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Tang Xinwei
windbot
Commits
2ad318ae
Commit
2ad318ae
authored
Feb 08, 2023
by
苍蓝
Browse files
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Browse Files
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Plain Diff
update
parent
780b6d6c
Changes
8
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Showing
8 changed files
with
749 additions
and
54 deletions
+749
-54
Game/AI/CardContainer.cs
Game/AI/CardContainer.cs
+4
-0
Game/AI/Decks/LuckyExecutor.cs
Game/AI/Decks/LuckyExecutor.cs
+32
-7
Game/AI/Decks/MituziExecutor.cs
Game/AI/Decks/MituziExecutor.cs
+114
-2
Game/AI/Decks/MokeyMokeyExecutor.cs
Game/AI/Decks/MokeyMokeyExecutor.cs
+117
-8
Game/AI/Decks/MokeyMokeyKingExecutor.cs
Game/AI/Decks/MokeyMokeyKingExecutor.cs
+110
-4
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
+110
-11
Game/AI/Decks/TheLegendExecutor.cs
Game/AI/Decks/TheLegendExecutor.cs
+105
-5
Game/AI/DefaultExecutor.cs
Game/AI/DefaultExecutor.cs
+157
-17
No files found.
Game/AI/CardContainer.cs
View file @
2ad318ae
...
@@ -115,6 +115,10 @@ namespace WindBot.Game.AI
...
@@ -115,6 +115,10 @@ namespace WindBot.Game.AI
{
{
return
cards
.
FirstOrDefault
(
card
=>
card
?.
Data
!=
null
&&
card
.
IsMonsterInvincible
()
&&
card
.
IsFaceup
()
&&
(!
canBeTarget
||
!
card
.
IsShouldNotBeTarget
()));
return
cards
.
FirstOrDefault
(
card
=>
card
?.
Data
!=
null
&&
card
.
IsMonsterInvincible
()
&&
card
.
IsFaceup
()
&&
(!
canBeTarget
||
!
card
.
IsShouldNotBeTarget
()));
}
}
public
static
ClientCard
GetImmuneTrapMonster
(
this
IEnumerable
<
ClientCard
>
cards
,
bool
canBeTarget
=
false
)
{
return
cards
.
FirstOrDefault
(
card
=>
card
?.
Data
!=
null
&&
card
.
IsMonsterImmuneTrap
()
&&
card
.
IsFaceup
()
&&
(!
canBeTarget
||
!
card
.
IsShouldNotBeTarget
()));
}
public
static
ClientCard
GetDangerousMonster
(
this
IEnumerable
<
ClientCard
>
cards
,
bool
canBeTarget
=
false
)
public
static
ClientCard
GetDangerousMonster
(
this
IEnumerable
<
ClientCard
>
cards
,
bool
canBeTarget
=
false
)
{
{
...
...
Game/AI/Decks/LuckyExecutor.cs
View file @
2ad318ae
...
@@ -18,9 +18,10 @@ namespace WindBot.Game.AI.Decks
...
@@ -18,9 +18,10 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
SpSummon
,
ImFeelingLucky
);
AddExecutor
(
ExecutorType
.
SpSummon
,
ImFeelingLucky
);
AddExecutor
(
ExecutorType
.
SpSummon
,
ImFeelingUnlucky
);
AddExecutor
(
ExecutorType
.
SpSummon
,
ImFeelingUnlucky
);
AddExecutor
(
ExecutorType
.
Activate
,
ImFeelingUnlucky
);
AddExecutor
(
ExecutorType
.
Activate
,
ImFeelingUnlucky
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
ImFeelingLazy
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
苍救升
,
苍救升
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
苍救降
,
苍救降
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
传说战士
,
传说战士
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
海龙骑士
,
海龙骑士
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
海龙骑士
,
海龙骑士
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
大风暴
,
大风暴
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
大风暴
,
大风暴
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
魔法筒
,
魔法筒
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
魔法筒
,
魔法筒
Effect
);
...
@@ -31,6 +32,9 @@ namespace WindBot.Game.AI.Decks
...
@@ -31,6 +32,9 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
暗黑释放
,
圣防
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
暗黑释放
,
圣防
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
手枪龙
,
手枪龙
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
手枪龙
,
手枪龙
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
最强战旗
,
最强战旗
Eff
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
最强战旗
,
最强战旗
Eff
);
//AddExecutor(ExecutorType.Activate, _CardId.升阵, 装备act);
//AddExecutor(ExecutorType.Activate, _CardId.苍救之证, 装备act);
AddExecutor
(
ExecutorType
.
Activate
,
装备
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
MysticalSpaceTyphoon
,
DefaultMysticalSpaceTyphoon
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
MysticalSpaceTyphoon
,
DefaultMysticalSpaceTyphoon
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
CosmicCyclone
,
DefaultCosmicCyclone
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
CosmicCyclone
,
DefaultCosmicCyclone
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
GalaxyCyclone
,
DefaultGalaxyCyclone
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
GalaxyCyclone
,
DefaultGalaxyCyclone
);
...
@@ -60,7 +64,9 @@ namespace WindBot.Game.AI.Decks
...
@@ -60,7 +64,9 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
AllureofDarkness
,
DefaultAllureofDarkness
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
AllureofDarkness
,
DefaultAllureofDarkness
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
DimensionalBarrier
,
DefaultDimensionalBarrier
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
DimensionalBarrier
,
DefaultDimensionalBarrier
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
InterruptedKaijuSlumber
,
DefaultInterruptedKaijuSlumber
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
InterruptedKaijuSlumber
,
DefaultInterruptedKaijuSlumber
);
AddExecutor
(
ExecutorType
.
Summon
,
_CardId
.
苍救降
);
AddExecutor
(
ExecutorType
.
Summon
,
_CardId
.
苍救升
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
ImFeelingLazy
);
AddExecutor
(
ExecutorType
.
SpSummon
,
_CardId
.
JizukirutheStarDestroyingKaiju
,
DefaultKaijuSpsummon
);
AddExecutor
(
ExecutorType
.
SpSummon
,
_CardId
.
JizukirutheStarDestroyingKaiju
,
DefaultKaijuSpsummon
);
AddExecutor
(
ExecutorType
.
SpSummon
,
_CardId
.
GadarlatheMysteryDustKaiju
,
DefaultKaijuSpsummon
);
AddExecutor
(
ExecutorType
.
SpSummon
,
_CardId
.
GadarlatheMysteryDustKaiju
,
DefaultKaijuSpsummon
);
AddExecutor
(
ExecutorType
.
SpSummon
,
_CardId
.
GamecieltheSeaTurtleKaiju
,
DefaultKaijuSpsummon
);
AddExecutor
(
ExecutorType
.
SpSummon
,
_CardId
.
GamecieltheSeaTurtleKaiju
,
DefaultKaijuSpsummon
);
...
@@ -91,6 +97,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -91,6 +97,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Summon
,
_CardId
.
ExodiaTheForbiddenOne
,
JustDontIt
);
AddExecutor
(
ExecutorType
.
Summon
,
_CardId
.
ExodiaTheForbiddenOne
,
JustDontIt
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
死苏
,
死苏
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
死苏
,
死苏
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
死苏
2
,
死苏
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
死苏
2
,
死苏
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
斗牛士
,
斗牛士
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
最强战旗
,
最强战旗
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
最强战旗
,
最强战旗
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
钢机神
,
钢机神
1
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
钢机神
,
钢机神
1
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
钢机神
,
钢机神
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
钢机神
,
钢机神
Effect
);
...
@@ -98,6 +105,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -98,6 +105,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
MonsterSet
,
_CardId
.
千年盾
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
_CardId
.
千年盾
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
死供
,
死供
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
死供
,
死供
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
耳语妖精
,
耳语妖精
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
耳语妖精
,
耳语妖精
Effect
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
SpellSet
,
DefaultSpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
,
DefaultSpellSet
);
...
@@ -113,7 +121,10 @@ namespace WindBot.Game.AI.Decks
...
@@ -113,7 +121,10 @@ namespace WindBot.Game.AI.Decks
{
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
Remove
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
Remove
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
};
};
private
List
<
int
>
HintMsgForExtra
=
new
List
<
int
>
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
Remove
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
};
private
List
<
int
>
HintMsgForSelf
=
new
List
<
int
>
private
List
<
int
>
HintMsgForSelf
=
new
List
<
int
>
{
{
HintMsg
.
Equip
HintMsg
.
Equip
...
@@ -126,7 +137,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -126,7 +137,7 @@ namespace WindBot.Game.AI.Decks
private
List
<
int
>
HintMsgForMaxSelect
=
new
List
<
int
>
private
List
<
int
>
HintMsgForMaxSelect
=
new
List
<
int
>
{
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
,
HintMsg
.
Destroy
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
,
HintMsg
.
Destroy
,
HintMsg
.
Equip
,
HintMsg
.
Confirm
};
};
public
override
IList
<
ClientCard
>
OnSelectCard
(
IList
<
ClientCard
>
_cards
,
int
min
,
int
max
,
int
hint
,
bool
cancelable
)
public
override
IList
<
ClientCard
>
OnSelectCard
(
IList
<
ClientCard
>
_cards
,
int
min
,
int
max
,
int
hint
,
bool
cancelable
)
...
@@ -168,6 +179,19 @@ namespace WindBot.Game.AI.Decks
...
@@ -168,6 +179,19 @@ namespace WindBot.Game.AI.Decks
cards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
}
}
if
(
HintMsgForExtra
.
Contains
(
hint
))
{
IList
<
ClientCard
>
ExtraCards
=
cards
.
Where
(
card
=>
card
.
Location
==
CardLocation
.
Extra
).
ToList
();
// select extra's card first
while
(
ExtraCards
.
Count
>
0
&&
selected
.
Count
<
max
)
{
ClientCard
card
=
ExtraCards
[
Program
.
Rand
.
Next
(
ExtraCards
.
Count
)];
selected
.
Add
(
card
);
ExtraCards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
if
(
HintMsgForSelf
.
Contains
(
hint
))
if
(
HintMsgForSelf
.
Contains
(
hint
))
{
{
...
@@ -239,12 +263,13 @@ namespace WindBot.Game.AI.Decks
...
@@ -239,12 +263,13 @@ namespace WindBot.Game.AI.Decks
private
bool
ImFeelingLucky
()
private
bool
ImFeelingLucky
()
{
{
return
Program
.
Rand
.
Next
(
10
)
>=
5
&&
DefaultDontChainMyself
();
return
Program
.
Rand
.
Next
(
10
)
>=
5
&&
DefaultDontChainMyself
()
&&
!
Card
.
HasType
(
CardType
.
Equip
);
}
}
private
bool
ImFeelingUnlucky
()
private
bool
ImFeelingUnlucky
()
{
{
return
DefaultDontChainMyself
(
);
return
DefaultDontChainMyself
()
&&
!
Card
.
HasType
(
CardType
.
Equip
);
}
}
private
bool
ImFeelingLazy
()
private
bool
ImFeelingLazy
()
...
...
Game/AI/Decks/MituziExecutor.cs
View file @
2ad318ae
...
@@ -75,34 +75,61 @@ namespace WindBot.Game.AI.Decks
...
@@ -75,34 +75,61 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
幻刃封锁
,
幻刃封锁
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
幻刃封锁
,
幻刃封锁
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
幻刃急攻
,
幻刃急攻
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
幻刃急攻
,
幻刃急攻
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
透幻乡险峻
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
透幻乡险峻
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
破灭之龙魔导士
,
破灭之龙魔导士
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
星战骑佩流安
,
星战骑佩流安
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
加百列热茶
,
加百列热茶
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
SpellSet
,
TrapCardSet
);
AddExecutor
(
ExecutorType
.
SpellSet
,
TrapCardSet
);
AddExecutor
(
ExecutorType
.
SpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
);
}
}
private
List
<
int
>
HintMsgForEnemy
=
new
List
<
int
>
private
List
<
int
>
HintMsgForEnemy
=
new
List
<
int
>
{
{
HintMsg
.
Release
,
HintMsg
.
Destroy
,
HintMsg
.
Remove
,
HintMsg
.
ToGrave
,
HintMsg
.
ReturnToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
Release
,
HintMsg
.
Destroy
,
HintMsg
.
Remove
,
HintMsg
.
ToGrave
,
HintMsg
.
ReturnToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
FusionMaterial
,
HintMsg
.
SynchroMaterial
,
HintMsg
.
XyzMaterial
,
HintMsg
.
LinkMaterial
,
HintMsg
.
Disable
HintMsg
.
FusionMaterial
,
HintMsg
.
SynchroMaterial
,
HintMsg
.
XyzMaterial
,
HintMsg
.
LinkMaterial
,
HintMsg
.
