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神之吹息
Windbot-408
Commits
4a0dc098
Commit
4a0dc098
authored
Jul 09, 2024
by
mercury233
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update SuperheavySamuraiExecutor
merge #197
parent
eb5d8f48
Changes
1
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1 changed file
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44 additions
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22 deletions
+44
-22
Game/AI/Decks/SuperheavySamuraiExecutor.cs
Game/AI/Decks/SuperheavySamuraiExecutor.cs
+44
-22
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Game/AI/Decks/SuperheavySamuraiExecutor.cs
View file @
4a0dc098
...
...
@@ -80,7 +80,8 @@ namespace WindBot.Game.AI.Decks
public
SuperheavySamuraiExecutor
(
GameAI
ai
,
Duel
duel
)
:
base
(
ai
,
duel
)
{
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
PSYFramelordOmega
);
AddExecutor
(
ExecutorType
.
Repos
,
MonsterRepos
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
PSYFramelordOmega
,
PSYFunction
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
IP
,
IPFunction
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
Sarutobi
,
SarutobiFunction
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
Unicorn
,
UnicornFunction
);
...
...
@@ -101,9 +102,8 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
SpSummon
,
CardId
.
Scales
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
Scales
,
ScalesFunction
);
//Synchron
AddExecutor
(
ExecutorType
.
SpSummon
,
CardId
.
ASStardustDragon
,
ASStardustDragonSynchronFunction2
);
AddExecutor
(
ExecutorType
.
SpSummon
,
CardId
.
Fleur
,
FleurSynchronFunction2
);
//Synchron
AddExecutor
(
ExecutorType
.
SpSummon
,
CardId
.
PSYFramelordOmega
,
PSYFramelordOmegaSynchronFunction
);
//Pendulum
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
Wakaushi
,
WakaushiFunction
);
...
...
@@ -183,7 +183,6 @@ namespace WindBot.Game.AI.Decks
//Synchron
AddExecutor
(
ExecutorType
.
SpSummon
,
CardId
.
Masurawo
,
MasurawoSynchronFunction
);
AddExecutor
(
ExecutorType
.
SpSummon
,
CardId
.
Sarutobi
,
DeSynchronFunction
);
AddExecutor
(
ExecutorType
.
SpSummon
,
CardId
.
PSYFramelordOmega
);
//equip Soulhorns
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
Soulhorns
,
SoulhornsEquipFunction
);
...
...
@@ -213,12 +212,29 @@ namespace WindBot.Game.AI.Decks
activate_Genius
=
false
;
activate_Sarutobi
=
false
;
to_deck
=
false
;
base
.
OnNewTurn
();
}
public
override
bool
OnSelectHand
()
{
return
true
;
}
private
bool
MonsterRepos
()
{
if
(
Card
.
IsFacedown
())
return
true
;
if
(
Card
.
IsFaceup
()
&&
Card
.
IsAttack
()
&&
(
Card
.
Id
==
CardId
.
Masurawo
||
Card
.
Id
==
CardId
.
Sarutobi
))
return
true
;
return
false
;
}
public
override
CardPosition
OnSelectPosition
(
int
cardId
,
IList
<
CardPosition
>
positions
)
{
YGOSharp
.
OCGWrapper
.
NamedCard
cardData
=
YGOSharp
.
OCGWrapper
.
NamedCard
.
Get
(
cardId
);
if
(
cardData
!=
null
)
{
if
(
cardId
==
CardId
.
Masurawo
||
cardId
==
CardId
.
Sarutobi
)
return
CardPosition
.
FaceUpDefence
;
}
return
0
;
}
public
override
int
OnSelectPlace
(
int
cardId
,
int
player
,
CardLocation
location
,
int
available
)
{
if
(
player
==
0
&&
location
==
CardLocation
.
MonsterZone
)
...
...
@@ -597,14 +613,6 @@ namespace WindBot.Game.AI.Decks
AI
.
SelectMaterials
(
materials_lists
[
0
]);
return
true
;
}
private
bool
FleurSynchronFunction2
()
{
var
materials_lists
=
Util
.
GetSynchroMaterials
(
Bot
.
MonsterZone
,
10
,
1
,
1
,
false
,
false
,
null
,
card
=>
{
return
!
FinalCards
(
card
.
Id
);
});
if
(
materials_lists
.
Count
<=
0
)
return
false
;
AI
.
SelectMaterials
(
materials_lists
[
0
]);
return
true
;
}
private
bool
DeSynchronFunction
()
{
AI
.
SelectPosition
(
CardPosition
.
FaceUpDefence
);
...
...
@@ -630,17 +638,26 @@ namespace WindBot.Game.AI.Decks
{
return
(
Bot
.
HasInExtra
(
CardId
.
Fleur
)
||
Bot
.
HasInExtra
(
CardId
.
Masurawo
));
}
return
false
;
}
private
bool
ASStardustDragonSynchronFunction2
()
{
if
(!
activate_Scales
||
!
activate_PSY
)
return
false
;
if
(
Bot
.
HasInGraveyard
(
CardId
.
Motorbike
)
||
Bot
.
HasInGraveyard
(
CardId
.
PsyFramegearGamma
))
else
if
(
Bot
.
HasInMonstersZone
(
CardId
.
Motorbike
))
{
return
(
Bot
.
HasInExtra
(
CardId
.
Fleur
)
||
Bot
.
HasInExtra
(
CardId
.
Masurawo
));
AI
.
SelectMaterials
(
CardId
.
Motorbike
);
return
true
;
}
else
if
(
Bot
.
HasInMonstersZone
(
CardId
.
PsyFramegearGamma
))
{
AI
.
SelectMaterials
(
CardId
.
PsyFramegearGamma
);
return
true
;
}
return
false
;
}
private
bool
PSYFramelordOmegaSynchronFunction
()
{
if
(
Bot
.
HasInMonstersZone
(
CardId
.
Motorbike
))
AI
.
SelectMaterials
(
CardId
.
Motorbike
);
else
if
(
Bot
.
HasInMonstersZone
(
CardId
.
PsyFramegearGamma
))
AI
.
SelectMaterials
(
CardId
.
PsyFramegearGamma
);
return
activate_PSY
||
activate_Scales
;
}
private
bool
SavageDragonFunction
()
{
if
(
Duel
.
LastChainPlayer
==
1
)
...
...
@@ -1156,6 +1173,11 @@ namespace WindBot.Game.AI.Decks
AI
.
SelectMaterials
(
materials
);
return
true
;
}
private
bool
PSYFunction
()
{
activate_PSY
=
true
;
return
true
;
}
private
bool
IPFunction
()
{
if
(
Duel
.
LastChainPlayer
==
0
)
return
false
;
...
...
@@ -1193,4 +1215,4 @@ namespace WindBot.Game.AI.Decks
return
true
;
}
}
}
\ No newline at end of file
}
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