Commit 90f88870 authored by 苍蓝's avatar 苍蓝

update 幻宇子

parent d11241bb
Pipeline #6222 passed with stage
in 1 minute and 46 seconds
...@@ -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
...@@ -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
......
#created by ...
#main
120151029
120151029
120155002
120155002
120155002
120155001
120155001
120155001
120155022
120155022
120155024
120155024
120155024
120192010
120192010
120192010
120192011
120192011
120192011
120183034
120183034
120183034
120170037
120170037
120170037
120155025
120155025
120155025
120120037
120155044
120155044
120183053
120194004
120155042
120155042
120151033
120151033
120155053
120155053
120155054
#extra
!side
...@@ -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
......
{
"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~<(`^´)>"
]
}
...@@ -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
......
...@@ -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1Effect); AddExecutor(ExecutorType.Activate, CardId.左迁, 左迁1Effect);
AddExecutor(ExecutorType.Activate, CardId.减俸); AddExecutor(ExecutorType.Activate, CardId.减俸);
AddExecutor(ExecutorType.Activate, CardId.左迁, 左迁2Effect); AddExecutor(ExecutorType.Activate, CardId.左迁, 左迁2Effect);
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1Effect() private bool 左迁1Effect()
{ {
...@@ -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)
......
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 = 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.);
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;
}
}
}
...@@ -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()
{
if (Util.GetTotalAttackingMonsterAttack(1) > 1900)
return true;
return false;
}
private bool 落穴Effect() private bool 落穴Effect()
{ {
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;
}
private bool 圣防Effect()
{
if (Util.GetTotalAttackingMonsterAttack(1) > 1900) return true;
if (Util.GetTotalAttackingMonsterAttack(1) - Util.GetTotalAttackingMonsterAttack(0) > Bot.LifePoints && !Bot.HasDefendingMonster()) return true;
return false; return false;
} }
private bool 火星心少女Effect() private bool 火星心少女Effect()
......
...@@ -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()
......
...@@ -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1Effect); AddExecutor(ExecutorType.Activate, CardId.左迁, 左迁1Effect);
AddExecutor(ExecutorType.Activate, CardId.减俸); AddExecutor(ExecutorType.Activate, CardId.减俸);
AddExecutor(ExecutorType.Activate, CardId.左迁,左迁2Effect); AddExecutor(ExecutorType.Activate, CardId.左迁,左迁2Effect);
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 +104,7 @@ namespace WindBot.Game.AI.Decks ...@@ -102,6 +104,7 @@ 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 +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1Effect() private bool 左迁1Effect()
{ {
...@@ -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)
......
...@@ -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">
......
...@@ -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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