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ShipStatusを別のファイルに分離する
authorKazuhiro Fujieda <fujieda@users.osdn.me>
Sun, 28 May 2017 09:19:56 +0000 (18:19 +0900)
committerKazuhiro Fujieda <fujieda@users.osdn.me>
Sun, 28 May 2017 10:28:49 +0000 (19:28 +0900)
KancolleSniffer/KancolleSniffer.csproj
KancolleSniffer/ShipInfo.cs
KancolleSniffer/ShipStatus.cs [new file with mode: 0644]

index 3cd6901..00247f4 100644 (file)
       <SubType>Component</SubType>\r
     </Compile>\r
     <Compile Include="ShipMaster.cs" />\r
+    <Compile Include="ShipStatus.cs" />\r
     <Compile Include="Sniffer.cs" />\r
     <Compile Include="ItemInfo.cs" />\r
     <Compile Include="Status.cs" />\r
index f7d1d7f..24ce670 100644 (file)
@@ -19,226 +19,6 @@ using static System.Math;
 \r
 namespace KancolleSniffer\r
 {\r
-    public class ShipStatus : ICloneable\r
-    {\r
-        public int Id { get; set; }\r
-        public int Fleet { get; set; }\r
-        public ShipSpec Spec { get; set; }\r
-\r
-        public string Name => Spec.Name;\r
-\r
-        public int Level { get; set; }\r
-        public int ExpToNext { get; set; }\r
-        public int MaxHp { get; set; }\r
-        public int NowHp { get; set; }\r
-        public int Cond { get; set; }\r
-        public int Fuel { get; set; }\r
-        public int Bull { get; set; }\r
-        public int[] OnSlot { get; set; }\r
-        public ItemStatus[] Slot { get; set; }\r
-        public ItemStatus SlotEx { get; set; }\r
-        public int NdockTime { get; set; }\r
-        public int[] NdockItem { get; set; }\r
-        public int LoS { get; set; }\r
-        public int Firepower { get; set; }\r
-        public int Torpedo { get; set; }\r
-        public int AntiSubmarine { get; set; }\r
-        public int AntiAir { get; set; }\r
-        public int Lucky { get; set; }\r
-        public bool Locked { get; set; }\r
-        public bool Escaped { get; set; }\r
-\r
-        public Damage DamageLevel => CalcDamage(NowHp, MaxHp);\r
-\r
-        public int CombinedFleetType { get; set; }\r
-\r
-        public IEnumerable<ItemStatus> AllSlot => SlotEx.Id == 0 ? Slot : Slot.Concat(new[] {SlotEx});\r
-\r
-        public ShipStatus()\r
-        {\r
-            Id = -1;\r
-            Fleet = -1;\r
-            Spec = new ShipSpec();\r
-            OnSlot = new int[0];\r
-            Slot = new ItemStatus[0];\r
-            SlotEx = new ItemStatus();\r
-        }\r
-\r
-        public enum Damage\r
-        {\r
-            Minor,\r
-            Small,\r
-            Half,\r
-            Badly,\r
-            Sunk\r
-        }\r
-\r
-        public static Damage CalcDamage(int now, int max)\r
-        {\r
-            if (now == 0 && max > 0)\r
-                return Damage.Sunk;\r
-            var ratio = max == 0 ? 1 : (double)now / max;\r
-            return ratio > 0.75 ? Damage.Minor : ratio > 0.5 ? Damage.Small : ratio > 0.25 ? Damage.Half : Damage.Badly;\r
-        }\r
-\r
-        public TimeSpan RepairTime => TimeSpan.FromSeconds((int)(RepairTimePerHp.TotalSeconds * (MaxHp - NowHp)) + 30);\r
-\r
-        public TimeSpan RepairTimePerHp =>\r
-            TimeSpan.FromSeconds(Spec.RepairWeight *\r
-                                 (Level < 12\r
-                                     ? Level * 10\r
-                                     : Level * 5 + Floor(Sqrt(Level - 11)) * 10 + 50));\r
-\r
-        public double EffectiveFirepower\r
-        {\r
-            get\r
-            {\r
-                if (Spec.IsSubmarine)\r
-                    return 0;\r
-                var isRyuseiAttack = Spec.Id == 352 && // 速吸改\r
-                                     Slot.Any(item => item.Spec.Type == 8); // 艦攻装備\r
-                var levelBonus = AllSlot.Sum(item => item.FirePowerLevelBonus);\r
-                if (!Spec.IsAircraftCarrier && !isRyuseiAttack)\r
