Class: BCDice::GameSystem::Raisondetre
- Defined in:
- lib/bcdice/game_system/Raisondetre.rb
Constant Summary collapse
- ID =
ゲームシステムの識別子
'Raisondetre'
- NAME =
ゲームシステム名
'叛逆レゾンデートル'
- SORT_KEY =
ゲームシステム名の読みがな
'はんきやくれそんてとおる'
- HELP_MESSAGE =
ダイスボットの使い方
<<~MESSAGETEXT 判定:[判定値]RD[技能][@目標値] ダメージロール:[ダイス数]DD[装甲] []内のコマンドは省略可能。 「判定値」で判定に使用するダイス数を指定。省略時は「1」。0以下も指定可。 「技能」で有効なダイス数を指定。省略時は「1」。 達成値はクリティカルを含めて、「最も高くなる」ように計算します。 「@目標値」指定で、判定の成否を追加表示します。 ダメージロールは[装甲]指定で、有効なダイス数と0の出目の数を表示します。 [装甲]省略時は、ダイス結果のみ表示します。(複数の対象への攻撃時用) 【書式例】 ・RD → 1Dで達成値を表示。 ・2RD1@8 → 2D(1個選択)で目標値8の判定。 ・-3RD → 1Dでダイスペナルティ-4の判定。 ・4DD2 → 4Dで装甲2のダメージロール。 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
- #checkDamage(diceCount, armor) ⇒ Object
- #checkRoll(diceCount, choiceCount, target) ⇒ Object
- #eval_game_system_specific_command(command) ⇒ Object
-
#initialize(command) ⇒ Raisondetre
constructor
A new instance of Raisondetre.
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
Constructor Details
#initialize(command) ⇒ Raisondetre
Returns a new instance of Raisondetre.
36 37 38 39 |
# File 'lib/bcdice/game_system/Raisondetre.rb', line 36 def initialize(command) super(command) @sort_add_dice = true # ダイスのソート有 end |
Instance Method Details
#checkDamage(diceCount, armor) ⇒ Object
127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 |
# File 'lib/bcdice/game_system/Raisondetre.rb', line 127 def checkDamage(diceCount, armor) if diceCount <= 0 correction = 1 + diceCount * -1 rollCount = 1 else correction = 0 rollCount = diceCount end dice_list = @randomizer.(rollCount, 10).sort diceText = dice_list.join(",") diceArray = dice_list.map { |x| x == 10 ? 0 : x }.sort criticalCount = diceArray.count(0) diceArray.map! { |i| i - correction } diceText2 = diceArray.join(",") result = "#{rollCount}D10" result += "-#{correction}" if correction > 0 result += " > [#{diceText}] > [#{diceText2}]" if armor > 0 resultArray = [] success = 0 diceArray.each do |i| if i >= armor resultArray.push(i) success += 1 else resultArray.push("×") end end resultText = resultArray.join(',') result += " > [#{resultText}]>=#{armor} 有効数:#{success}" end result += " 0=#{criticalCount}個" return result end |
#checkRoll(diceCount, choiceCount, target) ⇒ Object
72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 |
# File 'lib/bcdice/game_system/Raisondetre.rb', line 72 def checkRoll(diceCount, choiceCount, target) if diceCount <= 0 correction = 1 + diceCount * -1 rollCount = 1 else correction = 0 rollCount = diceCount end diceArray = @randomizer.(rollCount, 10).sort diceText = diceArray.join(',') diceArray.map! { |x| x == 10 ? 0 : x } diceArray.map! { |i| i - correction } diceText2 = diceArray.sort.join(',') funbleArray = diceArray.select { |i| i <= 1 } isFunble = (funbleArray.size >= rollCount) dice = 0 success = 0 unless isFunble criticalCount = diceArray.count(0) critical = criticalCount * 10 choiceArray = diceArray.reverse choiceArray.delete(0) choiceArray = choiceArray.slice(0..(choiceCount - 1)) choiceText = choiceArray.join(',') dice = choiceArray.inject(:+) success = dice + critical end result = "#{rollCount}D10" result += "-#{correction}" if correction > 0 result += " > [#{diceText}] > [#{diceText2}] > " if isFunble result += "達成値:0 (Funble)" else result += "#{dice}[#{choiceText}]" result += "+#{critical}" if critical > 0 result += "=達成値:#{success}" result += " (#{criticalCount}Critical)" if critical > 0 end if target > 0 result += ">=#{target} " result += "【成功】" if success >= target result += "【失敗】" if success < target end return result end |
#eval_game_system_specific_command(command) ⇒ Object
46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 |
# File 'lib/bcdice/game_system/Raisondetre.rb', line 46 def eval_game_system_specific_command(command) if command =~ /(-)?(\d+)?RD(\d+)?(@(\d+))?$/i diceCount = (Regexp.last_match(2) || 1).to_i diceCount *= -1 unless Regexp.last_match(1).nil? choiceCount = (Regexp.last_match(3) || 1).to_i target = (Regexp.last_match(5) || 0).to_i return checkRoll(diceCount, choiceCount, target) elsif command =~ /(-)?(\d+)?DD([1-9])?([+-]\d+)?$/i diceCount = (Regexp.last_match(2) || 1).to_i diceCount *= -1 unless Regexp.last_match(1).nil? armor = (Regexp.last_match(3) || 0).to_i if armor > 0 armor += (Regexp.last_match(4) || 0).to_i armor = 1 if armor < 1 armor = 9 if armor > 9 end return checkDamage(diceCount, armor) end return nil end |