Beispiel #1
0
    void ReceiveContinuouScanData(Byte[] data)
    {
        if (speedSensorList == null)
        {
            speedSensorList = new List <SpeedSensor>();
        }
        // first byte is the channel ID, 0
        int pageNumber = data[1] >> 1;
        //device number to filter devices
        int deviceNumber = ((data[10]) | data[11] << 8);
        int deviceType   = (data[12]);

        SpeedSensor sensor = null;

        foreach (SpeedSensor s in speedSensorList)
        {
            if (s.deviceID == deviceNumber)
            {
                //WARNING  Byte[] data contains the channel ID in the first byte, shift the payload bytes from the array accordingly
                Debug.Log("speed for sensor #" + s.deviceID + ": " + s.GetSpeed(data));
                break;
            }
        }
        //if sensor object not created and is of correct type, create and store in list
        if (sensor == null && deviceType == AntplusDeviceType.BikeSpeed)
        {
            //found new sensor
            sensor          = new SpeedSensor();
            sensor.deviceID = deviceNumber;
            speedSensorList.Add(sensor);
        }
    }
Beispiel #2
0
        private async Task Initialze()
        {
            if (LightningProvider.IsLightningEnabled)
            {
                LowLevelDevicesController.DefaultProvider = LightningProvider.GetAggregateProvider();
            }
            else
            {
                throw new Exception("Lightning drivers not enabled. Please enable Lightning drivers.");
            }

            _camera = new Camera();
            await _camera.Initialize();
            
            SpeedSensor.Initialize();
            SpeedSensor.Start();

            SpeechSynthesis.Initialze();

            await AudioPlayerController.Initialize();

            _accelerometerSensor = new AccelerometerGyroscopeSensor();
            await _accelerometerSensor.Initialize();
            _accelerometerSensor.Start();

            _automaticSpeakController = new AutomaticSpeakController(_accelerometerSensor);

            _motorController = new MotorController();
            await _motorController.Initialize(_automaticSpeakController);

            _servoController = new ServoController();
            await _servoController.Initialize();

            _distanceMeasurementSensor = new DistanceMeasurementSensor();
            await _distanceMeasurementSensor.Initialize(I2C_ADDRESS_SERVO);

            _automaticDrive = new AutomaticDrive(_motorController, _servoController, _distanceMeasurementSensor);

            _speechRecognation = new SpeechRecognition();
            await _speechRecognation.Initialze(_motorController, _servoController, _automaticDrive);
            _speechRecognation.Start();

            _gamepadController = new GamepadController(_motorController, _servoController, _automaticDrive, _accelerometerSensor);

            _camera.Start();

            _httpServerController = new HttpServerController(_motorController, _servoController, _automaticDrive, _camera);

            SystemController.Initialize(_accelerometerSensor, _automaticSpeakController, _motorController, _servoController, _automaticDrive, _camera, _httpServerController, _speechRecognation, _gamepadController);

            await SystemController.SetAudioRenderVolume(AUDIO_RENDER_VOLUME, true);
            await SystemController.SetAudioCaptureVolume(AUDIO_CAPTURE_VOLUME, true);
            
            await AudioPlayerController.PlayAndWaitAsync(AudioName.Welcome);

            _automaticSpeakController.Start();
        }
        public override void Run()
        {
            var speedSensor = new SpeedSensor(new SpeedSensorImpl());

            speedSensor.DoSomeWork();
            ShowSensorResult(speedSensor);
            speedSensor.SensorInterface = new SpeedSensorImplY();
            ShowSensorResult(speedSensor);

            var weightSensor = new WeightSensor(new WeightSensorImpl());

            weightSensor.DoSomeWork();
            ShowSensorResult(weightSensor);
            weightSensor.SensorInterface = new WeightSensorImplY();
            ShowSensorResult(weightSensor);
        }
Beispiel #4
0
        public static async Task StopAll()
        {
            var stopTask = Task.Run(async() =>
            {
                ShutdownMotorsServos();

                _httpServerController.Stop();
                await _camera.Stop();
                await _gamepadController.Stop();
                await _speechRecognation.Stop();
                await _automaticDrive.Stop();
                _servoController.Stop();
                _motorController.Stop();
                await _automaticSpeakController.Stop();
                await _accelerometerSensor.Stop();
                AudioPlayerController.Stop();
                SpeedSensor.Stop();

                ShutdownMotorsServos();
            });

            var timeout = TimeSpan.FromSeconds(5);
            await TaskHelper.WithTimeoutAfterStart(ct => stopTask.WithCancellation(ct), timeout);
        }
Beispiel #5
0
        public void MoveTowards(Vector3 vMoveToTarget)
        {
            if (!ZetaDia.IsInGame || !ZetaDia.Me.IsValid || ZetaDia.Me.IsDead || ZetaDia.IsLoadingWorld)
            {
                return;
            }

            if (UISafetyCheck())
            {
                return;
            }

            TimeLastUsedPlayerMover = DateTime.Now;
            vMyCurrentPosition      = GilesTrinity.PlayerStatus.CurrentPosition;
            LastMoveToTarget        = vMoveToTarget;

            // record speed once per second
            if (DateTime.Now.Subtract(lastRecordedPosition).TotalMilliseconds >= 1000)
            {
                // Record our current location and time
                if (!SpeedSensors.Any())
                {
                    SpeedSensors.Add(new SpeedSensor()
                    {
                        Location          = vMyCurrentPosition,
                        TimeSinceLastMove = new TimeSpan(0),
                        Distance          = 0f,
                        WorldID           = GilesTrinity.CurrentWorldDynamicId
                    });
                }
                else
                {
                    SpeedSensor lastSensor = SpeedSensors.OrderByDescending(s => s.Timestamp).FirstOrDefault();
                    SpeedSensors.Add(new SpeedSensor()
                    {
                        Location          = vMyCurrentPosition,
                        TimeSinceLastMove = new TimeSpan(DateTime.Now.Subtract(lastSensor.TimeSinceLastMove).Ticks),
                        Distance          = Vector3.Distance(vMyCurrentPosition, lastSensor.Location),
                        WorldID           = GilesTrinity.CurrentWorldDynamicId
                    });
                }

                lastRecordedPosition = DateTime.Now;
            }
            // Set the public variable
            MovementSpeed = GetMovementSpeed();

            vMoveToTarget = WarnAndLogLongPath(vMoveToTarget);

