public static void CalculateTargets() { collectors = ElixirCollector.Find(); mines = GoldMine.Find(); drills = DarkElixirDrill.Find(); int collectorsCount = collectors != null?collectors.Count() : 0; int minesCount = mines != null?mines.Count() : 0; int drillsCount = drills != null?drills.Count() : 0; // Set total count of targets SmartFourFingersDeploy.TotalTargetsCount = collectorsCount + minesCount + drillsCount; // four corners var top = new PointFT((float)GameGrid.DeployExtents.MaxX + 1, GameGrid.DeployExtents.MaxY + 4); var right = new PointFT((float)GameGrid.DeployExtents.MaxX + 1, GameGrid.DeployExtents.MinY - 4); var bottom = new PointFT((float)GameGrid.DeployExtents.MinX - 1, GameGrid.DeployExtents.MinY - 4); var left = new PointFT((float)GameGrid.DeployExtents.MinX - 1, GameGrid.DeployExtents.MaxY + 4); SetCore(); var corners = new List <Tuple <PointFT, PointFT> > { new Tuple <PointFT, PointFT>(top, right), new Tuple <PointFT, PointFT>(bottom, right), new Tuple <PointFT, PointFT>(bottom, left), new Tuple <PointFT, PointFT>(top, left) }; // loop throw the 4 sides and count targets on each side var targetsAtLine = new List <int>(); foreach (var l in corners) { var colCount = collectors.Where(t => t.Location.GetCenter(). IsInTri(SmartFourFingersDeploy.Core, l.Item1, l.Item2))?.Count() ?? 0; var minCount = mines.Where(t => t.Location.GetCenter(). IsInTri(SmartFourFingersDeploy.Core, l.Item1, l.Item2))?.Count() ?? 0; var drillCount = drills.Where(t => t.Location.GetCenter(). IsInTri(SmartFourFingersDeploy.Core, l.Item1, l.Item2))?.Count() ?? 0; var total = colCount + minCount + drillCount; targetsAtLine.Add(total); } SmartFourFingersDeploy.TargetsAtLine = targetsAtLine; }
public static Target[] GenerateTargets(float minimumDistance, bool ignoreGold, bool ignoreElixir, CacheBehavior behavior = CacheBehavior.Default) { // Find all Collectors & storages just sitting around... List <Building> buildings = new List <Building>(); if (!ignoreGold) { //User has Gold min set to ZERO - which means Dont include Gold Targets buildings.AddRange(GoldMine.Find(behavior)); buildings.AddRange(GoldStorage.Find(behavior)); } if (!ignoreElixir) { //User has Elixir min set to ZERO - which means Dont include Elixir Targets buildings.AddRange(ElixirCollector.Find(behavior)); buildings.AddRange(ElixirStorage.Find(behavior)); } //We always includ DarkElixir - Because who doesnt love dark Elixir? buildings.AddRange(DarkElixirDrill.Find(behavior)); buildings.AddRange(DarkElixirStorage.Find(behavior)); List <Target> targetList = new List <Target>(); foreach (Building building in buildings) { Target current = new Target(); current.TargetBuilding = building; current.Center = building.Location.GetCenter(); current.NearestRedLine = GameGrid.RedPoints.OrderBy(p => p.DistanceSq(current.Center)).First(); current.CenterToRedline = current.Center.DistanceSq(current.NearestRedLine); Log.Debug($"[Berts Algorithms] DistanceSq from {current.Name} to red point: {current.CenterToRedline.ToString("F1")}"); if (current.CenterToRedline < minimumDistance) //Compare distance to Redline to the Minimum acceptable distance Passed in { current.DeployGrunts = current.Center.PointOnLineAwayFromEnd(current.NearestRedLine, _gruntDeployDistanceFromRedline); //Barbs & Goblins current.DeployRanged = current.Center.PointOnLineAwayFromEnd(current.NearestRedLine, _rangedDeployDistanceFromRedline); //Archers & Minions targetList.Add(current); } } Log.Debug($"[Berts Algorithms] Found {targetList.Count} deploy points"); return(targetList.ToArray()); }
