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[kancollesniffer/KancolleSniffer.git] / KancolleSniffer / Model / 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;\r
16 using System.Collections.Generic;\r
17 using System.Linq;\r
18 using KancolleSniffer.Util;\r
19 using static System.Math;\r
20 \r
21 namespace KancolleSniffer.Model\r
22 {\r
23     public enum BattleResultRank\r
24     {\r
25         P,\r
26         S,\r
27         A,\r
28         B,\r
29         C,\r
30         D,\r
31         E\r
32     }\r
33 \r
34     public enum BattleState\r
35     {\r
36         None,\r
37         Day,\r
38         Night,\r
39         SpNight,\r
40         AirRaid,\r
41         Result,\r
42         Unknown\r
43     }\r
44 \r
45     public class EnemyFighterPower\r
46     {\r
47         public bool HasUnknown { get; set; }\r
48         public string UnknownMark => HasUnknown ? "+" : "";\r
49         public int AirCombat { get; set; }\r
50         public int Interception { get; set; }\r
51     }\r
52 \r
53     public class BattleInfo : Sniffer.IPort\r
54     {\r
55         private readonly ShipInfo _shipInfo;\r
56         private readonly ItemInfo _itemInfo;\r
57         private readonly AirBase _airBase;\r
58         private Fleet _fleet;\r
59         private Record[] _friend;\r
60         private Record[] _guard;\r
61         private Record[] _enemy;\r
62         private Record[] _enemyGuard;\r
63         private readonly List<int> _escapingShips = new List<int>();\r
64         private bool _safeCell;\r
65 \r
66         public BattleState BattleState { get; set; }\r
67         public int[] Formation { get; private set; }\r
68         public Range FighterPower { get; private set; }\r
69         public EnemyFighterPower EnemyFighterPower { get; private set; }\r
70         public int AirControlLevel { get; private set; }\r
71         public BattleResultRank ResultRank { get; private set; }\r
72         public RankPair DisplayedResultRank { get; } = new RankPair();\r
73         public BattleResult Result { get; set; }\r
74         public bool EnemyIsCombined => _enemyGuard.Length > 0;\r
75         public AirBattleResult AirBattleResult;\r
76         public int SupportType { get; private set; }\r
77 \r
78         public class RankPair\r
79         {\r
80             public char Assumed { get; set; } = 'X';\r
81             public char Actual { get; set; }\r
82             public bool IsError => Assumed != Actual;\r
83         }\r
84 \r
85         public class BattleResult\r
86         {\r
87             public class Combined\r
88             {\r
89                 public ShipStatus[] Main { get; set; }\r
90                 public ShipStatus[] Guard { get; set; }\r
91             }\r
92 \r
93             public Combined Friend { get; set; }\r
94             public Combined Enemy { get; set; }\r
95         }\r
96 \r
97         public BattleInfo(ShipInfo shipInfo, ItemInfo itemInfo, AirBase airBase)\r
98         {\r
99             _shipInfo = shipInfo;\r
100             _itemInfo = itemInfo;\r
101             _airBase = airBase;\r
102             AirBattleResult = new AirBattleResult(GetAirFireShipName, GetItemNames);\r
103         }\r
104 \r
105         private string GetAirFireShipName(int idx)\r
106         {\r
107             return idx < _friend.Length ? _friend[idx].Name : _guard[idx - 6].Name;\r
108         }\r
109 \r
110         private string[] GetItemNames(int[] ids)\r
111         {\r
112             return ids.Select(id => _itemInfo.GetSpecByItemId(id).Name).ToArray();\r
113         }\r
114 \r
115         public void Port()\r
116         {\r
117             CleanupResult();\r
118             _safeCell = false;\r
119             BattleState = BattleState.None;\r
120         }\r
121 \r
122         public void InspectBattle(string url, string request, dynamic json)\r
123         {\r
124             SetFormation(json);\r
125             SetSupportType(json);\r
126             ClearDamagedShipWarning();\r
127             ShowResult(); // 昼戦の結果を夜戦のときに表示する\r
128             SetupDamageRecord(request, json, url.Contains("practice"));\r
129             SetFighterPower();\r
130             SetEnemyFighterPower();\r
131             BattleState = url.Contains("sp_midnight") ? BattleState.SpNight :\r
132                 url.Contains("midnight") ? BattleState.Night : BattleState.Day;\r
