OSDN Git Service

1430dbfe70e90ea2f14eca43a7f7664822cb594d
[kancollesniffer/KancolleSniffer.git] / KancolleSniffer / BattleInfo.cs
1 // Copyright (C) 2014, 2015 Kazuhiro Fujieda <fujieda@users.osdn.me>\r
2 // \r
3 // Licensed under the Apache License, Version 2.0 (the "License");\r
4 // you may not use this file except in compliance with the License.\r
5 // You may obtain a copy of the License at\r
6 //\r
7 //    http://www.apache.org/licenses/LICENSE-2.0\r
8 //\r
9 // Unless required by applicable law or agreed to in writing, software\r
10 // distributed under the License is distributed on an "AS IS" BASIS,\r
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\r
12 // See the License for the specific language governing permissions and\r
13 // limitations under the License.\r
14 \r
15 using System.Collections.Generic;\r
16 using System.Linq;\r
17 using static System.Math;\r
18 \r
19 namespace KancolleSniffer\r
20 {\r
21     public enum BattleResultRank\r
22     {\r
23         P,\r
24         S,\r
25         A,\r
26         B,\r
27         C,\r
28         D,\r
29         E,\r
30     }\r
31 \r
32     public class BattleInfo\r
33     {\r
34         private readonly ShipInfo _shipInfo;\r
35         private readonly ItemInfo _itemInfo;\r
36         private int _fleet;\r
37         private Record[] _friend;\r
38         private Record[] _guard;\r
39         private int[] _enemyHp;\r
40         private int[] _enemyGuardHp;\r
41         private int[] _enemyStartHp;\r
42         private int[] _enemyGuardStartHp;\r
43         private readonly List<int> _escapingShips = new List<int>();\r
44         private int _flagshipRecoveryType;\r
45 \r
46         public bool InBattle { get; set; }\r
47         public string Formation { get; private set; }\r
48         public string EnemyFighterPower { get; private set; }\r
49         public int AirControlLevel { get; private set; }\r
50         public BattleResultRank ResultRank { get; private set; }\r
51         public ShipStatus[] EnemyResultStatus { get; private set; }\r
52 \r
53         public BattleInfo(ShipInfo shipInfo, ItemInfo itemInfo)\r
54         {\r
55             _shipInfo = shipInfo;\r
56             _itemInfo = itemInfo;\r
57         }\r
58 \r
59         public void InspectBattle(dynamic json, string url)\r
60         {\r
61             InBattle = true;\r
62             Formation = FormationName(json);\r
63             EnemyFighterPower = CalcEnemyFighterPower(json);\r
64             AirControlLevel = CheckAirControlLevel(json);\r
65             ShowResult(false); // 昼戦の結果を夜戦のときに表示する\r
66             SetupResult(json);\r
67             if (IsNightBattle(json))\r
68             {\r
69                 CalcHougekiDamage(json.api_hougeki,\r
70                     _guard.Length > 0 ? _guard : _friend,\r
71                     json.api_active_deck() && json.api_active_deck[1] != 1 ? _enemyGuardHp : _enemyHp);\r
72             }\r
73             else\r
74             {\r
75                 CalcDamage(json, url.EndsWith("battle_water"));\r
76             }\r
77             ClearEnemyOverKill();\r
78             ResultRank = url.EndsWith("ld_airbattle") ? CalcLdAirBattleRank() : CalcResultRank();\r
79         }\r
80 \r
81         private void ClearEnemyOverKill()\r
82         {\r
83             _enemyHp = _enemyHp.Select(hp => hp < 0 ? 0 : hp).ToArray();\r
84             _enemyGuardHp = _enemyGuardHp.Select(hp => hp < 0 ? 0 : hp).ToArray();\r
85         }\r
86 \r
87         public void InspectMapNext(string request)\r
88         {\r
89             var type = HttpUtility.ParseQueryString(request)["api_recovery_type"];\r
90             if (type == null)\r
91                 return;\r
92             _flagshipRecoveryType = int.Parse(type);\r
93         }\r
94 \r
95         private bool IsNightBattle(dynamic json) => json.api_hougeki();\r
96 \r
97         private int DeckId(dynamic json)\r
98         {\r
99             if (json.api_dock_id()) // 昼戦はtypoしている\r
100                 return (int)json.api_dock_id - 1;\r
101             if (json.api_deck_id is string) // 通常の夜戦では文字列\r
102                 return int.Parse(json.api_deck_id) - 1;\r
