-// Copyright (C) 2014 Kazuhiro Fujieda <fujieda@users.sourceforge.jp>\r
+// Copyright (C) 2014, 2015 Kazuhiro Fujieda <fujieda@users.osdn.me>\r
// \r
-// This program is part of KancolleSniffer.\r
+// Licensed under the Apache License, Version 2.0 (the "License");\r
+// you may not use this file except in compliance with the License.\r
+// You may obtain a copy of the License at\r
//\r
-// KancolleSniffer is free software: you can redistribute it and/or modify\r
-// it under the terms of the GNU General Public License as published by\r
-// the Free Software Foundation, either version 3 of the License, or\r
-// (at your option) any later version.\r
+// http://www.apache.org/licenses/LICENSE-2.0\r
//\r
-// This program is distributed in the hope that it will be useful,\r
-// but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
-// GNU General Public License for more details.\r
-//\r
-// You should have received a copy of the GNU General Public License\r
-// along with this program; if not, see <http://www.gnu.org/licenses/>.\r
+// Unless required by applicable law or agreed to in writing, software\r
+// distributed under the License is distributed on an "AS IS" BASIS,\r
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\r
+// See the License for the specific language governing permissions and\r
+// limitations under the License.\r
\r
-using System;\r
+using System.Collections.Generic;\r
using System.Linq;\r
+using static System.Math;\r
\r
namespace KancolleSniffer\r
{\r
+ public enum BattleResultRank\r
+ {\r
+ P,\r
+ S,\r
+ A,\r
+ B,\r
+ C,\r
+ D,\r
+ E,\r
+ }\r
+\r
+ public enum BattleState\r
+ {\r
+ None,\r
+ Day,\r
+ Night,\r
+ Result\r
+ }\r
+\r
public class BattleInfo\r
{\r
- private readonly ShipMaster _shipMaster;\r
private readonly ShipInfo _shipInfo;\r
private readonly ItemInfo _itemInfo;\r
- public bool InBattle { get; set; }\r
+ private int _fleet;\r
+ private Record[] _friend;\r
+ private Record[] _guard;\r
+ private int[] _enemyHp;\r
+ private int[] _enemyGuardHp;\r
+ private int[] _enemyStartHp;\r
+ private int[] _enemyGuardStartHp;\r
+ private readonly List<int> _escapingShips = new List<int>();\r
+ private int _flagshipRecoveryType;\r
+\r
+ public BattleState BattleState { get; set; }\r
public string Formation { get; private set; }\r
- public int DelayInFormation { get; private set; }\r
- public int EnemyAirSuperiority { get; private set; }\r
- public int DelayInAirSuperiority { get; private set; }\r
- public bool HasDamagedShip { get; set; }\r
- public string[] DamagedShipNames { get; private set; }\r
-\r
- private struct Delay\r
- {\r
- public const int Basic = 4100;\r
- public const int Formation = 1100;\r
- public const int Tau = 200;\r
- public const int SearchAirSuccess = 5700;\r
- public const int SearchAirFailure = 4900;\r
- public const int SearchSuccess = 5400;\r
- public const int Submarine = 2500;\r
- public const int Emergence = 2000;\r
- public const int AirFight = 8700;\r
- public const int AirFightBoth = 2700;\r
- public const int Support = 9800;\r
- public const int OpeningAttack = 3500;\r
- public const int Cutin = 4500;\r
- }\r
-\r
- public BattleInfo(ShipMaster shipMaster, ShipInfo shipInfo, ItemInfo itemInfo)\r
- {\r
- _shipMaster = shipMaster;\r
+ public string EnemyFighterPower { get; private set; }\r
+ public int AirControlLevel { get; private set; }\r
+ public BattleResultRank ResultRank { get; private set; }\r
