Class: BCDice::GameSystem::CodeLayerd

Inherits:
Base
  • Object
show all
Defined in:
lib/bcdice/game_system/CodeLayerd.rb

Constant Summary collapse

ID =

ゲームシステムの識別子

'CodeLayerd'
NAME =

ゲームシステム名

'コード:レイヤード'
SORT_KEY =

ゲームシステム名の読みがな

'こおとれいやあと'
HELP_MESSAGE =

ダイスボットの使い方

<<~MESSAGETEXT
  ・行為判定(nCL@m[c]+x または nCL+x@m[c]) クリティカル・ファンブル判定あり
    (ダイス数)CL+(修正値)@(判定値)[(クリティカル値)]+(修正値2)

    @m,[c],+xは省略可能。(@6[1]として処理)
    n個のD10でmを判定値、cをクリティカル値とした行為判定を行う。
    nが0以下のときはクリティカルしない1CL判定を行う。(1CL[0]と同一)
    例)
    7CL>=5 :サイコロ7個で判定値6のロールを行い、目標値5に対して判定
    4CL@7  :サイコロ4個で判定値7のロールを行い達成値を出す
    4CL+2@7 または 4CL@7+2  :サイコロ4個で判定値7のロールを行い達成値を出し、修正値2を足す。
    4CL[2] :サイコロ4個でクリティカル値2のロールを行う。
    0CL : 1CL[0]と同じ判定

    デフォルトダイス:10面
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

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

#translate

Constructor Details

#initialize(command) ⇒ CodeLayerd

Returns a new instance of CodeLayerd.



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# File 'lib/bcdice/game_system/CodeLayerd.rb', line 35

def initialize(command)
  super(command)

  @sides_implicit_d = 10
end

Instance Method Details

#check_roll(command, base, target, critical_target, diff, modifier) ⇒ Object



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# File 'lib/bcdice/game_system/CodeLayerd.rb', line 56

def check_roll(command, base, target, critical_target, diff, modifier)
  if base <= 0 # クリティカルしない1D
    critical_target = 0
    base = 1
  end
  result = Result.new

  target = 10 if target > 10
  dice_list = @randomizer.roll_barabara(base, 10).sort
  success_count = dice_list.count { |x| x <= target }
  critical_count = dice_list.count { |x| x <= critical_target }
  result.critical = critical_count > 0
  success_total = success_count + critical_count + modifier

  mod_text = Format.modifier(modifier)

  # (10d10+5)
  text = "#{command} > (#{base}d10#{mod_text}) > [#{dice_list.join(',')}]#{mod_text}"
  text += "判定値[#{target}] " unless target == 6
  text += "クリティカル値[#{critical_target}] " unless critical_target == 1
  text += "達成値[#{success_count}]"

  if success_count <= 0
    result.fumble = true
    result.failure = true
    result.text = "#{text} > ファンブル!"
    return result
  end

  text += "+クリティカル[#{critical_count}]" if result.critical?
  text += mod_text
  text += "=[#{success_total}]" if result.critical? || modifier != 0

  if diff.nil?
    result.text = "#{text}#{success_total}"
  elsif success_total >= diff
    result.text = "#{text} > 成功"
    result.success = true
  else
    result.text = "#{text} > 失敗"
    result.failure = true
  end
  return result
end

#eval_game_system_specific_command(command) ⇒ Object



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# File 'lib/bcdice/game_system/CodeLayerd.rb', line 41

def eval_game_system_specific_command(command)
  debug('eval_game_system_specific_command command', command)

  m = /([+-]?\d+)?CL([+-]\d+)?(@(\d))?(\[(\d+)\])?([+-]\d+)?(>=(\d+))?/i.match(command)
  return nil unless m

  base = (m[1] || 1).to_i
  modifier1 = m[2].to_i
  target = (m[4] || 6).to_i
  critical_target = (m[6] || 1).to_i
  modifier2 = m[7].to_i
  diff = m[9].to_i if m[9]
  check_roll(command, base, target, critical_target, diff, modifier1 + modifier2)
end