bcdice 3.0.0.pre.alpha.1
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- checksums.yaml +7 -0
- data/.editorconfig +21 -0
- data/.github/.codecov.yaml +10 -0
- data/.github/workflows/coverage.yaml +21 -0
- data/.github/workflows/lint.yaml +13 -0
- data/.github/workflows/test.yml +20 -0
- data/.gitignore +14 -0
- data/.rubocop.yml +96 -0
- data/.rubocop_todo.yml +113 -0
- data/CHANGELOG.md +868 -0
- data/Gemfile +11 -0
- data/LICENSE +29 -0
- data/README.md +38 -0
- data/ROADMAP.md +30 -0
- data/Rakefile +118 -0
- data/bcdice.gemspec +27 -0
- data/bin/repl.rb +21 -0
- data/docs/README.txt +2028 -0
- data/docs/dicebot_sort_key.md +72 -0
- data/docs/how_to_make_dicebot.md +453 -0
- data/lib/bcdice.rb +8 -0
- data/lib/bcdice/arithmetic_evaluator.rb +167 -0
- data/lib/bcdice/base.rb +423 -0
- data/lib/bcdice/command_parser.rb +242 -0
- data/lib/bcdice/common_command.rb +23 -0
- data/lib/bcdice/common_command/add_dice.rb +54 -0
- data/lib/bcdice/common_command/add_dice/node.rb +488 -0
- data/lib/bcdice/common_command/add_dice/parser.rb +282 -0
- data/lib/bcdice/common_command/add_dice/randomizer.rb +48 -0
- data/lib/bcdice/common_command/barabara_dice.rb +57 -0
- data/lib/bcdice/common_command/calc.rb +39 -0
- data/lib/bcdice/common_command/choice.rb +35 -0
- data/lib/bcdice/common_command/d66_dice.rb +63 -0
- data/lib/bcdice/common_command/reroll_dice.rb +190 -0
- data/lib/bcdice/common_command/upper_dice.rb +165 -0
- data/lib/bcdice/common_command/version.rb +26 -0
- data/lib/bcdice/dice_table.rb +8 -0
- data/lib/bcdice/dice_table/chain_table.rb +33 -0
- data/lib/bcdice/dice_table/d66_grid_table.rb +26 -0
- data/lib/bcdice/dice_table/d66_range_table.rb +26 -0
- data/lib/bcdice/dice_table/d66_table.rb +34 -0
- data/lib/bcdice/dice_table/range_table.rb +267 -0
- data/lib/bcdice/dice_table/roll_result.rb +43 -0
- data/lib/bcdice/dice_table/sai_fic_skill_table.rb +32 -0
- data/lib/bcdice/dice_table/table.rb +35 -0
- data/lib/bcdice/enum.rb +15 -0
- data/lib/bcdice/format.rb +36 -0
- data/lib/bcdice/game_system.rb +187 -0
- data/lib/bcdice/game_system/AFF2e.rb +141 -0
- data/lib/bcdice/game_system/AceKillerGene.rb +55 -0
- data/lib/bcdice/game_system/Airgetlamh.rb +117 -0
- data/lib/bcdice/game_system/Alsetto.rb +124 -0
- data/lib/bcdice/game_system/Alshard.rb +27 -0
- data/lib/bcdice/game_system/AlterRaise.rb +282 -0
- data/lib/bcdice/game_system/Amadeus.rb +622 -0
- data/lib/bcdice/game_system/Amadeus_Korean.rb +501 -0
- data/lib/bcdice/game_system/AnimaAnimus.rb +96 -0
- data/lib/bcdice/game_system/Arianrhod.rb +50 -0
- data/lib/bcdice/game_system/ArsMagica.rb +149 -0
- data/lib/bcdice/game_system/Avandner.rb +101 -0
- data/lib/bcdice/game_system/BBN.rb +143 -0
- data/lib/bcdice/game_system/BadLife.rb +435 -0
- data/lib/bcdice/game_system/BarnaKronika.rb +188 -0
- data/lib/bcdice/game_system/BattleTech.rb +530 -0
- data/lib/bcdice/game_system/BeastBindTrinity.rb +348 -0
- data/lib/bcdice/game_system/BeginningIdol.rb +2527 -0
- data/lib/bcdice/game_system/BeginningIdol_Korean.rb +2378 -0
- data/lib/bcdice/game_system/BladeOfArcana.rb +252 -0
- data/lib/bcdice/game_system/BlindMythos.rb +460 -0
- data/lib/bcdice/game_system/BloodCrusade.rb +423 -0
- data/lib/bcdice/game_system/BloodMoon.rb +213 -0
- data/lib/bcdice/game_system/CardRanker.rb +249 -0
- data/lib/bcdice/game_system/ChaosFlare.rb +181 -0
- data/lib/bcdice/game_system/Chill.rb +163 -0
- data/lib/bcdice/game_system/Chill3.rb +52 -0
- data/lib/bcdice/game_system/CodeLayerd.rb +132 -0
- data/lib/bcdice/game_system/ColossalHunter.rb +569 -0
- data/lib/bcdice/game_system/CrashWorld.rb +81 -0
- data/lib/bcdice/game_system/Cthulhu.rb +252 -0
- data/lib/bcdice/game_system/Cthulhu7th.rb +767 -0
- data/lib/bcdice/game_system/Cthulhu7th_ChineseTraditional.rb +386 -0
- data/lib/bcdice/game_system/Cthulhu7th_Korean.rb +383 -0
- data/lib/bcdice/game_system/CthulhuTech.rb +263 -0
- data/lib/bcdice/game_system/Cthulhu_ChineseTraditional.rb +243 -0
- data/lib/bcdice/game_system/Cthulhu_Korean.rb +240 -0
- data/lib/bcdice/game_system/DarkBlaze.rb +207 -0
- data/lib/bcdice/game_system/DarkDaysDrive.rb +425 -0
- data/lib/bcdice/game_system/DarkSouls.rb +91 -0
- data/lib/bcdice/game_system/DeadlineHeroes.rb +583 -0
- data/lib/bcdice/game_system/DemonParasite.rb +524 -0
- data/lib/bcdice/game_system/DetatokoSaga.rb +310 -0
- data/lib/bcdice/game_system/DetatokoSaga_Korean.rb +310 -0
- data/lib/bcdice/game_system/DiceBot.rb +17 -0
- data/lib/bcdice/game_system/DiceOfTheDead.rb +111 -0
- data/lib/bcdice/game_system/DoubleCross.rb +373 -0
- data/lib/bcdice/game_system/DoubleCross_Korean.rb +371 -0
- data/lib/bcdice/game_system/Dracurouge.rb +1856 -0
- data/lib/bcdice/game_system/Dracurouge_Korean.rb +310 -0
- data/lib/bcdice/game_system/DungeonsAndDragons.rb +19 -0
- data/lib/bcdice/game_system/EarthDawn.rb +225 -0
- data/lib/bcdice/game_system/EarthDawn3.rb +275 -0
