Class: BCDice::GameSystem::BattleTech
- Defined in:
- lib/bcdice/game_system/BattleTech.rb
Defined Under Namespace
Classes: HitPart, UnknownXRMError
Constant Summary collapse
- ID =
ゲームシステムの識別子
'BattleTech'
- NAME =
ゲームシステム名
'バトルテック'
- SORT_KEY =
ゲームシステム名の読みがな
'はとるてつく'
- HELP_MESSAGE =
ダイスボットの使い方
<<~MESSAGETEXT ・判定方法 (回数)BT(ダメージ)(部位)+(基本値)>=(目標値) 回数は省略時 1固定。 部位はC(正面)R(右)、L(左)。省略時はC(正面)固定 U(上半身)、L(下半身)を組み合わせ CU/RU/LU/CL/RL/LLも指定可能 例)BT3+2>=4 正面からダメージ3の攻撃を技能ベース2目標値4で1回判定 例)2BT3RL+5>=8 右下半身にダメージ3の攻撃を技能ベース5目標値8で2回判定 ミサイルによるダメージは BT(ダメージ) の代わりに SRM2/4/6, LRM5/10/15/20 を指定 例)3SRM6LU+5>=8 左上半身にSRM6連を技能ベース5目標値8で3回判定 BT(ダメージ) の代わりに PPC を指定するとダメージ10で判定 例)2PPCR+3>=10 右側からPPC(ダメージ10)による攻撃を技能ベース3目標値10で2回判定 ・CT:致命的命中表 ・DW:転倒後の向き表 ・CDx:メック戦士意識維持ロール。ダメージ値x(1〜6)で判定 例)CD3 MESSAGETEXT
- NO_CRITICAL_HIT_LIMIT =
致命的命中が発生しない上限値
7
- LRM_LIMIT =
5
- TABLES =
表の集合
{ 'CT' => DiceTable::RangeTable.new( '致命的命中表', '2D6', [ [2..NO_CRITICAL_HIT_LIMIT, '致命的命中はなかった'], [8..9, '1箇所の致命的命中'], [10..11, '2箇所の致命的命中'], [12, 'その部位が吹き飛ぶ(腕、脚、頭)または3箇所の致命的命中(胴)'], ] ), 'DW' => DiceTable::Table.new( '転倒後の向き表', '1D6', [ '同じ(前面から転倒) 正面/背面', '1ヘクスサイド右(側面から転倒) 右側面', '2ヘクスサイド右(側面から転倒) 右側面', '180度逆(背面から転倒) 正面/背面', '2ヘクスサイド左(側面から転倒) 左側面', '1ヘクスサイド左(側面から転倒) 左側面', ] ) }.freeze
- XRM_DAMAGE_TABLES =
ミサイルダメージ表
{ 'SRM2' => DiceTable::RangeTable.new( 'SRM2ダメージ表', '2D6', [ [2..7, 1], [8..12, 2], ] ), 'SRM4' => DiceTable::RangeTable.new( 'SRM4ダメージ表', '2D6', [ [2, 1], [3..6, 2], [7..10, 3], [11..12, 4], ] ), 'SRM6' => DiceTable::RangeTable.new( 'SRM6ダメージ表', '2D6', [ [2..3, 2], [4..5, 3], [6..8, 4], [9..10, 5], [11..12, 6], ] ), 'LRM5' => DiceTable::RangeTable.new( 'LRM5ダメージ表', '2D6', [ [2, 1], [3..4, 2], [5..8, 3], [9..10, 4], [11..12, 5], ] ), 'LRM10' => DiceTable::RangeTable.new( 'LRM10ダメージ表', '2D6', [ [2..3, 3], [4, 4], [5..8, 6], [9..10, 8], [11..12, 10], ] ), 'LRM15' => DiceTable::RangeTable.new( 'LRM15ダメージ表', '2D6', [ [2..3, 5], [4, 6], [5..8, 9], [9..10, 12], [11..12, 15], ] ), 'LRM20' => DiceTable::RangeTable.new( 'LRM20ダメージ表', '2D6', [ [2..3, 6], [4, 9], [5..8, 12], [9..10, 16], [11..12, 20], ] ) }.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
Class Method Summary collapse
-
.ppc_parser ⇒ Command::Parser
PPCコマンドの構文解析器.
Instance Method Summary collapse
-
#consciousness_roll(damage) ⇒ Result
メック戦士意識維持ロールを行う.
- #eval_game_system_specific_command(command) ⇒ Object
-
#execute_ppc(parse_result) ⇒ Result?
PPCコマンドを実行する.
- #getBaseValue(baseString) ⇒ Object
- #getDamageInfo(dice, damage, isLrm, index) ⇒ Object
- #getDamages(damageFunc, partTable, damages) ⇒ Object
- #getHitResult(count, damageFunc, tail) ⇒ Object
-
#getHitResultOne(damage_text, hit_part_table) ⇒ Object
攻撃を1回行い、その結果を返す.
