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My MoO Planetary reserver "Bot"

I bet Alan Emrich or someone posted it on USENET and forgot to include it in the update.txt. They were kind of scatterbrained about that kind of thing back then.
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(March 22nd, 2016, 20:21)Ianus Wrote: When you press the = key while allocating reserve spending the game will auto allocate enough reserve funds to double production for that turn. Roughly anyway. It always under-allocates, sometimes by a significant amount, and if the reserve is so large that a single click will over-allocate then it will allocate zero. My point is can your script make use of this game feature instead of using 50% of available funds? As it stands now this is a cool proof-of-concept but is basically useless for a real game.

O.O -.- O.O

WHAAAAAT i never knew that >.<
I will fix that for the next bot edition probably this weekend that just make it SOOO much eaisier
Does using the = sign take into account over funds input form last turns fund input
aka production is 200units
you put in 233
Next turn there is still 33 in extra production
Would i try to hit 177 to put in this time or aim for 200? (not thinking about the under shooting atm)

cause i can make it use the = and then hit it one notch up thereby get closer to the real value or overshoot it insted of undershooting it


anyway I came in to just inform that i did some minor speed improvements on the script
https://www.autohotkey.com/boards/viewto...19&t=15105
instead of reading the entire first letter of the planets info and then compare it reads one vertical line of the letter and Compares making it faster to skip checking a planet since it can skip after just 1/3 of the letter.
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(March 22nd, 2016, 19:45)HansLemurson Wrote: Is there any ability to read and interpret text on the screen, or is it all blind-clicking and button-presses?

A bit of both.
Most of the clicks "blind" that why you have to make sure to be in the planets section and have the right dosboz size.
However it does check the planets information to see if its start with an U (for Ultra Rich) or A (for artifacts) that why the scalar has to be the normal one and not the advantage "blurry" looking ones.
And then it "blindly" clicks around to transfer the funds into the planet.

I will probably implant a bit more reading of the screen to make sure the script runs more stable. like check that the fund transfer menu did pop up before click to change the value to transfer. buts its going to be small verification here and there instead of relying on a blind delay.
Maybe check to see if you are in the planets menu and then quit if you are not.

This was my first script with screen read capabilities so i still have lot of stuff to learn and might rewrite the check complete for a smarter way to do it
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(March 25th, 2016, 02:08)thrawn Wrote: For the fastest readjustment of ECO especially on more than one planet:

- take away from the eco slider so it reads 'waste'
- click 'g', then 'q', then 'c'. You'll quit the game going back to the main menu, and then when you reenter all planets will readjust ECO to clean. Save/load does the same but takes more time.

To avoid readjusting every turn I invest for a second turn ahead - i.e. invest enough in the planet so it can do this turn and next one. Then keep staying one turn ahead.

Thank you for that nice trick.
Maybe I will put that into the script. so if if finds any planets and aftertransfering to them it will adjust the eco to waster
and once its done checking all the planets it will do the G Q C.

or maybe just making a seperate function that goes through alle plannets and adjust all planet to 0 eco and then do G Q C
but that would probably need to verify the planet is not doing terraforming or soil improvment.
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(March 30th, 2016, 22:51)SvenBent Wrote: ...
Does using the = sign take into account over funds input form last turns fund input
aka production is 200units
you put in 233
Next turn there is still 33 in extra production
Would i try to hit 177 to put in this time or aim for 200? (not thinking about the under shooting atm)

cause i can make it use the = and then hit it one notch up thereby get closer to the real value or overshoot it insted of undershooting it
From what I saw, it doesn't take the boosting level into account at all. Just picks a number that's under half of the production.

(March 30th, 2016, 22:51)SvenBent Wrote: anyway I came in to just inform that i did some minor speed improvements on the script
https://www.autohotkey.com/boards/viewto...19&t=15105
instead of reading the entire first letter of the planets info and then compare it reads one vertical line of the letter and Compares making it faster to skip checking a planet since it can skip after just 1/3 of the letter.
Huh, interpreting characters takes that long? It's a good thing we're dealing with low resolution and limited color palette.
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(March 31st, 2016, 00:26)HansLemurson Wrote: From what I saw, it doesn't take the boosting level into account at all. Just picks a number that's under half of the production.

