// 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.Drawing;\r
+using System.IO;\r
using System.Linq;\r
using static System.Math;\r
\r
public int Bomber;\r
public int Interception;\r
public int AntiBomber;\r
+ public int Distance;\r
\r
public ItemSpec()\r
{\r
\r
public bool IsRepairFacility => Type == 31;\r
\r
+ public bool IsAntiAirGun => Type == 21;\r
+\r
public double ContactTriggerRate\r
{\r
get\r
{\r
get\r
{\r
+ var tp = DataLoader.ItemTp(Id);\r
+ if (tp >= 0)\r
+ return tp;\r
switch (Id)\r
{\r
case 75: // ドラム缶(輸送用)\r
case 193: // 特大発動艇\r
return 8.0;\r
case 166: // 大発動艇(八九式中戦車&陸戦隊)\r
- return IncreaceLandPowerTp ? 13.0 : 8.0;\r
+ return 8.0;\r
case 167: // 特二式内火艇\r
- return IncreaceLandPowerTp ? 7.0 : 2.0;\r
+ return 2.0;\r
+ case 230: // 特大発動艇+戦車第11連隊\r
+ return 8.0;\r
case 145: // 戦闘糧食\r
return 1.0;\r
case 150: // 秋刀魚の缶詰\r
return 1.0;\r
+ case 241: // 戦闘糧食(特別なおにぎり)\r
+ return 1.0;\r
default:\r
return 0;\r
}\r
}\r
}\r
\r
- public double AirDefenceBonus\r
+ public double ReconPlaneInterceptionBonus\r
{\r
get\r
{\r
return LoS <= 7 ? 1.2 : 1.3;\r
case 10:\r
case 41:\r
- return LoS <= 7 ? 1.1 : LoS <= 8 ? 1.13 : 1.16;\r
+ return LoS <= 7 ? 1.1 :\r
+ LoS <= 8 ? 1.13 : 1.16;\r
}\r
return 1;\r
}\r
case 9: // 艦偵\r
return Color.FromArgb(254, 191, 0);\r
case 10: // 水上機\r
+ case 43: // 水上戦闘機\r
return Color.FromArgb(142, 203, 152);\r
case 11: // 電探\r
return Color.FromArgb(231, 153, 53);\r
case 35: // 補給物資\r
return Color.FromArgb(90, 200, 155);\r
case 37: // 陸上攻撃機\r
- return Color.FromArgb(57, 182, 78);\r
case 38: // 局地戦闘機\r
+ case 44: // 陸軍戦闘機\r
return Color.FromArgb(57, 182, 78);\r
case 39: // 噴式景雲改\r
case 40: // 橘花改\r
return Color.FromArgb(72, 178, 141);\r
+ case 42: // 潜水艦機材\r
+ return Color.FromArgb(158, 187, 226);\r
+ case 45: // 夜間戦闘機\r
+ case 46: // 夜間攻撃機\r
+ return Color.FromArgb(128, 121, 161);\r
+ case 47: // 陸上対潜哨戒機\r
+ return Color.FromArgb(91, 113, 209);\r
default:\r
return SystemColors.Control;\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
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
}\r
}\r
\r
- public double[] AlvBonus\r
+ private double[] AlvBonus\r
{\r
get\r
{\r
}\r
}\r
\r
- public double[] AlvBonusInBase\r
+ private double[] AlvBonusInBase\r
{\r
get\r
{\r
}\r
}\r
\r
- public double FighterPowerLevelBonus\r
+ private double FighterPowerLevelBonus\r
{\r
get\r
{\r
- if (Spec.Type == 6)\r
- return 0.2 * Level;\r
- if (Spec.Type == 7) // 改修可能なのは爆戦のみ\r
- return 0.25 * Level;\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
}\r
\r
+ public double BomberLevelBonus => Spec.Type == 11 /* 水爆 */ ? 0.2 * Level : 0;\r
+\r
public double NightBattleLevelBonus\r
{\r
get\r
\r
public int MaxShips { get; private set; }\r
public int MarginShips { get; set; }\r
- public bool RingShips { get; set; }\r
+ public bool AlarmShips { get; set; }\r
public int MaxEquips { get; private set; }\r
public int MarginEquips { get; set; }\r
- public bool RingEquips { get; set; }\r
+ public bool AlarmEquips { get; set; }\r
\r
public int NowShips\r
{\r
- get { return _nowShips; }\r
+ get => _nowShips;\r
set\r
{\r
if (MaxShips != 0)\r
{\r
var limit = MaxShips - MarginShips;\r
- RingShips = RingShips || _nowShips < limit && value >= limit;\r
+ AlarmShips = AlarmShips || _nowShips < limit && value >= limit;\r
}\r
_nowShips = value;\r
}\r
\r
public int NowEquips\r
{\r
- get { return _nowEquips; }\r
+ get => _nowEquips;\r
private set\r
{\r
if (MaxEquips != 0)\r
{\r
var limit = MaxEquips - MarginEquips;\r
- RingEquips = RingEquips || _nowEquips < limit && value >= limit;\r
+ AlarmEquips = AlarmEquips || _nowEquips < limit && value >= limit;\r
}\r
_nowEquips = value;\r
}\r
var check = MaxEquips == 0;\r
MaxEquips = (int)json.api_max_slotitem;\r
if (check)\r
- RingEquips = NowEquips >= MaxEquips - MarginEquips;\r
+ AlarmEquips = NowEquips >= MaxEquips - MarginEquips;\r
}\r
\r
public void InspectMaster(dynamic json)\r
Id = (int)entry.api_id,\r
Name = (string)entry.api_name,\r
Type = type,\r
- TypeName = dict[(int)entry.api_type[2]],\r
+ TypeName = dict.TryGetValue(type, out var typeName) ? typeName : "不明",\r
IconType = (int)entry.api_type[3],\r
AntiAir = (int)entry.api_tyku,\r
LoS = (int)entry.api_saku,\r
Torpedo = (int)entry.api_raig,\r
Bomber = (int)entry.api_baku,\r
Interception = type == 48 ? (int)entry.api_houk : 0, // 局地戦闘機は回避の値が迎撃\r
- AntiBomber = type == 48 ? (int)entry.api_houm : 0 // 〃命中の値が対爆\r
+ AntiBomber = type == 48 ? (int)entry.api_houm : 0, // 〃命中の値が対爆\r
+ Distance = entry.api_distance() ? (int)entry.api_distance : 0\r
};\r
}\r
_itemSpecs[-1] = _itemSpecs[0] = new ItemSpec();\r
DeleteItems((int[])json.api_use_slot_id);\r
}\r
\r
- public void DeleteItems(ItemStatus[] items)\r
+ public void DeleteItems(IEnumerable<ItemStatus> items)\r
{\r
DeleteItems(items.Select(item => item.Id));\r
}\r
}\r
}\r
\r
- public ItemSpec GetSpecByItemId(int id) => _itemSpecs[id];\r
+ public ItemSpec GetSpecByItemId(int id) => _itemSpecs.TryGetValue(id, out var spec) ? spec : new ItemSpec();\r
\r
public string GetName(int id) => GetStatus(id).Spec.Name;\r
\r
public ItemStatus GetStatus(int id)\r
{\r
- ItemStatus item;\r
- return _itemInfo.TryGetValue(id, out item) ? item : new ItemStatus(id);\r
+ return _itemInfo.TryGetValue(id, out var item) ? item : new ItemStatus(id);\r
}\r
\r
public void ClearHolder()\r
public ItemStatus[] ItemList => (from e in _itemInfo where e.Key != -1 select e.Value).ToArray();\r
\r
public string GetUseItemName(int id) => _useItemName[id];\r
+\r
+ public void InjectItemSpec(IEnumerable<ItemSpec> specs)\r
+ {\r
+ foreach (var spec in specs)\r
+ _itemSpecs.Add(spec.Id, spec);\r
+ }\r
+\r
+ public ItemStatus[] InjectItems(IEnumerable<int> itemIds)\r
+ {\r
+ var id = _itemInfo.Keys.Count + 1;\r
+ return itemIds.Select(itemId =>\r
+ {\r
+ if (!_itemSpecs.TryGetValue(itemId, out var spec))\r
+ {\r
+ spec = new ItemSpec {Id = itemId};\r
+ _itemSpecs.Add(itemId, spec);\r
+ }\r
+ var item = new ItemStatus {Id = id++, Spec = spec};\r
+ _itemInfo.Add(item.Id, item);\r
+ return item;\r
+ }).ToArray();\r
+ }\r
}\r
}
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