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神之吹息
windbot
Commits
9b18ffdc
Commit
9b18ffdc
authored
Jan 31, 2017
by
mercury233
Browse files
Options
Browse Files
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Plain Diff
update zoodiac deck
parent
876c0c0d
Changes
3
Hide whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
229 additions
and
20 deletions
+229
-20
Decks/AI_Zoodiac.ydk
Decks/AI_Zoodiac.ydk
+2
-2
Game/AI/Decks/ZoodiacExecutor.cs
Game/AI/Decks/ZoodiacExecutor.cs
+222
-18
Game/ClientCard.cs
Game/ClientCard.cs
+5
-0
No files found.
Decks/AI_Zoodiac.ydk
View file @
9b18ffdc
...
@@ -44,8 +44,7 @@
...
@@ -44,8 +44,7 @@
75286621
75286621
75286621
75286621
48791583
48791583
56832966
48791583
84013237
581014
581014
581014
581014
11510448
11510448
...
@@ -56,4 +55,5 @@
...
@@ -56,4 +55,5 @@
48905153
48905153
85115440
85115440
85115440
85115440
85115440
!side
!side
Game/AI/Decks/ZoodiacExecutor.cs
View file @
9b18ffdc
...
@@ -39,7 +39,11 @@ namespace MycardBot.Game.AI.Decks
...
@@ -39,7 +39,11 @@ namespace MycardBot.Game.AI.Decks
十二兽虎炮
=
11510448
,
十二兽虎炮
=
11510448
,
十二兽狗环
=
41375811
,
十二兽狗环
=
41375811
,
十二兽龙枪
=
48905153
,
十二兽龙枪
=
48905153
,
十二兽牛犄
=
85115440
十二兽牛犄
=
85115440
,
雷击坏兽雷鸣龙王
=
48770333
,
怒炎坏兽多哥兰
=
93332803
,
对坏兽用决战兵器超级机械多哥兰
=
84769941
}
}
bool
已特殊召唤虎炮
=
false
;
bool
已特殊召唤虎炮
=
false
;
...
@@ -64,24 +68,26 @@ namespace MycardBot.Game.AI.Decks
...
@@ -64,24 +68,26 @@ namespace MycardBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
暴走魔法阵
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
暴走魔法阵
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
炎舞天玑
,
炎舞天玑效果
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
炎舞天玑
,
炎舞天玑效果
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
十二兽的会局
,
十二兽的会局效果
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
十二兽的会局
,
十二兽的会局效果
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
大薰风骑士翠玉
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
光子斩击者
,
光子斩击者特殊召唤
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
光子斩击者
,
光子斩击者特殊召唤
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
No39
希望皇霍普
,
电光皇特殊召唤
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
No39
希望皇霍普
,
电光皇特殊召唤
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
闪光
No39
希望皇霍普电光皇
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
闪光
No39
希望皇霍普电光皇
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
闪光
No39
希望皇霍普电光皇
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
闪光
No39
希望皇霍普电光皇
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
召唤兽梅尔卡巴
,
DefaultTrap
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
召唤兽梅尔卡巴
,
DefaultTrap
);
AddExecutor
(
ExecutorType
.
Activate
,
十二兽鼠骑素材效果
);
AddExecutor
(
ExecutorType
.
Activate
,
十二兽鼠骑素材效果
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
十二兽龙枪
,
十二兽龙枪效果
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
十二兽龙枪
,
十二兽龙枪效果
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
十二兽牛犄
,
十二兽牛犄效果
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
十二兽虎炮
,
十二兽虎炮效果
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
十二兽狗环
,
十二兽狗环效果
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
十二兽狗环
,
十二兽狗环特殊召唤
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
十二兽狗环
,
十二兽狗环特殊召唤
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
十二兽虎炮
,
十二兽虎炮特殊召唤
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
十二兽虎炮
,
十二兽虎炮特殊召唤
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
十二兽虎炮
,
十二兽虎炮效果
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
十二兽牛犄
,
十二兽牛犄特殊召唤
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
十二兽牛犄
,
十二兽牛犄特殊召唤
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
十二兽牛犄
,
十二兽牛犄效果
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
十二兽龙枪
,
十二兽龙枪特殊召唤
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
十二兽龙枪
,
十二兽龙枪特殊召唤
);
AddExecutor
(
ExecutorType
.
