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Wingate and Finchley vs Lewes

Expert Analysis: Wingate & Finchley vs Lewes

The upcoming match between Wingate & Finchley and Lewes is generating significant interest among football enthusiasts and bettors alike. With a rich history of competitive encounters, this fixture promises to be an engaging spectacle. Based on the provided data, we can delve into various betting predictions to assess potential outcomes and strategic betting opportunities.

Betting Predictions Overview

  • Both Teams Not To Score In 2nd Half: 97.70%
  • This high probability suggests a defensive game plan in the second half, possibly due to tactical adjustments or fatigue. Bettors might consider this option for a safe bet.

  • Over 0.5 Goals HT: 88.20%
  • With a strong likelihood of at least one goal in the first half, this bet could be appealing for those expecting early offensive plays.

  • Away Team Not To Score In 1st Half: 88.10%
  • This prediction indicates that Lewes might struggle to penetrate Wingate & Finchley’s defense in the initial stages, making it a viable betting choice.

  • Both Teams Not To Score In 1st Half: 78.30%
  • A defensive start from both teams could lead to a scoreless first half, presenting an interesting betting opportunity.

  • First Goal Between Minute 0-29: 76.90%
  • Early goals are anticipated, suggesting aggressive tactics from either side right from kickoff.

Detailed Betting Insights

  • Home Team Not To Score In 2nd Half: 77.50%
  • This suggests Wingate & Finchley might focus on defense in the latter stages, possibly after securing an early lead.

  • Home Team Not To Score In 1st Half: 72.00%
  • An early defensive strategy by Wingate & Finchley could limit their scoring opportunities in the first half.

  • Both Teams Not to Score: 70.20%
  • This prediction indicates a low-scoring affair, potentially due to strong defensive performances from both sides.

  • Over 1.5 Goals: 69.30%
  • Despite the defensive trends, the overall match is expected to have at least two goals, making this a balanced bet.

  • Over 2.5 Goals: 62.20%
  • A higher goal tally is anticipated, suggesting moments of offensive breakthroughs during the match.

Additional Predictions

  • Sum of Goals 2 or 3: 59.20%
  • The total number of goals is likely to be moderate, aligning with the defensive strategies expected from both teams.

  • Away Team Not To Score In 2nd Half: 56.70%
  • Lewes might find it challenging to score in the latter half, possibly due to fatigue or tactical adjustments by Wingate & Finchley.

  • Away Team To Win: 50.30%
  • An evenly matched contest with Lewes having a fair chance of securing victory.

Statistical Insights

  • Avg. Total Goals: 2.70
  • #include “Map.h”

    #include “Constants.h”
    #include “Game.h”

    namespace {
    std::vector GetNeighbours(TilePosition pos) {
    return {TilePosition(pos.x – TileSize / TileSizeHalf, pos.y – TileSize / TileSizeHalf),
    TilePosition(pos.x + TileSize / TileSizeHalf, pos.y – TileSize / TileSizeHalf),
    TilePosition(pos.x + TileSize / TileSizeHalf, pos.y + TileSize / TileSizeHalf),
    TilePosition(pos.x – TileSize / TileSizeHalf, pos.y + TileSize / TileSizeHalf)};
    }

    bool IsValidTile(TilePosition tile) {
    return tile.IsValid() && Game::Get().Map().HasWalkability(tile);
    }

    bool IsWalkable(TilePosition tile) {
    return IsValidTile(tile) && !Game::Get().Map().IsOccupied(tile);
    }

    TilePosition GetNearestWalkable(TilePosition tile) {
    if (IsWalkable(tile)) return tile;
    std::vector neighbours = GetNeighbours(tile);
    std::vector walkable;
    for (TilePosition n : neighbours) {
    if (IsWalkable(n)) walkable.push_back(n);
    }
    if (walkable.size() > static_cast(0)) {
    return *std::min_element(walkable.begin(), walkable.end(),
    [](const auto& lhs, const auto& rhs) {
    return lhs.GetDistance(tile) <
    rhs.GetDistance(tile);
    });
    }
    return tile;
    }
    }

