-// 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.Linq;\r
-using System.Web;\r
+using static System.Math;\r
\r
namespace KancolleSniffer\r
{\r
- public class ShipStatus\r
+ public class ShipStatus : ICloneable\r
{\r
public int Id { get; set; }\r
- public int Fleet { get; set; } // ShipListだけで使う\r
+ public int Fleet { get; set; }\r
public ShipSpec Spec { get; set; }\r
\r
- public string Name\r
- {\r
- get { return Spec.Name; }\r
- }\r
+ public string Name => Spec.Name;\r
\r
public int Level { get; set; }\r
public int ExpToNext { get; set; }\r
public int Fuel { get; set; }\r
public int Bull { get; set; }\r
public int[] OnSlot { get; set; }\r
- public int[] Slot { 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 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 Damage DamageLevel\r
+ public int CombinedFleetType { get; set; }\r
+\r
+ public ShipStatus()\r
{\r
- get { return CalcDamage(NowHp, MaxHp); }\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
return ratio > 0.75 ? Damage.Minor : ratio > 0.5 ? Damage.Small : ratio > 0.25 ? Damage.Half : Damage.Badly;\r
}\r
\r
- public TimeSpan RepairTime()\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 RealFirepower\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 = Slot.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 + (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 RealTorpedo\r
{\r
- return RepairTime(MaxHp - NowHp);\r
+ get\r
+ {\r
+ if (Spec.IsAircraftCarrier || Torpedo == 0)\r
+ return 0;\r
+ return Torpedo + Slot.Sum(item => item.TorpedoLevelBonus) + CombinedFleetTorpedoPenalty + 5;\r
+ }\r
}\r
\r
- public TimeSpan RepairTime(int damage)\r
+ private int CombinedFleetTorpedoPenalty => CombinedFleetType > 0 && Fleet == 1 ? -5 : 0;\r
+\r
+ public double RealAntiSubmarine\r
{\r
- var weight = Spec.RepairWeight;\r
- var level = Level < 12 ? Level * 10 : Level * 5 + Math.Floor(Math.Sqrt(Level - 11)) * 10 + 50;\r
- return TimeSpan.FromSeconds(Math.Floor(level * weight * damage) + 30);\r
+ get\r
+ {\r
+ if (!Spec.IsAntiSubmarine)\r
+ return 0;\r
+ // ReSharper disable once CompareOfFloatsByEqualityOperator\r
+ if (Spec.IsAircraftCarrier && RealFirepower == 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.RealAntiSubmarine;\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 + Slot.Sum(item => item.Spec.TransportPoint) + SlotEx.Spec.TransportPoint;\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
}\r
}\r
\r
- public class DamageStatus\r
- {\r
- public int Fleet { private set; get; }\r
- public string Name { private set; get; }\r
- public ShipStatus.Damage DamageLevel { private set; get; }\r
- public TimeSpan RepairTime { private set; get; }\r
-\r
- public DamageStatus(int fleet, string name, ShipStatus.Damage damage, TimeSpan time)\r
- {\r
- Fleet = fleet;\r
- Name = name;\r
- DamageLevel = damage;\r
- RepairTime = time;\r
- }\r
- }\r
-\r
public class ShipInfo\r
{\r
public const int FleetCount = 4;\r
\r
private readonly int[][] _decks = new int[FleetCount][];\r
private readonly Dictionary<int, ShipStatus> _shipInfo = new Dictionary<int, ShipStatus>();\r
