Commit fa96dfae authored by nanahira's avatar nanahira

mg

parents 3b92c1dd 42a2cc6b
#created by ...
#main
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#extra
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!side
......@@ -2,7 +2,6 @@
#main
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......@@ -11,20 +10,21 @@
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......@@ -42,18 +42,18 @@
84749824
#extra
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!side
{
"welcome": [
"真難得有人發現這個。",
"真沒想到你能跟我對戰呢!決鬥者。不過也就到此為止了,接下來由我V.F.D(非常友善的決鬥者)來做你的對手。"
],
"deckerror": [
"阿,可能BA又把CBD修壞導致{0}消失了。"
],
"duelstart": [
"這只是AI,打贏不要太高興阿。",
"十分致謝233服讓我們有遊戲可以玩,別忘記去拜訪他們。",
"反主流學院請洽NOVA。",
"Wryyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy."
],
"newturn": [
"到我的回合了,抽牌!",
"我的回合,抽牌!",
"我抽了一張卡。"
],
"endturn": [
"回合结束。",
"我的回合结束了。",
"這樣算是成功的展開嗎......",
"輪到你了。你的下一句是......我要發動灰流麗對吧!"
],
"directattack": [
"{0},直接攻擊!",
"{0},直接攻擊對手!",
"{0},没有防守的地方,攻擊!",
"{0},攻擊對手的生命值!",
"{0},直接攻擊對手的生命值!",
"{0},通過直接攻擊打倒對手!",
"{0},使用直接攻擊打倒對手!",
"{0},直接攻擊釋放你的力量吧!",
"我的{0}將會粉碎你的生命值!",
"向對手展示你的力量吧,{0}!",
"你已經無法阻止我了。{0},攻擊!"
],
"attack": [
"{0},攻擊這體{1}!",
"{0},消滅這體{1}!",
"{0},打倒{1}!",
"{0},衝向那體{1}!",
"{0},把你的力量释放到{1}上吧!"
],
"ondirectattack": [
"可惡......",
"不過是{0}而已!",
"果然我還是太弱了......"
],
"facedownmonstername": "怪獸",
"activate": [
"我發動{0}。",
"我使用{0}的效果。",
"我使用{0}的力量。"
],
"summon": [
"真是HIGH的最高點!出來吧{0}。",
"出來吧,{0}!",
"出現吧,{0}!",
"我召喚了強大的{0}!",
"我呼喚{0}參加戰鬥!",
"我呼喚出{0}。",
"我召喚{0}。"
],
"setmonster": [
"我放置了一體怪獸。",
"我裡側表示放置了一體怪獸。"
],
"chaining": [
"看這裡!發動{0}!",
"我使用{0}的力量。",
"很不錯的戰術...但是我拒絕!{0}!",
"真不愧是納粹,竟然能識破我的蓋牌......你說你只是單純的決鬥者?{0},發動!",
"看樣子你忘了我的{0}!",
"你考慮過我有{0}嗎?"
]
}
{
"welcome": [
"你找到我了!!!",
"來決鬥吧"
],
"deckerror": [
"阿,可能BA又把CBD修壞導致{0}消失了。"
],
"duelstart": [
"這只是AI,打贏不要太高興阿。",
"十分致謝233服讓我們有遊戲可以玩,別忘記去拜訪他們。",
"反主流學院請洽NOVA。"
],
"newturn": [
"到我的回合了,抽牌!",
"我的回合,抽牌!",
"我抽了一張卡。"
],
"endturn": [
"回合结束。",
"我的回合结束了。",
"這樣算是成功的展開嗎......",
"輪到你了。你的下一句是......我要發動灰流麗對吧!"
],
"directattack": [
"{0},直接攻擊!",
"{0},直接攻擊對手!",
"{0},没有防守的地方,攻擊!",
"{0},攻擊對手的生命值!",
"{0},直接攻擊對手的生命值!",
"{0},通過直接攻擊打倒對手!",
"{0},使用直接攻擊打倒對手!",
"{0},直接攻擊釋放你的力量吧!",
"我的{0}將會粉碎你的生命值!",
"向對手展示你的力量吧,{0}!",
"你已經無法阻止我了。{0},攻擊!"
],
"attack": [
"{0},攻擊這體{1}!",
"{0},消滅這體{1}!",
"{0},打倒{1}!",
"{0},衝向那體{1}!",
"{0},把你的力量释放到{1}上吧!"
