bcdice 3.1.3 → 3.5.0

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Files changed (195) hide show
  1. checksums.yaml +4 -4
  2. data/CHANGELOG.md +186 -76
  3. data/README.md +3 -2
  4. data/i18n/BeginningIdol/ja_jp.yml +2806 -0
  5. data/i18n/BeginningIdol/ko_kr.yml +1400 -0
  6. data/i18n/Cthulhu/zh_hans.yml +11 -0
  7. data/i18n/KillDeathBusiness/ja_jp.yml +1 -1
  8. data/i18n/MagicaLogia/ja_jp.yml +1 -1
  9. data/i18n/MagicaLogia/zh_hans.yml +564 -0
  10. data/i18n/MonotoneMuseum/ko_kr.yml +526 -53
  11. data/i18n/StellarKnights/ja_jp.yml +498 -0
  12. data/i18n/StellarKnights/ko_kr.yml +498 -0
  13. data/i18n/zh_hans.yml +7 -0
  14. data/lib/bcdice/command/parsed.rb +11 -3
  15. data/lib/bcdice/command/parser.rb +179 -100
  16. data/lib/bcdice/common_command/add_dice.rb +1 -1
  17. data/lib/bcdice/common_command/barabara_dice/node.rb +2 -2
  18. data/lib/bcdice/common_command/barabara_dice/result.rb +6 -0
  19. data/lib/bcdice/common_command/calc.rb +1 -1
  20. data/lib/bcdice/common_command/choice.rb +82 -7
  21. data/lib/bcdice/common_command/tally_dice/node.rb +135 -0
  22. data/lib/bcdice/common_command/tally_dice/parser.rb +302 -0
  23. data/lib/bcdice/common_command/tally_dice.rb +19 -0
  24. data/lib/bcdice/common_command.rb +2 -0
  25. data/lib/bcdice/dice_table/d66_half_grid_table.rb +33 -0
  26. data/lib/bcdice/dice_table/d66_left_range_table.rb +29 -0
  27. data/lib/bcdice/dice_table/d66_one_third_table.rb +34 -0
  28. data/lib/bcdice/dice_table/d66_table.rb +5 -1
  29. data/lib/bcdice/dice_table.rb +3 -0
  30. data/lib/bcdice/game_system/AceKillerGene.rb +1 -1
  31. data/lib/bcdice/game_system/Ainecadette.rb +68 -0
  32. data/lib/bcdice/game_system/Airgetlamh.rb +1 -1
  33. data/lib/bcdice/game_system/Alsetto.rb +1 -1
  34. data/lib/bcdice/game_system/AlterRaise.rb +2 -2
  35. data/lib/bcdice/game_system/Amadeus.rb +110 -93
  36. data/lib/bcdice/game_system/AngelGear.rb +10 -5
  37. data/lib/bcdice/game_system/AnimaAnimus.rb +16 -9
  38. data/lib/bcdice/game_system/Aoharubaan.rb +91 -0
  39. data/lib/bcdice/game_system/Arianrhod.rb +6 -8
  40. data/lib/bcdice/game_system/AssaultEngine.rb +91 -0
  41. data/lib/bcdice/game_system/Avandner.rb +1 -1
  42. data/lib/bcdice/game_system/BadLife.rb +264 -289
  43. data/lib/bcdice/game_system/Bakenokawa.rb +244 -0
  44. data/lib/bcdice/game_system/BarnaKronika.rb +1 -1
  45. data/lib/bcdice/game_system/BattleTech.rb +109 -28
  46. data/lib/bcdice/game_system/BeastBindTrinity.rb +28 -12
  47. data/lib/bcdice/game_system/BeginningIdol.rb +118 -2392
  48. data/lib/bcdice/game_system/BeginningIdol_Korean.rb +10 -2312
  49. data/lib/bcdice/game_system/BladeOfArcana.rb +1 -1
  50. data/lib/bcdice/game_system/BlindMythos.rb +39 -38
  51. data/lib/bcdice/game_system/BloodCrusade.rb +6 -7
  52. data/lib/bcdice/game_system/BloodMoon.rb +9 -8
  53. data/lib/bcdice/game_system/CardRanker.rb +8 -7
  54. data/lib/bcdice/game_system/CastleInGray.rb +133 -0
  55. data/lib/bcdice/game_system/ChaosFlare.rb +21 -15
  56. data/lib/bcdice/game_system/Chill.rb +10 -10
  57. data/lib/bcdice/game_system/Chill3.rb +9 -9
  58. data/lib/bcdice/game_system/CodeLayerd.rb +39 -39
  59. data/lib/bcdice/game_system/ColossalHunter.rb +34 -47
  60. data/lib/bcdice/game_system/CrashWorld.rb +1 -1
  61. data/lib/bcdice/game_system/Cthulhu.rb +3 -3
  62. data/lib/bcdice/game_system/Cthulhu7th.rb +56 -18
  63. data/lib/bcdice/game_system/Cthulhu7th_ChineseTraditional.rb +1 -1
  64. data/lib/bcdice/game_system/Cthulhu7th_Korean.rb +1 -1
  65. data/lib/bcdice/game_system/Cthulhu_SimplifiedChinese.rb +60 -0
  66. data/lib/bcdice/game_system/DarkBlaze.rb +0 -11
  67. data/lib/bcdice/game_system/DarkDaysDrive.rb +8 -7
  68. data/lib/bcdice/game_system/DeadlineHeroes.rb +11 -10
