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[kancollesniffer/KancolleSniffer.git] / KancolleSniffer / Model / ItemInfo.cs
index 1d17b0d..991cd59 100644 (file)
 // 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.Linq;\r
 using KancolleSniffer.Util;\r
-using static System.Math;\r
 \r
 namespace KancolleSniffer.Model\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 string TypeName;\r
-        public int Firepower;\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
-        public int Distance;\r
-\r
-        public ItemSpec()\r
-        {\r
-            Id = -1;\r
-            Name = "";\r
-        }\r
-\r
-        public bool CanAirCombat\r
-        {\r
-            get\r
-            {\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
-                    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
-        }\r
-\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
-            get\r
-            {\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
-                    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 IsRepairFacility => Type == 31;\r
-\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 Func<double> GetItemTp { get; set; }\r
-\r
-        public double TransportPoint\r
-        {\r
-            get\r
-            {\r
-                var tp = GetItemTp?.Invoke();\r
-                if (tp >= 0)\r
-                    return (double)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
-            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
-                    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 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
-                    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
-            }\r
-        }\r
-    }\r
-\r
-    public class ItemStatus\r
-    {\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
-            Id = -1;\r
-        }\r
-\r
-        public ItemStatus(int id)\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
-            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 int[] AlvTypeBonusTable\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
-        private double[] AlvBonus\r
-        {\r
-            get\r
-            {\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
-                    case 48: // 陸戦・局戦\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
-                switch (Spec.Type)\r
-                {\r
-                    case 10: // 水偵\r
-                        return 1.2 * Sqrt(Level);\r
-                    case 11: // 水爆\r
-                        return 1.15 * Sqrt(Level);\r
-                    case 12: // 小型電探\r
-                        return 1.25 * Sqrt(Level);\r
-                    case 13: // 大型電探\r
-                        return 1.4 * Sqrt(Level);\r
-                    case 94: // 艦上偵察機(II)\r
-                        return 1.2 * 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
-                    case 19: // 徹甲弾\r
-                    case 21: // 対空機銃\r
-                    case 24: // 上陸用舟艇\r
-                    case 29: // 探照灯\r
-                    case 36: // 高射装置\r
-                    case 42: // 大型探照灯\r
-                    case 46: // 特型内火艇\r
-                        return Sqrt(Level);\r
-                    case 3: // 大口径\r
-                        return 1.5 * Sqrt(Level);\r
-                    case 4: // 副砲\r
-                        return SecondaryGunLevelBonus;\r
-                    case 14: // ソナー\r
-                    case 15: // 爆雷\r
-                        return Spec.Id == 226 // 九五式爆雷\r
-                            ? 0\r
-                            : 0.75 * Sqrt(Level);\r
-                    default:\r
-                        return 0;\r
-                }\r
-            }\r
-        }\r
-\r
-        public double SecondaryGunLevelBonus\r
-        {\r
-            get\r
-            {\r
-                switch (Spec.Id)\r
-                {\r
-                    case 10: // 12.7cm連装高角砲\r
-                    case 66: // 8cm高角砲\r
-                    case 220: // 8cm高角砲改+増設機銃\r
-                    case 275: // 10cm連装高角砲改+増設機銃\r
-                        return 0.2 * Level;\r
-                    case 12: // 15.5cm三連装副砲\r
-                    case 234: // 15.5cm三連装副砲改\r
-                    case 247: // 15.2cm三連装砲\r
-                        return 0.3 * Level;\r