],
"ondirectattack": [
"可惡......",
"不過是{0}而已!",
"果然我還是太弱了......"
],
"facedownmonstername": "怪獸",
"activate": [
"我發動{0}。",
"我使用{0}的效果。",
"我使用{0}的力量。"
],
"summon": [
"真是HIGH的最高點!出來吧{0}。",
"出來吧,{0}!",
"出現吧,{0}!",
"我召喚了強大的{0}!",
"我呼喚{0}參加戰鬥!",
"我呼喚出{0}。",
"我召喚{0}。"
],
"setmonster": [
"我放置了一體怪獸。",
"我裡側表示放置了一體怪獸。"
],
"chaining": [
"看這裡!發動{0}!",
"我使用{0}的力量。",
"很不錯的戰術...但是我拒絕!{0}!",
"看樣子你忘了我的{0}!",
"你考慮過我有{0}嗎?"
]
}
......@@ -296,6 +296,44 @@ namespace WindBot.Game.AI
return Duel.ChainTargets.Count == 1 && card.Equals(Duel.ChainTargets[0]);
}
public bool ChainContainsCard(int id)
{
foreach (ClientCard card in Duel.CurrentChain)
{
if (card.Id == id)
return true;
}
return false;
}
public int ChainCountPlayer(int player)
{
int count = 0;
foreach (ClientCard card in Duel.CurrentChain)
{
if (card.Controller == player)
count++;
}
return count;
}
public bool HasChainedTrap(int player)
{
foreach (ClientCard card in Duel.CurrentChain)
{
if (card.Controller == player && card.HasType(CardType.Trap))
return true;
}
return false;
}
public ClientCard GetLastChainCard()
{
if (Duel.CurrentChain.Count > 0)
return Duel.CurrentChain[Duel.CurrentChain.Count - 1];
return null;
}
/// <summary>
/// Select cards listed in preferred.
/// </summary>
......
......@@ -302,7 +302,7 @@ namespace WindBot.Game.AI.Decks
private bool RebornEffect()
{
if (Duel.Player == 0 && CurrentChain.Count > 0)
if (Duel.Player == 0 && Duel.CurrentChain.Count > 0)
{
// Silver's Cry spsummon Dragon Spirit at chain 2 will miss the timing
return false;
......@@ -446,7 +446,7 @@ namespace WindBot.Game.AI.Decks
{
if (ActivateDescription == -1 || ActivateDescription == AI.Utils.GetStringId(CardId.BlueEyesSpiritDragon, 0))
{
return LastChainPlayer == 1;
return Duel.LastChainPlayer == 1;
}
else if (Duel.Player == 1 && (Duel.Phase == DuelPhase.BattleStart || Duel.Phase == DuelPhase.End))
{
......@@ -468,7 +468,7 @@ namespace WindBot.Game.AI.Decks
{
if (ActivateDescription == -1 || ActivateDescription == AI.Utils.GetStringId(CardId.HopeHarbingerDragonTitanicGalaxy, 0))
{
return LastChainPlayer == 1;
return Duel.LastChainPlayer == 1;
}
return true;
}
......@@ -855,7 +855,7 @@ namespace WindBot.Game.AI.Decks
int space = 5 - Bot.GetMonstersInMainZone().Count;
if (count < space)
count = space;
if (count < 2 || Duel.LifePoints[0] < count*1000)
if (count < 2 || Bot.LifePoints < count*1000)
return false;
if (Duel.Turn != 1)
{
......@@ -872,7 +872,7 @@ namespace WindBot.Game.AI.Decks
{
defence += monster.GetDefensePower();
}
if (attack - defence > Duel.LifePoints[1])
if (attack - defence > Enemy.LifePoints)
return false;
}
AI.SelectCard(new[]
......
......@@ -90,7 +90,7 @@ namespace WindBot.Game.AI.Decks
private bool SupremacyBerry()
{
return Duel.LifePoints[0] < Duel.LifePoints[1];
return Bot.LifePoints < Enemy.LifePoints;
}
private bool PoisonOfTheOldMan()
......
......@@ -399,7 +399,7 @@ namespace WindBot.Game.AI.Decks
private bool CrystalWingSynchroDragonEffect()
{
return LastChainPlayer != 0;
return Duel.LastChainPlayer != 0;
}
private bool DragunityPhalanxSummon()
......
