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);
        }
示例#2
0
        //具体策略
        public ProfileParameters GetParameters(Board board)
        {
            var p = new ProfileParameters(BaseProfile.Rush);

            p.DiscoverSimulationValueThresholdPercent = 10;

            //卡牌优先度调整
            p.CastSpellsModifiers.AddOrUpdate(Card.Cards.EX1_295, new Modifier(92));                      //降低冰箱优先度
            p.CastSpellsModifiers.AddOrUpdate(Card.Cards.EX1_287, new Modifier(40));                      //提高法反优先度
            p.CastSpellsModifiers.AddOrUpdate(Card.Cards.ULD_726, new Modifier(200));                     //降低远古谜团优先度
            p.CastSpellsModifiers.AddOrUpdate(Card.Cards.CS2_023, new Modifier(30));                      //提高奥术智慧优先度
            p.CastSpellsModifiers.AddOrUpdate(Card.Cards.AT_005, new Modifier(280));                      //降低变猪优先度
            p.CastSpellsModifiers.AddOrUpdate(Card.Cards.ULD_239, new Modifier(120));                     //降低火焰结界优先度
            p.CastSpellsModifiers.AddOrUpdate(Card.Cards.CS2_029, new Modifier(80, board.HeroEnemy.Id));  //提高火球打脸优先度
            p.CastSpellsModifiers.AddOrUpdate(Card.Cards.LOE_002t, new Modifier(60, board.HeroEnemy.Id)); //提高火把打脸优先度
            p.CastSpellsModifiers.AddOrUpdate(Card.Cards.LOE_002, new Modifier(50, board.HeroEnemy.Id));  //提高火把打脸优先度
            p.CastMinionsModifiers.AddOrUpdate(Card.Cards.UNG_020, new Modifier(120));                    //降低秘法学家优先度
            //p.CastHeroPowerModifier.AddOrUpdate(Card.Cards.CS2_034, new Modifier(120));//降低火铳优先度
            p.CastWeaponsModifiers.AddOrUpdate(Cards.Aluneth, new Modifier(120));                         //降低提刀优先度
                                                                                                          //p.CastHeroPowerModifier.AddOrUpdate(Card.Cards.CS2_034, new Modifier(9999,board.HeroFriend.Id));
                                                                                                          //p.CastMinionsModifiers.AddOrUpdate(Card.Cards.KAR_092, new Modifier(9999,board.HeroFriend.Id));



            //自定义命名
            int twoHpMinionsCount    = board.MinionEnemy.Count(minion => minion.CurrentHealth <= 2);                                                                                              //对面小于等于2血的随从数量
            int LibraryResidueSecret = 8 - (board.FriendGraveyard.Count(card => CardTemplate.LoadFromId(card).IsSecret) + board.Hand.Count(card => card.Template.IsSecret) + board.Secret.Count); //牌库剩余奥秘
            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