  69. data/lib/bcdice/game_system/DemonParasite.rb +5 -13
  70. data/lib/bcdice/game_system/DesperateRun.rb +1 -1
  71. data/lib/bcdice/game_system/DoubleCross.rb +8 -1
  72. data/lib/bcdice/game_system/Dracurouge.rb +3 -2
  73. data/lib/bcdice/game_system/EclipsePhase.rb +14 -14
  74. data/lib/bcdice/game_system/Elric.rb +18 -14
  75. data/lib/bcdice/game_system/Elysion.rb +1 -1
  76. data/lib/bcdice/game_system/EmbryoMachine.rb +9 -8
  77. data/lib/bcdice/game_system/Emoklore.rb +25 -20
  78. data/lib/bcdice/game_system/FateCoreSystem.rb +117 -0
  79. data/lib/bcdice/game_system/Fiasco.rb +1 -1
  80. data/lib/bcdice/game_system/FilledWith.rb +4 -0
  81. data/lib/bcdice/game_system/FutariSousa.rb +12 -10
  82. data/lib/bcdice/game_system/GURPS.rb +17 -28
  83. data/lib/bcdice/game_system/Garako.rb +1 -1
  84. data/lib/bcdice/game_system/GardenOrder.rb +12 -7
  85. data/lib/bcdice/game_system/GeishaGirlwithKatana.rb +1 -1
  86. data/lib/bcdice/game_system/GoblinSlayer.rb +1 -1
  87. data/lib/bcdice/game_system/Gorilla.rb +2 -8
  88. data/lib/bcdice/game_system/GranCrest.rb +189 -417
  89. data/lib/bcdice/game_system/Gundog.rb +9 -8
  90. data/lib/bcdice/game_system/GundogRevised.rb +10 -9
  91. data/lib/bcdice/game_system/GundogZero.rb +1 -1
  92. data/lib/bcdice/game_system/GurpsFW.rb +16 -16
  93. data/lib/bcdice/game_system/HarnMaster.rb +19 -26
  94. data/lib/bcdice/game_system/HatsuneMiku.rb +1 -1
  95. data/lib/bcdice/game_system/Hieizan.rb +12 -21
  96. data/lib/bcdice/game_system/HouraiGakuen.rb +1 -1
  97. data/lib/bcdice/game_system/HuntersMoon.rb +5 -10
  98. data/lib/bcdice/game_system/InfiniteFantasia.rb +19 -17
  99. data/lib/bcdice/game_system/Insane.rb +13 -20
  100. data/lib/bcdice/game_system/Irisbane.rb +154 -0
  101. data/lib/bcdice/game_system/IthaWenUa.rb +8 -15
  102. data/lib/bcdice/game_system/JamesBond.rb +10 -10
  103. data/lib/bcdice/game_system/JekyllAndHyde.rb +1 -1
  104. data/lib/bcdice/game_system/Kamigakari.rb +1 -1
  105. data/lib/bcdice/game_system/KanColle.rb +4 -9
  106. data/lib/bcdice/game_system/Karukami.rb +84 -0
  107. data/lib/bcdice/game_system/KemonoNoMori.rb +26 -39
  108. data/lib/bcdice/game_system/KillDeathBusiness.rb +7 -15
  109. data/lib/bcdice/game_system/KurayamiCrying.rb +142 -3
  110. data/lib/bcdice/game_system/LiveraDoll.rb +254 -304
  111. data/lib/bcdice/game_system/LogHorizon.rb +10 -7
  112. data/lib/bcdice/game_system/MagicaLogia_SimplifiedChinese.rb +66 -0
  113. data/lib/bcdice/game_system/MeikyuDays.rb +10 -8
  114. data/lib/bcdice/game_system/MeikyuKingdom.rb +26 -26
  115. data/lib/bcdice/game_system/MeikyuKingdomBasic.rb +4 -3
  116. data/lib/bcdice/game_system/MetalHead.rb +12 -22
  117. data/lib/bcdice/game_system/MetalHeadExtream.rb +5 -5
  118. data/lib/bcdice/game_system/MonotoneMuseum.rb +8 -6
  119. data/lib/bcdice/game_system/MonotoneMuseum_Korean.rb +4 -4
  120. data/lib/bcdice/game_system/Nechronica.rb +63 -90
  121. data/lib/bcdice/game_system/NinjaSlayer.rb +6 -7
  122. data/lib/bcdice/game_system/NjslyrBattle.rb +8 -11
  123. data/lib/bcdice/game_system/OneWayHeroics.rb +1 -1
  124. data/lib/bcdice/game_system/Paradiso.rb +1 -1
  125. data/lib/bcdice/game_system/ParasiteBlood.rb +1 -1
  126. data/lib/bcdice/game_system/Peekaboo.rb +4 -9
  127. data/lib/bcdice/game_system/Pendragon.rb +7 -7
  128. data/lib/bcdice/game_system/PersonaO.rb +86 -0
  129. data/lib/bcdice/game_system/PhantasmAdventure.rb +8 -8
  130. data/lib/bcdice/game_system/Postman.rb +1 -1
  131. data/lib/bcdice/game_system/PulpCthulhu.rb +1 -1
  132. data/lib/bcdice/game_system/Raisondetre.rb +2 -2
  133. data/lib/bcdice/game_system/Revulture.rb +123 -0
  134. data/lib/bcdice/game_system/RuneQuest.rb +8 -8
  135. data/lib/bcdice/game_system/Ryutama.rb +1 -1
