using System.Collections.Generic;\r
using System.Linq;\r
using KancolleSniffer.Util;\r
-using KancolleSniffer.View;\r
using static System.Math;\r
\r
namespace KancolleSniffer.Model\r
Day,\r
Night,\r
SpNight,\r
+ AirRaid,\r
Result,\r
Unknown\r
}\r
public int Interception { get; set; }\r
}\r
\r
- public class BattleInfo\r
+ public class BattleInfo : Sniffer.IPort\r
{\r
private readonly ShipInfo _shipInfo;\r
private readonly ItemInfo _itemInfo;\r
+ private readonly AirBase _airBase;\r
private Fleet _fleet;\r
private Record[] _friend;\r
private Record[] _guard;\r
private Record[] _enemy;\r
private Record[] _enemyGuard;\r
private readonly List<int> _escapingShips = new List<int>();\r
- private bool _lastCell;\r
+ private bool _safeCell;\r
\r
public BattleState BattleState { get; set; }\r
public int[] Formation { get; private set; }\r
- public int[] FighterPower { get; private set; }\r
+ public Range FighterPower { get; private set; }\r
public EnemyFighterPower EnemyFighterPower { get; private set; }\r
public int AirControlLevel { get; private set; }\r
public BattleResultRank ResultRank { get; private set; }\r
public RankPair DisplayedResultRank { get; } = new RankPair();\r
- public BattleResult Result { get; set; }\r
+ public BattleResult Result { get; private set; }\r
public bool EnemyIsCombined => _enemyGuard.Length > 0;\r
- public List<AirBattleResult> AirBattleResults { get; } = new List<AirBattleResult>();\r
+ public AirBattleResult AirBattleResult { get; }\r
+ public int SupportType { get; private set; }\r
\r
public class RankPair\r
{\r
- public char Assumed { get; set; }\r
+ public char Assumed { get; set; } = 'X';\r
public char Actual { get; set; }\r
public bool IsError => Assumed != Actual;\r
}\r
public Combined Enemy { get; set; }\r
}\r
\r
- public BattleInfo(ShipInfo shipInfo, ItemInfo itemInfo)\r
+ public BattleInfo(ShipInfo shipInfo, ItemInfo itemInfo, AirBase airBase)\r
{\r
_shipInfo = shipInfo;\r
_itemInfo = itemInfo;\r
+ _airBase = airBase;\r
+ AirBattleResult = new AirBattleResult(GetAirFireShipName, GetItemNames);\r
+ }\r
+\r
+ private string GetAirFireShipName(int idx)\r
+ {\r
+ return idx < _friend.Length ? _friend[idx].Name : _guard[idx - 6].Name;\r
+ }\r
+\r
+ private string[] GetItemNames(int[] ids)\r
+ {\r
+ return ids.Select(id => _itemInfo.GetSpecByItemId(id).Name).ToArray();\r
+ }\r
+\r
+ public void Port()\r
+ {\r
+ CleanupResult();\r
+ _safeCell = false;\r
+ BattleState = BattleState.None;\r
}\r
\r
public void InspectBattle(string url, string request, dynamic json)\r
{\r
- if (json.api_formation())\r
- Formation = ((dynamic[])json.api_formation).Select(f => f is string ? (int)int.Parse(f) : (int)f)\r
- .ToArray();\r
- AirControlLevel = CheckAirControlLevel(json);\r
- ShowResult(false); // 昼戦の結果を夜戦のときに表示する\r
- SetupResult(request, json, url.Contains("practice"));\r
- FighterPower = CalcFighterPower();\r
- EnemyFighterPower = CalcEnemyFighterPower(json);\r
+ SetFormation(json);\r
+ SetSupportType(json);\r
+ ClearDamagedShipWarning();\r
+ ShowResult(); // 昼戦の結果を夜戦のときに表示する\r