            //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

            //攻击模式切换
            if ((((board.MinionEnemy.FindAll(x => x.IsTaunt && !x.IsSilenced).Sum(x => x.CurrentHealth) + 9 * board.MinionEnemy.Count(x => x.Template.Id == Card.Cards.LOOT_368) - board.MinionFriend.Sum(x => x.CurrentAtk)) >= 8 &&
                  BoardHelper.GetEnemyHealthAndArmor(board) <= 15) ||
                 BoardHelper.GetSecondTurnLethalRange(board) <= 7) &&
                ((board.HeroFriend.CurrentHealth + board.HeroFriend.CurrentArmor) - board.MinionEnemy.Sum(x => x.CurrentAtk)) > 7)
            {
                //p = new ProfileParameters(BaseProfile.Face);
                //p.DiscoverSimulationValueThresholdPercent = 10;
                p.GlobalAggroModifier.Value = 130;
                //p.CastHeroPowerModifier.AddOrUpdate(Card.Cards.CS2_034, new Modifier(200));
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.CS2_029, new Modifier(-40, board.HeroEnemy.Id));  //提高火球打脸优先度
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.LOE_002t, new Modifier(-40, board.HeroEnemy.Id)); //提高火把打脸优先度
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.LOE_002, new Modifier(-40, board.HeroEnemy.Id));  //提高火把打脸优先度
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.ULD_293, new Modifier(-40, board.HeroEnemy.Id)); //提高云雾王子打脸优先度
                p.CastSpellsModifiers.AddOrUpdate(TheCoin, new Modifier(0));
            }//对面嘲讽太多,抢脸,降低火铳优先度
            else if (BoardHelper.GetEnemyHealthAndArmor(board) <= 15 &&
                     ((board.HeroFriend.CurrentHealth + board.HeroFriend.CurrentArmor) - board.MinionEnemy.Sum(x => x.CurrentAtk)) > 7)
            {
                //p = new ProfileParameters(BaseProfile.Face);
                //p.DiscoverSimulationValueThresholdPercent = 10;
                p.GlobalAggroModifier.Value = 130;
                //p.CastHeroPowerModifier.AddOrUpdate(Card.Cards.CS2_034, new Modifier(200));
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.CS2_029, new Modifier(30, board.HeroEnemy.Id));   //提高火球打脸优先度
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.LOE_002t, new Modifier(20, board.HeroEnemy.Id));  //提高火把打脸优先度
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.LOE_002, new Modifier(20, board.HeroEnemy.Id));   //提高火把打脸优先度
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.ULD_293, new Modifier(-40, board.HeroEnemy.Id)); //提高云雾王子打脸优先度
                p.CastSpellsModifiers.AddOrUpdate(TheCoin, new Modifier(0));
            }//对面少于15血,抢脸
            else if (board.ManaAvailable >= 3)
            {
                p.CastSpellsModifiers.AddOrUpdate(TheCoin, new Modifier(30));
            }//提高硬币优先度
            else if (board.WeaponFriend != null && board.WeaponFriend.Template.Id == Card.Cards.LOOT_108)
            {
                p.GlobalAggroModifier.Value = 120;
            }//有武器,攻击性提高
            else if (board.ManaAvailable < 6)
            {
                p.GlobalAggroModifier.Value = 100;
            }//6费前攻击性调整
            else if (board.ManaAvailable >= 6)
            {
                p.GlobalAggroModifier.Value = 110;
            }//6费后攻击性调整

            if (board.Secret.Contains(Cards.IceBlock) &&
                BoardHelper.HasPotentialLethalNextTurn(board) &&
                !(board.EnemyClass == Card.CClass.MAGE && board.SecretEnemy && !board.EnemyGraveyard.Exists(card => CardTemplate.LoadFromId(card).Id == Card.Cards.EX1_295)))
            {
                p.GlobalAggroModifier.Value = 1000;
            }//如果有冰箱,下回合斩杀,攻击性提高
            else if (BoardHelper.HasPotentialLethalNextTurn(board) &&
                     ((board.HeroFriend.CurrentHealth + board.HeroFriend.CurrentArmor) - board.MinionEnemy.Sum(x => x.CurrentAtk)) > 7)
            {
                p.GlobalAggroModifier.Value = 200;
            }//下回合斩杀,攻击性提高

            if (BoardHelper.HasPotentialLethalNextTurn(board) &&
                board.Hand.Exists(x => x.Template.Id == Card.Cards.EX1_295))
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.EX1_295, new Modifier(50));
            }//下回合斩杀,提高冰箱优先度

