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nanahira
windbot
Commits
8bc2fc20
Commit
8bc2fc20
authored
Jan 01, 2020
by
mercury233
Browse files
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Merge branch 'master' of
https://github.com/IceYGO/windbot
parents
b7652287
db0917bd
Changes
4
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Inline
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Showing
4 changed files
with
39 additions
and
36 deletions
+39
-36
BotWrapper/bot.conf
BotWrapper/bot.conf
+30
-30
Game/AI/AIUtil.cs
Game/AI/AIUtil.cs
+1
-1
Game/Duel.cs
Game/Duel.cs
+1
-0
Game/GameBehavior.cs
Game/GameBehavior.cs
+7
-5
No files found.
BotWrapper/bot.conf
View file @
8bc2fc20
...
...
@@ -7,117 +7,117 @@
!随机-非常简单
Random
=
AI_LV1
主要是一些沙包。
SUPPORT_NEW_MASTER_RULE
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!随机-简单
Random
=
AI_LV2
一些比较弱的卡组。
SUPPORT_NEW_MASTER_RULE
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!随机-普通
Random
=
AI_LV3
一些环境里可以看到的卡组。
SUPPORT_NEW_MASTER_RULE
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!随机-报社
Random
=
AI_ANTI_META
一些报复社会(针对主流卡组的弱点)的卡组。
SUPPORT_NEW_MASTER_RULE
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!悠悠
Name
=悠悠
Deck
=
MokeyMokey
Dialog
=
mokey
.
zh
-
CN
沙包。
AI_LV1
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
AI_LV1
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!悠悠王
Name
=悠悠王
Deck
=
MokeyMokeyKing
Dialog
=
mokey
.
zh
-
CN
大沙包。
AI_LV1
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
AI_LV1
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!谜之剑士
LV4
-龙骑星爆
Name
=谜之剑士
LV4
Deck
=
Dragunity
Dialog
=
swordsman
.
zh
-
CN
龙骑轴星尘龙爆裂体卡组。
AI_LV2
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
AI_LV2
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!谜之剑士
LV4
-
L8
Name
=谜之剑士
LV4
Deck
=
'Level VIII'
Dialog
=
swordsman
.
zh
-
CN
8
星同调卡组。
AI_LV2
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
AI_LV2
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!谜之剑士
LV4
-
R5
Name
=谜之剑士
LV4
Deck
=
'Rank V'
Dialog
=
swordsman
.
zh
-
CN
5
阶超量卡组。
AI_LV2
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
AI_LV2
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!谜之剑士
LV4
-异热同心武器
Name
=谜之剑士
LV4
Deck
=
'Zexal Weapons'
Dialog
=
swordsman
.
zh
-
CN
神装电光皇卡组。
AI_LV2
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
AI_LV2
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!琪露诺-彩虹
Name
=琪露诺
Deck
=
Rainbow
Dialog
=
cirno
.
zh
-
CN
全属性凡骨卡组。
AI_LV2
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
AI_LV2
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!琪露诺-饼蛙
Name
=琪露诺
Deck
=
'Toadally Awesome'
Dialog
=
cirno
.
zh
-
CN
大师规则三的全盛饼蛙卡组。
SUPPORT_MASTER_RULE_3
SUPPORT_MASTER_RULE_3
SUPPORT_MASTER_RULE_2020
!复制植物-青眼
Name
=复制植物
Deck
=
Blue
-
Eyes
Dialog
=
copy
.
zh
-
CN
青眼卡组。
AI_LV3
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
AI_LV3
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!复制植物-十二兽
Name
=复制植物
Deck
=
Zoodiac
Dialog
=
copy
.
zh
-
CN
大师规则三的十四兽卡组。
SUPPORT_MASTER_RULE_3
SUPPORT_MASTER_RULE_3
SUPPORT_MASTER_RULE_2020
!尼亚-妖仙兽
Name
=尼亚
Deck
=
Yosenju
Dialog
=
near
.
zh
-
CN
妖仙兽卡组。
AI_ANTI_META
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
AI_ANTI_META
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!尼亚-机壳
Name
=尼亚
Deck
=
Qliphort
Dialog
=
near
.
zh
-
CN
机壳卡组。
AI_ANTI_META
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
AI_ANTI_META
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!尼亚-淘气仙星
Name
=尼亚
Deck
=
Trickstar
Dialog
=
near
.
zh
-
CN
淘气仙星卡组。
AI_LV3
SUPPORT_NEW_MASTER_RULE
AI_LV3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!尼亚-幻变骚灵
Name
=尼亚
Deck
=
Altergeist
Dialog
=
near
.
zh
-
CN
幻变骚灵卡组。
AI_LV3
SUPPORT_NEW_MASTER_RULE
AI_LV3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!复制梁龙-闪刀姬
Name
=复制梁龙
Deck
=
SkyStriker
Dialog
=
anothercopy
.
zh
-
CN
旧式闪刀姬卡组。
AI_LV3
SUPPORT_NEW_MASTER_RULE
AI_LV3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!复制梁龙-自奏圣乐
Name
=复制梁龙
Deck
=
Orcust
Dialog
=
anothercopy
.
zh
-
CN
自奏圣乐卡组。
AI_LV3
SUPPORT_NEW_MASTER_RULE
AI_LV3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!复制梁龙-转生炎兽
Name
=复制梁龙
Deck
=
Salamangreat
Dialog
=
anothercopy
.
zh
-
CN
转生炎兽卡组。
AI_LV3
SUPPORT_NEW_MASTER_RULE
AI_LV3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!永远之魂-削血
Name
=永远之魂
Deck
=
Burn
Dialog
=
soul
.
zh
-
CN
老式削血卡组。
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!永远之魂-青蛙
Name
=永远之魂
Deck
=
Frog
Dialog
=
soul
.
zh
-
CN
老式青蛙卡组。
AI_LV1
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
AI_LV1
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!永远之魂-荷鲁斯
Name
=永远之魂
Deck
=
Horus
Dialog
=
soul
.
zh
-
CN
...
