IEnumerable <int> FindAirDefenses() { airDefenses = AirDefense.Find(); //After finding air Defenses, Sort them. if (airDefenses.Length > 1) { //Now that we found all Air Defenses, order them in the array with closest AD to Target first. Array.Sort(airDefenses, delegate(AirDefense ad1, AirDefense ad2) { return(HumanLikeAlgorithms.DistanceFromPoint(ad1, mainTarget.DeployGrunts) .CompareTo(HumanLikeAlgorithms.DistanceFromPoint(ad2, mainTarget.DeployGrunts))); }); } else { Log.Error($"{Tag} Somehow no air defenses were found in Attack Phase. - Surrender."); surrender = true; yield break; } }
IEnumerable <int> FindMainTarget() { if ((UserSettings.DeadSearch.MinDarkElixir == 0 && Opponent.IsDead()) || (UserSettings.ActiveSearch.MinDarkElixir == 0 && !Opponent.IsDead())) { //Trophy Push Mode! Log.Warning($"{Tag} Min Dark Elixir Setting = 0 - Trophy Push Mode - Target Town Hall Instead of Dark Elixir Storage."); var townHall = TownHall.Find(); //start with Cached.. usually always works. for (int i = 1; i < 11; i++) { if (townHall != null) { break; } Log.Warning($"{Tag} Town Hall Cannot be found. Attempt:{i} Retrying to Find Town Hall..."); //Somehow Town Hall is not found... (Mabye Hero Walked in Front of it?) yield return(1000); //Wait a little between each try townHall = TownHall.Find(CacheBehavior.ForceScan); //Scan again - up to 10 times untill its found. } if (townHall == null) { Log.Error($"{Tag} Town Hall Cannot be found in Attack Phase after 10 attempts! - Targeting the CENTER of the Map instead."); TargetPoint(HumanLikeAlgorithms.Origin); } else { TargetPoint(townHall.Location.GetCenter()); Log.Info($"{Tag} Town Hall targeted successfully."); } } else { mainTarget = HumanLikeAlgorithms.TargetDarkElixirStorage(); for (int i = 1; i < 11; i++) { if (mainTarget.ValidTarget) { break; } Log.Warning($"{Tag} Dark Elixir Storage Cannot be found. Attempt:{i} Retrying to Find DE Storage..."); //Somehow DE Storage is not found on the rescan... (Mabye Hero Walked in Front of it on Rescan?) yield return(1000); //Wait a little between each try mainTarget = HumanLikeAlgorithms.TargetDarkElixirStorage(CacheBehavior.ForceScan); //Scan again - up to 10 times untill its found. } //If DE Storage is STILL not valid... Use the Center of the Map!. if (!mainTarget.ValidTarget) { Log.Error($"{Tag} Dark Elixir Storage Cannot be found in Attack Phase after 10 attempts! - Targeting the CENTER of the Map instead."); TargetPoint(HumanLikeAlgorithms.Origin); } else { Log.Info($"{Tag} Dark Elixir Storage targeted successfully."); } } //Create the Funnel Points deFunnelPoints = mainTarget.GetFunnelingPoints(30); balloonFunnelPoints = mainTarget.GetFunnelingPoints(20); }
public override IEnumerable <int> AttackRoutine() { Log.Info($"{Tag}Deploy start - V.{Assembly.GetExecutingAssembly().GetName().Version.ToString()}"); Log.Debug($"{Tag}Attack Identifier: [{AttackId}] - (Links Debug Images to Log File)"); var attackStartTime = DateTime.UtcNow; //Write out all the Current Algorithm Settings... var settings = $"{Tag}Current Custom Settings Values:{Environment.NewLine}"; foreach (var setting in AllCurrentSettings) { settings += $"{setting.InstanceType} Setting - '{setting.Name}' Value: {setting.Value}{Environment.NewLine}"; } Log.Debug(settings); var waveCounter = 1; //Check if we can snipe the town hall, and if so, what are the Deployment points for Gruns/Ranged. TownHall townHall = TownHall.Find(CacheBehavior.Default); Target townHallTarget = townHall.GetSnipeDeployPoints(); // Get starting resources LootResources preLoot = Opponent.GetAvailableLoot(); if (preLoot == null) { Log.Error($"{Tag}Could not read available starting loot"); Attack.Surrender(); yield break; } Log.Info($"{Tag}Pre-attack resources - G: {preLoot.Gold}, E: {preLoot.Elixir}, DE: {preLoot.DarkElixir}"); var collectorCacheBehavior = CacheBehavior.ForceScan; var collectorCount = 0; var acceptableTargetRange = CurrentSetting("Acceptable Target Range"); acceptableTargetRange = acceptableTargetRange * acceptableTargetRange; var activeBase = !Opponent.IsDead(); var clanCastleDeployed = false; bool watchHeroes = false; bool kingDeployed = false; bool queenDeployed = false; bool wardenDeployed = false; // Loop until surrender conditions are met while (true) { // Get all the units available Log.Info($"{Tag}Scanning troops for wave {waveCounter}"); var allElements = Attack.GetAvailableDeployElements(); var deployElements = allElements.Where(x => x.UnitData != null).ToArray(); var rangedUnits = deployElements.Where(x => x.IsRanged == true && x.ElementType == DeployElementType.NormalUnit && x.UnitData.AttackType == AttackType.Damage); IEnumerable <DeployElement> gruntUnits = null; IEnumerable <DeployElement> tankUnits = null; if (CurrentSetting("Use Valkyries