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MyCard
windbot
Commits
90f88870
Commit
90f88870
authored
Oct 12, 2021
by
苍蓝
Browse files
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Plain Diff
update 幻宇子
parent
d11241bb
Pipeline
#6222
passed with stage
in 1 minute and 46 seconds
Changes
13
Pipelines
1
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Inline
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Showing
13 changed files
with
900 additions
and
50 deletions
+900
-50
BotWrapper/bot.conf
BotWrapper/bot.conf
+6
-1
Decks/AI_Mathmech.ydk
Decks/AI_Mathmech.ydk
+1
-1
Decks/AI_Mituzi.ydk
Decks/AI_Mituzi.ydk
+44
-0
Decks/AI_SaikyoBattleFlag.ydk
Decks/AI_SaikyoBattleFlag.ydk
+1
-2
Dialogs/Mituzi.zh-CN.json
Dialogs/Mituzi.zh-CN.json
+61
-0
Game/AI/CardContainer.cs
Game/AI/CardContainer.cs
+7
-1
Game/AI/Decks/MathMechExecutor.cs
Game/AI/Decks/MathMechExecutor.cs
+34
-19
Game/AI/Decks/MituziExecutor.cs
Game/AI/Decks/MituziExecutor.cs
+690
-0
Game/AI/Decks/MokeyMokeyExecutor.cs
Game/AI/Decks/MokeyMokeyExecutor.cs
+10
-11
Game/AI/Decks/MokeyMokeyKingExecutor.cs
Game/AI/Decks/MokeyMokeyKingExecutor.cs
+4
-4
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
+34
-11
WindBot.csproj
WindBot.csproj
+3
-0
bots.json
bots.json
+5
-0
No files found.
BotWrapper/bot.conf
View file @
90f88870
...
@@ -26,5 +26,10 @@ SUPPORT_MASTER_RULE_3 SUPPORT_NEW_MASTER_RULE SUPPORT_MASTER_RULE_2020
...
@@ -26,5 +26,10 @@ SUPPORT_MASTER_RULE_3 SUPPORT_NEW_MASTER_RULE SUPPORT_MASTER_RULE_2020
!传说子
!传说子
Name
=传说子
Deck
=
TheLegend
Dialog
=
rd
Name
=传说子
Deck
=
TheLegend
Dialog
=
rd
大量传说卡堆成的卡组。
大量传说卡堆成的卡组。需勾选不检查卡组才能对战。
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!幻宇子
Name
=幻宇子
Deck
=
Mituzi
Dialog
=
Mituzi
.
zh
-
CN
新手友好型幻龙卡组。
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
\ No newline at end of file
Decks/AI_Mathmech.ydk
View file @
90f88870
...
@@ -14,6 +14,7 @@
...
@@ -14,6 +14,7 @@
120193002
120193002
120183002
120183002
120183002
120183002
120183002
120183024
120183024
120183024
120183024
120183030
120183030
...
@@ -35,7 +36,6 @@
...
@@ -35,7 +36,6 @@
120155060
120155060
120155060
120155060
120183062
120183062
120183062
120183063
120183063
120183063
120183063
120170061
120170061
...
...
Decks/AI_Mituzi.ydk
0 → 100644
View file @
90f88870
#created by ...
#main
120151029
120151029
120155002
120155002
120155002
120155001
120155001
120155001
120155022
120155022
120155024
120155024
120155024
120192010
120192010
120192010
120192011
120192011
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120183034
120183034
120183034
120170037
120170037
120170037
120155025
120155025
120155025
120120037
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120155044
120183053
120194004
120155042
120155042
120151033
120151033
120155053
120155053
120155054
#extra
!side
Decks/AI_SaikyoBattleFlag.ydk
View file @
90f88870
...
@@ -12,7 +12,7 @@
...
@@ -12,7 +12,7 @@
120193002
120193002
120183002
120183002
120183002
120183002
120183002
120181001
120181001
120181001
120181001
...
@@ -39,7 +39,6 @@
...
@@ -39,7 +39,6 @@
120155060
120155060
120155060
120155060
120183062
120183062
120183062
120183063
120183063
120183063
120183063
120170061
120170061
...
...
Dialogs/Mituzi.zh-CN.json
0 → 100644
View file @
90f88870
{
"welcome"
:
[
"是新朋友咩?欢迎~(≧▽≦)"
,
"你好呀,现在的我还很弱,总有一天会变强哒!ψ(`∇´)ψ"
,
"据说这里是新人保护区,不会吧(|| ゚Д゚)"
],
"deckerror"
:
[
"什么,居然不让我使用我无敌的{0}!"
],
"duelstart"
:
[
"嘿嘿,还请手下留情哦~
\\
(//∇//)
\\
"
,
"感觉是很不得了的对手啊Σ(゚д゚;)"
,
"人家会全力以赴的哦(≧ω≦)"
,
"开始决斗了,要认真要认真<(`^´)>"
],
"newturn"
:
[
"抽卡抽卡,会抽到什么呢~(´△`)"
,
"希望能有想要的卡…(><)"
],
"endturn"
:
[
"真期待下一回合呀!(。ò ∀ ó。)"
,
"让我猜猜你会怎么做呢~(=^^=)"
],
"directattack"
:
[
"{0},削平山岳吧!(/≧▽≦/)"
,
"呼呼,是不是露出破绽了?\(^▽^)/"
,
"近距离体会一下{0}的帅气吧~(/ω\)"
,
"加油啊{0}!不要输哦!(^O^)"
],
"attack"
:
[
"{1}可不是{0}的对手哦( ̄∀ ̄)"
,
"{1}是挡不住{0}的,小心啦!(☆∀☆)"
,
"{1}和{0}之间的胜者会是谁呢~(⌒▽⌒) "
],
"ondirectattack"
:
[
"呜呜呜呜呜。゚(゚´Д`゚)゚。"
,
"哇啊啊!情况不妙啦!(|| ゚Д゚)"
,
"再这么下去人家就输掉啦呜呜。゚(゚´Д`゚)゚。"
],
"facedownmonstername"
:
"怪兽"
,
"activate"
:
[
"{0},建造城池吧!\(^▽^)/"
,
"可别小看{0}的能力哦~( ̄∀ ̄)"
,
"准备施工了哦,{0}\(^▽^)/"
],
"summon"
:
[
"{0}登场啦,小心点哦(☆∀☆)"
,
"这可是人家最喜欢的怪兽!(><)"
,
"{0}超帅的对吧!(/ω\)"
,
"{0}很可爱吧?你舍得打它吗(/ω\)"
],
"setmonster"
:
[
"嗯嗯~总之先这样吧?(=^▽^=)"
,
"隐藏好我的王牌~_(:D)∠)_"
],
"chaining"
:
[
"现在可不能攻击哦~╮( ̄▽ ̄)╭"
,
"我当然会想到这一步啦~(o^∀^o)"
,
"鲁莽攻击可不行哦~<(`^´)>"
]
}
Game/AI/CardContainer.cs
View file @
90f88870
...
@@ -51,9 +51,15 @@ namespace WindBot.Game.AI
...