private void GenerateDeployPointsFromMinesToMilk(CacheBehavior behavior = CacheBehavior.Default) { // Find all mines List <Building> mines = new List <Building>(); TownHall th = TownHall.Find(); if (th != null) { mines.Add(th); } if (!resourcesFull.HasFlag(ResourcesFull.Gold)) { mines.AddRange(GoldMine.Find(behavior)); } if (!resourcesFull.HasFlag(ResourcesFull.Elixir)) { mines.AddRange(ElixirCollector.Find(behavior)); } if (!resourcesFull.HasFlag(ResourcesFull.Delixir)) { mines.AddRange(DarkElixirDrill.Find(behavior)); } List <PointFT> resultPoints = new List <PointFT>(); foreach (Building mine in mines) { PointFT center = mine.Location.GetCenter(); PointFT closest = GameGrid.RedPoints.OrderBy(p => p.DistanceSq(center)).First(); float distanceSq = center.DistanceSq(closest); Log.Debug("DistanceSq from " + mine.GetType().Name + " to red point: " + distanceSq.ToString("F1")); if (distanceSq < 9) // 3 tiles (squared = 9) means there is no wall or building between us and the collector { Log.Debug("Adding deploy point"); PointFT awayFromRedLine = closest.AwayFrom(center, 0.5f); resultPoints.Add(awayFromRedLine); } } Log.Debug("Found " + resultPoints.Count + " deploy points"); deployPoints = resultPoints.ToArray(); }
/// <summary> /// Check to see how many collector and mine near to the redline by user defined distance /// </summary> /// <param name="userDistance">Minimum distance for exposed colloctors and mines</param> /// <param name="minCollectors">minimum exposed collectors</param> /// <param name="minMines">minimum exposed mines</param> /// <param name="AttackName">Attack name for logs and debugging</param> /// <param name="debug">debug mode in advanced settings</param> /// <returns>true if matches user defined min collectores and mines</returns> public static bool IsBaseMinCollectorsAndMinesOutside(int userDistance, int minCollectors, int minMines, string AttackName, int debug) { var distance = userDistance * userDistance; var redPoints = GameGrid.RedPoints.Where( point => !(point.X > 18 && point.Y > 18 || point.X > 18 && point.Y < -18 || point.X < -18 && point.Y > 18 || point.X < -18 && point.Y < -18)); collectors = ElixirCollector.Find().Where(c => c.Location.GetCenter() .DistanceSq(redPoints.OrderBy(p => p.DistanceSq(c.Location.GetCenter())) .FirstOrDefault()) <= distance); mines = GoldMine.Find().Where(c => c.Location.GetCenter() .DistanceSq(redPoints.OrderBy(p => p.DistanceSq(c.Location.GetCenter())) .FirstOrDefault()) <= distance); drills = DarkElixirDrill.Find().Where(c => c.Location.GetCenter() .DistanceSq(redPoints.OrderBy(p => p.DistanceSq(c.Location.GetCenter())) .FirstOrDefault()) <= distance); int collectorsCount = collectors != null?collectors.Count() : 0; int minesCount = mines != null?mines.Count() : 0; int drillsCount = drills != null?drills.Count() : 0; // Set total count of targets SmartFourFingersDeploy.TotalTargetsCount = collectorsCount + minesCount + drillsCount; // four corners var top = new PointFT((float)GameGrid.DeployExtents.MaxX + 1, GameGrid.DeployExtents.MaxY + 4); var right = new PointFT((float)GameGrid.DeployExtents.MaxX + 1, GameGrid.DeployExtents.MinY - 4); var bottom = new PointFT((float)GameGrid.DeployExtents.MinX - 1, GameGrid.DeployExtents.MinY - 4); var left = new PointFT((float)GameGrid.DeployExtents.MinX - 1, GameGrid.DeployExtents.MaxY + 4); SetCore(); var corners = new List <Tuple <PointFT, PointFT> > { new Tuple <PointFT, PointFT>(top, right), new Tuple <PointFT, PointFT>(bottom, right), new Tuple <PointFT, PointFT>(bottom, left), new Tuple <PointFT, PointFT>(top, left) }; // loop throw the 4 sides and count targets on each side var targetsAtLine = new List <int>(); foreach (var l in corners) { var colCount = collectors.Where(t => t.Location.GetCenter(). IsInTri(SmartFourFingersDeploy.Core, l.Item1, l.Item2))?.Count() ?? 0; var minCount = mines.Where(t => t.Location.GetCenter(). IsInTri(SmartFourFingersDeploy.Core, l.Item1, l.Item2))?.Count() ?? 