示例#1
0
        public static void AddBuildTasksFromFile(Account acc, Village vill, string location)
        {
            List <BuildingTask> tasks = new List <BuildingTask>();

            try
            {
                using (StreamReader sr = new StreamReader(location))
                {
                    // If .trbc file, decode into List<BuildTask>
                    if (Path.GetExtension(location).Equals(".TRBC", StringComparison.CurrentCultureIgnoreCase))
                    {
                        var trbc = JsonConvert.DeserializeObject <TbRoot>(sr.ReadToEnd());
                        tasks = DecodeTrbc(trbc);
                    }
                    else
                    {
                        tasks = JsonConvert.DeserializeObject <List <BuildingTask> >(sr.ReadToEnd());
                    }
                }
            }
            catch (Exception) { return; } // User canceled

            foreach (var task in tasks)
            {
                BuildingHelper.AddBuildingTask(acc, vill, task);
            }
            BuildingHelper.RemoveCompletedTasks(vill, acc);
        }
示例#2
0
        private static (string, bool) GetUrlGeneralTask(Village vill, BuildingTask task)
        {
            // Check if there is already a different building in this spot (not Site)
            if (task.BuildingId == null ||
                (vill.Build.Buildings.First(x => x.Id == task.BuildingId).Type != task.Building &&
                 vill.Build.Buildings.First(x => x.Id == task.BuildingId).Type != BuildingEnum.Site))
            {
                var targetBuilding = vill.Build.Buildings.FirstOrDefault(x => x.Type == task.Building);
                // Re-select the buildingId
                if (targetBuilding != null && !task.ConstructNew)
                {
                    task.BuildingId = targetBuilding.Id;
                }
                else // there's already a building in this spot, construct a building elsewhere
                {
                    if (!BuildingHelper.FindBuildingId(vill, task))
                    {
                        return(null, false);
                    }
                }
            }

            var url = task.BuildingId.ToString();

            bool constructNew = false;

            // If there is no building in that space currently, construct a new building
            if (vill.Build.Buildings.Any(x => x.Type == BuildingEnum.Site && x.Id == task.BuildingId))
            {
                url         += "&category=" + (int)BuildingsData.GetBuildingsCategory(task.Building);
                constructNew = true;
            }
            return(url, constructNew);
        }
 public static void SupplyVillagePlan(Account acc, Village vill)
 {
     FarmVillagePlan(acc, vill);
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Marketplace, Level = 20
     });
     //market center?
 }
 public static void DeffVillagePlan(Account acc, Village vill)
 {
     FarmVillagePlan(acc, vill);
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Barracks, Level = 20
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Academy, Level = 1
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Smithy, Level = 20
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Marketplace, Level = 15
     });
 }
示例#5
0
        /// <summary>
        /// Checks whether the resources at more than 95% of the capacity and increases if it's true.
        /// </summary>
        /// <param name="acc"></param>
        /// <param name="vill"></param>
        private static void AutoExpandStorage(Account acc, Village vill)
        {
            if (!vill.Settings.AutoExpandStorage)
            {
                return;
            }

            double warehouse_delta = vill.Res.Capacity.WarehouseCapacity * 0.95;
            double granary_delta   = vill.Res.Capacity.GranaryCapacity * 0.95;

            if (warehouse_delta <= vill.Res.Stored.Resources.Wood ||
                warehouse_delta <= vill.Res.Stored.Resources.Clay ||
                warehouse_delta <= vill.Res.Stored.Resources.Iron)
            {
                BuildingHelper.UpgradeBuildingForOneLvl(acc, vill, Classificator.BuildingEnum.Warehouse, false);
                return;
            }

            if (granary_delta <= vill.Res.Stored.Resources.Crop)
            {
                BuildingHelper.UpgradeBuildingForOneLvl(acc, vill, Classificator.BuildingEnum.Granary, false);
            }
        }
 public static void OffVillagePlan(Account acc, Village vill)
 {
     DeffVillagePlan(acc, vill);
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Academy, Level = 15
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Stable, Level = 20
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Workshop, Level = 1
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.RallyPoint, Level = 15
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.TournamentSquare, Level = 1
     });
 }
        /// <summary>
        /// Upgrades storage of the village
        /// </summary>
        /// <param name="acc">Account</param>
        /// <param name="vill">Village</param>
        /// <param name="building">Storage building</param>
        private static void UpgradeStorage(Account acc, Village vill, BuildingEnum building)
        {
            var task = new BuildingTask()
            {
                Building = building,
                TaskType = Classificator.BuildingType.General
            };

            var current = vill.Build.Buildings.FirstOrDefault(x =>
                                                              x.Type == building &&
                                                              (x.Level != 20 || (x.Level != 19 && x.UnderConstruction))
                                                              );

            if (current == null)
            {
                task.ConstructNew = true;
                task.Level        = 1;
            }
            else
            {
                task.Level = current.Level + 1;
            }
            BuildingHelper.AddBuildingTask(acc, vill, task, false);
        }
 public static void FarmVillagePlan(Account acc, Village vill)
 {
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.AutoUpgradeResFields, Level = 10, ResourceType = ResTypeEnum.AllResources, BuildingStrategy = BuildingStrategyEnum.BasedOnRes
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Warehouse, Level = 1
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Granary, Level = 1
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.RallyPoint, Level = 1
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.MainBuilding, Level = 3
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Warehouse, Level = 3
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Granary, Level = 3
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Marketplace, Level = 1
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Warehouse, Level = 4
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Granary, Level = 4
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Warehouse, Level = 5
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Granary, Level = 5
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.MainBuilding, Level = 5
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Warehouse, Level = 6
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Granary, Level = 6
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Warehouse, Level = 7
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Granary, Level = 7
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Residence, Level = 10
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Barracks, Level = 1
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.MainBuilding, Level = 10
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Warehouse, Level = 10
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Granary, Level = 10
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Warehouse, Level = 15
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Granary, Level = 15
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Warehouse, Level = 20
     });
     BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
     {
         TaskType = BuildingType.General, Building = BuildingEnum.Granary, Level = 20
     });
 }
        public static (BuildingTask, DateTime) NextBuildingTask(Account acc, Village vill)
        {
            if (vill.Build.Tasks.Count == 0)
            {
                return(null, DateTime.Now);
            }

            var now        = DateTime.Now.AddMinutes(-3); // Since we are already in the village
            var later      = DateTime.Now.AddSeconds(1);
            var totalBuild = vill.Build.CurrentlyBuilding.Count;

            if (0 < totalBuild)
            {
                later = GetNextBuildTime(acc, vill);
            }

            var maxBuild = 1;

            if (acc.AccInfo.PlusAccount)
            {
                maxBuild++;
            }
            if (acc.AccInfo.Tribe == TribeEnum.Romans)
            {
                maxBuild++;
            }

            BuildingTask task = null;

            // If (roman OR ttwars+plus acc) -> build 1 res + 1 infra at the same time
            if (1 <= totalBuild &&
                (acc.AccInfo.Tribe == TribeEnum.Romans ||
                 (acc.AccInfo.PlusAccount && acc.AccInfo.ServerUrl.ToLower().Contains("ttwars"))
                ))
            {
                // Find the CurrentlyBuilding that executes sooner
                var cb = vill.Build.CurrentlyBuilding.OrderBy(x => x.Duration).First();
                later = cb.Duration;

                var isResField = BuildingHelper.IsResourceField(cb.Building);

                task = isResField ? GetFirstInfrastructureTask(vill) : GetFirstResTask(vill);

                if (task != null)
                {
                    return(task, now);
                }

                if (acc.AccInfo.Tribe == TribeEnum.Romans)
                {
                    maxBuild--;
                }
            }

            task = vill.Build.Tasks.First();

            //If this task is already complete, remove it and repeat the finding process
            if (BuildingHelper.IsTaskCompleted(vill, acc, task))
            {
                vill.Build.Tasks.Remove(task); //task has been completed
                return(NextBuildingTask(acc, vill));
            }

            //if buildingId is not yet defined, find one.
            if (task.BuildingId == null && task.TaskType == BuildingType.General)
            {
                var found = BuildingHelper.FindBuildingId(vill, task);
                //no space found for this building, remove the buildTask
                if (!found)
                {
                    vill.Build.Tasks.Remove(task);
                    return(NextBuildingTask(acc, vill));
                }
            }

            if (totalBuild < maxBuild)
            {
                return(task, now);
            }
            else
            {
                return(task, later);
            }
        }
 private static BuildingTask GetFirstInfrastructureTask(Village vill) =>
 vill.Build.Tasks.FirstOrDefault(x => !BuildingHelper.IsResourceField(x.Building));
 private static BuildingTask GetFirstResTask(Village vill) =>
 vill.Build.Tasks.FirstOrDefault(x =>
                                 x.TaskType == BuildingType.AutoUpgradeResFields || BuildingHelper.IsResourceField(x.Building)
                                 );
示例#12
0
        public static void StartAccountTasks(Account acc)
        {
            // Get the server info (on first running the account)
            if (acc.AccInfo.ServerSpeed == 0 || acc.AccInfo.MapSize == 0)
            {
                acc.Tasks.Add(new GetServerInfo()
                {
                    ExecuteAt = DateTime.MinValue.AddHours(2)
                });
            }

            if (acc.AccInfo.Tribe == null)
            {
                acc.Tasks.Add(new GetTribe()
                {
                    ExecuteAt = DateTime.MinValue.AddHours(3)
                }, true);
            }

            //FL
            if (acc.Farming.Enabled)
            {
                acc.Tasks.Add(new SendFLs()
                {
                    ExecuteAt = DateTime.Now
                }, true);
            }

