Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Support
Keyboard shortcuts
?
Submit feedback
Sign in / Register
Toggle navigation
W
windbot
Project overview
Project overview
Details
Activity
Releases
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Locked Files
Issues
0
Issues
0
List
Boards
Labels
Service Desk
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Security & Compliance
Security & Compliance
Dependency List
License Compliance
Packages
Packages
List
Container Registry
Analytics
Analytics
CI / CD
Code Review
Insights
Issues
Repository
Value Stream
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
Tang Xinwei
windbot
Commits
1eb0cb01
Commit
1eb0cb01
authored
Oct 02, 2021
by
苍蓝
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
update
parent
7a2e4e62
Changes
2
Show whitespace changes
Inline
Side-by-side
Showing
2 changed files
with
49 additions
and
41 deletions
+49
-41
Decks/AI_SaikyoBattleFlag.ydk
Decks/AI_SaikyoBattleFlag.ydk
+11
-8
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
+38
-33
No files found.
Decks/AI_SaikyoBattleFlag.ydk
View file @
1eb0cb01
...
...
@@ -2,31 +2,34 @@
#main
120183024
120183054
120193002
120181011
120181011
120181011
120183054
120183054
120181001
120193002
120193002
120193002
120183002
120183002
120183054
120181001
120181001
120155015
120155015
120155015
120193002
120193002
120183002
120183002
120183024
120183030
120183030
120183030
120151010
120151010
120183031
120183031
120183031
120193003
120193003
...
...
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
View file @
1eb0cb01
...
...
@@ -45,16 +45,17 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
恶德
,
恶德
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
对死者的供奉
,
死供
Eff
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
最强战旗
,
最强战旗
Eff
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
钢机神
,
钢机神
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
突击坦克
,
突击坦克
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
瞄准鹰
,
瞄准鹰
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
双角兽
,
双角兽
Effect
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
最强战旗
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
钢机神
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
恶德
,
DefaultDoubleSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
最强战旗
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
钢机神
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
恶德
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
双角兽
,
双角兽
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
成金恐龙王
,
成金恐龙王
Summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
瞄准鹰
,
瞄准鹰
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
瞄准鹰
,
瞄准鹰
summon2
);
...
...
@@ -62,10 +63,10 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
双角兽
,
瞄准鹰双角兽
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
成金恐龙王
,
瞄准鹰成金恐龙王
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
突击坦克
,
瞄准鹰坦克
summon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
双角兽
,
双角兽
Effect
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
双角兽
,
双角兽
summon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
最强战旗
,
最强战旗
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
对死者的供奉
,
死供
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
钢机神
,
钢机神
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
钢机神
,
钢机神
1
Effect
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
工匠无人机
,
无人机
Effect
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
工匠无人机
);
...
...
@@ -144,7 +145,6 @@ namespace WindBot.Game.AI.Decks
cards
.
Remove
(
card
);
}
}
return
selected
;
}
...
...
@@ -161,12 +161,12 @@ namespace WindBot.Game.AI.Decks
}
private
bool
DefaultDoubleSummon
()
{
if
(!
DoubleTribute
&&
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
Card
.
IsCode
(
CardId
.
双角兽
)))
>=
1
)
{
AI
.
SelectCard
(
CardId
.
双角兽
);
if
(!
DoubleTribute
)
return
false
;
else
AI
.
SelectCard
(
CardId
.
双角兽
);
DoubleTribute
=
false
;
return
true
;
}
return
false
;
}
private
bool
左迁
1
Effect
()
{
...
...
@@ -179,7 +179,9 @@ namespace WindBot.Game.AI.Decks
}
private
bool
左迁
2
Effect
()
{
AI
.
SelectCard
(
Enemy
.
GetMonsters
().
GetHighestAttackMonster
());
ClientCard
target
=
Util
.
GetBestEnemyMonster
(
true
,
true
);
if
(
target
!=
null
)
AI
.
SelectCard
(
target
);
return
true
;
}
private
bool
冻结
Effect
()
...
...
@@ -202,17 +204,20 @@ namespace WindBot.Game.AI.Decks
}
private
bool
钢机神
Effect
()
{
if
(
Duel
.
Turn
==
1
)
{
return
false
;
}
if
(
Duel
.
Turn
==
1
)
return
false
;
else
if
(
Enemy
.
HasAttackingMonster
()
||
Enemy
.
GetMonsterCount
()
<
1
)
AI
.
SelectCard
(
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
,
CardId
.
旗兽
,
CardId
.
突击坦克
,
CardId
.
工匠无人机
,
CardId
.
社员
,
CardId
.
双角兽
,
CardId
.
瞄准鹰
);
else
//AI.SelectCard(Bot.Graveyard.GetHighestAttackMonster());
return
true
;
}
private
bool
钢机神
1
Effect
()
{
if
(!
Enemy
.
HasAttackingMonster
()
&&
Enemy
.
GetMonsterCount
()
>=
1
)
{
AI
.
SelectCard
(
Bot
.
Graveyard
.
GetHighestLevelMonster
());
return
true
;
}
return
false
;
}
private
bool
恶德
Effect
()
{
foreach
(
ClientCard
m
in
Bot
.
Hand
)
...
...
@@ -347,7 +352,7 @@ namespace WindBot.Game.AI.Decks
private
bool
瞄准鹰
summon
()
{
foreach
(
ClientCard
m
in
Bot
.
GetMonsters
())
if
(
m
.
HasAttribute
(
CardAttribute
.
Light
)
&&
m
.
Level
<=
4
)
if
(
m
.
HasAttribute
(
CardAttribute
.
Light
)
&&
m
.
Level
<=
4
&&
m
.
IsFaceup
()
)
if
(
Bot
.
HasInHand
(
new
[]
{
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
}))
if
(
Enemy
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>=
7
)
>
0
)
return
true
;
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment