Beispiel #1
0
 public async ValueTask WaitForNUpdate(int n)
 {
     await npcNameFinder.WaitForNUpdate(n);
 }
Beispiel #2
0
        public override async Task PerformAction()
        {
            WowPoint lastPosition = playerReader.PlayerLocation;

            Log("Search for corpse");
            npcNameFinder.ChangeNpcType(NpcNameFinder.NPCType.Corpse);

            await stopMoving.Stop();

            await npcNameFinder.WaitForNUpdate(1);

            bool lootSuccess = await npcNameFinder.FindByCursorType(Cursor.CursorClassification.Loot);

            if (lootSuccess)
            {
                Log("Found corpse - interact with it");
                await playerReader.WaitForNUpdate(1);

                if (classConfiguration.Skin)
                {
                    var targetSkinnable = !playerReader.Unskinnable;
                    AddEffect(GoapKey.shouldskin, targetSkinnable);
                    Log($"Should skin ? {targetSkinnable}");
                    SendActionEvent(new ActionEventArgs(GoapKey.shouldskin, targetSkinnable));
                }

                bool hadToMove = false;
                if (IsPlayerMoving(lastPosition))
                {
                    hadToMove = true;
                    Log("Goto corpse - Wait till player become stil!");
                }

                while (IsPlayerMoving(lastPosition))
                {
                    lastPosition = playerReader.PlayerLocation;
                    if (!await Wait(100, DiDEnteredCombat()))
                    {
                        await AquireTarget();

                        return;
                    }
                }

                // TODO: damn spell batching
                // arriving to the corpse min distance to interact location
                // and says you are too far away
                // so have to wait and retry the action
                // at this point the player have a target
                // might be a good idea to check the last error message :shrug:
                if (hadToMove)
                {
                    if (!await Wait(200, DiDEnteredCombat()))
                    {
                        await AquireTarget();

                        return;
                    }
                }


                await input.TapInteractKey("Approach corpse");

                // TODO: find a better way to get notified about the successful loot
                // challlange:
                // - the mob might have no loot at all so cant check inventory change
                // - loot window could be checked

                /*
                 * if (!await Wait(400, DiDEnteredCombat()))
                 * {
                 *  await AquireTarget();
                 *  return;
                 * }
                 */
                Log("Loot Successfull");

                await GoalExit();
            }
            else
            {
                Log($"No corpse found - Npc Count: {npcNameFinder.NpcCount}");

                if (!await Wait(100, DiDEnteredCombat()))
                {
                    await AquireTarget();
                }
                else
                {
                    await GoalExit();
                }
            }
        }
        public override async Task PerformAction()
        {
            Log("Try to find Corpse");
            npcNameFinder.ChangeNpcType(NpcNameFinder.NPCType.Corpse);

            await stopMoving.Stop();

            // TODO: have to wait for the cursor to switch from loot -> skinning
            // sometimes takes a lot of time
            await npcNameFinder.WaitForNUpdate(1);

            if (await DiDEnteredCombat())
            {
                await AquireTarget();

                return;
            }

            Log("Found corpses: " + npcNameFinder.NpcCount);
            WowPoint lastPosition = playerReader.PlayerLocation;
            bool     skinSuccess  = await npcNameFinder.FindByCursorType(Cursor.CursorClassification.Skin);

            if (skinSuccess)
            {
                await Wait(100, () => false);

                if (IsPlayerMoving(lastPosition))
                {
                    Log("Goto corpse - Wait till the player become stil!");
                }

                while (IsPlayerMoving(lastPosition))
                {
                    lastPosition = playerReader.PlayerLocation;
                    if (!await Wait(100, DiDEnteredCombat()))
                    {
                        await AquireTarget();

                        return;
                    }
                }

                await input.TapInteractKey("Skinning Attempt...");

                do
                {
                    await playerReader.WaitForNUpdate(1);

                    if (await DiDEnteredCombat())
                    {
                        await AquireTarget();

                        return;
                    }
                } while (playerReader.IsCasting);

                // Wait for to update the LastUIErrorMessage
                await playerReader.WaitForNUpdate(1);

                var lastError = this.playerReader.LastUIErrorMessage;
                if (lastError != UI_ERROR.ERR_SPELL_FAILED_S)
                {
                    this.playerReader.LastUIErrorMessage = UI_ERROR.NONE;
                    logger.LogDebug("Skinning Successful!");
                    await GoalExit();
                }
                else
                {
                    logger.LogDebug("Skinning Failed! Retry...");
                }
            }
            else
            {
                logger.LogDebug($"Target is not skinnable - NPC Count: {npcNameFinder.NpcCount}");
                await GoalExit();
            }
        }