+ public ShipStatus[] EnemyResultStatus { get; private set; }\r
+ public List<AirBattleResult> AirBattleResults { get; } = new List<AirBattleResult>();\r
+\r
+\r
+ public BattleInfo(ShipInfo shipInfo, ItemInfo itemInfo)\r
+ {\r
_shipInfo = shipInfo;\r
_itemInfo = itemInfo;\r
}\r
\r
- public void InspectBattle(dynamic json)\r
+ public void InspectBattle(dynamic json, string url)\r
{\r
- InBattle = true;\r
Formation = FormationName(json);\r
- EnemyAirSuperiority = CalcEnemyAirSuperiority(json);\r
- SetDelay(json);\r
- CauseDamage(json);\r
+ EnemyFighterPower = CalcEnemyFighterPower(json);\r
+ AirControlLevel = CheckAirControlLevel(json);\r
+ ShowResult(false); // 昼戦の結果を夜戦のときに表示する\r
+ SetupResult(json);\r
+ if (IsNightBattle(json))\r
+ {\r
+ BattleState = BattleState.Night;\r
+ CalcHougekiDamage(json.api_hougeki,\r
+ _guard.Length > 0 ? _guard : _friend,\r
+ json.api_active_deck() && json.api_active_deck[1] != 1 ? _enemyGuardHp : _enemyHp);\r
+ }\r
+ else\r
+ {\r
+ BattleState = BattleState.Day;\r
+ CalcDamage(json, url.EndsWith("battle_water"));\r
+ }\r
+ ClearEnemyOverKill();\r
+ ResultRank = url.EndsWith("ld_airbattle") ? CalcLdAirBattleRank() : CalcResultRank();\r
+ }\r
+\r
+ private void ClearEnemyOverKill()\r
+ {\r
+ _enemyHp = _enemyHp.Select(hp => hp < 0 ? 0 : hp).ToArray();\r
+ _enemyGuardHp = _enemyGuardHp.Select(hp => hp < 0 ? 0 : hp).ToArray();\r
+ }\r
+\r
+ public void InspectMapNext(string request)\r
+ {\r
+ var type = HttpUtility.ParseQueryString(request)["api_recovery_type"];\r
+ if (type == null)\r
+ return;\r
+ _flagshipRecoveryType = int.Parse(type);\r
+ }\r
+\r
+ private bool IsNightBattle(dynamic json) => json.api_hougeki();\r
+\r
+ public static int DeckId(dynamic json)\r
+ {\r
+ if (json.api_dock_id()) // 昼戦はtypoしている\r
+ return (int)json.api_dock_id - 1;\r
+ 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
+ return int.Parse(json.api_deck_id) - 1;\r
+ return (int)json.api_deck_id - 1;\r
}\r
\r
private string FormationName(dynamic json)\r
return "";\r
}\r
\r
- private void SetDelay(dynamic json)\r
+ private void SetupResult(dynamic json)\r
{\r
- // 敵出現まで\r
- var delay = Delay.Basic;\r
- if (json.api_hougeki()) // 夜戦\r
+ if (_friend != null)\r
+ return;\r
+ var nowhps = (int[])json.api_nowhps;\r
+ _fleet = DeckId(json);\r
+ var fstats = _shipInfo.GetShipStatuses(_fleet);\r
+ FlagshipRecovery(fstats[0]);\r
+ _friend = Record.Setup(fstats);\r
+ _enemyHp = nowhps.Skip(7).ToArray();\r
+ _enemyStartHp = (int[])_enemyHp.Clone();\r
+ EnemyResultStatus =\r
+ (from id in\r
+ json.api_ship_ke_combined()\r
+ ? ((int[])json.api_ship_ke).Skip(1).Concat(((int[])json.api_ship_ke_combined).Skip(1))\r
+ : ((int[])json.api_ship_ke).Skip(1)\r
+ select new ShipStatus {Id = id, Spec = _shipInfo.GetSpec(id)}).ToArray();\r
+ _guard = new Record[0];\r
+ _enemyGuardHp = new int[0];\r
+ _enemyGuardStartHp = new int[0];\r
+ if (!json.api_nowhps_combined())\r
+ return;\r
+ var combined = (int[])json.api_nowhps_combined;\r
+ if (combined[1] != -1) // 味方が連合艦隊\r
+ _guard = Record.Setup(_shipInfo.GetShipStatuses(1));\r
+ if (combined.Length > 7) // 敵が連合艦隊\r
+ {\r
+ _enemyGuardHp =\r
+ ((int[])json.api_nowhps_combined).\r
+ Skip(7).ToArray();\r
+ _enemyGuardStartHp = (int[])_enemyGuardHp.Clone();\r
+ }\r
+ }\r
+\r
+ private void FlagshipRecovery(ShipStatus flagship)\r
+ {\r
+ switch (_flagshipRecoveryType)\r
{\r
- DelayInAirSuperiority = DelayInFormation = delay;\r
