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[kancollesniffer/KancolleSniffer.git] / KancolleSniffer / ShipInfo.cs
1 // Copyright (C) 2013, 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 static System.Math;\r
19 \r
20 namespace KancolleSniffer\r
21 {\r
22     public class ShipStatus : ICloneable\r
23     {\r
24         public int Id { get; set; }\r
25         public int Fleet { get; set; }\r
26         public ShipSpec Spec { get; set; }\r
27 \r
28         public string Name => Spec.Name;\r
29 \r
30         public int Level { get; set; }\r
31         public int ExpToNext { get; set; }\r
32         public int MaxHp { get; set; }\r
33         public int NowHp { get; set; }\r
34         public int Cond { get; set; }\r
35         public int Fuel { get; set; }\r
36         public int Bull { get; set; }\r
37         public int[] OnSlot { get; set; }\r
38         public ItemStatus[] Slot { get; set; }\r
39         public ItemStatus SlotEx { get; set; }\r
40         public int LoS { get; set; }\r
41         public int Firepower { get; set; }\r
42         public int Torpedo { get; set; }\r
43         public int AntiSubmarine { get; set; }\r
44         public int AntiAir { get; set; }\r
45         public int Lucky { get; set; }\r
46         public bool Locked { get; set; }\r
47         public bool Escaped { get; set; }\r
48 \r
49         public Damage DamageLevel => CalcDamage(NowHp, MaxHp);\r
50 \r
51         public int CombinedFleetType { get; set; }\r
52 \r
53         private IEnumerable<ItemStatus> AllSlot => Slot.Concat(new[] {SlotEx});\r
54 \r
55         public ShipStatus()\r
56         {\r
57             Id = -1;\r
58             Fleet = -1;\r
59             Spec = new ShipSpec();\r
60             OnSlot = new int[0];\r
61             Slot = new ItemStatus[0];\r
62             SlotEx = new ItemStatus();\r
63         }\r
64 \r
65         public enum Damage\r
66         {\r
67             Minor,\r
68             Small,\r
69             Half,\r
70             Badly,\r
71             Sunk\r
72         }\r
73 \r
74         public static Damage CalcDamage(int now, int max)\r
75         {\r
76             if (now == 0 && max > 0)\r
77                 return Damage.Sunk;\r
78             var ratio = max == 0 ? 1 : (double)now / max;\r
79             return ratio > 0.75 ? Damage.Minor : ratio > 0.5 ? Damage.Small : ratio > 0.25 ? Damage.Half : Damage.Badly;\r
80         }\r
81 \r
82         public TimeSpan RepairTime => TimeSpan.FromSeconds(CalcRepairSec(MaxHp - NowHp) + 30);\r
83 \r
84         public int CalcRepairSec(int damage) => (int)(RepairSecPerHp * damage);\r
85 \r
86         public double RepairSecPerHp\r
87         {\r
88             get\r
89             {\r
90                 var weight = Spec.RepairWeight;\r
91                 var level = Level < 12 ? Level * 10 : Level * 5 + Floor(Sqrt(Level - 11)) * 10 + 50;\r
92                 return level * weight;\r
93             }\r
94         }\r
95 \r
96         public void CalcMaterialsToRepair(out int fuel, out int steal)\r
97         {\r
98             var damage = MaxHp - NowHp;\r
99             fuel = (int)(Spec.FuelMax * 0.2 * 0.16 * damage);\r
100             steal = (int)(Spec.FuelMax * 0.2 * 0.3 * damage);\r
101         }\r
102 \r
103         public double EffectiveFirepower\r
104         {\r
105             get\r
106             {\r
107                 if (Spec.IsSubmarine)\r
108                     return 0;\r
109                 var isRyuseiAttack = Spec.Id == 352 && // 速吸改\r
110                                      Slot.Any(item => item.Spec.Type == 8); // 艦攻装備\r
111                 var levelBonus = AllSlot.Sum(item => item.FirePowerLevelBonus);\r
112                 if (!Spec.IsAircraftCarrier && !isRyuseiAttack)\r
113                     return Firepower + levelBonus + CombinedFleetFirepowerBonus + 5;\r
114                 var specs = (from item in Slot where item.Spec.IsAircraft select item.Spec).ToArray();\r
115                 var torpedo = specs.Sum(s => s.Torpedo);\r
116                 var bomber = specs.Sum(s => s.Bomber);\r
117                 if (torpedo == 0 && bomber == 0)\r
118                     return 0;\r
119                 return (int)((Firepower + torpedo + levelBonus +\r