103             return (int)json.api_deck_id - 1;\r
104         }\r
105 \r
106         private string FormationName(dynamic json)\r
107         {\r
108             if (!json.api_formation()) // 演習の夜戦\r
109                 return "";\r
110             switch ((int)json.api_formation[2])\r
111             {\r
112                 case 1:\r
113                     return "同航戦";\r
114                 case 2:\r
115                     return "反航戦";\r
116                 case 3:\r
117                     return "T字有利";\r
118                 case 4:\r
119                     return "T字不利";\r
120             }\r
121             return "";\r
122         }\r
123 \r
124         private void SetupResult(dynamic json)\r
125         {\r
126             if (_friend != null)\r
127                 return;\r
128             var nowhps = (int[])json.api_nowhps;\r
129             _fleet = DeckId(json);\r
130             var fstats = _shipInfo.GetShipStatuses(_fleet);\r
131             FlagshipRecovery(fstats[0]);\r
132             _friend = Record.Setup(fstats);\r
133             _enemyHp = nowhps.Skip(7).TakeWhile(hp => hp != -1).ToArray();\r
134             _enemyStartHp = (int[])_enemyHp.Clone();\r
135             EnemyResultStatus =\r
136             (from id in (int[])json.api_ship_ke\r
137                 where id != -1\r
138                 select new ShipStatus {Id = id, Spec = _shipInfo.GetSpec(id)}).ToArray();\r
139             _guard = new Record[0];\r
140             _enemyGuardHp = new int[0];\r
141             _enemyGuardStartHp = new int[0];\r
142             if (!json.api_nowhps_combined())\r
143                 return;\r
144             var combined = (int[])json.api_nowhps_combined;\r
145             if (combined[1] != -1) // 味方が連合艦隊\r
146                 _guard = Record.Setup(_shipInfo.GetShipStatuses(1));\r
147             if (combined.Length > 7) // 敵が連合艦隊\r
148             {\r
149                 _enemyGuardHp =\r
150                     ((int[])json.api_nowhps_combined).\r
151                         Skip(7).TakeWhile(hp => hp != -1).ToArray();\r
152                 _enemyGuardStartHp = (int[])_enemyGuardHp.Clone();\r
153             }\r
154         }\r
155 \r
156         private void FlagshipRecovery(ShipStatus flagship)\r
157         {\r
158             switch (_flagshipRecoveryType)\r
159             {\r
160                 case 0:\r
161                     return;\r
162                 case 1:\r
163                     flagship.NowHp = flagship.MaxHp / 2;\r
164                     ConsumeSlotItem(flagship, 42); // ダメコン\r
165                     break;\r
166                 case 2:\r
167                     flagship.NowHp = flagship.MaxHp;\r
168                     ConsumeSlotItem(flagship, 43); // 女神\r
169                     break;\r
170             }\r
171             if (_flagshipRecoveryType != 0)\r
172                 _shipInfo.SetBadlyDamagedShips();\r
173             _flagshipRecoveryType = 0;\r
174         }\r
175 \r
176         private static void ConsumeSlotItem(ShipStatus ship, int id)\r
177         {\r
178             if (ship.SlotEx.Spec.Id == id)\r
179             {\r
180                 ship.SlotEx = new ItemStatus();\r
181                 return;\r
182             }\r
183             for (var i = 0; i < ship.Slot.Length; i++)\r
184             {\r
185                 if (ship.Slot[i].Spec.Id == id)\r
186                 {\r
187                     ship.Slot[i] = new ItemStatus();\r
188                     break;\r
189                 }\r
190             }\r
191         }\r
192 \r
193         public void CleanupResult()\r
194         {\r
195             _friend = null;\r
196         }\r
197 \r
198         private int CheckAirControlLevel(dynamic json)\r
199         {\r
200             if (!json.api_kouku())\r
201                 return -1;\r
202             var stage1 = json.api_kouku.api_stage1;\r
203             if (stage1 == null)\r
204                 return -1;\r
205             if (stage1.api_f_count == 0 && stage1.api_e_count == 0)\r
206                 return -1;\r
207             return (int)stage1.api_disp_seiku;\r
208         }\r
209 \r
