Merge pull request #585 from PZ157/PR-Branch

十周年许靖ai、修复优化桃ai
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Spmario233 2023-10-31 11:40:50 +08:00 committed by GitHub
commit bd220c9e48
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 105 additions and 87 deletions

View File

@ -400,21 +400,21 @@ game.import('card',function(lib,game,ui,get,ai,_status){
},
ai:{
basic:{
order: function (card, player) {
order:(card,player)=>{
if(player.hasSkillTag('pretao')) return 9;
return 2;
},
useful: function (card, i) {
useful:(card,i)=>{
let player = _status.event.player;
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;
}), damaged = 0, needs = 0;
for (let f of fs) {
if (!lib.filter.cardSavable(card, player, f)) continue;
fs.forEach(f=>{
if(!lib.filter.cardSavable(card,player,f)) return;
if(f.hp>1) damaged++;
else needs++;
}
});
if(needs&&damaged) return 5*needs+3*damaged;
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);
@ -422,84 +422,94 @@ game.import('card',function(lib,game,ui,get,ai,_status){
if(damaged) return Math.max(3,6.4-i);
return 6.8-Math.min(5,player.hp);
},
value: function (card, player, i) {
let fs = game.filterPlayer(function (current) {
value:(card,player,i)=>{
let fs = game.filterPlayer(current=>{
return get.attitude(_status.event.player,current)>0;
}), damaged = 0, needs = 0;
for (let i of fs) {
if (!player.canUse('tao', i)) continue;
if (i.hp <= 1) needs++;
else if (i.hp == 2) damaged++;
}
fs.forEach(f=>{
if(!player.canUse('tao',f)) return;
if(f.hp<=1) needs++;
else if(f.hp==2) damaged++;
});
if(needs>2) return 11;
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(damaged) return 7.5;
return Math.max(1,9.2-player.hp);
}
},
result:{
target: function (player, target) {
target:(player,target)=>{
if(target.hasSkillTag('maixie')) return 3;
return 2;
},
target_use: function (player, target, card) {
if (player === _status.currentPhase && player.hasSkillTag('nokeep', true, {card:card,target:target}, true)) return 2;
let mode = get.mode();
target_use:(player,target,card)=>{
if(player===_status.currentPhase&&player.hasSkillTag('nokeep',true,{
card:card,
target:target
},true)) return 2;
let mode = get.mode(),
taos = player.getCards('hs',i=>get.name(i)==='tao'&&lib.filter.cardEnabled(i,target,'forceEnable'));
if(target.hp>0){
let nd = player.needsToDiscard();
let keep = false;
if (player.isPhaseUsing()) {
if (nd <= 0 || (nd === 1 && target.hp >= 2 && player.countCards('hs', 'tao') <= 1)) keep = true;
let min = 7.2-1.2*Math.min(3,player.hp),
nd = player.needsToDiscard(-player.countCards('h',i=>!taos.includes(i)&&get.value(i)<min)),
keep = 0;
if(taos.length>1&&(nd>1||nd&&player.hp<1+taos.length) || target.identity==='zhu'&&target.hp<3&&(mode==='identity'||mode==='versus'||mode==='chess')) return 2;
if(nd<3&&game.hasPlayer(current=>{
return player!==current&&current.identity==='zhu'&&current.hp<3&&(mode==='identity'||mode==='versus'||mode==='chess')&&get.attitude(player,current)>0;
})){
nd=0;
keep=3;
}
else if(nd<2 || !player.isPhaseUsing()){
if(nd<1) keep = 3;
else if(target.hp>=2&&taos.length<=target.hp/2) keep = 1;
}
if(keep){
if (!nd || nd < 2 && game.hasPlayer(function (current) {
if (current.hp <= 2 && player !== current && get.attitude(player, current) > 2) {
if(target.hp >= 2 && current.identity === 'zhu' && (mode === 'identity' || mode === 'versus' || mode === 'chess')){
keep=2;
if(!nd || game.countPlayer(current=>{
if(player!==current&&current.hp<3&&player.hp>current.hp&&get.attitude(player,current)>2){
keep += player.hp-current.hp;
return true;
}
if (player.hp > current.hp) return true;
}
return false;
})){
if(keep>1) return 0;
if(keep>2) return 0;
}
}
}
if(target.isZhu2() || target===game.boss) return 2;
if(player!==target){
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(target.hp<0&&taos.length+target.hp<=0) return 0;
if(Math.abs(get.attitude(player,target))<1) return 0;
}
if(!player.getFriends().length) return 2;
let tri = _status.event.getTrigger(),
num = game.countPlayer(function (current) {
if (get.attitude(current, target) > 0) return current.countCards('hs', 'tao');
num = game.countPlayer(current=>{
if(get.attitude(current,target)>0) return current.countCards('hs',i=>get.name(i)==='tao'&&lib.filter.cardEnabled(i,target,'forceEnable'));
}),
dis = 1,
t = _status.currentPhase||game.me;
while(t!==target){
let att = get.attitude(player,t);
if (Math.abs(att) < 2) dis += 0.45;
else if (att < 0) dis++;
if(att<-2) dis++;
else if(att<1) dis += 0.45;
t = t.next;
}
if(mode==='identity'){
if(tri&&tri.name==='dying'){
if(target.identity==='fan') {
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;
}
}
else if(tri.source&&tri.source.isZhu&&(target.identity==='zhong'||target.identity==='mingzhong')&&
(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.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&&taos+player.countCards('hs','jiu')<=Math.min(dis,game.countPlayer(current=>{
return current.identity==='fan';
}))) return 0;
}
@ -904,8 +914,9 @@ game.import('card',function(lib,game,ui,get,ai,_status){
},
ai:{
basic:{
order:function(){
return 11;
order:(item,player)=>{
if(game.hasPlayer(current=>current.hp<=1&&get.recoverEffect(current,player,_status.event.player)<0) return 1;
return 10;
},
useful:[3,1],
value:0,
@ -1481,6 +1492,11 @@ game.import('card',function(lib,game,ui,get,ai,_status){
player.discardPlayerCard(target,pos,true,'visible');
},
ai:{
wuxie:(target,card,player,viewer,status)=>{
if(status*get.attitude(viewer,player)>0&&!player.isMad() || target.hp>2&&!target.hasCard(i=>{
return get.value(i,target)>3+Math.min(5,target.hp);
},'e')&&target.countCards('h')*_status.event.getRand('guohe_wuxie')>1.57) return 0;
},
basic:{
order:9,
useful:5,

