1 // Copyright (C) 2017 Kazuhiro Fujieda <fujieda@users.osdn.me>
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3 // Licensed under the Apache License, Version 2.0 (the "License");
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4 // you may not use this file except in compliance with the License.
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5 // You may obtain a copy of the License at
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7 // http://www.apache.org/licenses/LICENSE-2.0
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9 // Unless required by applicable law or agreed to in writing, software
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10 // distributed under the License is distributed on an "AS IS" BASIS,
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11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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12 // See the License for the specific language governing permissions and
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13 // limitations under the License.
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16 using System.Collections.Generic;
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18 using static System.Math;
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20 namespace KancolleSniffer
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22 public class ShipStatus : ICloneable
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24 public int Id { get; set; }
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25 public int Fleet { get; set; }
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26 public int DeckIndex { get; set; }
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27 public ShipSpec Spec { get; set; }
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29 public string Name => Spec.Name;
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31 public int Level { get; set; }
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32 public int ExpToNext { get; set; }
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33 public int MaxHp { get; set; }
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34 public int NowHp { get; set; }
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35 public int Cond { get; set; }
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36 public int Fuel { get; set; }
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37 public int Bull { get; set; }
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38 public int[] OnSlot { get; set; }
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39 public ItemStatus[] Slot { get; set; }
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40 public ItemStatus SlotEx { get; set; }
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41 public int NdockTime { get; set; }
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42 public int[] NdockItem { get; set; }
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43 public int LoS { get; set; }
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44 public int Firepower { get; set; }
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45 public int Torpedo { get; set; }
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46 public int AntiSubmarine { get; set; }
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47 public int AntiAir { get; set; }
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48 public int Lucky { get; set; }
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49 public bool Locked { get; set; }
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50 public bool Escaped { get; set; }
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52 public Damage DamageLevel => CalcDamage(NowHp, MaxHp);
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54 public int CombinedFleetType { get; set; }
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56 public IEnumerable<ItemStatus> AllSlot => SlotEx.Id == 0 ? Slot : Slot.Concat(new[] {SlotEx});
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62 Spec = new ShipSpec();
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63 OnSlot = new int[0];
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64 Slot = new ItemStatus[0];
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65 SlotEx = new ItemStatus();
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77 public static Damage CalcDamage(int now, int max)
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79 if (now == 0 && max > 0)
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81 var ratio = max == 0 ? 1 : (double)now / max;
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82 return ratio > 0.75 ? Damage.Minor :
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83 ratio > 0.5 ? Damage.Small :
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84 ratio > 0.25 ? Damage.Half : Damage.Badly;
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87 public TimeSpan RepairTime => TimeSpan.FromSeconds((int)(RepairTimePerHp.TotalSeconds * (MaxHp - NowHp)) + 30);
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89 public TimeSpan RepairTimePerHp =>
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90 TimeSpan.FromSeconds(Spec.RepairWeight *
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93 : Level * 5 + Floor(Sqrt(Level - 11)) * 10 + 50));
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95 public double EffectiveFirepower
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99 if (Spec.IsSubmarine)
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101 var isRyuseiAttack = Spec.Id == 352 && // 速吸改
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102 Slot.Any(item => item.Spec.Type == 8); // 艦攻装備
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103 var levelBonus = AllSlot.Sum(item => item.FirepowerLevelBonus);
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104 if (!Spec.IsAircraftCarrier && !isRyuseiAttack)
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105 return Firepower + levelBonus + CombinedFleetFirepowerBonus + 5;
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106 var specs = (from item in Slot where item.Spec.IsAircraft select item.Spec).ToArray();
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107 var torpedo = specs.Sum(s => s.Torpedo);
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108 var bomber = specs.Sum(s => s.Bomber);
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109 if (torpedo == 0 && bomber == 0)
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111 return (int)((Firepower + torpedo + levelBonus +
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112 (int)(bomber * 1.3) + CombinedFleetFirepowerBonus) * 1.5) + 55;
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116 private int CombinedFleetFirepowerBonus
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120 switch (CombinedFleetType)
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125 return Fleet == 0 ? 2 : 10;
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127 return Fleet == 0 ? 10 : -5;
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129 return Fleet == 0 ? -5 : 10;
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136 public double EffectiveTorpedo
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140 if (Spec.IsAircraftCarrier || Torpedo == 0)
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142 return Torpedo + AllSlot.Sum(item => item.TorpedoLevelBonus) + CombinedFleetTorpedoPenalty + 5;
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146 private int CombinedFleetTorpedoPenalty => CombinedFleetType > 0 && Fleet == 1 ? -5 : 0;
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148 public double EffectiveAntiSubmarine
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152 if (!Spec.IsAntiSubmarine)