- data/lib/bcdice/game_system/EarthDawn4.rb +272 -0
- data/lib/bcdice/game_system/EclipsePhase.rb +51 -0
- data/lib/bcdice/game_system/Elric.rb +36 -0
- data/lib/bcdice/game_system/Elysion.rb +1213 -0
- data/lib/bcdice/game_system/EmbryoMachine.rb +227 -0
- data/lib/bcdice/game_system/EndBreaker.rb +132 -0
- data/lib/bcdice/game_system/EtrianOdysseySRS.rb +27 -0
- data/lib/bcdice/game_system/Fiasco.rb +123 -0
- data/lib/bcdice/game_system/Fiasco_Korean.rb +122 -0
- data/lib/bcdice/game_system/FilledWith.rb +1543 -0
- data/lib/bcdice/game_system/FullMetalPanic.rb +27 -0
- data/lib/bcdice/game_system/FutariSousa.rb +994 -0
- data/lib/bcdice/game_system/FutariSousa_Korean.rb +994 -0
- data/lib/bcdice/game_system/Garako.rb +559 -0
- data/lib/bcdice/game_system/GardenOrder.rb +451 -0
- data/lib/bcdice/game_system/GehennaAn.rb +136 -0
- data/lib/bcdice/game_system/GeishaGirlwithKatana.rb +120 -0
- data/lib/bcdice/game_system/GoblinSlayer.rb +168 -0
- data/lib/bcdice/game_system/GoldenSkyStories.rb +77 -0
- data/lib/bcdice/game_system/Gorilla.rb +44 -0
- data/lib/bcdice/game_system/GranCrest.rb +518 -0
- data/lib/bcdice/game_system/Gundog.rb +52 -0
- data/lib/bcdice/game_system/GundogRevised.rb +294 -0
- data/lib/bcdice/game_system/GundogZero.rb +261 -0
- data/lib/bcdice/game_system/Gurps.rb +403 -0
- data/lib/bcdice/game_system/GurpsFW.rb +2330 -0
- data/lib/bcdice/game_system/HarnMaster.rb +208 -0
- data/lib/bcdice/game_system/HatsuneMiku.rb +706 -0
- data/lib/bcdice/game_system/Hieizan.rb +48 -0
- data/lib/bcdice/game_system/HouraiGakuen.rb +270 -0
- data/lib/bcdice/game_system/HuntersMoon.rb +503 -0
- data/lib/bcdice/game_system/Illusio.rb +89 -0
- data/lib/bcdice/game_system/InfiniteFantasia.rb +51 -0
- data/lib/bcdice/game_system/Insane.rb +822 -0
- data/lib/bcdice/game_system/Insane_Korean.rb +773 -0
- data/lib/bcdice/game_system/IthaWenUa.rb +38 -0
- data/lib/bcdice/game_system/JamesBond.rb +45 -0
- data/lib/bcdice/game_system/Kamigakari.rb +394 -0
- data/lib/bcdice/game_system/Kamigakari_Korean.rb +428 -0
- data/lib/bcdice/game_system/KanColle.rb +938 -0
- data/lib/bcdice/game_system/KemonoNoMori.rb +258 -0
- data/lib/bcdice/game_system/KillDeathBusiness.rb +1420 -0
- data/lib/bcdice/game_system/KillDeathBusiness_Korean.rb +1510 -0
- data/lib/bcdice/game_system/KurayamiCrying.rb +49 -0
- data/lib/bcdice/game_system/LiveraDoll.rb +375 -0
- data/lib/bcdice/game_system/LogHorizon.rb +3567 -0
- data/lib/bcdice/game_system/LogHorizon_Korean.rb +1407 -0
- data/lib/bcdice/game_system/LostRecord.rb +30 -0
- data/lib/bcdice/game_system/LostRoyal.rb +242 -0
- data/lib/bcdice/game_system/MagicaLogia.rb +1148 -0
- data/lib/bcdice/game_system/MeikyuDays.rb +415 -0
- data/lib/bcdice/game_system/MeikyuKingdom.rb +466 -0
- data/lib/bcdice/game_system/MeikyuKingdomBasic.rb +269 -0
- data/lib/bcdice/game_system/MetalHead.rb +249 -0
- data/lib/bcdice/game_system/MetalHeadExtream.rb +917 -0
- data/lib/bcdice/game_system/MetallicGuardian.rb +31 -0
- data/lib/bcdice/game_system/MonotoneMuseum.rb +354 -0
- data/lib/bcdice/game_system/MonotoneMuseum_Korean.rb +304 -0
- data/lib/bcdice/game_system/Nechronica.rb +211 -0
- data/lib/bcdice/game_system/Nechronica_Korean.rb +160 -0
- data/lib/bcdice/game_system/NeverCloud.rb +74 -0
- data/lib/bcdice/game_system/NightWizard.rb +231 -0
- data/lib/bcdice/game_system/NightWizard3rd.rb +24 -0
- data/lib/bcdice/game_system/NightmareHunterDeep.rb +117 -0
- data/lib/bcdice/game_system/NinjaSlayer.rb +274 -0
- data/lib/bcdice/game_system/NjslyrBattle.rb +54 -0
- data/lib/bcdice/game_system/Nuekagami.rb +293 -0
- data/lib/bcdice/game_system/OneWayHeroics.rb +134 -0
- data/lib/bcdice/game_system/OracleEngine.rb +265 -0
- data/lib/bcdice/game_system/OrgaRain.rb +77 -0
- data/lib/bcdice/game_system/Oukahoushin3rd.rb +162 -0
- data/lib/bcdice/game_system/Paradiso.rb +323 -0
- data/lib/bcdice/game_system/Paranoia.rb +64 -0
- data/lib/bcdice/game_system/ParanoiaRebooted.rb +109 -0
- data/lib/bcdice/game_system/ParasiteBlood.rb +231 -0
- data/lib/bcdice/game_system/Pathfinder.rb +21 -0
- data/lib/bcdice/game_system/Peekaboo.rb +324 -0
- data/lib/bcdice/game_system/Pendragon.rb +39 -0
- data/lib/bcdice/game_system/PhantasmAdventure.rb +73 -0
- data/lib/bcdice/game_system/Postman.rb +185 -0
- data/lib/bcdice/game_system/PulpCthulhu.rb +184 -0
- data/lib/bcdice/game_system/Raisondetre.rb +171 -0
- data/lib/bcdice/game_system/RecordOfLodossWar.rb +58 -0
- data/lib/bcdice/game_system/RecordOfSteam.rb +149 -0
- data/lib/bcdice/game_system/RokumonSekai2.rb +110 -0
- data/lib/bcdice/game_system/RoleMaster.rb +24 -0
- data/lib/bcdice/game_system/RuneQuest.rb +47 -0
- data/lib/bcdice/game_system/RyuTuber.rb +266 -0
- data/lib/bcdice/game_system/Ryutama.rb +199 -0
- data/lib/bcdice/game_system/SRS.rb +348 -0
- data/lib/bcdice/game_system/SamsaraBallad.rb +111 -0
- data/lib/bcdice/game_system/Satasupe.rb +1173 -0
- data/lib/bcdice/game_system/ScreamHighSchool.rb +128 -0
