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スクロールバーの表示時に戦況の横幅が広すぎるのを直す
[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;\r
16 using System.Collections.Generic;\r
17 using System.Linq;\r
18 using static System.Math;\r
19 \r
20 namespace KancolleSniffer\r
21 {\r
22     public enum BattleResultRank\r
23     {\r
24         P,\r
25         S,\r
26         A,\r
27         B,\r
28         C,\r
29         D,\r
30         E\r
31     }\r
32 \r
33     public enum BattleState\r
34     {\r
35         None,\r
36         Day,\r
37         Night,\r
38         Result,\r
39         Unknown\r
40     }\r
41 \r
42     public class EnemyFighterPower\r
43     {\r
44         public bool HasUnknown { get; set; }\r
45         public string UnknownMark => HasUnknown ? "+" : "";\r
46         public int AirCombat { get; set; }\r
47         public int Interception { get; set; }\r
48     }\r
49 \r
50     public class BattleInfo\r
51     {\r
52         private readonly ShipInfo _shipInfo;\r
53         private readonly ItemInfo _itemInfo;\r
54         private int _fleet;\r
55         private Record[] _friend;\r
56         private Record[] _guard;\r
57         private Record[] _enemy;\r
58         private Record[] _enemyGuard;\r
59         private readonly List<int> _escapingShips = new List<int>();\r
60         private bool _lastCell;\r
61 \r
62         public BattleState BattleState { get; set; }\r
63         public int[] Formation { get; private set; }\r
64         public int[] FighterPower { get; private set; }\r
65         public EnemyFighterPower EnemyFighterPower { get; private set; }\r
66         public int AirControlLevel { get; private set; }\r
67         public BattleResultRank ResultRank { get; private set; }\r
68         public RankPair DisplayedResultRank { get; } = new RankPair();\r
69         public BattleResult Result { get; set; }\r
70         public bool EnemyIsCombined => _enemyGuard.Length > 0;\r
71         public List<AirBattleResult> AirBattleResults { get; } = new List<AirBattleResult>();\r
72 \r
73         public class RankPair\r
74         {\r
75             public char Assumed { get; set; }\r
76             public char Actual { get; set; }\r
77             public bool IsError => Assumed != Actual;\r
78         }\r
79 \r
80         public class BattleResult\r
81         {\r
82             public class Combined\r
83             {\r
84                 public ShipStatus[] Main { get; set; }\r
85                 public ShipStatus[] Guard { get; set; }\r
86             }\r
87 \r
88             public Combined Friend { get; set; }\r
89             public Combined Enemy { get; set; }\r
90         }\r
91 \r
92         public BattleInfo(ShipInfo shipInfo, ItemInfo itemInfo)\r
93         {\r
94             _shipInfo = shipInfo;\r
95             _itemInfo = itemInfo;\r
96         }\r
97 \r
98         public void InspectBattle(string url, string request, dynamic json)\r
99         {\r
100             if (json.api_formation())\r
101                 Formation = ((dynamic[])json.api_formation).Select(f => f is string ? (int)int.Parse(f) : (int)f)\r
102                     .ToArray();\r
103             AirControlLevel = CheckAirControlLevel(json);\r
104             ShowResult(false); // 昼戦の結果を夜戦のときに表示する\r
105             SetupResult(request, json, url.Contains("practice"));\r
106             FighterPower = CalcFighterPower();\r
107             EnemyFighterPower = CalcEnemyFighterPower(json);\r
108             BattleState = IsNightBattle(json) ? BattleState.Night : BattleState.Day;\r
109             CalcDamage(json);\r
110             ResultRank = url.EndsWith("ld_airbattle") ? CalcLdAirBattleRank() : CalcResultRank();\r
111             SetResult();\r
112         }\r
113 \r
114         private bool IsNightBattle(dynamic json) => json.api_hougeki();\r
115 \r
116         public static int DeckId(dynamic json)\r
117         {\r
118             if (json.api_dock_id()) // 昼戦はtypoしている\r
119                 return (int)json.api_dock_id - 1;\r
120             if (json.api_deck_id is string) // 通常の夜戦と連合艦隊(味方のみ)では文字列\r
121                 return int.Parse(json.api_deck_id) - 1;\r