            // Bot sleep
            acc.Tasks.Add(new Sleep()
            {
                ExecuteAt = DateTime.Now + TimeHelper.GetWorkTime(acc),
                AutoSleep = true
            }, true);

            // Access change
            var nextAccessChange = TimeHelper.GetNextProxyChange(acc);

            if (nextAccessChange != TimeSpan.MaxValue)
            {
                acc.Tasks.Add(new ChangeAccess()
                {
                    ExecuteAt = DateTime.Now + nextAccessChange
                }, true);
            }
            //research / improve / train troops
            foreach (var vill in acc.Villages)
            {
                //if (vill.Troops.Researched.Count == 0) acc.Tasks.Add( new UpdateTroops() { ExecuteAt = DateTime.Now, vill = vill });
                TroopsHelper.ReStartResearchAndImprovement(acc, vill);
                TroopsHelper.ReStartTroopTraining(acc, vill);
                BuildingHelper.ReStartBuilding(acc, vill);
                BuildingHelper.ReStartDemolishing(acc, vill);
                MarketHelper.ReStartSendingToMain(acc, vill);
                ReStartCelebration(acc, vill);
                VillageHelper.SetNextRefresh(acc, vill);
                if (vill.FarmingNonGold.OasisFarmingEnabled)
                {
                    acc.Tasks.Add(new AttackOasis()
                    {
                        Vill = vill
                    }, true, vill);
                }

                // Remove in later updates!
                if (vill.Settings.RefreshMin == 0)
                {
                    vill.Settings.RefreshMin = 30;
                }
                if (vill.Settings.RefreshMax == 0)
                {
                    vill.Settings.RefreshMax = 60;
                }
            }
            // Remove in later updates!
            if (acc.Hero.Settings.MinUpdate == 0)
            {
                acc.Hero.Settings.MinUpdate = 40;
            }
            if (acc.Hero.Settings.MaxUpdate == 0)
            {
                acc.Hero.Settings.MaxUpdate = 80;
            }

            // Hero update info
            if (acc.Hero.Settings.AutoRefreshInfo)
            {
                Random ran = new Random();
                acc.Tasks.Add(new HeroUpdateInfo()
                {
                    ExecuteAt = DateTime.Now.AddMinutes(ran.Next(40, 80)),
                    Priority  = Tasks.BotTask.TaskPriority.Low
                });
            }
        }
示例#13
0
        /// <summary>
        /// Method will create EquipHero BotTasks that will use resources needed
        /// </summary>
        /// <param name="acc">Account</param>
        /// <param name="vill">Village to use resources in</param>
        /// <param name="neededRes">Needed resources</param>
        /// <param name="heroRes">Hero resources</param
        /// <param name="task">Potential BuildingTask that requires the resources</param>
        private static HeroEquip UseHeroResources(Account acc, Village vill, ref long[] neededRes, long[] heroRes, BuildingTask task = null)
        {
            var useRes = new List <(Classificator.HeroItemEnum, int)>();

            for (int i = 0; i < 4; i++)
            {
                if (neededRes[i] == 0 || heroRes[i] == 0)
                {
                    continue;
                }

                long resToBeUsed = RoundUpTo100(neededRes[i]);
                if (heroRes[i] < resToBeUsed)
                {
                    resToBeUsed = heroRes[i];
                }
                neededRes[i] -= resToBeUsed;

                HeroItemEnum item = HeroItemEnum.Others_Wood_0;
                switch (i)
                {
                case 0:
                    item = HeroItemEnum.Others_Wood_0;
                    break;

                case 1:
                    item = HeroItemEnum.Others_Clay_0;
                    break;

                case 2:
                    item = HeroItemEnum.Others_Iron_0;
                    break;

                case 3:
                    item = HeroItemEnum.Others_Crop_0;
                    break;
                }
                useRes.Add((item, (int)resToBeUsed));
            }

            var heroEquip = new HeroEquip()
            {
                Items     = useRes,
                ExecuteAt = DateTime.Now.AddHours(-2), // -2 since sendRes is -1
                Vill      = vill
            };

            acc.Tasks.Add(heroEquip);

            // A BuildTask needed the resources. If it was auto-build res fields task, make a new
            // general building task - so resources actually get used for intended building upgrade
            if (task != null && task.TaskType == Classificator.BuildingType.AutoUpgradeResFields)
            {
                var building = vill.Build.Buildings.FirstOrDefault(x => x.Id == task.BuildingId);
                var lvl      = building.Level;
                if (building.UnderConstruction)
                {
                    lvl++;
                }
                BuildingHelper.AddBuildingTask(acc, vill, new BuildingTask()
                {
                    TaskType   = Classificator.BuildingType.General,
                    Building   = task.Building,
                    BuildingId = task.BuildingId,
                    Level      = ++lvl
                }, false);
            }

            return(heroEquip);
        }