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神之吹息
windbot
Commits
6e28da11
Commit
6e28da11
authored
Mar 18, 2021
by
mercury233
Browse files
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Browse Files
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Email Patches
Plain Diff
update HintMsg
parent
f193f1f9
Changes
5
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Inline
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Showing
5 changed files
with
71 additions
and
80 deletions
+71
-80
Game/AI/Decks/AltergeistExecutor.cs
Game/AI/Decks/AltergeistExecutor.cs
+1
-1
Game/AI/Decks/LuckyExecutor.cs
Game/AI/Decks/LuckyExecutor.cs
+2
-2
Game/AI/Decks/WitchcraftExecutor.cs
Game/AI/Decks/WitchcraftExecutor.cs
+3
-3
Game/AI/HintMsg.cs
Game/AI/HintMsg.cs
+56
-56
Game/GameAI.cs
Game/GameAI.cs
+9
-18
No files found.
Game/AI/Decks/AltergeistExecutor.cs
View file @
6e28da11
...
...
@@ -2762,7 +2762,7 @@ namespace WindBot.Game.AI.Decks
Logger
.
DebugWriteLine
(
"EvenlyMatched: min="
+
min
.
ToString
()
+
", max="
+
max
.
ToString
());
}
else
if
(
cards
[
0
].
Location
==
CardLocation
.
Hand
&&
cards
[
cards
.
Count
-
1
].
Location
==
CardLocation
.
Hand
&&
(
hint
==
HintMsg
.
HINTMSG_DISCARD
||
hint
==
HintMsg
.
HINTMSG_TOGRAVE
)
&&
min
==
max
)
&&
(
hint
==
HintMsg
.
Discard
||
hint
==
HintMsg
.
ToGrave
)
&&
min
==
max
)
{
if
(
Duel
.
LastChainPlayer
==
0
&&
Util
.
GetLastChainCard
().
IsCode
(
CardId
.
OneForOne
))
return
null
;
Logger
.
DebugWriteLine
(
"Hand drop except OneForOne"
);
...
...
Game/AI/Decks/LuckyExecutor.cs
View file @
6e28da11
...
...
@@ -67,8 +67,8 @@ namespace WindBot.Game.AI.Decks
public
List
<
int
>
REMOVE_HINTMSG
=
new
List
<
int
>
{
HintMsg
.
HINTMSG_RELEASE
,
HintMsg
.
HINTMSG_DESTROY
,
HintMsg
.
HINTMSG_REMOVE
,
HintMsg
.
HINTMSG_TOGRAVE
,
HintMsg
.
HINTMSG_RTOHAND
,
HintMsg
.
HINTMSG_TODECK
,
HintMsg
.
HINTMSG_DISABLE
HintMsg
.
Release
,
HintMsg
.
Destroy
,
HintMsg
.
Remove
,
HintMsg
.
ToGrave
,
HintMsg
.
ReturnToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
Disable
};
public
override
IList
<
ClientCard
>
OnSelectCard
(
IList
<
ClientCard
>
_cards
,
int
min
,
int
max
,
int
hint
,
bool
cancelable
)
...
...
Game/AI/Decks/WitchcraftExecutor.cs
View file @
6e28da11
...
...
@@ -310,7 +310,7 @@ namespace WindBot.Game.AI.Decks
public
override
IList
<
ClientCard
>
OnSelectCard
(
IList
<
ClientCard
>
cards
,
int
min
,
int
max
,
int
hint
,
bool
cancelable
)
{
// Patronus
if
(
hint
==
HintMsg
.
HINTMSG_ATOHAND
)
if
(
hint
==
HintMsg
.
AddToHand
)
{
bool
flag
=
true
;
foreach
(
ClientCard
card
in
cards
)
...
...
@@ -335,7 +335,7 @@ namespace WindBot.Game.AI.Decks
}
}
// MaxxC solution
if
(
hint
==
HintMsg
.
HINTMSG_SPSUMMON
&&
enemy_activate_MaxxC
)
if
(
hint
==
HintMsg
.
SpSummon
&&
enemy_activate_MaxxC
)
{
// check whether SS from deck while using effect
bool
flag
=
true
;
...
...
@@ -393,7 +393,7 @@ namespace WindBot.Game.AI.Decks
}
}
// MadameVerre
if
(
hint
==
HintMsg
.
HINTMSG_CONFIRM
)
if
(
hint
==
HintMsg
.
Confirm
)
{
Logger
.
DebugWriteLine
(
"** min-max: "
+
min
.
ToString
()
+
" / "
+
max
.
ToString
());
foreach
(
ClientCard
card
in
cards
)
...
...
Game/AI/HintMsg.cs
View file @
6e28da11
...
...
@@ -2,61 +2,61 @@
{
public
static
class
HintMsg
{
public
const
int
HINTMSG_RELEASE
=
500
,
HINTMSG_DISCARD
=
501
,
HINTMSG_DESTROY
=
502
,
HINTMSG_REMOVE
=
503
,
HINTMSG_TOGRAVE
=
504
,
HINTMSG_RTOHAND
=
505
,
HINTMSG_ATOHAND
=
506
,
HINTMSG_TODECK
=
507
,
HINTMSG_SUMMON
=
508
,
HINTMSG_SPSUMMON
=
509
,
HINTMSG_SET
=
510
,
HINTMSG_FMATERIAL
=
511
,
HINTMSG_SMATERIAL
=
512
,
HINTMSG_XMATERIAL
=
513
,
HINTMSG_FACEUP
=
514
,
HINTMSG_FACEDOWN
=
515
,
HINTMSG_ATTACK
=
516
,
HINTMSG_DEFENSE
=
517
,
HINTMSG_EQUIP
=
518
,
HINTMSG_REMOVEXYZ
=
519
,
HINTMSG_CONTROL
=
520
,
HINTMSG_DESREPLACE
=
521
,
HINTMSG_FACEUPATTACK
=
522
,
HINTMSG_FACEUPDEFENSE
=
523
,
HINTMSG_FACEDOWNATTACK
=
524
,
HINTMSG_FACEDOWNDEFENSE
=
525
,
HINTMSG_CONFIRM
=
526
,
HINTMSG_TOFIELD
=
527
,
HINTMSG_POSCHANGE
=
528
,
HINTMSG_SELF
=
529
,
HINTMSG_OPPO
=
530
,
HINTMSG_TRIBUTE
=
531
,
HINTMSG_DEATTACHFROM
=
532
,
HINTMSG_LMATERIAL
=
533
,
HINTMSG_ATTACKTARGET
=
549
,
HINTMSG_EFFECT
=
550
,
HINTMSG_TARGET
=
551
,
HINTMSG_COIN
=
552
,
HINTMSG_DICE
=
553
,
HINTMSG_CARDTYPE
=
554
,
HINTMSG_OPTION
=
555
,
HINTMSG_RESOLVEEFFECT
=
556
,
HINTMSG_SELECT
=
560
,
HINTMSG_POSITION
=
561
,
HINTMSG_ATTRIBUTE
=
562
,
HINTMSG_RACE
=
563
,
HINTMSG_CODE
=
564
,
HINGMSG_NUMBER
=
565
,
HINGMSG_LVRANK
=
567
,
HINTMSG_RESOLVECARD
=
568
,
HINTMSG_ZONE
=
569
,
HINTMSG_DISABLEZONE
=
570
,
HINTMSG_TOZONE
=
571
,
HINTMSG_COUNTER
=
572
,
HINTMSG_DISABLE
=
573
,
HINTMSG_OPERATECARD
=
574
;
public
const
int
Release
=
500
,
Discard
=
501
,
Destroy
=
502
,
Remove
=
503
,
ToGrave
=
504
,
ReturnToHand
=
505
,
AddToHand
=
506
,
ToDeck
=
507
,
Summon
=
508
,
SpSummon
=
509
,
Set
=
510
,
FusionMaterial
=
511
,
SynchroMaterial
=
512
,
XyzMaterial
=
513
,
Faceup
=
514
,
Facedown
=
515
,
Attack
=
516
,
Defense
=
517
,
Equip
=
518
,
RemoveXyz
=
519
,
Control
=
520
,
DestroyReplace
=
521
,
FaceupAttack
=
522
,
FaceupDefense
=
523
,
FacedownAttack
=
524
,
FacedownDefense
=
525
,
Confirm
=
526
,
ToField
=
527
,
PosChange
=
528
,
Self
=
529
,
Oppo
=
530
,
Tribute
=
531
,
DeattachFrom
=
532
,
LinkMaterial
=
533
,
AttackTarget
=
549
,
Effect
=
550
,
Target
=
551
,
Coin
=
552
,
Dice
=
553
,
CardType
=
554
,
Option
=
555
,
ResolveEffect
=
556
,
Select
=
560
,
Position
=
561
,
Attribute
=
562
,
Race
=
563
,
Code
=
564
,
Number
=
565
,
LvRank
=
567
,
ResolveCard
=
568
,
Zone
=
569
,
DisableZone
=
570
,
ToZone
=
571
,
Counter
=
572
,
Disable
=
573
,
OperateCard
=
574
;
}
}
\ No newline at end of file
Game/GameAI.cs
View file @
6e28da11
...
