Ejemplo n.º 1
0
        /// <summary>
        /// Called right after a player makes a destination movement.
        /// </summary>
        public void OnPlayerMovement(SRPlayer player)
        {
            if (inTrace)
            {
                Window w = Window.Get;
                if (TracePlayerName.Equals(player.Name, StringComparison.OrdinalIgnoreCase)
                    ||
                    InfoManager.inParty &&
                    w.Training_cbxTraceMaster.Checked &&
                    InfoManager.Party.Master.Name == player.Name &&
                    InfoManager.isEntityNear(player.UniqueID))
                {
                    byte distance = 0;
                    if (w.Training_cbxTraceDistance.Checked)
                    {
                        w.Training_tbxTraceDistance.InvokeIfRequired(() => {
                            distance = byte.Parse(w.Training_tbxTraceDistance.Text);
                        });
                    }
                    // Follow blind movement
                    SRCoord Q = player.MovementPosition;
                    if (distance > 0)
                    {
                        SRCoord P = InfoManager.Character.GetRealtimePosition();

                        double PQMod = P.DistanceTo(Q);
                        if (distance < PQMod)
                        {
                            SRCoord PQUnit = new SRCoord((Q.PosX - P.PosX) / PQMod, (Q.PosY - P.PosY) / PQMod);

                            SRCoord NewPositon;
                            if (P.inDungeon())
                            {
                                NewPositon = new SRCoord((PQMod - distance) * PQUnit.PosX + P.PosX, (PQMod - distance) * PQUnit.PosY + P.PosY, P.Region, P.Z);
                            }
                            else
                            {
                                NewPositon = new SRCoord((PQMod - distance) * PQUnit.PosX + P.PosX, (PQMod - distance) * PQUnit.PosY + P.PosY);
                            }

                            MoveTo(NewPositon);
                            w.LogProcess("Tracing to [" + player.Name + "] ...");
                        }
                    }
                    else
                    {
                        MoveTo(Q);
                        w.LogProcess("Tracing to [" + player.Name + "] ...");
                    }
                }
            }
        }
Ejemplo n.º 2
0
        public override SRCoord GetRealtimePosition()
        {
            if (MovementPosition != null)
            {
                SRCoord P = Position;
                SRCoord Q = MovementPosition;
                // Check if it's updated..
                if (!P.Equals(Q))
                {
                    // Scale 1920units:192px = 10:1 => To Ms
                    double MilisecondsPerUnit = GetMovementSpeed();
                    // Checking update times!
                    long milisecondsTranscurred = PositionUpdateTimer.ElapsedMilliseconds;
                    long milisecondsMaximum     = P.TimeTo(Q, MilisecondsPerUnit);
                    if (milisecondsTranscurred >= milisecondsMaximum)
                    {
                        // The entity has reached the position long ago
                        Position = Q;
                    }
                    else
                    {
                        // Create vector unit
                        double  PQMod  = P.DistanceTo(Q);
                        SRCoord PQUnit = new SRCoord((Q.PosX - P.PosX) / PQMod, (Q.PosY - P.PosY) / PQMod);

                        double DistanceTillNow = milisecondsTranscurred * MilisecondsPerUnit;
                        if (P.inDungeon())
                        {
                            Position = new SRCoord(PQUnit.PosX * DistanceTillNow + P.PosX, PQUnit.PosY * DistanceTillNow + P.PosY, P.Region, P.Z);
                        }
                        else
                        {
                            Position = new SRCoord(PQUnit.PosX * DistanceTillNow + P.PosX, PQUnit.PosY * DistanceTillNow + P.PosY);
                        }
                    }
                    PositionUpdateTimer.Restart();
                }
            }
            return(Position);
        }
Ejemplo n.º 3
0
        private void ThreadBotting()
        {
            // 1.1 TOWN ?
            // 1.1.1 Do TOWN
            // 1.1.2 Wait at starting script

            // 1.2 TRAINING AREA ?
            // 1.2.1 Kill Mobs

            // 1.3 OUTSIDE TOWN AND OUTSIDE TRAINING AREA ?
            // 1.3.1 Find the walking nearest point
            // 1.3.1.1 Follow it
            // 1.3.1.2 Go to 1.2
            // 1.3.2 Use return scroll

            Window w = Window.Get;

            while (true)
            {
                // Checking where am I ?
                w.LogProcess("Checking current location...");
                SRCoord myPosition = InfoManager.Character.GetRealtimePosition();
                currentScript = Script.GetNearestTownScript(myPosition, 50);
                if (currentScript != null)
                {
                    // I'm near town loop script
                    TownLoop(currentScript);
                }
                else
                {
                    // Checking training area
                    SRCoord trainingPosition = w.TrainingArea_GetPosition();
                    if (trainingPosition == null)
                    {
                        w.Log("Training area it's not activated");
                        Stop();
                        return;
                    }
                    else
                    {
                        // Check if I'm inside training area
                        int trainingRadius = w.TrainingArea_GetRadius();
                        if (myPosition.DistanceTo(trainingPosition) <= trainingRadius)
                        {
                            AttackLoop();
                        }
                        else
                        {
                            // Check through script
                            string scriptPath = w.TrainingArea_GetScript();
                            if (scriptPath != "")
                            {
                                w.Log("Script support not implemented yet!!");
                                Stop();
                                return;

                                //currentScript = new Script(scriptPath);
                                //int nearIndex = currentScript.GetNearMovement(myPosition, 50);
                                //if (nearIndex != -1)
                                //{
                                //	currentScript.Run(nearIndex);
                                //}
                                //else
                                //{
                                //	w.Log("Too far away from script!");
                                //	Stop();
                                //	return;
                                //}
                            }
                            else
                            {
                                w.Log("Script not found");
                                Stop();
                                return;
                            }
                        }
                    }
                }
            }
        }