修改机器人选择法术或随从的逻辑

This commit is contained in:
zhl 2020-12-24 20:33:50 +08:00
parent e0b76dc2a6
commit 54fc69d9ef

View File

@ -153,15 +153,16 @@ let assistantUtil = {
let effectMap: Map<number, EffectCardCfg> = global.$cfg.get(BaseConst.EFFECTCARD); let effectMap: Map<number, EffectCardCfg> = global.$cfg.get(BaseConst.EFFECTCARD);
let spellCards: Card[] = []; let spellCards: Card[] = [];
// 优先取随从 // 优先取随从
let petCount = 1; let petCount = 0;
for (let [,pet] of dstPlayer.pets) { for (let [,pet] of dstPlayer.pets) {
if (pet.state == 1) petCount ++; if (pet.state == 1 && !pet.isHero) petCount ++;
} }
let noMorePet = petCount >= new GameEnv().maxPlayerPetCount; let noMorePet = petCount >= new GameEnv().maxPlayerPetCount;
let noPet = Math.random2(0, 100) > 70;
for (let card of cards) { for (let card of cards) {
let effect = effectMap.get(card.effect); let effect = effectMap.get(card.effect);
// if (effect.type_id == EffectType.unit && dstPlayer.unitCfgs.has(card.effect + '')) { // if (effect.type_id == EffectType.unit && dstPlayer.unitCfgs.has(card.effect + '')) {
if (card.type == CardType.variable_unit && !noMorePet) { if (card.type == CardType.variable_unit && !noMorePet && !noPet) {
result = card; result = card;
break; break;
} else if (effect.type_id == EffectType.skill) { } else if (effect.type_id == EffectType.skill) {