Merge pull request #1231 from PZ157/PR-Branch

回滚拆顺ai.result,bugfix,标签补充
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Spmario233 2024-04-19 18:57:22 +08:00 committed by GitHub
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7 changed files with 109 additions and 232 deletions

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@ -2146,138 +2146,48 @@ game.import("card", function () {
},
result: {
player: function (player, target) {
let att = get.attitude(player, target),
hs = target.hasCard(
(card) => lib.filter.canBeGained(card, player, target),
"h"
),
lose = hs,
gain = att > 0 ? 0.52 : 1.28;
if (Math.abs(att) < 5.03) {
let temp = 0.015 * att * att;
if (att < 0) gain = 0.9 + temp;
else gain = 0.9 - temp;
const hs = target.getGainableCards(player, 'h');
const es = target.getGainableCards(player, 'e');
const js = target.getGainableCards(player, 'j');
const att = get.attitude(player, target);
if (att < 0) {
if (!hs.length && !es.some(card => {
return get.value(card, target) > 0 && card != target.getEquip('jinhe');
}) && !js.some(card => {
var cardj = card.viewAs ? { name: card.viewAs } : card;
return get.effect(target, cardj, target, player) < 0;
})) return 0;
}
target.countCards("e", function (card) {
if (
card.name != "jinhe" &&
lib.filter.canBeGained(card, player, target) &&
att * get.value(card, target) < 0
) {
lose = true;
let val = get.value(card, player);
if (val > 0) gain = Math.max(gain, val / 7);
else if (att > 1) {
return (es.some(card => {
return get.value(card, target) <= 0;
}) || js.some(card => {
var cardj = card.viewAs ? { name: card.viewAs } : card;
return get.effect(target, cardj, target, player) < 0;
})) ? 1.5 : 0;
}
});
target.countCards("j", function (card) {
let cardj = card.viewAs ? new lib.element.VCard({ name: card.viewAs }) : card;
if (
lib.filter.canBeGained(card, player, target) &&
att * get.effect(target, cardj, target, target) < 0
) {
lose = true;
if (cardj.name == "lebu") {
let needs = target.needsToDiscard(2);
if (att > 0) gain = Math.max(gain, 1.6 + needs / 10);
} else if (
cardj.name == "shandian" ||
cardj.name == "fulei" ||
cardj.name == "plague"
)
gain = Math.max(gain, 1.5 / Math.max(1, target.hp));
else if (att > 0) gain = Math.max(gain, 1.7);
}
});
if (!lose) return 0;
return gain;
return 1;
},
target: function (player, target) {
let att = get.attitude(player, target),
hs = target.countCards("h", (card) =>
lib.filter.canBeGained(card, player, target)
),
es = target.countCards("e", (card) =>
lib.filter.canBeGained(card, player, target)
),
js = target.countCards("j", (card) =>
lib.filter.canBeGained(card, player, target)
),
noh = !hs || target.hasSkillTag("noh"),
noe = !es || target.hasSkillTag("noe"),
check = [-1, att > 0 ? -1.3 : 1.3, att > 0 ? -2.5 : 2.5],
idx = -1;
if (hs) {
idx = 0;
if (noh) check[0] = 0.7;
const hs = target.getGainableCards(player, 'h');
const es = target.getGainableCards(player, 'e');
const js = target.getGainableCards(player, 'j');
if (get.attitude(player, target) <= 0) {
if (hs.length > 0) return -1.5;
return (es.some(card => {
return get.value(card, target) > 0 && card != target.getEquip('jinhe');
}) || js.some(card => {
var cardj = card.viewAs ? { name: card.viewAs } : card;
return get.effect(target, cardj, target, player) < 0;
})) ? -1.5 : 1.5;
}
if (es) {
if (idx < 0) idx = 1;
if (
target.getEquip("baiyin") &&
target.isDamaged() &&
lib.filter.canBeGained(target.getEquip("baiyin"), player, target)
) {
let rec = get.recoverEffect(target, player, target);
if (es == 1 || att * rec > 0) {
let val = 3 - 0.6 * Math.min(5, target.hp);
if (rec > 0) check[1] = val;
else if (rec < 0) check[1] = -val;
}
}
target.countCards("e", function (card) {
let val = get.value(card, target);
if (
card.name == "jinhe" ||
att * val >= 0 ||
!lib.filter.canBeGained(card, player, target)
)
return false;
if (att > 0) {
check[1] = Math.max(1.3, check[1]);
return true;
}
let sub = get.subtype(card);
if (sub == "equip2" || sub == "equip5") val += 4;
else if (sub == "equip1") val *= 0.4 * Math.min(3.6, target.hp);
else val *= 0.6;
if (target.hp < 3 && sub != "equip2" && sub != "equip5") val *= 0.4;
check[1] = Math.min(-0.16 * val, check[1]);
});
if (noe) check[1] += 0.9;
}
if (js) {
let func = function (num) {
if (att > 0) check[2] = Math.max(check[2], num);
else check[2] = Math.min(check[2], 0.6 - num);
};
if (idx < 0) idx = 2;
target.countCards("j", function (card) {
let cardj = card.viewAs
? new lib.element.VCard({ name: card.viewAs })
: card;
if (
!lib.filter.canBeGained(card, player, target) ||
att * get.effect(target, cardj, target, target) >= 0
)
return false;
