Class: BCDice::GameSystem::EarthDawn

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

Direct Known Subclasses

EarthDawn3, EarthDawn4

Constant Summary collapse

ID =

ゲームシステムの識別子

'EarthDawn'
NAME =

ゲームシステム名

'アースドーン'
SORT_KEY =

ゲームシステム名の読みがな

'ああすとおん'
HELP_MESSAGE =

ダイスボットの使い方

<<~INFO_MESSAGE_TEXT
  ステップダイス (xEn+k)
  ステップx、目標値n(省略可能)、カルマダイスk(D2-D20)でステップダイスをロールします。
  振り足しも自動。
  例)9E 10E8 10E+D12
INFO_MESSAGE_TEXT

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) ⇒ EarthDawn

Returns a new instance of EarthDawn.



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# File 'lib/bcdice/game_system/EarthDawn.rb', line 25

def initialize(command)
  super(command)

  @sort_add_dice = true
end

Instance Method Details

#ed_step(str) ⇒ Object

アースドーンステップ表



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# File 'lib/bcdice/game_system/EarthDawn.rb', line 36

def ed_step(str)
  output = getStepResult(str)

  return output
end

#eval_game_system_specific_command(command) ⇒ Object



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# File 'lib/bcdice/game_system/EarthDawn.rb', line 31

def eval_game_system_specific_command(command)
  return ed_step(command)
end

#getStepResult(str) ⇒ Object



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# File 'lib/bcdice/game_system/EarthDawn.rb', line 42

def getStepResult(str)
  return nil unless /(\d+)E(\d+)?(\+)?(\d+)?(d\d+)?/i =~ str

  stepTotal = 0
  @isFailed = true

  step = Regexp.last_match(1).to_i # ステップ
  targetNumber = 0 # 目標値
  hasKarmaDice = false # カルマダイスの有無
  karmaDiceCount = 0 # カルマダイスの個数又は修正
  karmaDiceType = 0 # カルマダイスの種類

  # 空値があった時の為のばんぺいくんRX
  if step > 40
    step = 40
  end

  if Regexp.last_match(2)
    targetNumber = Regexp.last_match(2).to_i
    targetNumber = 42 if targetNumber > 43
  end

  hasKarmaDice = Regexp.last_match(3).to_i if Regexp.last_match(3)
  karmaDiceCount = Regexp.last_match(4).to_i if Regexp.last_match(4)
  karmaDiceType = Regexp.last_match(5) if Regexp.last_match(5)

  return nil if targetNumber < 0

  stable = getStepTable()

  nmod = stable[0][step - 1]
  d20step = stable[1][step - 1]
  d12step = stable[2][step - 1]
  d10step = stable[3][step - 1]
  d8step = stable[4][step - 1]
  d6step = stable[5][step - 1]
  d4step = stable[6][step - 1]

  if hasKarmaDice
    case karmaDiceType
    when /d20/i
      d20step += karmaDiceCount
    when /d12/i
      d12step += karmaDiceCount
    when /d10/i
      d10step += karmaDiceCount
    when /d8/i
      d8step  += karmaDiceCount
    when /d6/i
      d6step  += karmaDiceCount
    when /d4/i
      d4step  += karmaDiceCount
    else
      nmod += karmaDiceCount
    end
  end

  @string = ""

  debug('d20step, d12step, d10step, d8step, d6step, d4step', d20step, d12step, d10step, d8step, d6step, d4step)

  stepTotal += rollStep(20, d20step)
  stepTotal += rollStep(12, d12step)
  stepTotal += rollStep(10, d10step)
  stepTotal += rollStep(8,  d8step)
  stepTotal += rollStep(6,  d6step)
  stepTotal += rollStep(4,  d4step)

  if nmod > 0 # 修正分の適用
    @string += "+"
  end

  if nmod != 0
    @string += nmod.to_s
    stepTotal += nmod
  end

  # ステップ判定終了
  @string += "#{stepTotal}"

  output = "ステップ#{step}#{@string}"
  return output if targetNumber == 0

  # 結果判定
  @string += ''

  excelentSuccessNumber = stable[7][targetNumber - 1]
  superSuccessNumber = stable[8][targetNumber - 1]
  goodSuccessNumber = stable[9][targetNumber - 1]
  failedNumber = stable[11][targetNumber - 1]

