bcdice 3.1.3 → 3.2.0

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Files changed (129) hide show
  1. checksums.yaml +4 -4
  2. data/CHANGELOG.md +33 -2
  3. data/i18n/StellarKnights/ja_jp.yml +496 -0
  4. data/lib/bcdice/common_command/add_dice.rb +1 -1
  5. data/lib/bcdice/common_command/calc.rb +1 -1
  6. data/lib/bcdice/dice_table.rb +2 -0
  7. data/lib/bcdice/dice_table/d66_half_grid_table.rb +33 -0
  8. data/lib/bcdice/dice_table/d66_one_third_table.rb +34 -0
  9. data/lib/bcdice/game_system.rb +3 -0
  10. data/lib/bcdice/game_system/AceKillerGene.rb +1 -1
  11. data/lib/bcdice/game_system/Ainecadette.rb +68 -0
  12. data/lib/bcdice/game_system/Airgetlamh.rb +1 -1
  13. data/lib/bcdice/game_system/Alsetto.rb +1 -1
  14. data/lib/bcdice/game_system/AlterRaise.rb +2 -2
  15. data/lib/bcdice/game_system/AngelGear.rb +1 -1
  16. data/lib/bcdice/game_system/AnimaAnimus.rb +1 -1
  17. data/lib/bcdice/game_system/Arianrhod.rb +6 -8
  18. data/lib/bcdice/game_system/Avandner.rb +1 -1
  19. data/lib/bcdice/game_system/BarnaKronika.rb +1 -1
  20. data/lib/bcdice/game_system/BattleTech.rb +1 -1
  21. data/lib/bcdice/game_system/BeginningIdol.rb +5 -5
  22. data/lib/bcdice/game_system/BeginningIdol_Korean.rb +5 -5
  23. data/lib/bcdice/game_system/BladeOfArcana.rb +1 -1
  24. data/lib/bcdice/game_system/BlindMythos.rb +1 -1
  25. data/lib/bcdice/game_system/BloodCrusade.rb +6 -7
  26. data/lib/bcdice/game_system/BloodMoon.rb +9 -8
  27. data/lib/bcdice/game_system/CardRanker.rb +8 -7
  28. data/lib/bcdice/game_system/ChaosFlare.rb +21 -15
  29. data/lib/bcdice/game_system/Chill.rb +10 -10
  30. data/lib/bcdice/game_system/Chill3.rb +9 -9
  31. data/lib/bcdice/game_system/CrashWorld.rb +1 -1
  32. data/lib/bcdice/game_system/Cthulhu.rb +1 -1
  33. data/lib/bcdice/game_system/Cthulhu7th.rb +48 -10
  34. data/lib/bcdice/game_system/Cthulhu7th_ChineseTraditional.rb +1 -1
  35. data/lib/bcdice/game_system/Cthulhu7th_Korean.rb +1 -1
  36. data/lib/bcdice/game_system/DarkBlaze.rb +0 -11
  37. data/lib/bcdice/game_system/DarkDaysDrive.rb +8 -7
  38. data/lib/bcdice/game_system/DeadlineHeroes.rb +2 -2
  39. data/lib/bcdice/game_system/DemonParasite.rb +5 -13
  40. data/lib/bcdice/game_system/DesperateRun.rb +1 -1
  41. data/lib/bcdice/game_system/DoubleCross.rb +1 -1
  42. data/lib/bcdice/game_system/Dracurouge.rb +1 -1
  43. data/lib/bcdice/game_system/EclipsePhase.rb +14 -14
  44. data/lib/bcdice/game_system/Elric.rb +18 -14
  45. data/lib/bcdice/game_system/Elysion.rb +1 -1
  46. data/lib/bcdice/game_system/EmbryoMachine.rb +9 -8
  47. data/lib/bcdice/game_system/Emoklore.rb +3 -3
  48. data/lib/bcdice/game_system/Fiasco.rb +1 -1
  49. data/lib/bcdice/game_system/FilledWith.rb +4 -0
  50. data/lib/bcdice/game_system/GURPS.rb +17 -28
  51. data/lib/bcdice/game_system/Garako.rb +1 -1
  52. data/lib/bcdice/game_system/GardenOrder.rb +1 -1
  53. data/lib/bcdice/game_system/GeishaGirlwithKatana.rb +1 -1
  54. data/lib/bcdice/game_system/GoblinSlayer.rb +1 -1
  55. data/lib/bcdice/game_system/Gorilla.rb +2 -8
  56. data/lib/bcdice/game_system/GranCrest.rb +18 -11
  57. data/lib/bcdice/game_system/Gundog.rb +9 -8
  58. data/lib/bcdice/game_system/GundogRevised.rb +10 -9
  59. data/lib/bcdice/game_system/GundogZero.rb +1 -1
  60. data/lib/bcdice/game_system/GurpsFW.rb +16 -16
  61. data/lib/bcdice/game_system/HarnMaster.rb +19 -26
  62. data/lib/bcdice/game_system/HatsuneMiku.rb +1 -1
  63. data/lib/bcdice/game_system/Hieizan.rb +12 -21
  64. data/lib/bcdice/game_system/HouraiGakuen.rb +1 -1
  65. data/lib/bcdice/game_system/HuntersMoon.rb +5 -10
