// 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
- {\r
- private readonly ItemInfo _itemInfo;\r
- public int Id { get; set; }\r
- public int Fleet { get; set; } // ShipListだけで使う\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 AntiSubmarine { get; set; }\r
- public int Lucky { get; set; }\r
- public bool Escaped { get; set; }\r
-\r
- public Damage DamageLevel => CalcDamage(NowHp, MaxHp);\r
-\r
- public ShipStatus(ItemInfo itemInfo = null)\r
- {\r
- _itemInfo = itemInfo;\r
- Id = -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
- }\r
-\r
- public static Damage CalcDamage(int now, int max)\r
- {\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 int RealFirepower\r
- {\r
- get\r
- {\r
- if (Spec.IsSubmarine)\r
- return 0;\r
- if (!Spec.IsAircraftCarrier)\r
- return Firepower + 5;\r
- var specs = (from item in Slot\r
- let spec = _itemInfo.GetStatus(item.Id).Spec\r
- where spec.IsAircraft\r
- select new {torpedo = spec.Torpedo, bomber = spec.Bomber}).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) * 1.5 + bomber * 2 + 55);\r
- }\r
- }\r
-\r
- public int RealAntiSubmarine\r
- {\r
- get\r
- {\r
- if (!Spec.IsAntiSubmarine)\r
- return 0;\r
- if (Spec.IsAircraftCarrier && RealFirepower == 0) // 砲撃戦に参加しない\r
- return 0;\r
- var sonar = 0;\r
- var dc = 0;\r
- var aircraft = 0;\r
- var all = 0;\r
- var vanilla = AntiSubmarine;\r
- foreach (var spec in Slot.Select(item => _itemInfo.GetStatus(item.Id).Spec))\r
- {\r
- vanilla -= spec.AntiSubmarine;\r
- if (spec.IsReconSeaplane) // 水偵は除外\r
- continue;\r
- if (spec.IsSonar)\r
- sonar += spec.AntiSubmarine;\r
- else if (spec.IsDepthCharge)\r
- dc += spec.AntiSubmarine;\r
- else if (spec.IsAircraft)\r
- aircraft += spec.AntiSubmarine;\r
- all += spec.AntiSubmarine;\r
- }\r
- if (vanilla == 0 && aircraft == 0) // 素対潜0で航空機なしは対潜攻撃なし\r
- return 0;\r
- var bonus = sonar > 0 && dc > 0 ? 1.15 : 1.0;\r
- return (int)(bonus * (vanilla / 5 + all * 2 + (aircraft > 0 ? 10 : 25)));\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
-\r
- public struct ChargeStatus\r
- {\r
- public int Fuel { get; set; }\r
- public int Bull { get; set; }\r
-\r
- public ChargeStatus(ShipStatus status) : this()\r
- {\r
- Fuel = CalcChargeState(status.Fuel, status.Spec.FuelMax);\r
- Bull = CalcChargeState(status.Bull, status.Spec.BullMax);\r
- }\r
-\r
- public ChargeStatus(int fuel, int bull) : this()\r
- {\r
- Fuel = fuel;\r
- Bull = bull;\r
- }\r
-\r
- private int CalcChargeState(int now, int full)\r
- {\r
- if (full == 0 || now == full)\r
- return 0;\r
- var ratio = (double)now / full;\r
- if (ratio >= 7.0 / 9)\r
- return 1;\r
- if (ratio >= 3.0 / 9)\r
- return 2;\r
- if (ratio > 0)\r
- return 3;\r
- return 4;\r
- }\r
- }\r
\r
public class ShipInfo\r
{\r
public const int FleetCount = 4;\r
public const int MemberCount = 6;\r
\r
- private readonly int[][] _decks = new int[FleetCount][];\r
+ private readonly Fleet[] _fleets;\r
