OSDN Git Service

連合艦隊が雷撃戦で被弾すると勝利判定がくるうのを直す
[kancollesniffer/KancolleSniffer.git] / KancolleSniffer / BattleInfo.cs
1 // Copyright (C) 2014, 2015 Kazuhiro Fujieda <fujieda@users.osdn.me>\r
2 // \r
3 // Licensed under the Apache License, Version 2.0 (the "License");\r
4 // you may not use this file except in compliance with the License.\r
5 // You may obtain a copy of the License at\r
6 //\r
7 //    http://www.apache.org/licenses/LICENSE-2.0\r
8 //\r
9 // Unless required by applicable law or agreed to in writing, software\r
10 // distributed under the License is distributed on an "AS IS" BASIS,\r
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\r
12 // See the License for the specific language governing permissions and\r
13 // limitations under the License.\r
14 \r
15 using System.Collections.Generic;\r
16 using System.Linq;\r
17 using static System.Math;\r
18 \r
19 namespace KancolleSniffer\r
20 {\r
21     public enum BattleResultRank\r
22     {\r
23         P,\r
24         S,\r
25         A,\r
26         B,\r
27         C,\r
28         D,\r
29         E\r
30     }\r
31 \r
32     public enum BattleState\r
33     {\r
34         None,\r
35         Day,\r
36         Night,\r
37         Result\r
38     }\r
39 \r
40     public class EnemyFighterPower\r
41     {\r
42         public bool HasUnknown { get; set; }\r
43         public string UnknownMark => HasUnknown ? "+" : "";\r
44         public int AirCombat { get; set; }\r
45         public int Interception { get; set; }\r
46     }\r
47 \r
48     public class BattleInfo\r
49     {\r
50         private readonly ShipInfo _shipInfo;\r
51         private readonly ItemInfo _itemInfo;\r
52         private int _fleet;\r
53         private Record[] _friend;\r
54         private Record[] _guard;\r
55         private int[] _enemyHp;\r
56         private int[] _enemyGuardHp;\r
57         private int[] _enemyStartHp;\r
58         private int[] _enemyGuardStartHp;\r
59         private readonly List<int> _escapingShips = new List<int>();\r
60         private int _flagshipRecoveryType;\r
61         private bool _lastCell;\r
62 \r
63         public BattleState BattleState { get; set; }\r
64         public string Formation { get; private set; }\r
65         public EnemyFighterPower EnemyFighterPower { get; private set; }\r
66         public int AirControlLevel { get; private set; }\r
67         public BattleResultRank ResultRank { get; private set; }\r
68         public ShipStatus[] EnemyResultStatus { get; private set; }\r
69         public ShipStatus[] EnemyGuardResultStatus { get; private set; }\r
70         public bool EnemyIsCombined => EnemyGuardResultStatus.Length > 0;\r
71         public List<AirBattleResult> AirBattleResults { get; } = new List<AirBattleResult>();\r
72 \r
73         public BattleInfo(ShipInfo shipInfo, ItemInfo itemInfo)\r
74         {\r
75             _shipInfo = shipInfo;\r
76             _itemInfo = itemInfo;\r
77         }\r
78 \r
79         public void InspectBattle(dynamic json, string url)\r
80         {\r
81             Formation = FormationName(json);\r
82             AirControlLevel = CheckAirControlLevel(json);\r
83             ShowResult(false); // 昼戦の結果を夜戦のときに表示する\r
84             SetupResult(json);\r
85             EnemyFighterPower = CalcEnemyFighterPower(json);\r
86             if (IsNightBattle(json))\r
87             {\r
88                 BattleState = BattleState.Night;\r
89                 CalcCombinedHougekiDamage(json.api_hougeki, _friend, _guard, _enemyHp, _enemyGuardHp);\r
90             }\r
91             else\r
92             {\r
93                 BattleState = BattleState.Day;\r
94                 CalcDamage(json);\r
95             }\r
96             ClearEnemyOverKill();\r
97             ResultRank = url.EndsWith("ld_airbattle") ? CalcLdAirBattleRank() : CalcResultRank();\r
98         }\r
99 \r
100         private void ClearEnemyOverKill()\r
101         {\r
102             _enemyHp = _enemyHp.Select(hp => hp < 0 ? 0 : hp).ToArray();\r