+ SetupDamageRecord(request, json, url.Contains("practice"));\r
+ SetFighterPower();\r
+ SetEnemyFighterPower();\r
BattleState = url.Contains("sp_midnight") ? BattleState.SpNight :\r
url.Contains("midnight") ? BattleState.Night : BattleState.Day;\r
+ if (BattleState != BattleState.Night)\r
+ {\r
+ AirBattleResult.Clear();\r
+ SetAirControlLevel(json);\r
+ }\r
CalcDamage(json);\r
- ResultRank = url.EndsWith("ld_airbattle") ? CalcLdAirBattleRank() : CalcResultRank();\r
+ ResultRank = url.Contains("/ld_") ? CalcLdResultRank() : CalcResultRank();\r
SetResult();\r
}\r
\r
- public static int DeckId(dynamic json)\r
+ private void SetFormation(dynamic json)\r
{\r
- if (json.api_dock_id()) // 昼戦はtypoしている\r
- return (int)json.api_dock_id - 1;\r
- 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
- return int.Parse(json.api_deck_id) - 1;\r
- return (int)json.api_deck_id - 1;\r
+ if (json.api_formation())\r
+ Formation = (int[])json.api_formation;\r
}\r
\r
- private void SetupResult(string request, dynamic json, bool practice)\r
+ private void SetAirControlLevel(dynamic json)\r
+ {\r
+ AirControlLevel = -1;\r
+ if (!json.api_kouku())\r
+ return;\r
+ var stage1 = json.api_kouku.api_stage1;\r
+ if (stage1 == null || stage1.api_f_count == 0 && stage1.api_e_count == 0)\r
+ return;\r
+ AirControlLevel = (int)stage1.api_disp_seiku;\r
+ }\r
+\r
+ private void SetSupportType(dynamic json)\r
+ {\r
+ SupportType = json.api_support_flag() ? (int)json.api_support_flag :\r
+ json.api_n_support_flag() ? (int)json.api_n_support_flag : 0;\r
+ }\r
+\r
+ private void SetupDamageRecord(string request, dynamic json, bool practice)\r
{\r
if (_friend != null)\r
return;\r
_shipInfo.SaveBattleStartStatus();\r
- var fleets = _shipInfo.Fleets;\r
- _fleet = fleets[DeckId(json)];\r
+ SetupFriendDamageRecord(request, json, practice);\r
+ SetupEnemyDamageRecord(json, practice);\r
+ }\r
+\r
+ private void SetupFriendDamageRecord(string request, dynamic json, bool practice)\r
+ {\r
+ _fleet = _shipInfo.Fleets[(int)json.api_deck_id - 1];\r
FlagshipRecovery(request, _fleet.ActualShips[0]);\r
_friend = Record.Setup(_fleet.ActualShips, practice);\r
_guard = json.api_f_nowhps_combined()\r
- ? Record.Setup(fleets[1].ActualShips, practice)\r
+ ? Record.Setup(_shipInfo.Fleets[1].ActualShips, practice)\r
: new Record[0];\r
+ SetEscapedFlag(json);\r
+ }\r
+\r
+ /// <summary>\r
+ /// EscapedはShipStatusにあるがBattleBriefTestの用のログにはShipStatusがないので、\r
+ /// ここで戦闘用のAPIを元に設定する。\r
+ /// </summary>\r
+ private void SetEscapedFlag(dynamic json)\r
+ {\r
+ if (json.api_escape_idx())\r
+ {\r
+ foreach (int idx in json.api_escape_idx)\r
+ _friend[idx - 1].Escaped = true;\r
+ }\r
+ if (json.api_escape_idx_combined())\r
+ {\r
+ foreach (int idx in json.api_escape_idx_combined)\r
+ _guard[idx - 1].Escaped = true;\r
+ }\r
+ }\r
+\r
+ private void SetupEnemyDamageRecord(dynamic json, bool practice)\r
+ {\r
_enemy = Record.Setup((int[])json.api_e_nowhps,\r
- ((int[])json.api_ship_ke).Select(_shipInfo.GetSpec).ToArray(),\r
- ((int[][])json.api_eSlot).Select(slot => slot.Select(_itemInfo.GetSpecByItemId).ToArray()).ToArray(),\r