  136. data/lib/bcdice/game_system/SRS.rb +17 -16
  137. data/lib/bcdice/game_system/SamsaraBallad.rb +38 -11
  138. data/lib/bcdice/game_system/Satasupe.rb +32 -32
  139. data/lib/bcdice/game_system/ScreamHighSchool.rb +5 -5
  140. data/lib/bcdice/game_system/SharedFantasia.rb +19 -23
  141. data/lib/bcdice/game_system/ShinobiGami.rb +14 -6
  142. data/lib/bcdice/game_system/Skynauts.rb +103 -142
  143. data/lib/bcdice/game_system/SkynautsBouken.rb +228 -0
  144. data/lib/bcdice/game_system/StarryDolls.rb +318 -0
  145. data/lib/bcdice/game_system/SteamPunkers.rb +25 -7
  146. data/lib/bcdice/game_system/StellarKnights.rb +85 -706
  147. data/lib/bcdice/game_system/StellarKnights_Korean.rb +79 -0
  148. data/lib/bcdice/game_system/{SterileLife.rb → StellarLife.rb} +162 -226
  149. data/lib/bcdice/game_system/StratoShout.rb +8 -16
  150. data/lib/bcdice/game_system/Strave.rb +1 -1
  151. data/lib/bcdice/game_system/SwordWorld.rb +22 -9
  152. data/lib/bcdice/game_system/SwordWorld2_0.rb +22 -7
  153. data/lib/bcdice/game_system/SwordWorld2_5.rb +8 -2
  154. data/lib/bcdice/game_system/TalesFromTheLoop.rb +83 -0
  155. data/lib/bcdice/game_system/TherapieSein.rb +1 -1
  156. data/lib/bcdice/game_system/TokumeiTenkousei.rb +4 -3
  157. data/lib/bcdice/game_system/TokyoGhostResearch.rb +1 -1
  158. data/lib/bcdice/game_system/TorgEternity.rb +2 -2
  159. data/lib/bcdice/game_system/ToshiakiHolyGrailWar.rb +92 -0
  160. data/lib/bcdice/game_system/TrinitySeven.rb +279 -280
  161. data/lib/bcdice/game_system/TunnelsAndTrolls.rb +1 -1
  162. data/lib/bcdice/game_system/Utakaze.rb +53 -48
  163. data/lib/bcdice/game_system/Villaciel.rb +1 -1
  164. data/lib/bcdice/game_system/WARPS.rb +11 -9
  165. data/lib/bcdice/game_system/WaresBlade.rb +4 -9
  166. data/lib/bcdice/game_system/Warhammer.rb +15 -6
  167. data/lib/bcdice/game_system/Warhammer4.rb +15 -11
  168. data/lib/bcdice/game_system/WitchQuest.rb +1 -1
  169. data/lib/bcdice/game_system/YankeeYogSothoth.rb +4 -9
  170. data/lib/bcdice/game_system/YearZeroEngine.rb +40 -19
  171. data/lib/bcdice/game_system/Yggdrasill.rb +1 -1
  172. data/lib/bcdice/game_system/ZettaiReido.rb +20 -25
  173. data/lib/bcdice/game_system/beginning_idol/accessories_table.rb +31 -0
  174. data/lib/bcdice/game_system/beginning_idol/bad_status_table.rb +43 -0
  175. data/lib/bcdice/game_system/beginning_idol/chain_d66_table.rb +29 -0
  176. data/lib/bcdice/game_system/beginning_idol/chain_table.rb +37 -0
  177. data/lib/bcdice/game_system/beginning_idol/costume_table.rb +37 -0
  178. data/lib/bcdice/game_system/beginning_idol/d6_twice_table.rb +36 -0
  179. data/lib/bcdice/game_system/beginning_idol/item_table.rb +51 -0
  180. data/lib/bcdice/game_system/beginning_idol/my_skill_name_table.rb +44 -0
  181. data/lib/bcdice/game_system/beginning_idol/random_event_table.rb +31 -0
  182. data/lib/bcdice/game_system/beginning_idol/skill_table.rb +63 -0
  183. data/lib/bcdice/game_system/beginning_idol/table.rb +193 -0
  184. data/lib/bcdice/game_system/beginning_idol/with_abnormality.rb +74 -0
  185. data/lib/bcdice/game_system/beginning_idol/work_table.rb +57 -0
  186. data/lib/bcdice/game_system/meikyu_kingdom_basic/kingdom_table.rb +1 -1
  187. data/lib/bcdice/game_system/one_way_heroics/random_event_table.rb +4 -4
  188. data/lib/bcdice/game_system/sword_world/rating_parsed.rb +50 -7
  189. data/lib/bcdice/game_system/sword_world/rating_parser.rb +148 -107
  190. data/lib/bcdice/game_system/sword_world/transcendent_test.rb +26 -8
  191. data/lib/bcdice/game_system.rb +18 -1
  192. data/lib/bcdice/repl.rb +1 -1
  193. data/lib/bcdice/result.rb +26 -0
  194. data/lib/bcdice/version.rb +1 -1
  195. metadata +48 -6
@@ -24,14 +24,15 @@ module BCDice
24
24
  end
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25
 
