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()); }
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()); }