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神之吹息
windbot
Commits
ee4903b9
Commit
ee4903b9
authored
Sep 28, 2021
by
苍蓝
Browse files
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update
parent
cfdfd02a
Changes
4
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4 changed files
with
53 additions
and
58 deletions
+53
-58
Decks/AI_SaikyoBattleFlag.ydk
Decks/AI_SaikyoBattleFlag.ydk
+0
-51
Game/AI/Decks/MokeyMokeyExecutor.cs
Game/AI/Decks/MokeyMokeyExecutor.cs
+18
-2
Game/AI/Decks/MokeyMokeyKingExecutor.cs
Game/AI/Decks/MokeyMokeyKingExecutor.cs
+18
-2
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
+17
-3
No files found.
Decks/AI_SaikyoBattleFlag.ydk
deleted
100644 → 0
View file @
cfdfd02a
#created by ...
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#extra
!side
Game/AI/Decks/MokeyMokeyExecutor.cs
View file @
ee4903b9
...
@@ -24,6 +24,8 @@ namespace WindBot.Game.AI.Decks
...
@@ -24,6 +24,8 @@ namespace WindBot.Game.AI.Decks
public
const
int
雅灭鲁拉
=
120120029
;
public
const
int
雅灭鲁拉
=
120120029
;
public
const
int
耳语妖精
=
120120018
;
public
const
int
耳语妖精
=
120120018
;
public
const
int
神秘庄家
=
120105006
;
public
const
int
神秘庄家
=
120105006
;
public
const
int
光芒巫师
=
120145001
;
public
const
int
暗黑巫师
=
120105005
;
public
const
int
火星心少女
=
120145014
;
public
const
int
火星心少女
=
120145014
;
public
const
int
斗牛士
=
120170035
;
public
const
int
斗牛士
=
120170035
;
public
const
int
凤凰龙
=
120110009
;
public
const
int
凤凰龙
=
120110009
;
...
@@ -50,7 +52,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -50,7 +52,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
七星道魔术师
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
七星道魔术师
,
DefaultMonsterSummon
);
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
,
draweffect
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
暗黑释放
,
圣防
Effect
);
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
);
...
@@ -212,7 +214,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -212,7 +214,7 @@ namespace WindBot.Game.AI.Decks
}
}
private
bool
死供
Eff
()
private
bool
死供
Eff
()
{
{
if
(
Util
.
IsOneEnemyBetterThanValue
(
2
5
00
,
false
))
if
(
Util
.
IsOneEnemyBetterThanValue
(
2
6
00
,
false
))
{
{
foreach
(
ClientCard
m
in
Bot
.
Hand
)
foreach
(
ClientCard
m
in
Bot
.
Hand
)
AI
.
SelectCard
(
m
);
AI
.
SelectCard
(
m
);
...
@@ -232,6 +234,20 @@ namespace WindBot.Game.AI.Decks
...
@@ -232,6 +234,20 @@ namespace WindBot.Game.AI.Decks
AI
.
SelectCard
(
Enemy
.
GetMonsters
().
GetHighestAttackMonster
());
AI
.
SelectCard
(
Enemy
.
GetMonsters
().
GetHighestAttackMonster
());
return
true
;
return
true
;
}
}
private
bool
draweffect
()
{
if
((
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
)
+
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
))
<=
2
)
{
if
((
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
5
)
>
2
)
&&
Bot
.
HasInHand
(
CardId
.
七星道魔术师
))
AI
.
SelectCard
(
CardId
.
七星道魔术师
);
else
return
false
;
}
else
AI
.
SelectCard
(
CardId
.
七星道法师
,
CardId
.
火星心少女
,
CardId
.
耳语妖精
,
CardId
.
神秘庄家
,
CardId
.
光芒巫师
,
CardId
.
暗黑巫师
);
return
true
;
}
private
bool
凤凰龙
summon
()
private
bool
凤凰龙
summon
()
{
{
if
(
Bot
.
HasInGraveyard
(
new
[]
{
CardId
.
连击龙
,
CardId
.
青眼白龙
}))
if
(
Bot
.
HasInGraveyard
(
new
[]
{
CardId
.
连击龙
,
CardId
.
青眼白龙
}))
...
...
Game/AI/Decks/MokeyMokeyKingExecutor.cs
View file @
ee4903b9
...
@@ -27,6 +27,8 @@ namespace WindBot.Game.AI.Decks
...
@@ -27,6 +27,8 @@ namespace WindBot.Game.AI.Decks
public
const
int
雅灭鲁拉
=
120120029
;
public
const
int
雅灭鲁拉
=
120120029
;
public
const
int
耳语妖精
=
120120018
;
public
const
int
耳语妖精
=
120120018
;
public
const
int
神秘庄家
=
120105006
;
public
const
int
神秘庄家
=
120105006
;
public
const
int
光芒巫师
=
120145001
;
public
const
int
暗黑巫师
=
120105005
;
public
const
int
火星心少女
=
120145014
;
public
const
int
火星心少女
=
120145014
;
public
const
int
斗牛士
=
120170035
;
public
const
int
斗牛士
=
120170035
;
public
const
int
凤凰龙
=
120110009
;
public
const
int
凤凰龙
=
120110009
;
...