  66. data/lib/bcdice/game_system/InfiniteFantasia.rb +19 -17
  67. data/lib/bcdice/game_system/Insane.rb +13 -20
  68. data/lib/bcdice/game_system/IthaWenUa.rb +8 -15
  69. data/lib/bcdice/game_system/JamesBond.rb +10 -10
  70. data/lib/bcdice/game_system/JekyllAndHyde.rb +1 -1
  71. data/lib/bcdice/game_system/Kamigakari.rb +1 -1
  72. data/lib/bcdice/game_system/KanColle.rb +4 -9
  73. data/lib/bcdice/game_system/KemonoNoMori.rb +1 -1
  74. data/lib/bcdice/game_system/KillDeathBusiness.rb +7 -15
  75. data/lib/bcdice/game_system/KurayamiCrying.rb +55 -2
  76. data/lib/bcdice/game_system/MeikyuDays.rb +10 -8
  77. data/lib/bcdice/game_system/MeikyuKingdom.rb +26 -26
  78. data/lib/bcdice/game_system/MeikyuKingdomBasic.rb +3 -3
  79. data/lib/bcdice/game_system/MetalHead.rb +12 -22
  80. data/lib/bcdice/game_system/MetalHeadExtream.rb +5 -5
  81. data/lib/bcdice/game_system/MonotoneMuseum.rb +8 -6
  82. data/lib/bcdice/game_system/Nechronica.rb +28 -21
  83. data/lib/bcdice/game_system/NinjaSlayer.rb +4 -4
  84. data/lib/bcdice/game_system/NjslyrBattle.rb +8 -11
  85. data/lib/bcdice/game_system/OneWayHeroics.rb +1 -1
  86. data/lib/bcdice/game_system/Paradiso.rb +1 -1
  87. data/lib/bcdice/game_system/ParasiteBlood.rb +1 -1
  88. data/lib/bcdice/game_system/Peekaboo.rb +4 -9
  89. data/lib/bcdice/game_system/Pendragon.rb +7 -7
  90. data/lib/bcdice/game_system/PhantasmAdventure.rb +8 -8
  91. data/lib/bcdice/game_system/Postman.rb +1 -1
  92. data/lib/bcdice/game_system/PulpCthulhu.rb +1 -1
  93. data/lib/bcdice/game_system/Raisondetre.rb +2 -2
  94. data/lib/bcdice/game_system/Revulture.rb +123 -0
  95. data/lib/bcdice/game_system/RuneQuest.rb +8 -8
  96. data/lib/bcdice/game_system/Ryutama.rb +1 -1
  97. data/lib/bcdice/game_system/Satasupe.rb +1 -1
  98. data/lib/bcdice/game_system/ScreamHighSchool.rb +2 -2
  99. data/lib/bcdice/game_system/SharedFantasia.rb +19 -23
  100. data/lib/bcdice/game_system/ShinobiGami.rb +14 -6
  101. data/lib/bcdice/game_system/Skynauts.rb +2 -2
  102. data/lib/bcdice/game_system/SkynautsBouken.rb +228 -0
  103. data/lib/bcdice/game_system/StellarKnights.rb +59 -696
  104. data/lib/bcdice/game_system/SterileLife.rb +1 -1
  105. data/lib/bcdice/game_system/StratoShout.rb +8 -16
  106. data/lib/bcdice/game_system/Strave.rb +1 -1
  107. data/lib/bcdice/game_system/SwordWorld.rb +16 -7
  108. data/lib/bcdice/game_system/SwordWorld2_0.rb +2 -2
  109. data/lib/bcdice/game_system/SwordWorld2_5.rb +2 -2
  110. data/lib/bcdice/game_system/TherapieSein.rb +1 -1
  111. data/lib/bcdice/game_system/TokyoGhostResearch.rb +1 -1
  112. data/lib/bcdice/game_system/TrinitySeven.rb +4 -4
  113. data/lib/bcdice/game_system/TunnelsAndTrolls.rb +1 -1
  114. data/lib/bcdice/game_system/Utakaze.rb +1 -1
  115. data/lib/bcdice/game_system/Villaciel.rb +1 -1
  116. data/lib/bcdice/game_system/WARPS.rb +11 -9
  117. data/lib/bcdice/game_system/WaresBlade.rb +4 -9
  118. data/lib/bcdice/game_system/Warhammer.rb +15 -6
  119. data/lib/bcdice/game_system/Warhammer4.rb +15 -11
  120. data/lib/bcdice/game_system/WitchQuest.rb +1 -1
  121. data/lib/bcdice/game_system/YankeeYogSothoth.rb +4 -9
  122. data/lib/bcdice/game_system/meikyu_kingdom_basic/kingdom_table.rb +1 -1
  123. data/lib/bcdice/game_system/sword_world/rating_parsed.rb +4 -4
  124. data/lib/bcdice/game_system/sword_world/rating_parser.rb +1 -1
  125. data/lib/bcdice/game_system/sword_world/transcendent_test.rb +26 -8
  126. data/lib/bcdice/repl.rb +1 -1
  127. data/lib/bcdice/result.rb +26 -0
  128. data/lib/bcdice/version.rb +1 -1
  129. metadata +9 -4
@@ -9,7 +9,7 @@ module BCDice
9
9
  ID = 'BloodMoon'
10
10
 
