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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     }\r
39 \r
40     public class BattleInfo\r
41     {\r
42         private readonly ShipInfo _shipInfo;\r
43         private readonly ItemInfo _itemInfo;\r
44         private int _fleet;\r
45         private Record[] _friend;\r
46         private Record[] _guard;\r
47         private int[] _enemyHp;\r
48         private int[] _enemyGuardHp;\r
49         private int[] _enemyStartHp;\r
50         private int[] _enemyGuardStartHp;\r
51         private readonly List<int> _escapingShips = new List<int>();\r
52         private int _flagshipRecoveryType;\r
53         private bool _lastCell;\r
54 \r
55         public BattleState BattleState { get; set; }\r
56         public string Formation { get; private set; }\r
57         public string EnemyFighterPower { get; private set; }\r
58         public int AirControlLevel { get; private set; }\r
59         public BattleResultRank ResultRank { get; private set; }\r
60         public ShipStatus[] EnemyResultStatus { get; private set; }\r
61         public List<AirBattleResult> AirBattleResults { get; } = new List<AirBattleResult>();\r
62 \r
63         public BattleInfo(ShipInfo shipInfo, ItemInfo itemInfo)\r
64         {\r
65             _shipInfo = shipInfo;\r
66             _itemInfo = itemInfo;\r
67         }\r
68 \r
69         public void InspectBattle(dynamic json, string url)\r
70         {\r
71             Formation = FormationName(json);\r
72             EnemyFighterPower = CalcEnemyFighterPower(json);\r
73             AirControlLevel = CheckAirControlLevel(json);\r
74             ShowResult(false); // 昼戦の結果を夜戦のときに表示する\r
75             SetupResult(json);\r
76             if (IsNightBattle(json))\r
77             {\r
78                 BattleState = BattleState.Night;\r
79                 CalcHougekiDamage(json.api_hougeki,\r
80                     _guard.Length > 0 ? _guard : _friend,\r
81                     json.api_active_deck() && json.api_active_deck[1] != 1 ? _enemyGuardHp : _enemyHp);\r
82             }\r
83             else\r
84             {\r
85                 BattleState = BattleState.Day;\r
86                 CalcDamage(json, url.EndsWith("battle_water"));\r
87             }\r
88             ClearEnemyOverKill();\r
89             ResultRank = url.EndsWith("ld_airbattle") ? CalcLdAirBattleRank() : CalcResultRank();\r
90         }\r
91 \r
92         private void ClearEnemyOverKill()\r
93         {\r
94             _enemyHp = _enemyHp.Select(hp => hp < 0 ? 0 : hp).ToArray();\r
95             _enemyGuardHp = _enemyGuardHp.Select(hp => hp < 0 ? 0 : hp).ToArray();\r
96         }\r
97 \r
98         public void InspectMapNext(string request)\r
99         {\r
100             var type = HttpUtility.ParseQueryString(request)["api_recovery_type"];\r
101             if (type == null)\r
102                 return;\r
103             _flagshipRecoveryType = int.Parse(type);\r
104         }\r
105 \r
106         private bool IsNightBattle(dynamic json) => json.api_hougeki();\r
107 \r
108         public static int DeckId(dynamic json)\r
109         {\r
110             if (json.api_dock_id()) // 昼戦はtypoしている\r
111                 return (int)json.api_dock_id - 1;\r
112             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
113                 return int.Parse(json.api_deck_id) - 1;\r
114             return (int)json.api_deck_id - 1;\r
115         }\r
116 \r
117         private string FormationName(dynamic json)\r
118         {\r
119             if (!json.api_formation()) // 演習の夜戦\r
120                 return "";\r
121             switch ((int)json.api_formation[2])\r
122             {\r
123                 case 1:\r
124                     return "同航戦";\r
125                 case 2:\r
126                     return "反航戦";\r
127                 case 3:\r
128                     return "T字有利";\r
129                 case 4:\r
130                     return "T字不利";\r
131             }\r
132             return "";\r
133         }\r
134 \r
135         private void SetupResult(dynamic json)\r
136         {\r
137             if (_friend != null)\r
138                 return;\r