- data/lib/bcdice/game_system/SevenFortressMobius.rb +34 -0
- data/lib/bcdice/game_system/ShadowRun.rb +26 -0
- data/lib/bcdice/game_system/ShadowRun4.rb +49 -0
- data/lib/bcdice/game_system/ShadowRun5.rb +80 -0
- data/lib/bcdice/game_system/SharedFantasia.rb +69 -0
- data/lib/bcdice/game_system/ShinMegamiTenseiKakuseihen.rb +85 -0
- data/lib/bcdice/game_system/ShinkuuGakuen.rb +506 -0
- data/lib/bcdice/game_system/ShinobiGami.rb +680 -0
- data/lib/bcdice/game_system/ShoujoTenrankai.rb +677 -0
- data/lib/bcdice/game_system/Skynauts.rb +324 -0
- data/lib/bcdice/game_system/SteamPunkers.rb +485 -0
- data/lib/bcdice/game_system/StellarKnights.rb +856 -0
- data/lib/bcdice/game_system/SterileLife.rb +452 -0
- data/lib/bcdice/game_system/StrangerOfSwordCity.rb +103 -0
- data/lib/bcdice/game_system/StratoShout.rb +316 -0
- data/lib/bcdice/game_system/StratoShout_Korean.rb +314 -0
- data/lib/bcdice/game_system/Strave.rb +223 -0
- data/lib/bcdice/game_system/SwordWorld.rb +491 -0
- data/lib/bcdice/game_system/SwordWorld2_0.rb +295 -0
- data/lib/bcdice/game_system/SwordWorld2_5.rb +121 -0
- data/lib/bcdice/game_system/TherapieSein.rb +93 -0
- data/lib/bcdice/game_system/TokumeiTenkousei.rb +96 -0
- data/lib/bcdice/game_system/TokyoGhostResearch.rb +122 -0
- data/lib/bcdice/game_system/TokyoNova.rb +19 -0
- data/lib/bcdice/game_system/Torg.rb +364 -0
- data/lib/bcdice/game_system/Torg1_5.rb +139 -0
- data/lib/bcdice/game_system/TorgEternity.rb +414 -0
- data/lib/bcdice/game_system/TrinitySeven.rb +364 -0
- data/lib/bcdice/game_system/TunnelsAndTrolls.rb +287 -0
- data/lib/bcdice/game_system/TwilightGunsmoke.rb +527 -0
- data/lib/bcdice/game_system/Utakaze.rb +153 -0
- data/lib/bcdice/game_system/VampireTheMasquerade5th.rb +132 -0
- data/lib/bcdice/game_system/Villaciel.rb +555 -0
- data/lib/bcdice/game_system/WARPS.rb +33 -0
- data/lib/bcdice/game_system/WaresBlade.rb +34 -0
- data/lib/bcdice/game_system/Warhammer.rb +336 -0
- data/lib/bcdice/game_system/WitchQuest.rb +275 -0
- data/lib/bcdice/game_system/WorldOfDarkness.rb +135 -0
- data/lib/bcdice/game_system/YankeeYogSothoth.rb +440 -0
- data/lib/bcdice/game_system/YearZeroEngine.rb +134 -0
- data/lib/bcdice/game_system/ZettaiReido.rb +142 -0
- data/lib/bcdice/game_system/meikyu_kingdom/item_table.rb +383 -0
- data/lib/bcdice/game_system/meikyu_kingdom/kingdom_name_table.rb +89 -0
- data/lib/bcdice/game_system/meikyu_kingdom/landscape_table.rb +196 -0
- data/lib/bcdice/game_system/meikyu_kingdom/name_tables.rb +223 -0
- data/lib/bcdice/game_system/meikyu_kingdom/placename_table.rb +214 -0
- data/lib/bcdice/game_system/meikyu_kingdom/tables.rb +610 -0
- data/lib/bcdice/game_system/meikyu_kingdom/word_table.rb +117 -0
- data/lib/bcdice/game_system/meikyu_kingdom_basic/item_table.rb +380 -0
- data/lib/bcdice/game_system/meikyu_kingdom_basic/kingdom_table.rb +184 -0
- data/lib/bcdice/game_system/meikyu_kingdom_basic/name_table.rb +417 -0
- data/lib/bcdice/game_system/meikyu_kingdom_basic/table.rb +912 -0
- data/lib/bcdice/game_system/meikyu_kingdom_basic/word_table.rb +121 -0
- data/lib/bcdice/game_system/one_way_heroics/dungeon_table.rb +67 -0
- data/lib/bcdice/game_system/one_way_heroics/random_event_table.rb +166 -0
- data/lib/bcdice/game_system/one_way_heroics/tables.rb +668 -0
- data/lib/bcdice/loader.rb +37 -0
- data/lib/bcdice/normalize.rb +38 -0
- data/lib/bcdice/preprocessor.rb +87 -0
- data/lib/bcdice/randomizer.rb +137 -0
- data/lib/bcdice/repl.rb +155 -0
- data/lib/bcdice/user_defined_dice_table.rb +153 -0
- data/lib/bcdice/version.rb +3 -0
- metadata +304 -0
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# frozen_string_literal: true
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module BCDice
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module GameSystem
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class Cthulhu7th_ChineseTraditional < Base
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# ゲームシステムの識別子
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ID = 'Cthulhu7th:ChineseTraditional'
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# ゲームシステム名
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NAME = '克蘇魯神話第7版'
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# ゲームシステム名の読みがな
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SORT_KEY = '国際化:Chinese Traditional:克蘇魯神話'
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# ダイスボットの使い方
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HELP_MESSAGE = <<~INFO_MESSAGE_TEXT
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・判定 CC(x)<=(目標値)
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x:獎勵骰/懲罰骰:Bonus/Penalty Dice (2~-2)。沒有的話可以省略。
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致命的失敗:Fumble/失敗:Failure/通常成功:Regular success/
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困難成功:Hard success/極限成功:Extreme success/
