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
7cddc1c9
Commit
7cddc1c9
authored
Oct 07, 2021
by
苍蓝
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
update
parent
64571ab5
Changes
8
Show whitespace changes
Inline
Side-by-side
Showing
8 changed files
with
228 additions
and
155 deletions
+228
-155
Decks/AI_SaikyoBattleFlag.ydk
Decks/AI_SaikyoBattleFlag.ydk
+4
-4
Dialogs/rd-d.json
Dialogs/rd-d.json
+2
-2
Game/AI/Decks/DragunExecutor.cs
Game/AI/Decks/DragunExecutor.cs
+40
-35
Game/AI/Decks/MathMechExecutor.cs
Game/AI/Decks/MathMechExecutor.cs
+106
-84
Game/AI/Decks/MokeyMokeyExecutor.cs
Game/AI/Decks/MokeyMokeyExecutor.cs
+13
-3
Game/AI/Decks/MokeyMokeyKingExecutor.cs
Game/AI/Decks/MokeyMokeyKingExecutor.cs
+13
-3
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
+38
-18
Game/AI/Decks/TheLegendExecutor.cs
Game/AI/Decks/TheLegendExecutor.cs
+12
-6
No files found.
Decks/AI_SaikyoBattleFlag.ydk
View file @
7cddc1c9
#created by ...
#created by ...
#main
#main
120193002
1201
83024
1201
55015
120181011
120181011
120181011
120181011
120181011
120181011
...
@@ -10,15 +10,15 @@
...
@@ -10,15 +10,15 @@
120181001
120181001
120193002
120193002
120193002
120193002
120193002
120183002
120183002
120183002
120183002
120181001
120181001
120181001
120181001
120155015
120155015
120155015
120155015
1201
55015
1201
83024
120183024
120183024
120183030
120183030
120183030
120183030
...
...
Dialogs/rd-d.json
View file @
7cddc1c9
...
@@ -41,8 +41,8 @@
...
@@ -41,8 +41,8 @@
"facedownmonstername"
:
"员工"
,
"facedownmonstername"
:
"员工"
,
"activate"
:
[
"activate"
:
[
"我发动{0}。"
,
"我发动{0}。"
,
"我使用{0}的
贿赂
效果。"
,
"我使用{0}的效果。"
,
"我使用{0}
的贿赂力量
。"
"我使用{0}
偷偷贿赂
。"
],
],
"summon"
:
[
"summon"
:
[
"召唤{0}。他们都是洋溢着梦想与希望,有着美好前程的宝贵人才。"
,
"召唤{0}。他们都是洋溢着梦想与希望,有着美好前程的宝贵人才。"
,
...
...
Game/AI/Decks/DragunExecutor.cs
View file @
7cddc1c9
...
@@ -31,6 +31,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -31,6 +31,7 @@ namespace WindBot.Game.AI.Decks
public
const
int
落穴
=
120150019
;
public
const
int
落穴
=
120150019
;
public
const
int
圣防
=
120198003
;
public
const
int
圣防
=
120198003
;
public
const
int
炸甲
=
120194005
;
public
const
int
炸甲
=
120194005
;
public
const
int
暗黑释放
=
120105013
;
}
}
public
DragunExecutor
(
GameAI
ai
,
Duel
duel
)
public
DragunExecutor
(
GameAI
ai
,
Duel
duel
)
...
@@ -43,14 +44,13 @@ namespace WindBot.Game.AI.Decks
...
@@ -43,14 +44,13 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
机器栗子
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
机器栗子
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
连击龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
连击龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
斗牛士
,
斗牛士
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
斗牛士
,
斗牛士
Effect
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
青眼白龙
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
破坏之剑士
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
连击龙
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
青眼白龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
青眼白龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
破坏之剑士
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
破坏之剑士
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
连击龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
连击龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
人造人
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
人造人
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
机器栗子
,
栗子
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
机器栗子
,
栗子
summon
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
机器栗子
,
栗子
summon2
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect2
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect2
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
斗牛士
,
Monsterset
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
斗牛士
,
Monsterset
);
...