as Tanks") == 0) { gruntUnits = deployElements.Where(x => x.IsRanged == false && x.ElementType == DeployElementType.NormalUnit && x.UnitData.AttackType == AttackType.Damage); tankUnits = deployElements.Where(x => x.IsRanged == false && x.ElementType == DeployElementType.NormalUnit && x.UnitData.AttackType == AttackType.Tank); } else { //Reclassify Valks as Tanks! gruntUnits = deployElements.Where(x => x.IsRanged == false && x.ElementType == DeployElementType.NormalUnit && x.UnitData.AttackType == AttackType.Damage && x.Id != DeployId.Valkyrie); tankUnits = deployElements.Where(x => (x.IsRanged == false && x.ElementType == DeployElementType.NormalUnit && x.UnitData.AttackType == AttackType.Tank) || x.Id == DeployId.Valkyrie); } List <DeployElement> king = allElements.Where(x => x.IsHero && x.Name.ToLower().Contains("king")).ToList(); List <DeployElement> queen = allElements.Where(x => x.IsHero && x.Name.ToLower().Contains("queen")).ToList(); List <DeployElement> warden = allElements.Where(x => x.IsHero && x.Name.ToLower().Contains("warden")).ToList(); List <DeployElement> allHeroes = new List <DeployElement>(); allHeroes.AddRange(king); allHeroes.AddRange(queen); allHeroes.AddRange(warden); //Write out all the unit pretty names we found... Log.Debug($"{Tag}Deployable Troops (wave {waveCounter}): {ToUnitString(allElements)}"); var outputDebugImage = (CurrentSetting("Debug Mode") == 1); double avgFillState = 0; double avgCollectorLvl = 0; //First time through force a Scan... after the first wave always recheck for Destroyed ones... Target[] targets = HumanLikeAlgorithms.GenerateTargets(algorithmName, acceptableTargetRange, IgnoreGold, IgnoreElixir, AttackId, out avgFillState, out avgCollectorLvl, collectorCacheBehavior, outputDebugImage, activeBase); collectorCount = targets.Length; Target reminderTarget = null; if (collectorCount > 0) { reminderTarget = targets[0]; } //Reorder the Deploy points so they look more human like when attacking. var groupedTargets = targets.ReorderToClosestNeighbor().GroupCloseTargets(); collectorCacheBehavior = CacheBehavior.CheckForDestroyed; if (collectorCount < 1) { Log.Info($"{Tag}Collectors Remaining = {collectorCount} - Deployment Done. Exiting Attack Loop."); break; } int meleCount = 0; int rangedCount = 0; int tankCount = 0; if (CurrentSetting("Deploy All Troops Mode") == 0) { //Determine Counts of each type of unit to use... meleCount = CurrentSetting("Ground Units Per Target"); rangedCount = CurrentSetting("Ranged Units Per Target"); tankCount = CurrentSetting("Tank Units Per Target"); } else { //Get the total count of Valid Targets. (Including Town Hall if there is one.) int totalTargetCount = targets.Length; if (townHallTarget.ValidTarget) { totalTargetCount++; } //Will be the largest int without remainder. meleCount = gruntUnits.TotalUnitCount() / totalTargetCount; rangedCount = rangedUnits.TotalUnitCount() / totalTargetCount; tankCount = tankUnits.TotalUnitCount() / totalTargetCount; //Make sure if there are less than 1 per target, but still more than zero. set to 1. if (tankCount <= 0 && tankUnits.TotalUnitCount() > 0) { tankCount = 1; } if (rangedCount <= 0 && rangedUnits.TotalUnitCount() > 0) { rangedCount = 1; } if (meleCount <= 0 && gruntUnits.TotalUnitCount() > 0) { meleCount = 1; } } if (townHallTarget.ValidTarget) { //Drop some Grunt and Ranged troups on the TH as well as collectors. //If there are Teslas around it, oh well. we only spent 9-12 units of each type trying. if (gruntUnits.Any()) { Log.Info($"{Tag}TH Snipe Dead {meleCount} Grunts Near: X:{townHallTarget.DeployGrunts.X} Y:{townHallTarget.DeployGrunts.Y}"); foreach (var t in Deploy.AtPoints(gruntUnits.FilterTypesByCount(), townHallTarget.DeployGrunts.RandomPointsInArea(_thDeployRadius, meleCount), 1)) { yield return(t); } yield return(Rand.Int(300, 500)); //Wait } if (rangedUnits.Any()) { Log.Info($"{Tag}TH Snipe Dead {rangedCount} Ranged Near: X:{townHallTarget.DeployRanged.X} Y:{townHallTarget.DeployRanged.Y}"); foreach (var t in Deploy.AtPoints(rangedUnits.FilterTypesByCount(), townHallTarget.DeployRanged.RandomPointsInArea(_thDeployRadius, rangedCount), 1)) { yield return(t); } yield return(Rand.Int(300, 500)); //Wait } if (UserSettings.UseClanTroops) { var clanCastle = allElements.FirstOrDefault(u => u.ElementType == DeployElementType.ClanTroops); clanCastleDeployed = true; if (clanCastle?.Count > 0) { Log.Info($"{Tag}Deploying Clan Castle Near Town Hall"); foreach (var t in Deploy.AtPoint(clanCastle, townHallTarget.DeployRanged, clanCastle.Count)) { yield return(t); } } else { Log.Info($"{Tag}No Clan Castle Troops found to Deploy on Town Hall..."); } } //Only do this once. townHallTarget.ValidTarget = false; } //Determine the index of the 1st and 2nd largest