private readonly Dictionary<int, ShipStatus> _shipInfo = new Dictionary<int, ShipStatus>();\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
- private readonly int[][] _presetDeck = new int[5][];\r
+ private ShipStatus[] _battleResult = new ShipStatus[0];\r
+ public int HqLevel { get; private set; }\r
+ public ShipStatusPair[] BattleResultDiff { get; private set; } = new ShipStatusPair[0];\r
+ public bool IsBattleResultError => BattleResultDiff.Length > 0;\r
+ public ShipStatus[] BattleStartStatus { get; private set; } = new ShipStatus[0];\r
\r
- public ShipInfo(ItemInfo itemInfo)\r
+ public class ShipStatusPair\r
{\r
- _itemInfo = itemInfo;\r
+ public ShipStatus Assumed { get; set; }\r
+ public ShipStatus Actual { get; set; }\r
\r
- for (var fleet = 0; fleet < FleetCount; fleet++)\r
+ public ShipStatusPair(ShipStatus assumed, ShipStatus actual)\r
{\r
- var deck = new int[MemberCount];\r
- for (var i = 0; i < deck.Length; i++)\r
- deck[i] = -1;\r
- _decks[fleet] = deck;\r
+ Assumed = assumed;\r
+ Actual = actual;\r
}\r
+ }\r
+\r
+ public ShipInfo(ItemInfo itemInfo)\r
+ {\r
+ _fleets = Enumerable.Range(0, FleetCount).Select(x => new Fleet(this)).ToArray();\r
+ _itemInfo = itemInfo;\r
ClearShipInfo();\r
}\r
\r
{\r
ClearShipInfo();\r
for (var i = 0; i < FleetCount; i++)\r
- _inSortie[i] = false;\r
+ _fleets[i].State = FleetState.Port;\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
+ _combinedFleetType = (int)json.api_combined_flag;\r
_itemInfo.NowShips = ((object[])json.api_ship).Length;\r
+ VerifyBattleResult();\r
}\r
else if (json.api_data()) // ship2\r
{\r
- ClearShipInfo();\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_data_deck);\r
InspectShipData(json.api_data);\r
- _itemInfo.NowShips = ((object[])json.api_data).Length;\r
}\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
+ VerifyBattleResult();\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
+ public void SaveBattleResult()\r
+ {\r
+ _battleResult = _fleets.Where(fleet =>\r
+ fleet.State >= FleetState.Sortie && !GetStatus(fleet.Deck[0]).Spec.IsRepairShip)\r
+ .SelectMany(fleet => fleet.Deck.Select(GetStatus)).ToArray();\r
+ }\r
+\r
+ private void VerifyBattleResult()\r
+ {\r
+ BattleResultDiff = (from assumed in _battleResult\r
+ let actual = GetStatus(assumed.Id)\r
+ where !assumed.Escaped && assumed.NowHp != actual.NowHp\r
+ select new ShipStatusPair(assumed, actual)).ToArray();\r
+ _battleResult = new ShipStatus[0];\r
+ }\r
+\r
+ public void SaveBattleStartStatus()\r
+ {\r
+ BattleStartStatus = _fleets.Where(fleet => fleet.State >= FleetState.Sortie)\r
+ .SelectMany(fleet => fleet.Deck.Select(id => (ShipStatus)GetStatus(id).Clone())).ToArray();\r
+ }\r
+\r
private void ClearShipInfo()\r
{\r
_shipInfo.Clear();\r
foreach (var entry in json)\r
{\r
var fleet = (int)entry.api_id - 1;\r
- var deck = _decks[fleet];\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
+ _fleets[fleet].Deck = (int[])entry.api_ship;\r
+ if ((int)entry.api_mission[0] != 0)\r
+ _fleets[fleet].State = FleetState.Mission;\r
}\r