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決定性的成功:Critical success 自動判定。
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例)CC<=30 CC(2)<=50 CC(-1)<=75
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・組合判定 (CBR(x,y))
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進行目標値 x 和 y 的判定。
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例)CBR(50,20)
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・連射(Full Auto)判定 FAR(w,x,y,z)
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w:彈數(1~100)、x:技能値(1~100)、y:故障率
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z:獎勵、懲罰骰(-2~2)。可省略。
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只計算命中數、貫穿數及剩餘彈藥,不計算傷害。
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例)FAR(25,70,98) FAR(50,80,98,-1)
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・瘋狂表
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・實時型 Short/總結型 Longer
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INFO_MESSAGE_TEXT
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register_prefix(['CC\(\d+\)', 'CC.*', 'CBR\(\d+,\d+\)', 'FAR\(\d+\)', 'FAR.*'])
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def initialize(command)
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super(command)
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@bonus_dice_range = (-2..2)
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end
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def eval_game_system_specific_command(command)
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case command
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when /CC/i
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return getCheckResult(command)
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when /CBR/i
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return getCombineRoll(command)
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when /FAR/i
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return getFullAutoResult(command)
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end
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return nil
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end
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def getCheckResult(command)
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nil unless /^CC([-\d]+)?<=(\d+)/i =~ command
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bonus_dice_count = Regexp.last_match(1).to_i # 獎勵、懲罰骰數量
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diff = Regexp.last_match(2).to_i
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return "錯誤。目標值需為1以上。" if diff <= 0
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unless @bonus_dice_range.include?(bonus_dice_count)
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return "錯誤。獎勵、懲罰骰値為#{@bonus_dice_range.min}~#{@bonus_dice_range.max}。"
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end
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output = ""
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+
output += "(1D100<=#{diff})"
|
72
|
+
output += " 獎勵、懲罰骰値[#{bonus_dice_count}]"
|
73
|
+
|
74
|
+
units_digit = rollPercentD10
|
75
|
+
total_list = getTotalLists(bonus_dice_count, units_digit)
|
76
|
+
|
77
|
+
total = getTotal(total_list, bonus_dice_count)
|
78
|
+
result_text = getCheckResultText(total, diff)
|
79
|
+
|
80
|
+
output += " > #{total_list.join(', ')} > #{total} > #{result_text}"
|
81
|
+
|
82
|
+
return output
|
83
|
+
end
|
84
|
+
|
85
|
+
def rollPercentD10
|
86
|
+
dice = @randomizer.roll_once(10)
|
87
|
+
dice = 0 if dice == 10
|
88
|
+
|
89
|
+
return dice
|
90
|
+
end
|
91
|
+
|
92
|
+
def getTotalLists(bonus_dice_count, units_digit)
|
93
|
+
total_list = []
|
94
|
+
|
95
|
+
tens_digit_count = 1 + bonus_dice_count.abs
|
96
|
+
tens_digit_count.times do
|
97
|
+
bonus = rollPercentD10
|
98
|
+
total = (bonus * 10) + units_digit
|
99
|
+
total = 100 if total == 0
|
100
|
+
|
101
|
+
total_list.push(total)
|
102
|
+
end
|
103
|
+
|
104
|
+
return total_list
|
105
|
+
end
|
106
|
+
|
107
|
+
def getTotal(total_list, bonus_dice_count)
|
108
|
+
return total_list.min if bonus_dice_count >= 0
|
109
|
+
|
110
|
+
return total_list.max
|
111
|
+
end
|
112
|
+
|
113
|
+
def getCheckResultText(total, diff, fumbleable = false)
|
114
|
+
if total <= diff
|
115
|
+
return "決定性的成功" if total == 1
|
116
|
+
return "極限的成功" if total <= (diff / 5)
|
117
|
+
return "困難的成功" if total <= (diff / 2)
|
118
|
+
|
119
|
+
return "通常成功"
|
120
|
+
end
|
121
|
+
|
122
|
+
fumble_text = "致命的失敗"
|
123
|
+
|
124
|
+
return fumble_text if total == 100
|
125
|
+
|
126
|
+
if total >= 96
|
127
|
+
if diff < 50
|
128
|
+
return fumble_text
|
129
|
+
else
|
130
|
+
return fumble_text if fumbleable
|
131
|
+
end
|
132
|
+
end
|
133
|
+
|
134
|
+
return "失敗"
|
135
|
+
end
|
136
|
+
|
137
|
+
def getCombineRoll(command)
|
138
|
+
return nil unless /CBR\((\d+),(\d+)\)/i =~ command
