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Deenayd avatar Deenayd commented on August 15, 2024

I did it in a simplified way for myself.

I have failed trying to implement getting resources from original origin to local moon, if there are not enough on the moon. The problem is function HandleMinerTransport assumes transport's destination is the same as celestial that is about to be upgraded. Changing that looks like a good way to break some code that I don't fully understand so I gave up with that part.

But other that this is looks quite simple:

Getting new setting (yeah, learning how does your settings work):

					AutoMinerSettings autoMinerSettings = new() {
						OptimizeForStart = (bool) settings.Brain.AutoMine.OptimizeForStart,
						PrioritizeRobotsAndNanites = (bool) settings.Brain.AutoMine.PrioritizeRobotsAndNanites,
						MaxDaysOfInvestmentReturn = (float) settings.Brain.AutoMine.MaxDaysOfInvestmentReturn,
						DepositHours = (int) settings.Brain.AutoMine.DepositHours,
						BuildDepositIfFull = (bool) settings.Brain.AutoMine.BuildDepositIfFull,
						DeutToLeaveOnMoons = (int) settings.Brain.AutoMine.DeutToLeaveOnMoons,
						RouteThroughMoons = (bool) settings.Brain.AutoMine.RouteThroughMoons
					};

AutoMine's modified code in AutoMineCelestial:

						if ((bool) settings.Brain.AutoMine.Transports.Active) {
							fleets = UpdateFleets();
							if (!Helpers.IsThereTransportTowardsCelestial(celestial, fleets)) {
								Celestial throughMoon = new() { ID = 0 };
								if (autoMinerSettings.RouteThroughMoons && (celestial is Planet)) {
									throughMoon = celestials
										.Unique()
										.Where(c => c.Coordinate.Galaxy == celestial.Coordinate.Galaxy)
										.Where(c => c.Coordinate.System == celestial.Coordinate.System)
										.Where(c => c.Coordinate.Position == celestial.Coordinate.Position)
										.Where(c => c.Coordinate.Type == Celestials.Moon)
										.SingleOrDefault() ?? new() { ID = 0 };
								}
								if (throughMoon.ID != 0) {
									fleetId = HandleMinerTransport(throughMoon, celestial, xCostBuildable, buildable, maxBuildings, maxFacilities, maxLunarFacilities, autoMinerSettings);

									// TODO: handle transport to the moon, if it has too little resources too
								} else {
									Celestial origin = celestials
											.Unique()
											.Where(c => c.Coordinate.Galaxy == (int) settings.Brain.AutoMine.Transports.Origin.Galaxy)
											.Where(c => c.Coordinate.System == (int) settings.Brain.AutoMine.Transports.Origin.System)
											.Where(c => c.Coordinate.Position == (int) settings.Brain.AutoMine.Transports.Origin.Position)
											.Where(c => c.Coordinate.Type == Enum.Parse<Celestials>((string) settings.Brain.AutoMine.Transports.Origin.Type))
											.SingleOrDefault() ?? new() { ID = 0 };
									fleetId = HandleMinerTransport(origin, celestial, xCostBuildable, buildable, maxBuildings, maxFacilities, maxLunarFacilities, autoMinerSettings);
								}

								if (fleetId == (int) SendFleetCode.AfterSleepTime) {
									stop = true;
									return;
								}

Lifeform Autoresearch's modified code in LifeformAutoResearchCelestial:

							if ((bool) settings.Brain.LifeformAutoResearch.Transports.Active) {
								fleets = UpdateFleets();
								if (!Helpers.IsThereTransportTowardsCelestial(celestial, fleets)) {
									Celestial throughMoon = new() { ID = 0 };
									if (settings.Brain.AutoMine.RouteThroughMoons && (celestial is Planet)) {
										throughMoon = celestials
											.Unique()
											.Where(c => c.Coordinate.Galaxy == celestial.Coordinate.Galaxy)
											.Where(c => c.Coordinate.System == celestial.Coordinate.System)
											.Where(c => c.Coordinate.Position == celestial.Coordinate.Position)
											.Where(c => c.Coordinate.Type == Celestials.Moon)
											.SingleOrDefault() ?? new() { ID = 0 };
									}
									if (throughMoon.ID != 0) {
										fleetId = HandleMinerTransport(throughMoon, celestial, xCostBuildable);

