bcdice 3.13.0 → 3.15.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (98) hide show
  1. checksums.yaml +4 -4
  2. data/CHANGELOG.md +104 -0
  3. data/i18n/Arianrhod/ko_kr.yml +3 -0
  4. data/i18n/Cthulhu/en_us.yml +11 -0
  5. data/i18n/Cthulhu/zh_hant.yml +1 -1
  6. data/i18n/CyberpunkRed/ja_jp.yml +389 -0
  7. data/i18n/CyberpunkRed/ko_kr.yml +389 -0
  8. data/i18n/DoubleCross/ja_jp.yml +53 -0
  9. data/i18n/DoubleCross/ko_kr.yml +52 -0
  10. data/i18n/FinalFantasyXIV/en_us.yml +4 -0
  11. data/i18n/FinalFantasyXIV/ja_jp.yml +4 -0
  12. data/i18n/FutariSousa/ja_jp.yml +284 -127
  13. data/i18n/KillDeathBusiness/ja_jp.yml +198 -0
  14. data/i18n/KizunaBullet/ja_jp.yml +653 -0
  15. data/i18n/MagicaLogia/ko_kr.yml +2 -2
  16. data/i18n/MonotoneMuseum/ja_jp.yml +246 -14
  17. data/i18n/MonotoneMuseum/ko_kr.yml +227 -0
  18. data/i18n/SkynautsBouken/ja_jp.yml +114 -0
  19. data/i18n/SkynautsBouken/ko_kr.yml +114 -0
  20. data/i18n/StratoShout/ko_kr.yml +102 -102
  21. data/i18n/TensaiGunshiNiNaro/ja_jp.yml +126 -0
  22. data/i18n/UnsungDuet/ja_jp.yml +62 -0
  23. data/i18n/UnsungDuet/ko_kr.yml +62 -0
  24. data/i18n/en_us.yml +5 -0
  25. data/i18n/zh_hant.yml +5 -0
  26. data/lib/bcdice/dice_table/range_table.rb +24 -0
  27. data/lib/bcdice/game_system/Agnostos.rb +248 -0
  28. data/lib/bcdice/game_system/Aionia.rb +131 -0
  29. data/lib/bcdice/game_system/AniMalus.rb +99 -59
  30. data/lib/bcdice/game_system/Arianrhod_Korean.rb +32 -0
  31. data/lib/bcdice/game_system/ArknightsFan.rb +245 -87
  32. data/lib/bcdice/game_system/BlackJacket.rb +244 -0
  33. data/lib/bcdice/game_system/BlackJacket_Korean.rb +244 -0
  34. data/lib/bcdice/game_system/CharonSanctions.rb +112 -0
  35. data/lib/bcdice/game_system/ConvictorDrive.rb +5 -4
  36. data/lib/bcdice/game_system/Cthulhu7th.rb +1 -1
  37. data/lib/bcdice/game_system/Cthulhu7th_ChineseTraditional/full_auto.rb +293 -0
  38. data/lib/bcdice/game_system/Cthulhu7th_ChineseTraditional/rollable.rb +43 -0
  39. data/lib/bcdice/game_system/Cthulhu7th_ChineseTraditional.rb +470 -306
  40. data/lib/bcdice/game_system/Cthulhu_English.rb +59 -0
  41. data/lib/bcdice/game_system/CyberpunkRed.rb +15 -6
  42. data/lib/bcdice/game_system/CyberpunkRed_Korean.rb +66 -0
  43. data/lib/bcdice/game_system/DivineCharger.rb +841 -0
  44. data/lib/bcdice/game_system/DoubleCross.rb +18 -1
  45. data/lib/bcdice/game_system/DoubleCross_Korean.rb +5 -1
  46. data/lib/bcdice/game_system/FinalFantasyXIV.rb +115 -0
  47. data/lib/bcdice/game_system/FinalFantasyXIV_English.rb +39 -0
  48. data/lib/bcdice/game_system/FullFace.rb +63 -12
  49. data/lib/bcdice/game_system/FutariSousa.rb +105 -13
  50. data/lib/bcdice/game_system/Garactier.rb +479 -0
  51. data/lib/bcdice/game_system/GardenOrder.rb +390 -9
  52. data/lib/bcdice/game_system/GundogRevised.rb +8 -8
  53. data/lib/bcdice/game_system/Insane_Korean.rb +1 -1
  54. data/lib/bcdice/game_system/InvisibleLiar.rb +79 -0
  55. data/lib/bcdice/game_system/KillDeathBusiness.rb +155 -3
  56. data/lib/bcdice/game_system/KimitoYell.rb +568 -0
  57. data/lib/bcdice/game_system/KizunaBullet.rb +240 -0
  58. data/lib/bcdice/game_system/KyokoShinshoku.rb +51 -8
  59. data/lib/bcdice/game_system/Magius.rb +125 -0
  60. data/lib/bcdice/game_system/Magius_3rdNewTokyoCity.rb +62 -0
  61. data/lib/bcdice/game_system/MonotoneMuseum.rb +14 -1
  62. data/lib/bcdice/game_system/MonotoneMuseum_Korean.rb +4 -4
  63. data/lib/bcdice/game_system/NRR.rb +2 -2
  64. data/lib/bcdice/game_system/NSSQ.rb +17 -9
  65. data/lib/bcdice/game_system/NervWhitePaper.rb +129 -0
  66. data/lib/bcdice/game_system/RogueLikeHalf.rb +198 -0
