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windbot
Commits
078ad579
Commit
078ad579
authored
Sep 18, 2024
by
Tang Xinwei
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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
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1
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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
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Game/AI/DefaultExecutor.cs
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078ad579
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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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