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nanahira
windbot
Commits
19987df1
Commit
19987df1
authored
Dec 13, 2022
by
nanahira
Browse files
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Browse Files
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Plain Diff
Merge branch 'master' of github.com:IceYGO/windbot
parents
ca58acb6
3d410f38
Changes
6
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Showing
6 changed files
with
1716 additions
and
50 deletions
+1716
-50
BotWrapper/bot.conf
BotWrapper/bot.conf
+5
-0
Decks/AI_Kashtira.ydk
Decks/AI_Kashtira.ydk
+59
-0
Game/AI/Decks/KashtiraExecutor.cs
Game/AI/Decks/KashtiraExecutor.cs
+1370
-0
Game/AI/Decks/ThunderDragonExecutor.cs
Game/AI/Decks/ThunderDragonExecutor.cs
+191
-49
Game/GameBehavior.cs
Game/GameBehavior.cs
+90
-1
WindBot.csproj
WindBot.csproj
+1
-0
No files found.
BotWrapper/bot.conf
View file @
19987df1
...
@@ -234,6 +234,11 @@ Name=濑名歌铃 Deck=Brave Dialog=wof-Sena-Karin
...
@@ -234,6 +234,11 @@ Name=濑名歌铃 Deck=Brave Dialog=wof-Sena-Karin
????? 卡组。
????? 卡组。
AI_LV3
SUPPORT_MASTER_RULE_2020
AI_LV3
SUPPORT_MASTER_RULE_2020
!神数不神-刹帝利
Name
=神数不神
Deck
=
Kashtira
Dialog
=
Zefra
.
zh
-
CN
俱舍怒威族卡组。
AI_LV3
SUPPORT_MASTER_RULE_2020
![狂野模式]神数不神-雷龙
![狂野模式]神数不神-雷龙
Name
=神数不神
Deck
=
ThunderDragon
Dialog
=
Zefra
.
zh
-
CN
Name
=神数不神
Deck
=
ThunderDragon
Dialog
=
Zefra
.
zh
-
CN
深渊混沌雷龙卡组。(普通模式的人机的卡组会符合其使用的卡池对应的环境的禁限卡表,但在狂野模式中,人机的卡组不符合任何禁限卡表。)
深渊混沌雷龙卡组。(普通模式的人机的卡组会符合其使用的卡池对应的环境的禁限卡表,但在狂野模式中,人机的卡组不符合任何禁限卡表。)
...
...
Decks/AI_Kashtira.ydk
0 → 100644
View file @
19987df1
#created by ...
#main
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65681983
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69540484
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#extra
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!side
Game/AI/Decks/KashtiraExecutor.cs
0 → 100644
View file @
19987df1
This diff is collapsed.
Click to expand it.
Game/AI/Decks/ThunderDragonExecutor.cs
View file @
19987df1
This diff is collapsed.
Click to expand it.
Game/GameBehavior.cs
View file @
19987df1
...
@@ -1199,7 +1199,96 @@ namespace WindBot.Game
...
@@ -1199,7 +1199,96 @@ namespace WindBot.Game
private
void
OnSelectDisfield
(
BinaryReader
packet
)
private
void
OnSelectDisfield
(
BinaryReader
packet
)
{
{
OnSelectPlace
(
packet
);
packet
.
ReadByte
();
// player
packet
.
ReadByte
();
// TODO: min
int
field
=
~
packet
.
ReadInt32
();
int
player
;
CardLocation
location
;
int
filter
;
if
((
field
&
0x7f0000
)
!=
0
)
{
player
=
1
;
location
=
CardLocation
.
MonsterZone
;
filter
=
(
field
>>
16
)
&
Zones
.
MonsterZones
;
}
else
if
((
field
&
0x1f000000
)
!=
0
)
{
player
=
1
;
location
=
CardLocation
.
SpellZone
;
filter
=
(
field
>>
24
)
&
Zones
.
