Exemplo n.º 1
0
Arquivo: Math.cs Projeto: 7474/SRC
        protected override ValueType InvokeInternal(SRC SRC, ValueType etype, string[] @params, int pcount, bool[] is_term, out string str_result, out double num_result)
        {
            str_result = "";
            num_result = 0d;

            num_result = GeneralLib.Dice((int)SRC.Expression.GetValueAsDouble(@params[1], is_term[1]));
            if (etype == ValueType.StringType)
            {
                str_result = GeneralLib.FormatNum(num_result);
                return ValueType.StringType;
            }
            else
            {
                return ValueType.NumericType;
            }
        }
Exemplo n.º 2
0
 public static T Dice <T>(this IList <T> list)
 {
     return(list[GeneralLib.Dice(list.Count) - 1]);
 }
Exemplo n.º 3
0
        // ユニット u のシチュエーション msg_situation におけるメッセージを選択
        public string SelectMessage(ref string msg_situation, [Optional, DefaultParameterValue(null)] ref Unit u)
        {
            string SelectMessageRet = default;

            string[] situations;
            string[] sub_situations;
            short[]  list0;
            short    list0_num;

            short[] tlist;
            short   tlist_num;

            short[] list;
            short   list_num;
            short   j, i, k;
            bool    found;
            var     t = default(Unit);
            short   w, tw;

            // 配列領域確保
            list0 = new short[301];
            tlist = new short[101];
            list  = new short[201];

            // シチュエーションを設定
            switch (msg_situation ?? "")
            {
            case "格闘":
            case "射撃":
            {
                situations    = new string[3];
                situations[2] = "攻撃";
                break;
            }

            case "格闘(命中)":
            case "射撃(命中)":
            {
                situations    = new string[3];
                situations[2] = "攻撃(命中)";
                break;
            }

            case "格闘(回避)":
            case "射撃(回避)":
            {
                situations    = new string[3];
                situations[2] = "攻撃(回避)";
                break;
            }

            case "格闘(とどめ)":
            case "射撃(とどめ)":
            {
                situations    = new string[3];
                situations[2] = "攻撃(とどめ)";
                break;
            }

            case "格闘(クリティカル)":
            case "射撃(クリティカル)":
            {
                situations    = new string[3];
                situations[2] = "攻撃(クリティカル)";
                break;
            }

            case "格闘(反撃)":
            case "射撃(反撃)":
            {
                situations    = new string[3];
                situations[2] = "攻撃(反撃)";
                break;
            }

            case "格闘(命中)(反撃)":
            case "射撃(命中)(反撃)":
            {
                situations    = new string[3];
                situations[2] = "攻撃(命中)(反撃)";
                break;
            }

            case "格闘(回避)(反撃)":
            case "射撃(回避)(反撃)":
            {
                situations    = new string[3];
                situations[2] = "攻撃(回避)(反撃)";
                break;
            }

            case "格闘(とどめ)(反撃)":
            case "射撃(とどめ)(反撃)":
            {
                situations    = new string[3];
                situations[2] = "攻撃(とどめ)(反撃)";
                break;
            }

            case "格闘(クリティカル)(反撃)":
            case "射撃(クリティカル)(反撃)":
            {
                situations    = new string[3];
                situations[2] = "攻撃(クリティカル)(反撃)";
                break;
            }

            default:
            {
                situations = new string[2];
                break;
            }
            }

            situations[1] = msg_situation;

            // メッセージの候補リスト第一次審査
            list0_num = 0;
            var loopTo = intMessageNum;

            for (i = 1; i <= loopTo; i++)
            {
                var loopTo1 = (short)Information.UBound(situations);
                for (j = 1; j <= loopTo1; j++)
                {
                    if ((Strings.Left(strSituation[i], Strings.Len(situations[j])) ?? "") == (situations[j] ?? ""))
                    {
                        list0_num = (short)(list0_num + 1);
                        if (list0_num > Information.UBound(list0))
                        {
                            Array.Resize(ref list0, list0_num + 1);
                        }

                        list0[list0_num] = i;
                        break;
                    }
                }
            }

            if (list0_num == 0)
            {
                return(SelectMessageRet);
            }

            // 最初に相手限定のシチュエーションのみで検索
            if (u is null)
            {
                goto SkipMessagesWithTarget;
            }

            if (ReferenceEquals(u, Commands.SelectedUnit))
            {
                t = Commands.SelectedTarget;
            }
            else if (ReferenceEquals(u, Commands.SelectedTarget))
            {
                t = Commands.SelectedUnit;
            }

            if (t is null)
            {
                goto SkipMessagesWithTarget;
            }

            // 相手限定メッセージのリストを作成
            tlist_num = 0;
            var loopTo2 = list0_num;

            for (i = 1; i <= loopTo2; i++)
            {
                if (Strings.InStr(strSituation[list0[i]], "(対") > 0)
                {
                    tlist_num = (short)(tlist_num + 1);
                    if (tlist_num > Information.UBound(tlist))
                    {
                        Array.Resize(ref tlist, tlist_num + 1);
                    }

                    tlist[tlist_num] = list0[i];
                }
            }

            if (tlist_num == 0)
            {
                // 相手限定メッセージがない
                goto SkipMessagesWithTarget;
            }

            // 自分自身にアビリティを使う場合は必ず「(対自分)」を優先
            if (ReferenceEquals(t, u))
            {
                list_num = 0;
                var loopTo3 = tlist_num;
                for (i = 1; i <= loopTo3; i++)
                {
                    var loopTo4 = (short)Information.UBound(situations);
                    for (j = 1; j <= loopTo4; j++)
                    {
                        if ((strSituation[tlist[i]] ?? "") == (situations[j] + "(対自分)" ?? ""))
                        {
                            list_num = (short)(list_num + 1);
                            if (list_num > Information.UBound(list))
                            {
                                Array.Resize(ref list, list_num + 1);
                            }

                            list[list_num] = tlist[i];
                            break;
                        }
                    }
                }

                if (list_num > 0)
                {
                    SelectMessageRet = strMessage[list[GeneralLib.Dice(list_num)]];
                    return(SelectMessageRet);
                }
            }

            string wclass, ch;

            {
                var withBlock = t;
                if (withBlock.Status != "出撃")
                {
                    goto SkipMessagesWithTarget;
                }

                sub_situations = new string[9];
                // 対パイロット名称
                sub_situations[1] = "(対" + withBlock.MainPilot().Name + ")";
                // 対パイロット愛称
                sub_situations[2] = "(対" + withBlock.MainPilot().get_Nickname(false) + ")";
                // 対ユニット名称
                sub_situations[3] = "(対" + withBlock.Name + ")";
                // 対ユニット愛称
                sub_situations[4] = "(対" + withBlock.Nickname + ")";
                // 対ユニットクラス
                sub_situations[5] = "(対" + withBlock.Class0 + ")";
                // 対ユニットサイズ
                sub_situations[6] = "(対" + withBlock.Size + ")";
                // 対地形名
                sub_situations[7] = "(対" + Map.TerrainName(withBlock.x, withBlock.y) + ")";
                // 対エリア
                sub_situations[8] = "(対" + withBlock.Area + ")";

                // 対メッセージクラス
                string argfname = "メッセージクラス";
                if (withBlock.IsFeatureAvailable(ref argfname))
                {
                    Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                    object argIndex1 = "メッセージクラス";
                    sub_situations[Information.UBound(sub_situations)] = "(対" + withBlock.FeatureData(ref argIndex1) + ")";
                }

                // 対性別
                switch (withBlock.MainPilot().Sex ?? "")
                {
                case "男性":
                {
                    Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                    sub_situations[Information.UBound(sub_situations)] = "(対男性)";
                    break;
                }

                case "女性":
                {
                    Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                    sub_situations[Information.UBound(sub_situations)] = "(対女性)";
                    break;
                }
                }

