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windbot
Commits
da9d8577
Commit
da9d8577
authored
Aug 05, 2024
by
苍蓝
Browse files
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Email Patches
Plain Diff
fix
parent
8c413a87
Pipeline
#28917
passed with stage
in 22 seconds
Changes
9
Pipelines
1
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Inline
Side-by-side
Showing
9 changed files
with
105 additions
and
28 deletions
+105
-28
Game/AI/Decks/ExcutieExecutor.cs
Game/AI/Decks/ExcutieExecutor.cs
+3
-0
Game/AI/Decks/LuckyExecutor.cs
Game/AI/Decks/LuckyExecutor.cs
+2
-0
Game/AI/Decks/MituziExecutor.cs
Game/AI/Decks/MituziExecutor.cs
+3
-0
Game/AI/Decks/MokeyMokeyExecutor.cs
Game/AI/Decks/MokeyMokeyExecutor.cs
+4
-0
Game/AI/Decks/MokeyMokeyKingExecutor.cs
Game/AI/Decks/MokeyMokeyKingExecutor.cs
+3
-0
Game/AI/Decks/ObsidianMagicalExecutor.cs
Game/AI/Decks/ObsidianMagicalExecutor.cs
+61
-27
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
+3
-0
Game/AI/Decks/TheLegendExecutor.cs
Game/AI/Decks/TheLegendExecutor.cs
+6
-1
Game/AI/DefaultExecutor.cs
Game/AI/DefaultExecutor.cs
+20
-0
No files found.
Game/AI/Decks/ExcutieExecutor.cs
View file @
da9d8577
...
...
@@ -85,6 +85,9 @@ namespace WindBot.Game.AI.Decks
//AddExecutor(ExecutorType.Activate, DefaultDontChainMyself);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
救火女
,
反转
Repos
);;
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
光天女
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
夜魔女
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
花草女
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
主存女
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
细剑女
,
圣防
Repos
);
...
...
Game/AI/Decks/LuckyExecutor.cs
View file @
da9d8577
...
...
@@ -27,6 +27,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
激流葬
,
激流葬
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
真空湮灭
,
真空湮灭
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
圣防
,
圣防
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
沙尘防护罩
,
圣防
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
暗黑释放
,
圣防
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
ImFeelingLucky
);
...
...
@@ -117,6 +118,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
死供
,
死供
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
活杀
,
活杀
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
耳语妖精
,
耳语妖精
Effect
);
AddExecutor
(
ExecutorType
.
Repos
,
反转
Repos2
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
圣防
Repos
);
...
...
Game/AI/Decks/MituziExecutor.cs
View file @
da9d8577
...
...
@@ -84,6 +84,9 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
加百列热茶
,
加百列热茶
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
幻煌
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
起重龙
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
建造龙
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
SpellSet
,
TrapCardSet
);
AddExecutor
(
ExecutorType
.
SpellSet
);
...
...
Game/AI/Decks/MokeyMokeyExecutor.cs
View file @
da9d8577
...
...
@@ -93,6 +93,10 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
星战骑佩流安
,
星战骑佩流安
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
加百列热茶
,
加百列热茶
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
破坏之剑士
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
_CardId
.
结界像
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
连击龙
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
七星道魔术师
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
青眼白龙
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
破坏之剑士
,
圣防
Repos
);
...
...
Game/AI/Decks/MokeyMokeyKingExecutor.cs
View file @
da9d8577
...
...
@@ -85,6 +85,9 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
七星道法师
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
青眼白龙
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
连击龙
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
七星道魔术师
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
青眼白龙
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
破坏之剑士
,
圣防
Repos
);
//AddExecutor(ExecutorType.Activate, CardId.sionmax, sionmaxEffect);
...
...
Game/AI/Decks/ObsidianMagicalExecutor.cs
View file @
da9d8577
...
...
@@ -73,26 +73,30 @@ namespace WindBot.Game.AI.Decks
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
,
spe
set
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
魔术的幕帘
,
幕帘
set
);
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
.
宝石
,
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
.
水流
,
speset
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
天惠枪
,
speset
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
三猫
,
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
.
宝石
);
AddExecutor
(
ExecutorType
.
SpellSet
,
_CardId
.
黑洞
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
DMA
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
DMG
,
DMGsummon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
宝石
,
宝石
Effect2
);
//AddExecutor(ExecutorType.Activate, DefaultDontChainMyself);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
黑曜
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
_CardId
.
黑魔术师
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
遂行者
,
反转
Repos
);
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
);
...
...
@@ -338,6 +342,12 @@ namespace WindBot.Game.AI.Decks
return
true
;
return
false
;
}
private
bool
幕帘
set
()
{
if
(
Bot
.
LifePoints
>
1000
&&
Bot
.
GetSpellCountWithoutField
()
<=
1
)
return
true
;
return
false
;
}
private
bool
抽出
sp
()
{
...
...
@@ -431,41 +441,51 @@ namespace WindBot.Game.AI.Decks
AI
.
SelectYesNo
(
true
);
return
true
;
}
else
if
(
Bot
.
HasInHand
(
CardId
.
DMG
)
&&
Bot
.
GetSpellCount
()
>=
2
&&
Bot
.
GetHandCount
()
>=
4
)
{
AI
.
SelectCard
(
CardId
.
DMG
);
return
true
;
}
return
false
;
}
private
bool
魔力抽出
Effect
()
{
if
(
Bot
.
HasInSpellZone
(
target
))
if
(
Bot
.
