Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Support
Keyboard shortcuts
?
Submit feedback
Sign in / Register
Toggle navigation
W
windbot
Project overview
Project overview
Details
Activity
Releases
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Locked Files
Issues
0
Issues
0
List
Boards
Labels
Service Desk
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Security & Compliance
Security & Compliance
Dependency List
License Compliance
Packages
Packages
List
Container Registry
Analytics
Analytics
CI / CD
Code Review
Insights
Issues
Repository
Value Stream
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
神之吹息
windbot
Commits
64571ab5
Commit
64571ab5
authored
Oct 07, 2021
by
苍蓝
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
update
parent
03f3161a
Changes
9
Show whitespace changes
Inline
Side-by-side
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 @@
120170000
120110001
120110001
120183000
120155000
120155000
120194002
120194002
120194002
...
...
@@ -33,8 +34,7 @@
120181003
120151018
120151018
120151018
120194004
120194005
120194005
120194005
120150019
...
...
Decks/AI_SaikyoBattleFlag.ydk
View file @
64571ab5
...
...
@@ -42,7 +42,7 @@
120183062
120183063
120183063
1201
83063
1201
70061
120183064
#extra
!side
Decks/AI_TheLegend.ydk
View file @
64571ab5
...
...
@@ -7,7 +7,8 @@
120170000
120110001
120110001
120183000
120155000
120155000
120194002
120194002
120194002
...
...
@@ -33,8 +34,7 @@
120181003
120151018
120151018
120151018
120194004
120194005
120194005
120194005
120150019
...
...
Game/AI/Decks/DragunExecutor.cs
View file @
64571ab5
...
...
@@ -16,7 +16,7 @@ namespace WindBot.Game.AI.Decks
public
const
int
青眼白龙
=
120120000
;
public
const
int
破坏之剑士
=
120170000
;
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
圣精灵
=
120194003
;
...
...
@@ -43,11 +43,13 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
机器栗子
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
连击龙
);
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
.
Summon
,
CardId
.
破坏之剑士
,
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
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect2
);
...
...
@@ -74,7 +76,8 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
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
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
SpellSet
);
...
...
@@ -150,7 +153,7 @@ namespace WindBot.Game.AI.Decks
CardId
.
连击龙
,
CardId
.
青眼白龙
,
CardId
.
电子科技翼龙
,
CardId
.
人造人
,
CardId
.
破坏之剑士
,
}))
...
...
@@ -186,7 +189,7 @@ namespace WindBot.Game.AI.Decks
CardId
.
青眼白龙
,
CardId
.
破坏之剑士
,
CardId
.
连击龙
,
CardId
.
电子科技翼龙
,
CardId
.
人造人
,
};
if
(!
Bot
.
HasInGraveyard
(
targets
)
||
!
Enemy
.
HasInGraveyard
(
targets
))
{
...
...
@@ -260,7 +263,15 @@ namespace WindBot.Game.AI.Decks
}
// 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
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
.
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
.
钢机神
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
恶德
,
DefaultDoubleSummon
);
...
...
@@ -88,7 +91,8 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
兽之拳
);
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
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
SpellSet
,
DefaultSpellSet
);
...
...
@@ -213,7 +217,7 @@ namespace WindBot.Game.AI.Decks
{
if
(!
Enemy
.
HasAttackingMonster
()
&&
Enemy
.
GetMonsterCount
()
>=
1
)
{
AI
.
SelectCard
(
Bot
.
Graveyard
.
GetHighestLevel
Monster
());
AI
.
SelectCard
(
Bot
.
Graveyard
.
GetHighestAttack
Monster
());
return
true
;
}
return
false
;
...
...
@@ -442,6 +446,15 @@ namespace WindBot.Game.AI.Decks
}
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
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
.
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
.
钢机神
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
恶德
,
DefaultDoubleSummon
);
...
...
@@ -88,7 +91,8 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
兽之拳
);
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
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
SpellSet
,
DefaultSpellSet
);
...
...
@@ -211,9 +215,11 @@ namespace WindBot.Game.AI.Decks
}
private
bool
钢机神
1
Effect
()
{
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
false
;
...
...
@@ -442,6 +448,15 @@ namespace WindBot.Game.AI.Decks
}
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
public
const
int
青眼白龙
=
120120000
;
public
const
int
破坏之剑士
=
120170000
;
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
圣精灵
=
120194003
;
...
...
@@ -43,11 +43,13 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
机器栗子
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
连击龙
);
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
.
Summon
,
CardId
.
破坏之剑士
,
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
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect2
);
...
...
@@ -74,7 +76,8 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
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
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
SpellSet
);
...
...
@@ -150,7 +153,7 @@ namespace WindBot.Game.AI.Decks
CardId
.
连击龙
,
CardId
.
青眼白龙
,
CardId
.
电子科技翼龙
,
CardId
.
人造人
,
CardId
.
破坏之剑士
,
}))
...
...
@@ -186,7 +189,7 @@ namespace WindBot.Game.AI.Decks
CardId
.
青眼白龙
,
CardId
.
破坏之剑士
,
CardId
.
连击龙
,
CardId
.
电子科技翼龙
,
CardId
.
人造人
,
};
if
(!
Bot
.
HasInGraveyard
(
targets
)
||
!
Enemy
.
HasInGraveyard
(
targets
))
{
...
...
@@ -260,6 +263,15 @@ namespace WindBot.Game.AI.Decks
}
// 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
{
ClientCard
tributeCard
=
Bot
.
MonsterZone
[
j
];
if
(
tributeCard
==
null
)
continue
;
if
(
tributeCard
.
GetDefensePower
()
<
(
Card
.
Attack
-
400
)
)
if
(
tributeCard
.
GetDefensePower
()
<
Card
.
Attack
&&
tributeCard
.
Level
<=
4
)
tributecount
--;
}
return
tributecount
<=
0
;
...
...
bots.json
View file @
64571ab5
...
...
@@ -19,14 +19,12 @@
{
"name"
:
"最强战旗"
,
"deck"
:
"MathMech"
,
"dialog"
:
"rd-d"
,
"hidden"
:
true
"dialog"
:
"rd-d"
},
{
"name"
:
"传说子"
,
"deck"
:
"Dragun"
,
"dialog"
:
"rd"
,
"hidden"
:
true
"dialog"
:
"rd"
}
]
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment