt == null && e.Level > 0)
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.OrderBy(e => e.Number)
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.ToListAsync();
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if (!levels.Any())
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// 等级阈值配置
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var levelThresholds = new Dictionary<int, int>
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{
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return new QuanYiLevelDto { Level = 0, Cha = -1, Jindu = 0 };
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}
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{ 0, 0 },
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{ 1, 100 },
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{ 2, 500 },
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{ 3, 1000 },
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{ 4, 3000 },
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{ 5, 6000 },
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{ 6, 10000 },
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{ 7, 20000 }
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};
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// 找到当前等级和下一等级
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int currentLevel = 0;
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int currentLevelPoints = 0;
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int nextLevelPoints = 0;
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bool isMaxLevel = false;
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for (int i = 0; i < levels.Count; i++)
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{
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if (userScore >= levels[i].Number)
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{
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currentLevel = levels[i].Level;
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currentLevelPoints = levels[i].Number;
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if (i + 1 < levels.Count)
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{
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nextLevelPoints = levels[i + 1].Number;
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}
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else
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{
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isMaxLevel = true;
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}
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}
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else
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{
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if (currentLevel == 0)
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{
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// 用户还没达到第一级
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nextLevelPoints = levels[i].Number;
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}
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break;
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}
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}
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var nextLevel = ouQiLevel + 1;
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var currentLevelOuQi = levelThresholds.GetValueOrDefault(ouQiLevel, 0);
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var nextOuQi = levelThresholds.GetValueOrDefault(nextLevel, 99999);
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// 计算差值和进度
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int cha = isMaxLevel ? -1 : nextLevelPoints - userScore;
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int jindu = 0;
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if (isMaxLevel)
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int cha;
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int jindu;
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if (nextLevel > 7)
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{
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// 已满级
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cha = -1;
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jindu = 100;
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}
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else if (nextLevelPoints > currentLevelPoints)
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else
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{
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var progress = (userScore - currentLevelPoints) * 100 / (nextLevelPoints - currentLevelPoints);
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jindu = Math.Max(0, Math.Min(100, progress));
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cha = Math.Max(0, nextOuQi - ouQi);
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// 计算当前等级内的进度
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var levelRange = nextOuQi - currentLevelOuQi;
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var progress = ouQi - currentLevelOuQi;
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jindu = levelRange > 0 ? Math.Min(100, Math.Max(0, progress * 100 / levelRange)) : 0;
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}
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return new QuanYiLevelDto
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return Task.FromResult(new QuanYiLevelDto
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{
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Level = currentLevel,
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Level = ouQiLevel,
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Cha = cha,
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Jindu = jindu
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};
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});
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}
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/// <inheritdoc/>
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