bcdice 3.7.0 → 3.8.0
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.
- checksums.yaml +4 -4
- data/CHANGELOG.md +31 -0
- data/i18n/Arianrhod/ja_jp.yml +3 -0
- data/i18n/Emoklore/ja_jp.yml +7 -0
- data/i18n/SwordWorld/ja_jp.yml +1 -0
- data/i18n/SwordWorld/zh_hans.yml +7 -0
- data/i18n/SwordWorld2_0/zh_hans.yml +37 -0
- data/i18n/SwordWorld2_5/ja_jp.yml +1 -1
- data/i18n/SwordWorld2_5/zh_hans.yml +57 -0
- data/lib/bcdice/arithmetic/parser.rb +1 -1
- data/lib/bcdice/command/parser.rb +1 -1
- data/lib/bcdice/common_command/add_dice/parser.rb +1 -1
- data/lib/bcdice/common_command/barabara_dice/parser.rb +1 -1
- data/lib/bcdice/common_command/calc/parser.rb +1 -1
- data/lib/bcdice/common_command/reroll_dice/parser.rb +1 -1
- data/lib/bcdice/common_command/tally_dice/parser.rb +1 -1
- data/lib/bcdice/common_command/upper_dice/parser.rb +1 -1
- data/lib/bcdice/game_system/AngelGear.rb +1 -1
- data/lib/bcdice/game_system/AnimaAnimus.rb +1 -1
- data/lib/bcdice/game_system/Arianrhod.rb +4 -4
- data/lib/bcdice/game_system/AssaultEngine.rb +3 -3
- data/lib/bcdice/game_system/BeastBindTrinity.rb +1 -1
- data/lib/bcdice/game_system/BeginningIdol.rb +2 -2
- data/lib/bcdice/game_system/BeginningIdol2022.rb +2 -2
- data/lib/bcdice/game_system/BladeOfArcana.rb +3 -3
- data/lib/bcdice/game_system/Bloodorium.rb +68 -0
- data/lib/bcdice/game_system/ConvictorDrive.rb +117 -0
- data/lib/bcdice/game_system/Cthulhu7th_ChineseTraditional.rb +1 -1
- data/lib/bcdice/game_system/Cthulhu7th_Korean.rb +1 -1
- data/lib/bcdice/game_system/CyberpunkRed.rb +2 -6
- data/lib/bcdice/game_system/DeadlineHeroes.rb +1 -1
- data/lib/bcdice/game_system/DungeonsAndDragons5.rb +196 -0
- data/lib/bcdice/game_system/EmbryoMachine.rb +4 -4
- data/lib/bcdice/game_system/Emoklore.rb +8 -8
- data/lib/bcdice/game_system/FutariSousa.rb +1 -0
- data/lib/bcdice/game_system/GURPS.rb +1 -1
- data/lib/bcdice/game_system/GehennaAn.rb +2 -2
- data/lib/bcdice/game_system/HunterTheReckoning5th.rb +152 -0
- data/lib/bcdice/game_system/LostRoyal.rb +1 -1
- data/lib/bcdice/game_system/NobunagasBlackCastle.rb +237 -0
- data/lib/bcdice/game_system/OracleEngine.rb +1 -1
- data/lib/bcdice/game_system/Raisondetre.rb +1 -1
- data/lib/bcdice/game_system/RokumonSekai2.rb +1 -1
- data/lib/bcdice/game_system/SajinsenkiAGuS.rb +154 -0
- data/lib/bcdice/game_system/ShinkuuGakuen.rb +1 -1
- data/lib/bcdice/game_system/ShinobiGami.rb +14 -1
- data/lib/bcdice/game_system/SkynautsBouken.rb +93 -2
- data/lib/bcdice/game_system/StellarLife.rb +1 -1
- data/lib/bcdice/game_system/StrangerOfSwordCity.rb +1 -1
- data/lib/bcdice/game_system/SwordWorld.rb +2 -2
- data/lib/bcdice/game_system/SwordWorld2_0_SimplifiedChinese.rb +84 -0
- data/lib/bcdice/game_system/SwordWorld2_5_SimplifiedChinese.rb +95 -0
- data/lib/bcdice/game_system/SwordWorld_SimplifiedChinese.rb +29 -0
- data/lib/bcdice/game_system/TherapieSein.rb +2 -2
- data/lib/bcdice/game_system/Torg.rb +1 -1
- data/lib/bcdice/game_system/TorgEternity.rb +54 -18
- data/lib/bcdice/game_system/VampireTheMasquerade5th.rb +26 -12
- data/lib/bcdice/game_system/Warhammer4.rb +4 -0
- data/lib/bcdice/game_system/WorldOfDarkness.rb +17 -9
- data/lib/bcdice/game_system/cthulhu7th/full_auto.rb +1 -1
- data/lib/bcdice/game_system/filled_with/tresure_tables.rb +1 -1
- data/lib/bcdice/game_system/sword_world/rating_parser.rb +1 -1
- data/lib/bcdice/game_system.rb +9 -0
- data/lib/bcdice/version.rb +1 -1
- metadata +17 -3
| @@ -0,0 +1,196 @@ | |
| 1 | 
            +
            # frozen_string_literal: true
         | 
| 2 | 
            +
             | 
| 3 | 
            +
            module BCDice
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| 4 | 
            +
              module GameSystem
         | 
| 5 | 
            +
                class DungeonsAndDragons5 < Base
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| 6 | 
            +
                  # ゲームシステムの識別子
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| 7 | 
            +
                  ID = 'DungeonsAndDragons5'
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| 8 | 
            +
             | 
| 9 | 
            +
                  # ゲームシステム名
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| 10 | 
            +
                  NAME = 'ダンジョンズ&ドラゴンズ第5版'
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| 11 | 
            +
             | 
| 12 | 
            +
                  # ゲームシステム名の読みがな
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| 13 | 
            +
                  SORT_KEY = 'たんしよんすあんととらこんす5'
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| 14 | 
            +
             | 
| 15 | 
            +
                  # ダイスボットの使い方
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| 16 | 
            +
                  HELP_MESSAGE = <<~INFO_MESSAGE_TEXT
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| 17 | 
            +
                    ・攻撃ロール AT[x][>=t][y]
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| 18 | 
            +
                     x:+-修正。省略可。
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| 19 | 
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                     y:有利(A), 不利(D)。省略可。
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            +
                     t:敵のアーマークラス。>=を含めて省略可。
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| 21 | 
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                     ファンブル/失敗/成功/クリティカル を自動判定。
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| 22 | 
            +
                     例)AT AT>=10 AT+5>=18 AT-3>=16 ATA AT>=10A AT+3>=18A AT-3>=16 ATD AT>=10D AT+5>=18D AT-5>=16D
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| 23 | 
            +
             | 
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                    ・能力値判定 AR[x][>=t][y]
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                     攻撃ロールと同様。失敗/成功を自動判定。
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| 26 | 
            +
                     例)AR AR>=10 AR+5>=18 AR-3>=16 ARA AR>=10A AR+3>=18A AR-3>=16 ARD AR>=10D AR+5>=18D AR-5>=16D
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| 27 | 
            +
             | 
| 28 | 
            +
                  INFO_MESSAGE_TEXT
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| 29 | 
            +
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| 30 | 
            +
                  register_prefix('AT([+-]\d+)?(>=\d+)?[AD]?', 'AR([+-]\d+)?(>=\d+)?[AD]?')
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| 31 | 
            +
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| 32 | 
            +
                  def initialize(command)
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                    super(command)
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| 34 | 
            +
             | 
| 35 | 
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                    @sort_barabara_dice = false # バラバラロール(Bコマンド)でソート無
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| 36 | 
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                  end
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| 37 | 
            +
             | 
| 38 | 
            +
                  def eval_game_system_specific_command(command)
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                    attack_roll(command) || ability_roll(command)
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| 40 | 
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                  end
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| 41 | 
            +
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| 42 | 
            +
                  def number_with_sign_from_int(number)
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| 43 | 
            +
                    if number == 0
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| 44 | 
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                      return ""
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| 45 | 
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                    elsif number > 0
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| 46 | 
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                      return "+#{number}"
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| 47 | 
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                    else
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| 48 | 
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                      return number.to_s
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| 49 | 
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                    end
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| 50 | 
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                  end
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| 51 | 
            +
             | 
| 52 | 
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                  def attack_roll(command)
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| 53 | 
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                    m = /^AT([-+]\d+)?(>=(\d+))?([AD]?)/.match(command)
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| 54 | 
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                    unless m
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| 55 | 
            +
                      return nil
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| 56 | 
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                    end
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| 57 | 
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             | 
| 58 | 
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                    modify = m[1].to_i
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| 59 | 
            +
                    difficulty = m[3].to_i
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| 60 | 
            +
                    advantage = m[4]
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| 61 | 
            +
             | 
| 62 | 
            +
                    usedie = 0
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| 63 | 
            +
                    roll_die = ""
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| 64 | 
            +
             | 
| 65 | 
            +
                    dice_command = "AT#{number_with_sign_from_int(modify)}"
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| 66 | 
            +
                    if difficulty > 0
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| 67 | 
            +
                      dice_command += ">=#{difficulty}"
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| 68 | 
            +
                    end
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| 69 | 
            +
                    unless advantage.empty?
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| 70 | 
            +
                      dice_command += advantage.to_s
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| 71 | 
            +
                    end
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| 72 | 
            +
             | 
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            +
                    output = ["(#{dice_command})"]
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| 74 | 
            +
             | 
| 75 | 
            +
                    if advantage.empty?
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| 76 | 
            +
                      usedie = @randomizer.roll_once(20)
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| 77 | 
            +
                      roll_die = usedie
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| 78 | 
            +
                    else
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| 79 | 
            +
                      dice = @randomizer.roll_barabara(2, 20)
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| 80 | 
            +
                      roll_die = "[" + dice.join(",") + "]"
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| 81 | 
            +
                      if advantage == "A"
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| 82 | 
            +
                        usedie = dice.max
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| 83 | 
            +
                      else
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| 84 | 
            +
                        usedie = dice.min
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| 85 | 
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                      end