+ case 0:\r
+ return;\r
+ case 1:\r
+ flagship.NowHp = flagship.MaxHp / 2;\r
+ ConsumeSlotItem(flagship, 42); // ダメコン\r
+ break;\r
+ case 2:\r
+ flagship.NowHp = flagship.MaxHp;\r
+ ConsumeSlotItem(flagship, 43); // 女神\r
+ break;\r
+ }\r
+ if (_flagshipRecoveryType != 0)\r
+ _shipInfo.SetBadlyDamagedShips();\r
+ _flagshipRecoveryType = 0;\r
+ }\r
+\r
+ private static void ConsumeSlotItem(ShipStatus ship, int id)\r
+ {\r
+ if (ship.SlotEx.Spec.Id == id)\r
+ {\r
+ ship.SlotEx = new ItemStatus();\r
return;\r
}\r
- var subm = (SubmarineFlags)CheckSubmarine(json);\r
- bool success;\r
- delay += SearchDelay(json, out success) + subm.AddtionalDelay;\r
- DelayInAirSuperiority = delay + (success ? 0 : Delay.Emergence); // 失敗すると出現が遅れる\r
- // 敵艦隊発見以降\r
- delay += Delay.Emergence + Delay.Formation + SupportDelay(json) + CutinDelay(json);\r
- if ((int)json.api_formation[2] >= 3)\r
- delay += Delay.Tau;\r
- if (!subm.PreventAirFight)\r
- delay += AirFightDelay(json);\r
- if (!subm.PreventOpeningAttack)\r
- delay += OpeningAttackDelay(json);\r
- DelayInFormation = delay;\r
- }\r
-\r
- private int SearchDelay(dynamic json, out bool success)\r
- {\r
- success = false;\r
- switch ((int)json.api_search[0])\r
+ for (var i = 0; i < ship.Slot.Length; i++)\r
{\r
- case 1: // 索敵機による索敵成功\r
- case 2: // 索敵機未帰還あり\r
- success = true;\r
- return Delay.SearchAirSuccess;\r
- case 3: // 索敵機未帰還\r
- case 4: // 索敵機による索敵失敗\r
- return Delay.SearchAirFailure;\r
- case 5: // 索敵力による索敵成功\r
- success = true;\r
- return Delay.SearchSuccess;\r
+ if (ship.Slot[i].Spec.Id == id)\r
+ {\r
+ ship.Slot[i] = new ItemStatus();\r
+ break;\r
+ }\r
}\r
- return 0;\r
}\r
\r
- private int OpeningAttackDelay(dynamic json)\r
+ public void CleanupResult()\r
{\r
- return json.api_opening_flag == 1 ? Delay.OpeningAttack : 0;\r
+ _friend = null;\r
}\r
\r
- private class SubmarineFlags\r
+ private int CheckAirControlLevel(dynamic json)\r
{\r
- public bool[] Friend;\r
- public bool[] Enemy;\r
+ if (!json.api_kouku())\r
+ return -1;\r
+ var stage1 = json.api_kouku.api_stage1;\r
+ if (stage1 == null)\r
+ return -1;\r
+ if (stage1.api_f_count == 0 && stage1.api_e_count == 0)\r
+ return -1;\r
+ return (int)stage1.api_disp_seiku;\r
+ }\r
\r
- public int AddtionalDelay\r
+ private string CalcEnemyFighterPower(dynamic json)\r
+ {\r
+ var missing = "";\r
+ var maxEq = ((int[])json.api_ship_ke).Skip(1).SelectMany(id =>\r
+ {\r
+ var r = _shipInfo.GetSpec(id).MaxEq;\r
+ if (r != null)\r
+ return r;\r
+ missing = "+";\r
+ return new int[5];\r
+ }).ToArray();\r
+ var equips = ((int[][])json.api_eSlot).SelectMany(x => x);\r
+ return (from slot in equips.Zip(maxEq, (id, max) => new {id, max})\r
+ let spec = _itemInfo.GetSpecByItemId(slot.id)\r
+ where spec.CanAirCombat\r
+ select (int)Floor(spec.AntiAir * Sqrt(slot.max))).DefaultIfEmpty().Sum() + missing;\r
+ }\r
+\r
+ private void CalcDamage(dynamic json, bool surfaceFleet = false)\r
+ {\r
+ AirBattleResults.Clear();\r
+ var fc = _guard.Length > 0;\r
+ var ec = _enemyGuardHp.Length > 0;\r
+ var both = fc && ec;\r
+ if (json.api_air_base_injection())\r
+ {\r
+ AddAirBattleResult(json.api_air_base_injection, "AB噴式");\r
+ CalcKoukuDamage(json.api_air_base_injection);\r
+ }\r
+ if (json.api_injection_kouku())\r
+ {\r
+ AddAirBattleResult(json.api_injection_kouku, "噴式");\r
+ CalcKoukuDamage(json.api_injection_kouku);\r
+ }\r
+ if (json.api_air_base_attack())\r
+ CalcAirBaseAttackDamage(json.api_air_base_attack);\r
+ if (json.api_kouku())\r
+ {\r
+ AddAirBattleResult(json.api_kouku, "航空戦");\r
+ CalcKoukuDamage(json.api_kouku);\r
+ }\r
+ if (json.api_kouku2()) // 航空戦2回目\r
+ {\r
+ AddAirBattleResult(json.api_kouku2, "航空戦2");\r
+ CalcKoukuDamage(json.api_kouku2);\r
+ }\r
+ if (!json.api_opening_atack()) // 航空戦のみ\r
+ return;\r
+ if (json.api_support_info() && json.api_support_info != null)\r
+ CalcSupportDamage(json.api_support_info);\r
+ if (json.api_opening_taisen() && json.api_opening_taisen != null)\r
+ {\r
+ if (json.api_opening_taisen.api_at_eflag())\r
+ {\r
+ CalcCombinedHougekiDamage(json.api_opening_taisen, _friend, _guard, _enemyHp, _enemyGuardHp);\r
+ }\r
+ else\r
+ {\r
+ CalcHougekiDamage(json.api_opening_taisen,\r
+ fc ? _guard : _friend, // 先制対潜攻撃の対象は護衛\r
+ _enemyHp);\r
+ }\r
+ }\r
+ if (json.api_opening_atack != null)\r
+ {\r
+ if (both)\r
+ {\r
+ CalcSimpleDamage(json.api_opening_atack, _friend, _guard, _enemyHp, _enemyGuardHp);\r
+ }\r
+ else\r
+ {\r
+ CalcSimpleDamage(json.api_opening_atack,\r
+ fc ? _guard : _friend, // 雷撃の対象は護衛\r
+ _enemyHp, _enemyGuardHp);\r
+ }\r
+ }\r
+ if (json.api_hougeki1() && json.api_hougeki1 != null)\r
+ {\r
+ if (json.api_hougeki1.api_at_eflag())\r
+ {\r
+ CalcCombinedHougekiDamage(json.api_hougeki1, _friend, _guard, _enemyHp, _enemyGuardHp);\r
+ }\r
+ else\r
+ {\r
+ CalcHougekiDamage(json.api_hougeki1,\r
+ fc && !surfaceFleet ? _guard : _friend, // 空母機動部隊は一巡目が護衛\r
+ ec ? _enemyGuardHp : _enemyHp); // 敵連合艦隊は一巡目が護衛\r
+ }\r
+ }\r
+ if (json.api_hougeki2() && json.api_hougeki2 != null)\r
+ {\r
+ if (json.api_hougeki2.api_at_eflag())\r
+ {\r
+ CalcCombinedHougekiDamage(json.api_hougeki2, _friend, _guard, _enemyHp, _enemyGuardHp);\r
+ }\r
+ else\r
+ {\r
+ CalcHougekiDamage(json.api_hougeki2, _friend, _enemyHp);\r
+ }\r
+ }\r
+ if (json.api_hougeki3() && json.api_hougeki3 != null)\r
+ {\r
+ if (json.api_hougeki3.api_at_eflag())\r
+ {\r
+ CalcCombinedHougekiDamage(json.api_hougeki3, _friend, _guard, _enemyHp, _enemyGuardHp);\r
+ }\r
+ else\r
+ {\r
+ CalcHougekiDamage(json.api_hougeki3,\r
+ fc && surfaceFleet ? _guard : _friend, // 水上打撃部隊は三順目が護衛\r
+ _enemyHp);\r
+ }\r
+ }\r
+ if (json.api_raigeki() && json.api_raigeki != null)\r
{\r
- get { return Friend.Any(x => x) || Enemy.Any(x => x) ? Delay.Submarine : 0; }\r
- // どちらかに潜水艦 \r
+ if (both)\r
+ {\r
+ CalcSimpleDamage(json.api_raigeki, _friend, _guard, _enemyHp, _enemyGuardHp);\r
+ }\r
+ else\r
+ {\r
+ CalcSimpleDamage(json.api_raigeki,\r
+ fc ? _guard : _friend, // 雷撃の対象は護衛\r
+ _enemyHp, _enemyGuardHp);\r
+ }\r
}\r
+ }\r
\r
- public bool PreventAirFight\r
+ private void CalcSupportDamage(dynamic json)\r
+ {\r
+ if (json.api_support_hourai != null)\r
{\r
- get { return Friend.All(x => x) || Enemy.All(x => x); } // 一方がすべて潜水艦\r
+ CalcSimpleDamage(json.api_support_hourai.api_damage, _enemyHp, _enemyGuardHp);\r
}\r
+ else if (json.api_support_airatack != null)\r
+ {\r
+ CalcSimpleDamage(json.api_support_airatack.api_stage3.api_edam, _enemyHp, _enemyGuardHp);\r
+ }\r
+ }\r
\r
- public bool PreventOpeningAttack\r
+ private void CalcAirBaseAttackDamage(dynamic json)\r
+ {\r
+ var i = 1;\r
+ foreach (var entry in json)\r
{\r
- get { return Friend.All(x => x) && Enemy.All(x => x); } // 双方すべて潜水艦\r
+ AddAirBattleResult(entry, "基地" + i++);\r
+ CalcKoukuDamage(entry);\r
}\r
}\r
\r
- private SubmarineFlags CheckSubmarine(dynamic json)\r
+ private void AddAirBattleResult(dynamic json, string phaseName)\r
{\r
- return new SubmarineFlags\r
+ var stage1 = json.api_stage1;\r
+ if (stage1 == null || (stage1.api_f_count == 0 && stage1.api_e_count == 0))\r
+ return;\r
+ AirBattleResults.Add(new AirBattleResult\r
{\r
- Friend = (from status in _shipInfo.GetShipStatuses((int)json.api_dock_id - 1)\r
- select _shipMaster[status.ShipId].IsSubmarine).ToArray(),\r
- Enemy = (from id in (int[])json.api_ship_ke where id != -1 select _shipMaster[id].IsSubmarine).ToArray()\r
- };\r
+ PhaseName = phaseName,\r
+ AirControlLevel = json.api_stage1.api_disp_seiku() ? (int)json.api_stage1.api_disp_seiku : 0,\r
+ Stage1 = new AirBattleResult.StageResult\r
+ {\r
+ FriendCount = (int)json.api_stage1.api_f_count,\r
+ FriendLost = (int)json.api_stage1.api_f_lostcount,\r
+ EnemyCount = (int)json.api_stage1.api_e_count,\r
+ EnemyLost = (int)json.api_stage1.api_e_lostcount\r
+ },\r
+ Stage2 = json.api_stage2 == null\r
+ ? new AirBattleResult.StageResult\r
+ {\r
+ FriendCount = 0,\r
+ FriendLost = 0,\r
+ EnemyCount = 0,\r
+ EnemyLost = 0\r
+ }\r
+ : new AirBattleResult.StageResult\r
+ {\r
+ FriendCount = (int)json.api_stage2.api_f_count,\r
+ FriendLost = (int)json.api_stage2.api_f_lostcount,\r
+ EnemyCount = (int)json.api_stage2.api_e_count,\r
+ EnemyLost = (int)json.api_stage2.api_e_lostcount\r
+ }\r
+ });\r
+ }\r
+\r
+ private void CalcKoukuDamage(dynamic json)\r
+ {\r
+ if (!json.api_stage3() || json.api_stage3 == null)\r
+ return;\r
+ CalcSimpleDamage(json.api_stage3, _friend, _enemyHp);\r
+ if (json.api_stage3_combined())\r
+ CalcSimpleDamage(json.api_stage3_combined, _guard, _enemyGuardHp);\r
+ }\r
+\r
+ private void CalcSimpleDamage(dynamic json, Record[] friend, int[] enemy)\r
+ {\r
+ if (json.api_fdam())\r
+ CalcSimpleDamage(json.api_fdam, friend);\r
+ if (json.api_edam())\r
+ CalcSimpleDamage(json.api_edam, enemy);\r
+ }\r
+\r
+ private void CalcSimpleDamage(dynamic json, Record[] friend, int[] enemy, int[] enemyGuard)\r
+ {\r
+ CalcSimpleDamage(json.api_fdam, friend);\r
+ CalcSimpleDamage(json.api_edam, enemy, enemyGuard);\r
}\r
\r
- private int AirFightDelay(dynamic json)\r
+ private void CalcSimpleDamage(dynamic json, Record[] friend, Record[] guard, int[] enemy, int[] enemyGuard)\r
{\r
- // 僚艦が偵察機だけだと航空戦に参加しないので、\r
- // 艦載機の配備ではなく遭遇戦の状況を調べる。\r
- var f = json.api_kouku.api_stage1.api_f_count > 0;\r
- var e = json.api_kouku.api_stage1.api_e_count > 0;\r
- var result = 0;\r
- if (f || e) // 艦載機発艦\r
- result += Delay.AirFight;\r
- if (f && e) // 双方とも\r
- result += Delay.AirFightBoth;\r
- return result;\r
+ CalcSimpleDamage(json.api_fdam, friend, guard);\r
+ CalcSimpleDamage(json.api_edam, enemy, enemyGuard);\r
}\r
\r
- private int SupportDelay(dynamic json)\r
+ private void CalcSimpleDamage(dynamic rawDamage, Record[] friend, Record[] guard)\r
{\r
- return json.api_support_flag() && json.api_support_flag == 1 ? Delay.Support : 0;\r
+ var damage = (int[])rawDamage;\r
+ for (var i = 0; i < friend.Length; i++)\r
+ friend[i].ApplyDamage(damage[i + 1]);\r
+ for (var i = 0; i < guard.Length; i++)\r
+ guard[i].ApplyDamage(damage[i + 6 + 1]);\r
+ }\r
+\r
+ private void CalcSimpleDamage(dynamic rawDamage, Record[] friend)\r
+ {\r
+ var damage = (int[])rawDamage;\r
+ for (var i = 0; i < friend.Length; i++)\r
+ friend[i].ApplyDamage(damage[i + 1]);\r
+ }\r
+\r
+ private void CalcSimpleDamage(dynamic rawDamage, int[] enemy, int[] enemyGuard)\r
+ {\r
+ var damage = (int[])rawDamage;\r
+ for (var i = 0; i < enemy.Length; i++)\r
+ enemy[i] -= damage[i + 1];\r
+ for (var i = 0; i < enemyGuard.Length; i++)\r
+ enemyGuard[i] -= damage[i + 6 + 1];\r
}\r
\r
- private int CutinDelay(dynamic json)\r
+ private void CalcSimpleDamage(dynamic rawDamage, int[] result)\r
{\r
- var cutin = 0;\r
- var maxHps = (int[])json.api_nowhps;\r
- var nowHps = (int[])json.api_nowhps;\r
- var planeFrom = (int[][])json.api_kouku.api_plane_from;\r
- if ((planeFrom[0][0] != -1 || planeFrom[1][0] != -1) && // どちらかに艦載機あり\r
- json.api_kouku.api_stage3 != null) // 敵艦載機が全滅しているとnull\r
+ var damage = (int[])rawDamage;\r
+ for (var i = 0; i < result.Length; i++)\r
+ result[i] -= damage[i + 1];\r
+ }\r
+\r
+ private void CalcHougekiDamage(dynamic hougeki, Record[] friend, int[] enemy)\r
+ {\r
+ var targets = ((dynamic[])hougeki.api_df_list).Skip(1).SelectMany(x => (int[])x);\r
+ var damages = ((dynamic[])hougeki.api_damage).Skip(1).SelectMany(x => (int[])x);\r
+ foreach (var hit in targets.Zip(damages, (t, d) => new {t, d}))\r
{\r
- // 航空戦による中破大破の判定\r
- var damages = (int[])json.api_kouku.api_stage3.api_fdam;\r
- var newHps = nowHps.Zip(damages, (hp, dmg) => hp - dmg).ToArray();\r
- if (IsCutinShown(nowHps, newHps, maxHps))\r
- cutin++;\r
- nowHps = newHps;\r
+ if (hit.t == -1)\r
+ continue;\r
+ if (hit.t <= 6)\r
+ friend[hit.t - 1].ApplyDamage(hit.d);\r
+ else\r
+ enemy[(hit.t - 1) % 6] -= hit.d;\r
}\r
- if ((int)json.api_opening_flag != 0)\r
+ }\r
+\r
+ private void CalcCombinedHougekiDamage(dynamic hougeki, Record[] friend, Record[] guard,\r
+ int[] enemy, int[] enemyGuard)\r
+ {\r
+ var targets = ((dynamic[])hougeki.api_df_list).Skip(1).Select(x => (int[])x);\r
+ var damages = ((dynamic[])hougeki.api_damage).Skip(1).Select(x => (int[])x);\r
+ var eflags = ((int[])hougeki.api_at_eflag).Skip(1);\r
+ foreach (var turn in\r
+ targets.Zip(damages, (t, d) => new {t, d}).\r
+ Zip(eflags, (td, e) => new {e, td.t, td.d}))\r
{\r
- // 開幕雷撃による中破大破の判定\r
- var damages = (int[])json.api_opening_atack.api_fdam;\r
- var newHps = nowHps.Zip(damages, (hp, dmg) => hp - dmg).ToArray();\r
- if (IsCutinShown(nowHps, newHps, maxHps))\r
- cutin++;\r
+ foreach (var hit in turn.t.Zip(turn.d, (t, d) => new {t, d}))\r
+ {\r
+ if (turn.e == 1)\r
+ {\r
+ if (hit.t <= 6)\r
+ friend[hit.t - 1].ApplyDamage(hit.d);\r
+ else\r
+ guard[(hit.t - 1) % 6].ApplyDamage(hit.d);\r
+ }\r
+ else\r
+ {\r
+ if (hit.t <= 6)\r
+ enemy[hit.t - 1] -= hit.d;\r
+ else\r
+ enemyGuard[(hit.t - 1) % 6] -= hit.d;\r
+ }\r
+ }\r
}\r
- return Delay.Cutin * cutin;\r
}\r
\r
- private bool IsCutinShown(int[] nowHps, int[] newHps, int[] maxHps)\r
+ public void InspectBattleResult(dynamic json)\r
{\r
- for (var i = 1; i < ShipInfo.MemberCount + 1; i++)\r
+ BattleState = BattleState.Result;\r
+ ShowResult();\r
+ CleanupResult();\r
+ SetEscapeShips(json);\r
+ }\r
+\r
+ public void InspectPracticeResult(dynamic json)\r
+ {\r
+ BattleState = BattleState.Result;\r
+ ShowResult(false);\r
+ CleanupResult();\r
+ }\r
+\r
+ private void ShowResult(bool warnDamagedShip = true)\r
+ {\r
+ if (_friend == null)\r
+ return;\r
+ var ships = _guard.Length > 0\r
+ ? _shipInfo.GetShipStatuses(0).Concat(_shipInfo.GetShipStatuses(1)).ToArray()\r
+ : _shipInfo.GetShipStatuses(_fleet);\r
+ foreach (var entry in ships.Zip(_friend.Concat(_guard), (ship, now) => new {ship, now}))\r
+ entry.now.UpdateShipStatus(entry.ship);\r