            if (BoardHelper.GetSurvivalMinionEnemy(board).Sum(x => x.CurrentHealth) > 18 &&
                BoardHelper.GetSecondTurnLethalRange(board) <= 7 &&
                board.Secret.Contains(Cards.IceBlock) &&
                !(board.EnemyClass == Card.CClass.MAGE && board.SecretEnemy && !board.EnemyGraveyard.Exists(card => CardTemplate.LoadFromId(card).Id == Card.Cards.EX1_295)))
            {
                p.GlobalAggroModifier.Value = 1000;
            }//无法挽救场面,第二轮斩杀血线小于等于7,头上有冰箱,抢脸
            else if (BoardHelper.GetSurvivalMinionEnemy(board).Sum(x => x.CurrentHealth) > 23 &&
                     BoardHelper.GetSecondTurnLethalRange(board) <= 13 &&
                     board.Secret.Contains(Cards.IceBlock) &&
                     !(board.EnemyClass == Card.CClass.MAGE && board.SecretEnemy && !board.EnemyGraveyard.Exists(card => CardTemplate.LoadFromId(card).Id == Card.Cards.EX1_295)))
            {
                p.GlobalAggroModifier.Value = 1000;
            }//无法挽救场面,第二轮斩杀血线小于等于12,头上有冰箱,抢脸
            else if (BoardHelper.GetSurvivalMinionEnemy(board).Sum(x => x.CurrentHealth) > 23)
            {
                p.GlobalAggroModifier.Value = 500;
            }//无法挽救场面,打脸

            //武器调整
            if (board.ManaAvailable >= 6 && board.Hand.Count <= 5 && board.HasCardInHand(Cards.Aluneth))
            {
                p.CastWeaponsModifiers.AddOrUpdate(Cards.Aluneth, 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并且手牌中有艾露尼斯,提高艾露尼斯的优先级



            //随从调整
            if (board.ManaAvailable >= 4 &&
                (board.HasCardInHand(Card.Cards.ULD_293)) &&
                board.Secret.Count > 0)
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.ULD_293, new Modifier(100));
            }
            else
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.ULD_293, new Modifier(180));
            }//增加云雾王子的优先级

            if (board.ManaAvailable <= 3 &&
                (board.Hand.Exists(x => x.Template.Id == Card.Cards.FP1_004) || board.Hand.Exists(x => x.Template.Id == Card.Cards.UNG_020)) &&
                board.Hand.Exists(x => x.Template.Id == Card.Cards.ULD_726))
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.ULD_726, new Modifier(400));
            }//2费下科学家或者秘法学家,不打远古谜团

            if (board.ManaAvailable == 1 &&
                board.Hand.Exists(x => x.Template.Id == Card.Cards.GAME_005) &&
                board.Hand.Count(x => x.Template.Id == Card.Cards.UNG_020) == 1 &&
                (board.Hand.Exists(x => x.Template.Id == Card.Cards.KAR_092) || board.Hand.Exists(x => x.Template.Id == Card.Cards.ULD_240)) &&
                !board.Hand.Exists(x => x.Template.Id == Card.Cards.ULD_726))
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.UNG_020, new Modifier(400));
            }//1费手里有硬币、麦迪文男仆、秘法学家,不打秘法学家

            if (board.EnemyClass == Card.CClass.MAGE &&
                board.SecretEnemy &&
                board.EnemyGraveyard.Count(card => CardTemplate.LoadFromId(card).Id == Card.Cards.LOOT_101) < 2 &&
                (board.EnemyGraveyard.Exists(card => CardTemplate.LoadFromId(card).Id == Card.Cards.EX1_612) || board.EnemyGraveyard.Exists(card => CardTemplate.LoadFromId(card).Id == Card.Cards.UNG_020) || board.EnemyGraveyard.Exists(card => CardTemplate.LoadFromId(card).Id == Card.Cards.ULD_293)) &&
                board.Hand.Exists(x => x.Template.Id == Card.Cards.CFM_066))
            {
                foreach (var card in board.Hand.FindAll(x => 6 - x.CurrentHealth >= (board.HeroFriend.CurrentHealth + board.HeroFriend.CurrentArmor)))
                {
                    p.CastMinionsModifiers.AddOrUpdate(card.Template.Id, new Modifier(5000));
                }//对阵奥秘法,对面可能有爆炸,防止自己被炸死
            }
            if (LibraryResidueSecret > 0 &&
                board.MinionFriend.Any(minion => minion.Template.Id == Card.Cards.FP1_004))
            {
                p.OnBoardFriendlyMinionsValuesModifiers.AddOrUpdate(Card.Cards.FP1_004, new Modifier(40));
            }//牌库有奥秘,提高送掉科学家的优先度

