Beispiel #1
0
        public static async Task <bool> AoEDashing(int count)
        {
            #region Multi-Target Fel Rush
            // use this in combination with vengeful retreat
            if (await S.GCD(SB.FelRush, C.CombatColor,
                            HS.HavocFelRushAoe &&
                            !S.OnCooldown(SB.VengefulRetreat) &&
                            T.HavocFelMastery &&
                            Me.CurrentTarget.Distance <= 18, "AoED", sleep: false))
            {
                return(true);
            }

            // use to engage
            if (await S.GCD(SB.FelRush, C.CombatColor,
                            HS.HavocFelRushAoe &&
                            !S.OnCooldown(SB.VengefulRetreat) &&
                            T.HavocFelMastery &&
                            Me.CurrentTarget.Distance <= 18, "AoED", sleep: false))
            {
                return(true);
            }
            #endregion

            return(false);
        }
Beispiel #2
0
        public static async Task <bool> RotationSelector()
        {
            // we are playing manual, i am not alive, or I am mounted or on taxi, do not continue
            if (HK.manualOn || !Me.IsAlive || (Me.OnTaxi))
            {
                return(true);
            }

            // face taret, ensure melee, interrupt and taunt do not need to return as they are off of global cooldown.
            await C.FaceTarget(CurrentTarget);

            await C.EnsureMeleeRange(CurrentTarget);

            await InterruptTarget();

            if (await S.GCD(SB.Torment, C.CombatColor, !CurrentTarget.IsTargetingMeOrPet && VS.VengeanceAllowTaunt,
                            string.Format($"CT:{CurrentTarget.SafeName} not targeting me. Taunting!")))
            {
                return(true);
            }

            if (CurrentTarget.IsValidCombatUnit())
            {
                if (await ActiveMitigation())
                {
                    return(true);
                }

                if (await GapCloser())
                {
                    return(true);
                }

                if ((HK.VengeanceAoEOn || U.activeEnemies(Me.Location, 8f).Count() >= 3))
                {
                    if (await MultipleTarget())
                    {
                        return(true);
                    }
                }

                // default to single target if nothing else
                return(await SingleTarget());
            }
            return(false);
        }
Beispiel #3
0
        public static async Task <bool> InterruptTarget()
        {
            if (!M.VengeanceAllowInterrupt)
            {
                return(false);
            }
            // use consume magic at 20 yards first
            //WoWUnit interruptTarget = GetInterruptTarget(20f);
            //L.debugLog(string.Format($"Interrupt target 20yd: {CurrentTarget.SafeName}"));
            if (await S.GCD(SB.ConsumeMagic, C.DefensiveColor,
                            VS.VengeanceAllowInterruptConsumeMagic &&
                            CurrentTarget.IsValidCombatUnit() &&
                            CurrentTarget.ShouldInterrupt(VS.VengeanceInterruptMinimumTime, VS.VengeanceInterruptTimeLeft),
                            string.Format($"Interrupt: {CurrentTarget.SafeName}, casting: {CurrentTarget.CastingSpell?.Name}")
                            ))
            {
                return(true);
            }


            //interruptTarget = GetInterruptTarget(30f);
            //if (interruptTarget != null)
            //{
            //    L.debugLog(string.Format($"Interrupt target 30yd: {interruptTarget.SafeName} casting: {interruptTarget.CastingSpell?.Name}"));
            //    // now look for sigil of silence
            if (await S.CastGround(SB.SigilOfSilence, C.DefensiveColor, VS.VengeanceAllowInterruptSigilOfSilence &&
                                   CurrentTarget.ShouldInterrupt(VS.VengeanceInterruptMinimumTime, VS.VengeanceInterruptTimeLeft),
                                   string.Format($"Interrupt: {CurrentTarget.SafeName}, casting: {CurrentTarget.CastingSpell?.Name}")))
            {
                return(true);
            }

