/// <summary> /// Gets the difficulty of the AI in the input slot. /// <para>If the input slot is not an AI, returns null. /// If checking an AI's difficulty in the queue, it will always return easy, or null if it is a player.</para> /// </summary> /// <param name="slot">Slot to check</param> /// <param name="noUpdate"></param> /// <returns>Returns a value in the Difficulty enum if the difficulty is found. Returns null if the input slot is not an AI.</returns> /// <exception cref="InvalidSlotException">Thrown when slot is out of range.</exception> public Difficulty?GetAIDifficulty(int slot, bool noUpdate = false) { if (!cg.IsSlotValid(slot)) { throw new InvalidSlotException(string.Format("Slot {0} is out of range of possible slots to check for AI.", slot)); } if (slot == 5 && cg.OpenChatIsDefault) { cg.Chat.CloseChat(); } if (!noUpdate) { cg.updateScreen(); } if (cg.IsSlotBlue(slot) || cg.IsSlotRed(slot)) { bool draw = cg.debugmode; // For debug mode List <int> rl = new List <int>(); // Likelyhood in percent for difficulties. List <Difficulty> dl = new List <Difficulty>(); // Difficulty bool foundWhite = false; int foundWhiteIndex = 0; int maxWhite = 3; // For each check length in IsAILocations for (int xi = 0; xi < DifficultyLocations[slot, 2] && foundWhiteIndex < maxWhite; xi++) { if (foundWhite) { foundWhiteIndex++; } Color cc = cg.GetPixelAt(DifficultyLocations[slot, 0] + xi, DifficultyLocations[slot, 1]); // Check for white color of text if (cg.CompareColor(DifficultyLocations[slot, 0] + xi, DifficultyLocations[slot, 1], CALData.WhiteColor, 110) && (slot > 5 || cc.B - cc.R < 20)) { foundWhite = true; // For each difficulty markup for (int b = 0; b < DifficultyMarkups.Length; b++) { Bitmap tmp = null; if (draw) { tmp = cg.BmpClone(0, 0, cg.bmp.Width, cg.bmp.Height); } // Check if bitmap matches checking area double success = 0; double total = 0; for (int x = 0; x < DifficultyMarkups[b].Width; x++) { for (int y = DifficultyMarkups[b].Height - 1; y >= 0; y--) { // If the color pixel of the markup is not white, check if valid. Color pc = DifficultyMarkups[b].GetPixel(x, y); if (pc != Color.FromArgb(255, 255, 255, 255)) { // tc is true if the pixel is black, false if it is red. bool tc = pc == Color.FromArgb(255, 0, 0, 0); total++; // Indent the total // If the checking color in the bmp bitmap is equal to the pc color, add to success. if (cg.CompareColor(DifficultyLocations[slot, 0] + xi + x, DifficultyLocations[slot, 1] - Extensions.InvertNumber(y, DifficultyMarkups[b].Height - 1), CALData.WhiteColor, 50) == tc) { success++; if (draw) { if (tc) { tmp.SetPixel(DifficultyLocations[slot, 0] + xi + x, DifficultyLocations[slot, 1] - Extensions.InvertNumber(y, DifficultyMarkups[b].Height - 1), Color.Blue); } else { tmp.SetPixel(DifficultyLocations[slot, 0] + xi + x, DifficultyLocations[slot, 1] - Extensions.InvertNumber(y, DifficultyMarkups[b].Height - 1), Color.Lime); } } } else if (draw) { if (tc) { tmp.SetPixel(DifficultyLocations[slot, 0] + xi + x, DifficultyLocations[slot, 1] - Extensions.InvertNumber(y, DifficultyMarkups[b].Height - 1), Color.Red); } else { tmp.SetPixel(DifficultyLocations[slot, 0] + xi + x, DifficultyLocations[slot, 1] - Extensions.InvertNumber(y, DifficultyMarkups[b].Height - 1), Color.Orange); } } if (draw) { tmp.SetPixel(DifficultyLocations[slot, 0] + xi + x, DifficultyLocations[slot, 1] - DifficultyMarkups[b].Height * 2 + y, DifficultyMarkups[b].GetPixel(x, y)); cg.g.DrawImage(tmp, new Rectangle(0, -750, tmp.Width * 3, tmp.Height * 3)); Thread.Sleep(1); } } } } // Get the result double result = (success / total) * 100; rl.Add((int)result); dl.Add((Difficulty)b); if (draw) { tmp.SetPixel(DifficultyLocations[slot, 0] + xi, DifficultyLocations[slot, 1], Color.MediumPurple); cg.g.DrawImage(tmp, new Rectangle(0, -750, tmp.Width * 3, tmp.Height * 3)); Console.WriteLine((Difficulty)b + " " + result); Thread.Sleep(1000); } } } } if (slot == 5 && cg.OpenChatIsDefault) { cg.Chat.OpenChat(); } // Return the difficulty that is most possible. if (rl.Count > 0) { int max = rl.Max(); if (max >= 75) { return(dl[rl.IndexOf(max)]); } else { return(null); } } else { return(null); } } else if (cg.QueueCount > 0) { int y = DifficultyLocationsQueue[slot - Queueid]; for (int x = DifficultyLocationQueueX; x < 150 + DifficultyLocationQueueX; x++) { if (cg.CompareColor(x, y, new int[] { 180, 186, 191 }, 10)) { return(null); } } return(Difficulty.Easy); } else { return(null); } }
/// <summary> /// Gets the difficulty of the AI in the input slot. /// </summary> /// <remarks> /// If the input slot is not an AI, returns null. /// If checking an AI's difficulty in the queue, it will always return easy, or null if it is a player. /// </remarks> /// <param name="slot">Slot to check</param> /// <param name="noUpdate"></param> /// <returns>Returns the if the difficulty is found. Returns null if the input slot is not an AI.</returns> /// <include file='docs.xml' path='doc/exceptions/invalidslot/exception'/> public Difficulty?GetAIDifficulty(int slot, bool noUpdate = false) { using (cg.LockHandler.Passive) { if (!CustomGame.IsSlotValid(slot)) { throw new InvalidSlotException(slot); } if (slot == 5 && cg.OpenChatIsDefault) { cg.Chat.CloseChat(); } if (!noUpdate) { cg.UpdateScreen(); } if (CustomGame.IsSlotBlue(slot) || CustomGame.IsSlotRed(slot)) { List <int> rl = new List <int>(); // Likelyhood in percent for difficulties. List <Difficulty> dl = new List <Difficulty>(); // Difficulty int checkDistance = CustomGame.IsSlotBlue(slot) ? 100 : 25; bool foundWhite = false; int foundWhiteIndex = 0; int maxWhite = 3; // For each check length in IsAILocations for (int xi = Points.DIFFICULTY_LOCATIONS[slot].X; xi < Points.DIFFICULTY_LOCATIONS[slot].X + checkDistance && foundWhiteIndex < maxWhite; xi++) { if (foundWhite) { foundWhiteIndex++; } Color cc = Capture.GetPixel(xi, Points.DIFFICULTY_LOCATIONS[slot].Y); // Check for white color of text if (Capture.CompareColor(xi, Points.DIFFICULTY_LOCATIONS[slot].Y, Colors.WHITE, 110) && (slot > 5 || cc.B - cc.R < 20)) { foundWhite = true; // For each difficulty markup for (int b = 0; b < Markups.DIFFICULTY_MARKUPS.Length; b++) { // Check if bitmap matches checking area double success = 0; double total = 0; for (int x = 0; x < Markups.DIFFICULTY_MARKUPS[b].Width; x++) { for (int y = Markups.DIFFICULTY_MARKUPS[b].Height - 1; y >= 0; y--) { // If the color pixel of the markup is not white, check if valid. Color pc = Markups.DIFFICULTY_MARKUPS[b].GetPixel(x, y); if (pc != Color.FromArgb(255, 255, 255, 255)) { // tc is true if the pixel is black, false if it is red. bool tc = pc == Color.FromArgb(255, 0, 0, 0); total++; // Indent the total // If the checking color in the bmp bitmap is equal to the pc color, add to success. if (Capture.CompareColor(xi + x, Points.DIFFICULTY_LOCATIONS[slot].Y - Extensions.InvertNumber(y, Markups.DIFFICULTY_MARKUPS[b].Height - 1), Colors.WHITE, 50) == tc) { success++; } } } } // Get the result double result = (success / total) * 100; rl.Add((int)result); dl.Add((Difficulty)b); } } } if (slot == 5 && cg.OpenChatIsDefault) { cg.Chat.OpenChat(); } // Return the difficulty that is most possible. if (rl.Count > 0) { int max = rl.Max(); if (max >= 75) { return(dl[rl.IndexOf(max)]); } else { return(null); } } else { return(null); } } else if (cg.QueueCount > 0) { int y = Points.DIFFICULTY_QUEUE_LOCATIONS[slot - CustomGame.QueueID]; for (int x = Points.DIFFICULTY_QUEUE_X; x < 150 + Points.DIFFICULTY_QUEUE_X; x++) { if (Capture.CompareColor(x, y, new int[] { 180, 186, 191 }, 10)) { return(null); } } return(Difficulty.Easy); } else { return(null); } } }