Inheritance: CachedSNOEntry, IComparable
Beispiel #1
0
 public CacheAvoidance(CacheObject parent, AvoidanceType type, Ray R, double speed)
     : base(parent)
 {
     AvoidanceType = type;
     AvoidanceValue = FunkyBaseExtension.Settings.Avoidance.Avoidances[(int)type];
     ray_ = R;
     Speed = speed;
     projectile_startPosition = base.Position;
 }
Beispiel #2
0
        public override void Initialize()
        {
            this.Test = (ref CacheObject obj) =>
            {

                //Resuse last safespot until timer expires!
                if (DateTime.Now.Subtract(FunkyGame.Targeting.Cache.LastFleeAction).TotalSeconds < this.iSecondsFleeMoveFor)
                {
                    Vector3 reuseV3 = FunkyGame.Navigation.AttemptToReuseLastLocationFound();
                    if (reuseV3 != Vector3.Zero)
                    {
                        if (!ObjectCache.Objects.IsPointNearbyMonsters(reuseV3, FunkyBaseExtension.Settings.Fleeing.FleeMaxMonsterDistance)
                            && !ObjectCache.Obstacles.IsPositionWithinAvoidanceArea(reuseV3))
                        {
                            obj = new CacheObject(reuseV3, TargetType.Fleeing, 20000f, "ReuseFleeSpot", 2.5f, -1);
                            return true;

                        }
                    }
                }

                Vector3 vAnySafePoint;

                //Setup Line of Sight for last target if its a unit and still valid..
                Vector3 LineOfSight =
                      FunkyGame.Targeting.Cache.LastCachedTarget.targetType.HasValue &&
                      FunkyGame.Targeting.Cache.LastCachedTarget.targetType.Value == TargetType.Unit &&
                      FunkyGame.Targeting.Cache.LastCachedTarget.ObjectIsValidForTargeting ? FunkyGame.Targeting.Cache.LastCachedTarget.Position
                                                                               : Vector3.Zero;
                PointCheckingFlags flags = FunkyBaseExtension.Settings.Plugin.FleeingFlags;
                if (FunkyGame.Hero.Class.HasCastableMovementAbility())
                    flags &= ~(PointCheckingFlags.AvoidanceIntersection | PointCheckingFlags.BlockedDirection);

                if (FunkyGame.Navigation.AttemptFindSafeSpot(out vAnySafePoint, LineOfSight, flags))
                {
                    float distance = vAnySafePoint.Distance(FunkyGame.Hero.Position);

                    Logger.DBLog.DebugFormat("Flee Movement found AT {0} with {1} Distance", vAnySafePoint.ToString(), distance.ToString());

                    obj = new CacheObject(vAnySafePoint, TargetType.Fleeing, 20000f, "FleeSpot", 2.5f, -1);
                    this.iSecondsFleeMoveFor = 1 + (int)(distance / 5f);
                    return true;
                }
                else
                {//Failed to find any location..

                    //Set the future date we must wait for to retry..
                    FleeRetryDate = DateTime.Now.AddMilliseconds(FunkyBaseExtension.Settings.Fleeing.FailureRetryMilliseconds);

                }

                return false;
            };
        }
Beispiel #3
0
 public CacheAvoidance(CacheObject parent, AvoidanceType avoidancetype)
     : base(parent)
 {
     AvoidanceType = avoidancetype;
     AvoidanceValue = FunkyBaseExtension.Settings.Avoidance.Avoidances[(int)avoidancetype];
     RefreshRemovalCounter = AvoidanceValue.RemovalSeconds;
     //Special avoidances that require additional loops before removal (note: the loops are checked every 150ms, but obstacles are checked twice!)
     //if (AvoidanceType.HasFlag(AvoidanceType.TreeSpore) && SNOID == 6578)
     //	RefreshRemovalCounter = 75;
     //else if (AvoidanceType.HasFlag(AvoidanceType.GrotesqueExplosion))
     //	RefreshRemovalCounter = 25;
     //else if (AvoidanceType.HasFlag(AvoidanceType.DemonicForge))
     //	RefreshRemovalCounter = 10;
 }
Beispiel #4
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        public override void Initialize()
        {
            Test = (ref CacheObject obj) =>
            {
                bStayPutDuringAvoidance = false;

                //cluster update
                FunkyGame.Targeting.Cache.Clusters.UpdateTargetClusteringVariables();

                //Standard weighting of valid objects -- updates current target.
                WeightEvaluationObjList(ref obj);

                //Final Possible Target Check
                if (obj == null)
                {
                    // No valid targets but we were told to stay put?
                    if (bStayPutDuringAvoidance)
                    {
                        //Lets check our avoidance object list
                        if (FunkyGame.Targeting.Cache.objectsIgnoredDueToAvoidance.Count > 0 && DateTime.Now.Subtract(lastAvoidanceConnectSearch).TotalMilliseconds > 2000)
                        {
                            Logger.DBLog.InfoFormat("Preforming Avoidance Connection Search on Potential Objects");
                            lastAvoidanceConnectSearch = DateTime.Now;

                            foreach (var o in FunkyGame.Targeting.Cache.objectsIgnoredDueToAvoidance)
                            {
                                Vector3 safespot;
                                if (FunkyGame.Navigation.AttemptFindSafeSpot(out safespot, o.BotMeleeVector, FunkyBaseExtension.Settings.Plugin.AvoidanceFlags))
                                {
                                    obj = new CacheObject(safespot, TargetType.Avoidance, 20000, "AvoidConnection", 2.5f, -1);
                                    return true;
                                }
                            }
                        }

                        if (FunkyGame.Targeting.Cache.Environment.TriggeringAvoidances.Count == 0)
                        {
                            obj = new CacheObject(FunkyGame.Hero.Position, TargetType.Avoidance, 20000, "StayPutPoint", 2.5f, -1);
                            return true;
                        }
                    }
                }

                return false;
            };
        }
Beispiel #5
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        public override void Initialize()
        {
            base.Test = (ref CacheObject obj) =>
            {
                if (FunkyGame.Hero.Position.Distance(FunkyGame.Targeting.Cache.StartingLocation) > FunkyBaseExtension.Settings.Backtracking.MinimumDistanceFromStart)
                {
                    //Generate the path here so we can start moving..
                    Navigation.Navigation.NP.MoveTo(FunkyGame.Targeting.Cache.StartingLocation, "Backtracking", true);

                    //Setup a temp target that the handler will use
                    obj = new CacheObject(FunkyGame.Targeting.Cache.StartingLocation, TargetType.Backtrack, 20000, "Backtracking", FunkyBaseExtension.Settings.Backtracking.MinimumDistanceFromStart);
                    return true;
                }

                FunkyGame.Targeting.Cache.Backtracking = false;
                return false;

            };
        }
Beispiel #6
0
 public CachePet(CacheObject parent, PetTypes type) : base(parent)
 {
     PetType = type;
 }
Beispiel #7
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        ///<summary>
        ///Iterates through Usable objects and sets the Bot.CurrentTarget to the highest weighted object found inside the given list.
        ///</summary>
        private void WeightEvaluationObjList(ref CacheObject CurrentTarget)
        {
            //clear our last "avoid" list..
            FunkyGame.Targeting.Cache.objectsIgnoredDueToAvoidance.Clear();

            double iHighestWeightFound = 0;