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| 86 | 
            +
                    end
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| 87 | 
            +
             | 
| 88 | 
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                    if modify != 0
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| 89 | 
            +
                      output.push("#{roll_die}#{number_with_sign_from_int(modify)}")
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| 90 | 
            +
                      output.push((usedie + modify).to_s)
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| 91 | 
            +
                    else
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| 92 | 
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                      unless advantage.empty?
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| 93 | 
            +
                        output.push(roll_die)
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| 94 | 
            +
                      end
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| 95 | 
            +
                      output.push(usedie.to_s)
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| 96 | 
            +
                    end
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| 97 | 
            +
             | 
| 98 | 
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                    result = Result.new
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| 99 | 
            +
                    if usedie == 20
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| 100 | 
            +
                      result.critical = true
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| 101 | 
            +
                      result.success = true
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| 102 | 
            +
                      output.push("クリティカル")
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| 103 | 
            +
                    elsif usedie == 1
         | 
| 104 | 
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                      result.fumble = true
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| 105 | 
            +
                      output.push("ファンブル")
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| 106 | 
            +
                    elsif difficulty > 0
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| 107 | 
            +
                      if usedie + modify >= difficulty
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| 108 | 
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                        result.success = true
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| 109 | 
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                        output.push("成功")
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                      else
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                        output.push("失敗")
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| 112 | 
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                      end
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| 113 | 
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                    end
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| 114 | 
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| 115 | 
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                    Result.new.tap do |r|
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| 116 | 
            +
                      r.text = output.join(" > ")
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| 117 | 
            +
                      if result
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| 118 | 
            +
                        if difficulty > 0 || result.critical? || result.fumble?
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| 119 | 
            +
                          r.condition = result.success?
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| 120 | 
            +
                        end
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            +
                        r.critical = result.critical?
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            +
                        r.fumble = result.fumble?
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| 123 | 
            +
                      end
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| 124 | 
            +
                    end
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| 125 | 
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                  end
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             | 
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                  def ability_roll(command)
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                    m = /^AR([-+]\d+)?(>=(\d+))?([AD]?)/.match(command)
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                    unless m
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                      return nil
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| 131 | 
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                    end
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| 132 | 
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| 133 | 
            +
                    modify = m[1].to_i
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| 134 | 
            +
                    difficulty = m[3].to_i
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| 135 | 
            +
                    advantage = m[4]
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| 136 | 
            +
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| 137 | 
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                    usedie = 0
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| 138 | 
            +
                    roll_die = ""
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| 139 | 
            +
             | 
| 140 | 
            +
                    dice_command = "AR#{number_with_sign_from_int(modify)}"
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| 141 | 
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                    if difficulty > 0
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            +
                      dice_command += ">=#{difficulty}"
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| 143 | 
            +
                    end
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| 144 | 
            +
                    unless advantage.empty?
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            +
                      dice_command += advantage.to_s
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            +
                    end
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| 147 | 
            +
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| 148 | 
            +
                    output = ["(#{dice_command})"]
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| 149 | 
            +
             | 
| 150 | 
            +
                    if advantage.empty?
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| 151 | 
            +
                      usedie = @randomizer.roll_once(20)
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| 152 | 
            +
                      roll_die = usedie
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| 153 | 
            +
                    else
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| 154 | 
            +
                      dice = @randomizer.roll_barabara(2, 20)
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| 155 | 
            +
                      roll_die = "[" + dice.join(",") + "]"
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| 156 | 
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                      if advantage == "A"
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| 157 | 
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                        usedie = dice.max
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                      else
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                        usedie = dice.min
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| 160 | 
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                      end
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| 161 | 
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                    end
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| 162 | 
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             | 
| 163 | 
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                    if modify != 0
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            +
                      output.push("#{roll_die}#{number_with_sign_from_int(modify)}")
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| 165 | 
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                      output.push((usedie + modify).to_s)
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| 166 | 
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                    else
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| 167 | 
            +
                      unless advantage.empty?
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| 168 | 
            +
                        output.push(roll_die)
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| 169 | 
            +
                      end
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| 170 | 
            +
                      output.push(usedie.to_s)
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| 171 | 
            +
                    end
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| 172 | 
            +
             | 
| 173 | 
            +
                    result = Result.new
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| 174 | 
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                    if difficulty > 0
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| 175 | 
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                      if usedie + modify >= difficulty
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                        result.success = true
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| 177 | 
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                        output.push("成功")
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                      else
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                        output.push("失敗")
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| 180 | 
            +
                      end
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| 181 | 
            +
                    end
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| 182 | 
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| 183 | 
            +
                    Result.new.tap do |r|
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            +
                      r.text = output.join(" > ")
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| 185 | 
            +
                      if result
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| 186 | 
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                        if difficulty > 0
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| 187 | 
            +
                          r.condition = result.success?
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| 188 | 
            +
                        end
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| 189 | 
            +
                        r.critical = result.critical?
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            +
                        r.fumble = result.fumble?
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| 191 | 
            +
                      end
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| 192 | 
            +
                    end
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| 193 | 
            +
                  end
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| 194 | 
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                end
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            +
              end
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            +
            end
         | 
| @@ -34,10 +34,10 @@ module BCDice | |
| 34 34 |  | 
| 35 35 | 
             