View File

@ -381,11 +381,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 0'
var cards=trigger.getd().filter(card=>{
return get.position(card)=='d'&&player.getStorage('dcshangyu').includes(card);
});
}),targets=game.filterPlayer(current=>{
return !player.getStorage('dcshangyu_transfer').includes(current);
}).sortBySeat(_status.currentPhase);
event.cards=cards;
player.chooseTarget(`赏誉:将${get.translation(cards)}交给一名可选角色`,(card,player,target)=>{
return !player.getStorage('dcshangyu_transfer').includes(target);
},true);
},true).set('ai',target=>{
let att=get.sgn(get.attitude(_status.event.player,target)),idx=1+_status.event.targets.indexOf(target);
if(att<0) return -idx;
return att+1/idx;
}).set('targets',targets);
'step 1'
if(result.bool){
var target=result.targets[0];
@ -447,17 +453,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.chooseControl(choices,'cancel2').set('prompt',get.prompt('dccaixia')).set('prompt2','你可以摸至多'+get.cnNumber(choices.length)+'张牌,但是你此后需要再使用等量的牌才可再发动本技能。').set('ai',()=>{
return _status.event.choice;
}).set('choice',function(){
if(player.isPhaseUsing()){
if(!player.hasCard(card=>{
return get.tag(card,'damage')&&player.hasValueTarget(card);
},'hs')) return 0;
var cards=player.getCards('hs',card=>{
return player.hasValueTarget(card);
});
if(!cards.some(card=>get.tag(card,'damage'))) return 0;
return Math.min(choices.length,cards.filter(card=>!get.tag(card,'damage')).length+1);
var cards=player.getCards('hs',card=>get.name(card,player)!=='sha'&&player.hasValueTarget(card));
var damage=Math.min(player.getCardUsable({name:'sha'}),player.countCards('hs','sha'))+cards.filter(i=>get.tag(i,'damage')).length;
if(player.isPhaseUsing()||player.hp+player.hujia+player.countCards('hs',i=>get.tag(card,'recover'))>2){
if(damage) return Math.min(choices.length-1,cards.length-damage);
return Math.min(choices.length-1,cards.length-1);
}
return choices.length;
return choices.length-1;
}());
'step 1'
if(result.control!='cancel2'){
@ -471,7 +473,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
mod:{
aiOrder:function(player,card,num){
if(!get.tag(card,'damage')) return;
if(player.countMark('dccaixia_clear')>1) return num/2;
if(player.countMark('dccaixia_clear')>1) return num/3;
return num+6;
},
},
@ -11699,7 +11701,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
next.set('goon',get.attitude(player,trigger.player)<0&&!trigger.player.hasSkillTag('filterDamage',null,{
player:player,
card:trigger.card,
})&&get.damageEffect(trigger.player,player,player,trigger.nature)>0);
})&&get.damageEffect(trigger.player,player,player,get.natureList(trigger))>0);
next.logSkill=[event.name,trigger.player];
'step 1'
if(result.bool) trigger.num++;