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 ShipInfo _shipInfo;\r
private readonly List<int> _escapingShips = new List<int>();\r
private int _flagshipRecoveryType;\r
\r
- public bool InBattle { get; set; }\r
+ public BattleState BattleState { get; set; }\r
public string Formation { get; private set; }\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
\r
public void InspectBattle(dynamic json, string url)\r
{\r
- InBattle = true;\r
Formation = FormationName(json);\r
EnemyFighterPower = CalcEnemyFighterPower(json);\r
AirControlLevel = CheckAirControlLevel(json);\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
- ClearOverKill(_enemyHp);\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
\r
private bool IsNightBattle(dynamic json) => json.api_hougeki();\r
\r
- private int DeckId(dynamic json)\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) // 通常の夜戦では文字列\r
+ if (json.api_deck_id is string) // é\80\9a常ã\81®å¤\9cæ\88¦ã\81¨é\80£å\90\88è\89¦é\9a\8a(å\91³æ\96¹ã\81®ã\81¿)ã\81§ã\81¯æ\96\87å\97å\88\97\r
return int.Parse(json.api_deck_id) - 1;\r
return (int)json.api_deck_id - 1;\r
}\r
var fstats = _shipInfo.GetShipStatuses(_fleet);\r
FlagshipRecovery(fstats[0]);\r
_friend = Record.Setup(fstats);\r
- _enemyHp = nowhps.Skip(7).TakeWhile(hp => hp != -1).ToArray();\r
+ _enemyHp = nowhps.Skip(7).ToArray();\r
_enemyStartHp = (int[])_enemyHp.Clone();\r
EnemyResultStatus =\r
- (from id in (int[])json.api_ship_ke\r
- where id != -1\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
{\r
_enemyGuardHp =\r
((int[])json.api_nowhps_combined).\r
- Skip(7).TakeWhile(hp => hp != -1).ToArray();\r
+ Skip(7).ToArray();\r
_enemyGuardStartHp = (int[])_enemyGuardHp.Clone();\r
}\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.api_stage3 != null)\r
- CalcSimpleDamage(json.api_kouku.api_stage3, _friend, _enemyHp);\r
- if (json.api_kouku.api_stage3_combined() && json.api_kouku.api_stage3_combined != null)\r
- CalcSimpleDamage(json.api_kouku.api_stage3_combined, _guard, _enemyGuardHp);\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
- if (json.api_kouku2.api_stage3 != null)\r
- CalcSimpleDamage(json.api_kouku2.api_stage3, _friend, _enemyHp);\r
- if (json.api_kouku2.api_stage3_combined() && json.api_kouku2.api_stage3_combined != null)\r
- CalcSimpleDamage(json.api_kouku2.api_stage3_combined, _guard, _enemyGuardHp);\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
CalcSupportDamage(json.api_support_info);\r
if (json.api_opening_taisen() && json.api_opening_taisen != null)\r
{\r
- var friend = fc ? _guard : _friend; // 先制対潜攻撃の対象は護衛(たぶん)\r
- CalcHougekiDamage(json.api_opening_taisen, friend, _enemyHp);\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
- var friend = fc ? _guard : _friend; // 雷撃の対象は護衛\r
- CalcSimpleDamage(json.api_opening_atack, friend, _enemyHp, _enemyGuardHp);\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
- 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
+ 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
}\r
else\r
{\r
- var friend = fc && surfaceFleet ? _guard : _friend; // 水上打撃部隊は三順目が護衛\r
- CalcHougekiDamage(json.api_hougeki3, friend, _enemyHp);\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
- var friend = fc ? _guard : _friend;\r
- CalcSimpleDamage(json.api_raigeki, friend, _enemyHp, _enemyGuardHp);\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