            // Make sure GilesTrinity doesn't want us to avoid routine-movement
            //if (GilesTrinity.bDontMoveMeIAmDoingShit)
            //    return;
            // Store player current position

            // Store distance to current moveto target
            float DestinationDistance;

            DestinationDistance = vMyCurrentPosition.Distance2D(vMoveToTarget);

            // Do unstuckery things
            if (GilesTrinity.Settings.Advanced.UnstuckerEnabled)
            {
                // See if we can reset the 10-limit unstuck counter, if >120 seconds since we last generated an unstuck location
                // this is used if we're NOT stuck...
                if (iTotalAntiStuckAttempts > 1 && DateTime.Now.Subtract(LastGeneratedStuckPosition).TotalSeconds >= 120)
                {
                    iTotalAntiStuckAttempts  = 1;
                    iTimesReachedStuckPoint  = 0;
                    vSafeMovementLocation    = Vector3.Zero;
                    NavHelper.UsedStuckSpots = new List <GridPoint>();
                    DbHelper.Log(TrinityLogLevel.Normal, LogCategory.Movement, "Resetting unstuck timers", true);
                }

                // See if we need to, and can, generate unstuck actions
                // check if we're stuck
                bool isStuck = UnstuckChecker(vMyCurrentPosition);
                if (DateTime.Now.Subtract(_lastCancelledUnstucker).TotalSeconds > iCancelUnstuckerForSeconds && isStuck)
                {
                    // Record the time we last apparently couldn't move for a brief period of time
                    _lastRecordedAnyStuck = DateTime.Now;
                    // See if there's any stuck position to try and navigate to generated by random mover
                    vSafeMovementLocation = UnstuckHandler(vMyCurrentPosition, LastMoveToTarget);
                    DbHelper.Log(TrinityLogLevel.Normal, LogCategory.Movement, "SafeMovement Location set to {0}", vSafeMovementLocation);
                    if (vSafeMovementLocation == Vector3.Zero)
                    {
                        return;
                    }
                }
                // See if we can clear the total unstuckattempts if we haven't been stuck in over 6 minutes.
                if (DateTime.Now.Subtract(_lastRecordedAnyStuck).TotalSeconds >= 360)
                {
                    iTimesReachedMaxUnstucks = 0;
                }
                // Did we have a safe point already generated (eg from last loop through), if so use it as our current location instead
                if (vSafeMovementLocation != Vector3.Zero)
                {
                    // Set our current movement target to the safe point we generated last cycle
                    vMoveToTarget       = vSafeMovementLocation;
                    DestinationDistance = vMyCurrentPosition.Distance2D(vMoveToTarget);
                }
                // Get distance to current destination
                // Remove the stuck position if it's been reached, this bit of code also creates multiple stuck-patterns in an ever increasing amount
                if (vSafeMovementLocation != Vector3.Zero && DestinationDistance <= 3f)
                {
                    vSafeMovementLocation = Vector3.Zero;
                    iTimesReachedStuckPoint++;
                    // Do we want to immediately generate a 2nd waypoint to "chain" anti-stucks in an ever-increasing path-length?
                    if (iTimesReachedStuckPoint <= iTotalAntiStuckAttempts)
                    {
                        //GilesTrinity.PlayerStatus.CurrentPosition = vMyCurrentPosition;
                        vSafeMovementLocation = NavHelper.FindSafeZone(true, iTotalAntiStuckAttempts, vMyCurrentPosition);
                        vMoveToTarget         = vSafeMovementLocation;
                    }
                    else
                    {
                        if (GilesTrinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                        {
                            DbHelper.Log(TrinityLogLevel.Verbose, LogCategory.Movement, "Clearing old route and trying new path find to: " + LastMoveToTarget.ToString());
                        }
                        // Reset the path and allow a whole "New" unstuck generation next cycle
                        iTimesReachedStuckPoint = 0;
                        // And cancel unstucking for 9 seconds so DB can try to navigate
                        iCancelUnstuckerForSeconds = (9 * iTotalAntiStuckAttempts);
                        if (iCancelUnstuckerForSeconds < 20)
                        {
                            iCancelUnstuckerForSeconds = 20;
                        }
                        _lastCancelledUnstucker = DateTime.Now;

                        Navigator.Clear();
                        Navigator.MoveTo(LastMoveToTarget, "original destination", false);

                        return;
                    }
                }
            }
            // Is the built-in unstucker enabled or not?
            // if (GilesTrinity.Settings.Advanced.DebugInStatusBar)
            // {
            //    Logging.WriteDiagnostic("[Trinity] Moving toward <{0:0},{1:0},{2:0}> distance: {3:0}", vMoveToTarget.X, vMoveToTarget.Y, vMoveToTarget.Z, fDistanceFromTarget);
            // }
            // See if there's an obstacle in our way, if so try to navigate around it
            Vector3 point = vMoveToTarget;

            foreach (GilesObstacle obstacle in GilesTrinity.hashNavigationObstacleCache.Where(o => vMoveToTarget.Distance2D(o.Location) <= o.Radius))
            {
                if (vShiftedPosition == Vector3.Zero)
                {
                    // Make sure we only shift max once every 6 seconds
                    if (DateTime.Now.Subtract(lastShiftedPosition).TotalMilliseconds >= 6000)
                    {
                        DbHelper.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Shifting position for Navigation Obstacle {0} {1} at {2}", obstacle.ActorSNO, obstacle.Name, obstacle.Location);
                        GetShiftedPosition(ref vMoveToTarget, ref point, obstacle.Radius + 5f);
                    }
                }
                else
                {
                    if (DateTime.Now.Subtract(lastShiftedPosition).TotalMilliseconds <= iShiftPositionFor)
                    {
                        vMoveToTarget = vShiftedPosition;
                    }
                    else
                    {
                        vShiftedPosition = Vector3.Zero;
                    }
                }
            }



            // don't use special movement within 10 seconds of being stuck
            bool cancelSpecialMovementAfterStuck = DateTime.Now.Subtract(LastGeneratedStuckPosition).TotalMilliseconds > 10000;