    Map::Map() : m_map({}) {}

    void Map::Init(const BWAPI::Broodwar& bwapi_map) {
    m_map.resize(bwapi_map.GetHeight(), std::vector(bwapi_map.GetWidth()));
    for (int x = bwapi_map.GetWidth() – static_cast(1); x >= static_cast(0); –x) {
    for (int y = bwapi_map.GetHeight() – static_cast(1); y >= static_cast(0); –y) {
    m_map[y][x] = bwapi_map.HasWalkability(x * TileSize,
    y * TileSize);
    }
    }
    }

    bool Map::HasWalkability(const BWAPI::TilePosition& pos) const {
    if (!pos.IsValid()) return false;
    return m_map[pos.y][pos.x];
    }

    bool Map::IsOccupied(const BWAPI::TilePosition& pos) const {
    if (!pos.IsValid()) return true;
    const auto& units = Game::Get().Units();
    for (const auto& unit : units) {
    if (!unit->IsVisible()) continue;
    const BWAPI::TilePosition unit_pos(unit->GetPosition().x / TileSize,
    unit->GetPosition().y / TileSize);
    if (unit_pos == pos)
    return true;
    }
    return false;
    }

    bool Map::IsOccupied(const BWAPI::TilePositions& positions) const {
    for (const auto& position : positions) {
    if (!position.IsValid()) continue;
    const auto& units = Game::Get().Units();
    for (const auto& unit : units) {
    if (!unit->IsVisible()) continue;
    const BWAPI::TilePosition unit_pos(unit->GetPosition().x / TileSize,
    unit->GetPosition().y / TileSize);
    if (unit_pos == position)
    return true;
    }
    }
    return false;
    }

    bool Map::IsWalkable(const BWAPI::TilePositions& positions) const {
    for (const auto& position : positions) {
    if (!position.IsValid()) continue;
    const bool walkability = HasWalkability(position);
    if (!walkability)
    return false;
    }
    return true;
    }

    BWAPI::TilePositions Map::GetNearestWalkables(
    BWAPI::TilePositions positions,
    int radius,
    bool allow_diag)
    {
    BWAPI::TilePositions walkables;
    for (auto position : positions) {
    if (!allow_diag && !GameUtils::IsDiagonal(position))
    walkables.push_back(GetNearestWalkable(position));
    else
    walkables.push_back(GetNearestWalkable(position));
    }
    while (radius > static_cast(0)) {
    std::vector new_walkables;
    for (auto position : walkables) {
    for (auto neighbour : GetNeighbours(position)) {
    if (!IsValidTile(neighbour)) continue;
    if (!allow_diag && !GameUtils::IsDiagonal(neighbour)) continue;

    if (std::find(walkables.begin(), walkables.end(), neighbour)
    == walkables.end())
    new_walkables.push_back(neighbour);
    }
    }
    walkables.insert(walkables.end(), new_walkables.begin(),
    new_walkables.end());
    –radius;
    }
    return walkables;
    }

    std::vector Map::GetNearestWalkables(
    BWAPI::TilePositions positions,
    int radius)
    {
    BWAPI::TilePositions walkables;
    for (auto position : positions)
    walkables.push_back(GetNearestWalkable(position));
    while (radius > static_cast(0)) {
    std::vector new_walkables;
    for (auto position : walkables) {
    for (auto neighbour : GetNeighbours(position)) {
    if (!IsValidTile(neighbour)) continue;

    if (std::find(walkables.begin(), walkables.end(), neighbour)
    == walkables.end())
    new_walkables.push_back(neighbour);
    }
    }
    walkables.insert(walkables.end(), new_walkables.begin(),
    new_walkables.end());
    –radius;
    }
    return std::move(walkables);
    }

    BWAPI::TilePositions Map::GetValidAdjacentTiles(BWAPI::UnitType type,
    BWAPI::TilePosition pos,
    int max_distance)
    {
    auto adjacents = GetNeighbours(pos);

    std::vector valid_tiles;

    while(!adjacents.empty()) {

    BWAPI::TilePosition tile = adjacents.front();

    adjacents.erase(adjacents.begin());

    if(!HasWalkability(tile))
    continue;

    if(IsOccupied(tile))
    continue;

    valid_tiles.push_back(tile);

    if(valid_tiles.size() >= max_distance)
    break;

    adjacents.insert(adjacents.end(),
    GetNeighbours(tile).begin(),
    GetNeighbours(tile).end());
    }

    return valid_tiles;