103             _enemyGuardHp = _enemyGuardHp.Select(hp => hp < 0 ? 0 : hp).ToArray();\r
104         }\r
105 \r
106         public void InspectMapNext(string request)\r
107         {\r
108             var type = HttpUtility.ParseQueryString(request)["api_recovery_type"];\r
109             if (type == null)\r
110                 return;\r
111             _flagshipRecoveryType = int.Parse(type);\r
112         }\r
113 \r
114         private bool IsNightBattle(dynamic json) => json.api_hougeki();\r
115 \r
116         public static int DeckId(dynamic json)\r
117         {\r
118             if (json.api_dock_id()) // 昼戦はtypoしている\r
119                 return (int)json.api_dock_id - 1;\r
120             if (json.api_deck_id is string) // 通常の夜戦と連合艦隊(味方のみ)では文字列\r
121                 return int.Parse(json.api_deck_id) - 1;\r
122             return (int)json.api_deck_id - 1;\r
123         }\r
124 \r
125         private string FormationName(dynamic json)\r
126         {\r
127             if (!json.api_formation()) // 演習の夜戦\r
128                 return "";\r
129             switch ((int)json.api_formation[2])\r
130             {\r
131                 case 1:\r
132                     return "同航戦";\r
133                 case 2:\r
134                     return "反航戦";\r
135                 case 3:\r
136                     return "T字有利";\r
137                 case 4:\r
138                     return "T字不利";\r
139             }\r
140             return "";\r
141         }\r
142 \r
143         private void SetupResult(dynamic json)\r
144         {\r
145             if (_friend != null)\r
146                 return;\r
147             _fleet = DeckId(json);\r
148             var fstats = _shipInfo.GetShipStatuses(_fleet);\r
149             FlagshipRecovery(fstats[0]);\r
150             _friend = Record.Setup(fstats);\r
151             _enemyHp = (int[])json.api_e_nowhps;\r
152             _enemyStartHp = (int[])_enemyHp.Clone();\r
153             EnemyResultStatus = ((int[])json.api_ship_ke)\r
154                 .Select(id => new ShipStatus {Id = id, Spec = _shipInfo.GetSpec(id)}).ToArray();\r
155             EnemyGuardResultStatus = new ShipStatus[0];\r
156             if (json.api_ship_ke_combined())\r
157             {\r
158                 EnemyGuardResultStatus = ((int[])json.api_ship_ke_combined)\r
159                     .Select(id => new ShipStatus {Id = id, Spec = _shipInfo.GetSpec(id)}).ToArray();\r
160             }\r
161             _guard = new Record[0];\r
162             _enemyGuardHp = new int[0];\r
163             _enemyGuardStartHp = new int[0];\r
164             if (json.api_f_nowhps_combined())\r
165                 _guard = Record.Setup(_shipInfo.GetShipStatuses(1));\r
166             if (json.api_e_nowhps_combined()) // 敵が連合艦隊\r
167             {\r
168                 _enemyGuardHp = (int[])json.api_e_nowhps_combined;\r
169                 _enemyGuardStartHp = (int[])_enemyGuardHp.Clone();\r
170             }\r
171         }\r
172 \r
173         private void FlagshipRecovery(ShipStatus flagship)\r
174         {\r
175             switch (_flagshipRecoveryType)\r
176             {\r
177                 case 0:\r
178                     return;\r
179                 case 1:\r
180                     flagship.NowHp = flagship.MaxHp / 2;\r
181                     ConsumeSlotItem(flagship, 42); // ダメコン\r
182                     break;\r
183                 case 2:\r
184                     flagship.NowHp = flagship.MaxHp;\r
185                     ConsumeSlotItem(flagship, 43); // 女神\r
186                     break;\r
187             }\r
188             if (_flagshipRecoveryType != 0)\r
189                 _shipInfo.SetBadlyDamagedShips();\r
190             _flagshipRecoveryType = 0;\r
191         }\r
192 \r
193         private static void ConsumeSlotItem(ShipStatus ship, int id)\r
194         {\r
195             if (ship.SlotEx.Spec.Id == id)\r
196             {\r
197                 ship.SlotEx = new ItemStatus();\r
198                 return;\r
199             }\r
200             for (var i = 0; i < ship.Slot.Length; i++)\r
