Commit d9578872 authored by 苍蓝's avatar 苍蓝

update

parent 72bf1203
Pipeline #26097 passed with stage
in 23 seconds
......@@ -29,6 +29,11 @@ Name=光天女 Deck=Excutie Dialog=Excutie.zh-CN
强力的超可爱执行者卡组。
SUPPORT_MASTER_RULE_3 SUPPORT_NEW_MASTER_RULE SUPPORT_MASTER_RULE_2020
!黑曜魔导
Name=黑曜魔导 Deck=ObsidianMagical Dialog=rd-b.zh-CN
滤抽暗魔术师卡组。
SUPPORT_MASTER_RULE_3 SUPPORT_NEW_MASTER_RULE SUPPORT_MASTER_RULE_2020
!传说子
Name=传说子 Deck=TheLegend Dialog=rd
大量传说卡堆成的卡组。需勾选不检查卡组才能对战。
......
#created by ...
#main
120130000
120254035
120254035
120254035
120246080
120246081
120246081
120246081
120181002
120181002
120130041
120130041
120199052
120199052
120199052
120203027
120203027
120208053
120208053
120208053
120203029
120203029
120217018
120217018
120231069
120246018
120246083
120246083
120246083
120246084
120246084
120246084
120246085
120246085
120246085
120249055
120249055
120249055
120244055
120232005
#extra
!side
120105012
{
"welcome": [
"杂鱼~杂鱼~",
"哼,你就是我的对手吗?看起来不怎么样嘛。",
],
"deckerror": [
"哈,你的卡组出了点小问题?看来你还不够格和我对决。"
],
"duelstart": [
"你以为我会对你客气吗?",
"我可不会手下留情哟!"
],
"newturn": [
"轮到我了,抽卡!我手中的力量又增强了。",
"我抽到了什么?不管怎样,胜利的天平已经倾斜向我这边!"
],
"endturn": [
"回合结束,你就好好体会一下等待失败的煎熬吧。",
"我的回合结束,现在轮到你颤抖了。",
"轮到你了,希望你不要让我失望。",
"大叔生气了吗,嘻嘻~"
],
"directattack": [
"{0},直接攻击!你的生命值就是我的了!",
"{0},给我用力揍他!",
"{0},直接攻击对手!你的防御在我面前一无是处!",
"{0},攻击对手的生命值!让他们见识一下真正的力量!",
"{0},让杂鱼大叔见识一下你的力量。!"
],
"attack": [
"{0},攻击这只{1}!你的命运已经注定了!",
"你这杂鱼,捉弄起来真无趣。",
"{0},冲向那只杂鱼!",
"{1}只是个杂鱼罢了,连我的一根汗毛都不如。"
],
"ondirectattack": [
"哎呀呀,杂鱼生气了吗?",
"哼,就这点本事吗?",
"真是差劲透顶!",
"啊!好痛!!!",
"刚才的冒犯真的很对不起!请饶了我吧!我没想到会这样。",
"呜呜,我错了,我不该小看你的。{0}的攻击好痛。",
"请、请停下来!我、我再也不敢了!"
],
"facedownmonstername": "隐匿的怪兽",
"activate": [
"我发动{0}。你最好小心了,这将是你噩梦的开始。",
"我使用{0}的效果。看来你还没意识到局势的严重性。",
"我使用{0}的力量。在我的策略面前,你的抵抗毫无意义。"
],
"summon": [
"我召唤{0}。颤抖吧,因为你面对的是无敌的力量!",
"出来吧,{0}!这可不是你的杂鱼怪兽能比的!",
"出现吧,{0}!你的到来将宣告对手的末日!",
"出来吧{0}!你将见证真正的强者是如何战斗的!",
"召唤{0}。在我的怪兽面前,你的防御不过是纸糊的!"
