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神之吹息
Windbot-408
Commits
64571ab5
Commit
64571ab5
authored
Oct 07, 2021
by
苍蓝
Browse files
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Browse Files
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update
parent
03f3161a
Changes
9
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Showing
9 changed files
with
84 additions
and
35 deletions
+84
-35
Decks/AI_Dragun.ydk
Decks/AI_Dragun.ydk
+3
-3
Decks/AI_SaikyoBattleFlag.ydk
Decks/AI_SaikyoBattleFlag.ydk
+1
-1
Decks/AI_TheLegend.ydk
Decks/AI_TheLegend.ydk
+3
-3
Game/AI/Decks/DragunExecutor.cs
Game/AI/Decks/DragunExecutor.cs
+18
-7
Game/AI/Decks/MathMechExecutor.cs
Game/AI/Decks/MathMechExecutor.cs
+15
-2
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
+22
-7
Game/AI/Decks/TheLegendExecutor.cs
Game/AI/Decks/TheLegendExecutor.cs
+19
-7
Game/AI/DefaultExecutor.cs
Game/AI/DefaultExecutor.cs
+1
-1
bots.json
bots.json
+2
-4
No files found.
Decks/AI_Dragun.ydk
View file @
64571ab5
...
@@ -7,7 +7,8 @@
...
@@ -7,7 +7,8 @@
120170000
120170000
120110001
120110001
120110001
120110001
120183000
120155000
120155000
120194002
120194002
120194002
120194002
120194002
120194002
...
@@ -33,8 +34,7 @@
...
@@ -33,8 +34,7 @@
120181003
120181003
120151018
120151018
120151018
120151018
120151018
120194005
120194004
120194005
120194005
120194005
120194005
120150019
120150019
...
...
Decks/AI_SaikyoBattleFlag.ydk
View file @
64571ab5
...
@@ -42,7 +42,7 @@
...
@@ -42,7 +42,7 @@
120183062
120183062
120183063
120183063
120183063
120183063
1201
83063
1201
70061
120183064
120183064
#extra
#extra
!side
!side
Decks/AI_TheLegend.ydk
View file @
64571ab5
...
@@ -7,7 +7,8 @@
...
@@ -7,7 +7,8 @@
120170000
120170000
120110001
120110001
120110001
120110001
120183000
120155000
120155000
120194002
120194002
120194002
120194002
120194002
120194002
...
@@ -33,8 +34,7 @@
...
@@ -33,8 +34,7 @@
120181003
120181003
120151018
120151018
120151018
120151018
120151018
120194005
120194004
120194005
120194005
120194005
120194005
120150019
120150019
...
...
Game/AI/Decks/DragunExecutor.cs
View file @
64571ab5
...
@@ -16,7 +16,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -16,7 +16,7 @@ namespace WindBot.Game.AI.Decks
public
const
int
青眼白龙
=
120120000
;
public
const
int
青眼白龙
=
120120000
;
public
const
int
破坏之剑士
=
120170000
;
public
const
int
破坏之剑士
=
120170000
;
public
const
int
连击龙
=
120110001
;
public
const
int
连击龙
=
120110001
;
public
const
int
电子科技翼龙
=
120183
000
;
public
const
int
人造人
=
120155
000
;
public
const
int
血腥魔兽人
=
120194002
;
public
const
int
血腥魔兽人
=
120194002
;
public
const
int
圣精灵
=
120194003
;
public
const
int
圣精灵
=
120194003
;
...
@@ -43,11 +43,13 @@ namespace WindBot.Game.AI.Decks
...
@@ -43,11 +43,13 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
机器栗子
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
机器栗子
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
连击龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
连击龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
斗牛士
,
斗牛士
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
斗牛士
,
斗牛士
Effect
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
青眼白龙
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
破坏之剑士
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
连击龙
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
青眼白龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
青眼白龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
破坏之剑士
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
破坏之剑士
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
连击龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
连击龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
电子科技翼龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
人造人
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
机器栗子
,
栗子
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
机器栗子
,
栗子
summon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect2
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect2
);
...