                // 対特殊能力
                {
                    var withBlock1 = withBlock.MainPilot();
                    var loopTo5    = withBlock1.CountSkill();
                    for (i = 1; i <= loopTo5; i++)
                    {
                        Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                        string localSkillName0()
                        {
                            object argIndex1 = i; var ret = withBlock1.SkillName0(ref argIndex1); return(ret);
                        }

                        sub_situations[Information.UBound(sub_situations)] = "(対" + localSkillName0() + ")";
                        if (sub_situations[Information.UBound(sub_situations)] == "(対非表示)")
                        {
                            string localSkill()
                            {
                                object argIndex1 = i; var ret = withBlock1.Skill(ref argIndex1); return(ret);
                            }

                            sub_situations[Information.UBound(sub_situations)] = "(対" + localSkill() + ")";
                        }
                    }
                }

                var loopTo6 = withBlock.CountFeature();
                for (i = 1; i <= loopTo6; i++)
                {
                    Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                    string localFeatureName0()
                    {
                        object argIndex1 = i; var ret = withBlock.FeatureName0(ref argIndex1); return(ret);
                    }

                    sub_situations[Information.UBound(sub_situations)] = "(対" + localFeatureName0() + ")";
                    if (sub_situations[Information.UBound(sub_situations)] == "(対)")
                    {
                        string localFeature()
                        {
                            object argIndex1 = i; var ret = withBlock.Feature(ref argIndex1); return(ret);
                        }

                        sub_situations[Information.UBound(sub_situations)] = "(対" + localFeature() + ")";
                    }
                }

                // 対弱点
                if (Strings.Len(withBlock.strWeakness) > 0)
                {
                    var loopTo7 = (short)Strings.Len(withBlock.strWeakness);
                    for (i = 1; i <= loopTo7; i++)
                    {
                        Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                        sub_situations[Information.UBound(sub_situations)] = "(対弱点=" + GeneralLib.GetClassBundle(ref withBlock.strWeakness, ref i) + ")";
                    }
                }

                // 対有効
                if (Strings.Len(withBlock.strEffective) > 0)
                {
                    var loopTo8 = (short)Strings.Len(withBlock.strEffective);
                    for (i = 1; i <= loopTo8; i++)
                    {
                        Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                        sub_situations[Information.UBound(sub_situations)] = "(対有効=" + GeneralLib.GetClassBundle(ref withBlock.strEffective, ref i) + ")";
                    }
                }

                // 対ザコ
                if (Strings.InStr(withBlock.MainPilot().Name, "(ザコ)") > 0 & (u.MainPilot().Technique > withBlock.MainPilot().Technique | u.HP > withBlock.HP / 2))
                {
                    Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                    sub_situations[Information.UBound(sub_situations)] = "(対ザコ)";
                }

                // 対強敵
                if (withBlock.BossRank >= 0 | Strings.InStr(withBlock.MainPilot().Name, "(ザコ)") == 0 & u.MainPilot().Technique <= withBlock.MainPilot().Technique)
                {
                    Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                    sub_situations[Information.UBound(sub_situations)] = "(対強敵)";
                }

                // 自分が使用する武器をチェック
                w = 0;
                if (ReferenceEquals(Commands.SelectedUnit, u))
                {
                    if (0 < Commands.SelectedWeapon & Commands.SelectedWeapon <= u.CountWeapon())
                    {
                        w = Commands.SelectedWeapon;
                    }
                }
                else if (ReferenceEquals(Commands.SelectedTarget, u))
                {
                    if (0 < Commands.SelectedTWeapon & Commands.SelectedTWeapon <= u.CountWeapon())
                    {
                        w = Commands.SelectedTWeapon;
                    }
                }

                if (w > 0)
                {
                    // 対瀕死
                    if (withBlock.HP <= u.Damage(w, ref t, u.Party == "味方"))
                    {
                        Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                        sub_situations[Information.UBound(sub_situations)] = "(対瀕死)";
                    }

                    switch (u.HitProbability(w, ref t, u.Party == "味方"))
                    {
                    case var @case when @case < 50:
                    {
                        // 対高回避率
                        Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                        sub_situations[Information.UBound(sub_situations)] = "(対高回避率)";
                        break;
                    }

                    case var case1 when case1 >= 100:
                    {
                        // 対低回避率
                        Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                        sub_situations[Information.UBound(sub_situations)] = "(対低回避率)";
                        break;
                    }
                    }
                }

                // 相手が使用する武器をチェック
                tw = 0;
                if (ReferenceEquals(Commands.SelectedUnit, t))
                {
                    if (0 < Commands.SelectedWeapon & Commands.SelectedWeapon <= withBlock.CountWeapon())
                    {
                        tw = Commands.SelectedWeapon;
                    }
                }
                else if (ReferenceEquals(Commands.SelectedTarget, t))
                {
                    if (0 < Commands.SelectedTWeapon & Commands.SelectedTWeapon <= withBlock.CountWeapon())
                    {
                        tw = Commands.SelectedTWeapon;
                    }
                }

                if (tw > 0)
                {
                    // 対武器名
                    Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                    sub_situations[Information.UBound(sub_situations)] = "(対" + withBlock.Weapon(tw).Name + ")";

                    // 対武器属性
                    wclass = withBlock.WeaponClass(tw);
                    var loopTo9 = (short)Strings.Len(wclass);
                    for (i = 1; i <= loopTo9; i++)
                    {
                        ch = GeneralLib.GetClassBundle(ref wclass, ref i);
                        switch (ch ?? "")
                        {
                        case var case2 when 0.ToString() <= case2 && case2 <= 127.ToString():
                        {
                            break;
                        }

                        default:
                        {
                            Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                            sub_situations[Information.UBound(sub_situations)] = "(対" + ch + "属性)";
                            break;
                        }
                        }
                    }

                    switch (withBlock.HitProbability(tw, ref u, withBlock.Party == "味方"))
                    {
                    case var case3 when case3 > 75:
                    {
                        // 対高命中率
                        Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                        sub_situations[Information.UBound(sub_situations)] = "(対高命中率)";
                        break;
                    }

                    case var case4 when case4 < 25:
                    {
                        // 対低命中率
                        Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                        sub_situations[Information.UBound(sub_situations)] = "(対低命中率)";
                        break;
                    }
                    }
                }
            }

            // 定義されている相手限定メッセージのうち、状況に合ったメッセージを抜き出す
            list_num = 0;
            var loopTo10 = tlist_num;

            for (i = 1; i <= loopTo10; i++)
            {
                found = false;
                var loopTo11 = (short)Information.UBound(situations);
                for (j = 1; j <= loopTo11; j++)
                {
                    var loopTo12 = (short)Information.UBound(sub_situations);
                    for (k = 1; k <= loopTo12; k++)
                    {
                        if ((strSituation[tlist[i]] ?? "") == (situations[j] + sub_situations[k] ?? ""))
                        {
                            found = true;
                            break;
                        }
                    }

                    if (found)
                    {
                        break;
                    }
                }

                if (found)
                {
                    list_num = (short)(list_num + 1);
                    if (list_num > Information.UBound(list))
                    {
                        Array.Resize(ref list, list_num + 1);
                    }

                    list[list_num] = tlist[i];
                }
            }

            // 状況に合った相手限定メッセージが一つでもあれば、その中からメッセージを選択
            if (list_num > 0)
            {
                SelectMessageRet = strMessage[list[GeneralLib.Dice(list_num)]];
                if (GeneralLib.Dice(2) == 1 | Strings.InStr(msg_situation, "(とどめ)") > 0 | msg_situation == "挑発" | msg_situation == "脱力" | msg_situation == "魅惑" | msg_situation == "威圧" | (u.Party ?? "") == (t.Party ?? ""))
                {
                    return(SelectMessageRet);
                }
            }