201             {\r
202                 if (ship.Slot[i].Spec.Id == id)\r
203                 {\r
204                     ship.Slot[i] = new ItemStatus();\r
205                     break;\r
206                 }\r
207             }\r
208         }\r
209 \r
210         public void CleanupResult()\r
211         {\r
212             _friend = null;\r
213             _lastCell = false;\r
214         }\r
215 \r
216         private int CheckAirControlLevel(dynamic json)\r
217         {\r
218             if (!json.api_kouku())\r
219                 return -1;\r
220             var stage1 = json.api_kouku.api_stage1;\r
221             if (stage1 == null)\r
222                 return -1;\r
223             if (stage1.api_f_count == 0 && stage1.api_e_count == 0)\r
224                 return -1;\r
225             return (int)stage1.api_disp_seiku;\r
226         }\r
227 \r
228         private EnemyFighterPower CalcEnemyFighterPower(dynamic json)\r
229         {\r
230             var result = new EnemyFighterPower();\r
231             var ships = (int[])json.api_ship_ke;\r
232             if (json.api_ship_ke_combined() && _guard.Length > 0)\r
233                 ships = ships.Concat((int[])json.api_ship_ke_combined).ToArray();\r
234             var maxEq = ships.SelectMany(id =>\r
235             {\r
236                 var r = _shipInfo.GetSpec(id).MaxEq;\r
237                 if (r != null)\r
238                     return r;\r
239                 result.HasUnknown = true;\r
240                 return new int[5];\r
241             });\r
242             var equips = ((int[][])json.api_eSlot).SelectMany(x => x);\r
243             if (json.api_eSlot_combined() && _guard.Length > 0)\r
244                 equips = equips.Concat(((int[][])json.api_eSlot_combined).SelectMany(x => x));\r
245             foreach (var entry in from slot in equips.Zip(maxEq, (id, max) => new {id, max})\r
246                 let spec = _itemInfo.GetSpecByItemId(slot.id)\r
247                 let perSlot = (int)Floor(spec.AntiAir * Sqrt(slot.max))\r
248                 select new {spec, perSlot})\r
249             {\r
250                 if (entry.spec.CanAirCombat)\r
251                     result.AirCombat += entry.perSlot;\r
252                 if (entry.spec.IsAircraft)\r
253                     result.Interception += entry.perSlot;\r
254             }\r
255             return result;\r
256         }\r
257 \r
258         private void CalcDamage(dynamic json)\r
259         {\r
260             AirBattleResults.Clear();\r
261             if (json.api_air_base_injection())\r
262             {\r
263                 AddAirBattleResult(json.api_air_base_injection, "AB噴式");\r
264                 CalcKoukuDamage(json.api_air_base_injection);\r
265             }\r
266             if (json.api_injection_kouku())\r
267             {\r
268                 AddAirBattleResult(json.api_injection_kouku, "噴式");\r
269                 CalcKoukuDamage(json.api_injection_kouku);\r
270             }\r
271             if (json.api_air_base_attack())\r
272                 CalcAirBaseAttackDamage(json.api_air_base_attack);\r
273             if (json.api_kouku())\r
274             {\r
275                 AddAirBattleResult(json.api_kouku, "航空戦");\r
276                 CalcKoukuDamage(json.api_kouku);\r
277             }\r
278             if (json.api_kouku2()) // 航空戦2回目\r
279             {\r
280                 AddAirBattleResult(json.api_kouku2, "航空戦2");\r
281                 CalcKoukuDamage(json.api_kouku2);\r
282             }\r
283             if (!json.api_opening_atack()) // 航空戦のみ\r
284                 return;\r
285             if (json.api_support_info() && json.api_support_info != null)\r
286                 CalcSupportDamage(json.api_support_info);\r
287             if (json.api_opening_taisen() && json.api_opening_taisen != null)\r
288                 CalcCombinedHougekiDamage(json.api_opening_taisen, _friend, _guard, _enemyHp, _enemyGuardHp);\r
289             if (json.api_opening_atack != null)\r