],
"setmonster": [
"我放置了一只怪兽。这只是我胜利之路上的一小步。",
"我里侧表示放置了一只怪兽。你最好祈祷能抽到对付它的牌。"
],
"chaining": [
"看这里!我发动{0}!你已经落入我的陷阱!",
"你的每一个动作都在我的计算之中。",
"发动{0}!你无法逃脱我的掌控。",
"这是我为你准备的惊喜。"
]
}
......@@ -493,37 +493,7 @@ namespace WindBot.Game.AI.Decks
list[n] = temp;
}
}
public ClientCard GetBestEnemyCard_random()
{
// monsters
ClientCard card = Util.GetProblematicEnemyMonster(0, true);
if (card != null)
return card;
if (Util.GetOneEnemyBetterThanMyBest() != null)
{
card = Enemy.MonsterZone.GetHighestAttackMonster(true);
if (card != null)
return card;
}
// spells
List<ClientCard> enemy_spells = Enemy.GetSpells();
RandomSort(enemy_spells);
foreach (ClientCard sp in enemy_spells)
{
if (sp.IsFaceup() && !sp.IsDisabled()) return sp;
}
if (enemy_spells.Count > 0) return enemy_spells[0];
List<ClientCard> monsters = Enemy.GetMonsters();
if (monsters.Count > 0)
{
RandomSort(monsters);
return monsters[0];
}
return null;
}
private bool ImFeelingLazy()
{
if (Executors.Any(exec => (exec.Type == ExecutorType.SummonOrSet || exec.Type == ExecutorType.Summon || exec.Type == ExecutorType.MonsterSet) && exec.CardId == Card.Id))
......
using YGOSharp.OCGWrapper.Enums;
using System.Collections.Generic;
using System.Linq;
using WindBot;
using WindBot.Game;
using WindBot.Game.AI;
using System;
namespace WindBot.Game.AI.Decks
{
[Deck("ObsidianMagical", "AI_ObsidianMagical")]
public class ObsidianMagicalExecutor : DefaultExecutor
{
public class CardId
{
public const int 遂行者 = 120254035;
public const int 剑黎 = 120246080;
public const int 黑曜 = 120246081;
public const int DMG = 120181002;
public const int DMA = 120130041;
public const int DMB = 120203027;
public const int 采掘 = 120203029;
public const int 魔术的幕帘 = 120217018;
public const int 二重加速 = 120246018;
public const int 宝石 = 120246083;
public const int 魔导书弃却 = 120246084;
public const int 魔力抽出 = 120246085;
public const int 七宝船 = 120199052;
public const int 三猫 = 120249055;
public const int 天惠枪 = 120244055;
public const int 水流 = 120105012;
public const int 幽灵旋风 = 120208053;
}
public ObsidianMagicalExecutor(GameAI ai, Duel duel)
: base(ai, duel)
{
AddExecutor(ExecutorType.Activate, _CardId.魔法筒, 魔法筒Effect);
AddExecutor(ExecutorType.Activate, CardId.DMA, DMAEffect);
AddExecutor(ExecutorType.Activate, CardId.幽灵旋风);
AddExecutor(ExecutorType.Activate, CardId.水流);
AddExecutor(ExecutorType.Activate, CardId.三猫, 三猫Effect);
AddExecutor(ExecutorType.Activate, _CardId.黑洞, 黑洞Effect);
AddExecutor(ExecutorType.Activate, CardId.魔导书弃却);
AddExecutor(ExecutorType.Activate, CardId.七宝船, 七宝船Effect);
AddExecutor(ExecutorType.Activate, CardId.遂行者, 遂行者Effect);
AddExecutor(ExecutorType.Activate, CardId.采掘, 采掘Effect);
AddExecutor(ExecutorType.SpellSet, CardId.魔导书弃却, 抽出set);
AddExecutor(ExecutorType.SpellSet, CardId.三猫, 抽出set);
AddExecutor(ExecutorType.SpellSet, CardId.魔力抽出, 抽出set);
AddExecutor(ExecutorType.SpellSet, CardId.幽灵旋风, 抽出set);
AddExecutor(ExecutorType.SpellSet, CardId.水流, 抽出set);
AddExecutor(ExecutorType.SpellSet, CardId.天惠枪, 抽出set);
AddExecutor(ExecutorType.SpellSet, CardId.DMB, 抽出set);
AddExecutor(ExecutorType.SpellSet, CardId.魔导书弃却, 抽出set);
AddExecutor(ExecutorType.SpellSet, CardId.魔术的幕帘, 抽出set);
AddExecutor(ExecutorType.SpellSet, CardId.宝石, 抽出set);
AddExecutor(ExecutorType.SpellSet, CardId.采掘, 抽出set);