            FunkyGame.Hero.Class.UpdateCastableAbilities();

            foreach (CacheObject thisobj in FunkyGame.Targeting.Cache.ValidObjects)
            {
                thisobj.UpdateWeight();

                if (thisobj.Weight == 1)
                {
                    // Force the character to stay where it is if there is nothing available that is out of avoidance stuff and we aren't already in avoidance stuff
                    thisobj.Weight = 0;
                    if (!FunkyGame.Targeting.Cache.RequiresAvoidance)
                        bStayPutDuringAvoidance = true;

                    continue;
                }

                // Is the weight of this one higher than the current-highest weight? Then make this the new primary target!
                if (thisobj.Weight > iHighestWeightFound && thisobj.Weight > 0)
                {
                    //Check combat looting (Demonbuddy Setting)
                    if (iHighestWeightFound > 0
                                         && (thisobj.targetType.HasValue && (thisobj.targetType.Value == TargetType.Item || thisobj.targetType.Value == TargetType.Gold))
                                         && !CharacterSettings.Instance.CombatLooting
                                         && (CurrentTarget.targetType.HasValue && CurrentTarget.targetType.Value == TargetType.Unit)) continue;

                    if (thisobj.targetType.HasValue && thisobj.targetType.Value == TargetType.Unit)
                    {
                        Skill nextAbility =
                            FunkyGame.Hero.Class.AbilitySelector((CacheUnit)thisobj,
                            FunkyGame.Targeting.Cache.Environment.TriggeringAvoidances.Count > 0);

                        if (nextAbility.Equals(FunkyGame.Hero.Class.DefaultAttack) && !FunkyGame.Hero.Class.CanUseDefaultAttack)
                        {//No valid ability found

                            Logger.Write(LogLevel.Target, "Could not find a valid ability for unit {0}", thisobj.InternalName);
                            continue;
                        }

                        //Should we check avoidances?
                        if (FunkyGame.Targeting.Cache.Environment.NearbyAvoidances.Count > 0)
                        {
                            Vector3 destination = nextAbility.DestinationVector;
                            if (destination.Equals(Vector3.Zero))
                                continue;

                            if (ObjectCache.Obstacles.TestVectorAgainstAvoidanceZones(FunkyGame.Hero.Position, destination))
                            {
                                FunkyGame.Targeting.Cache.objectsIgnoredDueToAvoidance.Add(thisobj);
                            }
                        }
                    }

                    //Avoidance Attempt to find a location where we can attack!
                    if (FunkyGame.Targeting.Cache.objectsIgnoredDueToAvoidance.Contains(thisobj))
                    {
                        //Wait if no valid target found yet.. and no avoidance movement required.
                        if (!FunkyGame.Targeting.Cache.RequiresAvoidance)
                            bStayPutDuringAvoidance = true;

                        continue;
                    }

                    //Set our current target to this object!
                    CurrentTarget = ObjectCache.Objects[thisobj.RAGUID];
                    iHighestWeightFound = thisobj.Weight;
                }

            } // Loop through all the objects and give them a weight
        }
Beispiel #8
0
 public CacheUnit(CacheObject baseobj)
     : base(baseobj)
 {
     //update properties
 }
Beispiel #9
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        internal static RunStatus Behavior()
        {
            if (ZetaDia.IsLoadingWorld)
                return RunStatus.Running;

            if (FunkyGame.GameIsInvalid)
                return RunStatus.Success;

            FunkyGame.Hero.Update(false,true);

            //Are we inside goblin world?
            if (FunkyGame.Hero.CurrentWorldID != 409093 &&
                FunkyGame.Hero.CurrentWorldID != 379962 &&
                FunkyGame.Hero.CurrentWorldID != 380774)
            {
                //Already Loaded Profile?
                if (LoadedGoblinProfile)
                {
                    ProfileManager.Load(LastUsedProfile);
                    ProfileManager.UpdateCurrentProfileBehavior();
                    LoadedGoblinProfile = false;
                    LastUsedProfile = String.Empty;
                    BehaviorEngaged = false;
                    BlacklistedRAGUIDs.Add(Portal.RAGUID);
                    Portal = null;
                    Logger.DBLog.Info("Finished Running Goblin World!");
                    return RunStatus.Success;
                }

                if (Portal == null)
                {
                    Logger.DBLog.Info("Portal is null!");
                    BehaviorEngaged = false;
                    return RunStatus.Success;
                }

                if (Portal.WorldID!=FunkyGame.Hero.CurrentWorldID)
                {
                    Logger.DBLog.InfoFormat("Portal World ID Mismatched! Portal {0} Hero {1}", Portal.WorldID, FunkyGame.Hero.CurrentWorldID);

                    //Not in the same world as portal object!
                    Portal = null;
                    BehaviorEngaged = false;
                    return RunStatus.Success;
                }
                else
                {
                    //Move to portal..

                    //Handle Targeting..
                    if (FunkyGame.Targeting.CheckHandleTarget() == RunStatus.Running)
                        return RunStatus.Running;

                    if (Portal.CentreDistance>10f)
                    {
                        Logger.DBLog.Info("Moving To Portal!");
                        Navigation.Navigation.NP.MoveTo(Portal.Position, "", true);
                        return RunStatus.Running;
                    }
                    else
                    {
                        if (Portal.IsStillValid())
                        {
                            if (!delayer.Test()) return RunStatus.Running;

                            Logger.DBLog.Info("At Portal!");
                            Portal.ref_DiaObject.Interact();
                            return RunStatus.Running;
                        }
                        else
                        {
                            Logger.DBLog.Info("Portal No Longer Valid!");
                            return RunStatus.Running;
                        }
                    }
                }
            }
            else
            {
                Logger.DBLog.Info("Inside Goblin World!");
                if (!ProfileManager.CurrentProfile.Path.Contains(FolderPaths.PluginPath + @"\Behaviors\Profiles\"))
                {
                    Logger.DBLog.Info("Loading Profile..");
                    LastUsedProfile = ProfileManager.CurrentProfile.Path;

                    if (FunkyGame.Hero.CurrentWorldID == 409093)
                    {
                        ProfileManager.Load(FolderPaths.PluginPath + @"\Behaviors\Profiles\Goblin_Whimsydale.xml");
                        ProfileManager.UpdateCurrentProfileBehavior();
                        LoadedGoblinProfile = true;
                    }
                    if (FunkyGame.Hero.CurrentWorldID == 379962)
                    {
                        Logger.DBLog.Info("Profile for world 379962 not supported!");
                    }
                    if (FunkyGame.Hero.CurrentWorldID == 380774)
                    {
                        Logger.DBLog.Info("Profile for world 380774 not supported!");
                    }
                }

                return RunStatus.Success;
            }

            return RunStatus.Running;
        }
Beispiel #10
0
        public override void Initialize()
        {
            base.Test = (ref CacheObject obj) =>
            {
                if (obj == null)
                {
                    //	Cursed Events that have had interaction with a cursed object in the last nth time frame we check for completed bounty.
                    //  Kill/Clear Events that are on the last area level we check for completed bounty.
                    if ((FunkyGame.Bounty.CurrentBountyCacheEntry.Type == BountyTypes.CursedEvent && DateTime.Now.Subtract(FunkyGame.Targeting.Cache.lastSeenCursedShrine).TotalSeconds < 45))
                        //|| ((FunkyGame.Bounty.CurrentBountyCacheEntry.Type == BountyQuestTypes.Kill || FunkyGame.Bounty.CurrentBountyCacheEntry.Type == BountyQuestTypes.Clear)
                                                                                                //&& FunkyGame.Hero.iCurrentLevelID == FunkyGame.Bounty.CurrentBountyCacheEntry.EndingLevelAreaID))
                    {
                        FunkyGame.Bounty.ActiveBounty.Refresh();

                        //Check Current Quest State!
                        if (FunkyGame.Bounty.ActiveBounty.State == QuestState.Completed)
                        {
                            Logger.DBLog.Info("Bounty Is Finished.. Reloading Profile!!!");
                            //Refresh Active Bounty to Verify there is no active bounty still!
                            //FunkyGame.Bounty.UpdateActiveBounty();
                            //if (FunkyGame.Bounty.ActiveBounty == null)
                            //{

                            //	//No Active Bounty.. lets reload profile!
                            //	Zeta.Bot.ProfileManager.Load(Zeta.Bot.ProfileManager.CurrentProfile.Path);
                            //}
                        }
                    }
                    else if (FunkyGame.Bounty.CurrentBountyCacheEntry.Type == BountyTypes.Event)
                    {
                        FunkyGame.Bounty.RefreshBountyQuestStates();
                        FunkyGame.Bounty.RefreshActiveQuests();

                        if (FunkyGame.Bounty.BountyQuestStates[FunkyGame.Bounty.ActiveBounty.QuestSNO] == QuestState.InProgress)
                        {
                            //Check interactive object cache..
                            if (ObjectCache.InteractableObjectCache.Values.Any(o => o.targetType.HasValue && o.targetType.Value == TargetType.Interaction && o.CentreDistance < 75f))
                            {
                                Logger.DBLog.Info("Quest Giver Nearby!");

                                var interactableObj = ObjectCache.InteractableObjectCache.Values.First(o => o.targetType.HasValue && o.targetType.Value == TargetType.Interaction && o.CentreDistance < 75f);

                                if (!interactableObj.LineOfSight.LOSTest(FunkyGame.Hero.Position, interactableObj.BotMeleeVector))
                                {
                                    if (interactableObj.CentreDistance > 25f)
                                    {
                                        FunkyGame.Targeting.Cache.Environment.LoSMovementObjects.Add(interactableObj);
                                        FunkyGame.Navigation.LOSmovementObject = new CacheLineOfSight(interactableObj, interactableObj.Position);
                                        Navigation.Navigation.NP.MoveTo(FunkyGame.Navigation.LOSmovementObject.Position, "LOS", true);
                                        obj = new CacheObject(FunkyGame.Navigation.LOSmovementObject.Position, TargetType.LineOfSight, 1d, "LOS Movement", Navigation.Navigation.NP.PathPrecision);
                                        return true;
                                    }
                                }
                                else if (interactableObj.CentreDistance < 25f)
                                {
                                    CacheUnit interactableUnit = (CacheUnit)interactableObj;
                                    if (interactableUnit.IsQuestGiver)
                                    {
                                        obj = interactableObj;
                                        return true;
                                    }
                                }
                            }

                            if (FunkyGame.Bounty.CurrentBountyMapMarkers.Count > 0)
                            {
                                //Check map marker..
                                foreach (var mapmarker in FunkyGame.Bounty.CurrentBountyMapMarkers.Values)
                                {
                                    if (mapmarker.WorldID != FunkyGame.Hero.CurrentWorldDynamicID) continue;

                                    //Check Distance
                                    var DistanceFromMarker = mapmarker.Position.Distance(FunkyGame.Hero.Position);
                                    if (DistanceFromMarker < 25f)
                                    {
                                        obj = new CacheObject(FunkyGame.Hero.Position, TargetType.NoMovement, 20000, "EventWait", 2f, -1);
                                        return true;
                                    }

                                    if (DistanceFromMarker < 100f && DistanceFromMarker > 25f)
                                    {
                                        Logger.DBLog.Info("Event Marker Nearby!");
                                        FunkyGame.Bounty.RefreshActiveQuests();
                                        obj = new CacheObject(mapmarker.Position, TargetType.LineOfSight, 20000, "Marker", 2f, -1);
                                        return true;
                                    }
                                }
                            }
                        }
                        else if (FunkyGame.Bounty.BountyQuestStates[FunkyGame.Bounty.ActiveBounty.QuestSNO]==QuestState.Completed)
                        {//Bounty is Completed..

                        }
                    }
                }

                return false;

            };
        }
Beispiel #11
0
        public Vector3 FindLocationBehindObject(CacheObject obj)
        {
            float rotation=FindDirection(FunkyGame.Hero.Position, obj.Position, true);
            Vector3 startLocation=MathEx.GetPointAt(obj.Position, obj.Radius, rotation);

            DirectionPoint dp = new DirectionPoint(startLocation, rotation, 35f);
            LocationalRects.Add(new GPRectangle(dp));

            DirectionPoint dp2 = new DirectionPoint(startLocation, MathEx.WrapAngle(rotation + 0.7f), 35f);
            LocationalRects.Add(new GPRectangle(dp2));

            DirectionPoint dp3 = new DirectionPoint(startLocation, MathEx.WrapAngle(rotation - 0.7f), 35f);
            LocationalRects.Add(new GPRectangle(dp3));

            List<GridPoint> blacklisted = new List<GridPoint>();
            Vector3 safespot=Vector3.Zero;
            foreach (var gpr in LocationalRects)
            {
                bool found=gpr.TryFindSafeSpot(FunkyGame.Hero.Position, out safespot, Vector3.Zero, PointCheckingFlags.AvoidanceIntersection | PointCheckingFlags.RaycastWalkable, blacklisted);
                if (found)
                {
                    break;
                }
            }

            return safespot;
        }
Beispiel #12
0
 public void UpdateOrginObject()
 {
     if (CacheContainsOrginObject())
     {
         if (IgnoringCacheCheck)
         {
             Position = FunkyGame.Bounty.CurrentBountyMapMarkers[OrginCacheObjectRAGUID].Position;
         }
         else
         {
             OrginCacheObject = ObjectCache.Objects[OrginCacheObjectRAGUID];
             Position = OrginCacheObject.Position;
         }
     }
 }
Beispiel #13
0
        private void UpdateObject()
        {
            if (ObjectCache.ShouldUpdateObjectCollection)
                ObjectCache.UpdateCacheObjectCollection();

            if (CurrentObject==null)
            {
                var objs = ObjectCache.Objects.Values.Where(o => o.SNOID == SNO).ToList();
                if (objs.Count == 0)
                {
                    return;
                    //if (FunkyGame.Targeting.Cache.Environment.LoSMovementObjects.Count > 0)
                    //{
                    //	objs = FunkyGame.Targeting.Cache.Environment.LoSMovementObjects.Where(o => o.SNOID == SNO).ToList();
                    //	if (objs.Count == 0) return;
                    //}
                }

                CurrentObject = objs.FirstOrDefault();
            }
        }
Beispiel #14
0
        //
        ///<summary>
        ///Adds/Updates CacheObjects inside collection by Iteration of RactorList
        ///This is the method that caches all live data about an object!
        ///</summary>
        internal static bool UpdateCacheObjectCollection()
        {
            //Update Character (just incase it wasnt called before..)
            FunkyGame.Hero.Update(false, true);

            Obstacles.AttemptToClearEntries();

            HashSet<int> hashDoneThisRactor = new HashSet<int>();
            using (ZetaDia.Memory.AcquireFrame(true))
            {
                if (!ZetaDia.IsInGame || ZetaDia.IsLoadingWorld || !ZetaDia.Me.IsValid) return false;

                foreach (Actor thisActor in ZetaDia.Actors.RActorList)
                {
                    int tmp_raGUID;
                    DiaObject thisObj;

                    if (!thisActor.IsValid) continue;
                    //Convert to DiaObject
                    thisObj = (DiaObject)thisActor;
                    tmp_raGUID = thisObj.RActorGuid;

                    // See if we've already checked this ractor, this loop
                    if (hashDoneThisRactor.Contains(tmp_raGUID)) continue;
                    hashDoneThisRactor.Add(tmp_raGUID);

                    //Update RactorGUID and check blacklisting..
                    if (BlacklistCache.IsRAGUIDBlacklisted(tmp_raGUID)) continue;
                    CacheObject tmp_CachedObj;

                    if (!Objects.TryGetValue(tmp_raGUID, out tmp_CachedObj))
                    {

                        ActorType Actortype;
                        Vector3 tmp_position;
                        int tmp_acdguid;
                        int tmp_SNOID;

                        #region SNO
                        //Lookup SNO
                        try
                        {
                            tmp_SNOID = thisObj.ActorSNO;
                        }
                        catch (Exception ex)
                        {
                            Logger.Write(LogLevel.Cache, "Safely handled getting SNO for {0}", tmp_raGUID);
                            //Logger.DBLog.InfoFormat("Failure to get SNO from object! RaGUID: {0}", tmp_raGUID);
                            continue;
                        }
                        #endregion

                        //check our SNO blacklist (exclude pets?)
                        if (BlacklistCache.IsSNOIDBlacklisted(tmp_SNOID)) continue;

