/// <summary>
/// 计算敌方随从价值
/// </summary>
/// <param name="m">正在计算的随从</param>
/// <param name="p">场面</param>
/// <returns>价值,是一个整数</returns>
public override int getEnemyMinionValue(Minion m, Playfield p)
{
int retval = 5;//初始值5
retval += m.Hp * 2;//血量2
if (!m.frozen && !(m.cantAttack && m.name != CardDB.cardName.argentwatchman))//未被冻结,可以攻击
{
retval += m.Angr * 2;//攻击2
if (m.windfury) retval += m.Angr * 2;//风怒,+2倍攻击
if (m.Angr >= 4) retval += 10;//攻击大于等于4,+10
if (m.Angr >= 7) retval += 50;//攻击大于等于7,+50
}
if (!m.handcard.card.isSpecialMinion)//不是特殊随从(penman里的字典)
{
if (m.Angr == 0) retval -= 7;//攻击为0,-7
else if (m.Angr <= 2 && m.Hp <= 2 && !m.divineshild) retval -= 5;//攻击血量小于2,无圣盾,-5
}
else retval += m.handcard.card.rarity;//加随从稀有度
if (m.taunt) retval += 5;//嘲讽,+5
if (m.divineshild) retval += m.Angr;//圣盾,+攻击
if (m.divineshild && m.taunt) retval += 5;//圣盾嘲讽,+5
if (m.stealth) retval += 1;//潜行,+1
if (m.poisonous)//剧毒
{
retval += 4;
if (p.ownMinions.Count < p.enemyMinions.Count) retval += 10;
}
if (m.lifesteal) retval += m.Angr;//吸血,+攻击
if (m.handcard.card.targetPriority >= 1 && !m.silenced)
{
retval += m.handcard.card.targetPriority;//目标优先级,也在penman字典里面
}
if (m.name == CardDB.cardName.nerubianegg && m.Angr <= 3 && !m.taunt) retval = 0;//烛魔之卵
retval += m.synergy;//+职业契合度
return retval;
}
/// <summary>
/// 芬利爵士优先级
/// </summary>
/// <param name="discoverCards"></param>
/// <returns>选择</returns>
public override int getSirFinleyPriority(List<Handmanager.Handcard> discoverCards)
{
//return -1; //comment out or remove this to set manual priority
int sirFinleyChoice = -1;
int tmp = int.MinValue;
for (int i = 0; i < discoverCards.Count; i++)
{
CardDB.cardName name = discoverCards[i].card.name;
if (SirFinleyPriorityList.ContainsKey(name) && SirFinleyPriorityList[name] > tmp)
{
tmp = SirFinleyPriorityList[name];
sirFinleyChoice = i;
}
}
return sirFinleyChoice;
}
private Dictionary<CardDB.cardName, int> SirFinleyPriorityList = new Dictionary<CardDB.cardName, int>
{
//{HeroPowerName, Priority}, where 0-9 = manual priority
{ CardDB.cardName.lesserheal, 2 },
{ CardDB.cardName.shapeshift, 5 },
{ CardDB.cardName.fireblast, 4 },
{ CardDB.cardName.totemiccall, 7 },
{ CardDB.cardName.lifetap, 9 },
{ CardDB.cardName.daggermastery, 6 },
{ CardDB.cardName.reinforce, 3 },
{ CardDB.cardName.armorup, 1 },
{ CardDB.cardName.steadyshot, 8 }
};