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神之吹息
windbot
Commits
1eb0cb01
Commit
1eb0cb01
authored
Oct 02, 2021
by
苍蓝
Browse files
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update
parent
7a2e4e62
Changes
2
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Inline
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Showing
2 changed files
with
49 additions
and
41 deletions
+49
-41
Decks/AI_SaikyoBattleFlag.ydk
Decks/AI_SaikyoBattleFlag.ydk
+11
-8
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
+38
-33
No files found.
Decks/AI_SaikyoBattleFlag.ydk
View file @
1eb0cb01
...
...
@@ -2,31 +2,34 @@
#main
120183024
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120183054
120183054
120181001
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120193002
120193002
120183002
120183002
120183054
120181001
120181001
120155015
120155015
120155015
120193002
120193002
120183002
120183002
120183024
120183030
120183030
120183030
120151010
120151010
120183031
120183031
120183031
120193003
120193003
...
...
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
View file @
1eb0cb01
...
...
@@ -45,16 +45,17 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
恶德
,
恶德
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
对死者的供奉
,
死供
Eff
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
最强战旗
,
最强战旗
Eff
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
钢机神
,
钢机神
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
.
双角兽
,
双角兽
Effect
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
最强战旗
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
钢机神
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
恶德
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
最强战旗
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
钢机神
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
恶德
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
双角兽
,
双角兽
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
成金恐龙王
,
成金恐龙王
Summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
瞄准鹰
,
瞄准鹰
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
瞄准鹰
,
瞄准鹰
summon2
);
...
...
@@ -62,10 +63,10 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
双角兽
,
瞄准鹰双角兽
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
成金恐龙王
,
瞄准鹰成金恐龙王
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
突击坦克
,
瞄准鹰坦克
summon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
双角兽
,
双角兽
Effect
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
双角兽
,
双角兽
summon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
最强战旗
,
最强战旗
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
对死者的供奉
,
死供
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
钢机神
,
钢机神
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
钢机神
,
钢机神
1
Effect
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
工匠无人机
,
无人机
Effect
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
工匠无人机
);
...
...
@@ -144,7 +145,6 @@ namespace WindBot.Game.AI.Decks
cards
.
Remove
(
card
);
}
}
return
selected
;
}
...
...
@@ -161,12 +161,12 @@ namespace WindBot.Game.AI.Decks
}
private
bool
DefaultDoubleSummon
()
{
if
(!
DoubleTribute
&&
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
Card
.
IsCode
(
CardId
.
双角兽
)))
>=
1
)
{
AI
.
SelectCard
(
CardId
.
双角兽
);
if
(!
DoubleTribute
)
return
false
;
else
AI
.
SelectCard
(
CardId
.
双角兽
);
DoubleTribute
=
false
;
return
true
;
}
return
false
;
}
private
bool
左迁
1
Effect
()
{
...
...
@@ -179,7 +179,9 @@ namespace WindBot.Game.AI.Decks
}
private
bool
左迁
2
Effect
()
{
AI
.
SelectCard
(
Enemy
.
GetMonsters
().
GetHighestAttackMonster
());
ClientCard
target
=
Util
.
GetBestEnemyMonster
(
true
,
true
);
if
(
target
!=
null
)
AI
.
SelectCard
(
target
);
return
true
;
}
private
bool
冻结
Effect
()
...
...
@@ -202,17 +204,20 @@ namespace WindBot.Game.AI.Decks
}
private
bool
钢机神
Effect
()
{
if
(
Duel
.
Turn
==
1
)
{
return
false
;
}
if
(
Duel
.
Turn
==
1
)
return
false
;
else
if
(
Enemy
.
HasAttackingMonster
()
||
Enemy
.
GetMonsterCount
()
<
1
)
AI
.
SelectCard
(
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
,
CardId
.
旗兽
,
CardId
.
突击坦克
,
CardId
.
工匠无人机
,
CardId
.
社员
,
CardId
.
双角兽
,
CardId
.
瞄准鹰
);
else
//AI.SelectCard(Bot.Graveyard.GetHighestAttackMonster());
return
true
;
}
private
bool
钢机神
1
Effect
()
{
if
(!
Enemy
.
HasAttackingMonster
()
&&
Enemy
.
GetMonsterCount
()
>=
1
)
{
AI
.
SelectCard
(
Bot
.
Graveyard
.
GetHighestLevelMonster
());
return
true
;
}
return
false
;
}
private
bool
恶德
Effect
()
{
foreach
(
ClientCard
m
in
Bot
.
Hand
)
...
...
@@ -347,7 +352,7 @@ namespace WindBot.Game.AI.Decks
private
bool
瞄准鹰
summon
()
{
foreach
(
ClientCard
m
in
Bot
.
GetMonsters
())
if
(
m
.
HasAttribute
(
CardAttribute
.
Light
)
&&
m
.
Level
<=
4
)
if
(
m
.
HasAttribute
(
CardAttribute
.
Light
)
&&
m
.
Level
<=
4
&&
m
.
IsFaceup
()
)
if
(
Bot
.
HasInHand
(
new
[]
{
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
}))
if
(
Enemy
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>=
7
)
>
0
)
return
true
;
...
...
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