122             return (int)json.api_deck_id - 1;\r
123         }\r
124 \r
125         private void SetupResult(string request, dynamic json, bool practice)\r
126         {\r
127             if (_friend != null)\r
128                 return;\r
129             _shipInfo.SaveBattleStartStatus();\r
130             _fleet = DeckId(json);\r
131             var fstats = _shipInfo.GetShipStatuses(_fleet);\r
132             FlagshipRecovery(request, fstats[0]);\r
133             _friend = Record.Setup(fstats, practice);\r
134             _guard = json.api_f_nowhps_combined()\r
135                 ? Record.Setup(_shipInfo.GetShipStatuses(1), practice)\r
136                 : new Record[0];\r
137             _enemy = Record.Setup((int[])json.api_e_nowhps,\r
138                 ((int[])json.api_ship_ke).Select(_shipInfo.GetSpec).ToArray(),\r
139                 ((int[][])json.api_eSlot).Select(slot => slot.Select(_itemInfo.GetSpecByItemId).ToArray()).ToArray(),\r
140                 practice);\r
141             _enemyGuard = json.api_ship_ke_combined()\r
142                 ? Record.Setup((int[])json.api_e_nowhps_combined,\r
143                     ((int[])json.api_ship_ke_combined).Select(_shipInfo.GetSpec).ToArray(),\r
144                     ((int[][])json.api_eSlot).Select(slot => slot.Select(_itemInfo.GetSpecByItemId).ToArray())\r
145                     .ToArray(), practice)\r
146                 : new Record[0];\r
147         }\r
148 \r
149         private void SetResult()\r
150         {\r
151             Result = new BattleResult\r
152             {\r
153                 Friend = new BattleResult.Combined\r
154                 {\r
155                     Main = _friend.Select(r => r.SnapShot).ToArray(),\r
156                     Guard = _guard.Select(r => r.SnapShot).ToArray()\r
157                 },\r
158                 Enemy = new BattleResult.Combined\r
159                 {\r
160                     Main = _enemy.Select(r => r.SnapShot).ToArray(),\r
161                     Guard = _enemyGuard.Select(r => r.SnapShot).ToArray()\r
162                 }\r
163             };\r
164         }\r
165 \r
166         private void FlagshipRecovery(string request, ShipStatus flagship)\r
167         {\r
168             var type = int.Parse(HttpUtility.ParseQueryString(request)["api_recovery_type"] ?? "0");\r
169             switch (type)\r
170             {\r
171                 case 0:\r
172                     return;\r
173                 case 1:\r
174                     flagship.NowHp = flagship.MaxHp / 2;\r
175                     ConsumeSlotItem(flagship, 42); // ダメコン\r
176                     break;\r
177                 case 2:\r
178                     flagship.NowHp = flagship.MaxHp;\r
179                     ConsumeSlotItem(flagship, 43); // 女神\r
180                     break;\r
181             }\r
182             if (type != 0)\r
183                 _shipInfo.SetBadlyDamagedShips();\r
184         }\r
185 \r
186         private static void ConsumeSlotItem(ShipStatus ship, int id)\r
187         {\r
188             if (ship.SlotEx.Spec.Id == id)\r
189             {\r
190                 ship.SlotEx = new ItemStatus();\r
191                 return;\r
192             }\r
193             for (var i = 0; i < ship.Slot.Length; i++)\r
194             {\r
195                 if (ship.Slot[i].Spec.Id == id)\r
196                 {\r
197                     ship.Slot[i] = new ItemStatus();\r
198                     break;\r
199                 }\r
200             }\r
201         }\r
202 \r
203         public void CleanupResult()\r
204         {\r
205             _friend = null;\r
206             _lastCell = false;\r
207         }\r
208 \r
209         private int CheckAirControlLevel(dynamic json)\r
210         {\r
211             if (!json.api_kouku())\r
212                 return -1;\r
213             var stage1 = json.api_kouku.api_stage1;\r
214             if (stage1 == null)\r
215                 return -1;\r
216             if (stage1.api_f_count == 0 && stage1.api_e_count == 0)\r
217                 return -1;\r
218             return (int)stage1.api_disp_seiku;\r