@@ -56,7 +58,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -56,7 +58,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
七星道魔术师
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
七星道魔术师
,
DefaultMonsterSummon
);
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
,
draweffect
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
暗黑释放
,
圣防
Effect
);
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
);
...
@@ -213,7 +215,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -213,7 +215,7 @@ namespace WindBot.Game.AI.Decks
}
}
private
bool
死供
Eff
()
private
bool
死供
Eff
()
{
{
if
(
Util
.
IsOneEnemyBetterThanValue
(
2
5
00
,
false
))
if
(
Util
.
IsOneEnemyBetterThanValue
(
2
6
00
,
false
))
{
{
foreach
(
ClientCard
m
in
Bot
.
Hand
)
foreach
(
ClientCard
m
in
Bot
.
Hand
)
AI
.
SelectCard
(
m
);
AI
.
SelectCard
(
m
);
...
@@ -236,6 +238,20 @@ namespace WindBot.Game.AI.Decks
...
@@ -236,6 +238,20 @@ namespace WindBot.Game.AI.Decks
AI
.
SelectYesNo
(
true
);
AI
.
SelectYesNo
(
true
);
return
true
;
return
true
;
}
}
private
bool
draweffect
()
{
if
((
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
)
+
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
))
<=
2
)
{
if
((
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
5
)
>
2
)
&&
Bot
.
HasInHand
(
CardId
.
七星道魔术师
))
AI
.
SelectCard
(
CardId
.
七星道魔术师
);
else
return
false
;
}
else
AI
.
SelectCard
(
CardId
.
七星道法师
,
CardId
.
火星心少女
,
CardId
.
耳语妖精
,
CardId
.
神秘庄家
,
CardId
.
光芒巫师
,
CardId
.
暗黑巫师
);
return
true
;
}
private
bool
凤凰龙
summon
()
private
bool
凤凰龙
summon
()
{
{
if
(
Bot
.
HasInGraveyard
(
new
[]
{
CardId
.
连击龙
,
CardId
.
青眼白龙
}))
if
(
Bot
.
HasInGraveyard
(
new
[]
{
CardId
.
连击龙
,
CardId
.
青眼白龙
}))
...
...
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
View file @
ee4903b9
...
@@ -67,7 +67,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -67,7 +67,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
最强战旗
,
最强战旗
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
最强战旗
,
最强战旗
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
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
工匠无人机
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
工匠无人机
,
无人机
Effect
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
工匠无人机
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
工匠无人机
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
突击坦克
,
突击坦克
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
突击坦克
,
突击坦克
summon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
...
@@ -161,7 +161,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -161,7 +161,7 @@ namespace WindBot.Game.AI.Decks
}
}
private
bool
DefaultDoubleSummon
()
private
bool
DefaultDoubleSummon
()
{
{
if
(!
DoubleTribute
&&
Bot
.
HasInMonstersZone
(
CardId
.
双角兽
)
)
if
(!
DoubleTribute
&&
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
Card
.
IsCode
(
CardId
.
双角兽
)))
>=
1
)
{
AI
.
SelectCard
(
CardId
.
双角兽
);
{
AI
.
SelectCard
(
CardId
.
双角兽
);
return
true
;
return
true
;
}
}
...
@@ -271,7 +271,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -271,7 +271,7 @@ namespace WindBot.Game.AI.Decks
}
}
private
bool
死供
Eff
()
private
bool
死供
Eff
()
{
{
if
(
Util
.
IsOneEnemyBetterThanValue
(
2
5
00
,
false
))
if
(
Util
.
IsOneEnemyBetterThanValue
(
2
6
00
,
false
))
{
{
foreach
(
ClientCard
m
in
Bot
.
Hand
)
foreach
(
ClientCard
m
in
Bot
.
Hand
)
AI
.
SelectCard
(
m
);
AI
.
SelectCard
(
m
);
...
@@ -381,6 +381,20 @@ namespace WindBot.Game.AI.Decks
...
@@ -381,6 +381,20 @@ namespace WindBot.Game.AI.Decks
}
}
return
false
;
return
false
;
}
}
private
bool
无人机
Effect
()
{
if
((
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
)+
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
))
<=
2
)
{
if
((
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
5
)
>
2
))
AI
.
SelectCard
(
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
);
else
return
false
;
}
else
AI
.
SelectCard
(
CardId
.
瞄准鹰
,
CardId
.
突击坦克
,
CardId
.
工匠无人机
,
CardId
.
社员
,
CardId
.
旗兽
);
return
true
;
}
private
bool
最强战旗
Effect
()
private
bool
最强战旗
Effect
()
{
{
if
(
Util
.
IsOneEnemyBetterThanValue
(
1900
,
false
))
if
(
Util
.
IsOneEnemyBetterThanValue
(
1900
,
false
))
...
...
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