Disable
};
};
private
List
<
int
>
HintMsgForDeck
=
new
List
<
int
>
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
Remove
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
};
private
List
<
int
>
HintMsgForExtra
=
new
List
<
int
>
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
Remove
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
};
private
List
<
int
>
HintMsgForSelf
=
new
List
<
int
>
{
HintMsg
.
Equip
};
private
List
<
int
>
HintMsgForMaterial
=
new
List
<
int
>
{
HintMsg
.
FusionMaterial
,
HintMsg
.
SynchroMaterial
,
HintMsg
.
XyzMaterial
,
HintMsg
.
LinkMaterial
,
HintMsg
.
Release
};
private
List
<
int
>
HintMsgForMaxSelect
=
new
List
<
int
>
private
List
<
int
>
HintMsgForMaxSelect
=
new
List
<
int
>
{
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
AddToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
Destroy
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
,
HintMsg
.
Destroy
,
HintMsg
.
Equip
,
HintMsg
.
Confirm
};
};
public
override
IList
<
ClientCard
>
OnSelectCard
(
IList
<
ClientCard
>
_cards
,
int
min
,
int
max
,
int
hint
,
bool
cancelable
)
public
override
IList
<
ClientCard
>
OnSelectCard
(
IList
<
ClientCard
>
_cards
,
int
min
,
int
max
,
int
hint
,
bool
cancelable
)
{
{
if
(
Duel
.
Phase
==
DuelPhase
.
BattleStart
)
if
(
Duel
.
Phase
==
DuelPhase
.
BattleStart
)
return
null
;
return
null
;
if
(
AI
.
HaveSelectedCards
())
if
(
AI
.
HaveSelectedCards
())
return
null
;
return
null
;
IList
<
ClientCard
>
selected
=
new
List
<
ClientCard
>();
IList
<
ClientCard
>
selected
=
new
List
<
ClientCard
>();
IList
<
ClientCard
>
cards
=
new
List
<
ClientCard
>(
_cards
);
IList
<
ClientCard
>
cards
=
new
List
<
ClientCard
>(
_cards
);
if
(
max
>
cards
.
Count
)
if
(
max
>
cards
.
Count
)
max
=
cards
.
Count
;
max
=
cards
.
Count
;
if
(
HintMsgForEnemy
.
Contains
(
hint
))
if
(
HintMsgForEnemy
.
Contains
(
hint
))
{
{
IList
<
ClientCard
>
enemyCards
=
cards
.
Where
(
card
=>
card
.
Controller
==
1
).
ToList
();
IList
<
ClientCard
>
enemyCards
=
cards
.
Where
(
card
=>
card
.
Controller
==
1
).
ToList
();
// select enemy's card first
// select enemy's card first
while
(
enemyCards
.
Count
>
0
&&
selected
.
Count
<
max
)
while
(
enemyCards
.
Count
>
0
&&
selected
.
Count
<
max
)
{
{
...
@@ -112,6 +139,70 @@ namespace WindBot.Game.AI.Decks
...
@@ -112,6 +139,70 @@ namespace WindBot.Game.AI.Decks
cards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
}
}
if
(
HintMsgForDeck
.
Contains
(
hint
))
{
IList
<
ClientCard
>
deckCards
=
cards
.
Where
(
card
=>
card
.
Location
==
CardLocation
.
Deck
).
ToList
();
// select deck's card first
while
(
deckCards
.
Count
>
0
&&
selected
.
Count
<
max
)
{
ClientCard
card
=
deckCards
[
Program
.
Rand
.
Next
(
deckCards
.
Count
)];
selected
.
Add
(
card
);
deckCards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
if
(
HintMsgForExtra
.
Contains
(
hint
))
{
IList
<
ClientCard
>
ExtraCards
=
cards
.
Where
(
card
=>
card
.
Location
==
CardLocation
.
Extra
).
ToList
();
// select extra's card first
while
(
ExtraCards
.
Count
>
0
&&
selected
.
Count
<
max
)
{
ClientCard
card
=
ExtraCards
[
Program
.
Rand
.
Next
(
ExtraCards
.
Count
)];
selected
.
Add
(
card
);
ExtraCards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
if
(
HintMsgForSelf
.
Contains
(
hint
))
{
IList
<
ClientCard
>
botCards
=
cards
.
Where
(
card
=>
card
.
Controller
==
0
).
ToList
();
// select bot's card first
while
(
botCards
.
Count
>
0
&&
selected
.
Count
<
max
)
{
ClientCard
card
=
botCards
[
Program
.
Rand
.
Next
(
botCards
.
Count
)];
selected
.
Add
(
card
);
botCards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
if
(
HintMsgForMaterial
.
Contains
(
hint
))
{
IList
<
ClientCard
>
materials
=
cards
.
OrderBy
(
card
=>
card
.
Attack
).
ToList
();
// select low attack first
while
(
materials
.
Count
>
0
&&
selected
.
Count
<
min
)
{
ClientCard
card
=
materials
[
0
];
selected
.
Add
(
card
);
materials
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
// select random cards
while
(
selected
.
Count
<
min
)
{
ClientCard
card
=
cards
[
Program
.
Rand
.
Next
(
cards
.
Count
)];
selected
.
Add
(
card
);
cards
.
Remove
(
card
);
}
if
(
HintMsgForMaxSelect
.
Contains
(
hint
))
if
(
HintMsgForMaxSelect
.
Contains
(
hint
))
{
{
// select max cards
// select max cards
...
@@ -122,9 +213,30 @@ namespace WindBot.Game.AI.Decks
...
@@ -122,9 +213,30 @@ namespace WindBot.Game.AI.Decks
cards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
}
}
return
selected
;
return
selected
;
}
}
public
override
bool
OnSelectHand
()
public
override
int
OnSelectOption
(
IList
<
int
>
options
)
{
return
Program
.
Rand
.
Next
(
options
.
Count
);
}
public
override
CardPosition
OnSelectPosition
(
int
cardId
,
IList
<
CardPosition
>
positions
)
{
YGOSharp
.
OCGWrapper
.
NamedCard
cardData
=
YGOSharp
.
OCGWrapper
.
NamedCard
.
Get
(
cardId
);
if
(
cardData
!=
null
)
{
if
(
cardData
.
Attack
<
0
)
return
CardPosition
.
FaceUpAttack
;
if
(
cardData
.
Attack
<=
1000
)
return
CardPosition
.
FaceUpDefence
;
}
return
0
;
}
public
override
bool
OnSelectHand
()
{
{
// go first
// go first
return
true
;
return
true
;
...
...
Game/AI/Decks/MokeyMokeyExecutor.cs
View file @
2ad318ae
...
@@ -35,12 +35,14 @@ namespace WindBot.Game.AI.Decks
...
@@ -35,12 +35,14 @@ namespace WindBot.Game.AI.Decks
public
const
int
对死者的供奉
=
120151023
;
public
const
int
对死者的供奉
=
120151023
;
public
const
int
落穴
=
120150019
;
public
const
int
落穴
=
120150019
;
public
const
int
暗黑释放
=
120105013
;
public
const
int
暗黑释放
=
120105013
;
public
const
int
七魔导枪
=
120228050
;
}
}
public
MokeyMokeyExecutor
(
GameAI
ai
,
Duel
duel
)
public
MokeyMokeyExecutor
(
GameAI
ai
,
Duel
duel
)
:
base
(
ai
,
duel
)
:
base
(
ai
,
duel
)
{
{
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
黑洞
,
黑洞
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
黑洞
,
黑洞
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
强欲之壶
);
AddExecutor
(
ExecutorType
.
SpSummon
);
AddExecutor
(
ExecutorType
.
SpSummon
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
侏儒兔
,
侏儒兔
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
侏儒兔
,
侏儒兔
Effect
);
...
@@ -58,8 +60,9 @@ namespace WindBot.Game.AI.Decks
...
@@ -58,8 +60,9 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
神秘庄家
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
神秘庄家
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
侏儒兔
,
侏儒兔
Summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
侏儒兔
,
侏儒兔
Summon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
神秘庄家
,
draweffect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
神秘庄家
,
draweffect
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
暗黑释放
,
圣防
Effect
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
暗黑释放
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
落穴
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
落穴
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
暗黑释放
,
圣防
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
魔法筒
,
魔法筒
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
魔法筒
,
魔法筒
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
炸甲
,
炸甲
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
炸甲
,
炸甲
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
落穴
,
落穴
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
落穴
,
落穴
Effect
);
...
@@ -78,7 +81,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -78,7 +81,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Summon
,
_CardId
.
结界像
);
AddExecutor
(
ExecutorType
.
Summon
,
_CardId
.
结界像
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
七魔导枪
,
七魔导枪
Effect
);
AddExecutor
(
ExecutorType
.
SpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
);
//AddExecutor(ExecutorType.Activate, CardId.sionmax, sionmaxEffect);
//AddExecutor(ExecutorType.Activate, CardId.sionmax, sionmaxEffect);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
耳语妖精
,
耳语妖精
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
耳语妖精
,
耳语妖精
Effect
);
...
@@ -86,23 +89,42 @@ namespace WindBot.Game.AI.Decks
...
@@ -86,23 +89,42 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
连击龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
连击龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
七星道魔术师
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
七星道魔术师
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
斗牛士
,
斗牛士
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
斗牛士
,
斗牛士
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
破灭之龙魔导士
,
破灭之龙魔导士
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
星战骑佩流安
,
星战骑佩流安
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
加百列热茶
,
加百列热茶
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
青眼白龙
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
青眼白龙
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
破坏之剑士
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
破坏之剑士
,
圣防
Repos
);
}
}
private
List
<
int
>
HintMsgForEnemy
=
new
List
<
int
>
private
List
<
int
>
HintMsgForEnemy
=
new
List
<
int
>
{
{
HintMsg
.
Release
,
HintMsg
.
Destroy
,
HintMsg
.
Remove
,
HintMsg
.
ToGrave
,
HintMsg
.
ReturnToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
Release
,
HintMsg
.
Destroy
,
HintMsg
.
Remove
,
HintMsg
.
ToGrave
,
HintMsg
.
ReturnToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
FusionMaterial
,
HintMsg
.
SynchroMaterial
,
HintMsg
.
XyzMaterial
,
HintMsg
.
LinkMaterial
,
HintMsg
.
Disable
HintMsg
.
FusionMaterial
,
HintMsg
.
SynchroMaterial
,
HintMsg
.
XyzMaterial
,
HintMsg
.
LinkMaterial
,
HintMsg
.
Disable
};
};
private
List
<
int
>
HintMsgForDeck
=
new
List
<
int
>
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
Remove
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
};
private
List
<
int
>
HintMsgForExtra
=
new
List
<
int
>
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
Remove
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
};
private
List
<
int
>
HintMsgForSelf
=
new
List
<
int
>
{
HintMsg
.
Equip
};
private
List
<
int
>
HintMsgForMaterial
=
new
List
<
int
>
{
HintMsg
.
FusionMaterial
,
HintMsg
.
SynchroMaterial
,
HintMsg
.
XyzMaterial
,
HintMsg
.
LinkMaterial
,
HintMsg
.
Release
};
private
List
<
int
>
HintMsgForMaxSelect
=
new
List
<
int
>
private
List
<
int
>
HintMsgForMaxSelect
=
new
List
<
int
>
{
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
AddToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
Destroy
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
,
HintMsg
.
Destroy
,
HintMsg
.
Equip
,
HintMsg
.
Confirm
};
};
public
override
IList
<
ClientCard
>
OnSelectCard
(
IList
<
ClientCard
>
_cards
,
int
min
,
int
max
,
int
hint
,
bool
cancelable
)
public
override
IList
<
ClientCard
>
OnSelectCard
(
IList
<
ClientCard
>
_cards
,
int
min
,
int
max
,
int
hint
,
bool
cancelable
)
...
@@ -131,6 +153,69 @@ namespace WindBot.Game.AI.Decks
...
@@ -131,6 +153,69 @@ namespace WindBot.Game.AI.Decks
}
}
}
}
if
(
HintMsgForDeck
.
Contains
(
hint
))
{
IList
<
ClientCard
>
deckCards
=
cards
.
Where
(
card
=>
card
.
Location
==
CardLocation
.
Deck
).
ToList
();
// select deck's card first
while
(
deckCards
.
Count
>
0
&&
selected
.
Count
<
max
)
{
ClientCard
card
=
deckCards
[
Program
.
Rand
.
Next
(
deckCards
.
Count
)];
selected
.
Add
(
card
);
deckCards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
if
(
HintMsgForExtra
.
Contains
(
hint
))
{
IList
<
ClientCard
>
ExtraCards
=
cards
.
Where
(
card
=>
card
.
Location
==
CardLocation
.
Extra
).
ToList
();
// select extra's card first
while
(
ExtraCards
.
Count
>
0
&&
selected
.
Count
<
max
)
{
ClientCard
card
=
ExtraCards
[
Program
.
Rand
.
Next
(
ExtraCards
.
Count
)];
selected
.