...
@@ -231,18 +231,12 @@ namespace WindBot.Game
/// <returns>A new list containing the selected cards.</returns>
public
IList
<
ClientCard
>
OnSelectCard
(
IList
<
ClientCard
>
cards
,
int
min
,
int
max
,
int
hint
,
bool
cancelable
)
{
const
int
HINTMSG_FMATERIAL
=
511
;
const
int
HINTMSG_SMATERIAL
=
512
;
const
int
HINTMSG_XMATERIAL
=
513
;
const
int
HINTMSG_LMATERIAL
=
533
;
const
int
HINTMSG_SPSUMMON
=
509
;
// Check for the executor.
IList
<
ClientCard
>
result
=
Executor
.
OnSelectCard
(
cards
,
min
,
max
,
hint
,
cancelable
);
if
(
result
!=
null
)
return
result
;
if
(
hint
==
H
INTMSG_SPSUMMON
&&
min
==
1
&&
max
>
min
)
// pendulum summon
if
(
hint
==
H
intMsg
.
SpSummon
&&
min
==
1
&&
max
>
min
)
// pendulum summon
{
result
=
Executor
.
OnSelectPendulumSummon
(
cards
,
max
);
if
(
result
!=
null
)
...
...
@@ -250,7 +244,7 @@ namespace WindBot.Game
}
CardSelector
selector
=
null
;
if
(
hint
==
H
INTMSG_FMATERIAL
||
hint
==
HINTMSG_SMATERIAL
||
hint
==
HINTMSG_XMATERIAL
||
hint
==
HINTMSG_LMATERIAL
)
if
(
hint
==
H
intMsg
.
FusionMaterial
||
hint
==
HintMsg
.
SynchroMaterial
||
hint
==
HintMsg
.
XyzMaterial
||
hint
==
HintMsg
.
LinkMaterial
)
{
if
(
m_materialSelector
!=
null
)
{
...
...
@@ -259,13 +253,13 @@ namespace WindBot.Game
}
else
{
if
(
hint
==
H
INTMSG_FMATERIAL
)
if
(
hint
==
H
intMsg
.
FusionMaterial
)
result
=
Executor
.
OnSelectFusionMaterial
(
cards
,
min
,
max
);
if
(
hint
==
H
INTMSG_SMATERIAL
)
if
(
hint
==
H
intMsg
.
SynchroMaterial
)
result
=
Executor
.
OnSelectSynchroMaterial
(
cards
,
0
,
min
,
max
);
if
(
hint
==
H
INTMSG_XMATERIAL
)
if
(
hint
==
H
intMsg
.
XyzMaterial
)
result
=
Executor
.
OnSelectXyzMaterial
(
cards
,
min
,
max
);
if
(
hint
==
H
INTMSG_LMATERIAL
)
if
(
hint
==
H
intMsg
.
LinkMaterial
)
result
=
Executor
.
OnSelectLinkMaterial
(
cards
,
min
,
max
);
if
(
result
!=
null
)
...
...
@@ -533,16 +527,13 @@ namespace WindBot.Game
/// <returns></returns>
public
IList
<
ClientCard
>
OnSelectSum
(
IList
<
ClientCard
>
cards
,
int
sum
,
int
min
,
int
max
,
int
hint
,
bool
mode
)
{
const
int
HINTMSG_RELEASE
=
500
;
const
int
HINTMSG_SMATERIAL
=
512
;
IList
<
ClientCard
>
selected
=
Executor
.
OnSelectSum
(
cards
,
sum
,
min
,
max
,
hint
,
mode
);
if
(
selected
!=
null
)
{
return
selected
;
}
if
(
hint
==
H
INTMSG_RELEASE
||
hint
==
HINTMSG_SMATERIAL
)
if
(
hint
==
H
intMsg
.
Release
||
hint
==
HintMsg
.
SynchroMaterial
)
{
if
(
m_materialSelector
!=
null
)
{
...
...
@@ -552,10 +543,10 @@ namespace WindBot.Game
{
switch
(
hint
)
{
case
H
INTMSG_SMATERIAL
:
case
H
intMsg
.
SynchroMaterial
:
selected
=
Executor
.
OnSelectSynchroMaterial
(
cards
,
sum
,
min
,
max
);
break
;
case
H
INTMSG_RELEASE
:
case
H
intMsg
.
Release
:
selected
=
Executor
.
OnSelectRitualTribute
(
cards
,
sum
,
min
,
max
);
break
;
}
...
...
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