Class: BCDice::GameSystem::YearZeroEngine
- Defined in:
- lib/bcdice/game_system/YearZeroEngine.rb
Constant Summary collapse
- ID =
ゲームシステムの識別子
'YearZeroEngine'
- NAME =
ゲームシステム名
'YearZeroEngine'
- SORT_KEY =
ゲームシステム名の読みがな
'いやあせろえんしん'
- HELP_MESSAGE =
ダイスボットの使い方
<<~INFO_MESSAGE_TEXT ・ダイスプール判定コマンド(nYZEx+x+x+m) (難易度)YZE(能力ダイス数)+(技能ダイス数)+(アイテムダイス数)+(修正値) # (6のみを数える) (難易度)YZE(能力ダイス数)+(技能ダイス数)+(アイテムダイス数)-(修正値) # (6のみを数える) ・ダイスプール判定コマンド(nMYZx+x+x) (難易度)MYZ(能力ダイス数)+(技能ダイス数)+(アイテムダイス数) # (1と6を数え、プッシュ可能数を表示) (難易度)MYZ(能力ダイス数)-(技能ダイス数)+(アイテムダイス数) # (1と6を数え、プッシュ可能数を表示、技能のマイナス指定) ※ 難易度と技能、アイテムダイス数は省略可能 ・ステップダイス判定コマンド(nYZSx+x+m+f) (難易度)YZS(能力ダイス面数)+(技能ダイス面数)+(修正値) # (1,6を数え、プッシュ可能数を表示) (難易度)YZS(能力ダイス面数)+(技能ダイス面数)-(修正値) # (1,6を数え、プッシュ可能数を表示) (難易度)YZS(能力ダイス面数)+(技能ダイス面数)+(修正値)A # (1,6を数え、プッシュ可能数を表示、有利) (難易度)YZS(能力ダイス面数)+(技能ダイス面数)-(修正値)A # (1,6を数え、プッシュ可能数を表示、有利) (難易度)YZS(能力ダイス面数)+(技能ダイス面数)+(修正値)D # (1,6を数え、プッシュ可能数を表示、不利) (難易度)YZS(能力ダイス面数)+(技能ダイス面数)-(修正値)D # (1,6を数え、プッシュ可能数を表示、不利) INFO_MESSAGE_TEXT
- DIFFICULTY_INDEX =
難易度のインデックス
1
- COMMAND_TYPE_INDEX =
コマンドタイプのインデックス
2
- ABILITY_INDEX =
能力値ダイスのインデックス
3
- SKILL_SIGNED_INDEX =
技能値ダイス符号のインデックス
5
- SKILL_INDEX =
技能値ダイスのインデックス
6
- GEAR_INDEX =
アイテムダイスのインデックス
8
- MODIFIER_SIGNED_INDEX =
修正値の符号のインデックス
10
- MODIFIER_INDEX =
修正値のインデックス
11
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
- #dice_info_init ⇒ Object
- #eval_game_system_specific_command(command) ⇒ Object
- #get_rolling_dice(dice_type1, dice_type2, dice_upgrade) ⇒ Object
- #make_dice_a_roll(count, type) ⇒ Object
- #make_dice_roll(dice_pool) ⇒ Object
- #make_result_with_myz(dice_count_text, dice_text) ⇒ Object
- #make_result_with_yze(dice_count_text, dice_text) ⇒ Object
- #resolute_action(command) ⇒ Object
- #resolute_push_action(command) ⇒ Object
- #resolute_step_action(command) ⇒ 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
#dice_info_init ⇒ Object
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# File 'lib/bcdice/game_system/YearZeroEngine.rb', line 47 def dice_info_init() @total_success_dice = 0 @total_botch_dice = 0 @base_botch_dice = 0 @skill_botch_dice = 0 @gear_botch_dice = 0 @push_dice = 0 @difficulty = 0 end |
#eval_game_system_specific_command(command) ⇒ Object
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# File 'lib/bcdice/game_system/YearZeroEngine.rb', line 57 def eval_game_system_specific_command(command) resolute_action(command) || resolute_push_action(command) || resolute_step_action(command) end |
#get_rolling_dice(dice_type1, dice_type2, dice_upgrade) ⇒ Object
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# File 'lib/bcdice/game_system/YearZeroEngine.rb', line 246 def get_rolling_dice(dice_type1, dice_type2, dice_upgrade) dice_type1 = 4 if dice_type1 < 4 dice_type2 = 4 if dice_type2 < 4 while dice_upgrade > 0 if dice_type1 >= dice_type2 dice_type2 += 2 if dice_type2 < 12 else dice_type1 += 2 if dice_type1 < 12 end dice_upgrade -= 1 end while dice_upgrade < 0 if dice_type1 <= dice_type2 dice_type2 -= 2 if dice_type2 > 4 else dice_type1 -= 2 if dice_type1 > 4 end dice_upgrade += 1 end if dice_type1 == 4 && dice_type2 == 4 dice_type1 = 6 end return dice_type1, dice_type2 end |
#make_dice_a_roll(count, type) ⇒ Object
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# File 'lib/bcdice/game_system/YearZeroEngine.rb', line 233 def make_dice_a_roll(count, type) dice_list = @randomizer.(count, type) botch_dice = dice_list.count(1) success_dice = dice_list.count { |val| val >= 6 } success_level = success_dice + dice_list.count { |val| val >= 10 } @total_success_dice += success_level @total_botch_dice += botch_dice @push_dice += (count - (success_dice + botch_dice)) return "[#{dice_list.join(',')}]", botch_dice end |
#make_dice_roll(dice_pool) ⇒ Object
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# File 'lib/bcdice/game_system/YearZeroEngine.rb', line 225 def make_dice_roll(dice_pool) dice_list = @randomizer.(dice_pool, 6) success_dice = dice_list.count(6) botch_dice = dice_list.count(1) return "[#{dice_list.join(',')}]", success_dice, botch_dice end |
#make_result_with_myz(dice_count_text, dice_text) ⇒ Object
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# File 'lib/bcdice/game_system/YearZeroEngine.rb', line 210 def make_result_with_myz(dice_count_text, dice_text) result_text = "#{dice_count_text} > #{dice_text} 成功数:#{@total_success_dice}" atter_text = "\n出目1:[能力:#{@base_botch_dice},技能:#{@skill_botch_dice},アイテム:#{@gear_botch_dice}) プッシュ可能=#{@push_dice}ダイス" if @difficulty > 0 if @total_success_dice >= @difficulty return Result.success("#{result_text} 難易度=#{@difficulty}:判定成功!#{atter_text}") else return Result.failure("#{result_text} 難易度=#{@difficulty}:判定失敗!#{atter_text}") end end return "#{result_text}#{atter_text}" end |
#make_result_with_yze(dice_count_text, dice_text) ⇒ Object
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# File 'lib/bcdice/game_system/YearZeroEngine.rb', line 198 def make_result_with_yze(dice_count_text, dice_text) result_text = "#{dice_count_text} > #{dice_text} 成功数:#{@total_success_dice}" if @difficulty > 0 if @total_success_dice >= @difficulty return Result.success("#{result_text} 難易度=#{@difficulty}:判定成功!") else return Result.failure("#{result_text} 難易度=#{@difficulty}:判定失敗!") end end return result_text end |
#resolute_action(command) ⇒ Object
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# File 'lib/bcdice/game_system/YearZeroEngine.rb', line 63 def resolute_action(command) m = /\A(\d+)?(YZE)(\d+)((\+)(\d+))?(\+(\d+))?((\+|-)(\d+))?/.match(command) unless m return nil end dice_info_init @difficulty = m[DIFFICULTY_INDEX].to_i attribute = m[ABILITY_INDEX].to_i skill = m[SKILL_INDEX].to_i gear = m[GEAR_INDEX].to_i modifier = m[MODIFIER_INDEX].to_i if m[MODIFIER_SIGNED_INDEX] == '-' if skill >= modifier skill -= modifier else modifier -= skill skill = 0 if gear >= modifier gear -= modifier else modifier -= gear gear = 0 if attribute >= modifier attribute -= modifier else attribute = 0 end end end else skill += modifier end @total_success_dice = 0 dice_pool = attribute ability_dice_text, success_dice, botch_dice = make_dice_roll(dice_pool) @total_success_dice += success_dice @total_botch_dice += botch_dice @base_botch_dice += botch_dice # 能力ダメージ @push_dice += (dice_pool - (success_dice + botch_dice)) dice_count_text = "(#{dice_pool}D6)" dice_text = ability_dice_text if m[SKILL_INDEX] dice_pool = skill skill_dice_text, success_dice, botch_dice = make_dice_roll(dice_pool) @total_success_dice += success_dice @total_botch_dice += botch_dice @skill_botch_dice += botch_dice # 技能ダイスの1はpushで振り直し可能(例えマイナス技能でも) @push_dice += (dice_pool - success_dice) # 技能ダイスのみ1を含むので、ここでは1を計算に入れない dice_count_text += "+(#{dice_pool}D6)" dice_text += "+#{skill_dice_text}" end if m[GEAR_INDEX] dice_pool = gear gear_dice_text, success_dice, botch_dice = make_dice_roll(dice_pool) @total_success_dice += success_dice @total_botch_dice += botch_dice @gear_botch_dice += botch_dice # ギアダメージ @push_dice += (dice_pool - (success_dice + botch_dice)) dice_count_text += "+(#{dice_pool}D6)" dice_text += "+#{gear_dice_text}" end return make_result_with_yze(dice_count_text, dice_text) end |
#resolute_push_action(command) ⇒ Object
