-// Copyright (C) 2013, 2014 Kazuhiro Fujieda <fujieda@users.sourceforge.jp>\r
+// Copyright (C) 2013, 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.Web;\r
+using System.Drawing;\r
+using System.Linq;\r
+using static System.Math;\r
\r
namespace KancolleSniffer\r
{\r
public class ItemSpec\r
{\r
+ public static bool IncreaceLandPowerTp = true;\r
+ public int Id;\r
public string Name;\r
public int Type;\r
public string TypeName;\r
+ public int IconType;\r
public int AntiAir;\r
public int LoS;\r
+ public int AntiSubmarine;\r
+ public int Torpedo;\r
+ public int Bomber;\r
+ public int Interception;\r
+ public int AntiBomber;\r
\r
public ItemSpec()\r
{\r
+ Id = -1;\r
Name = "";\r
}\r
\r
- public bool CanAirCombat()\r
+ public bool CanAirCombat\r
{\r
- switch (Type)\r
+ get\r
{\r
- case 6: // 艦戦\r
- case 7: // 艦爆\r
- case 8: // 艦攻\r
- case 11: // 水爆\r
- return true;\r
+ switch (Type)\r
+ {\r
+ case 6: // 艦戦\r
+ case 7: // 艦爆\r
+ case 8: // 艦攻\r
+ case 11: // 水爆\r
+ case 45: // 水戦\r
+ return true;\r
+ }\r
+ return false;\r
}\r
- return false;\r
}\r
\r
- // http://ch.nicovideo.jp/biikame/blomaga/ar663428\r
- public double LoSScaleFactor()\r
+ // http://ja.kancolle.wikia.com/wiki/%E3%83%9E%E3%83%83%E3%83%97%E7%B4%A2%E6%95%B5\r
+ public double LoSScaleFactor\r
{\r
- switch (Type)\r
+ get\r
{\r
- case 7: // 艦爆\r
- return 1.0376255;\r
- case 8: // 艦攻\r
- return 1.3677954;\r
- case 9: // 艦偵\r
- return 1.6592780;\r
- case 10: // 水偵\r
- return 2.0000000;\r
- case 11: // 水爆\r
- return 1.7787282;\r
- case 12: // 小型電探\r
- return 1.0045358;\r
- case 13: // 大型電探\r
- return 0.9906638;\r
+ switch (Type)\r
+ {\r
+ case 8: // 艦攻\r
+ return 0.8;\r
+ case 9: // 艦偵\r
+ return 1;\r
+ case 10: // 水偵\r
+ return 1.2;\r
+ case 11: // 水爆\r
+ return 1.1;\r
+ default:\r
+ return 0.6;\r
+ }\r
+ }\r
+ }\r
+\r
+ public bool IsAircraft\r
+ {\r
+ get\r
+ {\r
+ switch (Type)\r
+ {\r
+ case 6:\r
+ case 7:\r
+ case 8:\r
+ case 9:\r
+ case 10:\r
+ case 11:\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
+ return true;\r
+ }\r
+ return false;\r
+ }\r
+ }\r
+\r
+ public int RealAntiSubmarine\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 IsRepairFacility => Type == 31;\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
+ 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 166: // 大発動艇(八九式中戦車&陸戦隊)\r
+ return IncreaceLandPowerTp ? 13.0 : 8.0;\r
+ case 167: // 特二式内火艇\r
+ return IncreaceLandPowerTp ? 7.0 : 2.0;\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
+ default:\r
+ return 0;\r
+ }\r
+ }\r
+ }\r
+\r
+ public Color Color\r
+ {\r
+ get\r
+ {\r
+ switch (IconType)\r
+ {\r
+ case 1:\r
+ case 2:\r
+ case 3: // 主砲\r
+ case 13: // 徹甲弾\r
+ return Color.FromArgb(209, 89, 89);\r
+ case 4: // 副砲\r
+ return Color.FromArgb(253, 233, 0);\r
+ case 5: // 魚雷\r
+ return Color.FromArgb(88, 134, 170);\r
+ case 6: // 艦戦\r
+ return Color.FromArgb(93, 179, 108);\r
+ case 7: // 艦爆\r
+ return Color.FromArgb(223, 102, 102);\r
+ case 8: // 艦攻\r
+ return Color.FromArgb(95, 173, 234);\r
+ case 9: // 艦偵\r
+ return Color.FromArgb(254, 191, 0);\r
+ case 10: // 水上機\r
+ return Color.FromArgb(142, 203, 152);\r
+ case 11: // 電探\r
+ return Color.FromArgb(231, 153, 53);\r
+ case 12: // 三式弾\r
+ return Color.FromArgb(69, 175, 88);\r
+ case 14: // 応急修理要員\r
+ return Color.FromArgb(254, 254, 254);\r
+ case 15: // 機銃\r
+ case 16: // 高角砲\r
+ return Color.FromArgb(102, 204, 118);\r
+ case 17: // 爆雷\r
+ case 18: // ソナー\r
+ return Color.FromArgb(126, 203, 215);\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
+ case 22: // 対潜哨戒機\r
+ return Color.FromArgb(125, 205, 217);\r
+ case 23: // 追加装甲\r
+ return Color.FromArgb(152, 124, 172);\r
+ case 24: // 探照灯\r
+ case 27: // 照明弾\r
+ return Color.FromArgb(254, 155, 0);\r
+ case 25: // ドラム缶\r
+ return Color.FromArgb(161, 161, 160);\r
+ case 26: // 艦艇修理施設\r
+ return Color.FromArgb(175, 156, 126);\r
+ case 28: // 司令部施設\r
+ return Color.FromArgb(204, 172, 252);\r
+ case 29: // 航空要員\r
+ return Color.FromArgb(206, 166, 108);\r
+ case 30: // 高射装置\r
+ return Color.FromArgb(137, 153, 77);\r
+ case 31: // 対地装備\r
+ return Color.FromArgb(253, 49, 49);\r
+ case 32: // 水上艦要員\r
+ return Color.FromArgb(188, 238, 155);\r
+ case 33: // 大型飛行艇\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
+ return Color.FromArgb(57, 182, 78);\r
+ case 38: // 局地戦闘機\r
+ return Color.FromArgb(57, 182, 78);\r
+ default:\r
+ return SystemColors.Control;\r
+ }\r
}\r
- if (Name == "探照灯")\r
- return 0.9067950;\r
- return 0;\r
}\r
}\r
\r
public class ItemStatus\r
{\r
- public ItemSpec Spec { get; set; }\r
+ public int Id { get; set; }\r
+ public ItemSpec Spec { get; set; } = new ItemSpec();\r
public int Level { get; set; }\r
+ public int Alv { get; set; }\r
+ public ShipStatus Holder { get; set; }\r
\r
public ItemStatus()\r
{\r
- Spec = new ItemSpec();\r
+ Id = -1;\r
+ }\r
+\r
+ public ItemStatus(int id)\r
+ {\r
+ Id = id == 0 ? -1 : id;\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 readonly Dictionary<int, int[]> _alvTypeBonus = new Dictionary<int, int[]>\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, 2, 5, 9, 14, 14, 22}}, // 水戦\r
+ {48, new[] {0, 0, 2, 5, 9, 14, 14, 22}} // 局地戦闘機\r
+ };\r
+\r
+ public double[] AlvBonus\r
+ {\r
+ get\r
+ {\r
+ int[] table;\r
+ if (!_alvTypeBonus.TryGetValue(Spec.Type, out table))\r
+ return new[] {0.0, 0.0};\r
+ return new[] {table[Alv] + _alvBonusMin[Alv], table[Alv] + _alvBonusMax[Alv]};\r
+ }\r
+ }\r
+\r
+ public 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
+ 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 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
\r
private int _nowShips, _nowEquips;\r
private readonly Dictionary<int, ItemSpec> _itemSpecs = new Dictionary<int, ItemSpec>();\r
private readonly Dictionary<int, ItemStatus> _itemInfo = new Dictionary<int, ItemStatus>();\r
+ private readonly Dictionary<int, string> _useItemName = new Dictionary<int, string>();\r
\r
public int MaxShips { get; private set; }\r
public int MarginShips { get; set; }\r
public int MaxEquips { get; private set; }\r
public int MarginEquips { get; set; }\r
public bool RingEquips { get; set; }\r