- practice);\r
+ EnemyShipSpecs(json.api_ship_ke),\r
+ EnemySlots(json.api_eSlot), practice);\r
_enemyGuard = json.api_ship_ke_combined()\r
? Record.Setup((int[])json.api_e_nowhps_combined,\r
- ((int[])json.api_ship_ke_combined).Select(_shipInfo.GetSpec).ToArray(),\r
- ((int[][])json.api_eSlot).Select(slot => slot.Select(_itemInfo.GetSpecByItemId).ToArray())\r
- .ToArray(), practice)\r
+ EnemyShipSpecs(json.api_ship_ke_combined),\r
+ EnemySlots(json.api_eSlot_combined), practice)\r
: new Record[0];\r
}\r
\r
+ private ShipSpec[] EnemyShipSpecs(dynamic ships)\r
+ {\r
+ return ((int[])ships).Select(_shipInfo.GetSpec).ToArray();\r
+ }\r
+\r
+ private ItemSpec[][] EnemySlots(dynamic slots)\r
+ {\r
+ return ((int[][])slots).Select(slot => slot.Select(_itemInfo.GetSpecByItemId).ToArray()).ToArray();\r
+ }\r
+\r
private void SetResult()\r
{\r
Result = new BattleResult\r
}\r
}\r
\r
- public void CleanupResult()\r
+ private void CleanupResult()\r
{\r
_friend = null;\r
- _lastCell = false;\r
}\r
\r
- private int CheckAirControlLevel(dynamic json)\r
+ private void SetFighterPower()\r
{\r
- if (!json.api_kouku())\r
- return -1;\r
- var stage1 = json.api_kouku.api_stage1;\r
- if (stage1 == null)\r
- return -1;\r
- if (stage1.api_f_count == 0 && stage1.api_e_count == 0)\r
- return -1;\r
- return (int)stage1.api_disp_seiku;\r
+ var fleets = _shipInfo.Fleets;\r
+ FighterPower = _guard.Length > 0 && _enemyGuard.Length > 0\r
+ ? fleets[0].FighterPower + fleets[1].FighterPower\r
+ : _fleet.FighterPower;\r
}\r
\r
- private int[] CalcFighterPower()\r
+ private void SetEnemyFighterPower()\r
{\r
- var fleets = _shipInfo.Fleets;\r
- if (_guard.Length > 0 && _enemyGuard.Length > 0)\r
- return fleets[0].FighterPower.Zip(fleets[1].FighterPower, (a, b) => a + b).ToArray();\r
- return _fleet.FighterPower;\r
- }\r
-\r
- private EnemyFighterPower CalcEnemyFighterPower(dynamic json)\r
- {\r
- var result = new EnemyFighterPower();\r
- var ships = (int[])json.api_ship_ke;\r
- if (json.api_ship_ke_combined() && _guard.Length > 0)\r
- ships = ships.Concat((int[])json.api_ship_ke_combined).ToArray();\r
- var maxEq = ships.SelectMany(id =>\r
- {\r
- var r = _shipInfo.GetSpec(id).MaxEq;\r
- if (r != null)\r
- return r;\r
- result.HasUnknown = true;\r
- return new int[5];\r
- });\r
- var equips = ((int[][])json.api_eSlot).SelectMany(x => x);\r
- if (json.api_eSlot_combined() && _guard.Length > 0)\r
- equips = equips.Concat(((int[][])json.api_eSlot_combined).SelectMany(x => x));\r
- foreach (var entry in from slot in equips.Zip(maxEq, (id, max) => new {id, max})\r
- let spec = _itemInfo.GetSpecByItemId(slot.id)\r
- let perSlot = (int)Floor(spec.AntiAir * Sqrt(slot.max))\r
- select new {spec, perSlot})\r
- {\r
- if (entry.spec.CanAirCombat)\r
- result.AirCombat += entry.perSlot;\r
- if (entry.spec.IsAircraft)\r
- result.Interception += entry.perSlot;\r
+ EnemyFighterPower = new EnemyFighterPower();\r
+ foreach (var record in _guard.Length == 0 ? _enemy : _enemy.Concat(_enemyGuard))\r
+ {\r
+ var ship = record.SnapShot;\r