                  def replace_text(string)
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| 36 36 | 
             
                    string
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| 37 | 
            -
                      .gsub(/EM(\d+)([ | 
| 38 | 
            -
                      .gsub(/EM(\d+)([ | 
| 39 | 
            -
                      .gsub(/EM(\d+)([ | 
| 40 | 
            -
                      .gsub(/EM(\d+)([ | 
| 37 | 
            +
                      .gsub(/EM(\d+)([+-][+\-\d]+)(@(\d+))(\#(\d+))/i) { "2R10#{Regexp.last_match(2)}>=#{Regexp.last_match(1)}[#{Regexp.last_match(4)},#{Regexp.last_match(6)}]" }
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| 38 | 
            +
                      .gsub(/EM(\d+)([+-][+\-\d]+)(\#(\d+))/i) { "2R10#{Regexp.last_match(2)}>=#{Regexp.last_match(1)}[20,#{Regexp.last_match(4)}]" }
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| 39 | 
            +
                      .gsub(/EM(\d+)([+-][+\-\d]+)(@(\d+))/i) { "2R10#{Regexp.last_match(2)}>=#{Regexp.last_match(1)}[#{Regexp.last_match(4)},2]" }
         | 
| 40 | 
            +
                      .gsub(/EM(\d+)([+-][+\-\d]+)/i) { "2R10#{Regexp.last_match(2)}>=#{Regexp.last_match(1)}[20,2]" }
         | 
| 41 41 | 
             
                      .gsub(/EM(\d+)(@(\d+))(\#(\d+))/i) { "2R10>=#{Regexp.last_match(1)}[#{Regexp.last_match(3)},#{Regexp.last_match(5)}]" }
         | 
| 42 42 | 
             
                      .gsub(/EM(\d+)(\#(\d+))/i) { "2R10>=#{Regexp.last_match(1)}[20,#{Regexp.last_match(3)}]" }
         | 
| 43 43 | 
             