@@ -58,7 +58,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -58,7 +58,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
凤凰龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
凤凰龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
对死者的供奉
,
死供
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
对死者的供奉
,
死供
Effect
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
成金恐龙王
,
成金恐龙王
Summon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
成金恐龙王
,
成金恐龙王
Summon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
成金恐龙王
,
成金恐龙王
Summon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
血腥魔兽人
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
血腥魔兽人
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
凤凰龙
,
凤凰龙
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
凤凰龙
,
凤凰龙
summon
);
...
@@ -203,7 +203,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -203,7 +203,7 @@ namespace WindBot.Game.AI.Decks
if
(!
Util
.
IsAllEnemyBetter
(
true
))
if
(!
Util
.
IsAllEnemyBetter
(
true
))
return
false
;
return
false
;
ClientCard
selected
=
Enemy
.
Graveyard
.
GetMatchingCards
(
card
=>
card
.
IsCanRevive
()).
OrderByDescending
(
card
=>
card
.
Attack
).
FirstOrDefault
();
ClientCard
selected
=
Enemy
.
Graveyard
.
GetMatchingCards
(
card
=>
card
.
IsCanRevive
()).
OrderByDescending
(
card
=>
card
.
Attack
).
FirstOrDefault
();
if
(
selected
.
Attack
>=
2400
)
if
(
selected
.
Attack
>=
2400
)
{
{
AI
.
SelectCard
(
selected
);
AI
.
SelectCard
(
selected
);
return
true
;
return
true
;
...
@@ -222,7 +222,13 @@ namespace WindBot.Game.AI.Decks
...
@@ -222,7 +222,13 @@ namespace WindBot.Game.AI.Decks
}
}
private
bool
栗子
summon
()
private
bool
栗子
summon
()
{
{
if
(
Bot
.
HasInHand
(
CardId
.
机器栗子
)
&&
(
Bot
.
GetMonstersInMainZone
().
Count
==
0
))
if
(
Bot
.
HasInGraveyard
(
CardId
.
机器栗子
)
&&
(
Bot
.
GetMonstersInMainZone
().
Count
==
0
))
return
true
;
return
false
;
}
private
bool
栗子
summon2
()
{
if
(
Bot
.
HasInGraveyard
(
CardId
.
机器栗子
)
&&
(
Bot
.
GetMonstersInMainZone
().
Count
==
1
))
return
true
;
return
true
;
return
false
;
return
false
;
}
}
...
@@ -265,14 +271,13 @@ namespace WindBot.Game.AI.Decks
...
@@ -265,14 +271,13 @@ namespace WindBot.Game.AI.Decks
}
}
private
bool
圣防
Repos
()
private
bool
圣防
Repos
()
{
{
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
SpellCaster
)
>
0
)
>=
4
&&
Enemy
.
GetSpellCountWithoutField
()
>=
1
&&
!
Bot
.
HasInMonstersZone
(
CardId
.
人造人
))
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
SpellCaster
)
>
0
)
>=
4
&&
Enemy
.
GetSpellCountWithoutField
()
>=
1
&&
!
Bot
.
HasInMonstersZone
(
CardId
.
人造人
)
&&
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
card
.
IsCode
(
CardId
.
暗黑释放
))
<
3
)
{
{
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
card
.
Level
>=
5
)
>=
2
&&
!
Bot
.
HasDefendingMonster
())
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
card
.
Level
>=
5
)
>=
2
&&
!
Bot
.
HasDefendingMonster
())
return
true
;
return
true
;
}
}
return
false
;
return
false
;
}
}
}
}
}
}
...
...
Game/AI/Decks/MathMechExecutor.cs
View file @
7cddc1c9
...
@@ -34,6 +34,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -34,6 +34,7 @@ namespace WindBot.Game.AI.Decks
public
const
int
减俸
=
120183062
;
public
const
int
减俸
=
120183062
;
public
const
int
左迁
=
120183063
;
public
const
int
左迁
=
120183063
;
public
const
int
冻结
=
120183064
;
public
const
int
冻结
=
120183064
;
public
const
int
暗黑释放
=
120105013
;
}
}
public
MathMechExecutor
(
GameAI
ai
,
Duel
duel
)
public
MathMechExecutor
(
GameAI
ai
,
Duel
duel
)
...
@@ -48,6 +49,8 @@ namespace WindBot.Game.AI.Decks
...
@@ -48,6 +49,8 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
突击坦克
,
突击坦克
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
.
