//具体策略 public ProfileParameters GetParameters(Board board) { Card z = board.Hand.Find(x => x.Template.Id > 0); Card y = board.Hand.FindLast(x => x.Template.Id > 0); int 流放牌数 = board.Hand.Count(x => x.CurrentCost > 0 && BoardHelper.IsOutCastCard(x, board) == true); int 古尔丹流放牌数 = board.Hand.Count(x => x.CurrentCost > 0 && BoardHelper.IsGuldanOutCastCard(x, board) == true); Bot.Log("流放牌数 = " + (int)(流放牌数 + 古尔丹流放牌数)); //Bot.Log("右:是否流放: " + BoardHelper.IsOutCastCard(y, board)); #region 自定义变量 int twoHpMinionsCount = board.MinionEnemy.Count(minion => minion.CurrentHealth <= 2); //对面小于等于2血的随从数量 int threeHpMinionsCount = board.MinionEnemy.Count(minion => minion.CurrentHealth <= 3) - board.MinionFriend.FindAll(x => x.CurrentAtk >= 3).Count; //对面小于等于3血的随从数量 int fiveHpMinionsCount = board.MinionEnemy.Count(minion => minion.CurrentHealth <= 5) - board.MinionFriend.FindAll(x => x.CurrentAtk >= 5).Count; //对面小于等于5血的随从数量 #endregion #region 攻击模式 var p = new ProfileParameters(BaseProfile.Rush) { DiscoverSimulationValueThresholdPercent = -10 }; int myAttack = 0; int enemyAttack = 0; if (board.MinionFriend != null) { for (int x = 0; x < board.MinionFriend.Count; x++) { myAttack += board.MinionFriend[x].CurrentAtk; } } if (board.MinionEnemy != null) { for (int x = 0; x < board.MinionEnemy.Count; x++) { enemyAttack += board.MinionEnemy[x].CurrentAtk; } } if (board.WeaponEnemy != null) { enemyAttack += board.WeaponEnemy.CurrentAtk; } if ((int)board.EnemyClass == 2 || (int)board.EnemyClass == 7 || (int)board.EnemyClass == 8) { enemyAttack += 1; } else if ((int)board.EnemyClass == 6) { enemyAttack += 2; } if ((board.EnemyAbility.Template.Id == Card.Cards.AT_132_PALADIN || board.EnemyClass == Card.CClass.MAGE || board.EnemyClass == Card.CClass.DRUID) && board.HeroEnemy.CurrentHealth >= 16) { p = new ProfileParameters(BaseProfile.Default) { DiscoverSimulationValueThresholdPercent = -10 }; } if ((board.EnemyAbility.Template.Id == Card.Cards.AT_132_PALADIN || board.EnemyClass == Card.CClass.MAGE || board.EnemyClass == Card.CClass.DRUID) && board.HeroEnemy.CurrentHealth < 16) { p = new ProfileParameters(BaseProfile.Rush) { DiscoverSimulationValueThresholdPercent = -10 }; } #endregion #region 权重初始化 //技能卡 p.CastSpellsModifiers.AddOrUpdate(Card.Cards.BT_490, new Modifier(40)); //吞噬魔法 p.CastSpellsModifiers.AddOrUpdate(Card.Cards.BT_753, new Modifier(120)); //法力燃烧 p.CastSpellsModifiers.AddOrUpdate(Card.Cards.BT_491, new Modifier(50)); //幽灵视觉 p.CastSpellsModifiers.AddOrUpdate(Card.Cards.BT_035, new Modifier(30)); //混乱打击 p.CastSpellsModifiers.AddOrUpdate(Card.Cards.BT_601, new Modifier(30)); //古尔丹的脑袋 p.CastSpellsModifiers.AddOrUpdate(Card.Cards.BT_187, new Modifier(200, board.HeroEnemy.Id)); //日怒 p.CastSpellsModifiers.AddOrUpdate(Card.Cards.HERO_10p_UP, new