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Tang Xinwei
windbot
Commits
0974c33d
Commit
0974c33d
authored
Apr 06, 2018
by
mercury233
Browse files
Options
Browse Files
Download
Plain Diff
Merge
https://github.com/IceYGO/windbot
parents
124f7da2
e85abe26
Changes
34
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Showing
34 changed files
with
2401 additions
and
2003 deletions
+2401
-2003
Decks/AI_Blackwing.ydk
Decks/AI_Blackwing.ydk
+59
-59
Decks/AI_BlueEyes.ydk
Decks/AI_BlueEyes.ydk
+59
-59
Decks/AI_CyberDragon.ydk
Decks/AI_CyberDragon.ydk
+56
-56
Decks/AI_Evilswarm.ydk
Decks/AI_Evilswarm.ydk
+74
-74
Decks/AI_Gravekeeper.ydk
Decks/AI_Gravekeeper.ydk
+45
-45
Decks/AI_Graydle.ydk
Decks/AI_Graydle.ydk
+74
-74
Decks/AI_Lightsworn.ydk
Decks/AI_Lightsworn.ydk
+59
-59
Decks/AI_LightswornShaddoldinosour.ydk
Decks/AI_LightswornShaddoldinosour.ydk
+0
-15
Decks/AI_Nekroz.ydk
Decks/AI_Nekroz.ydk
+59
-59
Decks/AI_Rainbow.ydk
Decks/AI_Rainbow.ydk
+59
-59
Decks/AI_ToadallyAwesome.ydk
Decks/AI_ToadallyAwesome.ydk
+59
-59
Decks/AI_Yosenju.ydk
Decks/AI_Yosenju.ydk
+59
-59
Dialogs/BA.zh-TW.json
Dialogs/BA.zh-TW.json
+78
-0
Dialogs/kiwi.zh-TW.json
Dialogs/kiwi.zh-TW.json
+1
-3
Game/AI/Decks/BlackwingExecutor.cs
Game/AI/Decks/BlackwingExecutor.cs
+172
-172
Game/AI/Decks/CyberDragonExecutor.cs
Game/AI/Decks/CyberDragonExecutor.cs
+187
-187
Game/AI/Decks/DoEveryThingExecutor.cs
Game/AI/Decks/DoEveryThingExecutor.cs
+47
-47
Game/AI/Decks/EvilswarmExecutor.cs
Game/AI/Decks/EvilswarmExecutor.cs
+40
-40
Game/AI/Decks/GravekeeperExecutor.cs
Game/AI/Decks/GravekeeperExecutor.cs
+146
-146
Game/AI/Decks/GraydleExecutor.cs
Game/AI/Decks/GraydleExecutor.cs
+38
-38
Game/AI/Decks/LightswornShaddoldinosourExecutor.cs
Game/AI/Decks/LightswornShaddoldinosourExecutor.cs
+360
-233
Game/AI/Decks/NekrozExecutor.cs
Game/AI/Decks/NekrozExecutor.cs
+326
-326
Game/AI/Decks/QliphortExecutor.cs
Game/AI/Decks/QliphortExecutor.cs
+1
-1
Game/AI/DefaultExecutor.cs
Game/AI/DefaultExecutor.cs
+88
-12
Game/AI/Enums/DangerousMonster.cs
Game/AI/Enums/DangerousMonster.cs
+3
-2
Game/AI/Enums/Floodgate.cs
Game/AI/Enums/Floodgate.cs
+71
-71
Game/AI/Executor.cs
Game/AI/Executor.cs
+24
-39
Game/ClientCard.cs
Game/ClientCard.cs
+1
-0
Game/ClientField.cs
Game/ClientField.cs
+13
-0
Game/GameAI.cs
Game/GameAI.cs
+62
-7
Game/GameBehavior.cs
Game/GameBehavior.cs
+80
-1
WindBotInfo.cs
WindBotInfo.cs
+1
-1
YGOSharp.OCGWrapper.Enums.dll
YGOSharp.OCGWrapper.Enums.dll
+0
-0
YGOSharp.OCGWrapper.dll
YGOSharp.OCGWrapper.dll
+0
-0
No files found.
Decks/AI_Blackwing.ydk
View file @
0974c33d
Decks/AI_BlueEyes.ydk
View file @
0974c33d
Decks/AI_CyberDragon.ydk
View file @
0974c33d
Decks/AI_Evilswarm.ydk
View file @
0974c33d
Decks/AI_Gravekeeper.ydk
View file @
0974c33d
Decks/AI_Graydle.ydk
View file @
0974c33d
Decks/AI_Lightsworn.ydk
View file @
0974c33d
Decks/AI_LightswornShaddoldinosour.ydk
View file @
0974c33d
...
...
@@ -76,18 +76,3 @@
50588353
50588353
!side
67696066
73176465
37742478
15341821
54757758
13529466
74586817
6983839
82633039
46772449
1861629
1845204
53129443
43898403
48130397
Decks/AI_Nekroz.ydk
View file @
0974c33d
Decks/AI_Rainbow.ydk
View file @
0974c33d
Decks/AI_ToadallyAwesome.ydk
View file @
0974c33d
Decks/AI_Yosenju.ydk
View file @
0974c33d
Dialogs/BA.zh-TW.json
0 → 100644
View file @
0974c33d
{
"welcome"
:
[
"真難得有人發現這個。"
,
"真沒想到你能跟我對戰呢!決鬥者。不過也就到此為止了,接下來由我V.F.D(非常友善的決鬥者)來做你的對手。"
],
"deckerror"
:
[
"阿,可能BA又把CBD修壞導致{0}消失了。"
],
"duelstart"
:
[
"這只是AI,打贏不要太高興阿。"
,
"十分致謝233服讓我們有遊戲可以玩,別忘記去拜訪他們。"
,
"反主流學院請洽NOVA。"
,
"Wryyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy."
],
"newturn"
:
[
"到我的回合了,抽牌!"
,
"我的回合,抽牌!"
,
"我抽了一張卡。"
],
"endturn"
:
[
"回合结束。"
,
"我的回合结束了。"
,
"這樣算是成功的展開嗎......"
,
"輪到你了。你的下一句是......我要發動灰流麗對吧!"
],
"directattack"
:
[
"{0},直接攻擊!"
,
"{0},直接攻擊對手!"
,
"{0},没有防守的地方,攻擊!"
,
"{0},攻擊對手的生命值!"
,
"{0},直接攻擊對手的生命值!"
,
"{0},通過直接攻擊打倒對手!"
,
"{0},使用直接攻擊打倒對手!"
,
"{0},直接攻擊釋放你的力量吧!"
,
"我的{0}將會粉碎你的生命值!"
,
"向對手展示你的力量吧,{0}!"
,
"你已經無法阻止我了。{0},攻擊!"
],
"attack"
:
[
"{0},攻擊這體{1}!"
,
"{0},消滅這體{1}!"
,
"{0},打倒{1}!"
,
"{0},衝向那體{1}!"
,
"{0},把你的力量释放到{1}上吧!"
],
"ondirectattack"
:
[
"可惡......"
,
"不過是{0}而已!"
,
"果然我還是太弱了......"
],
"facedownmonstername"
:
"怪獸"
,
"activate"
:
[
"我發動{0}。"
,
"我使用{0}的效果。"
,
"我使用{0}的力量。"
],
"summon"
:
[
"真是HIGH的最高點!出來吧{0}。"
,
"出來吧,{0}!"
,
"出現吧,{0}!"
,
"我召喚了強大的{0}!"
,
"我呼喚{0}參加戰鬥!"
,
"我呼喚出{0}。"
,
"我召喚{0}。"
],
"setmonster"
:
[
"我放置了一體怪獸。"
,
"我裡側表示放置了一體怪獸。"
],
"chaining"
:
[
"看這裡!發動{0}!"