瞄准鹰
,
瞄准鹰
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
双角兽
,
双角兽
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
双角兽
,
双角兽
Effect
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
双角兽
,
双角兽
summon
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
瞄准鹰
,
瞄准鹰
summon
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
最强战旗
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
最强战旗
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
钢机神
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
钢机神
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
恶德
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
恶德
,
DefaultMonsterRepos
);
...
@@ -69,9 +72,9 @@ namespace WindBot.Game.AI.Decks
...
@@ -69,9 +72,9 @@ namespace WindBot.Game.AI.Decks
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
.
对死者的供奉
,
死供
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
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
钢机神
,
钢机神
1
Effect
);
//
AddExecutor(ExecutorType.Activate, CardId.钢机神, 钢机神1Effect);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
工匠无人机
,
无人机
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
工匠无人机
,
无人机
Effect
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
工匠无人机
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
工匠无人机
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
突击坦克
,
突击坦克
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
突击坦克
,
突击坦克
summon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
...
@@ -83,11 +86,11 @@ namespace WindBot.Game.AI.Decks
...
@@ -83,11 +86,11 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
瞄准鹰
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
瞄准鹰
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
双角兽
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
双角兽
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
世纪末兽机界
,
DefaultField
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
世纪末兽机界
,
DefaultField
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
兽之拳
,
兽之拳
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
兽之拳
,
兽之拳
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
左迁
,
左迁
1
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
左迁
,
左迁
1
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
减俸
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
减俸
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
左迁
,
左迁
2
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
左迁
,
左迁
2
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
冻结
,
冻结
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
冻结
,
冻结
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
兽之拳
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
兽之拳
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
...
@@ -167,7 +170,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -167,7 +170,7 @@ namespace WindBot.Game.AI.Decks
{
{
if
(!
DoubleTribute
)
return
false
;
if
(!
DoubleTribute
)
return
false
;
else
else
AI
.
Select
Card
(
CardId
.
双角兽
);
AI
.
Select
Materials
(
CardId
.
双角兽
);
DoubleTribute
=
false
;
DoubleTribute
=
false
;
return
true
;
return
true
;
}
}
...
@@ -208,19 +211,39 @@ namespace WindBot.Game.AI.Decks
...
@@ -208,19 +211,39 @@ namespace WindBot.Game.AI.Decks
}
}
private
bool
钢机神
Effect
()
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
)
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
);
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
.
GetHighestLevelMonster
());
return
true
;
return
true
;
}
}
private
bool
钢机神
1
Effect
()
private
bool
钢机神
1
Effect
()
{
{
if
(!
Enemy
.
HasAttackingMonster
()
&&
Enemy
.
GetMonsterCount
()
>=
1
)
if
(
Enemy
.
HasDefendingMonster
()
&&
Enemy
.
GetMonsterCount
()
>=
1
&&
Duel
.
Turn
>
1
)
AI
.
SelectCard
(
Bot
.
Graveyard
.
GetMonsters
());
/*{
List<ClientCard> cards = new List<ClientCard>(Bot.Graveyard.GetMatchingCards(card => (card.Race & (int)CardRace.Machine) > 0));
cards.Sort(CardContainer.CompareCardLevel); ClientCard selectedCard = null;
for (int i = cards.Count - 1; i >= 0; --i)
{
{
AI
.
SelectCard
(
Bot
.
Graveyard
.
GetHighestAttackMonster
());
ClientCard card = cards[i];
if ((selectedCard == null || card.Attack > selectedCard.Attack))
{
selectedCard = card;
break;
}
}
if (selectedCard != null)
{
AI.SelectCard(selectedCard);
return true;
return true;
}
}
return
false
;
}*/
return
true
;
}
}
private
bool
恶德
Effect
()
private
bool
恶德
Effect
()
{
{
...
@@ -247,7 +270,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -247,7 +270,7 @@ namespace WindBot.Game.AI.Decks
if
(!
Util
.
IsAllEnemyBetter
(
true
))
if
(!
Util
.
IsAllEnemyBetter
(
true
))
return
false
;
return
false
;
ClientCard
selected
=
Enemy
.
Graveyard
.
GetMatchingCards
(
card
=>
card
.
IsCanRevive
()).
OrderByDescending
(
card
=>
card
.
Attack
).