set of targets all in a row. var largestSetIndex = -1; int largestSetCount = 0; var secondLargestSetIndex = -1; int secondLargestSetCount = 0; for (int i = 0; i < groupedTargets.Count; i++) { if (groupedTargets[i].Length > largestSetCount) { secondLargestSetCount = largestSetCount; secondLargestSetIndex = largestSetIndex; largestSetCount = groupedTargets[i].Length; largestSetIndex = i; } else if (groupedTargets[i].Length > secondLargestSetCount) { secondLargestSetCount = groupedTargets[i].Length; secondLargestSetIndex = i; } } Log.Info($"{Tag}{groupedTargets.Count} Target Groups, Largest has {largestSetCount} targets, Second Largest {secondLargestSetCount} targets."); if (largestSetCount <= 1) { Log.Info($"{Tag}No group of two or more targets found - Skipping deploy of Heros & Clan Castle."); } //Deploy Barch Units - In Groups on Sets of collectors that are close together. for (int p = 0; p < groupedTargets.Count; p++) { //Deploy Tanks on the Set of Targets. (If any exist) for (int i = 0; i < groupedTargets[p].Length; i++) { var gruntDeployPoint = groupedTargets[p][i].DeployGrunts; //First Deploy tanks if (tankUnits.Any()) { Log.Debug($"{Tag}Deploying {tankCount} Tank Units on {groupedTargets[p][i].Name} {p + 1}-{i}"); foreach (var t in Deploy.AtPoints(tankUnits.FilterTypesByCount(), gruntDeployPoint.RandomPointsInArea(_collectorDeployRadius, tankCount), 1)) { yield return(t); } yield return(Rand.Int(10, 40)); //Wait } } if (gruntUnits.Any()) { //Pause inbetween switching units. yield return(Rand.Int(90, 100)); //Wait } //Deploy Grunts on the Set of Targets. for (int i = 0; i < groupedTargets[p].Length; i++) { var gruntDeployPoint = groupedTargets[p][i].DeployGrunts; //Next Deploy Ground troops if (gruntUnits.Any()) { Log.Debug($"{Tag}Deploying {meleCount} Ground Units on {groupedTargets[p][i].Name} {p + 1}-{i}"); foreach (var t in Deploy.AtPoints(gruntUnits.FilterTypesByCount(), gruntDeployPoint.RandomPointsInArea(_collectorDeployRadius, meleCount), 1)) { yield return(t); } yield return(Rand.Int(10, 40)); //Wait } } if (rangedUnits.Any()) { //Pause inbetween switching units. yield return(Rand.Int(90, 100)); //Wait } //Deploy Ranged units on same set of Targets. for (int i = 0; i < groupedTargets[p].Length; i++) { var rangedDeployPoint = groupedTargets[p][i].DeployRanged; if (rangedUnits.Any()) { Log.Debug($"{Tag}Deploying {rangedCount} Ranged Units on {groupedTargets[p][i].Name} {p + 1}-{i}"); foreach (var t in Deploy.AtPoints(rangedUnits.FilterTypesByCount(), rangedDeployPoint.RandomPointsInArea(_collectorDeployRadius, rangedCount), 1)) { yield return(t); } yield return(Rand.Int(40, 50)); //Wait } } if (largestSetIndex == p && largestSetCount >= 2 && waveCounter == 1) { //We are currently deploying to the largest set of Targets - AND its a set of 2 or more. //Preferrably Drop All Heros on this set (2nd Target in the set.) reminderTarget = groupedTargets[p][1]; if (!clanCastleDeployed && UserSettings.UseClanTroops) { var clanCastle = allElements.FirstOrDefault(u => u.ElementType == DeployElementType.ClanTroops); if (clanCastle?.Count > 0) { Log.Info($"{Tag}Deploying Clan Castle on Largest set of Targets: {largestSetCount} targets."); foreach (var t in Deploy.AtPoint(clanCastle, groupedTargets[p][1].DeployRanged, clanCastle.Count)) { yield return(t); } } else { Log.Info($"{Tag}No Clan Castle Troops found to Deploy..."); } clanCastleDeployed = true; } if (UserSettings.UseKing && king.Any() && !kingDeployed) { yield return(Rand.Int(90, 100)); //Wait before dropping King Log.Info($"{Tag}Deploying King on largest set of targets: {largestSetCount} targets."); foreach (var t in Deploy.AtPoint(king[0], groupedTargets[p][1].DeployGrunts)) { yield return(t); } yield return(Rand.Int(200, 500)); //Wait kingDeployed = true; watchHeroes = true; } if (UserSettings.UseQueen && queen.Any() && !queenDeployed) { yield return(Rand.Int(90, 100)); //Wait before dropping Queen Log.Info($"{Tag}Deploying Queen on largest set of targets: {largestSetCount} targets."); foreach (var t in Deploy.AtPoint(queen[0], groupedTargets[p][1].DeployRanged)) { yield return(t); } yield return(Rand.Int(200, 500)); //Wait queenDeployed = true; watchHeroes = true; } if (UserSettings.UseWarden && warden.Any() && !wardenDeployed) { Log.Info($"{Tag}Deploying Warden on largest set of targets: {largestSetCount} targets."); foreach (var t in Deploy.AtPoint(warden[0], groupedTargets[p][1].DeployRanged)) { yield return(t); } yield return(Rand.Int(200, 500)); //Wait wardenDeployed = true; watchHeroes = true; } //Now that the first round of deploying is done, watch any heros if necessary. if (watchHeroes) { //Watch Heros and Hit ability when they get low. Log.Info($"{Tag}Watching heros to activate abilities when health gets