,
"我使用{0}的力量。"
,
"很不錯的戰術...但是我拒絕!{0}!"
,
"真不愧是納粹,竟然能識破我的蓋牌......你說你只是單純的決鬥者?{0},發動!"
,
"看樣子你忘了我的{0}!"
,
"你考慮過我有{0}嗎?"
]
}
Dialogs/kiwi.zh-
CN
.json
→
Dialogs/kiwi.zh-
TW
.json
View file @
0974c33d
...
...
@@ -9,8 +9,7 @@
"duelstart"
:
[
"這只是AI,打贏不要太高興阿。"
,
"十分致謝233服讓我們有遊戲可以玩,別忘記去拜訪他們。"
,
"反主流學院請洽NOVA。"
,
"反主流學院請洽NOVA。"
],
"newturn"
:
[
"到我的回合了,抽牌!"
,
...
...
@@ -71,7 +70,6 @@
"看這裡!發動{0}!"
,
"我使用{0}的力量。"
,
"很不錯的戰術...但是我拒絕!{0}!"
,
"真不愧是納粹,竟然能識破我的蓋牌......你說你只是單純的決鬥者?{0},發動!"
,
"看樣子你忘了我的{0}!"
,
"你考慮過我有{0}嗎?"
]
...
...
Game/AI/Decks/BlackwingExecutor.cs
View file @
0974c33d
Game/AI/Decks/CyberDragonExecutor.cs
View file @
0974c33d
Game/AI/Decks/DoEveryThingExecutor.cs
View file @
0974c33d
Game/AI/Decks/EvilswarmExecutor.cs
View file @
0974c33d
Game/AI/Decks/GravekeeperExecutor.cs
View file @
0974c33d
Game/AI/Decks/GraydleExecutor.cs
View file @
0974c33d
Game/AI/Decks/LightswornShaddoldinosourExecutor.cs
View file @
0974c33d
This diff is collapsed.
Click to expand it.
Game/AI/Decks/NekrozExecutor.cs
View file @
0974c33d
Game/AI/Decks/QliphortExecutor.cs
View file @
0974c33d
Game/AI/DefaultExecutor.cs
View file @
0974c33d
using
System
;
using
System
;
using
System.Collections.Generic
;
using
YGOSharp.OCGWrapper.Enums
;
using
WindBot
;
...
...
@@ -12,14 +12,15 @@ namespace WindBot.Game.AI
protected
class
_CardId
{
public
const
int
JizukirutheStarDestroyingKaiju
=
63941210
;
public
const
int
GadarlatheMysteryDustKaiju
=
36956512
;
public
const
int
GamecieltheSeaTurtleKaiju
=
55063751
;
public
const
int
RadiantheMultidimensionalKaiju
=
28674152
;
public
const
int
KumongoustheStickyStringKaiju
=
29726552
;
public
const
int
ThunderKingtheLightningstrikeKaiju
=
48770333
;
public
const
int
DogorantheMadFlameKaiju
=
93332803
;
public
const
int
RadiantheMultidimensionalKaiju
=
28674152
;
public
const
int
GadarlatheMysteryDustKaiju
=
36956512
;
public
const
int
KumongoustheStickyStringKaiju
=
29726552
;
public
const
int
GamecieltheSeaTurtleKaiju
=
55063751
;
public
const
int
SuperAntiKaijuWarMachineMechaDogoran
=
84769941
;
public
const
int
DupeFrog
=
46239604
;
public
const
int
MaraudingCaptain
=
2460565
;
...
...
@@ -44,13 +45,40 @@ namespace WindBot.Game.AI
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
ChickenGame
,
DefaultChickenGame
);
}
/// <summary>
/// Decide which card should the attacker attack.
/// </summary>
/// <param name="attacker">Card that attack.</param>
/// <param name="defenders">Cards that defend.</param>
/// <returns>BattlePhaseAction including the target, or null (in this situation, GameAI will check the next attacker)</returns>
public
override
BattlePhaseAction
OnSelectAttackTarget
(
ClientCard
attacker
,
IList
<
ClientCard
>
defenders
)
{
for
(
int
i
=
0
;
i
<
defenders
.