FirstOrDefault
();
ClientCard
selected
=
Enemy
.
Graveyard
.
GetMatchingCards
(
card
=>
card
.
IsCanRevive
()).
OrderByDescending
(
card
=>
card
.
Attack
).
FirstOrDefault
();
if
(
selected
.
Attack
>=
2400
)
if
(
selected
.
Attack
>=
2400
)
{
{
AI
.
SelectCard
(
selected
);
AI
.
SelectCard
(
selected
);
return
true
;
return
true
;
...
@@ -326,8 +349,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -326,8 +349,7 @@ namespace WindBot.Game.AI.Decks
}
}
private
bool
双角兽
Effect
()
private
bool
双角兽
Effect
()
{
{
if
(
Bot
.
HasInHand
(
new
[]
{
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
})
&&
!
Bot
.
HasInMonstersZone
(
new
[]
{
CardId
.
最强战旗
,
CardId
.
钢机神
}))
if
(
Bot
.
HasInHand
(
new
[]
{
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
}))
{
{
AI
.
SelectCard
(
CardId
.
瞄准鹰
,
CardId
.
双角兽
,
CardId
.
工匠无人机
,
CardId
.
突击坦克
,
CardId
.
社员
,
CardId
.
旗兽
,
CardId
.
恶德
,
CardId
.
钢机神
,
CardId
.
最强战旗
);
AI
.
SelectCard
(
CardId
.
瞄准鹰
,
CardId
.
双角兽
,
CardId
.
工匠无人机
,
CardId
.
突击坦克
,
CardId
.
社员
,
CardId
.
旗兽
,
CardId
.
恶德
,
CardId
.
钢机神
,
CardId
.
最强战旗
);
DoubleTribute
=
true
;
DoubleTribute
=
true
;
...
@@ -364,7 +386,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -364,7 +386,7 @@ namespace WindBot.Game.AI.Decks
}
}
private
bool
瞄准鹰
summon2
()
private
bool
瞄准鹰
summon2
()
{
{
if
(
Bot
.
GetCountCardInZone
(
Bot
.
Hand
,
CardId
.
瞄准鹰
)
>=
2
)
if
(
Bot
.
GetCountCardInZone
(
Bot
.
Hand
,
CardId
.
瞄准鹰
)
>=
2
)
if
(
Bot
.
HasInHand
(
new
[]
{
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
}))
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
)
if
(
Enemy
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>=
7
)
>
0
)
return
true
;
return
true
;
...
@@ -383,7 +405,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -383,7 +405,7 @@ namespace WindBot.Game.AI.Decks
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<=
4
&&
card
.
IsFaceup
())
>=
2
&&
Bot
.
HasInHand
(
new
[]
{
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
,
CardId
.
旗兽
,
CardId
.
社员
}))
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<=
4
&&
card
.
IsFaceup
())
>=
2
&&
Bot
.
HasInHand
(
new
[]
{
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
,
CardId
.
旗兽
,
CardId
.
社员
}))
{
{
AI
.
SelectCard
(
CardId
.
瞄准鹰
,
CardId
.
突击坦克
,
CardId
.
成金恐龙王
,
CardId
.
社员
,
CardId
.
旗兽
);
AI
.
SelectCard
(
CardId
.
瞄准鹰
,
CardId
.
突击坦克
,
CardId
.
成金恐龙王
,
CardId
.
社员
,
CardId
.
旗兽
);
AI
.
SelectNextCard
(
CardId
.
瞄准鹰
,
CardId
.
突击坦克
,
CardId
.
成金恐龙王
,
CardId
.
社员
,
CardId
.
旗兽
);
AI
.
SelectNextCard
(
CardId
.
瞄准鹰
,
CardId
.
突击坦克
,
CardId
.
成金恐龙王
,
CardId
.
社员
,
CardId
.
旗兽
);
AI
.
SelectThirdCard
(
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
,
CardId
.
旗兽
,
CardId
.
社员
);
AI
.
SelectThirdCard
(
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
,
CardId
.
旗兽
,
CardId
.
社员
);
return
true
;
return
true
;
...
@@ -393,11 +415,11 @@ namespace WindBot.Game.AI.Decks
...