  67. data/lib/bcdice/game_system/RuneQuestRoleplayingInGlorantha.rb +16 -13
  68. data/lib/bcdice/game_system/ShinobiGami.rb +73 -43
  69. data/lib/bcdice/game_system/ShuumatsuBargainWars.rb +203 -0
  70. data/lib/bcdice/game_system/SkynautsBouken.rb +49 -134
  71. data/lib/bcdice/game_system/SkynautsBouken_Korean.rb +57 -0
  72. data/lib/bcdice/game_system/StratoShout_Korean.rb +1 -1
  73. data/lib/bcdice/game_system/SwordWorld.rb +5 -1
  74. data/lib/bcdice/game_system/SwordWorld2_5.rb +3 -2
  75. data/lib/bcdice/game_system/TensaiGunshiNiNaro.rb +262 -0
  76. data/lib/bcdice/game_system/TheIndieHack.rb +82 -0
  77. data/lib/bcdice/game_system/TheOneRing2nd.rb +406 -0
  78. data/lib/bcdice/game_system/TheUnofficialHollowKnightRPG.rb +185 -0
  79. data/lib/bcdice/game_system/TorgEternity.rb +35 -6
  80. data/lib/bcdice/game_system/TrailOfCthulhu.rb +139 -0
  81. data/lib/bcdice/game_system/UnsungDuet.rb +17 -75
  82. data/lib/bcdice/game_system/UnsungDuet_Korean.rb +41 -0
  83. data/lib/bcdice/game_system/Utakaze.rb +55 -2
  84. data/lib/bcdice/game_system/Warhammer4.rb +124 -3
  85. data/lib/bcdice/game_system/WoW.rb +161 -0
  86. data/lib/bcdice/game_system/YankeeMustDie.rb +192 -0
  87. data/lib/bcdice/game_system/YearZeroEngine.rb +225 -28
  88. data/lib/bcdice/game_system/Yotabana.rb +62 -0
  89. data/lib/bcdice/game_system/YuMyoKishi.rb +141 -0
  90. data/lib/bcdice/game_system/cyberpunk_red/tables.rb +111 -473
  91. data/lib/bcdice/game_system/kizuna_bullet/tables.rb +171 -0
  92. data/lib/bcdice/game_system/sword_world/rating_lexer.rb +1 -0
  93. data/lib/bcdice/game_system/sword_world/rating_options.rb +4 -1
  94. data/lib/bcdice/game_system/sword_world/rating_parsed.rb +5 -0
  95. data/lib/bcdice/game_system/sword_world/rating_parser.rb +129 -115
  96. data/lib/bcdice/game_system.rb +31 -0
  97. data/lib/bcdice/version.rb +1 -1
  98. metadata +50 -6
@@ -0,0 +1,293 @@
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+ # frozen_string_literal: true
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+
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+ module BCDice
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+ module GameSystem
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+ class Cthulhu7th_ChineseTraditional < Base
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+ class FullAuto
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+ BONUS_DICE_RANGE = (-2..2).freeze
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+
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+ # 停止連射的條件(難度閾值)
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+ # @return [Hash<String, Integer>]
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+ #
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+ # 成功類型的小寫表記 => 難度的閾值
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+ ROLL_FULL_AUTO_DIFFICULTY_THRESHOLD = {
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+ # 一般
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+ "r" => 0,
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+ # 困難
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+ "h" => 1,
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+ # 極限
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+ "e" => 2
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+ }.freeze
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+
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+ def self.eval(command, randomizer)
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+ new.eval(command, randomizer)
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+ end
