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神之吹息
windbot
Commits
9a2852d8
Commit
9a2852d8
authored
Aug 18, 2017
by
mercury233
Browse files
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Browse Files
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Plain Diff
new deck S71732
parent
eb3eeb25
Changes
6
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Showing
6 changed files
with
561 additions
and
1 deletion
+561
-1
Decks/AI_ST1732.ydk
Decks/AI_ST1732.ydk
+59
-0
Game/AI/Decks/ST1732Executor.cs
Game/AI/Decks/ST1732Executor.cs
+475
-0
Game/AI/DefaultExecutor.cs
Game/AI/DefaultExecutor.cs
+1
-1
Game/ClientField.cs
Game/ClientField.cs
+10
-0
WindBot.csproj
WindBot.csproj
+1
-0
bots.json
bots.json
+15
-0
No files found.
Decks/AI_ST1732.ydk
0 → 100644
View file @
9a2852d8
#created by ...
#main
32295838
36211150
7445307
70950698
70950698
70950698
35595518
35595518
9190563
9190563
44956694
44956694
44956694
8567955
8567955
8567955
71172240
71172240
45778242
45778242
62706865
62706865
18789533
37520316
53129443
83764718
5318639
8267140
14087893
43839002
43839002
19508728
61583217
29401950
44095762
53582587
70238111
83326048
94192409
40605147
#extra
1861629
1861629
1861629
6622715
6622715
6622715
32617464
32617464
34472920
34472920
79016563
79016563
98978921
98978921
98978921
!side
Game/AI/Decks/ST1732Executor.cs
0 → 100644
View file @
9a2852d8
using
YGOSharp.OCGWrapper.Enums
;
using
System.Collections.Generic
;
using
WindBot
;
using
WindBot.Game
;
using
WindBot.Game.AI
;
namespace
WindBot.Game.AI.Decks
{
[
Deck
(
"ST1732"
,
"AI_ST1732"
)]
public
class
ST1732Executor
:
DefaultExecutor
{
public
enum
CardId
{
数字机灵
=
32295838
,
比特机灵
=
36211150
,
双汇编亚龙
=
7445307
,
引导交错鹿
=
70950698
,
猞猁连接杀手
=
35595518
,
RAM
云雄羊
=
9190563
,
ROM
云雌羊
=
44956694
,
均衡负载王
=
8567955
,
反向连接兽
=
71172240
,
克莱因客户端蚁
=
45778242
,
网络小龙
=
62706865
,
点阵图跳离士
=
18789533
,
精神操作
=
37520316
,
黑洞
=
53129443
,
死者苏生
=
83764718
,
旋风
=
5318639
,
宇宙旋风
=
8267140
,
月之书
=
14087893
,
电脑网后门
=
43839002
,
月镜盾
=
19508728
,
电脑网宇宙
=
61583217
,
奈落的落穴
=
29401950
,
神圣防护罩反射镜力
=
44095762
,
激流葬
=
53582587
,
重编码存活
=
70238111
,
次元障壁
=
83326048
,
强制脱出装置
=
94192409
,
神之通告
=
40605147
,
解码语者
=
1861629
,
编码语者
=
6622715
,
三栅极男巫
=
32617464
,
蜜罐机器人
=
34472920
,
二进制女巫
=
79016563
,
连接蜘蛛
=
98978921
,
引导鹿衍生物
=
70950699
}
bool
已发动均衡负载王
=
false
;
public
ST1732Executor
(
GameAI
ai
,
Duel
duel
)
:
base
(
ai
,
duel
)
{
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
宇宙旋风
,
DefaultCosmicCyclone
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
旋风
,
DefaultMysticalSpaceTyphoon
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
黑洞
,
DefaultDarkHole
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
月之书
,
DefaultBookOfMoon
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
电脑网宇宙
,
电脑网宇宙效果
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
猞猁连接杀手
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
猞猁连接杀手
,
猞猁连接杀手效果
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
连接蜘蛛
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
连接蜘蛛
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
精神操作
,
精神操作效果
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
反向连接兽
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
反向连接兽
,
反向连接兽效果
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
引导交错鹿
,
引导交错鹿效果
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
死者苏生
,
死者苏生效果
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
月镜盾
,
月镜盾效果
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
电脑网后门
,
电脑网后门效果
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
重编码存活
);
AddExecutor
(
ExecutorType
.
