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MyCard
windbot
Commits
078ad579
Commit
078ad579
authored
Sep 18, 2024
by
Tang Xinwei
Browse files
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Plain Diff
Revert "发牌姬第二期AI智力修复:盖谜题、时间魔术师、链接召唤过滤、宝箱怪逻辑"
This reverts commit
7e8bc837
.
parent
7e8bc837
Pipeline
#29863
passed with stages
in 1 minute and 50 seconds
Changes
2
Pipelines
1
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Showing
2 changed files
with
679 additions
and
828 deletions
+679
-828
Game/AI/DefaultExecutor.cs
Game/AI/DefaultExecutor.cs
+665
-811
Game/GameAI.cs
Game/GameAI.cs
+14
-17
No files found.
Game/AI/DefaultExecutor.cs
View file @
078ad579
using
System
;
using
System
;
using
System.Collections.Generic
;
using
System.Collections.Generic
;
using
System.Linq
;
using
System.Linq
;
using
YGOSharp.OCGWrapper.Enums
;
using
YGOSharp.OCGWrapper.Enums
;
...
@@ -229,75 +229,8 @@ namespace WindBot.Game.AI
...
@@ -229,75 +229,8 @@ namespace WindBot.Game.AI
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
VaylantzWorld_KonigWissen
,
DefaultVaylantzWorld_KonigWissen
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
VaylantzWorld_KonigWissen
,
DefaultVaylantzWorld_KonigWissen
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
SantaClaws
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
SantaClaws
);
AddExecutor
(
ExecutorType
.
SpellSet
,
DefaultSetForDiabellze
);
AddExecutor
(
ExecutorType
.
SpellSet
,
DefaultSetForDiabellze
);
DealerMaidenModeAddCardExecutor
();
//发牌姬行为放到单独函数统一管理
}
}
void
DealerMaidenModeAddCardExecutor
()
{
SetFuncFilter
(
ExecutorType
.
Repos
,
()
=>
{
if
(
Card
.
IsCode
(
1102515
))
return
false
;
return
true
;
});
SetFuncFilter
(
ExecutorType
.
Activate
,
()
=>
{
if
(
Card
.
IsCode
(
5990062
))
return
Bot
.
HasInSpellZone
(
9373534
);
//[大逆转谜题]只有在自己场上有手里剑覆盖的场合才发动
if
(
Card
.
IsCode
(
3493058
))
return
Enemy
.
GetSpellCount
()
>
0
;
//[骰子旋风]对方玩家场上有魔陷才发动
if
(
Card
.
IsCode
(
22802010
))
//[无差别崩坏]自己场上怪兽少于对方才发动
return
Bot
.
MonsterZone
.
Count
(
c
=>
c
!=
null
&&
c
.
IsFaceup
()
&&
!
c
.
HasType
(
CardType
.
Link
))
<
Enemy
.
MonsterZone
.
Count
(
c
=>
c
!=
null
&&
c
.
IsFaceup
()
&&
!
c
.
HasType
(
CardType
.
Link
));
return
false
;
});
SetFuncFilter
(
ExecutorType
.
SummonOrSet
,
()
=>
{
if
(
Card
.
IsCode
(
71625222
))
return
Enemy
.
GetMonsterCount
()
>
0
;
//[时间魔术师]对方场上有怪兽存在才召唤
int
[]
codes
=
new
[]
{
23434538
,
46502744
,
87170768
,
25137581
,
14558127
,
60643553
,
27204311
,
94145021
,
59438930
,
2830693
,
19665973
,
18964575
,
34267821
,
24508238
,
78661338
,
84192580
,
52038441
,
62015408
};
if
(
Card
.
IsCode
(
codes
))
return
false
;
//过滤手坑
return
true
;
});
SetFuncFilter
(
ExecutorType
.
SpSummon
,()
=>
{
if
(
Card
.
HasType
(
CardType
.
Link
))
//链接怪兽特殊召唤前过滤
{
List
<
ClientCard
>
cards
=
Bot
.
GetMonsters
();
List
<
ClientCard
>
noLinkCards
=
Bot
.
GetMonsters
().
Where
(
card
=>
card
==
null
||
card
.
IsFacedown
()
||
card
.
Level
>=
8
||
card
.
LinkCount
>=
4
||
card
.