133             if (BattleState != BattleState.Night)\r
134             {\r
135                 AirBattleResult.Clear();\r
136                 SetAirControlLevel(json);\r
137             }\r
138             CalcDamage(json);\r
139             ResultRank = url.Contains("/ld_") ? CalcLdResultRank() : CalcResultRank();\r
140             SetResult();\r
141         }\r
142 \r
143         private void SetFormation(dynamic json)\r
144         {\r
145             if (json.api_formation())\r
146                 Formation = (int[])json.api_formation;\r
147         }\r
148 \r
149         private void SetAirControlLevel(dynamic json)\r
150         {\r
151             AirControlLevel = -1;\r
152             if (!json.api_kouku())\r
153                 return;\r
154             var stage1 = json.api_kouku.api_stage1;\r
155             if (stage1 == null || stage1.api_f_count == 0 && stage1.api_e_count == 0)\r
156                 return;\r
157             AirControlLevel = (int)stage1.api_disp_seiku;\r
158         }\r
159 \r
160         private void SetSupportType(dynamic json)\r
161         {\r
162             SupportType = json.api_support_flag() ? (int)json.api_support_flag :\r
163                 json.api_n_support_flag() ? (int)json.api_n_support_flag : 0;\r
164         }\r
165 \r
166         private void SetupDamageRecord(string request, dynamic json, bool practice)\r
167         {\r
168             if (_friend != null)\r
169                 return;\r
170             _shipInfo.SaveBattleStartStatus();\r
171             SetupFriendDamageRecord(request, json, practice);\r
172             SetupEnemyDamageRecord(json, practice);\r
173         }\r
174 \r
175         private void SetupFriendDamageRecord(string request, dynamic json, bool practice)\r
176         {\r
177             _fleet = _shipInfo.Fleets[(int)json.api_deck_id - 1];\r
178             FlagshipRecovery(request, _fleet.ActualShips[0]);\r
179             _friend = Record.Setup(_fleet.ActualShips, practice);\r
180             _guard = json.api_f_nowhps_combined()\r
181                 ? Record.Setup(_shipInfo.Fleets[1].ActualShips, practice)\r
182                 : new Record[0];\r
183         }\r
184 \r
185         private void SetupEnemyDamageRecord(dynamic json, bool practice)\r
186         {\r
187             _enemy = Record.Setup((int[])json.api_e_nowhps,\r
188                 EnemyShipSpecs(json.api_ship_ke),\r
189                 EnemySlots(json.api_eSlot), practice);\r
190             _enemyGuard = json.api_ship_ke_combined()\r
191                 ? Record.Setup((int[])json.api_e_nowhps_combined,\r
192                     EnemyShipSpecs(json.api_ship_ke_combined),\r
193                     EnemySlots(json.api_eSlot_combined), practice)\r
194                 : new Record[0];\r
195         }\r
196 \r
197         private ShipSpec[] EnemyShipSpecs(dynamic ships)\r
198         {\r
199             return ((int[])ships).Select(_shipInfo.GetSpec).ToArray();\r
200         }\r
201 \r
202         private ItemSpec[][] EnemySlots(dynamic slots)\r
203         {\r
204             return ((int[][])slots).Select(slot => slot.Select(_itemInfo.GetSpecByItemId).ToArray()).ToArray();\r
205         }\r
206 \r
207         private void SetResult()\r
208         {\r
209             Result = new BattleResult\r
210             {\r
211                 Friend = new BattleResult.Combined\r
212                 {\r
213                     Main = _friend.Select(r => r.SnapShot).ToArray(),\r
214                     Guard = _guard.Select(r => r.SnapShot).ToArray()\r
215                 },\r
216                 Enemy = new BattleResult.Combined\r
217                 {\r
218                     Main = _enemy.Select(r => r.SnapShot).ToArray(),\r
219                     Guard = _enemyGuard.Select(r => r.SnapShot).ToArray()\r
220                 }\r
221             };\r
222         }\r
223 \r
224         private void FlagshipRecovery(string request, ShipStatus flagship)\r
225         {\r
226             var type = int.Parse(HttpUtility.ParseQueryString(request)["api_recovery_type"] ?? "0");\r
227             switch (type)\r
228             {\r
229                 case 0:\r
230                     return;\r
231                 case 1:\r
232                     flagship.NowHp = flagship.MaxHp / 2;\r
233                     ConsumeSlotItem(flagship, 42); // ダメコン\r
