+ Id = -1;\r
+ }\r
+\r
+ public ItemStatus(int id)\r
+ {\r
+ Id = id;\r
+ }\r
+\r
+ public int[] CalcFighterPower(int slot)\r
+ {\r
+ if (!Spec.CanAirCombat || slot == 0)\r
+ return new[] {0, 0};\r
+ var unskilled = (Spec.AntiAir + FighterPowerLevelBonus) * Sqrt(slot);\r
+ return AlvBonus.Select(bonus => (int)(unskilled + bonus)).ToArray();\r
+ }\r
+\r
+ public int[] CalcFighterPowerInBase(int slot, bool airDefence)\r
+ {\r
+ if (!Spec.IsAircraft || slot == 0)\r
+ return new[] {0, 0};\r
+ var airDefenceBonus = airDefence ? Spec.AntiBomber * 2 + Spec.Interception : Spec.Interception * 1.5;\r
+ var unskilled = (Spec.AntiAir + airDefenceBonus + FighterPowerLevelBonus) * Sqrt(slot);\r
+ return AlvBonusInBase.Select(bonus => (int)(unskilled + bonus)).ToArray();\r
+ }\r
+\r
+ private readonly double[] _alvBonusMin =\r
+ {\r
+ Sqrt(0.0), Sqrt(1.0), Sqrt(2.5), Sqrt(4.0), Sqrt(5.5), Sqrt(7.0),\r
+ Sqrt(8.5), Sqrt(10.0)\r
+ };\r
+\r
+ private readonly double[] _alvBonusMax =\r
+ {\r
+ Sqrt(0.9), Sqrt(2.4), Sqrt(3.9), Sqrt(5.4), Sqrt(6.9), Sqrt(8.4),\r
+ Sqrt(9.9), Sqrt(12.0)\r
+ };\r
+\r
+ private int[] AlvTypeBonusTable\r
+ {\r
+ get\r
+ {\r
+ switch (Spec.Type)\r
+ {\r
+ case 6: // 艦戦\r
+ case 45: // 水戦\r
+ case 48: // 局地戦闘機\r
+ case 56: // 噴式戦闘機\r
+ return new[] {0, 0, 2, 5, 9, 14, 14, 22};\r
+ case 7: // 艦爆\r
+ case 8: // 艦攻\r
+ case 47: // 陸攻\r
+ case 57: // 噴式戦闘爆撃機\r
+ case 58: // 噴式攻撃機\r
+ return new[] {0, 0, 0, 0, 0, 0, 0, 0};\r
+ case 11: // 水爆\r
+ return new[] {0, 0, 1, 1, 1, 3, 3, 6};\r
+ default:\r
+ return null;\r
+ }\r
+ }\r
+ }\r
+\r
+ private double[] AlvBonus\r
+ {\r
+ get\r
+ {\r
+ var table = AlvTypeBonusTable;\r
+ if (table == null)\r
+ return new[] {0.0, 0.0};\r
+ return new[] {table[Alv] + _alvBonusMin[Alv], table[Alv] + _alvBonusMax[Alv]};\r
+ }\r
+ }\r
+\r
+ private double[] AlvBonusInBase\r
+ {\r
+ get\r
+ {\r
+ switch (Spec.Type)\r
+ {\r
+ case 9: // 艦偵\r
+ case 10: // 水偵\r
+ case 41: // 大艇\r
+ return new[] {_alvBonusMin[Alv], _alvBonusMax[Alv]};\r
+ default:\r
+ return AlvBonus;\r
+ }\r
+ }\r
+ }\r
+\r
+ private double FighterPowerLevelBonus\r
+ {\r
+ get\r
+ {\r
+ switch (Spec.Type)\r
+ {\r
+ case 6: // 艦戦\r
+ case 45: // 水戦\r
+ return 0.2 * Level;\r
+ case 7: // 改修可能なのは爆戦のみ\r
+ return 0.25 * Level;\r
+ }\r
+ return 0;\r
+ }\r
+ }\r
+\r
+ public double LoSLevelBonus\r
+ {\r
+ get\r
+ {\r
+ switch (Spec.Type)\r
+ {\r
+ case 10: // 水偵\r
