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xiaoye
windbot
Commits
40bbe8bf
Commit
40bbe8bf
authored
Nov 04, 2017
by
mercury233
Browse files
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Browse Files
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Email Patches
Plain Diff
add deck level to make random deck works better
parent
b9dac6e5
Changes
19
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Inline
Side-by-side
Showing
19 changed files
with
31 additions
and
21 deletions
+31
-21
Game/AI/DeckAttribute.cs
Game/AI/DeckAttribute.cs
+3
-1
Game/AI/Decks/BlackwingExecutor.cs
Game/AI/Decks/BlackwingExecutor.cs
+1
-1
Game/AI/Decks/BurnExecutor.cs
Game/AI/Decks/BurnExecutor.cs
+1
-1
Game/AI/Decks/CyberDragonExecutor.cs
Game/AI/Decks/CyberDragonExecutor.cs
+1
-1
Game/AI/Decks/DoEveryThingExecutor.cs
Game/AI/Decks/DoEveryThingExecutor.cs
+1
-1
Game/AI/Decks/EvilswarmExecutor.cs
Game/AI/Decks/EvilswarmExecutor.cs
+1
-1
Game/AI/Decks/FrogExecutor.cs
Game/AI/Decks/FrogExecutor.cs
+1
-1
Game/AI/Decks/GravekeeperExecutor.cs
Game/AI/Decks/GravekeeperExecutor.cs
+1
-1
Game/AI/Decks/GraydleExecutor.cs
Game/AI/Decks/GraydleExecutor.cs
+1
-1
Game/AI/Decks/HorusExecutor.cs
Game/AI/Decks/HorusExecutor.cs
+1
-1
Game/AI/Decks/LightswornExecutor.cs
Game/AI/Decks/LightswornExecutor.cs
+1
-1
Game/AI/Decks/MokeyMokeyExecutor.cs
Game/AI/Decks/MokeyMokeyExecutor.cs
+1
-1
Game/AI/Decks/MokeyMokeyKingExecutor.cs
Game/AI/Decks/MokeyMokeyKingExecutor.cs
+1
-1
Game/AI/Decks/NekrozExecutor.cs
Game/AI/Decks/NekrozExecutor.cs
+1
-1
Game/AI/Decks/OldSchoolExecutor.cs
Game/AI/Decks/OldSchoolExecutor.cs
+1
-1
Game/AI/Decks/ST1732Executor.cs
Game/AI/Decks/ST1732Executor.cs
+1
-1
Game/AI/Decks/ToadallyAwesomeExecutor.cs
Game/AI/Decks/ToadallyAwesomeExecutor.cs
+1
-1
Game/AI/Decks/ZoodiacExecutor.cs
Game/AI/Decks/ZoodiacExecutor.cs
+1
-1
Game/AI/DecksManager.cs
Game/AI/DecksManager.cs
+11
-3
No files found.
Game/AI/DeckAttribute.cs
View file @
40bbe8bf
...
@@ -7,14 +7,16 @@ namespace WindBot.Game.AI
...
@@ -7,14 +7,16 @@ namespace WindBot.Game.AI
{
{
public
string
Name
{
get
;
private
set
;
}
public
string
Name
{
get
;
private
set
;
}
public
string
File
{
get
;
private
set
;
}
public
string
File
{
get
;
private
set
;
}
public
string
Level
{
get
;
private
set
;
}
public
DeckAttribute
(
string
name
,
string
file
=
null
)
public
DeckAttribute
(
string
name
,
string
file
=
null
,
string
level
=
"Normal"
)
{
{
if
(
String
.
IsNullOrEmpty
(
file
))
if
(
String
.
IsNullOrEmpty
(
file
))
file
=
name
;
file
=
name
;
Name
=
name
;
Name
=
name
;
File
=
file
;
File
=
file
;
Level
=
level
;
}
}
}
}
}
}
Game/AI/Decks/BlackwingExecutor.cs
View file @
40bbe8bf
...
