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alstroemeria-silentlove
windbot
Commits
d5d933e3
Commit
d5d933e3
authored
Nov 04, 2017
by
mercury233
Browse files
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Plain Diff
fix atk 0 monster attack
parent
605c2839
Changes
4
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4 changed files
with
29 additions
and
28 deletions
+29
-28
Game/AI/Decks/BlueEyesExecutor.cs
Game/AI/Decks/BlueEyesExecutor.cs
+0
-5
Game/AI/Decks/MokeyMokeyExecutor.cs
Game/AI/Decks/MokeyMokeyExecutor.cs
+0
-5
Game/AI/DefaultExecutor.cs
Game/AI/DefaultExecutor.cs
+2
-0
Game/AI/Executor.cs
Game/AI/Executor.cs
+27
-18
No files found.
Game/AI/Decks/BlueEyesExecutor.cs
View file @
d5d933e3
...
...
@@ -231,11 +231,6 @@ namespace WindBot.Game.AI.Decks
return
null
;
}
public
override
bool
OnPreBattleBetween
(
ClientCard
attacker
,
ClientCard
defender
)
{
return
attacker
.
Attack
>
0
&&
base
.
OnPreBattleBetween
(
attacker
,
defender
);
}
private
bool
DragonShrineEffect
()
{
AI
.
SelectCard
(
new
[]
...
...
Game/AI/Decks/MokeyMokeyExecutor.cs
View file @
d5d933e3
...
...
@@ -33,10 +33,5 @@ namespace WindBot.Game.AI.Decks
else
return
base
.
OnRockPaperScissors
();
}
public
override
bool
OnPreBattleBetween
(
ClientCard
attacker
,
ClientCard
defender
)
{
return
attacker
.
Attack
>
0
&&
base
.
OnPreBattleBetween
(
attacker
,
defender
);
}
}
}
\ No newline at end of file
Game/AI/DefaultExecutor.cs
View file @
d5d933e3
...
...
@@ -50,6 +50,8 @@ namespace WindBot.Game.AI
/// <returns>true if the attack can be done.</returns>
public
override
bool
OnPreBattleBetween
(
ClientCard
attacker
,
ClientCard
defender
)
{
if
(
attacker
.
RealPower
<=
0
)
return
false
;
if
(!
attacker
.
IsMonsterHasPreventActivationEffectInBattle
())
{
...
...
Game/AI/Executor.cs
View file @
d5d933e3
...
...
@@ -62,32 +62,41 @@ namespace WindBot.Game.AI
return
AI
.
ToMainPhase2
();
if
(
defenders
.
Count
==
0
)
return
AI
.
Attack
(
attackers
[
0
],
null
);
for
(
int
i
=
defenders
.
Count
-
1
;
i
>=
0
;
--
i
)
{
ClientCard
defender
=
defenders
[
i
];
for
(
int
j
=
0
;
j
<
attackers
.
Count
;
++
j
)
for
(
int
i
=
attackers
.
Count
-
1
;
i
>=
0
;
--
i
)
{
ClientCard
attacker
=
attackers
[
j
];
attacker
.
RealPower
=
attacker
.
Attack
;
defender
.
RealPower
=
defender
.
GetDefensePower
();
if
(!
OnPreBattleBetween
(
attacker
,
defender
))
continue
;
if
(
attacker
.
RealPower
>
defender
.
RealPower
||
(
attacker
.
RealPower
>=
defender
.
RealPower
&&
j
==
attackers
.
Count
-
1
))
return
AI
.
Attack
(
attacker
,
defender
);
ClientCard
attacker
=
attackers
[
i
];
if
(
attacker
.
Attack
>
0
)
return
AI
.
Attack
(
attacker
,
null
);
}
}
for
(
int
i
=
attackers
.
Count
-
1
;
i
>=
0
;
--
i
)
else
{
ClientCard
attacker
=
attackers
[
i
];
if
(
attacker
.
CanDirectAttack
)
return
AI
.
Attack
(
attacker
,
null
);
for
(
int
i
=
defenders
.
Count
-
1
;
i
>=
0
;
--
i
)
{
ClientCard
defender
=
defenders
[
i
];
for
(
int
j
=
0
;
j
<
attackers
.
Count
;
++
j
)
{
ClientCard
attacker
=
attackers
[
j
];
attacker
.
RealPower
=
attacker
.
Attack
;
defender
.
RealPower
=
defender
.
GetDefensePower
();
if
(!
OnPreBattleBetween
(
attacker
,
defender
))
continue
;
if
(
attacker
.
RealPower
>
defender
.
RealPower
||
(
attacker
.
RealPower
>=
defender
.
RealPower
&&
j
==
attackers
.
Count
-
1
))
return
AI
.
Attack
(
attacker
,
defender
);
}
}
for
(
int
i
=
attackers
.
Count
-
1
;
i
>=
0
;
--
i
)
{
ClientCard
attacker
=
attackers
[
i
];
if
(
attacker
.
CanDirectAttack
)
return
AI
.
Attack
(
attacker
,
null
);
}
}
if
(!
Battle
.
CanMainPhaseTwo
)
return
AI
.
Attack
(
attackers
[
attackers
.
Count
-
1
],
defenders
[
0
]);
return
AI
.
Attack
(
attackers
[
0
],
(
defenders
.
Count
==
0
)
?
null
:
defenders
[
0
]);
return
AI
.
ToMainPhase2
();
}
...
...
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