Merge pull request #1231 from PZ157/PR-Branch
回滚拆顺ai.result,bugfix,标签补充
This commit is contained in:
commit
6ff751ed6a
280
card/standard.js
280
card/standard.js
|
@ -2146,138 +2146,48 @@ game.import("card", function () {
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},
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result: {
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player: function (player, target) {
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let att = get.attitude(player, target),
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hs = target.hasCard(
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(card) => lib.filter.canBeGained(card, player, target),
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"h"
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),
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lose = hs,
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gain = att > 0 ? 0.52 : 1.28;
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if (Math.abs(att) < 5.03) {
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let temp = 0.015 * att * att;
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if (att < 0) gain = 0.9 + temp;
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else gain = 0.9 - temp;
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const hs = target.getGainableCards(player, 'h');
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const es = target.getGainableCards(player, 'e');
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const js = target.getGainableCards(player, 'j');
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const att = get.attitude(player, target);
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if (att < 0) {
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if (!hs.length && !es.some(card => {
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return get.value(card, target) > 0 && card != target.getEquip('jinhe');
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}) && !js.some(card => {
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var cardj = card.viewAs ? { name: card.viewAs } : card;
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return get.effect(target, cardj, target, player) < 0;
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})) return 0;
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}
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target.countCards("e", function (card) {
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if (
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card.name != "jinhe" &&
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lib.filter.canBeGained(card, player, target) &&
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att * get.value(card, target) < 0
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) {
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lose = true;
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let val = get.value(card, player);
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if (val > 0) gain = Math.max(gain, val / 7);
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}
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});
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target.countCards("j", function (card) {
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let cardj = card.viewAs ? new lib.element.VCard({ name: card.viewAs }) : card;
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if (
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lib.filter.canBeGained(card, player, target) &&
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att * get.effect(target, cardj, target, target) < 0
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) {
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lose = true;
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if (cardj.name == "lebu") {
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let needs = target.needsToDiscard(2);
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if (att > 0) gain = Math.max(gain, 1.6 + needs / 10);
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} else if (
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cardj.name == "shandian" ||
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cardj.name == "fulei" ||
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cardj.name == "plague"
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)
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gain = Math.max(gain, 1.5 / Math.max(1, target.hp));
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else if (att > 0) gain = Math.max(gain, 1.7);
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}
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});
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if (!lose) return 0;
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return gain;
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else if (att > 1) {
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return (es.some(card => {
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return get.value(card, target) <= 0;
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}) || js.some(card => {
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var cardj = card.viewAs ? { name: card.viewAs } : card;
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return get.effect(target, cardj, target, player) < 0;
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})) ? 1.5 : 0;
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}
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return 1;
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},
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target: function (player, target) {
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let att = get.attitude(player, target),
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hs = target.countCards("h", (card) =>
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lib.filter.canBeGained(card, player, target)
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),
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es = target.countCards("e", (card) =>
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lib.filter.canBeGained(card, player, target)
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),
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js = target.countCards("j", (card) =>
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lib.filter.canBeGained(card, player, target)
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),
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noh = !hs || target.hasSkillTag("noh"),
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noe = !es || target.hasSkillTag("noe"),
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check = [-1, att > 0 ? -1.3 : 1.3, att > 0 ? -2.5 : 2.5],
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idx = -1;
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if (hs) {
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idx = 0;
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if (noh) check[0] = 0.7;
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const hs = target.getGainableCards(player, 'h');
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const es = target.getGainableCards(player, 'e');
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const js = target.getGainableCards(player, 'j');
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if (get.attitude(player, target) <= 0) {
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if (hs.length > 0) return -1.5;
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return (es.some(card => {
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return get.value(card, target) > 0 && card != target.getEquip('jinhe');
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}) || js.some(card => {
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var cardj = card.viewAs ? { name: card.viewAs } : card;
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return get.effect(target, cardj, target, player) < 0;
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})) ? -1.5 : 1.5;
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}
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if (es) {
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if (idx < 0) idx = 1;
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if (
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target.getEquip("baiyin") &&
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target.isDamaged() &&
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lib.filter.canBeGained(target.getEquip("baiyin"), player, target)
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) {
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let rec = get.recoverEffect(target, player, target);
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if (es == 1 || att * rec > 0) {
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let val = 3 - 0.6 * Math.min(5, target.hp);
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if (rec > 0) check[1] = val;
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else if (rec < 0) check[1] = -val;
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}
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}
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target.countCards("e", function (card) {
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let val = get.value(card, target);
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if (
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card.name == "jinhe" ||
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att * val >= 0 ||
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!lib.filter.canBeGained(card, player, target)
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)
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return false;
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if (att > 0) {
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check[1] = Math.max(1.3, check[1]);
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return true;
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}
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let sub = get.subtype(card);
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if (sub == "equip2" || sub == "equip5") val += 4;
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else if (sub == "equip1") val *= 0.4 * Math.min(3.6, target.hp);
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else val *= 0.6;
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if (target.hp < 3 && sub != "equip2" && sub != "equip5") val *= 0.4;
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check[1] = Math.min(-0.16 * val, check[1]);