Low."); Deploy.WatchHeroes(allHeroes); watchHeroes = false; //Only do this once through the loop. } } yield return(Rand.Int(90, 100)); //Wait before switching units back to Grutns and deploying on next set of targets. } //If Deploy ALL Troops is turned on, if (CurrentSetting("Deploy All Troops Mode") == 1 && reminderTarget != null) { //Deploy the Reminder of troops on the LARGEST Group of targets. //First Deploy tanks foreach (var units in tankUnits) { if (units?.Count > 0) { Log.Debug($"{Tag}Deploying Reminder of {units.PrettyName} Tank Units ({units.Count}) on {reminderTarget.Name}"); foreach (var t in Deploy.AtPoint(units, reminderTarget.DeployGrunts, units.Count)) { yield return(t); } yield return(Rand.Int(2000, 3000)); //Wait } } //Next Deploy Grunts foreach (var units in gruntUnits) { if (units?.Count > 0) { Log.Debug($"{Tag}Deploying Reminder of {units.PrettyName} Mele Units ({units.Count}) on {reminderTarget.Name}"); foreach (var t in Deploy.AtPoint(units, reminderTarget.DeployGrunts, units.Count)) { yield return(t); } yield return(Rand.Int(100, 200)); //Wait } } //Next Deploy Ranged foreach (var units in rangedUnits) { if (units?.Count > 0) { Log.Debug($"{Tag}Deploying Reminder of {units.PrettyName} Ranged Units ({units.Count}) on {reminderTarget.Name}"); foreach (var t in Deploy.AtPoint(units, reminderTarget.DeployRanged, units.Count)) { yield return(t); } yield return(Rand.Int(100, 200)); //Wait } } //There is only ONE wave in Deploy all troops mode... break; } //wait a random number of seconds before the next round on all Targets... yield return(Rand.Int(5000, 7000)); // Get starting resources, cache needs to be false to force a new check LootResources postLoot = Opponent.GetAvailableLoot(false); if (postLoot == null) { Log.Warning($"{Tag}could not read available loot this wave"); postLoot = new LootResources() { Gold = -1, Elixir = -1, DarkElixir = -1 }; } Log.Info($"{Tag}Wave {waveCounter} resources - G: {postLoot.Gold}, E: {postLoot.Elixir}, DE: {postLoot.DarkElixir}"); int newGold = preLoot.Gold - postLoot.Gold; int newElixir = preLoot.Elixir - postLoot.Elixir; int newDark = preLoot.DarkElixir - postLoot.DarkElixir; Log.Info($"{Tag}Wave {waveCounter} resource diff - G: {newGold}, E: {newElixir}, DE: {newDark}, Collectors: {collectorCount}"); //Check to see if we are getting enough Resources... if (postLoot.Gold + postLoot.Elixir + postLoot.DarkElixir >= 0) { if (newGold + newElixir < 3000 * collectorCount) { Log.Info($"{Tag}Stopping Troop Deployment because gained resources isn't enough"); break; } preLoot = postLoot; } waveCounter++; } if (CurrentSetting("Debug Mode") == 1) { Log.Debug($"{Tag}Deployment End. Taking last debug Screenshot."); HumanLikeAlgorithms.SaveBasicDebugScreenShot(algorithmName, AttackId, "Battle End"); } //We broke out of the attack loop - allow attack to end how specified in the General Bot Settings... Log.Info($"{Tag} <<<<<< End of Human Barch Algorithm >>>>>>"); }
public override double ShouldAccept() { bool accept = true; // check if the base meets ALL the user's requirements if (!PassesBasicAcceptRequirements()) { if (!Opponent.IsForcedAttack) { return(0); } } //Check to see if the settings are favoring Gold or Elixir... IgnoreGold = (CurrentSetting("Ignore Gold") == 1); IgnoreElixir = (CurrentSetting("Ignore Elixir") == 1); var minTargets = CurrentSetting("Minimum Exposed Targets"); //If ignoring Gold, Reduce the min required targets by half. if (IgnoreGold) { Log.Info($"{Tag}Ignoring Gold Storages/Collectors"); } //If ignoring Gold, Reduce the min required targets by half. if (IgnoreElixir) { Log.Info($"{Tag}Ignoring Elixir Storages/Collectors"); } var acceptableTargetRange = CurrentSetting("Acceptable Target Range"); acceptableTargetRange = acceptableTargetRange * acceptableTargetRange; int ripeCollectors = 0; double avgfillState = 0; double avgCollectorLvel = 0; var activeBase = !Opponent.IsDead(); //Check how many Collectors are Ripe for the taking (outside walls) ripeCollectors = HumanLikeAlgorithms.CountRipeCollectors(algorithmName, acceptableTargetRange, IgnoreGold, IgnoreElixir, AttackId, out avgfillState, out avgCollectorLvel, CacheBehavior.Default, activeBase); if (activeBase) { var minFillLevel = (double)(CurrentSetting("Min Collector Fill Level")); if (Opponent.IsForcedAttack) { Log.Info($"{Tag}Forced Attack! Actual Fillstate: {(avgfillState * 10).ToString("F1")} Normal FillState Req: {minFillLevel}."); } else if ((avgfillState * 10) < minFillLevel) { //FillState is too Low. Skip Log.Warning($"{Tag}Skipping - Avg fillstate is too low: {(avgfillState * 10).ToString("F1")}. Must be > {minFillLevel}."); accept = false; } else { Log.Info($"{Tag}Avg Collector Fillstate Accepted: {(avgfillState * 10).ToString("F1")} > {minFillLevel}."); } var