            if (board.ManaAvailable == 1 &&
                board.Hand.Exists(x => x.Template.Id == Card.Cards.CFM_066) &&
                board.Hand.Exists(x => x.Template.Id == Card.Cards.FP1_018) &&
                !board.Hand.Exists(x => x.Template.Id == Card.Cards.EX1_287) &&
                !board.Hand.Exists(x => x.Template.Id == Card.Cards.LOOT_101) &&
                !board.Hand.Exists(x => x.Template.Id == Card.Cards.EX1_295) &&
                !board.Hand.Exists(x => x.Template.Id == Card.Cards.ULD_239) &&
                !board.Hand.Exists(x => x.Template.Id == Card.Cards.CFM_620))
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.CFM_066, new Modifier(500));
            }//1费手里有复制,不下暗金教侍从

            if (board.ManaAvailable <= 2 &&
                board.Hand.Exists(x => x.Template.Id == Card.Cards.CFM_066) &&
                board.Hand.Count(card => card.Template.IsSecret) == 0)
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.CFM_066, new Modifier(200));
            }//2费之前手里没奥秘,不打暗金教侍从

            if (board.Hand.Exists(x => x.Template.Id == Card.Cards.CFM_066) &&
                BoardHelper.GetPlayableSecret(board).Count == 0 &&
                board.EnemyClass == Card.CClass.WARLOCK)
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.CFM_066, new Modifier(200));
            }//没可以打的奥秘,对面是术士,不打暗金教侍从

            if (board.ManaAvailable == 1 &&
                board.Hand.Exists(x => x.Template.Id == Card.Cards.KAR_092) &&
                board.Hand.Count(x => x.Template.Id == Card.Cards.FP1_004) == 1 &&
                board.Hand.Exists(x => x.Template.Id == Card.Cards.GAME_005) &&
                !board.Hand.Exists(x => x.Template.Id == Card.Cards.UNG_020) &&
                !board.Hand.Exists(x => x.Template.Id == Card.Cards.ULD_726) &&
                board.MinionEnemy.Count == 0)
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.FP1_004, new Modifier(500));
            }//1费对面没有随从,不下科学家
            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.FP1_004) == 1 &&
                     !board.Hand.Exists(x => x.Template.Id == Card.Cards.ULD_726) &&
                     !board.Hand.Exists(x => x.Template.Id == Card.Cards.UNG_020) &&
                     board.Hand.Exists(x => x.Template.Id == Card.Cards.ULD_240))
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.FP1_004, new Modifier(2000));
            }//1费手里有科学家和对空奥术师,不跳费下科学家
            else if (board.ManaAvailable == 1 &&
                     board.Hand.Count(x => x.Template.Id == Card.Cards.FP1_004) == 1 &&
                     board.Hand.Exists(x => x.Template.Id == Card.Cards.GAME_005) &&
                     !board.Hand.Exists(x => x.Template.Id == Card.Cards.KAR_092) &&
                     !board.Hand.Exists(x => x.Template.Id == Card.Cards.UNG_020) &&
                     !board.Hand.Exists(x => x.Template.Id == Card.Cards.ULD_726))
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.FP1_004, new Modifier(300));
            }//1费有硬币,不下科学家

            if (LibraryResidueSecret == 0)
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.ULD_726, new Modifier(6000));
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.UNG_020, new Modifier(5000));
            }//牌库没奥秘,不打远古谜团,降低秘法学家优先度
            else if (board.ManaAvailable >= 3 &&
                     !board.Hand.Exists(x => x.Template.Id == Card.Cards.EX1_612))
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.UNG_020, new Modifier(250));
            }//降低秘法学家优先度