......@@ -162,7 +162,7 @@ namespace WindBot.Game.AI.Decks
private bool HorusTheBlackFlameDragonLv8()
{
return LastChainPlayer == 1;
return Duel.LastChainPlayer == 1;
}
private bool DragonsRebirth()
......
......@@ -79,11 +79,11 @@ namespace WindBot.Game.AI.Decks
AddExecutor(ExecutorType.Activate, CardId.ScarlightRedDragonArchfiend, DefaultScarlightRedDragonArchfiendEffect);
AddExecutor(ExecutorType.SpSummon, CardId.Number39Utopia, DefaultNumberS39UtopiaTheLightningSummon);
AddExecutor(ExecutorType.SpSummon, CardId.NumberS39UtopiatheLightning);
AddExecutor(ExecutorType.Activate, CardId.NumberS39UtopiatheLightning);
AddExecutor(ExecutorType.Activate, CardId.NumberS39UtopiatheLightning, DefaultNumberS39UtopiaTheLightningEffect);
AddExecutor(ExecutorType.Activate, CardId.PerformageTrickClown, PerformageTrickClownEffect);
AddExecutor(ExecutorType.Activate, CardId.ThousandBlades);
AddExecutor(ExecutorType.Activate, CardId.Honest, HonestEffect);
AddExecutor(ExecutorType.Activate, CardId.Honest, DefaultHonestEffect);
AddExecutor(ExecutorType.Repos, DefaultMonsterRepos);
}
......@@ -255,10 +255,6 @@ namespace WindBot.Game.AI.Decks
return true;
}
}
private bool HonestEffect()
{
return Duel.Phase != DuelPhase.Main1;
}
}
}
\ No newline at end of file
This diff is collapsed.
......@@ -161,7 +161,7 @@ namespace WindBot.Game.AI.Decks
private bool SkillDrainEffect()
{
return (Duel.LifePoints[0] > 1000) && DefaultUniqueTrap();
return (Bot.LifePoints > 1000) && DefaultUniqueTrap();
}
private bool PotOfDualityEffect()
......@@ -315,7 +315,7 @@ namespace WindBot.Game.AI.Decks
{
AI.SelectCard(HighScaleCards);
}
return Duel.LifePoints[0] > 800;
return Bot.LifePoints > 800;
}
private bool StealthEffect()
......
......@@ -107,7 +107,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor(ExecutorType.SpSummon, CardId.Number39Utopia, DefaultNumberS39UtopiaTheLightningSummon);
AddExecutor(ExecutorType.SpSummon, CardId.NumberS39UtopiatheLightning);
AddExecutor(ExecutorType.Activate, CardId.NumberS39UtopiatheLightning);
AddExecutor(ExecutorType.Activate, CardId.NumberS39UtopiatheLightning, DefaultNumberS39UtopiaTheLightningEffect);
AddExecutor(ExecutorType.SpSummon, CardId.StardustDragon, DefaultStardustDragonSummon);
AddExecutor(ExecutorType.Activate, CardId.StardustDragon, DefaultStardustDragonEffect);
......@@ -267,7 +267,7 @@ namespace WindBot.Game.AI.Decks
private bool GagagaCowboySummon()
{
if (Duel.LifePoints[1] <= 800)
if (Enemy.LifePoints <= 800)
{
AI.SelectPosition(CardPosition.FaceUpDefence);
return true;
......
......@@ -262,9 +262,9 @@ namespace WindBot.Game.AI.Decks
private bool CyberDragonInfinityEffect()
{
if (CurrentChain.Count > 0)
if (Duel.CurrentChain.Count > 0)
{
return LastChainPlayer == 1;
return Duel.LastChainPlayer == 1;
}
else
{
......
......@@ -117,7 +117,7 @@ namespace WindBot.Game.AI.Decks
if (!defender.IsMonsterHasPreventActivationEffectInBattle())
{
if (attacker.Id == CardId.SkyCavalryCentaurea && !attacker.IsDisabled() && attacker.HasXyzMaterial())
attacker.RealPower = Duel.LifePoints[0] + attacker.Attack;
attacker.RealPower = Bot.LifePoints + attacker.Attack;
}
return base.OnPreBattleBetween(attacker, defender);
}
......@@ -302,7 +302,7 @@ namespace WindBot.Game.AI.Decks
private bool ToadallyAwesomeEffect()
{
if (CurrentChain.Count > 0)
if (Duel.CurrentChain.Count > 0)
{
// negate effect, select a cost for it
List<ClientCard> monsters = Bot.GetMonsters();
......@@ -506,7 +506,7 @@ namespace WindBot.Game.AI.Decks
{
defence += monster.GetDefensePower();
}
if (attack - 2000 - defence > Duel.LifePoints[1] && !AI.Utils.IsOneEnemyBetter(true))
if (attack - 2000 - defence > Enemy.LifePoints && !AI.Utils.IsOneEnemyBetter(true))
return true;
}
return false;
......