                        #region Position
                        try
                        {
                            tmp_position = thisObj.Position;
                        }
                        catch (Exception ex)
                        {
                            Logger.Write(LogLevel.Cache, "Safely handled getting Position for {0}", tmp_SNOID);
                            continue;
                        }

                        #endregion

                        #region AcdGUID
                        try
                        {
                            tmp_acdguid = thisObj.ACDGuid;
                        }
                        catch (Exception ex)
                        {
                            Logger.Write(LogLevel.Cache, "Safely handled getting ACDGuid for {0}", tmp_SNOID);
                            continue;
                        }

                        #endregion

                        tmp_CachedObj = new CacheObject(tmp_SNOID, tmp_raGUID, tmp_acdguid, tmp_position);
                    }
                    else
                        //Reset unseen var
                        tmp_CachedObj.LoopsUnseen = 0;

                    ////Validate (ignore special object SNO Ids)
                    //if (!CacheIDLookup.hashSNOSkipCommonDataCheck.Contains(tmp_CachedObj.SNOID))
                    //{
                    //    try
                    //    {
                    //        if (thisObj.CommonData == null)
                    //        {
                    //            Logger.Write(LogLevel.Cache, "CommonData is no longer valid! {0}", tmp_CachedObj.DebugStringSimple);
                    //            //BlacklistCache.AddObjectToBlacklist(tmp_CachedObj.RAGUID, BlacklistType.Temporary);
                    //            continue;
                    //        }
                    //        if (thisObj.CommonData.ACDGuid != thisObj.ACDGuid)
                    //        {
                    //            Logger.Write(LogLevel.Cache, "ACDGuid Mismatched! {0}", tmp_CachedObj.DebugStringSimple);
                    //            //BlacklistCache.AddObjectToBlacklist(tmp_CachedObj.RAGUID, BlacklistType.Temporary);
                    //            continue;
                    //        }
                    //    }
                    //    catch (Exception ex)
                    //    {
                    //        //Logger.Write(LogLevel.Cache, "Object is no longer valid! (Exception) SNOID {0}", tmp_CachedObj.DebugStringSimple);
                    //        //BlacklistCache.AddObjectToBlacklist(tmp_CachedObj.RAGUID, BlacklistType.Temporary);
                    //        continue;
                    //    }
                    //}

                    //Update any SNO Data.
                    #region SNO_Cache_Update
                    if (tmp_CachedObj.ref_DiaObject == null || tmp_CachedObj.ContainsNullValues())
                    {
                        if (!tmp_CachedObj.UpdateData(thisObj, tmp_CachedObj.RAGUID))
                        {
                            continue;
                        }
                    }
                    else if (!tmp_CachedObj.IsFinalized)
                    {//Finalize this data by recreating it and updating the Sno cache with a new finalized entry, this also clears our all Sno cache dictionaries since we no longer need them!
                        cacheSnoCollection.FinalizeEntry(tmp_CachedObj.SNOID);
                    }
                    #endregion

                    //Check if this object is a summoned unit by a player...
                    #region SummonedUnits
                    if (tmp_CachedObj.IsSummonedPet && CacheIDLookup.hashSNOSkipCommonDataCheck.Contains(tmp_CachedObj.SNOID))
                    {
                        PetTypes PetType = (PetTypes)TheCache.ObjectIDCache.UnitPetEntries[tmp_CachedObj.SNOID].ObjectType;
                        if (PetType== PetTypes.WIZARD_ArcaneOrbs)
                        {
                            FunkyGame.Targeting.Cache.Environment.HeroPets.WizardArcaneOrbs++;
                            tmp_CachedObj.NeedsRemoved = true;
                            continue;
                        }
                    }
                    #endregion

                    //Special Cache for Interactable Server Objects
                    if (CheckFlag(tmp_CachedObj.targetType.Value, TargetType.ServerInteractable))
                    {
                        if (!InteractableObjectCache.ContainsKey(tmp_CachedObj.RAGUID))
                        {
                            InteractableObjectCache.Add(tmp_CachedObj.RAGUID, tmp_CachedObj);

                            //Adventure Mode -- Rifting we add Exit to LOS movement!
                            //if (FunkyGame.AdventureMode && FunkyGame.Bounty.IsInRiftWorld && FunkyBaseExtension.Settings.AdventureMode.EnableAdventuringMode)
                            //{
                            //	if (tmp_CachedObj.InternalName.Contains("Exit"))
                            //	{
                            //		int index = FunkyGame.Bounty.CurrentBountyMapMarkers.Count;
                            //		FunkyGame.Bounty.CurrentBountyMapMarkers.Add(index, new BountyCache.BountyMapMarker(tmp_CachedObj.Position, FunkyGame.Hero.CurrentWorldDynamicID, index));
                            //	}
                            //}
                        }

                        //Whymsdal Portal!
                        if (tmp_CachedObj.SNOID == 405590)
                        {
                            GoblinBehavior.Portal = tmp_CachedObj;
                        }
                        else if (tmp_CachedObj.SNOID == 393030)
                        {
                            GoblinBehavior.Portal = tmp_CachedObj;
                        }

                        //Do not add to main cache!
                        continue;
                    }

                    //Objects with static positions already cached don't need to be updated here.
                    if (!tmp_CachedObj.NeedsUpdate) continue;

                    //Obstacles -- (Not an actual object we add to targeting.)
                    if (CheckFlag(tmp_CachedObj.targetType.Value, TargetType.Avoidance) || tmp_CachedObj.IsObstacle || tmp_CachedObj.HandleAsAvoidanceObject)
                    {
                        #region Obstacles

                        CacheObstacle thisObstacle;
                        //Do we have this cached?
                        if (!Obstacles.TryGetValue(tmp_CachedObj.RAGUID, out thisObstacle))
                        {
                            AvoidanceType AvoidanceType = AvoidanceType.None;
                            if (tmp_CachedObj.IsAvoidance)
                            {
                                AvoidanceType = AvoidanceCache.FindAvoidanceUsingSNOID(tmp_CachedObj.SNOID);
                                if (AvoidanceType == AvoidanceType.None)
                                {
                                    AvoidanceType = AvoidanceCache.FindAvoidanceUsingName(tmp_CachedObj.InternalName);
                                    if (AvoidanceType == AvoidanceType.None) continue;
                                }
                            }

                            if (tmp_CachedObj.IsAvoidance && tmp_CachedObj.IsProjectileAvoidance)
                            {//Ranged Projectiles require more than simple bounding points.. so we create it as avoidance zone to cache it with properties.
                                //Check for intersection..
                                try
                                {
                                    ActorMovement thisMovement = thisObj.Movement;
                                    Vector2 Direction = thisMovement.DirectionVector;
                                    Ray R = new Ray(tmp_CachedObj.Position, Direction.ToVector3());
                                    double Speed;
                                    //Lookup Cached Speed, or add new entry.
                                    if (!dictProjectileSpeed.TryGetValue(tmp_CachedObj.SNOID, out Speed))
                                    {
                                        Speed = thisMovement.DesiredSpeed;
                                        dictProjectileSpeed.Add(tmp_CachedObj.SNOID, Speed);
                                    }

                                    thisObstacle = new CacheAvoidance(tmp_CachedObj, AvoidanceType, R, Speed);
                                    Obstacles.Add(thisObstacle);
                                }
                                catch
                                {

                                        Logger.Write(LogLevel.Cache, "Failed to create projectile avoidance with rotation and speed. {0}", tmp_CachedObj.InternalName);
                                }
                            }
                            else if (tmp_CachedObj.IsAvoidance)
                            {
                                //Poison Gas Can Be Friendly...
                                if (AvoidanceType == AvoidanceType.PoisonGas)
                                {
                                    int TeamID = 0;
                                    try
                                    {
                                        TeamID = thisObj.CommonData.GetAttribute<int>(ActorAttributeType.TeamID);
                                    }
                                    catch
                                    {

                                        Logger.Write(LogLevel.Cache, "Failed to retrieve TeamID attribute for object {0}", tmp_CachedObj.InternalName);
                                    }

                                    //ID of 1 means its non-hostile! (-1?) 2??
                                    //if (TeamID==1||TeamID==-1)
                                    if (TeamID != 10)
                                    {
                                        //Logger.Write(LogLevel.None, "Ignoring Avoidance {0} due to Friendly TeamID match!", tmp_CachedObj.InternalName);
                                        BlacklistCache.AddObjectToBlacklist(tmp_CachedObj.RAGUID, BlacklistType.Permanent);
                                        continue;
                                    }
                                }

                                thisObstacle = new CacheAvoidance(tmp_CachedObj, AvoidanceType);
                                Obstacles.Add(thisObstacle);
                            }
                            else
                            {
                                //Obstacles.
                                thisObstacle = new CacheServerObject(tmp_CachedObj);
                                Obstacles.Add(thisObstacle);
                            }
                        }

                        continue;
                        #endregion
                    }

                    if (tmp_CachedObj.ObjectShouldBeRecreated)
                    {//This is where we create the real object after its done with SNO Update.