- public MaterialCount[] MaterialHistory { get; private set; }\r
\r
public int NowShips\r
{\r
if (MaxShips != 0)\r
{\r
var limit = MaxShips - MarginShips;\r
- RingShips = _nowShips < limit && value >= limit;\r
+ RingShips = RingShips || _nowShips < limit && value >= limit;\r
}\r
_nowShips = value;\r
}\r
}\r
\r
- public bool TooManyShips\r
- {\r
- get { return MaxShips != 0 && NowShips >= MaxShips - MarginShips; }\r
- }\r
+ public bool TooManyShips => MaxShips != 0 && NowShips >= MaxShips - MarginShips;\r
\r
public int NowEquips\r
{\r
get { return _nowEquips; }\r
- set\r
+ private set\r
{\r
if (MaxEquips != 0)\r
{\r
var limit = MaxEquips - MarginEquips;\r
- RingEquips = _nowEquips < limit && value >= limit;\r
+ RingEquips = RingEquips || _nowEquips < limit && value >= limit;\r
}\r
_nowEquips = value;\r
}\r
}\r
\r
- public bool TooManyEquips\r
- {\r
- get { return MaxEquips != 0 && NowEquips >= MaxEquips - MarginEquips; }\r
- }\r
+ public bool TooManyEquips => MaxEquips != 0 && NowEquips >= MaxEquips - MarginEquips;\r
\r
public ItemInfo()\r
{\r
- MaterialHistory = new MaterialCount[Enum.GetValues(typeof (Material)).Length];\r
- foreach (Material m in Enum.GetValues(typeof (Material)))\r
- MaterialHistory[(int)m] = new MaterialCount();\r
MarginShips = 4;\r
MarginEquips = 10;\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
- }\r
-\r
- public void InspectMaterial(dynamic json)\r
- {\r
- foreach (var entry in json)\r
- MaterialHistory[(int)entry.api_id - 1].Now = (int)entry.api_value;\r
+ if (check)\r
+ RingEquips = 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
+ Type = type,\r
TypeName = dict[(int)entry.api_type[2]],\r
+ IconType = (int)entry.api_type[3],\r
AntiAir = (int)entry.api_tyku,\r
- LoS = (int)entry.api_saku\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
+ 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
};\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
\r
public void InspectSlotItem(dynamic json, bool full = false)\r
}\r
foreach (var entry in json)\r
{\r
- _itemInfo[(int)entry.api_id] = new ItemStatus\r
+ var id = (int)entry.api_id;\r
+ _itemInfo[id] = new ItemStatus(id)\r
{\r
Spec = _itemSpecs[(int)entry.api_slotitem_id],\r
- Level = entry.api_level() ? (int)entry.api_level : 0\r
+ Level = entry.api_level() ? (int)entry.api_level : 0,\r
+ Alv = entry.api_alv() ? (int)entry.api_alv : 0\r
};\r
}\r
NowEquips = _itemInfo.Count - 1;\r
\r
public void InspectCreateItem(dynamic json)\r
{\r
- var m = (dynamic[])json.api_material;\r
- for (var i = 0; i < m.Length; i++)\r
- MaterialHistory[i].Now = (int)m[i];\r
if (!json.IsDefined("api_slot_item"))\r
return;\r
InspectSlotItem(json.api_slot_item);\r
- NowEquips++;\r
}\r
\r
public void InspectGetShip(dynamic json)\r
if (json.api_slotitem == null) // まるゆにはスロットがない\r
return;\r
InspectSlotItem(json.api_slotitem);\r
- NowEquips += ((object[])json.api_slotitem).Length;\r
}\r
\r
public void InspectDestroyItem(string request, dynamic json)\r
{\r
var values = HttpUtility.ParseQueryString(request);\r
- NowEquips -= values["api_slotitem_ids"].Split(',').Length;\r
- var get = (int[])json.api_get_material;\r
- for (var i = 0; i < get.Length; i++)\r
- MaterialHistory[i].Now += get[i];\r
+ DeleteItems(values["api_slotitem_ids"].Split(',').Select(int.Parse).ToArray());\r
}\r
\r
public void InspectRemodelSlot(dynamic json)\r
{\r
+ if (json.api_after_slot())\r
+ InspectSlotItem(json.api_after_slot);\r
if (!json.api_use_slot_id())\r
return;\r
- NowEquips -= ((object[])json.api_use_slot_id).Length;\r
+ DeleteItems((int[])json.api_use_slot_id);\r
}\r
\r
- public void InspectMissionResult(dynamic json)\r
+ public void DeleteItems(ItemStatus[] items)\r
{\r
- if ((int)json.api_clear_result == 0) // 失敗\r
- return;\r
- var get = (int[])json.api_get_material;\r
- for (var i = 0; i < get.Length; i++)\r
- MaterialHistory[i].Now += get[i];\r
+ DeleteItems(items.Select(item => item.Id));\r
}\r
\r
- public ItemSpec this[int id]\r
+ private void DeleteItems(IEnumerable<int> ids)\r
{\r
- get { return GetSpecById(id); }\r
+ foreach (var id in ids.Where(id => id != -1))\r
+ {\r
+ _itemInfo.Remove(id);\r
+ NowEquips--;\r
+ }\r
}\r
\r
- public ItemSpec GetSpecById(int id)\r
- {\r
- return _itemInfo[id].Spec;\r
- }\r
+ public ItemSpec GetSpecByItemId(int id) => _itemSpecs[id];\r
\r
- public ItemSpec GetSpecByItemId(int id)\r
- {\r
- return _itemSpecs[id];\r
- }\r
+ public string GetName(int id) => GetStatus(id).Spec.Name;\r
\r
- public void SaveState(Status status)\r
+ public ItemStatus GetStatus(int id)\r
{\r
- status.MatreialHistory = MaterialHistory;\r
+ ItemStatus item;\r
+ return _itemInfo.TryGetValue(id, out item) ? item : new ItemStatus(id);\r
}\r
\r
- public void LoadSate(Status status)\r
+ public void ClearHolder()\r
{\r
- if (status.MatreialHistory != null)\r
- status.MatreialHistory.CopyTo(MaterialHistory, 0);\r
+ foreach (var item in _itemInfo.Values)\r
+ item.Holder = new ShipStatus();\r
}\r
- }\r
-\r
- public enum Material\r
- {\r
- Fuel,\r
- Bullet,\r
- Steal,\r
- Bouxite,\r
- Development,\r
- Bucket,\r
- Burner,\r
- Screw,\r
- }\r
-\r
- public class MaterialCount\r
- {\r
- private int _now;\r
-\r
- public int BegOfDay { get; set; }\r
- public int BegOfWeek { get; set; }\r
- public DateTime LastSet { get; set; }\r
\r
- public int Now\r
- {\r
- get { return _now; }\r
- set\r
- {\r
- if (!Status.Restoring) // JSONから値を復旧するときは履歴に触らない\r
- {\r
- UpdateHistory(value, _now);\r
- LastSet = DateTime.Now;\r
- }\r
- _now = value;\r
- }\r
- }\r
+ public ItemStatus[] ItemList => (from e in _itemInfo where e.Key != -1 select e.Value).ToArray();\r
\r
- private void UpdateHistory(int now, int prev)\r
- {\r
- if (LastSet == DateTime.MinValue)\r
- {\r
- BegOfDay = BegOfWeek = now;\r
- return;\r
- }\r
- var morning = DateTime.Today.AddHours(5);\r
- var dow = (int)morning.DayOfWeek;\r
- var monday = morning.AddDays(dow == 0 ? -6 : -dow + 1);\r
- if (DateTime.Now >= morning && LastSet < morning)\r
- BegOfDay = prev;\r
- if (DateTime.Now >= monday && LastSet < monday)\r
- BegOfWeek = prev;\r
- }\r
+ public string GetUseItemName(int id) => _useItemName[id];\r
}\r
}
\ No newline at end of file