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# File 'lib/bcdice/game_system/YearZeroEngine.rb', line 140 def resolute_push_action(command) m = /\A(\d+)?(MYZ)(\d+)((\+|-)(\d+))?(\+(\d+))?/.match(command) unless m return nil end dice_info_init @difficulty = m[DIFFICULTY_INDEX].to_i @total_success_dice = 0 dice_pool = m[ABILITY_INDEX].to_i ability_dice_text, success_dice, botch_dice = make_dice_roll(dice_pool) @total_success_dice += success_dice @total_botch_dice += botch_dice @base_botch_dice += botch_dice # 能力ダメージ @push_dice += (dice_pool - (success_dice + botch_dice)) dice_count_text = "(#{dice_pool}D6)" dice_text = ability_dice_text if m[SKILL_INDEX] dice_pool = m[SKILL_INDEX].to_i skill_dice_text, success_dice, botch_dice = make_dice_roll(dice_pool) skill_unsigned = m[SKILL_SIGNED_INDEX] if skill_unsigned == '-' @total_success_dice -= success_dice # マイナス技能の成功は通常の成功と相殺される else @total_success_dice += success_dice end @total_botch_dice += botch_dice @skill_botch_dice += botch_dice # 技能ダイスの1はpushで振り直し可能(例えマイナス技能でも) @push_dice += (dice_pool - success_dice) # 技能ダイスのみ1を含むので、ここでは1を計算に入れない dice_count_text += "#{skill_unsigned}(#{dice_pool}D6)" dice_text += "#{skill_unsigned}#{skill_dice_text}" end if m[GEAR_INDEX] dice_pool = m[GEAR_INDEX].to_i gear_dice_text, success_dice, botch_dice = make_dice_roll(dice_pool) @total_success_dice += success_dice @total_botch_dice += botch_dice @gear_botch_dice += botch_dice # ギアダメージ @push_dice += (dice_pool - (success_dice + botch_dice)) dice_count_text += "+(#{dice_pool}D6)" dice_text += "+#{gear_dice_text}" end return make_result_with_myz(dice_count_text, dice_text) end |
#resolute_step_action(command) ⇒ Object
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# File 'lib/bcdice/game_system/YearZeroEngine.rb', line 275 def resolute_step_action(command) m = /\A(\d+)?(YZS)(\d+)((\+)(\d+))?((\+|-)(\d+))?(A|D)?/.match(command) unless m return nil end dice_info_init @difficulty = m[DIFFICULTY_INDEX].to_i attribute = m[ABILITY_INDEX].to_i skill = m[SKILL_INDEX].to_i modifier = m[7].to_i advantage = m[10] dice_count_text = "" dice_text = "" dice_type1, dice_type2 = get_rolling_dice(attribute, skill, modifier) if dice_type1 <= dice_type2 if advantage if advantage == "A" && (dice_type1 > 4) ability_dice_text, botch_dice = make_dice_a_roll(2, dice_type1) @base_botch_dice += botch_dice # 能力ダメージ dice_count_text = "(2D#{dice_type1})" dice_text = ability_dice_text end else if dice_type1 > 4 ability_dice_text, botch_dice = make_dice_a_roll(1, dice_type1) @base_botch_dice += botch_dice # 能力ダメージ dice_count_text = "(1D#{dice_type1})" dice_text = ability_dice_text end end if dice_type2 > 4 skill_dice_text, botch_dice = make_dice_a_roll(1, dice_type2) @skill_botch_dice += botch_dice dice_count_text += "+" unless dice_count_text == "" dice_text += "+" unless dice_text == "" dice_count_text += "(1D#{dice_type2})" dice_text += skill_dice_text end else if dice_type1 > 4 ability_dice_text, botch_dice = make_dice_a_roll(1, dice_type1) @base_botch_dice += botch_dice # 能力ダメージ dice_count_text = "(1D#{dice_type1})" dice_text = ability_dice_text end if advantage if advantage == "A" && (dice_type2 > 4) skill_dice_text, botch_dice = make_dice_a_roll(2, dice_type2) @skill_botch_dice += botch_dice dice_count_text += "+(2D#{dice_type2})" dice_text += "+#{skill_dice_text}" end else if dice_type2 > 4 skill_dice_text, botch_dice = make_dice_a_roll(1, dice_type2) @skill_botch_dice += botch_dice dice_count_text += "+(1D#{dice_type2})" dice_text += "+#{skill_dice_text}" end end end return make_result_with_myz(dice_count_text, dice_text) end |