                      .gsub(/EM(\d+)(@(\d+))/i) { "2R10>=#{Regexp.last_match(1)}[#{Regexp.last_match(3)},2]" }
         | 
| @@ -67,7 +67,7 @@ module BCDice | |
| 67 67 | 
             
                    success_value = 2 * critical + success - fumble
         | 
| 68 68 | 
             
                    result = compare_result(success_value)
         | 
| 69 69 |  | 
| 70 | 
            -
                    result.text = "#{values} > #{success_value} >  | 
| 70 | 
            +
                    result.text = "#{values} > #{success_value} > #{translate('Emoklore.success_count', count: success_value)} #{result.text}"
         | 
| 71 71 | 
             
                    return result
         | 
| 72 72 | 
             
                  end
         | 
| 73 73 |  | 
| @@ -75,19 +75,19 @@ module BCDice | |
| 75 75 | 
             
                  # @return [Result]
         | 
| 76 76 | 
             
                  def compare_result(success)
         | 
| 77 77 | 
             
                    if success < 0
         | 
| 78 | 
            -
                      Result.fumble(" | 
| 78 | 
            +
                      Result.fumble(translate("fumble"))
         | 
| 79 79 | 
             
                    elsif success == 0
         | 
| 80 | 
            -
                      Result.failure(" | 
| 80 | 
            +
                      Result.failure(translate("failure"))
         | 
| 81 81 | 
             
                    elsif success == 1
         | 
| 82 | 
            -
                      Result.success(" | 
| 82 | 
            +
                      Result.success(translate("success"))
         | 
| 83 83 | 
             
                    elsif success == 2
         | 
| 84 | 
            -
                      Result.critical(" | 
| 84 | 
            +
                      Result.critical(translate("Emoklore.double"))
         | 
| 85 85 | 
             
                    elsif success == 3
         | 
| 86 | 
            -
                      Result.critical(" | 
| 86 | 
            +
                      Result.critical(translate("Emoklore.triple"))
         | 
| 87 87 | 
             
                    elsif success <= 9
         | 
| 88 | 
            -
                      Result.critical(" | 
| 88 | 
            +
                      Result.critical(translate("Emoklore.miracle"))
         | 
| 89 89 | 
             
                    else
         | 
| 90 | 
            -
                      Result.critical(" | 
| 90 | 
            +
                      Result.critical(translate("Emoklore.catastrophe"))
         | 
| 91 91 | 
             
                    end
         | 
| 92 92 | 
             
                  end
         | 
| 93 93 |  | 
| @@ -35,9 +35,9 @@ module BCDice | |
| 35 35 |  | 
| 36 36 | 
             
                  def replace_text(string)
         | 
| 37 37 | 
             
                    string
         | 
| 38 | 
            -
                      .gsub(/(\d+)GA(\d+)([ | 
| 38 | 
            +
                      .gsub(/(\d+)GA(\d+)([+-][+\-\d]+)/) { "#{Regexp.last_match(1)}R6#{Regexp.last_match(3)}>=#{Regexp.last_match(2)}[1]" }
         | 
| 39 39 | 
             
                      .gsub(/(\d+)GA(\d+)/) { "#{Regexp.last_match(1)}R6>=#{Regexp.last_match(2)}[1]" }
         | 
| 40 | 
            -
                      .gsub(/(\d+)G(\d+)([ | 
| 40 | 
            +
                      .gsub(/(\d+)G(\d+)([+-][+\-\d]+)/) { "#{Regexp.last_match(1)}R6#{Regexp.last_match(3)}>=#{Regexp.last_match(2)}[0]" }
         | 
| 41 41 | 
             
                      .gsub(/(\d+)G(\d+)/) { "#{Regexp.last_match(1)}R6>=#{Regexp.last_match(2)}[0]" }
         | 
| 42 42 | 
             
