Class: BCDice::GameSystem::EarthDawn3

Inherits:
EarthDawn show all
Defined in:
lib/bcdice/game_system/EarthDawn3.rb

Constant Summary collapse

ID =

ゲームシステムの識別子

'EarthDawn3'
NAME =

ゲームシステム名

'アースドーン3版'
SORT_KEY =

ゲームシステム名の読みがな

'ああすとおん3'
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)ステップ10:10E
    ステップ10、目標値8:10E8
    ステップ12、目標値8、カルマダイスD12:10E8+1D6
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 EarthDawn

#getStepTable

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) ⇒ EarthDawn3

Returns a new instance of EarthDawn3.



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# File 'lib/bcdice/game_system/EarthDawn3.rb', line 29

def initialize(command)
  super(command)

  @sort_add_dice = true
end

Instance Method Details

#addStepToResult(result, step) ⇒ Object



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# File 'lib/bcdice/game_system/EarthDawn3.rb', line 164

def addStepToResult(result, step)
  result.size.times do |i|
    result[i] += step[i]
  end

  return result
end

#ed_step(str) ⇒ Object

アースドーンステップ表



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# File 'lib/bcdice/game_system/EarthDawn3.rb', line 40

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/EarthDawn3.rb', line 35

def eval_game_system_specific_command(command)
  return ed_step(command)
end

#getBaseStepTableObject



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# File 'lib/bcdice/game_system/EarthDawn3.rb', line 107

def getBaseStepTable
  stepTable =
    [
      #      dice
      #      D20  D12  D10  D8  D6  D4  mod
      [1, [0, 0, 0, 0, 1, 0, -3]],
      [2,  [0,   0,   0,  0,  1,  0,  -2]],
      [3,  [0,   0,   0,  0,  1,  0,  -1]],
      [4,  [0,   0,   0,  0,  1,  0,   0]],
      [5,  [0,   0,   0,  1,  0,  0,   0]],
      [6,  [0,   0,   1,  0,  0,  0,   0]],
      [7,  [0,   1,   0,  0,  0,  0,   0]],
    ]

  return stepTable
end

#getModifyText(modify) ⇒ Object



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# File 'lib/bcdice/game_system/EarthDawn3.rb', line 98

def getModifyText(modify)
  @string = ""
  return @string if  modify == 0

  @string += "+" if  modify > 0
  @string += modify.to_s
  return @string
end

#getStepInfo(step) ⇒ Object



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# File 'lib/bcdice/game_system/EarthDawn3.rb', line 124

def getStepInfo(step)
  baseStepTable = getBaseStepTable
  baseMaxStep = baseStepTable.last.first

  if step <= baseMaxStep
    return get_table_by_number(step, baseStepTable)
  end

  baseStepInfo = [0, 1, 0, 0, 0, 0, 0]
  overStep = step - baseMaxStep - 1

  stepRythm =
    [
      # dice
      # D20  D12  D10  D8  D6  D4  mod
      [0, 0, 0, 0, 2, 0, 0],
      [0,   0,   0,  1,  1,  0,   0],
      [0,   0,   0,  2,  0,  0,   0],
      [0,   0,   1,  1,  0,  0,   0],
      [0,   0,   2,  0,  0,  0,   0],
      [0,   1,   1,  0,  0,  0,   0],
      [0,   2,   0,  0,  0,  0,   0],
    ]

  result = [0, 0, 0, 0, 0, 0, 0]

  loopCount = (overStep / stepRythm.size)

  loopCount.times do
    addStepToResult(result, baseStepInfo)
  end

  index = (overStep % stepRythm.size)
  restStepInfo = stepRythm[index]

  addStepToResult(result, restStepInfo)

  return result
end

#getStepResult(str) ⇒ Object



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# File 'lib/bcdice/game_system/EarthDawn3.rb', line 46

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

  stepTotal = 0
  @isFailed = true

  step = Regexp.last_match(1).to_i # ステップ
  targetNumber = [Regexp.last_match(2).to_i, 20].min # 目標値
  hasKarmaDice = !Regexp.last_match(3).nil? # カルマダイスの有無
  karmaDiceCount = [1, Regexp.last_match(4).to_i].max # カルマダイスの個数
  karmaDiceType = Regexp.last_match(5).to_i # カルマダイスの種類
  diceModify = Regexp.last_match(6).to_i

  karmaDiceInfo = Hash.new(0)
  if hasKarmaDice
    karmaDiceInfo[karmaDiceType] = karmaDiceCount
  end

  return nil if targetNumber < 0

  stepInfo = getStepInfo(step)
  debug('stepInfo', stepInfo)

  @string = ""

  diceTypes = [20, 12, 10, 8, 6, 4]
  diceTypes.each do |type|
    stepTotal += rollStep(type, stepInfo.shift)
  end
  modify = stepInfo.shift

  karmaDiceInfo.each do |diceType, diceCount|
    stepTotal += rollStep(diceType, diceCount)
  end

  @string += (getModifyText(modify) + getModifyText(diceModify))
  stepTotal += (modify + diceModify)

  # 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 += '' + getSuccess(targetNumber, stepTotal)

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

  return output
end

#getSuccess(targetNumber, stepTotal) ⇒ Object



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# File 'lib/bcdice/game_system/EarthDawn3.rb', line 172

def getSuccess(targetNumber, stepTotal)
  return '自動失敗' if @isFailed

  successTable = getSuccessTable
  successInfo = get_table_by_number(targetNumber, successTable)

  pathetic, poor, average, good, excelent, extraordinary = successInfo

  return 'Extraordinary(極上)' if stepTotal >= extraordinary
  return 'Excelent(最高)' if stepTotal >= excelent
  return 'Good(上出来)' if stepTotal >= good
  return 'Average(そこそこ)' if stepTotal >= average
  return 'Poor(お粗末)' if stepTotal >= poor
  return 'Pathetic(惨め)' if stepTotal >= pathetic
end

#getSuccessTableObject



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# File 'lib/bcdice/game_system/EarthDawn3.rb', line 188

def getSuccessTable
  successTable =
    [
      #       Pathetic Poor Average Good Excellent Extraordinary
      [2, [0, 1, 2, 5, 7, 9]],
      [3,  [0,     1,     3,     6, 8, 10]],
      [4,  [0,     1,     4,     7,    10,    12]],
      [5,  [1,     2,     5,     8,    11,    14]],
      [6,  [1,     2,     6,     9,    13,    17]],
      [7,  [1,     3,     7,    11,    15,    19]],
      [8,  [1,     4,     8,    13,    16,    20]],
      [9,  [1,     5,     9,    15,    18,    22]],
      [10,  [1,     6,    10,    16,    20,    24]],
      [11,  [1,     6,    11,    17,    21,    25]],
      [12,  [1,     7,    12,    18,    23,    27]],
      [13,  [1,     7,    13,    20,    25,    29]],
      [14,  [1,     8,    14,    21,    26,    31]],
      [15,  [1,     9,    15,    23,    27,    31]],
      [16,  [1,    10,    16,    24,    28,    33]],
      [17,  [1,    11,    17,    25,    30,    34]],
      [18,  [1,    12,    18,    26,    31,    36]],
      [19,  [1,    12,    19,    28,    33,    37]],
      [20,  [1,    13,    20,    29,    34,    39]],
      [21,  [1,    14,    21,    30,    36,    41]],
      [22,  [1,    15,    22,    31,    37,    42]],
      [23,  [1,    16,    23,    33,    38,    43]],
      [24,  [1,    16,    24,    34,    39,    44]],
      [25,  [1,    17,    25,    35,    41,    46]],
      [26,  [1,    18,    26,    36,    42,    47]],
      [27,  [1,    19,    27,    37,    43,    49]],
      [28,  [1,    19,    28,    39,    45,    50]],
      [29,  [1,    21,    29,    40,    46,    51]],
      [30,  [1,    21,    30,    41,    47,    53]],
      [31,  [1,    22,    31,    42,    48,    54]],
      [32,  [1,    23,    32,    43,    49,    55]],
      [33,  [1,    24,    33,    45,    51,    57]],
      [34,  [1,    24,    34,    46,    52,    58]],
      [35,  [1,    25,    35,    47,    53,    60]],
      [36,  [1,    26,    36,    48,    54,    60]],
      [37,  [1,    27,    37,    49,    56,    62]],
      [38,  [1,    28,    38,    51,    57,    63]],
      [39,  [1,    29,    39,    52,    58,    64]],
      [40,  [1,    30,    40,    53,    59,    66]],
    ]

  return successTable
end

#rollStep(diceType, diceCount) ⇒ Object



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# File 'lib/bcdice/game_system/EarthDawn3.rb', line 236

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