Ejemplo n.º 1
0
        public override void Initialize()
        {
            //Caching current class here to avoid issues with loading screens where Class return None and we cant build behaviors
            _myClass = Me.Class;

            Logger.Write("Starting Singular v" + Assembly.GetExecutingAssembly().GetName().Version);
            Logger.Write("Determining talent spec.");
            try
            {
                TalentManager.Update();
            }
            catch (Exception e)
            {
                StopBot(e.ToString());
            }
            Logger.Write("Current spec is " + TalentManager.CurrentSpec.ToString().CamelToSpaced());

            if (!CreateBehaviors())
            {
                return;
            }
            Logger.Write("Behaviors created!");

            // When we actually need to use it, we will.
            EventHandlers.Init();
            MountManager.Init();
            //Logger.Write("Combat log event handler started.");
        }
Ejemplo n.º 2
0
        public override void Initialize()
        {
            Logger.Write("Starting Singular v" + Assembly.GetExecutingAssembly().GetName().Version);

            // save some support info in case we need
            Logger.WriteFile("{0:F1} days since Windows was restarted", TimeSpan.FromMilliseconds(Environment.TickCount).TotalHours / 24.0);
            Logger.WriteFile("{0} FPS currently in WOW", GetFPS());
            Logger.WriteFile("{0} ms of Latency in WOW", StyxWoW.WoWClient.Latency);

            Logger.Write("Determining talent spec.");
            try
            {
                TalentManager.Update();
            }
            catch (Exception e)
            {
                StopBot(e.ToString());
            }
            Logger.Write("Current spec is " + TalentManager.CurrentSpec.ToString().CamelToSpaced());

            // Update the current WoWContext, and fire an event for the change.
            UpdateContext();

            // NOTE: Hook these events AFTER the context update.
            OnWoWContextChanged += (orig, ne) =>
            {
                Logger.Write(Color.LightGreen, "Context changed, re-creating behaviors");
                RebuildBehaviors();
            };
            RoutineManager.Reloaded += (s, e) =>
            {
                Logger.Write("Routines were reloaded, re-creating behaviors");
                RebuildBehaviors();
            };

            // create silently since will creating again right after this
            if (!RebuildBehaviors(true))
            {
                return;
            }
            Logger.WriteDebug("Verified behaviors can be created!");

            // When we actually need to use it, we will.
            EventHandlers.Init();
            MountManager.Init();
            //Logger.Write("Combat log event handler started.");

            // create silently since Start button will create a context change (at least first Start)
            // .. which will build behaviors again
            Instance.RebuildBehaviors(true);
            Logger.WriteDebug("Behaviors created!");

            Logger.Write("Initialization complete!");
        }
Ejemplo n.º 3
0
        public Composite CreateArcaneMageCombat()
        {
            return(new PrioritySelector(
                       CreateEnsureTarget(),
                       //Move away from frozen targets
                       new Decorator(
                           ret => Me.CurrentTarget.HasAura("Frost Nova") && Me.CurrentTarget.DistanceSqr < 5 * 5,
                           new Action(
                               ret =>
            {
                Logger.Write("Getting away from frozen target");
                WoWPoint moveTo = WoWMathHelper.CalculatePointFrom(Me.Location, Me.CurrentTarget.Location, 10f);

                if (Navigator.CanNavigateFully(Me.Location, moveTo))
                {
                    Navigator.MoveTo(moveTo);
                }
            })),