                  end
         | 
| 43 43 |  | 
| @@ -0,0 +1,152 @@ | |
| 1 | 
            +
            # frozen_string_literal: true
         | 
| 2 | 
            +
             | 
| 3 | 
            +
            module BCDice
         | 
| 4 | 
            +
              module GameSystem
         | 
| 5 | 
            +
                class HunterTheReckoning5th < Base
         | 
| 6 | 
            +
                  # ゲームシステムの識別子
         | 
| 7 | 
            +
                  ID = 'HunterTheReckoning5th'
         | 
| 8 | 
            +
             | 
| 9 | 
            +
                  # ゲームシステム名
         | 
| 10 | 
            +
                  NAME = 'Hunter: The Reckoning 5th Edition'
         | 
| 11 | 
            +
             | 
| 12 | 
            +
                  # ゲームシステム名の読みがな
         | 
| 13 | 
            +
                  SORT_KEY = 'はんあたされこにんく5'
         | 
| 14 | 
            +
             | 
| 15 | 
            +
                  # ダイスボットの使い方
         | 
| 16 | 
            +
                  HELP_MESSAGE = <<~MESSAGETEXT
         | 
| 17 | 
            +
                    ・判定コマンド(nHRFx+x)
         | 
| 18 | 
            +
                      注意:難易度は必要成功数を表す
         | 
| 19 | 
            +
             | 
| 20 | 
            +
                      難易度指定:成功数のカウント、判定成功と失敗、Critical処理、Critical Winのチェックを行う
         | 
| 21 | 
            +
                                 (Desperationダイスがある場合)OverreachとDespairの発生チェックを行う
         | 
| 22 | 
            +
                      例) (難易度)HRF(通常ダイス)+(Desperationダイス)
         | 
| 23 | 
            +
                          (難易度)HRF(通常ダイス)
         | 
| 24 | 
            +
             | 
| 25 | 
            +
                      難易度省略:成功数のカウント、判定失敗、Critical処理、(Desperationダイスがある場合)Despairチェックを行う
         | 
| 26 | 
            +
                                  判定成功、Overreachのチェックを行わない
         | 
| 27 | 
            +
                                  Critical Win、(Desperationダイスがある場合)Despair、Overreachのヒントを出力
         | 
| 28 | 
            +
                      例) HRF(通常ダイス)+(Desperationダイス)
         | 
| 29 | 
            +
                          HRF(通常ダイス)
         | 
| 30 | 
            +
             | 
| 31 | 
            +
                      難易度0指定:全てのチェックを行わない
         | 
| 32 | 
            +
                      例) 0HRF(通常ダイス)+(Desperationダイス)
         | 
| 33 | 
            +
                          0HRF(通常ダイス)
         | 
| 34 | 
            +
             | 
| 35 | 
            +
                  MESSAGETEXT
         | 
| 36 | 
            +
             | 
| 37 | 
            +
                  DIFFICULTY_INDEX   = 1
         | 
| 38 | 
            +
                  DICE_POOL_INDEX    = 3
         | 
| 39 | 
            +
                  DESPERATION_DICE_INDEX = 5
         | 
| 40 | 
            +
             | 
| 41 | 
            +
                  # 難易度に指定可能な特殊値
         | 
| 42 | 
            +
                  NOT_CHECK_SUCCESS = -1 # 判定成功にかかわるチェックを行わない(判定失敗に関わるチェックは行う)
         | 
| 43 | 
            +
             | 
| 44 | 
            +
                  # ダイスボットで使用するコマンドを配列で列挙する
         | 
| 45 | 
            +
                  register_prefix('\d*HRF')
         | 
| 46 | 
            +
             | 
| 47 | 
            +
                  def eval_game_system_specific_command(command)
         | 
| 48 | 
            +
                    m = /\A(\d+)?(HRF)(\d+)(\+(\d+))?$/.match(command)
         | 
| 49 | 
            +
                    unless m
         | 
| 50 | 
            +
                      return ''
         | 
| 51 | 
            +
                    end
         | 
| 52 | 
            +
             | 
| 53 | 
            +
                    dice_pool = m[DICE_POOL_INDEX].to_i
         | 
| 54 | 
            +
                    dice_text, success_dice, ten_dice, = make_dice_roll(dice_pool)
         | 
| 55 | 
            +
                    result_text = "(#{dice_pool}D10"
         | 
| 56 | 
            +
             | 
| 57 | 
            +
                    desperaton_dice_pool = m[DESPERATION_DICE_INDEX]&.to_i
         | 
| 58 | 
            +
                    if desperaton_dice_pool
         | 
| 59 | 
            +
                      desperaton_dice_text, desperaton_success_dice, desperaton_ten_dice, desperaton_botch_dice = make_dice_roll(desperaton_dice_pool)
         | 
| 60 | 
            +
             | 
| 61 | 
            +
                      ten_dice += desperaton_ten_dice
         | 
| 62 | 
            +
                      success_dice += desperaton_success_dice
         | 
| 63 | 
            +
             | 
| 64 | 
            +
                      result_text = "#{result_text}+#{desperaton_dice_pool}D10) > [#{dice_text}]+[#{desperaton_dice_text}] "
         | 
| 65 | 
            +
                    else
         | 
| 66 | 
            +
                      desperaton_ten_dice = 0
         | 
| 67 | 
            +
                      desperaton_botch_dice = 0
         | 
| 68 | 
            +
                      result_text = "#{result_text}) > [#{dice_text}] "
         | 
| 69 | 
            +
                    end
         | 
| 70 | 
            +
             | 
| 71 | 
            +
                    success_dice += get_critical_success(ten_dice)
         | 
| 72 | 
            +
             | 
| 73 | 
            +
                    difficulty = m[DIFFICULTY_INDEX] ? m[DIFFICULTY_INDEX].to_i : NOT_CHECK_SUCCESS
         | 
| 74 | 
            +
             | 
| 75 | 
            +
                    return get_roll_result(result_text, success_dice, ten_dice, desperaton_ten_dice, desperaton_botch_dice, difficulty)
         | 
| 76 | 
            +
                  end
         | 
| 77 | 
            +
             | 
| 78 | 
            +
                  private
         | 
| 79 | 
            +
             | 
| 80 | 
            +
                  def get_roll_result(result_text, success_dice, ten_dice, _desperaton_ten_dice, desperaton_botch_dice, difficulty)
         | 
| 81 | 
            +
                    result_text = "#{result_text} 成功数=#{success_dice}"
         | 
| 82 | 
            +
                    is_critical = ten_dice >= 2
         | 
| 83 | 
            +
                    desperation_result = ""
         | 
| 84 | 
            +
             | 
| 85 | 
            +
                    if difficulty > 0
         | 
| 86 | 
            +
                      result_text = "#{result_text} 難易度=#{difficulty}"
         | 
| 87 | 
            +
             | 
| 88 | 
            +
                      if success_dice >= difficulty
         | 
| 89 | 
            +
                        result_text = "#{result_text} 差分=#{success_dice - difficulty}"
         | 
| 90 | 
            +
             | 
| 91 | 
            +
                        if desperaton_botch_dice > 0