+ if (ship.Spec.MaxEq == null)\r
+ {\r
+ EnemyFighterPower.HasUnknown = true;\r
+ continue;\r
+ }\r
+ foreach (var entry in ship.Slot.Zip(ship.Spec.MaxEq, (item, maxEq) => new {item.Spec, maxEq}))\r
+ {\r
+ var perSlot = (int)Floor(entry.Spec.AntiAir * Sqrt(entry.maxEq));\r
+ if (entry.Spec.CanAirCombat)\r
+ EnemyFighterPower.AirCombat += perSlot;\r
+ if (entry.Spec.IsAircraft)\r
+ EnemyFighterPower.Interception += perSlot;\r
+ }\r
+ }\r
+ }\r
+\r
+ public void InspectMapStart(dynamic json)\r
+ {\r
+ InspectMapNext(json);\r
+ }\r
+\r
+ public void InspectMapNext(dynamic json)\r
+ {\r
+ SetSafeCell(json);\r
+ BattleState = BattleState.None;\r
+ if (!json.api_destruction_battle())\r
+ return;\r
+ InspectAirRaidBattle((int)json.api_maparea_id, json.api_destruction_battle);\r
+ }\r
+\r
+ private void SetSafeCell(dynamic json)\r
+ {\r
+ var map = (int)json.api_maparea_id * 1000 + (int)json.api_mapinfo_no * 100 + (int)json.api_no;\r
+ _safeCell =\r
+ (int)json.api_next == 0 || // last cell\r
+ map switch\r
+ {\r
+ 1613 => true, // 1-6-B\r
+ 1611 => true, // 1-6-D\r
+ 1616 => true, // 1-6-D\r
+ 2202 => true, // 2-2-B\r
+ 3102 => true, // 3-1-B\r
+ 3201 => true, // 3-2-A\r
+ 4206 => true, // 4-2-F\r
+ 5302 => true, // 5-3-B\r
+ _ => false\r
+ };\r
+ }\r
+\r
+ private void InspectAirRaidBattle(int areaId, dynamic json)\r
+ {\r
+ SetFormation(json);\r
+ var attack = json.api_air_base_attack;\r
+ var stage1 = attack.api_stage1;\r
+ AirControlLevel = (int)stage1.api_disp_seiku;\r
+ var ships = (ShipStatus[])CreateShipsForAirBase(json);\r
+ _friend = Record.Setup(ships, false);\r
+ _guard = new Record[0];\r
+ FighterPower = _airBase.GetAirBase(areaId).CalcInterceptionFighterPower();\r
+ SetupEnemyDamageRecord(json, false);\r
+ SetEnemyFighterPower();\r
+ BattleState = BattleState.AirRaid;\r
+ AirBattleResult.Clear();\r
+ AirBattleResult.Add(json.api_air_base_attack, "空襲");\r
+ CalcKoukuDamage(json.api_air_base_attack);\r
+ SetAirRaidResultRank(json);\r
+ SetResult();\r
+ CleanupResult();\r
+ }\r
+\r
+ private ShipStatus[] CreateShipsForAirBase(dynamic json)\r
+ {\r
+ var nowHps = (int[])json.api_f_nowhps;\r
+ var maxHps = (int[])json.api_f_maxhps;\r
+ var maxEq = new[] {18, 18, 18, 18};\r
+ var ships = nowHps.Select((hp, n) => new ShipStatus\r
+ {\r
+ Id = 1,\r
+ Spec = new ShipSpec {Name = "基地航空隊" + (n + 1), GetMaxEq = () => maxEq},\r
+ NowHp = nowHps[n],\r
+ MaxHp = maxHps[n]\r
+ }).ToArray();\r
+ var planes = json.api_air_base_attack.api_map_squadron_plane;\r
+ if (planes == null)\r
+ return ships;\r
+ foreach (KeyValuePair<string, dynamic> entry in planes)\r
+ {\r
+ var num = int.Parse(entry.Key) - 1;\r
+ var slot = new List<ItemStatus>();\r
+ var onSlot = new List<int>();\r
+ foreach (var plane in entry.Value)\r
+ {\r
+ slot.Add(new ItemStatus {Id = 1, Spec = _itemInfo.GetSpecByItemId((int)plane.api_mst_id)});\r
+ onSlot.Add((int)plane.api_count);\r
+ }\r
+ ships[num].Slot = slot;\r
+ ships[num].OnSlot = onSlot.ToArray();\r
+ }\r
+ return ships;\r
+ }\r
+\r
+ private void SetAirRaidResultRank(dynamic json)\r
+ {\r
