示例#1
0
        //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);
        }
        //攻击模式



        public ProfileParameters GetParameters(Board board)
        {
            //version 2.4.1 for 19.0HS



            var p = new ProfileParameters(BaseProfile.Rush)
            {
                DiscoverSimulationValueThresholdPercent = -10
            };

            p.CastSpellsModifiers.AddOrUpdate(TheCoin, new Modifier(85));

            //自定义命名
            int a = (board.HeroFriend.CurrentHealth + board.HeroFriend.CurrentArmor) - BoardHelper.GetEnemyHealthAndArmor(board);//敌我血量差



            //攻击模式切换
            if (board.EnemyClass == Card.CClass.DEMONHUNTER ||
                board.EnemyClass == Card.CClass.HUNTER ||
                board.EnemyClass == Card.CClass.ROGUE ||
                board.EnemyClass == Card.CClass.SHAMAN ||
                board.EnemyClass == Card.CClass.DRUID ||
                board.EnemyClass == Card.CClass.PALADIN ||
                board.EnemyClass == Card.CClass.WARRIOR)
            {
                p.GlobalAggroModifier = (int)(a * 0.625 + 110.5);
            }
            else
            {
                p.GlobalAggroModifier = (int)(a * 0.625 + 110.5);
            }
            Bot.Log("攻击性:" + p.GlobalAggroModifier.Value);

            if (!board.MinionEnemy.Any(x => x.IsTaunt) &&
                (BoardHelper.GetEnemyHealthAndArmor(board) -
                 BoardHelper.GetPotentialMinionDamages(board) -
                 BoardHelper.GetPlayableMinionSequenceDamages(BoardHelper.GetPlayableMinionSequence(board), board) <=
                 BoardHelper.GetTotalBlastDamagesInHand(board)))
            {
                p.GlobalAggroModifier = 450;
            }//如果下一轮可以斩杀对面,攻击性提高

            //判定是否过载
            // bool guozai;
            // if (board.LockedMana == 0
            //  && board.OverloadedMana == 0){
            //  guozai = false;
            // }else{
            //  guozai = true;
            // }

            //卡片集合
            var ret = new List <Card.Cards>();

            //当前剩余的法力水晶
            var manaAvailable = board.ManaAvailable;

            //计算可用水晶数
            //如果手上有雷霆绽放,手动计算费用(Wirmate偷懒把雷霆绽放和硬币当成一个东西了)
            if (board.HasCardInHand(Card.Cards.SCH_427))
            {
                manaAvailable = manaAvailable + (board.Hand.Count(x => x.Template.Id == Card.Cards.SCH_427) * 2);
            }

            //如果手上有硬币,手动计算费用(Wirmate偷懒把雷霆绽放和硬币当成一个东西了)
            if (board.HasCardInHand(Card.Cards.GAME_005))
            {
                manaAvailable = manaAvailable + (board.Hand.Count(x => x.Template.Id == Card.Cards.GAME_005) * 1);
            }

            //日志输出
            //我方本回合可用水晶
            Bot.Log("我方本回合可用水晶:" + board.ManaAvailable);
            //我方最大法力水晶
            Bot.Log("我方最大法力水晶:" + board.MaxMana);
            //法术提供的可用总水晶上限
            Bot.Log("法术提供的可用总水晶上限:" + manaAvailable);

            //如果对面是奇数骑,优先解掉白银之手新兵
            // if (board.EnemyAbility.Template.Id == Card.Cards.HERO_04bp2){
            //  p.OnBoardBoardEnemyMinionsModifiers.AddOrUpdate(Card.Cards.CS2_101t, new Modifier(200));
            // }
            //如果对面是德,随从大于等于4,优先解场
            if (board.EnemyAbility.Template.Id == Card.Cards.HERO_06bp &&
                board.MinionEnemy.Count >= 4
                )
            {
                p.GlobalAggroModifier = 40;
            }