-                    default:\r
-                        return Sqrt(Level);\r
-                }\r
-            }\r
-        }\r
-\r
-        public double TorpedoLevelBonus\r
-        {\r
-            get\r
-            {\r
-                switch (Spec.Type)\r
-                {\r
-                    case 5: // 魚雷\r
-                    case 21: // 機銃\r
-                        return 1.2 * Sqrt(Level);\r
-                    default:\r
-                        return 0;\r
-                }\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
-                    case 5: // 魚雷\r
-                    case 19: // 徹甲弾\r
-                    case 24: // 上陸用舟艇\r
-                    case 29: // 探照灯\r
-                    case 36: // 高射装置\r
-                    case 42: // 大型探照灯\r
-                    case 46: // 特型内火艇\r
-                        return Sqrt(Level);\r
-                    case 4: // 副砲\r
-                        return SecondaryGunLevelBonus;\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 + (Spec.AntiAir >= 8 ? 3 : 2) * Sqrt(Level);\r
-                    case 11: // 電探\r
-                        return 3 * Spec.AntiAir;\r
-                    case 30: // 高射装置\r
-                        return 4 * Spec.AntiAir + 2 * Sqrt(Level);\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 + (Spec.AntiAir >= 8 ? 3 : 2) * Sqrt(Level);\r
-                    case 30: // 高射装置\r
-                        return 0.35 * Spec.AntiAir + 2 * Sqrt(Level);\r
-                    default:\r
-                        if (Spec.Id == 9) // 46cm三連装砲\r
-                            return 0.25 * Spec.AntiAir;\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
-        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 bool AlarmShips { get; set; }\r
-        public int MaxEquips { get; private set; }\r
-        public int MarginEquips { get; set; }\r
-        public bool AlarmEquips { get; set; }\r
-\r
-        public int NowShips\r
-        {\r
-            get => _nowShips;\r
-            set\r
-            {\r
-                if (MaxShips != 0)\r
-                {\r
-                    var limit = MaxShips - MarginShips;\r
-                    AlarmShips = AlarmShips || _nowShips < limit && value >= limit;\r
-                }\r
-                _nowShips = value;\r
-            }\r
-        }\r
-\r
-        public bool TooManyShips => MaxShips != 0 && NowShips >= MaxShips - MarginShips;\r
+        private readonly ItemMaster _itemMaster;\r
+        private readonly ItemInventory _itemInventory;\r
+        public AlarmCounter Counter { get; }\r
 \r
-        public int NowEquips\r
+        public ItemInfo(ItemMaster itemMaster, ItemInventory itemInventory)\r
         {\r
-            get => _nowEquips;\r
-            set\r
-            {\r
-                if (MaxEquips != 0)\r
-                {\r
-                    var limit = MaxEquips - MarginEquips;\r
-                    AlarmEquips = AlarmEquips || _nowEquips < limit && value >= limit;\r
-                }\r
-                _nowEquips = value;\r
-            }\r
-        }\r
-\r
-        public bool TooManyEquips => MaxEquips != 0 && NowEquips >= MaxEquips - MarginEquips;\r
-\r
-        public ItemInfo()\r
-        {\r
-            MarginShips = 4;\r
-            MarginEquips = 10;\r
+            _itemMaster = itemMaster;\r
+            _itemInventory = itemInventory;\r
+            Counter = new AlarmCounter(() => _itemInventory.Count) {Margin = 5};\r
         }\r
 \r
-        public AdditionalData AdditionalData { get; set; }\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
+            Counter.Max = (int)json.api_max_slotitem;\r
         }\r
 \r
         public void InspectMaster(dynamic json)\r
         {\r
-            var dict = new Dictionary<int, string>();\r
-            foreach (var entry in json.api_mst_slotitem_equiptype)\r
-                dict[(int)entry.api_id] = entry.api_name;\r
-            AdditionalData.LoadTpSpec();\r
-            foreach (var entry in json.api_mst_slotitem)\r
-            {\r
-                var type = (int)entry.api_type[2];\r
-                var id = (int)entry.api_id;\r
-                _itemSpecs[(int)entry.api_id] = new ItemSpec\r
-                {\r
-                    Id = id,\r
-                    Name = (string)entry.api_name,\r
-                    Type = type,\r