            // now look for sigil of misery
            if (await S.CastGround(SB.SigilOfMisery, C.DefensiveColor, VS.VengeanceAllowInterruptSigilOfMisery &&
                                   CurrentTarget.ShouldInterrupt(VS.VengeanceInterruptMinimumTime, VS.VengeanceInterruptTimeLeft),
                                   string.Format($"Interrupt: {CurrentTarget.SafeName}, casting: {CurrentTarget.CastingSpell?.Name}")))
            {
                return(true);
            }

            //}

            return(false);
        }
Beispiel #4
0
        public static async Task <bool> Pull()
        {
            if (CurrentTarget.IsValidCombatUnit())
            {
                if (!CurrentTarget.IsWithinMeleeRangeOf(Me) && GS.GeneralMovement)
                {
                    //L.infoLog("Tried to pull");
                    await C.EnsureMeleeRange(CurrentTarget);
                }

                if (GS.GeneralFacing)
                {
                    // check to see if we need to face target
                    await C.FaceTarget(CurrentTarget);
                }



                // throw a glaive first
                if (await S.Cast(SB.ThrowGlaive, C.CombatColor,
                                 CurrentTarget.Distance <= 30))
                {
                    return(true);
                }

                if (await S.Cast(SB.FelBlade, C.CombatColor,
                                 CurrentTarget.Distance <= 15))
                {
                    return(true);
                }

                // use to engage
                return(await S.GCD(SB.FelRush, C.CombatColor, CurrentTarget.Distance <= 20 &&
                                   HS.HavocFelRushOnPull));
            }

            return(true);
        }
Beispiel #5
0
        public static async Task <bool> SingleTarget()
        {
            // we only want to use the single target rotation after the open rotation is finished.
            if (await S.CastGround(SB.MetamorphosisSpell, C.CombatColor, UseMetamorphosisCD(false)))
            {
                return(true);
            }

            if (await RushST())
            {
                return(true);
            }

            #region Single-Target Vengeful Retreat


            //use it if we have Prepared talent differently
            if (await S.GCD(SB.VengefulRetreat, C.CombatColor,
                            HS.HavocVengefulReatreatSingleTarget &&
                            C.MissingPower > 30 &&
                            (FelRushCheckCharge(true)) &&
                            T.HavocPrepared &&
                            Me.IsWithinMeleeRangeOf(CurrentTarget), "ST1", sleep: false))
            //{ felRushAfterVengefulRetreat.Restart(); C.fallingTimeout.Restart(); return true; }
            {
                return(true);
            }

            // use it if we DO NOT have Prepared talent without Fury check
            if (await S.GCD(SB.VengefulRetreat, C.CombatColor,
                            HS.HavocVengefulReatreatAoe &&
                            (FelRushCheckCharge(true)) &&
                            !T.HavocPrepared &&
                            Me.IsWithinMeleeRangeOf(CurrentTarget), "ST2", sleep: false))
            //{ felRushAfterVengefulRetreat.Restart(); C.fallingTimeout.Restart(); return true; }
            {
                return(true);
            }


            #endregion

            #region Single-Target Fel Rush
            // use this in combination with vengeful retreat
            //if (await S.Cast(SB.FelRush, C.CombatColor, HS.HavocFelRushSingleTarget && S.OnCooldown(SB.VengefulRetreat)
            //    //&& felRushAfterVengefulRetreat.ElapsedMilliseconds <= 2000
            //    && T.HavocFelMastery
            //    && Me.CurrentTarget.Distance <= 18
            //    && C.MissingPower <= 30,
            //"ST 1"))
            //{ felRushAfterVengefulRetreat.Reset(); return true; }
            //{ return true; }

            // use to engage
            if (await S.Cast(SB.FelRush, C.CombatColor, HS.HavocFelRushSingleTarget &&
                             !Me.IsWithinMeleeRangeOf(CurrentTarget) && CurrentTarget.Distance <= 18, "ST 2"))
            //{ felRushAfterVengefulRetreat.Reset(); return true; }
            {
                return(true);
            }
            #endregion

            // if we have used vengeful retreat, don't do anything else until we fel rush
            //if (felRushAfterVengefulRetreat.IsRunning && felRushAfterVengefulRetreat.ElapsedMilliseconds <= 2000) { return true; }