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+
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+ def eval(command, randomizer)
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+ @randomizer = randomizer
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+ get_full_auto_result(command)
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+ end
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+
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+ private
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+
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+ include Rollable
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+
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+ def get_full_auto_result(command)
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+ m = /^FAR\((-?\d+),(-?\d+),(-?\d+)(?:,(-?\d+)?)?(?:,(-?\w+)?)?(?:,(-?\d+)?)?\)$/i.match(command)
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+ unless m
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+ return nil
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+ end
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+
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+ bullet_count = m[1].to_i
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+ diff = m[2].to_i
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+ broken_number = m[3].to_i
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+ bonus_dice_count = m[4].to_i
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+ stop_count = m[5]&.downcase || ""
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+ bullet_set_count_cap = m[6]&.to_i || diff / 10
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+
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+ output = ""
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+
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+ # 最大(8次 * (PC技能值最大值 / 10))= 72發,因此設置上限
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+ bullet_count_limit = 100
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+ if bullet_count > bullet_count_limit
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+ output += "彈藥數量過多。將裝填的彈藥數量更改為#{bullet_count_limit}發。\n"
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+ bullet_count = bullet_count_limit
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+ end
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+
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+ # 如果設置的連射上限不合理則顯示注意
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+ if (bullet_set_count_cap > diff / 10) && (diff > 39) && !m[6].nil?
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+ bullet_set_count_cap = diff / 10
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+ output += "連射的彈藥數量上限為\[技能值÷10(取整)\]發,因此無法指定更高的數量。連射的彈藥數量更改為#{bullet_set_count_cap}發。\n"
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+ elsif (diff <= 39) && (bullet_set_count_cap > 3) && !m[6].nil?
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+ bullet_set_count_cap = 3
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+ output += "技能值在39以下時,連射的彈藥數量上限和下限均為3發。連射的彈藥數量更改為#{bullet_set_count_cap}發。\n"
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+ end
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+
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+ # 如果設置的連射下限不合理則顯示注意或錯誤
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+ return "連射的彈藥數量必須為正數。" if (bullet_set_count_cap <= 0) && !m[6].nil?
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+
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+ if (bullet_set_count_cap < 3) && !m[6].nil?