Summon
,
(
int
)
CardId
.
均衡负载王
,
均衡负载王通常召唤
);
AddExecutor
(
ExecutorType
.
Summon
,
(
int
)
CardId
.
ROM
云雌羊
,
ROM
云雌羊通常召唤
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
ROM
云雌羊
,
ROM
云雌羊效果
);
AddExecutor
(
ExecutorType
.
Summon
,
(
int
)
CardId
.
网络小龙
,
网络小龙通常召唤
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
网络小龙
,
网络小龙效果
);
AddExecutor
(
ExecutorType
.
Summon
,
(
int
)
CardId
.
克莱因客户端蚁
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
克莱因客户端蚁
,
克莱因客户端蚁效果
);
AddExecutor
(
ExecutorType
.
Summon
,
(
int
)
CardId
.
RAM
云雄羊
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
RAM
云雄羊
,
RAM
云雄羊效果
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
(
int
)
CardId
.
点阵图跳离士
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
点阵图跳离士
,
点阵图跳离士效果
);
AddExecutor
(
ExecutorType
.
Summon
,
(
int
)
CardId
.
均衡负载王
);
AddExecutor
(
ExecutorType
.
Summon
,
(
int
)
CardId
.
ROM
云雌羊
);
AddExecutor
(
ExecutorType
.
Summon
,
(
int
)
CardId
.
网络小龙
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
(
int
)
CardId
.
反向连接兽
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
(
int
)
CardId
.
数字机灵
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
(
int
)
CardId
.
比特机灵
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
均衡负载王
,
均衡负载王效果
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
解码语者
,
连接召唤
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
解码语者
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
三栅极男巫
,
连接召唤
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
三栅极男巫
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
编码语者
,
连接召唤
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
编码语者
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
蜜罐机器人
,
连接召唤
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
二进制女巫
,
连接召唤
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
二进制女巫
);
AddExecutor
(
ExecutorType
.
SpellSet
,
(
int
)
CardId
.
电脑网后门
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
,
(
int
)
CardId
.
重编码存活
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
,
(
int
)
CardId
.
神之通告
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
,
(
int
)
CardId
.
强制脱出装置
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
,
(
int
)
CardId
.
次元障壁
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
,
(
int
)
CardId
.
激流葬
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
,
(
int
)
CardId
.
神圣防护罩反射镜力
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
,
(
int
)
CardId
.
奈落的落穴
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
,
(
int
)
CardId
.
月之书
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
,
(
int
)
CardId
.
宇宙旋风
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
,
(
int
)
CardId
.
旋风
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
神之通告
,
DefaultSolemnStrike
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
强制脱出装置
,
DefaultCompulsoryEvacuationDevice
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
次元障壁
,
DefaultDimensionalBarrier
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
激流葬
,
DefaultTorrentialTribute
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
神圣防护罩反射镜力
,
DefaultUniqueTrap
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
奈落的落穴
,
DefaultUniqueTrap
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
}
public
override
bool
OnSelectHand
()
{
// 抢后攻
return
false
;
}
public
override
void
OnNewTurn
()
{
// 回合开始时重置状况
已发动均衡负载王
=
false
;
}
public
override
int
OnSelectOption
(
IList
<
int
>
options
)
{
// 月镜盾回卡组底
return
options
.
Count
==
2
?
1
:
0
;
}
public
override
bool
OnSelectYesNo
(
int
desc
)
{
if
(
desc
==
210
)
//是否要继续选择?
return
false
;
if
(
desc
==
31
)
//是否直接攻击?
return
true
;
return
base
.
OnSelectYesNo
(
desc
);
}
private
bool
猞猁连接杀手效果
()
{
IList
<
ClientCard
>
targets
=
Enemy
.
GetSpells
();
if
(
targets
.
Count
>
0
)
{
AI
.