            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;
            }



            //如果下一轮可以斩杀对面提高洛欧塞布 Loatheb  ID:FP1_030
            if (board.HasCardInHand(Card.Cards.FP1_030) && //洛欧塞布 Loatheb  ID:FP1_030
                !board.MinionEnemy.Any(x => x.IsTaunt) &&
                (BoardHelper.GetEnemyHealthAndArmor(board) - BoardHelper.GetPotentialMinionDamages(board) - BoardHelper.GetPlayableMinionSequenceDamages(BoardHelper.GetPlayableMinionSequence(board), board) <= BoardHelper.GetTotalBlastDamagesInHand(board)) ||
                myAttack >= (board.HeroEnemy.CurrentHealth) - 5
                )
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.FP1_030, new Modifier(-500));                        //洛欧塞布 Loatheb  ID:FP1_030
            }
            // //如果下一轮可以斩杀对面提高洛欧塞布 Loatheb  ID:FP1_030
            // if (board.SecretEnemy == 0 //对手有奥秘
            // && !board.MinionEnemy.Any(x => x.IsTaunt)
            // && (BoardHelper.GetEnemyHealthAndArmor(board) - BoardHelper.GetPotentialMinionDamages(board) - BoardHelper.GetPlayableMinionSequenceDamages(BoardHelper.GetPlayableMinionSequence(board), board) <= BoardHelper.GetTotalBlastDamagesInHand(board))
            // ){
            //  p.GlobalAggroModifier = 450;
            // }


            //具体策略



            //如果场上多过4个怪,而且手上有洛欧塞布,提高洛欧塞布的优先级
            if ((board.MinionFriend.Count >= 4) &&
                (board.ManaAvailable >= 5) &&
                (board.Hand.Exists(x => x.Template.Id == Card.Cards.FP1_030))
                )
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.FP1_030, new Modifier(-50));
            }
            else
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.FP1_030, new Modifier(250));
            }



            //如果对方费用大于5,而且对面是牧师,提高洛欧塞布和古神的优先级
            if ((board.EnemyMaxMana >= 5) &&
                (board.EnemyClass == Card.CClass.PRIEST)
                )
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.FP1_030, new Modifier(-50));
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.DMF_236, new Modifier(-50));
            }

            //对面是牧师,火车王随便下
            if (board.EnemyClass == Card.CClass.PRIEST)
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.EX1_116, new Modifier(-50));                //修改火车王的优先级
                //提高雏龙威胁值雏龙 Whelp ID:EX1_116t
                p.OnBoardBoardEnemyMinionsModifiers.AddOrUpdate(Card.Cards.EX1_116t, new Modifier(100));
            }
            //对面是牧师,随便下
            if (board.EnemyClass == Card.CClass.PRIEST)
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.UNG_926, new Modifier(-999));                //身陷绝境的哨卫 Cornered Sentry ID:UNG_926
                p.OnBoardBoardEnemyMinionsModifiers.AddOrUpdate(Card.Cards.UNG_076t1, new Modifier(100));  //迅猛龙 Raptor ID:UNG_076t1
            }
            //对面是牧师,厄运信天翁 Bad Luck Albatross ID:DRG_071随便下
            if (board.EnemyClass == Card.CClass.PRIEST &&
                board.EnemyClass == Card.CClass.WARLOCK
                )
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.DRG_071, new Modifier(-999));                //厄运信天翁 Bad Luck Albatross ID:DRG_071
                p.OnBoardBoardEnemyMinionsModifiers.AddOrUpdate(Card.Cards.DRG_071t, new Modifier(100));   //信天翁 Albatross ID:DRG_071t
            }

            //对面是牧师,厄运信天翁 Bad Luck Albatross ID:DRG_071随便下
            if (board.EnemyClass == Card.CClass.MAGE)
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.DRG_071, new Modifier(-999));                //厄运信天翁 Bad Luck Albatross ID:DRG_071
                // p.OnBoardBoardEnemyMinionsModifiers.AddOrUpdate(Card.Cards.DRG_071t, new Modifier(200));//信天翁 Albatross ID:DRG_071t
            }



