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Windbot-408
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神之吹息
Windbot-408
Commits
769c7107
Commit
769c7107
authored
Aug 30, 2022
by
mercury233
Browse files
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Plain Diff
Merge branch 'master' of
https://github.com/IceYGO/windbot
parents
49f09bc4
bf8fc0fa
Changes
2
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Showing
2 changed files
with
18 additions
and
3 deletions
+18
-3
Game/AI/Zones.cs
Game/AI/Zones.cs
+2
-0
Game/GameBehavior.cs
Game/GameBehavior.cs
+16
-3
No files found.
Game/AI/Zones.cs
View file @
769c7107
...
...
@@ -10,6 +10,8 @@
z5
=
0x20
,
z6
=
0x40
,
FieldZone
=
0x20
,
MonsterZones
=
0x7f
,
MainMonsterZones
=
0x1f
,
ExtraMonsterZones
=
0x60
,
...
...
Game/GameBehavior.cs
View file @
769c7107
...
...
@@ -1283,6 +1283,12 @@ namespace WindBot.Game
location
=
CardLocation
.
SpellZone
;
filter
=
(
field
>>
8
)
&
Zones
.
SpellZones
;
}
else
if
((
field
&
0x2000
)
!=
0
)
{
player
=
0
;
location
=
CardLocation
.
FieldZone
;
filter
=
Zones
.
FieldZone
;
}
else
if
((
field
&
0xc000
)
!=
0
)
{
player
=
0
;
...
...
@@ -1301,6 +1307,12 @@ namespace WindBot.Game
location
=
CardLocation
.
SpellZone
;
filter
=
(
field
>>
24
)
&
Zones
.
SpellZones
;
}
else
if
((
field
&
0x20000000
)
!=
0
)
{
player
=
1
;
location
=
CardLocation
.
FieldZone
;
filter
=
Zones
.
FieldZone
;
}
else
{
player
=
1
;
...
...
@@ -1314,7 +1326,7 @@ namespace WindBot.Game
byte
[]
resp
=
new
byte
[
3
];
resp
[
0
]
=
(
byte
)
GetLocalPlayer
(
player
);
if
(
location
!=
CardLocation
.
PendulumZone
)
if
(
location
!=
CardLocation
.
PendulumZone
&&
location
!=
CardLocation
.
FieldZone
)
{
resp
[
1
]
=
(
byte
)
location
;
if
((
selected
&
filter
)
>
0
)
...
...
@@ -1334,8 +1346,9 @@ namespace WindBot.Game
if
((
selected
&
filter
)
>
0
)
filter
&=
selected
;
if
((
filter
&
Zones
.
z0
)
!=
0
)
resp
[
2
]
=
6
;
if
((
filter
&
Zones
.
z1
)
!=
0
)
resp
[
2
]
=
7
;
if
((
filter
&
Zones
.
FieldZone
)
!=
0
)
resp
[
2
]
=
5
;
if
((
filter
&
Zones
.
z0
)
!=
0
)
resp
[
2
]
=
6
;
// left pendulum zone
if
((
filter
&
Zones
.
z1
)
!=
0
)
resp
[
2
]
=
7
;
// right pendulum zone
}
BinaryWriter
reply
=
GamePacketFactory
.
Create
(
CtosMessage
.
Response
);
...
...
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