234                     break;\r
235                 case 2:\r
236                     flagship.NowHp = flagship.MaxHp;\r
237                     ConsumeSlotItem(flagship, 43); // 女神\r
238                     break;\r
239             }\r
240             if (type != 0)\r
241                 _shipInfo.SetBadlyDamagedShips();\r
242         }\r
243 \r
244         private static void ConsumeSlotItem(ShipStatus ship, int id)\r
245         {\r
246             if (ship.SlotEx.Spec.Id == id)\r
247             {\r
248                 ship.SlotEx = new ItemStatus();\r
249                 return;\r
250             }\r
251             for (var i = 0; i < ship.Slot.Count; i++)\r
252             {\r
253                 if (ship.Slot[i].Spec.Id == id)\r
254                 {\r
255                     ship.FreeSlot(i);\r
256                     break;\r
257                 }\r
258             }\r
259         }\r
260 \r
261         private void CleanupResult()\r
262         {\r
263             _friend = null;\r
264         }\r
265 \r
266         private void SetFighterPower()\r
267         {\r
268             var fleets = _shipInfo.Fleets;\r
269             FighterPower = _guard.Length > 0 && _enemyGuard.Length > 0\r
270                 ? fleets[0].FighterPower + fleets[1].FighterPower\r
271                 : _fleet.FighterPower;\r
272         }\r
273 \r
274         private void SetEnemyFighterPower()\r
275         {\r
276             EnemyFighterPower = new EnemyFighterPower();\r
277             foreach (var record in _guard.Length == 0 ? _enemy : _enemy.Concat(_enemyGuard))\r
278             {\r
279                 var ship = record.SnapShot;\r
280                 if (ship.Spec.MaxEq == null)\r
281                 {\r
282                     EnemyFighterPower.HasUnknown = true;\r
283                     continue;\r
284                 }\r
285                 foreach (var entry in ship.Slot.Zip(ship.Spec.MaxEq, (item, maxEq) => new {item.Spec, maxEq}))\r
286                 {\r
287                     var perSlot = (int)Floor(entry.Spec.AntiAir * Sqrt(entry.maxEq));\r
288                     if (entry.Spec.CanAirCombat)\r
289                         EnemyFighterPower.AirCombat += perSlot;\r
290                     if (entry.Spec.IsAircraft)\r
291                         EnemyFighterPower.Interception += perSlot;\r
292                 }\r
293             }\r
294         }\r
295 \r
296         public void InspectMapStart(dynamic json)\r
297         {\r
298             InspectMapNext(json);\r
299         }\r
300 \r
301         public void InspectMapNext(dynamic json)\r
302         {\r
303             SetSafeCell(json);\r
304             BattleState = BattleState.None;\r
305             if (!json.api_destruction_battle())\r
306                 return;\r
307             InspectAirRaidBattle((int)json.api_maparea_id, json.api_destruction_battle);\r
308         }\r
309 \r
310         private void SetSafeCell(dynamic json)\r
311         {\r
312             var map = (int)json.api_maparea_id * 1000 + (int)json.api_mapinfo_no * 100 + (int)json.api_no;\r
313             _safeCell =\r
314                 (int)json.api_next == 0 || // last cell\r
315                 map switch\r
316                 {\r
317                     1613 => true, // 1-6-B\r
318                     1611 => true, // 1-6-D\r
319                     1616 => true, // 1-6-D\r
320                     2202 => true, // 2-2-B\r
321                     3102 => true, // 3-1-B\r
322                     3201 => true, // 3-2-A\r
323                     4206 => true, // 4-2-F\r
324                     5302 => true, // 5-3-B\r
325                     _ => false\r
326                 };\r
327         }\r
328 \r
329         public void InspectAirRaidBattle(int areaId, dynamic json)\r
330         {\r
331             SetFormation(json);\r
332             var attack = json.api_air_base_attack;\r
333             var stage1 = attack.api_stage1;\r
334             AirControlLevel = (int)stage1.api_disp_seiku;\r
335             var ships = (ShipStatus[])CreateShipsForAirBase(json);\r
336             _friend = Record.Setup(ships, false);\r
337             _guard = new Record[0];\r
338             FighterPower = _airBase.GetAirBase(areaId).CalcInterceptionFighterPower();\r
339             SetupEnemyDamageRecord(json, false);\r