- private readonly ConditionTimer _conditionTimer;\r
- private readonly ShipMaster _shipMaster;\r
+ private readonly ShipMaster _shipMaster = new ShipMaster();\r
private readonly ItemInfo _itemInfo;\r
private readonly bool[] _inMission = new bool[FleetCount];\r
private readonly bool[] _inSortie = new bool[FleetCount];\r
+ private int _hqLevel;\r
+ private readonly List<int> _escapedShips = new List<int>();\r
+ private int _combinedFleetType;\r
\r
- public ShipInfo(ShipMaster shipMaster, ItemInfo itemInfo)\r
+ public ShipInfo(ItemInfo itemInfo)\r
{\r
- _shipMaster = shipMaster;\r
_itemInfo = itemInfo;\r
- _conditionTimer = new ConditionTimer(this);\r
\r
for (var fleet = 0; fleet < FleetCount; fleet++)\r
{\r
deck[i] = -1;\r
_decks[fleet] = deck;\r
}\r
+ ClearShipInfo();\r
+ }\r
+\r
+ public void InspectMaster(dynamic json)\r
+ {\r
+ _shipMaster.Inspect(json);\r
}\r
\r
public void InspectShip(dynamic json)\r
{\r
if (json.api_deck_port()) // port\r
{\r
- _shipInfo.Clear();\r
+ ClearShipInfo();\r
for (var i = 0; i < FleetCount; i++)\r
_inSortie[i] = false;\r
InspectDeck(json.api_deck_port);\r
InspectShipData(json.api_ship);\r
+ InspectBasic(json.api_basic);\r
+ if (json.api_combined_flag())\r
+ _combinedFleetType = (int)json.api_combined_flag;\r
_itemInfo.NowShips = ((object[])json.api_ship).Length;\r
}\r
else if (json.api_data()) // ship2\r
{\r
- _shipInfo.Clear();\r
+ ClearShipInfo();\r
InspectDeck(json.api_data_deck);\r
InspectShipData(json.api_data);\r
_itemInfo.NowShips = ((object[])json.api_data).Length;\r
}\r
- else if (json.api_ship_data()) // ship3\r
+ else if (json.api_ship_data()) // ship3とship_deck\r
{\r
// 一隻分のデータしか来ないことがあるので艦娘数を数えない\r
InspectDeck(json.api_deck_data);\r
InspectShipData(json.api_ship_data);\r
}\r
- else if (json.api_ship()) // getship\r
+ else if (json.api_ship()) // getshipとpowerup\r
{\r
InspectShipData(new[] {json.api_ship});\r
}\r
}\r
\r
+ private void ClearShipInfo()\r
+ {\r
+ _shipInfo.Clear();\r
+ _shipInfo[-1] = new ShipStatus();\r
+ }\r
+\r
public void InspectDeck(dynamic json)\r
{\r
foreach (var entry in json)\r
for (var i = 0; i < deck.Length; i++)\r
deck[i] = (int)entry.api_ship[i];\r
_inMission[fleet] = (int)entry.api_mission[0] != 0;\r
- if (_inMission[fleet])\r
- _conditionTimer.Disable(fleet);\r
}\r
}\r
\r
Cond = (int)entry.api_cond,\r
Fuel = (int)entry.api_fuel,\r
Bull = (int)entry.api_bull,\r
- OnSlot = (from num in (dynamic[])entry.api_onslot select (int)num).ToArray(),\r
- Slot = (from num in (dynamic[])entry.api_slot select (int)num).ToArray()\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(),\r
+ LoS = (int)entry.api_sakuteki[0],\r
+ Firepower = (int)entry.api_karyoku[0],\r
+ Torpedo = (int)entry.api_raisou[0],\r
+ AntiSubmarine = (int)entry.api_taisen[0],\r
+ Lucky = (int)entry.api_lucky[0],\r
+ Locked = entry.api_locked() && entry.api_locked == 1\r
};\r
- _shipInfo[-1] = new ShipStatus {Spec = _shipMaster[-1]};\r
}\r
- _conditionTimer.SetTimer();\r
+ }\r
+\r
+ private void InspectBasic(dynamic json)\r
+ {\r
+ _hqLevel = (int)json.api_level;\r
}\r
\r
public void InspectCharge(dynamic json)\r
status.Fuel = (int)entry.api_fuel;\r