         | 
| 92 | 
            +
                          desperation_result = " [Overreach or Despair?]"
         | 
| 93 | 
            +
                        end
         | 
| 94 | 
            +
             | 
| 95 | 
            +
                        if is_critical
         | 
| 96 | 
            +
                          return Result.critical("#{result_text}:判定成功! [Critical Win]#{desperation_result}")
         | 
| 97 | 
            +
                        else
         | 
| 98 | 
            +
                          return Result.success("#{result_text}:判定成功!#{desperation_result}")
         | 
| 99 | 
            +
                        end
         | 
| 100 | 
            +
             | 
| 101 | 
            +
                      else
         | 
| 102 | 
            +
                        if desperaton_botch_dice > 0
         | 
| 103 | 
            +
                          return Result.fumble("#{result_text}:判定失敗! [Despair]")
         | 
| 104 | 
            +
                        end
         | 
| 105 | 
            +
             | 
| 106 | 
            +
                        return Result.failure("#{result_text}:判定失敗!")
         | 
| 107 | 
            +
                      end
         | 
| 108 | 
            +
                    elsif difficulty < 0
         | 
| 109 | 
            +
                      if success_dice == 0
         | 
| 110 | 
            +
                        if desperaton_botch_dice > 0
         | 
| 111 | 
            +
                          return Result.fumble("#{result_text}:判定失敗! [Despair]")
         | 
| 112 | 
            +
                        end
         | 
| 113 | 
            +
             | 
| 114 | 
            +
                        return Result.failure("#{result_text}:判定失敗!")
         | 
| 115 | 
            +
                      else
         | 
| 116 | 
            +
                        if desperaton_botch_dice > 0
         | 
| 117 | 
            +
                          result_text = "#{result_text}\n 判定失敗なら [Despair]"
         | 
| 118 | 
            +
                          desperation_result = " [Overreach or Despair?]"
         | 
| 119 | 
            +
                        end
         | 
| 120 | 
            +
             | 
| 121 | 
            +
                        if is_critical
         | 
| 122 | 
            +
                          result_text = "#{result_text}\n 判定成功なら [Critical Win]"
         | 
| 123 | 
            +
                        elsif desperaton_botch_dice > 0
         | 
| 124 | 
            +
                          result_text = "#{result_text}\n 判定成功なら"
         | 
| 125 | 
            +
                        end
         | 
| 126 | 
            +
             | 
| 127 | 
            +
                        return "#{result_text}#{desperation_result}"
         | 
| 128 | 
            +
                      end
         | 
| 129 | 
            +
                    end
         | 
| 130 | 
            +
             | 
| 131 | 
            +
                    # 難易度0指定(=全ての判定チェックを行わない)
         | 
| 132 | 
            +
                    return result_text.to_s
         | 
| 133 | 
            +
                  end
         | 
| 134 | 
            +
             | 
| 135 | 
            +
                  def get_critical_success(ten_dice)
         | 
| 136 | 
            +
                    # 10の目が2個毎に追加2成功
         | 
| 137 | 
            +
                    return ((ten_dice / 2) * 2)
         | 
| 138 | 
            +
                  end
         | 
| 139 | 
            +
             | 
| 140 | 
            +
                  def make_dice_roll(dice_pool)
         | 
| 141 | 
            +
                    dice_list = @randomizer.roll_barabara(dice_pool, 10)
         | 
| 142 | 
            +
             | 
| 143 | 
            +
                    dice_text = dice_list.join(',')
         | 
| 144 | 
            +
                    success_dice = dice_list.count { |x| x >= 6 }
         | 
| 145 | 
            +
                    ten_dice = dice_list.count(10)
         | 
| 146 | 
            +
                    botch_dice = dice_list.count(1)
         | 
| 147 | 
            +
             | 
| 148 | 
            +
                    return dice_text, success_dice, ten_dice, botch_dice
         | 
| 149 | 
            +
                  end
         | 
| 150 | 
            +
                end
         | 
| 151 | 
            +
              end
         | 
| 152 | 
            +
            end
         | 
| @@ -0,0 +1,237 @@ | |
| 1 | 
            +
            # frozen_string_literal: true
         | 
| 2 | 
            +
             | 
| 3 | 
            +
            require 'bcdice/dice_table/table'
         | 
| 4 | 
            +
             | 
| 5 | 
            +
            module BCDice
         | 
| 6 | 
            +
              module GameSystem
         | 
| 7 | 
            +
                class NobunagasBlackCastle < Base
         | 
| 8 | 
            +
                  # ゲームシステムの識別子
         | 
| 9 | 
            +
                  ID = 'NobunagasBlackCastle'
         | 
| 10 | 
            +
             | 
| 11 | 
            +
                  # ゲームシステム名
         | 
| 12 | 
            +
                  NAME = '信長の黒い城'
         | 
| 13 | 
            +
             | 
| 14 | 
            +
                  # ゲームシステム名の読みがな
         | 
| 15 | 
            +
                  SORT_KEY = 'のふなかのくろいしろ'
         | 
| 16 | 
            +
             | 
| 17 | 
            +
                  # ダイスボットの使い方
         | 
| 18 | 
            +
                  HELP_MESSAGE = <<~INFO_MESSAGETEXT
         | 
| 19 | 
            +
                    ■判定 sDRt        s: 能力値 t:目標値
         | 
| 20 | 
            +
             | 
| 21 | 
            +
                    例)+3DR12: 能力値+3、DR12で1d20を振って、その結果を表示(クリティカル・ファンブルも表示)
         | 
| 22 | 
            +
             | 
| 23 | 
            +
                    ■イニシアティヴ INS
         | 
| 24 | 
            +
             | 
| 25 | 
            +
                    例)INS: 1d6を振って、イニシアティヴの結果を表示(PC先行を成功として表示)
         | 
| 26 | 
            +
             | 
| 27 | 
            +
                    ■NPC能力値作成 NPCST
         | 
| 28 | 
            +
             | 
| 29 | 
            +
                    例)NPCST: 3d6を4回振って、各能力値とHPを表示
         | 
| 30 | 
            +
             | 
| 31 | 
            +
             | 
| 32 | 
            +
                    ■各種表
         | 
| 33 | 
            +
             | 
| 34 | 
            +
                    ・遭遇反応表(ERT)
         | 
| 35 | 
            +
                    ・武器表(SWT)/その他の奇妙な武器表(OSWT)
         | 
| 36 | 
            +
                    ・鎧表(ART)
         | 
| 37 | 
            +
             | 
| 38 | 
            +
                  INFO_MESSAGETEXT
         | 
| 39 | 
            +
