// 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
{\r
public class ItemSpec\r
{\r
+ public static bool IncreaceLandPowerTp = false;\r
public int Id;\r
public string Name;\r
public int Type;\r
public int AntiSubmarine;\r
public int Torpedo;\r
public int Bomber;\r
+ public int Interception;\r
+ public int AntiBomber;\r
+ public int Distance;\r
\r
public ItemSpec()\r
{\r
case 8: // 艦攻\r
case 11: // 水爆\r
case 45: // 水戦\r
+ case 56: // 噴式戦闘機\r
+ case 57: // 噴式戦闘爆撃機\r
+ case 58: // 噴式攻撃機\r
return true;\r
}\r
return false;\r
{\r
switch (Type)\r
{\r
- case 6: // 艦戦\r
- case 7: // 艦爆\r
- return 0.6;\r
case 8: // 艦攻\r
return 0.8;\r
case 9: // 艦偵\r
return 1.2;\r
case 11: // 水爆\r
return 1.1;\r
- case 12: // 小型電探\r
- case 13: // 大型電探\r
- case 26: // 対潜哨戒機\r
- case 29: // 探照灯\r
- case 34: // 司令部\r
- case 35: // 航空要員\r
- case 39: // 水上艦要員\r
- case 40: // 大型ソナー\r
- case 41: // 大型飛行艇\r
- case 42: // 大型探照灯\r
- case 45: // 水戦\r
+ default:\r
return 0.6;\r
}\r
- return 0;\r
}\r
}\r
\r
case 9:\r
case 10:\r
case 11:\r
- case 45:\r
case 25: // オートジャイロ\r
case 26: // 対潜哨戒機\r
+ case 41: // 大艇\r
+ case 45:\r
+ case 47: // 陸上攻撃機\r
+ case 48: // 局地戦闘機\r
+ case 56:\r
+ case 57:\r
+ case 58:\r
+ case 59: // 噴式偵察機\r
return true;\r
}\r
return false;\r
}\r
}\r
\r
+ public bool IsDiveBomber => Type == 7 || Type == 11 || Type == 57;\r
+\r
+ public bool IsTorpedoBomber => Type == 8 || Type == 58;\r
+\r
+ public int EffectiveAntiSubmarine\r
+ {\r
+ get\r
+ {\r
+ switch (Type)\r
+ {\r
+ case 1: // 小口径(12.7cm連装高角砲(後期型))\r
+ case 10: // 水偵\r
+ case 12: // 小型電探(22号対水上電探改四)\r
+ case 45: // 水戦\r
+ return 0;\r
+ default:\r
+ return AntiSubmarine;\r
+ }\r
+ }\r
+ }\r
+\r
public bool IsSonar => Type == 14 || // ソナー\r
Type == 40; // 大型ソナー\r
\r
public bool IsDepthCharge => Type == 15;\r
\r
- public bool HaveAntiSubmarine => Type != 10 && Type != 45 && AntiSubmarine > 0;\r
-\r
public bool IsRepairFacility => Type == 31;\r
\r
- public double ContactTriggerRate => Type == 10 || Type == 9 ? 0.04 : 0;\r
+ public bool IsAntiAirGun => Type == 21;\r
+\r
+ public double ContactTriggerRate\r
+ {\r
+ get\r
+ {\r
+ switch (Type)\r
+ {\r
+ case 9: // 艦偵\r
+ case 10: // 水偵\r
+ case 41: // 大艇\r
+ return 0.04;\r
+ default:\r
+ return 0;\r
+ }\r
+ }\r
+ }\r
+\r
+ public double TransportPoint\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
+ return 5.0;\r
+ case 68: // 大発動艇\r
+ return 8.0;\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 8.0;\r
+ case 167: // 特二式内火艇\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 ReconPlaneInterceptionBonus\r
+ {\r
+ get\r
+ {\r
+ switch (Type)\r
+ {\r
+ case 9:\r
+ return LoS <= 7 ? 1.2 : 1.3;\r
+ case 10:\r
+ case 41:\r
+ return LoS <= 7 ? 1.1 :\r
+ LoS <= 8 ? 1.13 : 1.16;\r
+ }\r
+ return 1;\r
+ }\r
+ }\r
\r
public Color Color\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 19: // 缶\r
return Color.FromArgb(254, 195, 77);\r
case 20: // 大発\r
+ case 36: // 特型内火艇\r
return Color.FromArgb(154, 163, 90);\r
case 21: // オートジャイロ\r
return Color.FromArgb(99, 203, 115);\r
return Color.FromArgb(142, 203, 152);\r
case 34: // 戦闘糧食\r
return Color.FromArgb(254, 254, 254);\r
+ case 35: // 補給物資\r
+ return Color.FromArgb(90, 200, 155);\r
+ case 37: // 陸上攻撃機\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
public ItemSpec Spec { get; set; } = new ItemSpec();\r
public int Level { get; set; }\r
public int Alv { get; set; }\r
- public ShipStatus Ship { get; set; }\r
+ public ShipStatus Holder { get; set; }\r
\r
public ItemStatus()\r
{\r
\r
public ItemStatus(int id)\r
{\r
- Id = id == 0 ? -1 : id;\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
Sqrt(9.9), Sqrt(12.0)\r
};\r
\r
- private readonly Dictionary<int, int[]> _alvTypeBonus = new Dictionary<int, int[]>\r