@@ -393,11 +415,11 @@ namespace WindBot.Game.AI.Decks
private
bool
无人机
Effect
()
private
bool
无人机
Effect
()
{
{
if
((
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
)
+
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
))
<=
2
)
if
((
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
)
+
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
))
<=
2
)
{
{
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
5
)
>
2
)
if
(
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
5
)
>
2
)
AI
.
SelectCard
(
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
);
AI
.
SelectCard
(
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
);
else
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
5
)
==
1
&&
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
)
+
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
))
==
1
)
else
if
(
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
5
)
==
1
&&
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
)
+
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
))
==
1
)
{
{
AI
.
SelectCard
(
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
);
AI
.
SelectCard
(
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
);
return
true
;
return
true
;
...
@@ -413,7 +435,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -413,7 +435,7 @@ namespace WindBot.Game.AI.Decks
if
(
Util
.
IsOneEnemyBetterThanValue
(
1900
,
false
))
if
(
Util
.
IsOneEnemyBetterThanValue
(
1900
,
false
))
{
{
foreach
(
ClientCard
m
in
Bot
.
Hand
)
foreach
(
ClientCard
m
in
Bot
.
Hand
)
AI
.
SelectCard
(
m
)
;
AI
.
SelectCard
(
m
)
;
foreach
(
ClientCard
mon
in
Enemy
.
GetMonsters
())
foreach
(
ClientCard
mon
in
Enemy
.
GetMonsters
())
if
(
mon
.
Level
>=
9
)
if
(
mon
.
Level
>=
9
)
AI
.
SelectNextCard
(
mon
);
AI
.
SelectNextCard
(
mon
);
...
@@ -448,7 +470,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -448,7 +470,7 @@ namespace WindBot.Game.AI.Decks
}
}
private
bool
圣防
Repos
()
private
bool
圣防
Repos
()
{
{
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
SpellCaster
)
>
0
)
>=
4
&&
Enemy
.
GetSpellCountWithoutField
()
>=
1
)
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
SpellCaster
)
>
0
)
>=
4
&&
Enemy
.
GetSpellCountWithoutField
()
>=
1
&&
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
card
.
IsCode
(
CardId
.
暗黑释放
))
<
3
)
{
{
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
card
.
Level
>=
5
)
>=
2
&&
!
Bot
.
HasDefendingMonster
())
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
card
.
Level
>=
5
)
>=
2
&&
!
Bot
.
HasDefendingMonster
())
return
true
;
return
true
;
...
...
Game/AI/Decks/MokeyMokeyExecutor.cs
View file @
7cddc1c9
...
@@ -40,10 +40,11 @@ namespace WindBot.Game.AI.Decks
...
@@ -40,10 +40,11 @@ namespace WindBot.Game.AI.Decks
:
base
(
ai
,
duel
)
:
base
(
ai
,
duel
)
{
{
AddExecutor
(
ExecutorType
.
SpSummon
);
AddExecutor
(
ExecutorType
.
SpSummon
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
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
.
对死者的供奉
,
死供
Eff
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
对死者的供奉
,
死供
Eff
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
青眼白龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
青眼白龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
OrSet
,
CardId
.
破坏之剑士
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
破坏之剑士
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
恶魔召唤
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
恶魔召唤
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
连击龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
连击龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
雅灭鲁拉
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
雅灭鲁拉
,
DefaultMonsterSummon
);
...
@@ -68,7 +69,8 @@ namespace WindBot.Game.AI.Decks
...
@@ -68,7 +69,8 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
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
.
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
);
...
@@ -254,7 +256,15 @@ namespace WindBot.Game.AI.Decks
...
@@ -254,7 +256,15 @@ namespace WindBot.Game.AI.Decks
return
true
;
return
true
;
return
false
;
return
false
;
}
}
private
bool
圣防
Repos
()
{
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
SpellCaster
)
>
0
)
>=
4
&&
Enemy
.
GetSpellCountWithoutField
()
>=
1
&&
!
Bot
.
HasInMonstersZone
(
CardId
.
人造人
)
&&
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
card
.
IsCode
(
CardId
.
暗黑释放
))
<
3
)
{
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
card
.
Level
>=
5
)
>=
2
&&
!
Bot
.
HasDefendingMonster
())
return
true
;
}
return
false
;
}
}
}
...
...