                       CreateMoveToAndFace(34f, ret => Me.CurrentTarget),
                       CreateSpellBuffOnSelf("Ice Block", ret => Me.HealthPercent < 10 && !Me.ActiveAuras.ContainsKey("Hypothermia")),
                       new Decorator(ret => Me.ActiveAuras.ContainsKey("Ice Block"),
                                     new ActionIdle()),
                       CreateSpellBuff("Frost Nova", ret => NearbyUnfriendlyUnits.Any(u => u.DistanceSqr <= 8 * 8)),
                       CreateWaitForCast(true),
                       CreateSpellCast("Evocation", ret => Me.ManaPercent < 20),
                       new Decorator(ret => HaveManaGem() && Me.ManaPercent <= 30,
                                     new Action(ctx => UseManaGem())),
                       CreateMagePolymorphOnAddBehavior(),
                       CreateSpellCast("Counterspell", ret => Me.CurrentTarget.IsCasting),
                       CreateSpellCast("Mirror Image", ret => Me.CurrentTarget.HealthPercent > 20),
                       CreateSpellCast("Time Warp", ret => Me.CurrentTarget.HealthPercent > 20),
                       new Decorator(
                           ret => Me.CurrentTarget.HealthPercent > 50,
                           new Sequence(
                               new Action(ctx => Me.CurrentTarget.Face()),
                               new Action(ctx => StyxWoW.SleepForLagDuration()),
                               new PrioritySelector(CreateSpellCast("Flame Orb"))
                               )),
                       CreateSpellBuffOnSelf("Mana Shield", ret => !Me.Auras.ContainsKey("Mana Shield") && Me.HealthPercent <= 75),
                       CreateSpellCast("Slow", ret => TalentManager.GetCount(1, 18) < 2 && !Me.CurrentTarget.ActiveAuras.ContainsKey("Slow") && Me.CurrentTarget.Distance > 5),
                       CreateSpellCast("Arcane Missiles", ret => Me.ActiveAuras.ContainsKey("Arcane Missiles!") && Me.ActiveAuras.ContainsKey("Arcane Blast") && Me.ActiveAuras["Arcane Blast"].StackCount >= 2),
                       CreateSpellCast("Arcane Barrage", ret => Me.ActiveAuras.ContainsKey("Arcane Blast") && Me.ActiveAuras["Arcane Blast"].StackCount >= 3),
                       CreateSpellBuffOnSelf("Presence of Mind"),
                       CreateSpellCast("Arcane Blast"),
                       CreateFireRangedWeapon()
                       ));
        }
Ejemplo n.º 4
0
        public Composite CreateProtectionWarriorCombat()
        {
            NeedTankTargeting = true;
            return
                (new PrioritySelector(
                     CreateEnsureTarget(),
                     // Note: this will make sure we charge at any unit within proper range. (Like an actual tank would)
                     // We can cast Charge while in combat if we have the talent. [Notice that I am NOT checking for the talent!]
                     // chargeSpell.CanCast should return false if we can't cast it.
                     CreateSpellCast("Charge", ret => Me.CurrentTarget.Distance.Between(8f, TalentManager.HasGlyph("Long Charge") ? 30f : 25f)),
                     CreateSpellCast("Intercept", ret => Me.CurrentTarget.Distance.Between(8f, 25f)),
                     CreateMoveToAndFace(5f, ret => Me.CurrentTarget),
                     CreateAutoAttack(true),
                     CreateSpellCast("Heroic Strike", ret => Me.CurrentRage >= 60),
                     CreateSpellCast("Revenge"),

                     // If we have Blood and Thunder talented, then try and apply Rend via tclap. (This will apply rend to all targets!)
                     CreateSpellCast(
                         "Thunder Clap", ret => NearbyUnfriendlyUnits.Any(u => HasAuraStacks("Rend", 1, u)) && TalentManager.GetCount(3, 3) != 0),
                     CreateSpellBuff("Rend"),
                     // To be honest, we should be throwing this whenever its off CD. But we'll use it for the 20% hit speed debuff for now.
                     CreateSpellCast("Thunder Clap"),
                     new Decorator(
                         ret => NearbyUnfriendlyUnits.Count(u => u.Distance < 6) > 2,
                         new PrioritySelector(
                             CreateSpellCast("War Stomp"),
                             CreateSpellCast("Thunder Clap"),
                             CreateSpellCast("Shockwave"),
                             CreateSpellCast("Shield Block")
                             )),
                     CreateSpellCast("Victory Rush"),
                     CreateSpellCast("Arcane Torrent", ret => Me.CurrentTarget.IsCasting),
                     CreateSpellCast("Shield Bash", ret => Me.CurrentTarget.IsCasting),
                     CreateSpellCast("Shield Slam"),
                     CreateSpellBuff("Demoralizing Shout", ret => Me.CurrentRage > 30 && Me.CurrentTarget.HealthPercent > 30),
                     // Get sunders up, Devastate if we have it (extra damage) or just plain Sunder.
                     new Decorator(
                         ret => !Me.CurrentTarget.HasAura("Sunder Armor") || Me.CurrentTarget.Auras["Sunder Armor"].StackCount < 3,
                         new PrioritySelector(
                             CreateSpellCast("Devastate"),
                             CreateSpellCast("Sunder Armor")))
                     ));
        }
Ejemplo n.º 5
0
        public Composite CreateAfflictionCombat()
        {
            WantedPet = "Succubus";

