Ejemplo n.º 1
0
        public void ItemSlotAction(List <BodyLocation> slots, Action <ItemReader, D2Unit> action)
        {
            if (reader == null)
            {
                return;
            }

            // Add all items found in the slots.
            bool FilterSlots(D2ItemData data) => slots.FindIndex(x => x == data.BodyLoc && data.InvPage == InventoryPage.Equipped) >= 0;

            foreach (var item in inventoryReader.EnumerateInventory(FilterSlots))
            {
                action?.Invoke(inventoryReader.ItemReader, item);
            }
        }
Ejemplo n.º 2
0
        public void ItemSlotAction(List <BodyLocation> slots, Action <ItemReader, D2Unit> action)
        {
            if (reader == null)
            {
                return;
            }
            var inventoryReader = new InventoryReader(reader, memory);

            // Add all items found in the slots.
            Func <D2ItemData, bool> filterSlots = data => slots.FindIndex(x => x == data.BodyLoc && data.InvPage == InventoryPage.Equipped) >= 0;

            foreach (var item in inventoryReader.EnumerateInventory(filterSlots))
            {
                if (action != null)
                {
                    action(inventoryReader.ItemReader, item);
                }
            }
        }
Ejemplo n.º 3
0
        private void UpdateAutoSplits(GameInfo gameInfo, Character character)
        {
            foreach (AutoSplit autosplit in main.Settings.Autosplits)
            {
                if (autosplit.IsReached)
                {
                    continue;
                }
                if (autosplit.Type != AutoSplit.SplitType.Special)
                {
                    continue;
                }
                if (autosplit.Value == (int)AutoSplit.Special.GameStart)
                {
                    CompleteAutoSplit(autosplit, character);
                }
                if (autosplit.Value == (int)AutoSplit.Special.Clear100Percent &&
                    character.CompletedQuestCounts[gameInfo.Game.Difficulty] == D2QuestHelper.Quests.Count &&
                    autosplit.MatchesDifficulty(gameInfo.Game.Difficulty))
                {
                    CompleteAutoSplit(autosplit, character);
                }
                if (autosplit.Value == (int)AutoSplit.Special.Clear100PercentAllDifficulties &&
                    character.CompletedQuestCounts[0] == D2QuestHelper.Quests.Count &&
                    character.CompletedQuestCounts[1] == D2QuestHelper.Quests.Count &&
                    character.CompletedQuestCounts[2] == D2QuestHelper.Quests.Count)
                {
                    CompleteAutoSplit(autosplit, character);
                }
            }

            bool haveUnreachedCharLevelSplits = false;
            bool haveUnreachedAreaSplits      = false;
            bool haveUnreachedItemSplits      = false;
            bool haveUnreachedQuestSplits     = false;

            foreach (AutoSplit autosplit in main.Settings.Autosplits)
            {
                if (autosplit.IsReached || !autosplit.MatchesDifficulty(gameInfo.Game.Difficulty))
                {
                    continue;
                }
                switch (autosplit.Type)
                {
                case AutoSplit.SplitType.CharLevel:
                    haveUnreachedCharLevelSplits = true;
                    break;

                case AutoSplit.SplitType.Area:
                    haveUnreachedAreaSplits = true;
                    break;

                case AutoSplit.SplitType.Item:
                    haveUnreachedItemSplits = true;
                    break;

                case AutoSplit.SplitType.Quest:
                    haveUnreachedQuestSplits = true;
                    break;
                }
            }

            // if no unreached splits, return
            if (!(haveUnreachedCharLevelSplits || haveUnreachedAreaSplits || haveUnreachedItemSplits || haveUnreachedQuestSplits))
            {
                return;
            }

