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windbot
Commits
1eb0cb01
Commit
1eb0cb01
authored
Oct 02, 2021
by
苍蓝
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update
parent
7a2e4e62
Pipeline
#5996
failed with stage
in 2 minutes and 18 seconds
Changes
2
Pipelines
1
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Showing
2 changed files
with
49 additions
and
41 deletions
+49
-41
Decks/AI_SaikyoBattleFlag.ydk
Decks/AI_SaikyoBattleFlag.ydk
+11
-8
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
+38
-33
No files found.
Decks/AI_SaikyoBattleFlag.ydk
View file @
1eb0cb01
...
...
@@ -2,31 +2,34 @@
#main
120183024
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120193002
120181011
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120183054
120183054
120181001
120193002
120193002
120193002
120183002
120183002
120183054
120181001
120181001
120155015
120155015
120155015
120193002
120193002
120183002
120183002
120183024
120183030
120183030
120183030
120151010
120151010
120183031
120183031
120183031
120193003
120193003
...
...
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
View file @
1eb0cb01
...
...
@@ -44,28 +44,29 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
恶德
,
恶德
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
对死者的供奉
,
死供
Eff
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
最强战旗
,
最强战旗
Eff
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
钢机神
,
钢机神
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
最强战旗
,
最强战旗
Eff
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
突击坦克
,
突击坦克
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
瞄准鹰
,
瞄准鹰
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
双角兽
,
双角兽
Effect
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
最强战旗
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
钢机神
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
恶德
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
最强战旗
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
钢机神
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
恶德
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
双角兽
,
双角兽
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
成金恐龙王
,
成金恐龙王
Summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
瞄准鹰
,
瞄准鹰
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
瞄准鹰
,
瞄准鹰
summon2
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
瞄准鹰
,
瞄准鹰
summon3
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
双角兽
,
瞄准鹰双角兽
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
成金恐龙王
,
瞄准鹰成金恐龙王
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
突击坦克
,
瞄准鹰坦克
summon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
双角兽
,
双角兽
Effect
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
双角兽
,
双角兽
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
突击坦克
,
瞄准鹰坦克
summon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
最强战旗
,
最强战旗
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
对死者的供奉
,
死供
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
钢机神
,
钢机神
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
钢机神
,
钢机神
1
Effect
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
工匠无人机
,
无人机
Effect
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
工匠无人机
);
...
...
@@ -134,18 +135,17 @@ namespace WindBot.Game.AI.Decks
}
}
if
(
HintMsgForMaxSelect
.
Contains
(
hint
))
{
//select max cards
while
(
selected
.
Count
<
max
)
{
ClientCard
card
=
cards
[
Program
.
Rand
.
Next
(
cards
.
Count
)];
selected
.
Add
(
card
);
cards
.
Remove
(
card
);
}
}
return
selected
;
if
(
HintMsgForMaxSelect
.
Contains
(
hint
))
{
//select max cards
while
(
selected
.
Count
<
max
)
{
ClientCard
card
=
cards
[
Program
.
Rand
.
Next
(
cards
.
Count
)];
selected
.
Add
(
card
);
cards
.
Remove
(
card
);
}
}
return
selected
;
}
public
override
bool
OnSelectHand
()
...
...
@@ -161,11 +161,11 @@ namespace WindBot.Game.AI.Decks
}
private
bool
DefaultDoubleSummon
()
{
if
(!
DoubleTribute
&&
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
Card
.
IsCode
(
CardId
.
双角兽
)))
>=
1
)
{
AI
.
SelectCard
(
CardId
.
双角兽
);
return
true
;
}
return
false
;
if
(!
DoubleTribute
)
return
false
;
else
AI
.
SelectCard
(
CardId
.
双角兽
)
;
DoubleTribute
=
false
;
return
true
;
}
private
bool
左迁
1
Effect
()
{
...
...
@@ -179,7 +179,9 @@ namespace WindBot.Game.AI.Decks
}
private
bool
左迁
2
Effect
()
{
AI
.
SelectCard
(
Enemy
.
GetMonsters
().
GetHighestAttackMonster
());
ClientCard
target
=
Util
.
GetBestEnemyMonster
(
true
,
true
);
if
(
target
!=
null
)
AI
.
SelectCard
(
target
);
return
true
;
}
private
bool
冻结
Effect
()
...
...
@@ -201,18 +203,21 @@ namespace WindBot.Game.AI.Decks
return
true
;
}
private
bool
钢机神
Effect
()
{
if
(
Duel
.
Turn
==
1
)
{
return
false
;
}
{
if
(
Duel
.
Turn
==
1
)
return
false
;
else
if
(
Enemy
.
HasAttackingMonster
()
||
Enemy
.
GetMonsterCount
()
<
1
)
AI
.
SelectCard
(
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
,
CardId
.
旗兽
,
CardId
.
突击坦克
,
CardId
.
工匠无人机
,
CardId
.
社员
,
CardId
.
双角兽
,
CardId
.
瞄准鹰
);
else
//AI.SelectCard(Bot.Graveyard.GetHighestAttackMonster());
AI
.
SelectCard
(
Bot
.
Graveyard
.
GetHighestLevelMonster
());
return
true
;
}
private
bool
钢机神
1
Effect
()
{
if
(!
Enemy
.
HasAttackingMonster
()
&&
Enemy
.
GetMonsterCount
()
>=
1
)
{
AI
.
SelectCard
(
Bot
.
Graveyard
.
GetHighestLevelMonster
());
return
true
;
}
return
false
;
}
private
bool
恶德
Effect
()
{
foreach
(
ClientCard
m
in
Bot
.
Hand
)
...
...
@@ -347,7 +352,7 @@ namespace WindBot.Game.AI.Decks
private
bool
瞄准鹰
summon
()
{
foreach
(
ClientCard
m
in
Bot
.
GetMonsters
())
if
(
m
.
HasAttribute
(
CardAttribute
.
Light
)
&&
m
.
Level
<=
4
)
if
(
m
.
HasAttribute
(
CardAttribute
.
Light
)
&&
m
.
Level
<=
4
&&
m
.
IsFaceup
()
)
if
(
Bot
.
HasInHand
(
new
[]
{
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
}))
if
(
Enemy
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>=
7
)
>
0
)
return
true
;
...
...
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