Count
;
++
i
)
{
ClientCard
defender
=
defenders
[
i
];
attacker
.
RealPower
=
attacker
.
Attack
;
defender
.
RealPower
=
defender
.
GetDefensePower
();
if
(!
OnPreBattleBetween
(
attacker
,
defender
))
continue
;
if
(
attacker
.
RealPower
>
defender
.
RealPower
||
(
attacker
.
RealPower
>=
defender
.
RealPower
&&
attacker
.
IsLastAttacker
))
return
AI
.
Attack
(
attacker
,
defender
);
}
if
(
attacker
.
CanDirectAttack
)
return
AI
.
Attack
(
attacker
,
null
);
return
null
;
}
/// <summary>
/// Decide whether to declare attack between attacker and defender.
/// Can be overrided to update the RealPower of attacker for cards like Honest.
/// </summary>
/// <param name="attacker">Card that attack.</param>
/// <param name="defender">Card that defend.</param>
/// <returns>false if the attack
ca
n't be done.</returns>
/// <returns>false if the attack
should
n't be done.</returns>
public
override
bool
OnPreBattleBetween
(
ClientCard
attacker
,
ClientCard
defender
)
{
if
(
attacker
.
RealPower
<=
0
)
...
...
@@ -68,9 +96,9 @@ namespace WindBot.Game.AI
defender
.
RealPower
=
5000
;
if
(
defender
.
Id
==
_CardId
.
VampireFr
ä
ulein
&&
!
defender
.
IsDisabled
())
defender
.
RealPower
+=
(
Duel
.
LifePoints
[
defender
.
Controller
]
>
3000
)
?
3000
:
(
Duel
.
LifePoints
[
defender
.
Controller
]
-
100
);
defender
.
RealPower
+=
(
Enemy
.
LifePoints
>
3000
)
?
3000
:
(
Enemy
.
LifePoints
-
100
);
if
(
defender
.
Id
==
_CardId
.
InjectionFairyLily
&&
!
defender
.
IsDisabled
()
&&
Duel
.
LifePoints
[
defender
.
Controller
]
>
2000
)
if
(
defender
.
Id
==
_CardId
.
InjectionFairyLily
&&
!
defender
.
IsDisabled
()
&&
Enemy
.
LifePoints
>
2000
)
defender
.
RealPower
+=
3000
;
}
...
...
@@ -99,6 +127,21 @@ namespace WindBot.Game.AI
return
true
;
}
public
override
bool
OnSelectBattleReplay
()
{
if
(
Bot
.
BattlingMonster
==
null
)
return
false
;
List
<
ClientCard
>
defenders
=
new
List
<
ClientCard
>(
Duel
.
Fields
[
1
].
GetMonsters
());
defenders
.
Sort
(
AIFunctions
.
CompareDefensePower
);
defenders
.
Reverse
();
BattlePhaseAction
result
=
OnSelectAttackTarget
(
Bot
.
BattlingMonster
,
defenders
);
if
(
result
!=
null
&&
result
.
Action
==
BattlePhaseAction
.
BattleAction
.
Attack
)
{
return
true
;
}
return
false
;
}
/// <summary>
/// Destroy face-down cards first, in our turn.
/// </summary>
...
...
@@ -469,6 +512,29 @@ namespace WindBot.Game.AI
return
false
;
}
/// <summary>
/// Draw when we have Dark monster in hand,and banish random one. Can be overrided.
/// </summary>
protected
bool
DefaultAllureofDarkness
()
{
IList
<
ClientCard
>
condition
=
Bot
.
Hand
;
IList
<
ClientCard
>
check
=
new
List
<
ClientCard
>();
ClientCard
con
=
null
;
foreach
(
ClientCard
card
in
condition
)
{
if
(
card
.
HasAttribute
(
CardAttribute
.
