public static void StartAccountTasks(Account acc) { // Get the server info (on first running the account) if (acc.AccInfo.ServerSpeed == 0 || acc.AccInfo.MapSize == 0) { acc.Tasks.Add(new GetServerInfo() { ExecuteAt = DateTime.MinValue.AddHours(2) }); } if (acc.AccInfo.Tribe == null) { acc.Tasks.Add(new GetTribe() { ExecuteAt = DateTime.MinValue.AddHours(3) }, true); } //FL if (acc.Farming.Enabled) { acc.Tasks.Add(new SendFLs() { ExecuteAt = DateTime.Now }, true); } // Bot sleep acc.Tasks.Add(new Sleep() { ExecuteAt = DateTime.Now + TimeHelper.GetWorkTime(acc), AutoSleep = true }, true); // Access change var nextAccessChange = TimeHelper.GetNextProxyChange(acc); if (nextAccessChange != TimeSpan.MaxValue) { acc.Tasks.Add(new ChangeAccess() { ExecuteAt = DateTime.Now + nextAccessChange }, true); } //research / improve / train troops foreach (var vill in acc.Villages) { //if (vill.Troops.Researched.Count == 0) acc.Tasks.Add( new UpdateTroops() { ExecuteAt = DateTime.Now, vill = vill }); TroopsHelper.ReStartResearchAndImprovement(acc, vill); TroopsHelper.ReStartTroopTraining(acc, vill); BuildingHelper.ReStartBuilding(acc, vill); BuildingHelper.ReStartDemolishing(acc, vill); MarketHelper.ReStartSendingToMain(acc, vill); ReStartCelebration(acc, vill); VillageHelper.SetNextRefresh(acc, vill); if (vill.FarmingNonGold.OasisFarmingEnabled) { acc.Tasks.Add(new AttackOasis() { Vill = vill }, true, vill); } // Remove in later updates! if (vill.Settings.RefreshMin == 0) { vill.Settings.RefreshMin = 30; } if (vill.Settings.RefreshMax == 0) { vill.Settings.RefreshMax = 60; } } // Remove in later updates! if (acc.Hero.Settings.MinUpdate == 0) { acc.Hero.Settings.MinUpdate = 40; } if (acc.Hero.Settings.MaxUpdate == 0) { acc.Hero.Settings.MaxUpdate = 80; } // Hero update info if (acc.Hero.Settings.AutoRefreshInfo) { Random ran = new Random(); acc.Tasks.Add(new HeroUpdateInfo() { ExecuteAt = DateTime.Now.AddMinutes(ran.Next(40, 80)), Priority = Tasks.BotTask.TaskPriority.Low }); } }
/// <summary> /// Gets time for next build event. This depends on how long the current building takes /// </summary> /// <param name="vill">Village</param> /// <returns>Time for next build</returns> private static DateTime GetNextBuildTime(Account acc, Village vill) { var dur = vill.Build.CurrentlyBuilding.First().Duration; return(TimeHelper.RanDelay(acc, dur, 20)); }
/// <summary> /// If there are enough resources, return TimeSpan(0) /// Otherwise calculate how long it will take to get enough resources and transit res from /// main village, if we have that enabled. Return the one that takes less time. /// DateTime for usage in nextExecution time /// </summary> /// <param name="acc">Account</param> /// <param name="vill">(target) Village</param> /// <param name="requiredRes">Resources required</param> /// <param name="task">Bot task that doesn't have enough resources</param> /// <param name="buildingTask">Potential building task</param> /// <returns>When next village update should occur</returns> private static DateTime?NewUnfinishedTask(Account acc, Village vill, Resources requiredRes, BotTask task, BuildingTask buildingTask = null) { var stillNeededRes = SubtractResources(requiredRes.ToArray(), vill.Res.Stored.Resources.ToArray(), true); // Whether we have enough resources. This should already be checked before calling this method! if (IsZeroResources(stillNeededRes)) { ResSpendingHelper.AddUnfinishedTask(vill, task, requiredRes); return(DateTime.Now); } acc.Logger.Warning($"Not enough resources for the task {task.GetName()}! Needed {requiredRes}. Bot will try finish the task later"); if (IsStorageTooLow(acc, vill, requiredRes)) { acc.Logger.Warning($"Storage is too low."); ResSpendingHelper.AddUnfinishedTask(vill, task, requiredRes); return(null); } // Try to use hero resources first if (vill.Settings.UseHeroRes && acc.AccInfo.ServerVersion == ServerVersionEnum.T4_5) // Only T4.5 has resources in hero inv { var heroRes = HeroHelper.GetHeroResources(acc); // If we have some hero resources, we should use those first if (!IsZeroResources(heroRes)) { var heroEquipTask = UseHeroResources(acc, vill, ref stillNeededRes, heroRes, buildingTask); // If we have enough hero res for our task, execute the task // right after hero equip finishes if (IsZeroResources(SubtractResources(stillNeededRes, heroRes, true))) { heroEquipTask.NextTask = task; return(null); } } } ResSpendingHelper.AddUnfinishedTask(vill, task, requiredRes); // When will we have enough resources from production DateTime enoughRes = TimeHelper.EnoughResToUpgrade(vill, stillNeededRes); var mainVill = AccountHelper.GetMainVillage(acc); if (mainVill == vill) { return(enoughRes); } DateTime resTransit = MarketHelper.TransitResourcesFromMain(acc, vill); if (resTransit < enoughRes) { enoughRes = resTransit; } if (enoughRes < DateTime.Now) { return(DateTime.Now); } return(enoughRes); }