}\r
\r
{\r
foreach (var entry in json)\r
{\r
- _shipInfo[(int)entry.api_id] = new ShipStatus(_itemInfo)\r
+ _shipInfo[(int)entry.api_id] = new ShipStatus\r
{\r
Id = (int)entry.api_id,\r
- Spec = _shipMaster[(int)entry.api_ship_id],\r
+ Spec = _shipMaster.GetSpec((int)entry.api_ship_id),\r
Level = (int)entry.api_lv,\r
ExpToNext = (int)entry.api_exp[1],\r
MaxHp = (int)entry.api_maxhp,\r
Bull = (int)entry.api_bull,\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
+ 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
AntiSubmarine = (int)entry.api_taisen[0],\r
- Lucky = (int)entry.api_lucky[0]\r
+ AntiAir = (int)entry.api_taiku[0],\r
+ Lucky = (int)entry.api_lucky[0],\r
+ Locked = entry.api_locked() && entry.api_locked == 1\r
};\r
- _itemInfo.CountNewItems((int[])entry.api_slot);\r
}\r
}\r
\r
private void InspectBasic(dynamic json)\r
{\r
- _hqLevel = (int)json.api_level;\r
+ HqLevel = (int)json.api_level;\r
}\r
\r
public void InspectCharge(dynamic json)\r
var ship = int.Parse(values["api_ship_id"]);\r
if (idx == -1)\r
{\r
- var deck = _decks[fleet];\r
+ var deck = _fleets[fleet].Deck;\r
for (var i = 1; i < deck.Length; i++)\r
deck[i] = -1;\r
return;\r
WithdrowShip(fleet, idx);\r
return;\r
}\r
- int oi;\r
- var of = FindFleet(ship, out oi);\r
- var orig = _decks[fleet][idx];\r
- _decks[fleet][idx] = ship;\r
+ var of = FindFleet(ship, out var oi);\r
+ var orig = _fleets[fleet].Deck[idx];\r
+ _fleets[fleet].Deck[idx] = ship;\r
if (of == -1)\r
return;\r
// 入れ替えの場合\r
- if ((_decks[of][oi] = orig) == -1)\r
+ if ((_fleets[of].Deck[oi] = orig) == -1)\r
WithdrowShip(of, oi);\r
}\r
\r
private int FindFleet(int ship, out int idx)\r
{\r
- for (var f = 0; f < _decks.Length; f++)\r
+ for (var f = 0; f < _fleets.Length; f++)\r
{\r
- idx = Array.FindIndex(_decks[f], id => id == ship);\r
+ idx = Array.FindIndex(_fleets[f].Deck, id => id == ship);\r
if (idx < 0)\r
continue;\r
return f;\r
\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
+ var deck = _fleets[fleet].Deck;\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
{\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.api_ship);\r
+ InspectShip(json);\r
}\r
\r
public void InspectSlotExchange(string request, dynamic json)\r
_shipInfo[ship].Slot = ((int[])json.api_slot).Select(id => new ItemStatus(id)).ToArray();\r
}\r
\r
- public void InspectDestroyShip(string request, dynamic json)\r
+ public void InspectSlotDeprive(dynamic json)\r
{\r
- var values = HttpUtility.ParseQueryString(request);\r
- var ship = int.Parse(values["api_ship_id"]);\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
+ InspectShipData(new[] {json.api_ship_data.api_set_ship, json.api_ship_data.api_unset_ship});\r
}\r
\r
- public void InspectPresetDeck(dynamic json)\r
- {\r
- foreach (KeyValuePair<string, dynamic> entry in json.api_deck)\r
- InspectPresetRegister(entry.Value);\r
- }\r
-\r
- public void InspectPresetRegister(dynamic json)\r
- {\r
- var no = (int)json.api_preset_no - 1;\r
