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[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 enum BattleState\r
33     {\r
34         None,\r
35         Day,\r
36         Night,\r
37         Result,\r
38         Unknown\r
39     }\r
40 \r
41     public class EnemyFighterPower\r
42     {\r
43         public bool HasUnknown { get; set; }\r
44         public string UnknownMark => HasUnknown ? "+" : "";\r
45         public int AirCombat { get; set; }\r
46         public int Interception { get; set; }\r
47     }\r
48 \r
49     public class BattleInfo\r
50     {\r
51         private readonly ShipInfo _shipInfo;\r
52         private readonly ItemInfo _itemInfo;\r
53         private int _fleet;\r
54         private Record[] _friend;\r
55         private Record[] _guard;\r
56         private int[] _enemyHp;\r
57         private int[] _enemyGuardHp;\r
58         private int[] _enemyStartHp;\r
59         private int[] _enemyGuardStartHp;\r
60         private readonly List<int> _escapingShips = new List<int>();\r
61         private int _flagshipRecoveryType;\r
62         private bool _lastCell;\r
63 \r
64         public BattleState BattleState { get; set; }\r
65         public string Formation { get; private set; }\r
66         public EnemyFighterPower EnemyFighterPower { get; private set; }\r
67         public int AirControlLevel { get; private set; }\r
68         public BattleResultRank ResultRank { get; private set; }\r
69         public RankPair DisplayedResultRank { get; } = new RankPair();\r
70         public ShipStatus[] EnemyResultStatus { get; private set; }\r
71         public ShipStatus[] EnemyGuardResultStatus { get; private set; }\r
72         public bool EnemyIsCombined => EnemyGuardResultStatus.Length > 0;\r
73         public List<AirBattleResult> AirBattleResults { get; } = new List<AirBattleResult>();\r
74 \r
75         public class RankPair\r
76         {\r
77             public char Assumed { get; set; }\r
78             public char Actual { get; set; }\r
79             public bool IsError => Assumed != Actual;\r
80         }\r
81 \r
82         public BattleInfo(ShipInfo shipInfo, ItemInfo itemInfo)\r
83         {\r
84             _shipInfo = shipInfo;\r
85             _itemInfo = itemInfo;\r
86         }\r
87 \r
88         public void InspectBattle(dynamic json, string url)\r
89         {\r
90             Formation = FormationName(json);\r
91             AirControlLevel = CheckAirControlLevel(json);\r
92             ShowResult(false); // 昼戦の結果を夜戦のときに表示する\r
93             SetupResult(json);\r
94             EnemyFighterPower = CalcEnemyFighterPower(json);\r
95             BattleState = IsNightBattle(json) ? BattleState.Night : BattleState.Day;\r
96             CalcDamage(json);\r
97             ClearEnemyOverKill();\r
98             ResultRank = url.EndsWith("ld_airbattle") ? CalcLdAirBattleRank() : CalcResultRank();\r
99         }\r
100 \r
101         private void ClearEnemyOverKill()\r
102         {\r
103             _enemyHp = _enemyHp.Select(hp => hp < 0 ? 0 : hp).ToArray();\r
104             _enemyGuardHp = _enemyGuardHp.Select(hp => hp < 0 ? 0 : hp).ToArray();\r
105         }\r
106 \r
107         public void InspectMapNext(string request)\r
108         {\r
109             var type = HttpUtility.ParseQueryString(request)["api_recovery_type"];\r
110             if (type == null)\r
111                 return;\r
112             _flagshipRecoveryType = int.Parse(type);\r
113         }\r
114 \r
115         private bool IsNightBattle(dynamic json) => json.api_hougeki();\r
116 \r
117         public static int DeckId(dynamic json)\r
118         {\r
119             if (json.api_dock_id()) // 昼戦はtypoしている\r
120                 return (int)json.api_dock_id - 1;\r
121             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
122                 return int.Parse(json.api_deck_id) - 1;\r
123             return (int)json.api_deck_id - 1;\r
124         }\r
125 \r
126         private string FormationName(dynamic json)\r
