// 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
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
\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
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