Commit 1eb0cb01 authored by 苍蓝's avatar 苍蓝

update

parent 7a2e4e62
Pipeline #5996 failed with stage
in 2 minutes and 18 seconds
...@@ -2,31 +2,34 @@ ...@@ -2,31 +2,34 @@
#main #main
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...@@ -44,28 +44,29 @@ namespace WindBot.Game.AI.Decks ...@@ -44,28 +44,29 @@ namespace WindBot.Game.AI.Decks
AddExecutor(ExecutorType.Activate, CardId.成金恐龙王); AddExecutor(ExecutorType.Activate, CardId.成金恐龙王);
AddExecutor(ExecutorType.Activate, CardId.恶德, 恶德Effect); AddExecutor(ExecutorType.Activate, CardId.恶德, 恶德Effect);
AddExecutor(ExecutorType.Activate, CardId.对死者的供奉, 死供Eff); AddExecutor(ExecutorType.Activate, CardId.对死者的供奉, 死供Eff);
AddExecutor(ExecutorType.Activate, CardId.最强战旗, 最强战旗Eff); AddExecutor(ExecutorType.Activate, CardId.最强战旗, 最强战旗Eff);
AddExecutor(ExecutorType.Activate, CardId.钢机神, 钢机神Effect);
AddExecutor(ExecutorType.Activate, CardId.突击坦克, 突击坦克Effect); AddExecutor(ExecutorType.Activate, CardId.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.Summon, CardId.最强战旗, DefaultDoubleSummon); AddExecutor(ExecutorType.Summon, CardId.最强战旗, DefaultDoubleSummon);
AddExecutor(ExecutorType.Summon, CardId.钢机神, DefaultDoubleSummon); AddExecutor(ExecutorType.Summon, CardId.钢机神, DefaultDoubleSummon);
AddExecutor(ExecutorType.Summon, CardId.恶德, DefaultDoubleSummon); AddExecutor(ExecutorType.Summon, CardId.恶德, DefaultDoubleSummon);
AddExecutor(ExecutorType.Summon, CardId.最强战旗, DefaultMonsterSummon); AddExecutor(ExecutorType.Summon, CardId.最强战旗, DefaultMonsterSummon);
AddExecutor(ExecutorType.Summon, CardId.钢机神, DefaultMonsterSummon); AddExecutor(ExecutorType.Summon, CardId.钢机神, DefaultMonsterSummon);
AddExecutor(ExecutorType.Summon, CardId.恶德, DefaultMonsterSummon); AddExecutor(ExecutorType.Summon, CardId.恶德, DefaultMonsterSummon);
AddExecutor(ExecutorType.Summon, CardId.双角兽, 双角兽summon);
AddExecutor(ExecutorType.Summon, CardId.成金恐龙王, 成金恐龙王Summon); AddExecutor(ExecutorType.Summon, CardId.成金恐龙王, 成金恐龙王Summon);
AddExecutor(ExecutorType.Summon, CardId.瞄准鹰, 瞄准鹰summon); AddExecutor(ExecutorType.Summon, CardId.瞄准鹰, 瞄准鹰summon);
AddExecutor(ExecutorType.Summon, CardId.瞄准鹰, 瞄准鹰summon2); AddExecutor(ExecutorType.Summon, CardId.瞄准鹰, 瞄准鹰summon2);
AddExecutor(ExecutorType.Summon, CardId.瞄准鹰, 瞄准鹰summon3); AddExecutor(ExecutorType.Summon, CardId.瞄准鹰, 瞄准鹰summon3);
AddExecutor(ExecutorType.Summon, CardId.双角兽, 瞄准鹰双角兽summon); 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.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.突击坦克, 瞄准鹰坦克summon);
AddExecutor(ExecutorType.Activate, CardId.双角兽, 双角兽Effect);
AddExecutor(ExecutorType.Summon, CardId.双角兽, 双角兽summon);
AddExecutor(ExecutorType.Activate, CardId.最强战旗, 最强战旗Effect); AddExecutor(ExecutorType.Activate, CardId.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);
...@@ -134,18 +135,17 @@ namespace WindBot.Game.AI.Decks ...@@ -134,18 +135,17 @@ namespace WindBot.Game.AI.Decks
} }
} }
if (HintMsgForMaxSelect.Contains(hint)) if (HintMsgForMaxSelect.Contains(hint))
{ {
//select max cards //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 bool OnSelectHand() public override bool OnSelectHand()
...@@ -161,11 +161,11 @@ namespace WindBot.Game.AI.Decks ...@@ -161,11 +161,11 @@ namespace WindBot.Game.AI.Decks
} }
private bool DefaultDoubleSummon() private bool DefaultDoubleSummon()
{ {
if (!DoubleTribute && (Bot.MonsterZone.GetMatchingCardsCount(card => card.IsAttack() && Card.IsCode(CardId.双角兽))) >=1 ) if (!DoubleTribute) return false;
{ AI.SelectCard(CardId.双角兽); else
return true; AI.SelectCard(CardId.双角兽);
} DoubleTribute = false;
return false; return true;
} }
private bool 左迁1Effect() private bool 左迁1Effect()
{ {
...@@ -179,7 +179,9 @@ namespace WindBot.Game.AI.Decks ...@@ -179,7 +179,9 @@ namespace WindBot.Game.AI.Decks
} }
private bool 左迁2Effect() private bool 左迁2Effect()
{ {
AI.SelectCard(Enemy.GetMonsters().GetHighestAttackMonster()); ClientCard target = Util.GetBestEnemyMonster(true, true);
if (target != null)
AI.SelectCard(target);
return true; return true;
} }
private bool 冻结Effect() private bool 冻结Effect()
...@@ -201,18 +203,21 @@ namespace WindBot.Game.AI.Decks ...@@ -201,18 +203,21 @@ namespace WindBot.Game.AI.Decks
return true; return true;
} }
private bool 钢机神Effect() private bool 钢机神Effect()
{ {
if (Duel.Turn == 1) if (Duel.Turn == 1) return false;
{
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.GetHighestAttackMonster());
AI.SelectCard(Bot.Graveyard.GetHighestLevelMonster());
return true; return true;
} }
private bool 钢机神1Effect()
{
if (!Enemy.HasAttackingMonster() && Enemy.GetMonsterCount() >= 1)
{
AI.SelectCard(Bot.Graveyard.GetHighestLevelMonster());
return true;
}
return false;
}
private bool 恶德Effect() private bool 恶德Effect()
{ {
foreach (ClientCard m in Bot.Hand) foreach (ClientCard m in Bot.Hand)
...@@ -347,7 +352,7 @@ namespace WindBot.Game.AI.Decks ...@@ -347,7 +352,7 @@ namespace WindBot.Game.AI.Decks
private bool 瞄准鹰summon() private bool 瞄准鹰summon()
{ {
foreach (ClientCard m in Bot.GetMonsters()) foreach (ClientCard m in Bot.GetMonsters())
if (m.HasAttribute(CardAttribute.Light) && m.Level <= 4) if (m.HasAttribute(CardAttribute.Light) && m.Level <= 4 && m.IsFaceup())
if (Bot.HasInHand(new[] { CardId.最强战旗, CardId.钢机神, CardId.恶德 })) if (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;
......
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