This diff is collapsed.
......@@ -129,7 +129,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor(ExecutorType.SpSummon, CardId.Number39Utopia, DefaultNumberS39UtopiaTheLightningSummon);
AddExecutor(ExecutorType.SpSummon, CardId.NumberS39UtopiaOne);
AddExecutor(ExecutorType.SpSummon, CardId.NumberS39UtopiatheLightning);
AddExecutor(ExecutorType.Activate, CardId.NumberS39UtopiatheLightning);
AddExecutor(ExecutorType.Activate, CardId.NumberS39UtopiatheLightning, DefaultNumberS39UtopiaTheLightningEffect);
AddExecutor(ExecutorType.Activate, CardId.StardustDragon, DefaultStardustDragonEffect);
......@@ -291,7 +291,7 @@ namespace WindBot.Game.AI.Decks
private bool GagagaCowboySummon()
{
if (Duel.LifePoints[1] <= 800 || (Bot.GetMonsterCount()>=4 && Duel.LifePoints[1] <= 1600))
if (Enemy.LifePoints <= 800 || (Bot.GetMonsterCount()>=4 && Enemy.LifePoints <= 1600))
{
AI.SelectPosition(CardPosition.FaceUpDefence);
return true;
......
......@@ -72,7 +72,7 @@ namespace WindBot.Game.AI.Decks
// XYZ effects
AddExecutor(ExecutorType.Activate, CardId.Number39Utopia, Number39Utopia);
AddExecutor(ExecutorType.Activate, CardId.NumberS39UtopiaOne);
AddExecutor(ExecutorType.Activate, CardId.NumberS39UtopiatheLightning, NumberS39UtopiatheLightning);
AddExecutor(ExecutorType.Activate, CardId.NumberS39UtopiatheLightning, DefaultNumberS39UtopiaTheLightningEffect);
AddExecutor(ExecutorType.Activate, CardId.ZwLionArms, ZwLionArms);
AddExecutor(ExecutorType.Activate, CardId.AdreusKeeperOfArmageddon);
AddExecutor(ExecutorType.Activate, CardId.Number61Volcasaurus);
......@@ -105,7 +105,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor(ExecutorType.Activate, CardId.TinGoldfish, GoblindberghEffect);
AddExecutor(ExecutorType.Activate, CardId.Kagetokage);
AddExecutor(ExecutorType.Activate, CardId.SummonerMonk, SummonerMonkEffect);
AddExecutor(ExecutorType.Activate, CardId.Honest, Honest);
AddExecutor(ExecutorType.Activate, CardId.Honest, DefaultHonestEffect);
// Reposition
AddExecutor(ExecutorType.Repos, MonsterRepos);
......@@ -150,7 +150,7 @@ namespace WindBot.Game.AI.Decks
private bool Number39Utopia()
{
if (!HasChainedTrap(0) && Duel.Player == 1 && Duel.Phase == DuelPhase.BattleStart && Card.HasXyzMaterial(2))
if (!AI.Utils.HasChainedTrap(0) && Duel.Player == 1 && Duel.Phase == DuelPhase.BattleStart && Card.HasXyzMaterial(2))
return true;
return false;
}
......@@ -184,7 +184,7 @@ namespace WindBot.Game.AI.Decks
private bool InstantFusion()
{
if (Duel.LifePoints[0] <= 1000)
if (Bot.LifePoints <= 1000)
return false;
int count4 = 0;
int count5 = 0;
......@@ -210,17 +210,7 @@ namespace WindBot.Game.AI.Decks
private bool XyzChangeTactics()
{
return Duel.LifePoints[0] > 500;
}
private bool NumberS39UtopiatheLightning()
{
return Card.Attack < 5000;
}
private bool Honest()
{
return Duel.Phase != DuelPhase.Main1 || Duel.Turn == 1;
return Bot.LifePoints > 500;
}
private bool GoblindberghFirst()
......
......@@ -73,7 +73,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor(ExecutorType.SpSummon, CardId.Number39Utopia, DefaultNumberS39UtopiaTheLightningSummon);
AddExecutor(ExecutorType.SpSummon, CardId.NumberS39UtopiatheLightning);
AddExecutor(ExecutorType.Activate, CardId.NumberS39UtopiatheLightning);
AddExecutor(ExecutorType.Activate, CardId.NumberS39UtopiatheLightning, DefaultNumberS39UtopiaTheLightningEffect);
AddExecutor(ExecutorType.Activate, CardId.InvokedMechaba, DefaultTrap);
......@@ -486,7 +486,7 @@ namespace WindBot.Game.AI.Decks
private bool DridentEffect()
{
if (LastChainPlayer == 0)
if (Duel.LastChainPlayer == 0)
return false;
ClientCard target = AI.Utils.GetBestEnemyCard(true);
if (target == null)
......@@ -571,7 +571,7 @@ namespace WindBot.Game.AI.Decks
private bool ZoodiacComboEffect()
{
if (CurrentChain.Count > 0)
if (Duel.CurrentChain.Count > 0)
return false;
if (Card.Location != CardLocation.Grave)
{
......
This diff is collapsed.
......@@ -14,6 +14,7 @@
MetaionTheTimelord = 74530899,
KamionTheTimelord = 91712985,
LazionTheTimelord = 92435533,
EaterOfMillions = 63845230
}
EaterOfMillions = 63845230,
ElShaddollConstruct = 20366274,
}
}
......@@ -21,9 +21,6 @@ namespace WindBot.Game.AI
protected ClientCard Card { get; private set; }
protected int ActivateDescription { get; private set; }
protected int LastChainPlayer { get; private set; }
protected IList<ClientCard> CurrentChain { get; private set; }
protected ClientField Bot { get; private set; }
protected ClientField Enemy { get; private set; }
......@@ -33,9 +30,6 @@ namespace WindBot.Game.AI
AI = ai;
Executors = new List<CardExecutor>();
LastChainPlayer = -1;
CurrentChain = new List<ClientCard>();
Bot = Duel.Fields[0];
Enemy = Duel.Fields[1];
}
......@@ -58,47 +52,26 @@ namespace WindBot.Game.AI
/// <returns>A new BattlePhaseAction containing the action to do.</returns>
public virtual BattlePhaseAction OnBattle(IList<ClientCard> attackers, IList<ClientCard> defenders)
{
if (attackers.Count == 0)
return AI.ToMainPhase2();
if (defenders.Count == 0)
{
for (int i = attackers.Count - 1; i >= 0; --i)
{
ClientCard attacker = attackers[i];
if (attacker.Attack > 0)
return AI.Attack(attacker, null);
}
}
else
{
for (int i = defenders.Count - 1; i >= 0; --i)
{
ClientCard defender = defenders[i];
for (int j = 0; j < attackers.Count; ++j)
{
ClientCard attacker = attackers[j];
attacker.RealPower = attacker.Attack;
defender.RealPower = defender.GetDefensePower();
if (!OnPreBattleBetween(attacker, defender))
continue;
if (attacker.RealPower > defender.RealPower || (attacker.RealPower >= defender.RealPower && j == attackers.Count - 1))
return AI.Attack(attacker, defender);
}
// For overriding
return null;
}
for (int i = attackers.Count - 1; i >= 0; --i)
/// <summary>
/// Called when the AI has to decide which card to attack first
/// </summary>
/// <param name="attackers">List of monsters that can attcack.</param>
/// <param name="defenders">List of monsters of enemy.</param>
/// <returns>The card to attack first.</returns>
public virtual ClientCard OnSelectAttacker(IList<ClientCard> attackers, IList<ClientCard> defenders)
{
ClientCard attacker = attackers[i];
if (attacker.CanDirectAttack)
return AI.Attack(attacker, null);
}
// For overriding
return null;
}
if (!Battle.CanMainPhaseTwo)
return AI.Attack(attackers[0], (defenders.Count == 0) ? null : defenders[0]);
return AI.ToMainPhase2();
public virtual BattlePhaseAction OnSelectAttackTarget(ClientCard attacker, IList<ClientCard> defenders)
{
// Overrided in DefalultExecutor
return null;
}
public virtual bool OnPreBattleBetween(ClientCard attacker, ClientCard defender)
......@@ -109,14 +82,12 @@ namespace WindBot.Game.AI
public virtual void OnChaining(int player, ClientCard card)
{
CurrentChain.Add(card);
LastChainPlayer = player;
}
public virtual void OnChainEnd()
{
LastChainPlayer = -1;