    }fionawu/Sc2AI<|file_sepfionawu/Sc2AI<|file_sep#ifdef _MSC_VER
    #pragma warning(disable :4996)
    #endif

    #include "Planner.h"
    #include "Game.h"

    Planner* Planner::_instance = nullptr;

    Planner* Planner::Get() { return _instance; }

    void Planner::_Init() { _instance = this; }

    void Planner::_Destroy() { delete _instance; _instance = nullptr; }

    void Planner::_OnFrame()
    {
    if(!GameUtils::_is_game_started())
    return;

    // Update current plan
    m_current_plan.Update();

    // Set up next plan
    m_next_plan.Update();

    // Switch plans
    if(m_current_plan.IsFinished())
    m_current_plan.SwitchPlan(m_next_plan);
    }

    void Planner::_OnUnitCreate(BWAPI::Unit* unit)
    {
    // Switch plans
    if(m_current_plan.IsFinished())
    m_current_plan.SwitchPlan(m_next_plan);

    // Update current plan
    m_current_plan.Update();

    // Update next plan
    m_next_plan.Update();
    }<|file_sep——– BEGIN GPL LICENSE BLOCK #####
    #
    # This program is free software; you can redistribute it and/or
    # modify it under the terms of the GNU General Public License
    # as published by the Free Software Foundation; either version 3
    # of the License, or (at your option) any later version.
    #
    # This program is distributed in the hope that it will be useful,
    # but WITHOUT ANY WARRANTY; without even the implied warranty of
    # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
    # GNU General Public License for more details.
    #
    # You should have received a copy of the GNU General Public License
    # along with this program; if not, write to the Free Software Foundation,
    # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    ##### END GPL LICENSE BLOCK #####

    import bpy

    from . import RAPID_UI_OT_Toggle as Toggle

    class RAPID_UI_PT_menu(BasePanel):

    bl_label = "RAPID"

    bl_space_type = 'VIEW_3D'

    bl_region_type = 'UI'

    bl_category = "RAPID"

    def draw(self, context):

    layout = self.layout

    # Right click menu

    layout.context_pointer_set("active_object", context.active_object)

    col = layout.column()

    col.operator(Toggle.ToggleObjectMode.bl_idname).mode="OBJECT"

    col.separator()

    col.operator(Toggle.ToggleEditMode.bl_idname).mode="EDIT"

    col.separator()

    col.operator(Toggle.ToggleEditMeshMode.bl_idname).mode="MESH"

    col.separator()

    col.operator(Toggle.ToggleEditCurveMode.bl_idname).mode="CURVE"

    col.separator()

    col.operator(Toggle.ToggleEditTextMode.bl_idname).mode="TEXT"

    col.separator()

    col.operator(Toggle.ToggleEditGreasePencilMode.bl_idname).mode="GREASE_PENCIL"

    col.separator()

    row=col.row()

    row.operator(Toggle.ToggleObjectMode.bl_idname).mode="POSE"

    row.operator(Toggle.ToggleEditMode.bl_idname).mode="POSE"

    fionawu/Sc2AI<|file_sep27:
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    – Shields: '0'
    – Armor:
    – Weapons:
    – Shields:
    – Requires:
    – WhatBuilds:
    – BuildWhat:
    – Upgrades:
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    – ID: 'B15'
    – TypeID: Building
    – BuildType: TerranSupplyDepot
    – Description: Terran Supply Depot building.
    – Race: Terran
    – SupplyCost: '100'
    – BuildTime: '30'
    – SupplyProvided: '8'
    – Health: '600'
    – Shields: '0'
    – Armor:
    TerranBarracksTechLab:
    – ID: 'B16'
    – TypeID: Building
    – BuildType: TerranBarracksTechLabTechLabCompleted
    – Description: Terran Barracks Tech Lab building.
    – Race: Terran
    – SupplyCost: '100'
    – BuildTime: '30'
    – SupplyProvided: '0'
    – Health: '300'
    – Shields: '0'
    TerranCovertOps:
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