status.OnSlot = (from num in (dynamic[])entry.api_onslot select (int)num).ToArray();\r
}\r
- var material = (int[])json.api_material;\r
- for (var i = 0; i < material.Length; i++)\r
- _itemInfo.MaterialHistory[i].Now = material[i];\r
}\r
\r
public void InspectChange(string request)\r
var deck = _decks[fleet];\r
for (var i = 1; i < deck.Length; i++)\r
deck[i] = -1;\r
- _conditionTimer.Invalidate(fleet);\r
return;\r
}\r
if (ship == -1)\r
}\r
int oi;\r
var of = FindFleet(ship, out oi);\r
- if (of != -1)\r
- {\r
- // 入れ替えの場合\r
- if ((_decks[of][oi] = _decks[fleet][idx]) == -1)\r
- WithdrowShip(of, oi);\r
- if (of != fleet)\r
- _conditionTimer.Invalidate(of);\r
- }\r
+ var orig = _decks[fleet][idx];\r
_decks[fleet][idx] = ship;\r
- _conditionTimer.Invalidate(fleet);\r
+ if (of == -1)\r
+ return;\r
+ // 入れ替えの場合\r
+ if ((_decks[of][oi] = orig) == -1)\r
+ WithdrowShip(of, oi);\r
}\r
\r
private int FindFleet(int ship, out int idx)\r
private void WithdrowShip(int fleet, int idx)\r
{\r
var deck = _decks[fleet];\r
- for (var i = idx; i < deck.Length - 1; i++)\r
- deck[i] = deck[i + 1];\r
- deck[deck.Length - 1] = -1;\r
- _conditionTimer.Invalidate(fleet);\r
+ var j = idx;\r
+ for (var i = idx + 1; i < deck.Length; i++)\r
+ {\r
+ if (deck[i] != -1)\r
+ deck[j++] = deck[i];\r
+ }\r
+ for (; j < deck.Length; j++)\r
+ deck[j] = -1;\r
}\r
\r
public void InspectPowerup(string request, dynamic json)\r
var values = HttpUtility.ParseQueryString(request);\r
var ships = values["api_id_items"].Split(',');\r
_itemInfo.NowShips -= ships.Length;\r
- _itemInfo.NowEquips -= (from s in ships select SlotItemCount(int.Parse(s))).Sum();\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
InspectDeck(json.api_deck);\r
- InspectShip(json.api_ship);\r
+ InspectShip(json);\r
+ }\r
+\r
+ public void InspectSlotExchange(string request, dynamic json)\r
+ {\r
+ var values = HttpUtility.ParseQueryString(request);\r
+ var ship = int.Parse(values["api_id"]);\r
+ _shipInfo[ship].Slot = ((int[])json.api_slot).Select(id => new ItemStatus(id)).ToArray();\r
+ }\r
+\r
+ public void InspectSlotDeprive(dynamic json)\r
+ {\r
+ InspectShipData(new[] {json.api_ship_data.api_set_ship, json.api_ship_data.api_unset_ship});\r
}\r
\r
public void InspectDestroyShip(string request, dynamic json)\r
{\r
var values = HttpUtility.ParseQueryString(request);\r
var ship = int.Parse(values["api_ship_id"]);\r
- _itemInfo.NowShips -= 1;\r
- _itemInfo.NowEquips -= SlotItemCount(ship);\r
+ _itemInfo.NowShips--;\r
+ _itemInfo.DeleteItems(_shipInfo[ship].Slot);\r
int oi;\r
var of = FindFleet(ship, out oi);\r
if (of != -1)\r
WithdrowShip(of, oi);\r
_shipInfo.Remove(ship);\r
-\r
- var material = (int[])json.api_material;\r
- for (var i = 0; i < material.Length; i++)\r
- _itemInfo.MaterialHistory[i].Now = material[i];\r
}\r
\r
- private int SlotItemCount(int id)\r
+ public void InspectCombined(string request)\r
{\r
- return _shipInfo[id].Slot.Count(item => item != -1);\r
+ var values = HttpUtility.ParseQueryString(request);\r
+ _combinedFleetType = int.Parse(values["api_combined_type"]);\r
}\r
\r
- public void StartSortie(string request)\r