120                               (int)(bomber * 1.3) + CombinedFleetFirepowerBonus) * 1.5) + 55;\r
121             }\r
122         }\r
123 \r
124         private int CombinedFleetFirepowerBonus\r
125         {\r
126             get\r
127             {\r
128                 switch (CombinedFleetType)\r
129                 {\r
130                     case 0:\r
131                         return 0;\r
132                     case 1: // 機動\r
133                         return Fleet == 0 ? 2 : 10;\r
134                     case 2: // 水上\r
135                         return Fleet == 0 ? 10 : -5;\r
136                     case 3: // 輸送\r
137                         return Fleet == 0 ? -5 : 10;\r
138                     default:\r
139                         return 0;\r
140                 }\r
141             }\r
142         }\r
143 \r
144         public double EffectiveTorpedo\r
145         {\r
146             get\r
147             {\r
148                 if (Spec.IsAircraftCarrier || Torpedo == 0)\r
149                     return 0;\r
150                 return Torpedo + AllSlot.Sum(item => item.TorpedoLevelBonus) + CombinedFleetTorpedoPenalty + 5;\r
151             }\r
152         }\r
153 \r
154         private int CombinedFleetTorpedoPenalty => CombinedFleetType > 0 && Fleet == 1 ? -5 : 0;\r
155 \r
156         public double EffectiveAntiSubmarine\r
157         {\r
158             get\r
159             {\r
160                 if (!Spec.IsAntiSubmarine)\r
161                     return 0;\r
162                 // ReSharper disable once CompareOfFloatsByEqualityOperator\r
163                 if (Spec.IsAircraftCarrier && EffectiveFirepower == 0) // 砲撃戦に参加しない\r
164                     return 0;\r
165                 var sonar = false;\r
166                 var dc = false;\r
167                 var aircraft = false;\r
168                 var all = 0.0;\r
169                 var vanilla = AntiSubmarine;\r
170                 foreach (var spec in Slot.Select(item => item.Spec))\r
171                 {\r
172                     vanilla -= spec.AntiSubmarine;\r
173                     if (spec.IsSonar)\r
174                         sonar = true;\r
175                     else if (spec.IsDepthCharge)\r
176                         dc = true;\r
177                     else if (spec.IsAircraft)\r
178                         aircraft = true;\r
179                     all += spec.EffectiveAntiSubmarine;\r
180                 }\r
181                 if (vanilla == 0 && !aircraft) // 素対潜0で航空機なしは対潜攻撃なし\r
182                     return 0;\r
183                 var bonus = sonar && dc ? 1.15 : 1.0;\r
184                 var levelBonus = Slot.Sum(item => item.AntiSubmarineLevelBonus);\r
185                 return bonus * (Sqrt(vanilla) * 2 + all * 1.5 + levelBonus + (aircraft ? 8 : 13));\r
186             }\r
187         }\r
188 \r
189         public double NightBattlePower\r
190         {\r
191             get\r
192             {\r
193                 if (Spec.IsAircraftCarrier && Spec.Id != 353 && Spec.Id != 432) // Graf Zeppelin以外の空母\r
194                     return 0;\r
195                 return Firepower + Torpedo + Slot.Sum(item => item.NightBattleLevelBonus);\r
196             }\r
197         }\r
198 \r
199         public int PreparedDamageControl =>\r
200             DamageLevel != Damage.Badly\r
201                 ? -1\r
202                 : SlotEx.Spec.Id == 42 || SlotEx.Spec.Id == 43\r
203                     ? SlotEx.Spec.Id\r
204                     : Slot.FirstOrDefault(item => item.Spec.Id == 42 || item.Spec.Id == 43)?.Spec.Id ?? -1;\r
205 \r
206         public double TransportPoint\r
207             => Spec.TransportPoint + AllSlot.Sum(item => item.Spec.TransportPoint);\r
208 \r
209         public int EffectiveAntiAirForShip\r
210         {\r
211             get\r
212             {\r
213                 if (AllSlot.All(item => item.Id == -1 || item.Id == 0))\r
214                     return AntiAir;\r
215                 var vanilla = AntiAir - AllSlot.Sum(item => item.Spec.AntiAir);\r
216                 var x = vanilla + AllSlot.Sum(item => item.EffectiveAntiAirForShip);\r
217                 return (int)(x / 2) * 2;\r
218             }\r
219         }\r
220 \r
221         public int EffectiveAntiAirForFleet => (int)AllSlot.Sum(item => item.EffectiveAntiAirForFleet);\r
222 \r
223         public object Clone()\r
224         {\r
225             var r = (ShipStatus)MemberwiseClone();\r
226             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
227             return r;\r
228         }\r
229     }\r
230 \r
231     public struct ChargeStatus\r
232     {\r
233         public int Fuel { get; set; }\r
234         public int Bull { get; set; }\r
235 \r
236         public ChargeStatus(ShipStatus status) : this()\r
237         {\r
238             Fuel = CalcChargeState(status.Fuel, status.Spec.FuelMax);\r
239             Bull = CalcChargeState(status.Bull, status.Spec.BullMax);\r
240         }\r
241 \r
242         public ChargeStatus(int fuel, int bull) : this()\r
243         {\r
244             Fuel = fuel;\r
245             Bull = bull;\r
246         }\r
247 \r
248         private int CalcChargeState(int now, int full)\r
249         {\r
250             if (full == 0 || now == full)\r
251                 return 0;\r
252             var ratio = (double)now / full;\r
253             if (ratio >= 7.0 / 9)\r
254                 return 1;\r
255             if (ratio >= 3.0 / 9)\r
256                 return 2;\r
257             if (ratio > 0)\r
258                 return 3;\r
259             return 4;\r
260         }\r
261     }\r
262 \r
263     public class ShipInfo\r
264     {\r
265         public const int FleetCount = 4;\r
266         public const int MemberCount = 6;\r
267 \r
268         private readonly int[][] _decks = new int[FleetCount][];\r
269         private readonly Dictionary<int, ShipStatus> _shipInfo = new Dictionary<int, ShipStatus>();\r
270         private readonly ShipMaster _shipMaster = new ShipMaster();\r
271         private readonly ItemInfo _itemInfo;\r
272         private readonly bool[] _inMission = new bool[FleetCount];\r
273         private readonly bool[] _inSortie = new bool[FleetCount];\r
274         private int _hqLevel;\r
275         private readonly List<int> _escapedShips = new List<int>();\r
276         private int _combinedFleetType;\r
277 \r
278         public ShipInfo(ItemInfo itemInfo)\r
279         {\r
280             _itemInfo = itemInfo;\r
281 \r
282             for (var fleet = 0; fleet < FleetCount; fleet++)\r
283             {\r
284                 var deck = new int[MemberCount];\r
285                 for (var i = 0; i < deck.Length; i++)\r
286                     deck[i] = -1;\r
287                 _decks[fleet] = deck;\r
288             }\r
289             ClearShipInfo();\r
290         }\r
291 \r
292         public void InspectMaster(dynamic json)\r
293         {\r
294             _shipMaster.Inspect(json);\r
295         }\r
296 \r
297         public void InspectShip(dynamic json)\r
298         {\r
299             if (json.api_deck_port()) // port\r
300             {\r
301                 ClearShipInfo();\r
302                 for (var i = 0; i < FleetCount; i++)\r
303                     _inSortie[i] = false;\r
304                 InspectDeck(json.api_deck_port);\r
305                 InspectShipData(json.api_ship);\r
306                 InspectBasic(json.api_basic);\r
307                 if (json.api_combined_flag())\r
308                     _combinedFleetType = (int)json.api_combined_flag;\r
309                 _itemInfo.NowShips = ((object[])json.api_ship).Length;\r
310             }\r
311             else if (json.api_data()) // ship2\r
312             {\r
313                 ClearShipInfo();\r
314                 InspectDeck(json.api_data_deck);\r
315                 InspectShipData(json.api_data);\r
316                 _itemInfo.NowShips = ((object[])json.api_data).Length;\r
317             }\r
318             else if (json.api_ship_data()) // ship3とship_deck\r
319             {\r
320                 // 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
321                 InspectDeck(json.api_deck_data);\r
322                 InspectShipData(json.api_ship_data);\r
323             }\r
324             else if (json.api_ship()) // getshipとpowerup\r
325             {\r
326                 InspectShipData(new[] {json.api_ship});\r
327             }\r
328         }\r
329 \r
330         private void ClearShipInfo()\r
331         {\r
332             _shipInfo.Clear();\r
