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Tang Xinwei
windbot
Commits
90f88870
Commit
90f88870
authored
Oct 12, 2021
by
苍蓝
Browse files
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Plain Diff
update 幻宇子
parent
d11241bb
Changes
13
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Showing
13 changed files
with
900 additions
and
50 deletions
+900
-50
BotWrapper/bot.conf
BotWrapper/bot.conf
+6
-1
Decks/AI_Mathmech.ydk
Decks/AI_Mathmech.ydk
+1
-1
Decks/AI_Mituzi.ydk
Decks/AI_Mituzi.ydk
+44
-0
Decks/AI_SaikyoBattleFlag.ydk
Decks/AI_SaikyoBattleFlag.ydk
+1
-2
Dialogs/Mituzi.zh-CN.json
Dialogs/Mituzi.zh-CN.json
+61
-0
Game/AI/CardContainer.cs
Game/AI/CardContainer.cs
+7
-1
Game/AI/Decks/MathMechExecutor.cs
Game/AI/Decks/MathMechExecutor.cs
+34
-19
Game/AI/Decks/MituziExecutor.cs
Game/AI/Decks/MituziExecutor.cs
+690
-0
Game/AI/Decks/MokeyMokeyExecutor.cs
Game/AI/Decks/MokeyMokeyExecutor.cs
+10
-11
Game/AI/Decks/MokeyMokeyKingExecutor.cs
Game/AI/Decks/MokeyMokeyKingExecutor.cs
+4
-4
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
+34
-11
WindBot.csproj
WindBot.csproj
+3
-0
bots.json
bots.json
+5
-0
No files found.
BotWrapper/bot.conf
View file @
90f88870
...
...
@@ -26,5 +26,10 @@ SUPPORT_MASTER_RULE_3 SUPPORT_NEW_MASTER_RULE SUPPORT_MASTER_RULE_2020
!传说子
Name
=传说子
Deck
=
TheLegend
Dialog
=
rd
大量传说卡堆成的卡组。
大量传说卡堆成的卡组。需勾选不检查卡组才能对战。
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
!幻宇子
Name
=幻宇子
Deck
=
Mituzi
Dialog
=
Mituzi
.
zh
-
CN
新手友好型幻龙卡组。
SUPPORT_MASTER_RULE_3
SUPPORT_NEW_MASTER_RULE
SUPPORT_MASTER_RULE_2020
\ No newline at end of file
Decks/AI_Mathmech.ydk
View file @
90f88870
...
...
@@ -14,6 +14,7 @@
120193002
120183002
120183002
120183002
120183024
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@@ -35,7 +36,6 @@
120155060
120155060
120183062
120183062
120183063
120183063
120170061
...
...
Decks/AI_Mituzi.ydk
0 → 100644
View file @
90f88870
#created by ...
#main
120151029
120151029
120155002
120155002
120155002
120155001
120155001
120155001
120155022
120155022
120155024
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120155024
120192010
120192010
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120183034
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120170037
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120155054
#extra
!side
Decks/AI_SaikyoBattleFlag.ydk
View file @
90f88870
...
...
@@ -12,7 +12,7 @@
120193002
120183002
120183002
120183002
120181001
120181001
...
...
@@ -39,7 +39,6 @@
120155060
120155060
120183062
120183062
120183063
120183063
120170061
...
...
Dialogs/Mituzi.zh-CN.json
0 → 100644
View file @
90f88870
{
"welcome"
:
[
"是新朋友咩?欢迎~(≧▽≦)"
,
"你好呀,现在的我还很弱,总有一天会变强哒!ψ(`∇´)ψ"
,
"据说这里是新人保护区,不会吧(|| ゚Д゚)"
],
"deckerror"
:
[
"什么,居然不让我使用我无敌的{0}!"