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154 // ReSharper disable once CompareOfFloatsByEqualityOperator
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155 if (Spec.IsAircraftCarrier && EffectiveFirepower == 0 && !CanOpeningAntiSubmarineAttack)
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158 var projector = false;
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159 var depthCharge = false;
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160 var aircraft = false;
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162 var vanilla = AntiSubmarine;
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163 foreach (var spec in Slot.Select(item => item.Spec))
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165 vanilla -= spec.AntiSubmarine;
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170 else if (spec.IsDepthCharge)
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172 if (spec.Name.EndsWith("投射機"))
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174 if (spec.Name.EndsWith("爆雷"))
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175 depthCharge = true;
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177 else if (spec.IsAircraft)
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181 all += spec.EffectiveAntiSubmarine;
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183 if (vanilla == 0 && !aircraft) // 素対潜0で航空機なしは対潜攻撃なし
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186 if (sonar && projector)
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188 if (sonar && depthCharge)
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190 if (projector && depthCharge)
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192 if (sonar && projector && depthCharge)
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193 bonus = 1.15 * 1.25;
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194 var levelBonus = Slot.Sum(item => item.AntiSubmarineLevelBonus);
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195 return bonus * (Sqrt(vanilla) * 2 + all * 1.5 + levelBonus + (aircraft ? 8 : 13));
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199 public bool CanOpeningAntiSubmarineAttack
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208 case "Samuel B.Roberts改":
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212 return Slot.Any(item => item.Spec.IsAircraft && item.Spec.EffectiveAntiSubmarine > 0);
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214 case "Gambier Bay":
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215 case "Gambier Bay改":
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217 return Slot.Any(item => item.Spec.IsAircraft && item.Spec.EffectiveAntiSubmarine >= 7) &&
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218 AntiSubmarine >= (HaveSonar ? 50 : 65);
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220 return Spec.ShipType == 1
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221 ? Slot.Sum(item => item.Spec.AntiSubmarine) >= 4 && AntiSubmarine >= 75 ||
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222 HaveSonar && AntiSubmarine >= 60
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223 : HaveSonar && AntiSubmarine >= 100;
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228 public int MissionAntiSubmarine => AntiSubmarine - AllSlot.Sum(item =>
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230 switch (item.Spec.Type)
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235 return item.Spec.AntiSubmarine;
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241 private bool HaveSonar => Slot.Any(item => item.Spec.IsSonar);
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243 public double NightBattlePower
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247 if (!Spec.IsAircraftCarrier)
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248 return Firepower + Torpedo + Slot.Sum(item => item.NightBattleLevelBonus);
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250 if (Slot.Any(item => item.Spec.IconType == 45 || item.Spec.IconType == 46) && // 夜戦か夜攻
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251 (Spec.Id == 545 || // Saratoga Mk.II
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252 Slot.Any(item => item.Spec.Id == 258 || item.Spec.Id == 259))) // 夜間作戦航空要員
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254 return Firepower + Slot.Zip(OnSlot, (item, onslot) =>
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257 var spec = item.Spec;
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260 case 154: // 零戦62型(爆戦/岩井隊)
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261 case 242: // Swordfish
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262 case 243: // Swordfish Mk.II(熟練)
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263 case 244: // Swordfish Mk.III(熟練)
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267 case 254: // F6F-3N
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268 case 255: // F6F-5N
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269 case 257: // TBD-3D
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274 return -spec.Firepower;
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276 return spec.Torpedo + a * onslot +
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277 b * (spec.Firepower + spec.Torpedo + spec.Bomber + spec.AntiSubmarine) *
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278 Sqrt(onslot) + Sqrt(item.Level);
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283 case 353: // Graf Zeppelin改
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284 case 432: // Graf Zeppelin
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285 case 433: // Saratoga
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287 case 393: // Ark Royal改
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288 case 515: // Ark Royal
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289 if (Slot.Any(item => new[] {242, 243, 244}.Contains(item.Spec.Id)))
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295 return Firepower + Torpedo + Slot.Sum(item => item.NightBattleLevelBonus);
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299 public int PreparedDamageControl =>
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300 DamageLevel != Damage.Badly
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302 : SlotEx.Spec.Id == 42 || SlotEx.Spec.Id == 43
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304 : Slot.FirstOrDefault(item => item.Spec.Id == 42 || item.Spec.Id == 43)?.Spec.Id ?? -1;
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306 public double TransportPoint
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307 => Spec.TransportPoint + AllSlot.Sum(item => item.Spec.TransportPoint);
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309 public int EffectiveAntiAirForShip
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313 if (AllSlot.All(item => item.Id == -1 || item.Id == 0))
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315 var vanilla = AntiAir - AllSlot.Sum(item => item.Spec.AntiAir);
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316 var x = vanilla + AllSlot.Sum(item => item.EffectiveAntiAirForShip);
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317 return (int)(x / 2) * 2;
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321 public int EffectiveAntiAirForFleet => (int)AllSlot.Sum(item => item.EffectiveAntiAirForFleet);
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323 public object Clone()
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325 var r = (ShipStatus)MemberwiseClone();
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326 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
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