bcdice 3.0.0.pre.rc.2 → 3.1.3
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- checksums.yaml +4 -4
- data/CHANGELOG.md +49 -1
- data/README.md +33 -7
- data/i18n/MonotoneMuseum/ja_jp.yml +3 -3
- data/lib/bcdice/common_command/add_dice.rb +1 -1
- data/lib/bcdice/dice_table/sai_fic_skill_table.rb +1 -1
- data/lib/bcdice/game_system.rb +1 -0
- data/lib/bcdice/game_system/AlchemiaStruggle.rb +1 -1
- data/lib/bcdice/game_system/Alshard.rb +1 -1
- data/lib/bcdice/game_system/AngelGear.rb +123 -0
- data/lib/bcdice/game_system/ArsMagica.rb +1 -1
- data/lib/bcdice/game_system/BBN.rb +1 -1
- data/lib/bcdice/game_system/BadLife.rb +1 -1
- data/lib/bcdice/game_system/BarnaKronika.rb +1 -1
- data/lib/bcdice/game_system/BeastBindTrinity.rb +2 -2
- data/lib/bcdice/game_system/BlindMythos.rb +1 -1
- data/lib/bcdice/game_system/BloodCrusade.rb +42 -42
- data/lib/bcdice/game_system/BloodMoon.rb +41 -0
- data/lib/bcdice/game_system/CardRanker.rb +2 -2
- data/lib/bcdice/game_system/ChaosFlare.rb +1 -1
- data/lib/bcdice/game_system/Chill.rb +1 -1
- data/lib/bcdice/game_system/CodeLayerd.rb +3 -1
- data/lib/bcdice/game_system/Cthulhu.rb +8 -4
- data/lib/bcdice/game_system/Cthulhu7th.rb +40 -334
- data/lib/bcdice/game_system/Cthulhu7th_ChineseTraditional.rb +2 -2
- data/lib/bcdice/game_system/Cthulhu7th_Korean.rb +2 -2
- data/lib/bcdice/game_system/CthulhuTech.rb +1 -1
- data/lib/bcdice/game_system/Cthulhu_ChineseTraditional.rb +1 -1
- data/lib/bcdice/game_system/Cthulhu_Korean.rb +1 -1
- data/lib/bcdice/game_system/DarkBlaze.rb +1 -1
- data/lib/bcdice/game_system/DiceOfTheDead.rb +1 -1
- data/lib/bcdice/game_system/DoubleCross.rb +1 -1
- data/lib/bcdice/game_system/EarthDawn.rb +1 -1
- data/lib/bcdice/game_system/EarthDawn3.rb +1 -1
- data/lib/bcdice/game_system/EarthDawn4.rb +1 -1
- data/lib/bcdice/game_system/Elysion.rb +2 -2
- data/lib/bcdice/game_system/EmbryoMachine.rb +1 -1
- data/lib/bcdice/game_system/EtrianOdysseySRS.rb +1 -1
- data/lib/bcdice/game_system/FilledWith.rb +203 -1274
- data/lib/bcdice/game_system/FullMetalPanic.rb +1 -1
- data/lib/bcdice/game_system/Garako.rb +12 -4
- data/lib/bcdice/game_system/GehennaAn.rb +1 -1
- data/lib/bcdice/game_system/GoblinSlayer.rb +1 -1
- data/lib/bcdice/game_system/Gorilla.rb +1 -1
- data/lib/bcdice/game_system/HarnMaster.rb +1 -1
- data/lib/bcdice/game_system/HatsuneMiku.rb +1 -1
- data/lib/bcdice/game_system/HouraiGakuen.rb +1 -1
- data/lib/bcdice/game_system/Illusio.rb +25 -34
- data/lib/bcdice/game_system/LogHorizon.rb +3 -3
- data/lib/bcdice/game_system/LostRoyal.rb +1 -1
- data/lib/bcdice/game_system/MeikyuDays.rb +1 -1
- data/lib/bcdice/game_system/MeikyuKingdom.rb +2 -2
- data/lib/bcdice/game_system/MeikyuKingdomBasic.rb +3 -3
- data/lib/bcdice/game_system/MetalHeadExtream.rb +1 -1
- data/lib/bcdice/game_system/MetallicGuardian.rb +1 -1
- data/lib/bcdice/game_system/MonotoneMuseum.rb +1 -1
- data/lib/bcdice/game_system/NeverCloud.rb +540 -5
- data/lib/bcdice/game_system/NightWizard.rb +1 -1
- data/lib/bcdice/game_system/NightWizard3rd.rb +1 -1
- data/lib/bcdice/game_system/NinjaSlayer.rb +4 -13
- data/lib/bcdice/game_system/OneWayHeroics.rb +1 -1
- data/lib/bcdice/game_system/OracleEngine.rb +1 -1
- data/lib/bcdice/game_system/OrgaRain.rb +17 -25
- data/lib/bcdice/game_system/Paradiso.rb +3 -3
- data/lib/bcdice/game_system/ParanoiaRebooted.rb +1 -1
- data/lib/bcdice/game_system/Postman.rb +1 -1
- data/lib/bcdice/game_system/PulpCthulhu.rb +1 -1
- data/lib/bcdice/game_system/RecordOfLodossWar.rb +1 -1
- data/lib/bcdice/game_system/RecordOfSteam.rb +1 -1
- data/lib/bcdice/game_system/RokumonSekai2.rb +1 -1
- data/lib/bcdice/game_system/Ryutama.rb +1 -1
- data/lib/bcdice/game_system/SRS.rb +1 -1
- data/lib/bcdice/game_system/SamsaraBallad.rb +1 -1
- data/lib/bcdice/game_system/Satasupe.rb +79 -860
- data/lib/bcdice/game_system/SevenFortressMobius.rb +1 -1
- data/lib/bcdice/game_system/SharedFantasia.rb +1 -1
- data/lib/bcdice/game_system/ShinkuuGakuen.rb +2 -2
- data/lib/bcdice/game_system/ShinobiGami.rb +3 -3
- data/lib/bcdice/game_system/Skynauts.rb +2 -2
- data/lib/bcdice/game_system/SteamPunkers.rb +1 -1
- data/lib/bcdice/game_system/SterileLife.rb +2 -3
- data/lib/bcdice/game_system/StrangerOfSwordCity.rb +2 -2
- data/lib/bcdice/game_system/SwordWorld.rb +46 -182
- data/lib/bcdice/game_system/SwordWorld2_0.rb +21 -149
- data/lib/bcdice/game_system/SwordWorld2_5.rb +126 -40
- data/lib/bcdice/game_system/Torg.rb +1 -1
- data/lib/bcdice/game_system/TorgEternity.rb +2 -2
- data/lib/bcdice/game_system/TunnelsAndTrolls.rb +1 -1
- data/lib/bcdice/game_system/TwilightGunsmoke.rb +1 -1
- data/lib/bcdice/game_system/UnsungDuet.rb +1 -1
- data/lib/bcdice/game_system/Utakaze.rb +1 -1
- data/lib/bcdice/game_system/VampireTheMasquerade5th.rb +1 -1
