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神之吹息
windbot
Commits
f79e942c
Commit
f79e942c
authored
Mar 17, 2021
by
mercury233
Browse files
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Browse Files
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Plain Diff
update SummonOrSet and DefaultMonsterSummon
LuckyExecutor no longer summon monster with higher attack tributes
parent
4e483428
Changes
7
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Showing
7 changed files
with
28 additions
and
14 deletions
+28
-14
Game/AI/Decks/DoEveryThingExecutor.cs
Game/AI/Decks/DoEveryThingExecutor.cs
+1
-1
Game/AI/Decks/HorusExecutor.cs
Game/AI/Decks/HorusExecutor.cs
+2
-2
Game/AI/Decks/LuckyExecutor.cs
Game/AI/Decks/LuckyExecutor.cs
+1
-2
Game/AI/Decks/OldSchoolExecutor.cs
Game/AI/Decks/OldSchoolExecutor.cs
+2
-2
Game/AI/DefaultExecutor.cs
Game/AI/DefaultExecutor.cs
+10
-4
Game/AI/Executor.cs
Game/AI/Executor.cs
+10
-0
Game/GameAI.cs
Game/GameAI.cs
+2
-3
No files found.
Game/AI/Decks/DoEveryThingExecutor.cs
View file @
f79e942c
...
@@ -20,7 +20,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -20,7 +20,7 @@ namespace WindBot.Game.AI.Decks
{
{
AddExecutor
(
ExecutorType
.
SpSummon
);
AddExecutor
(
ExecutorType
.
SpSummon
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
SummonOrSet
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
SpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
);
}
}
...
...
Game/AI/Decks/HorusExecutor.cs
View file @
f79e942c
...
@@ -56,7 +56,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -56,7 +56,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
MonsterReborn
,
MonsterReborn
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
MonsterReborn
,
MonsterReborn
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
WhiteNightDragon
,
WhiteNightDragon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
WhiteNightDragon
,
WhiteNightDragon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
HorusTheBlackFlameDragonLv6
,
Default
Tribute
Summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
HorusTheBlackFlameDragonLv6
,
Default
Monster
Summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
AlexandriteDragon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
AlexandriteDragon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
AxeDragonute
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
AxeDragonute
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
DodgerDragon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
DodgerDragon
);
...
@@ -157,7 +157,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -157,7 +157,7 @@ namespace WindBot.Game.AI.Decks
if
(
card
.
IsCode
(
11224103
))
if
(
card
.
IsCode
(
11224103
))
return
false
;
return
false
;
return
Default
Tribute
Summon
();
return
Default
Monster
Summon
();
}
}
private
bool
HorusTheBlackFlameDragonLv8
()
private
bool
HorusTheBlackFlameDragonLv8
()
...
...
Game/AI/Decks/LuckyExecutor.cs
View file @
f79e942c
...
@@ -14,12 +14,11 @@ namespace WindBot.Game.AI.Decks
...
@@ -14,12 +14,11 @@ namespace WindBot.Game.AI.Decks
{
{
AddExecutor
(
ExecutorType
.
Activate
,
ImFeelingLucky
);
AddExecutor
(
ExecutorType
.
Activate
,
ImFeelingLucky
);
AddExecutor
(
ExecutorType
.
SpSummon
,
ImFeelingLucky
);
AddExecutor
(
ExecutorType
.
SpSummon
,
ImFeelingLucky
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
ImFeelingLucky
);
AddExecutor
(
ExecutorType
.
SpSummon
,
ImFeelingUnlucky
);
AddExecutor
(
ExecutorType
.
SpSummon
,
ImFeelingUnlucky
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
ImFeelingUnlucky
);
AddExecutor
(
ExecutorType
.
Activate
,
ImFeelingUnlucky
);
AddExecutor
(
ExecutorType
.
Activate
,
ImFeelingUnlucky
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SpellSet
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
...
...
Game/AI/Decks/OldSchoolExecutor.cs
View file @
f79e942c
...
@@ -46,8 +46,8 @@ namespace WindBot.Game.AI.Decks
...
@@ -46,8 +46,8 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
SwordsOfRevealingLight
,
SwordsOfRevealingLight
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
SwordsOfRevealingLight
,
SwordsOfRevealingLight
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
DoubleSummon
,
DoubleSummon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
DoubleSummon
,
DoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
AncientGearGolem
,
Default
Tribute
Summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
AncientGearGolem
,
Default
Monster
Summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
Frostosaurus
,
Default
Tribute
Summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
Frostosaurus
,
Default
Monster
Summon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
AlexandriteDragon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
AlexandriteDragon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
GeneWarpedWarwolf
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
GeneWarpedWarwolf
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
GearGolemTheMovingFortress
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
GearGolemTheMovingFortress
);
...