0; var drillCount = drills.Where(t => t.Location.GetCenter(). IsInTri(SmartFourFingersDeploy.Core, l.Item1, l.Item2))?.Count() ?? 0; var total = colCount + minCount + drillCount; targetsAtLine.Add(total); } SmartFourFingersDeploy.TargetsAtLine = targetsAtLine; var op = new Opponent(0); //if (!op.IsForcedAttack ) { Log.Info($"{AttackName} NO. of Colloctors & mines near from red line:"); Log.Info($"elixir colloctors is {collectorsCount}"); Log.Info($"gold mines is {minesCount}"); Log.Info($"----------------------------"); Log.Info($"sum of all is {collectorsCount + minesCount}"); if (debug == 1) { using (Bitmap bmp = Screenshot.Capture()) { using (Graphics g = Graphics.FromImage(bmp)) { foreach (var c in collectors) { var point = c.Location.GetCenter(); Visualize.Target(bmp, point, 30, Color.Purple); } foreach (var c in mines) { var point = c.Location.GetCenter(); Visualize.Target(bmp, point, 30, Color.Gold); } foreach (var c in drills) { var point = c.Location.GetCenter(); Visualize.Target(bmp, point, 30, Color.Black); } DrawLine(bmp, Color.Red, SmartFourFingersDeploy.Core, top); DrawLine(bmp, Color.Red, SmartFourFingersDeploy.Core, right); DrawLine(bmp, Color.Red, SmartFourFingersDeploy.Core, bottom); DrawLine(bmp, Color.Red, SmartFourFingersDeploy.Core, left); } var d = DateTime.UtcNow; Screenshot.Save(bmp, "Collectors and Mines {d.Year}-{d.Month}-{d.Day} {d.Hour}-{d.Minute}-{d.Second}-{d.Millisecond}"); } } } if (collectorsCount >= minCollectors && minesCount >= minMines) { return(true); } else { Log.Warning($"{AttackName} this base doesn't meets Collocetors & Mines requirements"); return(false); } }
/// <summary> /// Check to see how many collector and mine near to the redline by user defined distance /// </summary> /// <param name="userDistance">Minimum distance for exposed colloctors and mines</param> /// <param name="minCollectors">minimum exposed collectors</param> /// <param name="minMines">minimum exposed mines</param> /// <param name="AttackName">Attack name for logs and debugging</param> /// <param name="debug">debug mode in advanced settings</param> /// <returns>true if matches user defined min collectores and mines</returns> public static bool IsBaseMinCollectorsAndMinesOutside(int userDistance, int minCollectors, int minMines, string AttackName, int debug) { var distance = userDistance * userDistance; var redPoints = GameGrid.RedPoints.Where( point => !(point.X > 18 && point.Y > 18 || point.X > 18 && point.Y < -18 || point.X < -18 && point.Y > 18 || point.X < -18 && point.Y < -18)); var collectors = ElixirCollector.Find().Where(c => c.Location.GetCenter() .DistanceSq(redPoints.OrderBy(p => p.DistanceSq(c.Location.GetCenter())) .FirstOrDefault()) <= distance); var mines = GoldMine.Find().Where(c => c.Location.GetCenter() .DistanceSq(redPoints.OrderBy(p => p.DistanceSq(c.Location.GetCenter())) .FirstOrDefault()) <= distance); int collectorsCount = collectors != null?collectors.Count() : 0; int minesCount = mines != null?mines.Count() : 0; Log.Info($"{AttackName} NO. of Colloctors & mines near from red line:"); Log.Info($"elixir colloctors is {collectorsCount}"); Log.Info($"gold mines is {minesCount}"); Log.Info($"----------------------------"); Log.Info($"sum of all is {collectorsCount + minesCount}"); if (debug == 1) { using (Bitmap bmp = Screenshot.Capture()) { using (Graphics g = Graphics.FromImage(bmp)) { foreach (var c in collectors) { var point = c.Location.GetCenter(); Visualize.RectangleT(bmp, new RectangleT((int)point.X, (int)point.Y, 2, 2), new Pen(Color.Blue)); } foreach (var c in mines) { var point = c.Location.GetCenter(); Visualize.RectangleT(bmp, new RectangleT((int)point.X, (int)point.Y, 2, 2), new Pen(Color.White)); } } var d = DateTime.UtcNow; Screenshot.Save(bmp, "Collectors and Mines {d.Year}-{d.Month}-{d.Day} {d.Hour}-{d.Minute}-{d.Second}-{d.Millisecond}"); } } if (collectorsCount >= minCollectors && minesCount >= minMines) { return(true); } else { Log.Warning($"{AttackName} this base doesn't meets Collocetors & Mines requirements"); return(false); } }
