\r
namespace KancolleSniffer\r
{\r
- public class ShipStatus : ICloneable\r
- {\r
- public int Id { get; set; }\r
- public int Fleet { get; set; }\r
- public ShipSpec Spec { get; set; }\r
-\r
- public string Name => Spec.Name;\r
-\r
- public int Level { get; set; }\r
- public int ExpToNext { get; set; }\r
- public int MaxHp { get; set; }\r
- public int NowHp { get; set; }\r
- public int Cond { get; set; }\r
- public int Fuel { get; set; }\r
- public int Bull { get; set; }\r
- public int[] OnSlot { get; set; }\r
- public ItemStatus[] Slot { get; set; }\r
- public ItemStatus SlotEx { get; set; }\r
- public int LoS { get; set; }\r
- public int Firepower { get; set; }\r
- public int Torpedo { get; set; }\r
- public int AntiSubmarine { get; set; }\r
- public int AntiAir { get; set; }\r
- public int Lucky { get; set; }\r
- public bool Locked { get; set; }\r
- public bool Escaped { get; set; }\r
-\r
- public Damage DamageLevel => CalcDamage(NowHp, MaxHp);\r
-\r
- public int CombinedFleetType { get; set; }\r
-\r
- public IEnumerable<ItemStatus> AllSlot => SlotEx.Id == 0 ? Slot : Slot.Concat(new[] {SlotEx});\r
-\r
- public ShipStatus()\r
- {\r
- Id = -1;\r
- Fleet = -1;\r
- Spec = new ShipSpec();\r
- OnSlot = new int[0];\r
- Slot = new ItemStatus[0];\r
- SlotEx = new ItemStatus();\r
- }\r
-\r
- public enum Damage\r
- {\r
- Minor,\r
- Small,\r
- Half,\r
- Badly,\r
- Sunk\r
- }\r
-\r
- public static Damage CalcDamage(int now, int max)\r
- {\r
- if (now == 0 && max > 0)\r
- return Damage.Sunk;\r
- var ratio = max == 0 ? 1 : (double)now / max;\r
- return ratio > 0.75 ? Damage.Minor : ratio > 0.5 ? Damage.Small : ratio > 0.25 ? Damage.Half : Damage.Badly;\r
- }\r
-\r
- public TimeSpan RepairTime => TimeSpan.FromSeconds(CalcRepairSec(MaxHp - NowHp) + 30);\r
-\r
- public int CalcRepairSec(int damage) => (int)(RepairSecPerHp * damage);\r
-\r
- public double RepairSecPerHp\r
- {\r
- get\r
- {\r
- var weight = Spec.RepairWeight;\r
- var level = Level < 12 ? Level * 10 : Level * 5 + Floor(Sqrt(Level - 11)) * 10 + 50;\r
- return level * weight;\r
- }\r
- }\r
-\r
- public void CalcMaterialsToRepair(out int fuel, out int steal)\r
- {\r
- var damage = MaxHp - NowHp;\r
- fuel = (int)(Spec.FuelMax * 0.2 * 0.16 * damage);\r
- steal = (int)(Spec.FuelMax * 0.2 * 0.3 * damage);\r
- }\r
-\r
- public double EffectiveFirepower\r
- {\r
- get\r
- {\r
- if (Spec.IsSubmarine)\r
- return 0;\r
- var isRyuseiAttack = Spec.Id == 352 && // 速吸改\r
- Slot.Any(item => item.Spec.Type == 8); // 艦攻装備\r
- var levelBonus = AllSlot.Sum(item => item.FirePowerLevelBonus);\r
- if (!Spec.IsAircraftCarrier && !isRyuseiAttack)\r
- return Firepower + levelBonus + CombinedFleetFirepowerBonus + 5;\r
- var specs = (from item in Slot where item.Spec.IsAircraft select item.Spec).ToArray();\r
- var torpedo = specs.Sum(s => s.Torpedo);\r
- var bomber = specs.Sum(s => s.Bomber);\r
- if (torpedo == 0 && bomber == 0)\r
- return 0;\r
- return (int)((Firepower + torpedo + levelBonus +\r
