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nanahira
windbot
Commits
113f696e
Commit
113f696e
authored
Apr 04, 2018
by
mercury233
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add DefaultHonestEffect
parent
d3fa6c30
Changes
3
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Inline
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Showing
3 changed files
with
17 additions
and
11 deletions
+17
-11
Game/AI/Decks/LightswornExecutor.cs
Game/AI/Decks/LightswornExecutor.cs
+1
-5
Game/AI/Decks/ZexalWeaponsExecutor.cs
Game/AI/Decks/ZexalWeaponsExecutor.cs
+1
-6
Game/AI/DefaultExecutor.cs
Game/AI/DefaultExecutor.cs
+15
-0
No files found.
Game/AI/Decks/LightswornExecutor.cs
View file @
113f696e
...
@@ -83,7 +83,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -83,7 +83,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
PerformageTrickClown
,
PerformageTrickClownEffect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
PerformageTrickClown
,
PerformageTrickClownEffect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
ThousandBlades
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
ThousandBlades
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
Honest
,
HonestEffect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
Honest
,
Default
HonestEffect
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
}
}
...
@@ -255,10 +255,6 @@ namespace WindBot.Game.AI.Decks
...
@@ -255,10 +255,6 @@ namespace WindBot.Game.AI.Decks
return
true
;
return
true
;
}
}
}
}
private
bool
HonestEffect
()
{
return
Duel
.
Phase
!=
DuelPhase
.
Main1
;
}
}
}
}
}
\ No newline at end of file
Game/AI/Decks/ZexalWeaponsExecutor.cs
View file @
113f696e
...
@@ -105,7 +105,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -105,7 +105,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
TinGoldfish
,
GoblindberghEffect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
TinGoldfish
,
GoblindberghEffect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
Kagetokage
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
Kagetokage
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
SummonerMonk
,
SummonerMonkEffect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
SummonerMonk
,
SummonerMonkEffect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
Honest
,
Hones
t
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
Honest
,
DefaultHonestEffec
t
);
// Reposition
// Reposition
AddExecutor
(
ExecutorType
.
Repos
,
MonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
MonsterRepos
);
...
@@ -213,11 +213,6 @@ namespace WindBot.Game.AI.Decks
...
@@ -213,11 +213,6 @@ namespace WindBot.Game.AI.Decks
return
Bot
.
LifePoints
>
500
;
return
Bot
.
LifePoints
>
500
;
}
}
private
bool
Honest
()
{
return
Duel
.
Phase
!=
DuelPhase
.
Main1
||
Duel
.
Turn
==
1
;
}
private
bool
GoblindberghFirst
()
private
bool
GoblindberghFirst
()
{
{
foreach
(
ClientCard
card
in
Bot
.
Hand
.
GetMonsters
())
foreach
(
ClientCard
card
in
Bot
.
Hand
.
GetMonsters
())
...
...
Game/AI/DefaultExecutor.cs
View file @
113f696e
...
@@ -752,5 +752,20 @@ namespace WindBot.Game.AI
...
@@ -752,5 +752,20 @@ namespace WindBot.Game.AI
return
(
oppoCount
>
0
&&
selfCount
<=
oppoCount
)
||
oppoCount
>=
3
;
return
(
oppoCount
>
0
&&
selfCount
<=
oppoCount
)
||
oppoCount
>=
3
;
}
}
/// <summary>
/// Clever enough.
/// </summary>
protected
bool
DefaultHonestEffect
()
{
if
(
Card
.
Location
==
CardLocation
.
Hand
)
{
return
Bot
.
BattlingMonster
.
IsAttack
()
&&
(((
Bot
.
BattlingMonster
.
Attack
<
Enemy
.
BattlingMonster
.
Attack
)
||
Bot
.
BattlingMonster
.
Attack
>=
Enemy
.
LifePoints
)
||
((
Bot
.
BattlingMonster
.
Attack
<
Enemy
.
BattlingMonster
.
Defense
)
&&
(
Bot
.
BattlingMonster
.
Attack
+
Enemy
.
BattlingMonster
.
Attack
>
Enemy
.
BattlingMonster
.
Defense
)));
}
else
return
AI
.
Utils
.
IsTurn1OrMain2
();
}
}
}
}
}
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