            //对面没随从,降低扫帚和巴罗夫优先级
            if (board.MinionEnemy.Count <= 1 &&
                board.HasCardInHand(Card.Cards.SCH_311) ||//活化扫帚 Animated Broomstick  ID:SCH_311
                board.HasCardInHand(Card.Cards.SCH_526)//巴罗夫领主 Lord Barov  ID:SCH_526
                )
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.SCH_311, new Modifier(150));         //活化扫帚 Animated Broomstick  ID:SCH_311
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.SCH_526, new Modifier(200));         //巴罗夫领主 Lord Barov  ID:SCH_526
            }
            //对面随从大于3,提高巴罗夫
            if (board.MinionEnemy.Count > board.MinionFriend.Count &&
                board.HasCardInHand(Card.Cards.SCH_526)//巴罗夫领主 Lord Barov  ID:SCH_526
                )
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.SCH_526, new Modifier(-20));         //巴罗夫领主 Lord Barov  ID:SCH_526
            }
//海盗战策略
//当手上有圣剑扳手 Wrenchcalibur  ID:DAL_063时,提高升级和334优先级
            if (board.WeaponFriend != null &&
                (board.WeaponFriend.Template.Id == Card.Cards.DAL_063) &&//圣剑扳手 Wrenchcalibur ID:DAL_063
                board.HasCardInHand(Card.Cards.EX1_409) ||//升级 Upgrade!  ID:EX1_409
                board.HasCardInHand(Card.Cards.OG_315) ||//血帆教徒 Bloodsail Cultist  ID:OG_315
                board.HasCardInHand(Card.Cards.NEW1_024)   //绿皮船长 Captain Greenskin  ID:NEW1_024
                )
            {
                ;
            }
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.EX1_409, new Modifier(-999));   //升级 Upgrade!  ID:EX1_409
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.OG_315, new Modifier(-999));   //血帆教徒 Bloodsail Cultist  ID:OG_315
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.NEW1_024, new Modifier(-999)); //绿皮船长 Captain Greenskin  ID:NEW1_024
            }
            //当手上有海盗之锚 Ancharrr  ID:DRG_025时,提高升级和334优先级
            if (board.WeaponFriend != null &&
                (board.WeaponFriend.Template.Id == Card.Cards.DRG_025) &&
                board.HasCardInHand(Card.Cards.EX1_409) ||//升级 Upgrade!  ID:EX1_409
                board.HasCardInHand(Card.Cards.OG_315) ||//血帆教徒 Bloodsail Cultist  ID:OG_315
                board.HasCardInHand(Card.Cards.NEW1_024)   //绿皮船长 Captain Greenskin  ID:NEW1_024
                )
            {
                ;
            }
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.EX1_409, new Modifier(-9999));  //升级 Upgrade!  ID:EX1_409
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.OG_315, new Modifier(-9999));  //血帆教徒 Bloodsail Cultist  ID:OG_315
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.NEW1_024, new Modifier(-999)); //绿皮船长 Captain Greenskin  ID:NEW1_024
            }



            //当手上有海盗之锚 Ancharrr  ID:DRG_025时,降低炸弹刀优先值,降低波力优先值
            if (board.WeaponFriend != null &&
                (board.WeaponFriend.Template.Id == Card.Cards.DRG_025) &&//海盗之锚 Ancharrr  ID:DRG_025
                board.WeaponFriend.CurrentDurability >= 1 &&
                board.HasCardInHand(Card.Cards.OG_312) ||// Card.Cards.OG_312,//恩佐斯的副官
                board.HasCardInHand(Card.Cards.DAL_063) ||//Card.Cards.DAL_063,//圣剑扳手
                board.HasCardInHand(Card.Cards.DRG_055) ||//藏宝匪贼 Hoard Pillager  ID:DRG_055
                board.HasCardInHand(Card.Cards.DMF_521)   //吞剑艺人 Sword Eater ID:DMF_521
                )
            {
                ;
            }
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.OG_312, new Modifier(999));  //Card.Cards.OG_312,//恩佐斯的副官
                p.CastWeaponsModifiers.AddOrUpdate(Card.Cards.DAL_063, new Modifier(999)); //Card.Cards.DAL_063,//圣剑扳手
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.DRG_055, new Modifier(999)); //藏宝匪贼 Hoard Pillager  ID:DRG_055
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.DMF_521, new Modifier(999)); //吞剑艺人 Sword Eater ID:DMF_521
            }