SpellZones
;
}
else
if
((
field
&
0x7f
)
!=
0
)
{
player
=
0
;
location
=
CardLocation
.
MonsterZone
;
filter
=
field
&
Zones
.
MonsterZones
;
}
else
if
((
field
&
0x1f00
)
!=
0
)
{
player
=
0
;
location
=
CardLocation
.
SpellZone
;
filter
=
(
field
>>
8
)
&
Zones
.
SpellZones
;
}
else
if
((
field
&
0x2000
)
!=
0
)
{
player
=
0
;
location
=
CardLocation
.
FieldZone
;
filter
=
Zones
.
FieldZone
;
}
else
if
((
field
&
0xc000
)
!=
0
)
{
player
=
0
;
location
=
CardLocation
.
PendulumZone
;
filter
=
(
field
>>
14
)
&
Zones
.
PendulumZones
;
}
else
if
((
field
&
0x20000000
)
!=
0
)
{
player
=
1
;
location
=
CardLocation
.
FieldZone
;
filter
=
Zones
.
FieldZone
;
}
else
{
player
=
1
;
location
=
CardLocation
.
PendulumZone
;
filter
=
(
field
>>
30
)
&
Zones
.
PendulumZones
;
}
int
selected
=
_ai
.
OnSelectPlace
(
_select_hint
,
player
,
location
,
filter
);
_select_hint
=
0
;
byte
[]
resp
=
new
byte
[
3
];
resp
[
0
]
=
(
byte
)
GetLocalPlayer
(
player
);
if
(
location
!=
CardLocation
.
PendulumZone
&&
location
!=
CardLocation
.
FieldZone
)
{
resp
[
1
]
=
(
byte
)
location
;
if
((
selected
&
filter
)
>
0
)
filter
&=
selected
;
if
((
filter
&
Zones
.
z2
)
!=
0
)
resp
[
2
]
=
2
;
else
if
((
filter
&
Zones
.
z1
)
!=
0
)
resp
[
2
]
=
1
;
else
if
((
filter
&
Zones
.
z3
)
!=
0
)
resp
[
2
]
=
3
;
else
if
((
filter
&
Zones
.
z0
)
!=
0
)
resp
[
2
]
=
0
;
else
if
((
filter
&
Zones
.
z4
)
!=
0
)
resp
[
2
]
=
4
;
else
if
((
filter
&
Zones
.
z6
)
!=
0
)
resp
[
2
]
=
6
;
else
if
((
filter
&
Zones
.
z5
)
!=
0
)
resp
[
2
]
=
5
;
}
else
{
resp
[
1
]
=
(
byte
)
CardLocation
.
SpellZone
;
if
((
selected
&
filter
)
>
0
)
filter
&=
selected
;
if
((
filter
&
Zones
.
FieldZone
)
!=
0
)
resp
[
2
]
=
5
;
if
((
filter
&
Zones
.
z0
)
!=
0
)
resp
[
2
]
=
6
;
// left pendulum zone
if
((
filter
&
Zones
.
z1
)
!=
0
)
resp
[
2
]
=
7
;
// right pendulum zone
}
BinaryWriter
reply
=
GamePacketFactory
.
Create
(
CtosMessage
.
Response
);
reply
.
Write
(
resp
);
Connection
.
Send
(
reply
);
}
}
private
void
OnSelectEffectYn
(
BinaryReader
packet
)
private
void
OnSelectEffectYn
(
BinaryReader
packet
)
...
...
WindBot.csproj
View file @
19987df1
...
@@ -73,6 +73,7 @@
...
@@ -73,6 +73,7 @@
<Compile
Include=
"Game\AI\Decks\BraveExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\BraveExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\FamiliarPossessedExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\FamiliarPossessedExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\BlackwingExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\BlackwingExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\KashtiraExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\LuckyExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\LuckyExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\MathMechExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\MathMechExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\PureWindsExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\PureWindsExecutor.cs"
/>
...
...
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