Modifier(50, board.HeroEnemy.Id)); //恶魔之咬-奇数瞎 //随从卡 p.CastMinionsModifiers.AddOrUpdate(Card.Cards.BT_323, new Modifier(120)); //盲眼监视者 //武器卡 p.CastWeaponsModifiers.AddOrUpdate(Card.Cards.BT_922, new Modifier(50)); //棕红之翼 p.CastWeaponsModifiers.AddOrUpdate(Card.Cards.BT_921, new Modifier(120)); //奥达奇 //硬币 p.CastSpellsModifiers.AddOrUpdate(Card.Cards.TB_011, new Modifier(50)); #endregion #region 随从权重 if (board.ManaAvailable >= 4 && (board.HasCardInHand(Card.Cards.BT_187)) && board.FriendDeckCount >= 2 || board.EnemyClass == Card.CClass.DEMONHUNTER)//DH内战,日怒直接下 { p.CastMinionsModifiers.AddOrUpdate(Card.Cards.BT_187, new Modifier(100)); } else { p.CastMinionsModifiers.AddOrUpdate(Card.Cards.BT_187, new Modifier(180)); }//日怒权重 if (board.ManaAvailable <= 3 && (board.Hand.Exists(x => x.Template.Id == Card.Cards.BT_351) || board.Hand.Exists(x => x.Template.Id == Card.Cards.BT_323) || board.Hand.Exists(x => x.Template.Id == Card.Cards.BT_922) || board.Hand.Exists(x => x.Template.Id == Card.Cards.EX1_066) || board.Hand.Exists(x => x.Template.Id == Card.Cards.BT_352)) && board.Hand.Exists(x => x.Template.Id == Card.Cards.BT_035)) { p.CastSpellsModifiers.AddOrUpdate(Card.Cards.BT_035, new Modifier(400)); }//2费卡牌权重 if (board.ManaAvailable == 1 && board.Hand.Exists(x => x.Template.Id == Card.Cards.GAME_005) && board.Hand.Count(x => x.Template.Id == Card.Cards.BT_490) == 1 && (board.Hand.Exists(x => x.Template.Id == Card.Cards.BT_351) || board.Hand.Exists(x => x.Template.Id == Card.Cards.BT_480)) && !board.Hand.Exists(x => x.Template.Id == Card.Cards.BT_753)) { p.CastMinionsModifiers.AddOrUpdate(Card.Cards.BT_490, new Modifier(400)); }//1费卡牌权重 if (board.ManaAvailable <= 2 && board.Hand.Exists(x => x.Template.Id == Card.Cards.BT_323) && board.Hand.Count(card => card.Template.Id == Card.Cards.BT_601) == 0) { p.CastMinionsModifiers.AddOrUpdate(Card.Cards.BT_323, new Modifier(40)); }//2费之前没古尔丹脑袋,下盲眼监视者 if (board.Hand.Exists(x => x.Template.Id == Card.Cards.BT_323) && BoardHelper.GetPlayableSpellSequence(board).Count == 0 && board.EnemyClass == Card.CClass.WARLOCK) { p.CastMinionsModifiers.AddOrUpdate(Card.Cards.BT_323, new Modifier(40)); }//没可以打的法术,下盲眼监视者 if (board.ManaAvailable == 1 && board.Hand.Exists(x => x.Template.Id == Card.Cards.BT_351) && board.MinionEnemy.Count == 0) { p.CastMinionsModifiers.AddOrUpdate(Card.Cards.FP1_004, new Modifier(40)); }//1费对面没有随从,下战斗邪犬 else if (board.ManaAvailable == 1 && board.Hand.Exists(x => x.Template.Id == Card.Cards.GAME_005) && board.Hand.Count(x => x.Template.Id == Card.Cards.BT_323) == 1 && board.Hand.Exists(x => x.Template.Id == Card.Cards.BT_922)) { p.CastMinionsModifiers.AddOrUpdate(Card.Cards.BT_323, new Modifier(2000)); }//1费手里有棕红和盲眼监视者,不跳费下盲眼监视者 else if (board.ManaAvailable >= 4 && !board.Hand.Exists(x => x.Template.Race == Card.CRace.DEMON)) { p.CastMinionsModifiers.AddOrUpdate(Card.Cards.BT_416, new Modifier(250)); }//手牌没恶魔,降低暴怒权重 if (board.Hand.Exists(x => x.Template.Id == Card.Cards.BT_937) && board.Hand.Count < 2) { p.CastMinionsModifiers.AddOrUpdate(Card.Cards.EX1_612, new Modifier(300)); }//手里没有能打的流放牌,降低流放者权重(作者还没加卡牌是否流放判断) if (board.ManaAvailable == 2 && board.Hand.Exists(x => x.Template.Id == Card.Cards.EX1_066) && !board.Hand.Exists(x => x.Template.Id == Card.Cards.GAME_005) && board.Hand.Exists(x => x.Template.Cost == 2)) { p.CastMinionsModifiers.AddOrUpdate(Card.Cards.EX1_066, new Modifier(600)); }//2费手里有其他2费随从,不打软泥怪 if (board.Hand.Count >= 7) { p.CastSpellsModifiers.AddOrUpdate(Card.Cards.BT_601, new Modifier(300)); }//手牌太多,降低过牌权重 if (BoardHelper.GetPlayableMinionSequence(board).Count < 2 && board.Hand.Exists(x => x.Template.Id == Card.Cards.ULD_215)) { p.CastMinionsModifiers.AddOrUpdate(Card.Cards.BT_352, new Modifier(40)); }//场上随从少于2个,铺场 if (board.WeaponEnemy != null && board.EnemyClass == Card.CClass.DEMONHUNTER)//软泥怪解武器 { if (board.WeaponEnemy.Template.Id == Card.Cards.BT_921) { p.CastMinionsModifiers.AddOrUpdate(Card.Cards.EX1_066, new Modifier(50)); } else { p.CastMinionsModifiers.AddOrUpdate(Card.Cards.EX1_066, new Modifier(600)); } } else { p.CastMinionsModifiers.AddOrUpdate(Card.Cards.EX1_066, new Modifier(50)); } #endregion #region 技能权重 if (board.Hand.Exists(x => x.Template.Id == Card.Cards.BT_514) && twoHpMinionsCount <= 2 && board.MinionEnemy.Sum(x => x.CurrentAtk) <= 4) { p.CastSpellsModifiers.AddOrUpdate(Card.Cards.BT_514, new Modifier(200)); }//对面随从少,降低献祭光环权重 if (twoHpMinionsCount >= 3) { p.CastSpellsModifiers.AddOrUpdate(Card.Cards.BT_514, new Modifier(190 - 40 * twoHpMinionsCount)); }//对面怪多,提高献祭光环 /* * if (board.MinionFriend.Exists(x => x.Template.Id==Card.Cards.BT_002) * && board.Hand.Exists(x => x.Template.Id == Card.Cards.ULD_726) * && board.Hand.FindAll(x => x.Template.Id == Card.Cards.CFM_760).Min(x => x.CurrentCost) <= board.ManaAvailable * && board.Hand.FindAll(x => x.Template.Id == Card.Cards.CFM_760).Min(x => x.CurrentCost) > board.ManaAvailable - 2 * && (!board.Secret.Contains(Cards.Counterspell) || board.FriendGraveyard.Exists(card => CardTemplate.LoadFromId(card).Id == Card.Cards.EX1_287)) * && (!board.Secret.Contains(Cards.ExplosiveRunes)) || board.FriendGraveyard.Exists(card => CardTemplate.LoadFromId(card).Id == Card.Cards.LOOT_101)) * { * p.CastSpellsModifiers.AddOrUpdate(Card.Cards.ULD_726, new Modifier(-700)); * }//场上有流放随从,释放流放牌(暂时未知流放如何判断) */ if (board.ManaAvailable == 4 && !board.Hand.Exists(x => x.Template.Id == Card.Cards.GAME_005) && board.Hand.Count(x => x.Template.Id == Card.Cards.BT_514) >= 1 && twoHpMinionsCount >= 3 && board.MinionFriend.Count <= 1) { p.CastSpellsModifiers.AddOrUpdate(Card.Cards.BT_801, new Modifier(200)); }//4费对面小于2血的怪多,不打眼棱 if ((board.FriendDeckCount <= 6 && board.Hand.Exists(x => x.Template.Id == Card.Cards.BT_035))) { p.CastSpellsModifiers.AddOrUpdate(Card.Cards.BT_035, new Modifier(20)); }//牌库卡不多,提高过牌 if (board.MinionEnemy.Count == 1 && board.MinionEnemy.Exists(x => x.Template.Id == Card.Cards.NEW1_021) && board.MinionFriend.Count == 0 && BoardHelper.GetPlayableSpellSequence(board).Count > 0) { foreach (var card1 in BoardHelper.GetPlayableSpellSequence(board)) { p.CastSpellsModifiers.AddOrUpdate(card1, new Modifier(30)); } }//对面有末日,提高过牌 if (board.ManaAvailable >= 6 && board.Hand.Count <= 5 && board.HasCardInHand(Card.Cards.BT_601)) { p.CastWeaponsModifiers.AddOrUpdate(Card.Cards.BT_601, new Modifier(50)); }//如果当前剩余法力水晶大于等于6,手牌数量小于等于5并且手牌中有古尔丹头颅 if (board.EnemyClass == Card.CClass.MAGE || board.EnemyClass == Card.CClass.PRIEST || board.EnemyClass == Card.CClass.WARLOCK) { p.CastSpellsModifiers.AddOrUpdate(Card.Cards.BT_753, new Modifier(50));//法力燃烧 } #endregion #region 敌方权重 //针对一些随从优先解掉 if (board.MinionEnemy.Any(minion => minion.Template.Id == Card.Cards.BRM_002)) { p.OnBoardBoardEnemyMinionsModifiers.AddOrUpdate(Card.Cards.BRM_002, new Modifier(400)); }//如果对面场上有火妖,提高攻击优先度 if (board.MinionEnemy.Any(minion => minion.Template.Id == Card.Cards.ULD_276)) { p.OnBoardBoardEnemyMinionsModifiers.AddOrUpdate(Card.Cards.ULD_276, new Modifier(110)); }//如果对面场上有202,提高攻击优先度 if (board.MinionEnemy.Any(minion => minion.Template.Id == Card.Cards.GVG_069)) { p.OnBoardBoardEnemyMinionsModifiers.AddOrUpdate(Card.Cards.GVG_069, new Modifier(150)); }//如果对面场上有533,提高攻击优先度 if (board.MinionEnemy.Any(minion => minion.Template.Id == Card.Cards.GVG_084)) { p.OnBoardBoardEnemyMinionsModifiers.AddOrUpdate(Card.Cards.GVG_084, new Modifier(300)); }//如果对面场上有314,提高攻击优先度 if (board.MinionEnemy.Any(minion => minion.Template.Id == Card.Cards.BOT_103)) { p.OnBoardBoardEnemyMinionsModifiers.AddOrUpdate(Card.Cards.BOT_103, new Modifier(120)); }//如果对面场上有露娜,提高攻击优先度 if (board.MinionEnemy.Any(minion => minion.Template.Id == Card.Cards.BOT_407)) { p.OnBoardBoardEnemyMinionsModifiers.AddOrUpdate(Card.Cards.BOT_407, new Modifier(120)); }//如果对面场上有雷云元素,提高攻击优先度 if (!BoardHelper.HasPotentialLethalNextTurn(board) && board.MinionEnemy.Count(minion => minion.Template.Id == Card.Cards.GVG_045t) >= 3 && board.EnemyClass == Card.CClass.WARLOCK) { p.OnBoardBoardEnemyMinionsModifiers.AddOrUpdate(Card.Cards.GVG_045t, new Modifier(150)); }//如果对面场上有1-1小鬼,提高攻击优先度 #endregion #region 武器权重 if ((board.Hand.Exists(x => x.Template.Id == Card.Cards.BT_271) || (board.WeaponFriend != null && board.WeaponFriend.Template.Id == Card.Cards.BT_271)) && board.HeroEnemy.CurrentHealth <= 16) { p.WeaponsAttackModifiers.AddOrUpdate(Card.Cards.BT_271, new Modifier(-1000)); }//如果对面血量小于等于16,提高武器攻击优先度 #endregion return(p); }