Class: BCDice::GameSystem::DarkBlaze
- Defined in:
- lib/bcdice/game_system/DarkBlaze.rb
Constant Summary collapse
- ID =
ゲームシステムの識別子
'DarkBlaze'
- NAME =
ゲームシステム名
'ダークブレイズ'
- SORT_KEY =
ゲームシステム名の読みがな
'たあくふれいす'
- HELP_MESSAGE =
ダイスボットの使い方
<<~INFO_MESSAGE_TEXT ・行為判定 (DBxy#n) 行為判定専用のコマンドです。 "DB(能力)(技能)#(修正)"でロールします。Rコマンド(3R6+n[x,y]>=m mは難易度)に読替をします。 クリティカルとファンブルも自動で処理されます。 DB@x@y#m と DBx,y#m にも対応しました。 例)DB33 DB32#-1 DB@3@1#1 DB3,2 DB23#1>=4 3R6+1[3,3]>=4 ・掘り出し袋表 (BTx) "BT(ダイス数)"で掘り出し袋表を自動で振り、結果を表示します。 例)BT1 BT2 BT[1...3] 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
- #check_roll(string) ⇒ Object
- #eval_game_system_specific_command(command) ⇒ Object
- #get_dice(mod, abl, skl) ⇒ Object
-
#get_horidasibukuro_table(dice) ⇒ Object
** 掘り出し袋表.
- #replace_text(string) ⇒ Object
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
Instance Method Details
#check_roll(string) ⇒ Object
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# File 'lib/bcdice/game_system/DarkBlaze.rb', line 46 def check_roll(string) string = replace_text(string) return nil unless (m = /(^|\s)S?(3[rR]6([+\-\d]+)?(\[(\d+),(\d+)\])(([>=]+)(\d+))?)(\s|$)/i.match(string)) string = m[2] mod = 0 abl = 1 skl = 1 signOfInequality = "" diff = 0 mod = ArithmeticEvaluator.eval(m[3]) if m[3] if m[4] abl = m[5].to_i skl = m[6].to_i end if m[7] cmp_op = Normalize.comparison_operator(m[8]) signOfInequality = Format.comparison_operator(cmp_op) diff = m[9].to_i end total, out_str = get_dice(mod, abl, skl) output = "(#{string}) > #{out_str}" if signOfInequality != "" # 成功度判定処理 cmp_op = Normalize.comparison_operator(signOfInequality) output += if total.send(cmp_op, diff) " > 成功" else " > 失敗" end end return output end |
#eval_game_system_specific_command(command) ⇒ Object
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# File 'lib/bcdice/game_system/DarkBlaze.rb', line 125 def eval_game_system_specific_command(command) if (m = /^BT(\d)?$/i.match(command)) dice = m[1]&.to_i || 1 return get_horidasibukuro_table(dice) end return check_roll(command) end |
#get_dice(mod, abl, skl) ⇒ Object
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# File 'lib/bcdice/game_system/DarkBlaze.rb', line 86 def get_dice(mod, abl, skl) total = 0 crit = 0 fumble = 0 dice_c = 3 + mod.abs dice_arr = @randomizer.(dice_c, 6).sort dice_str = dice_arr.join(",") 3.times do |i| ch = dice_arr[i] if mod < 0 ch = dice_arr[dice_c - i - 1] end total += 1 if ch <= abl total += 1 if ch <= skl crit += 1 if ch <= 2 fumble += 1 if ch >= 5 end resultText = "" if crit >= 3 resultText = " > クリティカル" total = 6 + skl end if fumble >= 3 resultText = " > ファンブル" total = 0 end output = "#{total}[#{dice_str}]#{resultText}" return total, output end |
#get_horidasibukuro_table(dice) ⇒ Object
** 掘り出し袋表
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# File 'lib/bcdice/game_system/DarkBlaze.rb', line 135 def get_horidasibukuro_table(dice) output = '1' material_kind = [ # 2D6 "蟲甲", # 5 "金属", # 6 "金貨", # 7 "植物", # 8 "獣皮", # 9 "竜鱗", # 10 "レアモノ", # 11 "レアモノ", # 12 ] magic_stone = [ # 1D3 "火炎石", "雷撃石", "氷結石", ] num1 = @randomizer.roll_sum(2, 6) num2 = @randomizer.roll_sum(dice, 6) debug('dice', dice) debug('num1', num1) debug('num2', num2) if num1 <= 4 num2 = @randomizer.roll_once(6) magic_stone_result = (magic_stone[(num2 / 2).to_i - 1]) output = "《#{magic_stone_result}》を#{dice}個獲得" elsif num1 == 7 output = "《金貨》を#{num2}枚獲得" else type = material_kind[num1 - 5] if num2 <= 3 output = "《#{type} I》を1個獲得" elsif num2 <= 5 output = "《#{type} I》を2個獲得" elsif num2 <= 7 output = "《#{type} I》を3個獲得" elsif num2 <= 9 output = "《#{type} II》を1個獲得" elsif num2 <= 11 output = "《#{type} I》を2個《#{type} II》を1個獲得" elsif num2 <= 13 output = "《#{type} I》を2個《#{type} II》を2個獲得" elsif num2 <= 15 output = "《#{type} III》を1個獲得" elsif num2 <= 17 output = "《#{type} II》を2個《#{type} III》を1個獲得" else output = "《#{type} II》を2個《#{type} III》を2個獲得" end end if output != '1' output = "掘り出し袋表[#{num1},#{num2}] > #{output}" end return output end |
#replace_text(string) ⇒ Object
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# File 'lib/bcdice/game_system/DarkBlaze.rb', line 34 def replace_text(string) return string unless string =~ /DB/i string = string.gsub(/DB(\d),(\d)/) { "DB#{Regexp.last_match(1)}#{Regexp.last_match(2)}" } string = string.gsub(/DB@(\d)@(\d)/) { "DB#{Regexp.last_match(1)}#{Regexp.last_match(2)}" } string = string.gsub(/DB(\d)(\d)(#(\d[+\-\d]*))/) { "3R6+#{Regexp.last_match(4)}[#{Regexp.last_match(1)},#{Regexp.last_match(2)}]" } string = string.gsub(/DB(\d)(\d)(#([+\-\d]*))/) { "3R6#{Regexp.last_match(4)}[#{Regexp.last_match(1)},#{Regexp.last_match(2)}]" } string = string.gsub(/DB(\d)(\d)/) { "3R6[#{Regexp.last_match(1)},#{Regexp.last_match(2)}]" } return string end |