commit
bd220c9e48
160
card/standard.js
160
card/standard.js
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@ -399,112 +399,122 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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target.recover();
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},
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ai:{
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basic: {
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order: function (card, player) {
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if (player.hasSkillTag('pretao')) return 9;
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basic:{
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order:(card,player)=>{
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if(player.hasSkillTag('pretao')) return 9;
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return 2;
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},
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useful: function (card, i) {
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useful:(card,i)=>{
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let player = _status.event.player;
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if (player.isDamaged() && !game.checkMod(card, player, 'unchanged', 'cardEnabled2', player)) return 2 / (1 + i);
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let fs = game.filterPlayer(function (current) {
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return get.attitude(player, current) > 0 && current.hp <= 2;
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if(player.isDamaged()&&!game.checkMod(card,player,'unchanged','cardEnabled2',player)) return 2/(1+i);
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let fs = game.filterPlayer(current=>{
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return get.attitude(player,current)>0&¤t.hp<=2;
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}), damaged = 0, needs = 0;
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for (let f of fs) {
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if (!lib.filter.cardSavable(card, player, f)) continue;
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if (f.hp > 1) damaged++;
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fs.forEach(f=>{
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if(!lib.filter.cardSavable(card,player,f)) return;
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if(f.hp>1) damaged++;
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else needs++;
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}
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if (needs && damaged) return 5 * needs + 3 * damaged;
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if (needs + damaged > 1 || player.hasSkillTag('maixie')) return 8;
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if (player.hp / player.maxHp < 0.7) return 7 + Math.abs(player.hp / player.maxHp - 0.5);
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if (needs) return 7;
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if (damaged) return Math.max(3, 6.4 - i);
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return 6.8 - Math.min(5, player.hp);
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});
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if(needs&&damaged) return 5*needs+3*damaged;
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if(needs+damaged>1 || player.hasSkillTag('maixie')) return 8;
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if(player.hp/player.maxHp<0.7) return 7+Math.abs(player.hp/player.maxHp-0.5);
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if(needs) return 7;
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if(damaged) return Math.max(3,6.4-i);
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return 6.8-Math.min(5,player.hp);
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},
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value: function (card, player, i) {
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let fs = game.filterPlayer(function (current) {
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return get.attitude(_status.event.player, current) > 0;
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value:(card,player,i)=>{
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let fs = game.filterPlayer(current=>{
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return get.attitude(_status.event.player,current)>0;
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}), damaged = 0, needs = 0;
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for (let i of fs) {
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if (!player.canUse('tao', i)) continue;
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if (i.hp <= 1) needs++;
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else if (i.hp == 2) damaged++;
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}
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if (needs > 2) return 11;
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if (needs > 1) return 10;
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if ((needs && damaged) || player.hasSkillTag('maixie')) return 9;
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if (needs || damaged > 1) return 8;
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if (damaged) return 7.5;
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return Math.max(1, 9.2 - player.hp);
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fs.forEach(f=>{
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if(!player.canUse('tao',f)) return;
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if(f.hp<=1) needs++;
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else if(f.hp==2) damaged++;
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});
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if(needs>2) return 11;
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if(needs>1) return 10;
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if(needs&&damaged || player.hasSkillTag('maixie')) return 9;
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if(needs || damaged>1) return 8;
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if(damaged) return 7.5;
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return Math.max(1,9.2-player.hp);
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}
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},
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result: {
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target: function (player, target) {
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if (target.hasSkillTag('maixie')) return 3;
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result:{
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target:(player,target)=>{
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if(target.hasSkillTag('maixie')) return 3;
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return 2;
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},
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target_use: function (player, target, card) {
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if (player === _status.currentPhase && player.hasSkillTag('nokeep', true, {card:card,target:target}, true)) return 2;
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let mode = get.mode();
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if (target.hp > 0) {
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let nd = player.needsToDiscard();
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let keep = false;
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if (player.isPhaseUsing()) {
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if (nd <= 0 || (nd === 1 && target.hp >= 2 && player.countCards('hs', 'tao') <= 1)) keep = true;
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target_use:(player,target,card)=>{
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if(player===_status.currentPhase&&player.hasSkillTag('nokeep',true,{
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card:card,
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target:target
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},true)) return 2;
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let mode = get.mode(),
