// // see Generic.cs for trinket support //public static Composite CreateUseTrinketsBehavior() //{ // return new PrioritySelector( // new Decorator( // ret => SingularSettings.Instance.Trinket1, // new Decorator( // ret => UseTrinket(true), // new ActionAlwaysSucceed())), // new Decorator( // ret => SingularSettings.Instance.Trinket2, // new Decorator( // ret => UseTrinket(false), // new ActionAlwaysSucceed())) // ); //} public static bool RangedIsType(WoWItemWeaponClass wepType) { var ranged = StyxWoW.Me.Inventory.Equipped.Ranged; if (ranged != null && ranged.IsValid) { return(ranged.ItemInfo != null && ranged.ItemInfo.WeaponClass == wepType); } return(false); }
/// <summary> /// Checks if a weapon class is in a string, by id or name /// </summary> /// <param name="clazz">weapon class</param> /// <param name="str">string</param> /// <returns>yes/no</returns> public static bool IsWeaponClassInString(WoWItemWeaponClass clazz, string str) { if (str.Split(',').Where(slotstr => !string.IsNullOrEmpty(slotstr.Trim())).Any(slotstr => ToInteger(slotstr) == (int)clazz || string.Equals(clazz.ToString(), slotstr, StringComparison.OrdinalIgnoreCase))) { return(true); } return(false); }
/// <summary> /// Checks against settings if we can equip a weapon by it's class /// </summary> /// <param name="slot">item slot</param> /// <param name="clazz">weapon class</param> /// <returns>true if we can equip it, false if we can't</returns> public static bool CanEquipWeapon(InventorySlot slot, WoWItemWeaponClass clazz) { // mh if (slot == InventorySlot.MainHandSlot && EquipMeSettings.Instance.WeaponMainHand.Trim().Length > 0) { return(IsWeaponClassInString(clazz, EquipMeSettings.Instance.WeaponMainHand.Trim())); } // oh if (slot == InventorySlot.SecondaryHandSlot && EquipMeSettings.Instance.WeaponOffHand.Trim().Length > 0) { return(IsWeaponClassInString(clazz, EquipMeSettings.Instance.WeaponOffHand.Trim())); } // ranged if (slot == InventorySlot.RangedSlot && EquipMeSettings.Instance.WeaponRanged.Trim().Length > 0) { return(IsWeaponClassInString(clazz, EquipMeSettings.Instance.WeaponRanged.Trim())); } // otherwise we can equip it no probs return(true); }
// // see Generic.cs for trinket support //public static Composite CreateUseTrinketsBehavior() //{ // return new PrioritySelector( // new Decorator( // ret => SingularSettings.Instance.Trinket1, // new Decorator( // ret => UseTrinket(true), // new ActionAlwaysSucceed())), // new Decorator( // ret => SingularSettings.Instance.Trinket2, // new Decorator( // ret => UseTrinket(false), // new ActionAlwaysSucceed())) // ); //} public static bool RangedIsType(WoWItemWeaponClass wepType) { var ranged = StyxWoW.Me.Inventory.Equipped.Ranged; if (ranged != null && ranged.IsValid) { return ranged.ItemInfo != null && ranged.ItemInfo.WeaponClass == wepType; } return false; }
/// <summary> /// Checks if a weapon class is in a string, by id or name /// </summary> /// <param name="clazz">weapon class</param> /// <param name="str">string</param> /// <returns>yes/no</returns> public static bool IsWeaponClassInString(WoWItemWeaponClass clazz, string str) { if (str.Split(',').Where(slotstr => !string.IsNullOrEmpty(slotstr.Trim())).Any(slotstr => ToInteger(slotstr) == (int)clazz || string.Equals(clazz.ToString(), slotstr, StringComparison.OrdinalIgnoreCase))) { return true; } return false; }
/// <summary> /// Checks against settings if we can equip a weapon by it's class /// </summary> /// <param name="slot">item slot</param> /// <param name="clazz">weapon class</param> /// <returns>true if we can equip it, false if we can't</returns> public static bool CanEquipWeapon(InventorySlot slot, WoWItemWeaponClass clazz) { // mh if (slot == InventorySlot.MainHandSlot && EquipMeSettings.Instance.WeaponMainHand.Trim().Length > 0) { return IsWeaponClassInString(clazz, EquipMeSettings.Instance.WeaponMainHand.Trim()); } // oh if (slot == InventorySlot.SecondaryHandSlot && EquipMeSettings.Instance.WeaponOffHand.Trim().Length > 0) { return IsWeaponClassInString(clazz, EquipMeSettings.Instance.WeaponOffHand.Trim()); } // ranged if (slot == InventorySlot.RangedSlot && EquipMeSettings.Instance.WeaponRanged.Trim().Length > 0) { return IsWeaponClassInString(clazz, EquipMeSettings.Instance.WeaponRanged.Trim()); } // otherwise we can equip it no probs return true; }