- #getHitText(base, target) ⇒ Object
- #getTotalDamage(damages) ⇒ Object
- #getXrmDamage(type) ⇒ Object
-
#ppc_parser ⇒ Command::Parser
PPCコマンドの構文解析器.
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
Class Method Details
.ppc_parser ⇒ Command::Parser
Returns PPCコマンドの構文解析器.
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# File 'lib/bcdice/game_system/BattleTech.rb', line 48 def self.ppc_parser return @ppc_parser if defined?(@ppc_parser) && @ppc_parser @ppc_parser = Command::Parser.new(/PPC(?:[LCR][LU]?)?/, round_type: RoundType::FLOOR) @ppc_parser.enable_prefix_number @ppc_parser.restrict_cmp_op_to(:>=) @ppc_parser end |
Instance Method Details
#consciousness_roll(damage) ⇒ Result
メック戦士意識維持ロールを行う
damageが6の場合は死亡。 damageが5以下の場合は、2d6の結果が意識維持表の値以上かの成功判定。
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# File 'lib/bcdice/game_system/BattleTech.rb', line 315 def consciousness_roll(damage) unless (1..6).include?(damage) return nil end command = "CD#{damage}" if damage == 6 return Result.fumble("#{command} > 死亡") end consciousness_table = { 1 => 3, 2 => 5, 3 => 7, 4 => 10, 5 => 11, } target = consciousness_table[damage] expr = "(2D6>=#{target})" values = @randomizer.(2, 6) sum = values.sum values_str = values.join(",") sum_and_values = "#{sum}[#{values_str}]" success = sum >= target result = success ? "成功" : "失敗" parts = [ command, expr, sum_and_values, sum, result, ] text = parts.join(" > ") return success ? Result.success(text) : Result.failure(text) end |
#eval_game_system_specific_command(command) ⇒ Object
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# File 'lib/bcdice/game_system/BattleTech.rb', line 63 def eval_game_system_specific_command(command) result = roll_tables(command, TABLES) return result if result if (ppc_parse_result = ppc_parser.parse(command)) return execute_ppc(ppc_parse_result) end count = 1 if command =~ /^(\d+)(.+)/ count = Regexp.last_match(1).to_i command = Regexp.last_match(2) end debug('executeCommandCatched count', count) debug('executeCommandCatched command', command) case command when /\ACD([1-6])\z/ damage = Regexp.last_match(1).to_i return consciousness_roll(damage) when /^((S|L)RM\d+)(.+)/ tail = Regexp.last_match(3) type = Regexp.last_match(1) damageFunc = lambda { getXrmDamage(type) } return getHitResult(count, damageFunc, tail) when /^BT(\d+)(.+)/ debug('BT pattern') tail = Regexp.last_match(2) damageValue = Regexp.last_match(1).to_i damageFunc = lambda { damageValue } return getHitResult(count, damageFunc, tail) end return nil rescue UnknownXRMError return nil end |
#execute_ppc(parse_result) ⇒ Result?
PPCコマンドを実行する
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# File 'lib/bcdice/game_system/BattleTech.rb', line 360 def execute_ppc(parse_result) count = parse_result.prefix_number || 1 # getHitResult() の引数tailの形に合わせる # TODO: 攻撃を表すクラスに変える # "PPC" 以降の部位指定 side = parse_result.command[3..-1] modifier = Format.modifier(parse_result.modify_number) target = parse_result.target_number tail = "#{side}#{modifier}>=#{target}" # ダメージ10固定で命中判定を行う return getHitResult(count, lambda { 10 }, tail) end |
#getBaseValue(baseString) ⇒ Object
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# File 'lib/bcdice/game_system/BattleTech.rb', line 163 def getBaseValue(baseString) base = 0 return base if baseString.nil? base = ArithmeticEvaluator.eval(baseString) return base end |
#getDamageInfo(dice, damage, isLrm, index) ⇒ Object
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# File 'lib/bcdice/game_system/BattleTech.rb', line 223 def getDamageInfo(dice, damage, isLrm, index) return damage, damage.to_s if dice.nil? return damage, "[#{dice}] #{damage}" unless isLrm currentDamage = damage - (LRM_LIMIT * index) if currentDamage > LRM_LIMIT currentDamage = LRM_LIMIT end return currentDamage, currentDamage.to_s end |
#getDamages(damageFunc, partTable, damages) ⇒ Object