  if @isFailed
    @string += '自動失敗'
  elsif stepTotal >= excelentSuccessNumber
    @string += '最良成功'
  elsif stepTotal >= superSuccessNumber
    @string += '優成功'
  elsif stepTotal >= goodSuccessNumber
    @string += '良成功'
  elsif stepTotal >= targetNumber
    @string += '成功'
  elsif stepTotal < failedNumber
    @string += '大失敗'
  else
    @string += '失敗'
  end

  output = "ステップ#{step}>=#{targetNumber}#{@string}"

  return output
end

#getStepTableObject



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# File 'lib/bcdice/game_system/EarthDawn.rb', line 154

def getStepTable
  # 表      1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 34x 3x 4x 5x 6x 7x 8x 9x10x11x12x13x

  mod = [-2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,]
  d20 = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,]
  d12 = [0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1,]
  d10 = [0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 2, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 2, 1, 1, 1, 1, 2, 1, 1, 1, 2, 3, 2, 1, 1, 1, 2, 1, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 2, 1,]
  d8  = [0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 1, 1, 2, 1, 1, 1, 2, 2, 1, 1, 1, 1, 2, 1, 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0,]
  d6  = [0, 0, 0, 1, 0, 0, 0, 2, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 2, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 2, 1, 0, 0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 0, 1, 0, 0, 0, 2, 1, 1, 0, 0, 0,]
  d4  = [1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,]
  exsuc = [6, 8, 10, 12, 14, 17, 19, 20, 22, 24, 25, 27, 29, 32, 33, 35, 37, 38, 39, 41, 42, 44, 45, 47, 48, 49, 51, 52, 54, 55, 56, 58, 59, 60, 62, 64, 65, 67, 68, 70, 71, 72,]
  ssuc = [4, 6, 8, 10, 11, 13, 15, 16, 18, 19, 21, 22, 24, 26, 27, 29, 30, 32, 33, 34, 35, 37, 38, 40, 41, 42, 43, 45, 46, 47, 48, 49, 51, 52, 53, 55, 56, 58, 59, 60, 61, 62,]
  gsuc = [2, 4, 6, 7, 9, 10, 12, 13, 14, 15, 17, 18, 20, 21, 22, 24, 25, 26, 27, 28, 29, 31, 32, 33, 34, 35, 36, 38, 39, 40, 41, 42, 43, 45, 46, 47, 48, 50, 51, 52, 53, 54,]
  nsuc = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42,]
  fsuc = [0, 1, 1, 1, 1, 2, 2, 3, 4, 5, 5, 6, 6, 7, 8, 8, 9, 10, 11, 12, 13, 13, 14, 15, 16, 17, 18, 18, 18, 20, 21, 22, 23, 23, 24, 25, 26, 26, 27, 28, 29, 30,]

  stable = [mod, d20, d12, d10, d8, d6, d4, exsuc, ssuc, gsuc, nsuc, fsuc]

  return stable
end

#rollStep(diceType, diceCount) ⇒ Object

  ステップ34xのダイス + [(xx-45)/11]d20 + ステップのダイス



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# File 'lib/bcdice/game_system/EarthDawn.rb', line 186

def rollStep(diceType, diceCount)
  debug('rollStep diceType, diceCount, @string', diceType, diceCount, @string)

  stepTotal = 0
  return stepTotal unless diceCount > 0

  # diceぶんのステップ判定

  @string += "+" unless @string.empty?
  @string += "#{diceCount}d#{diceType}["
  debug('rollStep @string', @string)

  diceCount.times do |i|
    dice_now = @randomizer.roll_once(diceType)

    if dice_now != 1
      @isFailed = false
    end

    dice_in = dice_now

    while dice_now == diceType
      dice_now = @randomizer.roll_once(diceType)

      dice_in += dice_now
    end

    stepTotal += dice_in

    @string += ',' if i != 0
    @string += dice_in.to_s
  end

  @string += "]"

  return stepTotal
end