@@ -7,7 +7,7 @@ using WindBot.Game.AI;
...
@@ -7,7 +7,7 @@ using WindBot.Game.AI;
namespace
WindBot.Game.AI.Decks
namespace
WindBot.Game.AI.Decks
{
{
// NOT FINISHED YET
// NOT FINISHED YET
[
Deck
(
"Blackwing"
,
"AI_Blackwing"
)]
[
Deck
(
"Blackwing"
,
"AI_Blackwing"
,
"NotFinished"
)]
public
class
BlackwingExecutor
:
DefaultExecutor
public
class
BlackwingExecutor
:
DefaultExecutor
{
{
public
enum
CardId
public
enum
CardId
...
...
Game/AI/Decks/BurnExecutor.cs
View file @
40bbe8bf
...
@@ -6,7 +6,7 @@ using WindBot.Game.AI;
...
@@ -6,7 +6,7 @@ using WindBot.Game.AI;
namespace
WindBot.Game.AI.Decks
namespace
WindBot.Game.AI.Decks
{
{
[
Deck
(
"Burn"
,
"AI_Burn"
)]
[
Deck
(
"Burn"
,
"AI_Burn"
,
"Easy"
)]
public
class
BurnExecutor
:
DefaultExecutor
public
class
BurnExecutor
:
DefaultExecutor
{
{
public
enum
CardId
public
enum
CardId
...
...
Game/AI/Decks/CyberDragonExecutor.cs
View file @
40bbe8bf
...
@@ -7,7 +7,7 @@ using WindBot.Game.AI;
...
@@ -7,7 +7,7 @@ using WindBot.Game.AI;
namespace
WindBot.Game.AI.Decks
namespace
WindBot.Game.AI.Decks
{
{
// NOT FINISHED YET
// NOT FINISHED YET
[
Deck
(
"CyberDragon"
,
"AI_CyberDragon"
)]
[
Deck
(
"CyberDragon"
,
"AI_CyberDragon"
,
"NotFinished"
)]
public
class
CyberDragonExecutor
:
DefaultExecutor
public
class
CyberDragonExecutor
:
DefaultExecutor
{
{
bool
PowerBondUsed
=
false
;
bool
PowerBondUsed
=
false
;
...
...
Game/AI/Decks/DoEveryThingExecutor.cs
View file @
40bbe8bf
...
@@ -6,7 +6,7 @@ using WindBot.Game.AI;
...
@@ -6,7 +6,7 @@ using WindBot.Game.AI;
namespace
WindBot.Game.AI.Decks
namespace
WindBot.Game.AI.Decks
{
{
[
Deck
(
"Test"
,
"AI_Test"
)]
[
Deck
(
"Test"
,
"AI_Test"
,
"Test"
)]
public
class
DoEverythingExecutor
:
DefaultExecutor
public
class
DoEverythingExecutor
:
DefaultExecutor
{
{
public
enum
CardId
public
enum
CardId
...
...
Game/AI/Decks/EvilswarmExecutor.cs
View file @
40bbe8bf
...
@@ -7,7 +7,7 @@ using WindBot.Game.AI;
...
@@ -7,7 +7,7 @@ using WindBot.Game.AI;
namespace
WindBot.Game.AI.Decks
namespace
WindBot.Game.AI.Decks
{
{
// NOT FINISHED YET
// NOT FINISHED YET
[
Deck
(
"Evilswarm"
,
"AI_Evilswarm"
)]
[
Deck
(
"Evilswarm"
,
"AI_Evilswarm"
,
"NotFinished"
)]
public
class
EvilswarmExecutor
:
DefaultExecutor
public
class
EvilswarmExecutor
:
DefaultExecutor
{
{
public
enum
CardId
public
enum
CardId
...
...
Game/AI/Decks/FrogExecutor.cs
View file @
40bbe8bf
...
@@ -6,7 +6,7 @@ using YGOSharp.OCGWrapper.Enums;
...
@@ -6,7 +6,7 @@ using YGOSharp.OCGWrapper.Enums;
namespace
WindBot.Game.AI.Decks
namespace
WindBot.Game.AI.Decks
{
{
[
Deck
(
"Frog"
,
"AI_Frog"
)]
[
Deck
(
"Frog"
,
"AI_Frog"
,
"Easy"
)]
public
class
FrogExecutor
:
DefaultExecutor
public
class
FrogExecutor
:
DefaultExecutor
{
{
public
enum
CardId
public
enum
CardId
...
...
Game/AI/Decks/GravekeeperExecutor.cs
View file @
40bbe8bf
...
@@ -7,7 +7,7 @@ using WindBot.Game.AI;
...
@@ -7,7 +7,7 @@ using WindBot.Game.AI;
namespace
WindBot.Game.AI.Decks
namespace
WindBot.Game.AI.Decks
{
{
// NOT FINISHED YET
// NOT FINISHED YET
[
Deck
(
"Gravekeeper"
,
"AI_Gravekeeper"
)]
[
Deck
(
"Gravekeeper"
,
"AI_Gravekeeper"
,
"NotFinished"
)]
public
class
GravekeeperExecutor
:
DefaultExecutor
public
class
GravekeeperExecutor
:
DefaultExecutor
{
{
public
enum
CardId
public
enum
CardId
...
...
Game/AI/Decks/GraydleExecutor.cs
View file @
40bbe8bf
...
@@ -7,7 +7,7 @@ using WindBot.Game.AI;
...
@@ -7,7 +7,7 @@ using WindBot.Game.AI;
namespace
WindBot.Game.AI.Decks
namespace
WindBot.Game.AI.Decks
{
{
// NOT FINISHED YET
// NOT FINISHED YET
[
Deck
(
"Graydle"
,
"AI_Graydle"
)]
[
Deck
(
"Graydle"
,
"AI_Graydle"
,
"NotFinished"
)]
public
class
GraydleExecutor
:
DefaultExecutor
public
class
GraydleExecutor
:
DefaultExecutor
{
{
public
enum
CardId
public
enum
CardId
...
...
Game/AI/Decks/HorusExecutor.cs
View file @
40bbe8bf
...
@@ -6,7 +6,7 @@ using YGOSharp.OCGWrapper.Enums;
...
@@ -6,7 +6,7 @@ using YGOSharp.OCGWrapper.Enums;
namespace
WindBot.Game.AI.Decks
namespace
WindBot.Game.AI.Decks
{
{
[
Deck
(
"Horus"
,
"AI_Horus"
)]
[
Deck
(
"Horus"
,
"AI_Horus"
,
"Easy"
)]
public
class
HorusExecutor
:
DefaultExecutor
public
class
HorusExecutor
:
DefaultExecutor
{
{
public
enum
CardId
public
enum
CardId
...
...
Game/AI/Decks/LightswornExecutor.cs
View file @
40bbe8bf
...
@@ -7,7 +7,7 @@ using WindBot.Game.AI;
...
@@ -7,7 +7,7 @@ using WindBot.Game.AI;
namespace
WindBot.Game.AI.Decks
namespace
WindBot.Game.AI.Decks
{
{
// NOT FINISHED YET
// NOT FINISHED YET
[
Deck
(
"Lightsworn"
,
"AI_Lightsworn"
)]
[
Deck
(
"Lightsworn"
,
"AI_Lightsworn"
,
"NotFinished"
)]
public
class
LightswornExecutor
:
DefaultExecutor
public
class
LightswornExecutor
:
DefaultExecutor
{
{
public
enum
CardId
public
enum
CardId
...
...
Game/AI/Decks/MokeyMokeyExecutor.cs
View file @
40bbe8bf
...
