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神之吹息
windbot
Commits
afaff398
Commit
afaff398
authored
Sep 28, 2021
by
mercury233
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Plain Diff
add deck Brave Token
parent
ec73c69a
Changes
6
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6 changed files
with
1070 additions
and
6 deletions
+1070
-6
Decks/AI_Brave.ydk
Decks/AI_Brave.ydk
+74
-0
Game/AI/Decks/BraveExecutor.cs
Game/AI/Decks/BraveExecutor.cs
+981
-0
Game/AI/DefaultExecutor.cs
Game/AI/DefaultExecutor.cs
+6
-3
Game/ClientField.cs
Game/ClientField.cs
+5
-0
Game/GameAI.cs
Game/GameAI.cs
+3
-3
WindBot.csproj
WindBot.csproj
+1
-0
No files found.
Decks/AI_Brave.ydk
0 → 100644
View file @
afaff398
#created by ...
#main
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30680659
30680659
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#extra
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!side
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Game/AI/Decks/BraveExecutor.cs
0 → 100644
View file @
afaff398
This diff is collapsed.
Click to expand it.
Game/AI/DefaultExecutor.cs
View file @
afaff398
...
...
@@ -498,8 +498,9 @@ namespace WindBot.Game.AI
/// </summary>
protected
bool
DefaultEffectVeiler
()
{
if
(
Util
.
GetLastChainCard
()
!=
null
&&
Util
.
GetLastChainCard
().
IsCode
(
_CardId
.
GalaxySoldier
)
&&
Enemy
.
Hand
.
Count
>=
3
)
return
false
;
if
(
Util
.
ChainContainsCard
(
_CardId
.
EffectVeiler
))
ClientCard
LastChainCard
=
Util
.
GetLastChainCard
();
if
(
LastChainCard
!=
null
&&
(
LastChainCard
.
IsCode
(
_CardId
.
GalaxySoldier
)
&&
Enemy
.
Hand
.
Count
>=
3
||
LastChainCard
.
IsCode
(
_CardId
.
EffectVeiler
,
_CardId
.
InfiniteImpermanence
)))
return
false
;
return
DefaultBreakthroughSkill
();
}
...
...
@@ -537,7 +538,9 @@ namespace WindBot.Game.AI
protected
bool
DefaultInfiniteImpermanence
()
{
// TODO: disable s & t
if
(!
DefaultUniqueTrap
())
ClientCard
LastChainCard
=
Util
.
GetLastChainCard
();
if
(
LastChainCard
!=
null
&&
(
LastChainCard
.
IsCode
(
_CardId
.
GalaxySoldier
)
&&
Enemy
.
Hand
.
Count
>=
3
||
LastChainCard
.
IsCode
(
_CardId
.
EffectVeiler
,
_CardId
.
InfiniteImpermanence
)))
return
false
;
return
DefaultDisableMonster
();
}
...
...
Game/ClientField.cs
View file @
afaff398
...
...
@@ -248,6 +248,11 @@ namespace WindBot.Game
return
HasInHand
(
cardId
)
||
HasInGraveyard
(
cardId
);
}
public
bool
HasInGraveyardOrInBanished
(
int
cardId
)
{
return
HasInBanished
(
cardId
)
||
HasInGraveyard
(
cardId
);
}
public
bool
HasInMonstersZoneOrInGraveyard
(
int
cardId
)
{
return
HasInMonstersZone
(
cardId
)
||
HasInGraveyard
(
cardId
);
...
...
Game/GameAI.cs
View file @
afaff398
...
...
@@ -464,13 +464,13 @@ namespace WindBot.Game
/// <returns>Index of the selected option.</returns>
public
int
OnSelectOption
(
IList
<
int
>
options
)
{
if
(
m_option
!=
-
1
&&
m_option
<
options
.
Count
)
return
m_option
;
int
result
=
Executor
.
OnSelectOption
(
options
);
if
(
result
!=
-
1
)
return
result
;
if
(
m_option
!=
-
1
&&
m_option
<
options
.
Count
)
return
m_option
;
return
0
;
// Always select the first option.
}
...
...
WindBot.csproj
View file @
afaff398
...
...
@@ -70,6 +70,7 @@
<Compile
Include=
"Game\AI\DeckAttribute.cs"
/>
<Compile
Include=
"Game\AI\DecksManager.cs"
/>
<Compile
Include=
"Game\AI\Decks\AltergeistExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\BraveExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\FamiliarPossessedExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\BlackwingExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\LuckyExecutor.cs"
/>
...
...
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