修复新策略ai不屯桃的bug

优化【桃】【桃园结义】ai
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157 2023-10-27 22:22:32 +08:00 committed by GitHub
parent 1b76d2f8c8
commit 047db539d5
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 76 additions and 68 deletions

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@ -399,98 +399,105 @@ game.import('card',function(lib,game,ui,get,ai,_status){
target.recover(); target.recover();
}, },
ai:{ ai:{
basic: { basic:{
order: function (card, player) { order:(card,player)=>{
if (player.hasSkillTag('pretao')) return 9; if(player.hasSkillTag('pretao')) return 9;
return 2; return 2;
}, },
useful: function (card, i) { useful:(card,i)=>{
let player = _status.event.player; let player = _status.event.player;
if (player.isDamaged() && !game.checkMod(card, player, 'unchanged', 'cardEnabled2', player)) return 2 / (1 + i); if(player.isDamaged()&&!game.checkMod(card,player,'unchanged','cardEnabled2',player)) return 2/(1+i);
let fs = game.filterPlayer(function (current) { let fs = game.filterPlayer(current=>{
return get.attitude(player, current) > 0 && current.hp <= 2; return get.attitude(player,current)>0&&current.hp<=2;
}), damaged = 0, needs = 0; }), damaged = 0, needs = 0;
for (let f of fs) { fs.forEach(f=>{
if (!lib.filter.cardSavable(card, player, f)) continue; if(!lib.filter.cardSavable(card,player,f)) return;
if (f.hp > 1) damaged++; if(f.hp>1) damaged++;
else needs++; else needs++;
} });
if (needs && damaged) return 5 * needs + 3 * damaged; if(needs&&damaged) return 5*needs+3*damaged;
if (needs + damaged > 1 || player.hasSkillTag('maixie')) return 8; if(needs+damaged>1 || player.hasSkillTag('maixie')) return 8;
if (player.hp / player.maxHp < 0.7) return 7 + Math.abs(player.hp / player.maxHp - 0.5); if(player.hp/player.maxHp<0.7) return 7+Math.abs(player.hp/player.maxHp-0.5);
if (needs) return 7; if(needs) return 7;
if (damaged) return Math.max(3, 6.4 - i); if(damaged) return Math.max(3,6.4-i);
return 6.8 - Math.min(5, player.hp); return 6.8-Math.min(5,player.hp);
}, },
value: function (card, player, i) { value:(card,player,i)=>{
let fs = game.filterPlayer(function (current) { let fs = game.filterPlayer(current=>{
return get.attitude(_status.event.player, current) > 0; return get.attitude(_status.event.player,current)>0;
}), damaged = 0, needs = 0; }), damaged = 0, needs = 0;
for (let i of fs) { fs.forEach(f=>{
if (!player.canUse('tao', i)) continue; if(!player.canUse('tao',f)) return;
if (i.hp <= 1) needs++; if (f.hp<=1) needs++;
else if (i.hp == 2) damaged++; else if(f.hp==2) damaged++;
} });
if (needs > 2) return 11; if(needs>2) return 11;
if (needs > 1) return 10; if(needs>1) return 10;
if ((needs && damaged) || player.hasSkillTag('maixie')) return 9; if(needs&&damaged || player.hasSkillTag('maixie')) return 9;
if (needs || damaged > 1) return 8; if(needs || damaged>1) return 8;
if (damaged) return 7.5; if(damaged) return 7.5;
return Math.max(1, 9.2 - player.hp); return Math.max(1,9.2-player.hp);
} }
}, },
result: { result:{
target: function (player, target) { target:(player,target)=>{
if (target.hasSkillTag('maixie')) return 3; if(target.hasSkillTag('maixie')) return 3;
return 2; return 2;
}, },
target_use: function (player, target, card) { target_use:(player,target,card)=>{
if (player === _status.currentPhase && player.hasSkillTag('nokeep', true, {card:card,target:target}, true)) return 2; if(player===_status.currentPhase&&player.hasSkillTag('nokeep',true,{
card:card,
target:target
},true)) return 2;
let mode = get.mode(); let mode = get.mode();
if (target.hp > 0) { if(target.hp>0){
let nd = player.needsToDiscard(); let nd = player.needsToDiscard();
let keep = false; let keep = 0;
if (player.isPhaseUsing()) { if(nd<2&&player.isPhaseUsing()){
if (nd <= 0 || (nd === 1 && target.hp >= 2 && player.countCards('hs', 'tao') <= 1)) keep = true; if(nd<1) keep = 3;
else if(target.hp>=2&&player.countCards('hs','tao')<=target.hp/2) keep = 1;
} }
if (keep) { if(keep){
if (!nd || nd < 2 && game.hasPlayer(function (current) { if(!nd || game.hasPlayer(current=>{