+ switch ((int)json.api_lost_kind)\r
+ {\r
+ case 1:\r
+ ResultRank = BattleResultRank.A;\r
+ break;\r
+ case 2:\r
+ ResultRank = BattleResultRank.B;\r
+ break;\r
+ case 3:\r
+ ResultRank = BattleResultRank.C;\r
+ break;\r
+ case 4:\r
+ ResultRank = BattleResultRank.S;\r
+ break;\r
}\r
- return result;\r
}\r
\r
private void CalcDamage(dynamic json)\r
{\r
- AirBattleResults.Clear();\r
foreach (KeyValuePair<string, dynamic> kv in json)\r
{\r
if (kv.Value == null)\r
switch (kv.Key)\r
{\r
case "api_air_base_injection":\r
- AddAirBattleResult(kv.Value, "AB噴式");\r
+ AirBattleResult.Add(kv.Value, "AB噴式");\r
CalcKoukuDamage(kv.Value);\r
break;\r
case "api_injection_kouku":\r
- AddAirBattleResult(kv.Value, "噴式");\r
+ AirBattleResult.Add(kv.Value, "噴式");\r
CalcKoukuDamage(kv.Value);\r
break;\r
case "api_air_base_attack":\r
CalcDamageByTurn(kv.Value);\r
break;\r
case "api_kouku":\r
- AddAirBattleResult(kv.Value, "航空戦");\r
+ AirBattleResult.Add(kv.Value, "航空戦");\r
CalcKoukuDamage(kv.Value);\r
break;\r
case "api_kouku2":\r
- AddAirBattleResult(kv.Value, "航空戦2");\r
+ AirBattleResult.Add(kv.Value, "航空戦2");\r
CalcKoukuDamage(kv.Value);\r
break;\r
case "api_support_info":\r
var i = 1;\r
foreach (var entry in json)\r
{\r
- AddAirBattleResult(entry, "基地" + i++);\r
+ AirBattleResult.Add(entry, "基地" + i++);\r
CalcKoukuDamage(entry);\r
}\r
}\r
CalcDamageByTurn(json.api_hougeki, true);\r
}\r
\r
- private void AddAirBattleResult(dynamic json, string phaseName)\r
- {\r
- var stage1 = json.api_stage1;\r
- if (stage1 == null || (stage1.api_f_count == 0 && stage1.api_e_count == 0))\r
- return;\r
- var result = new AirBattleResult\r
- {\r
- PhaseName = phaseName,\r
- AirControlLevel = json.api_stage1.api_disp_seiku() ? (int)json.api_stage1.api_disp_seiku : 0,\r
- Stage1 = new AirBattleResult.StageResult\r
- {\r
- FriendCount = (int)json.api_stage1.api_f_count,\r
- FriendLost = (int)json.api_stage1.api_f_lostcount,\r
- EnemyCount = (int)json.api_stage1.api_e_count,\r
- EnemyLost = (int)json.api_stage1.api_e_lostcount\r
- },\r
- Stage2 = json.api_stage2 == null\r
- ? new AirBattleResult.StageResult\r
- {\r
- FriendCount = 0,\r
- FriendLost = 0,\r
- EnemyCount = 0,\r
- EnemyLost = 0\r
- }\r
- : new AirBattleResult.StageResult\r
- {\r
- FriendCount = (int)json.api_stage2.api_f_count,\r
- FriendLost = (int)json.api_stage2.api_f_lostcount,\r
- EnemyCount = (int)json.api_stage2.api_e_count,\r
- EnemyLost = (int)json.api_stage2.api_e_lostcount\r
- }\r
- };\r
- if (json.api_stage2 != null && json.api_stage2.api_air_fire())\r
- {\r
- var airFire = json.api_stage2.api_air_fire;\r
- var idx = (int)airFire.api_idx;\r
- result.AirFire = new AirBattleResult.AirFireResult\r
- {\r
- ShipName = idx < _friend.Length ? _friend[idx].Name : _guard[idx - 6].Name,\r
- Kind = (int)airFire.api_kind,\r
- Items = ((int[])airFire.api_use_items).Select(id => _itemInfo.GetSpecByItemId(id).Name).ToArray()\r
- };\r
- }\r
- AirBattleResults.Add(result);\r
- }\r
-\r
private void CalcKoukuDamage(dynamic json)\r
{\r
if (json.api_stage3() && json.api_stage3 != null)\r