AddExecutor(ExecutorType.SpellSet, CardId.DMA, 抽出set);
AddExecutor(ExecutorType.Activate, CardId.魔力抽出, 魔力抽出Effect);
AddExecutor(ExecutorType.SpSummon, CardId.剑黎, 抽出sp);
AddExecutor(ExecutorType.Activate, CardId.宝石, 宝石Effect);
AddExecutor(ExecutorType.Activate, CardId.采掘, 采掘Effect2);
AddExecutor(ExecutorType.Activate, CardId.七宝船, 七宝船Effect2);
AddExecutor(ExecutorType.Activate, CardId.魔术的幕帘, 幕帘Effect);
AddExecutor(ExecutorType.SpellSet, CardId.七宝船, 抽出set);
AddExecutor(ExecutorType.Activate, CardId.二重加速, 二重加速Effect);
AddExecutor(ExecutorType.Activate, CardId.DMB, DMBEffect);
AddExecutor(ExecutorType.Activate, CardId.天惠枪, 天惠枪Effect);
AddExecutor(ExecutorType.SpellSet, CardId.魔力抽出, speset);
AddExecutor(ExecutorType.SpellSet, CardId.魔术的幕帘, speset);
AddExecutor(ExecutorType.SpellSet, CardId.七宝船, speset);
AddExecutor(ExecutorType.SpellSet, CardId.采掘, speset);
AddExecutor(ExecutorType.SpellSet, CardId.幽灵旋风, speset);
AddExecutor(ExecutorType.SpellSet, CardId.DMB, speset);
AddExecutor(ExecutorType.SpellSet, CardId.二重加速, speset);
AddExecutor(ExecutorType.SpellSet, CardId.水流, speset);
AddExecutor(ExecutorType.SpellSet, CardId.宝石, speset);
AddExecutor(ExecutorType.SpellSet, CardId.天惠枪, speset);
AddExecutor(ExecutorType.SpellSet, CardId.三猫, speset);
AddExecutor(ExecutorType.SpellSet, _CardId.魔法筒);
AddExecutor(ExecutorType.SpellSet, CardId.魔术的幕帘);
AddExecutor(ExecutorType.SpellSet, CardId.DMA);
AddExecutor(ExecutorType.SpellSet, _CardId.黑洞);
AddExecutor(ExecutorType.Summon, CardId.DMG, DMGsummon);
AddExecutor(ExecutorType.Activate, CardId.宝石, 宝石Effect2);
//AddExecutor(ExecutorType.Activate, DefaultDontChainMyself);
AddExecutor(ExecutorType.Repos, _CardId.黑魔术师, 圣防Repos);
AddExecutor(ExecutorType.Repos, CardId.遂行者, 圣防Repos);
AddExecutor(ExecutorType.Repos, CardId.DMG, 圣防Repos);
AddExecutor(ExecutorType.Repos, DefaultMonsterRepos);
//AddExecutor(ExecutorType.SummonOrSet, ImFeelingLazy);
}
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> HintMsgForDeck = new List<int>
{
HintMsg.SpSummon, HintMsg.ToGrave, HintMsg.Remove, HintMsg.AddToHand, HintMsg.FusionMaterial
};
private List<int> HintMsgForExtra = new List<int>
{
HintMsg.SpSummon, HintMsg.ToGrave, HintMsg.Remove, HintMsg.AddToHand, HintMsg.FusionMaterial
};
private List<int> HintMsgForSelf = new List<int>
{
HintMsg.Equip
};
private List<int> HintMsgForMaterial = new List<int>
{
HintMsg.FusionMaterial, HintMsg.SynchroMaterial, HintMsg.XyzMaterial, HintMsg.LinkMaterial, HintMsg.Release
};
private List<int> HintMsgForMaxSelect = new List<int>
{
HintMsg.SpSummon, HintMsg.ToGrave, HintMsg.AddToHand, HintMsg.FusionMaterial, HintMsg.Destroy, HintMsg.Equip ,HintMsg.Confirm
};
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 (HintMsgForDeck.Contains(hint))
{
IList<ClientCard> deckCards = cards.Where(card => card.Location == CardLocation.Deck).ToList();
// select deck's card first
while (deckCards.Count > 0 && selected.Count < max)
{
ClientCard card = deckCards[Program.Rand.Next(deckCards.Count)];
selected.Add(card);
deckCards.Remove(card);
cards.Remove(card);
}
}
if (HintMsgForExtra.Contains(hint))
{
IList<ClientCard> ExtraCards = cards.Where(card => card.Location == CardLocation.Extra).ToList();
// select extra's card first
while (ExtraCards.Count > 0 && selected.Count < max)
{