            return(new PrioritySelector(
                       CreateEnsureTarget(),
                       //CreateLosAndFace(ret => Me.CurrentTarget),
                       CreateMoveToAndFace(35f, ret => Me.CurrentTarget),
                       CreateWaitForCast(),
                       CreateAutoAttack(true),
                       // Emergencies
                       new Decorator(
                           ret => Me.HealthPercent < 20,
                           new PrioritySelector(
                               //CreateSpellBuff("Fear", ret => !Me.CurrentTarget.HasAura("Fear")),
                               CreateSpellCast("Howl of Terror", ret => Me.CurrentTarget.Distance < 10 && Me.CurrentTarget.IsPlayer),
                               CreateSpellCast("Death Coil", ret => !Me.CurrentTarget.HasAura("Howl of Terror") && !Me.CurrentTarget.HasAura("Fear")),
                               CreateSpellBuffOnSelf("Soulburn", ret => Me.CurrentSoulShards > 0),
                               CreateSpellCast("Drain Life")
                               )),
                       CreateSpellCast("Life Tap", ret => Me.ManaPercent < 10),
                       CreateSpellCast("Health Funnel", ret => Me.GotAlivePet && Me.Pet.HealthPercent < 30),
                       // Finishing sequence
                       CreateSpellCast(
                           "Soul Swap",
                           ret =>
                           !Me.HasAura("Soul Swap") && Me.CurrentTarget.HealthPercent < 10 && Me.CurrentTarget.HasAura("Unstable Affliction") &&
                           !CurrentTargetIsEliteOrBoss),
                       CreateSpellCast("Drain Soul", ret => Me.CurrentTarget.HealthPercent < 10),
                       // Elites
                       new Decorator(
                           ret => CurrentTargetIsEliteOrBoss,
                           new PrioritySelector(
                               CreateSpellBuffOnSelf("Demon Soul"),
                               CreateSpellBuff("Curse of Elements", ret => !Me.CurrentTarget.HasAura("Curse of Elements")),
                               new Decorator(
                                   ret => SpellManager.CanCast("Summon Infernal"),
                                   new Action(
                                       ret =>
            {
                SpellManager.Cast("Summon Infernal");
                LegacySpellManager.ClickRemoteLocation(Me.CurrentTarget.Location);
            }))
                               )),
                       // AoE
                       new Decorator(
                           ret => NearbyUnfriendlyUnits.Count(u => u.Distance < 15) >= 5,
                           new PrioritySelector(
                               CreateSpellBuffOnSelf("Demon Soul"),
                               CreateSpellBuffOnSelf(
                                   "Soulburn",
                                   ret => !Me.CurrentTarget.HasAura("Seed of Corruption") && Me.CurrentSoulShards > 0 && TalentManager.GetCount(1, 15) == 1),
                               CreateSpellBuff("Seed of Corruption", ret => !Me.CurrentTarget.HasAura("Seed of Corruption"))
                               )),
                       // Standard Nuking
                       CreateSpellCast("Shadow Bolt", ret => Me.HasAura("Shadow Trance")),
                       CreateSpellBuff("Haunt"),
                       CreateSpellCast("Soul Swap", ret => Me.HasAura("Soul Swap") && Me.CurrentTarget.HealthPercent > 10),
                       CreateSpellBuff("Bane of Doom", ret => CurrentTargetIsEliteOrBoss && !Me.CurrentTarget.HasAura("Bane of Doom")),
                       CreateSpellBuff("Bane of Agony", ret => !Me.CurrentTarget.HasAura("Bane of Agony") && !Me.CurrentTarget.HasAura("Bane of Doom")),
                       CreateSpellBuff("Corruption", ret => !Me.CurrentTarget.HasAura("Corruption") && !Me.CurrentTarget.HasAura("Seed of Corruption")),
                       CreateSpellBuff("Unstable Affliction", ret => !Me.CurrentTarget.HasAura("Unstable Affliction")),
                       CreateSpellCast("Drain Soul", ret => Me.CurrentTarget.HealthPercent < 25),
                       CreateSpellCast("Shadowflame", ret => Me.CurrentTarget.Distance < 5),
                       CreateSpellBuffOnSelf("Demon Soul"),
                       CreateSpellBuff("Curse of Weakness", ret => Me.CurrentTarget.IsPlayer && !Me.CurrentTarget.HasAura("Curse of Weakness")),
                       CreateSpellCast("Life Tap", ret => Me.ManaPercent < 50 && Me.HealthPercent > 70),
                       CreateSpellCast("Drain Life", ret => Me.HealthPercent < 70),
                       CreateSpellCast("Health Funnel", ret => Me.GotAlivePet && Me.Pet.HealthPercent < 70),
                       CreateSpellCast("Shadow Bolt")
                       ));
        }
Ejemplo n.º 6
0
        private Composite CreateRestoDruidHealOnlyBehavior(bool selfOnly)
        {
            NeedHealTargeting = true;
            const uint MAPLE_SEED_ID = 17034;