SelectCard
(
new
[]{
(
int
)
CardId
.
双汇编亚龙
,
(
int
)
CardId
.
比特机灵
,
(
int
)
CardId
.
数字机灵
,
(
int
)
CardId
.
重编码存活
});
AI
.
SelectNextCard
(
targets
);
return
true
;
}
return
false
;
}
private
bool
精神操作效果
()
{
ClientCard
target
=
AI
.
Utils
.
GetAnyEnemyMonster
();
if
(
target
!=
null
)
{
AI
.
SelectCard
(
target
);
return
true
;
}
return
false
;
}
private
bool
反向连接兽效果
()
{
return
(
Bot
.
MonsterZone
[
5
]
==
null
)
&&
(
Bot
.
MonsterZone
[
6
]
==
null
);
}
private
bool
引导交错鹿效果
()
{
if
(
Card
.
Location
!=
CardLocation
.
Hand
)
AI
.
SelectPosition
(
CardPosition
.
FaceUpDefence
);
return
true
;
}
private
bool
死者苏生效果
()
{
List
<
int
>
targets
=
new
List
<
int
>
{
(
int
)
CardId
.
解码语者
,
(
int
)
CardId
.
编码语者
,
(
int
)
CardId
.
三栅极男巫
,
(
int
)
CardId
.
二进制女巫
,
(
int
)
CardId
.
蜜罐机器人
,
(
int
)
CardId
.
双汇编亚龙
,
(
int
)
CardId
.
引导交错鹿
,
(
int
)
CardId
.
均衡负载王
,
(
int
)
CardId
.
ROM
云雌羊
,
(
int
)
CardId
.
猞猁连接杀手
,
(
int
)
CardId
.
RAM
云雄羊
,
(
int
)
CardId
.
反向连接兽
,
(
int
)
CardId
.
克莱因客户端蚁
};
if
(!
Bot
.
HasInGraveyard
(
targets
))
{
return
false
;
}
AI
.
SelectCard
(
targets
);
return
true
;
}
private
bool
月镜盾效果
()
{
List
<
ClientCard
>
monsters
=
Bot
.
GetMonsters
();
foreach
(
ClientCard
monster
in
monsters
)
{
AI
.
SelectCard
(
monster
);
return
true
;
}
return
false
;
}
private
bool
电脑网宇宙效果
()
{
if
(
Card
.
Location
==
CardLocation
.
Hand
)
return
DefaultField
();
IList
<
ClientCard
>
cards
=
Enemy
.
Graveyard
;
foreach
(
ClientCard
card
in
cards
)
{
if
(
card
.
IsMonster
())
{
AI
.
SelectCard
(
card
);
return
true
;
}
}
return
false
;
}
private
bool
电脑网后门效果
()
{
if
(!(
Duel
.
Player
==
0
&&
Duel
.
Phase
==
DuelPhase
.
Main2
)
&&
!(
Duel
.
Player
==
1
&&
(
Duel
.
Phase
==
DuelPhase
.
Battle
||
Duel
.
Phase
==
DuelPhase
.
End
)))
{
return
false
;
}
foreach
(
ClientCard
card
in
Bot
.
SpellZone
)
{
if
(
card
!=
null
&&
card
.
Id
==
Card
.
Id
&&
card
.
HasPosition
(
CardPosition
.
FaceUp
))
return
false
;
}
bool
selected
=
false
;
List
<
ClientCard
>
monsters
=
Bot
.
GetMonstersInExtraZone
();
foreach
(
ClientCard
monster
in
monsters
)
{
if
(
monster
.
Attack
>
1000
)
{
AI
.
SelectCard
(
monster
);
selected
=
true
;
break
;
}
}
if
(!
selected
)
{
monsters
=
Bot
.
GetMonsters
();
foreach
(
ClientCard
monster
in
monsters
)
{
if
(
monster
.
Id
==
(
int
)
CardId
.
均衡负载王
)
{
AI
.
SelectCard
(
monster
);
selected
=
true
;
break
;
}
}
if
(!
selected
)
{
foreach
(
ClientCard
monster
in
monsters
)
{
if
(
monster
.