340             SetEnemyFighterPower();\r
341             BattleState = BattleState.AirRaid;\r
342             AirBattleResult.Clear();\r
343             AirBattleResult.Add(json.api_air_base_attack, "空襲");\r
344             CalcKoukuDamage(json.api_air_base_attack);\r
345             SetAirRaidResultRank(json);\r
346             SetResult();\r
347             CleanupResult();\r
348         }\r
349 \r
350         private ShipStatus[] CreateShipsForAirBase(dynamic json)\r
351         {\r
352             var nowHps = (int[])json.api_f_nowhps;\r
353             var maxHps = (int[])json.api_f_maxhps;\r
354             var maxEq = new[] {18, 18, 18, 18};\r
355             var ships = nowHps.Select((hp, n) => new ShipStatus\r
356             {\r
357                 Id = 1,\r
358                 Spec = new ShipSpec {Name = "基地航空隊" + (n + 1), GetMaxEq = () => maxEq},\r
359                 NowHp = nowHps[n],\r
360                 MaxHp = maxHps[n]\r
361             }).ToArray();\r
362             var planes = json.api_air_base_attack.api_map_squadron_plane;\r
363             if (planes == null)\r
364                 return ships;\r
365             foreach (KeyValuePair<string, dynamic> entry in planes)\r
366             {\r
367                 var num = int.Parse(entry.Key) - 1;\r
368                 var slot = new List<ItemStatus>();\r
369                 var onSlot = new List<int>();\r
370                 foreach (var plane in entry.Value)\r
371                 {\r
372                     slot.Add(new ItemStatus {Id = 1, Spec = _itemInfo.GetSpecByItemId((int)plane.api_mst_id)});\r
373                     onSlot.Add((int)plane.api_count);\r
374                 }\r
375                 ships[num].Slot = slot;\r
376                 ships[num].OnSlot = onSlot.ToArray();\r
377             }\r
378             return ships;\r
379         }\r
380 \r
381         private void SetAirRaidResultRank(dynamic json)\r
382         {\r
383             switch ((int)json.api_lost_kind)\r
384             {\r
385                 case 1:\r
386                     ResultRank = BattleResultRank.A;\r
387                     break;\r
388                 case 2:\r
389                     ResultRank = BattleResultRank.B;\r
390                     break;\r
391                 case 3:\r
392                     ResultRank = BattleResultRank.C;\r
393                     break;\r
394                 case 4:\r
395                     ResultRank = BattleResultRank.S;\r
396                     break;\r
397             }\r
398         }\r
399 \r
400         private void CalcDamage(dynamic json)\r
401         {\r
402             foreach (KeyValuePair<string, dynamic> kv in json)\r
403             {\r
404                 if (kv.Value == null)\r
405                     continue;\r
406                 switch (kv.Key)\r
407                 {\r
408                     case "api_air_base_injection":\r
409                         AirBattleResult.Add(kv.Value, "AB噴式");\r
410                         CalcKoukuDamage(kv.Value);\r
411                         break;\r
412                     case "api_injection_kouku":\r
413                         AirBattleResult.Add(kv.Value, "噴式");\r
414                         CalcKoukuDamage(kv.Value);\r
415                         break;\r
416                     case "api_air_base_attack":\r
417                         CalcAirBaseAttackDamage(kv.Value);\r
418                         break;\r
419                     case "api_n_support_info":\r
420                         CalcSupportDamage(kv.Value);\r
421                         break;\r
422                     case "api_n_hougeki1":\r
423                         CalcDamageByTurn(kv.Value);\r
424                         break;\r
425                     case "api_n_hougeki2":\r
426                         CalcDamageByTurn(kv.Value);\r
427                         break;\r
428                     case "api_kouku":\r
429                         AirBattleResult.Add(kv.Value, "航空戦");\r
430                         CalcKoukuDamage(kv.Value);\r
431                         break;\r
432                     case "api_kouku2":\r
433                         AirBattleResult.Add(kv.Value, "航空戦2");\r
434                         CalcKoukuDamage(kv.Value);\r
435                         break;\r
436                     case "api_support_info":\r
437                         CalcSupportDamage(kv.Value);\r