- data/lib/bcdice/game_system/Warhammer.rb +1 -1
- data/lib/bcdice/game_system/Warhammer4.rb +1 -1
- data/lib/bcdice/game_system/WorldOfDarkness.rb +1 -1
- data/lib/bcdice/game_system/YearZeroEngine.rb +1 -1
- data/lib/bcdice/game_system/ZettaiReido.rb +1 -1
- data/lib/bcdice/game_system/cthulhu7th/full_auto.rb +294 -0
- data/lib/bcdice/game_system/cthulhu7th/rollable.rb +41 -0
- data/lib/bcdice/game_system/filled_with/enemy_data_tables.rb +322 -0
- data/lib/bcdice/game_system/filled_with/event_tables.rb +392 -0
- data/lib/bcdice/game_system/filled_with/tresure_tables.rb +179 -0
- data/lib/bcdice/game_system/satasupe/tables.rb +723 -0
- data/lib/bcdice/game_system/sword_world/rating_lexer.rb +47 -0
- data/lib/bcdice/game_system/sword_world/rating_parsed.rb +99 -0
- data/lib/bcdice/game_system/sword_world/rating_parser.rb +457 -0
- data/lib/bcdice/game_system/sword_world/transcendent_test.rb +104 -0
- data/lib/bcdice/version.rb +1 -1
- metadata +15 -4
@@ -63,6 +63,47 @@ module BCDice
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end
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TABLES = {
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"ST" => DiceTable::Table.new(
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"シーン表",
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"2D6",
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[
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"どこまでも広がる荒野。風が吹き抜けていく。",
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"血まみれの惨劇の跡。いったい誰がこんなことを?",
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"都市の地下。かぼそい明かりがコンクリートを照らす。",
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"豪華な調度が揃えられた室内。くつろぎの空間を演出。",
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"普通の道端。様々な人が道を行き交う。",
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"明るく浮かぶ月の下。暴力の気配が満ちていく。",
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"打ち捨てられた廃墟。荒れ果てた景色に心も荒む。",
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"生活の様子が色濃く残る部屋の中。誰の部屋だろう?",
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"にぎやかな飲食店。騒ぐ人々に紛れつつ事態は進行する。",
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"ざわめく木立。踊る影。",
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"高い塔の上。都市を一望できる。"
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]
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),
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"MIT" => DiceTable::Table.new(
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"軽度狂気表",
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"1D6",
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[
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"【誇大妄想】(判定に失敗するたびに【テンション】が1増加する。)",
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"【記憶喪失】(【幸福】の修復判定にマイナス2の修正。)",
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"【こだわり】(戦闘中の行動を「パス」以外で一つ選択し、その行動をすると【テンション】が6増加する。)",
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"【お守り中毒】(「幸運のお守り」を装備していない場合、全ての2d6判定にマイナス1の修正。)",
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"【不死幻想】(自分が受けるダメージが全て1増加する。)",
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"【血の飢え】(戦闘中、ラウンドごとに他のキャラクターにダメージを与えないと、ラウンド終了時に【テンション】4増加。)"
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]
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),
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"SIT" => DiceTable::Table.new(
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"重度狂気表",
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"1D6",
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[
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"【幸福依存】(【幸福】を一つ選択し、その【幸福】が結果フェイズに失われたとき、死亡する。)",
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"【見えない友達】(交流判定にマイナス3の修正がつく。)",
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"【臆病】(自分の行う妨害判定にマイナス2の修正がつく。)",
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"【陰謀論】(休息判定にマイナス3の修正がつく。)",
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"【指令受信】(メインフェイズの3サイクル目の自分のシーンでは、可能な範囲でGMが行動を決定する。)",
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"【猜疑心】(自分が「連携攻撃」を行うとき、関係の【深度】をダメージに加えられない。)"
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]
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),
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"CHT" => DiceTable::Table.new(
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"自信幸福表",
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"1D6",
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@@ -18,7 +18,7 @@ module BCDice
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ランダム分野表 RCT
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特定のモンスターカードを選ぶ (CMxy x:色、y:番号)
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白:W、青:U、緑:V、金:G、赤:R、黒:B