private void CalcSupportDamage(dynamic json)\r
{\r
if (json.api_support_hourai != null)\r
- CalcSimpleDamage(json.api_support_hourai.api_damage, _enemyHp);\r
+ {\r
+ CalcSimpleDamage(json.api_support_hourai.api_damage, _enemyHp, _enemyGuardHp);\r
+ }\r
else if (json.api_support_airatack != null)\r
{\r
- var stage3 = json.api_support_airatack.api_stage3;\r
- if (stage3 != null)\r
- CalcSimpleDamage(stage3.api_edam, _enemyHp);\r
+ CalcSimpleDamage(json.api_support_airatack.api_stage3.api_edam, _enemyHp, _enemyGuardHp);\r
}\r
}\r
\r
private void CalcAirBaseAttackDamage(dynamic json)\r
{\r
+ var i = 1;\r
foreach (var entry in json)\r
{\r
- if (!entry.api_stage3() || entry.api_stage3 == null)\r
- continue;\r
- CalcSimpleDamage(entry.api_stage3.api_edam, _enemyHp);\r
- if (entry.api_stage3_combined())\r
- CalcSimpleDamage(entry.api_stage3_combined.api_edam, _enemyGuardHp);\r
+ AddAirBattleResult(entry, "基地" + i++);\r
+ CalcKoukuDamage(entry);\r
}\r
}\r
\r
+ private void AddAirBattleResult(dynamic json, string phaseName)\r
+ {\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
+ 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
private void CalcSimpleDamage(dynamic json, Record[] friend, int[] enemy, int[] enemyGuard)\r
{\r
CalcSimpleDamage(json.api_fdam, friend);\r
- var damage = (int[])json.api_edam;\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
+ CalcSimpleDamage(json.api_edam, enemy, enemyGuard);\r
}\r
\r
- private void CalcSimpleDamage(dynamic rawDamage, Record[] result)\r
+ private void CalcSimpleDamage(dynamic json, Record[] friend, Record[] guard, int[] enemy, int[] enemyGuard)\r
+ {\r
+ CalcSimpleDamage(json.api_fdam, friend, guard);\r
+ CalcSimpleDamage(json.api_edam, enemy, enemyGuard);\r
+ }\r
+\r
+ private void CalcSimpleDamage(dynamic rawDamage, Record[] friend, Record[] guard)\r
{\r
var damage = (int[])rawDamage;\r
- for (var i = 0; i < result.Length; i++)\r
- result[i].ApplyDamage(damage[i + 1]);\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 void CalcSimpleDamage(dynamic rawDamage, int[] result)\r
if (hit.t <= 6)\r
friend[hit.t - 1].ApplyDamage(hit.d);\r
else\r
- guard[hit.t - 1].ApplyDamage(hit.d);\r
+ guard[(hit.t - 1) % 6].ApplyDamage(hit.d);\r
}\r
else\r
{\r
}\r
}\r
\r
- private void ClearOverKill(int[] result)\r
- {\r
- for (var i = 0; i < result.Length; i++)\r
- if (result[i] < 0)\r
- result[i] = 0;\r
- }\r
-\r
public void InspectBattleResult(dynamic json)\r
{\r
+ BattleState = BattleState.Result;\r
ShowResult();\r
CleanupResult();\r
SetEscapeShips(json);\r
\r
public void InspectPracticeResult(dynamic json)\r
{\r
+ BattleState = BattleState.Result;\r
ShowResult(false);\r
CleanupResult();\r
}\r
\r
private void SetEnemyResultStatus()\r
{\r
- for (var i = 0; i < EnemyResultStatus.Length; i++)\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
+ EnemyResultStatus[i].MaxHp = _enemyGuardStartHp[i - 6];\r
+ EnemyResultStatus[i].NowHp = _enemyGuardHp[i - 6];\r
+ }\r
}\r
\r
public void SetEscapeShips(dynamic json)\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
return BattleResultRank.E;\r
}\r
\r
- // 以下のコードは航海日誌拡張版の以下のファイルのcalcResultRankを移植したもの\r
- // https://github.com/nekopanda/logbook/blob/94ceca4be6d4ce79a8759d1ee747fb9827c08edc/main/logbook/dto/BattleExDto.java\r
