コード例 #1
0
ファイル: ShellingPhase.cs プロジェクト: lyu0912/ing
 public OpeningAswPhase(MasterDataRoot masterData, Side ally, Side enemy, RawShellingPhase raw)
     : base(0, masterData, ally, enemy, raw, true)
 {
 }
コード例 #2
0
ファイル: RawBattle.cs プロジェクト: lyu0912/ing
        public RawBattle(BattleDetailJson api, DateTimeOffset?timeStamp = null)
        {
            bool fixEnemyId = timeStamp < EnemyIdChangeTime;
            bool oldSchema  = timeStamp < BattleSchemaChangeTime;

            // Fleets

            ally.Formation  = (Formation)api.api_formation.At(0);
            enemy.Formation = (Formation)api.api_formation.At(1);
            Engagement      = (Engagement)api.api_formation.At(2);
            ally.Detection  = api.api_search.At(0);
            enemy.Detection = api.api_search.At(1);
            HasNextPart     = api.api_midnight_flag;

            if (api.api_maxhps != null) // Deprecated from 17Q4
            {
                ally.Fleet  = SelectFleet(api.api_maxhps.AsSpan(1, 6), api.api_nowhps.AsSpan(1, 6), api.api_fParam);
                enemy.Fleet = SelectFleet(api.api_maxhps.AsSpan(7, 6), api.api_nowhps.AsSpan(7, 6), api.api_eParam, api.api_ship_ke.AsSpan(1), api.api_ship_lv.AsSpan(1), api.api_eSlot, api.api_eKyouka, fixEnemyId);
            }
            if (api.api_maxhps_combined != null)
            {
                ally.Fleet2 = SelectFleet(api.api_maxhps_combined.AsSpan(1), api.api_nowhps_combined.AsSpan(1), api.api_fParam_combined);
            }

            if (api.api_f_maxhps != null)
            {
                ally.Fleet = SelectFleet(api.api_f_maxhps, api.api_f_nowhps, api.api_fParam);
            }
            if (api.api_f_maxhps_combined != null)
            {
                ally.Fleet2 = SelectFleet(api.api_f_maxhps_combined, api.api_f_nowhps_combined, api.api_fParam_combined);
            }
            if (api.api_e_maxhps != null)
            {
                enemy.Fleet = SelectFleet(api.api_e_maxhps, api.api_e_nowhps, api.api_eParam, api.api_ship_ke, api.api_ship_lv, api.api_eSlot, fixEnemyId: fixEnemyId);
            }
            if (api.api_e_maxhps_combined != null)
            {
                enemy.Fleet2 = SelectFleet(api.api_e_maxhps_combined, api.api_e_nowhps_combined, api.api_eParam_combined, api.api_ship_ke_combined, api.api_ship_lv_combined, api.api_eSlot_combined, fixEnemyId: fixEnemyId);
            }

            if (api.api_friendly_info != null)
            {
                NpcFleet = SelectFleet(api.api_friendly_info.api_maxhps, api.api_friendly_info.api_nowhps, api.api_friendly_info.api_Param, api.api_friendly_info.api_ship_id, api.api_friendly_info.api_ship_lv, api.api_friendly_info.api_Slot);
            }

            SetEscaped(ally.Fleet, api.api_escape_idx);
            SetEscaped(ally.Fleet2, api.api_escape_idx_combined);

            // Phases

            if (api.api_hougeki1 != null)
            {
                ShellingPhase1 = new RawShellingPhase(api.api_hougeki1);
            }
            if (api.api_hougeki2 != null)
            {
                ShellingPhase2 = new RawShellingPhase(api.api_hougeki2);
            }
            if (api.api_hougeki3 != null)
            {
                ShellingPhase3 = new RawShellingPhase(api.api_hougeki3);
            }
            if (api.api_opening_taisen != null)
            {
                OpeningAswPhase = new RawShellingPhase(api.api_opening_taisen);
            }

            if (api.api_hougeki != null)
            {
                NightPhase = new RawNightPhase(api.api_hougeki, api.api_touch_plane, api.api_flare_pos, api.api_active_deck);
            }
            if (api.api_n_hougeki1 != null)
            {
                NightPhase1 = new RawNightPhase(api.api_n_hougeki1, api.api_touch_plane, api.api_flare_pos, api.api_active_deck);
            }
            if (api.api_n_hougeki2 != null)
            {
                NightPhase2 = new RawNightPhase(api.api_n_hougeki2, api.api_touch_plane, api.api_flare_pos, api.api_active_deck);
            }

            if (api.api_opening_atack != null)
            {
                OpeningTorpedoPhase = new RawTorpedoPhase(api.api_opening_atack, oldSchema);
            }
            if (api.api_raigeki != null)
            {
                ClosingTorpedoPhase = new RawTorpedoPhase(api.api_raigeki, oldSchema);
            }

            if (api.api_kouku != null)
            {
                AerialPhase = new RawAerialPhase(api.api_kouku);
            }
            if (api.api_kouku2 != null)
            {
                AerialPhase2 = new RawAerialPhase(api.api_kouku2);
            }
            if (api.api_injection_kouku != null)
            {
                JetPhase = new RawAerialPhase(api.api_injection_kouku);
            }
            if (api.api_air_base_injection != null)
            {
                LandBaseJetPhase = new RawAerialPhase(api.api_air_base_injection);
            }
            LandBasePhases = api.api_air_base_attack?.Select(x => new RawLandBaseAerialPhase(x)).ToArray() ?? Array.Empty <RawLandBaseAerialPhase>();

            // Support

            SupportFireType = (api.api_support_flag == SupportFireType.None) ? api.api_n_support_flag : api.api_support_flag;
            var support = api.api_support_info ?? api.api_n_support_info;

            if (support != null)
            {
                SupportFleet = (support.api_support_airatack?.api_ship_id ??
                                support.api_support_hourai?.api_ship_id)
                               .Select(x => (ShipId)x).ToArray();
                if (support.api_support_airatack != null)
                {
                    AerialSupportPhase = new RawAerialPhase(support.api_support_airatack);
                }
                if (support.api_support_hourai != null)
                {
                    SupportPhase = new RawSupportPhase(support.api_support_hourai);
                }
            }

            if (api.api_friendly_battle != null)
            {
                if (api.api_friendly_battle.api_hougeki != null)
                {
                    NpcPhase = new RawNightPhase(api.api_friendly_battle.api_hougeki, null, api.api_friendly_battle.api_flare_pos, null);
                }
            }
        }
コード例 #3
0
ファイル: ShellingPhase.cs プロジェクト: lyu0912/ing
 public ShellingPhase(int index, MasterDataRoot masterData, Side ally, Side enemy, RawShellingPhase raw, bool useFleet2 = false)
     : base(raw.OldSchema
           ? Initialze(masterData, raw, new OldBuilder(useFleet2 ? ally.Fleet2 : ally.Fleet, enemy.Fleet))
           : Initialze(masterData, raw, new Builder(ally, enemy)), index)
 {
 }