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
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...@@ -35,7 +36,6 @@ ...@@ -35,7 +36,6 @@
120155060 120155060
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120183062 120183062
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120183063 120183063
120183063 120183063
120170061 120170061
......
#created by ...
#main
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#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)
......
This diff is collapsed.
...@@ -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()
......
...@@ -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);
...@@ -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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