Summon
,
(
int
)
CardId
.
十二兽鼠骑
);
AddExecutor
(
ExecutorType
.
Summon
,
(
int
)
CardId
.
十二兽鼠骑
);
...
@@ -91,10 +97,14 @@ namespace MycardBot.Game.AI.Decks
...
@@ -91,10 +97,14 @@ namespace MycardBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Summon
,
(
int
)
CardId
.
召唤师阿莱斯特
);
AddExecutor
(
ExecutorType
.
Summon
,
(
int
)
CardId
.
召唤师阿莱斯特
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
召唤师阿莱斯特
,
召唤师阿莱斯特效果
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
召唤师阿莱斯特
,
召唤师阿莱斯特效果
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
大薰风骑士翠玉
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
大薰风骑士翠玉
,
大薰风骑士翠玉特殊召唤
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
大薰风骑士翠玉
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
十二兽牛犄
,
十二兽牛犄超量召唤
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
死者苏生
,
死者苏生效果
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
光子斩击者
);
AddExecutor
(
ExecutorType
.
SpSummon
,
(
int
)
CardId
.
光子斩击者
);
AddExecutor
(
ExecutorType
.
Summon
,
(
int
)
CardId
.
十二兽蛇笞
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
召唤魔术
,
召唤魔术效果
);
AddExecutor
(
ExecutorType
.
Activate
,
(
int
)
CardId
.
召唤魔术
,
召唤魔术效果
);
...
@@ -104,7 +114,7 @@ namespace MycardBot.Game.AI.Decks
...
@@ -104,7 +114,7 @@ namespace MycardBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
SpellSet
,
(
int
)
CardId
.
十二兽的方合
);
AddExecutor
(
ExecutorType
.
SpellSet
,
(
int
)
CardId
.
十二兽的方合
);
AddExecutor
(
ExecutorType
.
Repos
,
MonsterRepos
);
}
}
public
override
bool
OnSelectHand
()
public
override
bool
OnSelectHand
()
...
@@ -130,8 +140,8 @@ namespace MycardBot.Game.AI.Decks
...
@@ -130,8 +140,8 @@ namespace MycardBot.Game.AI.Decks
}
}
if
(!(
defender
.
Id
==
(
int
)
CardId
.
闪光
No39
希望皇霍普电光皇
))
if
(!(
defender
.
Id
==
(
int
)
CardId
.
闪光
No39
希望皇霍普电光皇
))
{
{
if
(
attacker
.
HasType
(
CardType
.
Fusion
)
&&
Duel
.
Fields
[
0
].
HasInHand
((
int
)
CardId
.
召唤师阿莱斯特
))
//
if (attacker.HasType(CardType.Fusion) && Duel.Fields[0].HasInHand((int)CardId.召唤师阿莱斯特))
attacker
.
RealPower
=
attacker
.
RealPower
+
1000
;
//
attacker.RealPower = attacker.RealPower + 1000;
if
(
attacker
.
Id
==
(
int
)
CardId
.
闪光
No39
希望皇霍普电光皇
&&
!
attacker
.
IsDisabled
()
&&
attacker
.
HasXyzMaterial
(
2
,
(
int
)
CardId
.
No39
希望皇霍普
))
if
(
attacker
.
Id
==
(
int
)
CardId
.
闪光
No39
希望皇霍普电光皇
&&
!
attacker
.
IsDisabled
()
&&
attacker
.