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+ bullet_set_count_cap = 3
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+ output += "連射的彈藥數量下限為3發。連射的彈藥數量更改為3發。\n"
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+ end
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+
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+ return "彈藥數量必須為正數。" if bullet_count <= 0
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+ return "目標值必須為正數。" if diff <= 0
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+
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+ if broken_number < 0
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+ output += "故障值必須為正數。去掉負號。\n"
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+ broken_number = broken_number.abs
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+ end
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+
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+ unless BONUS_DICE_RANGE.include?(bonus_dice_count)
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+ return "錯誤。獎勵・懲罰骰的值必須在#{BONUS_DICE_RANGE.min}~#{BONUS_DICE_RANGE.max}之間。"
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+ end
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+
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+ output += "獎勵・懲罰骰[#{bonus_dice_count}]"
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+ output += roll_full_auto(bullet_count, diff, broken_number, bonus_dice_count, stop_count, bullet_set_count_cap)
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+
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+ return output
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+ end
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+
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+ def roll_full_auto(bullet_count, diff, broken_number, dice_num, stop_count, bullet_set_count_cap)
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+ output = ""
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+ loop_count = 0
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+
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+ counts = {
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+ hit_bullet: 0,
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+ impale_bullet: 0,
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+ bullet: bullet_count,
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+ }
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+
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+ # 難度變更用循環
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+ 4.times do |more_difficulty|
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+ output += get_next_difficulty_message(more_difficulty)
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+
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+ # 隨著懲罰骰的減少進行擲骰循環
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+ while dice_num >= BONUS_DICE_RANGE.min
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+ loop_count += 1
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+ hit_result, total, total_list = get_hit_result_infos(dice_num, diff, more_difficulty)
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+ output += "\n#{loop_count}次: > #{total_list.join(', ')} > #{hit_result}"
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+
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+ if total >= broken_number
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+ output += " 卡彈"
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+ return get_hit_result_text(output, counts)
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+ end
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+
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+ hit_type = get_hit_type(more_difficulty, hit_result)
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+ hit_bullet, impale_bullet, lost_bullet = get_bullet_results(counts[:bullet], hit_type, diff, bullet_set_count_cap)
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+
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+ output += " (#{hit_bullet}發命中,#{impale_bullet}發貫穿)"
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+
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+ counts[:hit_bullet] += hit_bullet
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+ counts[:impale_bullet] += impale_bullet
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+ counts[:bullet] -= lost_bullet
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+
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+ return get_hit_result_text(output, counts) if counts[:bullet] <= 0
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+
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+ dice_num -= 1
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+ end
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+
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+ # 當達到指定的難度時,停止連射處理
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+ if should_stop_roll_full_auto?(stop_count, more_difficulty)
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+ output += "\n【因達到指定難度,處理結束。】"
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+ break
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+ end
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+
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+ dice_num += 1
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+ end
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+
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+ return get_hit_result_text(output, counts)
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+ end
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+
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+ # 判斷是否應該停止連射處理
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+ # @param [String] stop_count 成功的類型
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+ # @param [Integer] difficulty 難度
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+ # @return [Boolean]
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+ def should_stop_roll_full_auto?(stop_count, difficulty)
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+ difficulty_threshold = ROLL_FULL_AUTO_DIFFICULTY_THRESHOLD[stop_count]
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+ return difficulty_threshold && difficulty >= difficulty_threshold
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+ end
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+
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+ def get_hit_result_infos(dice_num, diff, more_difficulty)
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+ total, total_list = roll_with_bonus(dice_num)
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+
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+ fumbleable = get_fumbleable(more_difficulty)
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+ hit_result = ResultLevel.from_values(total, diff, fumbleable).to_s
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+
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+ return hit_result, total, total_list
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+ end
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+
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+ def get_hit_result_text(output, counts)
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+ return "#{output}\n> #{counts[:hit_bullet]}發一般命中,#{counts[:impale_bullet]}發貫穿,剩餘彈藥#{counts[:bullet]}發"
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+ end
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+
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+ def get_hit_type(more_difficulty, hit_result)
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+ success_list, impale_bullet_list = get_success_list_impale_bullet_list(more_difficulty)
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+
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+ return :hit if success_list.include?(hit_result)
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+ return :impale if impale_bullet_list.include?(hit_result)
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+
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+ return ""
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+ end
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+
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+ def get_bullet_results(bullet_count, hit_type, diff, bullet_set_count_cap)
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+ bullet_set_count = get_set_of_bullet(diff, bullet_set_count_cap)
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+ hit_bullet_count_base = get_hit_bullet_count_base(diff, bullet_set_count)
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+ impale_bullet_count_base = (bullet_set_count / 2.to_f)
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+
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+ lost_bullet_count = 0
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+ hit_bullet_count = 0
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+ impale_bullet_count = 0
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+
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+ if !last_bullet_turn?(bullet_count, bullet_set_count)
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+
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+ case hit_type
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+ when :hit
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+ hit_bullet_count = hit_bullet_count_base # 計算一般命中的彈數
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+
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+ when :impale
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+ impale_bullet_count = impale_bullet_count_base.floor # 計算貫穿的彈數
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+ hit_bullet_count = impale_bullet_count_base.ceil
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+ end
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+
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+ lost_bullet_count = bullet_set_count
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+
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+ else
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+
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+ case hit_type
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+ when :hit
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+ hit_bullet_count = get_last_hit_bullet_count(bullet_count)
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+
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+ when :impale
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+ impale_bullet_count = get_last_hit_bullet_count(bullet_count)
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+ hit_bullet_count = bullet_count - impale_bullet_count
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+ end
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+
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+ lost_bullet_count = bullet_count
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+ end
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+
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+ return hit_bullet_count, impale_bullet_count, lost_bullet_count
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+ end
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+
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+ def get_success_list_impale_bullet_list(more_difficulty)
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+ success_list = []
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+ impale_bullet_list = []
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+
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+ case more_difficulty
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+ when 0
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+ success_list = ["困難成功", "一般成功"]
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+ impale_bullet_list = ["大成功", "極限成功"]
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+ when 1
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+ success_list = ["困難成功"]
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+ impale_bullet_list = ["大成功", "極限成功"]
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+ when 2
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+ success_list = []
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+ impale_bullet_list = ["大成功", "極限成功"]
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+ when 3
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+ success_list = ["大成功"]
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+ impale_bullet_list = []
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+ end
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+
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+ return success_list, impale_bullet_list
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+ end
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+
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+ def get_next_difficulty_message(more_difficulty)
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+ case more_difficulty
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+ when 1
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+ return "\n【難度已更改為困難】"
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+ when 2
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+ return "\n【難度已更改為極限】"
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+ when 3
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+ return "\n【難度已更改為大成功】"
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+ end
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+
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+ return ""
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+ end
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+
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+ def get_set_of_bullet(diff, bullet_set_count_cap)
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+ bullet_set_count = diff / 10
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+
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+ if bullet_set_count_cap < bullet_set_count
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+ bullet_set_count = bullet_set_count_cap
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+ end
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+
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+ if (diff >= 1) && (diff < 30)
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+ bullet_set_count = 3 # 技能值在29以下的最低值保障處理
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+ end
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+
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+ return bullet_set_count
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+ end
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+
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+ def get_hit_bullet_count_base(diff, bullet_set_count)
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+ hit_bullet_count_base = (bullet_set_count / 2)
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+
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+ if (diff >= 1) && (diff < 30)
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+ hit_bullet_count_base = 1 # 技能值在29以下的最低值保障
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+ end
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+
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+ return hit_bullet_count_base
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+ end
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+
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+ def last_bullet_turn?(bullet_count, bullet_set_count)
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+ ((bullet_count - bullet_set_count) < 0)
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+ end
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+
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+ def get_last_hit_bullet_count(bullet_count)
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+ # 剩餘1發的最低值保障處理
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+ if bullet_count == 1
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+ return 1
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+ end
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+
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+ count = (bullet_count / 2.to_f).floor
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+ return count
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+ end
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+
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+ def get_fumbleable(more_difficulty)
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+ # 因為成功的出目必須在49以下,因此失誤值上升
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+ return (more_difficulty >= 1)
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+ end
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+ end
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+ end
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+ end
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+ end
@@ -0,0 +1,43 @@
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+ # frozen_string_literal: true
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+
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+ module BCDice
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+ module GameSystem
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+ class Cthulhu7th_ChineseTraditional < Base
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+ module Rollable
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+ private
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+
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+ # 1D100の一の位用のダイスロール
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+ # 0から9までの値を返す
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+ #
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+ # @return [Integer]
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+ def roll_ones_d10
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+ dice = @randomizer.roll_once(10)
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+ return 0 if dice == 10
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+
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+ return dice
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+ end
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+
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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。
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+ # @return [Array<(Integer, Array<Integer>)>]
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+ def roll_with_bonus(bonus)
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+ tens_list = Array.new(bonus.abs + 1) { @randomizer.roll_tens_d10 }
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+ ones = roll_ones_d10()
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+
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+ dice_list = tens_list.map do |tens|
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+ dice = tens + ones
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+ dice == 0 ? 100 : dice
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+ end
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+
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+ dice =
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+ if bonus >= 0
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+ dice_list.min
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+ else
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+ dice_list.max
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+ end
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+
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+ return dice, dice_list
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+ end
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+ end
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+ end
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+ end
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+ end