if (cardj.name == "lebu") func(2.1 + 0.4 * target.needsToDiscard(2));
else if (cardj.name == "bingliang") func(2.4);
else if (
cardj.name == "shandian" ||
cardj.name == "fulei" ||
cardj.name == "plague"
)
func(Math.abs(check[2]) / (1 + target.hp));
else func(2.1);
});
}
if (idx < 0) return 0;
for (let i = idx + 1; i < 3; i++) {
if ((i == 1 && !es) || (i == 2 && !js)) continue;
if ((att > 0 && check[i] > check[idx]) || (att <= 0 && check[i] < check[idx]))
idx = i;
}
return check[idx];
return (es.some(card => {
return get.value(card, target) <= 0;
}) || js.some(card => {
var cardj = card.viewAs ? { name: card.viewAs } : card;
return get.effect(target, cardj, target, player) < 0;
})) ? 1.5 : -1.5;
},
},
tag: {
@ -2546,92 +2456,38 @@ game.import("card", function () {
},
result: {
target: function (player, target) {
let att = get.attitude(player, target),
hs = target.countCards("h", (card) =>
lib.filter.canBeDiscarded(card, player, target)
),
es = target.countCards("e", (card) =>
lib.filter.canBeDiscarded(card, player, target)
),
js = target.countCards("j", (card) =>
lib.filter.canBeDiscarded(card, player, target)
),
noh = !hs || target.hasSkillTag("noh"),
noe = !es || target.hasSkillTag("noe"),
check = [-1, att > 0 ? -1.3 : 1.3, att > 0 ? -2.5 : 2.5],
idx = -1;
if (hs) {
idx = 0;
if (noh) check[0] = 0.7;
}
if (es) {
if (idx < 0) idx = 1;
if (
target.getEquip("baiyin") &&
target.isDamaged() &&
lib.filter.canBeDiscarded(target.getEquip("baiyin"), player, target)
) {
let rec = get.recoverEffect(target, player, target);
if (es == 1 || att * rec > 0) {
let val = 3 - 0.6 * Math.min(5, target.hp);
if (rec > 0) check[1] = val;
else if (rec < 0) check[1] = -val;
}
}
target.countCards("e", function (card) {
let val = get.value(card, target);
if (
card.name == "jinhe" ||
att * val >= 0 ||
!lib.filter.canBeDiscarded(card, player, target)
)
return false;
const att = get.attitude(player, target);
const hs = target.getDiscardableCards(player, 'h');
const es = target.getDiscardableCards(player, 'e');
const js = target.getDiscardableCards(player, 'j');
if (!hs.length && !es.length && !js.length) return 0;
if (att > 0) {
check[1] = Math.max(1.3, check[1]);
return true;
if (js.some(card => {
const cardj = card.viewAs ? { name: card.viewAs } : card;
return get.effect(target, cardj, target, player) < 0;
})) return 3;
if (target.isDamaged() && es.some(card => card.name == 'baiyin') &&
get.recoverEffect(target, player, player) > 0) {
if (target.hp == 1 && !target.hujia) return 1.6;
}
let sub = get.subtype(card);
if (sub == "equip2" || sub == "equip5") val += 4;
else if (sub == "equip1") val *= 0.4 * Math.min(3.6, target.hp);
else val *= 0.6;
if (target.hp < 3 && sub != "equip2" && sub != "equip5") val *= 0.4;
check[1] = Math.min(-0.16 * val, check[1]);
});
if (noe) check[1] += 0.9;
if (es.some(card => {
return get.value(card, target) < 0;
})) return 1;
return -1.5;
}
if (js) {
let func = function (num) {
if (att > 0) check[2] = Math.max(check[2], num);
else check[2] = Math.min(check[2], 0.6 - num);
};
if (idx < 0) idx = 2;
target.countCards("j", function (card) {
let cardj = card.viewAs
? new lib.element.VCard({ name: card.viewAs })
: card;
if (
!lib.filter.canBeDiscarded(card, player, target) ||
att * get.effect(target, cardj, target, target) >= 0
)
return false;
if (cardj.name == "lebu") func(2.1 + 0.4 * target.needsToDiscard(2));
else if (cardj.name == "bingliang") func(2.4);
else if (
cardj.name == "shandian" ||
cardj.name == "fulei" ||
cardj.name == "plague"
)
func(Math.abs(check[2]) / (1 + target.hp));
else func(2.1);
});
else {
const noh = (hs.length == 0 || target.hasSkillTag('noh'));
const noe = (es.length == 0 || target.hasSkillTag('noe'));
const noe2 = (noe || !es.some(card => {
return get.value(card, target) > 0;
}));
const noj = (js.length == 0 || !js.some(card => {
const cardj = card.viewAs ? { name: card.viewAs } : card;
return get.effect(target, cardj, target, player) < 0;
}))
if (noh && noe2 && noj) return 1.5;
return -1.5;
}
if (idx < 0) return 0;
for (let i = idx + 1; i < 3; i++) {
if ((i == 1 && !es) || (i == 2 && !js)) continue;
if ((att > 0 && check[i] > check[idx]) || (att <= 0 && check[i] < check[idx]))
idx = i;
}
return check[idx];
},
},
tag: {
@ -2989,7 +2845,7 @@ game.import("card", function () {
cf = Math.pow(get.threaten(target, player), 2);
if (!num) return -0.01 * cf;
if (target.hp > 2) num--;
let dist = Math.sqrt(get.distance(player, target, "absolute"));
let dist = Math.sqrt(1 + get.distance(player, target, "absolute"));
if (dist < 1) dist = 1;
if (target.isTurnedOver()) dist++;
return (Math.min(-0.1, -num) * cf) / dist;

