Class: BCDice::GameSystem::AnimaAnimus
- Defined in:
- lib/bcdice/game_system/AnimaAnimus.rb
Direct Known Subclasses
Constant Summary collapse
- ID =
ゲームシステムの識別子
'AnimaAnimus'- NAME =
ゲームシステム名
'アニマアニムス'- SORT_KEY =
ゲームシステム名の読みがな
「ゲームシステム名の読みがなの設定方法」(docs/dicebot_sort_key.md)を参考にして 設定してください
'あにまあにむす'- HELP_MESSAGE =
ダイスボットの使い方
"\u30FB\u884C\u70BA\u5224\u5B9A(xAN<=y\u00B1z)\n\u3000\u5341\u9762\u30C0\u30A4\u30B9\u3092x\u500B\u632F\u3063\u3066\u5224\u5B9A\u3057\u307E\u3059\u3002\u9054\u6210\u5024\u304C\u7B97\u51FA\u3055\u308C\u307E\u3059(\u30AF\u30EA\u30C6\u30A3\u30AB\u30EB\u767A\u751F\u6642\u306F2\u5897\u52A0)\u3002\n\u3000x\uFF1A\u632F\u308B\u30C0\u30A4\u30B9\u306E\u6570\u3002\u9B42\u9B44\u5024\u3084\u653B\u6483\u5024\u3002\n\u3000y\uFF1A\u6210\u529F\u5024\u3002\n\u3000z\uFF1A\u6210\u529F\u5024\u3078\u306E\u88DC\u6B63\u3002\u7701\u7565\u53EF\u80FD\u3002\n\u3000(\u4F8B) 2AN<=3+1 5AN<=7\n\u30FB\u5404\u7A2E\u8868\n\u3000\u60C5\u5831\u53CE\u96C6\u8868\u3000IGT/\u55AA\u5931\u8868\u3000LT\n"- TABLES =
translate_tables(:ja_jp).freeze
Instance Attribute Summary
Attributes inherited from Base
#d66_sort_type, #default_cmp_op, #default_target_number, #randomizer, #reroll_dice_reroll_threshold, #round_type, #sides_implicit_d, #upper_dice_reroll_threshold
Instance Method Summary collapse
Methods inherited from Base
#change_text, #check_result, command_pattern, #enable_debug, #enabled_d9?, #eval, eval, #grich_text, #initialize, prefixes_pattern, register_prefix, register_prefix_from_super_class, #sort_add_dice?, #sort_barabara_dice?
Methods included from Translate
Constructor Details
This class inherits a constructor from BCDice::Base
Instance Method Details
#check_action(match_data) ⇒ Object
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# File 'lib/bcdice/game_system/AnimaAnimus.rb', line 45 def check_action(match_data) dice_cnt = Arithmetic.eval(match_data[1], RoundType::FLOOR) target = Arithmetic.eval(match_data[2], RoundType::FLOOR) debug("dice_cnt", dice_cnt) debug("target", target) dice_arr = @randomizer.(dice_cnt, 10) dice_str = dice_arr.join(",") suc_cnt = dice_arr.count { |x| x <= target } has_critical = dice_arr.include?(1) result = has_critical ? suc_cnt + 2 : suc_cnt Result.new.tap do |r| r.text = "(#{dice_cnt}B10<=#{target}) > #{dice_str} > #{result > 0 ? translate('success') : translate('failure')}(#{translate('AnimaAnimus.achievement_value')}:#{result})#{has_critical ? " (#{translate('AnimaAnimus.critical')})" : ''}" r.critical = has_critical r.success = result > 0 r.failure = !r.success? end end |
#eval_game_system_specific_command(command) ⇒ Object
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# File 'lib/bcdice/game_system/AnimaAnimus.rb', line 34 def eval_game_system_specific_command(command) m = /(\d+)AN<=(\d+([+-]\d+)*)/i.match(command) if self.class::TABLES.key?(command) return roll_tables(command, self.class::TABLES) elsif m return check_action(m) else return nil end end |