Commit 8e49c80d authored by IceYGO's avatar IceYGO

Update to the latest OCGWrapper and update to the version 133D

parent 560ccf09
using OCGWrapper.Enums;
using System.Collections.Generic;
using System.Collections.Generic;
using YGOSharp.OCGWrapper.Enums;
namespace WindBot.Game.AI
{
......
using OCGWrapper.Enums;
using System.Collections.Generic;
using System.Collections.Generic;
using YGOSharp.OCGWrapper.Enums;
namespace WindBot.Game.AI
{
......
using OCGWrapper.Enums;
using System.Collections.Generic;
using System.Collections.Generic;
using WindBot.Game;
using WindBot.Game.AI;
using YGOSharp.OCGWrapper.Enums;
namespace DevBot.Game.AI.Decks
{
......
using OCGWrapper.Enums;
using System.Collections.Generic;
using System.Collections.Generic;
using WindBot.Game;
using WindBot.Game.AI;
using YGOSharp.OCGWrapper.Enums;
namespace DevBot.Game.AI.Decks
{
......
using OCGWrapper.Enums;
using System.Collections.Generic;
using System.Collections.Generic;
using YGOSharp.OCGWrapper.Enums;
namespace WindBot.Game.AI.Decks
{
......
using OCGWrapper.Enums;
using System.Collections.Generic;
using System.Collections.Generic;
using WindBot.Game;
using WindBot.Game.AI;
using YGOSharp.OCGWrapper.Enums;
namespace DevBot.Game.AI.Decks
{
......
using OCGWrapper.Enums;
using System.Collections.Generic;
using System.Collections.Generic;
using WindBot.Game;
using WindBot.Game.AI;
using YGOSharp.OCGWrapper.Enums;
namespace DevBot.Game.AI.Decks
{
......
......@@ -36,9 +36,8 @@ namespace WindBot.Game.AI
object[] attributes = info.GetCustomAttributes(false);
foreach (object attribute in attributes)
{
if (attribute is DeckAttribute)
if (attribute is DeckAttribute deck)
{
DeckAttribute deck = (DeckAttribute)attribute;
_decks.Add(deck.Name, new DeckInstance(deck.File, type));
}
}
......
using OCGWrapper.Enums;
using System;
using System;
using System.Collections.Generic;
using YGOSharp.OCGWrapper.Enums;
namespace WindBot.Game.AI
{
......
using OCGWrapper.Enums;
using System;
using System;
using System.Collections.Generic;
using YGOSharp.OCGWrapper.Enums;
namespace WindBot.Game.AI
{
......
using OCGWrapper;
using OCGWrapper.Enums;
using System.Collections.Generic;
using System.Collections.Generic;
using System.IO;
using YGOSharp.Network;
using YGOSharp.OCGWrapper;
using YGOSharp.OCGWrapper.Enums;
namespace WindBot.Game
{
......
using OCGWrapper.Enums;
using System.Collections.Generic;
using System.Collections.Generic;
using YGOSharp.OCGWrapper.Enums;
namespace WindBot.Game
{
......
using OCGWrapper;
using System;
using System;
using System.Collections.Generic;
using System.IO;
using YGOSharp.OCGWrapper;
namespace WindBot.Game
{
......@@ -63,8 +63,7 @@ namespace WindBot.Game
continue;
}
int id;
if (!int.TryParse(line, out id))
if (!int.TryParse(line, out int id))
continue;
deck.AddNewCard(id, side);
......
using OCGWrapper.Enums;
using System.Collections.Generic;
using System.Collections.Generic;
using YGOSharp.OCGWrapper.Enums;
namespace WindBot.Game
{
......
using OCGWrapper.Enums;
using System.Collections.Generic;
using System.Collections.Generic;
using WindBot.Game.AI;
using YGOSharp.OCGWrapper.Enums;
namespace WindBot.Game
{
......
using OCGWrapper;
using OCGWrapper.Enums;
using System;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
......@@ -8,6 +6,8 @@ using WindBot.Game.AI;
using YGOSharp.Network;
using YGOSharp.Network.Enums;
using YGOSharp.Network.Utils;
using YGOSharp.OCGWrapper;
using YGOSharp.OCGWrapper.Enums;
namespace WindBot.Game
{
......@@ -571,6 +571,7 @@ namespace WindBot.Game
for (int i = 0; i < count; ++i)
{
packet.ReadByte(); // flag
packet.ReadInt32(); // card id
int con = GetLocalPlayer(packet.ReadByte());
int loc = packet.ReadByte();
......@@ -601,7 +602,7 @@ namespace WindBot.Game
{
packet.ReadByte(); // player
int type = packet.ReadInt16();
int quantity = packet.ReadByte();
int quantity = packet.ReadInt16();
IList<ClientCard> cards = new List<ClientCard>();
IList<int> counters = new List<int>();
......@@ -612,17 +613,16 @@ namespace WindBot.Game
int player = GetLocalPlayer(packet.ReadByte());
CardLocation loc = (CardLocation) packet.ReadByte();
int seq = packet.ReadByte();
int num = packet.ReadByte();
int num = packet.ReadInt16();
cards.Add(_duel.GetCard(player, loc, seq));
counters.Add(num);
}
IList<int> used = _ai.OnSelectCounter(type, quantity, cards, counters);
byte[] result = new byte[used.Count];
for (int i = 0; i < quantity; ++i)
result[i] = (byte) used[i];
BinaryWriter reply = GamePacketFactory.Create(CtosMessage.Response);
reply.Write(result);
for (int i = 0; i < quantity; ++i)
reply.Write((short)used[i]);
Connection.Send(reply);
}
......
using OCGWrapper;
using System;
using System;
using System.IO;
using System.Threading;
using WindBot.Game;
using WindBot.Game.AI;
using YGOSharp.OCGWrapper;
namespace WindBot
{
public class Program
{
public static short ProVersion = 0x1330;
public static short ProVersion = 0x133D;
public static int PlayerNameSize = 20;
internal static Random Rand;
......
......@@ -34,19 +34,39 @@
<PropertyGroup>
<StartupObject />
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|AnyCPU'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<DebugType>full</DebugType>
<PlatformTarget>AnyCPU</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|AnyCPU'">
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<Optimize>true</Optimize>
<PlatformTarget>AnyCPU</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup>
<ItemGroup>
<Reference Include="Mono.Data.Sqlite">
<HintPath>.\Mono.Data.Sqlite.dll</HintPath>
</Reference>
<Reference Include="OCGWrapper">
<HintPath>.\OCGWrapper.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Data" />
<Reference Include="YGOSharp.Network">
<HintPath>.\YGOSharp.Network.dll</HintPath>
</Reference>
<Reference Include="YGOSharp.OCGWrapper">
<HintPath>.\YGOSharp.OCGWrapper.dll</HintPath>
</Reference>
<Reference Include="YGOSharp.OCGWrapper.Enums">
<HintPath>.\YGOSharp.OCGWrapper.Enums.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Game\AI\AIFunctions.cs" />
......