                        //Specific updates
                        if (tmp_CachedObj.Actortype.Value == ActorType.Item)
                        {
                            tmp_CachedObj = new CacheItem(tmp_CachedObj);
                        }
                        else if (tmp_CachedObj.Actortype.Value == ActorType.Monster)
                        {
                            if (!tmp_CachedObj.IsSummonedPet)
                                tmp_CachedObj = new CacheUnit(tmp_CachedObj);
                            else
                            {

                                PetTypes PetType = (PetTypes)TheCache.ObjectIDCache.UnitPetEntries[tmp_CachedObj.SNOID].ObjectType;

                                #region Summoner ID Check

                                // Get the summoned-by info, cached if possible
                                if (!tmp_CachedObj.SummonerID.HasValue)
                                {
                                    try
                                    {
                                        tmp_CachedObj.SummonerID = thisObj.CommonData.GetAttribute<int>(ActorAttributeType.SummonedByACDID);
                                    }
                                    catch (Exception ex)
                                    {
                                        //Logger.DBLog.InfoFormat("[Funky] Safely handled exception getting summoned-by info [" + tmp_CachedObj.SNOID.ToString(CultureInfo.InvariantCulture) + "]");
                                        //Logger.DBLog.DebugFormat(ex.ToString());
                                        continue;
                                    }
                                }

                                if (FunkyGame.Hero.iMyDynamicID != tmp_CachedObj.SummonerID.Value)
                                {
                                    BlacklistCache.IgnoreThisObject(tmp_CachedObj, false, false);
                                    tmp_CachedObj.NeedsRemoved = true;
                                    continue;
                                }

                                #endregion

                                tmp_CachedObj = new CachePet(tmp_CachedObj, PetType);
                            }
                        }
                        else if (tmp_CachedObj.Actortype.Value == ActorType.Gizmo)
                        {

                            if (CheckFlag(tmp_CachedObj.targetType.Value, TargetType.Interactables))
                                tmp_CachedObj = new CacheInteractable(tmp_CachedObj);
                            else
                                tmp_CachedObj = new CacheDestructable(tmp_CachedObj);
                        }

                        //Update Properties (currently only for units)

                        try
                        {
                            tmp_CachedObj.UpdateProperties();
                        }
                        catch
                        {
                            Logger.Write(LogLevel.Cache,"Failed to update properties for {0}", tmp_CachedObj.DebugStringSimple);
                        }
                    }

                    if (!tmp_CachedObj.UpdateData())
                    {
                        //Logger.Write(LogLevel.Cache, "Update Failed for {0}", tmp_CachedObj.DebugStringSimple);

                        if (!tmp_CachedObj.IsStillValid())
                            tmp_CachedObj.NeedsRemoved = true;

                        continue;
                    }

                    //Obstacle cache
                    if (tmp_CachedObj.Obstacletype.Value != ObstacleType.None
                          && (CheckFlag(tmp_CachedObj.targetType.Value, TargetType.ServerObjects)))
                    {
                        CacheObstacle thisObstacleObj;

                        if (!Obstacles.TryGetValue(tmp_CachedObj.RAGUID, out thisObstacleObj))
                        {
                            CacheServerObject newobj = new CacheServerObject(tmp_CachedObj);
                            Obstacles.Add(tmp_CachedObj.RAGUID, newobj);

                            //Add nearby objects to our collection (used in navblock/obstaclecheck methods to reduce queries)
                            if (CacheIDLookup.hashSNONavigationObstacles.Contains(newobj.SNOID))
                                Navigation.Navigation.MGP.AddCellWeightingObstacle(newobj.SNOID, newobj.Radius);
                        }
                        else
                        {
                            if (thisObstacleObj.targetType.Value == TargetType.Unit)
                            {
                                //Since units position requires updating, we update using the CacheObject
                                thisObstacleObj.Position = tmp_CachedObj.Position;
                                Obstacles[tmp_CachedObj.RAGUID] = thisObstacleObj;
                            }
                        }
                    }

                    //cache it
                    if (Objects.ContainsKey(tmp_CachedObj.RAGUID))
                        Objects[tmp_CachedObj.RAGUID] = tmp_CachedObj;
                    else
                        Objects.Add(tmp_CachedObj.RAGUID, tmp_CachedObj);

                } //End of Loop

            }// End of Framelock

            //Tally up unseen objects.
            var UnseenObjects = Objects.Keys.Where(O => !hashDoneThisRactor.Contains(O)).ToList();
            if (UnseenObjects.Any())
            {
                for (int i = 0; i < UnseenObjects.Count(); i++)
                {
                    Objects[UnseenObjects[i]].LoopsUnseen++;
                }
            }

            //Trim our collection every 5th refresh.
            UpdateLoopCounter++;
            if (UpdateLoopCounter > 4)
            {
                UpdateLoopCounter = 0;
                //Now flag any objects not seen for 5 loops. Gold/Globe only 1 loop.
                foreach (var item in Objects.Values.Where(CO =>
                    (CO.LoopsUnseen >= 5 || //5 loops max..
                    (CO.targetType.HasValue && (CheckFlag(CO.targetType.Value, TargetType.Gold | TargetType.Globe)) && CO.LoopsUnseen > 0)))) //gold/globe only 1 loop!
                {
                    item.NeedsRemoved = true;
                }

            }

            CheckForCacheRemoval();

            _lastUpdatedCacheCollection=DateTime.Now;
            return true;
        }
Beispiel #15
0
 public CacheLineOfSight(CacheObject obj, Vector3 pos)
 {
     OrginCacheObject = obj;
     OrginCacheObjectRAGUID = obj.RAGUID;
     Position = pos;
 }
Beispiel #16
0
        public override void Initialize()
        {
            base.Test = (ref CacheObject obj) =>
            {
                if (obj == null)
                {

                    // See if we should wait for milliseconds for possible loot drops before continuing run
                    if (DateTime.Now.Subtract(FunkyGame.Targeting.Cache.lastHadUnitInSights).TotalMilliseconds <= FunkyBaseExtension.Settings.General.AfterCombatDelay && DateTime.Now.Subtract(FunkyGame.Targeting.Cache.lastHadEliteUnitInSights).TotalMilliseconds <= 10000 ||
                        //Cut the delay time in half for non-elite monsters!
                        DateTime.Now.Subtract(FunkyGame.Targeting.Cache.lastHadUnitInSights).TotalMilliseconds <= FunkyBaseExtension.Settings.General.AfterCombatDelay)
                    {
                        obj = new CacheObject(FunkyGame.Hero.Position, TargetType.NoMovement, 20000, "WaitForLootDrops", 2f, -1);
                        return true;