26
26
  # ゲーム別成功度判定(1d100)
27
- def check_1D100(total, _dice_total, cmp_op, target)
28
- return '' if target == '?'
29
- return '' unless cmp_op == :<=
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+ def result_1d100(total, _dice_total, cmp_op, target)
28
+ return nil unless cmp_op == :<=
30
29
 
31
30
  if total >= 100
32
- "ファンブル"
31
+ Result.fumble("ファンブル")
33
32
  elsif total <= 1
34
- "絶対成功(達成値1+SL)"
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+ Result.critical("絶対成功(達成値1+SL)")
34
+ elsif target == "?"
35
+ Result.nothing
35
36
  elsif total <= target
36
37
  dig10 = total / 10
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38
  dig1 = total - dig10 * 10
@@ -39,12 +40,12 @@ module BCDice
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  dig1 = 0 if dig1 >= 10 # 条件的にはあり得ない(笑
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41
 
41
42
  if dig1 <= 0
42
- "クリティカル(達成値20+SL)"
43
+ Result.critical("クリティカル(達成値20+SL)")
43
44
  else
44
- "成功(達成値#{dig10 + dig1}+SL)"
45
+ Result.success("成功(達成値#{dig10 + dig1}+SL)")
45
46
  end
46
47
  else
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- "失敗"
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+ Result.failure("失敗")
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  end
49
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  end
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  end
@@ -26,7 +26,7 @@ module BCDice
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   修正を後ろに書くことも出来ます。
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  INFO_MESSAGE_TEXT
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29
- register_prefix('(.DPT|.FT)(\+|\-)?\d*')
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+ register_prefix('.DPT', '.FT')
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31
31
  def initialize(command)
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  super(command)
@@ -35,14 +35,15 @@ module BCDice
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36
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  # ---- 以降、Gundog.rbよりほぼコピペ(絶対成功→ベアリーに用語変更対応の為、継承だと不都合)
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37
  # ゲーム別成功度判定(1d100)
38
- def check_1D100(total, _dice_total, cmp_op, target)
39
- return '' if target == '?'
40
- return '' unless cmp_op == :<=
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+ def result_1d100(total, _dice_total, cmp_op, target)
39
+ return nil unless cmp_op == :<=
41
40
 
42
41
  if total >= 100
43
- "ファンブル"
42
+ Result.fumble("ファンブル")
44
43
  elsif total <= 1
45
- "ベアリー(達成値1+SL)"
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+ Result.critical("ベアリー(達成値1+SL)")
45
+ elsif target == "?"
46
+ Result.nothing
46
47
  elsif total <= target
47
48
  dig10 = total / 10
48
49
  dig1 = total - dig10 * 10
@@ -50,12 +51,12 @@ module BCDice
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  dig1 = 0 if dig1 >= 10 # 条件的にはあり得ない(笑
51
52
 
52
53
  if dig1 <= 0
53
- "クリティカル(達成値20+SL)"
54
+ Result.critical("クリティカル(達成値20+SL)")
54
55
  else
55
- "成功(達成値#{dig10 + dig1}+SL)"
56
+ Result.success("成功(達成値#{dig10 + dig1}+SL)")
56
57
  end
57
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  else
58
- "失敗"
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+ Result.failure("失敗")
59
60
  end
60
61
  end
61
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@@ -26,7 +26,7 @@ module BCDice
26
26
   修正を後ろに書くことも出来ます。
27
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  INFO_MESSAGE_TEXT
28
28
 
29
- register_prefix('(.DPT|.FT)\d*')
29
+ register_prefix('.DPT', '.FT')
30
30
 
31
31
  def eval_game_system_specific_command(command)
32
32
  string = command.upcase
@@ -55,18 +55,18 @@ module BCDice
55
55
  'FMB',
56
56
  'MFMB',
57
57
  'HIT',
58
- 'FEAR((\+)?\d*)',
59
- 'REACT((\+|\-)?\d*)',
60
- 'TRAP(E|N|H|L)',
61
- 'TRS((E|N|H|L)\d+)((\+|\-)?\d*)',
62
- 'RAND(E|N|H|L)[1-6]?',
63
- 'RENC(E|N|H|L)[1-6]?',
58
+ 'FEAR',
59
+ 'REACT',
60
+ 'TRAP[ENHL]',
61
+ 'TRS[ENHL]',
62
+ 'RAND[ENHL]',
63
+ 'RENC[ENHL]',
64
64
  'AREA',
65
- 'DROP(N)?((\+)?\d)?',
65
+ 'DROPN?',
66
66
  'HST',
67
67
  'KHST',
68
68
  'RANDOP',
69
- 'LOT(N|P)'
69
+ 'LOT[NP]'
70
70
  )
71
71
 
72
72
  def initialize(command)
@@ -75,14 +75,14 @@ module BCDice
75
75
  @d66_sort_type = D66SortType::NO_SORT
76
76
  end
77
77
 