Dark
))
{
con
=
card
;
break
;
}
}
if
(
con
!=
null
)
{
return
true
;
}
return
false
;
}
/// <summary>
/// Clever enough.
/// </summary>
...
...
@@ -557,7 +623,7 @@ namespace WindBot.Game.AI
}
/// <summary>
/// Clever enough
.
/// Clever enough
/// </summary>
protected
bool
DefaultInterruptedKaijuSlumber
()
{
...
...
@@ -567,24 +633,34 @@ namespace WindBot.Game.AI
{
_CardId
.
GamecieltheSeaTurtleKaiju
,
_CardId
.
KumongoustheStickyStringKaiju
,
_CardId
.
GadarlatheMysteryDustKaiju
,
_CardId
.
RadiantheMultidimensionalKaiju
,
_CardId
.
GadarlatheMysteryDustKaiju
_CardId
.
DogorantheMadFlameKaiju
,
_CardId
.
ThunderKingtheLightningstrikeKaiju
,
_CardId
.
JizukirutheStarDestroyingKaiju
,
});
return
true
;
}
AI
.
SelectCard
(
new
[]
{
_CardId
.
JizukirutheStarDestroyingKaiju
,
_CardId
.
ThunderKingtheLightningstrikeKaiju
,
_CardId
.
DogorantheMadFlameKaiju
,
_CardId
.
RadiantheMultidimensionalKaiju
,
_CardId
.
GadarlatheMysteryDustKaiju
,
_CardId
.
KumongoustheStickyStringKaiju
_CardId
.
KumongoustheStickyStringKaiju
,
_CardId
.
GamecieltheSeaTurtleKaiju
,
});
AI
.
SelectNextCard
(
new
[]
{
_CardId
.
SuperAntiKaijuWarMachineMechaDogoran
,
_CardId
.
GamecieltheSeaTurtleKaiju
,
_CardId
.
KumongoustheStickyStringKaiju
,
_CardId
.
GadarlatheMysteryDustKaiju
,
_CardId
.
RadiantheMultidimensionalKaiju
_CardId
.
RadiantheMultidimensionalKaiju
,
_CardId
.
DogorantheMadFlameKaiju
,
_CardId
.
ThunderKingtheLightningstrikeKaiju
,
});
return
DefaultDarkHole
();
}
...
...
Game/AI/Enums/DangerousMonster.cs
View file @
0974c33d
...
...
@@ -14,6 +14,7 @@
MetaionTheTimelord
=
74530899
,
KamionTheTimelord
=
91712985
,
LazionTheTimelord
=
92435533
,
EaterOfMillions
=
63845230
}
EaterOfMillions
=
63845230
,
ElShaddollConstruct
=
20366274
,
}
}
Game/AI/Enums/Floodgate.cs
View file @
0974c33d
Game/AI/Executor.cs
View file @
0974c33d
...
...
@@ -52,47 +52,26 @@ namespace WindBot.Game.AI
/// <returns>A new BattlePhaseAction containing the action to do.</returns>
public
virtual
BattlePhaseAction
OnBattle
(
IList
<
ClientCard
>
attackers
,
IList
<
ClientCard
>
defenders
)
{
if
(
attackers
.
Count
==
0
)
return
AI
.
ToMainPhase2
();
if
(
defenders
.
Count
==
0
)
{
for
(
int
i
=
attackers
.
Count
-
1
;
i
>=
0
;
--
i
)
{
ClientCard
attacker
=
attackers
[
i
];
if
(
attacker
.
Attack
>
0
)
return
AI
.
Attack
(
attacker
,
null
);
}
}
else
{
for
(
int
i
=
defenders
.
Count
-
1
;
i
>=
0
;
--
i
)
{
ClientCard
defender
=
defenders
[
i
];
for
(
int
j
=
0
;
j
<
attackers
.
Count
;
++
j
)
{
ClientCard
attacker
=
attackers
[
j
];
attacker
.
RealPower
=
attacker
.
Attack
;
defender
.