210         private string CalcEnemyFighterPower(dynamic json)\r
211         {\r
212             var missing = "";\r
213             var maxEq = ((int[])json.api_ship_ke).Skip(1).SelectMany(id =>\r
214             {\r
215                 var r = _shipInfo.GetSpec(id).MaxEq;\r
216                 if (r != null)\r
217                     return r;\r
218                 missing = "+";\r
219                 return new int[5];\r
220             }).ToArray();\r
221             var equips = ((int[][])json.api_eSlot).SelectMany(x => x);\r
222             return (from slot in equips.Zip(maxEq, (id, max) => new {id, max})\r
223                        let spec = _itemInfo.GetSpecByItemId(slot.id)\r
224                        where spec.CanAirCombat\r
225                        select (int)Floor(spec.AntiAir * Sqrt(slot.max))).DefaultIfEmpty().Sum() + missing;\r
226         }\r
227 \r
228         private void CalcDamage(dynamic json, bool surfaceFleet = false)\r
229         {\r
230             var fc = _guard.Length > 0;\r
231             var ec = _enemyGuardHp.Length > 0;\r
232             if (json.api_air_base_attack())\r
233                 CalcAirBaseAttackDamage(json.api_air_base_attack);\r
234             if (json.api_kouku.api_stage3 != null)\r
235                 CalcSimpleDamage(json.api_kouku.api_stage3, _friend, _enemyHp);\r
236             if (json.api_kouku.api_stage3_combined() && json.api_kouku.api_stage3_combined != null)\r
237                 CalcSimpleDamage(json.api_kouku.api_stage3_combined, _guard, _enemyGuardHp);\r
238             if (json.api_kouku2()) // 航空戦2回目\r
239             {\r
240                 if (json.api_kouku2.api_stage3 != null)\r
241                     CalcSimpleDamage(json.api_kouku2.api_stage3, _friend, _enemyHp);\r
242                 if (json.api_kouku2.api_stage3_combined() && json.api_kouku2.api_stage3_combined != null)\r
243                     CalcSimpleDamage(json.api_kouku2.api_stage3_combined, _guard, _enemyGuardHp);\r
244             }\r
245             if (!json.api_opening_atack()) // 航空戦のみ\r
246                 return;\r
247             if (json.api_support_info() && json.api_support_info != null)\r
248                 CalcSupportDamage(json.api_support_info);\r
249             if (json.api_opening_taisen() && json.api_opening_taisen != null)\r
250             {\r
251                 var friend = fc ? _guard : _friend; // 先制対潜攻撃の対象は護衛(たぶん)\r
252                 CalcHougekiDamage(json.api_opening_taisen, friend, _enemyHp);\r
253             }\r
254             if (json.api_opening_atack != null)\r
255             {\r
256                 var friend = fc ? _guard : _friend; // 雷撃の対象は護衛\r
257                 CalcSimpleDamage(json.api_opening_atack, friend, _enemyHp, _enemyGuardHp);\r
258             }\r
259             if (json.api_hougeki1() && json.api_hougeki1 != null)\r
260             {\r
261                 CalcHougekiDamage(json.api_hougeki1,\r
262                     fc && !surfaceFleet ? _guard : _friend, // 空母機動部隊は一巡目が護衛\r
263                     ec ? _enemyGuardHp : _enemyHp); // 敵連合艦隊は一巡目が護衛\r
264             }\r
265             if (json.api_hougeki2() && json.api_hougeki2 != null)\r
266             {\r
267                 if (json.api_hougeki2.api_at_eflag())\r
268                     CalcCombinedHougekiDamage(json.api_hougeki2, _friend, _guard, _enemyHp, _enemyGuardHp);\r
269                 else\r
270                     CalcHougekiDamage(json.api_hougeki2, _friend, _enemyHp);\r
271             }\r
272             if (json.api_hougeki3() && json.api_hougeki3 != null)\r
273             {\r
274                 if (json.api_hougeki3.api_at_eflag())\r
275                 {\r
276                     CalcCombinedHougekiDamage(json.api_hougeki3, _friend, _guard, _enemyHp, _enemyGuardHp);\r
277                 }\r
278                 else\r
279                 {\r
280                     var friend = fc && surfaceFleet ? _guard : _friend; // 水上打撃部隊は三順目が護衛\r
281                     CalcHougekiDamage(json.api_hougeki3, friend, _enemyHp);\r
282                 }\r
283             }\r
284             if (json.api_raigeki() && json.api_raigeki != null)\r