if (guard == null)\r
return;\r
for (var i = 0; i < guard.Length; i++)\r
+ {\r
guard[i].ApplyDamage(damage[i + 6]);\r
+ guard[i].CheckDamageControl();\r
+ }\r
}\r
\r
private void CalcDamageByTurn(dynamic json, bool ignoreFriendDamage = false)\r
return;\r
\r
var eFlags = (int[])json.api_at_eflag;\r
- var sources = (int[])json.api_at_list;\r
- var types = json.api_at_type() ? (int[])json.api_at_type : (int[])json.api_sp_list;\r
+ var night = json.api_sp_list();\r
+ var types = night ? (int[])json.api_sp_list : (int[])json.api_at_type;\r
var targets = (int[][])json.api_df_list;\r
var damages = (int[][])json.api_damage;\r
- var records = new[] {new Record[12], new Record[12]};\r
- Array.Copy(_friend, records[1], _friend.Length);\r
- Array.Copy(_guard, 0, records[1], 6, _guard.Length);\r
- Array.Copy(_enemy, records[0], _enemy.Length);\r
- Array.Copy(_enemyGuard, 0, records[0], 6, _enemyGuard.Length);\r
+ var records = new BothRecord(_friend, _guard, _enemy, _enemyGuard);\r
for (var turn = 0; turn < eFlags.Length; turn++)\r
{\r
if (ignoreFriendDamage && eFlags[turn] == 1)\r
continue;\r
- if (types[turn] == 100 || types[turn] == 101) // Nelson Touchと長門一斉射\r
- records[eFlags[turn] ^ 1][sources[turn]].TriggerSpecialAttack();\r
+ if (IsSpecialAttack(types[turn]))\r
+ {\r
+ var pos = night && _guard.Length > 0 ? 6 : 0; // 連合第二の僚艦夜戦突撃は6\r
+ records.TriggerSpecialAttack(1, pos);\r
+ }\r
for (var shot = 0; shot < targets[turn].Length; shot++)\r
{\r
var target = targets[turn][shot];\r
var damage = damages[turn][shot];\r
if (target == -1 || damage == -1)\r
continue;\r
- records[eFlags[turn]][target].ApplyDamage(damage);\r
+ records.ApplyDamage(eFlags[turn], target, damage);\r
}\r
- foreach (var ship in records[1])\r
- ship?.CheckDamageControl();\r
+ records.CheckDamageControl();\r
}\r
}\r
\r
- public void InspectMapStart(dynamic json)\r
+ private bool IsSpecialAttack(int type)\r
{\r
- InspectMapNext(json);\r
+ // 100: Nelson Touch\r
+ // 101: 長門一斉射\r
+ // 102: 陸奥一斉射\r
+ // 104: 金剛僚艦夜戦突撃\r
+ // 200: 瑞雲一体攻撃\r
+ // 201: 海陸立体攻撃\r
+ return type >= 100 && type < 200;\r
}\r
\r
- public void InspectMapNext(dynamic json)\r
+ private class BothRecord\r
{\r
- _lastCell = (int)json.api_next == 0;\r
+ private readonly Record[][] _records;\r
+\r
+ public BothRecord(Record[] friend, Record[] guard, Record[] enemy, Record[] enemyGuard)\r
+ {\r
+ _records = new[] {new Record[12], new Record[12]};\r
+ Array.Copy(friend, _records[1], friend.Length);\r
+ Array.Copy(guard, 0, _records[1], 6, guard.Length);\r
+ Array.Copy(enemy, _records[0], enemy.Length);\r
+ Array.Copy(enemyGuard, 0, _records[0], 6, enemyGuard.Length);\r
+ }\r
+\r
+ public void TriggerSpecialAttack(int side, int index)\r
+ {\r
+ _records[side][index].TriggerSpecialAttack();\r
+ }\r
+\r
+ public void ApplyDamage(int side, int index, int damage)\r
+ {\r
+ _records[side][index].ApplyDamage(damage);\r
+ }\r
+\r
+ public void CheckDamageControl()\r
+ {\r
+ foreach (var ship in _records[1])\r
+ ship?.CheckDamageControl();\r
+ }\r
}\r
\r
public void InspectBattleResult(dynamic json)\r