- (int)(bomber * 1.3) + CombinedFleetFirepowerBonus) * 1.5) + 55;\r
- }\r
- }\r
-\r
- private int CombinedFleetFirepowerBonus\r
- {\r
- get\r
- {\r
- switch (CombinedFleetType)\r
- {\r
- case 0:\r
- return 0;\r
- case 1: // 機動\r
- return Fleet == 0 ? 2 : 10;\r
- case 2: // 水上\r
- return Fleet == 0 ? 10 : -5;\r
- case 3: // 輸送\r
- return Fleet == 0 ? -5 : 10;\r
- default:\r
- return 0;\r
- }\r
- }\r
- }\r
-\r
- public double EffectiveTorpedo\r
- {\r
- get\r
- {\r
- if (Spec.IsAircraftCarrier || Torpedo == 0)\r
- return 0;\r
- return Torpedo + AllSlot.Sum(item => item.TorpedoLevelBonus) + CombinedFleetTorpedoPenalty + 5;\r
- }\r
- }\r
-\r
- private int CombinedFleetTorpedoPenalty => CombinedFleetType > 0 && Fleet == 1 ? -5 : 0;\r
-\r
- public double EffectiveAntiSubmarine\r
- {\r
- get\r
- {\r
- if (!Spec.IsAntiSubmarine)\r
- return 0;\r
- // ReSharper disable once CompareOfFloatsByEqualityOperator\r
- if (Spec.IsAircraftCarrier && EffectiveFirepower == 0) // 砲撃戦に参加しない\r
- return 0;\r
- var sonar = false;\r
- var dc = false;\r
- var aircraft = false;\r
- var all = 0.0;\r
- var vanilla = AntiSubmarine;\r
- foreach (var spec in Slot.Select(item => item.Spec))\r
- {\r
- vanilla -= spec.AntiSubmarine;\r
- if (spec.IsSonar)\r
- sonar = true;\r
- else if (spec.IsDepthCharge)\r
- dc = true;\r
- else if (spec.IsAircraft)\r
- aircraft = true;\r
- all += spec.EffectiveAntiSubmarine;\r
- }\r
- if (vanilla == 0 && !aircraft) // 素対潜0で航空機なしは対潜攻撃なし\r
- return 0;\r
- var bonus = sonar && dc ? 1.15 : 1.0;\r
- var levelBonus = Slot.Sum(item => item.AntiSubmarineLevelBonus);\r
- return bonus * (Sqrt(vanilla) * 2 + all * 1.5 + levelBonus + (aircraft ? 8 : 13));\r
- }\r
- }\r
-\r
- public double NightBattlePower\r
- {\r
- get\r
- {\r
- if (Spec.IsAircraftCarrier && Spec.Id != 353 && Spec.Id != 432) // Graf Zeppelin以外の空母\r
- return 0;\r
- return Firepower + Torpedo + Slot.Sum(item => item.NightBattleLevelBonus);\r
- }\r
- }\r
-\r
- public int PreparedDamageControl =>\r
- DamageLevel != Damage.Badly\r
- ? -1\r
- : SlotEx.Spec.Id == 42 || SlotEx.Spec.Id == 43\r
- ? SlotEx.Spec.Id\r
- : Slot.FirstOrDefault(item => item.Spec.Id == 42 || item.Spec.Id == 43)?.Spec.Id ?? -1;\r
-\r
- public double TransportPoint\r
- => Spec.TransportPoint + AllSlot.Sum(item => item.Spec.TransportPoint);\r
-\r
- public int EffectiveAntiAirForShip\r
- {\r
- get\r
- {\r
- if (AllSlot.All(item => item.Id == -1 || item.Id == 0))\r
- return AntiAir;\r
- var vanilla = AntiAir - AllSlot.Sum(item => item.Spec.AntiAir);\r
- var x = vanilla + AllSlot.Sum(item => item.EffectiveAntiAirForShip);\r
- return (int)(x / 2) * 2;\r
- }\r
- }\r
-\r
- public int EffectiveAntiAirForFleet => (int)AllSlot.Sum(item => item.EffectiveAntiAirForFleet);\r
-\r
- public object Clone()\r
- {\r
- var r = (ShipStatus)MemberwiseClone();\r
- r.Slot = r.Slot.ToArray(); // 戦闘中のダメコンの消費が見えないように複製する\r
- return r;\r
- }\r
- }\r
-\r
public struct ChargeStatus\r
{\r
public int Fuel { get; set; }\r
OnSlot = (int[])entry.api_onslot,\r
