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『アニマラス』を追加 (#669)
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* 判定一式を実装、Rubocop通過済み

* オフィシャルに合わせてリネーム

* ヘルプの誤りを修正

* [AniMalus] コマンドを完全一致にする

* [AniMalus] Array#count でブロックが不要な点を修正

* [AniMalus] 不要な #to_i を削除

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Co-authored-by: SAKATA Sinji <[email protected]>
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Faceless192x and ysakasin authored Jan 22, 2024
1 parent 266e3a9 commit 2033699
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1 change: 1 addition & 0 deletions lib/bcdice/game_system.rb
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require "bcdice/game_system/Amadeus_Korean"
require "bcdice/game_system/AngelGear"
require "bcdice/game_system/AnimaAnimus"
require "bcdice/game_system/AniMalus"
require "bcdice/game_system/Aoharubaan"
require "bcdice/game_system/Arianrhod"
require "bcdice/game_system/ArsMagica"
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221 changes: 221 additions & 0 deletions lib/bcdice/game_system/AniMalus.rb
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# frozen_string_literal: true

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

# ゲームシステム名
NAME = 'アニマラス'

# ゲームシステム名の読みがな
SORT_KEY = 'あにまらす'

# ダイスボットの使い方
HELP_MESSAGE = <<~INFO_MESSAGETEXT
■ステータスのダイス判定 nAM<=t,x n:能力値 t:成功値 x:必要成功数
例)3AM<=2,1: ダイスを3個振って、成功値2,必要成功数1で判定。その結果(成功数,成功・失敗)を表示
■探索技能のダイス判定 AI<=t,x t:探索技能レベル x:必要成功数
例)AI<=3,1: ダイスを3個振って、探索技能レベル3,必要成功数1で判定。その結果(成功数,成功・失敗)を表示
■攻撃判定 AA<=t t:戦闘技能レベル
例)AA<=3: ダイスを3個振って、戦闘技能レベル3で判定。その結果(成功・失敗,ダメージ,クリティカル,ファンブル)を表示
■防御判定 AG=t t:攻撃技能レベル
例)AG=2: ダイスを3個振って、攻撃技能レベル2で判定。その結果(成功・失敗,ダメージ,クリティカル,ファンブル)を表示
■回避判定 AD=t t:攻撃技能レベル
例)AD=3: ダイスを1個振って、攻撃技能レベル3で判定。その結果(成功・失敗)を表示
INFO_MESSAGETEXT

register_prefix('\d*A[MIAGD]')

def initialize(command)
super(command)

@sort_barabara_dice = true # バラバラロール(Bコマンド)でソート有
end

def eval_game_system_specific_command(command)
resolute_action(command) ||
resolute_investigation(command) ||
resolute_attacking(command) ||
resolute_guarding(command) ||
resolute_dodging(command)
end

private

# ステータスの判定
# @param [String] command
# @return [Result]
def resolute_action(command)
m = /^(\d+)AM<=(\d+),(\d)$/.match(command)
return nil unless m

num_dice = m[1].to_i
num_target = m[2].to_i
num_success = m[3].to_i

dice = @randomizer.roll_barabara(num_dice, 6).sort
dice_text = dice.join(",")
success_num = dice.count { |val| val <= num_target }
output = "(#{num_dice}AM<=#{num_target},#{num_success}) > #{dice_text} > 成功数#{success_num}"
if success_num >= num_success
output += " > 成功"
return Result.success(output)
else
output += " > 失敗"
return Result.failure(output)
end
end

# 探索技能の判定
# @param [String] command
# @return [Result]
def resolute_investigation(command)
m = /^AI<=(\d+),(\d)$/.match(command)
return nil unless m

num_target = m[1].to_i
num_success = m[2].to_i

dice = @randomizer.roll_barabara(3, 6).sort
dice_text = dice.join(",")
success_num = dice.count { |val| val <= num_target }
output = "(AI<=#{num_target},#{num_success}) > #{dice_text} > 成功数#{success_num}"
if success_num >= num_success
output += " > 成功"
return Result.success(output)
else
output += " > 失敗"
return Result.failure(output)
end
end

# 攻撃技能の判定
# @param [String] command
# @return [Result]
def resolute_attacking(command)
m = /^AA<=(\d+)$/.match(command)
return nil unless m

num_target = m[1].to_i

dice = @randomizer.roll_barabara(3, 6).sort
dice_text = dice.join(",")
success_num = dice.count { |val| val <= num_target }
is_critical = (dice[0] == 1 && dice[1] == 2 && dice[2] == 3)
is_fumble = (dice[0] == 4 && dice[1] == 5 && dice[2] == 6)
damage1 = dice.max
damage2 = dice.max
if dice[0] == dice[1] && dice[1] == dice[2] && dice[2] <= num_target
damage2 += 6
damage1 = damage2
elsif dice[0] == dice[1] && dice[1] <= num_target
damage2 += 3
elsif dice[1] == dice[2] && dice[2] <= num_target
damage2 += 3
end

return Result.new.tap do |result|
result.critical = is_critical
result.fumble = is_fumble
result.condition = (success_num > 0)

sequence = [
"(AA<=#{num_target})",
dice_text,
"成功数#{success_num}",
if result.success?
"成功"
else
"失敗"
end
].compact
if result.success?
if damage1 == damage2
sequence.push("ダメージ(#{damage1})")
else
sequence.push("ダメージ(#{damage1}#{damage2})")
end
end
sequence.push("クリティカル") if result.critical?
sequence.push("ファンブル") if result.fumble?

result.text = sequence.join(" > ")
end
end

# 防御技能の判定
# @param [String] command
# @return [Result]
def resolute_guarding(command)
m = /^AG=(\d+)$/.match(command)
return nil unless m

num_target = m[1].to_i

dice = @randomizer.roll_barabara(3, 6).sort
dice_text = dice.join(",")
success_num = dice.count(num_target)
is_critical = (dice[0] == 1 && dice[1] == 2 && dice[2] == 3)
is_fumble = (dice[0] == 4 && dice[1] == 5 && dice[2] == 6)

return Result.new.tap do |result|
result.critical = is_critical
result.fumble = is_fumble
result.condition = (success_num > 0)

sequence = [
"(AG=#{num_target})",
dice_text,
"成功数#{success_num}",
if result.success?
"成功 > ダメージ軽減(#{success_num * 2})"
else
"失敗"
end
].compact
sequence.push("クリティカル") if result.critical?
sequence.push("ファンブル") if result.fumble?

result.text = sequence.join(" > ")
end
end

# 回避技能の判定
# @param [String] command
# @return [Result]
def resolute_dodging(command)
m = /^AD=(\d+)$/.match(command)
return nil unless m

num_target = m[1].to_i

dice = @randomizer.roll_barabara(1, 6)
dice_text = dice.join(",")
success_num = dice.count(num_target)

return Result.new.tap do |result|
result.condition = (success_num > 0)

sequence = [
"(AD=#{num_target})",
dice_text,
"成功数#{success_num}",
if result.success?
"成功(ダメージ無効)"
else
"失敗"
end
].compact

result.text = sequence.join(" > ")
end
end
end
end
end
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