ClientCard card = ExtraCards[Program.Rand.Next(ExtraCards.Count)];
selected.Add(card);
ExtraCards.Remove(card);
cards.Remove(card);
}
}
if (HintMsgForSelf.Contains(hint))
{
IList<ClientCard> botCards = cards.Where(card => card.Controller == 0).ToList();
// select bot's card first
while (botCards.Count > 0 && selected.Count < max)
{
ClientCard card = botCards[Program.Rand.Next(botCards.Count)];
selected.Add(card);
botCards.Remove(card);
cards.Remove(card);
}
}
if (HintMsgForMaterial.Contains(hint))
{
IList<ClientCard> materials = cards.OrderBy(card => card.Attack).ToList();
// select low attack first
while (materials.Count > 0 && selected.Count < min)
{
ClientCard card = materials[0];
selected.Add(card);
materials.Remove(card);
cards.Remove(card);
}
}
// select random cards
while (selected.Count < min)
{
ClientCard card = cards[Program.Rand.Next(cards.Count)];
selected.Add(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 int OnSelectOption(IList<int> options)
{
return Program.Rand.Next(options.Count);
}
public override CardPosition OnSelectPosition(int cardId, IList<CardPosition> positions)
{
YGOSharp.OCGWrapper.NamedCard cardData = YGOSharp.OCGWrapper.NamedCard.Get(cardId);
if (cardData != null)
{
if (cardData.Attack < 0)
return CardPosition.FaceUpAttack;
if (cardData.Attack <= 1000)
return CardPosition.FaceUpDefence;
}
return 0;
}
public override bool OnSelectHand()
{
// go first
return true;
}
public void RandomSort(List<ClientCard> list)
{
int n = list.Count;
while (n-- > 1)
{
int index = Program.Rand.Next(n + 1);
ClientCard temp = list[index];
list[index] = list[n];
list[n] = temp;
}
}
public ClientCard GetBelowLv8()
{
List<ClientCard> enemyMonsters = Enemy.GetMonsters();
ClientCard highestLevelMonster = null;
foreach (ClientCard monster in enemyMonsters)
{
if (monster.Level < 8)
{
if (highestLevelMonster == null || monster.Level > highestLevelMonster.Level)
{
highestLevelMonster = monster;
}
}
}
return highestLevelMonster;
}
public override BattlePhaseAction OnSelectAttackTarget(ClientCard attacker, IList<ClientCard> defenders)
{
int minAttack = 1450;
foreach (ClientCard defender in defenders)
{
if (defender.IsAttack() && defender.Attack < minAttack)
minAttack = defender.Attack;
}
foreach (ClientCard defenderCard in defenders)
if (defenderCard.IsAttack() && defenderCard.Attack == minAttack)
{
return AI.Attack(attacker, defenderCard);
}
return base.OnSelectAttackTarget(attacker, defenders);
}
private IList<int> over3 = new[] {
_CardId.黑洞, CardId.DMA, CardId.宝石, CardId.二重加速, CardId.DMB, CardId.魔力抽出, CardId.幽灵旋风, CardId.水流, CardId.魔导书弃却, CardId.天惠枪, CardId.魔术的幕帘, CardId.七宝船, CardId.采掘, CardId.三猫};
private IList<int> target = new[] {
CardId.三猫, CardId.宝石, _CardId.黑洞, CardId.DMB, CardId.魔导书弃却, CardId.幽灵旋风,CardId.魔术的幕帘, CardId.水流,CardId.天惠枪, CardId.二重加速, CardId.七宝船, CardId.魔力抽出, CardId.DMA, CardId.采掘};
private IList<int> cost2 = new[] {
CardId.三猫, CardId.幽灵旋风,CardId.水流, CardId.DMB, CardId.二重加速, CardId.采掘,CardId.魔术的幕帘, CardId.七宝船, CardId.魔导书弃却, CardId.天惠枪, CardId.魔力抽出, CardId.宝石,CardId.DMA, _CardId.黑洞 };
private IList<int> mon = new[] {
_CardId.黑魔术师, CardId.遂行者, CardId.黑曜, CardId.剑黎};
private IList<int> mon2 = new[] {
CardId.黑曜, CardId.遂行者, CardId.剑黎 ,_CardId.黑魔术师};
private IList<int> mon3 = new[] {
CardId.黑曜, CardId.遂行者, CardId.剑黎 ,_CardId.黑魔术师 ,CardId.DMG};
