bcdice/BCDice

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lib/bcdice/game_system/EarthDawn4.rb

Summary

Maintainability
C
1 day
Test Coverage
A
100%
# frozen_string_literal: true

require 'bcdice/game_system/EarthDawn'

module BCDice
  module GameSystem
    class EarthDawn4 < EarthDawn
      # ゲームシステムの識別子
      ID = 'EarthDawn4'

      # ゲームシステム名
      NAME = 'アースドーン4版'

      # ゲームシステム名の読みがな
      SORT_KEY = 'ああすとおん4'

      # ダイスボットの使い方
      HELP_MESSAGE = <<~INFO_MESSAGE_TEXT
        ステップダイス (xEnK)
        ステップx、目標値n(省略可能)でステップダイスをロール。
        カルマダイス使用時は末尾にKを追加(省略可能)
        例)ステップ10:10E
          ステップ10、目標値8:10E8
          ステップ10、目標値8、カルマダイス:10E8K
      INFO_MESSAGE_TEXT

      register_prefix('\d+e')

      def initialize(command)
        super(command)

        @sort_add_dice = true
        @calcText = ''
      end

      def eval_game_system_specific_command(command)
        return ed_step(command)
      end

      # アースドーンステップ表
      def ed_step(str)
        output = getStepResult(str)

        return output
      end

      def getStepResult(str)
        stepText, calcText, stepTotal, targetNumber = getStepResultInfos(str)

        return nil if stepText.nil?

        if targetNumber == 0
          output = "#{stepText} > #{calcText} > #{stepTotal}"
          return output
        end

        # 結果判定
        successText = getSuccess(targetNumber, stepTotal)

        output = "#{stepText}>=#{targetNumber} > #{calcText} > #{stepTotal} > #{successText}"

        return output
      end

      def getStepResultInfos(str)
        steps = []
        calcs = []
        totals = []
        target = 0

        while  !str.nil? && !str.empty?

          debug("=====>!! str", str)

          step, calc, total, value, nextText = getStepResultInfo(str)
          debug("=====> step", step)

          return nil if step.nil?

          steps << step
          calcs << calc
          totals << total
          target = value unless value == 0

          debug("=====> nextText", nextText)
          break if nextText == str

          str = nextText
        end

        stepText = steps.join("+")
        calcText = calcs.join(")+(")
        stepTotal = totals.inject { |sum, i| sum + i }

        calcText = "(" + calcText + ")" if calcs.size > 1
        calcText += " > (#{totals.join('+')})" if totals.size > 1

        return stepText, calcText, stepTotal, target
      end

      def getStepResultInfo(str)
        return nil unless /^(\d+)E(\d+)?(K)?(\+\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 # 目標値
        return nil if targetNumber < 0

        hasKarmaDice = !Regexp.last_match(3).nil? # カルマダイスの有無
        diceModify = Regexp.last_match(4).to_i
        nextText = Regexp.last_match(6)

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

        @calcText = ""

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

        stepTotal += rollStep(6, 1) if hasKarmaDice

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

        stepText = "ステップ#{step}"

        return stepText, @calcText, stepTotal, targetNumber, nextText
      end

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

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

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

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

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

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

        # [  1,   0,   0,  0,  2,  0,   0],

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

        loopCount = (overStep / stepRythm.size)

        loopCount.times do
          addStepToResult(result, overBounusStep)
        end

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

        addStepToResult(result, restStepInfo)

        return result
      end

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

        return result
      end

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

        diff = stepTotal - targetNumber
        debug("diff", diff)

        if diff < 0
          return "失敗"
        end

        level = (diff / 5) + 1

        return "成功 レベル:#{level}"
      end

      def rollStep(diceType, diceCount)
        debug('rollStep diceType, diceCount, @calcText', diceType, diceCount, @calcText)

        stepTotal = 0
        return stepTotal unless diceCount > 0

        # diceぶんのステップ判定

        @calcText += "+" unless @calcText.empty?
        @calcText += "#{diceCount}d#{diceType}["
        debug('rollStep string', @calcText)

        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

          @calcText += ',' if i != 0
          @calcText += dice_in.to_s
        end

        @calcText += "]"

        return stepTotal
      end
    end
  end
end