										// TODO: handle transport to the moon, if it has too little resources too
									} else {
										Celestial origin = celestials
											.Unique()
											.Where(c => c.Coordinate.Galaxy == (int) settings.Brain.AutoMine.Transports.Origin.Galaxy)
											.Where(c => c.Coordinate.System == (int) settings.Brain.AutoMine.Transports.Origin.System)
											.Where(c => c.Coordinate.Position == (int) settings.Brain.AutoMine.Transports.Origin.Position)
											.Where(c => c.Coordinate.Type == Enum.Parse<Celestials>((string) settings.Brain.AutoMine.Transports.Origin.Type))
											.SingleOrDefault() ?? new() { ID = 0 };
										fleetId = HandleMinerTransport(origin, celestial, xCostBuildable);
									}
									if (fleetId == (int) SendFleetCode.AfterSleepTime) {

Similar Lifeformautomine's code in LifeformAutoMineCelestial:

								if ((bool) settings.Brain.LifeformAutoMine.Transports.Active) {
									fleets = UpdateFleets();
									if (!Helpers.IsThereTransportTowardsCelestial(celestial, fleets)) {
										Celestial throughMoon = new() { ID = 0 };
										if (settings.Brain.AutoMine.RouteThroughMoons && (celestial is Planet)) {
											throughMoon = celestials
												.Unique()
												.Where(c => c.Coordinate.Galaxy == celestial.Coordinate.Galaxy)
												.Where(c => c.Coordinate.System == celestial.Coordinate.System)
												.Where(c => c.Coordinate.Position == celestial.Coordinate.Position)
												.Where(c => c.Coordinate.Type == Celestials.Moon)
												.SingleOrDefault() ?? new() { ID = 0 };
										}
										if (throughMoon.ID != 0) {
											fleetId = HandleMinerTransport(throughMoon, celestial, xCostBuildable);

											// TODO: handle transport to the moon, if it has too little resources too
										} else {
											Celestial origin = celestials
												.Unique()
												.Where(c => c.Coordinate.Galaxy == (int) settings.Brain.AutoMine.Transports.Origin.Galaxy)
												.Where(c => c.Coordinate.System == (int) settings.Brain.AutoMine.Transports.Origin.System)
												.Where(c => c.Coordinate.Position == (int) settings.Brain.AutoMine.Transports.Origin.Position)
												.Where(c => c.Coordinate.Type == Enum.Parse<Celestials>((string) settings.Brain.AutoMine.Transports.Origin.Type))
												.SingleOrDefault() ?? new() { ID = 0 };
											fleetId = HandleMinerTransport(origin, celestial, xCostBuildable);
										}
										if (fleetId == (int) SendFleetCode.AfterSleepTime) {

And autorepatriate modified code in AutoRepatriate:

							if (celestial.Coordinate.IsSame(destinationCoordinate)) {
								Helpers.WriteLog(LogType.Info, LogSender.Brain, $"Skipping {celestial.ToString()}: celestial is the target.");
								continue;
							}

							Coordinate localDestination = destinationCoordinate;
							if (((bool) settings.Brain.AutoRepatriate.ThroughTheMoons) && (celestial is Planet)) {
								Celestial throughMoon = celestials
									.Unique()
									.Where(c => c.Coordinate.Galaxy == celestial.Coordinate.Galaxy)
									.Where(c => c.Coordinate.System == celestial.Coordinate.System)
									.Where(c => c.Coordinate.Position == celestial.Coordinate.Position)
									.Where(c => c.Coordinate.Type == Celestials.Moon)
									.SingleOrDefault() ?? new() { ID = 0 };
								if (throughMoon.ID != 0) {
									localDestination = throughMoon.Coordinate;
								}
							}

							var tempCelestial = UpdatePlanet(celestial, UpdateTypes.Fast);
.......................
								payload = Helpers.CalcMaxTransportableResources(ships, payload, researches.HyperspaceTechnology, userInfo.Class, probeCargo: serverData.ProbeCargo);

								if (payload.TotalResources > 0) {
									var fleetId = SendFleet(tempCelestial, ships, localDestination, Missions.Transport, Speeds.HundredPercent, payload);
									if (fleetId == (int) SendFleetCode.AfterSleepTime) {
										stop = true;
										return;
									}

It's possible to change autoresearch in a similar way, but I skipped it as original origin is always the same as local moon for me. Yeah. Not an universal assumption. Not everybody has to play like me (have laboratory at each planet, no need to transfer resources far away).

from tbot.

ogame-tbot avatar ogame-tbot commented on August 15, 2024

i like very much your interest in the project, but posting here a few hundreds lines of code is little to no use sadly
if you wish to contribute with code, a pull request is the right way to do it

from tbot.

Deenayd avatar Deenayd commented on August 15, 2024

I'm sorry but we are not using github for anything at work (code repositiory that doesn't have even any paid plan to put code on OUR servers instead of sharing it with third party is useless for anything but open source) so I'm not going to learn it just for tbot.

Will just put ideas here without any code if you don't need my code. No problem.

from tbot.

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