Beispiel #1
0
        public async Task Evade()
        {
            // Don't evade if we weren't told to
            if (!WindowSettings.EnableEvade)
            {
                return;
            }

            if (!GameManager.ControlledUnit.Position.IsInDanger())
            {
                Logger.Debug("IsSafe: " + GameManager.ControlledUnit.Position);
                Evading.IsEvading = false;

                return;
            }

            List <Vector3> points = Evading.GetSafePoints();

            if (points.Count > 0)
            {
                Vector3 closest = GameManager.ControlledUnit.Position.Closest(points);

                Logger.Debug("Found safe points...");

                Logger.Debug("Evade to: " + closest);
                Evading.IsEvading = true;
                await CommonBehaviors.MoveTo(closest);
            }
        }
Beispiel #2
0
 public static Composite CreateGetPowerGlobe()
 {
     return
         (new Decorator(
              ret => BelphegorSettings.Instance.GetPowerGlobe,
              new PrioritySelector(ctx => PowerGlobe,
                                   new Decorator(ctx => (((DiaItem)ctx)) != null,
                                                 CommonBehaviors.MoveTo(ctx => ((DiaItem)ctx).Position, "Power Globe")
                                                 ))));
 }
Beispiel #3
0
 public static Composite CreateGetHealthGlobe()
 {
     return
         (new Decorator(
              ret =>
              BelphegorSettings.Instance.GetHealthGlobe &&
              ZetaDia.Me.HitpointsCurrentPct <= BelphegorSettings.Instance.HealthGlobeHP,
              new PrioritySelector(ctx => HealthGlobes,
                                   new Decorator(ctx => (((DiaItem)ctx)) != null,
                                                 CommonBehaviors.MoveTo(ctx => ((DiaItem)ctx).Position, "Health Globe")
                                                 ))));
 }
Beispiel #4
0
 protected override Composite CreateBehavior()
 {
     return(new PrioritySelector(
                new Decorator(ret => Talk.DialogOpen,
                              new Action(r =>
     {
         Talk.Next();
     })
                              ),
                new Decorator(ret => IsOpen,
                              new Sequence(
                                  new Sleep(1, 2),
                                  new Action(r =>
     {
         //Logging.Write("Accepting leve...");
         AcceptLeve((uint)LeveId);
     }),
                                  new Sleep(1, 2),
                                  new Action(r =>
     {
         leveopened = true;
         //Logging.Write("Closing GuildLeve window...");
         Close();
     }),
                                  new Sleep(1, 2)
                                  )
                              ),
                new Decorator(ret => SelectYesno.IsOpen,
                              new Action(r =>
     {
         SelectYesno.ClickYes();
     })
                              ),
                new Decorator(ret => SelectString.IsOpen,
                              new Action(r =>
     {
         if (!leveopened)
         {
             SelectString.ClickLineContains(LeveType);
         }
         else
         {
             SelectString.ClickSlot(4);
         }
     })
                              ),
                new Decorator(ret => JournalResult.IsOpen,
                              new Action(r =>
     {
         JournalResult.Complete();
     })
                              ),
                new Decorator(ret => interacted && !Core.Player.HasTarget,
                              new Action(r =>
     {
         _done = true;
     })
                              ),
                new Decorator(ret => Vector3.Distance(Core.Player.Location, XYZ) > 3,
                              CommonBehaviors.MoveTo(r => XYZ, "Moving to PickupLeve location")
                              ),
                new Decorator(ret => Vector3.Distance(Core.Player.Location, XYZ) <= 3 && MovementManager.IsMoving,
                              ff14bot.Behavior.CommonBehaviors.MoveStop()
                              ),
                new Decorator(ret => Vector3.Distance(Core.Player.Location, XYZ) <= 3 && !MovementManager.IsMoving && !interacted,
                              new Action(r =>
     {
         GameObjectManager.GetObjectByNPCId((uint)NpcId).Interact();
         interacted = true;
     })
                              ),
                new ActionAlwaysSucceed()
                ));
 }
Beispiel #5
0
 /// <summary>
 /// Move into given range for combat
 /// </summary>
 /// <param name="range">range for combat</param>
 /// <returns></returns>
 public static Composite CreateMoveToRange(int range)
 {
     return(new Decorator(ret => Variables.MainTarget.Distance > range,
                          CommonBehaviors.MoveTo(ret => Variables.MainTarget.Position, ret => "CreateMoveToRange")));
 }
Beispiel #6
0
 /// <summary>
 /// Move into LineofSight
 /// </summary>
 /// <returns></returns>
 public static Composite CreateMoveToLos()
 {
     return(new Decorator(ret => !LokiPoe.MeleeLineOfSight.CanSee(LokiPoe.Me.Position, Variables.MainTarget.Position),
                          CommonBehaviors.MoveTo(ret => Variables.MainTarget.Position, ret => "CreateMoveToLos")));
 }