                    }
                    //Herbfunks wait after loot containers are opened. 3s for rare chests, half the settings delay for everything else.
                    if ((DateTime.Now.Subtract(FunkyGame.Targeting.Cache.lastHadRareChestAsTarget).TotalMilliseconds <= 3750) ||
                        (DateTime.Now.Subtract(FunkyGame.Targeting.Cache.lastHadContainerAsTarget).TotalMilliseconds <= (FunkyBaseExtension.Settings.General.AfterCombatDelay * 1.25)))
                    {
                        obj = new CacheObject(FunkyGame.Hero.Position, TargetType.NoMovement, 20000, "ContainerLootDropsWait", 2f, -1);
                        return true;
                    }

                    if (DateTime.Now.Subtract(FunkyGame.Targeting.Cache.lastSeenCursedShrine).TotalMilliseconds <= (1000))
                    {
                        if (FunkyGame.AdventureMode && SettingAdventureMode.AdventureModeSettingsTag.AllowCombatModifications && FunkyGame.Bounty.CurrentBountyCacheEntry != null && FunkyGame.Bounty.CurrentBountyCacheEntry.Type == BountyTypes.CursedEvent)
                        {
                            Logger.DBLog.Info("[Funky] Cursed Object Found During Cursed Bounty -- Enabling LOS movement for all Units!");
                            SettingLOSMovement.LOSSettingsTag.MiniumRangeObjects = 10;
                            SettingLOSMovement.LOSSettingsTag.MaximumRange = 125;
                            FunkyGame.Game.AllowAnyUnitForLOSMovement = true;
                            SettingCluster.ClusterSettingsTag = SettingCluster.DisabledClustering;
                        }

                        obj = new CacheObject(FunkyGame.Hero.Position, TargetType.NoMovement, 20000, "CursedShrineWait", 2f, -1);
                        return true;
                    }

                    if (DateTime.Now.Subtract(FunkyGame.Targeting.Cache.lastHadSwitchAsTarget).TotalMilliseconds <= (4000))
                    {
                        obj = new CacheObject(FunkyGame.Hero.Position, TargetType.NoMovement, 20000, "SwitchWait", 2f, -1);
                        return true;
                    }

                    // Finally, a special check for waiting for wrath of the berserker cooldown before engaging Azmodan
                    if (Hotbar.HasPower(SNOPower.Barbarian_WrathOfTheBerserker) && FunkyBaseExtension.Settings.Barbarian.bWaitForWrath && !FunkyGame.Hero.Class.Abilities[SNOPower.Barbarian_WrathOfTheBerserker].AbilityUseTimer() &&
                        FunkyGame.Hero.CurrentWorldDynamicID == 121214 &&
                        (Vector3.Distance(FunkyGame.Hero.Position, new Vector3(711.25f, 716.25f, 80.13903f)) <= 40f || Vector3.Distance(FunkyGame.Hero.Position, new Vector3(546.8467f, 551.7733f, 1.576313f)) <= 40f))
                    {
                        Logger.DBLog.InfoFormat("[Funky] Waiting for Wrath Of The Berserker cooldown before continuing to Azmodan.");
                        obj = new CacheObject(FunkyGame.Hero.Position, TargetType.NoMovement, 20000, "GilesWaitForWrath", 0f, -1);
                        InactivityDetector.Reset();
                        return true;
                    }
                    // And a special check for wizard archon
                    if (Hotbar.HasPower(SNOPower.Wizard_Archon) && !FunkyGame.Hero.Class.Abilities[SNOPower.Wizard_Archon].AbilityUseTimer() && FunkyBaseExtension.Settings.Wizard.bWaitForArchon && ZetaDia.CurrentWorldId == 121214 &&
                        (Vector3.Distance(FunkyGame.Hero.Position, new Vector3(711.25f, 716.25f, 80.13903f)) <= 40f || Vector3.Distance(FunkyGame.Hero.Position, new Vector3(546.8467f, 551.7733f, 1.576313f)) <= 40f))
                    {
                        Logger.DBLog.InfoFormat("[Funky] Waiting for Wizard Archon cooldown before continuing to Azmodan.");
                        obj = new CacheObject(FunkyGame.Hero.Position, TargetType.NoMovement, 20000, "GilesWaitForArchon", 0f, -1);
                        InactivityDetector.Reset();
                        return true;
                    }
                    // And a very sexy special check for WD BigBadVoodoo
                    if (Hotbar.HasPower(SNOPower.Witchdoctor_BigBadVoodoo) && !PowerManager.CanCast(SNOPower.Witchdoctor_BigBadVoodoo) && ZetaDia.CurrentWorldId == 121214 &&
                        (Vector3.Distance(FunkyGame.Hero.Position, new Vector3(711.25f, 716.25f, 80.13903f)) <= 40f || Vector3.Distance(FunkyGame.Hero.Position, new Vector3(546.8467f, 551.7733f, 1.576313f)) <= 40f))
                    {
                        Logger.DBLog.InfoFormat("[Funky] Waiting for WD BigBadVoodoo cooldown before continuing to Azmodan.");
                        obj = new CacheObject(FunkyGame.Hero.Position, TargetType.NoMovement, 20000, "GilesWaitForVoodooo", 0f, -1);
                        InactivityDetector.Reset();
                        return true;
                    }

                    //Currently preforming an interactive profile behavior (check if in town and not vendoring)
                    if (FunkyGame.Game.InteractableCachedObject != null && (!FunkyGame.Hero.bIsInTown || !BrainBehavior.IsVendoring))
                    {
                        if (FunkyGame.Game.InteractableCachedObject.Position.Distance(FunkyGame.Hero.Position) > 50f)
                        {
                            //if (FunkyGame.Targeting.Cache.LastCachedTarget.Position != Bot.Game.Profile.InteractableCachedObject.Position)
                            //	Navigator.Clear();

                            //Generate the path here so we can start moving..
                            Navigation.Navigation.NP.MoveTo(FunkyGame.Game.InteractableCachedObject.Position, "ReturnToOOCLoc", true);

                            //Setup a temp target that the handler will use
                            obj = new CacheObject(FunkyGame.Game.InteractableCachedObject.Position, TargetType.LineOfSight, 1d, "ReturnToOOCLoc", 10f, FunkyGame.Game.InteractableCachedObject.RAGUID);
                            return true;
                        }
                    }

                    //Check if we engaged in combat..
                    bool EngagedInCombat = false;
                    float distanceFromStart = 0f;
                    if (!FunkyGame.Targeting.Cache.LastCachedTarget.Equals(ObjectCache.FakeCacheObject) && !FunkyGame.Targeting.Cache.Backtracking && FunkyGame.Targeting.Cache.StartingLocation != Vector3.Zero)
                    {
                        EngagedInCombat = true;
                        distanceFromStart = FunkyGame.Hero.Position.Distance(FunkyGame.Targeting.Cache.StartingLocation);
                        //lets see how far we are from our starting location.
                        if (distanceFromStart > 20f &&
                              !Navigation.Navigation.CanRayCast(FunkyGame.Hero.Position, PlayerMover.vLastMoveTo, UseSearchGridProvider: true))
                        {
                            Logger.Write(LogLevel.Movement, "Updating Navigator in Target Refresh");

                            SkipAheadCache.ClearCache();
                            Navigator.Clear();
                            //Navigator.MoveTo(Funky.PlayerMover.vLastMoveTo, "original destination", true);
                        }
                    }

                    //Check if our current path intersects avoidances. (When not in town, and not currently inside avoidance)
                    if (!FunkyGame.Hero.bIsInTown && (FunkyBaseExtension.Settings.Avoidance.AttemptAvoidanceMovements) //|| FunkyGame.Hero.CriticalAvoidance)
                            && Navigation.Navigation.NP.CurrentPath.Count > 0
                            && FunkyGame.Targeting.Cache.Environment.TriggeringAvoidances.Count == 0)
                    {
                        if (ObjectCache.Obstacles.TestVectorAgainstAvoidanceZones(FunkyGame.Hero.Position, Navigation.Navigation.NP.CurrentPath.Current))
                        {
                            obj = new CacheObject(FunkyGame.Hero.Position, TargetType.NoMovement, 20000, "AvoidanceIntersection", 2.5f, -1);
                            return true;
                        }
                    }