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# File 'lib/bcdice/game_system/BattleTech.rb', line 192 def getDamages(damageFunc, partTable, damages) resultText = '' damage, dice, isLrm = damageFunc.call() damagePartCount = 1 if isLrm damagePartCount = (1.0 * damage / LRM_LIMIT).ceil resultText += "[#{dice}] #{damage}点" end damagePartCount.times do |damageIndex| currentDamage, damageText = getDamageInfo(dice, damage, isLrm, damageIndex) text, part, criticalText = getHitResultOne(damageText, partTable) resultText += " " if isLrm resultText += text if damages[part].nil? damages[part] = { partDamages: [], criticals: [], } end damages[part][:partDamages] << currentDamage damages[part][:criticals] << criticalText unless criticalText.empty? end return damages, resultText end |
#getHitResult(count, damageFunc, tail) ⇒ Object
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# File 'lib/bcdice/game_system/BattleTech.rb', line 119 def getHitResult(count, damageFunc, tail) m = /\A([LCR][LU]?)?(\+\d+)?>=(\d+)/.match(tail) return nil unless m side = m[1] || 'C' baseString = m[2] target = m[3].to_i base = getBaseValue(baseString) debug("side, base, target", side, base, target) partTable = HitPart::TABLES[side] resultLines = [] damages = {} hitCount = 0 count.times do isHit, hitResult = getHitText(base, target) if isHit hitCount += 1 damages, damageText = getDamages(damageFunc, partTable, damages) hitResult += damageText end resultLines << hitResult end # 命中したか? hit = hitCount > 0 hitCountText = " > #{hitCount}回命中" hitDetails = if hit "#{hitCountText} 命中箇所:#{getTotalDamage(damages)}" else hitCountText end resultLines.push(hitDetails) resultText = resultLines.join("\n") return hit ? Result.success(resultText) : Result.failure(resultText) end |
#getHitResultOne(damage_text, hit_part_table) ⇒ Object
攻撃を1回行い、その結果を返す
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# File 'lib/bcdice/game_system/BattleTech.rb', line 276 def getHitResultOne(damage_text, hit_part_table) hit_part_roll_result = hit_part_table.roll(@randomizer) hit_part = hit_part_roll_result.content critical_hit_may_occur_str = hit_part.critical_hit_may_occur ? '(致命的命中)' : '' result_parts = [ [ "[#{hit_part_roll_result.sum}]", "#{hit_part.name}#{critical_hit_may_occur_str}", "#{damage_text}点", ].join(' ') ] criticalText = '' if hit_part.critical_hit_may_occur ct_roll_result = TABLES['CT'].roll(@randomizer) # 致命的命中が発生したか if ct_roll_result.sum > NO_CRITICAL_HIT_LIMIT criticalText = ct_roll_result.content end result_parts.push("[#{ct_roll_result.sum}] #{ct_roll_result.content}") end # TODO: 構造体で表現する return result_parts.join(' > '), hit_part.name, criticalText end |
#getHitText(base, target) ⇒ Object
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# File 'lib/bcdice/game_system/BattleTech.rb', line 171 def getHitText(base, target) dice1 = @randomizer.roll_once(6) dice2 = @randomizer.roll_once(6) total = dice1 + dice2 + base isHit = (total >= target) baseString = (base > 0 ? "+#{base}" : "") result = "#{total}[#{dice1},#{dice2}#{baseString}]>=#{target} > " if isHit result += "命中 > " else result += "外れ" end return isHit, result end |
#getTotalDamage(damages) ⇒ Object
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# File 'lib/bcdice/game_system/BattleTech.rb', line 235 def getTotalDamage(damages) parts = ['頭', '胴中央', '右胴', '左胴', '右脚', '左脚', '右腕', '左腕',] allDamage = 0 damageTexts = [] parts.each do |part| damageInfo = damages.delete(part) next if damageInfo.nil? damage = damageInfo[:partDamages].inject(0) { |sum, i| sum + i } allDamage += damage damageCount = damageInfo[:partDamages].size criticals = damageInfo[:criticals] text = "" text += "#{part}(#{damageCount}回) #{damage}点" text += " #{criticals.join(' ')}" unless criticals.empty? damageTexts << text end unless damages.empty? raise "damages rest!! #{damages.inspect()}" end result = damageTexts.join(" / ") result += " > 合計ダメージ #{allDamage}点" return result end |
#getXrmDamage(type) ⇒ Object
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# File 'lib/bcdice/game_system/BattleTech.rb', line 104 def getXrmDamage(type) raise UnknownXRMError, "unknown XRM: #{type}" unless XRM_DAMAGE_TABLES.key?(type) table = XRM_DAMAGE_TABLES[type] roll_result = table.roll(@randomizer) lrm = type.start_with?('L') damage = roll_result.content modified_damage = lrm ? damage : (2 * damage) return modified_damage, roll_result.sum, lrm end |
#ppc_parser ⇒ Command::Parser
Returns PPCコマンドの構文解析器.
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# File 'lib/bcdice/game_system/BattleTech.rb', line 59 def ppc_parser self.class.ppc_parser end |