Class: BCDice::GameSystem::LostRoyal

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

Constant Summary collapse

ID =

ゲームシステムの識別子

'LostRoyal'
NAME =

ゲームシステム名

'ロストロイヤル'
SORT_KEY =

ゲームシステム名の読みがな

'ろすとろいやる'
HELP_MESSAGE =

ダイスボットの使い方

<<~INFO_MESSAGE_TEXT
  ・D66ダイスあり

  行為判定
   LR[x,x,x,x,x,x]
    x の並びには【判定表】の数値を順番に入力する。
    (例: LR[1,3,0,1,2,3] )

  ファンブル表
   FC

  風力決定表
   WPC

  感情決定表
   EC

  希望点の決定
   HRx
    x にはダイスの数( 1 - 2 )を指定
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) ⇒ LostRoyal

Returns a new instance of LostRoyal.



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

def initialize(command)
  super(command)

  @sort_add_dice = true
  @d66_sort_type = D66SortType::NO_SORT
end

Instance Method Details

#check_lostroyal(checking_table) ⇒ Object



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# File 'lib/bcdice/game_system/LostRoyal.rb', line 64

def check_lostroyal(checking_table)
  keys = []

  3.times do |_i|
    key = @randomizer.roll_once(6)
    keys << key
  end

  scores = (keys.map { |k| checking_table[k - 1] }).to_a
  total_score = scores.inject(:+)

  chained_sequence = find_sequence(keys)

  text = "3D6 => [#{keys.join(',')}] => (#{scores.join('+')}) => #{total_score}"

  unless chained_sequence.nil? || chained_sequence.empty?
    bonus = fumble_?(keys, chained_sequence) ? 3 : chained_sequence.size
    text += " | #{chained_sequence.size} chain! (#{chained_sequence.join(',')}) => #{total_score + bonus}"

    if chained_sequence.size >= 3
      text += " [スペシャル]"
    end

    if fumble_?(keys, chained_sequence)
      text += " [ファンブル]"
    end
  end

  return text
end

#eval_game_system_specific_command(command) ⇒ Object



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# File 'lib/bcdice/game_system/LostRoyal.rb', line 47

def eval_game_system_specific_command(command)
  case command
  when /LR\[([0-5]),([0-5]),([0-5]),([0-5]),([0-5]),([0-5])\]/i
    return check_lostroyal([Regexp.last_match(1).to_i, Regexp.last_match(2).to_i, Regexp.last_match(3).to_i, Regexp.last_match(4).to_i, Regexp.last_match(5).to_i, Regexp.last_match(6).to_i,])
  when /FC/
    return roll_fumble_chart
  when /WPC/
    return roll_wind_power_chart
  when /EC/
    return roll_emotion_chart
  when /HR([1-2])/
    return roll_hope(Regexp.last_match(1).to_i)
  end

  return nil
end

#find_sequence(keys) ⇒ Object



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# File 'lib/bcdice/game_system/LostRoyal.rb', line 95

def find_sequence(keys)
  keys = keys.sort

  sequences = (1...6).map do |start_key|
    find_sequence_from_start_key(keys, start_key)
  end
  sequences.select { |x| x.size > 1 }.max { |a, b| a.size <=> b.size }
end

#find_sequence_from_start_key(keys, start_key) ⇒ Object



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# File 'lib/bcdice/game_system/LostRoyal.rb', line 104

def find_sequence_from_start_key(keys, start_key)
  chained_keys = []

  key = start_key

  while keys.include? key
    chained_keys << key
    key += 1
  end

  if !chained_keys.empty? && chained_keys[0] == 1
    key = 6
    while keys.include? key
      chained_keys.unshift key
      key -= 1
    end
  end

  return chained_keys
end

#fumble_?(keys, chained_sequence) ⇒ Boolean

Returns:

  • (Boolean)


