/// <summary> /// Initialize from current state /// </summary> internal FutureRouteAvailabilityTester(IRailwayState railwayState) : base(railwayState) { foreach (var loc in railwayState.LocStates) { locStates[loc] = new LocState(loc.CurrentBlock.Actual, loc.CurrentBlockEnterSide.Actual); } }
/// <summary> /// Initialize from given state /// </summary> internal FutureRouteAvailabilityTester(FutureRouteAvailabilityTester source) : base(source.railwayState) { foreach (var loc in railwayState.LocStates) { locStates[loc] = new LocState(source.locStates[loc]); } }
public override void Run() { try { if (MovementManager.InMovement) { return; } // Get if this zone is last zone if (LastZone != digsitesZone.id) { _nbTryFarmInThisZone = 0; // Reset nb try farm if zone is not last zone } LastZone = digsitesZone.id; // Set lastzone // Solving Every X Min if (timerAutoSolving == null) { timerAutoSolving = new Timer(SolvingEveryXMin * 1000 * 60); } if (timerAutoSolving.IsReady && !ObjectManager.ObjectManager.Me.IsDeadMe && !ObjectManager.ObjectManager.Me.InCombat) { MovementManager.StopMove(); LongMove.StopLongMove(); if (Archaeology.SolveAllArtifact(UseKeystones) > 0) { if (CrateRestored) { Archaeology.CrateRestoredArtifact(); } } timerAutoSolving = new Timer(SolvingEveryXMin * 1000 * 60); } if (MovementManager.InMovement) { return; } // Loop farm in zone // We must check Me.IsIndoor because no archeology is indoor int nbStuck = 0; // Nb of stuck direct try { if (myState != LocState.LocalMove) { MountTask.DismountMount(); } ObjectManager.WoWGameObject t = ObjectManager.ObjectManager.GetNearestWoWGameObject( ObjectManager.ObjectManager.GetWoWGameObjectByEntry(Archaeology.ArchaeologyItemsFindList)); if (t.IsValid) // If found then loot { nbCastSurveyError = 0; _lastGreenPosition = new Point(); _AntiPingPong = false; _greenCount = 0; if (myState == LocState.Looting) { if (timerLooting != null && timerLooting.IsReady) { MovementsAction.Jump(); Thread.Sleep(1500); } else { return; } } bool ValidPath; List <Point> points = PathFinder.FindPath(t.Position, out ValidPath, false); if (!ValidPath) { points.Add(t.Position); } MovementManager.Go(points); if (nbLootAttempt > 2) { MovementManager.StopMove(); LongMove.StopLongMove(); if (Archaeology.SolveAllArtifact(UseKeystones) == 0) { nManagerSetting.AddBlackList(t.Guid); // bugged artifacts not lootable Logging.Write("Black-listing bugged artifact"); } else if (CrateRestored) { Archaeology.CrateRestoredArtifact(); } nbLootAttempt = 0; return; } Logging.Write("Loot " + t.Name); Timer timer = new Timer(1000 * Math.DistanceListPoint(points) / 3); while (MovementManager.InMovement && !timer.IsReady && t.GetDistance > 3.5f) { Thread.Sleep(100); if (ObjectManager.ObjectManager.Me.InInevitableCombat || ObjectManager.ObjectManager.Me.IsDeadMe) { return; } } MovementManager.StopMove(); // avoid a red wow error Thread.Sleep(150); Interact.InteractWith(t.GetBaseAddress); while (ObjectManager.ObjectManager.Me.IsCast) { Thread.Sleep(100); } if (ObjectManager.ObjectManager.Me.InCombat) { return; } Statistics.Farms++; nbLootAttempt++; myState = LocState.Looting; if (timerLooting == null) { timerLooting = new Timer(1000 * 5); } else { timerLooting.Reset(); } return; } if (_nbTryFarmInThisZone > MaxTryByDigsite) // If try > config try black list { nbLootAttempt = 0; BlackListDigsites.Add(digsitesZone.id); Logging.Write("Black List Digsite: " + digsitesZone.name); myState = LocState.LocalMove; nbCastSurveyError = 0; return; } bool moreMovementNeeded = false; if (qPOI != null && !qPOI.ValidPoint && qPOI.Center.DistanceTo2D(ObjectManager.ObjectManager.Me.Position) < 40.0f) { #pragma warning disable 168 // We call qPOI.MiddlePoint to make the WoWQuestPOIPoint instance compute the middle point, but I don't care were it is Point p = qPOI.MiddlePoint; // we are near enough to compute it #pragma warning restore 168 if (Usefuls.IsFlying) { moreMovementNeeded = true; MovementManager.StopMove(); } } // Go To Zone if (qPOI != null && (moreMovementNeeded || !qPOI.IsInside(ObjectManager.ObjectManager.Me.Position))) { if (MountTask.GetMountCapacity() == MountCapacity.Feet || MountTask.GetMountCapacity() == MountCapacity.Ground) { int LodestoneID = 117389; if (!_travelDisabled && ItemsManager.GetItemCount(LodestoneID) > 0 && Usefuls.RealContinentId == 1116 && qPOI.Center.DistanceTo2D(ObjectManager.ObjectManager.Me.Position) > 3000f) { ObjectManager.WoWItem item = ObjectManager.ObjectManager.GetWoWItemById(LodestoneID); if (item != null && item.IsValid && !ItemsManager.IsItemOnCooldown(LodestoneID) && ItemsManager.IsItemUsable(LodestoneID)) { Logging.Write("Using a Draenor Archaeologist's Lodestone"); Products.Products.InManualPause = true; // Prevent triggering "Player teleported" ItemsManager.UseItem(LodestoneID); Thread.Sleep(3000 + Usefuls.Latency); digsitesZone = new Digsite(); // Reset the choice made return; } } Logging.Write("Not inside, then go to Digsite " + digsitesZone.name); Point me = ObjectManager.ObjectManager.Me.Position; if (_travelLocation != null && _travelLocation.DistanceTo(me) > 0.1f) { if (Products.Products.TravelRegenerated && Products.Products.TravelFrom.IsValid) { _travelLocation = Products.Products.TravelFrom; Products.Products.TravelRegenerated = false; } } if ((_travelLocation == null || _travelLocation.DistanceTo(me) > 0.1f) && !_travelDisabled && !Usefuls.IsFlying) { MovementManager.StopMove(); Logging.Write("Calling travel system to go to digsite " + digsitesZone.name + " (" + digsitesZone.id + ")..."); Products.Products.TravelToContinentId = Usefuls.ContinentId; Products.Products.TravelTo = qPOI.Center; Products.Products.TravelFromContinentId = Usefuls.ContinentId; Products.Products.TravelFrom = me; // Pass the check for valid destination as a lambda Products.Products.TargetValidationFct = qPOI.IsInside; _travelLocation = Products.Products.TravelFrom; return; } if (_travelLocation.DistanceTo(me) <= 0.1f) { _travelDisabled = true; } List <Point> newPath; newPath = PathFinder.FindPath(qPOI.Center); MovementManager.Go(newPath); } else if (qPOI.ValidPoint) { if (moreMovementNeeded || !qPOI.IsInside(ObjectManager.ObjectManager.Me.Position)) { Point destination = new Point(qPOI.MiddlePoint); destination.Type = "flying"; if (moreMovementNeeded) { Logging.Write("Landing on the digsite"); } else { Logging.Write("Not inside, then go to Digsite " + digsitesZone.name + "; X: " + destination.X + "; Y: " + destination.Y + "; Z: " + (int)destination.Z); } MovementManager.Go(new List <Point>(new[] { destination })); // MoveTo Digsite } } else { // here we need to go to center, THEN compute middle point Point destination = qPOI.Center; destination.Z += 40.0f; destination.Type = "flying"; Logging.Write("Go to Digsite " + digsitesZone.name + "; X: " + destination.X + "; Y: " + destination.Y + "; Z: " + (int)destination.Z); MovementManager.Go(new List <Point>(new[] { destination })); // MoveTo Digsite } myState = LocState.LocalMove; return; } // Find loot with Survey nbLootAttempt = 0; t = ObjectManager.ObjectManager.GetNearestWoWGameObject( ObjectManager.ObjectManager.GetWoWGameObjectByDisplayId(Archaeology.SurveyList)); if (t.GetBaseAddress == 0 || myState == LocState.GoingNextPoint || // recast if we moved even if last is still spawned myState == LocState.Looting) // after we looted we need to recast survey spell, even if the previous one is still spawned { if (!Archaeology.DigsiteZoneIsAvailable(digsitesZone)) { return; } if (myState == LocState.LocalMove) { MountTask.DismountMount(); } surveySpell.Launch(); myState = LocState.Survey; if (ObjectManager.ObjectManager.Me.InCombat) { return; } Thread.Sleep(1750 + Usefuls.Latency); // let's wait a fair bit nbCastSurveyError++; if (nbCastSurveyError > 3) { if (ObjectManager.ObjectManager.Me.Position.DistanceTo2D(qPOI.MiddlePoint) < 5) { // This means we are in a wrong digsite List <Digsite> listDigsitesZone; if (!_inSecondDigSiteWithSameName) { listDigsitesZone = Archaeology.GetDigsitesZoneAvailable(t.Name); } else // very very rare case I had: back to the first digsite with same name after the 2nd one { listDigsitesZone = Archaeology.GetDigsitesZoneAvailable(); } foreach (Digsite dg in listDigsitesZone) { if (dg.name == t.Name) { digsitesZone = dg; } } WoWResearchSite OneSite; if (!_inSecondDigSiteWithSameName) { OneSite = WoWResearchSite.FromName(digsitesZone.name, true); } else { OneSite = WoWResearchSite.FromName(digsitesZone.name, false); } qPOI = WoWQuestPOIPoint.FromSetId(OneSite.Record.QuestIdPoint); _inSecondDigSiteWithSameName = !_inSecondDigSiteWithSameName; nbCastSurveyError = 0; return; } if (MountTask.GetMountCapacity() == MountCapacity.Feet || MountTask.GetMountCapacity() == MountCapacity.Ground) { Logging.Write("Too many errors, then go to Digsite " + digsitesZone.name); List <Point> newPath = PathFinder.FindPath(qPOI.Center); MovementManager.Go(newPath); } else { if (qPOI != null) { Point destination = qPOI.MiddlePoint; Logging.Write("Too many errors, then go to Digsite " + digsitesZone.name + "; X: " + destination.X + "; Y: " + destination.Y + "; Z: " + (int)destination.Z); MovementManager.Go(new List <Point>(new[] { destination })); // MoveTo Digsite } } nbCastSurveyError = 0; return; } _nbTryFarmInThisZone++; return; } if (myState == LocState.GoingNextPoint) { return; } nbCastSurveyError = 0; // Reset try cast survey if ((ObjectManager.ObjectManager.Me.InCombat && !