Add
(
card
);
ExtraCards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
if
(
HintMsgForSelf
.
Contains
(
hint
))
{
IList
<
ClientCard
>
botCards
=
cards
.
Where
(
card
=>
card
.
Controller
==
0
).
ToList
();
// select bot's card first
while
(
botCards
.
Count
>
0
&&
selected
.
Count
<
max
)
{
ClientCard
card
=
botCards
[
Program
.
Rand
.
Next
(
botCards
.
Count
)];
selected
.
Add
(
card
);
botCards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
if
(
HintMsgForMaterial
.
Contains
(
hint
))
{
IList
<
ClientCard
>
materials
=
cards
.
OrderBy
(
card
=>
card
.
Attack
).
ToList
();
// select low attack first
while
(
materials
.
Count
>
0
&&
selected
.
Count
<
min
)
{
ClientCard
card
=
materials
[
0
];
selected
.
Add
(
card
);
materials
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
// select random cards
while
(
selected
.
Count
<
min
)
{
ClientCard
card
=
cards
[
Program
.
Rand
.
Next
(
cards
.
Count
)];
selected
.
Add
(
card
);
cards
.
Remove
(
card
);
}
if
(
HintMsgForMaxSelect
.
Contains
(
hint
))
if
(
HintMsgForMaxSelect
.
Contains
(
hint
))
{
{
// select max cards
// select max cards
...
@@ -144,6 +229,25 @@ namespace WindBot.Game.AI.Decks
...
@@ -144,6 +229,25 @@ namespace WindBot.Game.AI.Decks
return
selected
;
return
selected
;
}
}
public
override
int
OnSelectOption
(
IList
<
int
>
options
)
{
return
Program
.
Rand
.
Next
(
options
.
Count
);
}
public
override
CardPosition
OnSelectPosition
(
int
cardId
,
IList
<
CardPosition
>
positions
)
{
YGOSharp
.
OCGWrapper
.
NamedCard
cardData
=
YGOSharp
.
OCGWrapper
.
NamedCard
.
Get
(
cardId
);
if
(
cardData
!=
null
)
{
if
(
cardData
.
Attack
<
0
)
return
CardPosition
.
FaceUpAttack
;
if
(
cardData
.
Attack
<=
1000
)
return
CardPosition
.
FaceUpDefence
;
}
return
0
;
}
public
override
bool
OnSelectHand
()
public
override
bool
OnSelectHand
()
{
{
// go first
// go first
...
@@ -169,7 +273,12 @@ namespace WindBot.Game.AI.Decks
...
@@ -169,7 +273,12 @@ namespace WindBot.Game.AI.Decks
return
false
;
return
false
;
return
true
;
return
true
;
}
}
private
bool
七魔导枪
Effect
()
{
if
(
Bot
.
HasInMonstersZone
(
CardId
.
七星道魔术师
))
AI
.
SelectCard
(
CardId
.
七星道魔术师
);
return
true
;
}
private
bool
火星心少女
Effect
()
private
bool
火星心少女
Effect
()
{
{
foreach
(
ClientCard
m
in
Bot
.
Hand
)
foreach
(
ClientCard
m
in
Bot
.
Hand
)
...
@@ -240,7 +349,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -240,7 +349,7 @@ namespace WindBot.Game.AI.Decks
{
{
if
(
Bot
.
HasInGraveyard
(
new
[]
{
CardId
.
连击龙
,
CardId
.
青眼白龙
})
&&
if
(
Bot
.
HasInGraveyard
(
new
[]
{
CardId
.
连击龙
,
CardId
.
青眼白龙
})
&&
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
4
)
<
2
&&
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
4
)
<
2
&&
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
)
+
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
))
<
=
2
)
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
)
+
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
))
>
=
2
)
{
{
return
true
;
return
true
;
}
}
...
...
Game/AI/Decks/MokeyMokeyKingExecutor.cs
View file @
2ad318ae
...
@@ -48,6 +48,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -48,6 +48,7 @@ namespace WindBot.Game.AI.Decks
{
{
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
黑洞
,
黑洞
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
黑洞
,
黑洞
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
疾风弹
,
疾风弹
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
疾风弹
,
疾风弹
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
强欲之壶
);
AddExecutor
(
ExecutorType
.
SpSummon
);
AddExecutor
(
ExecutorType
.
SpSummon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
七星道法师
,
七星道法师
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
七星道法师
,
七星道法师
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
侏儒兔
,
侏儒兔
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
侏儒兔
,
侏儒兔
Effect
);
...
@@ -64,8 +65,9 @@ namespace WindBot.Game.AI.Decks
...
@@ -64,8 +65,9 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
神秘庄家
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
神秘庄家
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
侏儒兔
,
侏儒兔
Summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
侏儒兔
,
侏儒兔
Summon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
神秘庄家
,
draweffect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
神秘庄家
,
draweffect
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
暗黑释放
,
圣防
Effect
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
暗黑释放
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
落穴
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
落穴
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
暗黑释放
,
圣防
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
魔法筒
,
魔法筒
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
魔法筒
,
魔法筒
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
炸甲
,
炸甲
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
炸甲
,
炸甲
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
落穴
,
落穴
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
落穴
,
落穴
Effect
);
...
@@ -91,6 +93,9 @@ namespace WindBot.Game.AI.Decks
...
@@ -91,6 +93,9 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
连击龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
连击龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
七星道魔术师
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
七星道魔术师
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
斗牛士
,
斗牛士
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
斗牛士
,
斗牛士
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
破灭之龙魔导士
,
破灭之龙魔导士
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
星战骑佩流安
,
星战骑佩流安
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
加百列热茶
,
加百列热茶
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
死苏
,
死苏
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
死苏
,
死苏
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
死苏
2
,
死苏
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
死苏
2
,
死苏
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
...
@@ -98,15 +103,33 @@ namespace WindBot.Game.AI.Decks
...
@@ -98,15 +103,33 @@ namespace WindBot.Game.AI.Decks
}
}
private
List
<
int
>
HintMsgForEnemy
=
new
List
<
int
>
private
List
<
int
>
HintMsgForEnemy
=
new
List
<
int
>
{
{
HintMsg
.
Release
,
HintMsg
.
Destroy
,
HintMsg
.
Remove
,
HintMsg
.
ToGrave
,
HintMsg
.
ReturnToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
Release
,
HintMsg
.
Destroy
,
HintMsg
.
Remove
,
HintMsg
.
ToGrave
,
HintMsg
.
ReturnToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
FusionMaterial
,
HintMsg
.
SynchroMaterial
,
HintMsg
.