+ private int[] AlvTypeBonusTable\r
{\r
- {06, new[] {0, 0, 2, 5, 9, 14, 14, 22}}, // 艦戦\r
- {07, new[] {0, 0, 0, 0, 0, 0, 0, 0}}, // 艦爆\r
- {08, new[] {0, 0, 0, 0, 0, 0, 0, 0}}, // 艦攻\r
- {11, new[] {0, 0, 1, 1, 1, 3, 3, 6}}, // 水爆\r
- {45, new[] {0, 0, 0, 0, 0, 0, 0, 0}} // 水戦\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
- public double[] AlvBonus\r
+ private double[] AlvBonus\r
{\r
get\r
{\r
- int[] table;\r
- if (!_alvTypeBonus.TryGetValue(Spec.Type, out table))\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
}\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
+ }\r
}\r
\r
public class ItemInfo\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 = _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 = _nowEquips < limit && value >= limit;\r
+ AlarmEquips = AlarmEquips || _nowEquips < limit && value >= limit;\r
}\r
_nowEquips = value;\r
}\r
public void InspectBasic(dynamic json)\r
{\r
MaxShips = (int)json.api_max_chara;\r
+ var check = MaxEquips == 0;\r
MaxEquips = (int)json.api_max_slotitem;\r
+ if (check)\r
+ AlarmEquips = NowEquips >= MaxEquips - MarginEquips;\r
}\r
\r
public void InspectMaster(dynamic json)\r
dict[(int)entry.api_id] = entry.api_name;\r
foreach (var entry in json.api_mst_slotitem)\r
{\r
+ var type = (int)entry.api_type[2];\r
_itemSpecs[(int)entry.api_id] = new ItemSpec\r
{\r
Id = (int)entry.api_id,\r
Name = (string)entry.api_name,\r
- Type = (int)entry.api_type[2],\r
- TypeName = dict[(int)entry.api_type[2]],\r
+ Type = type,\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
AntiSubmarine = (int)entry.api_tais,\r
Torpedo = (int)entry.api_raig,\r
- Bomber = (int)entry.api_baku\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
+ Distance = entry.api_distance() ? (int)entry.api_distance : 0\r
};\r
}\r
- _itemSpecs[-1] = new ItemSpec();\r
+ _itemSpecs[-1] = _itemSpecs[0] = new ItemSpec();\r
foreach (var entry in json.api_mst_useitem)\r
_useItemName[(int)entry.api_id] = entry.api_name;\r
}\r
InspectSlotItem(json.api_after_slot);\r
if (!json.api_use_slot_id())\r
return;\r
- DeleteItems(((int[])json.api_use_slot_id));\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 void CountNewItems(int[] ids)\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
- foreach (var id in ids.Where(id => id != -1 && !_itemInfo.ContainsKey(id)))\r
- {\r
- _itemInfo[id] = new ItemStatus();\r
- NowEquips++;\r
- }\r
+ return _itemInfo.TryGetValue(id, out var item) ? item : new ItemStatus(id);\r
}\r
\r
- public string GetName(int id) => _itemInfo[id].Spec.Name;\r
+ public void ClearHolder()\r
+ {\r
+ foreach (var item in _itemInfo.Values)\r
+ item.Holder = new ShipStatus();\r
+ }\r
\r
- public int GetItemId(int id) => _itemInfo[id].Spec.Id;\r
+ public ItemStatus[] ItemList => (from e in _itemInfo where e.Key != -1 select e.Value).ToArray();\r
\r
- public ItemSpec GetSpecByItemId(int id) => _itemSpecs[id];\r
+ public string GetUseItemName(int id) => _useItemName[id];\r
\r
- public ItemStatus GetStatus(int id) => _itemInfo[id];\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[] GetItemListWithOwner(ShipStatus[] shipList)\r
+ public ItemStatus[] InjectItems(IEnumerable<int> itemIds)\r
{\r
- foreach (var e in _itemInfo)\r
- e.Value.Ship = new ShipStatus();\r
- foreach (var s in shipList)\r
+ var id = _itemInfo.Keys.Count + 1;\r
+ return itemIds.Select(itemId =>\r
{\r
- foreach (var id in s.Slot)\r
- _itemInfo[id.Id].Ship = s;\r
- _itemInfo[s.SlotEx.Id].Ship = s;\r
- }\r
- return (from e in _itemInfo where e.Key != -1 select e.Value).ToArray();\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
- public string GetUseItemName(int id) => _useItemName[id];\r
}\r
}
\ No newline at end of file