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# File 'lib/bcdice/game_system/LostRoyal.rb', line 125

def fumble_?(keys, chained_sequence)
  chained_sequence.each do |k|
    if keys.count(k) >= 2
      return true
    end
  end

  false
end

#is_1or2(n) ⇒ Object



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# File 'lib/bcdice/game_system/LostRoyal.rb', line 234

def is_1or2(n)
  [1, 2].include?(n)
end

#roll_emotion_chartObject



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# File 'lib/bcdice/game_system/LostRoyal.rb', line 190

def roll_emotion_chart
  key = @randomizer.roll_once(6)

  text = [
    "愛情/殺意",
    "友情/負目",
    "崇拝/嫌悪",
    "興味/侮蔑",
    "信頼/嫉妬",
    "守護/欲情",
  ][key - 1]

  return "1D6 => [#{key}] #{text}"
end

#roll_fumble_chartObject



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# File 'lib/bcdice/game_system/LostRoyal.rb', line 135

def roll_fumble_chart
  key = @randomizer.roll_once(6)

  text = [
    "何かの問題で言い争い、主君に無礼を働いてしまう。あなたは主君の名誉点を1点失うか、【時間】を1点消費して和解の話し合いを持つか選べる。",
    "見過ごせば人々を不幸にする危険に遭遇する。あなたは逃げ出して冒険の名誉点を1点失うか、これに立ち向かい【命数】を2点減らすかを選べる。",
    "あなたが惹かれたのは好意に付け込む人だった。あなたはその場を去って恋慕の名誉点を1点失うか【正義】を1点減らして礼を尽くすかを選べる。",
    "金銭的な問題で、生命と魂の苦しみを背負う人に出会う。あなたは庇護の名誉点を1点失うか出費を3点増やすかを選べる。",
    "襲撃を受ける。苦もなく叩き伏せると、卑屈な態度で命乞いをしてきた。容赦なく命を奪い寛容の名誉点を1点失うか、密告によって【血路】が1D6点増えるかを選ぶことができる。",
    "風聞により、友が悪に身を貶めたと知る。共に並んだ戦場が色褪せる想いだ。戦友の名誉点を1点減らすか、【酒と歌】すべてを失うかを選べる。",
  ][key - 1]

  return "1D6 => [#{key}] #{text}"
end

#roll_hope(number_of_dice) ⇒ Object



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# File 'lib/bcdice/game_system/LostRoyal.rb', line 205

def roll_hope(number_of_dice)
  total = 0
  text = ""

  loop do
    d1 = @randomizer.roll_once(6)
    d2 = 0

    if number_of_dice >= 2
      d2 = @randomizer.roll_once(6)
    end

    total += d1 + d2

    if number_of_dice == 2
      text += "2D6[#{d1},#{d2}]"
    else
      text += "1D6[#{d1}]"
    end

    if is_1or2(d1) || is_1or2(d2)
      text += " (振り足し) => "
    else
      text += " => 合計 #{total}"
      return text
    end
  end
end

#roll_wind_power_chartObject



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# File 'lib/bcdice/game_system/LostRoyal.rb', line 150

def roll_wind_power_chart
  key = 0
  total_bonus = 0
  text = ""

  loop do
    dice = @randomizer.roll_once(6)
    key += dice

    add, bonus, current_text, = [
      [true, 0, "ほぼ凪(振り足し)"],
      [true, 0, "弱い風(振り足し)"],
      [false, 0, "ゆるやかな風"],
      [false, 0, "ゆるやかな風"],
      [false, 1, "やや強い風(儀式点プラス1)"],
      [false, 2, "強い風(龍を幻視、儀式点プラス2)"],
      [false, 3, "体が揺らぐほどの風(龍を幻視、儀式点プラス3)"],
    ][[key, 7].min - 1]

    total_bonus += bonus

    if key != dice
      current_text = "1D6[#{dice}]+#{key - dice} #{current_text}"
    else
      current_text = "1D6[#{dice}] #{current_text}"
    end

    if text.empty?
      text = current_text
    else
      text = "#{text} => #{current_text}"
    end

    unless add
      text += " [合計:儀式点 +#{total_bonus} ]"
      return text
    end
  end
end