438                         break;\r
439                     case "api_opening_taisen":\r
440                         CalcDamageByTurn(kv.Value);\r
441                         break;\r
442                     case "api_opening_atack":\r
443                         CalcDamageAtOnce(kv.Value);\r
444                         break;\r
445                     case "api_friendly_battle":\r
446                         CalcFriendAttackDamage(kv.Value);\r
447                         break;\r
448                     case "api_hougeki":\r
449                         CalcDamageByTurn(kv.Value);\r
450                         break;\r
451                     case "api_hougeki1":\r
452                         CalcDamageByTurn(kv.Value);\r
453                         break;\r
454                     case "api_hougeki2":\r
455                         CalcDamageByTurn(kv.Value);\r
456                         break;\r
457                     case "api_hougeki3":\r
458                         CalcDamageByTurn(kv.Value);\r
459                         break;\r
460                     case "api_raigeki":\r
461                         CalcDamageAtOnce(kv.Value);\r
462                         break;\r
463                 }\r
464             }\r
465         }\r
466 \r
467         private void CalcSupportDamage(dynamic json)\r
468         {\r
469             if (json.api_support_hourai != null)\r
470             {\r
471                 CalcRawDamageAtOnce(json.api_support_hourai.api_damage, _enemy, _enemyGuard);\r
472             }\r
473             else if (json.api_support_airatack != null)\r
474             {\r
475                 CalcRawDamageAtOnce(json.api_support_airatack.api_stage3.api_edam, _enemy, _enemyGuard);\r
476             }\r
477         }\r
478 \r
479         private void CalcAirBaseAttackDamage(dynamic json)\r
480         {\r
481             var i = 1;\r
482             foreach (var entry in json)\r
483             {\r
484                 AirBattleResult.Add(entry, "基地" + i++);\r
485                 CalcKoukuDamage(entry);\r
486             }\r
487         }\r
488 \r
489         private void CalcFriendAttackDamage(dynamic json)\r
490         {\r
491             CalcDamageByTurn(json.api_hougeki, true);\r
492         }\r
493 \r
494         private void CalcKoukuDamage(dynamic json)\r
495         {\r
496             if (json.api_stage3() && json.api_stage3 != null)\r
497                 CalcDamageAtOnce(json.api_stage3, _friend, _enemy);\r
498             if (json.api_stage3_combined() && json.api_stage3_combined != null)\r
499                 CalcDamageAtOnce(json.api_stage3_combined, _guard, _enemyGuard);\r
500         }\r
501 \r
502         private void CalcDamageAtOnce(dynamic json)\r
503         {\r
504             CalcDamageAtOnce(json, _friend, _guard, _enemy, _enemyGuard);\r
505         }\r
506 \r
507         private void CalcDamageAtOnce(dynamic json, Record[] friend, Record[] enemy)\r
508         {\r
509             CalcDamageAtOnce(json, friend, null, enemy, null);\r
510         }\r
511 \r
512         private void CalcDamageAtOnce(dynamic json,\r
513             Record[] friend, Record[] guard, Record[] enemy, Record[] enemyGuard)\r
514         {\r
515             if (json.api_fdam() && json.api_fdam != null)\r
516                 CalcRawDamageAtOnce(json.api_fdam, friend, guard);\r
517             if (json.api_edam() && json.api_edam != null)\r
518                 CalcRawDamageAtOnce(json.api_edam, enemy, enemyGuard);\r
519         }\r
520 \r
521         private void CalcRawDamageAtOnce(dynamic rawDamage, Record[] friend, Record[] guard = null)\r
522         {\r
523             var damage = (int[])rawDamage;\r
524             for (var i = 0; i < friend.Length; i++)\r
525             {\r
526                 friend[i].ApplyDamage(damage[i]);\r
527                 friend[i].CheckDamageControl();\r
528             }\r
529             if (guard == null)\r
530                 return;\r
531             for (var i = 0; i < guard.Length; i++)\r
532             {\r
533                 guard[i].ApplyDamage(damage[i + 6]);\r
534                 guard[i].CheckDamageControl();\r
535             }\r
536         }\r
537 \r
538         private void CalcDamageByTurn(dynamic json, bool ignoreFriendDamage = false)\r
539         {\r