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});
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if (noe) check[1] += 0.9;
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}
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if (js) {
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let func = function (num) {
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if (att > 0) check[2] = Math.max(check[2], num);
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else check[2] = Math.min(check[2], 0.6 - num);
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};
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if (idx < 0) idx = 2;
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target.countCards("j", function (card) {
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let cardj = card.viewAs
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? new lib.element.VCard({ name: card.viewAs })
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: card;
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if (
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!lib.filter.canBeGained(card, player, target) ||
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att * get.effect(target, cardj, target, target) >= 0
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)
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return false;
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if (cardj.name == "lebu") func(2.1 + 0.4 * target.needsToDiscard(2));
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else if (cardj.name == "bingliang") func(2.4);
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else if (
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cardj.name == "shandian" ||
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cardj.name == "fulei" ||
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cardj.name == "plague"
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)
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func(Math.abs(check[2]) / (1 + target.hp));
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else func(2.1);
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});
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}
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if (idx < 0) return 0;
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for (let i = idx + 1; i < 3; i++) {
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if ((i == 1 && !es) || (i == 2 && !js)) continue;
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if ((att > 0 && check[i] > check[idx]) || (att <= 0 && check[i] < check[idx]))
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idx = i;
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}
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return check[idx];
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return (es.some(card => {
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return get.value(card, target) <= 0;
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}) || js.some(card => {
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var cardj = card.viewAs ? { name: card.viewAs } : card;
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return get.effect(target, cardj, target, player) < 0;
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})) ? 1.5 : -1.5;
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},
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},
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tag: {
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@ -2546,92 +2456,38 @@ game.import("card", function () {
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},
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result: {
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target: function (player, target) {
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let att = get.attitude(player, target),
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hs = target.countCards("h", (card) =>
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lib.filter.canBeDiscarded(card, player, target)
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),
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es = target.countCards("e", (card) =>
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lib.filter.canBeDiscarded(card, player, target)
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),
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js = target.countCards("j", (card) =>
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lib.filter.canBeDiscarded(card, player, target)
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),
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noh = !hs || target.hasSkillTag("noh"),
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noe = !es || target.hasSkillTag("noe"),
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check = [-1, att > 0 ? -1.3 : 1.3, att > 0 ? -2.5 : 2.5],
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idx = -1;
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if (hs) {
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idx = 0;
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if (noh) check[0] = 0.7;
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}
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if (es) {
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if (idx < 0) idx = 1;
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if (
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target.getEquip("baiyin") &&
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target.isDamaged() &&
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lib.filter.canBeDiscarded(target.getEquip("baiyin"), player, target)
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) {
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let rec = get.recoverEffect(target, player, target);
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if (es == 1 || att * rec > 0) {
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let val = 3 - 0.6 * Math.min(5, target.hp);
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if (rec > 0) check[1] = val;
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else if (rec < 0) check[1] = -val;
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}
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const att = get.attitude(player, target);
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const hs = target.getDiscardableCards(player, 'h');
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const es = target.getDiscardableCards(player, 'e');
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const js = target.getDiscardableCards(player, 'j');
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if (!hs.length && !es.length && !js.length) return 0;
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if (att > 0) {
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if (js.some(card => {
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const cardj = card.viewAs ? { name: card.viewAs } : card;
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return get.effect(target, cardj, target, player) < 0;
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})) return 3;
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if (target.isDamaged() && es.some(card => card.name == 'baiyin') &&
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get.recoverEffect(target, player, player) > 0) {
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if (target.hp == 1 && !target.hujia) return 1.6;
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}
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target.countCards("e", function (card) {
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let val = get.value(card, target);
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if (
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card.name == "jinhe" ||
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att * val >= 0 ||
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!lib.filter.canBeDiscarded(card, player, target)
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)
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return false;
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if (att > 0) {
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check[1] = Math.max(1.3, check[1]);
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return true;
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}
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let sub = get.subtype(card);
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if (sub == "equip2" || sub == "equip5") val += 4;
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else if (sub == "equip1") val *= 0.4 * Math.min(3.6, target.hp);
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else val *= 0.6;
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if (target.hp < 3 && sub != "equip2" && sub != "equip5") val *= 0.4;
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check[1] = Math.min(-0.16 * val, check[1]);
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});
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if (noe) check[1] += 0.9;
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if (es.some(card => {
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return get.value(card, target) < 0;
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})) return 1;
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return -1.5;
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}
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if (js) {
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let func = function (num) {
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if (att > 0) check[2] = Math.max(check[2], num);
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else check[2] = Math.min(check[2], 0.6 - num);
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};
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if (idx < 0) idx = 2;
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target.countCards("j", function (card) {
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let cardj = card.viewAs
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? new lib.element.VCard({ name: card.viewAs })
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: card;
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if (
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!lib.filter.canBeDiscarded(card, player, target) ||
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att * get.effect(target, cardj, target, target) >= 0
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)
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return false;
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if (cardj.name == "lebu") func(2.1 + 0.4 * target.needsToDiscard(2));
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else if (cardj.name == "bingliang") func(2.4);
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else if (
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cardj.name == "shandian" ||
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cardj.name == "fulei" ||
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cardj.name == "plague"
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)
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func(Math.abs(check[2]) / (1 + target.hp));
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else func(2.1);
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});
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else {
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const noh = (hs.length == 0 || target.hasSkillTag('noh'));
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const noe = (es.length == 0 || target.hasSkillTag('noe'));
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const noe2 = (noe || !es.some(card => {
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return get.value(card, target) > 0;
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}));
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const noj = (js.length == 0 || !js.some(card => {
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const cardj = card.viewAs ? { name: card.viewAs } : card;
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return get.effect(target, cardj, target, player) < 0;
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}))
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if (noh && noe2 && noj) return 1.5;
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return -1.5;
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}
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if (idx < 0) return 0;
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for (let i = idx + 1; i < 3; i++) {
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if ((i == 1 && !es) || (i == 2 && !js)) continue;
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if ((att > 0 && check[i] > check[idx]) || (att <= 0 && check[i] < check[idx]))
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idx = i;
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}
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return check[idx];
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},
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},
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tag: {
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@ -2989,7 +2845,7 @@ game.import("card", function () {
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cf = Math.pow(get.threaten(target, player), 2);
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if (!num) return -0.01 * cf;
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if (target.hp > 2) num--;
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let dist = Math.sqrt(get.distance(player, target, "absolute"));
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let dist = Math.sqrt(1 + get.distance(player, target, "absolute"));
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if (dist < 1) dist = 1;
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if (target.isTurnedOver()) dist++;
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return (Math.min(-0.1, -num) * cf) / dist;
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|
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@ -9416,6 +9416,9 @@ game.import("character", function () {
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}
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}
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},
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ai: {
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combo: "nzry_junlve"
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},
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},
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nzry_dinghuo: {
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audio: 2,
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|
|
|
@ -7987,7 +7987,7 @@ game.import("character", function () {
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},
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async content(event, trigger, player) {
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if (event.cards && event.cards.length) {
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await player.dicard(event.cards);
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await player.discard(event.cards);
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lib.skill.dcxieshou.change(player, 1);
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} else {
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player.drawTo(player.maxHp);
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|
|
|
@ -672,6 +672,9 @@ game.import("character", function () {
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player
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);
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},
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ai: {
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combo: "mbzuoyou"
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},
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},
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//成济
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mbkuangli: {
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|
@ -1732,6 +1735,9 @@ game.import("character", function () {
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},
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},
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},
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ai: {
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combo: "mbxuetu"
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},
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},
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//霍骏
|
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sidai: {
|
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|
|
|
@ -3554,6 +3554,9 @@ game.import("character", function () {
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"step 1";
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player.addSkills("xinmouli");
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},
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ai: {
|
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combo: "xingqi"
|
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},
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group: ["mibei_fail", "mibei_silent"],
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derivation: "xinmouli",
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subSkill: {
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|
|
|
@ -18,6 +18,7 @@ game.import("character", function () {
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"tengfanglan",
|
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"ruiji",
|
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"caoxiancaohua",
|
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"caoyu",
|
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],
|
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sp_sibi: [
|
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"ol_lukai",
|
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|
@ -168,7 +169,6 @@ game.import("character", function () {
|
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"ol_tw_zhangji",
|
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"ol_liwan",
|
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"ol_liuyan",
|
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"caoyu",
|
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"liupan",
|
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"ol_liupi",
|
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],
|
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|
@ -1148,7 +1148,7 @@ game.import("character", function () {
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enable: "phaseUse",
|
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usable: 1,
|
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async content(event, trigger, player) {
|
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let cards = get.cards(3);
|
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let num = player.maxHp, cards = get.cards(num);
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await game.cardsGotoOrdering(cards);
|
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await player.showCards(cards, get.translation(player) + "发动了【易城】");
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if (player.countCards("h")) {
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|
@ -1181,7 +1181,7 @@ game.import("character", function () {
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.set("filterOk", (moved) => moved[1].some((i) => !get.owner(i)))
|
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.set("processAI", (list) => {
|
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const player = get.event("player"),
|
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limit = Math.min(3, player.countCards("h"));
|
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limit = Math.min(get.event("num"), player.countCards("h"));
|
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let cards = list[0][1].slice(),
|
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hs = player.getCards("h");
|
||||
if (
|
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|
@ -1216,7 +1216,8 @@ game.import("character", function () {
|
|||
}
|
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return list;
|
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}
|
||||
});
|
||||
})
|
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.set("num", num);
|
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if (bool) {
|
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const puts = player.getCards("h", (i) => moved[0].includes(i));
|
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const gains = cards.filter((i) => moved[1].includes(i));
|
||||
|
@ -2666,18 +2667,18 @@ game.import("character", function () {
|
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if (!ui.selected.targets.length) return 0;
|
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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",
|
||||
|
|
|
@ -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 },
|
||||
|
|
Loading…
Reference in New Issue