            // See if we can use abilities like leap etc. for movement out of combat, but not in town
            if (GilesTrinity.Settings.Combat.Misc.AllowOOCMovement && !GilesTrinity.PlayerStatus.IsInTown && !GilesTrinity.bDontMoveMeIAmDoingShit && cancelSpecialMovementAfterStuck)
            {
                bool bTooMuchZChange = (Math.Abs(vMyCurrentPosition.Z - vMoveToTarget.Z) >= 4f);

                // Whirlwind for a barb, special context only
                if (GilesTrinity.Hotbar.Contains(SNOPower.Barbarian_Whirlwind) && GilesTrinity.GilesObjectCache.Count(u => u.Type == GObjectType.Unit && u.RadiusDistance <= 10f) >= 1 &&
                    GilesTrinity.PlayerStatus.PrimaryResource >= 10)
                {
                    ZetaDia.Me.UsePower(SNOPower.Barbarian_Whirlwind, vMoveToTarget, GilesTrinity.CurrentWorldDynamicId, -1);
                    if (GilesTrinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                    {
                        DbHelper.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Using Whirlwind for OOC movement, distance={0}", DestinationDistance);
                    }
                    return;
                }

                // Leap movement for a barb
                if (GilesTrinity.Hotbar.Contains(SNOPower.Barbarian_Leap) &&
                    DateTime.Now.Subtract(GilesTrinity.dictAbilityLastUse[SNOPower.Barbarian_Leap]).TotalMilliseconds >= GilesTrinity.dictAbilityRepeatDelay[SNOPower.Barbarian_Leap] &&
                    DestinationDistance >= 20f &&
                    PowerManager.CanCast(SNOPower.Barbarian_Leap) && !ShrinesInArea(vMoveToTarget))
                {
                    Vector3 vThisTarget = vMoveToTarget;
                    if (DestinationDistance > 35f)
                    {
                        vThisTarget = MathEx.CalculatePointFrom(vMoveToTarget, vMyCurrentPosition, 35f);
                    }
                    ZetaDia.Me.UsePower(SNOPower.Barbarian_Leap, vThisTarget, GilesTrinity.CurrentWorldDynamicId, -1);
                    GilesTrinity.dictAbilityLastUse[SNOPower.Barbarian_Leap] = DateTime.Now;
                    if (GilesTrinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                    {
                        DbHelper.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Using Leap for OOC movement, distance={0}", DestinationDistance);
                    }
                    return;
                }
                // Furious Charge movement for a barb
                if (GilesTrinity.Hotbar.Contains(SNOPower.Barbarian_FuriousCharge) && !bTooMuchZChange &&
                    DateTime.Now.Subtract(GilesTrinity.dictAbilityLastUse[SNOPower.Barbarian_FuriousCharge]).TotalMilliseconds >= GilesTrinity.dictAbilityRepeatDelay[SNOPower.Barbarian_FuriousCharge] &&
                    DestinationDistance >= 20f &&
                    PowerManager.CanCast(SNOPower.Barbarian_FuriousCharge) && !ShrinesInArea(vMoveToTarget))
                {
                    Vector3 vThisTarget = vMoveToTarget;
                    if (DestinationDistance > 35f)
                    {
                        vThisTarget = MathEx.CalculatePointFrom(vMoveToTarget, vMyCurrentPosition, 35f);
                    }
                    ZetaDia.Me.UsePower(SNOPower.Barbarian_FuriousCharge, vThisTarget, GilesTrinity.CurrentWorldDynamicId, -1);
                    GilesTrinity.dictAbilityLastUse[SNOPower.Barbarian_FuriousCharge] = DateTime.Now;
                    if (GilesTrinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                    {
                        DbHelper.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Using Furious Charge for OOC movement, distance={0}", DestinationDistance);
                    }
                    return;
                }
                // Vault for a DH - maximum set by user-defined setting
                if (GilesTrinity.Hotbar.Contains(SNOPower.DemonHunter_Vault) && !bTooMuchZChange &&
                    DateTime.Now.Subtract(GilesTrinity.dictAbilityLastUse[SNOPower.DemonHunter_Vault]).TotalMilliseconds >= GilesTrinity.Settings.Combat.DemonHunter.VaultMovementDelay &&
                    DestinationDistance >= 18f &&
                    PowerManager.CanCast(SNOPower.DemonHunter_Vault) && !ShrinesInArea(vMoveToTarget) &&
                    // Don't Vault into avoidance/monsters if we're kiting
                    (GilesTrinity.PlayerKiteDistance <= 0 || (GilesTrinity.PlayerKiteDistance > 0 &&
                                                              (!GilesTrinity.hashAvoidanceObstacleCache.Any(a => a.Location.Distance(vMoveToTarget) <= GilesTrinity.PlayerKiteDistance) ||
                                                               (!GilesTrinity.hashAvoidanceObstacleCache.Any(a => MathEx.IntersectsPath(a.Location, a.Radius, GilesTrinity.PlayerStatus.CurrentPosition, vMoveToTarget))) ||
                                                               !GilesTrinity.hashMonsterObstacleCache.Any(a => a.Location.Distance(vMoveToTarget) <= GilesTrinity.PlayerKiteDistance))))
                    )
                {
                    Vector3 vThisTarget = vMoveToTarget;
                    if (DestinationDistance > 35f)
                    {
                        vThisTarget = MathEx.CalculatePointFrom(vMoveToTarget, vMyCurrentPosition, 35f);
                    }
                    ZetaDia.Me.UsePower(SNOPower.DemonHunter_Vault, vThisTarget, GilesTrinity.CurrentWorldDynamicId, -1);
                    GilesTrinity.dictAbilityLastUse[SNOPower.DemonHunter_Vault] = DateTime.Now;
                    if (GilesTrinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                    {
                        DbHelper.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Using Vault for OOC movement, distance={0}", DestinationDistance);
                    }
                    return;
                }
                // Tempest rush for a monk
                if (GilesTrinity.Hotbar.Contains(SNOPower.Monk_TempestRush) &&
                    (GilesTrinity.Settings.Combat.Monk.TROption == TempestRushOption.MovementOnly || GilesTrinity.Settings.Combat.Monk.TROption == TempestRushOption.Always ||
                     (GilesTrinity.Settings.Combat.Monk.TROption == TempestRushOption.TrashOnly && !TargetUtil.AnyElitesInRange(40f))))
                {
                    Vector3 vTargetAimPoint = vMoveToTarget;
                    //vTargetAimPoint = MathEx.CalculatePointFrom(vMoveToTarget, vMyCurrentPosition, aimPointDistance);
                    //vTargetAimPoint = MathEx.CalculatePointFrom(vMyCurrentPosition, vMoveToTarget, aimPointDistance);