- //\r
- // The MIT License (MIT)\r
- //\r
- // Copyright (c) 2014-2015 航海日誌拡張版開発者\r
- //\r
- // Permission is hereby granted, free of charge, to any person obtaining a copy\r
- // of this software and associated documentation files (the "Software"), to deal\r
- // in the Software without restriction, including without limitation the rights\r
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\r
- // copies of the Software, and to permit persons to whom the Software is\r
- // furnished to do so, subject to the following conditions:\r
- //\r
- // The above copyright notice and this permission notice shall be included in\r
- // all copies or substantial portions of the Software.\r
- //\r
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\r
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\r
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\r
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\r
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\r
- // THE SOFTWARE.\r
- //\r
private BattleResultRank CalcResultRank()\r
{\r
var friend = _friend.Concat(_guard).ToArray();\r
var enemyHp = _enemyHp.Concat(_enemyGuardHp).ToArray();\r
var enemyStartHp = _enemyStartHp.Concat(_enemyGuardStartHp).ToArray();\r
- // 戦闘後に残っている艦数\r
- var friendNowShips = friend.Count(r => r.NowHp > 0);\r
- var enemyNowShips = enemyHp.Count(hp => hp > 0);\r
- // 総ダメージ\r
- var friendGauge = Max(friend.Sum(r => r.StartHp - r.NowHp), 0); // ダメコン・女神発動で負になりうる\r
- var enemyGauge = enemyStartHp.Sum() - enemyHp.Sum();\r
- // 轟沈・撃沈数\r
- var friendSunk = friend.Count(r => r.NowHp == 0);\r
- var enemySunk = enemyHp.Count(hp => hp == 0);\r
-\r
- var friendGaugeRate = Floor((double)friendGauge / friend.Where(r => !r.Escaped).Sum(r => r.StartHp) * 100);\r
- var enemyGaugeRate = Floor((double)enemyGauge / enemyStartHp.Sum() * 100);\r
- var equalOrMore = enemyGaugeRate > 0.9 * friendGaugeRate;\r
- var superior = enemyGaugeRate > 0 && enemyGaugeRate > 2.5 * friendGaugeRate;\r
\r
- if (friendSunk == 0)\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 (enemyNowShips == 0)\r
- {\r
- if (friendGauge == 0)\r
- return BattleResultRank.P;\r
- return BattleResultRank.S;\r
- }\r
- if (enemyHp.Length == 6)\r
- {\r
- if (enemySunk >= 4)\r
- return BattleResultRank.A;\r
- }\r
- else if (enemySunk * 2 >= _enemyHp.Length)\r
- {\r
- return BattleResultRank.A;\r
- }\r
- if (_enemyHp[0] == 0)\r
- return BattleResultRank.B;\r
- if (superior)\r
- return BattleResultRank.B;\r
+ if (ship.Escaped)\r
+ continue;\r
+ friendStartHpTotal += ship.StartHp;\r
+ friendNowHpTotal += ship.NowHp;\r
+ if (ship.NowHp == 0)\r
+ friendSunk++;\r
}\r
- else\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 (enemyNowShips == 0)\r
- return BattleResultRank.B;\r
- if (_enemyHp[0] == 0 && friendSunk < enemySunk)\r
- return BattleResultRank.B;\r
- if (superior)\r
- return BattleResultRank.B;\r
- if (_enemyHp[0] == 0)\r
- return BattleResultRank.C;\r
+ if (friendNowHpTotal >= friendStartHpTotal)\r
+ return BattleResultRank.P;\r
+ return BattleResultRank.S;\r
}\r
- if (enemyGauge > 0 && equalOrMore)\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 (friendSunk > 0 && friendNowShips == 1)\r
+ if (friendCount > 1 && friendCount - 1 == friendSunk)\r
return BattleResultRank.E;\r
return BattleResultRank.D;\r
}\r