|
139
|
+
|
140
|
+
diff_1 = Regexp.last_match(1).to_i
|
141
|
+
diff_2 = Regexp.last_match(2).to_i
|
142
|
+
|
143
|
+
total = @randomizer.roll_once(100)
|
144
|
+
|
145
|
+
result_1 = getCheckResultText(total, diff_1)
|
146
|
+
result_2 = getCheckResultText(total, diff_2)
|
147
|
+
|
148
|
+
successList = ["決定性的成功", "極限的成功", "困難的成功", "通常成功"]
|
149
|
+
|
150
|
+
succesCount = 0
|
151
|
+
succesCount += 1 if successList.include?(result_1)
|
152
|
+
succesCount += 1 if successList.include?(result_2)
|
153
|
+
debug("succesCount", succesCount)
|
154
|
+
|
155
|
+
rank =
|
156
|
+
if succesCount >= 2
|
157
|
+
"成功"
|
158
|
+
elsif succesCount == 1
|
159
|
+
"部分的成功"
|
160
|
+
else
|
161
|
+
"失敗"
|
162
|
+
end
|
163
|
+
|
164
|
+
return "(1d100<=#{diff_1},#{diff_2}) > #{total}[#{result_1},#{result_2}] > #{rank}"
|
165
|
+
end
|
166
|
+
|
167
|
+
def getFullAutoResult(command)
|
168
|
+
return nil unless /^FAR\((-?\d+)(,(-?\d+))(,(-?\d+))(,(-?\d+))?\)/i =~ command
|
169
|
+
|
170
|
+
bullet_count = Regexp.last_match(1).to_i
|
171
|
+
diff = Regexp.last_match(3).to_i
|
172
|
+
broken_number = Regexp.last_match(5).to_i
|
173
|
+
bonus_dice_count = (Regexp.last_match(7) || 0).to_i
|
174
|
+
|
175
|
+
output = ""
|
176
|
+
|
177
|
+
# 射擊數不超過(8回*(PC技能値最大値/10))=72的上限
|
178
|
+
bullet_count_limit = 100
|
179
|
+
if bullet_count > bullet_count_limit
|
180
|
+
output += "\n彈藥太多。請改裝填#{bullet_count_limit}發。\n"
|
181
|
+
bullet_count = bullet_count_limit
|
182
|
+
end
|
183
|
+
|
184
|
+
return "正確裝填數。" if bullet_count <= 0
|
185
|
+
return "正確目標值。" if diff <= 0
|
186
|
+
|
187
|
+
if broken_number < 0
|
188
|
+
output += "\n正確故障值。排除獎勵記號。\n"
|
189
|
+
broken_number = broken_number.abs
|
190
|
+
end
|
191
|
+
|
192
|
+
unless @bonus_dice_range.include?(bonus_dice_count)
|
193
|
+
return "\n錯誤。獎勵、懲罰骰値為#{@bonus_dice_range.min}~#{@bonus_dice_range.max}です。"
|
194
|
+
end
|
195
|
+
|
196
|
+
output += "獎勵、懲罰骰値[#{bonus_dice_count}]"
|
197
|
+
output += rollFullAuto(bullet_count, diff, broken_number, bonus_dice_count)
|
198
|
+
|
199
|
+
return output
|
200
|
+
end
|
201
|
+
|
202
|
+
def rollFullAuto(bullet_count, diff, broken_number, dice_num)
|
203
|
+
output = ""
|
204
|
+
loopCount = 0
|
205
|
+
|
206
|
+
counts = {
|
207
|
+
hit_bullet: 0,
|
208
|
+
impale_bullet: 0,
|
209
|
+
bullet: bullet_count,
|
210
|
+
}
|
211
|
+
|
212
|
+
# 難度變更用Loop
|
213
|
+
(0..3).each do |more_difficlty|
|
214
|
+
output += getNextDifficltyMessage(more_difficlty)
|
215
|
+
|
216
|
+
# ペナルティダイスを減らしながらロール用ループ削減獎勵骰時角色用Loop
|
217
|
+
while dice_num >= @bonus_dice_range.min
|
218
|
+
|
219
|
+
loopCount += 1
|
220
|
+
hit_result, total, total_list = getHitResultInfos(dice_num, diff, more_difficlty)
|
221
|
+
output += "\n#{loopCount}次: > #{total_list.join(', ')} > #{hit_result}"
|
222
|
+
|
223
|
+
if total >= broken_number
|
224
|
+
output += "卡彈"
|
225
|
+
return getHitResultText(output, counts)
|
226
|
+
end
|
227
|
+
|
228
|
+
hit_type = getHitType(more_difficlty, hit_result)
|
229
|
+
hit_bullet, impale_bullet, lost_bullet = getBulletResults(counts[:bullet], hit_type, diff)
|
230
|
+
|
231
|
+
counts[:hit_bullet] += hit_bullet
|
232
|
+
counts[:impale_bullet] += impale_bullet
|
233
|
+
counts[:bullet] -= lost_bullet
|
234
|
+
|
235
|
+
return getHitResultText(output, counts) if counts[:bullet] <= 0
|
236
|
+
|
237
|
+
dice_num -= 1
|
238
|
+
end
|
239
|
+
|
240
|
+
dice_num += 1
|
241
|
+
end
|
242
|
+
|
243
|
+
return getHitResultText(output, counts)
|
244
|
+
end
|
245
|
+
|
246
|
+
def getHitResultInfos(dice_num, diff, more_difficlty)
|
247
|
+
units_digit = rollPercentD10
|
248
|
+
total_list = getTotalLists(dice_num, units_digit)
|
249
|
+
total = getTotal(total_list, dice_num)
|
250
|
+
|
251
|
+
fumbleable = getFumbleable(more_difficlty)
|
252
|
+
hit_result = getCheckResultText(total, diff, fumbleable)
|
253
|
+
|
254
|
+
return hit_result, total, total_list
|
255
|
+
end
|
256
|
+
|
257
|
+
def getHitResultText(output, counts)
|
258
|
+
return "#{output}\n> #{counts[:hit_bullet]}發射擊命中、#{counts[:impale_bullet]}射擊貫穿、剩餘彈藥#{counts[:bullet]}發"
|
259
|
+
end
|
260
|
+
|
261
|
+
def getHitType(more_difficlty, hit_result)
|
262
|
+
successList, impaleBulletList = getSuccessListImpaleBulletList(more_difficlty)
|
263
|
+
|
264
|
+
return :hit if successList.include?(hit_result)
|
265
|
+
return :impale if impaleBulletList.include?(hit_result)
|
266
|
+
|
267
|
+
return ""
|
268
|
+
end
|
269
|
+
|
270
|
+
def getBulletResults(bullet_count, hit_type, diff)
|
271
|
+
bullet_set_count = getSetOfBullet(diff)
|
272
|
+
hit_bullet_count_base = getHitBulletCountBase(diff, bullet_set_count)
|
273
|
+
impale_bullet_count_base = (bullet_set_count / 2.to_f)
|
274
|
+
|
275
|
+
lost_bullet_count = 0
|
276
|
+
hit_bullet_count = 0
|
277
|
+
impale_bullet_count = 0
|
278
|
+
|
279
|
+
if !isLastBulletTurn(bullet_count, bullet_set_count)
|
280
|
+
|
281
|
+
case hit_type
|
282
|
+
when :hit
|
283
|
+
hit_bullet_count = hit_bullet_count_base # 正常命中彈藥數之計算
|
284
|
+
|
285
|
+
when :impale
|
286
|
+
hit_bullet_count = impale_bullet_count_base.floor
|
287
|
+
impale_bullet_count = impale_bullet_count_base.ceil # 貫穿彈藥數之計算
|
288
|
+
end
|
289
|
+
|
290
|
+
lost_bullet_count = bullet_set_count
|
291
|
+
|
292
|
+
else
|
293
|
+
|
294
|
+
case hit_type
|
295
|
+
when :hit
|
296
|
+
hit_bullet_count = getLastHitBulletCount(bullet_count)
|
297
|
+
|
298
|
+
when :impale
|
299
|
+
halfbull = bullet_count / 2.to_f
|
300
|
+
|
301
|
+
hit_bullet_count = halfbull.floor
|
302
|
+
impale_bullet_count = halfbull.ceil
|
303
|
+
end
|
304
|
+
|
305
|
+
lost_bullet_count = bullet_count
|
306
|
+
end
|
307
|
+
|
308
|
+
return hit_bullet_count, impale_bullet_count, lost_bullet_count
|
309
|
+
end
|
310
|
+
|
311
|
+
def getSuccessListImpaleBulletList(more_difficlty)
|
312
|
+
successList = []
|
313
|
+
impaleBulletList = []
|
314
|
+
|
315
|
+
case more_difficlty
|
316
|
+
when 0
|
317
|
+
successList = ["困難的成功", "通常成功"]
|
318
|
+
impaleBulletList = ["決定性的成功", "極限的成功"]
|
319
|
+
when 1
|
320
|
+
successList = ["困難的成功"]
|
321
|
+
impaleBulletList = ["決定性的成功", "極限的成功"]
|
322
|
+
when 2
|
323
|
+
successList = []
|
324
|
+
impaleBulletList = ["決定性的成功", "極限的成功"]
|
325
|
+
when 3
|
326
|
+
successList = ["決定性的成功"]
|
327
|
+
impaleBulletList = []
|
328
|
+
end
|
329
|
+
|
330
|
+
return successList, impaleBulletList
|
331
|
+
end
|
332
|
+
|
333
|
+
def getNextDifficltyMessage(more_difficlty)
|
334
|
+
case more_difficlty
|
335
|
+
when 1
|
336
|
+
return "\n 變更難度為困難的成功"
|
337
|
+
when 2
|
338
|
+
return "\n 變更難度為極限的成功"
|
339
|
+
when 3
|
340
|
+
return "\n 變更難度為決定性的成功"
|
341
|
+
end
|
342
|
+
|
343
|
+
return ""
|
344
|
+
end
|
345
|
+
|
346
|
+
def getSetOfBullet(diff)
|
347
|
+
bullet_set_count = diff / 10
|
348
|
+
|
349
|
+
if (diff >= 1) && (diff < 10)
|
350
|
+
bullet_set_count = 1 # 技能值9以下的最低限度保障處理
|
351
|
+
end
|
352
|
+
|
353
|
+
return bullet_set_count
|
354
|
+
end
|
355
|
+
|
356
|
+
def getHitBulletCountBase(diff, bullet_set_count)
|
357
|
+
hit_bullet_count_base = (bullet_set_count / 2)
|
358
|
+
|
359
|
+
if (diff >= 1) && (diff < 10)
|
360
|
+
hit_bullet_count_base = 1 # 技能值9以下的最低限度保障處理
|
361
|
+
end
|
362
|
+
|
363
|
+
return hit_bullet_count_base
|
364
|
+
end
|
365
|
+
|
366
|
+
def isLastBulletTurn(bullet_count, bullet_set_count)
|
367
|
+
((bullet_count - bullet_set_count) < 0)
|
368
|
+
end
|
369
|
+
|
370
|
+
def getLastHitBulletCount(bullet_count)
|
371
|
+
# 在剩餘彈藥為1的最低限度保障處理
|
372
|
+
if bullet_count == 1
|
373
|
+
return 1
|
374
|
+
end
|
375
|
+
|
376
|
+
count = (bullet_count / 2.to_f).floor
|
377
|
+
return count
|
378
|
+
end
|
379
|
+
|
380
|
+
def getFumbleable(more_difficlty)
|
381
|
+
# 成功判定時因只擲出49以下數值,而大失敗率上昇
|
382
|
+
return (more_difficlty >= 1)
|
383
|
+
end
|
384
|
+
end
|
385
|
+
end
|
386
|
+
end
|
@@ -0,0 +1,383 @@
|
|
1
|
+
# frozen_string_literal: true
|
2
|
+
|
3
|
+
module BCDice
|
4
|
+
module GameSystem
|
5
|
+
class Cthulhu7th_Korean < Base
|
6
|
+
# ゲームシステムの識別子
|
7
|
+
ID = 'Cthulhu7th:Korean'
|
8
|
+
|
9
|
+
# ゲームシステム名
|
10
|
+
NAME = '크툴루의 부름 7판'
|
11
|
+
|
12
|
+
# ゲームシステム名の読みがな
|
13
|
+
SORT_KEY = '国際化:Korean:크툴루'
|
14
|
+
|
15
|
+
# ダイスボットの使い方
|
16
|
+
HELP_MESSAGE = <<~INFO_MESSAGE_TEXT
|
17
|
+
・판정 CC(x)<=(목표치)
|
18
|
+
x:보너스, 패널티 주사위:Bonus/Penalty Dice (2~-2). 생략 가능.
|
19
|
+
대실패:Fumble/실패:Failure/보통 성공:Regular success/
|
20
|
+
어려운 성공:Hard success/대단한 성공:Extreme success/
|
21
|
+
대성공:Critical success 을 자동판정.
|
22
|
+
예)CC<=30 CC(2)<=50 CC(-1)<=75
|
23
|
+
|
24
|
+
・조합 판정 (CBR(x,y))
|
25
|
+
목표치 x 와 y 로 동시에 %판정을 한다.
|
26
|
+
예)CBR(50,20)
|
27
|
+
|
28
|
+
・연사(Full Auto)판정 FAR(w,x,y,z)
|
29
|
+
w:탄수(1~100), x:기능 수치(1~100), y:고장 넘버
|
30
|
+
z:보너스, 패널티 주사위(-2~2). 생략 가능.
|
31
|
+
명중수와 관통수, 잔탄수만을 계산. 데미지는 계산하지 않습니다.
|
32
|
+
예)FAR(25,70,98) FAR(50,80,98,-1)
|
33
|
+
INFO_MESSAGE_TEXT
|
34
|
+
|
35
|
+
register_prefix(['CC\(\d+\)', 'CC.*', 'CBR\(\d+,\d+\)', 'FAR\(\d+\)', 'FAR.*'])
|
36
|
+
|
37
|
+
def initialize(command)
|
38
|
+
super(command)
|
39
|
+
|
40
|
+
@bonus_dice_range = (-2..2)
|
41
|
+
end
|
42
|
+
|
43
|
+
def eval_game_system_specific_command(command)
|
44
|
+
case command
|
45
|
+
when /CC/i
|
46
|
+
return getCheckResult(command)
|
47
|
+
when /CBR/i
|
48
|
+
return getCombineRoll(command)
|
49
|
+
when /FAR/i
|
50
|
+
return getFullAutoResult(command)
|
51
|
+
end
|
52
|
+
|
53
|
+
return nil
|
54
|
+
end
|
55
|
+
|
56
|
+
def getCheckResult(command)
|
57
|
+
nil unless /^CC([-\d]+)?<=(\d+)/i =~ command
|
58
|
+
bonus_dice_count = Regexp.last_match(1).to_i # 보너스, 패널티 주사위의 개수
|
59
|
+
diff = Regexp.last_match(2).to_i
|
60
|
+
|
61
|
+
return "에러. 목표치는 1 이상입니다." if diff <= 0
|
62
|
+
|
63
|
+
unless @bonus_dice_range.include?(bonus_dice_count)
|
64
|
+
return "에러. 보너스, 패널티 주사위의 수치는 #{@bonus_dice_range.min}~#{@bonus_dice_range.max}입니다."