Game/AI/Decks/MokeyMokeyKingExecutor.cs
View file @
7cddc1c9
...
@@ -46,10 +46,11 @@ namespace WindBot.Game.AI.Decks
...
@@ -46,10 +46,11 @@ namespace WindBot.Game.AI.Decks
:
base
(
ai
,
duel
)
:
base
(
ai
,
duel
)
{
{
AddExecutor
(
ExecutorType
.
SpSummon
);
AddExecutor
(
ExecutorType
.
SpSummon
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
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
.
对死者的供奉
,
死供
Eff
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
对死者的供奉
,
死供
Eff
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
青眼白龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
青眼白龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
OrSet
,
CardId
.
破坏之剑士
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
破坏之剑士
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
恶魔召唤
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
恶魔召唤
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
连击龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
连击龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
雅灭鲁拉
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
雅灭鲁拉
,
DefaultMonsterSummon
);
...
@@ -73,7 +74,8 @@ namespace WindBot.Game.AI.Decks
...
@@ -73,7 +74,8 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
七星道法师
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
七星道法师
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
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
.
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
);
...
@@ -258,7 +260,15 @@ namespace WindBot.Game.AI.Decks
...
@@ -258,7 +260,15 @@ namespace WindBot.Game.AI.Decks
return
true
;
return
true
;
return
false
;
return
false
;
}
}
private
bool
圣防
Repos
()
{
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
SpellCaster
)
>
0
)
>=
4
&&
Enemy
.
GetSpellCountWithoutField
()
>=
1
&&
!
Bot
.
HasInMonstersZone
(
CardId
.
人造人
)
&&
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
card
.
IsCode
(
CardId
.
暗黑释放
))
<
3
)
{
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
card
.
Level
>=
5
)
>=
2
&&
!
Bot
.
HasDefendingMonster
())
return
true
;
}
return
false
;
}
}
}
}
}
\ No newline at end of file
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
View file @
7cddc1c9
...
@@ -34,6 +34,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -34,6 +34,7 @@ namespace WindBot.Game.AI.Decks
public
const
int
减俸
=
120183062
;
public
const
int
减俸
=
120183062
;
public
const
int
左迁
=
120183063
;
public
const
int
左迁
=
120183063
;
public
const
int
冻结
=
120183064
;
public
const
int
冻结
=
120183064
;
public
const
int
暗黑释放
=
120105013
;
}
}
public
SaikyoBattleFlagExecutor
(
GameAI
ai
,
Duel
duel
)
public
SaikyoBattleFlagExecutor
(
GameAI
ai
,
Duel
duel
)
...
@@ -48,6 +49,8 @@ namespace WindBot.Game.AI.Decks
...
@@ -48,6 +49,8 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
突击坦克
,
突击坦克
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
.
瞄准鹰
,
瞄准鹰
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
双角兽
,
双角兽
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
双角兽
,
双角兽
Effect
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
双角兽
,
双角兽
summon
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
瞄准鹰
,
瞄准鹰
summon
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
最强战旗
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
最强战旗
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
钢机神
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
钢机神
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
恶德
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
恶德
,
DefaultMonsterRepos
);
...
@@ -69,7 +72,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -69,7 +72,7 @@ namespace WindBot.Game.AI.Decks
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
.
对死者的供奉
,
死供
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
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
钢机神
,
钢机神
1
Effect
);
//
AddExecutor(ExecutorType.Activate, CardId.钢机神, 钢机神1Effect);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
工匠无人机
,
无人机
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
工匠无人机
,
无人机
Effect
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
工匠无人机
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
工匠无人机
);
...
@@ -167,7 +170,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -167,7 +170,7 @@ namespace WindBot.Game.AI.Decks
{
{
if
(!
DoubleTribute
)
return
false
;
if
(!
DoubleTribute
)
return
false
;
else
else
AI
.
SelectCard
(
CardId
.
双角兽
);
AI
.
SelectMaterials
(
CardId
.
双角兽
);
DoubleTribute
=
false
;
DoubleTribute
=
false
;
return
true
;
return
true
;
}
}
...
@@ -208,21 +211,39 @@ namespace WindBot.Game.AI.Decks
...
@@ -208,21 +211,39 @@ namespace WindBot.Game.AI.Decks
}
}
private
bool
钢机神
Effect
()
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
)
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
);
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
.
