Commit 917e0372 authored by 苍蓝's avatar 苍蓝

update

parent 4f4e4008
...@@ -5,7 +5,7 @@ ...@@ -5,7 +5,7 @@
# flags (avail flags: SUPPORT_MASTER_RULE_3, SUPPORT_NEW_MASTER_RULE, SUPPORT_MASTER_RULE_2020) # flags (avail flags: SUPPORT_MASTER_RULE_3, SUPPORT_NEW_MASTER_RULE, SUPPORT_MASTER_RULE_2020)
!齿车戒龙 !齿车戒龙
Name=齿车戒龙 Deck=MokeyMokey Dialog=zh-CN Name=齿车戒龙 Deck=MokeyMokey Dialog=rd1
龙法卡组。 龙法卡组。
SUPPORT_MASTER_RULE_3 SUPPORT_NEW_MASTER_RULE SUPPORT_MASTER_RULE_2020 SUPPORT_MASTER_RULE_3 SUPPORT_NEW_MASTER_RULE SUPPORT_MASTER_RULE_2020
...@@ -19,6 +19,11 @@ Name=大恐龙驾 Deck=DinocarriageDynarmix Dialog=zh-CN ...@@ -19,6 +19,11 @@ Name=大恐龙驾 Deck=DinocarriageDynarmix Dialog=zh-CN
恐龙卡组。 恐龙卡组。
SUPPORT_MASTER_RULE_3 SUPPORT_NEW_MASTER_RULE SUPPORT_MASTER_RULE_2020 SUPPORT_MASTER_RULE_3 SUPPORT_NEW_MASTER_RULE SUPPORT_MASTER_RULE_2020
!最强战旗
Name=最强战旗 Deck=SaikyoBattleFlag Dialog=zh-CN
机械卡组。
SUPPORT_MASTER_RULE_3 SUPPORT_NEW_MASTER_RULE SUPPORT_MASTER_RULE_2020
!传说子 !传说子
Name=传说子 Deck=TheLegend Dialog=rd Name=传说子 Deck=TheLegend Dialog=rd
大量传说卡堆成的卡组。 大量传说卡堆成的卡组。
......
#created by ...
#main
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#extra
!side
...@@ -2,11 +2,11 @@ ...@@ -2,11 +2,11 @@
#main #main
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......
{
"welcome": [
"你要注意,你的对手是史上最强的决斗者。",
"我已经预料到你下一步的行动了"
],
"deckerror": [
"抱歉,我的卡组里的{0}的数量似乎出了问题。"
],
"duelstart": [
"演出时间到!",
"我要用决斗带来笑容!"
],
"newturn": [
"看好了,我华丽的抽卡!",
"看我的魔术抽卡!",
"我将手牌补满五张"
],
"endturn": [
"哼,慢慢挣扎吧",
"完美的谢幕。",
"看来,演出轮到你的环节。"
],
"directattack": [
"{0},让对手看看你完美的直接攻击!",
"{0},让对手生命的微弱烛光熄灭吧",
"看来你即将失去一切。{0},攻击!",
"熄灭吧!熄灭吧!人生不过是行走的影子。{0},直接攻击!",
"{0},让谢幕变得更完美些吧",
"{0},用你的魔术偷走对手的生命",
"{0},嚯嚯嚯,华丽的直接攻击",
"{0},让对手感受绝望!",
"我的搭档{0}的直接攻击表演!",
"来让大家看看你的绝活吧,{0}!",
"啊,我们破坏了对手的防御。{0},攻击!"
],
"attack": [
"{0},和{1}对手戏!",
"{0}和{1}将要来一场骑士决斗!",
"{0},观众们在期待你和{1}的厮杀!",
"{0},用戏法把{1}变没吧",
"{0},让{1}看看真正强者的演出手段!"
],
"ondirectattack": [
"不,我的道具!我的戏法!……",
"{0}这种二流竟然……啊!",
"我完美的把戏竟然被拆穿了?!"