XyzMaterial
,
HintMsg
.
LinkMaterial
,
HintMsg
.
Disable
HintMsg
.
FusionMaterial
,
HintMsg
.
SynchroMaterial
,
HintMsg
.
XyzMaterial
,
HintMsg
.
LinkMaterial
,
HintMsg
.
Disable
};
};
private
List
<
int
>
HintMsgForDeck
=
new
List
<
int
>
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
Remove
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
};
private
List
<
int
>
HintMsgForExtra
=
new
List
<
int
>
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
Remove
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
};
private
List
<
int
>
HintMsgForSelf
=
new
List
<
int
>
{
HintMsg
.
Equip
};
private
List
<
int
>
HintMsgForMaterial
=
new
List
<
int
>
{
HintMsg
.
FusionMaterial
,
HintMsg
.
SynchroMaterial
,
HintMsg
.
XyzMaterial
,
HintMsg
.
LinkMaterial
,
HintMsg
.
Release
};
private
List
<
int
>
HintMsgForMaxSelect
=
new
List
<
int
>
private
List
<
int
>
HintMsgForMaxSelect
=
new
List
<
int
>
{
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
AddToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
Destroy
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
,
HintMsg
.
Destroy
,
HintMsg
.
Equip
,
HintMsg
.
Confirm
};
};
public
override
IList
<
ClientCard
>
OnSelectCard
(
IList
<
ClientCard
>
_cards
,
int
min
,
int
max
,
int
hint
,
bool
cancelable
)
public
override
IList
<
ClientCard
>
OnSelectCard
(
IList
<
ClientCard
>
_cards
,
int
min
,
int
max
,
int
hint
,
bool
cancelable
)
...
@@ -135,6 +158,69 @@ namespace WindBot.Game.AI.Decks
...
@@ -135,6 +158,69 @@ namespace WindBot.Game.AI.Decks
}
}
}
}
if
(
HintMsgForDeck
.
Contains
(
hint
))
{
IList
<
ClientCard
>
deckCards
=
cards
.
Where
(
card
=>
card
.
Location
==
CardLocation
.
Deck
).
ToList
();
// select deck's card first
while
(
deckCards
.
Count
>
0
&&
selected
.
Count
<
max
)
{
ClientCard
card
=
deckCards
[
Program
.
Rand
.
Next
(
deckCards
.
Count
)];
selected
.
Add
(
card
);
deckCards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
if
(
HintMsgForExtra
.
Contains
(
hint
))
{
IList
<
ClientCard
>
ExtraCards
=
cards
.
Where
(
card
=>
card
.
Location
==
CardLocation
.
Extra
).
ToList
();
// select extra's card first
while
(
ExtraCards
.
Count
>
0
&&
selected
.
Count
<
max
)
{
ClientCard
card
=
ExtraCards
[
Program
.
Rand
.
Next
(
ExtraCards
.
Count
)];
selected
.
Add
(
card
);
ExtraCards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
if
(
HintMsgForSelf
.
Contains
(
hint
))
{
IList
<
ClientCard
>
botCards
=
cards
.
Where
(
card
=>
card
.
Controller
==
0
).
ToList
();
// select bot's card first
while
(
botCards
.
Count
>
0
&&
selected
.
Count
<
max
)
{
ClientCard
card
=
botCards
[
Program
.
Rand
.
Next
(
botCards
.
Count
)];
selected
.
Add
(
card
);
botCards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
if
(
HintMsgForMaterial
.
Contains
(
hint
))
{
IList
<
ClientCard
>
materials
=
cards
.
OrderBy
(
card
=>
card
.
Attack
).
ToList
();
// select low attack first
while
(
materials
.
Count
>
0
&&
selected
.
Count
<
min
)
{
ClientCard
card
=
materials
[
0
];
selected
.
Add
(
card
);
materials
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
// select random cards
while
(
selected
.
Count
<
min
)
{
ClientCard
card
=
cards
[
Program
.
Rand
.
Next
(
cards
.
Count
)];
selected
.
Add
(
card
);
cards
.
Remove
(
card
);
}
if
(
HintMsgForMaxSelect
.
Contains
(
hint
))
if
(
HintMsgForMaxSelect
.
Contains
(
hint
))
{
{
// select max cards
// select max cards
...
@@ -145,8 +231,28 @@ namespace WindBot.Game.AI.Decks
...
@@ -145,8 +231,28 @@ namespace WindBot.Game.AI.Decks
cards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
}
}
return
selected
;
return
selected
;
}
}
public
override
int
OnSelectOption
(
IList
<
int
>
options
)
{
return
Program
.
Rand
.
Next
(
options
.
Count
);
}
public
override
CardPosition
OnSelectPosition
(
int
cardId
,
IList
<
CardPosition
>
positions
)
{
YGOSharp
.
OCGWrapper
.
NamedCard
cardData
=
YGOSharp
.
OCGWrapper
.
NamedCard
.
Get
(
cardId
);
if
(
cardData
!=
null
)
{
if
(
cardData
.
Attack
<
0
)
return
CardPosition
.
FaceUpAttack
;
if
(
cardData
.
Attack
<=
1000
)
return
CardPosition
.
FaceUpDefence
;
}
return
0
;
}
public
override
bool
OnSelectHand
()
public
override
bool
OnSelectHand
()
{
{
// go first
// go first
...
@@ -243,7 +349,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -243,7 +349,7 @@ namespace WindBot.Game.AI.Decks
{
{
if
(
Bot
.
HasInGraveyard
(
new
[]
{
CardId
.
连击龙
,
CardId
.
青眼白龙
})
&&
if
(
Bot
.
HasInGraveyard
(
new
[]
{
CardId
.
连击龙
,
CardId
.
青眼白龙
})
&&
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
4
)
<
2
&&
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
4
)
<
2
&&
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
)
+
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
))
<
=
2
)
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
)
+
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
))
>
=
2
)
{
{
return
true
;
return
true
;
}
}
...
...
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
View file @
2ad318ae
...
@@ -123,16 +123,33 @@ namespace WindBot.Game.AI.Decks
...
@@ -123,16 +123,33 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
钢机神
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
钢机神
,
圣防
Repos
);
}
}
private
List
<
int
>
HintMsgForEnemy
=
new
List
<
int
>
private
List
<
int
>
HintMsgForEnemy
=
new
List
<
int
>
{
{
HintMsg
.
Release
,
HintMsg
.
Destroy
,
HintMsg
.
Remove
,
HintMsg
.
ToGrave
,
HintMsg
.
ReturnToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
Release
,
HintMsg
.
Destroy
,
HintMsg
.
Remove
,
HintMsg
.
ToGrave
,
HintMsg
.
ReturnToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
FusionMaterial
,
HintMsg
.
SynchroMaterial
,
HintMsg
.
XyzMaterial
,
HintMsg
.
LinkMaterial
,
HintMsg
.
Disable
HintMsg
.
FusionMaterial
,
HintMsg
.
SynchroMaterial
,
HintMsg
.
XyzMaterial
,
HintMsg
.
LinkMaterial
,
HintMsg
.
Disable
};
};
private
List
<
int
>
HintMsgForDeck
=
new
List
<
int
>
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
Remove
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
};
private
List
<
int
>
HintMsgForExtra
=
new
List
<
int
>
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
Remove
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
};
private
List
<
int
>
HintMsgForSelf
=
new
List
<
int
>
{
HintMsg
.
Equip
};
private
List
<
int
>
HintMsgForMaterial
=
new
List
<
int
>
{
HintMsg
.
FusionMaterial
,
HintMsg
.
SynchroMaterial
,
HintMsg
.
XyzMaterial
,
HintMsg
.
LinkMaterial
,
HintMsg
.
Release
};
private
List
<
int
>
HintMsgForMaxSelect
=
new
List
<
int
>
private
List
<
int
>
HintMsgForMaxSelect
=
new
List
<
int
>
{
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
AddToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
Destroy
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
,
HintMsg
.
Destroy
,
HintMsg
.
Equip
,
HintMsg
.
Confirm
};
};
public
override
IList
<
ClientCard
>
OnSelectCard
(
IList
<
ClientCard
>
_cards
,
int
min
,
int
max
,
int
hint
,
bool
cancelable
)
public
override
IList
<
ClientCard
>
OnSelectCard
(
IList
<
ClientCard
>
_cards
,
int
min
,
int
max
,
int
hint
,
bool
cancelable
)
...
@@ -161,17 +178,99 @@ namespace WindBot.Game.AI.Decks
...
@@ -161,17 +178,99 @@ namespace WindBot.Game.AI.Decks
}
}
}
}
if
(
HintMsgForMaxSelect
.
Contains
(
hint
))
if
(
HintMsgForDeck
.
Contains
(
hint
))
{
{
//select max cards
IList
<
ClientCard
>
deckCards
=
cards
.
Where
(
card
=>
card
.
Location
==
CardLocation
.
Deck
).
ToList
();
// select deck's card first
while
(
deckCards
.
Count
>
0
&&
selected
.
Count
<
max
)
{
ClientCard
card
=
deckCards
[
Program
.
Rand
.
Next
(
deckCards
.
Count
)];
selected
.
Add
(
card
);
deckCards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
if
(
HintMsgForExtra
.
Contains
(
hint
))
{
IList
<
ClientCard
>
ExtraCards
=
cards
.
Where
(
card
=>
card
.
Location
==
CardLocation
.
Extra
).
ToList
();
// select extra's card first
while
(
ExtraCards
.
Count
>
0
&&
selected
.
Count
<
max
)
{
ClientCard
card
=
ExtraCards
[
Program
.
Rand
.
Next
(
ExtraCards
.
Count
)];
selected
.
Add
(
card
);
ExtraCards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
if
(
HintMsgForSelf
.
Contains
(
hint
))
{
IList
<
ClientCard
>
botCards
=
cards
.
Where
(
card
=>
card
.
Controller
==
0
).
ToList
();
// select bot's card first
while
(
botCards
.
Count
>
0
&&
selected
.
Count
<
max
)
{
ClientCard
card
=
botCards
[
Program
.
Rand
.
Next
(
botCards
.
Count
)];
selected
.
Add
(
card
);
botCards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
if
(
HintMsgForMaterial
.
Contains
(
hint
))
{
IList
<
ClientCard
>
materials
=
cards
.
OrderBy
(
card
=>
card
.
Attack
).
ToList
();
// select low attack first
while
(
materials
.
Count
>
0
&&
selected
.
Count
<
min
)
{
ClientCard
card
=
materials
[
0
];
selected
.
Add
(
card
);
materials
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
// select random cards
while
(
selected
.
Count
<
min
)
{
ClientCard
card
=
cards
[
Program
.
Rand
.
Next
(
cards
.
Count
)];
selected
.
Add
(
card
);
cards
.
Remove
(
card
);
}
if
(
HintMsgForMaxSelect
.
Contains
(
hint
))
{
// select max cards
while
(
selected
.
Count
<
max
)
while
(
selected
.
Count
<
max
)
{
{
ClientCard
card
=
cards
[
Program
.
Rand
.
Next
(
cards
.
Count
)];
ClientCard
card
=
cards
[
Program
.
Rand
.
Next
(
cards
.
Count
)];
selected
.
Add
(
card
);
selected
.
Add
(
card
);
cards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
}
}
return
selected
;
return
selected
;
}
public
override
int
OnSelectOption
(
IList
<
int
>
options
)
{
return
Program
.
Rand
.
Next
(
options
.
Count
);
}
public
override
CardPosition
OnSelectPosition
(
int
cardId
,
IList
<
CardPosition
>
positions
)
{
YGOSharp
.
OCGWrapper
.
NamedCard
cardData
=
YGOSharp
.
OCGWrapper
.
NamedCard
.
Get
(
cardId
);
if
(
cardData
!=
null
)
{
if
(
cardData
.
Attack
<
0
)
return
CardPosition
.
FaceUpAttack
;
if
(
cardData
.
Attack
<=
1000
)
return
CardPosition
.
FaceUpDefence
;
}
return
0
;
}
}
public
override
bool
OnSelectHand
()
public
override
bool
OnSelectHand
()
...
...
Game/AI/Decks/TheLegendExecutor.cs
View file @
2ad318ae
...
@@ -104,6 +104,9 @@ namespace WindBot.Game.AI.Decks
...
@@ -104,6 +104,9 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
机器栗子
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
机器栗子
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
古之规则
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
古之规则
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
破灭之龙魔导士
,
破灭之龙魔导士
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
星战骑佩流安
,
星战骑佩流安
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
_CardId
.
加百列热茶
,
加百列热茶
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
青眼白龙
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
青眼白龙
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
破坏之剑士
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
破坏之剑士
,
圣防
Repos
);
...
@@ -111,20 +114,35 @@ namespace WindBot.Game.AI.Decks
...
@@ -111,20 +114,35 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
SpellSet
);
AddExecutor
(
ExecutorType
.
