优化【亿金】ai
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@ -3821,30 +3821,32 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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derivation:['yijin_wushi','yijin_jinmi','yijin_guxiong','yijin_tongshen','yijin_yongbi','yijin_houren'],
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getValue:function(player,mark,target){
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var att=get.attitude(player,target);
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var dis=Math.sqrt(get.distance(player,target,'absolute'));
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switch (mark.slice(6)){
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let dis=Math.sqrt(get.distance(player,target,'absolute'));
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if(target.isTurnedOver()) dis++;
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let draw=get.effect(target,{name:'wuzhong'},target,target)/2;
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switch(mark.slice(6)){
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case 'wushi':
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return get.effect(target,{name:'wuzhong'},player,player)*2.5/dis;
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if(target.hasJudge('bingliang')) return 12/(1+target.getCardUsable('sha',true));
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return 5*draw/dis+12/(1+target.getCardUsable('sha',true));
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case 'jinmi':
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if(target.hasJudge('lebu')&&!target.hasCard({name:'wuxie'},'hs')) return 1;
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return get.effect(target,{name:'lebu'},player,player)/dis;
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if(target.hasJudge('lebu')&&!target.hasCard({name:'wuxie'},'hs')) return draw*target.needsToDiscard(2.2)/dis;
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return get.effect(target,{name:'lebu'},target,target)+draw*target.needsToDiscard(2.2)/dis;
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case 'guxiong':
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return get.effect(target,{name:'losehp'},player,player)*2/dis;
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if(target.hasJudge('lebu')) return -draw*target.needsToDiscard(3)/dis;
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return get.effect(target,{name:'losehp'},target,target)*2/dis-draw*target.needsToDiscard(3)/dis;
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case 'tongshen':
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if(target.isMin()) return 0;
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var eff=get.damageEffect(target,player,target);
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if(eff>=0) return 0;
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if(att>=4){
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if(target.hp==1) return att*5/Math.max(0.1,5-dis);
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if(target.hp==2&&target.countCards('he')<=2) return att*3/Math.max(0.1,5-dis);
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}
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if(att>0) return 0;
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return -eff/5*dis;
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var eff=-get.damageEffect(target,player,target);
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if(eff<=0) return 0;
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if(target.hp<2) return eff*dis*2;
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if(target.hp<3&&target.countCards('he')<3) return eff*dis*1.5;
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if(target.hp>3) return eff*dis/target.hp;
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return eff*dis;
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case 'yongbi':
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return get.effect(target,{name:'bingliang'},player,player)*2;
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if(target.hasJudge('bingliang')&&!target.hasCard({name:'wuxie'},'hs')) return 0;
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return get.effect(target,{name:'bingliang'},player,target)*2/dis;
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case 'houren':
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return get.recoverEffect(target,player,player)/dis;
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return Math.min(5,2+target.getDamagedHp())*get.recoverEffect(target,player,target)/dis;
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}
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},
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content:function(){
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@ -3852,8 +3854,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.chooseTarget('亿金:令一名其他角色获得1枚“金”',true,(card,player,target)=>{
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return player!=target&&!lib.skill.yijin.getKane(target).length;
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}).set('ai',target=>{
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var player=_status.event.player,kane=lib.skill.yijin.getKane(player);
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return Math.abs(Math.max.apply(Math.max,kane.map(i=>lib.skill.yijin.getValue(player,i,target))));
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let player=_status.event.player,att=get.attitude(player,target),kane=lib.skill.yijin.getKane(player);
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if(Math.abs(att)>1) att=Math.sign(att)*Math.sqrt(Math.abs(att));
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return Math.max.apply(Math.max,kane.map(i=>{
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return att*lib.skill.yijin.getValue(player,i,target);
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}));
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});
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'step 1'
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if(result.bool){
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@ -3866,8 +3871,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'<div>'+get.skillInfoTranslation(i,player)+'</div>';
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});
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player.chooseControl(kane).set('choiceList',choiceList).set('displayIndex',false).set('prompt','选择令'+get.translation(target)+'获得的“金”').set('ai',()=>{
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var controls=_status.event.controls,player=_status.event.player,target=_status.event.getParent().target;
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var list=controls.map(i=>[i,lib.skill.yijin.getValue(player,i,target)])//.filter(i=>i[1]>=0);
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let controls=_status.event.controls,player=_status.event.player,target=_status.event.getParent().target,att=get.attitude(player,target);
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if(Math.abs(att)>1) att=Math.sign(att)*Math.sqrt(Math.abs(att));
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let list=controls.map(i=>{
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return [i,att*lib.skill.yijin.getValue(player,i,target)];
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});
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list.sort((a,b)=>b[1]-a[1]);
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if(list.length) return list[0][0];
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return controls.randomGet();
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