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-
例)
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例)CMW2→白の2:白竜 CMG12→金の12:土精霊
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場所表 (ST)
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街中場所表 (CST)
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郊外場所表 (OST)
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]
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),
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}.freeze
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register_prefix(RTT.prefixes, 'CM
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register_prefix(RTT.prefixes, 'CM', TABLES.keys)
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end
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end
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end
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@@ -26,9 +26,11 @@ module BCDice
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4CL+2@7 または 4CL@7+2 :サイコロ4個で判定値7のロールを行い達成値を出し、修正値2を足す。
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4CL[2] :サイコロ4個でクリティカル値2のロールを行う。
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0CL : 1CL[0]と同じ判定
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デフォルトダイス:10面
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MESSAGETEXT
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register_prefix('[+-]?\d*CL([+-]\d+)?[@\d]
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register_prefix('[+-]?\d*CL([+-]\d+)?[@\d]*')
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def initialize(command)
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super(command)
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INFO_MESSAGE_TEXT
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register_prefix('CC(B)?\(\d+\)', 'CC(B)
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register_prefix('CC(B)?\(\d+\)', 'CC(B)?', 'RES(B)?', 'CBR(B)?\(\d+,\d+\)')
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def initialize(command)
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super(command)
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private
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def getCheckResult(command)
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m = %r{CCB?(\d+)?(?:<=([+-/*\d]+))
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m = %r{^CCB?(\d+)?(?:<=([+-/*\d]+))?$}i.match(command)
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unless m
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return nil
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end
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broken_num = m[1].to_i
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diff = ArithmeticEvaluator.eval(m[2])
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@@ -189,7 +193,7 @@ module BCDice
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end
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def getRegistResult(command)
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m =
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m = /^RES(B)?([-\d]+)$/i.match(command)
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unless m
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return nil
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end
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end
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def getCombineRoll(command)
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m =
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m = /^CBR(B)?\((\d+),(\d+)\)$/i.match(command)
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unless m
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return nil
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end
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# frozen_string_literal: true
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require "bcdice/game_system/cthulhu7th/rollable"
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require "bcdice/game_system/cthulhu7th/full_auto"
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module BCDice
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module GameSystem
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class Cthulhu7th < Base
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強力でない呪文の場合 FCL/強力な呪文の場合 FCM
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INFO_MESSAGE_TEXT
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register_prefix('CC
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BONUS_DICE_RANGE = (-2..2).freeze
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register_prefix('CC', 'CBR\(\d+,\d+\)', 'FAR', 'BMR', 'BMS', 'FCL', 'FCM', 'PH', 'MA')
