public static void RunRotation(List <RotationStep> rotation)
        {
            float globalCd   = GetGlobalCooldown();
            bool  gcdEnabled = globalCd != 0;

            IsCast = Me.IsCast || Me.IsCasting();

            if (_slowRotation)
            {
                if (IsCast)
                {
                    var temp = Me.CastingTimeLeft;
                    RotationLogger.Fight($"Slow rotation - still casting! Wait for {temp + 100}");
                    Thread.Sleep(temp + 100);
                }
                //if no spell was executed successfully, we are assuming to still be on GCD and sleep the thread until the GCD ends
                //this prevents the rotation from re-checking if a no-gcd spell like Vanish, Judgement etc is ready
                else if (gcdEnabled)
                {
                    RotationLogger.Fight($"No spell casted, waiting for {(globalCd * 1000 + 100)} for global cooldown to end!");
                    Thread.Sleep((int)(globalCd * 1000 + 100));
                }
            }


            var watch = System.Diagnostics.Stopwatch.StartNew();

            if (_framelock)
            {
                RunInFrameLock(rotation, gcdEnabled);
            }
            else
            {
                RunInLock(rotation, gcdEnabled);
            }

            watch.Stop();
            if (watch.ElapsedMilliseconds > 150)
            {
                RotationLogger.Fight("Iteration took " + watch.ElapsedMilliseconds + "ms");
            }
        }
Beispiel #2
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        public static bool CastSpell(RotationSpell spell, WoWUnit unit, bool force = false)
        {
            // still waiting to make sure last spell was casted successfully, this can be interrupted
            // by interrupting the current cast to cast something else (which will clear the verification)
            if (RotationSpellVerifier.IsWaitingForVerification() && !force)
            {
                return(false);
            }

            // no need to check for spell availability
            // already wanding, don't turn it on again!
            if (spell.Spell.Name == "Shoot" && IsAutoRepeating("Shoot"))
            {
                return(true);
            }

            // targetfinder function already checks that they are in LoS and RotationStep takes care of the range check
            if (unit != null && spell.IsKnown() && spell.CanCast())
            {
                Lua.LuaDoString("if IsMounted() then Dismount() end");

                if (spell.Spell.CastTime > 0)
                {
                    if (spell.Verification != RotationSpell.VerificationType.NONE)
                    {
                        //setting this for delegates, so we don't miss events
                        //SetFocusGuid(unit.Guid);
                        RotationSpellVerifier.QueueVerification(spell.Spell.Name, unit, spell.Verification);
                    }

                    //force iscast so we don't have to wait for client updates
                    RotationFramework.IsCast = true;
                    //ObjectManager.Me.ForceIsCast = true;
                }

                if (AreaSpells.Contains(spell.Spell.Name))
                {
                    SpellManager.CastSpellByIDAndPosition(spell.Spell.Id, unit.Position);
                }
                else
                {
                    if (unit.Guid != RotationFramework.Me.Guid && unit.Guid != RotationFramework.Target.Guid)
                    {
                        MovementManager.Face(unit);
                    }

                    ExecuteActionOnUnit <object>(unit, (luaUnitId =>
                    {
                        RotationLogger.Fight($"Casting {spell.FullName()} ({spell.Spell.Name} on {luaUnitId} with guid {unit.Guid}");
                        //MovementManager.StopMoveTo(false, (int) spell.CastTime());
                        Lua.LuaDoString($@"
						if {force.ToString().ToLower()} then SpellStopCasting() end
                        CastSpellByName(""{spell.FullName()}"", ""{luaUnitId}"");
						--CombatTextSetActiveUnit(""{luaUnitId}"");
						FocusUnit(""{luaUnitId}"");
						"                        );
                        return(null);
                    }));
                }

                return(true);
            }

            return(false);
        }