                    //Backtracking Check..
                    if (EngagedInCombat && FunkyBaseExtension.Settings.Backtracking.EnableBacktracking && distanceFromStart >= FunkyBaseExtension.Settings.Backtracking.MinimumDistanceFromStart)
                    {
                        FunkyGame.Targeting.Cache.Backtracking = true;
                        obj = new CacheObject(FunkyGame.Targeting.Cache.StartingLocation, TargetType.Backtrack, 20000, "Backtracking", 2.5f);
                        return true;
                    }

                }

                return obj != null;
            };
        }
Beispiel #17
0
 public CacheInteractable(CacheObject baseobj)
     : base(baseobj)
 {
 }
Beispiel #18
0
 private void OnObjectAdded(CacheObject obj)
 {
     if (obj.SNOID == Sno)
     {
         _ConditionSuccessSkip = false;
         ObjectCache.Objects.OnObjectAddedToCollection -= OnObjectAdded;
         Logger.DBLog.DebugFormat("WhileActorExists Object {0} Added to Collection!", Sno);
     }
 }
Beispiel #19
0
 public CacheDestructable(CacheObject baseobj)
     : base(baseobj)
 {
 }
Beispiel #20
0
 public override void ResetCachedDone()
 {
     _isDone = false;
     _lastGeneratedNavPoint = DateTime.MinValue;
     _lastMoveResult = MoveResult.Moved;
     _tagStartTime = DateTime.MinValue;
     CurrentObject = null;
 }
Beispiel #21
0
 public CacheServerObject(CacheObject parent)
     : base(parent)
 {
     //if (IsDemonicForge)
     //{
     //	UpdateRotation();
     //	FacingStartVector3 = MathEx.GetPointAt(Position, 15f, Rotation);
     //	FacingEndVector3 = MathEx.GetPointAt(FacingStartVector3, 30f, Rotation);
     //}
 }
Beispiel #22
0
 public CacheItem(CacheObject baseobj)
     : base(baseobj)
 {
 }
Beispiel #23
0
 public CacheLineOfSight(CacheObject obj, Vector3 pos)
 {
     OrginCacheObject       = obj;
     OrginCacheObjectRAGUID = obj.RAGUID;
     Position = pos;
 }
Beispiel #24
0
                if (ObjectCache.Objects.ContainsKey(raguid))
                    ObjectCache.Objects.Remove(raguid);
            }
        }

        internal static void IgnoreThisObject(CacheObject thisobj, bool removal = true, bool blacklistSNOID = true)
        {
            //Logger.DBLog.InfoFormat("[Blacklist] Obj RAGUID {0} SNOID {1} ({2})", thisobj.RAGUID, thisobj.SNOID, thisobj.InternalName);

            int sno, raguid;
            sno = thisobj.SNOID;
            raguid = thisobj.RAGUID;

            //Add to our blacklist so we don't create it again..
            hashRGUIDIgnoreBlacklist.Add(raguid);

            if (blacklistSNOID)
                //Blacklist SNO so we don't create it ever again!
                BlacklistSnoIDs.Add(sno);

            if (removal)
            {
                //Clear SNO cache entries..
                ObjectCache.cacheSnoCollection.Remove(sno);
Beispiel #25
0
 public CacheGizmo(CacheObject baseobj)
     : base(baseobj)
 {
 }
Beispiel #26
0
        public override bool TestIntersection(CacheObject OBJ, Vector3 BotPosition)
        {
            if (Obstacletype.Value == ObstacleType.MovingAvoidance)
            {
                Vector3 ProjectileEndPoint = MathEx.GetPointAt(Position, ProjectileMaxRange, Rotation);
                return GridPoint.LineIntersectsLine(BotPosition, Position, PointPosition, ProjectileEndPoint);
            }

            return MathEx.IntersectsPath(base.Position, Radius, BotPosition, OBJ.Position);
        }
Beispiel #27
0
 public CacheItem(CacheObject baseobj)
     : base(baseobj)
 {
 }
Beispiel #28
0
 public LOSInfo(CacheObject obj)
 {
     Obj=obj;
 }
Beispiel #29
0
        private bool UpdateObject()
        {
            if (ObjectCache.ShouldUpdateObjectCollection)
                ObjectCache.UpdateCacheObjectCollection();

            Object = ObjectCache.Objects.Values.FirstOrDefault(o => o.SNOID == Sno);

            if (Object != null)
                MovementVector = Object.Position;

            return Object != null;
        }
Beispiel #30
0
 public CachePet(CacheObject parent, PetTypes type)
     : base(parent)
 {
     PetType = type;
 }
Beispiel #31
0
        public override void Initialize()
        {
            base.Test = (ref CacheObject obj) =>
            {

                if (obj == null)
                {
                    if (FunkyGame.Navigation.LOSmovementObject != null &&
                        (FunkyGame.Navigation.LOSmovementObject.CentreDistance < MinimumDistance &&
                        (FunkyGame.Navigation.LOSmovementObject.IgnoringCacheCheck || !FunkyGame.Navigation.LOSmovementObject.CacheContainsOrginObject())))
                    {//Invalidated the Line of sight obj!

                        Logger.Write(LogLevel.LineOfSight, "LOS Object is No Longer Valid -- Reseting.");

                        if (!FunkyGame.Navigation.LOSmovementObject.IgnoringCacheCheck ||
                                (FunkyGame.Bounty.CurrentBountyCacheEntry == null || FunkyGame.Bounty.CurrentBountyCacheEntry.Type != BountyTypes.Event))
                        {
                            FunkyGame.Navigation.LOSBlacklistedRAGUIDs.Add(FunkyGame.Navigation.LOSmovementObject.OrginCacheObjectRAGUID);
                        }

                        FunkyGame.Navigation.LOSmovementObject = null;

                        if (FunkyGame.Targeting.Cache.LastCachedTarget.targetType.HasValue && FunkyGame.Targeting.Cache.LastCachedTarget.targetType.Value == TargetType.LineOfSight)
                            Navigation.Navigation.NP.Clear();
                    }

                    if (FunkyGame.Navigation.LOSmovementObject == null)
                    {//New LOS Movement Selection.

                        FunkyGame.Targeting.Cache.Environment.LoSMovementObjects = FunkyGame.Targeting.Cache.Environment.LoSMovementObjects.OrderBy(o => o.CentreDistance).ToList();

                        //Iterate Objects!
                        foreach (var cobj in FunkyGame.Targeting.Cache.Environment.LoSMovementObjects)
                        {

                            if (FunkyGame.Navigation.LOSBlacklistedRAGUIDs.Contains(cobj.RAGUID)) continue;

                            if (!Navigation.Navigation.NP.CanFullyClientPathTo(cobj.Position) &&
                                        !Navigation.Navigation.NP.CanPathWithinDistance(cobj.Position, SettingLOSMovement.LOSSettingsTag.MiniumRangeObjects)) continue;

                            Logger.Write(LogLevel.LineOfSight, "Line of Sight Started for object {0} -- with {1} vectors\r\n{2}", cobj.InternalName, Navigation.Navigation.NP.CurrentPath.Count, cobj.DebugString);

                            FunkyGame.Navigation.LOSBlacklistedRAGUIDs.Add(cobj.RAGUID);

                            //Set the object
                            FunkyGame.Navigation.LOSmovementObject = new CacheLineOfSight(cobj, cobj.Position);
                            if (cobj.IsBurrowableUnit || cobj.IsStealthableUnit || cobj.IsWormBoss)
                                MinimumDistance = 10;
                            else
                                MinimumDistance = FunkyBaseExtension.Settings.LOSMovement.MiniumRangeObjects;

                            break;
                        }

                        //Check if we still found nothing and game mode is adventure mode
                        if (FunkyGame.Navigation.LOSmovementObject == null && FunkyGame.AdventureMode && FunkyGame.Game.ShouldNavigatePointsOfInterest
                                &&  FunkyGame.Bounty.ActiveBounty != null && FunkyGame.Bounty.CurrentBountyMapMarkers.Count > 0)
                        {

                            FunkyGame.Bounty.ActiveBounty.Refresh();
                            if (FunkyGame.Bounty.ActiveBounty.State == QuestState.InProgress)
                            {//Lets make sure the bounty is not completed.