78
- def check_nD6(total, dice_total, dice_list, cmp_op, target)
79
- return '' if target == '?'
80
- return "" unless dice_list.size == 3 && cmp_op == :<=
78
+ def result_nd6(total, dice_total, dice_list, cmp_op, target)
79
+ return Result.nothing if target == '?'
80
+ return nil unless dice_list.size == 3 && cmp_op == :<=
81
81
 
82
82
  success = target - total # 成功度
83
- crt_string = "クリティカル(成功度:#{success})"
84
- fmb_string = "ファンブル(失敗度:#{success})"
85
- fail_string = "自動失敗(失敗度:#{success})"
83
+ crt_string = Result.critical("クリティカル(成功度:#{success})")
84
+ fmb_string = Result.fumble("ファンブル(失敗度:#{success})")
85
+ fail_string = Result.failure("自動失敗(失敗度:#{success})")
86
86
 
87
87
  # クリティカル
88
88
  if (dice_total <= 6) && (target >= 16)
@@ -105,9 +105,9 @@ module BCDice
105
105
  end
106
106
 
107
107
  if total <= target
108
- return "成功(成功度:#{success})"
108
+ return Result.success("成功(成功度:#{success})")
109
109
  else
110
- return "失敗(失敗度:#{success})"
110
+ return Result.failure("失敗(失敗度:#{success})")
111
111
  end
112
112
  end
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@@ -21,32 +21,25 @@ module BCDice
21
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  ・人型用 中段命中部位表 (SLH)/上段命中部位 (SLHU)/上段命中部位 (SLHD)
22
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  MESSAGETEXT
23
23
 
24
- register_prefix('SHK\d+', 'SLH', 'SLHU', 'SLHD')
25
-
26
- def check_1D100(total, _dice_total, cmp_op, target)
27
- return '' if target == '?'
28
- return '' unless cmp_op == :<=
29
-
30
- result = getCheckResult(total, target)
31
- return " #{result}"
32
- end
33
-
34
- def getCheckResult(total, diff)
35
- return getFailResult(total) if total > diff
36
-
37
- return getSuccessResult(total)
38
- end
39
-
40
- def getFailResult(total)
41
- return "致命的失敗" if (total % 5) == 0
42
-
43
- return "失敗"
44
- end
45
-
46
- def getSuccessResult(total)
47
- return "決定的成功" if (total % 5) == 0
48
-
49
- return "成功"
24
+ register_prefix('SHK', 'SLH', 'SLHU', 'SLHD')
25
+
26
+ def result_1d100(total, _dice_total, cmp_op, target)
27
+ return Result.nothing if target == '?'
28
+ return nil unless cmp_op == :<=
29
+
30
+ if total <= target
31
+ if total % 5 == 0
32
+ Result.critical("決定的成功")
33
+ else
34
+ Result.success("成功")
35
+ end
36
+ else
37
+ if total % 5 == 0
38
+ Result.fumble("致命的失敗")
39
+ else
40
+ Result.failure("失敗")
41
+ end
42
+ end
50
43
  end
51
44
 
52
45
  def eval_game_system_specific_command(command)
@@ -699,7 +699,7 @@ module BCDice
699
699
  ),
700
700
  }.freeze
701
701
 
702
- register_prefix('R([A-DS]|\d+)', TABLES.keys)
702
+ register_prefix('R[A-DS]?', TABLES.keys)
703
703
  end
704
704
  end
705
705
  end
@@ -16,31 +16,22 @@ module BCDice
16
16
  HELP_MESSAGE = "大成功、自動成功、失敗、自動失敗、大失敗の自動判定を行います。\n"
17
17
 
18
18
  # ゲーム別成功度判定(1d100)
19
- def check_1D100(total, _dice_total, _cmp_op, target)
20
- return '' if target == '?'
19
+ def result_1d100(total, _dice_total, cmp_op, target)
20
+ return Result.nothing if target == '?'
21
+ return nil unless cmp_op == :<=
21
22
 
22
- if total <= 1
23
- # 1は自動成功
24
- if total <= (target / 5)
25
- " > 大成功"
26
- else
27
- " > 自動成功"
28
- end
29
- elsif total >= 100
30
- # 00は大失敗(大失敗は自動失敗でもある)
31
- " > 大失敗"
23
+ if total >= 100
24
+ Result.fumble("大失敗")
32
25
  elsif total >= 96
33
- # 96-00は自動失敗
34
- " 自動失敗"
26
+ Result.failure("自動失敗")
27
+ elsif total <= (target / 5)
28
+ Result.critical("大成功")
29
+ elsif total <= 1
30
+ Result.success("自動成功")
35
31
  elsif total <= target
36
- if total <= (target / 5)
37
- # 目標値の1/5以下は大成功
38
- " > 大成功"
39
- else
40
- " > 成功"
41
- end
32
+ Result.success("成功")
42
33
  else
43
- "失敗"
34
+ Result.failure("失敗")
44
35
  end
45
36
  end
46
37
  end
@@ -31,7 +31,7 @@ module BCDice
31
31
  例)Hourai : 仁義八徳は、【義】(奇数、奇数、偶数)
32
32
  INFO_MESSAGE_TEXT
33
33
 