@@ -51,9 +51,15 @@ namespace WindBot.Game.AI
public
static
ClientCard
GetHighestLevelMonster
(
this
IEnumerable
<
ClientCard
>
cards
,
bool
canBeTarget
=
false
)
public
static
ClientCard
GetHighestLevelMonster
(
this
IEnumerable
<
ClientCard
>
cards
,
bool
canBeTarget
=
false
)
{
{
return
cards
return
cards
.
Where
(
card
=>
card
?.
Data
!=
null
&&
card
.
HasType
(
CardType
.
Monster
))
.
Where
(
card
=>
card
?.
Data
!=
null
&&
card
.
HasType
(
CardType
.
Monster
)
&&
!(
canBeTarget
&&
card
.
IsShouldNotBeTarget
())
)
.
OrderBy
(
card
=>
card
.
Level
).
FirstOrDefault
();
.
OrderBy
(
card
=>
card
.
Level
).
FirstOrDefault
();
}
}
public
static
ClientCard
GetLowestLevelMonster
(
this
IEnumerable
<
ClientCard
>
cards
,
bool
canBeTarget
=
false
)
{
return
cards
.
Where
(
card
=>
card
?.
Data
!=
null
&&
card
.
HasType
(
CardType
.
Monster
)
&&
!(
canBeTarget
&&
card
.
IsShouldNotBeTarget
()))
.
OrderByDescending
(
card
=>
card
.
Level
).
FirstOrDefault
();
}
public
static
ClientCard
GetHighestDefenseMonster
(
this
IEnumerable
<
ClientCard
>
cards
,
bool
canBeTarget
=
false
)
public
static
ClientCard
GetHighestDefenseMonster
(
this
IEnumerable
<
ClientCard
>
cards
,
bool
canBeTarget
=
false
)
{
{
return
cards
return
cards
...
...
Game/AI/Decks/MathMechExecutor.cs
View file @
90f88870
...
@@ -69,6 +69,8 @@ namespace WindBot.Game.AI.Decks
...
@@ -69,6 +69,8 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
双角兽
,
瞄准鹰双角兽
summon
);
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
.
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
.
Summon
,
CardId
.
突击坦克
,
瞄准鹰坦克
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
最强战旗
,
DefaultOverSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
钢机神
,
DefaultOverSummon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
最强战旗
,
最强战旗
Effect
);
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
.
对死者的供奉
,
死供
Effect
);
...
@@ -76,22 +78,24 @@ namespace WindBot.Game.AI.Decks
...
@@ -76,22 +78,24 @@ namespace WindBot.Game.AI.Decks
//AddExecutor(ExecutorType.Activate, CardId.钢机神, 钢机神1Effect);
//AddExecutor(ExecutorType.Activate, CardId.钢机神, 钢机神1Effect);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
工匠无人机
,
无人机
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
工匠无人机
,
无人机
Effect
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
工匠无人机
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
工匠无人机
,
无人机
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
突击坦克
,
突击坦克
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
突击坦克
,
突击坦克
summon
);
;
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
旗兽
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
社员
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
工匠无人机
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
工匠无人机
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
突击坦克
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
突击坦克
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
旗兽
,
突击坦克
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
社员
,
突击坦克
summon
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
旗兽
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
社员
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
瞄准鹰
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
瞄准鹰
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
双角兽
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
双角兽
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
世纪末兽机界
,
DefaultField
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
世纪末兽机界
,
DefaultField
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
兽之拳
,
兽之拳
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
兽之拳
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
左迁
,
左迁
1
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
左迁
,
左迁
1
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
减俸
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
减俸
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
左迁
,
左迁
2
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
左迁
,
左迁
2
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
冻结
,
冻结
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
冻结
,
冻结
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
兽之拳
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
最强战旗
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
最强战旗
,
圣防
Repos
);
...
@@ -102,6 +106,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -102,6 +106,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
铁之重击
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
铁之重击
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
死苏
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
死苏
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
对死者的供奉
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
对死者的供奉
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
世纪末兽机界
,
DefaultField2
);
}
}
...
@@ -174,6 +179,11 @@ namespace WindBot.Game.AI.Decks
...
@@ -174,6 +179,11 @@ namespace WindBot.Game.AI.Decks
DoubleTribute
=
false
;
DoubleTribute
=
false
;
return
true
;
return
true
;
}
}
private
bool
DefaultOverSummon
()
{
if
(
Bot
.
Hand
.
Count
>=
6
&&
Bot
.
HasInMonstersZone
(
CardId
.
恶德
))
return
true
;
else
return
false
;
}
private
bool
左迁
1
Effect
()
private
bool
左迁
1
Effect
()
{
{
...
@@ -215,9 +225,10 @@ namespace WindBot.Game.AI.Decks
...
@@ -215,9 +225,10 @@ namespace WindBot.Game.AI.Decks
{
{
return
false
;
return
false
;
}
}
else
if
(
Enemy
.
HasAttackingMonster
()
||
Enemy
.
GetMonsterCount
()
<
1
)
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
);
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
.
GetHighestLevelMonster
());
//
else AI.SelectCard(Bot.Graveyard.GetHighestLevelMonster());
return
true
;
return
true
;
}
}
...
@@ -254,16 +265,6 @@ namespace WindBot.Game.AI.Decks
...
@@ -254,16 +265,6 @@ namespace WindBot.Game.AI.Decks
return
true
;
return
true
;
}
}
private
bool
兽之拳
Effect
()
{
if
(
Enemy
.
BattlingMonster
.
Race
==
(
int
)
CardRace
.
Dragon
)
return
true
;
if
(
Enemy
.
BattlingMonster
.
Race
==
(
int
)
CardRace
.
Fairy
)
return
true
;
if
(
Enemy
.
BattlingMonster
.
Race
==
(
int
)
CardRace
.
SpellCaster
)
return
true
;
return
false
;
}
private
bool
死苏
effect
()
private
bool
死苏
effect
()
{
{
...
@@ -361,7 +362,13 @@ namespace WindBot.Game.AI.Decks
...
@@ -361,7 +362,13 @@ namespace WindBot.Game.AI.Decks
}
}
private
bool
突击坦克
summon
()
private
bool
突击坦克
summon
()
{
{
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
Machine
)
>
0
)
==
2
)
return
true
;
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
Machine
)
>
0
)
==
2
||
Util
.
GetOneEnemyBetterThanMyBest
(
true
,
true
)
==
null
)
return
true
;
return
false
;
}
private
bool
无人机
summon
()
{
if
(
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
Machine
)
>
0
)
>=
1
||
Util
.
GetOneEnemyBetterThanMyBest
(
true
,
true
)
==
null
)
return
true
;
return
false
;
return
false
;
}
}
...
@@ -492,6 +499,14 @@ namespace WindBot.Game.AI.Decks
...
@@ -492,6 +499,14 @@ namespace WindBot.Game.AI.Decks
}
}
return
false
;
return
false
;
}
}
private
bool
DefaultField2
()
{
if
(
Bot
.
GetHandCount
()
>=
2
)
{
return
true
;
}
return
false
;
}
private
bool
圣防
Repos
()
private
bool
圣防
Repos
()
{
{
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
SpellCaster
)
>
0
)
>=
4
&&
Enemy
.
GetSpellCountWithoutField
()
>=
1
&&
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
card
.
IsCode
(
CardId
.
暗黑释放
))
<
3
)
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
SpellCaster
)
>
0
)
>=
4
&&
Enemy
.
GetSpellCountWithoutField
()
>=
1
&&
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
card
.
IsCode
(
CardId
.
暗黑释放
))
<
3
)
...
...
Game/AI/Decks/MituziExecutor.cs
0 → 100644
View file @
90f88870
using
YGOSharp.OCGWrapper.Enums
;
using
System.Collections.Generic
;
using
System.Linq
;
using
WindBot
;
using
WindBot.Game
;
using
WindBot.Game.AI
;
using
System
;
//剩余BUG:
//攻击对象不懂得选择
namespace
WindBot.Game.AI.Decks
{
[
Deck
(
"Mituzi"
,
"AI_Mituzi"
)]
public
class
MituziExecutor
:
DefaultExecutor
{
public
class
CardId
{
public
const
int
幻龙重骑
=
120155022
;
public
const
int
建造龙
=
120155024
;
public
const
int
幻刃破龙
=
120151029
;
public
const
int
铲子龙
=
120155002
;
public
const
int
搅拌龙
=
120192010
;
public
const
int
荒废蟠龙
=
120192011
;
public
const
int
风车鳞虫
=
120183034
;
public
const
int
丰沃蟠龙
=
120170037
;
public
const
int
钻头蜥蜴
=
120155001
;
public
const
int
镐头龙
=
120155025
;
public
const
int
贯通
=
120120037
;
public
const
int
阴阳封阵
=
120183053
;
public
const
int
死者苏生
=
120194004
;
public
const
int
透幻乡险峻
=
120155042
;
public
const
int
风
=
120155044
;
public
const
int
幻刃复归
=
120151033
;
public
const
int
幻刃急攻
=
120155053
;
public
const
int
幻刃封锁
=
120155054
;
public
const
int
暗黑释放
=
120105013
;
}
public
int
[]
priList
=
{
CardId
.
建造龙
,
CardId
.
幻龙重骑
,
CardId
.
幻刃破龙
};
public
int
[]
rePriList
=
{
CardId
.
幻刃破龙
,
CardId
.
幻龙重骑
,
CardId
.
建造龙
};
public
MituziExecutor
(
GameAI
ai
,
Duel
duel
)
:
base
(
ai
,
duel
)
{
AddExecutor
(
ExecutorType
.
SpSummon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
阴阳封阵
,
阴阳封阵
Effect
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
阴阳封阵
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
透幻乡险峻
,
DefaultField
);
AddExecutor
(
ExecutorType
.
Repos
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
幻刃急攻
Repos
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
风
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
丰沃蟠龙
,
丰沃蟠龙
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
荒废蟠龙
,
荒废蟠龙
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
搅拌龙
,
搅拌龙
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
风车鳞虫
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
镐头龙
,
镐头龙
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
建造龙
,
建造龙
Effect
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
镐头龙
,
镐头龙
Summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
搅拌龙
,
搅拌龙
Summon
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
幻刃急攻
Set
);
AddExecutor
(
ExecutorType
.
Summon
,
幻刃急攻
Summon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死者苏生
,
死者苏生
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
贯通
,
贯通
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
幻刃复归
,
幻刃复归
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
幻刃封锁
,
幻刃封锁
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
幻刃急攻
,
幻刃急攻
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
透幻乡险峻
);
AddExecutor
(
ExecutorType
.
SpellSet
,
TrapCardSet
);
AddExecutor
(
ExecutorType
.
SpellSet
);
}
private
List
<
int
>
HintMsgForEnemy
=
new
List
<
int
>
{
HintMsg
.
Release
,
HintMsg
.
Destroy
,
HintMsg
.
Remove
,
HintMsg
.
ToGrave
,
HintMsg
.
ReturnToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
FusionMaterial
,
HintMsg
.
SynchroMaterial
,
HintMsg
.
XyzMaterial
,
HintMsg
.
LinkMaterial
,
HintMsg
.
Disable
};
private
List
<
int
>
HintMsgForMaxSelect
=
new
List
<
int
>
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
AddToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
Destroy
};
public
override
IList
<
ClientCard
>
OnSelectCard
(
IList
<
ClientCard
>
_cards
,
int
min
,
int
max
,
int
hint
,
bool
cancelable
)
{
if
(
Duel
.
Phase
==
DuelPhase
.
BattleStart
)
return
null
;
if
(
AI
.
HaveSelectedCards
())
return
null
;
IList
<
ClientCard
>
selected
=
new
List
<
ClientCard
>();
IList
<
ClientCard
>
cards
=
new
List
<
ClientCard
>(
_cards
);
if
(
max
>
cards
.
Count
)
max
=
cards
.
Count
;
if
(
HintMsgForEnemy
.
Contains
(
hint
))
{
IList
<
ClientCard
>
enemyCards
=
cards
.
Where
(
card
=>
card
.
Controller
==
1
).
ToList
();
// select enemy's card first
while
(
enemyCards
.
Count
>
0
&&
selected
.
Count
<
max
)
{
ClientCard
card
=
enemyCards
[
Program
.
Rand
.
Next
(
enemyCards
.
Count
)];
selected
.
Add
(
card
);
enemyCards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
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
()
{
// go first
return
true
;
}
private
bool
TrapCardSet
()
{
if
(
Card
.
HasType
(
CardType
.
Trap
))
return
true
;
return
false
;
}
private
bool
MonsRepos
()
{
if
(
Card
.
Id
==
CardId
.
镐头龙
)
{
if
(
Card
.
IsAttack
())
return
true
;
if
(
Card
.
IsFacedown
())
return
Discord1Draw1Eff
(
CardRace
.
Wyrm
,
false
);
return
false
;
}
if
(
Card
.
Id
==
CardId
.
风车鳞虫
)
{
if
(
Card
.
IsFacedown
())
{
ClientCard
card
=
Util
.
GetWorstEnemyMonster
();
if
(
card
==
null
)
return
true
;
if
(
Bot
.
HasInSpellZone
(
CardId
.
透幻乡险峻
))
{
if
(
Card
.
Attack
+
400
>=
(
card
.
IsAttack
()
?
card
.
Attack
:
card
.
Defense
))
return
true
;
else
return
false
;
}
else
{
if
(
Card
.
Attack
>=
(
card
.
IsAttack
()
?
card
.
Attack
:
card
.
Defense
))
return
true
;
else
return
false
;
}
}
}
if
(
Card
.
Id
==
CardId
.
丰沃蟠龙
)
{
if
(
Card
.
IsFacedown
())
return
Bot
.
GetMonsterCount
()>
1
&&
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
4
)
>
0
;
}
ClientCard
emMon
=
Util
.
GetWorstEnemyMonster
();
if
(
emMon
==
null
)
return
Card
.
IsDefense
();
else
{
if
(
Card
.
Attack
>=
emMon
.
GetDefensePower
())
return
Card
.
IsDefense
();
else
return
Card
.
