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windbot
Commits
8adbd20b
Commit
8adbd20b
authored
Jun 24, 2016
by
mercury233
Browse files
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Email Patches
Plain Diff
fix and update
parent
9b7de117
Changes
10
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Inline
Side-by-side
Showing
10 changed files
with
178 additions
and
8 deletions
+178
-8
Game/AI/AIFunctions.cs
Game/AI/AIFunctions.cs
+19
-0
Game/AI/CardContainer.cs
Game/AI/CardContainer.cs
+10
-0
Game/AI/Decks/ZexalWeaponsExecutor.cs
Game/AI/Decks/ZexalWeaponsExecutor.cs
+2
-2
Game/AI/Enums/DangerousMonster.cs
Game/AI/Enums/DangerousMonster.cs
+3
-1
Game/AI/Enums/InvincibleMonster.cs
Game/AI/Enums/InvincibleMonster.cs
+2
-1
Game/AI/Executor.cs
Game/AI/Executor.cs
+10
-0
Game/ClientField.cs
Game/ClientField.cs
+57
-0
Game/Duel.cs
Game/Duel.cs
+2
-0
Game/GameAI.cs
Game/GameAI.cs
+49
-2
Game/GameBehavior.cs
Game/GameBehavior.cs
+24
-2
No files found.
Game/AI/AIFunctions.cs
View file @
8adbd20b
...
...
@@ -84,5 +84,24 @@ namespace WindBot.Game.AI
}
return
!
nomonster
;
}
public
ClientCard
GetOneEnnemyBetterThanValue
(
int
value
,
bool
onlyatk
)
{
for
(
int
i
=
0
;
i
<
5
;
++
i
)
{
ClientCard
card
=
Duel
.
Fields
[
1
].
MonsterZone
[
i
];
if
(
card
==
null
)
continue
;
if
(
onlyatk
&&
card
.
IsDefense
())
continue
;
int
ennemyValue
=
card
.
GetDefensePower
();
if
(
ennemyValue
>=
value
)
return
card
;
}
return
null
;
}
public
int
GetStringId
(
int
id
,
int
option
)
{
return
id
*
16
+
option
;
}
}
}
\ No newline at end of file
Game/AI/CardContainer.cs
View file @
8adbd20b
...
...
@@ -145,6 +145,16 @@ namespace WindBot.Game.AI
return
null
;
}
public
static
ClientCard
GetDangerousMonster
(
this
IEnumerable
<
ClientCard
>
cards
)
{
foreach
(
ClientCard
card
in
cards
)
{
if
(
card
!=
null
&&
card
.
IsMonsterDangerous
())
return
card
;
}
return
null
;
}
public
static
ClientCard
GetNegateAttackSpell
(
this
IEnumerable
<
ClientCard
>
cards
)
{
foreach
(
ClientCard
card
in
cards
)
...
...
Game/AI/Decks/ZexalWeaponsExecutor.cs
View file @
8adbd20b
...
...
@@ -117,9 +117,9 @@ namespace DevBot.Game.AI.Decks
private
bool
ZwLionArms
()
{
if
(
ActivateDescription
==
(
int
)
CardId
.
ZwLionArms
*
16
+
0
)
if
(
ActivateDescription
==
AI
.
Utils
.
GetStringId
((
int
)
CardId
.
ZwLionArms
,
0
)
)
return
true
;
if
(
ActivateDescription
==
(
int
)
CardId
.
ZwLionArms
*
16
+
1
)
if
(
ActivateDescription
==
AI
.
Utils
.
GetStringId
((
int
)
CardId
.
ZwLionArms
,
1
)
)
return
!
Card
.
IsDisabled
();
return
false
;
}
...
...
Game/AI/Enums/DangerousMonster.cs
View file @
8adbd20b
...
...
@@ -6,6 +6,8 @@
Yubel
=
78371393
,
YubelIncarnate
=
4779091
,
YubelNightmare
=
31764700
,
MetaionTheTimelord
=
74530899
MetaionTheTimelord
=
74530899
,
Number39Utopia
=
84013237
,
NumberS39UtopiatheLightning
=
56832966
}
}
Game/AI/Enums/InvincibleMonster.cs
View file @
8adbd20b
...
...
@@ -11,6 +11,7 @@
MaskedHeroDivineWind
=
22093873
,
DarknessNeosphere
=
60417395
,
MetaionTheTimelord
=
74530899
,
CastleGate
=
36931229
CastleGate
=
36931229
,
Number39Utopia
=
84013237
}
}
Game/AI/Executor.cs
View file @
8adbd20b
...
...
@@ -86,11 +86,21 @@ namespace WindBot.Game.AI
CurrentChain
.