540             if (!(json.api_df_list() && json.api_df_list != null &&\r
541                   json.api_damage() && json.api_damage != null &&\r
542                   json.api_at_eflag() && json.api_at_eflag != null))\r
543                 return;\r
544 \r
545             var eFlags = (int[])json.api_at_eflag;\r
546             var sources = (int[])json.api_at_list;\r
547             var types = json.api_at_type() ? (int[])json.api_at_type : (int[])json.api_sp_list;\r
548             var targets = (int[][])json.api_df_list;\r
549             var damages = (int[][])json.api_damage;\r
550             var records = new BothRecord(_friend, _guard, _enemy, _enemyGuard);\r
551             for (var turn = 0; turn < eFlags.Length; turn++)\r
552             {\r
553                 if (ignoreFriendDamage && eFlags[turn] == 1)\r
554                     continue;\r
555                 if (IsSpecialAttack(types[turn]))\r
556                     records.TriggerSpecialAttack(eFlags[turn] ^ 1, sources[turn]);\r
557                 for (var shot = 0; shot < targets[turn].Length; shot++)\r
558                 {\r
559                     var target = targets[turn][shot];\r
560                     var damage = damages[turn][shot];\r
561                     if (target == -1 || damage == -1)\r
562                         continue;\r
563                     records.ApplyDamage(eFlags[turn], target, damage);\r
564                 }\r
565                 records.CheckDamageControl();\r
566             }\r
567         }\r
568 \r
569         private bool IsSpecialAttack(int type)\r
570         {\r
571             // 100: Nelson Touch\r
572             // 101: 長門一斉射\r
573             // 102: 陸奥一斉射\r
574             // 200: 瑞雲一体攻撃\r
575             // 201: 海陸立体攻撃\r
576             return type >= 100 && type < 200;\r
577         }\r
578 \r
579         private class BothRecord\r
580         {\r
581             private readonly Record[][] _records;\r
582 \r
583             public BothRecord(Record[] friend, Record[] guard, Record[] enemy, Record[] enemyGuard)\r
584             {\r
585                 _records = new[] {new Record[12], new Record[12]};\r
586                 Array.Copy(friend, _records[1], friend.Length);\r
587                 Array.Copy(guard, 0, _records[1], 6, guard.Length);\r
588                 Array.Copy(enemy, _records[0], enemy.Length);\r
589                 Array.Copy(enemyGuard, 0, _records[0], 6, enemyGuard.Length);\r
590             }\r
591 \r
592             public void TriggerSpecialAttack(int side, int index)\r
593             {\r
594                 _records[side][index].TriggerSpecialAttack();\r
595             }\r
596 \r
597             public void ApplyDamage(int side, int index, int damage)\r
598             {\r
599                 _records[side][index].ApplyDamage(damage);\r
600             }\r
601 \r
602             public void CheckDamageControl()\r
603             {\r
604                 foreach (var ship in _records[1])\r
605                     ship?.CheckDamageControl();\r
606             }\r
607         }\r
608 \r
609         public void InspectBattleResult(dynamic json)\r
610         {\r
611             BattleState = BattleState.Result;\r
612             if (_friend == null)\r
613                 return;\r
614             ShowResult();\r
615             SetDamagedShipWarning();\r
616             _shipInfo.SaveBattleResult();\r
617             _shipInfo.DropShipId = json.api_get_ship() ? (int)json.api_get_ship.api_ship_id : -1;\r
618             VerifyResultRank(json);\r
619             CleanupResult();\r
620             SetEscapeShips(json);\r
621         }\r
622 \r
623         public void InspectPracticeResult(dynamic json)\r
624         {\r
625             BattleState = BattleState.Result;\r
626             if (_friend == null)\r
627                 return;\r
628             ShowResult();\r
629             VerifyResultRank(json);\r
630             CleanupResult();\r
631         }\r
632 \r
633         private void ShowResult()\r
634         {\r
635             if (_friend == null)\r
636                 return;\r
637             var fleets = _shipInfo.Fleets;\r
638             var ships = _guard.Length > 0\r
639                 ? fleets[0].ActualShips.Concat(fleets[1].ActualShips)\r
640                 : _fleet.ActualShips;\r
641             foreach (var entry in ships.Zip(_friend.Concat(_guard), (ship, now) => new {ship, now}))\r
