Beispiel #1
0
        /// <summary>
        /// Refreshes the town run variables based on current act
        /// </summary>
        internal static RunStatus ActionsEvaluatedBehavior(object ret)
        {
            Navigator.Clear();
            Navigator.SearchGridProvider.Update();
            MovedToSafetyLocation = false;


            if (FunkyGame.AdventureMode)
            {
                CurrentAct = GameCache.FindActByTownLevelAreaID(ZetaDia.CurrentLevelAreaId);
            }
            else
            {
                CurrentAct = ZetaDia.CurrentAct;
            }



            switch (CurrentAct)
            {
            case Act.A1:
                VendorName = "a1_uniquevendor_miner"; break;

            case Act.A2:
                VendorName = "a2_uniquevendor_peddler"; break;

            case Act.A3:
                VendorName = "a3_uniquevendor_collector"; break;

            case Act.A4:
                VendorName = "a4_uniquevendor_collector"; break;

            case Act.A5:
                VendorName = "x1_a5_uniquevendor_collector"; break;
            }

            RequiresRepair        = Equipment.ShouldRepairItems(CharacterSettings.Instance.RepairWhenDurabilityBelow);
            SafetyVendorLocation  = GameCache.ReturnTownRunMovementVector(GameCache.TownRunBehavior.Sell, CurrentAct);
            SafetySalvageLocation = GameCache.ReturnTownRunMovementVector(GameCache.TownRunBehavior.Salvage, CurrentAct);
            SafetyStashLocation   = GameCache.ReturnTownRunMovementVector(GameCache.TownRunBehavior.Stash, CurrentAct);
            SafetyIdenifyLocation = GameCache.ReturnTownRunMovementVector(GameCache.TownRunBehavior.Idenify, CurrentAct);
            SafetyGambleLocation  = GameCache.ReturnTownRunMovementVector(GameCache.TownRunBehavior.Gamble, CurrentAct);

            //Clear our item cache
            Backpack.ClearBackpackItemCache();

            bSalvageAllMagic  = false;
            bSalvageAllNormal = false;
            bSalvageAllRare   = false;

            FunkyGame.Bounty.RefreshActiveQuests();

            FunkyTownRunPlugin.DBLog.DebugFormat("Current Act: {0} VendorName: {1} Requires Repair: {2}", CurrentAct, VendorName, RequiresRepair);

            ActionsChecked = true;
            return(RunStatus.Success);
        }
Beispiel #2
0
        private void InitalizeTownVariables()
        {
            Act CurrentAct = Act.Invalid;

            if (FunkyGame.AdventureMode)
            {
                CurrentAct = GameCache.FindActByTownLevelAreaID(ZetaDia.CurrentLevelAreaId);
            }
            else
            {
                CurrentAct = ZetaDia.CurrentAct;
            }

            switch (TownObject)
            {
            case TownObjects.Stash:
                MovementVector = GameCache.ReturnTownRunMovementVector(GameCache.TownRunBehavior.Stash, CurrentAct);
                ObjectSNO      = GameCache.ReturnTownRunObjectSNO(GameCache.TownRunBehavior.Stash, CurrentAct);
                break;

            case TownObjects.Sell:
                MovementVector = GameCache.ReturnTownRunMovementVector(GameCache.TownRunBehavior.Sell, CurrentAct);
                ObjectSNO      = GameCache.ReturnTownRunObjectSNO(GameCache.TownRunBehavior.Sell, CurrentAct);
                break;

            case TownObjects.Salvage:
                MovementVector = GameCache.ReturnTownRunMovementVector(GameCache.TownRunBehavior.Salvage, CurrentAct);
                ObjectSNO      = GameCache.ReturnTownRunObjectSNO(GameCache.TownRunBehavior.Salvage, CurrentAct);
                break;

            case TownObjects.Gamble:
                MovementVector = GameCache.ReturnTownRunMovementVector(GameCache.TownRunBehavior.Gamble, CurrentAct);
                ObjectSNO      = GameCache.ReturnTownRunObjectSNO(GameCache.TownRunBehavior.Gamble, CurrentAct);
                break;

            case TownObjects.Idenify:
                MovementVector = GameCache.ReturnTownRunMovementVector(GameCache.TownRunBehavior.Idenify, CurrentAct);
                ObjectSNO      = GameCache.ReturnTownRunObjectSNO(GameCache.TownRunBehavior.Idenify, CurrentAct);
                break;

            case TownObjects.NephalemObelisk:
                MovementVector = GameCache.ReturnTownRunMovementVector(GameCache.TownRunBehavior.NephalemObelisk, CurrentAct);
                ObjectSNO      = GameCache.ReturnTownRunObjectSNO(GameCache.TownRunBehavior.NephalemObelisk, CurrentAct);
                break;

            case TownObjects.NephalemNPC:
                MovementVector = GameCache.ReturnTownRunMovementVector(GameCache.TownRunBehavior.NephalemNPC, CurrentAct);
                ObjectSNO      = GameCache.ReturnTownRunObjectSNO(GameCache.TownRunBehavior.NephalemNPC, CurrentAct);
                break;

            case TownObjects.Tyrael:
                MovementVector = GameCache.ReturnTownRunMovementVector(GameCache.TownRunBehavior.Tyrael, CurrentAct);
                ObjectSNO      = GameCache.ReturnTownRunObjectSNO(GameCache.TownRunBehavior.Tyrael, CurrentAct);
                break;
            }

            //Navigator.Clear();

            Helpers.Logger.DBLog.InfoFormat("Initalized Variables Vector {0} Sno {1}", MovementVector, ObjectSNO);

            initalizedTownVars = true;
        }