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.24720.0
# Visual Studio 15
VisualStudioVersion = 15.0.26206.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WindBot", "WindBot.csproj", "{3E7FAF67-A27D-4A61-B161-93AD4414183E}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Debug|x86 = Debug|x86
Release|Any CPU = Release|Any CPU
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{3E7FAF67-A27D-4A61-B161-93AD4414183E}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{3E7FAF67-A27D-4A61-B161-93AD4414183E}.Debug|Any CPU.Build.0 = Debug|Any CPU
{3E7FAF67-A27D-4A61-B161-93AD4414183E}.Debug|x86.ActiveCfg = Debug|x86
{3E7FAF67-A27D-4A61-B161-93AD4414183E}.Debug|x86.Build.0 = Debug|x86
{3E7FAF67-A27D-4A61-B161-93AD4414183E}.Release|Any CPU.ActiveCfg = Release|Any CPU
{3E7FAF67-A27D-4A61-B161-93AD4414183E}.Release|Any CPU.Build.0 = Release|Any CPU
{3E7FAF67-A27D-4A61-B161-93AD4414183E}.Release|x86.ActiveCfg = Release|x86
{3E7FAF67-A27D-4A61-B161-93AD4414183E}.Release|x86.Build.0 = Release|x86
EndGlobalSection
......
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