                    //bool canRayCastTarget = GilesTrinity.NavHelper.CanRayCast(vMyCurrentPosition, vTargetAimPoint);
                    bool canRayCastTarget = true;

                    vTargetAimPoint = TargetUtil.FindTempestRushTarget();

                    if (!CanChannelTempestRush &&
                        ((GilesTrinity.PlayerStatus.PrimaryResource >= GilesTrinity.Settings.Combat.Monk.TR_MinSpirit &&
                          DestinationDistance >= GilesTrinity.Settings.Combat.Monk.TR_MinDist) ||
                         DateTime.Now.Subtract(GilesTrinity.dictAbilityLastUse[SNOPower.Monk_TempestRush]).TotalMilliseconds <= 150) &&
                        canRayCastTarget && PowerManager.CanCast(SNOPower.Monk_TempestRush))
                    {
                        CanChannelTempestRush = true;
                    }
                    else if ((CanChannelTempestRush && (GilesTrinity.PlayerStatus.PrimaryResource < 10f)) || !canRayCastTarget)
                    {
                        CanChannelTempestRush = false;
                    }

                    double lastUse = DateTime.Now.Subtract(GilesTrinity.dictAbilityLastUse[SNOPower.Monk_TempestRush]).TotalMilliseconds;

                    if (CanChannelTempestRush)
                    {
                        if (GilesTrinity.GilesUseTimer(SNOPower.Monk_TempestRush))
                        {
                            LastTempestRushPosition = vTargetAimPoint;

                            ZetaDia.Me.UsePower(SNOPower.Monk_TempestRush, vTargetAimPoint, GilesTrinity.CurrentWorldDynamicId, -1);
                            GilesTrinity.dictAbilityLastUse[SNOPower.Monk_TempestRush] = DateTime.Now;
                            GilesTrinity.LastPowerUsed = SNOPower.Monk_TempestRush;

                            // simulate movement speed of 30
                            SpeedSensor lastSensor = SpeedSensors.OrderByDescending(s => s.Timestamp).FirstOrDefault();
                            SpeedSensors.Add(new SpeedSensor()
                            {
                                Location          = vMyCurrentPosition,
                                TimeSinceLastMove = new TimeSpan(0, 0, 0, 0, 1000),
                                Distance          = 5f,
                                WorldID           = GilesTrinity.CurrentWorldDynamicId
                            });

                            if (GilesTrinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                            {
                                DbHelper.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Using Tempest Rush for OOC movement, distance={0:0} spirit={1:0} cd={2} lastUse={3:0} V3={4} vAim={5}",
                                             DestinationDistance, GilesTrinity.PlayerStatus.PrimaryResource, PowerManager.CanCast(SNOPower.Monk_TempestRush), lastUse, vMoveToTarget, vTargetAimPoint);
                            }
                            return;
                        }
                        else
                        {
                            return;
                        }
                    }
                    else
                    {
                        if (GilesTrinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                        {
                            DbHelper.Log(TrinityLogLevel.Debug, LogCategory.Movement,
                                         "Tempest rush failed!: {0:00.0} / {1} distance: {2:00.0} / {3} Raycast: {4} MS: {5:0.0} lastUse={6:0}",
                                         GilesTrinity.PlayerStatus.PrimaryResource,
                                         GilesTrinity.Settings.Combat.Monk.TR_MinSpirit,
                                         DestinationDistance,
                                         GilesTrinity.Settings.Combat.Monk.TR_MinDist,
                                         canRayCastTarget,
                                         GetMovementSpeed(),
                                         lastUse);
                        }

                        GilesTrinity.MaintainTempestRush = false;
                    }

                    // Always set this from PlayerMover
                    GilesTrinity.LastTempestRushLocation = vTargetAimPoint;
                }

                bool hasWormHole = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Wizard_Teleport && s.RuneIndex == 4);

                // Teleport for a wizard (need to be able to check skill rune in DB for a 3-4 teleport spam in a row)
                if (GilesTrinity.Hotbar.Contains(SNOPower.Wizard_Teleport) &&
                    ((PowerManager.CanCast(SNOPower.Wizard_Teleport) && DateTime.Now.Subtract(GilesTrinity.dictAbilityLastUse[SNOPower.Wizard_Teleport]).TotalMilliseconds >= GilesTrinity.dictAbilityRepeatDelay[SNOPower.Wizard_Teleport]) ||
                     (hasWormHole && WizardTeleportCount < 3 && DateTime.Now.Subtract(GilesTrinity.dictAbilityLastUse[SNOPower.Wizard_Teleport]).TotalMilliseconds >= 250)) &&
                    DestinationDistance >= 10f && !ShrinesInArea(vMoveToTarget))
                {
                    // Reset teleport count if we've already hit the max
                    if (WizardTeleportCount >= 3)
                    {
                        WizardTeleportCount = 0;
                    }

                    // increment the teleport count for wormhole rune
                    WizardTeleportCount++;

                    var maxTeleportRange = 75f;