if (current.hp <= 2 && player !== current && get.attitude(player, current) > 2) { if(player!==current&&current.hp<=2&&get.attitude(player,current)>2){
if(target.hp >= 2 && current.identity === 'zhu' && (mode === 'identity' || mode === 'versus' || mode === 'chess')){ if(target.hp>=2&&current.identity==='zhu'&&(mode==='identity' || mode === 'versus' || mode === 'chess')){
keep=2; keep=3;
return true;
}
if(player.hp>current.hp){
keep += player.hp-current.hp;
return true; return true;
} }
if (player.hp > current.hp) return true;
} }
return false; return false;
})){ })){
if(keep>1) return 0; if(keep>2) return 0;
} }
} }
} }
if(target.isZhu2() || target===game.boss) return 2; if(target.isZhu2() || target===game.boss) return 2;
if(player !== target){ if(player!==target){
if (target.hp < 0 && player.countCards('hs', 'tao') + target.hp <= 0) return 0; if(target.hp<0&&player.countCards('hs','tao')+target.hp<=0) return 0;
if (Math.abs(get.attitude(player, target)) < 1.2) return 0; if(Math.abs(get.attitude(player, target))<1.2) return 0;
} }
if (!player.getFriends().length) return 2; if(!player.getFriends().length) return 2;
let tri = _status.event.getTrigger(), let tri = _status.event.getTrigger(),
num = game.countPlayer(function (current) { num = game.countPlayer(current=>{
if (get.attitude(current, target) > 0) return current.countCards('hs', 'tao'); if(get.attitude(current,target)>0) return current.countCards('hs','tao');
}), }),
dis = 1, dis = 1,
t = _status.currentPhase||game.me; t = _status.currentPhase||game.me;
while (t !== target) { while(t!==target){
let att = get.attitude(player, t); let att = get.attitude(player,t);
if (Math.abs(att) < 2) dis += 0.45; if(att<-2) dis++;
else if (att < 0) dis++; else if(att<1) dis += 0.45;
t = t.next; t = t.next;
} }
if (mode === 'identity') { if(mode==='identity'){
if (tri && tri.name === 'dying') { if(tri&&tri.name==='dying'){
if (target.identity === 'fan') { if(target.identity==='fan') {
if (!tri.source && player !== target || tri.source && tri.source !== target && player.getFriends().includes(tri.source.identity)) { if(!tri.source&&player!==target || tri.source&&tri.source!==target&&player.getFriends().includes(tri.source.identity)){
if (num > dis || (player === target && player.countCards('hs', {type: 'basic'}) > 1.6 * dis)) return 2; if(num>dis || player===target&&player.countCards('hs',{type:'basic'})>1.6*dis) return 2;
return 0; return 0;
} }
} }
@ -498,13 +505,13 @@ game.import('card',function(lib,game,ui,get,ai,_status){
(tri.source.countCards('he')>2||player===tri.source&&player.hasCard((i)=>i.name!='tao','he'))) return 2; (tri.source.countCards('he')>2||player===tri.source&&player.hasCard((i)=>i.name!='tao','he'))) return 2;
//if(player!==target&&!target.isZhu&&target.countCards('hs')<dis) return 0; //if(player!==target&&!target.isZhu&&target.countCards('hs')<dis) return 0;
} }
if (player.identity === 'zhu') { if(player.identity==='zhu'){
if (player.hp <= 1 && player !== target && player.countCards('hs', 'tao') + player.countCards('hs', 'jiu') <= Math.min(dis, game.countPlayer(function (current) { if(player.hp<=1&&player!==target&&player.countCards('hs','tao')+player.countCards('hs','jiu')<=Math.min(dis,game.countPlayer(current=>{
return current.identity === 'fan'; return current.identity==='fan';
}))) return 0; }))) return 0;
} }
} }
else if (mode === 'stone' && target.isMin() && player !== target && tri && tri.name === 'dying' && player.side === target.side && tri.source !== target.getEnemy()) return 0; else if(mode==='stone'&&target.isMin()&&player!==target&&tri&&tri.name==='dying'&&player.side===target.side&&tri.source!==target.getEnemy()) return 0;
return 2; return 2;
} }
}, },
@ -904,8 +911,9 @@ game.import('card',function(lib,game,ui,get,ai,_status){
}, },
ai:{ ai:{
basic:{ basic:{
order:function(){ order:(item,player)=>{
return 11; if(game.hasPlayer(current=>current.hp<=1&&get.recoverEffect(current,player,_status.event.player)<0) return 1;
return 10;
}, },
useful:[3,1], useful:[3,1],
value:0, value:0,