public override double CardValue(TrustedAI ai, Player player, bool use, WrappedCard card, Player.Place place)
        {
            double value = ai.AjustWeaponRangeValue(player, card);

            if (player.IsWounded())
            {
                value += 1;
            }
            return(value);
        }
        public override double CardValue(TrustedAI ai, Player player, bool use, WrappedCard card, Player.Place place)
        {
            double value = ai.AjustWeaponRangeValue(player, card);

            foreach (Player p in ai.GetFriends(player))
            {
                if (ai.HasSkill("guidao|guicai_jx|zhenyi", p))
                {
                    value += 5;
                }
            }

            return(value);
        }
        public override double CardValue(TrustedAI ai, Player player, bool use, WrappedCard card, Player.Place place)
        {
            double value = ai.AjustWeaponRangeValue(player, card);

            foreach (Player p in ai.GetEnemies(player))
            {
                if (ai.HasSkill(TrustedAI.MasochismSkill, p))
                {
                    value += 1;
                }
            }

            return(value);
        }
        public override double CardValue(TrustedAI ai, Player player, bool use, WrappedCard card, Player.Place place)
        {
            double value = ai.AjustWeaponRangeValue(player, card);

            foreach (Player p in ai.GetEnemies(player))
            {
                if (RoomLogic.HasShownArmorEffect(ai.Room, p) && RoomLogic.DistanceTo(ai.Room, player, p, null, true) <= 2)
                {
                    value += 0.5;
                }
            }

            return(value);
        }
예제 #5
0
 public override double CardValue(TrustedAI ai, Player player, bool use, WrappedCard card, Player.Place place)
 {
     return(ai.AjustWeaponRangeValue(player, card));
 }
 public override double CardValue(TrustedAI ai, Player player, bool use, WrappedCard card, Player.Place place)
 {
     return(ai.AjustWeaponRangeValue(player, card) - (8 - ai.Room.AliveCount()) * 0.5);
 }