139             var nowhps = (int[])json.api_nowhps;\r
140             _fleet = DeckId(json);\r
141             var fstats = _shipInfo.GetShipStatuses(_fleet);\r
142             FlagshipRecovery(fstats[0]);\r
143             _friend = Record.Setup(fstats);\r
144             _enemyHp = nowhps.Skip(7).TakeWhile(hp => hp != -1).ToArray();\r
145             _enemyStartHp = (int[])_enemyHp.Clone();\r
146             EnemyResultStatus =\r
147             (from id in\r
148                 json.api_ship_ke_combined()\r
149                     ? ((int[])json.api_ship_ke).Skip(1).Concat(((int[])json.api_ship_ke_combined).Skip(1))\r
150                     : ((int[])json.api_ship_ke).Skip(1)\r
151                 select new ShipStatus {Id = id, Spec = _shipInfo.GetSpec(id)}).ToArray();\r
152             _guard = new Record[0];\r
153             _enemyGuardHp = new int[0];\r
154             _enemyGuardStartHp = new int[0];\r
155             if (!json.api_nowhps_combined())\r
156                 return;\r
157             var combined = (int[])json.api_nowhps_combined;\r
158             if (combined[1] != -1) // 味方が連合艦隊\r
159                 _guard = Record.Setup(_shipInfo.GetShipStatuses(1));\r
160             if (combined.Length > 7) // 敵が連合艦隊\r
161             {\r
162                 _enemyGuardHp =\r
163                     ((int[])json.api_nowhps_combined).\r
164                         Skip(7).TakeWhile(hp => hp != -1).ToArray();\r
165                 _enemyGuardStartHp = (int[])_enemyGuardHp.Clone();\r
166             }\r
167         }\r
168 \r
169         private void FlagshipRecovery(ShipStatus flagship)\r
170         {\r
171             switch (_flagshipRecoveryType)\r
172             {\r
173                 case 0:\r
174                     return;\r
175                 case 1:\r
176                     flagship.NowHp = flagship.MaxHp / 2;\r
177                     ConsumeSlotItem(flagship, 42); // ダメコン\r
178                     break;\r
179                 case 2:\r
180                     flagship.NowHp = flagship.MaxHp;\r
181                     ConsumeSlotItem(flagship, 43); // 女神\r
182                     break;\r
183             }\r
184             if (_flagshipRecoveryType != 0)\r
185                 _shipInfo.SetBadlyDamagedShips();\r
186             _flagshipRecoveryType = 0;\r
187         }\r
188 \r
189         private static void ConsumeSlotItem(ShipStatus ship, int id)\r
190         {\r
191             if (ship.SlotEx.Spec.Id == id)\r
192             {\r
193                 ship.SlotEx = new ItemStatus();\r
194                 return;\r
195             }\r
196             for (var i = 0; i < ship.Slot.Length; i++)\r
197             {\r
198                 if (ship.Slot[i].Spec.Id == id)\r
199                 {\r
200                     ship.Slot[i] = new ItemStatus();\r
201                     break;\r
202                 }\r
203             }\r
204         }\r
205 \r
206         public void CleanupResult()\r
207         {\r
208             _friend = null;\r
209             _lastCell = false;\r
210         }\r
211 \r
212         private int CheckAirControlLevel(dynamic json)\r
213         {\r
214             if (!json.api_kouku())\r
215                 return -1;\r
216             var stage1 = json.api_kouku.api_stage1;\r
217             if (stage1 == null)\r
218                 return -1;\r
219             if (stage1.api_f_count == 0 && stage1.api_e_count == 0)\r
220                 return -1;\r
221             return (int)stage1.api_disp_seiku;\r
222         }\r
223 \r
224         private string CalcEnemyFighterPower(dynamic json)\r
225         {\r
226             var missing = "";\r
227             var maxEq = ((int[])json.api_ship_ke).Skip(1).SelectMany(id =>\r
228             {\r
229                 var r = _shipInfo.GetSpec(id).MaxEq;\r
230                 if (r != null)\r
231                     return r;\r
232                 missing = "+";\r
233                 return new int[5];\r
234             }).ToArray();\r
235             var equips = ((int[][])json.api_eSlot).SelectMany(x => x);\r
236             return (from slot in equips.Zip(maxEq, (id, max) => new {id, max})\r