Attack
>=
1700
)
{
AI
.
SelectCard
(
monster
);
selected
=
true
;
break
;
}
}
}
}
if
(
selected
)
{
AI
.
SelectNextCard
(
new
[]
{
(
int
)
CardId
.
ROM
云雌羊
,
(
int
)
CardId
.
均衡负载王
,
(
int
)
CardId
.
克莱因客户端蚁
,
(
int
)
CardId
.
网络小龙
,
(
int
)
CardId
.
反向连接兽
});
return
true
;
}
return
false
;
}
private
bool
均衡负载王通常召唤
()
{
return
!
已发动均衡负载王
;
}
private
bool
均衡负载王效果
()
{
if
(
Card
.
Location
==
CardLocation
.
Removed
)
return
true
;
bool
hastarget
=
Bot
.
HasInHand
(
new
List
<
int
>
{
(
int
)
CardId
.
网络小龙
,
(
int
)
CardId
.
克莱因客户端蚁
,
(
int
)
CardId
.
均衡负载王
,
(
int
)
CardId
.
ROM
云雌羊
,
(
int
)
CardId
.
RAM
云雄羊
,
(
int
)
CardId
.
点阵图跳离士
});
if
(
hastarget
&&
!
已发动均衡负载王
)
{
已发动均衡负载王
=
true
;
return
true
;
}
return
false
;
}
private
bool
ROM
云雌羊通常召唤
()
{
return
Bot
.
HasInGraveyard
(
new
List
<
int
>
{
(
int
)
CardId
.
引导交错鹿
,
(
int
)
CardId
.
均衡负载王
,
(
int
)
CardId
.
克莱因客户端蚁
,
(
int
)
CardId
.
猞猁连接杀手
,
(
int
)
CardId
.
网络小龙
,
(
int
)
CardId
.
RAM
云雄羊
});
}
private
bool
ROM
云雌羊效果
()
{
if
(
Card
.
Location
==
CardLocation
.
MonsterZone
)
{
AI
.
SelectCard
(
new
[]{
(
int
)
CardId
.
引导交错鹿
,
(
int
)
CardId
.
均衡负载王
,
(
int
)
CardId
.
克莱因客户端蚁
,
(
int
)
CardId
.
猞猁连接杀手
,
(
int
)
CardId
.
网络小龙
,
(
int
)
CardId
.
RAM
云雄羊
});
return
true
;
}
else
{
AI
.
SelectCard
(
new
[]{
(
int
)
CardId
.
均衡负载王
,
(
int
)
CardId
.
克莱因客户端蚁
,
(
int
)
CardId
.
RAM
云雄羊
,
(
int
)
CardId
.
点阵图跳离士
});
return
true
;
}
}
private
bool
网络小龙通常召唤
()
{
return
Bot
.
GetRemainingCount
((
int
)
CardId
.
数字机灵
,
1
)
>
0
||
Bot
.
GetRemainingCount
((
int
)
CardId
.
比特机灵
,
1
)
>
0
;
}
private
bool
网络小龙效果
()
{
AI
.
SelectCard
((
int
)
CardId
.
比特机灵
);
return
true
;
}
private
bool
克莱因客户端蚁效果
()
{
IList
<
int
>
targets
=
new
[]
{
(
int
)
CardId
.
双汇编亚龙
,
(
int
)
CardId
.
比特机灵
,
(
int
)
CardId
.
数字机灵
,
(
int
)
CardId
.
点阵图跳离士
};
foreach
(
ClientCard
monster
in
Bot
.
Hand
)
{
if
(
targets
.
Contains
(
monster
.
Id
))
{
AI
.
SelectCard
(
targets
);
return
true
;
}
}
IList
<
int
>
targets2
=
new
[]
{
(
int
)
CardId
.
引导鹿衍生物
,
(
int
)
CardId
.
比特机灵
,
(
int
)
CardId
.
数字机灵
,
(
int
)
CardId
.
点阵图跳离士
};
foreach
(
ClientCard
monster
in
Bot
.
GetMonsters
())
{
if
(
targets2
.