- _presetDeck[no] = json.api_ship;\r
- }\r
-\r
- public void InspectPresetDelete(string request)\r
+ public void InspectDestroyShip(string request, dynamic json)\r
{\r
var values = HttpUtility.ParseQueryString(request);\r
- _presetDeck[int.Parse(values["api_preset_no"]) - 1] = null;\r
+ var delitem = int.Parse(values["api_slot_dest_flag"] ?? "0") == 1;\r
+ foreach (var ship in values["api_ship_id"].Split(',').Select(int.Parse))\r
+ {\r
+ _itemInfo.NowShips--;\r
+ if (delitem)\r
+ _itemInfo.DeleteItems(_shipInfo[ship].AllSlot);\r
+ var of = FindFleet(ship, out var oi);\r
+ if (of != -1)\r
+ WithdrowShip(of, oi);\r
+ _shipInfo.Remove(ship);\r
+ }\r
}\r
\r
public void InspectCombined(string request)\r
_combinedFleetType = int.Parse(values["api_combined_type"]);\r
}\r
\r
- public int[][] PresetDeck => _presetDeck;\r
-\r
public void InspectMapStart(string request)\r
{\r
var values = HttpUtility.ParseQueryString(request);\r
var fleet = int.Parse(values["api_deck_id"]) - 1;\r
- if (_combinedFleetType == 0)\r
+ if (_combinedFleetType == 0 || fleet > 1)\r
{\r
- _inSortie[fleet] = true;\r
+ _fleets[fleet].State = FleetState.Sortie;\r
}\r
else\r
{\r
- _inSortie[0] = _inSortie[1] = true;\r
+ _fleets[0].State = _fleets[1].State = FleetState.Sortie;\r
}\r
SetBadlyDamagedShips();\r
}\r
\r
+ public void StartPractice(string request)\r
+ {\r
+ var values = HttpUtility.ParseQueryString(request);\r
+ var fleet = int.Parse(values["api_deck_id"]) - 1;\r
+ _fleets[fleet].State = FleetState.Practice;\r
+ }\r
+\r
public void RepairShip(int id)\r
{\r
var s = _shipInfo[id];\r
s.Cond = Max(40, s.Cond);\r
}\r
\r
- public ShipStatus[] GetShipStatuses(int fleet)\r
- {\r
- return _decks[fleet].Where(id => id != -1).Select(GetStatus).ToArray();\r
- }\r
-\r
- public int[] GetDeck(int fleet) => _decks[fleet];\r
+ public Fleet[] Fleets => _fleets;\r
\r
public ShipStatus GetStatus(int id)\r
{\r
- ShipStatus s;\r
- if (!_shipInfo.TryGetValue(id, out s))\r
+ if (!_shipInfo.TryGetValue(id, out var s))\r
return new ShipStatus();\r
- s.Slot = (from item in s.Slot select _itemInfo.GetStatus(item.Id)).ToArray();\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
+ s.Fleet = FindFleet(s.Id, out var idx);\r
+ s.DeckIndex = idx;\r
+ s.CombinedFleetType = s.Fleet < 2 ? _combinedFleetType : 0;\r
return s;\r
}\r
\r
- public ShipSpec GetSpec(int id) => _shipMaster[id];\r
-\r
- public bool InMission(int fleet) => _inMission[fleet];\r
+ public void SetItemHolder()\r
+ {\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) => _inSortie[fleet];\r
+ public ShipSpec GetSpec(int id) => _shipMaster.GetSpec(id);\r
\r
public int CombinedFleetType => _combinedFleetType;\r
\r
- public ShipStatus[] ShipList\r
- => _shipInfo.Values.Where(s => s.Level != 0).Select(s =>\r
- {\r
- int oi;\r
- var f = FindFleet(s.Id, out oi);\r
- s.Fleet = f;\r
- s.Escaped = _escapedShips.Contains(s.Id);\r
- return s;\r
- }).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
- !slot.Spec.CanAirCombat\r