127         {\r
128             if (!json.api_formation()) // 演習の夜戦\r
129                 return "";\r
130             switch ((int)json.api_formation[2])\r
131             {\r
132                 case 1:\r
133                     return "同航戦";\r
134                 case 2:\r
135                     return "反航戦";\r
136                 case 3:\r
137                     return "T字有利";\r
138                 case 4:\r
139                     return "T字不利";\r
140             }\r
141             return "";\r
142         }\r
143 \r
144         private void SetupResult(dynamic json)\r
145         {\r
146             if (_friend != null)\r
147                 return;\r
148             _fleet = DeckId(json);\r
149             var fstats = _shipInfo.GetShipStatuses(_fleet);\r
150             FlagshipRecovery(fstats[0]);\r
151             _friend = Record.Setup(fstats);\r
152             _enemyHp = (int[])json.api_e_nowhps;\r
153             _enemyStartHp = (int[])_enemyHp.Clone();\r
154             EnemyResultStatus = ((int[])json.api_ship_ke)\r
155                 .Select(id => new ShipStatus {Id = id, Spec = _shipInfo.GetSpec(id)}).ToArray();\r
156             EnemyGuardResultStatus = new ShipStatus[0];\r
157             if (json.api_ship_ke_combined())\r
158             {\r
159                 EnemyGuardResultStatus = ((int[])json.api_ship_ke_combined)\r
160                     .Select(id => new ShipStatus {Id = id, Spec = _shipInfo.GetSpec(id)}).ToArray();\r
161             }\r
162             _guard = new Record[0];\r
163             _enemyGuardHp = new int[0];\r
164             _enemyGuardStartHp = new int[0];\r
165             if (json.api_f_nowhps_combined())\r
166                 _guard = Record.Setup(_shipInfo.GetShipStatuses(1));\r
167             if (json.api_e_nowhps_combined()) // 敵が連合艦隊\r
168             {\r
169                 _enemyGuardHp = (int[])json.api_e_nowhps_combined;\r
170                 _enemyGuardStartHp = (int[])_enemyGuardHp.Clone();\r
171             }\r
172         }\r
173 \r
174         private void FlagshipRecovery(ShipStatus flagship)\r
175         {\r
176             switch (_flagshipRecoveryType)\r
177             {\r
178                 case 0:\r
179                     return;\r
180                 case 1:\r
181                     flagship.NowHp = flagship.MaxHp / 2;\r
182                     ConsumeSlotItem(flagship, 42); // ダメコン\r
183                     break;\r
184                 case 2:\r
185                     flagship.NowHp = flagship.MaxHp;\r
186                     ConsumeSlotItem(flagship, 43); // 女神\r
187                     break;\r
188             }\r
189             if (_flagshipRecoveryType != 0)\r
190                 _shipInfo.SetBadlyDamagedShips();\r
191             _flagshipRecoveryType = 0;\r
192         }\r
193 \r
194         private static void ConsumeSlotItem(ShipStatus ship, int id)\r
195         {\r
196             if (ship.SlotEx.Spec.Id == id)\r
197             {\r
198                 ship.SlotEx = new ItemStatus();\r
199                 return;\r
200             }\r
201             for (var i = 0; i < ship.Slot.Length; i++)\r
202             {\r
203                 if (ship.Slot[i].Spec.Id == id)\r
204                 {\r
205                     ship.Slot[i] = new ItemStatus();\r
206                     break;\r
207                 }\r
208             }\r
209         }\r
210 \r
211         public void CleanupResult()\r
212         {\r
213             _friend = null;\r
214             _lastCell = false;\r
215         }\r
216 \r
217         private int CheckAirControlLevel(dynamic json)\r
218         {\r
219             if (!json.api_kouku())\r
220                 return -1;\r
221             var stage1 = json.api_kouku.api_stage1;\r
222             if (stage1 == null)\r
223                 return -1;\r
224             if (stage1.api_f_count == 0 && stage1.api_e_count == 0)\r
225                 return -1;\r