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@ -9416,6 +9416,9 @@ game.import("character", function () {
}
}
},
ai: {
combo: "nzry_junlve"
},
},
nzry_dinghuo: {
audio: 2,

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@ -7987,7 +7987,7 @@ game.import("character", function () {
},
async content(event, trigger, player) {
if (event.cards && event.cards.length) {
await player.dicard(event.cards);
await player.discard(event.cards);
lib.skill.dcxieshou.change(player, 1);
} else {
player.drawTo(player.maxHp);

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@ -672,6 +672,9 @@ game.import("character", function () {
player
);
},
ai: {
combo: "mbzuoyou"
},
},
//成济
mbkuangli: {
@ -1732,6 +1735,9 @@ game.import("character", function () {
},
},
},
ai: {
combo: "mbxuetu"
},
},
//霍骏
sidai: {

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@ -3554,6 +3554,9 @@ game.import("character", function () {
"step 1";
player.addSkills("xinmouli");
},
ai: {
combo: "xingqi"
},
group: ["mibei_fail", "mibei_silent"],
derivation: "xinmouli",
subSkill: {

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@ -18,6 +18,7 @@ game.import("character", function () {
"tengfanglan",
"ruiji",
"caoxiancaohua",
"caoyu",
],
sp_sibi: [
"ol_lukai",
@ -168,7 +169,6 @@ game.import("character", function () {
"ol_tw_zhangji",
"ol_liwan",
"ol_liuyan",
"caoyu",
"liupan",
"ol_liupi",
],
@ -1148,7 +1148,7 @@ game.import("character", function () {
enable: "phaseUse",
usable: 1,
async content(event, trigger, player) {
let cards = get.cards(3);
let num = player.maxHp, cards = get.cards(num);
await game.cardsGotoOrdering(cards);
await player.showCards(cards, get.translation(player) + "发动了【易城】");
if (player.countCards("h")) {
@ -1181,7 +1181,7 @@ game.import("character", function () {
.set("filterOk", (moved) => moved[1].some((i) => !get.owner(i)))
.set("processAI", (list) => {
const player = get.event("player"),
limit = Math.min(3, player.countCards("h"));
limit = Math.min(get.event("num"), player.countCards("h"));
let cards = list[0][1].slice(),
hs = player.getCards("h");
if (
@ -1216,7 +1216,8 @@ game.import("character", function () {
}
return list;
}
});
})
.set("num", num);
if (bool) {
const puts = player.getCards("h", (i) => moved[0].includes(i));
const gains = cards.filter((i) => moved[1].includes(i));
@ -2666,18 +2667,18 @@ game.import("character", function () {
if (!ui.selected.targets.length) return 0;
const target = ui.selected.targets[0];
if (
player.getHistory("useSkill", (evt) => {
player.hasAllHistory("useSkill", (evt) => {
return (
evt.skill == "olgongjie" &&
(evt.targets || [evt.target]).includes(target)
);
}).length &&
player.getHistory("useSkill", (evt) => {
}) &&
player.hasAllHistory("useSkill", (evt) => {
return (
evt.skill == "olxiangxv" &&
(evt.targets || [evt.target]).includes(target)
);
}).length
})
) {