private bool speset()
{
if (Bot.GetSpellCountWithoutField() <= 1)
return true;
return false;
}
private bool 抽出set()
{
if (Bot.HasInSpellZone(CardId.魔力抽出) && Bot.GetSpellCountWithoutField() < 3)
return true;
if (Bot.HasInHand(CardId.魔力抽出) && Bot.GetSpellCountWithoutField() < 2)
return true;
return false;
}
private bool 抽出sp()
{
if (Bot.HasInHand(CardId.魔力抽出) && Bot.Hand.GetMatchingCardsCount(card => card.Level >= 6) == 1 )
return false;
return true;
}
private bool DMGsummon()
{
int tributecount = 1;
IList<int> ssmon = new[] {
CardId.DMG, _CardId.黑魔术师, CardId.剑黎, CardId.遂行者};
if ((Bot.GetHandCount() <= 4) && (Bot.HasInMonstersZone(ssmon)) && (Bot.HasInMonstersZoneOrInGraveyard(_CardId.黑魔术师)))
for (int j = 0; j < 7; ++j)
{
ClientCard tributeCard = Bot.MonsterZone[j];
if (tributeCard == null) continue;
if (tributeCard.IsCode(ssmon))
tributecount--;
}
return tributecount <= 0;
}
private bool 遂行者Effect()
{
int hya;
if (Bot.GetGraveyardSpells().Count >= 15)
hya = 1000;
else
hya = 1500;
ClientCard highest8 = GetBelowLv8();
if (!Bot.HasInMonstersZone(CardId.黑曜) && Bot.GetGraveyardSpells().Count >= 10)
{
AI.SelectYesNo(true);
if (Bot.GetGraveyardMonsters().Count > 3)
{
AI.SelectCard(over3);
if (highest8 != null)
AI.SelectNextCard(highest8);
}
if (Bot.GetGraveyardMonsters().Count <= 3)
{
AI.SelectCard(target);
if (highest8 != null)
AI.SelectNextCard(highest8);
}
}
if (Bot.HasInMonstersZone(CardId.黑曜) && Bot.GetGraveyardSpells().Count >= 10 && Util.GetBestAttack(Bot) - Util.GetBestAttack(Enemy) >= hya)
{
AI.SelectYesNo(true);
if (Bot.GetGraveyardMonsters().Count > 3) AI.SelectCard(over3); AI.SelectNextCard(Enemy.MonsterZone.GetHighestAttackMonster());
if (Bot.GetGraveyardMonsters().Count <= 3) AI.SelectCard(target); AI.SelectNextCard(Enemy.MonsterZone.GetHighestAttackMonster());
}
if (Bot.HasInMonstersZone(CardId.黑曜) && Bot.GetGraveyardSpells().Count >= 10 && Util.GetBestAttack(Bot) - Util.GetBestAttack(Enemy) < hya)
{
AI.SelectYesNo(false);
}
if (Bot.GetGraveyardSpells().Count < 10)
return true;
return false;
}
private bool DMAEffect()
{
if (Enemy.GetSpellCount() >= 2
&& (Bot.HasInMonstersZone(_CardId.黑魔术师) || Bot.HasInMonstersZone(CardId.遂行者)))
return true;
if (Enemy.GetSpellCount() == 1
&& (Bot.HasInMonstersZone(_CardId.黑魔术师) || Bot.HasInMonstersZone(CardId.遂行者))
&& Bot.MonsterZone.GetMatchingCardsCount(card => card.IsAttack() && card.Attack >= Enemy.LifePoints) >= 2)
return true;
return false;
}
private bool 七宝船Effect()
{
if (!Bot.HasInHand(CardId.魔力抽出) && Bot.HasInHand(mon))
{
AI.SelectCard(mon);
AI.SelectYesNo(true);
return true;
}
return false;
}
private bool 七宝船Effect2()
{
if (Bot.HasInHand(mon))
{
AI.SelectCard(mon);
AI.SelectYesNo(true);
return true;
}
return false;
}
private bool 魔力抽出Effect()
{
if (Bot.HasInSpellZone(target))
{
AI.SelectCard(target);
if (Bot.HasInHand(mon))
{
AI.SelectYesNo(true);
AI.SelectNextCard(mon);
}
}
return true; ;
}
private bool 幕帘Effect()
{
if (Bot.HasInHandOrInSpellZone(CardId.DMA) && (Bot.HasInHand(CardId.遂行者) || Bot.HasInHand(_CardId.黑魔术师))&& Enemy.GetSpellCount() >= 2)
{
AI.SelectCard(CardId.遂行者, _CardId.黑魔术师);
return true;
}
if (Bot.HasInHand(CardId.黑曜) && Bot.GetGraveyardSpells().Count >=5 )
{
AI.SelectCard(CardId.黑曜);
return true;
}
if (Bot.HasInHand(CardId.遂行者))
{
