Class: BCDice::GameSystem::Ryutama
- Inherits:
-
Base
- Object
- Base
- BCDice::GameSystem::Ryutama
show all
- Defined in:
- lib/bcdice/game_system/Ryutama.rb
Constant Summary
collapse
- ID =
'Ryutama'
- NAME =
'りゅうたま'
- SORT_KEY =
'りゆうたま'
- HELP_MESSAGE =
<<~INFO_MESSAGE_TEXT
・判定
Rx,y>=t(x,y:使用する能力値、t:目標値)
1ゾロ、クリティカルも含めて判定結果を表示します
能力値1つでの判定は Rx>=t で行えます
例)R8,6>=13
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
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-
#critical?(value1, value2, dice1, dice2) ⇒ Boolean
-
#eval_game_system_specific_command(command) ⇒ Object
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#famble?(value1, value2) ⇒ Boolean
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#get_base_text(dice1, dice2, modify, difficulty) ⇒ Object
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#get_dice_type(dice1, dice2) ⇒ Object
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#get_difficulty(difficulty) ⇒ Object
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#get_modify_string(modify) ⇒ Object
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#get_result_text(value1, value2, dice1, dice2, difficulty, total) ⇒ Object
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#get_roll_value(dice) ⇒ Object
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#initialize(command) ⇒ Ryutama
constructor
A new instance of Ryutama.
-
#valid_dice?(dice1, dice2) ⇒ Boolean
-
#valid_dice_one?(dice) ⇒ Boolean
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
#translate
Constructor Details
#initialize(command) ⇒ Ryutama
Returns a new instance of Ryutama.
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# File 'lib/bcdice/game_system/Ryutama.rb', line 26
def initialize(command)
super(command)
@valid_dice_types = [20, 12, 10, 8, 6, 4, 2]
end
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Instance Method Details
#critical?(value1, value2, dice1, dice2) ⇒ Boolean
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# File 'lib/bcdice/game_system/Ryutama.rb', line 158
def critical?(value1, value2, dice1, dice2)
return false if value2 == 0
if (value1 == 6) && (value2 == 6)
return true
end
if (value1 == dice1) && (value2 == dice2)
return true
end
return false
end
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#eval_game_system_specific_command(command) ⇒ Object
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# File 'lib/bcdice/game_system/Ryutama.rb', line 31
def eval_game_system_specific_command(command)
debug('eval_game_system_specific_command begin')
unless command =~ /^R(\d+)(,(\d+))?([+\-\d]+)?(>=(\d+))?/
debug('unmatched!')
return ''
end
debug('matched')
dice1 = Regexp.last_match(1).to_i
dice2 = Regexp.last_match(3).to_i
modify_string = Regexp.last_match(4)
difficulty = Regexp.last_match(6)
dice1, dice2 = get_dice_type(dice1, dice2)
if dice1 == 0
return ''
end
modify_string ||= ''
modify = ArithmeticEvaluator.eval(modify_string)
difficulty = get_difficulty(difficulty)
value1 = get_roll_value(dice1)
value2 = get_roll_value(dice2)
total = value1 + value2 + modify
result = get_result_text(value1, value2, dice1, dice2, difficulty, total)
unless result.empty?
result = " > #{result}"
end
value1_text = "#{value1}(#{dice1})"
value2_text = (value2 == 0 ? "" : "+#{value2}(#{dice2})")
modify_text = get_modify_string(modify)
base_text = get_base_text(dice1, dice2, modify, difficulty)
output = "(#{base_text}) > #{value1_text}#{value2_text}#{modify_text} > #{total}#{result}"
return output
end
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#famble?(value1, value2) ⇒ Boolean
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# File 'lib/bcdice/game_system/Ryutama.rb', line 154
def famble?(value1, value2)
return (value1 == 1) && (value2 == 1)
end
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#get_base_text(dice1, dice2, modify, difficulty) ⇒ Object
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# File 'lib/bcdice/game_system/Ryutama.rb', line 172
def get_base_text(dice1, dice2, modify, difficulty)
base_text = "R#{dice1}"
if dice2 != 0
base_text += ",#{dice2}"
end
base_text += get_modify_string(modify)
unless difficulty.nil?
base_text += ">=#{difficulty}"
end
return base_text
end
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#get_dice_type(dice1, dice2) ⇒ Object
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# File 'lib/bcdice/game_system/Ryutama.rb', line 72
def get_dice_type(dice1, dice2)
debug('get_dice_type begin')
if dice2 != 0
if valid_dice_one?(dice1)
return dice1, dice2
else
return 0, 0
end
end
if valid_dice?(dice1, dice2)
return dice1, dice2
end
dice_base = dice1
dice1 = dice_base / 10
dice2 = dice_base % 10
if valid_dice?(dice1, dice2)
return dice1, dice2
end
dice1 = dice_base / 100
dice2 = dice_base % 100
if valid_dice?(dice1, dice2)
return dice1, dice2
end
if valid_dice_one?(dice_base)
return dice_base, 0
end
return 0, 0
end
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#get_difficulty(difficulty) ⇒ Object
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# File 'lib/bcdice/game_system/Ryutama.rb', line 119
def get_difficulty(difficulty)
unless difficulty.nil?
difficulty = difficulty.to_i
end
return difficulty
end
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#get_modify_string(modify) ⇒ Object
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# File 'lib/bcdice/game_system/Ryutama.rb', line 188
def get_modify_string(modify)
if modify > 0
return "+" + modify.to_s
elsif modify < 0
return modify.to_s
end
return ''
end
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#get_result_text(value1, value2, dice1, dice2, difficulty, total) ⇒ Object
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# File 'lib/bcdice/game_system/Ryutama.rb', line 134
def get_result_text(value1, value2, dice1, dice2, difficulty, total)
if famble?(value1, value2)
return "1ゾロ【1ゾロポイント+1】"
end
if critical?(value1, value2, dice1, dice2)
return "クリティカル成功"
end
if difficulty.nil?
return ''
end
if total >= difficulty
return "成功"
end
return "失敗"
end
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#get_roll_value(dice) ⇒ Object
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# File 'lib/bcdice/game_system/Ryutama.rb', line 127
def get_roll_value(dice)
return 0 if dice == 0
value = @randomizer.roll_once(dice)
return value
end
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#valid_dice?(dice1, dice2) ⇒ Boolean
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# File 'lib/bcdice/game_system/Ryutama.rb', line 110
def valid_dice?(dice1, dice2)
return valid_dice_one?(dice1) &&
valid_dice_one?(dice2)
end
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#valid_dice_one?(dice) ⇒ Boolean
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# File 'lib/bcdice/game_system/Ryutama.rb', line 115
def valid_dice_one?(dice)
@valid_dice_types.include?(dice)
end
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