],
"duelstart"
:
[
"嘿嘿,还请手下留情哦~
\\
(//∇//)
\\
"
,
"感觉是很不得了的对手啊Σ(゚д゚;)"
,
"人家会全力以赴的哦(≧ω≦)"
,
"开始决斗了,要认真要认真<(`^´)>"
],
"newturn"
:
[
"抽卡抽卡,会抽到什么呢~(´△`)"
,
"希望能有想要的卡…(><)"
],
"endturn"
:
[
"真期待下一回合呀!(。ò ∀ ó。)"
,
"让我猜猜你会怎么做呢~(=^^=)"
],
"directattack"
:
[
"{0},削平山岳吧!(/≧▽≦/)"
,
"呼呼,是不是露出破绽了?\(^▽^)/"
,
"近距离体会一下{0}的帅气吧~(/ω\)"
,
"加油啊{0}!不要输哦!(^O^)"
],
"attack"
:
[
"{1}可不是{0}的对手哦( ̄∀ ̄)"
,
"{1}是挡不住{0}的,小心啦!(☆∀☆)"
,
"{1}和{0}之间的胜者会是谁呢~(⌒▽⌒) "
],
"ondirectattack"
:
[
"呜呜呜呜呜。゚(゚´Д`゚)゚。"
,
"哇啊啊!情况不妙啦!(|| ゚Д゚)"
,
"再这么下去人家就输掉啦呜呜。゚(゚´Д`゚)゚。"
],
"facedownmonstername"
:
"怪兽"
,
"activate"
:
[
"{0},建造城池吧!\(^▽^)/"
,
"可别小看{0}的能力哦~( ̄∀ ̄)"
,
"准备施工了哦,{0}\(^▽^)/"
],
"summon"
:
[
"{0}登场啦,小心点哦(☆∀☆)"
,
"这可是人家最喜欢的怪兽!(><)"
,
"{0}超帅的对吧!(/ω\)"
,
"{0}很可爱吧?你舍得打它吗(/ω\)"
],
"setmonster"
:
[
"嗯嗯~总之先这样吧?(=^▽^=)"
,
"隐藏好我的王牌~_(:D)∠)_"
],
"chaining"
:
[
"现在可不能攻击哦~╮( ̄▽ ̄)╭"
,
"我当然会想到这一步啦~(o^∀^o)"
,
"鲁莽攻击可不行哦~<(`^´)>"
]
}
Game/AI/CardContainer.cs
View file @
90f88870
...
...
@@ -51,9 +51,15 @@ namespace WindBot.Game.AI
public
static
ClientCard
GetHighestLevelMonster
(
this
IEnumerable
<
ClientCard
>
cards
,
bool
canBeTarget
=
false
)
{
return
cards
.
Where
(
card
=>
card
?.
Data
!=
null
&&
card
.
HasType
(
CardType
.
Monster
))
.
Where
(
card
=>
card
?.
Data
!=
null
&&
card
.
HasType
(
CardType
.
Monster
)
&&
!(
canBeTarget
&&
card
.
IsShouldNotBeTarget
())
)
.
OrderBy
(
card
=>
card
.
Level
).
FirstOrDefault
();
}
public
static
ClientCard
GetLowestLevelMonster
(
this
IEnumerable
<
ClientCard
>
cards
,
bool
canBeTarget
=
false
)
{
return
cards
.
Where
(
card
=>
card
?.
Data
!=
null
&&
card
.
HasType
(
CardType
.
Monster
)
&&
!(
canBeTarget
&&
card
.
IsShouldNotBeTarget
()))
.
OrderByDescending
(
card
=>
card
.
Level
).
FirstOrDefault
();
}
public
static
ClientCard
GetHighestDefenseMonster
(
this
IEnumerable
<
ClientCard
>
cards
,
bool
canBeTarget
=
false
)
{
return
cards
...
...
Game/AI/Decks/MathMechExecutor.cs
View file @
90f88870
...
...
@@ -69,6 +69,8 @@ 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
.
Summon
,
CardId
.
最强战旗
,
DefaultOverSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
钢机神
,
DefaultOverSummon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
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
);
...
...
@@ -76,22 +78,24 @@ namespace WindBot.Game.AI.Decks
//AddExecutor(ExecutorType.Activate, CardId.钢机神, 钢机神1Effect);
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
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
工匠无人机
,
无人机
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
突击坦克
,
突击坦克
summon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
旗兽
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
社员
,
DefaultMonsterSummon
);
;
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
工匠无人机
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
突击坦克
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
旗兽
,
突击坦克
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
社员
,
突击坦克
summon
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
旗兽
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
社员
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
瞄准鹰
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
双角兽
);
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
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
左迁
,
左迁
1
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
减俸
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
左迁
,
左迁
2
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
冻结
,
冻结
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
兽之拳
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
最强战旗
,
圣防
Repos
);
...
...
@@ -102,6 +106,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
铁之重击
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
死苏
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
对死者的供奉
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
世纪末兽机界
,
DefaultField2
);
}
...
...
@@ -174,6 +179,11 @@ namespace WindBot.Game.AI.Decks
DoubleTribute
=
false
;
return
true
;
}
private
bool
DefaultOverSummon
()
{
if
(
Bot
.
Hand
.
Count
>=
6
&&
Bot
.
HasInMonstersZone
(
CardId
.
恶德
))
return
true
;
else
return
false
;
}
private
bool
左迁
1
Effect
()
{
...
...
@@ -215,9 +225,10 @@ namespace WindBot.Game.AI.Decks
{
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
);
else
AI
.
SelectCard
(
Bot
.
Graveyard
.
GetHighestLevelMonster
());
//
else AI.SelectCard(Bot.Graveyard.GetHighestLevelMonster());
return
true
;
}
...
...
@@ -254,16 +265,6 @@ namespace WindBot.Game.AI.Decks
return
true
;
}
private
bool
兽之拳
Effect
()
{
if
(
Enemy
.
BattlingMonster
.
Race
==
(
int
)
CardRace
.
Dragon
)
return
true
;
if
(
Enemy
.
BattlingMonster
.
Race
==
(
int
)
CardRace
.
Fairy
)
return
true
;
if
(
Enemy
.
BattlingMonster
.
Race
==
(
int
)
CardRace
.
SpellCaster
)
return
true
;
return
false
;
}
private
bool
死苏
effect
()
{
...
...
@@ -361,7 +362,13 @@ namespace WindBot.Game.AI.Decks
}
private
bool
突击坦克
summon
()
{
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
Machine
)
>
0
)
==
2
)
return
true
;
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
Machine
)
>
0
)
==
2
||
Util
.
GetOneEnemyBetterThanMyBest
(
true
,
true
)
==
null
)
return
true
;
return
false
;
}
private
bool
无人机
summon
()
{
if
(
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
Machine
)
>
0
)
>=
1
||
Util
.
GetOneEnemyBetterThanMyBest
(
true
,
true
)
==
null
)
return
true
;
return
false
;
}
...
...
@@ -492,6 +499,14 @@ namespace WindBot.Game.AI.Decks
}
return
false
;
}
private
bool
DefaultField2
()
{
if
(
Bot
.
GetHandCount
()
>=
2
)
{
return
true
;
}
return
false
;
}
private
bool
圣防
Repos
()
{
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
)
...
...
Game/AI/Decks/MituziExecutor.cs
0 → 100644
View file @
90f88870
This diff is collapsed.
Click to expand it.
Game/AI/Decks/MokeyMokeyExecutor.cs
View file @
90f88870
...
...
@@ -171,20 +171,19 @@ namespace WindBot.Game.AI.Decks
return
true
;
}
private
bool
圣防
Effect
()
{
if
(
Util
.
GetTotalAttackingMonsterAttack
(
1
)
>
1900
)
return
true
;
return
false
;
}
private
bool
落穴
Effect
()
{
foreach
(
ClientCard
n
in
Duel
.
LastSummonedCards
)
{
if
(
n
.
Attack
>=
1900
)
return
true
;
if
(
n
.
Attack
>=
1900
)
return
true
;
if
(
Util
.
GetTotalAttackingMonsterAttack
(
1
)
-
Util
.
GetTotalAttackingMonsterAttack
(
0
)
>
Bot
.
LifePoints
&&
!
Bot
.
HasDefendingMonster
())
return
true
;
}
return
false
;
}
private
bool
圣防
Effect
()
{
if
(
Util
.
GetTotalAttackingMonsterAttack
(
1
)
>
1900
)
return
true
;
if
(
Util
.
GetTotalAttackingMonsterAttack
(
1
)
-
Util
.
GetTotalAttackingMonsterAttack
(
0
)
>
Bot
.
LifePoints
&&
!
Bot
.
HasDefendingMonster
())
return
true
;
return
false
;
}
private
bool
火星心少女
Effect
()
...
...
Game/AI/Decks/MokeyMokeyKingExecutor.cs
View file @
90f88870
...
...
@@ -185,15 +185,15 @@ namespace WindBot.Game.AI.Decks
{
foreach
(
ClientCard
n
in
Duel
.
LastSummonedCards
)
{
if
(
n
.
Attack
>=
1900
)
return
true
;
if
(
n
.
Attack
>=
1900
)
return
true
;
if
(
Util
.
GetTotalAttackingMonsterAttack
(
1
)
-
Util
.
GetTotalAttackingMonsterAttack
(
0
)
>
Bot
.
LifePoints
&&
!
Bot
.
HasDefendingMonster
())
return
true
;
}
return
false
;
}
private
bool
圣防
Effect
()
{
if
(
Util
.
GetTotalAttackingMonsterAttack
(
1
)
>
1900
)
return
true
;
if
(
Util
.
GetTotalAttackingMonsterAttack
(
1
)
>
1900
)
return
true
;
if
(
Util
.
GetTotalAttackingMonsterAttack
(
1
)
-
Util
.
GetTotalAttackingMonsterAttack
(
0
)
>
Bot
.
LifePoints
&&
!
Bot
.
HasDefendingMonster
())
return
true
;
return
false
;
}
private
bool
死供
Effect
()
...
