public ShipStatus.Damage DamageLevel => _status.DamageLevel;\r
public string Name => _status.Name;\r
public int StartHp { get; private set; }\r
- public bool GoddessConsumed { get; private set; }\r
\r
public static Record[] Setup(IEnumerable<ShipStatus> ships, bool practice) =>\r
(from s in ships\r
{\r
_status.NowHp = _status.MaxHp;\r
ConsumeSlotItem(_status, 43);\r
- GoddessConsumed = true;\r
break;\r
}\r
}\r
var friendStartHpTotal = 0;\r
var friendNowHpTotal = 0;\r
var friendSunk = 0;\r
- var goddessConsumed = false;\r
foreach (var ship in friend)\r
{\r
if (ship.Escaped)\r
friendNowHpTotal += ship.NowHp;\r
if (ship.NowHp == 0)\r
friendSunk++;\r
- goddessConsumed |= ship.GoddessConsumed;\r
}\r
var friendGaugeRate = (int)((double)(friendStartHpTotal - friendNowHpTotal) / friendStartHpTotal * 100);\r
\r
\r
if (friendSunk == 0 && enemySunk == enemyCount)\r
{\r
- if (friendNowHpTotal == friendStartHpTotal && !goddessConsumed)\r
+ if (friendNowHpTotal >= friendStartHpTotal)\r
return BattleResultRank.P;\r
return BattleResultRank.S;\r
}\r