+ if (warnDamagedShip)\r
+ _shipInfo.SetBadlyDamagedShips();\r
+ else\r
+ _shipInfo.ClearBadlyDamagedShips();\r
+ SetEnemyResultStatus();\r
+ }\r
+\r
+ private void SetEnemyResultStatus()\r
+ {\r
+ for (var i = 0; i < 6; i++)\r
+ {\r
+ EnemyResultStatus[i].MaxHp = _enemyStartHp[i];\r
+ EnemyResultStatus[i].NowHp = _enemyHp[i];\r
+ }\r
+ for (var i = 6; i < EnemyResultStatus.Length; i++)\r
{\r
- if (ShipStatus.CalcDamage(nowHps[i], maxHps[i]) <= ShipStatus.Damage.Small &&\r
- ShipStatus.CalcDamage(newHps[i], maxHps[i]) >= ShipStatus.Damage.Half)\r
- return true;\r
+ EnemyResultStatus[i].MaxHp = _enemyGuardStartHp[i - 6];\r
+ EnemyResultStatus[i].NowHp = _enemyGuardHp[i - 6];\r
}\r
- return false;\r
}\r
\r
- private int CalcEnemyAirSuperiority(dynamic json)\r
+ public void SetEscapeShips(dynamic json)\r
{\r
- var maxEq = ((int[])json.api_ship_ke).Skip(1).SelectMany(id => _shipMaster[id].MaxEq);\r
- var equips = ((int[][])json.api_eSlot).SelectMany(x => x);\r
- return (from slot in equips.Zip(maxEq, (id, max) => new {id, max})\r
- select (int)Math.Floor(_itemInfo.GetSpecByItemId(slot.id).TyKu * Math.Sqrt(slot.max))).Sum();\r
+ _escapingShips.Clear();\r
+ if (!json.api_escape_flag() || (int)json.api_escape_flag == 0)\r
+ return;\r
+ var damaged = (int)json.api_escape.api_escape_idx[0] - 1;\r
+ _escapingShips.Add(_shipInfo.GetDeck(damaged / 6)[damaged % 6]);\r
+ var escort = (int)json.api_escape.api_tow_idx[0] - 1;\r
+ _escapingShips.Add(_shipInfo.GetDeck(escort / 6)[escort % 6]);\r
}\r
\r
- private void CauseDamage(dynamic json)\r
+ public void CauseCombinedBattleEscape()\r
{\r
- bool midnight = json.api_hougeki();\r
- var ships = _shipInfo.GetShipStatuses((int)(midnight ? json.api_deck_id : json.api_dock_id) - 1); // 昼戦はtypoしている\r
- if (midnight)\r
+ _shipInfo.SetEscapedShips(_escapingShips);\r
+ _shipInfo.SetBadlyDamagedShips();\r
+ }\r
+\r
+ private class Record\r
+ {\r
+ private ShipStatus _status;\r
+ public int NowHp => _status.NowHp;\r
+ public bool Escaped => _status.Escaped;\r
+ public ShipStatus.Damage DamageLevel => _status.DamageLevel;\r
+ public int StartHp;\r
+\r
+ public static Record[] Setup(ShipStatus[] ships) =>\r
+ (from s in ships select new Record {_status = (ShipStatus)s.Clone(), StartHp = s.NowHp}).ToArray();\r
+\r
+ public void ApplyDamage(int damage)\r
{\r
- CauseHougekiDamage(ships, json.api_hougeki);\r
+ if (_status.NowHp > damage)\r
+ {\r
+ _status.NowHp -= damage;\r
+ return;\r
+ }\r
+ _status.NowHp = 0;\r
+ foreach (var item in new[] {_status.SlotEx}.Concat(_status.Slot))\r
+ {\r
+ if (item.Spec.Id == 42)\r
+ {\r
+ _status.NowHp = (int)(_status.MaxHp * 0.2);\r
+ ConsumeSlotItem(_status, 42);\r
+ break;\r
+ }\r
+ if (item.Spec.Id == 43)\r
+ {\r
+ _status.NowHp = _status.MaxHp;\r
+ ConsumeSlotItem(_status, 43);\r
+ break;\r
+ }\r
+ }\r
}\r
- else // 昼戦\r
+\r
+ public void UpdateShipStatus(ShipStatus ship)\r
{\r
- ships = _shipInfo.GetShipStatuses((int)json.api_dock_id - 1);\r
- if (json.api_kouku.api_stage3 != null)\r
- CauseSimpleDamage(ships, json.api_kouku.api_stage3.api_fdam);\r
- if (json.api_opening_atack != null)\r
- CauseSimpleDamage(ships, json.api_opening_atack.api_fdam);\r
- if (json.api_hougeki1 != null)\r
- CauseHougekiDamage(ships, json.api_hougeki1);\r
- if (json.api_hougeki2 != null)\r
- CauseHougekiDamage(ships, json.api_hougeki2);\r
- if (json.api_raigeki != null)\r
- CauseSimpleDamage(ships, json.api_raigeki.api_fdam);\r
