\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
--- /dev/null
+// 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
+}
\ No newline at end of file