219         }\r
220 \r
221         private int[] CalcFighterPower()\r
222         {\r
223             if (_guard.Length > 0 && _enemyGuard.Length > 0)\r
224                 return _shipInfo.GetFighterPower(0).Zip(_shipInfo.GetFighterPower(1), (a, b) => a + b).ToArray();\r
225             return _shipInfo.GetFighterPower(_fleet);\r
226         }\r
227 \r
228         private EnemyFighterPower CalcEnemyFighterPower(dynamic json)\r
229         {\r
230             var result = new EnemyFighterPower();\r
231             var ships = (int[])json.api_ship_ke;\r
232             if (json.api_ship_ke_combined() && _guard.Length > 0)\r
233                 ships = ships.Concat((int[])json.api_ship_ke_combined).ToArray();\r
234             var maxEq = ships.SelectMany(id =>\r
235             {\r
236                 var r = _shipInfo.GetSpec(id).MaxEq;\r
237                 if (r != null)\r
238                     return r;\r
239                 result.HasUnknown = true;\r
240                 return new int[5];\r
241             });\r
242             var equips = ((int[][])json.api_eSlot).SelectMany(x => x);\r
243             if (json.api_eSlot_combined() && _guard.Length > 0)\r
244                 equips = equips.Concat(((int[][])json.api_eSlot_combined).SelectMany(x => x));\r
245             foreach (var entry in from slot in equips.Zip(maxEq, (id, max) => new {id, max})\r
246                 let spec = _itemInfo.GetSpecByItemId(slot.id)\r
247                 let perSlot = (int)Floor(spec.AntiAir * Sqrt(slot.max))\r
248                 select new {spec, perSlot})\r
249             {\r
250                 if (entry.spec.CanAirCombat)\r
251                     result.AirCombat += entry.perSlot;\r
252                 if (entry.spec.IsAircraft)\r
253                     result.Interception += entry.perSlot;\r
254             }\r
255             return result;\r
256         }\r
257 \r
258         private enum CombatType\r
259         {\r
260             AtOnce,\r
261             ByTurn,\r
262             Support,\r
263             Aircraft,\r
264             AirBase\r
265         }\r
266 \r
267         private class Phase\r
268         {\r
269             public string Api { get; }\r
270             public CombatType Type { get; }\r
271             public string Name { get; }\r
272 \r
273             public Phase(string api, CombatType type, string name = "")\r
274             {\r
275                 Api = api;\r
276                 Type = type;\r
277                 Name = name;\r
278             }\r
279         }\r
280 \r
281         private void CalcDamage(dynamic json)\r
282         {\r
283             AirBattleResults.Clear();\r
284             var phases = new[]\r
285             {\r
286                 new Phase("air_base_injection", CombatType.Aircraft, "AB噴式"),\r
287                 new Phase("injection_kouku", CombatType.Aircraft, "噴式"),\r
288                 new Phase("air_base_attack", CombatType.AirBase),\r
289                 new Phase("n_support_info", CombatType.Support),\r
290                 new Phase("n_hougeki1", CombatType.ByTurn),\r
291                 new Phase("n_hougeki2", CombatType.ByTurn),\r
292                 new Phase("kouku", CombatType.Aircraft, "航空戦"),\r
293                 new Phase("kouku2", CombatType.Aircraft, "航空戦2"),\r
294                 new Phase("support_info", CombatType.Support),\r
295                 new Phase("opening_taisen", CombatType.ByTurn),\r
296                 new Phase("opening_atack", CombatType.AtOnce),\r
297                 new Phase("hougeki", CombatType.ByTurn),\r
298                 new Phase("hougeki1", CombatType.ByTurn),\r
299                 new Phase("hougeki2", CombatType.ByTurn),\r
300                 new Phase("hougeki3", CombatType.ByTurn),\r
301                 new Phase("raigeki", CombatType.AtOnce)\r
302             };\r
303             foreach (var phase in phases)\r
304                 CalcDamageByType(json, phase);\r
305         }\r
306 \r
307         private void CalcDamageByType(dynamic json, Phase phase)\r
308         {\r
309             var api = "api_" + phase.Api;\r