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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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skill_roll(command)
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when /^CBR/i
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combine_roll(command)
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when /^FAR/i
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getFullAutoResult(command)
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when /^BMR/i # 狂気の発作(リアルタイム)
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roll_bmr_table()
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when /^BMS/i # 狂気の発作(サマリー)
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-
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roll_bms_table()
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when /^FCL/i # キャスティング・ロールのプッシュに失敗した場合(小)
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roll_1d8_table("キャスティング・ロール失敗(小)表", FAILED_CASTING_L_TABLE)
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when /^FCM/i # キャスティング・ロールのプッシュに失敗した場合(大)
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roll_1d8_table("キャスティング・ロール失敗(大)表", FAILED_CASTING_M_TABLE)
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when /^PH/i # 恐怖症表
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roll_1d100_table("恐怖症表", PHOBIAS_TABLE)
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when /^MA/i # マニア表
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else
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return nil
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roll_1d100_table("マニア表", MANIAS_TABLE)
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end
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end
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private
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class ResultLevel
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LEVEL = [
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:fumble,
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failure: "失敗",
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}.freeze
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def self.from_values(total, difficulty, fumbleable = false)
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fumble = difficulty < 50 || fumbleable ? 96 : 100
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if total == 1
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ResultLevel.new(:critical)
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elsif total <= (difficulty / 5)
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ResultLevel.new(:extreme_success)
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elsif total <= (difficulty / 2)
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ResultLevel.new(:hard_success)
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elsif total <= difficulty
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ResultLevel.new(:regular_success)
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elsif total >= fumble
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ResultLevel.new(:fumble)
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else
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ResultLevel.new(:failure)
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end
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end
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def initialize(level)
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@level = level
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@level_index = LEVEL.index(level)
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end
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end
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private
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include Rollable
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def roll_1d8_table(table_name, table)
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total_n = @randomizer.roll_once(8)
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index = total_n - 1
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@@ -161,7 +180,7 @@ module BCDice
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total, total_list = roll_with_bonus(bonus_dice)
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expr = difficulty.zero? ? "1D100" : "1D100<=#{difficulty}"
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result =
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result = ResultLevel.from_values(total, difficulty) unless difficulty.zero?