HasXyzMaterial
(
2
,
(
int
)
CardId
.
No39
希望皇霍普
))
attacker
.
RealPower
=
5000
;
attacker
.
RealPower
=
5000
;
}
}
...
@@ -154,22 +164,37 @@ namespace MycardBot.Game.AI.Decks
...
@@ -154,22 +164,37 @@ namespace MycardBot.Game.AI.Decks
AI
.
SelectCard
(
new
[]
AI
.
SelectCard
(
new
[]
{
{
(
int
)
CardId
.
坏星坏兽席兹奇埃鲁
,
(
int
)
CardId
.
坏星坏兽席兹奇埃鲁
,
(
int
)
CardId
.
怪粉坏兽加达拉
,
(
int
)
CardId
.
多次元坏兽拉迪安
,
(
int
)
CardId
.
多次元坏兽拉迪安
,
(
int
)
CardId
.
怪粉坏兽加达拉
,
(
int
)
CardId
.
黏丝坏兽库莫古斯
(
int
)
CardId
.
黏丝坏兽库莫古斯
});
});
AI
.
SelectNextCard
(
new
[]
AI
.
SelectNextCard
(
new
[]
{
{
(
int
)
CardId
.
海龟坏兽加美西耶勒
,
(
int
)
CardId
.
海龟坏兽加美西耶勒
,
(
int
)
CardId
.
黏丝坏兽库莫古斯
,
(
int
)
CardId
.
黏丝坏兽库莫古斯
,
(
int
)
CardId
.
多次元坏兽拉迪安
,
(
int
)
CardId
.
怪粉坏兽加达拉
,
(
int
)
CardId
.
怪粉坏兽加达拉
(
int
)
CardId
.
多次元坏兽拉迪安
});
});
return
DefaultDarkHole
();
return
DefaultDarkHole
();
}
}
private
bool
坏兽特殊召唤
()
private
bool
坏兽特殊召唤
()
{
{
IList
<
int
>
kaijus
=
new
[]
{
(
int
)
CardId
.
坏星坏兽席兹奇埃鲁
,
(
int
)
CardId
.
怪粉坏兽加达拉
,
(
int
)
CardId
.
海龟坏兽加美西耶勒
,
(
int
)
CardId
.
多次元坏兽拉迪安
,
(
int
)
CardId
.
黏丝坏兽库莫古斯
,
(
int
)
CardId
.
雷击坏兽雷鸣龙王
,
(
int
)
CardId
.
怒炎坏兽多哥兰
,
(
int
)
CardId
.
对坏兽用决战兵器超级机械多哥兰
};
foreach
(
ClientCard
monster
in
Duel
.
Fields
[
1
].
GetMonsters
())
{
if
(
kaijus
.
Contains
(
monster
.
Id
))
return
Card
.
GetDefensePower
()
>
monster
.
GetDefensePower
();
}
ClientCard
card
=
Duel
.
Fields
[
1
].
MonsterZone
.
GetFloodgate
();
ClientCard
card
=
Duel
.
Fields
[
1
].
MonsterZone
.
GetFloodgate
();
if
(
card
!=
null
)
if
(
card
!=
null
)
{
{
...
@@ -209,7 +234,12 @@ namespace MycardBot.Game.AI.Decks
...
@@ -209,7 +234,12 @@ namespace MycardBot.Game.AI.Decks
{
{
if
(
Card
.
Location
==
CardLocation
.
Hand
)
if
(
Card
.
Location
==
CardLocation
.
Hand
)
{
{
return
!
AI
.
Utils
.
IsTurn1OrMain2
();
if
(!(
Duel
.
Phase
==
DuelPhase
.
BattleStep
||
Duel
.
Phase
==
DuelPhase
.
BattleStart
||
Duel
.
Phase
==
DuelPhase
.
Damage
))
return
false
;
return
Duel
.
Player
==
0
||
AI
.
Utils
.