            //当手上有Card.Cards.DAL_063,//圣剑扳手时,降低海盗刀优先值,降低波力优先值
            if (board.WeaponFriend != null &&
                (board.WeaponFriend.Template.Id == Card.Cards.DAL_063) &&//Card.Cards.DAL_063,//圣剑扳手
                board.WeaponFriend.CurrentDurability >= 1 &&
                board.HasCardInHand(Card.Cards.OG_312) ||// Card.Cards.OG_312,//恩佐斯的副官
                board.HasCardInHand(Card.Cards.DRG_025) ||//海盗之锚 Ancharrr  ID:DRG_025
                board.HasCardInHand(Card.Cards.DRG_055) ||//藏宝匪贼 Hoard Pillager  ID:DRG_055
                board.HasCardInHand(Card.Cards.DMF_521)   //吞剑艺人 Sword Eater ID:DMF_521
                )
            {
                ;
            }
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.OG_312, new Modifier(999));  //Card.Cards.OG_312,//恩佐斯的副官
                p.CastWeaponsModifiers.AddOrUpdate(Card.Cards.DRG_025, new Modifier(999)); //海盗之锚 Ancharrr  ID:DRG_025
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.DRG_055, new Modifier(999)); //藏宝匪贼 Hoard Pillager  ID:DRG_055
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.DMF_521, new Modifier(999)); //吞剑艺人 Sword Eater ID:DMF_521
            }
            //当手上有断颚之刃 Jawbreaker ID:DMF_521t 时,降低海盗刀优先值,降低波力优先值
            if (board.WeaponFriend != null &&
                (board.WeaponFriend.Template.Id == Card.Cards.DMF_521t) &&
                board.WeaponFriend.CurrentDurability >= 1 &&
                board.HasCardInHand(Card.Cards.OG_312) ||// Card.Cards.OG_312,//恩佐斯的副官
                board.HasCardInHand(Card.Cards.DRG_025) ||//海盗之锚 Ancharrr  ID:DRG_025
                board.HasCardInHand(Card.Cards.DRG_055) ||//藏宝匪贼 Hoard Pillager  ID:DRG_055
                board.HasCardInHand(Card.Cards.DMF_521) ||//吞剑艺人 Sword Eater ID:DMF_521
                board.HasCardInHand(Card.Cards.DAL_063)   //Card.Cards.DAL_063,//圣剑扳手
                )
            {
                ;
            }
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.OG_312, new Modifier(999));  //Card.Cards.OG_312,//恩佐斯的副官
                p.CastWeaponsModifiers.AddOrUpdate(Card.Cards.DRG_025, new Modifier(999)); //海盗之锚 Ancharrr  ID:DRG_025
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.DRG_055, new Modifier(999)); //藏宝匪贼 Hoard Pillager  ID:DRG_055
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.DMF_521, new Modifier(999)); //吞剑艺人 Sword Eater ID:DMF_521
                p.CastWeaponsModifiers.AddOrUpdate(Card.Cards.DAL_063, new Modifier(999)); //Card.Cards.DAL_063,//圣剑扳手
            }

            //当手上没有有海盗之锚 Ancharrr  ID:DRG_025时,降低升级优先值,降低波力优先值
            if (board.HasCardInHand(Card.Cards.EX1_409) &&//升级 Upgrade!  ID:EX1_409
                !(board.WeaponFriend != null && board.WeaponFriend.Template.Id == Card.Cards.DRG_025) || //海盗之锚 Ancharrr  ID:DRG_025
                !(board.WeaponFriend != null && board.WeaponFriend.Template.Id == Card.Cards.DAL_063)   //Card.Cards.DAL_063,//圣剑扳手
                )
            {
                ;
            }
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.EX1_409, new Modifier(300));//升级 Upgrade!  ID:EX1_409
            }



            //当手上有锈蚀铁钩 Rusty Hook  ID:OG_058时,降低升级和334优先级
            if ((board.WeaponFriend != null && board.WeaponFriend.Template.Id == Card.Cards.OG_058) && //锈蚀铁钩 Rusty Hook  ID:OG_058
                board.HasCardInHand(Card.Cards.EX1_409) ||//升级 Upgrade!  ID:EX1_409
                board.HasCardInHand(Card.Cards.OG_315) ||//血帆教徒 Bloodsail Cultist  ID:OG_315
                board.HasCardInHand(Card.Cards.NEW1_024)   //绿皮船长 Captain Greenskin  ID:NEW1_024
                )
            {
                ;
            }
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.EX1_409, new Modifier(300));   //升级 Upgrade!  ID:EX1_409
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.OG_315, new Modifier(300));   //血帆教徒 Bloodsail Cultist  ID:OG_315
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.NEW1_024, new Modifier(300)); //绿皮船长 Captain Greenskin  ID:NEW1_024
            }



            //当手上有重斧 Heavy Axe  ID:EX1_409t时,降低升级和334优先级
            if ((board.WeaponFriend != null && board.WeaponFriend.Template.Id == Card.Cards.EX1_409t) &&//重斧 Heavy Axe  ID:EX1_409t
                board.HasCardInHand(Card.Cards.EX1_409) ||//升级 Upgrade!  ID:EX1_409
                board.HasCardInHand(Card.Cards.OG_315) ||//血帆教徒 Bloodsail Cultist  ID:OG_315
                board.HasCardInHand(Card.Cards.NEW1_024)   //绿皮船长 Captain Greenskin  ID:NEW1_024
                )
            {
                ;
            }
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.EX1_409, new Modifier(300));   //升级 Upgrade!  ID:EX1_409
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.OG_315, new Modifier(300));   //血帆教徒 Bloodsail Cultist  ID:OG_315
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.NEW1_024, new Modifier(300)); //绿皮船长 Captain Greenskin  ID:NEW1_024
            }

            //if (board.ManaAvailable < 7
            //  && board.Hand.Exists(x => x.Template.Id == Card.Cards.DRG_025))
            //{
            //  p.CastWeaponsModifiers.AddOrUpdate(Card.Cards.DRG_025, new Modifier(-50));//7费前优先挂海盗之锚
            //}

            if (board.Hand.Exists(x => x.Template.Id == Card.Cards.DAL_063) &&//Card.Cards.DAL_063,//圣剑扳手
                board.EnemyClass == Card.CClass.PRIEST || //对方是牧师
                board.EnemyClass == Card.CClass.MAGE   //对方是法师
                )
            {
                p.CastWeaponsModifiers.AddOrUpdate(Card.Cards.DAL_063, new Modifier(-50));//牧师优先挂扳手
            }


            if (board.Hand.Exists(x => x.Template.Id == Card.Cards.BT_124) &&//海盗藏品 Corsair Cache  ID:BT_124
                board.EnemyClass == Card.CClass.PRIEST || //对方是牧师
                board.EnemyClass == Card.CClass.MAGE  //对方是法师
                )
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.BT_124, new Modifier(-50));   //海盗藏品 Corsair Cache  ID:BT_124
            }


            //八爪鱼
            {
                int shoupaiCount = board.Hand.Count;
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.ULD_177, new Modifier(80 * (shoupaiCount - 5)));//八爪巨怪 Octosari  ID:ULD_177
            }

            //场上有八爪鱼,手牌小于等于3,优先把八爪鱼送了

            if (board.HasCardOnBoard(Card.Cards.ULD_177) &&//八爪巨怪 Octosari  ID:ULD_177
                board.Hand.Count <= 3
                )
            {
                p.OnBoardFriendlyMinionsValuesModifiers.AddOrUpdate(Card.Cards.ULD_177, new Modifier(-20));//八爪巨怪 Octosari  ID:ULD_177
            }
            //书虫
            if (board.Hand.Count <= 3 &&
                board.HasCardInHand(Card.Cards.SCH_142)   //贪婪的书虫 Voracious Reader  ID:SCH_142
                )
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.SCH_142, new Modifier(-40));    //贪婪的书虫 Voracious Reader  ID:SCH_142
            }
            else
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.SCH_142, new Modifier(300));    //贪婪的书虫 Voracious Reader  ID:SCH_142
            }
            //如果场上有鲨鳍后援 Sharkfin Fan ID:TRL_507 ,手上有空中炮艇 Skybarge  ID:DRG_023,手上有刀,提高空中炮艇优先级
            if (board.HasCardOnBoard(Card.Cards.TRL_507) &&
                board.HasCardInHand(Card.Cards.DRG_023) &&
                board.WeaponFriend != null
                )
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.DRG_023, new Modifier(-999));
            }