-                    return Firepower + levelBonus + CombinedFleetFirepowerBonus + 5;\r
-                var specs = (from item in Slot where item.Spec.IsAircraft select item.Spec).ToArray();\r
-                var torpedo = specs.Sum(s => s.Torpedo);\r
-                var bomber = specs.Sum(s => s.Bomber);\r
-                if (torpedo == 0 && bomber == 0)\r
-                    return 0;\r
-                return (int)((Firepower + torpedo + levelBonus +\r
-                              (int)(bomber * 1.3) + CombinedFleetFirepowerBonus) * 1.5) + 55;\r
-            }\r
-        }\r
-\r
-        private int CombinedFleetFirepowerBonus\r
-        {\r
-            get\r
-            {\r
-                switch (CombinedFleetType)\r
-                {\r
-                    case 0:\r
-                        return 0;\r
-                    case 1: // 機動\r
-                        return Fleet == 0 ? 2 : 10;\r
-                    case 2: // 水上\r
-                        return Fleet == 0 ? 10 : -5;\r
-                    case 3: // 輸送\r
-                        return Fleet == 0 ? -5 : 10;\r
-                    default:\r
-                        return 0;\r
-                }\r
-            }\r
-        }\r
-\r
-        public double EffectiveTorpedo\r
-        {\r
-            get\r
-            {\r
-                if (Spec.IsAircraftCarrier || Torpedo == 0)\r
-                    return 0;\r
-                return Torpedo + AllSlot.Sum(item => item.TorpedoLevelBonus) + CombinedFleetTorpedoPenalty + 5;\r
-            }\r
-        }\r
-\r
-        private int CombinedFleetTorpedoPenalty => CombinedFleetType > 0 && Fleet == 1 ? -5 : 0;\r
-\r
-        public double EffectiveAntiSubmarine\r
-        {\r
-            get\r
-            {\r
-                if (!Spec.IsAntiSubmarine)\r
-                    return 0;\r
-                // ReSharper disable once CompareOfFloatsByEqualityOperator\r
-                if (Spec.IsAircraftCarrier && EffectiveFirepower == 0) // 砲撃戦に参加しない\r
-                    return 0;\r
-                var sonar = false;\r
-                var projector = false;\r
-                var depthCharge = false;\r
-                var aircraft = false;\r
-                var all = 0.0;\r
-                var vanilla = AntiSubmarine;\r
-                foreach (var spec in Slot.Select(item => item.Spec))\r
-                {\r
-                    vanilla -= spec.AntiSubmarine;\r
-                    if (spec.IsSonar)\r
-                    {\r
-                        sonar = true;\r
-                    }\r
-                    else if (spec.IsDepthCharge)\r
-                    {\r
-                        if (spec.Name.EndsWith("投射機"))\r
-                            projector = true;\r
-                        if (spec.Name.EndsWith("爆雷"))\r
-                            depthCharge = true;\r
-                    }\r
-                    else if (spec.IsAircraft)\r
-                    {\r
-                        aircraft = true;\r
-                    }\r
-                    all += spec.EffectiveAntiSubmarine;\r
-                }\r
-                if (vanilla == 0 && !aircraft) // 素対潜0で航空機なしは対潜攻撃なし\r
-                    return 0;\r
-                var bonus = 1.0;\r
-                if (sonar && projector)\r
-                    bonus = 1.15;\r
-                if (sonar && depthCharge)\r
-                    bonus = 1.1;\r
-                if (projector && depthCharge)\r
-                    bonus = 1.15;\r
-                if (sonar && projector && depthCharge)\r
-                    bonus = 1.15 * 1.25;\r
-                var levelBonus = Slot.Sum(item => item.AntiSubmarineLevelBonus);\r
-                return bonus * (Sqrt(vanilla) * 2 + all * 1.5 + levelBonus + (aircraft ? 8 : 13));\r
-            }\r
-        }\r
-\r
-        public bool CanOpeningAntiSubmarineAttack =>\r