                    Vector3 vThisTarget = vMoveToTarget;
                    if (DestinationDistance > maxTeleportRange)
                    {
                        vThisTarget = MathEx.CalculatePointFrom(vMoveToTarget, vMyCurrentPosition, maxTeleportRange);
                    }
                    ZetaDia.Me.UsePower(SNOPower.Wizard_Teleport, vThisTarget, GilesTrinity.CurrentWorldDynamicId, -1);
                    GilesTrinity.dictAbilityLastUse[SNOPower.Wizard_Teleport] = DateTime.Now;
                    if (GilesTrinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                    {
                        DbHelper.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Using Teleport for OOC movement, distance={0}", DestinationDistance);
                    }
                    return;
                }
                // Archon Teleport for a wizard
                if (GilesTrinity.Hotbar.Contains(SNOPower.Wizard_Archon_Teleport) &&
                    DateTime.Now.Subtract(GilesTrinity.dictAbilityLastUse[SNOPower.Wizard_Archon_Teleport]).TotalMilliseconds >= GilesTrinity.dictAbilityRepeatDelay[SNOPower.Wizard_Archon_Teleport] &&
                    DestinationDistance >= 20f &&
                    PowerManager.CanCast(SNOPower.Wizard_Archon_Teleport) && !ShrinesInArea(vMoveToTarget))
                {
                    Vector3 vThisTarget = vMoveToTarget;
                    if (DestinationDistance > 35f)
                    {
                        vThisTarget = MathEx.CalculatePointFrom(vMoveToTarget, vMyCurrentPosition, 35f);
                    }
                    ZetaDia.Me.UsePower(SNOPower.Wizard_Archon_Teleport, vThisTarget, GilesTrinity.CurrentWorldDynamicId, -1);
                    GilesTrinity.dictAbilityLastUse[SNOPower.Wizard_Archon_Teleport] = DateTime.Now;
                    if (GilesTrinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                    {
                        DbHelper.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Using Archon Teleport for OOC movement, distance={0}", DestinationDistance);
                    }
                    return;
                }
            }

            if (vMyCurrentPosition.Distance2D(vMoveToTarget) > 1f)
            {
                // Default movement
                ZetaDia.Me.UsePower(SNOPower.Walk, vMoveToTarget, GilesTrinity.CurrentWorldDynamicId, -1);

                if (GilesTrinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                {
                    DbHelper.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Moved to:{0} dir: {1} Speed:{2:0.00} Dist:{3:0} ZDiff:{4:0} Nav:{5} LoS:{6}",
                                 vMoveToTarget, MathUtil.GetHeadingToPoint(vMoveToTarget), MovementSpeed, vMyCurrentPosition.Distance2D(vMoveToTarget),
                                 Math.Abs(vMyCurrentPosition.Z - vMoveToTarget.Z),
                                 GilesTrinity.gp.CanStandAt(GilesTrinity.gp.WorldToGrid(vMoveToTarget.ToVector2())),
                                 !Navigator.Raycast(vMyCurrentPosition, vMoveToTarget)
                                 );
                }
            }
            else
            {
                if (GilesTrinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                {
                    DbHelper.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Reached MoveTowards Destination {0} Current Speed: {1:0.0}", vMoveToTarget, MovementSpeed);
                }
            }
        }
 public EffectManager(SpeedSensor speedSensor)
 {
     _effectList    = new List <EffectContainer>();
     sensor         = speedSensor;
     sensor.OnTick += sensor_OnTick;
 }
Beispiel #7
0
        public void MoveTowards(Vector3 vMoveToTarget)
        {
            if (Trinity.Settings.Advanced.DisableAllMovement)
            {
                return;
            }

            if (!ZetaDia.IsInGame || !ZetaDia.Me.IsValid || ZetaDia.Me.IsDead || ZetaDia.IsLoadingWorld)
            {
                return;
            }

            if (UISafetyCheck())
            {
                return;
            }

            TimeLastUsedPlayerMover = DateTime.UtcNow;
            LastMoveToTarget        = vMoveToTarget;

            // Set the public variable

            vMoveToTarget = WarnAndLogLongPath(vMoveToTarget);

            // Store player current position

            // Store distance to current moveto target
            float destinationDistance = MyPosition.Distance2D(vMoveToTarget);

            // Do unstuckery things
            if (Trinity.Settings.Advanced.UnstuckerEnabled)
            {
                // See if we can reset the 10-limit unstuck counter, if >120 seconds since we last generated an unstuck location
                // this is used if we're NOT stuck...
                if (TotalAntiStuckAttempts > 1 && DateTime.UtcNow.Subtract(LastGeneratedStuckPosition).TotalSeconds >= 120)
                {
                    TotalAntiStuckAttempts   = 1;
                    TimesReachedStuckPoint   = 0;
                    vSafeMovementLocation    = Vector3.Zero;
                    NavHelper.UsedStuckSpots = new List <GridPoint>();
                    Logger.Log(TrinityLogLevel.Info, LogCategory.Movement, "Resetting unstuck timers", true);
                }

                // See if we need to, and can, generate unstuck actions
                // check if we're stuck
                bool isStuck = UnstuckChecker();

                if (isStuck)
                {
                    // Record the time we last apparently couldn't move for a brief period of time
                    LastRecordedAnyStuck = DateTime.UtcNow;

                    // See if there's any stuck position to try and navigate to generated by random mover
                    vSafeMovementLocation = UnstuckHandler(MyPosition, vMoveToTarget);

                    if (vSafeMovementLocation == Vector3.Zero)
                    {
                        Logger.Log(TrinityLogLevel.Info, LogCategory.Movement, "Unable to find Unstuck point!", vSafeMovementLocation);
                        return;
                    }
                    Logger.Log(TrinityLogLevel.Verbose, LogCategory.Movement, "SafeMovement Location set to {0}", vSafeMovementLocation);
                }
                // See if we can clear the total unstuckattempts if we haven't been stuck in over 6 minutes.
                if (DateTime.UtcNow.Subtract(LastRecordedAnyStuck).TotalSeconds >= 360)
                {
                    TimesReachedMaxUnstucks = 0;
                }
                // Did we have a safe point already generated (eg from last loop through), if so use it as our current location instead
                if (vSafeMovementLocation != Vector3.Zero)
                {
                    // Set our current movement target to the safe point we generated last cycle
                    vMoveToTarget       = vSafeMovementLocation;
                    destinationDistance = MyPosition.Distance2D(vMoveToTarget);
                }
                // Get distance to current destination
                // Remove the stuck position if it's been reached, this bit of code also creates multiple stuck-patterns in an ever increasing amount
                if (vSafeMovementLocation != Vector3.Zero && destinationDistance <= 3f)
                {
                    vSafeMovementLocation = Vector3.Zero;
                    TimesReachedStuckPoint++;

