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神之吹息
Windbot-408
Commits
bba4eedd
Commit
bba4eedd
authored
Nov 09, 2017
by
mercury233
Browse files
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Plain Diff
add AI.Utils.SelectPreferredCards
parent
e11ebc27
Changes
6
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Showing
6 changed files
with
94 additions
and
20 deletions
+94
-20
Game/AI/AIFunctions.cs
Game/AI/AIFunctions.cs
+60
-0
Game/AI/Decks/BlueEyesExecutor.cs
Game/AI/Decks/BlueEyesExecutor.cs
+1
-14
Game/AI/Decks/LightswornExecutor.cs
Game/AI/Decks/LightswornExecutor.cs
+0
-6
Game/AI/Decks/Rank5Executor.cs
Game/AI/Decks/Rank5Executor.cs
+13
-0
Game/AI/Decks/YosenjuExecutor.cs
Game/AI/Decks/YosenjuExecutor.cs
+8
-0
Game/AI/Decks/ZexalWeaponsExecutor.cs
Game/AI/Decks/ZexalWeaponsExecutor.cs
+12
-0
No files found.
Game/AI/AIFunctions.cs
View file @
bba4eedd
...
...
@@ -296,6 +296,66 @@ namespace WindBot.Game.AI
return
Duel
.
ChainTargets
.
Count
==
1
&&
card
.
Equals
(
Duel
.
ChainTargets
[
0
]);
}
/// <summary>
/// Select cards listed in preferred.
/// </summary>
public
void
SelectPreferredCards
(
IList
<
ClientCard
>
selected
,
ClientCard
preferred
,
IList
<
ClientCard
>
cards
,
int
min
,
int
max
)
{
if
(
cards
.
IndexOf
(
preferred
)
>
0
&&
selected
.
Count
<
max
)
{
selected
.
Add
(
preferred
);
}
}
/// <summary>
/// Select cards listed in preferred.
/// </summary>
public
void
SelectPreferredCards
(
IList
<
ClientCard
>
selected
,
int
preferred
,
IList
<
ClientCard
>
cards
,
int
min
,
int
max
)
{
foreach
(
ClientCard
card
in
cards
)
{
if
(
card
.
Id
==
preferred
&&
selected
.
Count
<
max
)
selected
.
Add
(
card
);
}
}
/// <summary>
/// Select cards listed in preferred.
/// </summary>
public
void
SelectPreferredCards
(
IList
<
ClientCard
>
selected
,
IList
<
ClientCard
>
preferred
,
IList
<
ClientCard
>
cards
,
int
min
,
int
max
)
{
IList
<
ClientCard
>
avail
=
new
List
<
ClientCard
>();
foreach
(
ClientCard
card
in
cards
)
{
// clone
avail
.
Add
(
card
);
}
while
(
preferred
.
Count
>
0
&&
avail
.
IndexOf
(
preferred
[
0
])
>
0
&&
selected
.
Count
<
max
)
{
ClientCard
card
=
preferred
[
0
];
preferred
.
Remove
(
card
);
avail
.
Remove
(
card
);
selected
.
Add
(
card
);
}
}
/// <summary>
/// Select cards listed in preferred.
/// </summary>
public
void
SelectPreferredCards
(
IList
<
ClientCard
>
selected
,
IList
<
int
>
preferred
,
IList
<
ClientCard
>
cards
,
int
min
,
int
max
)
{
for
(
int
i
=
0
;
i
<
preferred
.
Count
;
i
++)
{
foreach
(
ClientCard
card
in
cards
)
{
if
(
card
.
Id
==
preferred
[
i
]
&&
selected
.
Count
<
max
&&
selected
.
IndexOf
(
card
)
<=
0
)
selected
.
Add
(
card
);
}
if
(
selected
.
Count
>=
max
)
break
;
}
}
/// <summary>
/// Check and fix selected to make sure it meet the count requirement.
/// </summary>
...
...
Game/AI/Decks/BlueEyesExecutor.cs
View file @
bba4eedd
...
...
@@ -167,21 +167,8 @@ namespace WindBot.Game.AI.Decks
public
override
IList
<
ClientCard
>
OnSelectXyzMaterial
(
IList
<
ClientCard
>
cards
,
int
min
,
int
max
)
{
Logger
.
DebugWriteLine
(
"OnSelectXyzMaterial "
+
cards
.
Count
+
" "
+
min
+
" "
+
max
);
IList
<
ClientCard
>
avail
=
new
List
<
ClientCard
>();
foreach
(
ClientCard
card
in
cards
)
{
// clone
avail
.