237                        let spec = _itemInfo.GetSpecByItemId(slot.id)\r
238                        where spec.CanAirCombat\r
239                        select (int)Floor(spec.AntiAir * Sqrt(slot.max))).DefaultIfEmpty().Sum() + missing;\r
240         }\r
241 \r
242         private void CalcDamage(dynamic json, bool surfaceFleet = false)\r
243         {\r
244             AirBattleResults.Clear();\r
245             var fc = _guard.Length > 0;\r
246             var ec = _enemyGuardHp.Length > 0;\r
247             var both = fc && ec;\r
248             if (json.api_air_base_injection())\r
249             {\r
250                 AddAirBattleResult(json.api_air_base_injection, "AB噴式");\r
251                 CalcKoukuDamage(json.api_air_base_injection);\r
252             }\r
253             if (json.api_injection_kouku())\r
254             {\r
255                 AddAirBattleResult(json.api_injection_kouku, "噴式");\r
256                 CalcKoukuDamage(json.api_injection_kouku);\r
257             }\r
258             if (json.api_air_base_attack())\r
259                 CalcAirBaseAttackDamage(json.api_air_base_attack);\r
260             if (json.api_kouku())\r
261             {\r
262                 AddAirBattleResult(json.api_kouku, "航空戦");\r
263                 CalcKoukuDamage(json.api_kouku);\r
264             }\r
265             if (json.api_kouku2()) // 航空戦2回目\r
266             {\r
267                 AddAirBattleResult(json.api_kouku2, "航空戦2");\r
268                 CalcKoukuDamage(json.api_kouku2);\r
269             }\r
270             if (!json.api_opening_atack()) // 航空戦のみ\r
271                 return;\r
272             if (json.api_support_info() && json.api_support_info != null)\r
273                 CalcSupportDamage(json.api_support_info);\r
274             if (json.api_opening_taisen() && json.api_opening_taisen != null)\r
275             {\r
276                 if (json.api_opening_taisen.api_at_eflag())\r
277                 {\r
278                     CalcCombinedHougekiDamage(json.api_opening_taisen, _friend, _guard, _enemyHp, _enemyGuardHp);\r
279                 }\r
280                 else\r
281                 {\r
282                     CalcHougekiDamage(json.api_opening_taisen,\r
283                         fc ? _guard : _friend, // 先制対潜攻撃の対象は護衛\r
284                         _enemyHp);\r
285                 }\r
286             }\r
287             if (json.api_opening_atack != null)\r
288             {\r
289                 if (both)\r
290                 {\r
291                     CalcSimpleDamage(json.api_opening_atack, _friend, _guard, _enemyHp, _enemyGuardHp);\r
292                 }\r
293                 else\r
294                 {\r
295                     CalcSimpleDamage(json.api_opening_atack,\r
296                         fc ? _guard : _friend, // 雷撃の対象は護衛\r
297                         _enemyHp, _enemyGuardHp);\r
298                 }\r
299             }\r
300             if (json.api_hougeki1() && json.api_hougeki1 != null)\r
301             {\r
302                 if (json.api_hougeki1.api_at_eflag())\r
303                 {\r
304                     CalcCombinedHougekiDamage(json.api_hougeki1, _friend, _guard, _enemyHp, _enemyGuardHp);\r
305                 }\r
306                 else\r
307                 {\r
308                     CalcHougekiDamage(json.api_hougeki1,\r
309                         fc && !surfaceFleet ? _guard : _friend, // 空母機動部隊は一巡目が護衛\r
310                         ec ? _enemyGuardHp : _enemyHp); // 敵連合艦隊は一巡目が護衛\r
311                 }\r
312             }\r
313             if (json.api_hougeki2() && json.api_hougeki2 != null)\r
314             {\r
315                 if (json.api_hougeki2.api_at_eflag())\r
316                 {\r
317                     CalcCombinedHougekiDamage(json.api_hougeki2, _friend, _guard, _enemyHp, _enemyGuardHp);\r
318                 }\r
319                 else\r
320                 {\r
321                     CalcHougekiDamage(json.api_hougeki2, _friend, _enemyHp);\r
322                 }\r
323             }\r
324             if (json.api_hougeki3() && json.api_hougeki3 != null)\r
325             {\r
326                 if (json.api_hougeki3.api_at_eflag())\r