285             {\r
286                 var friend = fc ? _guard : _friend;\r
287                 CalcSimpleDamage(json.api_raigeki, friend, _enemyHp, _enemyGuardHp);\r
288             }\r
289         }\r
290 \r
291         private void CalcSupportDamage(dynamic json)\r
292         {\r
293             if (json.api_support_hourai != null)\r
294                 CalcSimpleDamage(json.api_support_hourai.api_damage, _enemyHp);\r
295             else if (json.api_support_airatack != null)\r
296             {\r
297                 var stage3 = json.api_support_airatack.api_stage3;\r
298                 if (stage3 != null)\r
299                     CalcSimpleDamage(stage3.api_edam, _enemyHp);\r
300             }\r
301         }\r
302 \r
303         private void CalcAirBaseAttackDamage(dynamic json)\r
304         {\r
305             foreach (var entry in json)\r
306             {\r
307                 if (!entry.api_stage3() || entry.api_stage3 == null)\r
308                     continue;\r
309                 CalcSimpleDamage(entry.api_stage3.api_edam, _enemyHp);\r
310                 if (entry.api_stage3_combined())\r
311                     CalcSimpleDamage(entry.api_stage3_combined.api_edam, _enemyGuardHp);\r
312             }\r
313         }\r
314 \r
315         private void CalcSimpleDamage(dynamic json, Record[] friend, int[] enemy)\r
316         {\r
317             if (json.api_fdam())\r
318                 CalcSimpleDamage(json.api_fdam, friend);\r
319             if (json.api_edam())\r
320                 CalcSimpleDamage(json.api_edam, enemy);\r
321         }\r
322 \r
323         private void CalcSimpleDamage(dynamic json, Record[] friend, int[] enemy, int[] enemyGuard)\r
324         {\r
325             CalcSimpleDamage(json.api_fdam, friend);\r
326             var damage = (int[])json.api_edam;\r
327             for (var i = 0; i < enemy.Length; i++)\r
328                 enemy[i] -= damage[i + 1];\r
329             for (var i = 0; i < enemyGuard.Length; i++)\r
330                 enemyGuard[i] -= damage[i + 6 + 1];\r
331         }\r
332 \r
333         private void CalcSimpleDamage(dynamic rawDamage, Record[] result)\r
334         {\r
335             var damage = (int[])rawDamage;\r
336             for (var i = 0; i < result.Length; i++)\r
337                 result[i].ApplyDamage(damage[i + 1]);\r
338         }\r
339 \r
340         private void CalcSimpleDamage(dynamic rawDamage, int[] result)\r
341         {\r
342             var damage = (int[])rawDamage;\r
343             for (var i = 0; i < result.Length; i++)\r
344                 result[i] -= damage[i + 1];\r
345         }\r
346 \r
347         private void CalcHougekiDamage(dynamic hougeki, Record[] friend, int[] enemy)\r
348         {\r
349             var targets = ((dynamic[])hougeki.api_df_list).Skip(1).SelectMany(x => (int[])x);\r
350             var damages = ((dynamic[])hougeki.api_damage).Skip(1).SelectMany(x => (int[])x);\r
351             foreach (var hit in targets.Zip(damages, (t, d) => new {t, d}))\r
352             {\r
353                 if (hit.t == -1)\r
354                     continue;\r
355                 if (hit.t <= 6)\r
356                     friend[hit.t - 1].ApplyDamage(hit.d);\r
357                 else\r
358                     enemy[(hit.t - 1) % 6] -= hit.d;\r
359             }\r
360         }\r
361 \r
362         private void CalcCombinedHougekiDamage(dynamic hougeki, Record[] friend, Record[] guard,\r
363             int[] enemy, int[] enemyGuard)\r
364         {\r
365             var targets = ((dynamic[])hougeki.api_df_list).Skip(1).Select(x => (int[])x);\r
366             var damages = ((dynamic[])hougeki.api_damage).Skip(1).Select(x => (int[])x);\r
367             var eflags = ((int[])hougeki.api_at_eflag).Skip(1);\r
368             foreach (var turn in\r
369                 targets.Zip(damages, (t, d) => new {t, d}).\r
370                     Zip(eflags, (td, e) => new {e, td.t, td.d}))\r
371             {\r
372                 foreach (var hit in turn.t.Zip(turn.d, (t, d) => new {t, d}))\r
373                 {\r
374                     if (turn.e == 1)\r