],
"facedownmonstername": "怪兽",
"activate": [
"这是{0}最擅长的把戏。",
"去吧{0},让对手看看你的魔法。",
"哈哈,{0}是完美的魔术师。"
],
"summon": [
"{0}的出场",
"来吧!来吧,{0}!",
"看看{0}卖力的演出!",
"你看到了{0}的出场吗?",
"我呼唤{0}参加演出!",
"让大家看看你的出场秀,{0}。",
"我给大家介绍——{0}。"
],
"setmonster": [
"这只怪兽会在幕后工作。",
"感谢这只怪兽在台后的支持。"
],
"chaining": [
"看这里!帽子戏法{0}!",
"嘿嘿,这可不是纸牌魔术。是{0}!",
"准备!大魔术{0}!",
"在舞台上要多多思考。{0},发动!",
"看样子你忘了魔术师的机关{0}!",
"你能看出{0}的奥秘吗?"
]
}
...@@ -44,7 +44,8 @@ namespace WindBot.Game.AI ...@@ -44,7 +44,8 @@ namespace WindBot.Game.AI
public bool IsOneEnemyBetterThanValue(int value, bool onlyATK) public bool IsOneEnemyBetterThanValue(int value, bool onlyATK)
{ {
return Enemy.MonsterZone.GetMonsters() return Enemy.MonsterZone.GetMonsters()
.Any(card => card.GetDefensePower() > value && (!onlyATK || card.IsAttack())); // .Any(card => card.GetDefensePower() > value && (!onlyATK || card.IsAttack()));
.Any(card => card.GetDefensePower() > value && (!onlyATK ));
} }
public bool IsAllEnemyBetterThanValue(int value, bool onlyATK) public bool IsAllEnemyBetterThanValue(int value, bool onlyATK)
......
...@@ -48,7 +48,12 @@ namespace WindBot.Game.AI ...@@ -48,7 +48,12 @@ namespace WindBot.Game.AI
.Where(card => card?.Data != null && card.HasType(CardType.Monster) && card.IsFaceup() && !(canBeTarget && card.IsShouldNotBeTarget())) .Where(card => card?.Data != null && card.HasType(CardType.Monster) && card.IsFaceup() && !(canBeTarget && card.IsShouldNotBeTarget()))
.OrderBy(card => card.Attack).FirstOrDefault(); .OrderBy(card => card.Attack).FirstOrDefault();
} }
public static ClientCard GetHighestLevelMonster(this IEnumerable<ClientCard> cards, bool canBeTarget = false)
{
return cards
.OrderBy(card => card.Level).FirstOrDefault();
}
public static ClientCard GetHighestDefenseMonster(this IEnumerable<ClientCard> cards, bool canBeTarget = false) public static ClientCard GetHighestDefenseMonster(this IEnumerable<ClientCard> cards, bool canBeTarget = false)
{ {
return cards return cards
......
...@@ -39,6 +39,7 @@ namespace WindBot.Game.AI.Decks ...@@ -39,6 +39,7 @@ namespace WindBot.Game.AI.Decks
{ {
AddExecutor(ExecutorType.SpSummon); AddExecutor(ExecutorType.SpSummon);
AddExecutor(ExecutorType.Activate, CardId.七星道法师,七星道法师Effect); AddExecutor(ExecutorType.Activate, CardId.七星道法师,七星道法师Effect);
AddExecutor(ExecutorType.Activate, CardId.对死者的供奉, 死供Eff);
AddExecutor(ExecutorType.Summon, CardId.青眼白龙, DefaultMonsterSummon); AddExecutor(ExecutorType.Summon, CardId.青眼白龙, DefaultMonsterSummon);
AddExecutor(ExecutorType.Summon, CardId.破坏之剑士, DefaultMonsterSummon); AddExecutor(ExecutorType.Summon, CardId.破坏之剑士, DefaultMonsterSummon);
AddExecutor(ExecutorType.Summon, CardId.恶魔召唤, DefaultMonsterSummon); AddExecutor(ExecutorType.Summon, CardId.恶魔召唤, DefaultMonsterSummon);
...@@ -50,7 +51,7 @@ namespace WindBot.Game.AI.Decks ...@@ -50,7 +51,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor(ExecutorType.Summon, CardId.人造人, DefaultMonsterSummon); AddExecutor(ExecutorType.Summon, CardId.人造人, DefaultMonsterSummon);