SpellSet
);
//AddExecutor(ExecutorType.Activate, CardId.sionmax, sionmaxEffect);
//AddExecutor(ExecutorType.Activate, CardId.sionmax, sionmaxEffect);
}
}
private
List
<
int
>
HintMsgForEnemy
=
new
List
<
int
>
private
List
<
int
>
HintMsgForEnemy
=
new
List
<
int
>
{
{
HintMsg
.
Release
,
HintMsg
.
Destroy
,
HintMsg
.
Remove
,
HintMsg
.
ToGrave
,
HintMsg
.
ReturnToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
Release
,
HintMsg
.
Destroy
,
HintMsg
.
Remove
,
HintMsg
.
ToGrave
,
HintMsg
.
ReturnToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
FusionMaterial
,
HintMsg
.
SynchroMaterial
,
HintMsg
.
XyzMaterial
,
HintMsg
.
LinkMaterial
,
HintMsg
.
Disable
HintMsg
.
FusionMaterial
,
HintMsg
.
SynchroMaterial
,
HintMsg
.
XyzMaterial
,
HintMsg
.
LinkMaterial
,
HintMsg
.
Disable
};
};
private
List
<
int
>
HintMsgForDeck
=
new
List
<
int
>
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
Remove
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
};
private
List
<
int
>
HintMsgForExtra
=
new
List
<
int
>
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
Remove
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
};
private
List
<
int
>
HintMsgForSelf
=
new
List
<
int
>
{
HintMsg
.
Equip
};
private
List
<
int
>
HintMsgForMaterial
=
new
List
<
int
>
{
HintMsg
.
FusionMaterial
,
HintMsg
.
SynchroMaterial
,
HintMsg
.
XyzMaterial
,
HintMsg
.
LinkMaterial
,
HintMsg
.
Release
};
private
List
<
int
>
HintMsgForMaxSelect
=
new
List
<
int
>
private
List
<
int
>
HintMsgForMaxSelect
=
new
List
<
int
>
{
{
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
AddToHand
,
HintMsg
.
ToDeck
,
HintMsg
.
Destroy
HintMsg
.
SpSummon
,
HintMsg
.
ToGrave
,
HintMsg
.
AddToHand
,
HintMsg
.
FusionMaterial
,
HintMsg
.
Destroy
,
HintMsg
.
Equip
,
HintMsg
.
Confirm
};
};
public
override
IList
<
ClientCard
>
OnSelectCard
(
IList
<
ClientCard
>
_cards
,
int
min
,
int
max
,
int
hint
,
bool
cancelable
)
public
override
IList
<
ClientCard
>
OnSelectCard
(
IList
<
ClientCard
>
_cards
,
int
min
,
int
max
,
int
hint
,
bool
cancelable
)
...
@@ -153,6 +171,69 @@ namespace WindBot.Game.AI.Decks
...
@@ -153,6 +171,69 @@ namespace WindBot.Game.AI.Decks
}
}
}
}
if
(
HintMsgForDeck
.
Contains
(
hint
))
{
IList
<
ClientCard
>
deckCards
=
cards
.
Where
(
card
=>
card
.
Location
==
CardLocation
.
Deck
).
ToList
();
// select deck's card first
while
(
deckCards
.
Count
>
0
&&
selected
.
Count
<
max
)
{
ClientCard
card
=
deckCards
[
Program
.
Rand
.
Next
(
deckCards
.
Count
)];
selected
.
Add
(
card
);
deckCards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
if
(
HintMsgForExtra
.
Contains
(
hint
))
{
IList
<
ClientCard
>
ExtraCards
=
cards
.
Where
(
card
=>
card
.
Location
==
CardLocation
.
Extra
).
ToList
();
// select extra's card first
while
(
ExtraCards
.
Count
>
0
&&
selected
.
Count
<
max
)
{
ClientCard
card
=
ExtraCards
[
Program
.
Rand
.
Next
(
ExtraCards
.
Count
)];
selected
.
Add
(
card
);
ExtraCards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
if
(
HintMsgForSelf
.
Contains
(
hint
))
{
IList
<
ClientCard
>
botCards
=
cards
.
Where
(
card
=>
card
.
Controller
==
0
).
ToList
();
// select bot's card first
while
(
botCards
.
Count
>
0
&&
selected
.
Count
<
max
)
{
ClientCard
card
=
botCards
[
Program
.
Rand
.
Next
(
botCards
.
Count
)];
selected
.
Add
(
card
);
botCards
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
if
(
HintMsgForMaterial
.
Contains
(
hint
))
{
IList
<
ClientCard
>
materials
=
cards
.
OrderBy
(
card
=>
card
.
Attack
).
ToList
();
// select low attack first
while
(
materials
.
Count
>
0
&&
selected
.
Count
<
min
)
{
ClientCard
card
=
materials
[
0
];
selected
.
Add
(
card
);
materials
.
Remove
(
card
);
cards
.
Remove
(
card
);
}
}
// select random cards
while
(
selected
.
Count
<
min
)
{
ClientCard
card
=
cards
[
Program
.
Rand
.
Next
(
cards
.
Count
)];
selected
.
Add
(
card
);
cards
.
Remove
(
card
);
}
if
(
HintMsgForMaxSelect
.
Contains
(
hint
))
if
(
HintMsgForMaxSelect
.
Contains
(
hint
))
{
{
// select max cards
// select max cards
...
@@ -166,6 +247,25 @@ namespace WindBot.Game.AI.Decks
...
@@ -166,6 +247,25 @@ namespace WindBot.Game.AI.Decks
return
selected
;
return
selected
;
}
}
public
override
int
OnSelectOption
(
IList
<
int
>
options
)
{
return
Program
.
Rand
.
Next
(
options
.
Count
);
}
public
override
CardPosition
OnSelectPosition
(
int
cardId
,
IList
<
CardPosition
>
positions
)
{
YGOSharp
.
OCGWrapper
.
NamedCard
cardData
=
YGOSharp
.
OCGWrapper
.
NamedCard
.
Get
(
cardId
);
if
(
cardData
!=
null
)
{
if
(
cardData
.
Attack
<
0
)
return
CardPosition
.
FaceUpAttack
;
if
(
cardData
.
Attack
<=
1000
)
return
CardPosition
.
FaceUpDefence
;
}
return
0
;
}
public
override
bool
OnSelectHand
()
public
override
bool
OnSelectHand
()
{
{
// go first
// go first
...
...
Game/AI/DefaultExecutor.cs
View file @
2ad318ae
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