            // fel rush, almost max charges and needs momentum
            if (await S.Cast(SB.FelRush, C.CombatColor, HS.HavocFelRushSingleTarget && Me.IsWithinMeleeRangeOf(CurrentTarget) &&
                             FelRushAlmostMaxCharge() &&
                             NeedMomentum(true), "ST - Fel Rush for Momentum"))
            {
                return(true);
            }
            if (await S.Cast(SB.EyeBeam, C.CombatColor, T.HavocDemonic && CurrentTarget.Distance <= 10, "ST - Demonic talent"))
            {
                return(true);
            }
            if (await S.Cast(SB.FelEruption, C.CombatColor, T.HavocFelEruption && CurrentTarget.Distance <= 20, "ST"))
            {
                return(true);
            }
            L.debugLog(CanUseAbilityWithMomentum().ToString() + ", " + Me.IsWithinMeleeRangeOf(CurrentTarget).ToString() + ", " + UseFuryOfIllidariCD(false).ToString());
            if (await S.Cast(SB.FuryOfTheIllidari, C.CombatColor, CanUseAbilityWithMomentum() && Me.IsWithinMeleeRangeOf(CurrentTarget) &&
                             UseFuryOfIllidariCD(false), "ST"))
            {
                return(true);
            }
            if (await S.Cast(SB.BladeDance, C.CombatColor, CanUseAbilityWithMomentum() && T.HavocFirstBlood && Me.IsWithinMeleeRangeOf(CurrentTarget), "ST"))
            {
                return(true);
            }
            if (await S.Cast(SB.FelBlade, C.CombatColor, C.MissingPower <= 30 && CurrentTarget.Distance <= 15, "ST"))
            {
                return(true);
            }
            if (await S.Cast(SB.ThrowGlaive, C.CombatColor, CanUseAbilityWithMomentum() && T.HavocBloodlet && CurrentTarget.Distance <= 30, "ST"))
            {
                return(true);
            }
            //if (await S.Cast(SB.FelBarrage, C.CombatColor, NeedMomentum() && T.HavocFelBarrage && S.GetCharges(SB.FelBarrage) >= 5, "ST")) { return true; }
            if (await S.Cast(SB.ChaosStrike, C.CombatColor, C.MissingPower <= 30 && Me.HasAnyTempAura("Metamorphosis") && Me.IsWithinMeleeRangeOf(CurrentTarget), "ST"))
            {
                return(true);
            }
            if (await S.Cast(SB.EyeBeam, C.CombatColor, Me.HasAura(SB.AuraAnguishOfTheDeceiver) && CurrentTarget.Distance <= 10, "ST - Has Eye of the Deceiver Trait"))
            {
                return(true);
            }
            if (await S.Cast(SB.ChaosStrike, C.CombatColor, C.MissingPower <= 30 && Me.IsWithinMeleeRangeOf(CurrentTarget), "ST"))
            {
                return(true);
            }
            if (await S.Cast(SB.FelBarrage, C.CombatColor, CanUseAbilityWithMomentum() && T.HavocFelBarrage && S.GetCharges(SB.FelBarrage) >= 4 && CurrentTarget.Distance <= 30, "ST"))
            {
                return(true);
            }
            if (await S.Cast(SB.DemonsBite, C.CombatColor, !T.HavocDemonBlades && Me.IsWithinMeleeRangeOf(CurrentTarget) && !S.MaxChargesAvailable(SB.ThrowGlaive), "ST"))
            {
                return(true);
            }

            // melee range with Demon Blades
            if (await S.Cast(SB.ThrowGlaive, C.CombatColor,
                             Me.IsWithinMeleeRangeOf(CurrentTarget), "ST"))
            {
                return(true);
            }