AI.SelectCard(CardId.遂行者);
return true;
}
if (Bot.HasInHand(mon3)) AI.SelectCard(mon3);
return true;
}
private bool 天惠枪Effect()
{
if (Bot.HasInMonstersZone(CardId.黑曜))
{
AI.SelectCard(CardId.黑曜);
return true;
}
if (Bot.HasInMonstersZone(CardId.遂行者))
{
AI.SelectCard(CardId.遂行者);
return true;
}
if (Bot.HasInMonstersZone(_CardId.黑魔术师))
{
AI.SelectCard(_CardId.黑魔术师);
return true;
}
if (Bot.HasInMonstersZone(CardId.剑黎))
{
AI.SelectCard(CardId.剑黎);
return true;
}
return true;
}
private bool 二重加速Effect()
{
if (Duel.Turn == 1)
return false;
if (!Enemy.HasAttackingMonster() && Enemy.HasDefendingMonster() && Enemy.GetMonsterCount() >= Bot.GetMonsterCount())
return false;
else
AI.SelectCard();
AI.SelectNextCard(mon3);
return true;
}
private bool DMBEffect()
{
if (Duel.Turn == 1)
return false;
if (!Enemy.HasAttackingMonster() && Enemy.HasDefendingMonster() && Enemy.GetMonsterCount() >= Bot.GetMonsterCount())
return false;
else
AI.SelectCard(mon3);
return true;
}
private bool 三猫Effect()
{
if (Bot.GetGraveyardMonsters().Count <= 3)
{
AI.SelectYesNo(true);
if (Bot.GetGraveyardMonsters().Count >= 2 && Bot.Hand.GetMatchingCardsCount(card => card.Level >= 6) >= 3 && Bot.HasInGraveyard(CardId.七宝船))
{
AI.SelectCard(CardId.七宝船);
return true;
}
if (Bot.GetGraveyardMonsters().Count >= 2 && Bot.Hand.GetMatchingCardsCount(card => card.Level >= 6) == 0 && Bot.HasInGraveyard(CardId.宝石))
{
AI.SelectCard(CardId.宝石);
return true;
}
if (Bot.GetGraveyardMonsters().Count >= 2 && Enemy.GetSpellCount() > 2 && (Bot.HasInMonstersZone(_CardId.黑魔术师) || Bot.HasInMonstersZone(CardId.遂行者)) && Bot.HasInGraveyard(CardId.DMA))
{
AI.SelectCard(CardId.DMA);
return true;
}
if (Bot.GetGraveyardMonsters().Count >= 2 && Bot.HasInGraveyard(CardId.天惠枪) && !Enemy.HasAttackingMonster() && (Bot.HasInMonstersZone(CardId.黑曜) || Bot.HasInHandOrInSpellZone(CardId.宝石)))
{
AI.SelectCard(CardId.天惠枪);
return true;
}
if (Bot.GetGraveyardMonsters().Count >= 2 && Bot.Hand.GetMatchingCardsCount(card => card.Level >= 6) == 0 && Bot.HasInGraveyard(CardId.剑黎))
{
AI.SelectCard(CardId.剑黎);
return true;
}
else
AI.SelectCard(target);
return true;
}
else if (!Bot.HasInHand(CardId.魔导书弃却) && Bot.HasInMonstersZone(CardId.黑曜))
{
return true;
}
return false;
}
private bool 采掘Effect()
{
if (Util.IsOneEnemyBetter() && Util.GetTotalAttackingMonsterAttack(1) >= 3500 && !Enemy.HasInMonstersZone(_CardId.终焰魔神) && Bot.HasInGraveyard(_CardId.黑洞))
{
AI.SelectCard(cost2);
AI.SelectNextCard(_CardId.黑洞);
return true;
}
if (Enemy.GetMonsterCount() >0 && Bot.GetGraveyardMonsters().Count < 3 && Bot.HasInGraveyard(CardId.三猫) )
{
AI.SelectCard(cost2);
AI.SelectNextCard(CardId.三猫);
return true;
}
if (Bot.GetMonsterCount() <= 1 && Bot.HasInGraveyard(CardId.宝石) && (Bot.HasInHandOrInGraveyard(CardId.DMG) && Bot.HasInHandOrInGraveyard(mon2)))
{
AI.SelectCard(cost2);
AI.SelectNextCard(CardId.宝石);
return true;
}
if (Bot.Hand.GetMatchingCardsCount(card => card.Level >= 6) >= 3 && Bot.HasInGraveyard(CardId.七宝船))
{
AI.SelectCard(cost2);
AI.SelectNextCard(CardId.七宝船);
return true;
}
if (Bot.HasInMonstersZone(CardId.黑曜) && Bot.HasInGraveyard(CardId.天惠枪) && !Enemy.HasAttackingMonster() && Enemy.HasDefendingMonster())
{
AI.SelectCard(cost2);
AI.SelectNextCard(CardId.天惠枪);
return true;
}
return false;
}
private bool 采掘Effect2()
{