+ public void InspectMapStart(string request)\r
{\r
var values = HttpUtility.ParseQueryString(request);\r
var fleet = int.Parse(values["api_deck_id"]) - 1;\r
- _conditionTimer.Disable(fleet);\r
- _inSortie[fleet] = true;\r
+ if (_combinedFleetType == 0 || fleet > 1)\r
+ {\r
+ _inSortie[fleet] = true;\r
+ }\r
+ else\r
+ {\r
+ _inSortie[0] = _inSortie[1] = true;\r
+ }\r
+ SetBadlyDamagedShips();\r
}\r
\r
public void RepairShip(int id)\r
{\r
var s = _shipInfo[id];\r
s.NowHp = s.MaxHp;\r
- s.Cond = Math.Max(40, s.Cond);\r
- _conditionTimer.SetTimer();\r
+ s.Cond = Max(40, s.Cond);\r
}\r
\r
public ShipStatus[] GetShipStatuses(int fleet)\r
{\r
- return (from id in _decks[fleet] where id != -1 select _shipInfo[id]).ToArray();\r
+ return _decks[fleet].Where(id => id != -1).Select(GetStatus).ToArray();\r
}\r
\r
- public int[] GetDeck(int fleet)\r
- {\r
- return _decks[fleet];\r
- }\r
+ public int[] GetDeck(int fleet) => _decks[fleet];\r
\r
- public ShipStatus this[int idx]\r
+ public ShipStatus GetStatus(int id)\r
{\r
- get { return _shipInfo[idx]; }\r
+ ShipStatus s;\r
+ if (!_shipInfo.TryGetValue(id, out s))\r
+ return new ShipStatus();\r
+ s.Slot = s.Slot.Select(item => _itemInfo.GetStatus(item.Id)).ToArray();\r
+ s.SlotEx = _itemInfo.GetStatus(s.SlotEx.Id);\r
+ s.Escaped = _escapedShips.Contains(id);\r
+ int idx;\r
+ s.Fleet = FindFleet(s.Id, out idx);\r
+ s.CombinedFleetType = s.Fleet < 2 ? _combinedFleetType : 0;\r
+ return s;\r
}\r
\r
- public bool InMission(int fleet)\r
+ public void SetItemHolder()\r
{\r
- return _inMission[fleet];\r
+ foreach (var ship in _shipInfo.Values)\r
+ {\r
+ foreach (var item in ship.Slot)\r
+ _itemInfo.GetStatus(item.Id).Holder = ship;\r
+ _itemInfo.GetStatus(ship.SlotEx.Id).Holder = ship;\r
+ }\r
}\r
\r
- public bool InSortie(int fleet)\r
- {\r
- return _inSortie[fleet];\r
- }\r
+ public ShipSpec GetSpec(int id) => _shipMaster[id];\r
+\r
+ public bool InMission(int fleet) => _inMission[fleet];\r
+\r
+ public bool InSortie(int fleet) => _inSortie[fleet];\r
+\r
+ public int CombinedFleetType => _combinedFleetType;\r
+\r
+ public ShipStatus[] ShipList => _shipInfo.Keys.Where(id => id != -1).Select(GetStatus).ToArray();\r
+\r
+ public ChargeStatus[] ChargeStatuses\r
+ => (from deck in _decks\r
+ let flag = new ChargeStatus(_shipInfo[deck[0]])\r
+ let others = (from id in deck.Skip(1)\r
+ select new ChargeStatus(_shipInfo[id]))\r
+ .Aggregate(\r
+ (result, next) =>\r
+ new ChargeStatus(Max(result.Fuel, next.Fuel), Max(result.Bull, next.Bull)))\r
+ select new ChargeStatus(flag.Fuel != 0 ? flag.Fuel : others.Fuel + 5,\r
+ flag.Bull != 0 ? flag.Bull : others.Bull + 5)).ToArray();\r
+\r
+ public int[] GetFighterPower(int fleet)\r
+ => GetShipStatuses(fleet).Where(ship => !ship.Escaped).SelectMany(ship =>\r
+ ship.Slot.Zip(ship.OnSlot, (slot, onslot) =>\r
+ {\r
+ if (!slot.Spec.CanAirCombat || onslot == 0)\r
+ return new[] {0, 0};\r
+ var unskilled = (slot.Spec.AntiAir + slot.FighterPowerLevelBonus) * Sqrt(onslot);\r
+ return new[] {(int)(unskilled + slot.AlvBonus[0]), (int)(unskilled + slot.AlvBonus[1])};\r
+ }))\r
+ .Aggregate(new[] {0, 0}, (prev, fp) => new[] {prev[0] + fp[0], prev[1] + fp[1]});\r
+\r
+ public double GetContactTriggerRate(int fleet)\r
+ => GetShipStatuses(fleet).Where(ship => !ship.Escaped).SelectMany(ship =>\r
+ ship.Slot.Zip(ship.OnSlot, (slot, onslot) =>\r
+ slot.Spec.ContactTriggerRate * slot.Spec.LoS * Sqrt(onslot))).Sum();\r
+\r
+ public ShipStatus[] GetRepairList(DockInfo dockInfo)\r
+ => (from s in ShipList\r
+ where s.NowHp < s.MaxHp && !dockInfo.InNDock(s.Id)\r
+ select s).OrderByDescending(s => s.RepairTime).ToArray();\r
+\r
\r
- public ShipStatus[] ShipList\r
+ public double GetLineOfSights(int fleet)\r
{\r
- get\r
+ var result = 0.0;\r
+ var emptyBonus = 6;\r
+ foreach (var s in GetShipStatuses(fleet))\r
{\r
- return _shipInfo.Values.Where(s => s.Level != 0).Select(s =>\r
+ emptyBonus--;\r
+ var itemLoS = 0;\r
+ foreach (var item in s.Slot)\r
{\r
- int oi;\r
- var f = FindFleet(s.Id, out oi);\r
- s.Fleet = f;\r
- return s;\r
- }).ToArray();\r
+ var spec = item.Spec;\r
+ itemLoS += spec.LoS;\r
+ result += (spec.LoS + item.LoSLevelBonus) * spec.LoSScaleFactor;\r
+ }\r
+ result += Sqrt(s.LoS - itemLoS);\r
}\r
+ return result > 0 ? result - Ceiling(_hqLevel * 0.4) + emptyBonus * 2 : 0.0;\r
}\r
\r
- public DateTime GetConditionTiemr(int fleet)\r
- {\r
- return _conditionTimer.GetTimer(fleet);\r
- }\r
+ public string[] BadlyDamagedShips { get; private set; } = new string[0];\r
\r
- public int[] GetConditionNotice()\r
+ public void SetBadlyDamagedShips()\r
{\r
- return _conditionTimer.GetNotice();\r
+ BadlyDamagedShips =\r
+ _inSortie.SelectMany((sortie, i) => sortie ? GetShipStatuses(i) : new ShipStatus[0])\r
+ .Where(s => !s.Escaped && s.DamageLevel == ShipStatus.Damage.Badly)\r
+ .Select(s => s.Name)\r
+ .ToArray();\r
}\r
\r
- public ChargeStatus[] ChargeStatuses\r
+ public void ClearBadlyDamagedShips()\r
{\r
- get\r
- {\r
- return (from deck in _decks\r
- let flag = new ChargeStatus(_shipInfo[deck[0]])\r
- let others = (from id in deck.Skip(1)\r
- select new ChargeStatus(_shipInfo[id]))\r
- .Aggregate(\r
- (result, next) =>\r
- new ChargeStatus(Math.Max(result.Fuel, next.Fuel), Math.Max(result.Bull, next.Bull)))\r
- select new ChargeStatus(flag.Fuel != 0 ? flag.Fuel : others.Fuel + 5,\r
- flag.Bull != 0 ? flag.Bull : others.Bull + 5)).ToArray();\r
- }\r
+ BadlyDamagedShips = new string[0];\r
}\r
\r
- public int GetAirSuperiority(int fleet)\r
+ public void SetEscapedShips(List<int> ships)\r
{\r
- return (from id in _decks[fleet]\r
- where id != -1\r
- let ship = _shipInfo[id]\r
- from slot in ship.Slot.Zip(ship.OnSlot, (s, o) => new {slot = s, onslot = o})\r
- select (int)Math.Floor(_itemInfo[slot.slot].TyKu * Math.Sqrt(slot.onslot))).Sum();\r
+ _escapedShips.AddRange(ships);\r
}\r
\r
- public DamageStatus[] GetDamagedShipList(DockInfo dockInfo)\r
+ public void ClearEscapedShips()\r
{\r
- int oi;\r
- return (from s in _shipInfo.Values\r
- where s.NowHp < s.MaxHp && !dockInfo.InNDock(s.Id)\r
- select new DamageStatus(FindFleet(s.Id, out oi), s.Name, s.DamageLevel, s.RepairTime())).\r
- OrderByDescending(entry => entry.RepairTime).ToArray();\r
+ _escapedShips.Clear();\r
}\r
}\r
}
\ No newline at end of file