333             _shipInfo[-1] = new ShipStatus();\r
334         }\r
335 \r
336         public void InspectDeck(dynamic json)\r
337         {\r
338             foreach (var entry in json)\r
339             {\r
340                 var fleet = (int)entry.api_id - 1;\r
341                 var deck = _decks[fleet];\r
342                 for (var i = 0; i < deck.Length; i++)\r
343                     deck[i] = (int)entry.api_ship[i];\r
344                 _inMission[fleet] = (int)entry.api_mission[0] != 0;\r
345             }\r
346         }\r
347 \r
348         private void InspectShipData(dynamic json)\r
349         {\r
350             foreach (var entry in json)\r
351             {\r
352                 _shipInfo[(int)entry.api_id] = new ShipStatus\r
353                 {\r
354                     Id = (int)entry.api_id,\r
355                     Spec = _shipMaster[(int)entry.api_ship_id],\r
356                     Level = (int)entry.api_lv,\r
357                     ExpToNext = (int)entry.api_exp[1],\r
358                     MaxHp = (int)entry.api_maxhp,\r
359                     NowHp = (int)entry.api_nowhp,\r
360                     Cond = (int)entry.api_cond,\r
361                     Fuel = (int)entry.api_fuel,\r
362                     Bull = (int)entry.api_bull,\r
363                     OnSlot = (int[])entry.api_onslot,\r
364                     Slot = ((int[])entry.api_slot).Select(id => new ItemStatus(id)).ToArray(),\r
365                     SlotEx = entry.api_slot_ex() ? new ItemStatus((int)entry.api_slot_ex) : new ItemStatus(0),\r
366                     LoS = (int)entry.api_sakuteki[0],\r
367                     Firepower = (int)entry.api_karyoku[0],\r
368                     Torpedo = (int)entry.api_raisou[0],\r
369                     AntiSubmarine = (int)entry.api_taisen[0],\r
370                     AntiAir = (int)entry.api_taiku[0],\r
371                     Lucky = (int)entry.api_lucky[0],\r
372                     Locked = entry.api_locked() && entry.api_locked == 1\r
373                 };\r
374             }\r
375         }\r
376 \r
377         private void InspectBasic(dynamic json)\r
378         {\r
379             _hqLevel = (int)json.api_level;\r
380         }\r
381 \r
382         public void InspectCharge(dynamic json)\r
383         {\r
384             foreach (var entry in json.api_ship)\r
385             {\r
386                 var status = _shipInfo[(int)entry.api_id];\r
387                 status.Bull = (int)entry.api_bull;\r
388                 status.Fuel = (int)entry.api_fuel;\r
389                 status.OnSlot = (from num in (dynamic[])entry.api_onslot select (int)num).ToArray();\r
390             }\r
391         }\r
392 \r
393         public void InspectChange(string request)\r
394         {\r
395             var values = HttpUtility.ParseQueryString(request);\r
396             var fleet = int.Parse(values["api_id"]) - 1;\r
397             var idx = int.Parse(values["api_ship_idx"]);\r
398             var ship = int.Parse(values["api_ship_id"]);\r
399             if (idx == -1)\r
400             {\r
401                 var deck = _decks[fleet];\r
402                 for (var i = 1; i < deck.Length; i++)\r
403                     deck[i] = -1;\r
404                 return;\r
405             }\r
406             if (ship == -1)\r
407             {\r
408                 WithdrowShip(fleet, idx);\r
409                 return;\r
410             }\r
411             int oi;\r
412             var of = FindFleet(ship, out oi);\r
413             var orig = _decks[fleet][idx];\r
414             _decks[fleet][idx] = ship;\r
415             if (of == -1)\r
416                 return;\r
417             // 入れ替えの場合\r
418             if ((_decks[of][oi] = orig) == -1)\r
419                 WithdrowShip(of, oi);\r
420         }\r
421 \r
422         private int FindFleet(int ship, out int idx)\r
423         {\r
424             for (var f = 0; f < _decks.Length; f++)\r
425             {\r
426                 idx = Array.FindIndex(_decks[f], id => id == ship);\r
427                 if (idx < 0)\r
428                     continue;\r
429                 return f;\r
430             }\r
431             idx = -1;\r
432             return -1;\r
433         }\r
434 \r