@@ -6,7 +6,7 @@ using WindBot.Game.AI;
...
@@ -6,7 +6,7 @@ using WindBot.Game.AI;
namespace
WindBot.Game.AI.Decks
namespace
WindBot.Game.AI.Decks
{
{
[
Deck
(
"MokeyMokey"
,
"AI_MokeyMokey"
)]
[
Deck
(
"MokeyMokey"
,
"AI_MokeyMokey"
,
"Easy"
)]
public
class
MokeyMokeyExecutor
:
DefaultExecutor
public
class
MokeyMokeyExecutor
:
DefaultExecutor
{
{
public
enum
CardId
public
enum
CardId
...
...
Game/AI/Decks/MokeyMokeyKingExecutor.cs
View file @
40bbe8bf
...
@@ -6,7 +6,7 @@ using WindBot.Game.AI;
...
@@ -6,7 +6,7 @@ using WindBot.Game.AI;
namespace
WindBot.Game.AI.Decks
namespace
WindBot.Game.AI.Decks
{
{
[
Deck
(
"MokeyMokeyKing"
,
"AI_MokeyMokeyKing"
)]
[
Deck
(
"MokeyMokeyKing"
,
"AI_MokeyMokeyKing"
,
"Easy"
)]
public
class
MokeyMokeyKingExecutor
:
DefaultExecutor
public
class
MokeyMokeyKingExecutor
:
DefaultExecutor
{
{
public
enum
CardId
public
enum
CardId
...
...
Game/AI/Decks/NekrozExecutor.cs
View file @
40bbe8bf
...
@@ -7,7 +7,7 @@ using WindBot.Game.AI;
...
@@ -7,7 +7,7 @@ using WindBot.Game.AI;
namespace
WindBot.Game.AI.Decks
namespace
WindBot.Game.AI.Decks
{
{
// NOT FINISHED YET
// NOT FINISHED YET
[
Deck
(
"Nekroz"
,
"AI_Nekroz"
)]
[
Deck
(
"Nekroz"
,
"AI_Nekroz"
,
"NotFinished"
)]
public
class
NekrozExecutor
:
DefaultExecutor
public
class
NekrozExecutor
:
DefaultExecutor
{
{
public
enum
CardId
public
enum
CardId
...
...
Game/AI/Decks/OldSchoolExecutor.cs
View file @
40bbe8bf
...
@@ -6,7 +6,7 @@ using WindBot.Game.AI;
...
@@ -6,7 +6,7 @@ using WindBot.Game.AI;
namespace
WindBot.Game.AI.Decks
namespace
WindBot.Game.AI.Decks
{
{
[
Deck
(
"OldSchool"
,
"AI_OldSchool"
)]
[
Deck
(
"OldSchool"
,
"AI_OldSchool"
,
"Easy"
)]
public
class
OldSchoolExecutor
:
DefaultExecutor
public
class
OldSchoolExecutor
:
DefaultExecutor
{
{
public
enum
CardId
public
enum
CardId
...
...
Game/AI/Decks/ST1732Executor.cs
View file @
40bbe8bf
...
@@ -6,7 +6,7 @@ using WindBot.Game.AI;
...
@@ -6,7 +6,7 @@ using WindBot.Game.AI;
namespace
WindBot.Game.AI.Decks
namespace
WindBot.Game.AI.Decks
{
{
[
Deck
(
"ST1732"
,
"AI_ST1732"
)]
[
Deck
(
"ST1732"
,
"AI_ST1732"
,
"Easy"
)]
public
class
ST1732Executor
:
DefaultExecutor
public
class
ST1732Executor
:
DefaultExecutor
{
{
public
enum
CardId
public
enum
CardId
...
...
Game/AI/Decks/ToadallyAwesomeExecutor.cs
View file @
40bbe8bf
...
@@ -6,7 +6,7 @@ using WindBot.Game.AI;
...