minAvgCollectorLevel = CurrentSetting("Min Average Collector Level"); if (Opponent.IsForcedAttack) { Log.Info($"{Tag}Forced Attack! Avg Collector Level: {avgCollectorLvel.ToString("F1")} Normal Collector Lvl Req: {minAvgCollectorLevel}."); } else if (avgCollectorLvel < minAvgCollectorLevel && accept) { //Level of Collectors is too low. Log.Warning($"{Tag}Skipping - Avg Collector Level is too low: {avgCollectorLvel.ToString("F1")}. Must be > {minAvgCollectorLevel}."); accept = false; } else if (accept) { Log.Info($"{Tag}Avg Collector Level Accepted: {avgCollectorLvel.ToString("F1")} > {minAvgCollectorLevel}."); } } else { //Log some info about the AvgCollectorLevel and Fill State Log.Info($"{Tag}Avg Collector Fillstate: {(avgfillState * 10).ToString("F1")}"); Log.Info($"{Tag}Avg Collector Level: {avgCollectorLvel.ToString("F1")}"); } if (Opponent.IsForcedAttack) { Log.Info($"{Tag}Forced Attack! {ripeCollectors} targets found outside walls. Normal Min={minTargets}"); } else if (ripeCollectors < minTargets && accept) { Log.Warning($"{Tag}Skipping - {ripeCollectors} targets were found outside the wall. Min={minTargets}"); accept = false; } else if (accept) { Log.Debug($"{Tag}{ripeCollectors} targets found outside walls. Min={minTargets}"); } double returnVal = 0; if (accept || Opponent.IsForcedAttack) { returnVal = .99; } return(returnVal); }
public override double ShouldAccept() { int returnVal = 0; // check if the base meets ALL the user's requirements if (!Opponent.MeetsRequirements(BaseRequirements.All)) { return(0); } //Check if the base is dead. if (Opponent.IsDead(true)) { //Check to see if the settings are favoring Gold or Elixir.. (if a resource is set to ZERO, Ignore that resource when searching for targets) if (!UserSettings.DeadSearch.NeedsOnlyOneRequirementForAttack) { IgnoreGold = (UserSettings.DeadSearch.MinGold == 0); IgnoreElixir = (UserSettings.DeadSearch.MinElixir == 0); } var minTargets = _minimumExposedTargets; //If ignoring Gold, Reduce the min required targets by half. if (IgnoreGold) { Log.Info($"[Human Barch] Minimum Gold = 0 - Ignoring Gold Storages/Collectors"); minTargets = (int)Math.Floor(Convert.ToDouble(minTargets) / 2d); } //If ignoring Gold, Reduce the min required targets by half. if (IgnoreElixir) { Log.Info($"[Human Barch] Minimum Elixir = 0 - Ignoring Elixir Storages/Collectors"); minTargets = (int)Math.Floor(Convert.ToDouble(minTargets) / 2d);; } if (minTargets == 0) { minTargets = 1; //if Gold AND Elixir are Ignored, there should be at least 1 target (DE) in order to attack. } //Check how many Collectors are Ripe for the taking (outside walls) int ripeCollectors = HumanLikeAlgorithms.CountRipeCollectors(_minimumDistanceToCollectors, IgnoreGold, IgnoreElixir); Log.Info($"[Human Barch] {ripeCollectors} targets found outside walls. Min={minTargets}"); if (ripeCollectors < minTargets) { Log.Info($"[Human Barch] Skipping - {ripeCollectors} targets were found outside the wall. Min={minTargets}"); returnVal = 0; } else { return(1); } } else { //Check to see if the settings are favoring Gold or Elixir.. (if a resource is set to ZERO, Ignore that resource when searching for targets) if (!UserSettings.ActiveSearch.NeedsOnlyOneRequirementForAttack) { IgnoreGold = (UserSettings.ActiveSearch.MinGold == 0); IgnoreElixir = (UserSettings.ActiveSearch.MinElixir == 0); } TownHall townHall = TownHall.Find(CacheBehavior.Default); if (townHall.CanSnipe()) { //The TH is positioned so we might be able to snipe it. Log.Info($"[Human Barch] Sniping Active Town Hall!"); return(1); } else { Log.Info($"[Human Barch] Skipping Active Base, TH is not Snipable."); //This is a live base, and we can't snipe the TH. Ignore the Loot Requirements, and always Skip. returnVal = 0; } } return(returnVal); }
public override IEnumerable <int> AttackRoutine() { Log.Info($"[Human Barch] Deploy start - V.{Assembly.GetExecutingAssembly().GetName().Version.ToString()}"); var waveCounter = 1; //Check if we can snipe the town hall, and if so, what are the Deployment points for Gruns/Ranged. TownHall townHall = TownHall.Find(CacheBehavior.Default); Target townHallTarget = townHall.GetSnipeDeployPoints(); // Get starting resources LootResources preLoot = Opponent.GetAvailableLoot(); if (preLoot == null) { Log.Error("[Human Barch] Could not read available starting loot"); Attack.Surrender(); yield break; } Log.Info($"[Human Barch] Pre-attack resources - G: {preLoot.Gold}, E: {preLoot.Elixir}, DE: {preLoot.DarkElixir}"); var collectorCacheBehavior = CacheBehavior.Default; var collectorCount = 0; var isDead = Opponent.IsDead(true); // Loop until surrender conditions are met while (true) { // Get all the units available Log.Info($"[Human Barch] Scanning troops for wave {waveCounter}"); var