if (get.attitude(player, target) > 0) return 1;
if (player.canSaveCard(card, player)) return 0;
@ -2694,18 +2695,18 @@ game.import("character", function () {
ai2(target) {
const player = get.event("player");
const goon =
player.getHistory("useSkill", (evt) => {
player.hasAllHistory("useSkill", (evt) => {
return (
evt.skill == "olgongjie" &&
(evt.targets || [evt.target]).includes(target)
);
}).length &&
player.getHistory("useSkill", (evt) => {
}) &&
player.hasAllHistory("useSkill", (evt) => {
return (
evt.skill == "olxiangxv" &&
(evt.targets || [evt.target]).includes(target)
);
}).length,
}),
att = get.attitude(player, target);
if (goon) return 5 * att;
if (!!player.countCards("he", (cardx) => player.canSaveCard(cardx, player)))
@ -2724,12 +2725,12 @@ game.import("character", function () {
player.awakenSkill("olxiangzuo");
await player.give(cards, target);
if (
player.getHistory("useSkill", (evt) => {
player.hasAllHistory("useSkill", (evt) => {
return evt.skill == "olgongjie" && evt.targets.includes(target);
}).length &&
player.getHistory("useSkill", (evt) => {
}) &&
player.hasAllHistory("useSkill", (evt) => {
return evt.skill == "olxiangxv" && evt.targets.includes(target);
}).length
})
)
await player.recover(cards.length);
},
@ -14492,6 +14493,10 @@ game.import("character", function () {
"的选项"
);
},
ai: {
combo: "luochong",
neg: true
},
},
//SP孟获
spmanwang: {
@ -31488,6 +31493,7 @@ game.import("character", function () {
},
usable: 1,
direct: true,
derivation: ["lingren_jianxiong", "lingren_xingshang"],
content: function () {
"step 0";
player
@ -32848,7 +32854,7 @@ game.import("character", function () {
},
spmanwang: function (player) {
var num = 4 - player.countMark("spmanwang");
var str = "出牌阶段,你可以弃置任意张牌。然后你依次执行以下选项中的前X项:";
var str = "出牌阶段,你可以弃置任意张牌。然后你依次执行以下选项中的前等量项:";
var list = ["⒈获得〖叛侵〗。", "⒉摸一张牌。", "⒊回复1点体力。", "⒋摸两张牌并失去〖叛侵〗。"];
for (var i = 0; i < 4; i++) {
if (i == num) {
@ -34530,7 +34536,7 @@ game.import("character", function () {
"当你的手牌数变为全场最少时你可以获得以下效果本回合结束时将手牌数调整至与当前回合角色手牌数相同至多摸至五张然后若你以此法弃置了至少两张手牌则你回复1点体力。",
olxiangzuo: "襄胙",
olxiangzuo_info:
"限定技,当你进入濒死状态时,你可以交给一名其他角色任意张牌,然后若你本回合已对其发动过〖恭节〗和〖相胥〗,你回复等量的体力。",
"限定技,当你进入濒死状态时,你可以交给一名其他角色任意张牌,然后若你已对其发动过〖恭节〗和〖相胥〗,你回复等量的体力。",
liyi: "李异",
olchanshuang: "缠双",
olchanshuang_info:
@ -34569,7 +34575,7 @@ game.import("character", function () {
ol_liupi: "刘辟",
olyicheng: "易城",
olyicheng_info:
"出牌阶段限一次,你可以亮出牌堆顶的三张牌,然后你可以以任意手牌交换这些牌,若这三张牌的点数和因此增加,则你可以选择用所有手牌交换这三张牌。最后你将这三张牌置于牌堆顶。",
"出牌阶段限一次,你可以亮出牌堆顶的X张牌X为你的体力上限然后你可以以任意手牌交换其中等量张牌若亮出的牌的点数和因此增加则你可以选择用所有手牌交换亮出的牌。最后你将亮出的牌置于牌堆顶。",
sp_sunce: "SP孙策",
sp_sunce_prefix: "SP",
olliantao: "连讨",

View File

@ -9794,6 +9794,9 @@ game.import("character", function () {
player.markSkill("mubing_rewrite");
player.chooseDrawRecover(2, true);
},
ai: {
combo: "mubing"
},
derivation: "mubing_rewrite",
},
refenyin_wufan: { audio: 2 },