(ObjectManager.ObjectManager.Me.IsMounted && (nManagerSetting.CurrentSetting.IgnoreFightIfMounted || Usefuls.IsFlying)))) { return; } Point p0; float angle; { Point p; float distance, distanceMin, distanceMax, decrement, increment; if (t.DisplayId == 10103) // Survey Tool (Red) 100 yard { distance = 90f; distanceMin = 20f; distanceMax = 210f; increment = 8f; decrement = 8f; _lastGreenPosition = new Point(); _AntiPingPong = false; _greenCount = 0; } else if (t.DisplayId == 10102) // Survey Tool (Yellow) 50 yard { distance = 46f; distanceMin = 20f; distanceMax = 60f; increment = 7f; decrement = 6.5f; _lastGreenPosition = new Point(); _AntiPingPong = false; _greenCount = 0; } else // Survey Tool (Green) 25 yard (t.DisplayId == 10101) { _greenCount++; increment = 4f; if (_greenCount >= 10) { _greenCount = 0; _lastGreenPosition = new Point(); Point destination = qPOI.MiddlePoint; _AntiPingPong = false; Logging.Write("Stuck, then go to Digsite " + digsitesZone.name + "; X: " + destination.X + "; Y: " + destination.Y + "; Z: " + (int)destination.Z); MountTask.Mount(true, true); MovementManager.Go(new List <Point>(new[] { destination })); // MoveTo Digsite return; } if (_AntiPingPong) { Logging.Write("Ping-pong detected, shortening the distance"); distance = 11f; distanceMin = 6f; distanceMax = 16f; decrement = 4f; } else { distance = 19f; distanceMin = 7f; distanceMax = 41f; decrement = 3f; } } { float d = distance; p0 = new Point(t.Position); angle = t.Orientation; p = Math.GetPosition2DOfAngleAndDistance(p0, angle, d); p.Z = PathFinder.GetZPosition(p, true); bool valid; PathFinder.FindPath(p, out valid); if (qPOI != null) { bool IamOutOfWater = IsPointOutOfWater(ObjectManager.ObjectManager.Me.Position); while (!valid || p.Z == 0 || !qPOI.IsInside(p) || !(!IamOutOfWater || IsPointOutOfWater(p))) { if (d + increment > distanceMax) { break; } d += increment; Point newone = Math.GetPosition2DOfAngleAndDistance(p0, angle, d); if (qPOI.IsInside(newone)) { p = new Point(newone); p.Z += d / 10.0f; // just so that GetZ don't find caves too easiely p.Z = PathFinder.GetZPosition(p, true); if (p.Z == 0) // if p == 0 we don't care about the path { valid = false; } else if (Math.DistanceListPoint(PathFinder.FindLocalPath(p, out valid)) > d * 4 && d > 30) { valid = false; } } // Since these direction are approximate, also search in a pi/5 angle if (!valid /* && t.DisplayId == 10103*/) { float angleplus = Math.FixAngle(angle + ((float)System.Math.PI / 10f)); newone = Math.GetPosition2DOfAngleAndDistance(p0, angleplus, d); p = new Point(newone); p.Z += d / 10.0f; // just so that GetZ don't find caves too easiely p.Z = PathFinder.GetZPosition(p, true); if (p.Z == 0) // if p == 0 we don't care about the path { valid = false; } else if (Math.DistanceListPoint(PathFinder.FindLocalPath(p, out valid)) > d * 4 && d > 30) { valid = false; } if (valid) { Logging.Write("Angles+ for distance " + d); } } if (!valid /* && t.DisplayId == 10103*/) { float angleminus = Math.FixAngle(angle - ((float)System.Math.PI / 10f)); newone = Math.GetPosition2DOfAngleAndDistance(p0, angleminus, d); p = new Point(newone); p.Z += d / 10.0f; // just so that GetZ don't find caves too easiely p.Z = PathFinder.GetZPosition(p, true); if (p.Z == 0) // if p == 0 we don't care about the path { valid = false; } else if (Math.DistanceListPoint(PathFinder.FindLocalPath(p, out valid)) > d * 4 && d > 30) { valid = false; } if (valid) { Logging.Write("Angles- for distance " + d); } } } if (!valid || p.Z == 0 || !qPOI.IsInside(p) || !(!IamOutOfWater || IsPointOutOfWater(p))) { d = distance; while (!valid || p.Z == 0 || !qPOI.IsInside(p) || !