RealPower
=
defender
.
GetDefensePower
();
if
(!
OnPreBattleBetween
(
attacker
,
defender
))
continue
;
if
(
attacker
.
RealPower
>
defender
.
RealPower
||
(
attacker
.
RealPower
>=
defender
.
RealPower
&&
j
==
attackers
.
Count
-
1
))
return
AI
.
Attack
(
attacker
,
defender
);
}
// For overriding
return
null
;
}
for
(
int
i
=
attackers
.
Count
-
1
;
i
>=
0
;
--
i
)
/// <summary>
/// Called when the AI has to decide which card to attack first
/// </summary>
/// <param name="attackers">List of monsters that can attcack.</param>
/// <param name="defenders">List of monsters of enemy.</param>
/// <returns>The card to attack first.</returns>
public
virtual
ClientCard
OnSelectAttacker
(
IList
<
ClientCard
>
attackers
,
IList
<
ClientCard
>
defenders
)
{
ClientCard
attacker
=
attackers
[
i
];
if
(
attacker
.
CanDirectAttack
)
return
AI
.
Attack
(
attacker
,
null
);
}
// For overriding
return
null
;
}
if
(!
Battle
.
CanMainPhaseTwo
)
return
AI
.
Attack
(
attackers
[
0
],
(
defenders
.
Count
==
0
)
?
null
:
defenders
[
0
]);
return
AI
.
ToMainPhase2
()
;
public
virtual
BattlePhaseAction
OnSelectAttackTarget
(
ClientCard
attacker
,
IList
<
ClientCard
>
defenders
)
{
// Overrided in DefalultExecutor
return
null
;
}
public
virtual
bool
OnPreBattleBetween
(
ClientCard
attacker
,
ClientCard
defender
)
...
...
@@ -174,6 +153,12 @@ namespace WindBot.Game.AI
return
-
1
;
}
public
virtual
bool
OnSelectBattleReplay
()
{
// Overrided in DefalultExecutor
return
false
;
}
public
void
SetMain
(
MainPhase
main
)
{
Main
=
main
;
...
...
Game/ClientCard.cs
View file @
0974c33d
...
...
@@ -36,6 +36,7 @@ namespace WindBot.Game
public
bool
CanDirectAttack
{
get
;
set
;
}
public
bool
ShouldDirectAttack
{
get
;
set
;
}
public
bool
Attacked
{
get
;
set
;
}
public
bool
IsLastAttacker
{
get
;
set
;
}
public
int
[]
ActionIndex
{
get
;
set
;
}
public
IDictionary
<
int
,
int
>
ActionActivateIndex
{
get
;
private
set
;
}
...
...
Game/ClientField.cs
View file @
0974c33d
...
...
@@ -71,6 +71,19 @@ namespace WindBot.Game
return
count
;
}
public
int
GetFieldCount
()
{
return
GetSpellCount
()
+
GetMonsterCount
();
}
public
int
GetFieldHandCount
()
{
return
GetSpellCount
()
+
GetMonsterCount
()
+
GetHandCount
();
}
public
bool
IsFieldEmpty
()
{
return
GetMonsters
().
Count
==
0
&&
GetSpells
().
Count
==
0
;
...
...
Game/GameAI.cs
View file @
0974c33d
...
...
@@ -143,13 +143,57 @@ namespace WindBot.Game
}
}
// Sort the attackers and defenders, make monster with higher attack go first.
List
<
ClientCard
>
attackers
=
new
List
<
ClientCard
>(
battle
.
AttackableCards
);
attackers
.
Sort
(
AIFunctions
.
CompareCardAttack
);
attackers
.
Reverse
();
List
<
ClientCard
>
defenders
=
new
List
<
ClientCard
>(
Duel
.
Fields
[
1
].
GetMonsters
());
defenders
.
Sort
(
AIFunctions
.
CompareDefensePower
);
defenders
.
Reverse
();
return
Executor
.
OnBattle
(
attackers
,
defenders
);
// Let executor decide which card should attack first.