IsEnnemyBetter
(
false
,
false
);
}
}
return
true
;
return
true
;
}
}
...
@@ -292,6 +322,7 @@ namespace MycardBot.Game.AI.Decks
...
@@ -292,6 +322,7 @@ namespace MycardBot.Game.AI.Decks
return
;
return
;
}
}
}
}
AI
.
SelectNextCard
((
int
)
CardId
.
召唤师阿莱斯特
);
}
}
private
bool
十二兽狗环特殊召唤
()
private
bool
十二兽狗环特殊召唤
()
...
@@ -304,6 +335,37 @@ namespace MycardBot.Game.AI.Decks
...
@@ -304,6 +335,37 @@ namespace MycardBot.Game.AI.Decks
已特殊召唤狗环
=
true
;
已特殊召唤狗环
=
true
;
return
true
;
return
true
;
}
}
if
(
Duel
.
Fields
[
0
].
HasInMonstersZone
((
int
)
CardId
.
十二兽牛犄
)
&&
!
已特殊召唤狗环
)
{
AI
.
SelectCard
((
int
)
CardId
.
十二兽牛犄
);
AI
.
SelectYesNo
(
true
);
AI
.
SelectPosition
(
CardPosition
.
FaceUpDefence
);
已特殊召唤狗环
=
true
;
return
true
;
}
return
false
;
}
private
bool
十二兽狗环效果
()
{
if
(
Duel
.
Fields
[
0
].
HasInGraveyard
((
int
)
CardId
.
十二兽蛇笞
)
||
Duel
.
Fields
[
0
].
HasInGraveyard
((
int
)
CardId
.
十二兽马剑
))
{
AI
.
SelectCard
(
new
[]
{
(
int
)
CardId
.
十二兽牛犄
,
(
int
)
CardId
.
十二兽虎炮
,
(
int
)
CardId
.
十二兽狗环
,
(
int
)
CardId
.
十二兽马剑
,
(
int
)
CardId
.
十二兽鼠骑
,
(
int
)
CardId
.
十二兽蛇笞
});
AI
.
SelectNextCard
(
new
[]
{
(
int
)
CardId
.
十二兽蛇笞
,
(
int
)
CardId
.
十二兽马剑
});
return
true
;
}
return
false
;
return
false
;
}
}
...
@@ -317,6 +379,14 @@ namespace MycardBot.Game.AI.Decks
...
@@ -317,6 +379,14 @@ namespace MycardBot.Game.AI.Decks
已特殊召唤虎炮
=
true
;
已特殊召唤虎炮
=
true
;
return
true
;
return
true
;
}
}
if
(
Duel
.
Fields
[
0
].
HasInMonstersZone
((
int
)
CardId
.
十二兽鼠骑
)
&&
!
已特殊召唤虎炮
)
{
AI
.
SelectCard
((
int
)
CardId
.
十二兽鼠骑
);
AI
.
SelectYesNo
(
true
);
AI
.
SelectPosition
(
CardPosition
.
FaceUpDefence
);
已特殊召唤虎炮
=
true
;
return
true
;
}
if
(
Duel
.
Fields
[
0
].
HasInMonstersZone
((
int
)
CardId
.
十二兽马剑
)
&&
!
已特殊召唤虎炮
if
(
Duel
.
Fields
[
0
].
HasInMonstersZone
((
int
)
CardId
.
十二兽马剑
)
&&
!
已特殊召唤虎炮
&&
Duel
.
Fields
[
0
].
HasInGraveyard
(
new
List
<
int
>
&&
Duel
.
Fields
[
0
].
HasInGraveyard
(
new
List
<
int
>
{
{
...
@@ -329,7 +399,14 @@ namespace MycardBot.Game.AI.Decks
...
@@ -329,7 +399,14 @@ namespace MycardBot.Game.AI.Decks
已特殊召唤虎炮
=
true
;
已特殊召唤虎炮
=
true
;
return
true
;
return
true
;
}
}
if
(
Duel
.