BattleState = BattleState.Result;\r
if (_friend == null)\r
return;\r
- ShowResult(!_lastCell);\r
+ ShowResult();\r
+ SetDamagedShipWarning();\r
_shipInfo.SaveBattleResult();\r
_shipInfo.DropShipId = json.api_get_ship() ? (int)json.api_get_ship.api_ship_id : -1;\r
VerifyResultRank(json);\r
BattleState = BattleState.Result;\r
if (_friend == null)\r
return;\r
- ShowResult(false);\r
+ ShowResult();\r
VerifyResultRank(json);\r
CleanupResult();\r
}\r
\r
- private void ShowResult(bool warnDamagedShip = true)\r
+ private void ShowResult()\r
{\r
if (_friend == null)\r
return;\r
: _fleet.ActualShips;\r
foreach (var entry in ships.Zip(_friend.Concat(_guard), (ship, now) => new {ship, now}))\r
entry.now.UpdateShipStatus(entry.ship);\r
- if (warnDamagedShip)\r
- _shipInfo.SetBadlyDamagedShips();\r
- else\r
- _shipInfo.ClearBadlyDamagedShips();\r
+ }\r
+\r
+ private void SetDamagedShipWarning()\r
+ {\r
+ if (_safeCell)\r
+ return;\r
+ _shipInfo.SetBadlyDamagedShips();\r
+ }\r
+\r
+ private void ClearDamagedShipWarning()\r
+ {\r
+ _shipInfo.ClearBadlyDamagedShips();\r
}\r
\r
private void VerifyResultRank(dynamic json)\r
DisplayedResultRank.Actual = actual;\r
}\r
\r
- public void SetEscapeShips(dynamic json)\r
+ private void SetEscapeShips(dynamic json)\r
{\r
_escapingShips.Clear();\r
if (!json.api_escape_flag() || (int)json.api_escape_flag == 0)\r
private bool _practice;\r
public ShipStatus SnapShot => (ShipStatus)_status.Clone();\r
public int NowHp => _status.NowHp;\r
- public bool Escaped => _status.Escaped;\r
+ public bool Escaped { get; set; }\r
public ShipStatus.Damage DamageLevel => _status.DamageLevel;\r
public string Name => _status.Name;\r
public int StartHp { get; private set; }\r
\r
public static Record[] Setup(IEnumerable<ShipStatus> ships, bool practice) =>\r
- (from s in ships\r
- select new Record {_status = (ShipStatus)s.Clone(), _practice = practice, StartHp = s.NowHp}).ToArray();\r
+ (from s in ships\r
+ select new Record {_status = (ShipStatus)s.Clone(), _practice = practice, StartHp = s.NowHp})\r
+ .ToArray();\r
\r
public static Record[] Setup(int[] nowHps, ShipSpec[] specs, ItemSpec[][] slots, bool practice)\r
{\r
ship.NowHp = NowHp;\r
ship.Slot = _status.Slot;\r
ship.SlotEx = _status.SlotEx;\r
- ship.SpecialAttack = _status.SpecialAttack == ShipStatus.Attack.Fire\r
- ? ShipStatus.Attack.Fired\r
- : ShipStatus.Attack.None;\r
+ if (_status.SpecialAttack == ShipStatus.Attack.Fire)\r
+ ship.SpecialAttack = ShipStatus.Attack.Fired;\r
}\r
}\r
\r
- private BattleResultRank CalcLdAirBattleRank()\r
+ private BattleResultRank CalcLdResultRank()\r
{\r
- var combined = _friend.Concat(_guard).Where(r => !r.Escaped).ToArray();\r
- var friendGauge = combined.Sum(r => r.StartHp - r.NowHp);\r
- var friendGaugeRate = Floor((double)friendGauge / combined.Sum(r => r.StartHp) * 100);\r
+ var friend = new ResultRankParams(_friend.Concat(_guard).ToArray());\r
\r
- if (friendGauge <= 0)\r
+ if (friend.Gauge <= 0)\r
return BattleResultRank.P;\r
- if (friendGaugeRate < 10)\r
+ if (friend.GaugeRate < 10)\r
return BattleResultRank.A;\r