SkipMessagesWithTarget:
            ;


            // 次にサブシチュエーションなしとユニット限定のサブシチュエーションで検索
            if (u is object)
            {
                sub_situations    = new string[4];
                sub_situations[1] = "(" + u.Name + ")";
                sub_situations[2] = "(" + u.Nickname0 + ")";
                sub_situations[3] = "(" + u.Class0 + ")";
                switch (msg_situation ?? "")
                {
                case "格闘":
                case "射撃":
                case "格闘(反撃)":
                case "射撃(反撃)":
                {
                    if (ReferenceEquals(Commands.SelectedUnit, u))
                    {
                        // 自分が使用する武器をチェック
                        if (0 < Commands.SelectedWeapon & Commands.SelectedWeapon <= u.CountWeapon())
                        {
                            Array.Resize(ref sub_situations, 5);
                            sub_situations[4] = "(" + u.WeaponNickname(Commands.SelectedWeapon) + ")";
                        }
                    }

                    break;
                }
                }

                string argfname1 = "メッセージクラス";
                if (u.IsFeatureAvailable(ref argfname1))
                {
                    Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                    object argIndex2 = "メッセージクラス";
                    sub_situations[Information.UBound(sub_situations)] = "(" + u.FeatureData(ref argIndex2) + ")";
                }
            }
            else
            {
                sub_situations = new string[1];
            }

            // 上で見つかったメッセージリストの中からシチュエーションに合ったメッセージを抜き出す
            list_num = 0;
            var loopTo13 = list0_num;

            for (i = 1; i <= loopTo13; i++)
            {
                found = false;
                var loopTo14 = (short)Information.UBound(situations);
                for (j = 1; j <= loopTo14; j++)
                {
                    if ((strSituation[list0[i]] ?? "") == (situations[j] ?? ""))
                    {
                        found = true;
                        break;
                    }

                    var loopTo15 = (short)Information.UBound(sub_situations);
                    for (k = 1; k <= loopTo15; k++)
                    {
                        if ((strSituation[list0[i]] ?? "") == (situations[j] + sub_situations[k] ?? ""))
                        {
                            found = true;
                            break;
                        }
                    }

                    if (found)
                    {
                        break;
                    }
                }

                if (found)
                {
                    list_num = (short)(list_num + 1);
                    if (list_num > Information.UBound(list))
                    {
                        Array.Resize(ref list, list_num + 1);
                    }

                    list[list_num] = list0[i];
                }
            }

            // シチュエーションに合ったメッセージが見つかれば、その中からメッセージを選択
            if (list_num > 0)
            {
                SelectMessageRet = strMessage[list[GeneralLib.Dice(list_num)]];
            }

            return(SelectMessageRet);
        }
Exemplo n.º 4
0
        // 相手ユニットが敵かどうかを判定
        public bool IsEnemy(Unit t, bool for_move = false)
        {
            bool   IsEnemyRet = default;
            string myparty, tparty;

            // 自分自身は常に味方
            if (ReferenceEquals(t, this))
            {
                IsEnemyRet = false;
                return(IsEnemyRet);
            }

            // 暴走したユニットにとってはすべてが敵
            if (IsConditionSatisfied("暴走"))
            {
                IsEnemyRet = true;
                return(IsEnemyRet);
            }

            // 混乱した場合はランダムで判定
            if (IsConditionSatisfied("混乱"))
            {
                if (for_move)
                {
                    IsEnemyRet = true;
                }
                else if (GeneralLib.Dice(2) == 1)
                {
                    IsEnemyRet = true;
                }
                else
                {
                    IsEnemyRet = false;
                }

                return(IsEnemyRet);
            }

            myparty = Party;
            tparty  = t.Party;