            // nothing else to do so let's throw a glaive
            if (await S.Cast(SB.ThrowGlaive, C.CombatColor,
                             !Me.IsWithinMeleeRangeOf(CurrentTarget), "ST"))
            {
                return(true);
            }
            return(false);
        }
Beispiel #6
0
        /// <summary>
        /// this is the opening rotation for single target. Once activated, it will continue to use these abilities until it has been fulfilled and then reset again.
        /// </summary>
        /// <returns></returns>
        public static async Task <bool> OpeningRotationSingleTarget()
        {
            //L.debugLog("UseRotation:" + (!useOpenRotation).ToString() + ", FelRushOnPull:" + (HS.HavocFelRushOnPull).ToString() + ", UseMetaCd:" + UseMetamorphosisCD(false).ToString() + ", FRMaxCharges:" + S.MaxChargesAvailable(SB.FelRush).ToString() + ", FRChargesNoFelMastery:" + (S.GetSpellChargeInfo(SB.FelRush).ChargesLeft >= 1 && !T.HavocFelMastery).ToString() + ", MetaCD:" + (!S.OnCooldown(SB.MetamorphosisSpell)).ToString());

            if ((useOpenRotation && (openRotationTimeout.ElapsedMilliseconds > 5000 && openingRotationSkillsUsed != OpenerSteps.FuryBuilder) || openRotationTimeout.ElapsedMilliseconds > 10000 && openingRotationSkillsUsed == OpenerSteps.FuryBuilder))
            {
                useOpenRotation           = false;
                openingRotationSkillsUsed = OpenerSteps.None;
                L.infoLog("Opener Rotation timed out.", C.InfoColor);
                return(false);
            }



            if (!useOpenRotation && (HS.HavocFelRushOnPull && UseMetamorphosisCD(false) &&
                                     (S.MaxChargesAvailable(SB.FelRush) ||                                      // make sure we have max charges saved up.
                                      (S.GetSpellChargeInfo(SB.FelRush).ChargesLeft >= 1 && !T.HavocFelMastery) // also check for 1 charge if no fel mastery.
                                     ) &&
                                     !S.OnCooldown(SB.MetamorphosisSpell) &&                                    // make sure metamorphosis is not on cd.
                                     CurrentTarget.Distance < 25))                                              // make sure we aren't too far away.
            {
                L.infoLog("Ready for Havoc Single Target Opener: " + openingRotationSkillsUsed, C.HavocOpenerColor);
                useOpenRotation           = true;
                openingRotationSkillsUsed = OpenerSteps.InitialFelRush;
                openRotationTimeout.Restart();
                return(true);
            }

            if (useOpenRotation)
            {
                //L.debugLog(openingRotationSkillsUsed.ToString());
                if (openingRotationSkillsUsed == OpenerSteps.InitialFelRush)
                {
                    // we haven't used an ability yet for opener, let's fel rush
                    if (await S.GCD(SB.FelRush, C.HavocOpenerColor, CurrentTarget.Distance <= 15 && Me.IsSafelyFacing(CurrentTarget), "Opener 1"))
                    {
                        openingRotationSkillsUsed = OpenerSteps.FelMasteryFelRush;
                        openRotationTimeout.Restart();
                        return(true);
                    }
                }

                if (openingRotationSkillsUsed == OpenerSteps.FelMasteryFelRush)
                {
                    //L.debugLog("Made it to FelMasteryFelRush : HasFelMastery:" + T.HavocFelMastery + ", HasMomentum: " + Me.HasAnyAura("Momentum"));
                    if (await S.GCD(SB.FelRush, C.HavocOpenerColor,
                                    T.HavocFelMastery && NeedMomentum(), "Opener 2 - Fel Mastery 2nd Fel Rush"))
                    {
                        openingRotationSkillsUsed = OpenerSteps.FuryBuilder;
                        openRotationTimeout.Restart();
                        return(true);
                    }
                    // if we don't have fel mastery talent, just bump the rotation.
                    // really should have it, but just in case someone thinks they know better ;]
                    if (!T.HavocFelMastery)
                    {
                        L.combatLog("Skipping Opener 2; No Fel Mastery talent", C.HavocOpenerColor);
                        openingRotationSkillsUsed = OpenerSteps.FuryBuilder;
                        openRotationTimeout.Restart();
                        return(true);
                    }
                }

                if (openingRotationSkillsUsed == OpenerSteps.FuryBuilder)
                {
                    if (await S.GCD(SB.DemonsBite, C.HavocOpenerColor, !T.HavocDemonBlades, "Opener 3, building Fury"))
                    {
                        return(true);
                    }