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taos = player.getCards('hs',i=>get.name(i)==='tao'&&lib.filter.cardEnabled(i,target,'forceEnable'));
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if(target.hp>0){
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let min = 7.2-1.2*Math.min(3,player.hp),
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nd = player.needsToDiscard(-player.countCards('h',i=>!taos.includes(i)&&get.value(i)<min)),
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keep = 0;
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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;
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if(nd<3&&game.hasPlayer(current=>{
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return player!==current&¤t.identity==='zhu'&¤t.hp<3&&(mode==='identity'||mode==='versus'||mode==='chess')&&get.attitude(player,current)>0;
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})){
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nd=0;
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keep=3;
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}
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if (keep) {
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if (!nd || nd < 2 && game.hasPlayer(function (current) {
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if (current.hp <= 2 && player !== current && get.attitude(player, current) > 2) {
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if(target.hp >= 2 && current.identity === 'zhu' && (mode === 'identity' || mode === 'versus' || mode === 'chess')){
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keep=2;
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else if(nd<2 || !player.isPhaseUsing()){
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if(nd<1) keep = 3;
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else if(target.hp>=2&&taos.length<=target.hp/2) keep = 1;
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}
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if(keep){
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if(!nd || game.countPlayer(current=>{
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if(player!==current&¤t.hp<3&&player.hp>current.hp&&get.attitude(player,current)>2){
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keep += player.hp-current.hp;
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return true;
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}
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if (player.hp > current.hp) return true;
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}
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return false;
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})){
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if(keep>1) return 0;
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if(keep>2) return 0;
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}
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}
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}
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if(target.isZhu2() || target===game.boss) return 2;
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if(player !== target){
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if (target.hp < 0 && player.countCards('hs', 'tao') + target.hp <= 0) return 0;
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if (Math.abs(get.attitude(player, target)) < 1.2) return 0;
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if(player!==target){
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if(target.hp<0&&taos.length+target.hp<=0) return 0;
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if(Math.abs(get.attitude(player,target))<1) return 0;
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}
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if (!player.getFriends().length) return 2;
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if(!player.getFriends().length) return 2;
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let tri = _status.event.getTrigger(),
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num = game.countPlayer(function (current) {
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if (get.attitude(current, target) > 0) return current.countCards('hs', 'tao');
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num = game.countPlayer(current=>{
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if(get.attitude(current,target)>0) return current.countCards('hs',i=>get.name(i)==='tao'&&lib.filter.cardEnabled(i,target,'forceEnable'));
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}),
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dis = 1,
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t = _status.currentPhase||game.me;
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while (t !== target) {
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let att = get.attitude(player, t);
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if (Math.abs(att) < 2) dis += 0.45;
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else if (att < 0) dis++;
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while(t!==target){
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let att = get.attitude(player,t);
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if(att<-2) dis++;
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else if(att<1) dis += 0.45;
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t = t.next;
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}
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if (mode === 'identity') {
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if (tri && tri.name === 'dying') {
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if (target.identity === 'fan') {
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if (!tri.source && player !== target || tri.source && tri.source !== target && player.getFriends().includes(tri.source.identity)) {
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if (num > dis || (player === target && player.countCards('hs', {type: 'basic'}) > 1.6 * dis)) return 2;
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if(mode==='identity'){
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if(tri&&tri.name==='dying'){
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if(target.identity==='fan') {
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if(!tri.source&&player!==target || tri.source&&tri.source!==target&&player.getFriends().includes(tri.source.identity)){
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if(num>dis || player===target&&player.countCards('hs',{type:'basic'})>1.6*dis) return 2;
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return 0;
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}
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}
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else if(tri.source&&tri.source.isZhu&&(target.identity==='zhong'||target.identity==='mingzhong')&&
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(tri.source.countCards('he')>2||player===tri.source&&player.hasCard((i)=>i.name!='tao','he'))) return 2;
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(tri.source.countCards('he')>2||player===tri.source&&player.hasCard((i)=>i.name!=='tao','he'))) return 2;
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//if(player!==target&&!target.isZhu&&target.countCards('hs')<dis) return 0;
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}
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if (player.identity === 'zhu') {
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if (player.hp <= 1 && player !== target && player.countCards('hs', 'tao') + player.countCards('hs', 'jiu') <= Math.min(dis, game.countPlayer(function (current) {
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return current.identity === 'fan';
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if(player.identity==='zhu'){
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if(player.hp<=1&&player!==target&&taos+player.countCards('hs','jiu')<=Math.min(dis,game.countPlayer(current=>{
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return current.identity==='fan';
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}))) return 0;
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}
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}