Contains
(
monster
.
Id
))
{
AI
.
SelectCard
(
targets2
);
return
true
;
}
}
return
false
;
}
private
bool
RAM
云雄羊效果
()
{
AI
.
SelectCard
(
new
[]{
(
int
)
CardId
.
引导鹿衍生物
,
(
int
)
CardId
.
比特机灵
,
(
int
)
CardId
.
数字机灵
,
(
int
)
CardId
.
点阵图跳离士
,
(
int
)
CardId
.
网络小龙
,
(
int
)
CardId
.
反向连接兽
,
(
int
)
CardId
.
RAM
云雄羊
});
AI
.
SelectNextCard
(
new
[]{
(
int
)
CardId
.
解码语者
,
(
int
)
CardId
.
编码语者
,
(
int
)
CardId
.
三栅极男巫
,
(
int
)
CardId
.
二进制女巫
,
(
int
)
CardId
.
蜜罐机器人
,
(
int
)
CardId
.
双汇编亚龙
,
(
int
)
CardId
.
引导交错鹿
,
(
int
)
CardId
.
均衡负载王
,
(
int
)
CardId
.
ROM
云雌羊
,
(
int
)
CardId
.
猞猁连接杀手
,
(
int
)
CardId
.
RAM
云雄羊
});
return
true
;
}
private
bool
点阵图跳离士效果
()
{
AI
.
SelectPosition
(
CardPosition
.
FaceUpDefence
);
return
true
;
}
private
bool
连接召唤
()
{
return
AI
.
Utils
.
IsTurn1OrMain2
()
&&
AI
.
Utils
.
GetBestAttack
(
Bot
,
true
)
<
Card
.
Attack
;
}
}
}
\ No newline at end of file
Game/AI/DefaultExecutor.cs
View file @
9a2852d8
...
...
@@ -289,7 +289,7 @@ namespace WindBot.Game.AI
/// </summary>
protected
bool
DefaultSpellSet
()
{
return
Card
.
IsTrap
(
)
&&
Bot
.
GetSpellCountWithoutField
()
<
4
;
return
(
Card
.
IsTrap
()
||
Card
.
HasType
(
CardType
.
QuickPlay
)
)
&&
Bot
.
GetSpellCountWithoutField
()
<
4
;
}
/// <summary>
...
...
Game/ClientField.cs
View file @
9a2852d8
...
...
@@ -89,6 +89,16 @@ namespace WindBot.Game
return
GetCards
(
SpellZone
);
}
public
List
<
ClientCard
>
GetMonstersInExtraZone
()
{
List
<
ClientCard
>
cards
=
new
List
<
ClientCard
>();
if
(
MonsterZone
[
5
]
!=
null
)
cards
.
Add
(
MonsterZone
[
5
]);
if
(
MonsterZone
[
6
]
!=
null
)
cards
.
Add
(
MonsterZone
[
6
]);
return
cards
;
}
public
bool
HasInHand
(
int
cardId
)
{
return
HasInCards
(
Hand
,
cardId
);
...
...
WindBot.csproj
View file @
9a2852d8
...
...
@@ -74,6 +74,7 @@
<Compile
Include=
"Game\AI\Decks\GraydleExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\LightswornExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\QliphortExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\ST1732Executor.cs"
/>
<Compile
Include=
"Game\AI\Decks\YosenjuExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\DragunityExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\FrogExecutor.cs"
/>
...
...
bots.json
View file @
9a2852d8
...
...
@@ -60,6 +60,21 @@
"deck"
:
"Qliphort"
,
"dialog"
:
"near.zh-CN"
},
{
"name"
:
"试作型机器人1732"
,
"deck"
:
"ST1732"
,
"dialog"
:
"default"
},
{
"name"
:
"试作型机器人1732"
,
"deck"
:
"ST1732"
,
"dialog"
:
"default"
},
{
"name"
:
"试作型机器人1732"
,
"deck"
:
"ST1732"
,
"dialog"
:
"default"
},
{
"name"
:
"永远之魂"
,
"deck"
:
"Burn"
,
...
...
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