ClientCard
selected
=
Executor
.
OnSelectAttacker
(
attackers
,
defenders
);
if
(
selected
!=
null
&&
attackers
.
Contains
(
selected
))
{
attackers
.
Remove
(
selected
);
attackers
.
Insert
(
0
,
selected
);
}
// Check for the executor.
BattlePhaseAction
result
=
Executor
.
OnBattle
(
attackers
,
defenders
);
if
(
result
!=
null
)
return
result
;
if
(
attackers
.
Count
==
0
)
return
ToMainPhase2
();
if
(
defenders
.
Count
==
0
)
{
// Attack with the monster with the lowest attack first
for
(
int
i
=
attackers
.
Count
-
1
;
i
>=
0
;
--
i
)
{
ClientCard
attacker
=
attackers
[
i
];
if
(
attacker
.
Attack
>
0
)
return
Attack
(
attacker
,
null
);
}
}
else
{
for
(
int
k
=
0
;
k
<
attackers
.
Count
;
++
k
)
{
ClientCard
attacker
=
attackers
[
k
];
attacker
.
IsLastAttacker
=
(
k
==
attackers
.
Count
-
1
);
result
=
Executor
.
OnSelectAttackTarget
(
attacker
,
defenders
);
if
(
result
!=
null
)
return
result
;
}
}
if
(!
battle
.
CanMainPhaseTwo
)
return
Attack
(
attackers
[
0
],
(
defenders
.
Count
==
0
)
?
null
:
defenders
[
0
]);
return
ToMainPhase2
();
}
/// <summary>
...
...
@@ -220,9 +264,11 @@ namespace WindBot.Game
// Always select the first available cards and choose the minimum.
IList
<
ClientCard
>
selected
=
new
List
<
ClientCard
>();
if
(
cards
.
Count
>=
min
)
{
for
(
int
i
=
0
;
i
<
min
;
++
i
)
selected
.
Add
(
cards
[
i
]);
}
return
selected
;
}
...
...
@@ -601,6 +647,15 @@ namespace WindBot.Game
return
Executor
.
OnSelectYesNo
(
desc
);
}
/// <summary>
/// Called when the AI has to select if to continue attacking when replay.
/// </summary>
/// <returns>True for yes, false for no.</returns>
public
bool
OnSelectBattleReplay
()
{
return
Executor
.
OnSelectBattleReplay
();
}
/// <summary>
/// Called when the AI has to declare a card.
/// </summary>
...
...
Game/GameBehavior.cs
View file @
0974c33d
...
...
@@ -108,6 +108,7 @@ namespace WindBot.Game
_messages
.
Add
(
GameMessage
.
BecomeTarget
,
OnBecomeTarget
);
_messages
.
Add
(
GameMessage
.
SelectBattleCmd
,
OnSelectBattleCmd
);
_messages
.
Add
(
GameMessage
.
SelectCard
,
OnSelectCard
);
_messages
.
Add
(
GameMessage
.
SelectUnselectCard
,
OnSelectUnselectCard
);
_messages
.
Add
(
GameMessage
.
SelectChain
,
OnSelectChain
);
_messages
.
Add
(
GameMessage
.
SelectCounter
,
OnSelectCounter
);
_messages
.
Add
(
GameMessage
.
SelectDisfield
,
OnSelectDisfield
);
...
...
@@ -750,11 +751,84 @@ namespace WindBot.Game
Connection
.
Send
(
reply
);
}
private
void
InternalOnSelectUnselectCard
(
BinaryReader
packet
,
Func
<
IList
<
ClientCard
>,
int
,
int
,
int
,
bool
,
IList
<
ClientCard
>>
func
)
{
packet
.
ReadByte
();
// player
packet
.
ReadByte
();
// buttonok
bool
cancelable
=
packet
.
ReadByte
()
!=
0
;
int
min
=
packet
.
ReadByte
();
int
max
=
packet
.