public static Target[] GenerateTargets(string algorithmName, float minimumDistance, bool ignoreGold, bool ignoreElixir, string AttackId, out double avgFillstate, out double avgCollectorLvl, CacheBehavior behavior = CacheBehavior.Default, bool outputDebugImage = false, bool activeBase = false) { // Find all Collectors & storages just sitting around... List <Building> buildings = new List <Building>(); //Get a list of Gold Mines. List <GoldMine> goldMines = new List <GoldMine>(); goldMines.AddRange(GoldMine.Find(behavior)); //Get a list of Elixir Collectors. List <ElixirCollector> elixirCollectors = new List <ElixirCollector>(); elixirCollectors.AddRange(ElixirCollector.Find(behavior)); avgFillstate = 0; //Get the Average Fill State of all the Elixir Collectors - From this we can tell what percentage of the loot is in Collectors. if (elixirCollectors.Count > 1) { avgFillstate = elixirCollectors.Average(c => c.FillState); } //Log the Average Fill State of aLL elixir Collectors... Log.Debug($"[Berts Algorithms] - Fill State Average of ALL Elixir Collectors: {(avgFillstate * 10).ToString("F1")}"); if (!ignoreGold) { buildings.AddRange(goldMines); if (activeBase) { buildings.AddRange(GoldStorage.Find(behavior)); } } if (!ignoreElixir) { buildings.AddRange(elixirCollectors); if (activeBase) { buildings.AddRange(ElixirStorage.Find(behavior)); } } //Determine the Average Collector Level. avgCollectorLvl = 0; if (ignoreGold && !ignoreElixir) { if (elixirCollectors.Count(c => c.Level.HasValue) > 1) { avgCollectorLvl = elixirCollectors.Where(c => c.Level.HasValue).Average(c => (int)c.Level); } } else if (ignoreElixir && !ignoreGold) { if (goldMines.Count(c => c.Level.HasValue) > 1) { avgCollectorLvl = goldMines.Where(c => c.Level.HasValue).Average(c => (int)c.Level); } } else if (!ignoreElixir && !ignoreGold) { if (buildings.Count(c => c.Level.HasValue) > 1) { avgCollectorLvl = buildings.Where(c => c.Level.HasValue).Average(c => (int)c.Level); } } //We always includ DarkElixir - Because who doesnt love dark Elixir? buildings.AddRange(DarkElixirDrill.Find(behavior)); if (activeBase) { buildings.AddRange(DarkElixirStorage.Find(behavior)); } List <Target> targetList = new List <Target>(); foreach (Building building in buildings) { Target current = new Target(); current.TargetBuilding = building; current.Center = building.Location.GetCenter(); current.Edge = Origin.PointOnLineAwayFromEnd(current.Center, 1.0f); current.NearestRedLine = AllPoints.OrderBy(p => p.DistanceSq(current.Edge)).First(); current.CenterToRedline = current.Center.DistanceSq(current.NearestRedLine); if (current.CenterToRedline < minimumDistance) //Compare distance to Redline to the Minimum acceptable distance Passed in { Log.Debug($"[Berts Algorithms] Distance from {current.Name} to red point: {Math.Sqrt(current.CenterToRedline).ToString("F1")}, Min Distance: {Math.Sqrt(minimumDistance).ToString("F1")} - GO!"); current.DeployGrunts = current.Center.PointOnLineAwayFromEnd(current.NearestRedLine, _gruntDeployDistanceFromRedline); //Barbs & Goblins current.DeployRanged = current.Center.PointOnLineAwayFromEnd(current.NearestRedLine, _rangedDeployDistanceFromRedline); //Archers & Minions targetList.Add(current); } else { Log.Debug($"[Berts Algorithms] Distance from {current.Name} to red point: {Math.Sqrt(current.CenterToRedline).ToString("F1")}, Min Distance: {Math.Sqrt(minimumDistance).ToString("F1")} - TOO FAR!"); } } if (outputDebugImage) { OutputDebugImage(algorithmName, buildings, targetList, AttackId); } return(targetList.ToArray()); }