11
11
  # ゲームシステム名
12
- NAME = 'ブラッド・ムーン'
12
+ NAME = 'ブラッドムーン'
13
13
 
14
14
  # ゲームシステム名の読みがな
15
15
  SORT_KEY = 'ふらつとむうん'
@@ -43,18 +43,19 @@ module BCDice
43
43
  end
44
44
 
45
45
  # ゲーム別成功度判定(2D6)
46
- def check_2D6(total, dice_total, _dice_list, cmp_op, target)
47
- return '' if target == '?'
48
- return '' unless cmp_op == :>=
46
+ def result_2d6(total, dice_total, _dice_list, cmp_op, target)
47
+ return nil unless cmp_op == :>=
49
48
 
50
49
  if dice_total <= 2
51
- return "ファンブル(【余裕】が 0 に)"
50
+ Result.fumble("ファンブル(【余裕】が 0 に)")
52
51
  elsif dice_total >= 12
53
- return "スペシャル(【余裕】+3)"
52
+ Result.critical("スペシャル(【余裕】+3)")
53
+ elsif target == '?'
54
+ Result.nothing
54
55
  elsif total >= target
55
- return "成功"
56
+ Result.success("成功")
56
57
  else
57
- return "失敗"
58
+ Result.failure("失敗")
58
59
  end
59
60
  end
60
61
 
@@ -37,18 +37,19 @@ module BCDice
37
37
  end
38
38
 
39
39
  # ゲーム別成功度判定(2D6)
40
- def check_2D6(total, dice_total, _dice_list, cmp_op, target)
41
- return '' if target == '?'
42
- return '' unless cmp_op == :>=
40
+ def result_2d6(total, dice_total, _dice_list, cmp_op, target)
41
+ return nil unless cmp_op == :>=
43
42
 