375                     {\r
376                         if (hit.t <= 6)\r
377                             friend[hit.t - 1].ApplyDamage(hit.d);\r
378                         else\r
379                             guard[hit.t - 1].ApplyDamage(hit.d);\r
380                     }\r
381                     else\r
382                     {\r
383                         if (hit.t <= 6)\r
384                             enemy[hit.t - 1] -= hit.d;\r
385                         else\r
386                             enemyGuard[(hit.t - 1) % 6] -= hit.d;\r
387                     }\r
388                 }\r
389             }\r
390         }\r
391 \r
392         public void InspectBattleResult(dynamic json)\r
393         {\r
394             ShowResult();\r
395             CleanupResult();\r
396             SetEscapeShips(json);\r
397         }\r
398 \r
399         public void InspectPracticeResult(dynamic json)\r
400         {\r
401             ShowResult(false);\r
402             CleanupResult();\r
403         }\r
404 \r
405         private void ShowResult(bool warnDamagedShip = true)\r
406         {\r
407             if (_friend == null)\r
408                 return;\r
409             var ships = _guard.Length > 0\r
410                 ? _shipInfo.GetShipStatuses(0).Concat(_shipInfo.GetShipStatuses(1)).ToArray()\r
411                 : _shipInfo.GetShipStatuses(_fleet);\r
412             foreach (var entry in ships.Zip(_friend.Concat(_guard), (ship, now) => new {ship, now}))\r
413                 entry.now.UpdateShipStatus(entry.ship);\r
414             if (warnDamagedShip)\r
415                 _shipInfo.SetBadlyDamagedShips();\r
416             else\r
417                 _shipInfo.ClearBadlyDamagedShips();\r
418             SetEnemyResultStatus();\r
419         }\r
420 \r
421         private void SetEnemyResultStatus()\r
422         {\r
423             for (var i = 0; i < EnemyResultStatus.Length; i++)\r
424             {\r
425                 EnemyResultStatus[i].MaxHp = _enemyStartHp[i];\r
426                 EnemyResultStatus[i].NowHp = _enemyHp[i];\r
427             }\r
428         }\r
429 \r
430         public void SetEscapeShips(dynamic json)\r
431         {\r
432             _escapingShips.Clear();\r
433             if (!json.api_escape_flag() || (int)json.api_escape_flag == 0)\r
434                 return;\r
435             var damaged = (int)json.api_escape.api_escape_idx[0] - 1;\r
436             _escapingShips.Add(_shipInfo.GetDeck(damaged / 6)[damaged % 6]);\r
437             var escort = (int)json.api_escape.api_tow_idx[0] - 1;\r
438             _escapingShips.Add(_shipInfo.GetDeck(escort / 6)[escort % 6]);\r
439         }\r
440 \r
441         public void CauseCombinedBattleEscape()\r
442         {\r
443             _shipInfo.SetEscapedShips(_escapingShips);\r
444             _shipInfo.SetBadlyDamagedShips();\r
445         }\r
446 \r
447         private class Record\r
448         {\r
449             private ShipStatus _status;\r
450             public int NowHp => _status.NowHp;\r
451             public bool Escaped => _status.Escaped;\r
452             public ShipStatus.Damage DamageLevel => _status.DamageLevel;\r
453             public int StartHp;\r
454 \r
455             public static Record[] Setup(ShipStatus[] ships) =>\r
456                 (from s in ships select new Record {_status = (ShipStatus)s.Clone(), StartHp = s.NowHp}).ToArray();\r
457 \r
458             public void ApplyDamage(int damage)\r
459             {\r
460                 if (_status.NowHp > damage)\r
461                 {\r
462                     _status.NowHp -= damage;\r
463                     return;\r
464                 }\r
465                 _status.NowHp = 0;\r
466                 foreach (var item in new[] {_status.SlotEx}.Concat(_status.Slot))\r
467                 {\r
468                     if (item.Spec.Id == 42)\r
469                     {\r
470                         _status.NowHp = (int)(_status.MaxHp * 0.2);\r
471                         ConsumeSlotItem(_status, 42);\r
472                         break;\r
473                     }\r
474                     if (item.Spec.Id == 43)\r
