Beispiel #1
0
 private WoWUnit GetNpc()
 {
     return(ObjectManager.GetObjectsOfType <WoWUnit>()
            .Where(
                u => u.IsAlive && MobIds.Contains(((int)u.Entry)) &&
                (u.ThreatInfo.ThreatStatus > ThreatStatus.UnitNotInThreatTable || !Query.IsInCompetition(u, NonCompeteDistance)))
            .OrderBy(u => u.DistanceSqr)
            .FirstOrDefault());
 }
        public InteractWith(Dictionary <string, string> args)
            : base(args)
        {
            try
            {
                // QuestRequirement* attributes are explained here...
                //    http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Programming_Cookbook:_QuestId_for_Custom_Behaviors
                // ...and also used for IsDone processing.
                WaitForNpcs        = GetAttributeAsBoolean("WaitForNpcs", false, null) ?? true;
                BuyItemCount       = GetAttributeAsInteger("BuyItemCount", false, 1, 1000, null) ?? 1;
                BuyItemId          = GetAttributeAsItemId("BuyItemId", false, null) ?? 0;
                BuySlot            = GetAttributeAsInteger("BuySlot", false, -1, 100, null) ?? -1;
                CollectionDistance = GetAttributeAsInteger("CollectionDistance", false, 1, 10000, null) ?? 100;
                GossipOptions      = GetAttributeAsIntegerArray("GossipOptions", false, -1, 10, new [] { "GossipOption" }) ?? new int[0];
                Loot       = GetAttributeAsBoolean("Loot", false, null) ?? false;
                MobIds     = GetNumberedAttributesAsIntegerArray("MobId", 1, 1, int.MaxValue, new [] { "MobID", "NpcId" }) ?? new int[0];
                ObjType    = GetAttributeAsEnum <ObjectType>("ObjectType", false, new [] { "MobType" }) ?? ObjectType.Npc;
                NotMoving  = GetAttributeAsBoolean("NotMoving", false, null) ?? false;
                NumOfTimes = GetAttributeAsNumOfTimes("NumOfTimes", false, null) ?? 1;
                QuestId    = GetAttributeAsQuestId("QuestId", false, null) ?? 0;
                QuestRequirementComplete = GetAttributeAsEnum <QuestCompleteRequirement>("QuestCompleteRequirement", false, null) ?? QuestCompleteRequirement.NotComplete;
                QuestRequirementInLog    = GetAttributeAsEnum <QuestInLogRequirement>("QuestInLogRequirement", false, null) ?? QuestInLogRequirement.InLog;
                Range    = GetAttributeAsRange("Range", false, null) ?? 4;
                WaitTime = GetAttributeAsWaitTime("WaitTime", false, null) ?? 3000;
                Existing = GetAttributeAsBoolean("Existing", false, null) ?? false;
                Alive    = GetAttributeAsBoolean("Alive", false, null) ?? false;

                for (int i = 0; i < GossipOptions.Length; ++i)
                {
                    GossipOptions[i] -= 1;
                }


                WoWUnit mob = ObjectManager.GetObjectsOfType <WoWUnit>()
                              .Where(unit => MobIds.Contains((int)unit.Entry))
                              .FirstOrDefault();

                MobName = ((mob != null) && !string.IsNullOrEmpty(mob.Name))
                            ? mob.Name
                            : ("Mob(" + MobIds[0] + ")");
            }