             | 
| 40 | 
            +
                  def initialize(command)
         | 
| 41 | 
            +
                    super(command)
         | 
| 42 | 
            +
             | 
| 43 | 
            +
                    @sort_add_dice = true
         | 
| 44 | 
            +
                    @d66_sort_type = D66SortType::NO_SORT
         | 
| 45 | 
            +
                  end
         | 
| 46 | 
            +
             | 
| 47 | 
            +
                  def eval_game_system_specific_command(command)
         | 
| 48 | 
            +
                    resolute_action(command) || resolute_initiative(command) || roll_tables(command, TABLES) || make_npc_status(command)
         | 
| 49 | 
            +
                  end
         | 
| 50 | 
            +
             | 
| 51 | 
            +
                  private
         | 
| 52 | 
            +
             | 
| 53 | 
            +
                  def result_dr(total, dice_total, target)
         | 
| 54 | 
            +
                    if dice_total <= 1
         | 
| 55 | 
            +
                      Result.fumble("ファンブル")
         | 
| 56 | 
            +
                    elsif dice_total >= 20
         | 
| 57 | 
            +
                      Result.critical("クリティカル")
         | 
| 58 | 
            +
                    elsif total >= target
         | 
| 59 | 
            +
                      Result.success("成功")
         | 
| 60 | 
            +
                    else
         | 
| 61 | 
            +
                      Result.failure("失敗")
         | 
| 62 | 
            +
                    end
         | 
| 63 | 
            +
                  end
         | 
| 64 | 
            +
             | 
| 65 | 
            +
                  # DR判定
         | 
| 66 | 
            +
                  # @param [String] command
         | 
| 67 | 
            +
                  # @return [Result]
         | 
| 68 | 
            +
                  def resolute_action(command)
         | 
| 69 | 
            +
                    m = /^([+-]?\d*)DR(\d+)$/.match(command)
         | 
| 70 | 
            +
                    return nil unless m
         | 
| 71 | 
            +
             | 
| 72 | 
            +
                    num_status = m[1].to_i
         | 
| 73 | 
            +
                    num_target = m[2].to_i
         | 
| 74 | 
            +
             | 
| 75 | 
            +
                    total = @randomizer.roll_once(20)
         | 
| 76 | 
            +
                    total_status = total.to_s + with_symbol(num_status)
         | 
| 77 | 
            +
                    result = result_dr(total + num_status, total, num_target)
         | 
| 78 | 
            +
             | 
| 79 | 
            +
                    sequence = [
         | 
| 80 | 
            +
                      "(#{command})",
         | 
| 81 | 
            +
                      total_status,
         | 
| 82 | 
            +
                      total + num_status,
         | 
| 83 | 
            +
                      result.text,
         | 
| 84 | 
            +
                    ]
         | 
| 85 | 
            +
             | 
| 86 | 
            +
                    result.text = sequence.join(" > ")
         | 
| 87 | 
            +
                    return result
         | 
| 88 | 
            +
                  end
         | 
| 89 | 
            +
             | 
| 90 | 
            +
                  def with_symbol(number)
         | 
| 91 | 
            +
                    if number == 0
         | 
| 92 | 
            +
                      return "+0"
         | 
| 93 | 
            +
                    elsif number > 0
         | 
| 94 | 
            +
                      return "+#{number}"
         | 
| 95 | 
            +
                    else
         | 
| 96 | 
            +
                      return number.to_s
         | 
| 97 | 
            +
                    end
         | 
| 98 | 
            +
                  end
         | 
| 99 | 
            +
             | 
| 100 | 
            +
                  # イニシアティヴ判定
         | 
| 101 | 
            +
                  # @param [String] command
         | 
| 102 | 
            +
                  # @return [Result]
         | 
| 103 | 
            +
                  def resolute_initiative(command)
         | 
| 104 | 
            +
                    unless command == "INS"
         | 
| 105 | 
            +
                      return nil
         | 
| 106 | 
            +
                    end
         | 
| 107 | 
            +
             | 
| 108 | 
            +
                    total = @randomizer.roll_once(6)
         | 
| 109 | 
            +
                    result =
         | 
| 110 | 
            +
                      if total >= 4
         | 
| 111 | 
            +
                        Result.success("PC先行")
         | 
| 112 | 
            +
                      else
         | 
| 113 | 
            +
                        Result.failure("敵先行")
         | 
| 114 | 
            +
                      end
         | 
| 115 | 
            +
             | 
| 116 | 
            +
                    result.text = "(#{command}) > #{total} > #{result.text}"
         | 
| 117 | 
            +
                    return result
         | 
| 118 | 
            +
                  end
         | 
| 119 | 
            +
             | 
| 120 | 
            +
                  # NPC能力値作成
         | 
| 121 | 
            +
                  # @param [String] command
         | 
| 122 | 
            +
                  # @return [String]
         | 
| 123 | 
            +
                  def make_npc_status(command)
         | 
| 124 | 
            +
                    unless command == "NPCST"
         | 
| 125 | 
            +
                      return nil
         | 
| 126 | 
            +
                    end
         | 
| 127 | 
            +
             | 
| 128 | 
            +
                    pre = @randomizer.roll_sum(3, 6)
         | 
| 129 | 
            +
                    agi = @randomizer.roll_sum(3, 6)
         | 
| 130 | 
            +
                    str = @randomizer.roll_sum(3, 6)
         | 
| 131 | 
            +
                    tgh = @randomizer.roll_sum(3, 6)
         | 
| 132 | 
            +
                    hpd = @randomizer.roll_once(8)
         | 
| 133 | 
            +
                    hp  = hpd + calc_status(tgh)
         | 
| 134 | 
            +
                    hp = 1 if hp < 1
         | 
| 135 | 
            +
             | 
| 136 | 
            +
                    text = [
         | 
| 137 | 
            +
                      "心#{with_symbol(calc_status(pre))}(#{pre})",
         | 
| 138 | 
            +
                      "技#{with_symbol(calc_status(agi))}(#{agi})",