@@ -74,7 +76,8 @@ namespace WindBot.Game.AI.Decks
...
@@ -74,7 +76,8 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
青眼白龙
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
破坏之剑士
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
SpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
);
...
@@ -150,7 +153,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -150,7 +153,7 @@ namespace WindBot.Game.AI.Decks
CardId
.
连击龙
,
CardId
.
连击龙
,
CardId
.
青眼白龙
,
CardId
.
青眼白龙
,
CardId
.
电子科技翼龙
,
CardId
.
人造人
,
CardId
.
破坏之剑士
,
CardId
.
破坏之剑士
,
}))
}))
...
@@ -186,7 +189,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -186,7 +189,7 @@ namespace WindBot.Game.AI.Decks
CardId
.
青眼白龙
,
CardId
.
青眼白龙
,
CardId
.
破坏之剑士
,
CardId
.
破坏之剑士
,
CardId
.
连击龙
,
CardId
.
连击龙
,
CardId
.
电子科技翼龙
,
CardId
.
人造人
,
};
};
if
(!
Bot
.
HasInGraveyard
(
targets
)
||
!
Enemy
.
HasInGraveyard
(
targets
))
if
(!
Bot
.
HasInGraveyard
(
targets
)
||
!
Enemy
.
HasInGraveyard
(
targets
))
{
{
...
@@ -260,7 +263,15 @@ namespace WindBot.Game.AI.Decks
...
@@ -260,7 +263,15 @@ namespace WindBot.Game.AI.Decks
}
}
// return false;
// return false;
}
}
private
bool
圣防
Repos
()
{
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
SpellCaster
)
>
0
)
>=
4
&&
Enemy
.
GetSpellCountWithoutField
()
>=
1
&&
!
Bot
.
HasInMonstersZone
(
CardId
.
人造人
))
{
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
card
.
Level
>=
5
)
>=
2
&&
!
Bot
.
HasDefendingMonster
())
return
true
;
}
return
false
;
}
}
}
}
}
...
...
Game/AI/Decks/MathMechExecutor.cs
View file @
64571ab5
...
@@ -48,6 +48,9 @@ namespace WindBot.Game.AI.Decks
...
@@ -48,6 +48,9 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
突击坦克
,
突击坦克
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
突击坦克
,
突击坦克
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
瞄准鹰
,
瞄准鹰
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
瞄准鹰
,
瞄准鹰
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
双角兽
,
双角兽
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
双角兽
,
双角兽
Effect
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
最强战旗
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
钢机神
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
恶德
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
最强战旗
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
最强战旗
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
钢机神
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
钢机神
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
恶德
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
恶德
,
DefaultDoubleSummon
);
...
@@ -88,7 +91,8 @@ namespace WindBot.Game.AI.Decks
...
@@ -88,7 +91,8 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
兽之拳
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
兽之拳
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
最强战旗
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
钢机神
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
SpellSet
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
,
DefaultSpellSet
);
...
@@ -213,7 +217,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -213,7 +217,7 @@ namespace WindBot.Game.AI.Decks
{
{
if
(!
Enemy
.
HasAttackingMonster
()
&&
Enemy
.
GetMonsterCount
()
>=
1
)
if
(!
Enemy
.
HasAttackingMonster
()
&&
Enemy
.
GetMonsterCount
()
>=
1
)
{
{
AI
.
SelectCard
(
Bot
.
Graveyard
.
GetHighestLevel
Monster
());
AI
.
SelectCard
(
Bot
.
Graveyard
.
GetHighestAttack
Monster
());
return
true
;
return
true
;
}
}
return
false
;
return
false
;
...
@@ -442,6 +446,15 @@ namespace WindBot.Game.AI.Decks
...
@@ -442,6 +446,15 @@ namespace WindBot.Game.AI.Decks
}
}
return
false
;
return
false
;
}
}
private
bool
圣防
Repos
()
{
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
SpellCaster
)
>
0
)
>=
4
&&
Enemy
.
GetSpellCountWithoutField
()
>=
1
)
{
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
card
.
Level
>=
5
)
>=
2
&&
!
Bot
.
HasDefendingMonster
())
return
true
;
}
return
false
;
}
}
}
}
}
...
...
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
View file @
64571ab5
...
@@ -48,6 +48,9 @@ namespace WindBot.Game.AI.Decks
...
@@ -48,6 +48,9 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
突击坦克
,
突击坦克
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
突击坦克
,
突击坦克
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
瞄准鹰
,
瞄准鹰
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
瞄准鹰
,
瞄准鹰
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
双角兽
,
双角兽
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
双角兽
,
双角兽
Effect
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
最强战旗
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
钢机神
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
恶德
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
最强战旗
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
最强战旗
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
钢机神
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
钢机神
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
恶德
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
恶德
,
DefaultDoubleSummon
);
...
@@ -88,7 +91,8 @@ namespace WindBot.Game.AI.Decks
...
@@ -88,7 +91,8 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
兽之拳
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
兽之拳
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
最强战旗
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
钢机神
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
SpellSet
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
,
DefaultSpellSet
);
...
@@ -210,13 +214,15 @@ namespace WindBot.Game.AI.Decks
...
@@ -210,13 +214,15 @@ namespace WindBot.Game.AI.Decks
return
true
;
return
true
;
}
}
private
bool
钢机神
1
Effect
()
private
bool
钢机神
1
Effect
()
{
{
if
(!
Enemy
.
HasAttackingMonster
()
&&
Enemy
.
GetMonsterCount
()
>=
1
)
foreach
(
ClientCard
m
in
Bot
.
Graveyard
)
{
if
(!
Enemy
.
HasAttackingMonster
()
&&
Enemy
.
GetMonsterCount
()
>=
1
)
AI
.
SelectCard
(
Bot
.
Graveyard
.
GetHighestLevelMonster
());
{
if
(
m
.
Race
==
(
int
)
CardRace
.
Machine
)
AI
.
SelectCard
(
m
);
return
true
;
return
true
;
}
}
return
false
;
return
false
;
}
}
private
bool
恶德
Effect
()
private
bool
恶德
Effect
()
{
{
...
@@ -442,6 +448,15 @@ namespace WindBot.Game.AI.Decks
...
@@ -442,6 +448,15 @@ namespace WindBot.Game.AI.Decks
}
}
return
false
;
return
false
;
}
}
private
bool
圣防
Repos
()
{
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
SpellCaster
)
>
0
)
>=
4
&&
Enemy
.
GetSpellCountWithoutField
()
>=
1
)
{
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
card
.
Level
>=
5
)
>=
2
&&
!
Bot
.
HasDefendingMonster
())
return
true
;
}
return
false
;
}
}
}
}
}
...
...
Game/AI/Decks/TheLegendExecutor.cs
View file @
64571ab5
...
@@ -16,7 +16,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -16,7 +16,7 @@ namespace WindBot.Game.AI.Decks
public
const
int
青眼白龙
=
120120000
;
public
const
int
青眼白龙
=
120120000
;
public
const
int
破坏之剑士
=
120170000
;
public
const
int
破坏之剑士
=
120170000
;
public
const
int
连击龙
=
120110001
;
public
const
int
连击龙
=
120110001
;
public
const
int
电子科技翼龙
=
120183
000
;
public
const
int
人造人
=
120155
000
;
public
const
int
血腥魔兽人
=
120194002
;
public
const
int
血腥魔兽人
=
120194002
;
public
const
int
圣精灵
=
120194003
;
public
const
int
圣精灵
=
120194003
;
...
@@ -43,11 +43,13 @@ namespace WindBot.Game.AI.Decks
...
@@ -43,11 +43,13 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
机器栗子
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
机器栗子
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
连击龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
连击龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
斗牛士
,
斗牛士
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
斗牛士
,
斗牛士
Effect
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
青眼白龙
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
破坏之剑士
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
连击龙
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
青眼白龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
青眼白龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
破坏之剑士
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
破坏之剑士
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
连击龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
连击龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
电子科技翼龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
人造人
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
机器栗子
,
栗子
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
机器栗子
,
栗子
summon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect2
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect2
);
...
@@ -74,7 +76,8 @@ namespace WindBot.Game.AI.Decks
...
@@ -74,7 +76,8 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
青眼白龙
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
破坏之剑士
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
SpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
);
...
@@ -150,7 +153,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -150,7 +153,7 @@ namespace WindBot.Game.AI.Decks
CardId
.
连击龙
,
CardId
.
连击龙
,
CardId
.
青眼白龙
,
CardId
.
青眼白龙
,
CardId
.
电子科技翼龙
,
CardId
.
人造人
,
CardId
.
破坏之剑士
,
CardId
.
破坏之剑士
,
}))
}))
...
@@ -186,7 +189,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -186,7 +189,7 @@ namespace WindBot.Game.AI.Decks
CardId
.
青眼白龙
,
CardId
.
青眼白龙
,
CardId
.
破坏之剑士
,
CardId
.
破坏之剑士
,
CardId
.
连击龙
,
CardId
.
连击龙
,
CardId
.
电子科技翼龙
,
CardId
.
人造人
,
};
};
if
(!
Bot
.
HasInGraveyard
(
targets
)
||
!
Enemy
.
HasInGraveyard
(
targets
))
if
(!
Bot
.
HasInGraveyard
(
targets
)
||
!
Enemy
.
HasInGraveyard
(
targets
))
{
{
...
@@ -258,7 +261,16 @@ namespace WindBot.Game.AI.Decks
...
@@ -258,7 +261,16 @@ namespace WindBot.Game.AI.Decks
AI
.
SelectNextCard
(
Enemy
.
MonsterZone
.
GetHighestAttackMonster
());
AI
.
SelectNextCard
(
Enemy
.
MonsterZone
.
GetHighestAttackMonster
());
return
true
;
return
true
;
}
}
// return false;
// return false;
}
private
bool
圣防
Repos
()
{
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
SpellCaster
)
>
0
)
>=
4
&&
Enemy
.
GetSpellCountWithoutField
()
>=
1
&&
!
Bot
.
HasInMonstersZone
(
CardId
.
人造人
))
{
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
card
.
Level
>=
5
)
>=
2
&&
!
Bot
.
HasDefendingMonster
())
return
true
;
}
return
false
;
}
}
...
...
Game/AI/DefaultExecutor.cs
View file @
64571ab5
...
@@ -704,7 +704,7 @@ namespace WindBot.Game.AI
...
@@ -704,7 +704,7 @@ namespace WindBot.Game.AI
{
{
ClientCard
tributeCard
=
Bot
.
MonsterZone
[
j
];
ClientCard
tributeCard
=
Bot
.
MonsterZone
[
j
];
if
(
tributeCard
==
null
)
continue
;
if
(
tributeCard
==
null
)
continue
;
if
(
tributeCard
.
GetDefensePower
()
<
(
Card
.
Attack
-
400
)
)
if
(
tributeCard
.
GetDefensePower
()
<
Card
.
Attack
&&
tributeCard
.
Level
<=
4
)
tributecount
--;
tributecount
--;
}
}
return
tributecount
<=
0
;
return
tributecount
<=
0
;
...
...
bots.json
View file @
64571ab5
...
@@ -19,14 +19,12 @@
...
@@ -19,14 +19,12 @@
{
{
"name"
:
"最强战旗"
,
"name"
:
"最强战旗"
,
"deck"
:
"MathMech"
,
"deck"
:
"MathMech"
,
"dialog"
:
"rd-d"
,
"dialog"
:
"rd-d"
"hidden"
:
true
},
},
{
{
"name"
:
"传说子"
,
"name"
:
"传说子"
,
"deck"
:
"Dragun"
,
"deck"
:
"Dragun"
,
"dialog"
:
"rd"
,
"dialog"
:
"rd"
"hidden"
:
true
}
}
]
]
...
...
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