327                 {\r
328                     CalcCombinedHougekiDamage(json.api_hougeki3, _friend, _guard, _enemyHp, _enemyGuardHp);\r
329                 }\r
330                 else\r
331                 {\r
332                     CalcHougekiDamage(json.api_hougeki3,\r
333                         fc && surfaceFleet ? _guard : _friend, // 水上打撃部隊は三順目が護衛\r
334                         _enemyHp);\r
335                 }\r
336             }\r
337             if (json.api_raigeki() && json.api_raigeki != null)\r
338             {\r
339                 if (both)\r
340                 {\r
341                     CalcSimpleDamage(json.api_raigeki, _friend, _guard, _enemyHp, _enemyGuardHp);\r
342                 }\r
343                 else\r
344                 {\r
345                     CalcSimpleDamage(json.api_raigeki,\r
346                         fc ? _guard : _friend, // 雷撃の対象は護衛\r
347                         _enemyHp, _enemyGuardHp);\r
348                 }\r
349             }\r
350         }\r
351 \r
352         private void CalcSupportDamage(dynamic json)\r
353         {\r
354             if (json.api_support_hourai != null)\r
355             {\r
356                 CalcSimpleDamage(json.api_support_hourai.api_damage, _enemyHp, _enemyGuardHp);\r
357             }\r
358             else if (json.api_support_airatack != null)\r
359             {\r
360                 CalcSimpleDamage(json.api_support_airatack.api_stage3.api_edam, _enemyHp, _enemyGuardHp);\r
361             }\r
362         }\r
363 \r
364         private void CalcAirBaseAttackDamage(dynamic json)\r
365         {\r
366             var i = 1;\r
367             foreach (var entry in json)\r
368             {\r
369                 AddAirBattleResult(entry, "基地" + i++);\r
370                 CalcKoukuDamage(entry);\r
371             }\r
372         }\r
373 \r
374         private void AddAirBattleResult(dynamic json, string phaseName)\r
375         {\r
376             var stage1 = json.api_stage1;\r
377             if (stage1 == null || (stage1.api_f_count == 0 && stage1.api_e_count == 0))\r
378                 return;\r
379             AirBattleResults.Add(new AirBattleResult\r
380             {\r
381                 PhaseName = phaseName,\r
382                 AirControlLevel = json.api_stage1.api_disp_seiku() ? (int)json.api_stage1.api_disp_seiku : 0,\r
383                 Stage1 = new AirBattleResult.StageResult\r
384                 {\r
385                     FriendCount = (int)json.api_stage1.api_f_count,\r
386                     FriendLost = (int)json.api_stage1.api_f_lostcount,\r
387                     EnemyCount = (int)json.api_stage1.api_e_count,\r
388                     EnemyLost = (int)json.api_stage1.api_e_lostcount\r
389                 },\r
390                 Stage2 = json.api_stage2 == null\r
391                     ? new AirBattleResult.StageResult\r
392                     {\r
393                         FriendCount = 0,\r
394                         FriendLost = 0,\r
395                         EnemyCount = 0,\r
396                         EnemyLost = 0\r
397                     }\r
398                     : new AirBattleResult.StageResult\r
399                     {\r
400                         FriendCount = (int)json.api_stage2.api_f_count,\r
401                         FriendLost = (int)json.api_stage2.api_f_lostcount,\r
402                         EnemyCount = (int)json.api_stage2.api_e_count,\r
403                         EnemyLost = (int)json.api_stage2.api_e_lostcount\r
404                     }\r
405             });\r
406         }\r
407 \r
408         private void CalcKoukuDamage(dynamic json)\r
409         {\r
410             if (!json.api_stage3() || json.api_stage3 == null)\r
411                 return;\r
412             CalcSimpleDamage(json.api_stage3, _friend, _enemyHp);\r
413             if (json.api_stage3_combined())\r
414                 CalcSimpleDamage(json.api_stage3_combined, _guard, _enemyGuardHp);\r
415         }\r
416 \r
417         private void CalcSimpleDamage(dynamic json, Record[] friend, int[] enemy)\r
418         {\r
419             if (json.api_fdam())\r