Add
(
card
);
}
IList
<
ClientCard
>
result
=
new
List
<
ClientCard
>();
while
(
UsedAlternativeWhiteDragon
.
Count
>
0
&&
avail
.
IndexOf
(
UsedAlternativeWhiteDragon
[
0
])
>
0
)
{
Logger
.
DebugWriteLine
(
"select UsedAlternativeWhiteDragon"
);
ClientCard
card
=
UsedAlternativeWhiteDragon
[
0
];
UsedAlternativeWhiteDragon
.
Remove
(
card
);
avail
.
Remove
(
card
);
result
.
Add
(
card
);
}
AI
.
Utils
.
SelectPreferredCards
(
result
,
UsedAlternativeWhiteDragon
,
cards
,
min
,
max
);
AI
.
Utils
.
CheckSelectCount
(
result
,
cards
,
min
,
max
);
return
result
;
}
...
...
Game/AI/Decks/LightswornExecutor.cs
View file @
bba4eedd
...
...
@@ -106,12 +106,6 @@ namespace WindBot.Game.AI.Decks
public
override
IList
<
ClientCard
>
OnSelectXyzMaterial
(
IList
<
ClientCard
>
cards
,
int
min
,
int
max
)
{
Logger
.
DebugWriteLine
(
"OnSelectXyzMaterial "
+
cards
.
Count
+
" "
+
min
+
" "
+
max
);
IList
<
ClientCard
>
avail
=
new
List
<
ClientCard
>();
foreach
(
ClientCard
card
in
cards
)
{
// clone
avail
.
Add
(
card
);
}
IList
<
ClientCard
>
result
=
new
List
<
ClientCard
>();
foreach
(
ClientCard
card
in
cards
)
{
...
...
Game/AI/Decks/Rank5Executor.cs
View file @
bba4eedd
...
...
@@ -118,6 +118,19 @@ namespace WindBot.Game.AI.Decks
Number61VolcasaurusUsed
=
false
;
}
public
override
IList
<
ClientCard
>
OnSelectXyzMaterial
(
IList
<
ClientCard
>
cards
,
int
min
,
int
max
)
{
IList
<
ClientCard
>
result
=
new
List
<
ClientCard
>();
AI
.
Utils
.
SelectPreferredCards
(
result
,
new
[]
{
CardId
.
MistArchfiend
,
CardId
.
PanzerDragon
,
CardId
.
SolarWindJammer
,
CardId
.
StarDrawing
},
cards
,
min
,
max
);
AI
.
Utils
.
CheckSelectCount
(
result
,
cards
,
min
,
max
);
return
result
;
}
private
bool
NormalSummon
()
{
NormalSummoned
=
true
;
...
...
Game/AI/Decks/YosenjuExecutor.cs
View file @
bba4eedd
...
...
@@ -179,6 +179,14 @@ namespace WindBot.Game.AI.Decks
return
base
.
OnPreBattleBetween
(
attacker
,
defender
);
}
public
override
IList
<
ClientCard
>
OnSelectXyzMaterial
(
IList
<
ClientCard
>
cards
,
int
min
,
int
max
)
{
IList
<
ClientCard
>
result
=
new
List
<
ClientCard
>();
AI
.
Utils
.
SelectPreferredCards
(
result
,
CardId
.
YosenjuTsujik
,
cards
,
min
,
max
);
AI
.
Utils
.
CheckSelectCount
(
result
,
cards
,
min
,
max
);
return
result
;
}
private
bool
PotOfDualityEffect
()
{
if
(
CardOfDemiseUsed
)
...
...
Game/AI/Decks/ZexalWeaponsExecutor.cs
View file @
bba4eedd
...
...
@@ -136,6 +136,18 @@ namespace WindBot.Game.AI.Decks
return
base
.
OnPreBattleBetween
(
attacker
,
defender
);
}
public
override
IList
<
ClientCard
>
OnSelectXyzMaterial
(
IList
<
ClientCard
>
cards
,
int
min
,
int
max
)
{
IList
<
ClientCard
>
result
=
new
List
<
ClientCard
>();
AI
.
Utils
.
SelectPreferredCards
(
result
,
new
[]
{
CardId
.
StarDrawing
,
CardId
.
SolarWindJammer
,
CardId
.
Goblindbergh
},
cards
,
min
,
max
);
AI
.
Utils
.
CheckSelectCount
(
result
,
cards
,
min
,
max
);
return
result
;
}
private
bool
Number39Utopia
()
{
if
(!
HasChainedTrap
(
0
)
&&
Duel
.
Player
==
1
&&
Duel
.
Phase
==
DuelPhase
.
BattleStart
&&
Card
.
HasXyzMaterial
(
2
))
...
...
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