         | 
| 139 | 
            +
                      "体#{with_symbol(calc_status(str))}(#{str})",
         | 
| 140 | 
            +
                      "耐久#{with_symbol(calc_status(tgh))}(#{tgh})",
         | 
| 141 | 
            +
                      "HP#{hp}(#{hpd})",
         | 
| 142 | 
            +
                    ].join(", ")
         | 
| 143 | 
            +
             | 
| 144 | 
            +
                    return "(#{command}) > #{text}"
         | 
| 145 | 
            +
                  end
         | 
| 146 | 
            +
             | 
| 147 | 
            +
                  def calc_status(st)
         | 
| 148 | 
            +
                    if st <= 4
         | 
| 149 | 
            +
                      return -3
         | 
| 150 | 
            +
                    elsif st <= 6
         | 
| 151 | 
            +
                      return -2
         | 
| 152 | 
            +
                    elsif st <= 8
         | 
| 153 | 
            +
                      return -1
         | 
| 154 | 
            +
                    elsif st <= 12
         | 
| 155 | 
            +
                      return 0
         | 
| 156 | 
            +
                    elsif st <= 14
         | 
| 157 | 
            +
                      return 1
         | 
| 158 | 
            +
                    elsif st <= 16
         | 
| 159 | 
            +
                      return 2
         | 
| 160 | 
            +
                    elsif st <= 20
         | 
| 161 | 
            +
                      return 3
         | 
| 162 | 
            +
                    end
         | 
| 163 | 
            +
                  end
         | 
| 164 | 
            +
             | 
| 165 | 
            +
                  # 各種表
         | 
| 166 | 
            +
             | 
| 167 | 
            +
                  TABLES = {
         | 
| 168 | 
            +
                    'OSWT' => DiceTable::Table.new(
         | 
| 169 | 
            +
                      'その他の奇妙な武器表',
         | 
| 170 | 
            +
                      '1D10',
         | 
| 171 | 
            +
                      [
         | 
| 172 | 
            +
                        '六尺棒(D4)',
         | 
| 173 | 
            +
                        '手槍(D4)',
         | 
| 174 | 
            +
                        '弓矢(D6)',
         | 
| 175 | 
            +
                        '鉄扇(D4)',
         | 
| 176 | 
            +
                        '大鉞(D8)',
         | 
| 177 | 
            +
                        '吹き矢(D2)+感染',
         | 
| 178 | 
            +
                        '鞭(D3)',
         | 
| 179 | 
            +
                        '熊手(D4)',
         | 
| 180 | 
            +
                        '石つぶて(D3)',
         | 
| 181 | 
            +
                        '丸太(D4)',
         | 
| 182 | 
            +
                      ]
         | 
| 183 | 
            +
                    ),
         | 
| 184 | 
            +
                    'SWT' => DiceTable::Table.new(
         | 
| 185 | 
            +
                      '武器表',
         | 
| 186 | 
            +
                      '1D12',
         | 
| 187 | 
            +
                      [
         | 
| 188 | 
            +
                        '尖らせた骨の杭(D3)',
         | 
| 189 | 
            +
                        '竹槍(D4)',
         | 
| 190 | 
            +
                        '百姓から奪った鍬(D4)',
         | 
| 191 | 
            +
                        '脇差し(D4)',
         | 
| 192 | 
            +
                        '手裏剣 D6本(D4)',
         | 
| 193 | 
            +
                        '刀(D6)',
         | 
| 194 | 
            +
                        '鎖鎌(D6)',
         | 
| 195 | 
            +
                        '太刀(D8)',
         | 
| 196 | 
            +
                        '種子島銃(2D6) 弾丸(心+5)発',
         | 
| 197 | 
            +
                        '大槍(D8)',
         | 
| 198 | 
            +
                        '爆裂弾(D4) 心+3発',
         | 
| 199 | 
            +
                        '斬馬刀(D10)',
         | 
| 200 | 
            +
                      ]
         | 
| 201 | 
            +
                    ),
         | 
| 202 | 
            +
                    'ART' => DiceTable::Table.new(
         | 
| 203 | 
            +
                      '鎧表',
         | 
| 204 | 
            +
                      '1D6',
         | 
| 205 | 
            +
                      [
         | 
| 206 | 
            +
                        '防具は、何もない',
         | 
| 207 | 
            +
                        '防具は、何もない',
         | 
| 208 | 
            +
                        '部分鎧(腹巻き) -D2ダメージ',
         | 
| 209 | 
            +
                        'お貸し具足 -D3ダメージ',
         | 
| 210 | 
            +
                        '武者鎧 -D4ダメージ',
         | 
| 211 | 
            +
                        '大鎧 -D6ダメージ',
         | 
| 212 | 
            +
                      ]
         | 
| 213 | 
            +
                    ),
         | 
| 214 | 
            +
                    # 無理に高度なことをしなくても、表は展開して実装しても動く
         | 
| 215 | 
            +
                    'ERT' => DiceTable::Table.new(
         | 
| 216 | 
            +
                      '遭遇反応表',
         | 
| 217 | 
            +
                      '2D6',
         | 
| 218 | 
            +
                      [
         | 
| 219 | 
            +
                        'お前ら、殺す!',
         | 
| 220 | 
            +
                        'お前ら、殺す!',
         | 
| 221 | 
            +
                        '憎悪の視線で睨んでくる。すきを見せれば、攻撃してくる。',
         | 
| 222 | 
            +
                        '憎悪の視線で睨んでくる。すきを見せれば、攻撃してくる。',
         | 
| 223 | 
            +
                        '憎悪の視線で睨んでくる。すきを見せれば、攻撃してくる。',
         | 
| 224 | 
            +
                        '警戒はしているが、特に、戦闘は望んでいない。怒らせなければ、自分たちの目的に沿って動く。',
         | 
| 225 | 
            +
                        '警戒はしているが、特に、戦闘は望んでいない。怒らせなければ、自分たちの目的に沿って動く。',
         | 
| 226 | 
            +
                        '中立。何かを与えたり、取引の材料を提示したりできれば、交渉できそうだ。',
         | 
| 227 | 
            +
                        '中立。何かを与えたり、取引の材料を提示したりできれば、交渉できそうだ。',
         | 
| 228 | 
            +
                        '好意的に会話できそうだ。向こうも取引したがっている。',
         | 
| 229 | 
            +
                        '好意的に会話できそうだ。向こうも取引したがっている。',
         | 
| 230 | 
            +
                      ]
         | 
| 231 | 
            +
                    ),
         | 
| 232 | 
            +
                  }.freeze
         | 
| 233 | 
            +
             | 
| 234 | 
            +
                  register_prefix('[+-]?\d*DR[\d]+', 'INS', 'NPCST', TABLES.keys)
         | 
| 235 | 
            +
                end
         | 
| 236 | 
            +
              end
         | 
| 237 | 
            +
            end
         |