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windbot
Commits
b2427bbd
Commit
b2427bbd
authored
Mar 13, 2021
by
mercury233
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add LuckyExecutor
parent
1348ee44
Changes
3
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3 changed files
with
62 additions
and
0 deletions
+62
-0
Game/AI/Decks/LuckyExecutor.cs
Game/AI/Decks/LuckyExecutor.cs
+56
-0
Game/GameAI.cs
Game/GameAI.cs
+5
-0
WindBot.csproj
WindBot.csproj
+1
-0
No files found.
Game/AI/Decks/LuckyExecutor.cs
0 → 100644
View file @
b2427bbd
using
YGOSharp.OCGWrapper.Enums
;
using
System.Collections.Generic
;
using
WindBot
;
using
WindBot.Game
;
using
WindBot.Game.AI
;
namespace
WindBot.Game.AI.Decks
{
[
Deck
(
"Lucky"
,
"AI_Test"
,
"Test"
)]
public
class
LuckyExecutor
:
DefaultExecutor
{
public
LuckyExecutor
(
GameAI
ai
,
Duel
duel
)
:
base
(
ai
,
duel
)
{
AddExecutor
(
ExecutorType
.
SpSummon
,
ImFeelingLucky
);
AddExecutor
(
ExecutorType
.
Activate
,
ImFeelingLucky
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
ImFeelingLucky
);
AddExecutor
(
ExecutorType
.
SpellSet
,
ImFeelingLucky
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
}
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
>
cards
=
new
List
<
ClientCard
>(
_cards
);
IList
<
ClientCard
>
selected
=
new
List
<
ClientCard
>();
if
(
max
>
cards
.
Count
)
max
=
cards
.
Count
;
// select random cards
while
(
selected
.
Count
<
max
)
{
ClientCard
card
=
cards
[
Program
.
Rand
.
Next
(
cards
.
Count
)];
selected
.
Add
(
card
);
cards
.
Remove
(
card
);
}
return
selected
;
}
public
override
int
OnSelectOption
(
IList
<
int
>
options
)
{
return
Program
.
Rand
.
Next
(
options
.
Count
);
}
private
bool
ImFeelingLucky
()
{
return
Program
.
Rand
.
Next
(
9
)
>=
3
&&
DefaultDontChainMyself
();
}
}
}
\ No newline at end of file
Game/GameAI.cs
View file @
b2427bbd
...
@@ -951,6 +951,11 @@ namespace WindBot.Game
...
@@ -951,6 +951,11 @@ namespace WindBot.Game
m_materialSelector
=
null
;
m_materialSelector
=
null
;
}
}
public
bool
HaveSelectedCards
()
{
return
m_selector
.
Count
>
0
||
m_materialSelector
!=
null
;
}
public
CardSelector
GetSelectedCards
()
public
CardSelector
GetSelectedCards
()
{
{
CardSelector
selected
=
null
;
CardSelector
selected
=
null
;
...
...
WindBot.csproj
View file @
b2427bbd
...
@@ -72,6 +72,7 @@
...
@@ -72,6 +72,7 @@
<Compile
Include=
"Game\AI\Decks\AltergeistExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\AltergeistExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\FamiliarPossessedExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\FamiliarPossessedExecutor.cs"
/>
<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\MathMechExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\MathMechExecutor.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"
/>
...
...
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