Clear
();
}
public
virtual
void
OnNewTurn
()
{
// Some AI need do something on new turn
}
public
virtual
IList
<
ClientCard
>
OnSelectCard
(
IList
<
ClientCard
>
cards
,
int
min
,
int
max
,
bool
cancelable
)
{
return
null
;
}
public
virtual
IList
<
ClientCard
>
OnSelectSum
(
IList
<
ClientCard
>
cards
,
int
sum
,
int
min
,
int
max
)
{
return
null
;
}
public
virtual
bool
OnSelectYesNo
(
int
desc
)
{
return
true
;
...
...
Game/ClientField.cs
View file @
8adbd20b
...
...
@@ -88,10 +88,30 @@ namespace WindBot.Game
return
HasInCards
(
Hand
,
cardId
);
}
public
bool
HasInHand
(
List
<
int
>
cardId
)
{
return
HasInCards
(
Hand
,
cardId
);
}
public
bool
HasInGraveyard
(
int
cardId
)
{
return
HasInCards
(
Graveyard
,
cardId
);
}
public
bool
HasInGraveyard
(
List
<
int
>
cardId
)
{
return
HasInCards
(
Graveyard
,
cardId
);
}
public
bool
HasInBanished
(
int
cardId
)
{
return
HasInCards
(
Banished
,
cardId
);
}
public
bool
HasInBanished
(
List
<
int
>
cardId
)
{
return
HasInCards
(
Banished
,
cardId
);
}
public
bool
HasAttackingMonster
()
{
...
...
@@ -120,6 +140,11 @@ namespace WindBot.Game
return
HasInCards
(
MonsterZone
,
cardId
);
}
public
bool
HasInMonstersZone
(
List
<
int
>
cardId
)
{
return
HasInCards
(
MonsterZone
,
cardId
);
}
public
bool
HasInSpellZone
(
int
cardId
)
{
return
HasInCards
(
SpellZone
,
cardId
);
...
...
@@ -151,6 +176,28 @@ namespace WindBot.Game
return
count
;
}
public
int
GetCountCardInZone
(
IEnumerable
<
ClientCard
>
cards
,
int
cardId
)
{
int
count
=
0
;
foreach
(
ClientCard
card
in
cards
)
{
if
(
card
!=
null
&&
card
.
Id
==
cardId
)
count
++;
}
return
count
;
}
public
int
GetCountCardInZone
(
IEnumerable
<
ClientCard
>
cards
,
List
<
int
>
cardId
)
{
int
count
=
0
;
foreach
(
ClientCard
card
in
cards
)
{
if
(
card
!=
null
&&
cardId
.
Contains
(
card
.
Id
))
count
++;
}
return
count
;
}
private
static
List
<
ClientCard
>
GetCards
(
IEnumerable
<
ClientCard
>
cards
,
CardType
type
)
{
List
<
ClientCard
>
nCards
=
new
List
<
ClientCard
>();
...
...
@@ -182,5 +229,15 @@ namespace WindBot.Game
}
return
false
;
}
private
static
bool
HasInCards
(
IEnumerable
<
ClientCard
>
cards
,
List
<
int
>
cardId
)
{
foreach
(
ClientCard
card
in
cards
)
{
if
(
card
!=
null
&&
cardId
.
Contains
(
card
.
Id
))
return
true
;
}
return
false
;
}
}
}
\ No newline at end of file
Game/Duel.cs
View file @
8adbd20b
...
...
@@ -15,6 +15,7 @@ namespace WindBot.Game
public
DuelPhase
Phase
{
get
;
set
;
}
public
MainPhase
MainPhase
{
get
;
set
;
}
public
BattlePhase
BattlePhase
{
get
;
set
;
}
public
IList
<
ClientCard
>
ChainTargets
{
get
;
set
;
}
public
Duel
()
{
...
...
@@ -22,6 +23,7 @@ namespace WindBot.Game
Fields
=
new
ClientField
[
2
];
Fields
[
0
]
=
new
ClientField
();
Fields
[
1
]
=
new
ClientField
();
ChainTargets
=
new
List
<
ClientCard
>();
}
public
ClientCard
GetCard
(
int
player
,
CardLocation
loc
,
int
index
)
...
...
Game/GameAI.cs
View file @
8adbd20b
...
...
@@ -64,7 +64,10 @@ namespace WindBot.Game
m_option
=
-
1
;
m_position
=
CardPosition
.
FaceUpAttack
;
if
(
Duel
.
Player
==
0
&&
Duel
.
Phase
==
DuelPhase
.
Draw
)
{
_dialogs
.
SendNewTurn
();
Executor
.
OnNewTurn
();
}
}
/// <summary>
...
...
@@ -341,13 +344,57 @@ namespace WindBot.Game
/// <returns></returns>
public
IList
<
ClientCard
>
OnSelectSum
(
IList
<
ClientCard
>
cards
,
int
sum
,
int
min
,
int
max
)
{
// Always return one card. The first available.