34
- register_prefix('ROL', 'MED\(\d+,\d+\)', 'RES\(\d+,\d+\)', 'INY', 'HTK', 'GOG')
34
+ register_prefix('ROL', 'MED', 'RES', 'INY', 'HTK', 'GOG')
35
35
 
36
36
  # ゲームの名前
37
37
  # チャット欄表示名
@@ -47,18 +47,13 @@ module BCDice
47
47
  end
48
48
 
49
49
  # ゲーム別成功度判定(2D6)
50
- def check_2D6(total, dice_total, _dice_list, cmp_op, target)
51
- return '' if target == '?'
52
- return '' unless cmp_op == :>=
50
+ def result_2d6(_total, dice_total, _dice_list, cmp_op, _target)
51
+ return nil unless cmp_op == :>=
53
52
 
54
53
  if dice_total <= 2
55
- "ファンブル(モノビースト追加行動+1)"
54
+ Result.fumble("ファンブル(モノビースト追加行動+1)")
56
55
  elsif dice_total >= 12
57
- "スペシャル(変調1つ回復orダメージ+1D6)"
58
- elsif total >= target
59
- " > 成功"
60
- else
61
- " > 失敗"
56
+ Result.critical("スペシャル(変調1つ回復orダメージ+1D6)")
62
57
  end
63
58
  end
64
59
 
@@ -403,7 +398,7 @@ module BCDice
403
398
  ),
404
399
  }.freeze
405
400
 
406
- register_prefix(RTT.prefixes, 'SA2?T\d*', TABLES.keys)
401
+ register_prefix(RTT.prefixes, 'SA', TABLES.keys)
407
402
  end
408
403
  end
409
404
  end
@@ -13,38 +13,40 @@ module BCDice
13
13
  SORT_KEY = 'むけんのふあんたしあ'
14
14
 
15
15
  # ダイスボットの使い方
16
- HELP_MESSAGE = "失敗、成功レベルの自動判定を行います。\n"
16
+ HELP_MESSAGE = "失敗、成功レベルの自動判定を行います。"
17
17
 
18
18
  # ゲーム別成功度判定(1d20)
19
- def check_1D20(total, _dice_total, cmp_op, target)
20
- return '' if target == '?'
19
+ def result_1d20(total, _dice_total, cmp_op, target)
20
+ return Result.nothing if target == '?'
21
+ return nil unless cmp_op == :<=
21
22
 
22
- if cmp_op != :<=
23
- return ''
24
- elsif total > target
25
- return " > 失敗"
23
+ if total > target
24
+ return Result.failure("失敗")
26
25
  end
27
26
 
28
27
  output =
29
28
  if total <= (target / 32)
30
- "32レベル成功(32Lv+)"
29
+ "32レベル成功(32Lv+)"
31
30
  elsif total <= (target / 16)
32
- "16レベル成功(16LV+)"
31
+ "16レベル成功(16Lv+)"
33
32
  elsif total <= (target / 8)
34
- "8レベル成功"
33
+ "8レベル成功"
35
34
  elsif total <= (target / 4)
36
- "4レベル成功"
35
+ "4レベル成功"
37
36
  elsif total <= (target / 2)
38
- "2レベル成功"
37
+ "2レベル成功"
39
38
  else
40
- "1レベル成功"
39
+ "1レベル成功"
41
40
  end
42
41
 
43
- if total <= 1
44
- output += "/クリティカル"
42
+ Result.new.tap do |r|
43
+ r.text = output
44
+ r.success = true
45
+ if total <= 1
46
+ r.critical = true
47
+ r.text += "/クリティカル"
48
+ end
45
49
  end
46
-
47
- output
48
50
  end
49
51
  end
50
52
  end
@@ -46,27 +46,20 @@ module BCDice
46
46
  end
47
47
 
48
48
  # ゲーム別成功度判定(2D6)
49
- def check_2D6(total, dice_total, _dice_list, cmp_op, target)
50
- return '' unless cmp_op == :>=
51
-
52
- result =
53
- if dice_total <= 2
54
- translate("Insane.fumble")
55
- elsif dice_total >= 12
56
- translate("Insane.special")
57
- elsif target == "?"
58
- ""
59
- elsif total >= target
60
- translate("success")
61
- else
62
- translate("failure")
63
- end
64
-
65
- if result.empty?
66
- return ""
49
+ def result_2d6(total, dice_total, _dice_list, cmp_op, target)
50
+ return nil unless cmp_op == :>=
51
+
52
+ if dice_total <= 2
53
+ Result.fumble(translate("Insane.fumble"))
54
+ elsif dice_total >= 12
55
+ Result.critical(translate("Insane.special"))
56
+ elsif target == "?"
57
+ Result.nothing
58
+ elsif total >= target
59
+ Result.success(translate("success"))
60
+ else
61
+ Result.failure(translate("failure"))
67
62
  end
68
-
69
- return " > #{result}"
70
63
  end
71
64
 