+ ship.NowHp = NowHp;\r
+ ship.Slot = _status.Slot;\r
+ ship.SlotEx = _status.SlotEx;\r
}\r
- DamagedShipNames =\r
- (from ship in ships where ship.DamageLevel == ShipStatus.Damage.Badly select ship.Name).ToArray();\r
- HasDamagedShip = DamagedShipNames.Any();\r
}\r
\r
- private void CauseSimpleDamage(ShipStatus[] ships, dynamic rawDamage)\r
+ private BattleResultRank CalcLdAirBattleRank()\r
{\r
- var damage = (int[])rawDamage;\r
- for (var i = 0; i < ships.Length; i++)\r
- ships[i].NowHp -= damage[i + 1];\r
+ var combined = _friend.Concat(_guard).ToArray();\r
+ var friendNowShips = combined.Count(r => r.NowHp > 0);\r
+ var friendGauge = combined.Sum(r => r.StartHp - r.NowHp);\r
+ var friendSunk = combined.Count(r => r.NowHp == 0);\r
+ var friendGaugeRate = Floor((double)friendGauge / combined.Sum(r => r.StartHp) * 100);\r
+\r
+ if (friendSunk == 0)\r
+ {\r
+ if (friendGauge == 0)\r
+ return BattleResultRank.P;\r
+ if (friendGaugeRate < 10)\r
+ return BattleResultRank.A;\r
+ if (friendGaugeRate < 20)\r
+ return BattleResultRank.B;\r
+ if (friendGaugeRate < 50)\r
+ return BattleResultRank.C;\r
+ return BattleResultRank.D;\r
+ }\r
+ if (friendSunk < friendNowShips)\r
+ return BattleResultRank.D;\r
+ return BattleResultRank.E;\r
}\r
\r
- private void CauseHougekiDamage(ShipStatus[] ships, dynamic hougeki)\r
+ private BattleResultRank CalcResultRank()\r
{\r
- var targets = ((dynamic[])hougeki.api_df_list).Skip(1).SelectMany(x => (int[])x);\r
- var damages = ((dynamic[])hougeki.api_damage).Skip(1).SelectMany(x => (double[])x);\r
- foreach (var hit in targets.Zip(damages, (t, d) => new {t, d}))\r
+ var friend = _friend.Concat(_guard).ToArray();\r
+ var enemyHp = _enemyHp.Concat(_enemyGuardHp).ToArray();\r
+ var enemyStartHp = _enemyStartHp.Concat(_enemyGuardStartHp).ToArray();\r
+\r
+ var friendCount = friend.Length;\r
+ var friendStartHpTotal = 0;\r
+ var friendNowHpTotal = 0;\r
+ var friendSunk = 0;\r
+ foreach (var ship in friend)\r
+ {\r
+ if (ship.Escaped)\r
+ continue;\r
+ friendStartHpTotal += ship.StartHp;\r
+ friendNowHpTotal += ship.NowHp;\r
+ if (ship.NowHp == 0)\r
+ friendSunk++;\r
+ }\r
+ var friendGaugeRate = (int)((double)(friendStartHpTotal - friendNowHpTotal) / friendStartHpTotal * 100);\r
+\r
+ var enemyCount = enemyHp.Length;\r
+ var enemyStartHpTotal = enemyStartHp.Sum();\r
+ var enemyNowHpTotal = enemyHp.Sum();\r
+ var enemySunk = enemyHp.Count(hp => hp == 0);\r
+ var enemyGaugeRate = (int)((double)(enemyStartHpTotal - enemyNowHpTotal) / enemyStartHpTotal * 100);\r
+\r
+ if (friendSunk == 0 && enemySunk == enemyCount)\r
{\r
- if (hit.t - 1 < ships.Length)\r
- ships[hit.t - 1].NowHp -= (int)hit.d;\r
+ if (friendNowHpTotal >= friendStartHpTotal)\r
+ return BattleResultRank.P;\r
+ return BattleResultRank.S;\r
}\r
+ if (friendSunk == 0 && enemySunk >= (int)(enemyCount * 0.7) && enemyCount > 1)\r
+ return BattleResultRank.A;\r
+ if (friendSunk < enemySunk && enemyHp[0] == 0)\r
+ return BattleResultRank.B;\r
+ if (friendCount == 1 && friend[0].DamageLevel == ShipStatus.Damage.Badly)\r
+ return BattleResultRank.D;\r
+ if (enemyGaugeRate > friendGaugeRate * 2.5)\r
+ return BattleResultRank.B;\r
+ if (enemyGaugeRate > friendGaugeRate * 0.9)\r
+ return BattleResultRank.C;\r
+ if (friendCount > 1 && friendCount - 1 == friendSunk)\r
+ return BattleResultRank.E;\r
+ return BattleResultRank.D;\r
}\r
}\r
}
\ No newline at end of file