            catch (Exception except)
            {
                // Maintenance problems occur for a number of reasons.  The primary two are...
                // * Changes were made to the behavior, and boundary conditions weren't properly tested.
                // * The Honorbuddy core was changed, and the behavior wasn't adjusted for the new changes.
                // In any case, we pinpoint the source of the problem area here, and hopefully it
                // can be quickly resolved.
                UtilLogMessage("error", "BEHAVIOR MAINTENANCE PROBLEM: " + except.Message
                               + "\nFROM HERE:\n"
                               + except.StackTrace + "\n");
                IsAttributeProblem = true;
            }
        }
Beispiel #3
0
 // Private LINQ queries...
 private IEnumerable <WoWObject> ViableTargets()
 {
     return(ObjectManager.GetObjectsOfType <WoWObject>(true, false)
            .Where(target => (target.IsValid &&
                              MobIds.Contains((int)target.Entry) &&
                              TargetAurasShowing(target, _targetAuraToButtonMap).Any() &&
                              (target.Distance < HuntingGroundRadius) &&
                              !target.IsLocallyBlacklisted() &&
                              !BlacklistIfPlayerNearby(target) &&
                              Query.IsStateMatch_IgnoreMobsInBlackspots(target, IgnoreMobsInBlackspots)))
            .OrderBy(target => Me.Location.SurfacePathDistance(target.Location)));
 }
 // 24Feb2013-08:11UTC chinajade
 private bool IsViableForItemUse(WoWUnit wowUnit)
 {
     return
         (Query.IsViable(wowUnit) &&
          wowUnit.IsAlive &&
          wowUnit.Attackable &&
          MobIds.Contains((int)wowUnit.Entry) &&
          Query.IsViableForInteracting(wowUnit, IgnoreMobsInBlackspots, NonCompeteDistance) &&
          Query.IsViableForPulling(wowUnit, IgnoreMobsInBlackspots, NonCompeteDistance) &&
          (ItemUseAlwaysSucceeds || !wowUnit.HasAura(ItemAppliesAuraId)) &&
          wowUnit.CollectionDistance() <= CollectionDistance);
 }
Beispiel #5
0
        protected override Composite CreateBehavior()
        {
            return(_root ??
                   (_root = new PrioritySelector(
                        new Decorator(c => Npc != null,
                                      new Action(c =>
            {
                if (!Npc.Attackable)
                {
                    Blacklist.Add(Npc.Guid, new TimeSpan(0, 5, 0));
                }

                if ((Me.Combat && (Me.GotTarget && Me.CurrentTarget != Npc && !MobIds.Contains((int)Me.CurrentTarget.Entry)) ||
                     Me.HealthPercent < HealthPercent) || IsDone)
                {
                    return RunStatus.Success;
                }
                WoWUnit lootable = ObjectManager.GetObjectsOfType <WoWUnit>().OrderBy(u => u.Distance).
                                   FirstOrDefault(u => u.Lootable);
                if (lootable != null)
                {
                    if (!lootable.WithinInteractRange)
                    {
                        if (Npc.Distance < 30 && SpellManager.CanCast("Death Grip"))
                        {
                            SpellManager.Cast("Death Grip");
                            WoWMovement.MoveStop();
                        }
                        else
                        {
                            Navigator.MoveTo(lootable.Location);
                        }
                    }
                    else
                    {
                        lootable.Interact();
                    }
                    if (Logic.Inventory.Frames.LootFrame.LootFrame.Instance != null &&
                        Logic.Inventory.Frames.LootFrame.LootFrame.Instance.IsVisible)
                    {
                        Logic.Inventory.Frames.LootFrame.LootFrame.Instance.LootAll();
                        if (Me.GotTarget)
                        {
                            Blacklist.Add(Me.CurrentTarget, new TimeSpan(1, 0, 0));
                        }
                        Me.ClearTarget();
                    }
                    return RunStatus.Running;
                }
                if (!Me.GotTarget || Me.CurrentTarget != Npc)
                {
                    Npc.Target();
                }
                if (!Npc.WithinInteractRange)
                {
                    TreeRoot.GoalText = string.Format("Moving to {0}", Npc.Name);
                    Navigator.MoveTo(WoWMathHelper.CalculatePointFrom(Me.Location, Npc.Location, 3));
                }
                else
                {
                    if (Me.IsMoving)
                    {
                        WoWMovement.MoveStop();
                    }
                    if (!Me.IsAutoAttacking || !Me.IsSafelyFacing(ObjectManager.Me.CurrentTarget))
                    {
                        TreeRoot.GoalText = string.Format("Bullying {0}", Npc.Name);
                        Npc.Interact();
                    }
                }
                return RunStatus.Running;
            })),
                        new Action(c => Navigator.MoveTo(Location))
                        )));
        }
Beispiel #6
0
        public InteractWith(Dictionary <string, string> args)
            : base(args)
        {
            try
            {
                // Warn of deprecated attributes...
                if (args.ContainsKey("BuySlot"))
                {
                    LogMessage("warning", "*****\n"
                               + "* THE BUYSLOT ATTRIBUTE IS DEPRECATED, and may be retired in a near, future release.\n"
                               + "*\n"
                               + "* BuySlot presents a number of problems.  If a vendor presents 'seasonal' or\n"
                               + "* limited-quantity wares, the slot number for the desired item can change.\n"
                               + "\n"
                               + "* Please update the profile to use *BuyItemId* attribute in preference to BuySlot.\n"
                               + "*****");
                }