            //空降歹徒
            if (board.Hand.Count >= 5 &&
                board.Hand.Count == 1
                )
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.DRG_023, new Modifier(-20));
            }



            //武器优先值
            p.CastWeaponsModifiers.AddOrUpdate(Card.Cards.DRG_025, new Modifier(-80)); //海盗之锚 Ancharrr  ID:DRG_025
            p.CastWeaponsModifiers.AddOrUpdate(Card.Cards.DAL_063, new Modifier(-80)); ///圣剑扳手 Wrenchcalibur  ID:DAL_063


            //武器攻击保守性
            p.WeaponsAttackModifiers.AddOrUpdate(Card.Cards.OG_058, new Modifier(-50));   //锈蚀铁钩 Rusty Hook  ID:OG_058
            p.WeaponsAttackModifiers.AddOrUpdate(Card.Cards.DRG_025, new Modifier(-200)); //海盗之锚 Ancharrr  ID:DRG_025
            p.WeaponsAttackModifiers.AddOrUpdate(Card.Cards.EX1_409t, new Modifier(-50)); //重斧 Heavy Axe  ID:EX1_409t
            p.WeaponsAttackModifiers.AddOrUpdate(Card.Cards.DAL_063, new Modifier(-50));  //Card.Cards.DAL_063,//圣剑扳手
            p.WeaponsAttackModifiers.AddOrUpdate(Card.Cards.DMF_521t, new Modifier(-50)); //断颚之刃 Jawbreaker ID:DMF_521t

            //法术
            p.CastSpellsModifiers.AddOrUpdate(Card.Cards.EX1_409, new Modifier(50));   //升级 Upgrade!  ID:EX1_409
            p.CastSpellsModifiers.AddOrUpdate(Card.Cards.BT_124, new Modifier(-40));   //海盗藏品 Corsair Cache  ID:BT_124



            //随从
            // p.CastMinionsModifiers.AddOrUpdate(Card.Cards.AT_075, new Modifier(150)); //战马训练师 Warhorse Trainer ID:AT_075
            p.CastMinionsModifiers.AddOrUpdate(Card.Cards.SCH_311, new Modifier(150)); //活化扫帚 Animated Broomstick  ID:SCH_311
            p.CastMinionsModifiers.AddOrUpdate(Card.Cards.DMF_521, new Modifier(-5));  //吞剑艺人 Sword Eater ID:DMF_521
            // p.CastMinionsModifiers.AddOrUpdate(Card.Cards.SCH_526, new Modifier(200)); //巴罗夫领主 Lord Barov  ID:SCH_526
            // p.CastMinionsModifiers.AddOrUpdate(Card.Cards.DMF_240, new Modifier(-350));//救赎者洛萨克森 Lothraxion the Redeemed ID:DMF_240
            //不送的怪
            p.OnBoardFriendlyMinionsValuesModifiers.AddOrUpdate(Card.Cards.SCH_142, new Modifier(300)); //修饰贪婪的书虫 Voracious Reader  ID:SCH_142
            p.OnBoardFriendlyMinionsValuesModifiers.AddOrUpdate(Card.Cards.DRG_023, new Modifier(300)); //修饰空中炮艇 Skybarge  ID:DRG_023
            p.OnBoardFriendlyMinionsValuesModifiers.AddOrUpdate(Card.Cards.GVG_075, new Modifier(300)); //修饰船载火炮
            p.OnBoardFriendlyMinionsValuesModifiers.AddOrUpdate(Card.Cards.TRL_507, new Modifier(300)); //修饰鲨鳍后援 Sharkfin Fan ID:TRL_507
            // p.OnBoardFriendlyMinionsValuesModifiers.AddOrUpdate(Card.Cards.DMF_237, new Modifier(500)); //修饰狂欢报幕员 Carnival Barker ID:DMF_237,数值越高越保守,就是不会拿去交换随从

            //武器优先值
            // p.CastWeaponsModifiers.AddOrUpdate(Card.Cards.DRG_025, new Modifier(-80));//海盗之锚 Ancharrr  ID:DRG_025


            //武器攻击保守性
            //  p.WeaponsAttackModifiers.AddOrUpdate(Card.Cards.OG_058, new Modifier(-20));//锈蚀铁钩 Rusty Hook  ID:OG_058