226             return (int)stage1.api_disp_seiku;\r
227         }\r
228 \r
229         private EnemyFighterPower CalcEnemyFighterPower(dynamic json)\r
230         {\r
231             var result = new EnemyFighterPower();\r
232             var ships = (int[])json.api_ship_ke;\r
233             if (json.api_ship_ke_combined() && _guard.Length > 0)\r
234                 ships = ships.Concat((int[])json.api_ship_ke_combined).ToArray();\r
235             var maxEq = ships.SelectMany(id =>\r
236             {\r
237                 var r = _shipInfo.GetSpec(id).MaxEq;\r
238                 if (r != null)\r
239                     return r;\r
240                 result.HasUnknown = true;\r
241                 return new int[5];\r
242             });\r
243             var equips = ((int[][])json.api_eSlot).SelectMany(x => x);\r
244             if (json.api_eSlot_combined() && _guard.Length > 0)\r
245                 equips = equips.Concat(((int[][])json.api_eSlot_combined).SelectMany(x => x));\r
246             foreach (var entry in from slot in equips.Zip(maxEq, (id, max) => new {id, max})\r
247                 let spec = _itemInfo.GetSpecByItemId(slot.id)\r
248                 let perSlot = (int)Floor(spec.AntiAir * Sqrt(slot.max))\r
249                 select new {spec, perSlot})\r
250             {\r
251                 if (entry.spec.CanAirCombat)\r
252                     result.AirCombat += entry.perSlot;\r
253                 if (entry.spec.IsAircraft)\r
254                     result.Interception += entry.perSlot;\r
255             }\r
256             return result;\r
257         }\r
258 \r
259         private enum CombatType\r
260         {\r
261             AtOnce,\r
262             ByTurn,\r
263             Support,\r
264             Aircraft,\r
265             AirBase\r
266         }\r
267 \r
268         private class Phase\r
269         {\r
270             public string Api { get; }\r
271             public CombatType Type { get; }\r
272             public string Name { get; }\r
273 \r
274             public Phase(string api, CombatType type, string name = "")\r
275             {\r
276                 Api = api;\r
277                 Type = type;\r
278                 Name = name;\r
279             }\r
280         }\r
281 \r
282         private void CalcDamage(dynamic json)\r
283         {\r
284             AirBattleResults.Clear();\r
285             var phases = new[]\r
286             {\r
287                 new Phase("air_base_injection", CombatType.Aircraft, "AB噴式"),\r
288                 new Phase("injection_kouku", CombatType.Aircraft, "噴式"),\r
289                 new Phase("air_base_attack", CombatType.AirBase),\r
290                 new Phase("n_support_info", CombatType.Support),\r
291                 new Phase("n_hougeki1", CombatType.ByTurn),\r
292                 new Phase("n_hougeki2", CombatType.ByTurn),\r
293                 new Phase("kouku", CombatType.Aircraft, "航空戦"),\r
294                 new Phase("kouku2", CombatType.Aircraft, "航空戦2"),\r
295                 new Phase("support_info", CombatType.Support),\r
296                 new Phase("opening_taisen", CombatType.ByTurn),\r
297                 new Phase("opening_atack", CombatType.AtOnce),\r
298                 new Phase("hougeki", CombatType.ByTurn),\r
299                 new Phase("hougeki1", CombatType.ByTurn),\r
300                 new Phase("hougeki2", CombatType.ByTurn),\r
301                 new Phase("hougeki3", CombatType.ByTurn),\r
302                 new Phase("raigeki", CombatType.AtOnce)\r
303             };\r
304             foreach (var phase in phases)\r
305                 CalcDamageByType(json, phase);\r
306         }\r
307 \r
308         private void CalcDamageByType(dynamic json, Phase phase)\r
309         {\r
310             var api = "api_" + phase.Api;\r
311             if (!json.IsDefined(api) || json[api] == null)\r
312                 return;\r
313             switch (phase.Type)\r
314             {\r
315                 case CombatType.AtOnce:\r