allElements = Attack.GetAvailableDeployElements(); var deployElements = allElements.Where(x => x.UnitData != null).ToArray(); var rangedUnits = deployElements.Where(x => x.IsRanged == true && x.ElementType == DeployElementType.NormalUnit && x.UnitData.AttackType == AttackType.Damage); var gruntUnits = deployElements.Where(x => x.IsRanged == false && x.ElementType == DeployElementType.NormalUnit && x.UnitData.AttackType == AttackType.Damage); List <DeployElement> king = allElements.Where(x => x.IsHero && x.Name.ToLower().Contains("king")).ToList(); List <DeployElement> queen = allElements.Where(x => x.IsHero && x.Name.ToLower().Contains("queen")).ToList(); List <DeployElement> allHeroes = new List <DeployElement>(); allHeroes.AddRange(king); allHeroes.AddRange(queen); bool watchHeroes = false; //Dont Deploy any Tank Units... even if we have them. if (!isDead) { if (townHallTarget.ValidTarget) { //Before we enter the main attack routine... If there is an exposed TH, Snipe it. //If there are Teslas around it, oh well. we only spent 9-12 units of each type trying. if (gruntUnits.Any()) { var gruntsToDeploy = Rand.Int(5, 15); Log.Info($"[Human Barch] Sniping Town Hall {gruntsToDeploy} Grunts Near: X:{townHallTarget.DeployGrunts.X} Y:{townHallTarget.DeployGrunts.Y}"); foreach (var t in Deploy.AtPoints(gruntUnits.FilterTypesByCount(), townHallTarget.DeployGrunts.RandomPointsInArea(_thDeployRadius, gruntsToDeploy), 1, Rand.Int(10, 40), Rand.Int(10, 40))) { yield return(t); } //Wait almost a second yield return(Rand.Int(300, 500)); //Wait } if (rangedUnits.Any()) { var rangedToDeploy = Rand.Int(5, 15); Log.Info($"[Human Barch] Sniping Town Hall {rangedToDeploy} Ranged Near: X:{townHallTarget.DeployRanged.X} Y:{townHallTarget.DeployRanged.Y}"); foreach (var t in Deploy.AtPoints(rangedUnits.FilterTypesByCount(), townHallTarget.DeployRanged.RandomPointsInArea(_thDeployRadius, rangedToDeploy), 1, Rand.Int(10, 40), Rand.Int(10, 40))) { yield return(t); } //Wait almost a second yield return(Rand.Int(300, 500)); //Wait } //If we dont have a star yet, Drop the King... if (!Attack.HaveAStar()) { if (UserSettings.UseKing && king.Any()) { Log.Info($"[Human Barch] Deploying King at: X:{townHallTarget.DeployGrunts.X} Y:{townHallTarget.DeployGrunts.Y}"); foreach (var t in Deploy.AtPoint(king[0], townHallTarget.DeployGrunts)) { yield return(t); } yield return(Rand.Int(900, 1000)); //Wait watchHeroes = true; } //Deploy the Queen if (UserSettings.UseQueen && queen.Any()) { Log.Info($"[Human Barch] Deploying Queen at: X:{townHallTarget.DeployRanged.X} Y:{townHallTarget.DeployRanged.Y}"); foreach (var t in Deploy.AtPoint(queen[0], townHallTarget.DeployRanged)) { yield return(t); } yield return(Rand.Int(900, 1000)); //Wait watchHeroes = true; } if (watchHeroes) { //Watch Heros and Hit ability when they get low. Deploy.WatchHeroes(allHeroes); watchHeroes = false; //Only do this once through the loop. } } //Only try once to snipe the town hall when deploying waves. townHallTarget.ValidTarget = false; } } else { //First time through use cached... after the first wave always recheck for Destroyed ones... Target[] targets = HumanLikeAlgorithms.GenerateTargets(_minimumAttackDistanceToCollectors, IgnoreGold, IgnoreElixir, collectorCacheBehavior); collectorCount = targets.Length; //Reorder the Deploy points so they look more human like when attacking. var groupedTargets = targets.ReorderToClosestNeighbor().GroupCloseTargets(); collectorCacheBehavior = CacheBehavior.CheckForDestroyed; if (collectorCount < 1) { Log.Info($"[Human Barch] Surrendering - Collectors Remaining = {collectorCount}"); // Wait for the wave to finish Log.Info("[Human Barch] Deploy done. Waiting to finish..."); var x = Attack.WatchResources(10d).Result; break; } if (townHallTarget.ValidTarget) { //Drop some Grunt and Ranged troups on the TH as well as collectors. //If there are Teslas around it, oh well. we only spent 9-12 units of each type trying. if (gruntUnits.Any()) { var gruntsToDeploy = Rand.Int(4, 6); Log.Info($"[Human Barch] + TH Snipe Dead {gruntsToDeploy} Grunts Near: X:{townHallTarget.DeployGrunts.X} Y:{townHallTarget.DeployGrunts.Y}"); foreach (var t in Deploy.AtPoints(gruntUnits.FilterTypesByCount(), townHallTarget.DeployGrunts.RandomPointsInArea(_thDeployRadius, gruntsToDeploy), 1, Rand.Int(10, 40), Rand.Int(10, 40))) { yield return(t); } yield return(Rand.Int(300, 500)); //Wait } if (rangedUnits.Any()) { var rangedToDeploy = Rand.Int(4, 6); Log.Info($"[Human Barch] + TH Snipe Dead {rangedToDeploy} Ranged Near: X:{townHallTarget.DeployRanged.X} Y:{townHallTarget.DeployRanged.Y}"); foreach (var t in Deploy.AtPoints(rangedUnits.FilterTypesByCount(), townHallTarget.DeployRanged.RandomPointsInArea(_thDeployRadius, rangedToDeploy), 