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windbot
Commits
f3d66bd5
Commit
f3d66bd5
authored
Sep 29, 2021
by
苍蓝
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update
parent
9b7a4b4f
Pipeline
#5935
passed with stage
in 38 seconds
Changes
1
Pipelines
1
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Showing
1 changed file
with
10 additions
and
35 deletions
+10
-35
Game/AI/Decks/TheLegendExecutor.cs
Game/AI/Decks/TheLegendExecutor.cs
+10
-35
No files found.
Game/AI/Decks/TheLegendExecutor.cs
View file @
f3d66bd5
...
...
@@ -24,7 +24,6 @@ namespace WindBot.Game.AI.Decks
public
const
int
机器栗子
=
120120017
;
public
const
int
斗牛士
=
120170035
;
public
const
int
凤凰龙
=
120110009
;
public
const
int
七星道法师
=
120130016
;
public
const
int
死苏
=
120194004
;
public
const
int
成金哥布林
=
120151018
;
public
const
int
强欲之壶
=
120181003
;
...
...
@@ -51,14 +50,15 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
电子科技翼龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
机器栗子
,
栗子
summon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect2
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect2
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
斗牛士
,
Monsterset
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
斗牛士
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
凤凰龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
对死者的供奉
,
死供
Effect
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
成金恐龙王
,
成金恐龙王
Summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
血腥魔兽人
);
AddExecutor
(
ExecutorType
.
Summon
OrSet
,
CardId
.
血腥魔兽人
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
凤凰龙
,
凤凰龙
summon
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
圣防
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
落穴
);
...
...
@@ -69,7 +69,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
对死者的供奉
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
圣精灵
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
凤凰龙
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
斗牛士
,
monsterset
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
机器栗子
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
...
...
@@ -140,7 +140,7 @@ namespace WindBot.Game.AI.Decks
// go first
return
true
;
}
public
bool
m
onsterset
()
public
bool
M
onsterset
()
{
if
(
Duel
.
Turn
==
1
)
{
...
...
@@ -157,18 +157,7 @@ namespace WindBot.Game.AI.Decks
return
false
;
return
true
;
}
private
bool
耳语妖精
Effect
()
{
IList
<
ClientCard
>
targets
=
new
List
<
ClientCard
>();
foreach
(
ClientCard
card
in
Enemy
.
GetGraveyardMonsters
())
{
if
(
card
.
Level
<=
4
)
targets
.
Add
(
card
);
}
return
true
;
}
private
bool
落穴
Effect
()
{
foreach
(
ClientCard
n
in
Duel
.
LastSummonedCards
)
...
...
@@ -187,7 +176,7 @@ namespace WindBot.Game.AI.Decks
}
private
bool
炸甲
Effect
()
{
if
(
Enemy
.
BattlingMonster
.
Attack
>
1
9
00
)
if
(
Enemy
.
BattlingMonster
.
Attack
>
1
5
00
)
return
true
;
return
false
;
}
...
...
@@ -201,10 +190,10 @@ namespace WindBot.Game.AI.Decks
};
if
(!
Bot
.
HasInGraveyard
(
targets
)
||
!
Enemy
.
HasInGraveyard
(
targets
))
{
return
false
;
AI
.
SelectCard
(
targets
);
return
true
;
}
AI
.
SelectCard
(
targets
);
return
true
;
return
false
;
}
private
bool
死苏
effect2
()
{
...
...
@@ -240,14 +229,7 @@ namespace WindBot.Game.AI.Decks
return
true
;
return
false
;
}
private
bool
火星心少女
Effect
()
{
foreach
(
ClientCard
m
in
Bot
.
Hand
)
AI
.
SelectCard
(
m
);
AI
.
SelectNextCard
(
Enemy
.
GetMonsters
().
GetHighestAttackMonster
());
AI
.
SelectYesNo
(
true
);
return
true
;
}
private
bool
死供
Effect
()
{
if
(
Util
.
IsOneEnemyBetterThanValue
(
1900
,
false
))
...
...
@@ -278,13 +260,6 @@ namespace WindBot.Game.AI.Decks
}
// return false;
}
private
bool
七星道法师
Effect
()
{
AI
.
SelectCard
(
Enemy
.
GetMonsters
().
GetHighestAttackMonster
());
return
true
;
}
}
...
...
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