                    // if we have demon blades, we want to passively get <=20 missing fury.
                    if (T.HavocDemonBlades && C.MissingPower > 20)
                    {
                        L.combatLog("Opener 3, passively building fury", C.HavocOpenerColor);
                    }
                    if (C.MissingPower <= 20)
                    {
                        openingRotationSkillsUsed = OpenerSteps.FaceAwayFromTarget;
                        return(true);
                    }
                }

                // make sure we have max charges saved up.
                if (openingRotationSkillsUsed == OpenerSteps.FaceAwayFromTarget)
                {
                    // we don't want to be safely facing
                    if (Me.IsSafelyFacing(CurrentTarget.Location))
                    {
                        await FaceAwayFromTarget();

                        openingRotationSkillsUsed = OpenerSteps.VengefulRetreat;
                    }
                }
                //if (openingRotationSkillsUsed == OpenerSteps.VengefulRetreat && !Me.IsSafelyFacing(CurrentTarget))
                //{
                //    // wait until you are safely facing.
                //    return true;
                //}

                if (openingRotationSkillsUsed == OpenerSteps.VengefulRetreat && !Me.IsSafelyFacing(CurrentTarget.Location))
                {
                    if (await S.Cast(SB.VengefulRetreat, C.HavocOpenerColor, T.HavocPrepared || T.HavocMomentum, "Opener 4"))
                    {
                        openingRotationSkillsUsed = OpenerSteps.Nemesis;
                        return(true);
                    }
                }

                if (openingRotationSkillsUsed == OpenerSteps.Nemesis)
                {
                    if (await S.Cast(SB.Nemesis, C.HavocOpenerColor, T.HavocNemesis, "Opener 5"))
                    {
                        openingRotationSkillsUsed = OpenerSteps.Metamorphosis;
                        return(true);
                    }
                    if (!T.HavocNemesis)
                    {
                        L.combatLog("Skip Opener 5 - Nemesis.  No talent selected", C.HavocOpenerColor);
                        openingRotationSkillsUsed = OpenerSteps.Metamorphosis;
                        return(true);
                    }
                }
                if (openingRotationSkillsUsed == OpenerSteps.Metamorphosis)
                {
                    // if in melee, need to cast on yourself.  If in ranged, cast on target.
                    if (await S.CastGround(SB.MetamorphosisSpell, C.HavocOpenerColor, !Me.IsWithinMeleeRangeOf(CurrentTarget), "Opener 6 - Cast on Target"))
                    {
                        openingRotationSkillsUsed = OpenerSteps.ChaosBlades;
                        return(true);
                    }
                    if (await S.CastGroundOnMe(SB.MetamorphosisSpell, C.HavocOpenerColor, Me.IsWithinMeleeRangeOf(CurrentTarget), "Opener 6 - Cast on Me"))
                    {
                        // if we did metamorphosis then that's our last ability we can now continue single target
                        openingRotationSkillsUsed = OpenerSteps.ChaosBlades;
                        return(true);
                    }
                }
                if (openingRotationSkillsUsed == OpenerSteps.ChaosBlades)
                {
                    if (await S.Cast(SB.ChaosBlades, C.HavocOpenerColor, T.HavocChaosBlades, "Opener 7"))
                    {
                        useOpenRotation           = false;
                        openingRotationSkillsUsed = OpenerSteps.None;
                    }
                    if (!T.HavocChaosBlades)
                    {
                        useOpenRotation           = false;
                        openingRotationSkillsUsed = OpenerSteps.None;
                        return(true);
                    }
                }
                await S.Cast(SB.DemonsBite, C.HavocOpenerColor, !T.HavocDemonBlades && Me.IsWithinMeleeRangeOf(CurrentTarget), "Opener, Filler");
            }
            return(useOpenRotation);
        }
Beispiel #7
0
        public static async Task <bool> AoE(int count)
        {
            // use metamorphosis in aoe mode
            if (await S.CastGround(SB.MetamorphosisSpell, C.CombatColor, UseMetamorphosisCD(true)))
            {
                return(true);
            }

