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());
        }
示例#2
0
        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());
        }