290                 CalcSimpleDamage(json.api_opening_atack, _friend, _guard, _enemyHp, _enemyGuardHp);\r
291             if (json.api_hougeki1() && json.api_hougeki1 != null)\r
292                 CalcCombinedHougekiDamage(json.api_hougeki1, _friend, _guard, _enemyHp, _enemyGuardHp);\r
293             if (json.api_hougeki2() && json.api_hougeki2 != null)\r
294                 CalcCombinedHougekiDamage(json.api_hougeki2, _friend, _guard, _enemyHp, _enemyGuardHp);\r
295             if (json.api_hougeki3() && json.api_hougeki3 != null)\r
296                 CalcCombinedHougekiDamage(json.api_hougeki3, _friend, _guard, _enemyHp, _enemyGuardHp);\r
297             if (json.api_raigeki() && json.api_raigeki != null)\r
298                 CalcSimpleDamage(json.api_raigeki, _friend, _guard, _enemyHp, _enemyGuardHp);\r
299         }\r
300 \r
301         private void CalcSupportDamage(dynamic json)\r
302         {\r
303             if (json.api_support_hourai != null)\r
304             {\r
305                 CalcSimpleDamage(json.api_support_hourai.api_damage, _enemyHp, _enemyGuardHp);\r
306             }\r
307             else if (json.api_support_airatack != null)\r
308             {\r
309                 CalcSimpleDamage(json.api_support_airatack.api_stage3.api_edam, _enemyHp, _enemyGuardHp);\r
310             }\r
311         }\r
312 \r
313         private void CalcAirBaseAttackDamage(dynamic json)\r
314         {\r
315             var i = 1;\r
316             foreach (var entry in json)\r
317             {\r
318                 AddAirBattleResult(entry, "基地" + i++);\r
319                 CalcKoukuDamage(entry);\r
320             }\r
321         }\r
322 \r
323         private void AddAirBattleResult(dynamic json, string phaseName)\r
324         {\r
325             var stage1 = json.api_stage1;\r
326             if (stage1 == null || (stage1.api_f_count == 0 && stage1.api_e_count == 0))\r
327                 return;\r
328             AirBattleResults.Add(new AirBattleResult\r
329             {\r
330                 PhaseName = phaseName,\r
331                 AirControlLevel = json.api_stage1.api_disp_seiku() ? (int)json.api_stage1.api_disp_seiku : 0,\r
332                 Stage1 = new AirBattleResult.StageResult\r
333                 {\r
334                     FriendCount = (int)json.api_stage1.api_f_count,\r
335                     FriendLost = (int)json.api_stage1.api_f_lostcount,\r
336                     EnemyCount = (int)json.api_stage1.api_e_count,\r
337                     EnemyLost = (int)json.api_stage1.api_e_lostcount\r
338                 },\r
339                 Stage2 = json.api_stage2 == null\r
340                     ? new AirBattleResult.StageResult\r
341                     {\r
342                         FriendCount = 0,\r
343                         FriendLost = 0,\r
344                         EnemyCount = 0,\r
345                         EnemyLost = 0\r
346                     }\r
347                     : new AirBattleResult.StageResult\r
348                     {\r
349                         FriendCount = (int)json.api_stage2.api_f_count,\r
350                         FriendLost = (int)json.api_stage2.api_f_lostcount,\r
351                         EnemyCount = (int)json.api_stage2.api_e_count,\r
352                         EnemyLost = (int)json.api_stage2.api_e_lostcount\r
353                     }\r
354             });\r
355         }\r
356 \r
357         private void CalcKoukuDamage(dynamic json)\r
358         {\r
359             if (json.api_stage3() && json.api_stage3 != null)\r
360                 CalcSimpleDamage(json.api_stage3, _friend, _enemyHp);\r
361             if (json.api_stage3_combined() && json.api_stage3_combined != null)\r
362                 CalcSimpleDamage(json.api_stage3_combined, _guard, _enemyGuardHp);\r
363         }\r
364 \r
365         private void CalcSimpleDamage(dynamic json, Record[] friend, int[] enemy)\r
366         {\r
367             if (json.api_fdam())\r
368                 CalcSimpleDamage(json.api_fdam, friend);\r