ReadByte
();
IList
<
ClientCard
>
cards
=
new
List
<
ClientCard
>();
int
count
=
packet
.
ReadByte
();
for
(
int
i
=
0
;
i
<
count
;
++
i
)
{
int
id
=
packet
.
ReadInt32
();
int
player
=
GetLocalPlayer
(
packet
.
ReadByte
());
CardLocation
loc
=
(
CardLocation
)
packet
.
ReadByte
();
int
seq
=
packet
.
ReadByte
();
packet
.
ReadByte
();
// pos
ClientCard
card
;
if
(((
int
)
loc
&
(
int
)
CardLocation
.
Overlay
)
!=
0
)
card
=
new
ClientCard
(
id
,
CardLocation
.
Overlay
);
else
card
=
_duel
.
GetCard
(
player
,
loc
,
seq
);
if
(
card
==
null
)
continue
;
if
(
card
.
Id
==
0
)
card
.
SetId
(
id
);
cards
.
Add
(
card
);
}
int
count2
=
packet
.
ReadByte
();
for
(
int
i
=
0
;
i
<
count2
;
++
i
)
{
int
id
=
packet
.
ReadInt32
();
int
player
=
GetLocalPlayer
(
packet
.
ReadByte
());
CardLocation
loc
=
(
CardLocation
)
packet
.
ReadByte
();
int
seq
=
packet
.
ReadByte
();
packet
.
ReadByte
();
// pos
}
IList
<
ClientCard
>
selected
=
func
(
cards
,
min
,
max
,
_select_hint
,
cancelable
);
_select_hint
=
0
;
if
(
selected
.
Count
==
0
&&
cancelable
)
{
Connection
.
Send
(
CtosMessage
.
Response
,
-
1
);
return
;
}
byte
[]
result
=
new
byte
[
selected
.
Count
+
1
];
result
[
0
]
=
(
byte
)
selected
.
Count
;
for
(
int
i
=
0
;
i
<
selected
.
Count
;
++
i
)
{
int
id
=
0
;
for
(
int
j
=
0
;
j
<
count
;
++
j
)
{
if
(
cards
[
j
]
==
null
)
continue
;
if
(
cards
[
j
].
Equals
(
selected
[
i
]))
{
id
=
j
;
break
;
}
}
result
[
i
+
1
]
=
(
byte
)
id
;
}
BinaryWriter
reply
=
GamePacketFactory
.
Create
(
CtosMessage
.
Response
);
reply
.
Write
(
result
);
Connection
.
Send
(
reply
);
}
private
void
OnSelectCard
(
BinaryReader
packet
)
{
InternalOnSelectCard
(
packet
,
_ai
.
OnSelectCard
);
}
private
void
OnSelectUnselectCard
(
BinaryReader
packet
)
{
InternalOnSelectUnselectCard
(
packet
,
_ai
.
OnSelectCard
);
}
private
void
OnSelectChain
(
BinaryReader
packet
)
{
packet
.
ReadByte
();
// player
...
...
@@ -1106,7 +1180,12 @@ namespace WindBot.Game
private
void
OnSelectYesNo
(
BinaryReader
packet
)
{
packet
.
ReadByte
();
// player
int
reply
=
_ai
.
OnSelectYesNo
(
packet
.
ReadInt32
())
?
(
1
)
:
(
0
);
int
desc
=
packet
.
ReadInt32
();
int
reply
;
if
(
desc
==
30
)
reply
=
_ai
.
OnSelectBattleReplay
()
?
1
:
0
;
else
reply
=
_ai
.
OnSelectYesNo
(
desc
)
?
1
:
0
;
Connection
.
Send
(
CtosMessage
.
Response
,
reply
);
}
...
...
WindBotInfo.cs
View file @
0974c33d
using
System
;
using
System
;
namespace
WindBot
{
...
...
YGOSharp.OCGWrapper.Enums.dll
View file @
0974c33d
No preview for this file type
YGOSharp.OCGWrapper.dll
View file @
0974c33d
No preview for this file type
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