...
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
View file @
90f88870
...
...
@@ -69,6 +69,8 @@ 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
.
Summon
,
CardId
.
最强战旗
,
DefaultOverSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
钢机神
,
DefaultOverSummon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
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
);
...
...
@@ -76,22 +78,22 @@ namespace WindBot.Game.AI.Decks
//AddExecutor(ExecutorType.Activate, CardId.钢机神, 钢机神1Effect);
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
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
突击坦克
,
突击坦克
summon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
旗兽
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
社员
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
工匠无人机
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
突击坦克
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
工匠无人机
,
无人机
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
突击坦克
,
突击坦克
summon
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
旗兽
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
社员
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
瞄准鹰
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
双角兽
);
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
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
左迁
,
左迁
1
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
减俸
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
左迁
,
左迁
2
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
冻结
,
冻结
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
兽之拳
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
最强战旗
,
圣防
Repos
);
...
...
@@ -102,6 +104,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
铁之重击
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
死苏
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
对死者的供奉
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
世纪末兽机界
,
DefaultField2
);
}
...
...
@@ -174,6 +177,11 @@ namespace WindBot.Game.AI.Decks
DoubleTribute
=
false
;
return
true
;
}
private
bool
DefaultOverSummon
()
{
if
(
Bot
.
Hand
.
Count
>=
6
&&
Bot
.
HasInMonstersZone
(
CardId
.
恶德
))
return
true
;
else
return
false
;
}
private
bool
左迁
1
Effect
()
{
...
...
@@ -215,9 +223,10 @@ namespace WindBot.Game.AI.Decks
{
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
);
else
AI
.
SelectCard
(
Bot
.
Graveyard
.
GetHighestLevelMonster
());
//
else AI.SelectCard(Bot.Graveyard.GetHighestLevelMonster());
return
true
;
}
...
...
@@ -361,7 +370,7 @@ namespace WindBot.Game.AI.Decks
}
private
bool
突击坦克
summon
()
{
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
Machine
)
>
0
)
==
2
)
return
true
;
if
(
Bot
.
MonsterZone
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
Machine
)
>
0
)
==
2
||
Util
.
GetOneEnemyBetterThanMyBest
(
true
,
true
)
==
null
)
return
true
;
return
false
;
}
...
...
@@ -454,6 +463,12 @@ namespace WindBot.Game.AI.Decks
AI
.
SelectCard
(
CardId
.
瞄准鹰
,
CardId
.
突击坦克
,
CardId
.
工匠无人机
,
CardId
.
社员
,
CardId
.
旗兽
);
return
true
;
}
private
bool
无人机
summon
()
{
if
(
Bot
.
Hand
.
GetMatchingCardsCount
(
card
=>
(
card
.
Race
&
(
int
)
CardRace
.
Machine
)
>
0
)
>=
1
||
Util
.
GetOneEnemyBetterThanMyBest
(
true
,
true
)
==
null
)
return
true
;
return
false
;
}
private
bool
最强战旗
Effect
()
{
if
(
Util
.
IsOneEnemyBetterThanValue
(
1900
,
false
))
...
...
@@ -492,6 +507,14 @@ namespace WindBot.Game.AI.Decks
}
return
false
;
}
private
bool
DefaultField2
()
{
if
(
Bot
.
GetHandCount
()
>=
2
)
{
return
true
;
}
return
false
;
}
private
bool
圣防
Repos
()
{
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
)
...
...
WindBot.csproj
View file @
90f88870
...
...
@@ -78,6 +78,7 @@
<Compile
Include=
"Game\AI\Decks\BlackwingExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\LuckyExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\MathMechExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\MituziExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\PureWindsExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\DragunExecutor.cs"
/>
<Compile
Include=
"Game\AI\Decks\Level8Executor.cs"
/>
...
...
@@ -155,6 +156,8 @@
</ItemGroup>
<ItemGroup>
<None
Include=
"App.config"
/>
<None
Include=
"Decks\AI_Mituzi.ydk"
/>
<None
Include=
"Dialogs\Mituzi.zh-CN.json"
/>
<None
Include=
"Dialogs\rd-c.json"
/>
<None
Include=
"Dialogs\rd-d.json"
/>
<None
Include=
"sqlite3.dll"
>
...
...
bots.json
View file @
90f88870
...
...
@@ -25,6 +25,11 @@
"name"
:
"传说子"
,
"deck"
:
"Dragun"
,
"dialog"
:
"rd"
},
{
"name"
:
"幻宇子"
,
"deck"
:
"Mituzi"
,
"dialog"
:
"Mituzi.zh-CN"
}
]
...
...
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