{\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
\r
public ItemSpec()\r
{\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 bool IsReconSeaplane => Type == 10;\r
-\r
public bool IsSonar => Type == 14 || // ソナー\r
Type == 40; // 大型ソナー\r
\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
+ 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
case 167: // 特二式内火艇\r
- return 2.0;\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
}\r
}\r
\r
+ public double AirDefenceBonus\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 : LoS <= 8 ? 1.13 : 1.16;\r
+ }\r
+ return 1;\r
+ }\r
+ }\r
+\r
public Color Color\r
{\r
get\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(33, 194, 89);\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
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
{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
+ {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
}\r
\r
+ public 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
+ 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
if (Spec.Type == 5) // 魚雷\r
return 1.2 * Sqrt(Level);\r
- if (Spec.IconType == 15) // 機銃\r
+ if (Spec.Type == 21) // 機銃\r
return 1.2 * Sqrt(Level);\r
return 0;\r
}\r
case 3: // 大口径\r
return Sqrt(Level);\r
case 4: // 副砲\r
- return Spec.IconType == 15 ? 0 : Sqrt(Level);\r
+ return Sqrt(Level);\r
case 5: // 魚雷\r
case 19: // 徹甲弾\r
case 29: // 探照灯\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
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
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
+ 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
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
};\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
}\r
}\r
\r
- public void CountNewItems(int[] ids)\r
- {\r
- foreach (var id in ids.Where(id => id != -1 && !_itemInfo.ContainsKey(id)))\r
- {\r
- _itemInfo[id] = new ItemStatus(id);\r
- NowEquips++;\r
- }\r
- }\r
-\r
- public string GetName(int id) => _itemInfo[id].Spec.Name;\r
-\r
- public int GetItemId(int id) => _itemInfo[id].Spec.Id;\r
-\r
public ItemSpec GetSpecByItemId(int id) => _itemSpecs[id];\r
\r
- public ItemStatus GetStatus(int id) => _itemInfo[id];\r
+ public string GetName(int id) => GetStatus(id).Spec.Name;\r
\r
- public ItemStatus[] GetItemListWithOwner(ShipStatus[] shipList)\r
+ public ItemStatus GetStatus(int id)\r
{\r
- foreach (var e in _itemInfo)\r
- e.Value.Ship = new ShipStatus();\r
- foreach (var s in shipList)\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
+ ItemStatus item;\r
+ return _itemInfo.TryGetValue(id, out item) ? item : new ItemStatus(id);\r
+ }\r
+\r
+ public void ClearHolder()\r
+ {\r
+ foreach (var item in _itemInfo.Values)\r
+ item.Holder = new ShipStatus();\r
}\r
\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
}
\ No newline at end of file