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神之吹息
windbot
Commits
c626f14f
Commit
c626f14f
authored
Nov 03, 2017
by
mercury233
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comment
parent
360bfea5
Changes
4
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4 changed files
with
39 additions
and
8 deletions
+39
-8
Game/AI/Executor.cs
Game/AI/Executor.cs
+30
-0
Game/GameAI.cs
Game/GameAI.cs
+3
-7
Program.cs
Program.cs
+4
-1
README.md
README.md
+2
-0
No files found.
Game/AI/Executor.cs
View file @
c626f14f
...
...
@@ -50,6 +50,12 @@ namespace WindBot.Game.AI
return
Program
.
Rand
.
Next
(
2
)
>
0
;
}
/// <summary>
/// Called when the AI has to decide if it should attack
/// </summary>
/// <param name="attackers">List of monsters that can attcack.</param>
/// <param name="defenders">List of monsters of enemy.</param>
/// <returns>A new BattlePhaseAction containing the action to do.</returns>
public
virtual
BattlePhaseAction
OnBattle
(
IList
<
ClientCard
>
attackers
,
IList
<
ClientCard
>
defenders
)
{
if
(
attackers
.
Count
==
0
)
...
...
@@ -86,6 +92,13 @@ namespace WindBot.Game.AI
return
AI
.
ToMainPhase2
();
}
/// <summary>
/// Decide whether to declare attack between attacker and defender.
/// Can be overrided to update the RealPower of attacker for cards like Honest.
/// </summary>
/// <param name="attacker">Card that attack.</param>
/// <param name="defender">Card that defend.</param>
/// <returns>true if the attack can be done.</returns>
public
virtual
bool
OnPreBattleBetween
(
ClientCard
attacker
,
ClientCard
defender
)
{
if
(
defender
.
IsMonsterInvincible
())
...
...
@@ -115,11 +128,13 @@ namespace WindBot.Game.AI
public
virtual
IList
<
ClientCard
>
OnSelectCard
(
IList
<
ClientCard
>
cards
,
int
min
,
int
max
,
bool
cancelable
)
{
// For overriding
return
null
;
}
public
virtual
IList
<
ClientCard
>
OnSelectSum
(
IList
<
ClientCard
>
cards
,
int
sum
,
int
min
,
int
max
,
bool
mode
)
{
// For overriding
return
null
;
}
...
...
@@ -181,6 +196,9 @@ namespace WindBot.Game.AI
Battle
=
battle
;
}
/// <summary>
/// Set global variables Type, Card, ActivateDescription for Executor
/// </summary>
public
void
SetCard
(
ExecutorType
type
,
ClientCard
card
,
int
description
)
{
Type
=
type
;
...
...
@@ -188,21 +206,33 @@ namespace WindBot.Game.AI
ActivateDescription
=
description
;
}
/// <summary>
/// Do the action for the card if func return true.
/// </summary>
public
void
AddExecutor
(
ExecutorType
type
,
int
cardId
,
Func
<
bool
>
func
)
{
Executors
.
Add
(
new
CardExecutor
(
type
,
cardId
,
func
));
}
/// <summary>
/// Do the action for the card if available.
/// </summary>
public
void
AddExecutor
(
ExecutorType
type
,
int
cardId
)
{
Executors
.
Add
(
new
CardExecutor
(
type
,
cardId
,
null
));
}
/// <summary>
/// Do the action for every card if func return true.
/// </summary>
public
void
AddExecutor
(
ExecutorType
type
,
Func
<
bool
>
func
)
{
Executors
.
Add
(
new
CardExecutor
(
type
,
-
1
,
func
));
}
/// <summary>
/// Do the action for every card if no other Executor is added to it.
/// </summary>
public
void
AddExecutor
(
ExecutorType
type
)
{
Executors
.
Add
(
new
CardExecutor
(
type
,
-
1
,
DefaultNoExecutor
));
...
...
Game/GameAI.cs
View file @
c626f14f
...
...
@@ -75,6 +75,7 @@ namespace WindBot.Game
/// </summary>
public
void
OnNewTurn
()
{
Executor
.
OnNewTurn
();
}
/// <summary>
...
...
@@ -91,7 +92,6 @@ namespace WindBot.Game
if
(
Duel
.
Player
==
0
&&
Duel
.
Phase
==
DuelPhase
.
Draw
)
{
_dialogs
.
SendNewTurn
();
Executor
.
OnNewTurn
();
}
}
...
...
@@ -102,10 +102,6 @@ namespace WindBot.Game
{
_dialogs
.
SendOnDirectAttack
(
card
.
Name
);
}
public
void
OnDirectAttack
()
{
_dialogs
.
SendOnDirectAttack
();
}
/// <summary>
/// Called when a chain is executed.
...
...
@@ -369,13 +365,13 @@ namespace WindBot.Game
}
/// <summary>
/// Called when the AI has to tribute for a synchro monster.
/// Called when the AI has to tribute for a synchro monster
or ritual monster
.
/// </summary>
/// <param name="cards">Available cards.</param>
/// <param name="sum">Result of the operation.</param>
/// <param name="min">Minimum cards.</param>
/// <param name="max">Maximum cards.</param>
/// <param name="mode">True for equal.</param>
/// <param name="mode">True for e
xact e
qual.</param>
/// <returns></returns>
public
IList
<
ClientCard
>
OnSelectSum
(
IList
<
ClientCard
>
cards
,
int
sum
,
int
min
,
int
max
,
bool
mode
)
{
...
...
Program.cs
View file @
c626f14f
...
...
@@ -11,7 +11,7 @@ namespace WindBot
{
public
class
Program
{
//
i
n safe mode, all errors will be catched instead of causing the program to crash.
//
I
n safe mode, all errors will be catched instead of causing the program to crash.
#if DEBUG
public
static
bool
SafeMode
=
false
;
#else
...
...
@@ -34,11 +34,13 @@ namespace WindBot
if
(
serverMode
)
{
// Run in server mode, provide a http interface to create bot.
int
serverPort
=
Config
.
GetInt
(
"ServerPort"
,
2399
);
RunAsServer
(
serverPort
);
}
else
{
// Join the host specified on the command line.
if
(
args
.
Length
==
0
)
{
Logger
.
WriteLine
(
"=== WARN ==="
);
...
...
@@ -55,6 +57,7 @@ namespace WindBot
DecksManager
.
Init
();
string
absolutePath
=
Path
.
GetFullPath
(
databasePath
);
if
(!
File
.
Exists
(
absolutePath
))
// In case windbot is placed in a folder under ygopro folder
absolutePath
=
Path
.
GetFullPath
(
"../"
+
databasePath
);
if
(!
File
.
Exists
(
absolutePath
))
Logger
.
WriteErrorLine
(
"Can't find cards database file. Please place cards.cdb next to WindBot.exe ."
);
...
...
README.md
View file @
c626f14f
...
...
@@ -121,6 +121,8 @@ The parameters are same as commandlines, but low cased.
*
`AI.SelectMaterials`
which select a set of cards for F/S/X/L summon
*
`AI.SelectTribute`
*
Better new master rule support
*
More default common cards executor
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