369             if (json.api_edam())\r
370                 CalcSimpleDamage(json.api_edam, enemy);\r
371         }\r
372 \r
373         private void CalcSimpleDamage(dynamic json, Record[] friend, Record[] guard, int[] enemy, int[] enemyGuard)\r
374         {\r
375             CalcSimpleDamage(json.api_fdam, friend, guard);\r
376             CalcSimpleDamage(json.api_edam, enemy, enemyGuard);\r
377         }\r
378 \r
379         private void CalcSimpleDamage(dynamic rawDamage, Record[] friend, Record[] guard)\r
380         {\r
381             var damage = (int[])rawDamage;\r
382             for (var i = 0; i < friend.Length; i++)\r
383                 friend[i].ApplyDamage(damage[i]);\r
384             for (var i = 0; i < guard.Length; i++)\r
385                 guard[i].ApplyDamage(damage[i + friend.Length]);\r
386         }\r
387 \r
388         private void CalcSimpleDamage(dynamic rawDamage, Record[] friend)\r
389         {\r
390             var damage = (int[])rawDamage;\r
391             for (var i = 0; i < friend.Length; i++)\r
392                 friend[i].ApplyDamage(damage[i]);\r
393         }\r
394 \r
395         private void CalcSimpleDamage(dynamic rawDamage, int[] enemy, int[] enemyGuard)\r
396         {\r
397             var damage = (int[])rawDamage;\r
398             for (var i = 0; i < enemy.Length; i++)\r
399                 enemy[i] -= damage[i];\r
400             for (var i = 0; i < enemyGuard.Length; i++)\r
401                 enemyGuard[i] -= damage[i + enemy.Length];\r
402         }\r
403 \r
404         private void CalcSimpleDamage(dynamic rawDamage, int[] result)\r
405         {\r
406             var damage = (int[])rawDamage;\r
407             for (var i = 0; i < result.Length; i++)\r
408                 result[i] -= damage[i];\r
409         }\r
410 \r
411         private void CalcCombinedHougekiDamage(dynamic hougeki, Record[] friend, Record[] guard,\r
412             int[] enemy, int[] enemyGuard)\r
413         {\r
414             if (!(hougeki.api_df_list() && hougeki.api_df_list != null &&\r
415                   hougeki.api_damage() && hougeki.api_damage != null &&\r
416                   hougeki.api_at_eflag() && hougeki.api_at_eflag != null))\r
417                 return;\r
418 \r
419             var targets = ((dynamic[])hougeki.api_df_list).Select(x => (int[])x);\r
420             var damages = ((dynamic[])hougeki.api_damage).Select(x => (int[])x);\r
421             var eflags = (int[])hougeki.api_at_eflag;\r
422             foreach (var turn in\r
423                 targets.Zip(damages, (t, d) => new {t, d}).Zip(eflags, (td, e) => new {e, td.t, td.d}))\r
424             {\r
425                 foreach (var hit in turn.t.Zip(turn.d, (t, d) => new {t, d}))\r
426                 {\r
427                     if (hit.t == -1)\r
428                         continue;\r
429                     if (turn.e == 1)\r
430                     {\r
431                         if (hit.t < friend.Length)\r
432                         {\r
433                             friend[hit.t].ApplyDamage(hit.d);\r
434                         }\r
435                         else\r
436                         {\r
437                             guard[hit.t - friend.Length].ApplyDamage(hit.d);\r
438                         }\r
439                     }\r
440                     else\r
441                     {\r
442                         if (hit.t < enemy.Length)\r
443                         {\r
444                             enemy[hit.t] -= hit.d;\r
445                         }\r
446                         else\r
447                         {\r
448                             enemyGuard[hit.t - enemy.Length] -= hit.d;\r
449                         }\r
450                     }\r
451                 }\r
452             }\r
453         }\r
454 \r
455         public void InspectMapStart(dynamic json)\r
456         {\r
457             InspectMapNext(json);\r
458         }\r
459 \r
460         public void InspectMapNext(dynamic json)\r
461         {\r