44
43
  if dice_total <= 2
45
- return "ファンブル"
44
+ Result.fumble("ファンブル")
46
45
  elsif dice_total >= 12
47
- return "スペシャル > " + RTT.roll_command(@randomizer, "RM")
46
+ Result.critical("スペシャル > " + RTT.roll_command(@randomizer, "RM"))
47
+ elsif target == "?"
48
+ Result.nothing
48
49
  elsif total >= target
49
- return "成功"
50
+ Result.success("成功")
50
51
  else
51
- return "失敗"
52
+ Result.failure("失敗")
52
53
  end
53
54
  end
54
55
 
@@ -39,33 +39,39 @@ module BCDice
39
39
  - FT7
40
40
  INFO_MESSAGE_TEXT
41
41
 
42
- register_prefix('\d*CF', 'FT\d*')
42
+ register_prefix('\d*CF', 'FT')
43
43
 
44
44
  # ゲーム別成功度判定(2D6)。以前の処理をそのまま残しています。
45
- def check_2D6(total, dice_total, _dice_list, cmp_op, target)
46
- return '' if target == '?'
45
+ def result_2d6(total, dice_total, _dice_list, cmp_op, target)
46
+ return nil unless cmp_op == :>=
47
47
 
48
- output = ''
48
+ sequence = []
49
+ result = Result.new
49
50
 
50
51
  if dice_total <= 2
51
52
  total -= 20
52
- output = "ファンブル(-20)"
53
+ sequence.push("ファンブル(-20)")
54
+ result.fumble = true
53
55
  end
54
56
 
55
- unless cmp_op == :>=
56
- return output
57
- end
57
+ if target != '?'
58
+ if total >= target
59
+ sequence.push("成功")
60
+ result.success = true
61
+ else
62
+ sequence.push("失敗")
63
+ result.failure = true
64
+ end
58
65
 
59
- if total >= target
60
- output += " 成功"
61
- if total > target
62
- output += " > 差分値#{total - target}"
66
+ if total - target != 0
67
+ sequence.push("差分値#{total - target}")
63
68
  end
64
- else
65
- output += " > 失敗 > 差分値#{total - target}"
66
69
  end
67
70
 
68
- return output
71
+ return Result.nothing if sequence.empty?
72
+
73
+ result.text = sequence.join(" > ")
74
+ return result
69
75
  end
70
76
 
71
77
  def eval_game_system_specific_command(command)
@@ -22,24 +22,24 @@ module BCDice
22
22
   例)SR7   sr13   SR(7+4)   Ssr10
23
23
  INFO_MESSAGE_TEXT
24
24
 
25
- register_prefix('SR\d+')
25
+ register_prefix('SR')
26
26
 
27
- def check_1D100(total, _dice_total, cmp_op, target)
28
- return '' if target == '?'
29
- return '' if cmp_op != :<=
27
+ def result_1d100(total, _dice_total, cmp_op, target)
28
+ return nil if target == '?'
29
+ return nil if cmp_op != :<=
30
30
 
31
31
  if total >= 100
32
- "ファンブル"
32
+ Result.fumble("ファンブル")
33
33
  elsif total > target
34
- "失敗"
34
+ Result.failure("失敗")
35
35
  elsif total >= (target * 0.9)
36
- "L成功"
36
+ Result.success("L成功")
37
37
  elsif total >= (target / 2)
38
- "M成功"
38
+ Result.success("M成功")
39
39
  elsif total >= (target / 10)
40
- "H成功"
40
+ Result.success("H成功")
41
41
  else
42
- "C成功"
42
+ Result.critical("C成功")
43
43
  end
44
44
  end
45
45
 
@@ -19,9 +19,9 @@ module BCDice
19
19
     Chill3 : (1D100<=50) > 55 > Botch
20
20
  INFO_MESSAGE_TEXT
21
21
 
22
- def check_1D100(total, dice_total, cmp_op, target)
23
- return '' if target == '?'
24
- return '' unless cmp_op == :<=
22
+ def result_1d100(total, dice_total, cmp_op, target)
23
+ return nil if target == '?'
24
+ return nil unless cmp_op == :<=
25
25
 