            List <int> itemsIds = new List <int>();
            int        area     = -1;

            if (haveUnreachedItemSplits)
            {
                // Get all item IDs.
                var inventoryReader = new InventoryReader(reader, memory);
                itemsIds = (from item in inventoryReader.EnumerateInventory()
                            select item.eClass).ToList();
            }

            if (haveUnreachedAreaSplits)
            {
                area = reader.ReadByte(memory.Address.Area, AddressingMode.Relative);
            }

            ushort[] questBuffer = null;

            if (haveUnreachedQuestSplits)
            {
                questBuffer = GetQuestBuffer(gameInfo.PlayerData, gameInfo.Game.Difficulty);
            }

            foreach (AutoSplit autosplit in main.Settings.Autosplits)
            {
                if (autosplit.IsReached || !autosplit.MatchesDifficulty(gameInfo.Game.Difficulty))
                {
                    continue;
                }

                switch (autosplit.Type)
                {
                case AutoSplit.SplitType.CharLevel:
                    if (autosplit.Value <= character.Level)
                    {
                        CompleteAutoSplit(autosplit, character);
                    }
                    break;

                case AutoSplit.SplitType.Area:
                    if (autosplit.Value == area)
                    {
                        CompleteAutoSplit(autosplit, character);
                    }
                    break;

                case AutoSplit.SplitType.Item:
                    if (itemsIds.Contains(autosplit.Value))
                    {
                        CompleteAutoSplit(autosplit, character);
                    }
                    break;

                case AutoSplit.SplitType.Quest:
                    if (D2QuestHelper.IsQuestComplete((D2QuestHelper.Quest)autosplit.Value, questBuffer))
                    {
                        CompleteAutoSplit(autosplit, character);
                    }
                    break;
                }
            }
        }
Ejemplo n.º 4
0
        public void UpdateItemStats(ProcessMemoryReader r, D2MemoryTable memory, D2Unit pl)
        {
            InventoryReader inventoryReader = new InventoryReader(r, memory);
            UnitReader      unitReader      = new UnitReader(r, memory);

            // Build filter to get only equipped items.
            Func <D2ItemData, bool> filter = data => data.BodyLoc != BodyLocation.None;

            foreach (D2Unit item in inventoryReader.EnumerateInventory(filter))
            {
                List <D2Stat> itemStats = unitReader.GetStats(item);
                if (itemStats == null)
                {
                    continue;
                }

                StringBuilder statBuilder = new StringBuilder();
                statBuilder.Append(inventoryReader.ItemReader.GetFullItemName(item));

                statBuilder.Append("\n");
                List <string> magicalStrings = inventoryReader.ItemReader.GetMagicalStrings(item);
                foreach (string str in magicalStrings)
                {
                    statBuilder.Append("    ");
                    statBuilder.Append(str);
                    statBuilder.Append("\n");
                }

                Control    c        = null;
                D2ItemData itemData = r.Read <D2ItemData>(item.UnitData);
                switch (itemData.BodyLoc)
                {
                case BodyLocation.Head: c = tabPageHead; break;

                case BodyLocation.Amulet: c = tabPageAmulet; break;

                case BodyLocation.BodyArmor: c = tabPageBody; break;

                case BodyLocation.PrimaryRight: c = tabPageWeaponRight; break;

                case BodyLocation.PrimaryLeft: c = tabPageWeaponLeft; break;

                case BodyLocation.RingRight: c = tabPageRingRight; break;

                case BodyLocation.RingLeft: c = tabPageRingLeft; break;

                //case BodyLocation.SecondaryLeft: c = tabPageRingRight; break;
                //case BodyLocation.SecondaryRight: c = tabPageRingLeft; break;
                case BodyLocation.Belt: c = tabPageBelt; break;

                case BodyLocation.Boots: c = tabPageFeet; break;

                case BodyLocation.Gloves: c = tabPageHand; break;
                }
                if (c != null)
                {
                    if (c.Controls.Count == 0)
                    {
                        c.Invoke(new Action(delegate() {
                            c.Controls.Add(new RichTextBox());
                            c.Controls[0].Dock = DockStyle.Fill;
                        }));
                    }
                    c.Controls[0].Invoke(new Action(() => c.Controls[0].Text = statBuilder.ToString()));
                }
            }
        }