                    // Do we want to immediately generate a 2nd waypoint to "chain" anti-stucks in an ever-increasing path-length?
                    if (TimesReachedStuckPoint <= TotalAntiStuckAttempts)
                    {
                        vSafeMovementLocation = NavHelper.FindSafeZone(true, TotalAntiStuckAttempts, MyPosition);
                        vMoveToTarget         = vSafeMovementLocation;
                    }
                    else
                    {
                        if (Trinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                        {
                            Logger.Log(TrinityLogLevel.Info, LogCategory.UserInformation, "Clearing old route and trying new path find to: " + LastMoveToTarget.ToString());
                        }
                        // Reset the path and allow a whole "New" unstuck generation next cycle
                        TimesReachedStuckPoint = 0;
                        // And cancel unstucking for 9 seconds so DB can try to navigate
                        CancelUnstuckerForSeconds = (9 * TotalAntiStuckAttempts);
                        if (CancelUnstuckerForSeconds < 20)
                        {
                            CancelUnstuckerForSeconds = 20;
                        }
                        LastCancelledUnstucker = DateTime.UtcNow;

                        Navigator.Clear();
                        Navigator.MoveTo(LastMoveToTarget, "original destination", false);

                        return;
                    }
                }
            }

            // don't use special movement within 10 seconds of being stuck
            bool cancelSpecialMovementAfterStuck = DateTime.UtcNow.Subtract(LastGeneratedStuckPosition).TotalMilliseconds > 10000;

            // See if we can use abilities like leap etc. for movement out of combat, but not in town
            if (Trinity.Settings.Combat.Misc.AllowOOCMovement && !Trinity.Player.IsInTown && !Trinity.DontMoveMeIAmDoingShit && cancelSpecialMovementAfterStuck)
            {
                bool bTooMuchZChange = (Math.Abs(MyPosition.Z - vMoveToTarget.Z) >= 4f);

                // Whirlwind for a barb, special context only
                if (Trinity.Settings.Combat.Barbarian.SprintMode != BarbarianSprintMode.CombatOnly &&
                    Trinity.Hotbar.Contains(SNOPower.Barbarian_Whirlwind) && Trinity.ObjectCache.Any(u => u.IsUnit &&
                                                                                                     MathUtil.IntersectsPath(u.Position, u.Radius + 5f, Trinity.Player.Position, vMoveToTarget)) &&
                    Trinity.Player.PrimaryResource >= V.F("Barbarian.Whirlwind.MinFury") && !Trinity.IsWaitingForSpecial && V.B("Barbarian.Whirlwind.UseForMovement"))
                {
                    ZetaDia.Me.UsePower(SNOPower.Barbarian_Whirlwind, vMoveToTarget, Trinity.CurrentWorldDynamicId, -1);
                    SpellHistory.RecordSpell(SNOPower.Barbarian_Whirlwind);
                    if (Trinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                    {
                        Logger.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Using Whirlwind for OOC movement, distance={0}", destinationDistance);
                    }
                    return;
                }

                // Leap movement for a barb
                if (Trinity.Settings.Combat.Barbarian.UseLeapOOC && Trinity.Hotbar.Contains(SNOPower.Barbarian_Leap) &&
                    PowerManager.CanCast(SNOPower.Barbarian_Leap) && !ShrinesInArea(vMoveToTarget))
                {
                    Vector3 vThisTarget = vMoveToTarget;
                    if (destinationDistance > 35f)
                    {
                        vThisTarget = MathEx.CalculatePointFrom(vMoveToTarget, MyPosition, 35f);
                    }
                    ZetaDia.Me.UsePower(SNOPower.Barbarian_Leap, vThisTarget, Trinity.CurrentWorldDynamicId, -1);
                    SpellHistory.RecordSpell(SNOPower.Barbarian_Leap);
                    if (Trinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                    {
                        Logger.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Using Leap for OOC movement, distance={0}", destinationDistance);
                    }
                    return;
                }
                // Furious Charge movement for a barb
                if (Trinity.Settings.Combat.Barbarian.UseChargeOOC && Trinity.Hotbar.Contains(SNOPower.Barbarian_FuriousCharge) && !bTooMuchZChange &&
                    destinationDistance >= 20f &&
                    PowerManager.CanCast(SNOPower.Barbarian_FuriousCharge) && !ShrinesInArea(vMoveToTarget))
                {
                    Vector3 vThisTarget = vMoveToTarget;
                    if (destinationDistance > 35f)
                    {
                        vThisTarget = MathEx.CalculatePointFrom(vMoveToTarget, MyPosition, 35f);
                    }
                    ZetaDia.Me.UsePower(SNOPower.Barbarian_FuriousCharge, vThisTarget, Trinity.CurrentWorldDynamicId, -1);
                    SpellHistory.RecordSpell(SNOPower.Barbarian_FuriousCharge);
                    if (Trinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                    {
                        Logger.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Using Furious Charge for OOC movement, distance={0}", destinationDistance);
                    }
                    return;
                }

                bool hasTacticalAdvantage = HotbarSkills.PassiveSkills.Any(s => s == SNOPower.DemonHunter_Passive_TacticalAdvantage);
                int  vaultDelay           = hasTacticalAdvantage ? 2000 : Trinity.Settings.Combat.DemonHunter.VaultMovementDelay;