            // 味方ユニットは暴走、憑依、魅了したユニットを排除可能
            // (暴走した味方ユニットのPartyはNPCとみなされる)
            if (myparty == "味方" && tparty == "NPC")
            {
                if (t.IsConditionSatisfied("暴走") || t.IsConditionSatisfied("憑依") || t.IsConditionSatisfied("魅了"))
                {
                    IsEnemyRet = true;
                    return(IsEnemyRet);
                }
            }

            if (myparty != "味方")
            {
                // ターゲットの陣営が限定されている場合、敵対関係にない陣営の
                // ユニットは味方と見なされる。
                // ただし、プレイヤーがコントロールするユニットはこのような自
                // 分を攻撃してこないユニットも排除可能。

                // 特定の陣営のみを狙う場合
                switch (Mode ?? "")
                {
                case "味方":
                case "NPC":
                {
                    switch (tparty ?? "")
                    {
                    case "味方":
                    case "NPC":
                    {
                        IsEnemyRet = true;
                        break;
                    }

                    default:
                    {
                        IsEnemyRet = false;
                        break;
                    }
                    }

                    return(IsEnemyRet);
                }

                case "敵":
                case "中立":
                {
                    if ((tparty ?? "") == (Mode ?? ""))
                    {
                        IsEnemyRet = true;
                    }
                    else
                    {
                        IsEnemyRet = false;
                    }

                    return(IsEnemyRet);
                }
                }

                // 相手が特定の陣営のみを狙う場合
                switch (t.Mode ?? "")
                {
                case "味方":
                case "NPC":
                {
                    switch (myparty ?? "")
                    {
                    case "味方":
                    case "NPC":
                    {
                        IsEnemyRet = true;
                        break;
                    }

                    default:
                    {
                        IsEnemyRet = false;
                        break;
                    }
                    }

                    return(IsEnemyRet);
                }

                case "敵":
                case "中立":
                {
                    if ((myparty ?? "") == (t.Mode ?? ""))
                    {
                        IsEnemyRet = true;
                    }
                    else
                    {
                        IsEnemyRet = false;
                    }

                    return(IsEnemyRet);
                }
                }
            }

            // 敵味方を判定
            switch (myparty ?? "")
            {
            case "味方":
            case "NPC":
            {
                switch (tparty ?? "")
                {
                case "味方":
                case "NPC":
                {
                    IsEnemyRet = false;
                    break;
                }

                default:
                {
                    IsEnemyRet = true;
                    break;
                }
                }

                break;
            }

            default:
            {
                if ((myparty ?? "") == (tparty ?? ""))
                {
                    IsEnemyRet = false;
                }
                else
                {
                    IsEnemyRet = true;
                }

                break;
            }
            }

            return(IsEnemyRet);
        }
Exemplo n.º 5
0
        // 相手ユニットが味方かどうかを判定
        public bool IsAlly(Unit t)
        {
            bool IsAllyRet = default;

            // 自分自身は常に味方
            if (ReferenceEquals(t, this))
            {
                IsAllyRet = true;
                return(IsAllyRet);
            }

            // 暴走したユニットにとってはすべてが敵
            if (IsConditionSatisfied("暴走"))
            {
                IsAllyRet = false;
                return(IsAllyRet);
            }

            // 混乱した場合はランダムで判定
            if (IsConditionSatisfied("混乱"))
            {
                if (GeneralLib.Dice(2) == 1)
                {
                    IsAllyRet = true;
                }
                else
                {
                    IsAllyRet = false;
                }

                return(IsAllyRet);
            }

            // 敵味方を判定
            switch (Party ?? "")
            {
            case "味方":
            case "NPC":
            {
                if (t.Party == "味方" || t.Party == "NPC")
                {
                    IsAllyRet = true;
                }
                else
                {
                    IsAllyRet = false;
                }

                break;
            }

            default:
            {
                if ((Party ?? "") == (t.Party ?? ""))
                {
                    IsAllyRet = true;
                }
                else
                {
                    IsAllyRet = false;
                }

                break;
            }
            }

            return(IsAllyRet);
        }