316                     CalcDamageAtOnce(json[api]);\r
317                     break;\r
318                 case CombatType.ByTurn:\r
319                     CalcDamageByTurn(json[api]);\r
320                     break;\r
321                 case CombatType.Support:\r
322                     CalcSupportDamage(json[api]);\r
323                     break;\r
324                 case CombatType.Aircraft:\r
325                     AddAirBattleResult(json[api], phase.Name);\r
326                     CalcKoukuDamage(json[api]);\r
327                     break;\r
328                 case CombatType.AirBase:\r
329                     CalcAirBaseAttackDamage(json[api]);\r
330                     break;\r
331             }\r
332         }\r
333 \r
334         private void CalcSupportDamage(dynamic json)\r
335         {\r
336             if (json.api_support_hourai != null)\r
337             {\r
338                 CalcDamageAtOnce(json.api_support_hourai.api_damage, _enemyHp, _enemyGuardHp);\r
339             }\r
340             else if (json.api_support_airatack != null)\r
341             {\r
342                 CalcDamageAtOnce(json.api_support_airatack.api_stage3.api_edam, _enemyHp, _enemyGuardHp);\r
343             }\r
344         }\r
345 \r
346         private void CalcAirBaseAttackDamage(dynamic json)\r
347         {\r
348             var i = 1;\r
349             foreach (var entry in json)\r
350             {\r
351                 AddAirBattleResult(entry, "基地" + i++);\r
352                 CalcKoukuDamage(entry);\r
353             }\r
354         }\r
355 \r
356         private void AddAirBattleResult(dynamic json, string phaseName)\r
357         {\r
358             var stage1 = json.api_stage1;\r
359             if (stage1 == null || (stage1.api_f_count == 0 && stage1.api_e_count == 0))\r
360                 return;\r
361             AirBattleResults.Add(new AirBattleResult\r
362             {\r
363                 PhaseName = phaseName,\r
364                 AirControlLevel = json.api_stage1.api_disp_seiku() ? (int)json.api_stage1.api_disp_seiku : 0,\r
365                 Stage1 = new AirBattleResult.StageResult\r
366                 {\r
367                     FriendCount = (int)json.api_stage1.api_f_count,\r
368                     FriendLost = (int)json.api_stage1.api_f_lostcount,\r
369                     EnemyCount = (int)json.api_stage1.api_e_count,\r
370                     EnemyLost = (int)json.api_stage1.api_e_lostcount\r
371                 },\r
372                 Stage2 = json.api_stage2 == null\r
373                     ? new AirBattleResult.StageResult\r
374                     {\r
375                         FriendCount = 0,\r
376                         FriendLost = 0,\r
377                         EnemyCount = 0,\r
378                         EnemyLost = 0\r
379                     }\r
380                     : new AirBattleResult.StageResult\r
381                     {\r
382                         FriendCount = (int)json.api_stage2.api_f_count,\r
383                         FriendLost = (int)json.api_stage2.api_f_lostcount,\r
384                         EnemyCount = (int)json.api_stage2.api_e_count,\r
385                         EnemyLost = (int)json.api_stage2.api_e_lostcount\r
386                     }\r
387             });\r
388         }\r
389 \r
390         private void CalcKoukuDamage(dynamic json)\r
391         {\r
392             if (json.api_stage3() && json.api_stage3 != null)\r
393                 CalcDamageAtOnce(json.api_stage3, _friend, _enemyHp);\r
394             if (json.api_stage3_combined() && json.api_stage3_combined != null)\r
395                 CalcDamageAtOnce(json.api_stage3_combined, _guard, _enemyGuardHp);\r
396         }\r
397 \r
398         private void CalcDamageAtOnce(dynamic json)\r
399         {\r
400             CalcDamageAtOnce(json, _friend, _guard, _enemyHp, _enemyGuardHp);\r
401         }\r
402 \r
403         private void CalcDamageAtOnce(dynamic json, Record[] friend, int[] enemy)\r