GetHighestLevelMonster
());
return
true
;
return
true
;
}
}
private
bool
钢机神
1
Effect
()
private
bool
钢机神
1
Effect
()
{
{
foreach
(
ClientCard
m
in
Bot
.
Graveyard
)
if
(
Enemy
.
HasDefendingMonster
()
&&
Enemy
.
GetMonsterCount
()
>=
1
&&
Duel
.
Turn
>
1
)
if
(!
Enemy
.
HasAttackingMonster
()
&&
Enemy
.
GetMonsterCount
()
>=
1
)
AI
.
SelectCard
(
Bot
.
Graveyard
.
GetMonsters
());
/*{
List<ClientCard> cards = new List<ClientCard>(Bot.Graveyard.GetMatchingCards(card => (card.Race & (int)CardRace.Machine) > 0));
cards.Sort(CardContainer.CompareCardLevel); ClientCard selectedCard = null;
for (int i = cards.Count - 1; i >= 0; --i)
{
{
if
(
m
.
Race
==
(
int
)
CardRace
.
Machine
)
ClientCard card = cards[i];
AI
.
SelectCard
(
m
);
if ((selectedCard == null || card.Attack > selectedCard.Attack))
{
selectedCard = card;
break;
}
}
if (selectedCard != null)
{
AI.SelectCard(selectedCard);
return true;
return true;
}
}
return
false
;
}*/
return
true
;
}
}
private
bool
恶德
Effect
()
private
bool
恶德
Effect
()
{
{
...
@@ -328,8 +349,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -328,8 +349,7 @@ namespace WindBot.Game.AI.Decks
}
}
private
bool
双角兽
Effect
()
private
bool
双角兽
Effect
()
{
{
if
(
Bot
.
HasInHand
(
new
[]
{
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
})
&&
!
Bot
.
HasInMonstersZone
(
new
[]
{
CardId
.
最强战旗
,
CardId
.
钢机神
}))
if
(
Bot
.
HasInHand
(
new
[]
{
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
}))
{
{
AI
.
SelectCard
(
CardId
.
瞄准鹰
,
CardId
.
双角兽
,
CardId
.
工匠无人机
,
CardId
.
突击坦克
,
CardId
.
社员
,
CardId
.
旗兽
,
CardId
.
恶德
,
CardId
.
钢机神
,
CardId
.
最强战旗
);
AI
.
SelectCard
(
CardId
.
瞄准鹰
,
CardId
.
双角兽
,
CardId
.
工匠无人机
,
CardId
.
突击坦克
,
CardId
.
社员
,
CardId
.
旗兽
,
CardId
.
恶德
,
CardId
.
钢机神
,
CardId
.
最强战旗
);
DoubleTribute
=
true
;
DoubleTribute
=
true
;
...
@@ -397,9 +417,9 @@ namespace WindBot.Game.AI.Decks
...
@@ -397,9 +417,9 @@ namespace WindBot.Game.AI.Decks
if
((
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
)+
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
))
<=
2
)
if
((
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
)+
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
))
<=
2
)
{
{
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
5
)
>
2
)
if
(
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
5
)
>
2
)
AI
.
SelectCard
(
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
);
AI
.
SelectCard
(
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
);
else
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
5
)
==
1
&&
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
)
+
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
))
==
1
)
else
if
(
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
>
5
)
==
1
&&
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
)
+
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
card
.
Level
<
5
))
==
1
)
{
{
AI
.
SelectCard
(
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
);
AI
.
SelectCard
(
CardId
.
最强战旗
,
CardId
.
钢机神
,
CardId
.
恶德
);
return
true
;
return
true
;
...
@@ -450,7 +470,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -450,7 +470,7 @@ namespace WindBot.Game.AI.Decks
}
}
private
bool
圣防
Repos
()
private
bool
圣防
Repos
()
{
{
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
SpellCaster
)
>
0
)
>=
4
&&
Enemy
.
GetSpellCountWithoutField
()
>=
1
)
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
SpellCaster
)
>
0
)
>=
4
&&
Enemy
.
GetSpellCountWithoutField
()
>=
1
&&
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
card
.
IsCode
(
CardId
.
暗黑释放
))
<
3
)
{
{
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
card
.
Level
>=
5
)
>=
2
&&
!
Bot
.
HasDefendingMonster
())
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
card
.
Level
>=
5
)
>=
2
&&
!
Bot
.
HasDefendingMonster
())
return
true
;
return
true
;
...
...
Game/AI/Decks/TheLegendExecutor.cs
View file @
7cddc1c9
...
@@ -31,6 +31,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -31,6 +31,7 @@ namespace WindBot.Game.AI.Decks
public
const
int
落穴
=
120150019
;
public
const
int
落穴
=
120150019
;
public
const
int
圣防
=
120198003
;
public
const
int
圣防
=
120198003
;
public
const
int
炸甲
=
120194005
;
public
const
int
炸甲
=
120194005
;
public
const
int
暗黑释放
=
120105013
;
}
}
public
TheLegendExecutor
(
GameAI
ai
,
Duel
duel
)
public
TheLegendExecutor
(
GameAI
ai
,
Duel
duel
)
...
@@ -43,14 +44,13 @@ namespace WindBot.Game.AI.Decks
...
@@ -43,14 +44,13 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
机器栗子
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
机器栗子
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
连击龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
连击龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
斗牛士
,
斗牛士
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
斗牛士
,
斗牛士
Effect
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
青眼白龙
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
破坏之剑士
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
连击龙
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
青眼白龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
青眼白龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
破坏之剑士
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
破坏之剑士
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
连击龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
连击龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
人造人
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
人造人
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
机器栗子
,
栗子
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
机器栗子
,
栗子
summon
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
机器栗子
,
栗子
summon2
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect2
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect2
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
斗牛士
,
Monsterset
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
斗牛士
,
Monsterset
);
...
@@ -58,7 +58,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -58,7 +58,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
凤凰龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
凤凰龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
对死者的供奉
,
死供
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
对死者的供奉
,
死供
Effect
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
成金恐龙王
,
成金恐龙王
Summon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
成金恐龙王
,
成金恐龙王
Summon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
成金恐龙王
,
成金恐龙王
Summon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
血腥魔兽人
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
血腥魔兽人
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
凤凰龙
,
凤凰龙
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
凤凰龙
,
凤凰龙
summon
);
...
@@ -222,7 +222,13 @@ namespace WindBot.Game.AI.Decks
...
@@ -222,7 +222,13 @@ namespace WindBot.Game.AI.Decks
}
}
private
bool
栗子
summon
()
private
bool
栗子
summon
()
{
{
if
(
Bot
.
HasInHand
(
CardId
.
机器栗子
)
&&
(
Bot
.
GetMonstersInMainZone
().
Count
==
0
))
if
(
Bot
.
HasInGraveyard
(
CardId
.
机器栗子
)
&&
(
Bot
.
GetMonstersInMainZone
().
Count
==
0
))
return
true
;
return
false
;
}
private
bool
栗子
summon2
()
{
if
(
Bot
.
HasInGraveyard
(
CardId
.
机器栗子
)
&&
(
Bot
.
GetMonstersInMainZone
().
Count
==
1
))
return
true
;
return
true
;
return
false
;
return
false
;
}
}
...
@@ -265,7 +271,7 @@ namespace WindBot.Game.AI.Decks
...
@@ -265,7 +271,7 @@ namespace WindBot.Game.AI.Decks
}
}
private
bool
圣防
Repos
()
private
bool
圣防
Repos
()
{
{
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
SpellCaster
)
>
0
)
>=
4
&&
Enemy
.
GetSpellCountWithoutField
()
>=
1
&&
!
Bot
.
HasInMonstersZone
(
CardId
.
人造人
))
if
(
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
SpellCaster
)
>
0
)
>=
4
&&
Enemy
.
GetSpellCountWithoutField
()
>=
1
&&
!
Bot
.
HasInMonstersZone
(
CardId
.
人造人
)
&&
Enemy
.
Graveyard
.
GetMatchingCardsCount
(
card
=>
card
.
IsCode
(
CardId
.
暗黑释放
))
<
3
)
{
{
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
card
.
Level
>=
5
)
>=
2
&&
!
Bot
.
HasDefendingMonster
())
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
card
.
IsAttack
()
&&
card
.
Level
>=
5
)
>=
2
&&
!
Bot
.
HasDefendingMonster
())
return
true
;
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