310             if (!json.IsDefined(api) || json[api] == null)\r
311                 return;\r
312             switch (phase.Type)\r
313             {\r
314                 case CombatType.AtOnce:\r
315                     CalcDamageAtOnce(json[api]);\r
316                     break;\r
317                 case CombatType.ByTurn:\r
318                     CalcDamageByTurn(json[api]);\r
319                     break;\r
320                 case CombatType.Support:\r
321                     CalcSupportDamage(json[api]);\r
322                     break;\r
323                 case CombatType.Aircraft:\r
324                     AddAirBattleResult(json[api], phase.Name);\r
325                     CalcKoukuDamage(json[api]);\r
326                     break;\r
327                 case CombatType.AirBase:\r
328                     CalcAirBaseAttackDamage(json[api]);\r
329                     break;\r
330             }\r
331         }\r
332 \r
333         private void CalcSupportDamage(dynamic json)\r
334         {\r
335             if (json.api_support_hourai != null)\r
336             {\r
337                 CalcRawDamageAtOnce(json.api_support_hourai.api_damage, _enemy, _enemyGuard);\r
338             }\r
339             else if (json.api_support_airatack != null)\r
340             {\r
341                 CalcRawDamageAtOnce(json.api_support_airatack.api_stage3.api_edam, _enemy, _enemyGuard);\r
342             }\r
343         }\r
344 \r
345         private void CalcAirBaseAttackDamage(dynamic json)\r
346         {\r
347             var i = 1;\r
348             foreach (var entry in json)\r
349             {\r
350                 AddAirBattleResult(entry, "基地" + i++);\r
351                 CalcKoukuDamage(entry);\r
352             }\r
353         }\r
354 \r
355         private void AddAirBattleResult(dynamic json, string phaseName)\r
356         {\r
357             var stage1 = json.api_stage1;\r
358             if (stage1 == null || (stage1.api_f_count == 0 && stage1.api_e_count == 0))\r
359                 return;\r
360             AirBattleResults.Add(new AirBattleResult\r
361             {\r
362                 PhaseName = phaseName,\r
363                 AirControlLevel = json.api_stage1.api_disp_seiku() ? (int)json.api_stage1.api_disp_seiku : 0,\r
364                 Stage1 = new AirBattleResult.StageResult\r
365                 {\r
366                     FriendCount = (int)json.api_stage1.api_f_count,\r
367                     FriendLost = (int)json.api_stage1.api_f_lostcount,\r
368                     EnemyCount = (int)json.api_stage1.api_e_count,\r
369                     EnemyLost = (int)json.api_stage1.api_e_lostcount\r
370                 },\r
371                 Stage2 = json.api_stage2 == null\r
372                     ? new AirBattleResult.StageResult\r
373                     {\r
374                         FriendCount = 0,\r
375                         FriendLost = 0,\r
376                         EnemyCount = 0,\r
377                         EnemyLost = 0\r
378                     }\r
379                     : new AirBattleResult.StageResult\r
380                     {\r
381                         FriendCount = (int)json.api_stage2.api_f_count,\r
382                         FriendLost = (int)json.api_stage2.api_f_lostcount,\r
383                         EnemyCount = (int)json.api_stage2.api_e_count,\r
384                         EnemyLost = (int)json.api_stage2.api_e_lostcount\r
385                     }\r
386             });\r
387         }\r
388 \r
389         private void CalcKoukuDamage(dynamic json)\r
390         {\r
391             if (json.api_stage3() && json.api_stage3 != null)\r
392                 CalcDamageAtOnce(json.api_stage3, _friend, _enemy);\r
393             if (json.api_stage3_combined() && json.api_stage3_combined != null)\r
394                 CalcDamageAtOnce(json.api_stage3_combined, _guard, _enemyGuard);\r
395         }\r
396 \r
397         private void CalcDamageAtOnce(dynamic json)\r
398         {\r
399             CalcDamageAtOnce(json, _friend, _guard, _enemy, _enemyGuard);\r
400         }\r
401 \r