IsAttack
();
}
}
private
bool
镐头龙
Summon
()
{
if
(
Bot
.
HasInMonstersZone
(
CardId
.
幻刃破龙
)
&&
Bot
.
HasInHand
(
CardId
.
建造龙
))
return
Discord1Draw1Eff
(
CardRace
.
Wyrm
,
false
,
true
);
return
Discord1Draw1Eff
(
CardRace
.
Wyrm
,
false
,
false
);
}
private
bool
风车鳞虫
Summon
()
{
ClientCard
card
=
Util
.
GetWorstEnemyMonster
();
if
(
card
==
null
)
return
true
;
if
(
Bot
.
HasInSpellZone
(
CardId
.
透幻乡险峻
))
{
if
(
Card
.
Attack
+
400
>=
(
card
.
IsAttack
()
?
card
.
Attack
:
card
.
Defense
))
return
true
;
else
return
false
;
}
else
{
if
(
Card
.
Attack
>=
(
card
.
IsAttack
()
?
card
.
Attack
:
card
.
Defense
))
return
true
;
else
return
false
;
}
}
private
bool
搅拌龙
Summon
()
{
return
搅拌龙
Effect
(
false
);
}
private
bool
幻刃急攻
Summon
()
{
if
(
Card
.
Level
<
5
&&
(
Card
.
Race
&
(
int
)
CardRace
.
Wyrm
)
>
0
&&
Bot
.
HasInSpellZone
(
CardId
.
幻刃急攻
)
&&
!
isUpperMonSummon
())
{
IList
<
ClientCard
>
lowerList
=
Bot
.
Hand
.
GetMatchingCards
(
card
=>
(
card
.
Level
<
5
&&
((
card
.
Race
&
(
int
)
CardRace
.
Wyrm
)
>
0
)));
if
(
Card
.
Id
==
lowerList
.
OrderByDescending
(
card
=>
card
.
Attack
).
FirstOrDefault
().
Id
&&
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Id
==
Card
.
Id
)
<
2
)
return
false
;
}
return
MonsSummon
();
}
private
bool
幻刃急攻
Repos
()
{
if
(
Bot
.
HasInSpellZone
(
CardId
.
幻刃急攻
)&&
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
7
&&
(
card
.
Race
&
(
int
)
CardRace
.
Wyrm
)
>
0
)>
0
)
{
ClientCard
bestMon
=
Bot
.
MonsterZone
.
GetMonsters
().
OrderByDescending
(
card
=>
card
.
Attack
).
FirstOrDefault
();
if
(
bestMon
==
null
)
return
false
;
if
(
Card
.
Id
==
bestMon
.
Id
)
{
return
!
Card
.
IsAttack
();
}
}
return
MonsRepos
();
}
private
bool
幻刃急攻
Set
()
{
if
(
Card
.
Level
<
5
&&
(
Card
.
Race
&
(
int
)
CardRace
.
Wyrm
)
>
0
&&
Bot
.
HasInSpellZone
(
CardId
.
幻刃急攻
)
&&
!
isUpperMonSummon
())
{
IList
<
ClientCard
>
lowerList
=
Bot
.
Hand
.
GetMatchingCards
(
card
=>
(
card
.
Level
<
5
&&
((
card
.
Race
&
(
int
)
CardRace
.
Wyrm
)
>
0
)));
if
(
Card
.
Id
==
lowerList
.
OrderByDescending
(
card
=>
card
.
Attack
).
FirstOrDefault
().
Id
&&
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Id
==
Card
.
Id
)
<
2
)
return
false
;
}
return
MonsSet
();
}
private
bool
MonsSet
()
{
ClientCard
EmWorstMon
=
Util
.
GetWorstEnemyMonster
();
if
(
Card
.
Level
<
5
)
{
if
(
Card
.
Id
==
CardId
.
镐头龙
)
{
return
!
Discord1Draw1Eff
(
CardRace
.
Wyrm
,
false
);
}
if
(
Duel
.
Turn
==
1
)
{
if
(
Bot
.
HasInHandOrInSpellZone
(
CardId
.
幻刃封锁
)
&&
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsFaceup
()
&&
card
.
Level
<
5
)
<=
0
))
return
false
;
else
return
true
;
}
if
(
EmWorstMon
==
null
)
return
false
;
if
(
Card
.
Id
==
CardId
.
风车鳞虫
)
{
return
!
风车鳞虫
Summon
();
}
if
(
Bot
.
HasInSpellZone
(
CardId
.
透幻乡险峻
))
{
return
Card
.
Attack
+
400
<
(
EmWorstMon
.
GetDefensePower
());
}
else
return
Card
.
Attack
<
(
EmWorstMon
.
GetDefensePower
());
}
else
return
false
;
}
private
bool
UpperMonSummon
(
ClientCard
_card
)
//检查某怪兽是否能够上级召唤
{
if
(
_card
.
Level
<
5
)
return
true
;
int
tributeAllow
=
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
);
if
(
_card
.
Id
==
CardId
.
建造龙
)
{
tributeAllow
+=
Bot
.
HasInMonstersZone
(
CardId
.
幻刃破龙
)
?
1
:
0
;
if
(
Bot
.
SpellZone
.
GetMatchingCardsCount
(
card
=>
card
.
HasType
(
CardType
.
Field
))>
0
||
Enemy
.
SpellZone
.
GetMatchingCardsCount
(
card
=>
card
.
HasType
(
CardType
.
Field
))
>
0
)
{
tributeAllow
+=
Bot
.
HasInMonstersZone
(
CardId
.
幻龙重骑
)
?
1
:
0
;
}
}
if
(
_card
.
Id
==
CardId
.
幻龙重骑
)
tributeAllow
+=
Bot
.
HasInMonstersZone
(
CardId
.
幻刃破龙
)
?
1
:
0
;
if
(
_card
.
Id
!=
CardId
.
幻刃破龙
&&
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
6
)
>
2
&&
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
)
+
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
)
<
2
)
tributeAllow
=
Bot
.
GetMonsterCount
();
return
tributeAllow
>=
(
_card
.
Level
>
6
?
2
:
1
);
}
private
bool
isUpperMonSummon
()
//检查手卡是否有怪兽可以上级召唤
{
foreach
(
ClientCard
c
in
Bot
.
Hand
.
GetMatchingCards
(
card
=>
card
.
Level
>
4
))
{
if
(
UpperMonSummon
(
c
))
return
true
;
else
{
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
4
)
<=
1
&&
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
)
+
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
5
)
>=
(
c
.
Level
>
6
?
2
:
1
))
return
true
;
else
return
false
;
}
}
return
false
;
}
private
bool
MonsSummon
()
{
if
(
Card
.
Id
==
CardId
.
镐头龙
)
{
return
镐头龙
Summon
();
}
if
(
Card
.
Id
==
CardId
.
风车鳞虫
)
{
return
风车鳞虫
Summon
();
}
if
(
Card
.
Level
>
6
)
{
return
UpperMonSummon
(
Card
);
}
return
DefaultMonsterSummon
();
}
private
bool
镐头龙
Effect
()
{
if
(
Bot
.
HasInMonstersZone
(
CardId
.
幻刃破龙
)
&&
Bot
.