+ return 1.2 * Sqrt(Level);\r
+ case 12: // 小型電探\r
+ case 13: // 大型電探\r
+ return 1.25 * Sqrt(Level);\r
+ default:\r
+ return 0;\r
+ }\r
+ }\r
+ }\r
+\r
+ public double FirePowerLevelBonus\r
+ {\r
+ get\r
+ {\r
+ switch (Spec.Type)\r
+ {\r
+ case 1: // 小口径\r
+ case 2: // 中口径\r
+ return Sqrt(Level);\r
+ case 3: // 大口径\r
+ return 1.5 * Sqrt(Level);\r
+ case 4: // 副砲\r
+ return Sqrt(Level);\r
+ case 14: // ソナー\r
+ case 15: // 爆雷\r
+ return 0.75 * Sqrt(Level);\r
+ case 19: // 徹甲弾\r
+ return Sqrt(Level);\r
+ default:\r
+ return 0;\r
+ }\r
+ }\r
+ }\r
+\r
+ public double TorpedoLevelBonus\r
+ {\r
+ get\r
+ {\r
+ if (Spec.Type == 5) // 魚雷\r
+ return 1.2 * Sqrt(Level);\r
+ if (Spec.Type == 21) // 機銃\r
+ return 1.2 * Sqrt(Level);\r
+ return 0;\r
+ }\r
+ }\r
+\r
+ public double AntiSubmarineLevelBonus\r
+ {\r
+ get\r
+ {\r
+ switch (Spec.Type)\r
+ {\r
+ case 14:\r
+ case 15:\r
+ return Sqrt(Level);\r
+ default:\r
+ return 0;\r
+ }\r
+ }\r
+ }\r
+\r
+ public double BomberLevelBonus => Spec.Type == 11 /* 水爆 */ ? 0.2 * Level : 0;\r
+\r
+ public double NightBattleLevelBonus\r
+ {\r
+ get\r
+ {\r
+ switch (Spec.Type)\r
+ {\r
+ case 1: // 小口径\r
+ case 2: // 中口径\r
+ case 3: // 大口径\r
+ return Sqrt(Level);\r
+ case 4: // 副砲\r
+ return Sqrt(Level);\r
+ case 5: // 魚雷\r
+ case 19: // 徹甲弾\r
+ case 29: // 探照灯\r
+ case 36: // 高射装置\r
+ case 42: // 大型探照灯\r
+ return Sqrt(Level);\r
+ default:\r
+ return 0;\r
+ }\r
+ }\r
+ }\r
+\r
+ public double EffectiveAntiAirForShip\r
+ {\r
+ get\r
+ {\r
+ switch (Spec.IconType)\r
+ {\r
+ case 15: // 機銃\r
+ return 6 * Spec.AntiAir + 4 * Sqrt(Level);\r
+ case 16: // 高角砲\r
+ return 4 * Spec.AntiAir + 3 * Sqrt(Level);\r
+ case 11: // 電探\r
+ return 3 * Spec.AntiAir;\r
+ case 30: // 高射装置\r
+ return 4 * Spec.AntiAir;\r
+ }\r
+ return 0;\r
+ }\r
+ }\r
+\r
+ public double EffectiveAntiAirForFleet\r
+ {\r
+ get\r
+ {\r
+ switch (Spec.IconType)\r
+ {\r
+ case 1:\r
+ case 2:\r
+ case 3: // 主砲\r
+ case 4: // 副砲\r
+ case 6: // 艦戦\r
+ case 7: // 艦爆\r
+ case 15: // 機銃\r
+ return 0.2 * Spec.AntiAir;\r
+ case 11: // 電探\r
+ return 0.4 * Spec.AntiAir + 1.5 * Sqrt(Level);\r
+ case 12: // 三式弾\r
+ return 0.6 * Spec.AntiAir;\r
+ case 16: // 高角砲\r
+ return 0.35 * Spec.AntiAir + 3 * Sqrt(Level);\r
+ case 30: // 高射装置\r
+ return 0.35 * Spec.AntiAir;\r
+ default:\r
+ if (Spec.Type == 10) // 水偵\r
+ return 0.2 * Spec.AntiAir;\r
+ break;\r
+ }\r
+ return 0;\r
+ }\r