72
65
  def eval_game_system_specific_command(command)
@@ -0,0 +1,154 @@
1
+ # frozen_string_literal: true
2
+
3
+ module BCDice
4
+ module GameSystem
5
+ class Irisbane < Base
6
+ # ゲームシステムの識別子
7
+ ID = 'Irisbane'
8
+
9
+ # ゲームシステム名
10
+ NAME = '瞳逸らさぬイリスベイン'
11
+
12
+ # ゲームシステム名の読みがな
13
+ SORT_KEY = 'ひとみそらさぬいりすへいん'
14
+
15
+ # ダイスボットの使い方
16
+ HELP_MESSAGE = <<~HELP
17
+ ■攻撃判定( ATTACKx@y<=z )
18
+ x: 攻撃力
19
+ y: 判定数
20
+ z: 目標値
21
+ (※ ATTACK は ATK または AT と簡略化可能)
22
+ 例) ATTACK2@3<=5
23
+ 例) ATK10@2<=4
24
+ 例) AT8@3<=2
25
+
26
+ 上記 x y z にはそれぞれ四則演算を指定可能。
27
+ 例) ATTACK2+7@3*2<=5-1
28
+
29
+ □攻撃判定のダメージ増減( ATTACKx@y<=z[+a] ATTACKx@y<=z[-a])
30
+ 末尾に [+a] または [-a] と指定すると、最終的なダメージを増減できる。
31
+ a: 増減量
32
+ 例) ATTACK2@3<=5[+10]
33
+ 例) ATK10@2<=4[-8]
34
+ 例) AT8@3<=2[-8+5]
35
+
36
+ ■シチュエーション(p115)
37
+ SceneSituation, SSi
38
+ HELP
39
+
40
+ ATTACK_ROLL_REG = %r{^AT(TACK|K)?([+\-*/()\d]+)@([+\-*/()\d]+)<=([+\-*/()\d]+)(\[([+\-])([+\-*/()\d]+)\])?}i.freeze
41
+ register_prefix('AT(TACK|K)?')
42
+
43
+ def initialize(command)
44
+ super(command)
45
+
46
+ @sort_barabara_dice = true
47
+ @round_type = RoundType::CEIL
48
+ end
49
+
50
+ def eval_game_system_specific_command(command)
51
+ command = ALIAS[command] || command
52
+
53
+ if (m = ATTACK_ROLL_REG.match(command))
54
+ roll_attack(m[2], m[3], m[4], m[6], m[7])
55
+ else
56
+ roll_tables(command, TABLES)
57
+ end
58
+ end
59
+
60
+ private
61
+
62
+ def roll_attack(power_expression, dice_count_expression, border_expression, modification_operator, modification_expression)
63
+ power = Arithmetic.eval(power_expression, RoundType::CEIL)
64
+ dice_count = Arithmetic.eval(dice_count_expression, RoundType::CEIL)
65
+ border = Arithmetic.eval(border_expression, RoundType::CEIL)
66
+ modification_value = modification_expression.nil? ? nil : Arithmetic.eval(modification_expression, RoundType::CEIL)
67
+ return if power.nil? || dice_count.nil? || border.nil?
68
+ return if modification_operator && modification_value.nil?
69
+
70
+ power = 0 if power < 0
71
+ border = border.clamp(1, 6)
72
+
73
+ command = make_command_text(power, dice_count, border, modification_operator, modification_value)
74
+
75
+ if dice_count <= 0
76
+ return "#{command} > 判定数が 0 です"
77
+ end
78
+
79
+ dices = @randomizer.roll_barabara(dice_count, 6).sort
80
+
81
+ success_dice_count = dices.count { |dice| dice <= border }
82
+ damage = success_dice_count * power
83
+
84
+ message_elements = []
85
+ message_elements << command
86
+ message_elements << dices.join(',')
87
+ message_elements << "成功ダイス数 #{success_dice_count}"
88
+ message_elements << "× 攻撃力 #{power}" if success_dice_count > 0
89
+
90
+ if success_dice_count > 0
91
+ if modification_operator && modification_value
92
+ message_elements << "ダメージ #{damage}#{modification_operator}#{modification_value}"
93
+ damage = parse_operator(modification_operator).call(damage, modification_value)
94
+ damage = 0 if damage < 0
95
+ message_elements << damage.to_s
96
+ else
97
+ message_elements << "ダメージ #{damage}"
98
+ end
99
+ end
100
+
101
+ Result.new(message_elements.join(' > ')).tap do |r|
102
+ r.condition = success_dice_count > 0
103
+ end
104
+ end
105
+
106
+ def make_command_text(power, dice_count, border, modification_operator, modification_value)
107
+ text = "(ATTACK#{power}@#{dice_count}<=#{border}"
108
+ text += "[#{modification_operator}#{modification_value}]" if modification_operator
109
+ text += ")"
110
+ text
111
+ end
112
+
113
+ def parse_operator(operator)
114
+ case operator
115
+ when '+'
116
+ lambda { |x, y| x + y }
117
+ when '-'
118
+ lambda { |x, y| x - y }
119
+ end
120
+ end
121
+
122
+ TABLES = {
123
+ "SceneSituation" => DiceTable::D66LeftRangeTable.new(
124
+ "シチュエーション",
125
+ BCDice::D66SortType::NO_SORT,
126
+ [
127
+ [1..3, [
128
+ "【日常】何一つ変わることの無い日々の一幕。移ろい易い世界では、それはとても大切である。",
129
+ "【準備】何かを為すための用意をする一幕。情報収集、買物遠征、やるべきことは一杯だ。",
130
+ "【趣味】自分の時間を、有効活用している一幕。必要に追われていない分、心は軽く晴れやかだ。",
131
+ "【喫茶】一息入れ、嗜好品を嗜む時の一幕。穏やかな空気は、だが、往々にして変わりやすい。",
132
+ "【鍛錬】体を鍛え、心を養う修練の一幕。己さえ良ければ、その方法も何だって良い。",
133
+ "【職務】役割の元、仕事に精を出す時の一幕。目的が何であれ、為すべきことに変わりはない。",
134
+ ]],
135
+ [4..6, [
136
+ "【移動】何処かから何処かへと向かう一幕。進んでいるなら、手段も目的地も関係あるまい。",
137
+ "【墓前】故人が眠る場所へと赴く一幕。共に眠ることだけは無いように。",
138
+ "【操作】何かを操り、望みを果たしている一幕。運転にせよ何にせよ、脇見には注意が必要だ。",
139
+ "【食事】何かを糧とし、己の力を蓄える一幕。行動すれば消耗する。腹が減っては何とやらだ。",
140
+ "【休息】日々の合間の、憩いの一幕。“何もしない”というのも、立派な行いである。",
141
+ "【夢幻】現実に存在しない何かへと耽る一幕。時間帯に関わらず、何時かは必ず覚めるだろう。",
142
+ ]],
143
+ ]
144
+ ),
145
+ }.transform_keys(&:upcase).freeze
146
+
147
+ ALIAS = {
148
+ "SSi" => "SceneSituation",
149
+ }.transform_keys(&:upcase).transform_values(&:upcase).freeze
150
+
151
+ register_prefix(TABLES.keys, ALIAS.keys)
152
+ end
153
+ end
154
+ end
@@ -15,22 +15,15 @@ module BCDice
15
15
  # ダイスボットの使い方
16
16
  HELP_MESSAGE = "1D100<=m 方式の判定で成否、クリティカル(01)・ファンブル(00)を自動判定します。\n"
17
17
 