public static Target[] GenerateTargets(float minimumDistance, bool ignoreGold, bool ignoreElixir, CacheBehavior behavior = CacheBehavior.Default, bool outputDebugImage = false) { // Find all Collectors & storages just sitting around... List <Building> buildings = new List <Building>(); if (!ignoreGold) { //User has Gold min set to ZERO - which means Dont include Gold Targets buildings.AddRange(GoldMine.Find(behavior)); buildings.AddRange(GoldStorage.Find(behavior)); } if (!ignoreElixir) { //User has Elixir min set to ZERO - which means Dont include Elixir Targets buildings.AddRange(ElixirCollector.Find(behavior)); buildings.AddRange(ElixirStorage.Find(behavior)); } //We always includ DarkElixir - Because who doesnt love dark Elixir? buildings.AddRange(DarkElixirDrill.Find(behavior)); buildings.AddRange(DarkElixirStorage.Find(behavior)); List <Target> targetList = new List <Target>(); foreach (Building building in buildings) { Target current = new Target(); current.TargetBuilding = building; current.Center = building.Location.GetCenter(); current.NearestRedLine = GameGrid.RedPoints.OrderBy(p => p.DistanceSq(current.Center)).First(); current.CenterToRedline = current.Center.DistanceSq(current.NearestRedLine); Log.Debug($"[Berts Algorithms] DistanceSq from {current.Name} to red point: {current.CenterToRedline.ToString("F1")}"); if (current.CenterToRedline < minimumDistance) //Compare distance to Redline to the Minimum acceptable distance Passed in { current.DeployGrunts = current.Center.PointOnLineAwayFromEnd(current.NearestRedLine, _gruntDeployDistanceFromRedline); //Barbs & Goblins current.DeployRanged = current.Center.PointOnLineAwayFromEnd(current.NearestRedLine, _rangedDeployDistanceFromRedline); //Archers & Minions targetList.Add(current); } } if (outputDebugImage) { var d = DateTime.UtcNow; var debugFileName = $"Human Barch {d.Year}-{d.Month}-{d.Day} {d.Hour}-{d.Minute}-{d.Second}-{d.Millisecond}"; //Get a screen Capture of all targets we found... using (Bitmap canvas = Screenshot.Capture()) { Screenshot.Save(canvas, $"{debugFileName}_1"); foreach (var building in buildings) { var color = Color.White; if (building.GetType() == typeof(ElixirCollector) || building.GetType() == typeof(ElixirStorage)) { color = Color.Violet; } if (building.GetType() == typeof(GoldMine) || building.GetType() == typeof(GoldStorage)) { color = Color.Gold; } if (building.GetType() == typeof(DarkElixirDrill) || building.GetType() == typeof(DarkElixirStorage)) { color = Color.Brown; } //Draw a target on each building. Visualize.Target(canvas, building.Location.GetCenter(), 40, color); } //Save the Image to the Debug Folder... Screenshot.Save(canvas, $"{debugFileName}_2"); } //Get a screen Capture of all targets we found... using (Bitmap canvas = Screenshot.Capture()) { foreach (var target in targetList) { var color = Color.White; if (target.TargetBuilding.GetType() == typeof(ElixirCollector) || target.TargetBuilding.GetType() == typeof(ElixirStorage)) { color = Color.Violet; } if (target.TargetBuilding.GetType() == typeof(GoldMine) || target.TargetBuilding.GetType() == typeof(GoldStorage)) { color = Color.Gold; } if (target.TargetBuilding.GetType() == typeof(DarkElixirDrill) || target.TargetBuilding.GetType() == typeof(DarkElixirStorage)) { color = Color.Brown; } //Draw a target on each building. Visualize.Target(canvas, target.TargetBuilding.Location.GetCenter(), 40, color); Visualize.Target(canvas, target.DeployGrunts, 20, color); Visualize.Target(canvas, target.DeployRanged, 20, color); } //Save the Image to the Debug Folder... Screenshot.Save(canvas, $"{debugFileName}_3"); } Log.Debug("[Berts Algorithms] Collector/Storage & Target Debug Images Saved!"); } Log.Debug($"[Berts Algorithms] Found {targetList.Count} deploy points"); return(targetList.ToArray()); }