402         private void CalcDamageAtOnce(dynamic json, Record[] friend, Record[] enemy)\r
403         {\r
404             CalcDamageAtOnce(json, friend, null, enemy, null);\r
405         }\r
406 \r
407         private void CalcDamageAtOnce(dynamic json,\r
408             Record[] friend, Record[] guard, Record[] enemy, Record[] enemyGuard)\r
409         {\r
410             if (json.api_fdam() && json.api_fdam != null)\r
411                 CalcRawDamageAtOnce(json.api_fdam, friend, guard);\r
412             if (json.api_edam() && json.api_edam != null)\r
413                 CalcRawDamageAtOnce(json.api_edam, enemy, enemyGuard);\r
414         }\r
415 \r
416         private void CalcRawDamageAtOnce(dynamic rawDamage, Record[] friend, Record[] guard = null)\r
417         {\r
418             var damage = (int[])rawDamage;\r
419             for (var i = 0; i < friend.Length; i++)\r
420                 friend[i].ApplyDamage(damage[i]);\r
421             if (guard == null)\r
422                 return;\r
423             for (var i = 0; i < guard.Length; i++)\r
424                 guard[i].ApplyDamage(damage[i + 6]);\r
425         }\r
426 \r
427         private void CalcDamageByTurn(dynamic json)\r
428         {\r
429             if (!(json.api_df_list() && json.api_df_list != null &&\r
430                   json.api_damage() && json.api_damage != null &&\r
431                   json.api_at_eflag() && json.api_at_eflag != null))\r
432                 return;\r
433 \r
434             var targets = (int[][])json.api_df_list;\r
435             var damages = (int[][])json.api_damage;\r
436             var eflags = (int[])json.api_at_eflag;\r
437             var records = new[] {new Record[12], new Record[12]};\r
438             Array.Copy(_friend, records[1], _friend.Length);\r
439             Array.Copy(_guard, 0, records[1], 6, _guard.Length);\r
440             Array.Copy(_enemy, records[0], _enemy.Length);\r
441             Array.Copy(_enemyGuard, 0, records[0], 6, _enemyGuard.Length);\r
442             for (var i = 0; i < eflags.Length; i++)\r
443             {\r
444                 // 一度に複数の目標を狙う攻撃はないものと仮定する\r
445                 var hit = new {t = targets[i][0], d = damages[i].Sum(d => d >= 0 ? d : 0)};\r
446                 if (hit.t == -1)\r
447                     continue;\r
448                 records[eflags[i]][hit.t].ApplyDamage(hit.d);\r
449             }\r
450         }\r
451 \r
452         public void InspectMapStart(dynamic json)\r
453         {\r
454             InspectMapNext(json);\r
455         }\r
456 \r
457         public void InspectMapNext(dynamic json)\r
458         {\r
459             _lastCell = (int)json.api_next == 0;\r
460         }\r
461 \r
462         public void InspectBattleResult(dynamic json)\r
463         {\r
464             BattleState = BattleState.Result;\r
465             ShowResult(!_lastCell);\r
466             _shipInfo.SaveBattleResult();\r
467             VerifyResultRank(json);\r
468             CleanupResult();\r
469             SetEscapeShips(json);\r
470         }\r
471 \r
472         private void VerifyResultRank(dynamic json)\r
473         {\r
474             if (_friend == null)\r
475                 return;\r
476             if (!json.api_win_rank())\r
477                 return;\r
478             var assumed = "PSABCDE"[(int)ResultRank];\r
479             if (assumed == 'P')\r
480                 assumed = 'S';\r
481             var actual = ((string)json.api_win_rank)[0];\r
482             DisplayedResultRank.Assumed = assumed;\r
483             DisplayedResultRank.Actual = actual;\r
484         }\r
485 \r
486         public void InspectPracticeResult(dynamic json)\r
487         {\r
488             BattleState = BattleState.Result;\r
489             ShowResult(false);\r
490             VerifyResultRank(json);\r
491             CleanupResult();\r
492         }\r
493 \r
494         private void ShowResult(bool warnDamagedShip = true)\r
495         {\r
496             if (_friend == null)\r
497                 return;\r
498             var ships = _guard.Length > 0\r
499                 ? _shipInfo.GetShipStatuses(0).Concat(_shipInfo.GetShipStatuses(1)).ToArray()\r
