private void Run() { while (true) { try { this.ResetEvent.Wait(); if (this.TargetExecutedBegin != null) { this.TargetExecutedBegin(this.CurrentTarget); } Objects.Client client = this.Parent.Client; Objects.Creature oldCreature = null; while (!this.Cancel) { this.ResetEventCacheUpdated.WaitOne(); if (this.Cancel) { break; } // get best setting Target.Setting setting = this.CurrentTarget.GetBestSetting(this.CachedCreatures, this.CachedPlayers, this.CachedTiles, true); if (setting == null) { break; } // check if we should revert to older creature if sticky is on // or if new creature is in no better position if (oldCreature != null && oldCreature != this.CurrentTarget.Creature && oldCreature.IsVisible && client.Player.Location.IsOnScreen(oldCreature.Location)) { if (this.Parent.CurrentSettings.StickToCreature) { this.CurrentTarget.Creature = oldCreature; } else { int oldDist = (int)client.Player.Location.DistanceTo(oldCreature.Location), newDist = this.CurrentTarget.Creature != null ? (int)client.Player.Location.DistanceTo(this.CurrentTarget.Creature.Location) : 100; if (oldDist < newDist + 2) { this.CurrentTarget.Creature = oldCreature; } } } oldCreature = this.CurrentTarget.Creature; Objects.Location playerLoc = client.Player.Location, targetLoc = this.CurrentTarget.Creature.Location; #region targeting checks and whatnot // check if the creature is dead if (this.CurrentTarget.Creature.IsDead) { break; } // check if creature is about to become a corpse if (this.CurrentTarget.Creature.IsVisible && this.CurrentTarget.Creature.HealthPercent == 0) { continue; } // check if creature is still on screen, stop attacking and looping if so if (!playerLoc.IsOnScreen(targetLoc)) { this.CancelAttack(); break; } // check if creature if reachable and/or shootable // stop attacking and break if settings says they must be if ((setting.MustBeReachable && !this.CurrentTarget.Creature.IsReachable(this.CachedTiles, this.Parent.PathFinder)) || (setting.MustBeShootable && !this.CurrentTarget.Creature.IsShootable(this.CachedTiles))) { this.CancelAttack(); break; } // check if player is attacking the wrong target if (client.Player.Target != this.CurrentTarget.Creature.ID) { this.CurrentTarget.Creature.Attack(); Thread.Sleep(100); } // set fight stance+mode and move accordingly Map.Tile playerTile = this.CachedTiles.GetTile(count: client.Player.ID), creatureTile = this.CachedTiles.GetTile(count: this.CurrentTarget.Creature.ID); if (playerTile == null || creatureTile == null) { this.CancelAttack(); break; } switch (setting.FightStance) { case Enums.FightStance.Stand: if (client.Player.FightStance != Enums.FightStance.Stand) { client.Player.FightStance = Enums.FightStance.Stand; } break; case Enums.FightStance.Follow: if (client.Player.FightStance != Enums.FightStance.Follow) { client.Player.FightStance = Enums.FightStance.Follow; } break; case Enums.FightStance.FollowDiagonalOnly: case Enums.FightStance.DistanceFollow: case Enums.FightStance.DistanceWait: case Enums.FightStance.FollowStrike: if (client.Player.FightStance != Enums.FightStance.Stand) { client.Player.FightStance = Enums.FightStance.Stand; } if (client.Player.IsWalking) { break; } Objects.Location bestLoc = this.CurrentTarget.GetBestLocation(setting, this.CachedTiles, this.CachedCreatures); if (bestLoc.IsValid() && client.Player.GoTo != bestLoc) { client.Player.GoTo = bestLoc; } break; } // shoot rune or spell if (client.Player.HealthPercent >= this.Parent.CurrentSettings.MinimumHealthToShoot && this.CurrentTarget.Creature.HealthPercent > 0) { ushort runeID = 0; if ((runeID = setting.GetRuneID()) != 0) { Objects.Item rune = client.Inventory.GetItem(runeID); if (rune != null) { if (!this.StopwatchExhaust.IsRunning || this.StopwatchExhaust.ElapsedMilliseconds >= this.Parent.CurrentSettings.Exhaust) { if (setting.RuneIsAoE()) // todo: test this { Map.Tile aoeTile = this.Parent.GetAreaEffectTile(setting.GetAreaEffect(), this.CachedTiles, this.CurrentTarget.Creature); if (aoeTile != null) { rune.UseOnTile(aoeTile); this.StopwatchExhaust.Restart(); } } else if (this.CurrentTarget.Creature.IsShootable(this.CachedTiles)) { rune.UseOnBattleList(this.CurrentTarget.Creature); this.StopwatchExhaust.Restart(); } } } } else if (!string.IsNullOrEmpty(setting.Spell)) { // todo: add aoe spells if (playerLoc.IsAdjacentNonDiagonalOnly(targetLoc)) { Enums.Direction direction = Enums.Direction.Down; int diffX = playerLoc.X - targetLoc.X, diffY = playerLoc.Y - targetLoc.Y; if (diffX > 0) { direction = Enums.Direction.Left; } else if (diffX < 0) { direction = Enums.Direction.Right; } else if (diffY > 0) { direction = Enums.Direction.Up; } else if (diffY < 0) { direction = Enums.Direction.Down; } if (client.Player.Direction != direction) { client.Packets.Turn(direction); for (int i = 0; i < 6; i++) { Thread.Sleep(50); if ((Enums.Direction)client.Player.Direction == direction) { break; } } } if (client.Player.Direction == direction && (!this.StopwatchExhaust.IsRunning || this.StopwatchExhaust.ElapsedMilliseconds > this.Parent.CurrentSettings.Exhaust)) { client.Packets.Say(setting.Spell); this.StopwatchExhaust.Restart(); } } } } #endregion } if (this.TargetExecutedEnd != null) { this.TargetExecutedEnd(this.CurrentTarget); } this.ResetEvent.Reset(); this.Cancel = false; } catch (Exception ex) { if (this.ErrorOccurred != null) { this.ErrorOccurred(ex); } } } }