(!IamOutOfWater || IsPointOutOfWater(p))) { if (d - decrement < distanceMin) { break; } d -= decrement; Point newone = Math.GetPosition2DOfAngleAndDistance(p0, angle, d); if (qPOI.IsInside(newone)) { p = new Point(newone); p.Z += d / 10.0f; // just so that the the GetZ don't find caves too easiely p.Z = PathFinder.GetZPosition(p, true); if (p.Z == 0) // if p == 0 we don't care about the path { valid = false; } else if (Math.DistanceListPoint(PathFinder.FindLocalPath(p, out valid)) > d * 4 && d > 30) { valid = false; } } // Since these direction are approximate, also search in a pi/5 angle if (!valid /* && t.DisplayId == 10103*/) { float angleplus = Math.FixAngle(angle + ((float)System.Math.PI / 10f)); newone = Math.GetPosition2DOfAngleAndDistance(p0, angleplus, d); p = new Point(newone); p.Z += d / 10.0f; // just so that GetZ don't find caves too easiely p.Z = PathFinder.GetZPosition(p, true); if (p.Z == 0) // if p == 0 we don't care about the path { valid = false; } else if (Math.DistanceListPoint(PathFinder.FindLocalPath(p, out valid)) > d * 4 && d > 30) { valid = false; } if (valid) { Logging.Write("Angles+ for distance " + d); } } if (!valid /* && t.DisplayId == 10103*/) { float angleminus = Math.FixAngle(angle - ((float)System.Math.PI / 10f)); newone = Math.GetPosition2DOfAngleAndDistance(p0, angleminus, d); p = new Point(newone); p.Z += d / 10.0f; // just so that GetZ don't find caves too easiely p.Z = PathFinder.GetZPosition(p, true); if (p.Z == 0) // if p == 0 we don't care about the path { valid = false; } else if (Math.DistanceListPoint(PathFinder.FindLocalPath(p, out valid)) > d * 4 && d > 30) { valid = false; } if (valid) { Logging.Write("Angles- for distance " + d); } } } } } // check pingpong but not a second time if (_AntiPingPong) { _AntiPingPong = false; } else if (t.DisplayId == 10101 && _lastGreenPosition.IsValid && p.DistanceTo2D(_lastGreenPosition) <= 7f) { _AntiPingPong = true; } // then remmember the last Green Position if (t.DisplayId == 10101) { _lastGreenPosition = new Point(ObjectManager.ObjectManager.Me.Position); } if (_AntiPingPong) { myState = LocState.LocalMove; return; } Logging.Write("Distance " + d + " selected"); } myState = LocState.GoingNextPoint; // Find Path bool resultB; List <Point> points = PathFinder.FindLocalPath(p, out resultB, false); // If path not found find nearer if (points.Count <= 0) { Point pt = Math.GetPosition2DOfAngleAndDistance(p0, angle, 15); pt.Z = ObjectManager.ObjectManager.Me.Position.Z; points = PathFinder.FindLocalPath(pt, out resultB, false); if (points.Count > 0 && resultB) { p = new Point(pt); } } // Go to next position if ((!resultB && p.DistanceTo(ObjectManager.ObjectManager.Me.Position) > 10) || nbStuck >= 2) // Use fly mount { p.Z = PathFinder.GetZPosition(p); if (p.Z == 0) { p.Z = ObjectManager.ObjectManager.Me.Position.Z + 35; } else { p.Z = p.Z + 5.0f; } if ((ObjectManager.ObjectManager.Me.InCombat && !(ObjectManager.ObjectManager.Me.IsMounted && (nManagerSetting.CurrentSetting.IgnoreFightIfMounted || Usefuls.IsFlying)))) { return; } MountTask.Mount(true, true); LongMove.LongMoveByNewThread(p); Timer timer = new Timer(2000 * points[points.Count - 1].DistanceTo(ObjectManager.ObjectManager.Me.Position) / 3); while (LongMove.IsLongMove && !timer.IsReady && ObjectManager.ObjectManager.Me.Position.DistanceTo2D(p) > 0.5f) { if ((ObjectManager.ObjectManager.Me.InCombat && !