500                 : _shipInfo.GetShipStatuses(_fleet);\r
501             foreach (var entry in ships.Zip(_friend.Concat(_guard), (ship, now) => new {ship, now}))\r
502                 entry.now.UpdateShipStatus(entry.ship);\r
503             if (warnDamagedShip)\r
504                 _shipInfo.SetBadlyDamagedShips();\r
505             else\r
506                 _shipInfo.ClearBadlyDamagedShips();\r
507         }\r
508 \r
509         public void SetEscapeShips(dynamic json)\r
510         {\r
511             _escapingShips.Clear();\r
512             if (!json.api_escape_flag() || (int)json.api_escape_flag == 0)\r
513                 return;\r
514             var damaged = (int)json.api_escape.api_escape_idx[0] - 1;\r
515             if (json.api_escape.api_tow_idx())\r
516             {\r
517                 _escapingShips.Add(_shipInfo.GetDeck(damaged / 6)[damaged % 6]);\r
518                 var escort = (int)json.api_escape.api_tow_idx[0] - 1;\r
519                 _escapingShips.Add(_shipInfo.GetDeck(escort / 6)[escort % 6]);\r
520             }\r
521             else\r
522             {\r
523                 _escapingShips.Add(_shipInfo.GetDeck(2)[damaged]);\r
524             }\r
525         }\r
526 \r
527         public void CauseEscape()\r
528         {\r
529             _shipInfo.SetEscapedShips(_escapingShips);\r
530             _shipInfo.SetBadlyDamagedShips();\r
531         }\r
532 \r
533         private class Record\r
534         {\r
535             private ShipStatus _status;\r
536             private bool _practice;\r
537             public ShipStatus SnapShot => (ShipStatus)_status.Clone();\r
538             public int NowHp => _status.NowHp;\r
539             public bool Escaped => _status.Escaped;\r
540             public ShipStatus.Damage DamageLevel => _status.DamageLevel;\r
541             public int StartHp;\r
542 \r
543             public static Record[] Setup(ShipStatus[] ships, bool practice) =>\r
544             (from s in ships\r
545                 select new Record {_status = (ShipStatus)s.Clone(), _practice = practice, StartHp = s.NowHp}).ToArray();\r
546 \r
547             public static Record[] Setup(int[] nowhps, ShipSpec[] ships, ItemSpec[][] slots, bool practice)\r
548             {\r
549                 return Enumerable.Range(0, nowhps.Length).Select(i =>\r
550                     new Record\r
551                     {\r
552                         StartHp = nowhps[i],\r
553                         _status = new ShipStatus\r
554                         {\r
555                             Id = ships[i].Id,\r
556                             NowHp = nowhps[i],\r
557                             MaxHp = nowhps[i],\r
558                             Spec = ships[i],\r
559                             Slot = slots[i].Select(spec => new ItemStatus {Id = spec.Id, Spec = spec}).ToArray(),\r
560                             SlotEx = new ItemStatus(0)\r
561                         },\r
562                         _practice = practice\r
563                     }).ToArray();\r
564             }\r
565 \r
566             public void ApplyDamage(int damage)\r
567             {\r
568                 if (_status.NowHp > damage)\r
569                 {\r
570                     _status.NowHp -= damage;\r
571                     return;\r
572                 }\r
573                 _status.NowHp = 0;\r
574                 if (_practice)\r
575                     return;\r
576                 foreach (var item in _status.AllSlot)\r
577                 {\r
578                     if (item.Spec.Id == 42)\r
579                     {\r
580                         _status.NowHp = (int)(_status.MaxHp * 0.2);\r
581                         ConsumeSlotItem(_status, 42);\r
582                         break;\r
583                     }\r
584                     if (item.Spec.Id == 43)\r
585                     {\r
586                         _status.NowHp = _status.MaxHp;\r
587                         ConsumeSlotItem(_status, 43);\r
588                         break;\r
589                     }\r
590                 }\r
591             }\r