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185
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sequence = [
|
167
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"(#{expr}) ボーナス・ペナルティダイス[#{bonus_dice}]",
|
@@ -180,54 +199,8 @@ module BCDice
|
|
180
199
|
end
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200
|
end
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201
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183
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-
|
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-
|
185
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#
|
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# @return [Integer]
|
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def roll_ones_d10
|
188
|
-
dice = @randomizer.roll_once(10)
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return 0 if dice == 10
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|
191
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return dice
|
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end
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|
194
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# @param bonus [Integer] ボーナス・ペナルティダイスの数。負の数ならペナルティダイス。
|
195
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# @return [Array<(Integer, Array<Integer>)>]
|
196
|
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def roll_with_bonus(bonus)
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197
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tens_list = Array.new(bonus.abs + 1) { @randomizer.roll_tens_d10 }
|
198
|
-
ones = roll_ones_d10()
|
199
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-
|
200
|
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dice_list = tens_list.map do |tens|
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201
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dice = tens + ones
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202
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dice == 0 ? 100 : dice
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203
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end
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|
205
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dice =
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206
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if bonus >= 0
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207
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dice_list.min
|
208
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else
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209
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dice_list.max
|
210
|
-
end
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211
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-
|
212
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-
return dice, dice_list
|
213
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-
end
|
214
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-
|
215
|
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def result_level(total, difficulty, fumbleable = false)
|
216
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fumble = difficulty < 50 || fumbleable ? 96 : 100
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217
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-
|
218
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if total == 1
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219
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ResultLevel.new(:critical)
|
220
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elsif total <= (difficulty / 5)
|
221
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ResultLevel.new(:extreme_success)
|
222
|
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elsif total <= (difficulty / 2)
|
223
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ResultLevel.new(:hard_success)
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elsif total <= difficulty
|
225
|
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ResultLevel.new(:regular_success)
|
226
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elsif total >= fumble
|
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ResultLevel.new(:fumble)
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|
-
else
|
229
|
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ResultLevel.new(:failure)
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end
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202
|
+
def getFullAutoResult(command)
|
203
|
+
FullAuto.eval(command, @randomizer)
|
231
204
|
end
|
232
205
|
|
233
206
|
def combine_roll(command)
|
@@ -239,8 +212,8 @@ module BCDice
|
|
239
212
|
|
240
213
|
total = @randomizer.roll_once(100)
|
241
214
|
|
242
|
-
result_1 =
|
243
|
-
result_2 =
|
215
|
+
result_1 = ResultLevel.from_values(total, difficulty_1)
|
216
|
+
result_2 = ResultLevel.from_values(total, difficulty_2)
|
244
217
|
|
245
218
|
rank =
|
246
219
|
if result_1.success? && result_2.success?
|
@@ -258,273 +231,6 @@ module BCDice
|
|
258
231
|
end
|
259
232
|
end
|
260
233
|
|
261
|
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def getFullAutoResult(command)
|
262
|
-
return nil unless /^FAR\((-?\d+),(-?\d+),(-?\d+)(?:,(-?\d+)?)?(?:,(-?\w+)?)?(?:,(-?\d+)?)?\)/i =~ command
|
263
|
-
|
264
|
-
bullet_count = Regexp.last_match(1).to_i
|
265
|
-
diff = Regexp.last_match(2).to_i
|
266
|
-
broken_number = Regexp.last_match(3).to_i
|
267
|
-
bonus_dice_count = (Regexp.last_match(4) || 0).to_i
|
268
|
-
stop_count = (Regexp.last_match(5) || "").to_s.downcase
|
269
|
-
bullet_set_count_cap = (Regexp.last_match(6) || diff / 10).to_i
|
270
|
-
|
271
|
-
output = ""
|
272
|
-
|
273
|
-
# 最大で(8回*(PC技能値最大値/10))=72発しか撃てないはずなので上限
|
274
|
-
bullet_count_limit = 100
|
275
|
-
if bullet_count > bullet_count_limit
|
276
|
-
output += "弾薬が多すぎます。装填された弾薬を#{bullet_count_limit}発に変更します。\n"
|
277
|
-
bullet_count = bullet_count_limit
|
278
|
-
end
|
279
|
-
|
280
|
-
# ボレーの上限の設定がおかしい場合の注意表示
|
281
|
-
if (bullet_set_count_cap > diff / 10) && (diff > 39) && !Regexp.last_match(6).nil?
|
282
|
-
bullet_set_count_cap = diff / 10
|
283
|
-
output += "ボレーの弾丸の数の上限は\[技能値÷10(切り捨て)\]発なので、それより高い数を指定できません。ボレーの弾丸の数を#{bullet_set_count_cap}発に変更します。\n"
|
284
|
-
elsif (diff <= 39) && (bullet_set_count_cap > 3) && !Regexp.last_match(6).nil?
