Class: BCDice::GameSystem::AssaultEngine
- Defined in:
- lib/bcdice/game_system/AssaultEngine.rb
Constant Summary collapse
- ID =
ゲームシステムの識別子
'AssaultEngine'
- NAME =
ゲームシステム名
'アサルトエンジン'
- SORT_KEY =
ゲームシステム名の読みがな
'あさるとえんしん'
- HELP_MESSAGE =
ダイスボットの使い方
<<~MESSAGETEXT ・判定 AEt (t目標値) 例: AE45 (目標値45) ・リロール nAEt (nロール前の値、t目標値) 例: 76AE45 (目標値45で、76を振り直す) ・スワップ(t目標値) エネミーブックP11 例: AES45 (目標値45、スワップ表示あり) MESSAGETEXT
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
- #eval_game_system_specific_command(command) ⇒ Object
- #format00(dice) ⇒ Object
-
#initialize(command) ⇒ AssaultEngine
constructor
A new instance of AssaultEngine.
- #judge(target, total) ⇒ Object
- #return_result(result1, result2, text) ⇒ Object
Methods inherited from Base
#change_text, #check_result, command_pattern, #enable_debug, #enabled_d9?, #eval, eval, #grich_text, prefixes_pattern, register_prefix, register_prefix_from_super_class, #sort_add_dice?, #sort_barabara_dice?
Methods included from Translate
Constructor Details
#initialize(command) ⇒ AssaultEngine
Returns a new instance of AssaultEngine.
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# File 'lib/bcdice/game_system/AssaultEngine.rb', line 28 def initialize(command) super(command) @round_type = RoundType::FLOOR # 端数切り捨て end |
Instance Method Details
#eval_game_system_specific_command(command) ⇒ Object
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# File 'lib/bcdice/game_system/AssaultEngine.rb', line 33 def eval_game_system_specific_command(command) cmd = Command::Parser.new(/AES?/, round_type: round_type).enable_prefix_number .has_suffix_number.parse(command) return nil unless cmd target = cmd.suffix_number target = 99 if target >= 100 if cmd.command.include?("AES") # SWAP初回 total = @randomizer.roll_once(100) % 100 # 0-99 swap = (total % 10) * 10 + (total / 10) r1 = judge(target, total) r2 = judge(target, swap) text = "(AES#{format00(target)}) > #{r1.text} / スワップ#{r2.text}" return_result(r1, r2, text) elsif cmd.prefix_number.nil? # 初回ロール total = @randomizer.roll_once(100) % 100 # 0-99 judge(target, total).tap do |r| r.text = "(AE#{format00(target)}) > #{r.text}" end else # リロール now = cmd.prefix_number die = @randomizer.roll_once(10) % 10 # 0-9 new1 = judge(target, (now / 10 * 10) + die) # 1の位を振り直す new2 = judge(target, now % 10 + die * 10) # 10の位を振り直す text = "(#{format00(now)}AE#{format00(target)}) > #{die} > #{new1.text} / #{new2.text}" return_result(new1, new2, text) end end |
#format00(dice) ⇒ Object
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# File 'lib/bcdice/game_system/AssaultEngine.rb', line 64 def format00(dice) format("%02d", dice) end |
#judge(target, total) ⇒ Object
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# File 'lib/bcdice/game_system/AssaultEngine.rb', line 80 def judge(target, total) double = (total / 10) == (total % 10) total_text = format00(total) if total <= target double ? Result.critical("(#{total_text})クリティカル") : Result.success("(#{total_text})成功") else double ? Result.fumble("(#{total_text})ファンブル") : Result.failure("(#{total_text})失敗") end end |
#return_result(result1, result2, text) ⇒ Object
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# File 'lib/bcdice/game_system/AssaultEngine.rb', line 68 def return_result(result1, result2, text) if result1.critical? || result2.critical? Result.critical(text) elsif result1.success? || result2.success? Result.success(text) elsif result1.fumble? && result2.fumble? Result.fumble(text) else Result.failure(text) end end |