- ? new[] {0, 0}\r
- : new[]\r
- {\r
- (int)(slot.Spec.AntiAir * Sqrt(onslot) + slot.AlvBonus[0]),\r
- (int)(slot.Spec.AntiAir * Sqrt(onslot) + slot.AlvBonus[1])\r
- }))\r
- .Aggregate(new[] {0, 0}, (prev, fp) => new[] {prev[0] + fp[0], prev[1] + fp[1]});\r
-\r
- public ShipStatus[] GetDamagedShipList(DockInfo dockInfo)\r
+ public ShipStatus[] ShipList => _shipInfo.Keys.Where(id => id != -1).Select(GetStatus).ToArray();\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 double GetLineOfSights(int fleet)\r
- {\r
- var result = 0.0;\r
- foreach (var s in _decks[fleet].Select(id => _shipInfo[id]))\r
- {\r
- var items = 0;\r
- foreach (var spec in s.Slot.Select(item => _itemInfo.GetStatus(item.Id).Spec))\r
- {\r
- items += spec.LoS;\r
- result += spec.LoS * spec.LoSScaleFactor();\r
- }\r
- result += Sqrt(s.LoS - items) * 1.6841056;\r
- }\r
- return result > 0 ? result + (_hqLevel + 4) / 5 * 5 * -0.6142467 : 0.0;\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
- .Where(s => !s.Escaped && s.DamageLevel == ShipStatus.Damage.Badly)\r
- .Select(s => s.Name)\r
- .ToArray();\r
+ (from s in _fleets.Where(fleet => fleet.State == FleetState.Sortie)\r
+ .SelectMany(fleet => fleet.Deck.Where(id => id != -1).Select(GetStatus))\r
+ where !s.Escaped && s.DamageLevel == ShipStatus.Damage.Badly &&\r
+ !(s.CombinedFleetType > 0 && s.Fleet == 1 && s.DeckIndex == 0) // 第二艦隊の旗艦を除く\r
+ select s.Name).ToArray();\r
}\r
\r
public void ClearBadlyDamagedShips()\r
{\r
_escapedShips.Clear();\r
}\r
+\r
+ public void InjectShips(dynamic battle, dynamic item)\r
+ {\r
+ var deck = (int)battle.api_deck_id - 1;\r
+ InjectShips(deck, (int[])battle.api_f_nowhps, (int[])battle.api_f_maxhps, (int[][])item[0]);\r
+ if (battle.api_f_nowhps_combined())\r
+ InjectShips(1, (int[])battle.api_f_nowhps_combined, (int[])battle.api_f_maxhps_combined, (int[][])item[1]);\r
+ foreach (var enemy in (int[])battle.api_ship_ke)\r
+ _shipMaster.InjectSpec(enemy);\r
+ if (battle.api_ship_ke_combined())\r
+ {\r
+ foreach (var enemy in (int[])battle.api_ship_ke_combined)\r
+ _shipMaster.InjectSpec(enemy);\r
+ }\r
+ _itemInfo.InjectItems(((int[][])battle.api_eSlot).SelectMany(x => x));\r
+ if (battle.api_eSlot_combined())\r
+ _itemInfo.InjectItems(((int[][])battle.api_eSlot_combined).SelectMany(x => x));\r
+ }\r
+\r
+ private void InjectShips(int deck, int[] nowhps, int[] maxhps, int[][] slots)\r
+ {\r
+ var id = _shipInfo.Keys.Count + 1;\r
+ var ships = nowhps.Zip(maxhps,\r
+ (now, max) => new ShipStatus {Id = id++, NowHp = now, MaxHp = max}).ToArray();\r
+ _fleets[deck].Deck = (from ship in ships select ship.Id).ToArray();\r
+ foreach (var ship in ships)\r
+ _shipInfo[ship.Id] = ship;\r
+ foreach (var entry in ships.Zip(slots, (ship, slot) =>new {ship, slot}))\r
+ {\r
+ entry.ship.Slot = _itemInfo.InjectItems(entry.slot.Take(5));\r
+ if (entry.slot.Length >= 6)\r
+ entry.ship.SlotEx = _itemInfo.InjectItems(entry.slot.Skip(5)).First();\r
+ }\r
+ }\r
}\r
}
\ No newline at end of file