AddExecutor(ExecutorType.Summon, CardId.神秘庄家); AddExecutor(ExecutorType.Summon, CardId.神秘庄家);
AddExecutor(ExecutorType.Activate, CardId.神秘庄家); AddExecutor(ExecutorType.Activate, CardId.神秘庄家);
AddExecutor(ExecutorType.SpellSet, CardId.暗黑释放); AddExecutor(ExecutorType.SpellSet, CardId.暗黑释放, 圣防Effect);
AddExecutor(ExecutorType.SpellSet, CardId.落穴); AddExecutor(ExecutorType.SpellSet, CardId.落穴);
AddExecutor(ExecutorType.Activate, CardId.落穴, 落穴Effect); AddExecutor(ExecutorType.Activate, CardId.落穴, 落穴Effect);
AddExecutor(ExecutorType.Activate, CardId.对死者的供奉, 死供Effect); AddExecutor(ExecutorType.Activate, CardId.对死者的供奉, 死供Effect);
...@@ -58,9 +59,9 @@ namespace WindBot.Game.AI.Decks ...@@ -58,9 +59,9 @@ namespace WindBot.Game.AI.Decks
AddExecutor(ExecutorType.Activate, CardId.凤凰龙); AddExecutor(ExecutorType.Activate, CardId.凤凰龙);
AddExecutor(ExecutorType.Summon, CardId.凤凰龙, 凤凰龙summon); AddExecutor(ExecutorType.Summon, CardId.凤凰龙, 凤凰龙summon);
AddExecutor(ExecutorType.MonsterSet, CardId.凤凰龙); AddExecutor(ExecutorType.MonsterSet, CardId.凤凰龙);
AddExecutor(ExecutorType.MonsterSet, CardId.火星心少女, monsterset); AddExecutor(ExecutorType.MonsterSet, CardId.火星心少女, Monsterset);
AddExecutor(ExecutorType.MonsterSet, CardId.七星道法师, monsterset); AddExecutor(ExecutorType.MonsterSet, CardId.七星道法师, Monsterset);
AddExecutor(ExecutorType.MonsterSet, CardId.耳语妖精, monsterset); AddExecutor(ExecutorType.MonsterSet, CardId.耳语妖精, Monsterset);
AddExecutor(ExecutorType.Summon, CardId.七星道法师); AddExecutor(ExecutorType.Summon, CardId.七星道法师);
...@@ -134,7 +135,7 @@ namespace WindBot.Game.AI.Decks ...@@ -134,7 +135,7 @@ namespace WindBot.Game.AI.Decks
// go first // go first
return true; return true;
} }
public bool monsterset() public bool Monsterset()
{ {
if (Duel.Turn == 1) if (Duel.Turn == 1)
{ {
...@@ -166,6 +167,12 @@ namespace WindBot.Game.AI.Decks ...@@ -166,6 +167,12 @@ namespace WindBot.Game.AI.Decks
return true; return true;
} }
private bool 圣防Effect()
{
if (Util.GetTotalAttackingMonsterAttack(1) > 1900)
return true;
return false;
}
private bool 落穴Effect() private bool 落穴Effect()
{ {
foreach (ClientCard n in Duel.LastSummonedCards) foreach (ClientCard n in Duel.LastSummonedCards)
...@@ -197,6 +204,25 @@ namespace WindBot.Game.AI.Decks ...@@ -197,6 +204,25 @@ namespace WindBot.Game.AI.Decks
AI.SelectNextCard(mon); AI.SelectNextCard(mon);
else if (mon.Level >= 7) else if (mon.Level >= 7)
AI.SelectNextCard(mon); AI.SelectNextCard(mon);
else if (mon.Level >= 5)
AI.SelectNextCard(mon);
return true;
}
return false;
}
private bool 死供Eff()
{
if (Util.IsOneEnemyBetterThanValue(2500, false))
{
foreach (ClientCard m in Bot.Hand)
AI.SelectCard(m);
foreach (ClientCard mon in Enemy.GetMonsters())
if (mon.Level >= 8)
AI.SelectNextCard(mon);
else if (mon.Level >= 7)
AI.SelectNextCard(mon);
else if (mon.Level >= 5)
AI.SelectNextCard(mon);
return true; return true;
} }
return false; return false;
......