|
65
|
+
end
|
66
|
+
|
67
|
+
output = ""
|
68
|
+
output += "(1D100<=#{diff})"
|
69
|
+
output += " 보너스, 패널티 주사위[#{bonus_dice_count}]"
|
70
|
+
|
71
|
+
units_digit = rollPercentD10
|
72
|
+
total_list = getTotalLists(bonus_dice_count, units_digit)
|
73
|
+
|
74
|
+
total = getTotal(total_list, bonus_dice_count)
|
75
|
+
result_text = getCheckResultText(total, diff)
|
76
|
+
|
77
|
+
output += " > #{total_list.join(', ')} > #{total} > #{result_text}"
|
78
|
+
|
79
|
+
return output
|
80
|
+
end
|
81
|
+
|
82
|
+
def rollPercentD10
|
83
|
+
dice = @randomizer.roll_once(10)
|
84
|
+
dice = 0 if dice == 10
|
85
|
+
|
86
|
+
return dice
|
87
|
+
end
|
88
|
+
|
89
|
+
def getTotalLists(bonus_dice_count, units_digit)
|
90
|
+
total_list = []
|
91
|
+
|
92
|
+
tens_digit_count = 1 + bonus_dice_count.abs
|
93
|
+
tens_digit_count.times do
|
94
|
+
bonus = rollPercentD10
|
95
|
+
total = (bonus * 10) + units_digit
|
96
|
+
total = 100 if total == 0
|
97
|
+
|
98
|
+
total_list.push(total)
|
99
|
+
end
|
100
|
+
|
101
|
+
return total_list
|
102
|
+
end
|
103
|
+
|
104
|
+
def getTotal(total_list, bonus_dice_count)
|
105
|
+
return total_list.min if bonus_dice_count >= 0
|
106
|
+
|
107
|
+
return total_list.max
|
108
|
+
end
|
109
|
+
|
110
|
+
def getCheckResultText(total, diff, fumbleable = false)
|
111
|
+
if total <= diff
|
112
|
+
return "대성공" if total == 1
|
113
|
+
return "대단한 성공" if total <= (diff / 5)
|
114
|
+
return "어려운 성공" if total <= (diff / 2)
|
115
|
+
|
116
|
+
return "보통 성공"
|
117
|
+
end
|
118
|
+
|
119
|
+
fumble_text = "대실패"
|
120
|
+
|
121
|
+
return fumble_text if total == 100
|
122
|
+
|
123
|
+
if total >= 96
|
124
|
+
if diff < 50
|
125
|
+
return fumble_text
|
126
|
+
else
|
127
|
+
return fumble_text if fumbleable
|
128
|
+
end
|
129
|
+
end
|
130
|
+
|
131
|
+
return "실패"
|
132
|
+
end
|
133
|
+
|
134
|
+
def getCombineRoll(command)
|
135
|
+
return nil unless /CBR\((\d+),(\d+)\)/i =~ command
|
136
|
+
|
137
|
+
diff_1 = Regexp.last_match(1).to_i
|
138
|
+
diff_2 = Regexp.last_match(2).to_i
|
139
|
+
|
140
|
+
total = @randomizer.roll_once(100)
|
141
|
+
|
142
|
+
result_1 = getCheckResultText(total, diff_1)
|
143
|
+
result_2 = getCheckResultText(total, diff_2)
|
144
|
+
|
145
|
+
successList = ["대성공", "대단한 성공", "어려운 성공", "보통성공"]
|
146
|
+
|
147
|
+
succesCount = 0
|
148
|
+
succesCount += 1 if successList.include?(result_1)
|
149
|
+
succesCount += 1 if successList.include?(result_2)
|
150
|
+
debug("succesCount", succesCount)
|
151
|
+
|
152
|
+
rank =
|
153
|
+
if succesCount >= 2
|
154
|
+
"성공"
|
155
|
+
elsif succesCount == 1
|
156
|
+
"부분적 성공"
|
157
|
+
else
|
158
|
+
"실패"
|
159
|
+
end
|
160
|
+
|
161
|
+
return "(1d100<=#{diff_1},#{diff_2}) > #{total}[#{result_1},#{result_2}] > #{rank}"
|
162
|
+
end
|
163
|
+
|
164
|
+
def getFullAutoResult(command)
|
165
|
+
return nil unless /^FAR\((-?\d+)(,(-?\d+))(,(-?\d+))(,(-?\d+))?\)/i =~ command
|
166
|
+
|
167
|
+
bullet_count = Regexp.last_match(1).to_i
|
168
|
+
diff = Regexp.last_match(3).to_i
|
169
|
+
broken_number = Regexp.last_match(5).to_i
|
170
|
+
bonus_dice_count = (Regexp.last_match(7) || 0).to_i
|
171
|
+
|
172
|
+
output = ""
|
173
|
+
|
174
|
+
# 최대(8번*(PC기능 수치 최대값/10))=72발밖에 쏠 수 없으니 상한
|
175
|
+
bullet_count_limit = 100
|
176
|
+
if bullet_count > bullet_count_limit
|
177
|
+
output += "\n탄약이 너무 많습니다. 장전된 탄약을 #{bullet_count_limit}개로 변경합니다.\n"
|
178
|
+
bullet_count = bullet_count_limit
|
179
|
+
end
|
180
|
+
|
181
|
+
return "탄약은 1 이상입니다." if bullet_count <= 0
|
182
|
+
return "목표치는 1 이상입니다." if diff <= 0
|
183
|
+
|
184
|
+
if broken_number < 0
|
185
|
+
output += "\n고장 넘버는 1 이상입니다. 마이너스 기호를 제거합니다.\n"
|
186
|
+
broken_number = broken_number.abs
|
187
|
+
end
|
188
|
+
|
189
|
+
unless @bonus_dice_range.include?(bonus_dice_count)
|
190
|
+
return "\n에러. 보너스, 패널티 주사위의 수치는 #{@bonus_dice_range.min}~#{@bonus_dice_range.max}입니다."
|
191
|
+
end
|
192
|
+
|
193
|
+
output += "보너스, 패널티 주사위 [#{bonus_dice_count}]"
|
194
|
+
output += rollFullAuto(bullet_count, diff, broken_number, bonus_dice_count)
|
195
|
+
|
196
|
+
return output
|
197
|
+
end
|
198
|
+
|
199
|
+
def rollFullAuto(bullet_count, diff, broken_number, dice_num)
|
200
|
+
output = ""
|
201
|
+
loopCount = 0
|
202
|
+
|
203
|
+
counts = {
|
204
|
+
hit_bullet: 0,
|
205
|
+
impale_bullet: 0,
|
206
|
+
bullet: bullet_count,
|
207
|
+
}
|
208
|
+
|
209
|
+
# 난이도 변경용 루프
|
210
|
+
(0..3).each do |more_difficlty|
|
211
|
+
output += getNextDifficltyMessage(more_difficlty)
|
212
|
+
|
213
|
+
# 패널티 다이스를 줄이면서 굴리는 용 루프
|
214
|
+
while dice_num >= @bonus_dice_range.min
|
215
|
+
|
216
|
+
loopCount += 1
|
217
|
+
hit_result, total, total_list = getHitResultInfos(dice_num, diff, more_difficlty)
|
218
|
+
output += "\n#{loopCount}번째: > #{total_list.join(', ')} > #{hit_result}"
|
219
|
+
|
220
|
+
if total >= broken_number
|
221
|
+
output += " 총알 걸림"
|
222
|
+
return getHitResultText(output, counts)
|
223
|