1, Rand.Int(10, 40), Rand.Int(10, 40))) { yield return(t); } yield return(Rand.Int(300, 500)); //Wait } //Only do this once. townHallTarget.ValidTarget = false; } //Determine the index of the 1st and 2nd largest set of targets all in a row. var largestSetIndex = -1; int largestSetCount = 0; var secondLargestSetIndex = -1; int secondLargestSetCount = 0; for (int i = 0; i < groupedTargets.Count; i++) { if (groupedTargets[i].Length > largestSetIndex) { secondLargestSetCount = largestSetCount; secondLargestSetIndex = largestSetIndex; largestSetCount = groupedTargets[i].Length; largestSetIndex = i; } else if (groupedTargets[i].Length > secondLargestSetIndex) { secondLargestSetCount = groupedTargets[i].Length; secondLargestSetIndex = i; } } Log.Info($"[Human Barch] {groupedTargets.Count} Target Groups, Largest has {largestSetCount} targets, Second Largest {secondLargestSetCount} targets."); //Deploy Barch Units - In Groups on Sets of collectors that are close together. for (int p = 0; p < groupedTargets.Count; p++) { //Deploy Grunts on the Set of Targets. for (int i = 0; i < groupedTargets[p].Length; i++) { var gruntDeployPoint = groupedTargets[p][i].DeployGrunts; if (gruntUnits.Any()) { int decreaseFactor = 0; if (i > 0) { decreaseFactor = (int)Math.Ceiling(i / 2d); } var gruntsAtCollector = (Rand.Int(6, 8) - decreaseFactor); Log.Info($"[Human Barch] {gruntsAtCollector} Grunts Around Point: X:{gruntDeployPoint.X} Y:{gruntDeployPoint.Y}"); foreach (var t in Deploy.AtPoints(gruntUnits.FilterTypesByCount(), gruntDeployPoint.RandomPointsInArea(_collectorDeployRadius, gruntsAtCollector), 1, Rand.Int(10, 40))) { yield return(t); } yield return(Rand.Int(10, 40)); //Wait } } //Pause inbetween switching units. yield return(Rand.Int(90, 100)); //Wait if (secondLargestSetIndex == p && secondLargestSetCount >= 3) { //We are currently deploying to the 2nd largest set of Targets - AND its a set of 3 or more. //Drop the King on the 2nd Target in the set. if (UserSettings.UseKing && king.Any()) { Log.Info($"[Human Barch] Deploying King at: X:{groupedTargets[p][1].DeployGrunts.X} Y:{groupedTargets[p][1].DeployGrunts.Y}"); foreach (var t in Deploy.AtPoint(king[0], groupedTargets[p][1].DeployGrunts)) { yield return(t); } yield return(Rand.Int(900, 1000)); //Wait watchHeroes = true; } } if (largestSetIndex == p && largestSetCount >= 3) { //We are currently deploying to the largest set of Targets - AND its a set of 3 or more. //Drop the Queen on the 2nd Target in the set. if (UserSettings.UseQueen && queen.Any()) { yield return(Rand.Int(90, 100)); //Wait before dropping Queen Log.Info($"[Human Barch] Deploying Queen at: X:{groupedTargets[p][1].DeployRanged.X} Y:{groupedTargets[p][1].DeployRanged.Y}"); foreach (var t in Deploy.AtPoint(queen[0], groupedTargets[p][1].DeployRanged)) { yield return(t); } yield return(Rand.Int(900, 1000)); //Wait watchHeroes = true; } } if (watchHeroes) { //Watch Heros and Hit ability when they get low. Deploy.WatchHeroes(allHeroes); watchHeroes = false; //Only do this once through the loop. } //Deploy Ranged units on same set of Targets. for (int i = 0; i < groupedTargets[p].Length; i++) { var rangedDeployPoint = groupedTargets[p][i].DeployRanged; if (rangedUnits.Any()) { int decreaseFactor = 0; if (i > 0) { decreaseFactor = (int)Math.Ceiling(i / 2d); } var rangedAtCollector = (Rand.Int(5, 7) - decreaseFactor); Log.Info($"[Human Barch] {rangedAtCollector} Ranged Around Point: X:{rangedDeployPoint.X} Y:{rangedDeployPoint.Y}"); foreach (var t in Deploy.AtPoints(rangedUnits.FilterTypesByCount(), rangedDeployPoint.RandomPointsInArea(_collectorDeployRadius, rangedAtCollector), 1, Rand.Int(10, 40))) { yield return(t); } yield return(Rand.Int(40, 50)); //Wait } } yield return(Rand.Int(90, 100)); //Wait before switching units back to Grutns and deploying on next set of targets. } } //Never deploy any Healing type Units. //wait a random number of seconds before the next round on all Targets... yield return(Rand.Int(2000, 5000)); // Get starting resources, cache needs to be false to force a new check LootResources postLoot = Opponent.GetAvailableLoot(false); if (postLoot == null) { Log.Warning($"[Human Barch] Human Barch Deploy could not read available loot this wave"); postLoot = new LootResources() { Gold = -1, Elixir = -1, DarkElixir = -1 }; } Log.Info($"[Human Barch] Wave {waveCounter} resources - G: {postLoot.Gold}, E: {postLoot.Elixir}, DE: {postLoot.DarkElixir}"); int newGold = preLoot.Gold - postLoot.Gold; int newElixir = preLoot.Elixir - postLoot.Elixir; int newDark = preLoot.DarkElixir - postLoot.DarkElixir; Log.Info($"[Human Barch] Wave {waveCounter} resource diff - G: {newGold}, E: {newElixir}, DE: {newDark}, Collectors: {collectorCount}"); if (isDead) { if (postLoot.Gold + postLoot.Elixir + postLoot.DarkElixir >= 0) { if (newGold + newElixir < 3000 * collectorCount) { Log.Info("[Human Barch] Surrendering because gained resources isn't enough"); break; } preLoot = postLoot; } } else { if (Attack.HaveAStar()) { Log.Info("[Human Barch] We have a star! TH Sniped!"); //Check the Delta in Resources. if (newGold + newElixir < (preLoot.Gold + preLoot.Elixir) * .05f) //Less than 5% of what is available. { //Switch the attack mode to Dead - so we get some of the collectors. Log.Info($"[Human Barch] Not much loot gained from Snipe(G:{newGold} E:{newElixir} out of G:{preLoot.Gold} E:{preLoot.Elixir}) - Try to Loot Collectors also..."); isDead = true; } else { //Halt the Attack. break; } } if (waveCounter > 10) { Log.Info("[Human Barch] Fail! TH Not Sniped! our troops died - Surrendering..."); break; } } waveCounter++; } //TODO - Can we destroy some trash buildings to get a star if we dont already have one? //Last thing Call ZapDarkElixterDrills... This uses the Clashbot settings for when to zap, and what level drills to zap. Log.Info("[Human Barch] Checking to see if we can Zap DE Drills..."); foreach (var t in ZapDarkElixirDrills()) { yield return(t); } //We broke out of the attack loop... Attack.Surrender(); }
public override double ShouldAccept() { if (!PassesBasicAcceptRequirements()) { return(0); } //TODO - Check which kind of army we have trained. Calculate an Air Offense Score, and Ground Offense Score. //TODO - Find all Base Defenses, and calculate an AIR and Ground Defensive Score. //TODO - From Collector/Storage fill levels, determine if loot is in Collectors, or Storages... (Will help to decide which alg to use.) //Verify that the Attacking Army contains at least 6 Dragons. deployElements = Deploy.GetTroops(); var dragons = deployElements.FirstOrDefault(u => u.Id == DeployId.Dragon); if (dragons == null || dragons?.Count < 6) { Log.Error($"{Tag} Army not correct! - Dark Dragon Deploy Requires at least 6 Dragons to function Properly. (You have {dragons?.Count ?? 0} dragons)"); return(0); } //Verify that there are enough spells to take out at least ONE air defense. var lightningSpells = deployElements.FirstOrDefault(u => u.ElementType == DeployElementType.Spell && u.Id == DeployId.Lightning); List <DeployElement> earthquakeSpells = deployElements.Where(u => u.ElementType == DeployElementType.Spell && u.Id == DeployId.Earthquake).ToList(); var lightningCount = lightningSpells?.Count ?? 0; var earthquakeCount = 0; //Get a count of all earthquake spells... donated, or brewed... foreach (var spell in earthquakeSpells.Where(s => s.Count > 0)) { earthquakeCount += spell.Count; } if (lightningCount < 2 || lightningCount < 3 && earthquakeCount < 1) { //We dont have the Spells to take out the Closest Air Defense... Surrender before we drop any Dragons! Log.Error($"{Tag} We don't have enough spells to take out at least 1 air defense... Lightning Spells:{lightningCount}, Earthquake Spells:{earthquakeCount}"); return(0); } if (deployElements.Count >= 11) { //Possibly Too Many Deployment Elements! Bot Doesnt Scroll - Change Army Composition to have less than 12 unit types! Log.Warning($"{Tag} Warning! Full Army! - The Bot does not scroll through choices when deploying units... If your army has more than 11 unit types, The bot will not see them all, and cannot deploy everything!)"); } //Write out all the unit pretty names we found... Log.Debug($"{Tag} Deployable Troops: {ToUnitString(deployElements)}"); Log.Info($"{Tag} Base meets minimum Requirements... Checking DE Storage/Air Defense Locations..."); //Grab the Locations of the DE Storage darkElixirStorage = HumanLikeAlgorithms.TargetDarkElixirStorage(); if (!darkElixirStorage.ValidTarget) { Log.Warning($"{Tag} No Dark Elixir Storage Found - Skipping"); return(0); } //Get the locaiton of all Air Defenses var airDefensesTest = AirDefense.Find(); if (airDefensesTest.Length == 0) { Log.Warning($"{Tag} Could not find ANY air defenses - Skipping"); return(0); } Log.Info($"{Tag} Found {airDefensesTest.Length} Air Defense Buildings.. Continuing Attack.."); if (airDefensesTest.Length > 1) { //Now that we found all Air Defenses, order them in the array with closest AD to Target first. Array.Sort(airDefensesTest, delegate(AirDefense ad1, AirDefense ad2) { return(HumanLikeAlgorithms.DistanceFromPoint(ad1, darkElixirStorage.DeployGrunts) .CompareTo(HumanLikeAlgorithms.DistanceFromPoint(ad2, darkElixirStorage.DeployGrunts))); }); } //Create the Funnel Points deFunnelPoints = darkElixirStorage.GetFunnelingPoints(30); balloonFunnelPoints = darkElixirStorage.GetFunnelingPoints(20); #if DEBUG //During Debug, Create an Image of the base including what we found. CreateDebugImages(); #endif //We are Good to attack! return(1); }