(ObjectManager.ObjectManager.Me.IsMounted && (nManagerSetting.CurrentSetting.IgnoreFightIfMounted || Usefuls.IsFlying)))) { LongMove.StopLongMove(); return; } Thread.Sleep(100); } LongMove.StopLongMove(); while (MovementManager.IsUnStuck) { if (ObjectManager.ObjectManager.Me.IsDeadMe) { return; } Thread.Sleep(100); LongMove.StopLongMove(); } MovementManager.StopMove(); MountTask.DismountMount(); // ReSharper disable RedundantAssignment nbStuck = 0; // ReSharper restore RedundantAssignment } else // walk to next position { float d1 = Math.DistanceListPoint(points); float d2 = points[0].DistanceTo(points[points.Count - 1]); // here we will try to shortcut the path using a fly mount if (MountTask.GetMountCapacity() == MountCapacity.Fly && d1 > 80 && d1 > (d2 * 2)) { Point startpoint = new Point(ObjectManager.ObjectManager.Me.Position); Point endpoint = new Point(points[points.Count - 1]); float z1 = startpoint.Z; float z2 = endpoint.Z; float zref = System.Math.Max(z1, z2) + 6.0f; Point pref1 = new Point(startpoint); pref1.Z = zref; Point pref2 = new Point(endpoint); pref2.Z = zref; bool badres = TraceLine.TraceLineGo(startpoint, pref1) || TraceLine.TraceLineGo(pref1, pref2) || TraceLine.TraceLineGo(pref2, endpoint); if (!badres) { Logging.Write("Flying to shortcut the path"); MountTask.Mount(true, true); if (Usefuls.IsFlying) // Failsafe: in case we are indoor don't try { points = new List <Point>(); pref1.Z += 2f; pref2.Z += 2f; points.Add(pref1); points.Add(pref2); points.Add(endpoint); } } } if (d1 > nManagerSetting.CurrentSetting.MinimumDistanceToUseMount && !nManagerSetting.CurrentSetting.UseGroundMount) { MountTask.Mount(); } if (Usefuls.IsFlying) { for (int i = 0; i < points.Count; i++) { points[i].Type = "flying"; } } MovementManager.Go(points); float d = Math.DistanceListPoint(points) / 3; if (d > 200) { d = 200; } float tm_t = 1000 * d / 2 + 1500; if (Usefuls.IsSwimming) { tm_t /= 0.6f; } Timer timer = new Timer(tm_t); while (MovementManager.InMovement && !timer.IsReady && ObjectManager.ObjectManager.Me.Position.DistanceTo2D(p) > 0.5f) { if ((ObjectManager.ObjectManager.Me.InCombat && !(ObjectManager.ObjectManager.Me.IsMounted && (nManagerSetting.CurrentSetting.IgnoreFightIfMounted || Usefuls.IsFlying)))) { return; } Thread.Sleep(100); } // incremente nbstuck if player is stuck if (ObjectManager.ObjectManager.Me.Position.DistanceTo(t.Position) < 5 || (MovementManager.InMovement && !ObjectManager.ObjectManager.Me.InInevitableCombat && timer.IsReady)) { // ReSharper disable RedundantAssignment nbStuck++; } // ReSharper restore RedundantAssignment else { // ReSharper disable RedundantAssignment nbStuck = 0; } // ReSharper restore RedundantAssignment if (ObjectManager.ObjectManager.Me.InInevitableCombat) { return; } MovementManager.StopMove(); while (MovementManager.IsUnStuck) { if (ObjectManager.ObjectManager.Me.IsDeadMe) { return; } Thread.Sleep(100); MovementManager.StopMove(); } } } } catch { } } catch { } }
/// <summary> /// Copy ctor /// </summary> public LocState(LocState source) { currentBlock = source.currentBlock; currentBlockEnterSide = source.currentBlockEnterSide; }