404         {\r
405             CalcDamageAtOnce(json, friend, null, enemy, null);\r
406         }\r
407 \r
408         private void CalcDamageAtOnce(dynamic json, Record[] friend, Record[] guard, int[] enemy, int[] enemyGuard)\r
409         {\r
410             if (json.api_fdam() && json.api_fdam != null)\r
411                 CalcDamageAtOnce(json.api_fdam, friend, guard);\r
412             if (json.api_edam() && json.api_edam != null)\r
413                 CalcDamageAtOnce(json.api_edam, enemy, enemyGuard);\r
414         }\r
415 \r
416         private void CalcDamageAtOnce(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 CalcDamageAtOnce(dynamic rawDamage, int[] enemy, int[] enemyGuard = null)\r
428         {\r
429             var damage = (int[])rawDamage;\r
430             for (var i = 0; i < enemy.Length; i++)\r
431                 enemy[i] -= damage[i];\r
432             if (enemyGuard == null)\r
433                 return;\r
434             for (var i = 0; i < enemyGuard.Length; i++)\r
435                 enemyGuard[i] -= damage[i + 6];\r
436         }\r
437 \r
438         private void CalcDamageByTurn(dynamic json)\r
439         {\r
440             if (!(json.api_df_list() && json.api_df_list != null &&\r
441                   json.api_damage() && json.api_damage != null &&\r
442                   json.api_at_eflag() && json.api_at_eflag != null))\r
443                 return;\r
444 \r
445             var targets = (int[][])json.api_df_list;\r
446             var damages = (int[][])json.api_damage;\r
447             var eflags = (int[])json.api_at_eflag;\r
448 \r
449             for (var i = 0; i < eflags.Length; i++)\r
450             {\r
451                 // 一度に複数の目標を狙う攻撃はないものと仮定する\r
452                 var hit = new {t = targets[i][0], d = damages[i].Sum()};\r
453                 if (hit.t == -1)\r
454                     continue;\r
455                 if (eflags[i] == 1)\r
456                 {\r
457                     if (hit.t < _friend.Length)\r
458                     {\r
459                         _friend[hit.t].ApplyDamage(hit.d);\r
460                     }\r
461                     else\r
462                     {\r
463                         _guard[hit.t - 6].ApplyDamage(hit.d);\r
464                     }\r
465                 }\r
466                 else\r
467                 {\r
468                     if (hit.t < _enemyHp.Length)\r
469                     {\r
470                         _enemyHp[hit.t] -= hit.d;\r
471                     }\r
472                     else\r
473                     {\r
474                         _enemyGuardHp[hit.t - 6] -= hit.d;\r
475                     }\r
476                 }\r
477             }\r
478         }\r
479 \r
480         public void InspectMapStart(dynamic json)\r
481         {\r
482             InspectMapNext(json);\r
483         }\r
484 \r
485         public void InspectMapNext(dynamic json)\r
486         {\r
487             _lastCell = (int)json.api_next == 0;\r
488         }\r
489 \r
490         public void InspectBattleResult(dynamic json)\r
491         {\r
492             BattleState = BattleState.Result;\r
493             ShowResult(!_lastCell);\r
494             _shipInfo.SaveBattleResult();\r
495             VerifyResultRank(json);\r
496             CleanupResult();\r
497             SetEscapeShips(json);\r
498         }\r
499 \r
500 \r
501 \r
502         private void VerifyResultRank(dynamic json)\r
503         {\r
504             if (_friend == null)\r
505                 return;\r
506             if (!json.api_win_rank())\r
507                 return;\r
508             var assumed = "PSABCDE"[(int)ResultRank];\r
509             if (assumed == 'P')\r
510                 assumed = 'S';\r
511             var actual = ((string)json.api_win_rank)[0];\r
512             DisplayedResultRank.Assumed = assumed;\r
513             DisplayedResultRank.Actual = actual;\r
514         }\r