Rank
>=
8
||
card
.
Attack
>=
3000
).
ToList
();
foreach
(
var
card
in
noLinkCards
)
cards
.
Remove
(
card
);
int
link_count
=
0
;
foreach
(
var
card
in
cards
)
{
link_count
+=
(
card
.
HasType
(
CardType
.
Link
))
?
card
.
LinkCount
:
1
;
if
(
link_count
>=
Card
.
LinkCount
)
return
true
;
}
}
return
false
;
});
AddExecutor
(
ExecutorType
.
Activate
,
DefaultGambleCard
);
//默认发动的赌博卡
AddExecutor
(
ExecutorType
.
SpellSet
,
9373534
);
//[封魔手里剑]始终盖放
}
BattlePhaseAction
DealerMaidenModeOnSelectAttackTarget
(
ClientCard
attacker
,
IList
<
ClientCard
>
defenders
)
{
if
(
attacker
.
IsCode
(
1102515
))
//暗黑之宝箱怪 LV3
{
List
<
ClientCard
>
attakposCards
=
defenders
.
Where
(
card
=>
card
!=
null
&&
card
.
IsAttack
()).
ToList
();
attakposCards
.
Sort
(
CardContainer
.
CompareCardAttack
);
if
(
attakposCards
.
Count
()
<=
0
)
return
null
;
foreach
(
ClientCard
defender
in
attakposCards
)
{
attacker
.
RealPower
=
attacker
.
Attack
;
defender
.
RealPower
=
defender
.
Attack
;
if
(!
OnPreBattleBetween
(
attacker
,
defender
))
continue
;
if
((
defender
.
RealPower
-
attacker
.
RealPower
>
Bot
.
LifePoints
)
||
attacker
.
RealPower
>
defender
.
RealPower
)
continue
;
return
AI
.
Attack
(
attacker
,
defender
);
}
}
return
null
;
}
protected
int
lightningStormOption
=
-
1
;
protected
int
lightningStormOption
=
-
1
;
Dictionary
<
int
,
int
>
calledbytheGraveIdCountMap
=
new
Dictionary
<
int
,
int
>();
Dictionary
<
int
,
int
>
calledbytheGraveIdCountMap
=
new
Dictionary
<
int
,
int
>();
List
<
int
>
crossoutDesignatorIdList
=
new
List
<
int
>();
List
<
int
>
crossoutDesignatorIdList
=
new
List
<
int
>();
...
@@ -382,13 +315,11 @@ namespace WindBot.Game.AI
...
@@ -382,13 +315,11 @@ namespace WindBot.Game.AI
/// <returns>BattlePhaseAction including the target, or null (in this situation, GameAI will check the next attacker)</returns>
/// <returns>BattlePhaseAction including the target, or null (in this situation, GameAI will check the next attacker)</returns>
public
override
BattlePhaseAction
OnSelectAttackTarget
(
ClientCard
attacker
,
IList
<
ClientCard
>
defenders
)
public
override
BattlePhaseAction
OnSelectAttackTarget
(
ClientCard
attacker
,
IList
<
ClientCard
>
defenders
)
{
{
var
action
=
DealerMaidenModeOnSelectAttackTarget
(
attacker
,
defenders
);
if
(
action
!=
null
)
return
action
;
foreach
(
ClientCard
defender
in
defenders
)
foreach
(
ClientCard
defender
in
defenders
)
{
{
attacker
.
RealPower
=
attacker
.
Attack
;
attacker
.
RealPower
=
attacker
.
Attack
;
defender
.
RealPower
=
defender
.
GetDefensePower
();
defender
.
RealPower
=
defender
.
GetDefensePower
();
if
(!
OnPreBattleBetween
(
attacker
,
defender
))
//对这个逻辑进行修改
if
(!
OnPreBattleBetween
(
attacker
,
defender
))
continue
;
continue
;
if
(
attacker
.
RealPower
>
defender
.
RealPower
||
(
attacker
.
RealPower
>=
defender
.
RealPower
&&
attacker
.
IsLastAttacker
&&
defender
.
IsAttack
()))
if
(
attacker
.
RealPower
>
defender
.
RealPower
||
(
attacker
.
RealPower
>=
defender
.
RealPower
&&
attacker
.
IsLastAttacker
&&
defender
.
IsAttack
()))
...