Huh, interpreting characters takes that long? It's a good thing we're dealing with low resolution and limited color palette.

1. I think you are talking about my script right? Cause that is the behavior of my current script. and I'm aware of that I made it that way and even wrote it earlier that, that is how it works and wanted to improve on it :D
However this time I was asking into the effect of using the "=" key to adjust the levels which my script does not do...yet. When I wrote the first script i was unaware that using the "=" in MoO key would autoadjust the transferred amount.

But as Ianus explained using the "=" key in MoO, you get some undershooting. Its Probably because it works with the slider "ticks" aka it can only give amount in certain percentage intervals and its coded to round down instead of up.
My question was if i the "= "take it into account it its going to keep increase the overflow fund from last turn. Because if it does take it into account I can just make my script use the "=" key and then click it on tick higher so you are over shooting instead of undershooting



2.
It took approximate 400ms too read the characters 15 pixels. it might not seems bad at first but since there is a list of 12 planets per page. it takes nearly 5 secs to go through one page of planets (not counting actually transferring the funds). with no other indication you as a user might think it didn't start so i wanted it to go faster.
The update script should be up to 3 times faster since it checks 1/3 of the character and move on the the next where it does not match an A or U, instead of matching the entire character before moving on.

But The Entire "read character" method I'm using right now is probably highly inefficient and i need to see if i can do an image search instead of reading pixels on a specific coordinate and see if its faster that way
Even if its not there is still room for an additional up to x5 speedup in performance ( for a total of x15 speedup compared to the first version
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Sorry for the post spam.
But i was thinking of expandig the script with a
"see if any planets are producing max factories and reduce to minimume requirede" featues
once that it made it would only need a few chance to do thee same for eco.

None of my script will use direct memory reads ( going way into cheat area) . They will all be based on reading pixels on screen and clicking accordingly to the preference decided by the hotkey the user hit.
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(March 31st, 2016, 08:39)SvenBent Wrote:
(March 31st, 2016, 00:26)HansLemurson Wrote: From what I saw, it doesn't take the boosting level into account at all. Just picks a number that's under half of the production.

Huh, interpreting characters takes that long? It's a good thing we're dealing with low resolution and limited color palette.

1. I think you are talking about my script right? Cause that is the behavior of my current script. and I'm aware of that I made it that way and even wrote it earlier that, that is how it works and wanted to improve on it :D
However this time I was asking into the effect of using the "=" key to adjust the levels which my script does not do...yet. When I wrote the first script i was unaware that using the "=" in MoO key would autoadjust the transferred amount.

But as Ianus explained using the "=" key in MoO, you get some undershooting. Its Probably because it works with the slider "ticks" aka it can only give amount in certain percentage intervals and its coded to round down instead of up.
My question was if i the "= "take it into account it its going to keep increase the overflow fund from last turn. Because if it does take it into account I can just make my script use the "=" key and then click it on tick higher so you are over shooting instead of undershooting
I was actually talking about the behavior of the '=' button in the Planet screen, saying that it didn't take into account the boosting level of the planet. However...I was wrong.duh

Just tested it to be sure.
Had a planet with 38 Production.
Pressed '=' and it was given 35.
Planet now has 73 production.
Pressed '=' and it was given 34.

Seems to be working Just Fine!!!!
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(March 31st, 2016, 15:16)HansLemurson Wrote: I was actually talking about the behavior of the '=' button in the Planet screen, saying that it didn't take into account the boosting level of the planet. However...I was wrong.duh

Just tested it to be sure.
Had a planet with 38 Production.
Pressed '=' and it was given 35.
Planet now has 73 production.
Pressed '=' and it was given 34.

Seems to be working Just Fine!!!!

My apologies then I totally misread your post.
Thank you for the info. I will defiantly mess around with it this weekend.
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Just updatede the script to use the "=" hotkey for MoO's built in autoamount features
since the "=" tends to undershoot the amount it click once to increase it one tic on the transfer bar

https://autohotkey.com/boards/viewtopic....664#p78664

it still not enough on some planets and i need to figure out how to properly handle it

however this is a major improvement as it also fixed the double transfer issues as the "=" hotkey take into account what is already currently transferred into the planet this turn. aka transferring twice the second transfer will be 0.


Request,suggestion,feedback and tips are always welcome
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