            //法术
            // p.CastSpellsModifiers.AddOrUpdate(Card.Cards.CS2_087, new Modifier(150));//力量祝福 Blessing of Might  ID:CS2_087
            // p.CastSpellsModifiers.AddOrUpdate(Card.Cards.SCH_138, new Modifier(50));//威能祝福 Blessing of Authority  ID:SCH_138
            // p.CastSpellsModifiers.AddOrUpdate(Card.Cards.UNG_961, new Modifier(40));//适者生存 Adaptation  ID:UNG_961
            // p.CastSpellsModifiers.AddOrUpdate(Card.Cards.BOT_909, new Modifier(-40));//水晶学 Crystology  ID:BOT_909
            //  p.CastSpellsModifiers.AddOrUpdate(Card.Cards.DMF_244, new Modifier(100));//游园日 Day at the Faire ID:DMF_244
            //  p.CastSpellsModifiers.AddOrUpdate(Card.Cards.DMF_244t, new Modifier(-20));//游园日 Day at the Faire ID:DMF_244t

            //场上有5个及以上的随从就不要用詹迪斯·巴罗夫 Jandice Barov ID:SCH_351
            if (board.MinionFriend.Count >= 5 &&
                board.HasCardInHand(Card.Cards.SCH_351)
                )
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.SCH_351, new Modifier(600));                //詹迪斯·巴罗夫 Jandice Barov ID:SCH_351
                Bot.Log("随从太多不用詹迪斯·巴罗夫");
            }


            //如果对面是奇数骑,优先解掉白银之手新兵、狂欢报幕员、夜色镇执法官
            if (board.EnemyAbility.Template.Id == Card.Cards.HERO_04bp2)
            {
                p.OnBoardBoardEnemyMinionsModifiers.AddOrUpdate(Card.Cards.CS2_101t, new Modifier(200));              //白银之手新兵
                p.OnBoardBoardEnemyMinionsModifiers.AddOrUpdate(Card.Cards.DMF_237, new Modifier(210));               //狂欢报幕员 Carnival Barker ID:DMF_237
                p.OnBoardBoardEnemyMinionsModifiers.AddOrUpdate(Card.Cards.OG_310, new Modifier(220));                //夜色镇执法官 Steward of Darkshire ID:OG_310
            }

            if (board.Hand.Count <= 3 &&
                board.HasCardInHand(Card.Cards.SCH_142)   //贪婪的书虫 Voracious Reader  ID:SCH_142
                )
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.SCH_142, new Modifier(-40));    //贪婪的书虫 Voracious Reader  ID:SCH_142
            }
            else
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.SCH_142, new Modifier(300));    //贪婪的书虫 Voracious Reader  ID:SCH_142
            }

            //场上有书虫,提高手里硬币优先值
            if (board.HasCardOnBoard(Card.Cards.SCH_142) &&  //贪婪的书虫 Voracious Reader  ID:SCH_142
                board.HasCardInHand(Card.Cards.GAME_005)
                )
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.GAME_005, new Modifier(-10));
            }


            //奇数骑技能提高
            //  p.CastSpellsModifiers.AddOrUpdate(Card.Cards.HERO_04bp2, new Modifier(-20));


            //提高战斗邪犬威胁值
            p.OnBoardBoardEnemyMinionsModifiers.AddOrUpdate(Card.Cards.BT_351, new Modifier(200));
            //优先用任务
            if (board.HasCardInHand(Card.Cards.SW_028) &&
                board.HasCardInHand(Card.Cards.GAME_005)
                )
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.SW_028, new Modifier(-9999));                //开进码头 Raid the Docks ID:SW_028
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.GAME_005, new Modifier(200));                //硬币
                Bot.Log("不叫硬币直接交任务");
            }
            //随从数小于5直接拍船长
            if (board.MinionFriend.Count <= 5 &&
                board.HasCardInHand(Card.Cards.SW_028t5)
                )
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.SW_028t5, new Modifier(-9999));                //船长洛卡拉 Cap'n Rokara ID:SW_028t5
                Bot.Log("随从数量少于5直接拍船长");
            }



            return(p);
        }