@@ -619,49 +550,7 @@ namespace WindBot.Game.AI
...
@@ -619,49 +550,7 @@ namespace WindBot.Game.AI
return
Util
.
CheckSelectCount
(
extraDeck
,
cards
,
min
,
max
);
return
Util
.
CheckSelectCount
(
extraDeck
,
cards
,
min
,
max
);
}
}
if
(
hint
==
HintMsg
.
LinkMaterial
)
{
if
(
AI
.
HaveSelectedCards
())
return
null
;
List
<
ClientCard
>
result
=
new
List
<
ClientCard
>(
cards
);
List
<
ClientCard
>
powerfulMonsters
=
new
List
<
ClientCard
>();
List
<
ClientCard
>
lowMonsters
=
new
List
<
ClientCard
>();
foreach
(
ClientCard
card
in
result
)
{
if
(
card
.
Level
>=
8
||
card
.
LinkCount
>=
4
||
card
.
Rank
>=
8
||
card
.
Attack
>=
3000
)
powerfulMonsters
.
Add
(
card
);
else
lowMonsters
.
Add
(
card
);
}
lowMonsters
.
Sort
(
CardContainer
.
CompareCardAttack
);
powerfulMonsters
.
Sort
(
CardContainer
.
CompareCardAttack
);
powerfulMonsters
.
Reverse
();
lowMonsters
.
AddRange
(
powerfulMonsters
);
return
Util
.
CheckSelectCount
(
lowMonsters
,
cards
,
min
,
max
);
}
if
(
hint
==
HintMsg
.
Destroy
)
{
if
(
AI
.
HaveSelectedCards
())
return
null
;
//[骰子旋风]破坏对方场上的魔法陷阱
List
<
ClientCard
>
ccards
=
new
List
<
ClientCard
>(
cards
);
bool
spellCard
=
true
;
List
<
ClientCard
>
enemyCards
=
new
List
<
ClientCard
>();
List
<
ClientCard
>
botCards
=
new
List
<
ClientCard
>();
foreach
(
ClientCard
card
in
ccards
)
{
if
(
card
==
null
)
continue
;
if
(!
card
.
HasType
(
CardType
.
Spell
)
&&
!
card
.
HasType
(
CardType
.
Trap
))
{
spellCard
=
false
;
break
;
}
if
(
card
.
Controller
==
1
)
enemyCards
.
Add
(
card
);
else
botCards
.
Add
(
card
);
}
if
(
spellCard
)
{
enemyCards
.
AddRange
(
botCards
);
return
Util
.
CheckSelectCount
(
enemyCards
,
cards
,
min
,
max
);
}
}
return
null
;
return
null
;
}
}
...
@@ -1134,8 +1023,6 @@ namespace WindBot.Game.AI
...
@@ -1134,8 +1023,6 @@ namespace WindBot.Game.AI
/// </summary>
/// </summary>
protected
bool
DefaultSpellSet
()
protected
bool
DefaultSpellSet
()
{
{
if
(
Card
.
Id
==
15693423
)
return
false
;
if
(
Card
.
Id
==
9373534
)
return
true
;
return
(
Card
.
IsTrap
()
||
Card
.
HasType
(
CardType
.
QuickPlay
)
||
DefaultSpellMustSetFirst
())
&&
Bot
.
GetSpellCountWithoutField
()
<
4
;
return
(
Card
.
IsTrap
()
||
Card
.
HasType
(
CardType
.
QuickPlay
)
||
DefaultSpellMustSetFirst
())
&&
Bot
.
GetSpellCountWithoutField
()
<
4
;
}
}
...
@@ -1149,10 +1036,6 @@ namespace WindBot.Game.AI
...
@@ -1149,10 +1036,6 @@ namespace WindBot.Game.AI
if
(!
UniqueFaceupMonster
())
if
(!
UniqueFaceupMonster
())
return
false
;
return
false
;
if
(
DontSummon
(
Card
))
return
false
;
int
tributecount
=
(
int
)
Math
.
Ceiling
((
Card
.
Level
-
4.0d
)
/
2.0d
);
int
tributecount
=
(
int
)
Math
.
Ceiling
((
Card
.
Level
-
4.0d
)
/
2.0d
);
for
(
int
j
=
0
;
j
<
7
;
++
j
)
for
(
int
j
=
0
;
j
<
7
;
++
j
)
{
{
...
@@ -1164,26 +1047,6 @@ namespace WindBot.Game.AI
...
@@ -1164,26 +1047,6 @@ namespace WindBot.Game.AI
return
tributecount
<=
0
;
return
tributecount
<=
0
;
}
}
/// <summary>
/// Dont summon cards'id in the following list
/// </summary>
private
bool
DontSummon
(
ClientCard
card
)
{
if
(
card
.
HasSetcode
(
0x40
)
||
card
.
HasSetcode
(
0xa4
)
||
card
.
HasSetcode
(
0xd3
))
return
true
;
int
[]
cardsname
=
new
[]
{
74762582
,
90179822
,
16759958
,
26964762
,
42352091
,
2511
,
74018812
,
76214441
,
62886670
,
69105797
,
32391566
,
94076521
,
73625877
,
1980574
,
42090294
,
68823957
,
34976176
,
89785779
,
76133574
,
3248469
,
87102774
,
57647597
,
37961969
,
51993760
,
87988305
,
38339996
,
37629703
,
58131925
,
71133680
,
42790071
,
34475451
,
63009228
,
24725825
,
48427163
,
86028783
,
51852507
,
29280589
,
87462901
,
73640163
,
68120130
,
84813516
,
55461064
,
59042331
,
26775203
,
89169343
,
67750322
,
68819554
,
26084285
,
15613529
,
19096726
,
59546797
,
12235475
,
38695361
,
37742478
,
26914168
,
43534808
,
13313278
,
99581584
,
04192696
,
89662736
,
81109178
,
18444902
,
04807253
,
12423762
,
72318602
,
86613346
,
82489470
,
16223761
,
08152834
/*像是手坑的时尚小垃圾*/
,
97268402
/*效果遮蒙者*/
,
24508238
/*D.D.乌鸦*/
,
94145021
/*锁鸟*/
,
14558127
,
14558128
,
52038441
,
52038442
,
59438930
,
59438931
,
60643553
,
60643554
,
62015408
,
62015409
,
73642296
,
73642297
/*手坑六姐妹*/
,
15721123
,
23434538
,
25137581
,
46502744
,
80978111
,
87170768
,
94081496
/*xx的G*/
,
17266660
,
21074344
,
94689635
/*宣告者*/
,
18964575
,
20450925
,
19665973
,
28427869
,
27352108
/*攻宣坑*/
};
if
(
card
.
IsCode
(
cardsname
))
return
true
;
return
false
;
}
/// <summary>
/// <summary>
/// Activate when we have no field.
/// Activate when we have no field.
/// </summary>
/// </summary>
...
@@ -1760,14 +1623,5 @@ namespace WindBot.Game.AI
...
@@ -1760,14 +1623,5 @@ namespace WindBot.Game.AI
}
}
return
false
;
return
false
;
}
}
protected
bool
DefaultGambleCard
()
{
int
[]
cardsname
=
new
[]
{
3280747
,
37812118
,
50470982
,
43061293
,
37313786
,
3493058
,
38299233
,
25173686
,
71625222
,
36562627
,
19162134
,
81172176
,
21598948
,
39537362
,
36378044
,
38143903
,
96012004
,
62784717
,
84290642
,
3549275
,
41139112
,
36708764
,
74137509
,
126218
,
93078761
,
76895648
,
22802010
,
83241722
,
84397023
,
31863912
,
39454112
,
59905358
,
5990062
,
9373534
,
58577036
};
if
(
Card
.
IsCode
(
cardsname
))
return
true
;
return
false
;
}
}
}
}
}
Game/GameAI.cs
View file @
078ad579
using
System.Linq
;
using
System.Linq
;
using
System.Collections.Generic
;
using
System.Collections.Generic
;
using
System.Threading
;
using
WindBot.Game.AI
;
using
WindBot.Game.AI
;
using
YGOSharp.OCGWrapper.Enums
;
using
YGOSharp.OCGWrapper.Enums
;
using
System
;
using
System.Threading
;
namespace
WindBot.Game
namespace
WindBot.Game
{
{
...
@@ -50,6 +49,9 @@ namespace WindBot.Game
...
@@ -50,6 +49,9 @@ namespace WindBot.Game
public
void
OnDeckError
(
string
card
)
public
void
OnDeckError
(
string
card
)
{
{
_dialogs
.
SendDeckSorry
(
card
);
_dialogs
.
SendDeckSorry
(
card
);
Thread
.
Sleep
(
1000
);
_dialogs
.
SendSurrender
();
Game
.
Connection
.
Close
();
}
}
/// <summary>
/// <summary>
...
@@ -235,10 +237,10 @@ namespace WindBot.Game
...
@@ -235,10 +237,10 @@ namespace WindBot.Game
if
(
result
!=
null
)
if
(
result
!=
null
)
return
result
;
return
result
;
if
(
attackers
.
Count
==
0
)
//如果自己场上没有可以攻击的怪兽直接返回
if
(
attackers
.
Count
==
0
)
return
ToMainPhase2
();
return
ToMainPhase2
();
if
(
defenders
.
Count
==
0
)
//如果对方场上没有怪兽则直接攻击
if
(
defenders
.
Count
==
0
)
{
{
// Attack with the monster with the lowest attack first
// Attack with the monster with the lowest attack first
ClientCard
attacker
=
attackers
[
attackers
.
Count
-
1
];
ClientCard
attacker
=
attackers
[
attackers
.
Count
-
1
];
...
@@ -246,17 +248,17 @@ namespace WindBot.Game
...
@@ -246,17 +248,17 @@ namespace WindBot.Game
}
}
else
else
{
{
for
(
int
k
=
0
;
k
<
attackers
.
Count
;
++
k
)
//如果对方场上有怪兽
for
(
int
k
=
0
;
k
<
attackers
.
Count
;
++
k
)
{
{
ClientCard
attacker
=
attackers
[
k
];
ClientCard
attacker
=
attackers
[
k
];
attacker
.
IsLastAttacker
=
(
k
==
attackers
.
Count
-
1
);
attacker
.
IsLastAttacker
=
(
k
==
attackers
.
Count
-
1
);
result
=
Executor
.
OnSelectAttackTarget
(
attacker
,
defenders
);
//这个函数决定是否要攻击
result
=
Executor
.
OnSelectAttackTarget
(
attacker
,
defenders
);
if
(
result
!=
null
)
if
(
result
!=
null
)
return
result
;
return
result
;
}
}
}
}
if
(!
battle
.
CanMainPhaseTwo
)
//如果不能进战阶强制攻击
if
(!
battle
.
CanMainPhaseTwo
)
return
Attack
(
attackers
[
0
],
(
defenders
.
Count
==
0
)
?
null
:
defenders
[
0
]);
return
Attack
(
attackers
[
0
],
(
defenders
.
Count
==
0
)
?
null
:
defenders
[
0
]);
return
ToMainPhase2
();
return
ToMainPhase2
();
...
@@ -1172,14 +1174,9 @@ namespace WindBot.Game
...
@@ -1172,14 +1174,9 @@ namespace WindBot.Game
if
(!
Executor
.
OnPreActivate
(
card
))
if
(!
Executor
.
OnPreActivate
(
card
))
return
false
;
return
false
;
}
}
Func
<
bool
>
Func
=
()
=>
{
if
(
Executor
.
FuncFilters
.
ContainsKey
(
exec
.
Type
)
&&
Executor
.
FuncFilters
[
exec
.
Type
]
!=
null
&&
!
Executor
.
FuncFilters
[
exec
.
Type
]())
return
false
;
return
exec
.
Func
==
null
||
exec
.
Func
();
};
bool
result
=
card
!=
null
&&
exec
.
Type
==
type
&&
bool
result
=
card
!=
null
&&
exec
.
Type
==
type
&&
(
exec
.
CardId
==
-
1
||
exec
.
CardId
==
card
.
Id
)
&&
Func
();
(
exec
.
CardId
==
-
1
||
exec
.
CardId
==
card
.
Id
)
&&
(
exec
.
Func
==
null
||
exec
.
Func
());
if
(
card
.
Id
!=
0
&&
type
==
ExecutorType
.
Activate
&&
result
)
if
(
card
.
Id
!=
0
&&
type
==
ExecutorType
.
Activate
&&
result
)
{
{
int
count
=
card
.
IsDisabled
()
?
3
:
1
;
int
count
=
card
.
IsDisabled
()
?
3
:
1
;
...
...
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