Fields
[
0
].
HasInMonstersZone
((
int
)
CardId
.
十二兽蛇笞
)
&&
!
已特殊召唤虎炮
&&
Duel
.
Fields
[
0
].
HasInGraveyard
((
int
)
CardId
.
十二兽鼠骑
))
{
AI
.
SelectCard
((
int
)
CardId
.
十二兽蛇笞
);
AI
.
SelectYesNo
(
true
);
已特殊召唤虎炮
=
true
;
return
true
;
}
return
false
;
return
false
;
}
}
...
@@ -358,6 +435,22 @@ namespace MycardBot.Game.AI.Decks
...
@@ -358,6 +435,22 @@ namespace MycardBot.Game.AI.Decks
已特殊召唤牛犄
=
true
;
已特殊召唤牛犄
=
true
;
return
true
;
return
true
;
}
}
if
(
Duel
.
Fields
[
0
].
HasInMonstersZone
((
int
)
CardId
.
十二兽狗环
)
&&
!
已特殊召唤牛犄
)
{
AI
.
SelectCard
((
int
)
CardId
.
十二兽狗环
);
AI
.
SelectYesNo
(
true
);
AI
.
SelectPosition
(
CardPosition
.
FaceUpDefence
);
已特殊召唤牛犄
=
true
;
return
true
;
}
if
(
Duel
.
Fields
[
0
].
HasInMonstersZone
((
int
)
CardId
.
十二兽鼠骑
)
&&
!
已特殊召唤牛犄
)
{
AI
.
SelectCard
((
int
)
CardId
.
十二兽鼠骑
);
AI
.
SelectYesNo
(
true
);
AI
.
SelectPosition
(
CardPosition
.
FaceUpDefence
);
已特殊召唤牛犄
=
true
;
return
true
;
}
if
(
Duel
.
Fields
[
0
].
HasInMonstersZone
((
int
)
CardId
.
十二兽马剑
)
&&
!
已特殊召唤牛犄
)
if
(
Duel
.
Fields
[
0
].
HasInMonstersZone
((
int
)
CardId
.
十二兽马剑
)
&&
!
已特殊召唤牛犄
)
{
{
AI
.
SelectCard
((
int
)
CardId
.
十二兽马剑
);
AI
.
SelectCard
((
int
)
CardId
.
十二兽马剑
);
...
@@ -379,7 +472,24 @@ namespace MycardBot.Game.AI.Decks
...
@@ -379,7 +472,24 @@ namespace MycardBot.Game.AI.Decks
(
int
)
CardId
.
召唤师阿莱斯特
,
(
int
)
CardId
.
召唤师阿莱斯特
,
(
int
)
CardId
.
光子斩击者
(
int
)
CardId
.
光子斩击者
});
});
AI
.
SelectNextCard
((
int
)
CardId
.
十二兽蛇笞
);
if
(
Duel
.
Fields
[
0
].
HasInHand
((
int
)
CardId
.
十二兽蛇笞
)
&&
!
Duel
.
Fields
[
0
].
HasInHand
((
int
)
CardId
.
十二兽鼠骑
))
AI
.
SelectNextCard
((
int
)
CardId
.
十二兽鼠骑
);
else
AI
.
SelectNextCard
((
int
)
CardId
.
十二兽蛇笞
);
return
true
;
}
private
bool
十二兽牛犄超量召唤
()
{
AI
.
SelectYesNo
(
false
);
AI
.
SelectPosition
(
CardPosition
.
FaceUpDefence
);
AI
.
SelectCard
(
new
[]
{
(
int
)
CardId
.
十二兽鼠骑
,
(
int
)
CardId
.
光子斩击者
,
(
int
)
CardId
.
十二兽蛇笞
,
(
int
)
CardId
.
召唤师阿莱斯特
});
return
true
;
return
true
;
}
}
...
@@ -409,6 +519,8 @@ namespace MycardBot.Game.AI.Decks
...
@@ -409,6 +519,8 @@ namespace MycardBot.Game.AI.Decks
{
{
if
(
Duel
.
Phase
==
DuelPhase
.
Main1
||
Duel
.
Phase
==
DuelPhase
.
Main2
)
if
(
Duel
.
Phase
==
DuelPhase
.
Main1
||
Duel
.
Phase
==
DuelPhase
.
Main2
)
return
false
;
return
false
;
if
(
Card
.
IsDisabled
())
return
false
;
AI
.
SelectCard
(
new
[]
AI
.
SelectCard
(
new
[]
{
{
(
int
)
CardId
.
十二兽龙枪
(
int
)
CardId
.
十二兽龙枪
...
@@ -429,7 +541,48 @@ namespace MycardBot.Game.AI.Decks
...
@@ -429,7 +541,48 @@ namespace MycardBot.Game.AI.Decks
private
bool
十二兽龙枪效果
()
private
bool
十二兽龙枪效果
()
{
{
if
(
LastChainPlayer
==
0
)
return
false
;
ClientCard
target
=
AI
.
Utils
.
GetProblematicCard
();
ClientCard
target
=
AI
.
Utils
.
GetProblematicCard
();
if
(
target
==
null
)
{
List
<
ClientCard
>
monsters
=
Duel
.
Fields
[
1
].
GetMonsters
();
foreach
(
ClientCard
monster
in
monsters
)
{
if
(
monster
.
IsFaceup
())
{
target
=
monster
;
break
;
}
}
}
if
(
target
==
null
)
{
List
<
ClientCard
>
spells
=
Duel
.
Fields
[
1
].
GetSpells
();
foreach
(
ClientCard
spell
in
spells
)
{
if
(
spell
.
IsFaceup
()
&&
spell
.
IsSpellNegateAttack
())
{
target
=
spell
;
break
;
}
}
}
if
(
target
==
null
)
{
List
<
ClientCard
>
spells
=
Duel
.
Fields
[
1
].
GetSpells
();
foreach
(
ClientCard
spell
in
spells
)
{
if
(
spell
.
IsFaceup
()
&&
(
spell
.
HasType
(
CardType
.
Continuous
)
||
spell
.
HasType
(
CardType
.
Equip
)
||
spell
.
HasType
(
CardType
.
Field
)
||
spell
.
HasType
(
CardType
.
Pendulum
)))
{
target
=
spell
;
break
;
}
}
}
if
(
target
==
null
)
if
(
target
==
null
)
return
false
;
return
false
;
AI
.
SelectCard
(
new
[]
AI
.
SelectCard
(
new
[]
...
@@ -444,7 +597,28 @@ namespace MycardBot.Game.AI.Decks
...
@@ -444,7 +597,28 @@ namespace MycardBot.Game.AI.Decks
AI
.
SelectNextCard
(
target
);
AI
.
SelectNextCard
(
target
);
return
true
;
return
true
;
}
}
private
bool
大薰风骑士翠玉特殊召唤
()
{
return
Duel
.
Fields
[
0
].
GetGraveyardMonsters
().
Count
>=
3
;
}
private
bool
大薰风骑士翠玉效果
()
{
AI
.
SelectCard
(
new
[]
{
(
int
)
CardId
.
十二兽鼠骑
,
(
int
)
CardId
.
召唤师阿莱斯特
,
(
int
)
CardId
.
十二兽蛇笞
});
AI
.
SelectNextCard
(
new
[]
{
(
int
)
CardId
.
十二兽鼠骑
,
(
int
)
CardId
.
大薰风骑士翠玉
});
return
true
;
}
private
bool
炎舞天玑效果
()
private
bool
炎舞天玑效果
()
{
{
if
(
Duel
.
