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MyCard
ygopro-rush-duel
Commits
28fcbbb5
Commit
28fcbbb5
authored
Jul 24, 2021
by
coccvo
Committed by
GitHub
Jul 24, 2021
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parent
2e31065b
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7 changed files
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windbotRD/Decks/AI_DinocarriageDynarmix.ydk
windbotRD/Decks/AI_DinocarriageDynarmix.ydk
+44
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windbotRD/Decks/AI_MokeyMokey.ydk
windbotRD/Decks/AI_MokeyMokey.ydk
+44
-0
windbotRD/Decks/AI_MokeyMokeyKing.ydk
windbotRD/Decks/AI_MokeyMokeyKing.ydk
+45
-0
windbotRD/Game/AI/Decks/DinocarriageDynarmixExecutor.cs
windbotRD/Game/AI/Decks/DinocarriageDynarmixExecutor.cs
+332
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windbotRD/Game/AI/Decks/MokeyMokeyExecutor.cs
windbotRD/Game/AI/Decks/MokeyMokeyExecutor.cs
+211
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windbotRD/Game/AI/Decks/MokeyMokeyKingExecutor.cs
windbotRD/Game/AI/Decks/MokeyMokeyKingExecutor.cs
+215
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windbotRD/bot.conf
windbotRD/bot.conf
+20
-0
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windbotRD/Decks/AI_DinocarriageDynarmix.ydk
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28fcbbb5
#created by ygomobile
#main
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windbotRD/Decks/AI_MokeyMokey.ydk
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#created by ...
#main
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#extra
!side
windbotRD/Decks/AI_MokeyMokeyKing.ydk
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28fcbbb5
#created by ...
#main
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#extra
!side
windbotRD/Game/AI/Decks/DinocarriageDynarmixExecutor.cs
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28fcbbb5
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windbotRD/Game/AI/Decks/MokeyMokeyExecutor.cs
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28fcbbb5
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
(
"MokeyMokey"
,
"AI_MokeyMokey"
)]
public
class
MokeyMokeyExecutor
:
DefaultExecutor
{
public
class
CardId
{
public
const
int
青眼白龙
=
120120000
;
public
const
int
破坏之剑士
=
120170000
;
public
const
int
黑魔术师
=
120130000
;
public
const
int
真红眼黑龙
=
120125001
;
public
const
int
恶魔召唤
=
120145000
;
public
const
int
人造人
=
120155000
;
public
const
int
连击龙
=
120110001
;
public
const
int
七星道魔术师
=
120105001
;
public
const
int
雅灭鲁拉
=
120120029
;
public
const
int
耳语妖精
=
120120018
;
public
const
int
神秘庄家
=
120105006
;
public
const
int
火星心少女
=
120145014
;
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
sionmax
=
120150007
;
public
const
int
对死者的供奉
=
120151023
;
public
const
int
落穴
=
120150009
;
public
const
int
暗黑释放
=
120105013
;
}
public
MokeyMokeyExecutor
(
GameAI
ai
,
Duel
duel
)
:
base
(
ai
,
duel
)
{
AddExecutor
(
ExecutorType
.
SpSummon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
七星道法师
,
七星道法师
Effect
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
青眼白龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
破坏之剑士
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
恶魔召唤
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
连击龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
雅灭鲁拉
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
黑魔术师
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
真红眼黑龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
七星道魔术师
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
人造人
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
神秘庄家
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
神秘庄家
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
暗黑释放
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
落穴
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
对死者的供奉
,
死供
Effect
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
对死者的供奉
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
凤凰龙
,
monsterset
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
火星心少女
,
monsterset
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
七星道法师
,
monsterset
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
耳语妖精
,
monsterset
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
七星道法师
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
凤凰龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
凤凰龙
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
落穴
,
落穴
Effect
);
AddExecutor
(
ExecutorType
.
SpellSet
);
//AddExecutor(ExecutorType.Activate, CardId.sionmax, sionmaxEffect);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
耳语妖精
,
耳语妖精
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
火星心少女
,
火星心少女
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
连击龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
七星道魔术师
);
//AddExecutor(ExecutorType.Activate, CardId.斗牛士, 斗牛士Effect);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
}
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
>
HintMsgForMaxSelect
=
new
List
<
int
>
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
AddToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
Destroy
};
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
(
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
bool
OnSelectHand
()
{
// go first
return
true
;
}
public
bool
monsterset
()
{
if
(
Duel
.
Turn
==
1
)
{
return
true
;
}
else
if
(
Bot
.
HasInHand
(
new
[]
{
CardId
.
七星道魔术师
,
CardId
.
连击龙
,
CardId
.
青眼白龙
,
CardId
.
人造人
,
CardId
.
恶魔召唤
,
CardId
.
雅灭鲁拉
,
CardId
.
破坏之剑士
,
CardId
.
真红眼黑龙
,
CardId
.
黑魔术师
}))
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
()
{
if
(
Util
.
IsOneEnemyBetterThanValue
(
1900
,
true
))
{
AI
.
SelectCard
();
return
true
;
}
return
false
;
}
private
bool
死供
Effect
()
{
if
(
Util
.
IsOneEnemyBetterThanValue
(
1900
,
true
))
{
AI
.
SelectNextCard
(
Enemy
.
GetMonsters
().
GetHighestAttackMonster
());
return
true
;
}
return
false
;
}
private
bool
七星道法师
Effect
()
{
AI
.
SelectCard
(
Enemy
.
GetMonsters
().
GetHighestAttackMonster
());
return
true
;
}
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
;
}
}
}
windbotRD/Game/AI/Decks/MokeyMokeyKingExecutor.cs
0 → 100644
View file @
28fcbbb5
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
(
"MokeyMokeyKing"
,
"AI_MokeyMokeyKing"
)]
public
class
MokeyMokeyKingExecutor
:
DefaultExecutor
{
public
class
CardId
{
public
const
int
青眼白龙
=
120120000
;
public
const
int
破坏之剑士
=
120170000
;
public
const
int
黑魔术师
=
120130000
;
public
const
int
真红眼黑龙
=
120125001
;
public
const
int
恶魔召唤
=
120145000
;
public
const
int
人造人
=
120155000
;
public
const
int
连击龙
=
120110001
;
public
const
int
七星道魔术师
=
120105001
;
public
const
int
雅灭鲁拉
=
120120029
;
public
const
int
耳语妖精
=
120120018
;
public
const
int
神秘庄家
=
120105006
;
public
const
int
火星心少女
=
120145014
;
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
sionmax
=
120150007
;
public
const
int
对死者的供奉
=
120151023
;
public
const
int
落穴
=
120150009
;
public
const
int
暗黑释放
=
120105013
;
}
public
MokeyMokeyKingExecutor
(
GameAI
ai
,
Duel
duel
)
:
base
(
ai
,
duel
)
{
AddExecutor
(
ExecutorType
.
SpSummon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
七星道法师
,
七星道法师
Effect
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
青眼白龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
破坏之剑士
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
恶魔召唤
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
连击龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
雅灭鲁拉
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
黑魔术师
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
真红眼黑龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
七星道魔术师
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
人造人
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
神秘庄家
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
神秘庄家
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
暗黑释放
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
落穴
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
对死者的供奉
,
死供
Effect
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
对死者的供奉
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
凤凰龙
,
monsterset
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
火星心少女
,
monsterset
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
七星道法师
,
monsterset
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
耳语妖精
,
monsterset
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
七星道法师
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
凤凰龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
凤凰龙
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
落穴
,
落穴
Effect
);
AddExecutor
(
ExecutorType
.
SpellSet
);
//AddExecutor(ExecutorType.Activate, CardId.sionmax, sionmaxEffect);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
耳语妖精
,
耳语妖精
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
火星心少女
,
火星心少女
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
连击龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
七星道魔术师
);
//AddExecutor(ExecutorType.Activate, CardId.斗牛士, 斗牛士Effect);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
}
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
>
HintMsgForMaxSelect
=
new
List
<
int
>
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
AddToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
Destroy
};
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
(
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
bool
OnSelectHand
()
{
// go first
return
true
;
}
public
bool
monsterset
()
{
if
(
Duel
.
Turn
==
1
)
{
return
true
;
}
else
if
(
Bot
.
HasInHand
(
new
[]
{
CardId
.
七星道魔术师
,
CardId
.
连击龙
,
CardId
.
青眼白龙
,
CardId
.
人造人
,
CardId
.
恶魔召唤
,
CardId
.
雅灭鲁拉
,
CardId
.
破坏之剑士
,
CardId
.
真红眼黑龙
,
CardId
.
黑魔术师
}))
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
七星道法师
Effect
()
{
AI
.
SelectCard
(
Enemy
.
GetMonsters
().
GetHighestAttackMonster
());
return
true
;
}
private
bool
落穴
Effect
()
{
if
(
Util
.
IsOneEnemyBetterThanValue
(
1900
,
true
))
{
AI
.
SelectCard
();
return
true
;
}
return
false
;
}
private
bool
死供
Effect
()
{
if
(
Util
.
IsOneEnemyBetterThanValue
(
1900
,
true
))
{
AI
.
SelectNextCard
(
Enemy
.
GetMonsters
().
GetHighestAttackMonster
());
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
;
}
}
}
\ No newline at end of file
windbotRD/bot.conf
0 → 100644
View file @
28fcbbb5
#bots list
# !name
# command
# description
# flags (avail flags: SUPPORT_MASTER_RULE_3, SUPPORT_NEW_MASTER_RULE, SUPPORT_MASTER_RULE_2020)
!初级
AI
Name
=初级
AI
Deck
=
MokeyMokey
Dialog
=
zh
-
CN
龙法卡组。
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!中级
AI
Name
=中级
AI
Deck
=
MokeyMokeyKing
Dialog
=
zh
-
CN
加强版龙法卡组。需勾选不检查卡组才能对战。
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!大恐龙驾
Name
=大恐龙驾
Deck
=
DinocarriageDynarmix
Dialog
=
zh
-
CN
MAX
卡组测试。
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
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