200 lines
6.6 KiB
C#
200 lines
6.6 KiB
C#
using BinanceExchange.API.Models.Response;
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public static class Patterns{
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public static bool GetTGOR(List<KlineCandleStickResponse> responses, int curIndex){
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if(curIndex < 10){
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return false;
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}
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int greenCount =0;
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for(int i=curIndex-4; i <= curIndex; i++){
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if(responses[i].Close < responses[i].Open){
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if(greenCount > 2){
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//Red after 3 greens
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int bullRunFlag = 0;
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//This is an abomniation
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if(responses[i-1].Close > responses[i-2].Close){
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bullRunFlag++;
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}
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if(responses[i-2].Close > responses[i-3].Close){
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bullRunFlag++;
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}
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if(responses[i-3].Close > responses[i-4].Close){
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bullRunFlag++;
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}
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if(responses[i-4].Close > responses[i-5].Close){
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bullRunFlag++;
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}
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if(responses[i-5].Close > responses[i-6].Close){
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bullRunFlag++;
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}
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if(bullRunFlag > 2 && responses[i-1].Close > responses[i-1].Open){//It was a bull run
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return true;
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}
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}
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greenCount =0;
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}else{
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greenCount++;
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}
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}
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return false;
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}
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public static int GetThreeWhiteSoldiers(List<KlineCandleStickResponse> responses, int curIndex){
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if(curIndex < 10){
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return 0;
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}
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KlineCandleStickResponse candle1 = responses[curIndex];
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KlineCandleStickResponse candle2 = responses[curIndex-1];
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KlineCandleStickResponse candle3 = responses[curIndex-2];
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bool isAllGreen = candle1.isGreen() && candle2.isGreen() && candle3.isGreen();
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//LP:using average shadow is a bad idea, check each shadow
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// float averageShadowRatio = (candle1.getShadowRatio() + candle2.getShadowRatio() + candle3.getShadowRatio())/3f;
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bool areSoldiers = AreAllSolid([candle1,candle2, candle3],0.6f);
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bool areSoldiersThin = AreAllSolid([candle1,candle2, candle3], 0.4f);
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bool areSameSize = AreSameCandleSizes([candle1,candle2,candle3]);
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if(isAllGreen && areSoldiers && areSameSize){
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//Best
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return 3;
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}else if(isAllGreen&& areSoldiersThin && areSameSize){
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//Not strong
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return 2;
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}else if(isAllGreen){
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//Meh
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return 1;
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}
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return 0;
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}
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public static int GetThreeBlackCrows(List<KlineCandleStickResponse> responses, int curIndex){
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if(curIndex < 10){
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return 0;
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}
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KlineCandleStickResponse candle1 = responses[curIndex];
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KlineCandleStickResponse candle2 = responses[curIndex-1];
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KlineCandleStickResponse candle3 = responses[curIndex-2];
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bool isAllRed = !candle1.isGreen() && !candle2.isGreen() && !candle3.isGreen();
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//LP:using average shadow is a bad idea, check each shadow
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// float averageShadowRatio = (candle1.getShadowRatio() + candle2.getShadowRatio() + candle3.getShadowRatio())/3f;
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bool areSoldiers = AreAllSolid([candle1,candle2, candle3],0.6f);
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bool areSoldiersThin = AreAllSolid([candle1,candle2, candle3], 0.4f);
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bool areSameSize = AreSameCandleSizes([candle1,candle2,candle3]);
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if(isAllRed && areSoldiers && areSameSize){
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//Best
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return 3;
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}else if(isAllRed&& areSoldiersThin && areSameSize){
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//Not strong
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return 2;
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}else if(isAllRed){
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//Meh
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return 1;
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}
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return 0;
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}
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public static bool AreSameCandleSizes(List<KlineCandleStickResponse> responses, float tolerance= 0.5f){
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float totalHeight = 0;
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foreach(KlineCandleStickResponse response in responses){
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totalHeight+= response.getCandleLength();
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}
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float avgHeight = totalHeight / (float)responses.Count;
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foreach(KlineCandleStickResponse response in responses){
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float diff = Math.Abs(avgHeight - response.getCandleLength());
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if(diff > tolerance){
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return false; //One failed to match size
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}
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}
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return true;
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}
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public static bool AreAllSolid(List<KlineCandleStickResponse> responses, float tolerance= 0.75f){
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foreach(KlineCandleStickResponse response in responses){
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if(response.getShadowRatio() < tolerance){
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return false;
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}
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}
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return true;
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}
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public static bool isHammer(KlineCandleStickResponse response, float bodyToShadowRatio = 0.3f){
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// Check if the candle has a small body compared to total length
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float bodyLength = response.getCandleLength();
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float totalLength = response.getTotalLength();
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// Body should be small compared to total length
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if (bodyLength / totalLength > bodyToShadowRatio) {
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return false;
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}
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// Lower shadow should be at least twice the body length
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float lowerShadow = (float)Math.Min(response.Open, response.Close) - (float)response.Low;
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if (lowerShadow < bodyLength * 2) {
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return false;
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}
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// Upper shadow should be minimal (less than 10% of total length)
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float upperShadow = (float)(response.High - Math.Max(response.Open, response.Close));
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if (upperShadow > totalLength * 0.1) {
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return false;
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}
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return true;
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}
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public static bool isInverseHammer(KlineCandleStickResponse response, float bodyToShadowRatio = 0.3f){
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// Check if the candle has a small body compared to total length
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float bodyLength = response.getCandleLength();
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float totalLength = response.getTotalLength();
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// Body should be small compared to total length
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if (bodyLength / totalLength > bodyToShadowRatio) {
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return false;
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}
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// Upper shadow should be at least twice the body length
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float upperShadow = (float)response.High - (float)Math.Max(response.Open, response.Close);
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if (upperShadow < bodyLength * 2) {
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return false;
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}
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// Lower shadow should be minimal (less than 10% of total length)
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float lowerShadow = (float)Math.Min(response.Open, response.Close) - (float)response.Low;
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if (lowerShadow > totalLength * 0.1) {
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return false;
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}
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return true;
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}
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} |