-            Spec.Id == 141 || Slot.Any(item => item.Spec.IsSonar) &&\r
-                (AntiSubmarine >= 100 || Spec.ShipType == 1 && AntiSubmarine >= 60);\r
-\r
-        public double NightBattlePower\r
-        {\r
-            get\r
-            {\r
-                if (Spec.IsAircraftCarrier && Spec.Id != 353 && Spec.Id != 432) // Graf Zeppelin以外の空母\r
-                    return 0;\r
-                return Firepower + Torpedo + Slot.Sum(item => item.NightBattleLevelBonus);\r
-            }\r
-        }\r
-\r
-        public int PreparedDamageControl =>\r
-            DamageLevel != Damage.Badly\r
-                ? -1\r
-                : SlotEx.Spec.Id == 42 || SlotEx.Spec.Id == 43\r
-                    ? SlotEx.Spec.Id\r
-                    : Slot.FirstOrDefault(item => item.Spec.Id == 42 || item.Spec.Id == 43)?.Spec.Id ?? -1;\r
-\r
-        public double TransportPoint\r
-            => Spec.TransportPoint + AllSlot.Sum(item => item.Spec.TransportPoint);\r
-\r
-        public int EffectiveAntiAirForShip\r
-        {\r
-            get\r
-            {\r
-                if (AllSlot.All(item => item.Id == -1 || item.Id == 0))\r
-                    return AntiAir;\r
-                var vanilla = AntiAir - AllSlot.Sum(item => item.Spec.AntiAir);\r
-                var x = vanilla + AllSlot.Sum(item => item.EffectiveAntiAirForShip);\r
-                return (int)(x / 2) * 2;\r
-            }\r
-        }\r
-\r
-        public int EffectiveAntiAirForFleet => (int)AllSlot.Sum(item => item.EffectiveAntiAirForFleet);\r
-\r
-        public object Clone()\r
-        {\r
-            var r = (ShipStatus)MemberwiseClone();\r
-            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
-            return r;\r
-        }\r
-    }\r
-\r
     public struct ChargeStatus\r
     {\r
         public int Fuel { get; set; }\r
diff --git a/KancolleSniffer/ShipStatus.cs b/KancolleSniffer/ShipStatus.cs
new file mode 100644 (file)
index 0000000..e7bcc2a
--- /dev/null
@@ -0,0 +1,241 @@
+// Copyright (C) 2017 Kazuhiro Fujieda <fujieda@users.osdn.me>\r
+//\r
+// Licensed under the Apache License, Version 2.0 (the "License");\r
+// you may not use this file except in compliance with the License.\r
+// You may obtain a copy of the License at\r
+//\r
+//    http://www.apache.org/licenses/LICENSE-2.0\r
+//\r
+// Unless required by applicable law or agreed to in writing, software\r
+// distributed under the License is distributed on an "AS IS" BASIS,\r
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\r
+// See the License for the specific language governing permissions and\r
+// limitations under the License.\r
+\r
+using System;\r
+using System.Collections.Generic;\r
+using System.Linq;\r
+using static System.Math;\r
+\r
+namespace KancolleSniffer\r
+{\r
+    public class ShipStatus : ICloneable\r
+    {\r
+        public int Id { get; set; }\r
+        public int Fleet { get; set; }\r
+        public ShipSpec Spec { get; set; }\r
+\r
+        public string Name => Spec.Name;\r
+\r
+        public int Level { get; set; }\r
+        public int ExpToNext { get; set; }\r
+        public int MaxHp { get; set; }\r
+        public int NowHp { get; set; }\r
+        public int Cond { get; set; }\r
+        public int Fuel { get; set; }\r
+        public int Bull { get; set; }\r
+        public int[] OnSlot { get; set; }\r
+        public ItemStatus[] Slot { get; set; }\r
+        public ItemStatus SlotEx { get; set; }\r
+        public int NdockTime { get; set; }\r
+        public int[] NdockItem { get; set; }\r
+        public int LoS { get; set; }\r
+        public int Firepower { get; set; }\r
+        public int Torpedo { get; set; }\r
+        public int AntiSubmarine { get; set; }\r
+        public int AntiAir { get; set; }\r
+        public int Lucky { get; set; }\r