462             _lastCell = (int)json.api_next == 0;\r
463         }\r
464 \r
465         public void InspectBattleResult(dynamic json)\r
466         {\r
467             BattleState = BattleState.Result;\r
468             ShowResult(!_lastCell);\r
469             CleanupResult();\r
470             SetEscapeShips(json);\r
471         }\r
472 \r
473         public void InspectPracticeResult(dynamic json)\r
474         {\r
475             BattleState = BattleState.Result;\r
476             ShowResult(false);\r
477             CleanupResult();\r
478         }\r
479 \r
480         private void ShowResult(bool warnDamagedShip = true)\r
481         {\r
482             if (_friend == null)\r
483                 return;\r
484             var ships = _guard.Length > 0\r
485                 ? _shipInfo.GetShipStatuses(0).Concat(_shipInfo.GetShipStatuses(1)).ToArray()\r
486                 : _shipInfo.GetShipStatuses(_fleet);\r
487             foreach (var entry in ships.Zip(_friend.Concat(_guard), (ship, now) => new {ship, now}))\r
488                 entry.now.UpdateShipStatus(entry.ship);\r
489             if (warnDamagedShip)\r
490                 _shipInfo.SetBadlyDamagedShips();\r
491             else\r
492                 _shipInfo.ClearBadlyDamagedShips();\r
493             SetEnemyResultStatus();\r
494         }\r
495 \r
496         private void SetEnemyResultStatus()\r
497         {\r
498             for (var i = 0; i < _enemyHp.Length; i++)\r
499             {\r
500                 EnemyResultStatus[i].MaxHp = _enemyStartHp[i];\r
501                 EnemyResultStatus[i].NowHp = _enemyHp[i];\r
502             }\r
503             for (var i = 0; i < _enemyGuardHp.Length; i++)\r
504             {\r
505                 EnemyGuardResultStatus[i].MaxHp = _enemyGuardStartHp[i];\r
506                 EnemyGuardResultStatus[i].NowHp = _enemyGuardHp[i];\r
507             }\r
508         }\r
509 \r
510         public void SetEscapeShips(dynamic json)\r
511         {\r
512             _escapingShips.Clear();\r
513             if (!json.api_escape_flag() || (int)json.api_escape_flag == 0)\r
514                 return;\r
515             var damaged = (int)json.api_escape.api_escape_idx[0] - 1;\r
516             _escapingShips.Add(_shipInfo.GetDeck(damaged / 6)[damaged % 6]);\r
517             var escort = (int)json.api_escape.api_tow_idx[0] - 1;\r
518             _escapingShips.Add(_shipInfo.GetDeck(escort / 6)[escort % 6]);\r
519         }\r
520 \r
521         public void CauseCombinedBattleEscape()\r
522         {\r
523             _shipInfo.SetEscapedShips(_escapingShips);\r
524             _shipInfo.SetBadlyDamagedShips();\r
525         }\r
526 \r
527         private class Record\r
528         {\r
529             private ShipStatus _status;\r
530             public int NowHp => _status.NowHp;\r
531             public bool Escaped => _status.Escaped;\r
532             public ShipStatus.Damage DamageLevel => _status.DamageLevel;\r
533             public int StartHp;\r
534 \r
535             public static Record[] Setup(ShipStatus[] ships) =>\r
536                 (from s in ships select new Record {_status = (ShipStatus)s.Clone(), StartHp = s.NowHp}).ToArray();\r
537 \r
538             public void ApplyDamage(int damage)\r
539             {\r
540                 if (_status.NowHp > damage)\r
541                 {\r
542                     _status.NowHp -= damage;\r
543                     return;\r
544                 }\r
545                 _status.NowHp = 0;\r
546                 foreach (var item in new[] {_status.SlotEx}.Concat(_status.Slot))\r
547                 {\r
548                     if (item.Spec.Id == 42)\r
549                     {\r
550                         _status.NowHp = (int)(_status.MaxHp * 0.2);\r
551                         ConsumeSlotItem(_status, 42);\r
552                         break;\r
553                     }\r
554                     if (item.Spec.Id == 43)\r
555                     {\r
556                         _status.NowHp = _status.MaxHp;\r
557                         ConsumeSlotItem(_status, 43);\r
558                         break;\r
559                     }\r
560                 }\r
561             }\r
562 \r
563             public void UpdateShipStatus(ShipStatus ship)\r
564             {\r
565                 ship.NowHp = NowHp;\r
566                 ship.Slot = _status.Slot;\r
567                 ship.SlotEx = _status.SlotEx;\r
568             }\r
569         }\r
570 \r
571         private BattleResultRank CalcLdAirBattleRank()\r
572         {\r
573             var combined = _friend.Concat(_guard).ToArray();\r
574             var friendNowShips = combined.Count(r => r.NowHp > 0);\r
575             var friendGauge = combined.Sum(r => r.StartHp - r.NowHp);\r
576             var friendSunk = combined.Count(r => r.NowHp == 0);\r
577             var friendGaugeRate = Floor((double)friendGauge / combined.Sum(r => r.StartHp) * 100);\r
578 \r
579             if (friendSunk == 0)\r
580             {\r
581                 if (friendGauge == 0)\r
582                     return BattleResultRank.P;\r
583                 if (friendGaugeRate < 10)\r
584                     return BattleResultRank.A;\r
585                 if (friendGaugeRate < 20)\r
586                     return BattleResultRank.B;\r
587                 if (friendGaugeRate < 50)\r
588                     return BattleResultRank.C;\r
589                 return BattleResultRank.D;\r
590             }\r
591             if (friendSunk < friendNowShips)\r
592                 return BattleResultRank.D;\r
593             return BattleResultRank.E;\r
594         }\r
595 \r
596         private BattleResultRank CalcResultRank()\r
597         {\r
598             var friend = _friend.Concat(_guard).ToArray();\r
599             var enemyHp = _enemyHp.Concat(_enemyGuardHp).ToArray();\r
600             var enemyStartHp = _enemyStartHp.Concat(_enemyGuardStartHp).ToArray();\r
601 \r
602             var friendCount = friend.Length;\r
603             var friendStartHpTotal = 0;\r
604             var friendNowHpTotal = 0;\r
605             var friendSunk = 0;\r
606             foreach (var ship in friend)\r
607             {\r
608                 if (ship.Escaped)\r
609                     continue;\r
610                 friendStartHpTotal += ship.StartHp;\r
611                 friendNowHpTotal += ship.NowHp;\r
612                 if (ship.NowHp == 0)\r
613                     friendSunk++;\r
614             }\r
615             var friendGaugeRate = (int)((double)(friendStartHpTotal - friendNowHpTotal) / friendStartHpTotal * 100);\r
616 \r
617             var enemyCount = enemyHp.Length;\r
618             var enemyStartHpTotal = enemyStartHp.Sum();\r
619             var enemyNowHpTotal = enemyHp.Sum();\r
620             var enemySunk = enemyHp.Count(hp => hp == 0);\r
621             var enemyGaugeRate = (int)((double)(enemyStartHpTotal - enemyNowHpTotal) / enemyStartHpTotal * 100);\r
622 \r
623             if (friendSunk == 0 && enemySunk == enemyCount)\r
624             {\r
625                 if (friendNowHpTotal >= friendStartHpTotal)\r
626                     return BattleResultRank.P;\r
627                 return BattleResultRank.S;\r
628             }\r
629             if (friendSunk == 0 && enemySunk >= (int)(enemyCount * 0.7) && enemyCount > 1)\r
630                 return BattleResultRank.A;\r
631             if (friendSunk < enemySunk && enemyHp[0] == 0)\r
632                 return BattleResultRank.B;\r
633             if (friendCount == 1 && friend[0].DamageLevel == ShipStatus.Damage.Badly)\r
634                 return BattleResultRank.D;\r
635             if (enemyGaugeRate > friendGaugeRate * 2.5)\r
636                 return BattleResultRank.B;\r
637             if (enemyGaugeRate > friendGaugeRate * 0.9)\r
638                 return BattleResultRank.C;\r
639             if (friendCount > 1 && friendCount - 1 == friendSunk)\r
640                 return BattleResultRank.E;\r
641             return BattleResultRank.D;\r
642         }\r
643     }\r
644 }