+
end
|
224
|
+
|
225
|
+
hit_type = getHitType(more_difficlty, hit_result)
|
226
|
+
hit_bullet, impale_bullet, lost_bullet = getBulletResults(counts[:bullet], hit_type, diff)
|
227
|
+
|
228
|
+
counts[:hit_bullet] += hit_bullet
|
229
|
+
counts[:impale_bullet] += impale_bullet
|
230
|
+
counts[:bullet] -= lost_bullet
|
231
|
+
|
232
|
+
return getHitResultText(output, counts) if counts[:bullet] <= 0
|
233
|
+
|
234
|
+
dice_num -= 1
|
235
|
+
end
|
236
|
+
|
237
|
+
dice_num += 1
|
238
|
+
end
|
239
|
+
|
240
|
+
return getHitResultText(output, counts)
|
241
|
+
end
|
242
|
+
|
243
|
+
def getHitResultInfos(dice_num, diff, more_difficlty)
|
244
|
+
units_digit = rollPercentD10
|
245
|
+
total_list = getTotalLists(dice_num, units_digit)
|
246
|
+
total = getTotal(total_list, dice_num)
|
247
|
+
|
248
|
+
fumbleable = getFumbleable(more_difficlty)
|
249
|
+
hit_result = getCheckResultText(total, diff, fumbleable)
|
250
|
+
|
251
|
+
return hit_result, total, total_list
|
252
|
+
end
|
253
|
+
|
254
|
+
def getHitResultText(output, counts)
|
255
|
+
return "#{output}\n> #{counts[:hit_bullet]}발이 명중, #{counts[:impale_bullet]}발이 관통, 잔탄 #{counts[:bullet]}발"
|
256
|
+
end
|
257
|
+
|
258
|
+
def getHitType(more_difficlty, hit_result)
|
259
|
+
successList, impaleBulletList = getSuccessListImpaleBulletList(more_difficlty)
|
260
|
+
|
261
|
+
return :hit if successList.include?(hit_result)
|
262
|
+
return :impale if impaleBulletList.include?(hit_result)
|
263
|
+
|
264
|
+
return ""
|
265
|
+
end
|
266
|
+
|
267
|
+
def getBulletResults(bullet_count, hit_type, diff)
|
268
|
+
bullet_set_count = getSetOfBullet(diff)
|
269
|
+
hit_bullet_count_base = getHitBulletCountBase(diff, bullet_set_count)
|
270
|
+
impale_bullet_count_base = (bullet_set_count / 2.to_f)
|
271
|
+
|
272
|
+
lost_bullet_count = 0
|
273
|
+
hit_bullet_count = 0
|
274
|
+
impale_bullet_count = 0
|
275
|
+
|
276
|
+
if !isLastBulletTurn(bullet_count, bullet_set_count)
|
277
|
+
|
278
|
+
case hit_type
|
279
|
+
when :hit
|
280
|
+
hit_bullet_count = hit_bullet_count_base # 보통명중한 탄수의 계산
|
281
|
+
|
282
|
+
when :impale
|
283
|
+
hit_bullet_count = impale_bullet_count_base.floor
|
284
|
+
impale_bullet_count = impale_bullet_count_base.ceil # 관통한 탄수의 계산
|
285
|
+
end
|
286
|
+
|
287
|
+
lost_bullet_count = bullet_set_count
|
288
|
+
|
289
|
+
else
|
290
|
+
|
291
|
+
case hit_type
|
292
|
+
when :hit
|
293
|
+
hit_bullet_count = getLastHitBulletCount(bullet_count)
|
294
|
+
|
295
|
+
when :impale
|
296
|
+
halfbull = bullet_count / 2.to_f
|
297
|
+
|
298
|
+
hit_bullet_count = halfbull.floor
|
299
|
+
impale_bullet_count = halfbull.ceil
|
300
|
+
end
|
301
|
+
|
302
|
+
lost_bullet_count = bullet_count
|
303
|
+
end
|
304
|
+
|
305
|
+
return hit_bullet_count, impale_bullet_count, lost_bullet_count
|
306
|
+
end
|
307
|
+
|
308
|
+
def getSuccessListImpaleBulletList(more_difficlty)
|
309
|
+
successList = []
|
310
|
+
impaleBulletList = []
|
311
|
+
|
312
|
+
case more_difficlty
|
313
|
+
when 0
|
314
|
+
successList = ["어려운 성공", "보통 성공"]
|
315
|
+
impaleBulletList = ["대성공", "대단한 성공"]
|
316
|
+
when 1
|
317
|
+
successList = ["어려운 성공"]
|
318
|
+
impaleBulletList = ["대성공", "대단한 성공"]
|
319
|
+
when 2
|
320
|
+
successList = []
|
321
|
+
impaleBulletList = ["대성공", "대단한 성공"]
|
322
|
+
when 3
|
323
|
+
successList = ["대성공"]
|
324
|
+
impaleBulletList = []
|
325
|
+
end
|
326
|
+
|
327
|
+
return successList, impaleBulletList
|
328
|
+
end
|
329
|
+
|
330
|
+
def getNextDifficltyMessage(more_difficlty)
|
331
|
+
case more_difficlty
|
332
|
+
when 1
|
333
|
+
return "\n 난이도가 어려운 성공으로 변경"
|
334
|
+
when 2
|
335
|
+
return "\n 난이도가 대단한 성공으로 변경"
|
336
|
+
when 3
|
337
|
+
return "\n 난이도가 대성공으로 변경"
|
338
|
+
end
|
339
|
+
|
340
|
+
return ""
|
341
|
+
end
|
342
|
+
|
343
|
+
def getSetOfBullet(diff)
|
344
|
+
bullet_set_count = diff / 10
|
345
|
+
|
346
|
+
if (diff >= 1) && (diff < 10)
|
347
|
+
bullet_set_count = 1 # 기능 수치가 9 이하일 때의 최저수치 보장 처리
|
348
|
+
end
|
349
|
+
|
350
|
+
return bullet_set_count
|
351
|
+
end
|
352
|
+
|
353
|
+
def getHitBulletCountBase(diff, bullet_set_count)
|
354
|
+
hit_bullet_count_base = (bullet_set_count / 2)
|
355
|
+
|
356
|
+
if (diff >= 1) && (diff < 10)
|
357
|
+
hit_bullet_count_base = 1 # 기능 수치가 9 이하일 때의 최저수치 보장
|
358
|
+
end
|
359
|
+
|
360
|
+
return hit_bullet_count_base
|
361
|
+
end
|
362
|
+
|
363
|
+
def isLastBulletTurn(bullet_count, bullet_set_count)
|
364
|
+
((bullet_count - bullet_set_count) < 0)
|
365
|
+
end
|
366
|
+
|
367
|
+
def getLastHitBulletCount(bullet_count)
|
368
|
+
# 잔탄 1발일 때의 최저수치 보장 처리
|
369
|
+
if bullet_count == 1
|
370
|
+
return 1
|
371
|
+
end
|
372
|
+
|
373
|
+
count = (bullet_count / 2.to_f).floor
|
374
|
+
return count
|
375
|
+
end
|
376
|
+
|
377
|
+
def getFumbleable(more_difficlty)
|
378
|
+
# 성공이 49 이하일때만이기 때문에 펌블치는 상승
|
379
|
+
return (more_difficlty >= 1)
|
380
|
+
end
|
381
|
+
end
|
382
|
+
end
|
383
|
+
end
|