+        public bool Locked { get; set; }\r
+        public bool Escaped { get; set; }\r
+\r
+        public Damage DamageLevel => CalcDamage(NowHp, MaxHp);\r
+\r
+        public int CombinedFleetType { get; set; }\r
+\r
+        public IEnumerable<ItemStatus> AllSlot => SlotEx.Id == 0 ? Slot : Slot.Concat(new[] {SlotEx});\r
+\r
+        public ShipStatus()\r
+        {\r
+            Id = -1;\r
+            Fleet = -1;\r
+            Spec = new ShipSpec();\r
+            OnSlot = new int[0];\r
+            Slot = new ItemStatus[0];\r
+            SlotEx = new ItemStatus();\r
+        }\r
+\r
+        public enum Damage\r
+        {\r
+            Minor,\r
+            Small,\r
+            Half,\r
+            Badly,\r
+            Sunk\r
+        }\r
+\r
+        public static Damage CalcDamage(int now, int max)\r
+        {\r
+            if (now == 0 && max > 0)\r
+                return Damage.Sunk;\r
+            var ratio = max == 0 ? 1 : (double)now / max;\r
+            return ratio > 0.75 ? Damage.Minor : ratio > 0.5 ? Damage.Small : ratio > 0.25 ? Damage.Half : Damage.Badly;\r
+        }\r
+\r
+        public TimeSpan RepairTime => TimeSpan.FromSeconds((int)(RepairTimePerHp.TotalSeconds * (MaxHp - NowHp)) + 30);\r
+\r
+        public TimeSpan RepairTimePerHp =>\r
+            TimeSpan.FromSeconds(Spec.RepairWeight *\r
+                                 (Level < 12\r
+                                     ? Level * 10\r
+                                     : Level * 5 + Floor(Sqrt(Level - 11)) * 10 + 50));\r
+\r
+        public double EffectiveFirepower\r
+        {\r
+            get\r
+            {\r
+                if (Spec.IsSubmarine)\r
+                    return 0;\r
+                var isRyuseiAttack = Spec.Id == 352 && // 速吸改\r
+                                     Slot.Any(item => item.Spec.Type == 8); // 艦攻装備\r
+                var levelBonus = AllSlot.Sum(item => item.FirePowerLevelBonus);\r
+                if (!Spec.IsAircraftCarrier && !isRyuseiAttack)\r
+                    return Firepower + levelBonus + CombinedFleetFirepowerBonus + 5;\r
+                var specs = (from item in Slot where item.Spec.IsAircraft select item.Spec).ToArray();\r
+                var torpedo = specs.Sum(s => s.Torpedo);\r
+                var bomber = specs.Sum(s => s.Bomber);\r
+                if (torpedo == 0 && bomber == 0)\r
+                    return 0;\r
+                return (int)((Firepower + torpedo + levelBonus +\r
+                              (int)(bomber * 1.3) + CombinedFleetFirepowerBonus) * 1.5) + 55;\r
+            }\r
+        }\r
+\r
+        private int CombinedFleetFirepowerBonus\r
+        {\r
+            get\r
+            {\r
+                switch (CombinedFleetType)\r
+                {\r
+                    case 0:\r
+                        return 0;\r
+                    case 1: // 機動\r
+                        return Fleet == 0 ? 2 : 10;\r
+                    case 2: // 水上\r
+                        return Fleet == 0 ? 10 : -5;\r
+                    case 3: // 輸送\r
+                        return Fleet == 0 ? -5 : 10;\r
+                    default:\r
+                        return 0;\r
+                }\r
+            }\r
+        }\r
+\r
+        public double EffectiveTorpedo\r
+        {\r
+            get\r
+            {\r
+                if (Spec.IsAircraftCarrier || Torpedo == 0)\r
+                    return 0;\r
+                return Torpedo + AllSlot.Sum(item => item.TorpedoLevelBonus) + CombinedFleetTorpedoPenalty + 5;\r
+            }\r
+        }\r
+\r
+        private int CombinedFleetTorpedoPenalty => CombinedFleetType > 0 && Fleet == 1 ? -5 : 0;\r
+\r
+        public double EffectiveAntiSubmarine\r
+        {\r
+            get\r
+            {\r
+                if (!Spec.IsAntiSubmarine)\r
+                    return 0;\r