HasInHand
(
CardId
.
建造龙
))
return
Discord1Draw1Eff
(
CardRace
.
Wyrm
,
true
,
true
);
return
Discord1Draw1Eff
(
CardRace
.
Wyrm
,
true
,
false
);
}
/*private bool 荒废蟠龙Effect()
{
if(Bot.Hand.GetMatchingCardsCount(card=>card.HasType(CardType.Field)) > 0)
{
AI.SelectCard(Bot.GetFieldSpellCard());
return true;
}
return false;
}*/
private
bool
Discord1Draw1Eff
(
CardRace
race
,
bool
isAISelect
=
true
,
bool
isReplaceUpperMon
=
false
)
{
if
(
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
race
)
>
0
)
>
0
)
{
int
triCost
=
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
4
&&
card
.
Level
<
7
)
+
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
6
)
*
2
;
int
tributeNum
=
(
isReplaceUpperMon
?
Bot
.
GetMonsterCount
()
:
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
))
+
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
);
if
(
triCost
>
tributeNum
&&
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
race
)
>
0
&&
card
.
Level
>
4
)
>
0
)
{
if
(
isAISelect
&&
triCost
>
2
)
AI
.
SelectCard
(
rePriList
);
}
else
if
(
triCost
<
tributeNum
-
1
&&
triCost
>
0
&&
Bot
.
GetSpellCountWithoutField
()<
3
&&
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
race
)
>
0
&&
card
.
Level
<
5
)
>
0
)
{
if
(
isAISelect
)
AI
.
SelectCard
(
Bot
.
Hand
.
GetFirstMatchingCard
(
card
=>
(
card
.
Race
&
(
int
)
race
)
>
0
&&
card
.
Level
<
5
));
}
else
return
false
;
return
true
;
}
return
false
;
}
bool
ATKdown
=
false
;
public
override
void
OnNewTurn
()
{
ATKdown
=
false
;
}
public
override
BattlePhaseAction
OnSelectAttackTarget
(
ClientCard
attacker
,
IList
<
ClientCard
>
defenders
)
{
if
(
ATKdown
&&
Bot
.
GetMonsterCount
()
<=
Enemy
.
GetMonsterCount
())
{
for
(
int
i
=
0
;
i
<
defenders
.
Count
;
i
++)
{
ClientCard
defender
=
defenders
[
i
];
attacker
.
RealPower
=
attacker
.
Attack
;
defender
.
RealPower
=
defender
.
GetDefensePower
();
if
(!
OnPreBattleBetween
(
attacker
,
defender
))
continue
;
if
(
attacker
.
RealPower
>
defender
.
RealPower
&&
defender
.
Level
>
6
&&
defender
.
IsAttack
()
&&
defender
.
Attack
<
1800
)
{
return
AI
.
Attack
(
attacker
,
defender
);
}
}
}
return
base
.
OnSelectAttackTarget
(
attacker
,
defenders
);
}
private
bool
建造龙
Effect
()
{
if
(
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
6
)>
0
)
{
foreach
(
ClientCard
card
in
Bot
.
Hand
.
GetMatchingCards
(
card
=>
card
.
Level
>
6
))
{
if
(
UpperMonSummon
(
card
))
return
false
;
}
}
return
建造龙
Effect
(
true
);
}
private
bool
建造龙
Effect
(
bool
isAISelect
=
true
,
bool
isDefense
=
false
)
{
if
(
Bot
.
SpellZone
.
GetMatchingCardsCount
(
card
=>
card
.
HasType
(
CardType
.
Field
))
>
0
||
Enemy
.
SpellZone
.
GetMatchingCardsCount
(
card
=>
card
.
HasType
(
CardType
.
Field
))
>
0
)
{
if
(
isAISelect
)
{
IList
<
ClientCard
>
matchList
=
Bot
.
Graveyard
.
GetMatchingCards
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
Wyrm
)
>
0
&&
card
.
HasType
(
CardType
.
Normal
));
ClientCard
mon
=
matchList
.
OrderByDescending
(
card
=>
card
.
Level
).
FirstOrDefault
();
AI
.
SelectCard
(
mon
);
ClientCard
worstEmon
=
Util
.
GetWorstEnemyMonster
();
if
(
worstEmon
==
null
)
AI
.
SelectPosition
(
isDefense
?
CardPosition
.
FaceDownDefence
:
CardPosition
.
FaceUpAttack
);
else
if
((
Bot
.
HasInSpellZone
(
CardId
.
透幻乡险峻
)
?
mon
.
Attack
+
400
:
mon
.
Attack
)
>=
worstEmon
.
GetDefensePower
())
AI
.
SelectPosition
(
isDefense
?
CardPosition
.
FaceDownDefence
:
CardPosition
.
FaceUpAttack
);
else
AI
.
SelectPosition
(
CardPosition
.
FaceUpDefence
);
}
return
true
;
}
return
false
;
}
private
bool
搅拌龙
Effect
()
{
return
搅拌龙
Effect
(
true
);
}
private
bool
搅拌龙
Effect
(
bool
isAISelect
=
true
)
{
if
(
Bot
.
SpellZone
.
GetMatchingCardsCount
(
card
=>
card
.
HasType
(
CardType
.
Field
))
>
0
||
Enemy
.
SpellZone
.
GetMatchingCardsCount
(
card
=>
card
.
HasType
(
CardType
.
Field
))
>
0
)
{
if
(
isAISelect
)
AI
.
SelectYesNo
(
true
);
return
true
;
}
return
false
;
}
private
bool
丰沃蟠龙
Effect
()
{
return
丰沃蟠龙
Effect
(
true
);
}
private
bool
丰沃蟠龙
Effect
(
bool
isAISelect
=
true
)
{
if
(
Bot
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
card
.
HasType
(
CardType
.
Field
))
>
0
)
{
int
[]
fieldList
=
new
int
[]
{
CardId
.
透幻乡险峻
};
if
(
isAISelect
)
AI
.
SelectCard
(
fieldList
);
return
true
;
}
return
false
;
}
private
bool
荒废蟠龙
Effect
()
{
if
(
Enemy
.
LifePoints
<=
600
)
AI
.
SelectCard
(
CardId
.
透幻乡险峻
);
else
if
(
Bot
.
HasInHand
(
CardId
.
透幻乡险峻
))
{
AI
.
SelectCard
(
CardId
.
透幻乡险峻
);
return
true
;
}
return
false
;
}
private
bool
贯通
Effect
()
{
return
贯通
Effect
(
true
);
}
private
bool
贯通
Effect
(
bool
isAISelect
=
true
)
{
if
(
Enemy
.
HasDefendingMonster
()
&&
Bot
.
HasAttackingMonster
())
{
if
(
isAISelect
)
{
int
monBotNum
=
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
6
&&
card
.
IsAttack
()),
monEnNum
=
Enemy
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
6
&&
card
.
IsAttack
());
ClientCard
EnMon
=
Enemy
.
MonsterZone
.
GetMatchingCards
(
card
=>
card
.
IsDefense
()
&&
card
.
IsFaceup
())
.
OrderByDescending
(
card
=>
card
.
Defense
).
FirstOrDefault
(),
botMon
=
Bot
.
MonsterZone
.
GetMatchingCards
(
card
=>
card
.
IsAttack
()
&&
card
.
IsFaceup
())
.
OrderByDescending
(
card
=>
card
.
Attack
).
FirstOrDefault
();
if
(
EnMon
==
null
)
{
AI
.
SelectCard
(
Bot
.
MonsterZone
.
GetMatchingCards
(
card
=>
card
.
IsAttack
())
.
OrderByDescending
(
card
=>
card
.
Attack
).
FirstOrDefault
());
return
true
;
}
if
(
monBotNum
>
0
&&(
monBotNum
>
monEnNum
)&&
EnMon
.
Defense
<
botMon
.
Attack
)
{
ClientCard
objMon
=
Bot
.
MonsterZone
.
GetMatchingCards
(
card
=>
card
.
IsAttack
()
&&
card
.
Level
>
6
&&
card
.
Attack
>
EnMon
.
Defense
)
.
OrderBy
(
card
=>
card
.
Attack
).
FirstOrDefault
();
AI
.
SelectCard
(
objMon
);
return
true
;
}
}
}
return
false
;
}
private
bool
幻刃复归
Effect
()
{
return
幻刃复归
Effect
(
true
,
true
);
}
private
bool
幻刃复归
Effect
(
bool
isAttack
=
true
,
bool
isAISelect
=
true
)
{
if
(
Bot
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
6
&&
((
card
.
Race
&
(
int
)
CardRace
.
Wyrm
)
>
0
))
>
0
)
{
if
(
isAISelect
)
{
int
[]
localList
=
new
int
[]
{
CardId
.
建造龙
,
CardId
.
幻龙重骑
};
if
(
Bot
.
HasInMonstersZone
(
CardId
.
建造龙
)
&&
建造龙
Effect
(
true
,
false
))
{
if
(
Bot
.
HasInGraveyard
(
localList
[
0
])
||
Bot
.
HasInGraveyard
(
localList
[
1
]))
AI
.
SelectCard
(
localList
);
else
return
false
;
}
else
AI
.
SelectCard
(
priList
);
IList
<
ClientCard
>
atkingMon
=
Enemy
.
MonsterZone
.
GetMatchingCards
(
card
=>
card
.
Attacked
==
false
&&
card
.
IsAttack
());
if
(
atkingMon
.
GetHighestAttackMonster
()
==
null
)
AI
.
SelectPosition
(
isAttack
?
CardPosition
.
FaceUpAttack
:
CardPosition
.
FaceDownDefence
);
else
{
bool
defaultAtk
=
(
atkingMon
.
OrderByDescending
(
card
=>
card
.
Attack
).
FirstOrDefault
().
Attack
<=
(
2400
+
(
Bot
.
HasInSpellZone
(
CardId
.
透幻乡险峻
)
?
400
:
0
)));
AI
.
SelectPosition
(
defaultAtk
?
CardPosition
.
FaceUpAttack
:
CardPosition
.
FaceDownDefence
);
}
}
return
true
;
}
return
false
;
}
private
bool
幻刃急攻
Effect
()
{
return
幻刃急攻
Effect
(
true
);
}
private
bool
幻刃急攻
Effect
(
bool
isAISelect
=
true
)
{
if
(
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
7
&&
(
card
.
Race
&
(
int
)
CardRace
.
Wyrm
)>
0
)
>
0
)
{
if
(
isAISelect
)
{
IList
<
ClientCard
>
lower7Mons
=
Bot
.
Hand
.
GetMatchingCards
(
card
=>
card
.
Level
<
7
&&(
card
.
Race
&
(
int
)
CardRace
.
Wyrm
)>
0
);
ClientCard
mon
=
lower7Mons
.
OrderByDescending
(
card
=>
card
.
Attack
).
FirstOrDefault
();
if
(
Bot
.
BattlingMonster
.
GetDefensePower
()
+
mon
.
Attack
>=
Enemy
.
BattlingMonster
.
Attack
)
AI
.
SelectCard
(
mon
);
else
return
false
;
}
return
true
;
}
return
false
;
}
private
bool
幻刃封锁
Effect
()
{
return
幻刃封锁
Effect
(
true
);
}
private
bool
幻刃封锁
Effect
(
bool
isAISelect
=
true
)
{
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
6
&&
((
card
.
Race
&
(
int
)
CardRace
.
Wyrm
)
>
0
))
>
0
)
{
if
(
Bot
.
HasInMonstersZone
(
CardId
.
建造龙
)
&&
(
Bot
.
SpellZone
.
GetMatchingCardsCount
(
card
=>
card
.
HasType
(
CardType
.
Field
))>
0
||
Enemy
.
SpellZone
.
GetMatchingCardsCount
(
card
=>
card
.
HasType
(
CardType
.
Field
))
>
0
)
&&
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsFaceup
()
&&
(
card
.
HasType
(
CardType
.
Normal
)))
>
0
)
{
IList
<
ClientCard
>
NormalList
=
Bot
.
MonsterZone
.
GetMatchingCards
(
card
=>
(
card
.
HasType
(
CardType
.
Normal
)));
if
(
isAISelect
)
{
AI
.
SelectCard
(
NormalList
.
GetLowestLevelMonster
());
}
}
else
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsFaceup
()
&&
(
card
.
Level
<
5
)
&&
(
card
.
Race
&
(
int
)
CardRace
.
Wyrm
)
>
0
)
>
0
)
{
if
(
isAISelect
)
{
AI
.
SelectCard
(
Bot
.
MonsterZone
.
GetMatchingCards
(
card
=>
card
.
IsFaceup
()
&&
(
card
.
Level
<
5
)
&&
(
card
.
Race
&
(
int
)
CardRace
.
Wyrm
)
>
0
)
.
OrderBy
(
card
=>
card
.
Attack
).
FirstOrDefault
());
}
}
else
{
ClientCard
mon
=
Util
.
GetBestBotMonster
();
int
dangerEnMons
=
Enemy
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Attack
>
mon
.
GetDefensePower
());
if
((
Bot
.
HasInSpellZone
(
CardId
.
幻刃急攻
)
&&
幻刃急攻
Effect
(
false
))
||
(
Bot
.
HasInSpellZone
(
CardId
.
幻刃复归
)&&
幻刃复归
Effect
(
false
,
false
)))
dangerEnMons
--;
if
(
dangerEnMons
>
0
)
{
if
(
isAISelect
)
AI
.
SelectCard
(
rePriList
);
}
else
return
false
;
}
}
else
{
ClientCard
c
=
Bot
.
MonsterZone
.
GetMatchingCards
(
card
=>
card
.
IsFaceup
()
&&
(
card
.
Race
&
(
int
)
CardRace
.
Wyrm
)
>
0
)
.
OrderBy
(
card
=>
card
.
GetDefensePower
()).
FirstOrDefault
();
AI
.
SelectCard
(
c
);
}
if
(
isAISelect
)
AI
.
SelectNextCard
(
Duel
.
LastSummonedCards
);
return
true
;
}
private
bool
死者苏生
Effect
()
{
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
6
)+
Bot
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
6
)>
0
)
{
IList
<
ClientCard
>
EmList
=
Enemy
.
Graveyard
.
GetMatchingCards
(
card
=>
card
.
Level
>
6
),
BotList
=
Bot
.
Graveyard
.
GetMatchingCards
(
card
=>
card
.
Level
>
6
),
unionList
=
EmList
.
Concat
(
BotList
).
ToList
();
AI
.
SelectCard
(
unionList
.
OrderByDescending
(
card
=>
card
.
Attack
).
FirstOrDefault
());
AI
.
SelectPosition
(
CardPosition
.
FaceUpAttack
);
return
true
;
}
return
false
;
}
//泛用墓地回收函数,内置AISelectCard, slcNum:回收数量,idList优先回收ID表,keepNums保留数量表,执行成功返回true
private
bool
GraveReturnSelect
(
int
slcNum
,
int
[]
idList
,
int
[]
keepNums
)
{
int
hadSlc
=
0
;
if
(
idList
.
FirstOrDefault
()
==
0
||
idList
.
Length
>
keepNums
.
Length
)
return
false
;
for
(
int
i
=
0
;
i
<
idList
.
Length
;
i
++)
//优先回收
{
int
keepNum
=
keepNums
.
ElementAtOrDefault
(
i
);
//keepNum不存在时为0
int
hasNum
=
Bot
.
GetCountCardInZone
(
Bot
.
Graveyard
,
idList
[
i
]);
for
(
int
j
=
0
;
j
<
hasNum
-
keepNum
;
j
++)
//返回优先
{
AI
.
SelectCard
(
idList
[
j
]);
if
(++
hadSlc
>=
slcNum
)
return
true
;
}
}
foreach
(
ClientCard
card
in
Bot
.
Graveyard
)
//返回剩余
{
if
(!
idList
.
Contains
(
card
.
Id
))
{
AI
.
SelectCard
(
card
);
if
(++
hadSlc
>=
slcNum
)
return
true
;
}
}
foreach
(
ClientCard
card
in
Bot
.
Graveyard
)
//能返则返
{
AI
.
SelectCard
(
card
);
if
(++
hadSlc
>=
slcNum
)
return
true
;
}
return
hadSlc
>=
slcNum
;
}
private
bool
阴阳封阵
Effect
()
{
if
(
Enemy
.
HasAttackingMonster
())
{
ClientCard
c
=
Enemy
.
MonsterZone
.
GetMatchingCards
(
card
=>
card
.
IsAttack
()&&
card
.
Level
>
6
).
GetHighestAttackMonster
();
if
(
c
==
null
||
!
GraveReturnSelect
(
4
,
priList
,
new
int
[]
{
0
,
0
,
1
}))
return
false
;
AI
.
SelectNextCard
(
c
);
ATKdown
=
true
;
return
true
;
}
return
false
;
}
private
bool
圣防
Repos
()
{
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
SpellCaster
)
>
0
)
>=
4
&&
Enemy
.
GetSpellCountWithoutField
()
>=
1
&&
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
card
.
IsCode
(
CardId
.
暗黑释放
))
<
3
)
{
if
(
Card
.
IsAttack
()
&&
Card
.
Level
>
6
&&
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
card
.
Level
>=
5
)
>=
2
&&
!
Bot
.
HasDefendingMonster
())
return
true
;
}
return
false
;
}
}
}
Game/AI/Decks/MokeyMokeyExecutor.cs
View file @
90f88870
...
@@ -171,20 +171,19 @@ namespace WindBot.Game.AI.Decks
...
@@ -171,20 +171,19 @@ namespace WindBot.Game.AI.Decks
return
true
;
return
true
;
}
}
private
bool
圣防
Effect
()
private
bool
落穴
Effect
()
{
{
if
(
Util
.
GetTotalAttackingMonsterAttack
(
1
)
>
1900
)
foreach
(
ClientCard
n
in
Duel
.
LastSummonedCards
)
return
true
;
{
if
(
n
.
Attack
>=
1900
)
return
true
;
if
(
Util
.
GetTotalAttackingMonsterAttack
(
1
)
-
Util
.
GetTotalAttackingMonsterAttack
(
0
)
>
Bot
.
LifePoints
&&
!
Bot
.
HasDefendingMonster
())
return
true
;
}
return
false
;
return
false
;
}
}
private
bool
落穴
Effect
()
private
bool
圣防
Effect
()
{
{
foreach
(
ClientCard
n
in
Duel
.
LastSummonedCards
)
if
(
Util
.
GetTotalAttackingMonsterAttack
(
1
)
>
1900
)
return
true
;
{
if
(
Util
.
GetTotalAttackingMonsterAttack
(
1
)
-
Util
.
GetTotalAttackingMonsterAttack
(
0
)
>
Bot
.
LifePoints
&&
!
Bot
.
HasDefendingMonster
())
return
true
;
if
(
n
.
Attack
>=
1900
)
return
true
;
}
return
false
;
return
false
;
}
}
private
bool
火星心少女
Effect
()
private
bool
火星心少女
Effect
()
...
...
Game/AI/Decks/MokeyMokeyKingExecutor.cs
View file @
90f88870
...
@@ -185,15 +185,15 @@ namespace WindBot.Game.AI.Decks
...
@@ -185,15 +185,15 @@ namespace WindBot.Game.AI.Decks
{
{
foreach
(
ClientCard
n
in
Duel
.
LastSummonedCards
)
foreach
(
ClientCard
n
in
Duel
.
LastSummonedCards
)
{
{
if
(
n
.
Attack
>=
1900
)
if
(
n
.
Attack
>=
1900
)
return
true
;
return
true
;
if
(
Util
.
GetTotalAttackingMonsterAttack
(
1
)
-
Util
.
GetTotalAttackingMonsterAttack
(
0
)
>
Bot
.
LifePoints
&&
!
Bot
.
HasDefendingMonster
())
return
true
;
}
}
return
false
;
return
false
;
}
}
private
bool
圣防
Effect
()
private
bool
圣防
Effect
()
{
{
if
(
Util
.
GetTotalAttackingMonsterAttack
(
1
)
>
1900
)
if
(
Util
.
GetTotalAttackingMonsterAttack
(
1
)
>
1900
)
return
true
;
return
true
;
if
(
Util
.
GetTotalAttackingMonsterAttack
(
1
)
-
Util
.
GetTotalAttackingMonsterAttack
(
0
)
>
Bot
.
LifePoints
&&
!
Bot
.
HasDefendingMonster
())
return
true
;
return
false
;
return
false
;
}
}
private
bool
死供
Effect
()
private
bool
死供
Effect
()
...
...
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
View file @
90f88870
...
@@ -69,6 +69,8 @@ namespace WindBot.Game.AI.Decks
...
@@ -69,6 +69,8 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
双角兽
,
瞄准鹰双角兽
summon
);
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
.
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
.
Summon
,
CardId
.
突击坦克
,
瞄准鹰坦克
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
最强战旗
,
DefaultOverSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
钢机神
,
DefaultOverSummon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
最强战旗
,
最强战旗
Effect
);
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
.
对死者的供奉
,
死供
Effect
);
...