IList
<
ClientCard
>
selected
=
new
List
<
ClientCard
>();
selected
=
Executor
.
OnSelectSum
(
cards
,
sum
,
min
,
max
);
if
(
selected
!=
null
)
{
return
selected
;
}
selected
=
new
List
<
ClientCard
>();
int
trysum
=
0
;
foreach
(
ClientCard
card
in
cards
)
{
// try level add
if
(
trysum
+
card
.
Level
>
sum
)
{
continue
;
}
selected
.
Add
(
card
);
trysum
+=
card
.
Level
;
//Logger.WriteLine(card.Id + "");
//Logger.WriteLine(trysum + " selected " + sum);
if
(
trysum
==
sum
)
{
return
selected
;
}
}
IList
<
ClientCard
>
selected2
=
new
List
<
ClientCard
>();
foreach
(
ClientCard
card
in
selected
)
{
// clone
selected2
.
Add
(
card
);
}
foreach
(
ClientCard
card
in
selected
)
{
// try level sub
selected2
.
Remove
(
card
);
trysum
-=
card
.
Level
;
//Logger.WriteLine(card.Id + "");
//Logger.WriteLine(trysum + " selected2 " + sum);
if
(
trysum
==
sum
)
{
return
selected2
;
}
}
foreach
(
ClientCard
card
in
cards
)
{
// try level equal
if
(
card
.
Level
==
sum
)
{
return
new
[]
{
card
};
}
}
//
However return everything, that may work.
//
try all
return
cards
;
}
...
...
Game/GameBehavior.cs
View file @
8adbd20b
...
...
@@ -93,7 +93,7 @@ namespace WindBot.Game
_messages
.
Add
(
GameMessage
.
SortChain
,
OnChainSorting
);
_messages
.
Add
(
GameMessage
.
UpdateCard
,
OnUpdateCard
);
_messages
.
Add
(
GameMessage
.
UpdateData
,
OnUpdateData
);
_messages
.
Add
(
GameMessage
.
BecomeTarget
,
OnBecomeTarget
);
_messages
.
Add
(
GameMessage
.
SelectBattleCmd
,
OnSelectBattleCmd
);
_messages
.
Add
(
GameMessage
.
SelectCard
,
OnSelectCard
);
_messages
.
Add
(
GameMessage
.
SelectChain
,
OnSelectChain
);
...
...
@@ -398,11 +398,13 @@ namespace WindBot.Game
ClientCard
card
=
_duel
.
GetCard
(
pcc
,
pcl
,
pcs
,
subs
);
int
cc
=
GetLocalPlayer
(
packet
.
ReadByte
());
_ai
.
OnChaining
(
card
,
cc
);
_duel
.
ChainTargets
.
Clear
();
}
private
void
OnChainEnd
(
BinaryReader
packet
)
{
_ai
.
OnChainEnd
();
//_duel.ChainTargets.Clear();
}
private
void
OnChainSorting
(
BinaryReader
packet
)
...
...
@@ -468,6 +470,21 @@ namespace WindBot.Game
}
}
private
void
OnBecomeTarget
(
BinaryReader
packet
)
{
int
count
=
packet
.
ReadByte
();
for
(
int
i
=
0
;
i
<
count
;
++
i
)
{
int
player
=
GetLocalPlayer
(
packet
.
ReadByte
());
int
loc
=
packet
.
ReadByte
();
int
seq
=
packet
.
ReadByte
();
/*int sseq = */
packet
.
ReadByte
();
ClientCard
card
=
_duel
.
GetCard
(
player
,
(
CardLocation
)
loc
,
seq
);
if
(
card
==
null
)
continue
;
_duel
.
ChainTargets
.
Add
(
card
);
}
}
private
void
OnSelectBattleCmd
(
BinaryReader
packet
)
{
packet
.
ReadByte
();
// player
...
...
@@ -667,7 +684,7 @@ namespace WindBot.Game
Connection
.
Send
(
CtosMessage
.
Response
,
0
);
return
;
}
if
(
card
.
Id
==
0
)
card
.
SetId
(
cardId
);
int
reply
=
_ai
.
OnSelectEffectYn
(
card
)
?
(
1
)
:
(
0
);
...
...
@@ -874,6 +891,11 @@ namespace WindBot.Game
}
}
for
(
int
k
=
0
;
k
<
mandatoryCards
.
Count
;
++
k
)
{
sumval
-=
mandatoryCards
[
k
].
Level
;
}
IList
<
ClientCard
>
selected
=
_ai
.
OnSelectSum
(
cards
,
sumval
,
min
,
max
);
byte
[]
result
=
new
byte
[
mandatoryCards
.
Count
+
selected
.
Count
+
1
];
...
...
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