420                 CalcSimpleDamage(json.api_fdam, friend);\r
421             if (json.api_edam())\r
422                 CalcSimpleDamage(json.api_edam, enemy);\r
423         }\r
424 \r
425         private void CalcSimpleDamage(dynamic json, Record[] friend, int[] enemy, int[] enemyGuard)\r
426         {\r
427             CalcSimpleDamage(json.api_fdam, friend);\r
428             CalcSimpleDamage(json.api_edam, enemy, enemyGuard);\r
429         }\r
430 \r
431         private void CalcSimpleDamage(dynamic json, Record[] friend, Record[] guard, int[] enemy, int[] enemyGuard)\r
432         {\r
433             CalcSimpleDamage(json.api_fdam, friend, guard);\r
434             CalcSimpleDamage(json.api_edam, enemy, enemyGuard);\r
435         }\r
436 \r
437         private void CalcSimpleDamage(dynamic rawDamage, Record[] friend, Record[] guard)\r
438         {\r
439             var damage = (int[])rawDamage;\r
440             for (var i = 0; i < friend.Length; i++)\r
441                 friend[i].ApplyDamage(damage[i + 1]);\r
442             for (var i = 0; i < guard.Length; i++)\r
443                 guard[i].ApplyDamage(damage[i + 6 + 1]);\r
444         }\r
445 \r
446         private void CalcSimpleDamage(dynamic rawDamage, Record[] friend)\r
447         {\r
448             var damage = (int[])rawDamage;\r
449             for (var i = 0; i < friend.Length; i++)\r
450                 friend[i].ApplyDamage(damage[i + 1]);\r
451         }\r
452 \r
453         private void CalcSimpleDamage(dynamic rawDamage, int[] enemy, int[] enemyGuard)\r
454         {\r
455             var damage = (int[])rawDamage;\r
456             for (var i = 0; i < enemy.Length; i++)\r
457                 enemy[i] -= damage[i + 1];\r
458             for (var i = 0; i < enemyGuard.Length; i++)\r
459                 enemyGuard[i] -= damage[i + 6 + 1];\r
460         }\r
461 \r
462         private void CalcSimpleDamage(dynamic rawDamage, int[] result)\r
463         {\r
464             var damage = (int[])rawDamage;\r
465             for (var i = 0; i < result.Length; i++)\r
466                 result[i] -= damage[i + 1];\r
467         }\r
468 \r
469         private void CalcHougekiDamage(dynamic hougeki, Record[] friend, int[] enemy)\r
470         {\r
471             var targets = ((dynamic[])hougeki.api_df_list).Skip(1).SelectMany(x => (int[])x);\r
472             var damages = ((dynamic[])hougeki.api_damage).Skip(1).SelectMany(x => (int[])x);\r
473             foreach (var hit in targets.Zip(damages, (t, d) => new {t, d}))\r
474             {\r
475                 if (hit.t == -1)\r
476                     continue;\r
477                 if (hit.t <= 6)\r
478                     friend[hit.t - 1].ApplyDamage(hit.d);\r
479                 else\r
480                     enemy[(hit.t - 1) % 6] -= hit.d;\r
481             }\r
482         }\r
483 \r
484         private void CalcCombinedHougekiDamage(dynamic hougeki, Record[] friend, Record[] guard,\r
485             int[] enemy, int[] enemyGuard)\r
486         {\r
487             var targets = ((dynamic[])hougeki.api_df_list).Skip(1).Select(x => (int[])x);\r
488             var damages = ((dynamic[])hougeki.api_damage).Skip(1).Select(x => (int[])x);\r
489             var eflags = ((int[])hougeki.api_at_eflag).Skip(1);\r
490             foreach (var turn in\r
491                 targets.Zip(damages, (t, d) => new {t, d}).\r
492                     Zip(eflags, (td, e) => new {e, td.t, td.d}))\r
493             {\r
494                 foreach (var hit in turn.t.Zip(turn.d, (t, d) => new {t, d}))\r
495                 {\r
496                     if (turn.e == 1)\r
497                     {\r
498                         if (hit.t <= 6)\r
499                             friend[hit.t - 1].ApplyDamage(hit.d);\r
500                         else\r
501                             guard[(hit.t - 1) % 6].ApplyDamage(hit.d);\r
502                     }\r
503                     else\r
504                     {\r
505                         if (hit.t <= 6)\r
506                             enemy[hit.t - 1] -= hit.d;\r
507                         else\r
508                             enemyGuard[(hit.t - 1) % 6] -= hit.d;\r
509                     }\r
510                 }\r
511             }\r
512         }\r
513 \r
514         public void InspectMapStart(dynamic json)\r
515         {\r
516             InspectMapNext(json);\r
517         }\r
518 \r
519         public void InspectMapNext(dynamic json)\r
520         {\r
521             _lastCell = (int)json.api_next == 0;\r
522         }\r
523 \r
524         public void InspectBattleResult(dynamic json)\r
525         {\r
526             BattleState = BattleState.Result;\r
527             ShowResult(!_lastCell);\r
528             CleanupResult();\r
529             SetEscapeShips(json);\r
530         }\r
531 \r
532         public void InspectPracticeResult(dynamic json)\r
533         {\r
534             BattleState = BattleState.Result;\r
535             ShowResult(false);\r
536             CleanupResult();\r
537         }\r
538 \r
539         private void ShowResult(bool warnDamagedShip = true)\r
540         {\r
541             if (_friend == null)\r
542                 return;\r
543             var ships = _guard.Length > 0\r
544                 ? _shipInfo.GetShipStatuses(0).Concat(_shipInfo.GetShipStatuses(1)).ToArray()\r
545                 : _shipInfo.GetShipStatuses(_fleet);\r
546             foreach (var entry in ships.Zip(_friend.Concat(_guard), (ship, now) => new {ship, now}))\r
547                 entry.now.UpdateShipStatus(entry.ship);\r
548             if (warnDamagedShip)\r
549                 _shipInfo.SetBadlyDamagedShips();\r
550             else\r
551                 _shipInfo.ClearBadlyDamagedShips();\r
552             SetEnemyResultStatus();\r
553         }\r
554 \r
555         private void SetEnemyResultStatus()\r
556         {\r
557             for (var i = 0; i < _enemyHp.Length; i++)\r
558             {\r
559                 EnemyResultStatus[i].MaxHp = _enemyStartHp[i];\r
560                 EnemyResultStatus[i].NowHp = _enemyHp[i];\r
561             }\r
562             for (var i = 0; i < _enemyGuardHp.Length; i++)\r
563             {\r
564                 EnemyResultStatus[i + 6].MaxHp = _enemyGuardStartHp[i];\r
565                 EnemyResultStatus[i + 6].NowHp = _enemyGuardHp[i];\r
566             }\r
567         }\r
568 \r
569         public void SetEscapeShips(dynamic json)\r
570         {\r
571             _escapingShips.Clear();\r
572             if (!json.api_escape_flag() || (int)json.api_escape_flag == 0)\r
573                 return;\r
574             var damaged = (int)json.api_escape.api_escape_idx[0] - 1;\r
575             _escapingShips.Add(_shipInfo.GetDeck(damaged / 6)[damaged % 6]);\r
576             var escort = (int)json.api_escape.api_tow_idx[0] - 1;\r
577             _escapingShips.Add(_shipInfo.GetDeck(escort / 6)[escort % 6]);\r
578         }\r
579 \r
580         public void CauseCombinedBattleEscape()\r
581         {\r
582             _shipInfo.SetEscapedShips(_escapingShips);\r
583             _shipInfo.SetBadlyDamagedShips();\r
584         }\r
585 \r
586         private class Record\r
587         {\r
588             private ShipStatus _status;\r
589             public int NowHp => _status.NowHp;\r
590             public bool Escaped => _status.Escaped;\r
591             public ShipStatus.Damage DamageLevel => _status.DamageLevel;\r
592             public int StartHp;\r
593 \r
594             public static Record[] Setup(ShipStatus[] ships) =>\r
595                 (from s in ships select new Record {_status = (ShipStatus)s.Clone(), StartHp = s.NowHp}).ToArray();\r
596 \r
597             public void ApplyDamage(int damage)\r
598             {\r
599                 if (_status.NowHp > damage)\r
600                 {\r
601                     _status.NowHp -= damage;\r
602                     return;\r
603                 }\r
604                 _status.NowHp = 0;\r
605                 foreach (var item in new[] {_status.SlotEx}.Concat(_status.Slot))\r
606                 {\r
607                     if (item.Spec.Id == 42)\r
608                     {\r
609                         _status.NowHp = (int)(_status.MaxHp * 0.2);\r
610                         ConsumeSlotItem(_status, 42);\r
611                         break;\r
612                     }\r