515 \r
516         public void InspectPracticeResult(dynamic json)\r
517         {\r
518             BattleState = BattleState.Result;\r
519             ShowResult(false);\r
520             CleanupResult();\r
521         }\r
522 \r
523         private void ShowResult(bool warnDamagedShip = true)\r
524         {\r
525             if (_friend == null)\r
526                 return;\r
527             var ships = _guard.Length > 0\r
528                 ? _shipInfo.GetShipStatuses(0).Concat(_shipInfo.GetShipStatuses(1)).ToArray()\r
529                 : _shipInfo.GetShipStatuses(_fleet);\r
530             foreach (var entry in ships.Zip(_friend.Concat(_guard), (ship, now) => new {ship, now}))\r
531                 entry.now.UpdateShipStatus(entry.ship);\r
532             if (warnDamagedShip)\r
533                 _shipInfo.SetBadlyDamagedShips();\r
534             else\r
535                 _shipInfo.ClearBadlyDamagedShips();\r
536             SetEnemyResultStatus();\r
537         }\r
538 \r
539         private void SetEnemyResultStatus()\r
540         {\r
541             for (var i = 0; i < _enemyHp.Length; i++)\r
542             {\r
543                 EnemyResultStatus[i].MaxHp = _enemyStartHp[i];\r
544                 EnemyResultStatus[i].NowHp = _enemyHp[i];\r
545             }\r
546             for (var i = 0; i < _enemyGuardHp.Length; i++)\r
547             {\r
548                 EnemyGuardResultStatus[i].MaxHp = _enemyGuardStartHp[i];\r
549                 EnemyGuardResultStatus[i].NowHp = _enemyGuardHp[i];\r
550             }\r
551         }\r
552 \r
553         public void SetEscapeShips(dynamic json)\r
554         {\r
555             _escapingShips.Clear();\r
556             if (!json.api_escape_flag() || (int)json.api_escape_flag == 0)\r
557                 return;\r
558             var damaged = (int)json.api_escape.api_escape_idx[0] - 1;\r
559             if (json.api_escape.api_tow_idx())\r
560             {\r
561                 _escapingShips.Add(_shipInfo.GetDeck(damaged / 6)[damaged % 6]);\r
562                 var escort = (int)json.api_escape.api_tow_idx[0] - 1;\r
563                 _escapingShips.Add(_shipInfo.GetDeck(escort / 6)[escort % 6]);\r
564             }\r
565             else\r
566             {\r
567                 _escapingShips.Add(_shipInfo.GetDeck(2)[damaged]);\r
568             }\r
569         }\r
570 \r
571         public void CauseEscape()\r
572         {\r
573             _shipInfo.SetEscapedShips(_escapingShips);\r
574             _shipInfo.SetBadlyDamagedShips();\r
575         }\r
576 \r
577         private class Record\r
578         {\r
579             private ShipStatus _status;\r
580             public int NowHp => _status.NowHp;\r
581             public bool Escaped => _status.Escaped;\r
582             public ShipStatus.Damage DamageLevel => _status.DamageLevel;\r
583             public int StartHp;\r
584 \r
585             public static Record[] Setup(ShipStatus[] ships) =>\r
586                 (from s in ships select new Record {_status = (ShipStatus)s.Clone(), StartHp = s.NowHp}).ToArray();\r
587 \r
588             public void ApplyDamage(int damage)\r
589             {\r
590                 if (_status.NowHp > damage)\r
591                 {\r
592                     _status.NowHp -= damage;\r
593                     return;\r
594                 }\r
595                 _status.NowHp = 0;\r
596                 foreach (var item in new[] {_status.SlotEx}.Concat(_status.Slot))\r
597                 {\r
598                     if (item.Spec.Id == 42)\r
599                     {\r
600                         _status.NowHp = (int)(_status.MaxHp * 0.2);\r
601                         ConsumeSlotItem(_status, 42);\r
602                         break;\r
603                     }\r
604                     if (item.Spec.Id == 43)\r
605                     {\r
606                         _status.NowHp = _status.MaxHp;\r
607                         ConsumeSlotItem(_status, 43);\r
