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 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(); }