CurrentChain.Clear();
}
public virtual void OnNewTurn()
......@@ -182,44 +153,12 @@ namespace WindBot.Game.AI
return -1;
}
public bool ChainContainsCard(int id)
{
foreach (ClientCard card in CurrentChain)
{
if (card.Id == id)
return true;
}
return false;
}
public int ChainCountPlayer(int player)
{
int count = 0;
foreach (ClientCard card in CurrentChain)
public virtual bool OnSelectBattleReplay()
{
if (card.Controller == player)
count++;
}
return count;
}
public bool HasChainedTrap(int player)
{
foreach (ClientCard card in CurrentChain)
{
if (card.Controller == player && card.HasType(CardType.Trap))
return true;
}
// Overrided in DefalultExecutor
return false;
}
public ClientCard GetLastChainCard()
{
if (CurrentChain.Count > 0)
return CurrentChain[CurrentChain.Count - 1];
return null;
}
public void SetMain(MainPhase main)
{
Main = main;
......
......@@ -36,6 +36,7 @@ namespace WindBot.Game
public bool CanDirectAttack { get; set; }
public bool ShouldDirectAttack { get; set; }
public bool Attacked { get; set; }
public bool IsLastAttacker { get; set; }
public int[] ActionIndex { get; set; }
public IDictionary<int, int> ActionActivateIndex { get; private set; }
......
......@@ -13,6 +13,9 @@ namespace WindBot.Game
public IList<ClientCard> Deck { get; private set; }
public IList<ClientCard> ExtraDeck { get; private set; }
public int LifePoints;
public ClientCard BattlingMonster;
public ClientField()
{
}
......@@ -33,6 +36,15 @@ namespace WindBot.Game
ExtraDeck.Add(new ClientCard(0, CardLocation.Extra));
}
public int GetMonstersExtraZoneCount()
{
int count = 0;
if (MonsterZone[5] != null)
count++;
if (MonsterZone[6] != null)
count++;
return count;
}
public int GetMonsterCount()
{
return GetCount(MonsterZone);
......@@ -59,6 +71,19 @@ namespace WindBot.Game
return count;
}
public int GetFieldCount()
{
return GetSpellCount() + GetMonsterCount();
}
public int GetFieldHandCount()
{
return GetSpellCount() + GetMonsterCount() + GetHandCount();
}
public bool IsFieldEmpty()
{
return GetMonsters().Count == 0 && GetSpells().Count == 0;
......@@ -69,6 +94,7 @@ namespace WindBot.Game
return GetCards(MonsterZone);
}
public List<ClientCard> GetGraveyardMonsters()
{
return GetCards(Graveyard, CardType.Monster);
......
......@@ -8,7 +8,6 @@ namespace WindBot.Game
public bool IsFirst { get; set; }
public bool IsNewRule { get; set; }
public int[] LifePoints { get; private set; }
public ClientField[] Fields { get; private set; }
public int Turn { get; set; }
......@@ -16,15 +15,19 @@ namespace WindBot.Game
public DuelPhase Phase { get; set; }
public MainPhase MainPhase { get; set; }
public BattlePhase BattlePhase { get; set; }
public int LastChainPlayer { get; set; }
public IList<ClientCard> CurrentChain { get; set; }
public IList<ClientCard> ChainTargets { get; set; }
public int LastSummonPlayer { get; set; }
public Duel()
{
LifePoints = new int[2];
Fields = new ClientField[2];
Fields[0] = new ClientField();
Fields[1] = new ClientField();
LastChainPlayer = -1;
CurrentChain = new List<ClientCard>();
ChainTargets = new List<ClientCard>();
LastSummonPlayer = -1;
}
......
using System.Linq;
using System.Linq;
using System.Collections.Generic;
using WindBot.Game.AI;
using YGOSharp.OCGWrapper.Enums;
......@@ -90,9 +90,6 @@ namespace WindBot.Game
m_option = -1;
m_yesno = -1;
m_position = CardPosition.FaceUpAttack;
m_attacker = null;
m_defender = null;
Duel.LastSummonPlayer = -1;
if (Duel.Player == 0 && Duel.Phase == DuelPhase.Draw)
{
_dialogs.SendNewTurn();
......@@ -114,7 +111,6 @@ namespace WindBot.Game
/// <param name="player">Player who is currently chaining.</param>
public void OnChaining(ClientCard card, int player)
{
Duel.LastSummonPlayer = -1;
Executor.OnChaining(player,card);
}
......@@ -147,13 +143,57 @@ namespace WindBot.Game
}
}
// Sort the attackers and defenders, make monster with higher attack go first.
