Beispiel #1
0
        /// <summary>
        ///     Use pulling moves if applicable to make the target
        ///     mob aggressive to us.
        /// </summary>
        public override void Run()
        {
            var actions = Config.BattleLists["Pull"].Actions.ToList();
            var usable  = actions.Where(x => ActionFilters.TargetedFilter(EliteApi, x, Target)).ToList();

            Executor.UseTargetedActions(usable, Target);
        }
Beispiel #2
0
        public override void RunComponent()
        {
            // Check engaged
            // FIXED: no longer return on not engage but don't execute
            // these moves instead. Fixes the bot not attacking things
            // from move than 30 yalms problem.
            if (fface.Player.Status.Equals(Status.Fighting))
            {
                // Grab the first weaponskill or null.
                var weaponskill = Config.Instance.BattleLists["Weaponskill"]
                                  .Actions.FirstOrDefault();

                // See if they the user set a weaponskill.
                if (weaponskill == null)
                {
                    return;
                }

                // Perform the weaponskill if it is valid.
                if (ActionFilters.TargetedFilter(fface, weaponskill, Target))
                {
                    Executor.UseTargetedAction(weaponskill, Target);
                }
            }
        }
Beispiel #3
0
        /// <summary>
        ///     Use pulling moves if applicable to make the target
        ///     mob aggressive to us.
        /// </summary>
        public override void Run(IGameContext context)
        {
            var actions = context.Config.BattleLists["Pull"].Actions.ToList();
            var usable  = actions.Where(x => ActionFilters.TargetedFilter(context.API, x, context.Target)).ToList();

            context.Memory.Executor.UseTargetedActions(usable, context.Target);
        }
Beispiel #4
0
        /// <summary>
        ///     Use pulling moves if applicable to make the target
        ///     mob aggressive to us.
        /// </summary>
        public override void RunComponent()
        {
            var actions = Config.Instance.BattleLists["Pull"].Actions.ToList();
            var usable  = actions.Where(x => ActionFilters.TargetedFilter(fface, x, Target)).ToList();

            Executor.UseTargetedActions(usable, Target);
        }
Beispiel #5
0
        public override void RunComponent()
        {
            // Cast only one action to prevent blocking curing.
            var action = Config.Instance.BattleLists["Battle"].Actions
                         .FirstOrDefault(x => ActionFilters.TargetedFilter(fface, x, Target));

            if (action != null)
            {
                _executor.UseTargetedAction(action, Target);
            }
        }
Beispiel #6
0
        public override void Run()
        {
            // Cast only one action to prevent blocking curing.
            var action = Config.Instance.BattleLists["Battle"].Actions
                         .FirstOrDefault(x => ActionFilters.TargetedFilter(EliteApi, x, Target));

            if (action == null)
            {
                return;
            }
            Executor.UseTargetedActions(new[] { action }, Target);
        }
Beispiel #7
0
        /// <summary>
        ///     Use pulling moves if applicable to make the target
        ///     mob aggressive to us.
        /// </summary>
        public override void Run(IGameContext context)
        {
            // Has the user decided we should engage in battle.
            if (context.Target.Distance <= 25 && context.Config.IsEngageEnabled)
            {
                Player.Engage(context.API);
            }

            var actions = context.Config.BattleLists["Pull"].Actions.ToList();
            var usable  = actions.Where(x => ActionFilters.TargetedFilter(context.API, x, context.Target)).ToList();

            context.Memory.Executor.UseTargetedActions(context, usable, context.Target);
        }
Beispiel #8
0
        public override void Run(IGameContext context)
        {
            ShouldRecycleBattleStateCheck(context);

            // Cast only one action to prevent blocking curing.
            var action = context.Config.BattleLists["Battle"].Actions
                         .FirstOrDefault(x => ActionFilters.TargetedFilter(context.API, x, context.Target));

            if (action == null)
            {
                return;
            }
            context.Memory.Executor.UseTargetedActions(new[] { action }, context.Target);
        }
Beispiel #9
0
        /// <summary>
        ///     Use pulling moves if applicable to make the target
        ///     mob aggressive to us.
        /// </summary>
        public override void RunComponent()
        {
            // Do not pull if we've done so already.
            if (CombatBaseState.IsFighting)
            {
                return;
            }

            // Only pull if we have moves.
            if (Config.Instance.BattleLists["Pull"]
                .Actions.Any(x => x.IsEnabled))
            {
                var usable = Config.Instance.BattleLists["Pull"]
                             .Actions.Where(x => ActionFilters.TargetedFilter(fface, x, Target));

                Executor.UseTargetedActions(usable, Target);
            }
        }
Beispiel #10
0
        public override void Run()
        {
            // Check engaged
            // FIXED: no longer return on not engage but don't execute
            // these moves instead. Fixes the bot not attacking things
            // from move than 30 yalms problem.
            if (!EliteApi.Player.Status.Equals(Status.Fighting))
            {
                return;
            }
            var weaponskill = Config.Instance.BattleLists["Weaponskill"].Actions
                              .FirstOrDefault(x => ActionFilters.TargetedFilter(EliteApi, x, Target));

            if (weaponskill == null)
            {
                return;
            }
            Executor.UseTargetedActions(new[] { weaponskill }, Target);
        }
Beispiel #11
0
        public override void Run(IGameContext context)
        {
            // Check engaged
            // FIXED: no longer return on not engage but don't execute
            // these moves instead. Fixes the bot not attacking things
            // from move than 30 yalms problem.
            if (!context.API.Player.Status.Equals(Status.Fighting))
            {
                return;
            }
            var weaponskill = context.Config.BattleLists["Weaponskill"].Actions
                              .FirstOrDefault(x => ActionFilters.TargetedFilter(context.API, x, context.Target));

            if (weaponskill == null)
            {
                return;
            }
            context.Memory.Executor.UseTargetedActions(context, new[] { weaponskill }, context.Target);
        }