@@ -76,22 +78,22 @@ namespace WindBot.Game.AI.Decks
...
@@ -76,22 +78,22 @@ namespace WindBot.Game.AI.Decks
//AddExecutor(ExecutorType.Activate, CardId.钢机神, 钢机神1Effect);
//AddExecutor(ExecutorType.Activate, CardId.钢机神, 钢机神1Effect);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
工匠无人机
,
无人机
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
工匠无人机
,
无人机
Effect
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
工匠无人机
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
突击坦克
,
突击坦克
summon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
旗兽
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
社员
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
工匠无人机
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
工匠无人机
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
突击坦克
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
突击坦克
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
工匠无人机
,
无人机
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
突击坦克
,
突击坦克
summon
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
旗兽
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
社员
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
瞄准鹰
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
瞄准鹰
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
双角兽
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
双角兽
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
世纪末兽机界
,
DefaultField
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
世纪末兽机界
,
DefaultField
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
兽之拳
,
兽之拳
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
兽之拳
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
左迁
,
左迁
1
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
左迁
,
左迁
1
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
减俸
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
减俸
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
左迁
,
左迁
2
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
左迁
,
左迁
2
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
冻结
,
冻结
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
冻结
,
冻结
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
兽之拳
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
最强战旗
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
最强战旗
,
圣防
Repos
);
...
@@ -101,7 +103,8 @@ namespace WindBot.Game.AI.Decks
...
@@ -101,7 +103,8 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
SpellSet
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
铁之重击
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
铁之重击
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
死苏
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
死苏
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
对死者的供奉
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
对死者的供奉
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
世纪末兽机界
,
DefaultField2
);
}
}
...
@@ -174,6 +177,11 @@ namespace WindBot.Game.AI.Decks
...
@@ -174,6 +177,11 @@ namespace WindBot.Game.AI.Decks
DoubleTribute
=
false
;
DoubleTribute
=
false
;
return
true
;
return
true
;
}
}
private
bool
DefaultOverSummon
()
{
if
(
Bot
.
Hand
.
Count
>=
6
&&
Bot
.
HasInMonstersZone
(
CardId
.
恶德
))
return
true
;
else
return
false
;
}
private
bool
左迁
1
Effect
()
private
bool
左迁
1
Effect
()
{
{
...
@@ -215,9 +223,10 @@ namespace WindBot.Game.AI.Decks
...
@@ -215,9 +223,10 @@ namespace WindBot.Game.AI.Decks
{
{
return
false
;
return
false
;
}
}
else
if
(
Enemy
.
HasAttackingMonster
()
||
Enemy
.
GetMonsterCount
()
<
1
)
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
);
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
.
GetHighestLevelMonster
());
//
else AI.SelectCard(Bot.Graveyard.GetHighestLevelMonster());
return
true
;
return
true
;
}
}
...
@@ -361,7 +370,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -361,7 +370,7 @@ namespace WindBot.Game.AI.Decks
}
}
private
bool
突击坦克
summon
()
private
bool
突击坦克
summon
()
{
{
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
Machine
)
>
0
)
==
2
)
return
true
;
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
Machine
)
>
0
)
==
2
||
Util
.
GetOneEnemyBetterThanMyBest
(
true
,
true
)
==
null
)
return
true
;
return
false
;
return
false
;
}
}
...
@@ -454,6 +463,12 @@ namespace WindBot.Game.AI.Decks
...
@@ -454,6 +463,12 @@ namespace WindBot.Game.AI.Decks
AI
.
SelectCard
(
CardId
.
瞄准鹰
,
CardId
.
突击坦克
,
CardId
.
工匠无人机
,
CardId
.
社员
,
CardId
.
旗兽
);
AI
.
SelectCard
(
CardId
.
瞄准鹰
,
CardId
.
突击坦克
,
CardId
.
工匠无人机
,
CardId
.
社员
,
CardId
.
旗兽
);
return
true
;
return
true
;
}
}
private
bool
无人机
summon
()
{
if
(
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
Machine
)
>
0
)
>=
1
||
Util
.
GetOneEnemyBetterThanMyBest
(
true
,
true
)
==
null
)
return
true
;
return
false
;
}
private
bool
最强战旗
Effect
()
private
bool
最强战旗
Effect
()
{
{
if
(
Util
.
IsOneEnemyBetterThanValue
(
1900
,
false
))
if
(
Util
.
IsOneEnemyBetterThanValue
(
1900
,
false
))
...
@@ -492,6 +507,14 @@ namespace WindBot.Game.AI.Decks
...
@@ -492,6 +507,14 @@ namespace WindBot.Game.AI.Decks
}
}
return
false
;
return
false
;
}
}
private
bool
DefaultField2
()
{
if
(
Bot
.
GetHandCount
()
>=
2
)
{
return
true
;
}
return
false
;
}
private
bool
圣防
Repos
()
private
bool
圣防
Repos
()
{
{
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
SpellCaster
)
>
0
)
>=
4
&&
Enemy
.
GetSpellCountWithoutField
()
>=
1
&&
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
card
.
IsCode
(
CardId
.
暗黑释放
))
<
3
)
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
SpellCaster
)
>
0
)
>=
4
&&
Enemy
.
GetSpellCountWithoutField
()
>=
1
&&
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
card
.
IsCode
(
CardId
.
暗黑释放
))
<
3
)
...
...
WindBot.csproj
View file @
90f88870
...
@@ -78,6 +78,7 @@
...
@@ -78,6 +78,7 @@
<Compile
Include=
"Game\AI\Decks\BlackwingExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\BlackwingExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\LuckyExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\LuckyExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\MathMechExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\MathMechExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\MituziExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\PureWindsExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\PureWindsExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\DragunExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\DragunExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\Level8Executor.cs"
/>
<Compile
Include=
"Game\AI\Decks\Level8Executor.cs"
/>
...
@@ -155,6 +156,8 @@
...
@@ -155,6 +156,8 @@
</ItemGroup>
</ItemGroup>
<ItemGroup>
<ItemGroup>
<None
Include=
"App.config"
/>
<None
Include=
"App.config"
/>
<None
Include=
"Decks\AI_Mituzi.ydk"
/>
<None
Include=
"Dialogs\Mituzi.zh-CN.json"
/>
<None
Include=
"Dialogs\rd-c.json"
/>
<None
Include=
"Dialogs\rd-c.json"
/>
<None
Include=
"Dialogs\rd-d.json"
/>
<None
Include=
"Dialogs\rd-d.json"
/>
<None
Include=
"sqlite3.dll"
>
<None
Include=
"sqlite3.dll"
>
...
...
bots.json
View file @
90f88870
...
@@ -25,6 +25,11 @@
...
@@ -25,6 +25,11 @@
"name"
:
"传说子"
,
"name"
:
"传说子"
,
"deck"
:
"Dragun"
,
"deck"
:
"Dragun"
,
"dialog"
:
"rd"
"dialog"
:
"rd"
},
{
"name"
:
"幻宇子"
,
"deck"
:
"Mituzi"
,
"dialog"
:
"Mituzi.zh-CN"
}
}
]
]
...
...
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