613                     if (item.Spec.Id == 43)\r
614                     {\r
615                         _status.NowHp = _status.MaxHp;\r
616                         ConsumeSlotItem(_status, 43);\r
617                         break;\r
618                     }\r
619                 }\r
620             }\r
621 \r
622             public void UpdateShipStatus(ShipStatus ship)\r
623             {\r
624                 ship.NowHp = NowHp;\r
625                 ship.Slot = _status.Slot;\r
626                 ship.SlotEx = _status.SlotEx;\r
627             }\r
628         }\r
629 \r
630         private BattleResultRank CalcLdAirBattleRank()\r
631         {\r
632             var combined = _friend.Concat(_guard).ToArray();\r
633             var friendNowShips = combined.Count(r => r.NowHp > 0);\r
634             var friendGauge = combined.Sum(r => r.StartHp - r.NowHp);\r
635             var friendSunk = combined.Count(r => r.NowHp == 0);\r
636             var friendGaugeRate = Floor((double)friendGauge / combined.Sum(r => r.StartHp) * 100);\r
637 \r
638             if (friendSunk == 0)\r
639             {\r
640                 if (friendGauge == 0)\r
641                     return BattleResultRank.P;\r
642                 if (friendGaugeRate < 10)\r
643                     return BattleResultRank.A;\r
644                 if (friendGaugeRate < 20)\r
645                     return BattleResultRank.B;\r
646                 if (friendGaugeRate < 50)\r
647                     return BattleResultRank.C;\r
648                 return BattleResultRank.D;\r
649             }\r
650             if (friendSunk < friendNowShips)\r
651                 return BattleResultRank.D;\r
652             return BattleResultRank.E;\r
653         }\r
654 \r
655         private BattleResultRank CalcResultRank()\r
656         {\r
657             var friend = _friend.Concat(_guard).ToArray();\r
658             var enemyHp = _enemyHp.Concat(_enemyGuardHp).ToArray();\r
659             var enemyStartHp = _enemyStartHp.Concat(_enemyGuardStartHp).ToArray();\r
660 \r
661             var friendCount = friend.Length;\r
662             var friendStartHpTotal = 0;\r
663             var friendNowHpTotal = 0;\r
664             var friendSunk = 0;\r
665             foreach (var ship in friend)\r
666             {\r
667                 if (ship.Escaped)\r
668                     continue;\r
669                 friendStartHpTotal += ship.StartHp;\r
670                 friendNowHpTotal += ship.NowHp;\r
671                 if (ship.NowHp == 0)\r
672                     friendSunk++;\r
673             }\r
674             var friendGaugeRate = (int)((double)(friendStartHpTotal - friendNowHpTotal) / friendStartHpTotal * 100);\r
675 \r
676             var enemyCount = enemyHp.Length;\r
677             var enemyStartHpTotal = enemyStartHp.Sum();\r
678             var enemyNowHpTotal = enemyHp.Sum();\r
679             var enemySunk = enemyHp.Count(hp => hp == 0);\r
680             var enemyGaugeRate = (int)((double)(enemyStartHpTotal - enemyNowHpTotal) / enemyStartHpTotal * 100);\r
681 \r
682             if (friendSunk == 0 && enemySunk == enemyCount)\r
683             {\r
684                 if (friendNowHpTotal >= friendStartHpTotal)\r
685                     return BattleResultRank.P;\r
686                 return BattleResultRank.S;\r
687             }\r
688             if (friendSunk == 0 && enemySunk >= (int)(enemyCount * 0.7) && enemyCount > 1)\r
689                 return BattleResultRank.A;\r
690             if (friendSunk < enemySunk && enemyHp[0] == 0)\r
691                 return BattleResultRank.B;\r
692             if (friendCount == 1 && friend[0].DamageLevel == ShipStatus.Damage.Badly)\r
693                 return BattleResultRank.D;\r
694             if (enemyGaugeRate > friendGaugeRate * 2.5)\r
695                 return BattleResultRank.B;\r
696             if (enemyGaugeRate > friendGaugeRate * 0.9)\r
697                 return BattleResultRank.C;\r
698             if (friendCount > 1 && friendCount - 1 == friendSunk)\r
699                 return BattleResultRank.E;\r
700             return BattleResultRank.D;\r
701         }\r
702     }\r
703 }