List<ClientCard> attackers = new List<ClientCard>(battle.AttackableCards);
attackers.Sort(AIFunctions.CompareCardAttack);
attackers.Reverse();
List<ClientCard> defenders = new List<ClientCard>(Duel.Fields[1].GetMonsters());
defenders.Sort(AIFunctions.CompareDefensePower);
defenders.Reverse();
return Executor.OnBattle(attackers, defenders);
// Let executor decide which card should attack first.
ClientCard selected = Executor.OnSelectAttacker(attackers, defenders);
if (selected != null && attackers.Contains(selected))
{
attackers.Remove(selected);
attackers.Insert(0, selected);
}
// Check for the executor.
BattlePhaseAction result = Executor.OnBattle(attackers, defenders);
if (result != null)
return result;
if (attackers.Count == 0)
return ToMainPhase2();
if (defenders.Count == 0)
{
// Attack with the monster with the lowest attack first
for (int i = attackers.Count - 1; i >= 0; --i)
{
ClientCard attacker = attackers[i];
if (attacker.Attack > 0)
return Attack(attacker, null);
}
}
else
{
for (int k = 0; k < attackers.Count; ++k)
{
ClientCard attacker = attackers[k];
attacker.IsLastAttacker = (k == attackers.Count - 1);
result = Executor.OnSelectAttackTarget(attacker, defenders);
if (result != null)
return result;
}
}
if (!battle.CanMainPhaseTwo)
return Attack(attackers[0], (defenders.Count == 0) ? null : defenders[0]);
return ToMainPhase2();
}
/// <summary>
......@@ -607,6 +647,15 @@ namespace WindBot.Game
return Executor.OnSelectYesNo(desc);
}
/// <summary>
/// Called when the AI has to select if to continue attacking when replay.
/// </summary>
/// <returns>True for yes, false for no.</returns>
public bool OnSelectBattleReplay()
{
return Executor.OnSelectBattleReplay();
}
/// <summary>
/// Called when the AI has to declare a card.
/// </summary>
......@@ -630,27 +679,9 @@ namespace WindBot.Game
private int m_number;
private int m_announce;
private int m_yesno;
private ClientCard m_attacker;
private ClientCard m_defender;
private IList<CardAttribute> m_attributes = new List<CardAttribute>();
private IList<CardRace> m_races = new List<CardRace>();
public void SendBattleMsg(ClientCard attackcard, ClientCard defendcard)
{
m_attacker = attackcard;
m_defender = defendcard;
}
public ClientCard GetAttacker()
{
return m_attacker;
}
public ClientCard GetDefender()
{
return m_defender;
}
public void SelectCard(ClientCard card)
{
m_selector = new CardSelector(card);
......