- if (friendGaugeRate < 20)\r
+ if (friend.GaugeRate < 20)\r
return BattleResultRank.B;\r
- if (friendGaugeRate < 50)\r
+ if (friend.GaugeRate < 50)\r
return BattleResultRank.C;\r
- if (friendGaugeRate < 80)\r
+ if (friend.GaugeRate < 80)\r
return BattleResultRank.D;\r
return BattleResultRank.E;\r
}\r
\r
private BattleResultRank CalcResultRank()\r
{\r
- var friend = _friend.Concat(_guard).ToArray();\r
- var enemy = _enemy.Concat(_enemyGuard).ToArray();\r
-\r
- var friendCount = friend.Length;\r
- var friendStartHpTotal = 0;\r
- var friendNowHpTotal = 0;\r
- var friendSunk = 0;\r
- foreach (var ship in friend)\r
+ var friend = new ResultRankParams(_friend.Concat(_guard).ToArray());\r
+ var enemy = new ResultRankParams(_enemy.Concat(_enemyGuard).ToArray());\r
+ if (friend.Sunk == 0 && enemy.Sunk == enemy.Count)\r
{\r
- if (ship.Escaped)\r
- continue;\r
- friendStartHpTotal += ship.StartHp;\r
- friendNowHpTotal += ship.NowHp;\r
- if (ship.NowHp == 0)\r
- friendSunk++;\r
- }\r
- var friendGaugeRate = (int)((double)(friendStartHpTotal - friendNowHpTotal) / friendStartHpTotal * 100);\r
-\r
- var enemyCount = enemy.Length;\r
- var enemyStartHpTotal = enemy.Sum(r => r.StartHp);\r
- var enemyNowHpTotal = enemy.Sum(r => r.NowHp);\r
- var enemySunk = enemy.Count(r => r.NowHp == 0);\r
- var enemyGaugeRate = (int)((double)(enemyStartHpTotal - enemyNowHpTotal) / enemyStartHpTotal * 100);\r
-\r
- if (friendSunk == 0 && enemySunk == enemyCount)\r
- {\r
- if (friendNowHpTotal >= friendStartHpTotal)\r
+ if (friend.Gauge <= 0)\r
return BattleResultRank.P;\r
return BattleResultRank.S;\r
}\r
- if (friendSunk == 0 && enemySunk >= (int)(enemyCount * 0.7) && enemyCount > 1)\r
+ if (friend.Sunk == 0 && enemy.Sunk >= (int)(enemy.Count * 0.7) && enemy.Count > 1)\r
return BattleResultRank.A;\r
- if (friendSunk < enemySunk && enemy[0].NowHp == 0)\r
+ if (friend.Sunk < enemy.Sunk && _enemy[0].NowHp == 0)\r
return BattleResultRank.B;\r
- if (friendCount == 1 && friend[0].DamageLevel == ShipStatus.Damage.Badly)\r
+ if (friend.Count == 1 && _friend[0].DamageLevel == ShipStatus.Damage.Badly)\r
return BattleResultRank.D;\r
- if (enemyGaugeRate > friendGaugeRate * 2.5)\r
+ if (enemy.GaugeRate > friend.GaugeRate * 2.5)\r
return BattleResultRank.B;\r
- if (enemyGaugeRate > friendGaugeRate * 0.9)\r
+ if (enemy.GaugeRate > friend.GaugeRate * 0.9)\r
return BattleResultRank.C;\r
- if (friendCount > 1 && friendCount - 1 == friendSunk)\r
+ if (friend.Count > 1 && friend.Count - 1 == friend.Sunk)\r
return BattleResultRank.E;\r
return BattleResultRank.D;\r
}\r
\r
+ private class ResultRankParams\r
+ {\r
+ public readonly int Count;\r
+ public readonly int Sunk;\r
+ public readonly int Gauge;\r
+ public readonly int GaugeRate;\r
+\r
+ public ResultRankParams(Record[] records)\r
+ {\r
+ Count = records.Length;\r
+ Sunk = records.Count(r => r.NowHp == 0);\r
+ Gauge = records.Sum(r => r.StartHp - r.NowHp);\r
+ GaugeRate = (int)((double)Gauge / records.Sum(r => r.Escaped ? 0 : r.StartHp) * 100);\r
+ }\r
+ }\r
+\r
/// <summary>\r
/// テスト専用\r
/// </summary>\r