                // DemonHunter Vault
                if (Trinity.Hotbar.Contains(SNOPower.DemonHunter_Vault) && !bTooMuchZChange && Trinity.Settings.Combat.DemonHunter.VaultMode != DemonHunterVaultMode.CombatOnly &&
                    CombatBase.TimeSincePowerUse(SNOPower.DemonHunter_Vault) > vaultDelay &&
                    destinationDistance >= 18f &&
                    PowerManager.CanCast(SNOPower.DemonHunter_Vault) && !ShrinesInArea(vMoveToTarget) &&
                    // Don't Vault into avoidance/monsters if we're kiting
                    (CombatBase.PlayerKiteDistance <= 0 || (CombatBase.PlayerKiteDistance > 0 &&
                                                            (!CacheData.TimeBoundAvoidance.Any(a => a.Position.Distance(vMoveToTarget) <= CombatBase.PlayerKiteDistance) ||
                                                             (!CacheData.TimeBoundAvoidance.Any(a => MathEx.IntersectsPath(a.Position, a.Radius, Trinity.Player.Position, vMoveToTarget))) ||
                                                             !CacheData.MonsterObstacles.Any(a => a.Position.Distance(vMoveToTarget) <= CombatBase.PlayerKiteDistance))))
                    )
                {
                    Vector3 vThisTarget = vMoveToTarget;
                    if (destinationDistance > 35f)
                    {
                        vThisTarget = MathEx.CalculatePointFrom(vMoveToTarget, MyPosition, 35f);
                    }
                    ZetaDia.Me.UsePower(SNOPower.DemonHunter_Vault, vThisTarget, Trinity.CurrentWorldDynamicId, -1);
                    SpellHistory.RecordSpell(SNOPower.DemonHunter_Vault);
                    if (Trinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                    {
                        Logger.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Using Vault for OOC movement, distance={0}", destinationDistance);
                    }
                    return;
                }
                // Tempest rush for a monk
                if (Trinity.Hotbar.Contains(SNOPower.Monk_TempestRush) &&
                    (Trinity.Settings.Combat.Monk.TROption == TempestRushOption.MovementOnly || Trinity.Settings.Combat.Monk.TROption == TempestRushOption.Always ||
                     (Trinity.Settings.Combat.Monk.TROption == TempestRushOption.TrashOnly && !TargetUtil.AnyElitesInRange(40f))))
                {
                    Vector3 vTargetAimPoint = vMoveToTarget;

                    bool canRayCastTarget = true;

                    vTargetAimPoint = TargetUtil.FindTempestRushTarget();

                    if (!CanChannelTempestRush &&
                        ((Trinity.Player.PrimaryResource >= Trinity.Settings.Combat.Monk.TR_MinSpirit &&
                          destinationDistance >= Trinity.Settings.Combat.Monk.TR_MinDist) ||
                         DateTime.UtcNow.Subtract(CacheData.AbilityLastUsed[SNOPower.Monk_TempestRush]).TotalMilliseconds <= 150) &&
                        canRayCastTarget && PowerManager.CanCast(SNOPower.Monk_TempestRush))
                    {
                        CanChannelTempestRush = true;
                    }
                    else if ((CanChannelTempestRush && (Trinity.Player.PrimaryResource < 10f)) || !canRayCastTarget)
                    {
                        CanChannelTempestRush = false;
                    }

                    double lastUse = DateTime.UtcNow.Subtract(CacheData.AbilityLastUsed[SNOPower.Monk_TempestRush]).TotalMilliseconds;

                    if (CanChannelTempestRush)
                    {
                        if (Trinity.SNOPowerUseTimer(SNOPower.Monk_TempestRush))
                        {
                            LastTempestRushPosition = vTargetAimPoint;

                            ZetaDia.Me.UsePower(SNOPower.Monk_TempestRush, vTargetAimPoint, Trinity.CurrentWorldDynamicId, -1);
                            SpellHistory.RecordSpell(SNOPower.Monk_TempestRush);

                            // simulate movement speed of 30
                            SpeedSensor lastSensor = SpeedSensors.OrderByDescending(s => s.Timestamp).FirstOrDefault();
                            SpeedSensors.Add(new SpeedSensor()
                            {
                                Location          = MyPosition,
                                TimeSinceLastMove = new TimeSpan(0, 0, 0, 0, 1000),
                                Distance          = 5f,
                                WorldID           = Trinity.CurrentWorldDynamicId
                            });

                            if (Trinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                            {
                                Logger.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Using Tempest Rush for OOC movement, distance={0:0} spirit={1:0} cd={2} lastUse={3:0} V3={4} vAim={5}",
                                           destinationDistance, Trinity.Player.PrimaryResource, PowerManager.CanCast(SNOPower.Monk_TempestRush), lastUse, vMoveToTarget, vTargetAimPoint);
                            }
                            return;
                        }
                        else
                        {
                            return;
                        }
                    }
                    else
                    {
                        if (Trinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                        {
                            Logger.Log(TrinityLogLevel.Debug, LogCategory.Movement,
                                       "Tempest rush failed!: {0:00.0} / {1} distance: {2:00.0} / {3} Raycast: {4} MS: {5:0.0} lastUse={6:0}",
                                       Trinity.Player.PrimaryResource,
                                       Trinity.Settings.Combat.Monk.TR_MinSpirit,
                                       destinationDistance,
                                       Trinity.Settings.Combat.Monk.TR_MinDist,
                                       canRayCastTarget,
                                       GetMovementSpeed(),
                                       lastUse);
                        }

                        Trinity.MaintainTempestRush = false;
                    }

                    // Always set this from PlayerMover
                    Trinity.LastTempestRushLocation = vTargetAimPoint;
                }

                // Dashing Strike OOC
                if (CombatBase.CanCast(SNOPower.X1_Monk_DashingStrike) && Trinity.Settings.Combat.Monk.UseDashingStrikeOOC && destinationDistance > 15f)
                {
                    ZetaDia.Me.UsePower(SNOPower.X1_Monk_DashingStrike, vMoveToTarget, Trinity.CurrentWorldDynamicId, -1);
                    SpellHistory.RecordSpell(SNOPower.X1_Monk_DashingStrike);
                    if (Trinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                    {
                        Logger.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Using Dashing Strike for OOC movement, distance={0}", destinationDistance);
                    }
                }


                bool hasWormHole = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Wizard_Teleport && s.RuneIndex == 4);
                bool hasCalamity = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Wizard_Teleport && s.RuneIndex == 0);

                // Teleport for a wizard
                if (!hasCalamity && CombatBase.CanCast(SNOPower.Wizard_Teleport, CombatBase.CanCastFlags.NoTimer) &&
                    CombatBase.TimeSincePowerUse(SNOPower.Wizard_Teleport) > 250 &&
                    destinationDistance >= 10f && !ShrinesInArea(vMoveToTarget))
                {
                    var maxTeleportRange = 75f;

