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发表于 2017-7-24 04:43:46 | 显示全部楼层 |阅读模式

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public int enfacehp = 15;
//hp of enemy when your hero is allowed to attack the enemy face with his weaponwithout penalty
敌人的剩余生命,当你的英雄被允许用他的武器攻击敌人的脸,不受惩罚

// weaponOnlyAttackMobsUntilEnfacehp -If your opponent has more HP than enfacehp, then weapons are allowed onlyattack mobs
如果你的对手有更多的HP比我们定义的enfacehp值,那么武器只允许攻击怪物

// 0 - don't attack face until enfacehp(except weapons with 1 Attack)
0 - 不要攻击脸,直到定义的enfacehp值(除了武器攻击力为1)

// 1 - don't attack face until enfacehpif weapon's durability = 1 (if durability > 1 then it's allowed)(exceptweapons with 1 Attack)
1 - 如果武器的耐久度= 1,否则不要攻击脸部,直到定义的enfacehp值(如果耐久性> 1,则允许攻击)(除了具有1次攻击的武器))

// 2 - don't attack face until enfacehp(any weapon)
2 - 不要攻击脸,直到enfacehp(任何武器)

// 3 - don't attack face until enfacehpif weapon's durability = 1 (if durability > 1 then it's allowed)(any weapon)
3 - 如果武器的耐久度= 1,不要攻击脸,直到定义的enfacehp值(如果耐久性> 1,那么允许)(任何武器)

public intweaponOnlyAttackMobsUntilEnfacehp = 0;
public intmaxwide = 3000;
// numer of boards whichare taken to the next deep-lvl
将数字移到下一个深层(???)

public boolplayaround = false;
//play around some enemysaoe-spells
使用对方的一些AOE法术
// these two parameters are valuebetween 0 and 100 (0 <= Your_Value <= 100)
这两个参数是0到100之间的值(0 <= Your_Value<= 100)

public intplayaroundprob = 50;
// probability where theenemy NOT plays the aoe-spell: 100 - enemy never plays aoe-spell, 0 - alwaysuses
敌人不用AOE法术的概率:100 - 敌人永远不会AOE法术,0 - 总是使用

public int playaroundprob2= 80;
// probability where theenemy plays the aoe-spell, and your minions will survive: 100 - always survive,0 - never(survival depends on their real HP)
敌人AOE法术的概率,你的怪生存的概率:100 - 永远存活,0 - 永远死(生存取决于他们真正的HP)

public inttwotsamount = 0;
// number of boards wherethe second AI step is simulated
模拟第二个AI的步骤
public intenemyTurnMaxWide = 40;
// // max number of enemyboards calculated in enemys-first-turn first AI step (lower thanenemyTurnMaxWideSecondStep)
在敌人中,计算出敌方最大的怪(?) - 第一回合AI步骤(低于敌人TurnMaxWideSecondStep)

public intenemyTurnMaxWideSecondStep = 200;
// max number of enemyboards calculated in enemys-first-turn second AI step(higher thanenemyTurnMaxWide)
在敌人中,计算出敌方最大的怪(?) - 第一回合AI步长(高于敌人TurnMaxWide)

public intnextTurnDeep = 6;
//maximum combo-deep inyour second turn (dont change this!)
在你的第二回合的最大组合(不要改变这个)

public intnextTurnMaxWide = 20;
//maximum best boards forcalculation at each step in the second round
第二轮每一步计算最大最佳板

public intnextTurnTotalBoards = 200;
//maximum boardscalculated in second turn simulation
在第二次模拟中计算出最大板数

public int berserkIfCanFinishNextTour = 0;
// 0 - off, 1 - if thereis any chance to kill the enemy through the round, all attacks will be in theface
0- off,1 - 如果有机会通过一轮杀死敌人,所有的攻击都会在脸上

public intalpha = 50;
// weight of the secondturn in calculation (0<= alpha <= 100)
计算第二回合的权重(0 <= alpha <= 100)

public booluseSecretsPlayAround = false;
// playing arround enemys secrets
猜测对方的奥秘(?)

public intplacement = 0;
// 0 - minions areinterleaved by value (..low value - hi value..), 1 - hi val minions along theedges, low val in the center
0 - 通过值交错(..low value-hi value ..),1 - 沿边缘的边缘,中心的低val


//use this only with useExternalProcess= true !!!!
public bool useExternalProcess = false;
// // use external processfor calculations
使用外部进程进行计算

public bool passiveWaiting = false;
// process will waitpassive for external process to finish calculations
进程将等待被动外部进程完成计算

public intImprovedCalculations = 1;
// 0 - disabled(for oldPCs), 1 – enabled
/0 - 禁用(对于旧PC),1 - 启用

public intspeedupLevel = 0;
// 0 - normal speed (the safest - waita***tion), 1 - speed up face attacks, 2 - 1 + speed up attack on minions
0 - 正常速度(最安全 - 等待动画),1 - 加速脸部攻击,2 - 1 +加速攻击仆从

public intadjustActions = 0;
// test!! - reorderactions after calculations: 0 - as calculated (by Default), 1 - AoE first
测试! - 计算后重新排序操作:0 - 按计算(默认),1 - AoE首先

public intprintRules = 0;
//0 - off, 1 – on
(这个我就不翻译了)
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