...@@ -45,6 +45,7 @@ namespace WindBot.Game.AI.Decks ...@@ -45,6 +45,7 @@ namespace WindBot.Game.AI.Decks
{ {
AddExecutor(ExecutorType.SpSummon); AddExecutor(ExecutorType.SpSummon);
AddExecutor(ExecutorType.Activate, CardId.七星道法师, 七星道法师Effect); AddExecutor(ExecutorType.Activate, CardId.七星道法师, 七星道法师Effect);
AddExecutor(ExecutorType.Activate, CardId.对死者的供奉, 死供Eff);
AddExecutor(ExecutorType.Summon, CardId.青眼白龙, DefaultMonsterSummon); AddExecutor(ExecutorType.Summon, CardId.青眼白龙, DefaultMonsterSummon);
AddExecutor(ExecutorType.Summon, CardId.破坏之剑士, DefaultMonsterSummon); AddExecutor(ExecutorType.Summon, CardId.破坏之剑士, DefaultMonsterSummon);
AddExecutor(ExecutorType.Summon, CardId.恶魔召唤, DefaultMonsterSummon); AddExecutor(ExecutorType.Summon, CardId.恶魔召唤, DefaultMonsterSummon);
...@@ -56,7 +57,7 @@ namespace WindBot.Game.AI.Decks ...@@ -56,7 +57,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor(ExecutorType.Summon, CardId.人造人, DefaultMonsterSummon); AddExecutor(ExecutorType.Summon, CardId.人造人, DefaultMonsterSummon);
AddExecutor(ExecutorType.Summon, CardId.神秘庄家); AddExecutor(ExecutorType.Summon, CardId.神秘庄家);
AddExecutor(ExecutorType.Activate, CardId.神秘庄家); AddExecutor(ExecutorType.Activate, CardId.神秘庄家);
AddExecutor(ExecutorType.SpellSet, CardId.暗黑释放); AddExecutor(ExecutorType.SpellSet, CardId.暗黑释放, 圣防Effect);
AddExecutor(ExecutorType.SpellSet, CardId.落穴); AddExecutor(ExecutorType.SpellSet, CardId.落穴);
AddExecutor(ExecutorType.Activate, CardId.落穴, 落穴Effect); AddExecutor(ExecutorType.Activate, CardId.落穴, 落穴Effect);
AddExecutor(ExecutorType.Activate, CardId.对死者的供奉, 死供Effect); AddExecutor(ExecutorType.Activate, CardId.对死者的供奉, 死供Effect);
...@@ -65,9 +66,9 @@ namespace WindBot.Game.AI.Decks ...@@ -65,9 +66,9 @@ namespace WindBot.Game.AI.Decks
AddExecutor(ExecutorType.Summon, CardId.凤凰龙, 凤凰龙summon); AddExecutor(ExecutorType.Summon, CardId.凤凰龙, 凤凰龙summon);
AddExecutor(ExecutorType.MonsterSet, CardId.凤凰龙); AddExecutor(ExecutorType.MonsterSet, CardId.凤凰龙);
AddExecutor(ExecutorType.MonsterSet, CardId.火星心少女, monsterset); AddExecutor(ExecutorType.MonsterSet, CardId.火星心少女, Monsterset);
AddExecutor(ExecutorType.MonsterSet, CardId.七星道法师, monsterset); AddExecutor(ExecutorType.MonsterSet, CardId.七星道法师, Monsterset);
AddExecutor(ExecutorType.MonsterSet, CardId.耳语妖精, monsterset); AddExecutor(ExecutorType.MonsterSet, CardId.耳语妖精, Monsterset);
AddExecutor(ExecutorType.Summon, CardId.七星道法师); AddExecutor(ExecutorType.Summon, CardId.七星道法师);
AddExecutor(ExecutorType.SummonOrSet, DefaultMonsterSummon); AddExecutor(ExecutorType.SummonOrSet, DefaultMonsterSummon);
...@@ -139,7 +140,7 @@ namespace WindBot.Game.AI.Decks ...@@ -139,7 +140,7 @@ namespace WindBot.Game.AI.Decks
// go first // go first
return true; return true;
} }
public bool monsterset() public bool Monsterset()
{ {
if (Duel.Turn == 1) if (Duel.Turn == 1)
{ {
...@@ -186,6 +187,12 @@ namespace WindBot.Game.AI.Decks ...@@ -186,6 +187,12 @@ namespace WindBot.Game.AI.Decks
} }
return false; return false;
} }
private bool 圣防Effect()
{
if (Util.GetTotalAttackingMonsterAttack(1) > 1900)
return true;
return false;
}
private bool 死供Effect() private bool 死供Effect()
{ {
if (Util.IsOneEnemyBetterThanValue(1900, false)) if (Util.IsOneEnemyBetterThanValue(1900, false))
...@@ -199,11 +206,29 @@ namespace WindBot.Game.AI.Decks ...@@ -199,11 +206,29 @@ namespace WindBot.Game.AI.Decks
AI.SelectNextCard(mon); AI.SelectNextCard(mon);
else if (mon.Level >= 7) else if (mon.Level >= 7)
AI.SelectNextCard(mon); AI.SelectNextCard(mon);
else if (mon.Level >= 5)
AI.SelectNextCard(mon);
return true;
}
return false;
}
private bool 死供Eff()
{
if (Util.IsOneEnemyBetterThanValue(2500, false))
{
foreach (ClientCard m in Bot.Hand)
AI.SelectCard(m);
foreach (ClientCard mon in Enemy.GetMonsters())
if (mon.Level >= 8)
AI.SelectNextCard(mon);
else if (mon.Level >= 7)
AI.SelectNextCard(mon);
else if (mon.Level >= 5)
AI.SelectNextCard(mon);
return true; return true;
} }
return false; return false;
} }
private bool 火星心少女Effect() private bool 火星心少女Effect()
{ {
foreach (ClientCard m in Bot.Hand) foreach (ClientCard m in Bot.Hand)
......
This diff is collapsed.
...@@ -704,7 +704,8 @@ namespace WindBot.Game.AI ...@@ -704,7 +704,8 @@ namespace WindBot.Game.AI
{ {
ClientCard tributeCard = Bot.MonsterZone[j]; ClientCard tributeCard = Bot.MonsterZone[j];
if (tributeCard == null) continue; if (tributeCard == null) continue;
if (tributeCard.GetDefensePower() < Card.Attack - 400) // if (tributeCard.GetDefensePower() +400 < Card.Attack)
if (tributeCard.Level +1 < Card.Level)
tributecount--; tributecount--;
} }
return tributecount <= 0; return tributecount <= 0;
......
...@@ -78,6 +78,7 @@ ...@@ -78,6 +78,7 @@
<Compile Include="Game\AI\Decks\PureWindsExecutor.cs" /> <Compile Include="Game\AI\Decks\PureWindsExecutor.cs" />
<Compile Include="Game\AI\Decks\DragunExecutor.cs" /> <Compile Include="Game\AI\Decks\DragunExecutor.cs" />
<Compile Include="Game\AI\Decks\Level8Executor.cs" /> <Compile Include="Game\AI\Decks\Level8Executor.cs" />
<Compile Include="Game\AI\Decks\SaikyoBattleFlagExecutor.cs" />
<Compile Include="Game\AI\Decks\SalamangreatExecutor.cs" /> <Compile Include="Game\AI\Decks\SalamangreatExecutor.cs" />
<Compile Include="Game\AI\Decks\CyberDragonExecutor.cs" /> <Compile Include="Game\AI\Decks\CyberDragonExecutor.cs" />
<Compile Include="Game\AI\Decks\DarkMagicianExecutor.cs" /> <Compile Include="Game\AI\Decks\DarkMagicianExecutor.cs" />
...@@ -151,6 +152,7 @@ ...@@ -151,6 +152,7 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="App.config" /> <None Include="App.config" />
<None Include="Dialogs\rd1.json" />
<None Include="sqlite3.dll"> <None Include="sqlite3.dll">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None> </None>
......
{ {
"windbots": [ "windbots": [
{ {
"name": "齿车戒龙", "name": "齿车戒龙",
"deck": "MokeyMokey", "deck": "MokeyMokey",
"dialog": "zh-CN" "dialog": "rd1"
}, },
{ {
"name": "破坏剑士", "name": "破坏剑士",
...@@ -12,10 +12,15 @@ ...@@ -12,10 +12,15 @@
"dialog": "zh-CN" "dialog": "zh-CN"
}, },
{ {
"name": "大恐龙", "name": "大恐龙",
"deck": "DinocarriageDynarmix", "deck": "DinocarriageDynarmix",
"dialog": "zh-CN" "dialog": "zh-CN"
}, },
{
"name": "最强战旗",
"deck": "SaikyoBattleFlag",
"dialog": "zh-CN"
},
{ {
"name": "传说子", "name": "传说子",
"deck": "TheLegend", "deck": "TheLegend",
......
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