26
26
  # ゾロ目ならC-ResultかBotch
27
27
  tens = (dice_total / 10) % 10
@@ -30,21 +30,21 @@ module BCDice
30
30
  if tens == ones
31
31
  if (total > target) || (dice_total == 100) # 00は必ず失敗
32
32
  if target > 100 # 目標値が100を超えている場合は、00を振ってもBotchにならない
33
- return "失敗"
33
+ return Result.failure("失敗")
34
34
  else
35
- return "Botch"
35
+ return Result.fumble("Botch")
36
36
  end
37
37
  else
38
- return "C成功"
38
+ return Result.critical("C成功")
39
39
  end
40
40
  elsif (total <= target) || (dice_total == 1) # 01は必ず成功
41
41
  if total <= (target / 2)
42
- return "H成功"
42
+ return Result.success("H成功")
43
43
  else
44
- return "L成功"
44
+ return Result.success("L成功")
45
45
  end
46
46
  else
47
- return "失敗"
47
+ return Result.failure("失敗")
48
48
  end
49
49
  end
50
50
  end
@@ -19,7 +19,7 @@ module BCDice
19
19
  例・CW8
20
20
  INFO_MESSAGE_TEXT
21
21
 
22
- register_prefix('CW\d+')
22
+ register_prefix('CW')
23
23
 
24
24
  def eval_game_system_specific_command(command)
25
25
  result = nil
@@ -48,7 +48,7 @@ module BCDice
48
48
 
49
49
  INFO_MESSAGE_TEXT
50
50
 
51
- register_prefix('CC(B)?\(\d+\)', 'CC(B)?', 'RES(B)?', 'CBR(B)?\(\d+,\d+\)')
51
+ register_prefix('CCB?', 'RESB?', 'CBRB?')
52
52
 
53
53
  def initialize(command)
54
54
  super(command)
@@ -17,13 +17,19 @@ module BCDice
17
17
 
18
18
  # ダイスボットの使い方
19
19
  HELP_MESSAGE = <<~INFO_MESSAGE_TEXT
20
- ※コマンドは入力内容の前方一致で検出しています。
21
20
  ・判定 CC(x)<=(目標値)
22
-  x:ボーナス・ペナルティダイス (2~-2)。省略可。
21
+  x:ボーナス・ペナルティダイス。省略可。
23
22
   目標値が無くても1D100は表示される。
24
23
   ファンブル/失敗/ レギュラー成功/ハード成功/
25
24
   イクストリーム成功/クリティカル を自動判定。
26
- 例)CC<=30 CC(2)<=50 CC(+2)<=50 CC(-1)<=75 CC-1<=50 CC1<=65 CC+1<=65 CC
25
+  例)CC<=30 CC(2)<=50 CC(+2)<=50 CC(-1)<=75 CC-1<=50 CC1<=65 CC+1<=65 CC
26
+
27
+ ・技能ロールの難易度指定 CC(x)<=(目標値)(難易度)
28
+  目標値の後に難易度を指定することで
29
+  成功/失敗/クリティカル/ファンブル を自動判定する。
30
+  難易度の指定:
31
+   r:レギュラー h:ハード e:イクストリーム c:クリティカル
32
+  例)CC<=70r CC1<=60h CC-2<=50e CC2<=99c
27
33
 
28
34
  ・組み合わせ判定 (CBR(x,y))
29
35
   目標値 x と y で%ロールを行い、成否を判定。
@@ -48,7 +54,7 @@ module BCDice
48
54
    強力でない呪文の場合 FCL/強力な呪文の場合 FCM
49
55
  INFO_MESSAGE_TEXT
50
56
 
51
- register_prefix('CC', 'CBR\(\d+,\d+\)', 'FAR', 'BMR', 'BMS', 'FCL', 'FCM', 'PH', 'MA')
57
+ register_prefix('CC', 'CBR', 'FAR', 'BMR', 'BMS', 'FCL', 'FCM', 'PH', 'MA')
52
58
 