                    Vector3 vThisTarget = vMoveToTarget;
                    if (destinationDistance > maxTeleportRange)
                    {
                        vThisTarget = MathEx.CalculatePointFrom(vMoveToTarget, MyPosition, maxTeleportRange);
                    }
                    ZetaDia.Me.UsePower(SNOPower.Wizard_Teleport, vThisTarget, Trinity.CurrentWorldDynamicId, -1);
                    SpellHistory.RecordSpell(SNOPower.Wizard_Teleport);
                    if (Trinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                    {
                        Logger.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Using Teleport for OOC movement, distance={0}", destinationDistance);
                    }
                    return;
                }
                // Archon Teleport for a wizard
                if (Trinity.Hotbar.Contains(SNOPower.Wizard_Archon_Teleport) &&
                    DateTime.UtcNow.Subtract(CacheData.AbilityLastUsed[SNOPower.Wizard_Archon_Teleport]).TotalMilliseconds >= CombatBase.GetSNOPowerUseDelay(SNOPower.Wizard_Archon_Teleport) &&
                    destinationDistance >= 20f &&
                    PowerManager.CanCast(SNOPower.Wizard_Archon_Teleport) && !ShrinesInArea(vMoveToTarget))
                {
                    Vector3 vThisTarget = vMoveToTarget;
                    if (destinationDistance > 35f)
                    {
                        vThisTarget = MathEx.CalculatePointFrom(vMoveToTarget, MyPosition, 35f);
                    }
                    ZetaDia.Me.UsePower(SNOPower.Wizard_Archon_Teleport, vThisTarget, Trinity.CurrentWorldDynamicId, -1);
                    SpellHistory.RecordSpell(SNOPower.Wizard_Archon_Teleport);
                    if (Trinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                    {
                        Logger.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Using Archon Teleport for OOC movement, distance={0}", destinationDistance);
                    }
                    return;
                }
            }

            if (MyPosition.Distance2D(vMoveToTarget) > 1f)
            {
                // Default movement
                ZetaDia.Me.UsePower(SNOPower.Walk, vMoveToTarget, Trinity.CurrentWorldDynamicId, -1);

                if (Trinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                {
                    Logger.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Moved to:{0} dir:{1} Speed:{2:0.00} Dist:{3:0} ZDiff:{4:0} CanStand:{5} Raycast:{6}",
                               NavHelper.PrettyPrintVector3(vMoveToTarget), MathUtil.GetHeadingToPoint(vMoveToTarget), MovementSpeed, MyPosition.Distance2D(vMoveToTarget),
                               Math.Abs(MyPosition.Z - vMoveToTarget.Z),
                               Trinity.MainGridProvider.CanStandAt(Trinity.MainGridProvider.WorldToGrid(vMoveToTarget.ToVector2())),
                               !Navigator.Raycast(MyPosition, vMoveToTarget)
                               );
                }
            }
            else
            {
                if (Trinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                {
                    Logger.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Reached MoveTowards Destination {0} Current Speed: {1:0.0}", vMoveToTarget, MovementSpeed);
                }
            }
        }
Beispiel #8
0
        public static double GetMovementSpeed()
        {
            // Just changed worlds, Clean up the stack
            if (SpeedSensors.Any(s => s.WorldID != Trinity.CurrentWorldDynamicId))
            {
                SpeedSensors.Clear();
                return(1d);
            }

            // record speed once per second
            if (DateTime.UtcNow.Subtract(lastRecordedPosition).TotalMilliseconds >= 1000)
            {
                // Record our current location and time
                if (!SpeedSensors.Any())
                {
                    SpeedSensors.Add(new SpeedSensor()
                    {
                        Location          = MyPosition,
                        TimeSinceLastMove = new TimeSpan(0),
                        Distance          = 0f,
                        WorldID           = Trinity.CurrentWorldDynamicId
                    });
                }
                else
                {
                    SpeedSensor lastSensor = SpeedSensors.OrderByDescending(s => s.Timestamp).FirstOrDefault();
                    SpeedSensors.Add(new SpeedSensor()
                    {
                        Location          = MyPosition,
                        TimeSinceLastMove = new TimeSpan(DateTime.UtcNow.Subtract(lastSensor.TimeSinceLastMove).Ticks),
                        Distance          = Vector3.Distance(MyPosition, lastSensor.Location),
                        WorldID           = Trinity.CurrentWorldDynamicId
                    });
                }

                lastRecordedPosition = DateTime.UtcNow;
            }

            // If we just used a spell, we "moved"
            if (DateTime.UtcNow.Subtract(Trinity.lastGlobalCooldownUse).TotalMilliseconds <= 1000)
            {
                return(1d);
            }

            if (DateTime.UtcNow.Subtract(Trinity.lastHadUnitInSights).TotalMilliseconds <= 1000)
            {
                return(1d);
            }

            if (DateTime.UtcNow.Subtract(Trinity.lastHadEliteUnitInSights).TotalMilliseconds <= 1000)
            {
                return(1d);
            }

            if (DateTime.UtcNow.Subtract(Trinity.lastHadContainerInSights).TotalMilliseconds <= 1000)
            {
                return(1d);
            }

            // Minimum of 2 records to calculate speed
            if (!SpeedSensors.Any() || SpeedSensors.Count <= 1)
            {
                return(0d);
            }

            // If we haven't "moved" in over a second, then we're standing still
            if (DateTime.UtcNow.Subtract(TimeLastUsedPlayerMover).TotalMilliseconds > 1000)
            {
                return(0d);
            }

            // Check if we have enough recorded positions, remove one if so
            while (SpeedSensors.Count > MaxSpeedSensors - 1)
            {
                // first sensors
                SpeedSensors.Remove(SpeedSensors.OrderBy(s => s.Timestamp).FirstOrDefault());
            }

            double AverageRecordingTime = SpeedSensors.Average(s => s.TimeSinceLastMove.TotalHours);;
            double averageMovementSpeed = SpeedSensors.Average(s => Vector3.Distance(s.Location, MyPosition) * 1000000);

            return(averageMovementSpeed / AverageRecordingTime);
        }
Beispiel #9
0
 public EffectManager(SpeedSensor speedSensor)
 {
     _effectList         = new List <EffectContainer>();
     _idleIndex          = 0;
     speedSensor.OnTick += sensor_OnTick;
 }