592 \r
593             public void UpdateShipStatus(ShipStatus ship)\r
594             {\r
595                 ship.NowHp = NowHp;\r
596                 ship.Slot = _status.Slot;\r
597                 ship.SlotEx = _status.SlotEx;\r
598             }\r
599         }\r
600 \r
601         private BattleResultRank CalcLdAirBattleRank()\r
602         {\r
603             var combined = _friend.Concat(_guard).ToArray();\r
604             var friendNowShips = combined.Count(r => r.NowHp > 0);\r
605             var friendGauge = combined.Sum(r => r.StartHp - r.NowHp);\r
606             var friendSunk = combined.Count(r => r.NowHp == 0);\r
607             var friendGaugeRate = Floor((double)friendGauge / combined.Sum(r => r.StartHp) * 100);\r
608 \r
609             if (friendSunk == 0)\r
610             {\r
611                 if (friendGauge == 0)\r
612                     return BattleResultRank.P;\r
613                 if (friendGaugeRate < 10)\r
614                     return BattleResultRank.A;\r
615                 if (friendGaugeRate < 20)\r
616                     return BattleResultRank.B;\r
617                 if (friendGaugeRate < 50)\r
618                     return BattleResultRank.C;\r
619                 return BattleResultRank.D;\r
620             }\r
621             if (friendSunk < friendNowShips)\r
622                 return BattleResultRank.D;\r
623             return BattleResultRank.E;\r
624         }\r
625 \r
626         private BattleResultRank CalcResultRank()\r
627         {\r
628             var friend = _friend.Concat(_guard).ToArray();\r
629             var enemy = _enemy.Concat(_enemyGuard).ToArray();\r
630 \r
631             var friendCount = friend.Length;\r
632             var friendStartHpTotal = 0;\r
633             var friendNowHpTotal = 0;\r
634             var friendSunk = 0;\r
635             foreach (var ship in friend)\r
636             {\r
637                 if (ship.Escaped)\r
638                     continue;\r
639                 friendStartHpTotal += ship.StartHp;\r
640                 friendNowHpTotal += ship.NowHp;\r
641                 if (ship.NowHp == 0)\r
642                     friendSunk++;\r
643             }\r
644             var friendGaugeRate = (int)((double)(friendStartHpTotal - friendNowHpTotal) / friendStartHpTotal * 100);\r
645 \r
646             var enemyCount = enemy.Length;\r
647             var enemyStartHpTotal = enemy.Sum(r => r.StartHp);\r
648             var enemyNowHpTotal = enemy.Sum(r => r.NowHp);\r
649             var enemySunk = enemy.Count(r => r.NowHp == 0);\r
650             var enemyGaugeRate = (int)((double)(enemyStartHpTotal - enemyNowHpTotal) / enemyStartHpTotal * 100);\r
651 \r
652             if (friendSunk == 0 && enemySunk == enemyCount)\r
653             {\r
654                 if (friendNowHpTotal >= friendStartHpTotal)\r
655                     return BattleResultRank.P;\r
656                 return BattleResultRank.S;\r
657             }\r
658             if (friendSunk == 0 && enemySunk >= (int)(enemyCount * 0.7) && enemyCount > 1)\r
659                 return BattleResultRank.A;\r
660             if (friendSunk < enemySunk && enemy[0].NowHp == 0)\r
661                 return BattleResultRank.B;\r
662             if (friendCount == 1 && friend[0].DamageLevel == ShipStatus.Damage.Badly)\r
663                 return BattleResultRank.D;\r
664             if (enemyGaugeRate > friendGaugeRate * 2.5)\r
665                 return BattleResultRank.B;\r
666             if (enemyGaugeRate > friendGaugeRate * 0.9)\r
667                 return BattleResultRank.C;\r
668             if (friendCount > 1 && friendCount - 1 == friendSunk)\r
669                 return BattleResultRank.E;\r
670             return BattleResultRank.D;\r
671         }\r
672 \r
673         /// <summary>\r
674         /// テスト専用\r
675         /// </summary>\r
676         public void InjectEnemyResultStatus(ShipStatus[] enemy, ShipStatus[] guard)\r
677         {\r
678             Result = new BattleResult {Enemy = new BattleResult.Combined {Main = enemy, Guard = guard}};\r
679         }\r
680     }\r
681 }