...
@@ -127,34 +127,34 @@ AI_LV1 SUPPORT_MASTER_RULE_3 SUPPORT_NEW_MASTER_RULE
!试作型机器人
1732
Name
=试作型机器人
1732
Deck
=
ST1732
Dialog
=
zh
-
CN
由三盒
ST17
和三盒
SD32
组成的卡组。
AI_LV2
SUPPORT_NEW_MASTER_RULE
AI_LV2
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!奇異果
Name
=奇異果
Deck
=
LightswornShaddoldinosour
Dialog
=
kiwi
.
zh
-
TW
光道影依恐龙卡组。
AI_LV3
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
AI_LV3
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!奇魔果
Name
=奇魔果
Deck
=
DarkMagician
Dialog
=
kiwi
.
zh
-
TW
黑魔术师卡组。
AI_LV3
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
AI_LV3
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!
MAX
龍果
Name
=
MAX
龍果
Deck
=
BlueEyesMaxDragon
Dialog
=
kiwi
.
zh
-
TW
青眼混沌极龙卡组。
AI_LV2
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
AI_LV2
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!幻煌果
Name
=幻煌果
Deck
=
Phantasm
Dialog
=
kiwi
.
zh
-
TW
幻煌龙卡组。
AI_ANTI_META
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
AI_ANTI_META
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!燃血鬥士
Name
=燃血鬥士
Deck
=
ChainBurn
Dialog
=
kiwi
.
zh
-
TW
连锁烧卡组。
AI_ANTI_META
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
AI_ANTI_META
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!報社鬥士
Name
=報社鬥士
Deck
=
GrenMajuThunderBoarder
Dialog
=
kiwi
.
zh
-
TW
红莲雷王滑板卡组。
AI_ANTI_META
SUPPORT_NEW_MASTER_RULE
AI_ANTI_META
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
Game/AI/AIUtil.cs
View file @
8bc2fc20
...
...
@@ -251,7 +251,7 @@ namespace WindBot.Game.AI
if
(
remove
.
Contains
(
EnemyMZone
[
i
]))
EnemyMZone
[
i
]
=
null
;
}
if
(!
Duel
.
IsNewRule
)
if
(!
Duel
.
IsNewRule
||
Duel
.
IsNewRule2020
)
return
Zones
.
MainMonsterZones
;
int
result
=
0
;
...
...
Game/Duel.cs
View file @
8bc2fc20
...
...
@@ -7,6 +7,7 @@ namespace WindBot.Game
{
public
bool
IsFirst
{
get
;
set
;
}
public
bool
IsNewRule
{
get
;
set
;
}
public
bool
IsNewRule2020
{
get
;
set
;
}
public
ClientField
[]
Fields
{
get
;
private
set
;
}
...
...
Game/GameBehavior.cs
View file @
8bc2fc20
...
...
@@ -150,7 +150,8 @@ namespace WindBot.Game
/*int rule = */
packet
.
ReadByte
();
/*int mode = */
packet
.
ReadByte
();
int
duel_rule
=
packet
.
ReadByte
();
_ai
.
Duel
.
IsNewRule
=
(
duel_rule
==
4
);
_ai
.
Duel
.
IsNewRule
=
(
duel_rule
>=
4
);
_ai
.
Duel
.
IsNewRule2020
=
(
duel_rule
>=
5
);
BinaryWriter
deck
=
GamePacketFactory
.
Create
(
CtosMessage
.
UpdateDeck
);
deck
.
Write
(
Deck
.
Cards
.
Count
+
Deck
.
ExtraCards
.
Count
);
deck
.
Write
(
Deck
.
SideCards
.
Count
);
...
...
@@ -347,7 +348,8 @@ namespace WindBot.Game
_duel
.
IsFirst
=
(
type
&
0xF
)
==
0
;
_duel
.
Turn
=
0
;
int
duel_rule
=
packet
.
ReadByte
();
_ai
.
Duel
.
IsNewRule
=
(
duel_rule
==
4
);
_ai
.
Duel
.
IsNewRule
=
(
duel_rule
>=
4
);
_ai
.
Duel
.
IsNewRule2020
=
(
duel_rule
>=
5
);
_duel
.
Fields
[
GetLocalPlayer
(
0
)].
LifePoints
=
packet
.
ReadInt32
();
_duel
.
Fields
[
GetLocalPlayer
(
1
)].
LifePoints
=
packet
.
ReadInt32
();
int
deck
=
packet
.
ReadInt16
();
...
...
@@ -1275,13 +1277,13 @@ namespace WindBot.Game
if
((
selected
&
filter
)
>
0
)
filter
&=
selected
;
if
((
filter
&
Zones
.
z6
)
!=
0
)
resp
[
2
]
=
6
;
else
if
((
filter
&
Zones
.
z5
)
!=
0
)
resp
[
2
]
=
5
;
else
if
((
filter
&
Zones
.
z2
)
!=
0
)
resp
[
2
]
=
2
;
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
{
...
...
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