                // QuestRequirement* attributes are explained here...
                //    http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Programming_Cookbook:_QuestId_for_Custom_Behaviors
                // ...and also used for IsDone processing.
                BuyItemCount       = GetAttributeAsNullable <int>("BuyItemCount", false, ConstrainAs.CollectionCount, null) ?? 1;
                BuyItemId          = GetAttributeAsNullable <int>("BuyItemId", false, ConstrainAs.ItemId, null) ?? 0;
                BuySlot            = GetAttributeAsNullable <int>("BuySlot", false, new ConstrainTo.Domain <int>(-1, 100), null) ?? -1;
                CollectionDistance = GetAttributeAsNullable <double>("CollectionDistance", false, ConstrainAs.Range, null) ?? 100;
                GossipOptions      = GetAttributeAsArray <int>("GossipOptions", false, new ConstrainTo.Domain <int>(-1, 10), new[] { "GossipOption" }, null);
                Location           = GetAttributeAsNullable <WoWPoint>("", false, ConstrainAs.WoWPointNonEmpty, null) ?? Me.Location;
                Loot                     = GetAttributeAsNullable <bool>("Loot", false, null, null) ?? false;
                MobIds                   = GetNumberedAttributesAsArray <int>("MobId", 1, ConstrainAs.MobId, new[] { "NpcId" });
                ObjType                  = GetAttributeAsNullable <ObjectType>("ObjectType", false, null, new[] { "MobType" }) ?? ObjectType.Npc;
                NpcState                 = GetAttributeAsNullable <NpcStateType>("MobState", false, null, new[] { "NpcState" }) ?? NpcStateType.DontCare;
                NavigationState          = GetAttributeAsNullable <NavigationType>("Nav", false, null, new[] { "Navigation" }) ?? NavigationType.Mesh;
                MobHpPercentLeft         = GetAttributeAsNullable <double>("MobHpPercentLeft", false, ConstrainAs.Percent, new[] { "HpLeftAmount" }) ?? 100.0;
                NotMoving                = GetAttributeAsNullable <bool>("NotMoving", false, null, null) ?? false;
                NumOfTimes               = GetAttributeAsNullable <int>("NumOfTimes", false, ConstrainAs.RepeatCount, null) ?? 1;
                QuestId                  = GetAttributeAsNullable("QuestId", false, ConstrainAs.QuestId(this), null) ?? 0;
                QuestRequirementComplete = GetAttributeAsNullable <QuestCompleteRequirement>("QuestCompleteRequirement", false, null, null) ?? QuestCompleteRequirement.NotComplete;
                QuestRequirementInLog    = GetAttributeAsNullable <QuestInLogRequirement>("QuestInLogRequirement", false, null, null) ?? QuestInLogRequirement.InLog;
                Range                    = GetAttributeAsNullable <double>("Range", false, ConstrainAs.Range, null) ?? 4.0;
                WaitForNpcs              = GetAttributeAsNullable <bool>("WaitForNpcs", false, null, null) ?? true;
                WaitTime                 = GetAttributeAsNullable <int>("WaitTime", false, ConstrainAs.Milliseconds, null) ?? 3000;
                IgnoreCombat             = GetAttributeAsNullable <bool>("IgnoreCombat", false, null, null) ?? false;

                for (int i = 0; i < GossipOptions.Length; ++i)
                {
                    GossipOptions[i] -= 1;
                }


                IEnumerable <WoWUnit> mobs = ObjectManager.GetObjectsOfType <WoWUnit>(true, false)
                                             .Where(unit => MobIds.Contains((int)unit.Entry));

                MobNames = string.Join(", ", mobs.Select(mob => (!string.IsNullOrEmpty(mob.Name)
                                                                ? mob.Name
                                                                : ("Mob(" + mob.Entry.ToString() + ")")))
                                       .ToArray());
            }

            catch (Exception except)
            {
                // Maintenance problems occur for a number of reasons.  The primary two are...
                // * Changes were made to the behavior, and boundary conditions weren't properly tested.
                // * The Honorbuddy core was changed, and the behavior wasn't adjusted for the new changes.
                // In any case, we pinpoint the source of the problem area here, and hopefully it
                // can be quickly resolved.
                LogMessage("error", "BEHAVIOR MAINTENANCE PROBLEM: " + except.Message
                           + "\nFROM HERE:\n"
                           + except.StackTrace + "\n");
                IsAttributeProblem = true;
            }
        }