if (Enemy.GetSpellCount() >= 2 && (Bot.HasInMonstersZone(_CardId.黑魔术师) || Bot.HasInMonstersZone(CardId.遂行者)) && Bot.HasInGraveyard(CardId.DMA))
{
AI.SelectCard(cost2);
AI.SelectNextCard(CardId.DMA);
return true;
}
if (Bot.Deck.Count >= 10 && Bot.HasInGraveyard(CardId.魔导书弃却))
{
AI.SelectCard(cost2);
AI.SelectNextCard(CardId.魔导书弃却);
return true;
}
if (Duel.Turn != 1 && Bot.HasInGraveyard(CardId.二重加速) && Bot.HasAttackingMonster() && Bot.Graveyard.GetMatchingCardsCount(card => card.Level > 5) >= 2)
{
AI.SelectCard(cost2);
AI.SelectNextCard(CardId.二重加速);
return true;
}
return false;
}
private bool 宝石Effect()
{
if (Bot.GetMonsterCount() <= 1)
{
if (Bot.HasInHandOrInGraveyard(CardId.DMG) && Bot.HasInHandOrInGraveyard(mon2))
AI.SelectCard(mon2);
return true;
}
return false;
}
private bool 宝石Effect2()
{
if (Bot.GetMonsterCount() == 2)
{
if (Bot.HasInGraveyard(mon2) && Enemy.GetSpellCountWithoutField() <= 1)
AI.SelectCard(mon2);
return true;
}
return false;
}
}
}
......@@ -83,6 +83,7 @@
<Compile Include="Game\AI\Decks\LuckyExecutor.cs" />
<Compile Include="Game\AI\Decks\MathMechExecutor.cs" />
<Compile Include="Game\AI\Decks\MituziExecutor.cs" />
<Compile Include="Game\AI\Decks\ObsidianMagicalExecutor.cs" />
<Compile Include="Game\AI\Decks\PureWindsExecutor.cs" />
<Compile Include="Game\AI\Decks\DragunExecutor.cs" />
<Compile Include="Game\AI\Decks\Level8Executor.cs" />
......@@ -178,7 +179,73 @@
<None Include="Decks\*.ydk">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\*.json">
<None Include="Dialogs\anothercopy.zh-CN.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\BA.zh-TW.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\cirno.zh-CN.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\copy.zh-CN.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\default.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\Excutie.zh-CN.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\gugugu.zh-CN.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\kiwi.zh-TW.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\Mituzi.zh-CN.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\mokey.zh-CN.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\near.zh-CN.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\rd-b.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\rd-a.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\rd-c.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\rd-d.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\rd.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\smart.zh-CN.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\soul.zh-CN.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\swordsman.zh-CN.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\verre.zh-CN.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\VI-1911.zh-CN.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\Zefra.zh-CN.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Dialogs\zh-CN.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
</ItemGroup>
......
......@@ -30,6 +30,11 @@
"name": "光天女",
"deck": "Excutie",
"dialog": "Excutie.zh-CN"
},
{
"name": "黑曜魔导",
"deck": "ObsidianMagical",
"dialog": "ObsidianMagical.zh-CN"
},
{
"name": "幻宇子",
......
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