435         private void WithdrowShip(int fleet, int idx)\r
436         {\r
437             var deck = _decks[fleet];\r
438             var j = idx;\r
439             for (var i = idx + 1; i < deck.Length; i++)\r
440             {\r
441                 if (deck[i] != -1)\r
442                     deck[j++] = deck[i];\r
443             }\r
444             for (; j < deck.Length; j++)\r
445                 deck[j] = -1;\r
446         }\r
447 \r
448         public void InspectPowerup(string request, dynamic json)\r
449         {\r
450             var values = HttpUtility.ParseQueryString(request);\r
451             var ships = values["api_id_items"].Split(',');\r
452             _itemInfo.NowShips -= ships.Length;\r
453             _itemInfo.DeleteItems(ships.SelectMany(s => _shipInfo[int.Parse(s)].Slot).ToArray());\r
454             foreach (var ship in ships)\r
455                 _shipInfo.Remove(int.Parse(ship));\r
456             InspectDeck(json.api_deck);\r
457             InspectShip(json);\r
458         }\r
459 \r
460         public void InspectSlotExchange(string request, dynamic json)\r
461         {\r
462             var values = HttpUtility.ParseQueryString(request);\r
463             var ship = int.Parse(values["api_id"]);\r
464             _shipInfo[ship].Slot = ((int[])json.api_slot).Select(id => new ItemStatus(id)).ToArray();\r
465         }\r
466 \r
467         public void InspectSlotDeprive(dynamic json)\r
468         {\r
469             InspectShipData(new[] {json.api_ship_data.api_set_ship, json.api_ship_data.api_unset_ship});\r
470         }\r
471 \r
472         public void InspectDestroyShip(string request, dynamic json)\r
473         {\r
474             var values = HttpUtility.ParseQueryString(request);\r
475             var ship = int.Parse(values["api_ship_id"]);\r
476             _itemInfo.NowShips--;\r
477             _itemInfo.DeleteItems(_shipInfo[ship].Slot);\r
478             int oi;\r
479             var of = FindFleet(ship, out oi);\r
480             if (of != -1)\r
481                 WithdrowShip(of, oi);\r
482             _shipInfo.Remove(ship);\r
483         }\r
484 \r
485         public void InspectCombined(string request)\r
486         {\r
487             var values = HttpUtility.ParseQueryString(request);\r
488             _combinedFleetType = int.Parse(values["api_combined_type"]);\r
489         }\r
490 \r
491         public void InspectMapStart(string request)\r
492         {\r
493             var values = HttpUtility.ParseQueryString(request);\r
494             var fleet = int.Parse(values["api_deck_id"]) - 1;\r
495             if (_combinedFleetType == 0 || fleet > 1)\r
496             {\r
497                 _inSortie[fleet] = true;\r
498             }\r
499             else\r
500             {\r
501                 _inSortie[0] = _inSortie[1] = true;\r
502             }\r
503             SetBadlyDamagedShips();\r
504         }\r
505 \r
506         public void RepairShip(int id)\r
507         {\r
508             var s = _shipInfo[id];\r
509             s.NowHp = s.MaxHp;\r
510             s.Cond = Max(40, s.Cond);\r
511         }\r
512 \r
513         public ShipStatus[] GetShipStatuses(int fleet)\r
514         {\r
515             return _decks[fleet].Where(id => id != -1).Select(GetStatus).ToArray();\r
516         }\r
517 \r
518         public int[] GetDeck(int fleet) => _decks[fleet];\r
519 \r
520         public ShipStatus GetStatus(int id)\r
521         {\r
522             ShipStatus s;\r
523             if (!_shipInfo.TryGetValue(id, out s))\r
524                 return new ShipStatus();\r
525             s.Slot = s.Slot.Select(item => _itemInfo.GetStatus(item.Id)).ToArray();\r
526             s.SlotEx = _itemInfo.GetStatus(s.SlotEx.Id);\r
527             s.Escaped = _escapedShips.Contains(id);\r
528             int idx;\r
529             s.Fleet = FindFleet(s.Id, out idx);\r
530             s.CombinedFleetType = s.Fleet < 2 ? _combinedFleetType : 0;\r
531             return s;\r
532         }\r
533 \r
534         public void SetItemHolder()\r
535         {\r
536             foreach (var ship in _shipInfo.Values)\r
537             {\r
538                 foreach (var item in ship.Slot)\r
539                     _itemInfo.GetStatus(item.Id).Holder = ship;\r
540                 _itemInfo.GetStatus(ship.SlotEx.Id).Holder = ship;\r
541             }\r
542         }\r
543 \r
544         public ShipSpec GetSpec(int id) => _shipMaster[id];\r
545 \r
546         public bool InMission(int fleet) => _inMission[fleet];\r
547 \r
548         public bool InSortie(int fleet) => _inSortie[fleet];\r
549 \r
550         public int CombinedFleetType => _combinedFleetType;\r
551 \r
552         public ShipStatus[] ShipList => _shipInfo.Keys.Where(id => id != -1).Select(GetStatus).ToArray();\r
553 \r
554         public ChargeStatus[] ChargeStatuses\r
555             => (from deck in _decks\r
556                 let flag = new ChargeStatus(_shipInfo[deck[0]])\r
557                 let others = (from id in deck.Skip(1)\r
558                         select new ChargeStatus(_shipInfo[id]))\r
559                     .Aggregate(\r
560                         (result, next) =>\r
561                                 new ChargeStatus(Max(result.Fuel, next.Fuel), Max(result.Bull, next.Bull)))\r
562                 select new ChargeStatus(flag.Fuel != 0 ? flag.Fuel : others.Fuel + 5,\r
563                     flag.Bull != 0 ? flag.Bull : others.Bull + 5)).ToArray();\r
564 \r
565         public int[] GetFighterPower(int fleet)\r
566             => GetShipStatuses(fleet).Where(ship => !ship.Escaped).SelectMany(ship =>\r
567                     ship.Slot.Zip(ship.OnSlot, (slot, onslot) =>\r
568                     {\r
569                         if (!slot.Spec.CanAirCombat || onslot == 0)\r
570                             return new[] {0, 0};\r
571                         var unskilled = (slot.Spec.AntiAir + slot.FighterPowerLevelBonus) * Sqrt(onslot);\r
572                         return new[] {(int)(unskilled + slot.AlvBonus[0]), (int)(unskilled + slot.AlvBonus[1])};\r
573                     }))\r
574                 .Aggregate(new[] {0, 0}, (prev, fp) => new[] {prev[0] + fp[0], prev[1] + fp[1]});\r
575 \r
576         public double GetContactTriggerRate(int fleet)\r
577             => GetShipStatuses(fleet).Where(ship => !ship.Escaped).SelectMany(ship =>\r
578                 ship.Slot.Zip(ship.OnSlot, (slot, onslot) =>\r
579                         slot.Spec.ContactTriggerRate * slot.Spec.LoS * Sqrt(onslot))).Sum();\r
580 \r
581         public ShipStatus[] GetRepairList(DockInfo dockInfo)\r
582             => (from s in ShipList\r
583                 where s.NowHp < s.MaxHp && !dockInfo.InNDock(s.Id)\r
584                 select s).OrderByDescending(s => s.RepairTime).ToArray();\r
585 \r
586 \r
587         public double GetLineOfSights(int fleet)\r
588         {\r
589             var result = 0.0;\r
590             var emptyBonus = 6;\r
591             foreach (var s in GetShipStatuses(fleet))\r
592             {\r
593                 emptyBonus--;\r
594                 var itemLoS = 0;\r
595                 foreach (var item in s.Slot)\r
596                 {\r
597                     var spec = item.Spec;\r
598                     itemLoS += spec.LoS;\r
599                     result += (spec.LoS + item.LoSLevelBonus) * spec.LoSScaleFactor;\r
600                 }\r
601                 result += Sqrt(s.LoS - itemLoS);\r
602             }\r
603             return result > 0 ? result - Ceiling(_hqLevel * 0.4) + emptyBonus * 2 : 0.0;\r
604         }\r
605 \r
606         public string[] BadlyDamagedShips { get; private set; } = new string[0];\r
607 \r
608         public void SetBadlyDamagedShips()\r
609         {\r
610             BadlyDamagedShips =\r
611                 _inSortie.SelectMany((sortie, i) => sortie ? GetShipStatuses(i) : new ShipStatus[0])\r
612                     .Where(s => !s.Escaped && s.DamageLevel == ShipStatus.Damage.Badly)\r
613                     .Select(s => s.Name)\r
614                     .ToArray();\r
615         }\r
616 \r
617         public void ClearBadlyDamagedShips()\r
618         {\r
619             BadlyDamagedShips = new string[0];\r
620         }\r
621 \r
622         public void SetEscapedShips(List<int> ships)\r
623         {\r
624             _escapedShips.AddRange(ships);\r
625         }\r
626 \r
627         public void ClearEscapedShips()\r
628         {\r
629             _escapedShips.Clear();\r
630         }\r
631     }\r
632 }