@@ -6,7 +6,7 @@ using WindBot.Game.AI;
namespace
WindBot.Game.AI.Decks
namespace
WindBot.Game.AI.Decks
{
{
[
Deck
(
"Toadally Awesome"
,
"AI_ToadallyAwesome"
)]
[
Deck
(
"Toadally Awesome"
,
"AI_ToadallyAwesome"
,
"OutDated"
)]
public
class
ToadallyAwesomeExecutor
:
DefaultExecutor
public
class
ToadallyAwesomeExecutor
:
DefaultExecutor
{
{
public
enum
CardId
public
enum
CardId
...
...
Game/AI/Decks/ZoodiacExecutor.cs
View file @
40bbe8bf
...
@@ -6,7 +6,7 @@ using WindBot.Game.AI;
...
@@ -6,7 +6,7 @@ using WindBot.Game.AI;
namespace
WindBot.Game.AI.Decks
namespace
WindBot.Game.AI.Decks
{
{
[
Deck
(
"Zoodiac"
,
"AI_Zoodiac"
)]
[
Deck
(
"Zoodiac"
,
"AI_Zoodiac"
,
"OutDated"
)]
class
ZoodiacExecutor
:
DefaultExecutor
class
ZoodiacExecutor
:
DefaultExecutor
{
{
public
enum
CardId
public
enum
CardId
...
...
Game/AI/DecksManager.cs
View file @
40bbe8bf
...
@@ -10,11 +10,13 @@ namespace WindBot.Game.AI
...
@@ -10,11 +10,13 @@ namespace WindBot.Game.AI
{
{
public
string
Deck
{
get
;
private
set
;
}
public
string
Deck
{
get
;
private
set
;
}
public
Type
Type
{
get
;
private
set
;
}
public
Type
Type
{
get
;
private
set
;
}
public
string
Level
{
get
;
private
set
;
}
public
DeckInstance
(
string
deck
,
Type
type
)
public
DeckInstance
(
string
deck
,
Type
type
,
string
level
)
{
{
Deck
=
deck
;
Deck
=
deck
;
Type
=
type
;
Type
=
type
;
Level
=
level
;
}
}
}
}
...
@@ -39,7 +41,7 @@ namespace WindBot.Game.AI
...
@@ -39,7 +41,7 @@ namespace WindBot.Game.AI
if
(
attribute
is
DeckAttribute
)
if
(
attribute
is
DeckAttribute
)
{
{
DeckAttribute
deck
=
(
DeckAttribute
)
attribute
;
DeckAttribute
deck
=
(
DeckAttribute
)
attribute
;
_decks
.
Add
(
deck
.
Name
,
new
DeckInstance
(
deck
.
File
,
type
));
_decks
.
Add
(
deck
.
Name
,
new
DeckInstance
(
deck
.
File
,
type
,
deck
.
Level
));
}
}
}
}
}
}
...
@@ -59,7 +61,13 @@ namespace WindBot.Game.AI
...
@@ -59,7 +61,13 @@ namespace WindBot.Game.AI
if
(
deck
!=
null
&&
_decks
.
ContainsKey
(
deck
))
if
(
deck
!=
null
&&
_decks
.
ContainsKey
(
deck
))
infos
=
_decks
[
deck
];
infos
=
_decks
[
deck
];
else
else
infos
=
_list
[
_rand
.
Next
(
_list
.
Count
)];
{
do
{
infos
=
_list
[
_rand
.
Next
(
_list
.
Count
)];
}
while
(
infos
.
Level
!=
"Normal"
);
}
Executor
executor
=
(
Executor
)
Activator
.
CreateInstance
(
infos
.
Type
,
ai
,
duel
);
Executor
executor
=
(
Executor
)
Activator
.
CreateInstance
(
infos
.
Type
,
ai
,
duel
);
executor
.
Deck
=
infos
.
Deck
;
executor
.
Deck
=
infos
.
Deck
;
...
...
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