                                foreach (var mapmarker in FunkyGame.Bounty.CurrentBountyMapMarkers.Values)
                                {
                                    if (mapmarker.WorldID != FunkyGame.Hero.CurrentWorldDynamicID) continue;
                                    if (FunkyGame.Navigation.LOSBlacklistedRAGUIDs.Contains(mapmarker.GetHashCode())) continue;
                                    if (mapmarker.Distance > 750f || mapmarker.Distance < 25f) continue;

                                    if (!Navigation.Navigation.NP.CanFullyClientPathTo(mapmarker.Position) &&
                                        !Navigation.Navigation.NP.CanPathWithinDistance(mapmarker.Position, SettingLOSMovement.LOSSettingsTag.MinimumRangeMarkers)) continue;

                                    Logger.Write(LogLevel.LineOfSight, "Line of Sight Started for Map Marker with {0} vectors", Navigation.Navigation.NP.CurrentPath.Count);

                                    if (FunkyGame.Bounty.CurrentBountyCacheEntry == null || FunkyGame.Bounty.CurrentBountyCacheEntry.Type != BountyTypes.Event)
                                        FunkyGame.Navigation.LOSBlacklistedRAGUIDs.Add(mapmarker.GetHashCode());

                                    //Set the object
                                    FunkyGame.Navigation.LOSmovementObject = new CacheLineOfSight(mapmarker);
                                    MinimumDistance = FunkyBaseExtension.Settings.LOSMovement.MinimumRangeMarkers;

                                }

                            }
                        }
                    }

                    if (FunkyGame.Navigation.LOSmovementObject != null)
                    {//Line of Sight unit is valid

                        //See if the orgin object is still valid..

                        //min Distance for Map Markers is 25f
                        if (FunkyGame.Navigation.LOSmovementObject.CentreDistance < (MinimumDistance))
                        {

                            if (!FunkyGame.Navigation.LOSmovementObject.CacheContainsOrginObject())
                            {
                                Logger.Write(LogLevel.LineOfSight, "Line of Sight Ending due to Orgin Object No Longer Available!");
                                FunkyGame.Navigation.LOSmovementObject = null;
                                return false;
                            }

                            if (!FunkyGame.Navigation.LOSmovementObject.IsValidForTargeting())
                            {//Valid for Targeting?
                                Logger.Write(LogLevel.LineOfSight, "Line of Sight Ending due to Orgin Object Not Valid for Targeting!");
                                FunkyGame.Navigation.LOSmovementObject = null;
                                return false;
                            }

                            //Minimap Marker Check
                            if (FunkyGame.Navigation.LOSmovementObject.IgnoringCacheCheck &&
                                FunkyGame.Bounty.CurrentBountyCacheEntry != null && FunkyGame.Bounty.CurrentBountyCacheEntry.Type == BountyTypes.Event) //FunkyGame.Bounty.CurrentActCache!=null &&
                            {
                                FunkyGame.Bounty.RefreshActiveQuests();
                            }

                            //Update Position using Orgin Object?
                            FunkyGame.Navigation.LOSmovementObject.UpdateOrginObject();
                        }

                        //If we had a different target.. chances are we moved, so lets reset the path.
                        if (FunkyGame.Targeting.Cache.LastCachedTarget.targetType.HasValue && FunkyGame.Targeting.Cache.LastCachedTarget.targetType.Value != TargetType.LineOfSight)
                        {
                            Navigation.Navigation.NP.Clear();
                        }

                        Navigation.Navigation.NP.MoveTo(FunkyGame.Navigation.LOSmovementObject.Position, "LOS", true);

                        if (Navigation.Navigation.NP.CurrentPath.Count > 0)
                        {
                            //Setup a temp target that the handler will use
                            obj = new CacheObject(FunkyGame.Navigation.LOSmovementObject.Position, TargetType.LineOfSight, 1d, "LOS Movement", Navigation.Navigation.NP.PathPrecision);
                            return true;
                        }
                    }
                }

                return false;
            };
        }
Beispiel #32
0
 ///<summary>
 ///Tests if this intersects with current bot position using CacheObject
 ///</summary>
 public virtual bool TestIntersection(CacheObject OBJ, Vector3 BotPosition)
 {
     return MathEx.IntersectsPath(base.Position, Radius, BotPosition, BotMeleeVector);
 }
Beispiel #33
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 ///<summary>
 ///
 ///</summary>
 public CacheObstacle(CacheObject fromObj)
     : base(fromObj)
 {
     if (!Obstacletype.HasValue)
         Obstacletype = ObstacleType.None;
 }
Beispiel #34
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 public CacheInteractable(CacheObject baseobj)
     : base(baseobj)
 {
 }
Beispiel #35
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        public override void Initialize()
        {
            base.Test = (ref CacheObject obj) =>
             {
                 if (fBaseXtensions.FunkyBaseExtension.Settings.Logging.LogFlags.HasFlag(LogLevel.Movement))
                 {
                     string avoidances = "";
                     FunkyGame.Targeting.Cache.Environment.TriggeringAvoidances.ForEach(a => avoidances = avoidances + a.AvoidanceType.ToString() + ", ");
                     Logger.Write(LogLevel.Movement, "Avoidances Triggering: {0}", avoidances);
                 }

                 //Reuse the last generated safe spot...
                 if (DateTime.Now.Subtract(FunkyGame.Targeting.Cache.LastAvoidanceMovement).TotalSeconds < this.iSecondsAvoidMoveFor)
                 {
                     Vector3 reuseV3 = FunkyGame.Navigation.AttemptToReuseLastLocationFound();
                     if (reuseV3 != Vector3.Zero)
                     {
                         if (!ObjectCache.Obstacles.IsPositionWithinAvoidanceArea(reuseV3))
                         {
                             obj = new CacheObject(reuseV3, TargetType.Avoidance, 20000f, "SafeReuseAvoid", 2.5f, reuseV3.GetHashCode());
                             return true;
                         }
                     }
                 }

                 Vector3 vAnySafePoint;

                 //Check if we have any movement abilities we can cast.. if so lets not check avoidance intersections.
                 PointCheckingFlags flags = FunkyBaseExtension.Settings.Plugin.AvoidanceFlags;
                 if (FunkyGame.Hero.Class.HasCastableMovementAbility())
                     flags &= ~(PointCheckingFlags.AvoidanceIntersection | PointCheckingFlags.BlockedDirection);

                 Vector3 losVector3=Vector3.Zero;
                 if (FunkyGame.Targeting.Cache.LastCachedTarget.targetType != null && FunkyGame.Targeting.Cache.LastCachedTarget.targetType.Value == TargetType.Unit)
                 {
                     losVector3=FunkyGame.Targeting.Cache.LastCachedTarget.Position;
                 }

                 if (FunkyGame.Navigation.AttemptFindSafeSpot(out vAnySafePoint, losVector3, flags))
                 {
                     float distance = vAnySafePoint.Distance(FunkyGame.Hero.Position);

                     Logger.DBLog.DebugFormat("Avoid Movement found AT {0} with {1} Distance", vAnySafePoint.ToString(), distance);

                     //setup avoidance target
                     obj = new CacheObject(vAnySafePoint, TargetType.Avoidance, 20000f, "SafeAvoid", 2.5f, vAnySafePoint.GetHashCode());

                     //Estimate time we will be reusing this movement vector3
                     this.iSecondsAvoidMoveFor = 1 + (int)(distance / 5f);
                     return true;
                 }
                 else
                 {//Failed to find any location..

                     //Set the future date we must wait for to retry..
                     AvoidRetryDate = DateTime.Now.AddMilliseconds(FunkyBaseExtension.Settings.Avoidance.FailureRetryMilliseconds);
                 }

                 return false;
             };
        }
Beispiel #36
0
 public LOSInfo(CacheObject obj)
 {
     Obj = obj;
 }