-                    TypeName = dict.TryGetValue(type, out var typeName) ? typeName : "不明",\r
-                    IconType = (int)entry.api_type[3],\r
-                    Firepower = (int)entry.api_houg,\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
-                    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
-                    GetItemTp = () => AdditionalData.ItemTp(id)\r
-                };\r
-            }\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
+            _itemMaster.InspectMaster(json);\r
         }\r
 \r
         public void InspectSlotItem(dynamic json, bool full = false)\r
@@ -707,21 +46,17 @@ namespace KancolleSniffer.Model
             if (!json.IsArray)\r
                 json = new[] {json};\r
             if (full)\r
-            {\r
-                _itemInfo.Clear();\r
-                _itemInfo[-1] = new ItemStatus();\r
-            }\r
+                _itemInventory.Clear();\r
             foreach (var entry in json)\r
             {\r
                 var id = (int)entry.api_id;\r
-                _itemInfo[id] = new ItemStatus(id)\r
+                _itemInventory[id] = new ItemStatus(id)\r
                 {\r
-                    Spec = _itemSpecs[(int)entry.api_slotitem_id],\r
+                    Spec = _itemMaster[(int)entry.api_slotitem_id],\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
 \r
         public void InspectCreateItem(dynamic json)\r
@@ -733,7 +68,6 @@ namespace KancolleSniffer.Model
 \r
         public void InspectGetShip(dynamic json)\r
         {\r
-            NowShips += 1;\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
@@ -754,57 +88,49 @@ namespace KancolleSniffer.Model
             DeleteItems((int[])json.api_use_slot_id);\r
         }\r
 \r
-        public void DeleteItems(IEnumerable<ItemStatus> items)\r
-        {\r
-            DeleteItems(items.Select(item => item.Id));\r
-        }\r
-\r
         private void DeleteItems(IEnumerable<int> ids)\r
         {\r
-            foreach (var id in ids.Where(id => id != -1))\r
-            {\r
-                _itemInfo.Remove(id);\r
-                NowEquips--;\r
-            }\r
+            _itemInventory.Remove(ids);\r
         }\r
 \r
-        public ItemSpec GetSpecByItemId(int id) => _itemSpecs.TryGetValue(id, out var spec) ? spec : new ItemSpec();\r
+        public ItemSpec GetSpecByItemId(int id) => _itemMaster[id];\r
 \r
         public string GetName(int id) => GetStatus(id).Spec.Name;\r
 \r
         public ItemStatus GetStatus(int id)\r
         {\r
-            return _itemInfo.TryGetValue(id, out var item) ? item : new ItemStatus(id);\r
+            return _itemInventory[id];\r
         }\r
 \r
         public void ClearHolder()\r
         {\r
-            foreach (var item in _itemInfo.Values)\r
+            foreach (var item in _itemInventory.AllItems)\r
                 item.Holder = new ShipStatus();\r
         }\r
 \r
-        public ItemStatus[] ItemList => (from e in _itemInfo where e.Key != -1 select e.Value).ToArray();\r
+        public ItemStatus[] ItemList => _itemInventory.AllItems.ToArray();\r
 \r
-        public string GetUseItemName(int id) => _useItemName[id];\r
+        public string GetUseItemName(int id) => _itemMaster.GetUseItemName(id);\r
 \r
         public void InjectItemSpec(IEnumerable<ItemSpec> specs)\r
         {\r
             foreach (var spec in specs)\r
-                _itemSpecs.Add(spec.Id, spec);\r
+                _itemMaster[spec.Id] = spec;\r
         }\r
 \r
         public ItemStatus[] InjectItems(IEnumerable<int> itemIds)\r
         {\r
-            var id = _itemInfo.Keys.Count + 1;\r
+            var id = _itemInventory.MaxId + 1;\r
             return itemIds.Select(itemId =>\r
             {\r
-                if (!_itemSpecs.TryGetValue(itemId, out var spec))\r
+                var spec = _itemMaster[itemId];\r
+                if (spec.Empty)\r
                 {\r
                     spec = new ItemSpec {Id = itemId};\r
-                    _itemSpecs.Add(itemId, spec);\r
+                    _itemMaster[itemId] = spec;\r
                 }\r
                 var item = new ItemStatus {Id = id++, Spec = spec};\r
-                _itemInfo.Add(item.Id, item);\r
+                _itemInventory.Add(item);\r
                 return item;\r
             }).ToArray();\r
         }\r