642                 entry.now.UpdateShipStatus(entry.ship);\r
643         }\r
644 \r
645         private void SetDamagedShipWarning()\r
646         {\r
647             if (_safeCell)\r
648                 return;\r
649             _shipInfo.SetBadlyDamagedShips();\r
650         }\r
651 \r
652         private void ClearDamagedShipWarning()\r
653         {\r
654             _shipInfo.ClearBadlyDamagedShips();\r
655         }\r
656 \r
657         private void VerifyResultRank(dynamic json)\r
658         {\r
659             if (!json.api_win_rank())\r
660                 return;\r
661             var assumed = "PSABCDE"[(int)ResultRank];\r
662             if (assumed == 'P')\r
663                 assumed = 'S';\r
664             var actual = ((string)json.api_win_rank)[0];\r
665             DisplayedResultRank.Assumed = assumed;\r
666             DisplayedResultRank.Actual = actual;\r
667         }\r
668 \r
669         public void SetEscapeShips(dynamic json)\r
670         {\r
671             _escapingShips.Clear();\r
672             if (!json.api_escape_flag() || (int)json.api_escape_flag == 0)\r
673                 return;\r
674             var damaged = (int)json.api_escape.api_escape_idx[0] - 1;\r
675             if (json.api_escape.api_tow_idx())\r
676             {\r
677                 _escapingShips.Add(_shipInfo.Fleets[damaged / 6].Deck[damaged % 6]);\r
678                 var escort = (int)json.api_escape.api_tow_idx[0] - 1;\r
679                 _escapingShips.Add(_shipInfo.Fleets[escort / 6].Deck[escort % 6]);\r
680             }\r
681             else\r
682             {\r
683                 _escapingShips.Add(_shipInfo.Fleets[2].Deck[damaged]);\r
684             }\r
685         }\r
686 \r
687         public void CauseEscape()\r
688         {\r
689             _shipInfo.SetEscapedShips(_escapingShips);\r
690             _shipInfo.SetBadlyDamagedShips();\r
691         }\r
692 \r
693         private class Record\r
694         {\r
695             private ShipStatus _status;\r
696             private bool _practice;\r
697             public ShipStatus SnapShot => (ShipStatus)_status.Clone();\r
698             public int NowHp => _status.NowHp;\r
699             public bool Escaped => _status.Escaped;\r
700             public ShipStatus.Damage DamageLevel => _status.DamageLevel;\r
701             public string Name => _status.Name;\r
702             public int StartHp { get; private set; }\r
703 \r
704             public static Record[] Setup(IEnumerable<ShipStatus> ships, bool practice) =>\r
705                 (from s in ships\r
706                     select new Record {_status = (ShipStatus)s.Clone(), _practice = practice, StartHp = s.NowHp})\r
707                 .ToArray();\r
708 \r
709             public static Record[] Setup(int[] nowHps, ShipSpec[] specs, ItemSpec[][] slots, bool practice)\r
710             {\r
711                 return Enumerable.Range(0, nowHps.Length).Select(i =>\r
712                     new Record\r
713                     {\r
714                         StartHp = nowHps[i],\r
715                         _status = new ShipStatus\r
716                         {\r
717                             Id = specs[i].Id,\r
718                             NowHp = nowHps[i],\r
719                             MaxHp = nowHps[i],\r
720                             Spec = specs[i],\r
721                             Slot = slots[i].Select(spec => new ItemStatus {Id = spec.Id, Spec = spec}).ToArray(),\r
722                             SlotEx = new ItemStatus(0)\r
723                         },\r
724                         _practice = practice\r
725                     }).ToArray();\r
726             }\r
727 \r
728             public void TriggerSpecialAttack()\r
729             {\r
730                 _status.SpecialAttack = ShipStatus.Attack.Fire;\r
731             }\r
732 \r
733             public void ApplyDamage(int damage)\r
734             {\r
735                 _status.NowHp = Max(0, _status.NowHp - damage);\r
736             }\r
737 \r
738             public void CheckDamageControl()\r
739             {\r
740                 if (_status.NowHp > 0 || _practice)\r
741                     return;\r
742                 foreach (var item in new[] {_status.SlotEx}.Concat(_status.Slot))\r
743                 {\r