            if (board.Hand.Exists(x => x.Template.Id == Card.Cards.EX1_612) &&
                BoardHelper.GetPlayableSecret(board).Count == 0 &&
                board.Hand.Count >= 5 &&
                (board.Hand.Count(x => x.Type == Card.CType.MINION) - board.Hand.Count(x => x.Template.Id == Card.Cards.EX1_612) != board.Hand.Count(x => x.Template.Id == Card.Cards.ULD_240)) &&
                (board.Hand.Count(x => x.Type == Card.CType.MINION) - board.Hand.Count(x => x.Template.Id == Card.Cards.EX1_612) != 0))
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.EX1_612, new Modifier(300));
            }//手里没有能打的奥秘,降低肯瑞托优先度

            if (board.ManaAvailable == 2 &&
                board.Hand.Exists(x => x.Template.Id == Card.Cards.CFM_066) &&
                !board.Hand.Exists(x => x.Template.Id == Card.Cards.GAME_005) &&
                (board.Hand.Exists(x => x.Template.Id == Card.Cards.ULD_726) || board.Hand.Exists(x => x.Template.Id == Card.Cards.UNG_020) || board.Hand.Exists(x => x.Template.Id == Card.Cards.FP1_004)))
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.CFM_066, new Modifier(600));
            }//2费手里有暗金教侍从,秘法学家或者科学家或者远古谜团,不打暗金教侍从

            if (board.Hand.Count >= 7)
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.CS2_023, new Modifier(300));
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.UNG_020, new Modifier(400));
            }//手牌太多,降低奥术智慧、秘法学家优先度



            //法术调整
            if (board.Hand.Exists(x => x.Template.Id == Card.Cards.ULD_239) &&
                threeHpMinionsCount <= 2 &&
                board.MinionEnemy.Sum(x => x.CurrentAtk) <= 4)
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.ULD_239, new Modifier(200));
            }//对面随从给少,降低火焰结界优先度

            if (threeHpMinionsCount >= 3 ||
                (fiveHpMinionsCount >= 3 && board.MinionFriend.Any(minion => minion.Template.Id == Card.Cards.ULD_240)))
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.ULD_239, new Modifier(190 - 40 * threeHpMinionsCount));
            }//对面3血以下怪多,提高火焰结界优先度

            if (board.ManaAvailable <= 2 &&
                board.MinionEnemy.Sum(x => x.CurrentAtk) == 1 &&
                board.MinionFriend.Count == 0)
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.ULD_239, new Modifier(1000));
            }//远古谜团拿到火焰结界对面场功太低,不打

            if ((board.WeaponFriend != null && board.WeaponFriend.Template.Id == Card.Cards.LOOT_108) &&
                board.Hand.Count >= 6 &&
                board.Hand.Exists(x => x.Template.Id == Card.Cards.FP1_018))
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.FP1_018, new Modifier(150));
            }//有刀,手牌过多,降低复制优先度

            if (board.Hand.Exists(x => x.Template.Id == Card.Cards.CFM_760) &&
                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 &&
                (LibraryResidueSecret > 0) &&
                (!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));
            }//先打远古谜团再打水晶侍女

            if (board.ManaAvailable == 4 &&
                !board.Hand.Exists(x => x.Template.Id == Card.Cards.GAME_005) &&
                board.Hand.Count(x => x.Template.Id == Card.Cards.ULD_240) == 2 &&
                board.Hand.Count(card => card.Template.IsSecret) == 1 &&
                twoHpMinionsCount >= 3 &&
                board.MinionFriend.Count <= 1)
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.EX1_287, new Modifier(200));
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.LOOT_101, new Modifier(200));
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.EX1_295, new Modifier(200));
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.FP1_018, new Modifier(200));
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.CFM_620, new Modifier(200));
            }//4费手里只有一张奥秘和2张对空奥术师,对面小于2血的怪多,不打奥秘