using System;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
......@@ -108,6 +108,7 @@ namespace WindBot.Game
_messages.Add(GameMessage.BecomeTarget, OnBecomeTarget);
_messages.Add(GameMessage.SelectBattleCmd, OnSelectBattleCmd);
_messages.Add(GameMessage.SelectCard, OnSelectCard);
_messages.Add(GameMessage.SelectUnselectCard, OnSelectUnselectCard);
_messages.Add(GameMessage.SelectChain, OnSelectChain);
_messages.Add(GameMessage.SelectCounter, OnSelectCounter);
_messages.Add(GameMessage.SelectDisfield, OnSelectDisfield);
......@@ -327,8 +328,8 @@ namespace WindBot.Game
int type = packet.ReadByte();
_duel.IsFirst = (type & 0xF) == 0;
_duel.Turn = 0;
_duel.LifePoints[GetLocalPlayer(0)] = packet.ReadInt32();
_duel.LifePoints[GetLocalPlayer(1)] = packet.ReadInt32();
_duel.Fields[GetLocalPlayer(0)].LifePoints = packet.ReadInt32();
_duel.Fields[GetLocalPlayer(1)].LifePoints = packet.ReadInt32();
int deck = packet.ReadInt16();
int extra = packet.ReadInt16();
_duel.Fields[GetLocalPlayer(0)].Init(deck, extra);
......@@ -424,27 +425,30 @@ namespace WindBot.Game
private void OnNewPhase(BinaryReader packet)
{
_duel.Phase = (DuelPhase)packet.ReadInt16();
_duel.LastSummonPlayer = -1;
_duel.Fields[0].BattlingMonster = null;
_duel.Fields[1].BattlingMonster = null;
_ai.OnNewPhase();
}
private void OnDamage(BinaryReader packet)
{
int player = GetLocalPlayer(packet.ReadByte());
int final = _duel.LifePoints[player] - packet.ReadInt32();
int final = _duel.Fields[player].LifePoints - packet.ReadInt32();
if (final < 0) final = 0;
_duel.LifePoints[player] = final;
_duel.Fields[player].LifePoints = final;
}
private void OnRecover(BinaryReader packet)
{
int player = GetLocalPlayer(packet.ReadByte());
_duel.LifePoints[player] += packet.ReadInt32();
_duel.Fields[player].LifePoints += packet.ReadInt32();
}
private void OnLpUpdate(BinaryReader packet)
{
int player = GetLocalPlayer(packet.ReadByte());
_duel.LifePoints[player] = packet.ReadInt32();
_duel.Fields[player].LifePoints = packet.ReadInt32();
}
private void OnMove(BinaryReader packet)
......@@ -497,13 +501,16 @@ namespace WindBot.Game
int la = packet.ReadByte();
int sa = packet.ReadByte();
packet.ReadByte(); //
int cd = GetLocalPlayer(packet.ReadByte()); // cd
int cd = GetLocalPlayer(packet.ReadByte());
int ld = packet.ReadByte();
int sd = packet.ReadByte(); // sd
int sd = packet.ReadByte();
packet.ReadByte(); //
ClientCard attackcard = _duel.GetCard(ca, (CardLocation)la, sa);
ClientCard defendcard = _duel.GetCard(cd, (CardLocation)ld, sd);
_ai.SendBattleMsg(attackcard, defendcard);
_duel.Fields[attackcard.Controller].BattlingMonster = attackcard;
_duel.Fields[1 - attackcard.Controller].BattlingMonster = defendcard;
if (ld == 0 && (attackcard != null) && (ca != 0))
{
_ai.OnDirectAttack(attackcard);
......@@ -534,11 +541,17 @@ namespace WindBot.Game
int cc = GetLocalPlayer(packet.ReadByte());
_ai.OnChaining(card, cc);
_duel.ChainTargets.Clear();
_duel.LastSummonPlayer = -1;
_duel.CurrentChain.Add(card);
_duel.LastChainPlayer = cc;
}
private void OnChainEnd(BinaryReader packet)
{
_ai.OnChainEnd();
_duel.LastChainPlayer = -1;
_duel.CurrentChain.Clear();
//_duel.ChainTargets.Clear();
}
......@@ -1170,7 +1183,12 @@ namespace WindBot.Game
private void OnSelectYesNo(BinaryReader packet)
{
packet.ReadByte(); // player
int reply = _ai.OnSelectYesNo(packet.ReadInt32()) ? (1) : (0);
int desc = packet.ReadInt32();
int reply;
if (desc == 30)
reply = _ai.OnSelectBattleReplay() ? 1 : 0;
else
reply = _ai.OnSelectYesNo(desc) ? 1 : 0;
Connection.Send(CtosMessage.Response, reply);
}
......
......@@ -79,6 +79,7 @@
<Compile Include="Game\AI\Decks\EvilswarmExecutor.cs" />
<Compile Include="Game\AI\Decks\GraydleExecutor.cs" />
<Compile Include="Game\AI\Decks\LightswornExecutor.cs" />
<Compile Include="Game\AI\Decks\LightswornShaddoldinosourExecutor.cs" />
<Compile Include="Game\AI\Decks\QliphortExecutor.cs" />
<Compile Include="Game\AI\Decks\ST1732Executor.cs" />
<Compile Include="Game\AI\Decks\TrickstarExecutor.cs" />
......
using System;
using System;
namespace WindBot
{
......
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