744                     if (item.Spec.Id == 42)\r
745                     {\r
746                         _status.NowHp = (int)(_status.MaxHp * 0.2);\r
747                         ConsumeSlotItem(_status, 42);\r
748                         break;\r
749                     }\r
750                     if (item.Spec.Id == 43)\r
751                     {\r
752                         _status.NowHp = _status.MaxHp;\r
753                         ConsumeSlotItem(_status, 43);\r
754                         break;\r
755                     }\r
756                 }\r
757             }\r
758 \r
759             public void UpdateShipStatus(ShipStatus ship)\r
760             {\r
761                 ship.NowHp = NowHp;\r
762                 ship.Slot = _status.Slot;\r
763                 ship.SlotEx = _status.SlotEx;\r
764                 ship.SpecialAttack = _status.SpecialAttack == ShipStatus.Attack.Fire\r
765                     ? ShipStatus.Attack.Fired\r
766                     : ShipStatus.Attack.None;\r
767             }\r
768         }\r
769 \r
770         private BattleResultRank CalcLdResultRank()\r
771         {\r
772             var friend = new ResultRankParams(_friend.Concat(_guard).ToArray());\r
773 \r
774             if (friend.Gauge <= 0)\r
775                 return BattleResultRank.P;\r
776             if (friend.GaugeRate < 10)\r
777                 return BattleResultRank.A;\r
778             if (friend.GaugeRate < 20)\r
779                 return BattleResultRank.B;\r
780             if (friend.GaugeRate < 50)\r
781                 return BattleResultRank.C;\r
782             if (friend.GaugeRate < 80)\r
783                 return BattleResultRank.D;\r
784             return BattleResultRank.E;\r
785         }\r
786 \r
787         private BattleResultRank CalcResultRank()\r
788         {\r
789             var friend = new ResultRankParams(_friend.Concat(_guard).ToArray());\r
790             var enemy = new ResultRankParams(_enemy.Concat(_enemyGuard).ToArray());\r
791             if (friend.Sunk == 0 && enemy.Sunk == enemy.Count)\r
792             {\r
793                 if (friend.Gauge <= 0)\r
794                     return BattleResultRank.P;\r
795                 return BattleResultRank.S;\r
796             }\r
797             if (friend.Sunk == 0 && enemy.Sunk >= (int)(enemy.Count * 0.7) && enemy.Count > 1)\r
798                 return BattleResultRank.A;\r
799             if (friend.Sunk < enemy.Sunk && _enemy[0].NowHp == 0)\r
800                 return BattleResultRank.B;\r
801             if (friend.Count == 1 && _friend[0].DamageLevel == ShipStatus.Damage.Badly)\r
802                 return BattleResultRank.D;\r
803             if (enemy.GaugeRate > friend.GaugeRate * 2.5)\r
804                 return BattleResultRank.B;\r
805             if (enemy.GaugeRate > friend.GaugeRate * 0.9)\r
806                 return BattleResultRank.C;\r
807             if (friend.Count > 1 && friend.Count - 1 == friend.Sunk)\r
808                 return BattleResultRank.E;\r
809             return BattleResultRank.D;\r
810         }\r
811 \r
812         private class ResultRankParams\r
813         {\r
814             public readonly int Count;\r
815             public readonly int Sunk;\r
816             public readonly int Gauge;\r
817             public readonly int GaugeRate;\r
818 \r
819             public ResultRankParams(Record[] records)\r
820             {\r
821                 var staying = records.Where(r => !r.Escaped).ToArray();\r
822                 Count = records.Length;\r
823                 Sunk = staying.Count(r => r.NowHp == 0);\r
824                 Gauge = staying.Sum(r => r.StartHp - r.NowHp);\r
825                 GaugeRate = (int)((double)Gauge / records.Sum(r => r.StartHp) * 100);\r
826             }\r
827         }\r
828 \r
829         /// <summary>\r
830         /// テスト専用\r
831         /// </summary>\r
832         public void InjectResultStatus(ShipStatus[] main, ShipStatus[] guard, ShipStatus[] enemy,\r
833             ShipStatus[] enemyGuard)\r
834         {\r
835             Result = new BattleResult\r
836             {\r
837                 Friend = new BattleResult.Combined {Main = main, Guard = guard},\r
838                 Enemy = new BattleResult.Combined {Main = enemy, Guard = enemyGuard}\r
839             };\r
840         }\r
841     }\r
842 }