|
285
|
-
bullet_set_count_cap = 3
|
286
|
-
output += "技能値が39以下ではボレーの弾丸の数の上限および下限は3発です。ボレーの弾丸の数を#{bullet_set_count_cap}発に変更します。\n"
|
287
|
-
end
|
288
|
-
|
289
|
-
# ボレーの下限の設定がおかしい場合の注意表示およびエラー表示
|
290
|
-
return "ボレーの弾丸の数は正の数です。" if (bullet_set_count_cap <= 0) && !Regexp.last_match(6).nil?
|
291
|
-
|
292
|
-
if (bullet_set_count_cap < 3) && !Regexp.last_match(6).nil?
|
293
|
-
bullet_set_count_cap = 3
|
294
|
-
output += "ボレーの弾丸の数の下限は3発です。ボレーの弾丸の数を3発に変更します。\n"
|
295
|
-
end
|
296
|
-
|
297
|
-
return "弾薬は正の数です。" if bullet_count <= 0
|
298
|
-
return "目標値は正の数です。" if diff <= 0
|
299
|
-
|
300
|
-
if broken_number < 0
|
301
|
-
output += "故障ナンバーは正の数です。マイナス記号を外します。\n"
|
302
|
-
broken_number = broken_number.abs
|
303
|
-
end
|
304
|
-
|
305
|
-
unless BONUS_DICE_RANGE.include?(bonus_dice_count)
|
306
|
-
return "エラー。ボーナス・ペナルティダイスの値は#{BONUS_DICE_RANGE.min}~#{BONUS_DICE_RANGE.max}です。"
|
307
|
-
end
|
308
|
-
|
309
|
-
output += "ボーナス・ペナルティダイス[#{bonus_dice_count}]"
|
310
|
-
output += rollFullAuto(bullet_count, diff, broken_number, bonus_dice_count, stop_count, bullet_set_count_cap)
|
311
|
-
|
312
|
-
return output
|
313
|
-
end
|
314
|
-
|
315
|
-
def rollFullAuto(bullet_count, diff, broken_number, dice_num, stop_count, bullet_set_count_cap)
|
316
|
-
output = ""
|
317
|
-
loopCount = 0
|
318
|
-
|
319
|
-
counts = {
|
320
|
-
hit_bullet: 0,
|
321
|
-
impale_bullet: 0,
|
322
|
-
bullet: bullet_count,
|
323
|
-
}
|
324
|
-
|
325
|
-
# 難易度変更用ループ
|
326
|
-
(0..3).each do |more_difficulty|
|
327
|
-
output += getNextDifficultyMessage(more_difficulty)
|
328
|
-
|
329
|
-
# ペナルティダイスを減らしながらロール用ループ
|
330
|
-
while dice_num >= BONUS_DICE_RANGE.min
|
331
|
-
|
332
|
-
loopCount += 1
|
333
|
-
hit_result, total, total_list = getHitResultInfos(dice_num, diff, more_difficulty)
|
334
|
-
output += "\n#{loopCount}回目: > #{total_list.join(', ')} > #{hit_result}"
|
335
|
-
|
336
|
-
if total >= broken_number
|
337
|
-
output += " ジャム"
|
338
|
-
return getHitResultText(output, counts)
|
339
|
-
end
|
340
|
-
|
341
|
-
hit_type = getHitType(more_difficulty, hit_result)
|
342
|
-
hit_bullet, impale_bullet, lost_bullet = getBulletResults(counts[:bullet], hit_type, diff, bullet_set_count_cap)
|
343
|
-
|
344
|
-
output += " (#{hit_bullet}発が命中、#{impale_bullet}発が貫通)"
|
345
|
-
|
346
|
-
counts[:hit_bullet] += hit_bullet
|
347
|
-
counts[:impale_bullet] += impale_bullet
|
348
|
-
counts[:bullet] -= lost_bullet
|
349
|
-
|
350
|
-
return getHitResultText(output, counts) if counts[:bullet] <= 0
|
351
|
-
|
352
|
-
dice_num -= 1
|
353
|
-
end
|
354
|
-
|
355
|
-
# 指定された難易度となった場合、連射処理を途中で止める
|
356
|
-
if shouldStopRollFullAuto?(stop_count, more_difficulty)
|
357
|
-
