Commit 041d9adc authored by mercury233's avatar mercury233

update blue-eyes AI

parent 27f72056
...@@ -108,7 +108,7 @@ namespace MycardBot.Game.AI.Decks ...@@ -108,7 +108,7 @@ namespace MycardBot.Game.AI.Decks
AddExecutor(ExecutorType.Repos, 改变攻守表示); AddExecutor(ExecutorType.Repos, 改变攻守表示);
AddExecutor(ExecutorType.MonsterSet, (int)CardId.太古的白石); AddExecutor(ExecutorType.MonsterSet, (int)CardId.太古的白石);
AddExecutor(ExecutorType.MonsterSet, (int)CardId.传说的白石); AddExecutor(ExecutorType.MonsterSet, (int)CardId.传说的白石);
AddExecutor(ExecutorType.SpellSet, DefaultSpellSet); AddExecutor(ExecutorType.SpellSet, 盖卡);
} }
...@@ -616,7 +616,7 @@ namespace MycardBot.Game.AI.Decks ...@@ -616,7 +616,7 @@ namespace MycardBot.Game.AI.Decks
Logger.WriteLine("只有一个大怪兽,光波龙抢之."); Logger.WriteLine("只有一个大怪兽,光波龙抢之.");
return true; return true;
} }
if (monsters.Count >= 2) if (monsters.Count >= 3)
{ {
foreach (ClientCard monster in monsters) foreach (ClientCard monster in monsters)
{ {
...@@ -846,6 +846,16 @@ namespace MycardBot.Game.AI.Decks ...@@ -846,6 +846,16 @@ namespace MycardBot.Game.AI.Decks
Logger.WriteLine("先攻可以超量森罗的姬芽宫."); Logger.WriteLine("先攻可以超量森罗的姬芽宫.");
return true; return true;
} }
if (Duel.Phase == DuelPhase.Main1 && !Duel.Fields[0].HasInMonstersZone(new List<int>
{
(int)CardId.青眼亚白龙,
(int)CardId.青眼白龙,
(int)CardId.白色灵龙
}))
{
Logger.WriteLine("不能出L9,只能叠森罗的姬芽宫.");
return true;
}
if (Duel.Phase == DuelPhase.Main2) if (Duel.Phase == DuelPhase.Main2)
{ {
Logger.WriteLine("主阶段2超量森罗的姬芽宫."); Logger.WriteLine("主阶段2超量森罗的姬芽宫.");
...@@ -854,24 +864,23 @@ namespace MycardBot.Game.AI.Decks ...@@ -854,24 +864,23 @@ namespace MycardBot.Game.AI.Decks
return false; return false;
} }
private bool BreakthroughSkill()
{
return (CurrentChain.Count > 0 && DefaultTrap());
}
private bool 改变攻守表示() private bool 改变攻守表示()
{ {
bool ennemyBetter = AI.Utils.IsEnnemyBetter(true, true); bool ennemyBetter = AI.Utils.IsEnnemyBetter(true, true);
if (Card.IsAttack() && ennemyBetter) if (Card.IsAttack() && ennemyBetter)
return true; return true;
if (Card.IsFacedown())
return true;
if (Card.IsDefense() && !ennemyBetter && Card.Attack >= Card.Defense) if (Card.IsDefense() && !ennemyBetter && Card.Attack >= Card.Defense)
return true; return true;
if (Card.IsDefense() && (Card.Id == (int)CardId.青眼精灵龙 if (Card.IsDefense() && (
Card.Id == (int)CardId.青眼精灵龙
|| Card.Id == (int)CardId.苍眼银龙 || Card.Id == (int)CardId.苍眼银龙
)) ))
return true; return true;
if (Card.IsAttack() && (Card.Id == (int)CardId.青色眼睛的贤士 if (Card.IsAttack() && (
Card.Id == (int)CardId.青色眼睛的贤士
|| Card.Id == (int)CardId.太古的白石 || Card.Id == (int)CardId.太古的白石
|| Card.Id == (int)CardId.传说的白石 || Card.Id == (int)CardId.传说的白石
)) ))
......
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