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else if (mode === 'stone' && target.isMin() && player !== target && tri && tri.name === 'dying' && player.side === target.side && tri.source !== target.getEnemy()) return 0;
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else if(mode==='stone'&&target.isMin()&&player!==target&&tri&&tri.name==='dying'&&player.side===target.side&&tri.source!==target.getEnemy()) return 0;
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return 2;
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}
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},
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@ -904,8 +914,9 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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},
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ai:{
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basic:{
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order:function(){
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return 11;
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order:(item,player)=>{
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if(game.hasPlayer(current=>current.hp<=1&&get.recoverEffect(current,player,_status.event.player)<0) return 1;
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return 10;
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},
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useful:[3,1],
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value:0,
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@ -1481,6 +1492,11 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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player.discardPlayerCard(target,pos,true,'visible');
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},
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ai:{
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wuxie:(target,card,player,viewer,status)=>{
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if(status*get.attitude(viewer,player)>0&&!player.isMad() || target.hp>2&&!target.hasCard(i=>{
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return get.value(i,target)>3+Math.min(5,target.hp);
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},'e')&&target.countCards('h')*_status.event.getRand('guohe_wuxie')>1.57) return 0;
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},
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basic:{
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order:9,
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useful:5,
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@ -381,11 +381,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'step 0'
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var cards=trigger.getd().filter(card=>{
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return get.position(card)=='d'&&player.getStorage('dcshangyu').includes(card);
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});
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}),targets=game.filterPlayer(current=>{
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return !player.getStorage('dcshangyu_transfer').includes(current);
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}).sortBySeat(_status.currentPhase);
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event.cards=cards;
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player.chooseTarget(`赏誉:将${get.translation(cards)}交给一名可选角色`,(card,player,target)=>{
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return !player.getStorage('dcshangyu_transfer').includes(target);
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},true);
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},true).set('ai',target=>{
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let att=get.sgn(get.attitude(_status.event.player,target)),idx=1+_status.event.targets.indexOf(target);
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if(att<0) return -idx;
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return att+1/idx;
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}).set('targets',targets);
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'step 1'
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if(result.bool){
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var target=result.targets[0];
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@ -447,17 +453,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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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',()=>{
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return _status.event.choice;
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}).set('choice',function(){
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if(player.isPhaseUsing()){
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if(!player.hasCard(card=>{
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return get.tag(card,'damage')&&player.hasValueTarget(card);
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},'hs')) return 0;
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var cards=player.getCards('hs',card=>{
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return player.hasValueTarget(card);
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});
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if(!cards.some(card=>get.tag(card,'damage'))) return 0;
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return Math.min(choices.length,cards.filter(card=>!get.tag(card,'damage')).length+1);
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var cards=player.getCards('hs',card=>get.name(card,player)!=='sha'&&player.hasValueTarget(card));
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var damage=Math.min(player.getCardUsable({name:'sha'}),player.countCards('hs','sha'))+cards.filter(i=>get.tag(i,'damage')).length;
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if(player.isPhaseUsing()||player.hp+player.hujia+player.countCards('hs',i=>get.tag(card,'recover'))>2){
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if(damage) return Math.min(choices.length-1,cards.length-damage);
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return Math.min(choices.length-1,cards.length-1);
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}
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return choices.length;
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return choices.length-1;
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}());
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'step 1'
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if(result.control!='cancel2'){
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@ -471,7 +473,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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mod:{
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aiOrder:function(player,card,num){
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if(!get.tag(card,'damage')) return;
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if(player.countMark('dccaixia_clear')>1) return num/2;
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if(player.countMark('dccaixia_clear')>1) return num/3;
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return num+6;
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},
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},
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@ -11699,7 +11701,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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next.set('goon',get.attitude(player,trigger.player)<0&&!trigger.player.hasSkillTag('filterDamage',null,{
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player:player,
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card:trigger.card,
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})&&get.damageEffect(trigger.player,player,player,trigger.nature)>0);
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})&&get.damageEffect(trigger.player,player,player,get.natureList(trigger))>0);
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next.logSkill=[event.name,trigger.player];
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'step 1'
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if(result.bool) trigger.num++;
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