608                         break;\r
609                     }\r
610                 }\r
611             }\r
612 \r
613             public void UpdateShipStatus(ShipStatus ship)\r
614             {\r
615                 ship.NowHp = NowHp;\r
616                 ship.Slot = _status.Slot;\r
617                 ship.SlotEx = _status.SlotEx;\r
618             }\r
619         }\r
620 \r
621         private BattleResultRank CalcLdAirBattleRank()\r
622         {\r
623             var combined = _friend.Concat(_guard).ToArray();\r
624             var friendNowShips = combined.Count(r => r.NowHp > 0);\r
625             var friendGauge = combined.Sum(r => r.StartHp - r.NowHp);\r
626             var friendSunk = combined.Count(r => r.NowHp == 0);\r
627             var friendGaugeRate = Floor((double)friendGauge / combined.Sum(r => r.StartHp) * 100);\r
628 \r
629             if (friendSunk == 0)\r
630             {\r
631                 if (friendGauge == 0)\r
632                     return BattleResultRank.P;\r
633                 if (friendGaugeRate < 10)\r
634                     return BattleResultRank.A;\r
635                 if (friendGaugeRate < 20)\r
636                     return BattleResultRank.B;\r
637                 if (friendGaugeRate < 50)\r
638                     return BattleResultRank.C;\r
639                 return BattleResultRank.D;\r
640             }\r
641             if (friendSunk < friendNowShips)\r
642                 return BattleResultRank.D;\r
643             return BattleResultRank.E;\r
644         }\r
645 \r
646         private BattleResultRank CalcResultRank()\r
647         {\r
648             var friend = _friend.Concat(_guard).ToArray();\r
649             var enemyHp = _enemyHp.Concat(_enemyGuardHp).ToArray();\r
650             var enemyStartHp = _enemyStartHp.Concat(_enemyGuardStartHp).ToArray();\r
651 \r
652             var friendCount = friend.Length;\r
653             var friendStartHpTotal = 0;\r
654             var friendNowHpTotal = 0;\r
655             var friendSunk = 0;\r
656             foreach (var ship in friend)\r
657             {\r
658                 if (ship.Escaped)\r
659                     continue;\r
660                 friendStartHpTotal += ship.StartHp;\r
661                 friendNowHpTotal += ship.NowHp;\r
662                 if (ship.NowHp == 0)\r
663                     friendSunk++;\r
664             }\r
665             var friendGaugeRate = (int)((double)(friendStartHpTotal - friendNowHpTotal) / friendStartHpTotal * 100);\r
666 \r
667             var enemyCount = enemyHp.Length;\r
668             var enemyStartHpTotal = enemyStartHp.Sum();\r
669             var enemyNowHpTotal = enemyHp.Sum();\r
670             var enemySunk = enemyHp.Count(hp => hp == 0);\r
671             var enemyGaugeRate = (int)((double)(enemyStartHpTotal - enemyNowHpTotal) / enemyStartHpTotal * 100);\r
672 \r
673             if (friendSunk == 0 && enemySunk == enemyCount)\r
674             {\r
675                 if (friendNowHpTotal >= friendStartHpTotal)\r
676                     return BattleResultRank.P;\r
677                 return BattleResultRank.S;\r
678             }\r
679             if (friendSunk == 0 && enemySunk >= (int)(enemyCount * 0.7) && enemyCount > 1)\r
680                 return BattleResultRank.A;\r
681             if (friendSunk < enemySunk && enemyHp[0] == 0)\r
682                 return BattleResultRank.B;\r
683             if (friendCount == 1 && friend[0].DamageLevel == ShipStatus.Damage.Badly)\r
684                 return BattleResultRank.D;\r
685             if (enemyGaugeRate > friendGaugeRate * 2.5)\r
686                 return BattleResultRank.B;\r
687             if (enemyGaugeRate > friendGaugeRate * 0.9)\r
688                 return BattleResultRank.C;\r
689             if (friendCount > 1 && friendCount - 1 == friendSunk)\r
690                 return BattleResultRank.E;\r
691             return BattleResultRank.D;\r
692         }\r
693     }\r
694 }