475                     {\r
476                         _status.NowHp = _status.MaxHp;\r
477                         ConsumeSlotItem(_status, 43);\r
478                         break;\r
479                     }\r
480                 }\r
481             }\r
482 \r
483             public void UpdateShipStatus(ShipStatus ship)\r
484             {\r
485                 ship.NowHp = NowHp;\r
486                 ship.Slot = _status.Slot;\r
487                 ship.SlotEx = _status.SlotEx;\r
488             }\r
489         }\r
490 \r
491         private BattleResultRank CalcLdAirBattleRank()\r
492         {\r
493             var combined = _friend.Concat(_guard).ToArray();\r
494             var friendNowShips = combined.Count(r => r.NowHp > 0);\r
495             var friendGauge = combined.Sum(r => r.StartHp - r.NowHp);\r
496             var friendSunk = combined.Count(r => r.NowHp == 0);\r
497             var friendGaugeRate = Floor((double)friendGauge / combined.Sum(r => r.StartHp) * 100);\r
498 \r
499             if (friendSunk == 0)\r
500             {\r
501                 if (friendGauge == 0)\r
502                     return BattleResultRank.P;\r
503                 if (friendGaugeRate < 10)\r
504                     return BattleResultRank.A;\r
505                 if (friendGaugeRate < 20)\r
506                     return BattleResultRank.B;\r
507                 if (friendGaugeRate < 50)\r
508                     return BattleResultRank.C;\r
509                 return BattleResultRank.D;\r
510             }\r
511             if (friendSunk < friendNowShips)\r
512                 return BattleResultRank.D;\r
513             return BattleResultRank.E;\r
514         }\r
515 \r
516         private BattleResultRank CalcResultRank()\r
517         {\r
518             var friend = _friend.Concat(_guard).ToArray();\r
519             var enemyHp = _enemyHp.Concat(_enemyGuardHp).ToArray();\r
520             var enemyStartHp = _enemyStartHp.Concat(_enemyGuardStartHp).ToArray();\r
521 \r
522             var friendCount = friend.Length;\r
523             var friendStartHpTotal = 0;\r
524             var friendNowHpTotal = 0;\r
525             var friendSunk = 0;\r
526             foreach (var ship in friend)\r
527             {\r
528                 if (ship.Escaped)\r
529                     continue;\r
530                 friendStartHpTotal += ship.StartHp;\r
531                 friendNowHpTotal += ship.NowHp;\r
532                 if (ship.NowHp == 0)\r
533                     friendSunk++;\r
534             }\r
535             var friendGaugeRate = (int)((double)(friendStartHpTotal - friendNowHpTotal) / friendStartHpTotal * 100);\r
536 \r
537             var enemyCount = enemyHp.Length;\r
538             var enemyStartHpTotal = enemyStartHp.Sum();\r
539             var enemyNowHpTotal = enemyHp.Sum();\r
540             var enemySunk = enemyHp.Count(hp => hp == 0);\r
541             var enemyGaugeRate = (int)((double)(enemyStartHpTotal - enemyNowHpTotal) / enemyStartHpTotal * 100);\r
542 \r
543             if (friendSunk == 0 && enemySunk == enemyCount)\r
544             {\r
545                 if (friendNowHpTotal >= friendStartHpTotal)\r
546                     return BattleResultRank.P;\r
547                 return BattleResultRank.S;\r
548             }\r
549             if (friendSunk == 0 && enemySunk >= (int)(enemyCount * 0.7) && enemyCount > 1)\r
550                 return BattleResultRank.A;\r
551             if (friendSunk < enemySunk && enemyHp[0] == 0)\r
552                 return BattleResultRank.B;\r
553             if (friendCount == 1 && friend[0].DamageLevel == ShipStatus.Damage.Badly)\r
554                 return BattleResultRank.D;\r
555             if (enemyGaugeRate > friendGaugeRate * 2.5)\r
556                 return BattleResultRank.B;\r
557             if (enemyGaugeRate > friendGaugeRate * 0.9)\r
558                 return BattleResultRank.C;\r
559             if (friendCount > 1 && friendCount - 1 == friendSunk)\r
560                 return BattleResultRank.E;\r
561             return BattleResultRank.D;\r
562         }\r
563     }\r
564 }