Slot = ((int[])entry.api_slot).Select(id => new ItemStatus(id)).ToArray(),\r
SlotEx = entry.api_slot_ex() ? new ItemStatus((int)entry.api_slot_ex) : new ItemStatus(0),\r
+ NdockTime = (int)entry.api_ndock_time,\r
+ NdockItem = (int[])entry.api_ndock_item,\r
LoS = (int)entry.api_sakuteki[0],\r
Firepower = (int)entry.api_karyoku[0],\r
Torpedo = (int)entry.api_raisou[0],\r
public void InspectPowerup(string request, dynamic json)\r
{\r
var values = HttpUtility.ParseQueryString(request);\r
- var ships = values["api_id_items"].Split(',');\r
+ var ships = values["api_id_items"].Split(',').Select(int.Parse).ToArray();\r
+ if (!_shipInfo.ContainsKey(ships[0])) // 二重に実行された場合\r
+ return;\r
_itemInfo.NowShips -= ships.Length;\r
- _itemInfo.DeleteItems(ships.SelectMany(s => _shipInfo[int.Parse(s)].Slot).ToArray());\r
- foreach (var ship in ships)\r
- _shipInfo.Remove(int.Parse(ship));\r
+ _itemInfo.DeleteItems(ships.SelectMany(id => _shipInfo[id].Slot).ToArray());\r
+ foreach (var id in ships)\r
+ _shipInfo.Remove(id);\r
InspectDeck(json.api_deck);\r
InspectShip(json);\r
}\r
where s.NowHp < s.MaxHp && !dockInfo.InNDock(s.Id)\r
select s).OrderByDescending(s => s.RepairTime).ToArray();\r
\r
-\r
public double GetLineOfSights(int fleet, int factor)\r
{\r
var result = 0.0;\r
return result > 0 ? result - Ceiling(_hqLevel * 0.4) + emptyBonus * 2 : 0.0;\r
}\r
\r
+ public double GetDaihatsuBonus(int fleet)\r
+ {\r
+ var tokudaiBonus = new[,]\r
+ {\r
+ {0.00, 0.00, 0.00, 0.00, 0.00},\r
+ {0.02, 0.02, 0.02, 0.02, 0.02},\r
+ {0.04, 0.04, 0.04, 0.04, 0.04},\r
+ {0.05, 0.05, 0.052, 0.054, 0.054},\r
+ {0.054, 0.056, 0.058, 0.059, 0.06}\r
+ };\r
+ var daihatsu = 0;\r
+ var tokudai = 0;\r
+ var bonus = 0.0;\r
+ var level = 0;\r
+ var sum = 0;\r
+ foreach (var ship in GetShipStatuses(fleet))\r
+ {\r
+ if (ship.Name == "鬼怒改二")\r
+ bonus += 0.05;\r
+ foreach (var item in ship.Slot)\r
+ {\r
+ switch (item.Spec.Name)\r
+ {\r
+ case "大発動艇":\r
+ level += item.Level;\r
+ sum++;\r
+ daihatsu++;\r
+ bonus += 0.05;\r
+ break;\r
+ case "特大発動艇":\r
+ level += item.Level;\r
+ sum++;\r
+ tokudai++;\r
+ bonus += 0.05;\r
+ break;\r
+ case "大発動艇(八九式中戦車&陸戦隊)":\r
+ level += item.Level;\r
+ sum++;\r
+ bonus += 0.02;\r
+ break;\r
+ case "特二式内火艇":\r
+ level += item.Level;\r
+ sum++;\r
+ bonus += 0.01;\r
+ break;\r
+ }\r
+ }\r
+ }\r
+ var levelAverage = sum == 0 ? 0.0 : (double)level / sum;\r
+ bonus = Min(bonus, 0.2);\r
+ return bonus + 0.01 * bonus * levelAverage + tokudaiBonus[Min(tokudai, 4), Min(daihatsu, 4)];\r
+ }\r
+\r
public string[] BadlyDamagedShips { get; private set; } = new string[0];\r
\r
public void SetBadlyDamagedShips()\r
{\r
BadlyDamagedShips =\r
- _inSortie.SelectMany((sortie, i) => sortie ? GetShipStatuses(i) : new ShipStatus[0])\r
+ _inSortie.SelectMany((flag, i) => !flag\r
+ ? new ShipStatus[0]\r
+ : _combinedFleetType > 0 && i == 1\r
+ ? GetShipStatuses(1).Skip(1) // 連合艦隊第二の旗艦を飛ばす\r
+ : GetShipStatuses(i))\r
.Where(s => !s.Escaped && s.DamageLevel == ShipStatus.Damage.Badly)\r
.Select(s => s.Name)\r
.ToArray();\r