18
- def check_1D100(total, _dice_total, cmp_op, target)
19
- return '' if target == '?'
20
- return '' unless cmp_op == :<=
18
+ def result_1d100(total, _dice_total, cmp_op, target)
19
+ return nil unless cmp_op == :<=
21
20
 
22
- diceValue = total % 100
23
- dice0 = diceValue / 10 # 10の位を代入
24
- dice1 = diceValue % 10 # 1の位を代入
25
-
26
- if (dice0 == 0) && (dice1 == 1)
27
- ' > 01 > クリティカル'
28
- elsif (dice0 == 0) && (dice1 == 0)
29
- ' > 00 > ファンブル'
30
- elsif total <= target
31
- ' > 成功'
32
- else
33
- ' > 失敗'
21
+ if total % 100 == 1
22
+ Result.critical("01 クリティカル")
23
+ elsif total % 100 == 0
24
+ Result.fumble("00 > ファンブル")
25
+ elsif target == "?"
26
+ Result.nothing
34
27
  end
35
28
  end
36
29
  end
@@ -16,28 +16,28 @@ module BCDice
16
16
  HELP_MESSAGE = <<~INFO_MESSAGE_TEXT
17
17
  ・1D100の目標値判定で、効果レーティングを1~4で自動判定。
18
18
   例)1D100<=50
19
-    JamesBond : (1D100<=50) 20 効果3(良)
19
+    JamesBond : (1D100<=50) 20 効果3(良)
20
20
  INFO_MESSAGE_TEXT
21
21
 
22
- def check_1D100(total, _dice_total, cmp_op, target) # ゲーム別成功度判定(1d100)
23
- return '' if target == '?'
24
- return '' unless cmp_op == :<=
22
+ def result_1d100(total, _dice_total, cmp_op, target) # ゲーム別成功度判定(1d100)
23
+ return Result.nothing if target == '?'
24
+ return nil unless cmp_op == :<=
25
25
 
26
26
  base = ((target + 9) / 10).floor
27
27
 
28
28
  if total >= 100
29
29
  # 100は常に失敗
30
- "失敗"
30
+ Result.failure("失敗")
31
31
  elsif total <= base
32
- "効果1(完璧)"
32
+ Result.success("効果1(完璧)")
33
33
  elsif total <= base * 2
34
- "効果2(かなり良い)"
34
+ Result.success("効果2(かなり良い)")
35
35
  elsif total <= base * 5
36
- "効果3(良)"
36
+ Result.success("効果3(良)")
37
37
  elsif total <= target
38
- "効果4(まあまあ)"
38
+ Result.success("効果4(まあまあ)")
39
39
  else
40
- "失敗"
40
+ Result.failure("失敗")
41
41
  end
42
42
  end
43
43
  end
@@ -36,7 +36,7 @@ module BCDice
36
36
  )
37
37
  }.freeze
38
38
 
39
- register_prefix('RC\d+', 'DDC', TABLES.keys)
39
+ register_prefix('RC', 'DDC', TABLES.keys)
40
40
  end
41
41
  end
42
42
  end
@@ -193,7 +193,7 @@ module BCDice
193
193
 
194
194
  TABLES = translate_tables(:ja_jp)
195
195
 
196
- register_prefix('MT(\d*)', TABLES.keys)
196
+ register_prefix('MT', TABLES.keys)
197
197
  end
198
198
  end
199
199
  end