...
Game/AI/DefaultExecutor.cs
View file @
f79e942c
...
@@ -259,9 +259,12 @@ namespace WindBot.Game.AI
...
@@ -259,9 +259,12 @@ namespace WindBot.Game.AI
return
false
;
return
false
;
}
}
public
override
void
OnNewTurn
()
/// <summary>
/// Set when this card can't beat the enemies
/// </summary>
public
override
bool
OnSelectMonsterSummonOrSet
(
ClientCard
card
)
{
{
return
card
.
Level
<=
4
&&
Util
.
IsAllEnemyBetter
(
true
)
&&
Util
.
IsAllEnemyBetterThanValue
(
card
.
Attack
+
300
,
false
);
}
}
/// <summary>
/// <summary>
...
@@ -643,10 +646,13 @@ namespace WindBot.Game.AI
...
@@ -643,10 +646,13 @@ namespace WindBot.Game.AI
}
}
/// <summary>
/// <summary>
/// Summon with tributes ATK lower.
/// Summon with
no tribute, or with
tributes ATK lower.
/// </summary>
/// </summary>
protected
bool
Default
Tribute
Summon
()
protected
bool
Default
Monster
Summon
()
{
{
if
(
Card
.
Level
<=
4
)
return
true
;
if
(!
UniqueFaceupMonster
())
if
(!
UniqueFaceupMonster
())
return
false
;
return
false
;
int
tributecount
=
(
int
)
Math
.
Ceiling
((
Card
.
Level
-
4.0d
)
/
2.0d
);
int
tributecount
=
(
int
)
Math
.
Ceiling
((
Card
.
Level
-
4.0d
)
/
2.0d
);
...
...
Game/AI/Executor.cs
View file @
f79e942c
...
@@ -188,6 +188,16 @@ namespace WindBot.Game.AI
...
@@ -188,6 +188,16 @@ namespace WindBot.Game.AI
return
false
;
return
false
;
}
}
/// <summary>
/// Called when the executor type is SummonOrSet
/// </summary>
/// <returns>True if select to set the monster.</returns>
public
virtual
bool
OnSelectMonsterSummonOrSet
(
ClientCard
card
)
{
// Overrided in DefalultExecutor
return
false
;
}
/// <summary>
/// <summary>
/// Called when bot is going to annouce a card
/// Called when bot is going to annouce a card
/// </summary>
/// </summary>
...
...
Game/GameAI.cs
View file @
f79e942c
...
@@ -444,8 +444,7 @@ namespace WindBot.Game
...
@@ -444,8 +444,7 @@ namespace WindBot.Game
}
}
if
(
ShouldExecute
(
exec
,
card
,
ExecutorType
.
SummonOrSet
))
if
(
ShouldExecute
(
exec
,
card
,
ExecutorType
.
SummonOrSet
))
{
{
if
(
Executor
.
Util
.
IsAllEnemyBetter
(
true
)
&&
Executor
.
Util
.
IsAllEnemyBetterThanValue
(
card
.
Attack
+
300
,
false
)
&&
if
(
main
.
MonsterSetableCards
.
Contains
(
card
)
&&
Executor
.
OnSelectMonsterSummonOrSet
(
card
))
main
.
MonsterSetableCards
.
Contains
(
card
))
{
{
_dialogs
.
SendSetMonster
();
_dialogs
.
SendSetMonster
();
return
new
MainPhaseAction
(
MainPhaseAction
.
MainAction
.
SetMonster
,
card
.
ActionIndex
);
return
new
MainPhaseAction
(
MainPhaseAction
.
MainAction
.
SetMonster
,
card
.
ActionIndex
);
...
@@ -453,7 +452,7 @@ namespace WindBot.Game
...
@@ -453,7 +452,7 @@ namespace WindBot.Game
_dialogs
.
SendSummon
(
card
.
Name
);
_dialogs
.
SendSummon
(
card
.
Name
);
return
new
MainPhaseAction
(
MainPhaseAction
.
MainAction
.
Summon
,
card
.
ActionIndex
);
return
new
MainPhaseAction
(
MainPhaseAction
.
MainAction
.
Summon
,
card
.
ActionIndex
);
}
}
}
}
foreach
(
ClientCard
card
in
main
.
SpellSetableCards
)
foreach
(
ClientCard
card
in
main
.
SpellSetableCards
)
{
{
if
(
ShouldExecute
(
exec
,
card
,
ExecutorType
.
SpellSet
))
if
(
ShouldExecute
(
exec
,
card
,
ExecutorType
.
SpellSet
))
...
...
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