+                // ReSharper disable once CompareOfFloatsByEqualityOperator\r
+                if (Spec.IsAircraftCarrier && EffectiveFirepower == 0) // 砲撃戦に参加しない\r
+                    return 0;\r
+                var sonar = false;\r
+                var projector = false;\r
+                var depthCharge = false;\r
+                var aircraft = false;\r
+                var all = 0.0;\r
+                var vanilla = AntiSubmarine;\r
+                foreach (var spec in Slot.Select(item => item.Spec))\r
+                {\r
+                    vanilla -= spec.AntiSubmarine;\r
+                    if (spec.IsSonar)\r
+                    {\r
+                        sonar = true;\r
+                    }\r
+                    else if (spec.IsDepthCharge)\r
+                    {\r
+                        if (spec.Name.EndsWith("投射機"))\r
+                            projector = true;\r
+                        if (spec.Name.EndsWith("爆雷"))\r
+                            depthCharge = true;\r
+                    }\r
+                    else if (spec.IsAircraft)\r
+                    {\r
+                        aircraft = true;\r
+                    }\r
+                    all += spec.EffectiveAntiSubmarine;\r
+                }\r
+                if (vanilla == 0 && !aircraft) // 素対潜0で航空機なしは対潜攻撃なし\r
+                    return 0;\r
+                var bonus = 1.0;\r
+                if (sonar && projector)\r
+                    bonus = 1.15;\r
+                if (sonar && depthCharge)\r
+                    bonus = 1.1;\r
+                if (projector && depthCharge)\r
+                    bonus = 1.15;\r
+                if (sonar && projector && depthCharge)\r
+                    bonus = 1.15 * 1.25;\r
+                var levelBonus = Slot.Sum(item => item.AntiSubmarineLevelBonus);\r
+                return bonus * (Sqrt(vanilla) * 2 + all * 1.5 + levelBonus + (aircraft ? 8 : 13));\r
+            }\r
+        }\r
+\r
+        public bool CanOpeningAntiSubmarineAttack =>\r
+            Spec.Id == 141 || Slot.Any(item => item.Spec.IsSonar) &&\r
+            (AntiSubmarine >= 100 || Spec.ShipType == 1 && AntiSubmarine >= 60);\r
+\r
+        public double NightBattlePower\r
+        {\r
+            get\r
+            {\r
+                if (Spec.IsAircraftCarrier && Spec.Id != 353 && Spec.Id != 432) // Graf Zeppelin以外の空母\r
+                    return 0;\r
+                return Firepower + Torpedo + Slot.Sum(item => item.NightBattleLevelBonus);\r
+            }\r
+        }\r
+\r
+        public int PreparedDamageControl =>\r
+            DamageLevel != Damage.Badly\r
+                ? -1\r
+                : SlotEx.Spec.Id == 42 || SlotEx.Spec.Id == 43\r
+                    ? SlotEx.Spec.Id\r
+                    : Slot.FirstOrDefault(item => item.Spec.Id == 42 || item.Spec.Id == 43)?.Spec.Id ?? -1;\r
+\r
+        public double TransportPoint\r
+            => Spec.TransportPoint + AllSlot.Sum(item => item.Spec.TransportPoint);\r
+\r
+        public int EffectiveAntiAirForShip\r
+        {\r
+            get\r
+            {\r
+                if (AllSlot.All(item => item.Id == -1 || item.Id == 0))\r
+                    return AntiAir;\r
+                var vanilla = AntiAir - AllSlot.Sum(item => item.Spec.AntiAir);\r
+                var x = vanilla + AllSlot.Sum(item => item.EffectiveAntiAirForShip);\r
+                return (int)(x / 2) * 2;\r
+            }\r
+        }\r
+\r
+        public int EffectiveAntiAirForFleet => (int)AllSlot.Sum(item => item.EffectiveAntiAirForFleet);\r
+\r
+        public object Clone()\r
+        {\r
+            var r = (ShipStatus)MemberwiseClone();\r
+            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
+            return r;\r
+        }\r
+    }\r
+}
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