Fields
[
0
].
HasInHand
((
int
)
CardId
.
十二兽的会局
)
if
(
Duel
.
Fields
[
0
].
HasInHand
((
int
)
CardId
.
十二兽的会局
)
...
@@ -463,6 +637,12 @@ namespace MycardBot.Game.AI.Decks
...
@@ -463,6 +637,12 @@ namespace MycardBot.Game.AI.Decks
private
bool
十二兽的会局效果
()
private
bool
十二兽的会局效果
()
{
{
IList
<
ClientCard
>
spells
=
Duel
.
Fields
[
0
].
GetSpells
();
foreach
(
ClientCard
spell
in
spells
)
{
if
(
spell
.
Id
==
(
int
)
CardId
.
十二兽的会局
&&
!
Card
.
Equals
(
spell
))
return
false
;
}
AI
.
SelectCard
(
new
[]
AI
.
SelectCard
(
new
[]
{
{
(
int
)
CardId
.
炎舞天玑
,
(
int
)
CardId
.
炎舞天玑
,
...
@@ -475,15 +655,39 @@ namespace MycardBot.Game.AI.Decks
...
@@ -475,15 +655,39 @@ namespace MycardBot.Game.AI.Decks
(
int
)
CardId
.
十二兽蛇笞
,
(
int
)
CardId
.
十二兽蛇笞
,
(
int
)
CardId
.
十二兽马剑
(
int
)
CardId
.
十二兽马剑
});
});
AI
.
SelectPosition
(
CardPosition
.
FaceUpDefence
);
return
true
;
return
true
;
}
}
private
bool
十二兽的方合效果
()
private
bool
十二兽的方合效果
()
{
if
(
CurrentChain
.
Count
>
0
)
return
false
;
if
(
Card
.
Location
!=
CardLocation
.
Grave
)
{
AI
.
SelectCard
((
int
)
CardId
.
十二兽龙枪
);
AI
.
SelectNextCard
(
new
[]
{
(
int
)
CardId
.
十二兽蛇笞
,
(
int
)
CardId
.
十二兽鼠骑
,
(
int
)
CardId
.
十二兽马剑
});
}
return
true
;
}
private
bool
死者苏生效果
()
{
{
AI
.
SelectCard
(
new
[]
AI
.
SelectCard
(
new
[]
{
{
(
int
)
CardId
.
十二兽鼠骑
,
(
int
)
CardId
.
十二兽鼠骑
,
(
int
)
CardId
.
十二兽龙枪
(
int
)
CardId
.
十二兽蛇笞
,
(
int
)
CardId
.
召唤兽梅尔卡巴
,
(
int
)
CardId
.
坏星坏兽席兹奇埃鲁
,
(
int
)
CardId
.
召唤兽墨瓦腊泥加
,
(
int
)
CardId
.
十二兽虎炮
,
(
int
)
CardId
.
十二兽狗环
,
(
int
)
CardId
.
十二兽牛犄
});
});
return
true
;
return
true
;
}
}
...
...
Game/ClientCard.cs
View file @
9b18ffdc
...
@@ -165,6 +165,11 @@ namespace WindBot.Game
...
@@ -165,6 +165,11 @@ namespace WindBot.Game
return
(
HasType
(
CardType
.
Fusion
)
||
HasType
(
CardType
.
Synchro
)
||
HasType
(
CardType
.
Xyz
));
return
(
HasType
(
CardType
.
Fusion
)
||
HasType
(
CardType
.
Synchro
)
||
HasType
(
CardType
.
Xyz
));
}
}
public
bool
IsFaceup
()
{
return
HasPosition
(
CardPosition
.
FaceUp
);
}
public
bool
IsFacedown
()
public
bool
IsFacedown
()
{
{
return
HasPosition
(
CardPosition
.
FaceDown
);
return
HasPosition
(
CardPosition
.
FaceDown
);
...
...
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