Commit 7e8bc837 authored by Tang Xinwei's avatar Tang Xinwei

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

+ 检测宝箱怪是否要攻击
parent 8b859976
Pipeline #29862 failed with stages
in 45 seconds
This diff is collapsed.
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
{ {
...@@ -49,9 +50,6 @@ namespace WindBot.Game ...@@ -49,9 +50,6 @@ 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>
...@@ -237,10 +235,10 @@ namespace WindBot.Game ...@@ -237,10 +235,10 @@ namespace WindBot.Game
if (result != null) if (result != null)
return result; return result;
if (attackers.Count == 0) if (attackers.Count == 0) //如果自己场上没有可以攻击的怪兽直接返回
return ToMainPhase2(); return ToMainPhase2();
if (defenders.Count == 0) if (defenders.Count == 0) //如果对方场上没有怪兽则直接攻击
{ {
// 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];
...@@ -248,17 +246,17 @@ namespace WindBot.Game ...@@ -248,17 +246,17 @@ namespace WindBot.Game
} }
else else
{ {
for (int k = 0; k < attackers.Count; ++k) for (int k = 0; k < attackers.Count; ++k) //如果对方场上有怪兽
{ {
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); result = Executor.OnSelectAttackTarget(attacker, defenders);//这个函数决定是否要攻击
if (result != null) if (result != null)
return result; return result;
} }
} }
if (!battle.CanMainPhaseTwo) if (!battle.CanMainPhaseTwo) //如果不能进战阶强制攻击
return Attack(attackers[0], (defenders.Count == 0) ? null : defenders[0]); return Attack(attackers[0], (defenders.Count == 0) ? null : defenders[0]);
return ToMainPhase2(); return ToMainPhase2();
...@@ -756,7 +754,7 @@ namespace WindBot.Game ...@@ -756,7 +754,7 @@ namespace WindBot.Game
sorted.Sort(CardContainer.CompareCardAttack); sorted.Sort(CardContainer.CompareCardAttack);
IList<ClientCard> selected = new List<ClientCard>(); IList<ClientCard> selected = new List<ClientCard>();
for (int i = 0; i < min && i < sorted.Count; ++i) for (int i = 0; i < min && i < sorted.Count; ++i)
selected.Add(sorted[i]); selected.Add(sorted[i]);
...@@ -1174,10 +1172,15 @@ namespace WindBot.Game ...@@ -1174,10 +1172,15 @@ namespace WindBot.Game
if (!Executor.OnPreActivate(card)) if (!Executor.OnPreActivate(card))
return false; return false;
} }
bool result = card != null && exec.Type == type && Func<bool> Func = () =>
(exec.CardId == -1 || exec.CardId == card.Id) && {
(exec.Func == null || exec.Func()); if (Executor.FuncFilters.ContainsKey(exec.Type) && Executor.FuncFilters[exec.Type] != null
if (card.Id != 0 && type == ExecutorType.Activate && result) && !Executor.FuncFilters[exec.Type]()) return false;
return exec.Func == null || exec.Func();
};
bool result = card != null && exec.Type == type &&
(exec.CardId == -1 || exec.CardId == card.Id) && Func();
if (card.Id != 0 && type == ExecutorType.Activate && result)
{ {
int count = card.IsDisabled() ? 3 : 1; int count = card.IsDisabled() ? 3 : 1;
if (!_activatedCards.ContainsKey(card.Id)) if (!_activatedCards.ContainsKey(card.Id))
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment