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神之吹息
Windbot-408
Commits
f446d248
Commit
f446d248
authored
Mar 16, 2021
by
mercury233
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update LuckyExecutor
parent
42d05cff
Changes
2
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2 changed files
with
14 additions
and
2 deletions
+14
-2
Game/AI/Decks/LuckyExecutor.cs
Game/AI/Decks/LuckyExecutor.cs
+12
-2
Game/AI/DefaultExecutor.cs
Game/AI/DefaultExecutor.cs
+2
-0
No files found.
Game/AI/Decks/LuckyExecutor.cs
View file @
f446d248
...
@@ -12,9 +12,14 @@ namespace WindBot.Game.AI.Decks
...
@@ -12,9 +12,14 @@ namespace WindBot.Game.AI.Decks
public
LuckyExecutor
(
GameAI
ai
,
Duel
duel
)
public
LuckyExecutor
(
GameAI
ai
,
Duel
duel
)
:
base
(
ai
,
duel
)
:
base
(
ai
,
duel
)
{
{
AddExecutor
(
ExecutorType
.
SpSummon
,
ImFeelingLucky
);
AddExecutor
(
ExecutorType
.
Activate
,
ImFeelingLucky
);
AddExecutor
(
ExecutorType
.
Activate
,
ImFeelingLucky
);
AddExecutor
(
ExecutorType
.
SpSummon
,
ImFeelingLucky
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
ImFeelingLucky
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
ImFeelingLucky
);
AddExecutor
(
ExecutorType
.
SpSummon
,
ImFeelingUnlucky
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
ImFeelingUnlucky
);
AddExecutor
(
ExecutorType
.
Activate
,
ImFeelingUnlucky
);
AddExecutor
(
ExecutorType
.
SpellSet
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
...
@@ -103,7 +108,12 @@ namespace WindBot.Game.AI.Decks
...
@@ -103,7 +108,12 @@ namespace WindBot.Game.AI.Decks
private
bool
ImFeelingLucky
()
private
bool
ImFeelingLucky
()
{
{
return
Program
.
Rand
.
Next
(
9
)
>=
3
&&
DefaultDontChainMyself
();
return
Program
.
Rand
.
Next
(
9
)
>=
6
&&
DefaultDontChainMyself
();
}
private
bool
ImFeelingUnlucky
()
{
return
DefaultDontChainMyself
();
}
}
}
}
}
}
\ No newline at end of file
Game/AI/DefaultExecutor.cs
View file @
f446d248
...
@@ -781,6 +781,8 @@ namespace WindBot.Game.AI
...
@@ -781,6 +781,8 @@ namespace WindBot.Game.AI
/// </summary>
/// </summary>
protected
bool
DefaultDontChainMyself
()
protected
bool
DefaultDontChainMyself
()
{
{
if
(
Type
!=
ExecutorType
.
Activate
)
return
true
;
if
(
Executors
.
Any
(
exec
=>
exec
.
Type
==
Type
&&
exec
.
CardId
==
Card
.
Id
))
if
(
Executors
.
Any
(
exec
=>
exec
.
Type
==
Type
&&
exec
.
CardId
==
Card
.
Id
))
return
false
;
return
false
;
return
Duel
.
LastChainPlayer
!=
0
;
return
Duel
.
LastChainPlayer
!=
0
;
...
...
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