output += "\n【指定の難易度となったので、処理を終了します。】"
|
358
|
-
break
|
359
|
-
end
|
360
|
-
|
361
|
-
dice_num += 1
|
362
|
-
end
|
363
|
-
|
364
|
-
return getHitResultText(output, counts)
|
365
|
-
end
|
366
|
-
|
367
|
-
# 連射処理を止める条件(難易度の閾値)
|
368
|
-
# @return [Hash<String, Integer>]
|
369
|
-
#
|
370
|
-
# 成功の種類の小文字表記 => 難易度の閾値
|
371
|
-
ROLL_FULL_AUTO_DIFFICULTY_THRESHOLD = {
|
372
|
-
# レギュラー
|
373
|
-
'r' => 0,
|
374
|
-
# ハード
|
375
|
-
'h' => 1,
|
376
|
-
# イクストリーム
|
377
|
-
'e' => 2
|
378
|
-
}.freeze
|
379
|
-
|
380
|
-
# 連射処理を止めるべきかどうかを返す
|
381
|
-
# @param [String] stop_count 成功の種類
|
382
|
-
# @param [Integer] difficulty 難易度
|
383
|
-
# @return [Boolean]
|
384
|
-
def shouldStopRollFullAuto?(stop_count, difficulty)
|
385
|
-
difficulty_threshold = ROLL_FULL_AUTO_DIFFICULTY_THRESHOLD[stop_count]
|
386
|
-
return difficulty_threshold && difficulty >= difficulty_threshold
|
387
|
-
end
|
388
|
-
|
389
|
-
def getHitResultInfos(dice_num, diff, more_difficulty)
|
390
|
-
total, total_list = roll_with_bonus(dice_num)
|
391
|
-
|
392
|
-
fumbleable = getFumbleable(more_difficulty)
|
393
|
-
hit_result = result_level(total, diff, fumbleable).to_s
|
394
|
-
|
395
|
-
return hit_result, total, total_list
|
396
|
-
end
|
397
|
-
|
398
|
-
def getHitResultText(output, counts)
|
399
|
-
return "#{output}\n> #{counts[:hit_bullet]}発が通常命中、#{counts[:impale_bullet]}発が貫通、残弾#{counts[:bullet]}発"
|
400
|
-
end
|
401
|
-
|
402
|
-
def getHitType(more_difficulty, hit_result)
|
403
|
-
successList, impaleBulletList = getSuccessListImpaleBulletList(more_difficulty)
|
404
|
-
|
405
|
-
return :hit if successList.include?(hit_result)
|
406
|
-
return :impale if impaleBulletList.include?(hit_result)
|
407
|
-
|
408
|
-
return ""
|
409
|
-
end
|
410
|
-
|
411
|
-
def getBulletResults(bullet_count, hit_type, diff, bullet_set_count_cap)
|
412
|
-
bullet_set_count = getSetOfBullet(diff, bullet_set_count_cap)
|
413
|
-
hit_bullet_count_base = getHitBulletCountBase(diff, bullet_set_count)
|
414
|
-
impale_bullet_count_base = (bullet_set_count / 2.to_f)
|
415
|
-
|
416
|
-
lost_bullet_count = 0
|
417
|
-
hit_bullet_count = 0
|
418
|
-
impale_bullet_count = 0
|
419
|
-
|
420
|
-
if !isLastBulletTurn(bullet_count, bullet_set_count)
|
421
|
-
|
422
|
-
case hit_type
|
423
|
-
when :hit
|
424
|
-
hit_bullet_count = hit_bullet_count_base # 通常命中した弾数の計算
|
425
|
-
|
426
|
-
when :impale
|
427
|
-
impale_bullet_count = impale_bullet_count_base.floor # 貫通した弾数の計算
|
428
|
-
hit_bullet_count = impale_bullet_count_base.ceil
|
429
|
-
end
|
430
|
-
|
431
|
-
lost_bullet_count = bullet_set_count
|
432
|
-
|
433
|
-
else
|
434
|
-
|
435
|
-
case hit_type
|
436
|
-
when :hit
|
437
|
-
hit_bullet_count = getLastHitBulletCount(bullet_count)
|
438
|
-
|
439
|
-
when :impale
|
440
|
-
impale_bullet_count = getLastHitBulletCount(bullet_count)
|
441
|
-
hit_bullet_count = bullet_count - impale_bullet_count
|
442
|
-
end
|
443
|
-
|
444
|
-
lost_bullet_count = bullet_count
|
445
|
-
end
|
446
|
-
|
447
|
-
return hit_bullet_count, impale_bullet_count, lost_bullet_count
|
448
|
-
end
|
449
|
-
|
450
|
-
def getSuccessListImpaleBulletList(more_difficulty)
|
451
|
-
successList = []
|
452
|
-
impaleBulletList = []
|
453
|
-
|
454
|
-
case more_difficulty
|
455
|
-
when 0
|
456
|
-
successList = ["ハード成功", "レギュラー成功"]
|
457
|
-
impaleBulletList = ["クリティカル", "イクストリーム成功"]
|
458
|
-
when 1
|
459
|
-
successList = ["ハード成功"]
|
460
|
-
impaleBulletList = ["クリティカル", "イクストリーム成功"]
|
461
|
-
when 2
|
462
|
-
successList = []
|
463
|
-
impaleBulletList = ["クリティカル", "イクストリーム成功"]
|
464
|
-
when 3
|
465
|
-
successList = ["クリティカル"]
|
466
|
-
impaleBulletList = []
|
467
|
-
end
|
468
|
-
|
469
|
-
return successList, impaleBulletList
|
470
|
-
end
|
471
|
-
|
472
|
-
def getNextDifficultyMessage(more_difficulty)
|
473
|
-
case more_difficulty
|
474
|
-
when 1
|
475
|
-
return "\n【難易度がハードに変更】"
|
476
|
-
when 2
|
477
|
-
return "\n【難易度がイクストリームに変更】"
|
478
|
-
when 3
|
479
|
-
return "\n【難易度がクリティカルに変更】"
|
480
|
-
end
|
481
|
-
|
482
|
-
return ""
|
483
|
-
end
|
484
|
-
|
485
|
-
def getSetOfBullet(diff, bullet_set_count_cap)
|
486
|
-
bullet_set_count = diff / 10
|
487
|
-
|
488
|
-
if bullet_set_count_cap < bullet_set_count
|
489
|
-
bullet_set_count = bullet_set_count_cap
|
490
|
-
end
|
491
|
-
|
492
|
-
if (diff >= 1) && (diff < 30)
|
493
|
-
bullet_set_count = 3 # 技能値が29以下での最低値保障処理
|
494
|
-
end
|
495
|
-
|
496
|
-
return bullet_set_count
|
497
|
-
end
|
498
|
-
|
499
|
-
def getHitBulletCountBase(diff, bullet_set_count)
|
500
|
-
hit_bullet_count_base = (bullet_set_count / 2)
|
501
|
-
|
502
|
-
if (diff >= 1) && (diff < 30)
|
503
|
-
hit_bullet_count_base = 1 # 技能値29以下での最低値保障
|
504
|
-
end
|
505
|
-
|
506
|
-
return hit_bullet_count_base
|
507
|
-
end
|
508
|
-
|
509
|
-
def isLastBulletTurn(bullet_count, bullet_set_count)
|
510
|
-
((bullet_count - bullet_set_count) < 0)
|
511
|
-
end
|
512
|
-
|
513
|
-
def getLastHitBulletCount(bullet_count)
|
514
|
-
# 残弾1での最低値保障処理
|
515
|
-
if bullet_count == 1
|
516
|
-
return 1
|
517
|
-
end
|
518
|
-
|
519
|
-
count = (bullet_count / 2.to_f).floor
|
520
|
-
return count
|
521
|
-
end
|
522
|
-
|
523
|
-
def getFumbleable(more_difficulty)
|
524
|
-
# 成功が49以下の出目のみとなるため、ファンブル値は上昇
|
525
|
-
return (more_difficulty >= 1)
|
526
|
-
end
|
527
|
-
|
528
234
|
# 表一式
|
529
235
|
# 即時の恐怖症表
|
530
236
|
def roll_bmr_table()
|