            else if (board.ManaAvailable == 4 &&
                     !board.Hand.Exists(x => x.Template.Id == Card.Cards.GAME_005) &&
                     board.Hand.Count(x => x.Template.Id == Card.Cards.ULD_240) == 1 &&
                     board.Hand.Count(card => card.Template.IsSecret) == 1 &&
                     twoHpMinionsCount >= 3 &&
                     board.MinionFriend.Count <= 1)
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.ULD_240, new Modifier(200));
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.EX1_287, new Modifier(200));
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.LOOT_101, new Modifier(200));
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.EX1_295, new Modifier(200));
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.FP1_018, new Modifier(200));
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.CFM_620, new Modifier(200));
            }//4费手里只有一个对空奥术师,对面小于2血的怪多,不下对空奥术师,不打奥秘

            else if (board.ManaAvailable == 4 &&
                     !board.Hand.Exists(x => x.Template.Id == Card.Cards.GAME_005) &&
                     board.Hand.Count(x => x.Template.Id == Card.Cards.ULD_240) == 1 &&
                     board.Hand.Count(card => card.Template.IsSecret) >= 2 &&
                     twoHpMinionsCount >= 3 &&
                     board.MinionFriend.Count <= 1)
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.ULD_240, new Modifier(200));
            }//4费手里只有一个对空奥术师,对面小于2血的怪多,不下对空奥术师

            if (board.ManaAvailable == 4 &&
                board.EnemyAbility.Template.Id == Card.Cards.AT_132_PALADIN &&
                board.Hand.Count(x => x.Template.Id == Card.Cards.ULD_240) == 1 &&
                board.Hand.Count(card => card.Template.IsSecret) >= 1)
            {
                p.CastMinionsModifiers.AddOrUpdate(Card.Cards.ULD_240, new Modifier(200));
            }//4费对面奇数骑,只有一个对空奥术师,手里有奥秘,不下对空奥术师

            if (board.ManaAvailable == 1 &&
                board.Hand.Exists(x => x.Template.Id == Card.Cards.CFM_066) &&
                !board.Hand.Exists(x => x.Template.Id == Card.Cards.GAME_005) &&
                board.Hand.Exists(x => x.Template.Id == Card.Cards.EX1_287) &&
                board.Hand.Count(card => card.Template.IsSecret) > 1)
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.EX1_287, new Modifier(120));
            }//1费对面有硬币,奥秘大于1个,降低法反优先度

            if (board.ManaAvailable <= 4 &&
                board.MinionEnemy.Count == 0 &&
                board.Hand.Exists(x => x.Template.Id == Card.Cards.EX1_287) &&
                board.EnemyClass == Card.CClass.DRUID)
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.EX1_287, new Modifier(-10));
            }//对面德鲁伊,4费前没随从,提高法反优先度

            if (board.FriendDeckCount <= 6 &&
                board.Hand.Exists(x => x.Template.Id == Card.Cards.LOE_002))
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.LOE_002, new Modifier(20));
            }//牌库卡不多,提高打火把优先度

            if (board.EnemyClass == Card.CClass.WARLOCK &&
                board.Hand.Count(card => card.Template.IsSecret) > 1 &&
                board.Hand.Exists(x => x.Template.Id == Card.Cards.LOOT_101) &&
                board.ManaAvailable <= 6 &&
                board.MinionEnemy.Sum(x => x.CurrentAtk) <= 4)
            {
                p.CastSpellsModifiers.AddOrUpdate(Card.Cards.LOOT_101, new Modifier(200));
            }//对阵术士,降低爆炸优先度

            if (board.MinionEnemy.Count == 1 &&
                board.MinionEnemy.Exists(x => x.Template.Id == Card.Cards.NEW1_021) &&
                board.MinionFriend.Count == 0 &&
                BoardHelper.GetPlayableSecret(board).Count > 0)
            {
                foreach (var card1 in BoardHelper.GetPlayableSecret(board))
                {
                    p.CastSpellsModifiers.AddOrUpdate(card1, new Modifier(30));
                }
            }//对面有末日,提高奥秘优先度
            return(p);
        }