HasInSpellZone
(
cost2
))
{
AI
.
SelectCard
(
target
);
if
(
Bot
.
HasInHand
(
mon
))
AI
.
SelectCard
(
cost2
);
if
(
Bot
.
HasInHand
(
mon
3
))
{
AI
.
SelectYesNo
(
true
);
AI
.
SelectNextCard
(
mon
);
AI
.
SelectNextCard
(
mon
3
);
}
}
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
)
if
(
Bot
.
LifePoints
>
1000
)
{
AI
.
SelectCard
(
CardId
.
黑曜
);
return
true
;
}
if
(
Bot
.
HasInHand
(
CardId
.
遂行者
))
{
AI
.
SelectCard
(
CardId
.
遂行者
);
return
true
;
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
;
}
if
(
Bot
.
HasInHand
(
mon3
))
AI
.
SelectCard
(
mon3
);
return
true
;
return
false
;
}
private
bool
天惠枪
Effect
()
{
if
(
Bot
.
HasInMonstersZone
(
CardId
.
黑曜
))
...
...
@@ -516,16 +536,26 @@ namespace WindBot.Game.AI.Decks
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
))
if
(
Bot
.
GetGraveyardMonsters
().
Count
>=
2
&&
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>=
7
)
>=
2
&&
Bot
.
HasInGraveyard
(
CardId
.
七宝船
))
{
AI
.
SelectCard
(
CardId
.
七宝船
);
return
true
;
}
if
(
Bot
.
GetGraveyardMonsters
().
Count
>=
2
&&
!
Bot
.
GetMonsters
().
Any
()
&&
Bot
.
HasInGraveyard
(
CardId
.
宝石
)
&&
!
Bot
.
HasInHandOrInSpellZone
(
CardId
.
宝石
))
{
AI
.
SelectCard
(
CardId
.
宝石
);
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
&&
!
Bot
.
GetMonsters
().
Any
()
&&
Bot
.
HasInHand
(
mon3
)
&&
Bot
.
HasInGraveyard
(
CardId
.
魔术的幕帘
)
&&
!
Bot
.
HasInHandOrInSpellZoneOrInGraveyard
(
CardId
.
宝石
))
{
AI
.
SelectCard
(
CardId
.
魔术的幕帘
);
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
);
...
...
@@ -549,6 +579,10 @@ namespace WindBot.Game.AI.Decks
{
return
true
;
}
else
if
(
Bot
.
GetHandCount
()
>=
5
)
{
return
true
;
}
return
false
;
}
private
bool
采掘
Effect
()
...
...
@@ -614,7 +648,7 @@ namespace WindBot.Game.AI.Decks
if
(
Bot
.
GetMonsterCount
()
<=
1
)
{
if
(
Bot
.
HasInHandOrInGraveyard
(
CardId
.
DMG
)
&&
Bot
.
HasInHandOrInGraveyard
(
mon2
))
AI
.
SelectCard
(
mon
2
);
AI
.
SelectCard
(
mon
3
);
return
true
;
}
return
false
;
...
...
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
View file @
da9d8577
...
...
@@ -120,6 +120,9 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
SpellSet
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
世纪末兽机界
,
DefaultField2
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
钢机神
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
最强战旗
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
恶德
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
最强战旗
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
钢机神
,
圣防
Repos
);
}
...
...
Game/AI/Decks/TheLegendExecutor.cs
View file @
da9d8577
...
...
@@ -84,7 +84,12 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Repos
,
_CardId
.
手枪龙
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
破坏之剑士
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
连击龙
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
人造人
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
人造人
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
青眼白龙
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
_CardId
.
手枪龙
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
_CardId
.
黑魔术师
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
小手枪龙
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
狼人
,
反转
Repos
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
千年盾
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
成金恐龙王
,
成金恐龙王
Summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
成金恐龙王
,
成金恐龙王
Summon
);
...
...
Game/AI/DefaultExecutor.cs
View file @
da9d8577
...
...
@@ -43,6 +43,10 @@ namespace WindBot.Game.AI
public
const
int
万能地雷
=
120234005
;
public
const
int
万能地雷
2
=
120237001
;
public
const
int
落穴
=
120150019
;
public
const
int
神鸟攻击
=
120247065
;
public
const
int
攻击无力化
=
120249065
;
public
const
int
沙尘防护罩
=
120263038
;
public
const
int
强脱
=
120254032
;
public
const
int
暗黑释放
=
120105013
;
public
const
int
真空湮灭
=
120216026
;
public
const
int
亚龙地狱
=
120231068
;
...
...
@@ -550,6 +554,18 @@ namespace WindBot.Game.AI
}
return
false
;
}
protected
bool
反转
Repos
()
{
if
(
Card
.
IsFacedown
())
return
true
;
return
false
;
}
protected
bool
反转
Repos2
()
{
if
(
Card
.
IsFacedown
()
&&
Card
.
Attack
>=
2100
)
return
true
;
return
false
;
}
protected
bool
圣防
Repos
()
{
...
...
@@ -563,6 +579,10 @@ namespace WindBot.Game.AI
_CardId
.
万能地雷
,
_CardId
.
万能地雷
2
,
_CardId
.
大灾害
,
_CardId
.
神鸟攻击
,
_CardId
.
攻击无力化
,
_CardId
.
强脱
,
_CardId
.
沙尘防护罩
,
_CardId
.
激流葬
};
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
card
.
Level
>
5
)
>=
2
...
...
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