53
59
  def eval_game_system_specific_command(command)
54
60
  case command
@@ -77,6 +83,7 @@ module BCDice
77
83
  LEVEL = [
78
84
  :fumble,
79
85
  :failure,
86
+ :success,
80
87
  :regular_success,
81
88
  :hard_success,
82
89
  :extreme_success,
@@ -88,10 +95,25 @@ module BCDice
88
95
  extreme_success: "イクストリーム成功",
89
96
  hard_success: "ハード成功",
90
97
  regular_success: "レギュラー成功",
98
+ success: "成功",
91
99
  fumble: "ファンブル",
92
100
  failure: "失敗",
93
101
  }.freeze
94
102
 
103
+ def self.with_difficulty_level(total, difficulty)
104
+ fumble = difficulty < 50 ? 96 : 100
105
+
106
+ if total == 1
107
+ ResultLevel.new(:critical)
108
+ elsif total <= difficulty
109
+ ResultLevel.new(:success)
110
+ elsif total >= fumble
111
+ ResultLevel.new(:fumble)
112
+ else
113
+ ResultLevel.new(:failure)
114
+ end
115
+ end
116
+
95
117
  def self.from_values(total, difficulty, fumbleable = false)
96
118
  fumble = difficulty < 50 || fumbleable ? 96 : 100
97
119
 
@@ -117,7 +139,7 @@ module BCDice
117
139
  end
118
140
 
119
141
  def success?
120
- @level_index >= LEVEL.index(:regular_success)
142
+ @level_index >= LEVEL.index(:success)
121
143
  end
122
144
 
123
145
  def failure?
@@ -160,15 +182,26 @@ module BCDice
160
182
  end
161
183
 
162
184
  def skill_roll(command)
163
- m = /^CC([-+]?\d+)?(?:<=(\d+))?$/.match(command)
185
+ m = /^CC([-+]?\d+)?(?:<=(\d+)([RHEC])?)?$/.match(command)
164
186
  unless m
165
187
  return nil
166
188
  end
167
189
 
168
190
  bonus_dice = m[1].to_i
169
- difficulty = m[2].to_i
191
+ difficulty = m[2]&.to_i
192
+ difficulty_level = m[3]
193
+
194
+ if difficulty == 0
195
+ difficulty = nil
196
+ elsif difficulty_level == "H"
197
+ difficulty /= 2
198
+ elsif difficulty_level == "E"
199
+ difficulty /= 5
200
+ elsif difficulty_level == "C"
201
+ difficulty = 0
202
+ end
170
203
 
171
- if bonus_dice == 0 && difficulty == 0
204
+ if bonus_dice == 0 && difficulty.nil?
172
205
  dice = @randomizer.roll_once(100)
173
206
  return "1D100 > #{dice}"
174
207
  end
@@ -179,8 +212,13 @@ module BCDice
179
212
 
180
213
  total, total_list = roll_with_bonus(bonus_dice)
181
214
 
182
- expr = difficulty.zero? ? "1D100" : "1D100<=#{difficulty}"
183
- result = ResultLevel.from_values(total, difficulty) unless difficulty.zero?
215
+ expr = difficulty.nil? ? "1D100" : "1D100<=#{difficulty}"
216
+ result =
217
+ if difficulty_level
218
+ ResultLevel.with_difficulty_level(total, difficulty)
219
+ elsif difficulty
220
+ ResultLevel.from_values(total, difficulty)
221
+ end
184
222
 
185
223
  sequence = [
186
224
  "(#{expr}) ボーナス・ペナルティダイス[#{bonus_dice}]",
@@ -35,7 +35,7 @@ module BCDice
35
35
  ・實時型 Short/總結型 Longer
36
36
  INFO_MESSAGE_TEXT
37
37
 
38
- register_prefix('CC\(\d+\)', 'CC', 'CBR\(\d+,\d+\)', 'FAR\(\d+\)', 'FAR')
38
+ register_prefix('CC', 'CBR', 'FAR')
39
39
 
40
40
  def initialize(command)
41
41
  super(command)
@@ -32,7 +32,7 @@ module BCDice
32
32
  예)FAR(25,70,98) FAR(50,80,98,-1)
33
33
  INFO_MESSAGE_TEXT
34
34
 
35
- register_prefix('CC\(\d+\)', 'CC', 'CBR\(\d+,\d+\)', 'FAR\(\d+\)', 'FAR')
35
+ register_prefix('CC', 'CBR', 'FAR')
36
36
 
37
37
  def initialize(command)
38
38
  super(command)
@@ -43,17 +43,6 @@ module BCDice
43
43
  return string
44
44
  end
45
45
 
46
- # ゲーム別成功度判定(nD6)
47
- def check_nD6(total, _dice_total, _dice_list, cmp_op, target)
48
- if cmp_op != :>= || target == "?"
49
- ''
50
- elsif total >= target
51
- " > 成功"
52
- else
53
- " > 失敗"
54
- end
55
- end
56
-
57
46
  def check_roll(string)
58
47
  string = replace_text(string)
59
48
  return nil unless (m = /(^|\s)S?(3[rR]6([+\-\d]+)?(\[(\d+),(\d+)\])(([>=]+)(\d+))?)(\s|$)/i.match(string))
@@ -51,18 +51,19 @@ module BCDice
51
51
  end
52
52
 
53
53
  # ゲーム別成功度判定(2D6)
54
- def check_2D6(total, dice_total, _dice_list, cmp_op, target)
55
- return '' if target == '?'
56
- return '' unless cmp_op == :>=
54
+ def result_2d6(total, dice_total, _dice_list, cmp_op, target)
55
+ return nil unless cmp_op == :>=
57
56
 
58
57
  if dice_total <= 2
59
- "ファンブル(判定失敗。失敗表(FT)を追加で1回振る)"
58
+ Result.fumble("ファンブル(判定失敗。失敗表(FT)を追加で1回振る)")
60
59
  elsif dice_total >= 12
61
- "スペシャル(判定成功。大成功表(GJT)を1回使用可能)"
60
+ Result.critical("スペシャル(判定成功。大成功表(GJT)を1回使用可能)")
61
+ elsif target == "?"
62
+ Result.nothing
62
63
  elsif total >= target
63
- "成功"
64
+ Result.success("成功")
64
65
  else
65
- "失敗"
66
+ Result.failure("失敗")
66
67
  end
67
68
  end
68
69
 
@@ -33,8 +33,8 @@ module BCDice
33
33
  INFO_MESSAGE_TEXT
34
34
 
35
35
  register_prefix(
36
- 'DLH\\d+([\\+\\-]\\d+)*',
37
- 'DC(L|S|C)\d+',
36
+ 'DLH',
37
+ 'DC[LSC]',
38
38
  'RNC[JO]',
39
39
  'HNC'
40
40
  )
@@ -28,7 +28,7 @@ module BCDice
28
28
  ・D66ダイスあり
29
29
  INFO_MESSAGE_TEXT
30
30
 
31
- register_prefix('[NAMUC]?URGE\d+')
31
+ register_prefix('[NAMUC]?URGE')
32
32
 
33
33
  def initialize(command)
34
34
  super(command)
@@ -38,21 +38,13 @@ module BCDice
38
38
  end
39
39
 
40
40
  # ゲーム別成功度判定(nD6)
41
- def check_nD6(total, _dice_total, dice_list, cmp_op, target)
41
+ def result_nd6(_total, _dice_total, dice_list, _cmp_op, target)
42
42
  if dice_list.count(1) >= 2 # 1の目が2個以上ならファンブル
43
- return "致命的失敗"
43
+ Result.fumble("致命的失敗")
44
44
  elsif dice_list.count(6) >= 2 # 6の目が2個以上あったらクリティカル
45
- return "効果的成功"
45
+ Result.critical("効果的成功")
46
46
  elsif target == "?"
47
- return ''
48
- end
49
-
50
- if [:>=, :>].include?(cmp_op)
51
- if total.send(cmp_op, target)
52
- " > 成功"
53
- else
54
- " > 失敗"
55
- end
47
+ Result.nothing
56
48
  end
57
49
  end
58
50