            // initial Fel Rush with Fel Mastery talent, near the cap, almost 2 charges at > 3 targets or trigger momentum
            if (await S.GCD(SB.FelRush, C.CombatColor,
                            HS.HavocFelRushAoe &&
                            Me.CurrentTarget.Distance <= 18 &&
                            ((T.HavocFelMastery && !S.OnCooldown(SB.VengefulRetreat) && C.MissingPower <= 30 && count >= 3) ||
                             (NeedMomentum())
                            ), "AoE Initial", sleep: false))
            {
                return(true);
            }

            #region Multi-Target Vengeful Retreat
            // use it if we have Prepared talent differently
            if (await S.GCD(SB.VengefulRetreat, C.CombatColor, HS.HavocVengefulReatreatAoe &&
                            C.MissingPower > 45 &&
                            FelRushCheckCharge(true) &&
                            T.HavocPrepared &&
                            Me.IsWithinMeleeRangeOf(CurrentTarget), "AoE")) // and cooldown timer < 500ms (2nd one)
            {
                return(true);
            }

            // use it different if we DO NOT have Prepared talent
            if (await S.GCD(SB.VengefulRetreat, C.CombatColor,
                            HS.HavocVengefulReatreatAoe &&
                            FelRushCheckCharge(true) &&
                            !T.HavocPrepared &&
                            Me.IsWithinMeleeRangeOf(CurrentTarget), "AoE"))      // and cooldown timer < 500ms (2nd one)
            {
                return(true);
            }
            #endregion

            // Fel Rush if we almost hitting max charges with 3 or more
            if (await S.GCD(SB.FelRush, C.CombatColor,
                            HS.HavocFelRushAoe &&
                            Me.CurrentTarget.Distance <= 18 && count >= 3 && FelRushAlmostMaxCharge(), "AoE Max Charges", sleep: false))
            {
                return(true);
            }

            if (await S.Cast(SB.FuryOfTheIllidari, C.CombatColor, UseFuryOfIllidariCD(count >= 3) && CanUseAbilityWithMomentum()))
            {
                return(true);
            }
            if (await S.Cast(SB.FelBarrage, C.CombatColor, count >= 3 && CanUseAbilityWithMomentum() && T.HavocFelBarrage && S.GetCharges(SB.FelBarrage) >= 4 && CurrentTarget.Distance <= 30, "AoE"))
            {
                return(true);
            }
            if (await S.GCD(SB.EyeBeam, C.CombatColor, count >= 3 && CanUseAbilityWithMomentum(), "AoE"))
            {
                return(true);
            }
            if (await S.GCD(SB.BladeDance, C.CombatColor, count >= 3, "AoE"))
            {
                return(true);
            }
            if (await S.Cast(SB.ThrowGlaive, C.CombatColor, count >= 3 && CanUseAbilityWithMomentum() && T.HavocBloodlet && CurrentTarget.Distance <= 30, "AoE"))
            {
                return(true);
            }
            if (await S.Cast(SB.ChaosStrike, C.CombatColor, T.HavocChaosCleave && count <= 3, "AoE"))
            {
                return(true);
            }
            if (await S.Cast(SB.ThrowGlaive, C.CombatColor, count >= 3 && CurrentTarget.Distance <= 30, "AoE"))
            {
                return(true);
            }
            if (await S.Cast(SB.ChaosStrike, C.CombatColor, (C.CurrentPower >= 70 && !T.HavocDemonBlades) || (C.CurrentPower >= 60 && T.HavocDemonBlades), "AoE"))
            {
                return(true);
            }
            if (await S.Cast(SB.DemonsBite, C.CombatColor, !T.HavocDemonBlades, "AoE"))
            {
                return(true);
            }

            return(false);
        }