            return(new
                   Decorator(
                       ret => HealTargeting.Instance.FirstUnit != null,
                       new PrioritySelector(
                           ctx => selfOnly ? Me : HealTargeting.Instance.FirstUnit,
                           CreateWaitForCast(),
                           // Ensure we're in range of the unit to heal, and it's in LOS.
                           //CreateMoveToAndFace(35f, ret => (WoWUnit)ret),
                           //Cast Lifebloom on tank if
                           //1- Tank doesn't have lifebloom
                           //2- Tank has less then 3 stacks of lifebloom
                           //3- Tank has 3 stacks of lifebloom but it will expire in 3 seconds
                           CreateSpellCast(
                               "Lifebloom",
                               ret =>
                               Me.Combat &&
                               // Keep 3 stacks up on the tank/leader at all times.
                               // If we're in ToL form, we can do rolling LBs for everyone. So ignore the fact that its the leader or not.
                               // LB is cheap, and VERY powerful in ToL form since you can spam it on the entire raid, for a cheap HoT and quite good 'bloom'
                               ((RaFHelper.Leader != null && (WoWUnit)ret == RaFHelper.Leader) || Me.Shapeshift == ShapeshiftForm.TreeOfLife) &&
                               ((WoWUnit)ret).HealthPercent > 60 &&
                               (!((WoWUnit)ret).HasAura("Lifebloom") || ((WoWUnit)ret).Auras["Lifebloom"].StackCount < 3 ||
                                ((WoWUnit)ret).Auras["Lifebloom"].TimeLeft <= TimeSpan.FromSeconds(3)),
                               ret => (WoWUnit)ret),
                           //Cast rebirth if the tank is dead. Check for Unburdened Rebirth glyph or Maple seed reagent
                           CreateSpellCast(
                               "Rebirth",
                               ret => Me.Combat && RaFHelper.Leader != null && (WoWUnit)ret == RaFHelper.Leader &&
                               ((WoWUnit)ret).Dead && (TalentManager.HasGlyph("Unburdened Rebirth") || Me.BagItems.Any(i => i.Entry == MAPLE_SEED_ID)),
                               ret => (WoWUnit)ret),
                           CreateSpellCast(
                               "Tranquility",
                               ret => Me.Combat && Me.IsInParty && NearbyFriendlyPlayers.Count(
                                   p =>
                                   p.IsAlive && p.HealthPercent <= SingularSettings.Instance.Druid.TranquilityHealth && p.Distance <= 30) >=
                               SingularSettings.Instance.Druid.TranquilityCount),
                           //Use Innervate on party members if we have Glyph of Innervate
                           CreateSpellBuff(
                               "Innervate",
                               ret =>
                               TalentManager.HasGlyph("Innervate") && Me.Combat && (WoWUnit)ret != Me &&
                               Me.ManaPercent <= SingularSettings.Instance.Druid.InnervateMana &&
                               ((WoWUnit)ret).PowerType == WoWPowerType.Mana && ((WoWUnit)ret).ManaPercent <= SingularSettings.Instance.Druid.InnervateMana,
                               ret => (WoWUnit)ret),
                           CreateSpellCast(
                               "Swiftmend",
                               ret => Me.Combat && ((WoWUnit)ret).HealthPercent <= SingularSettings.Instance.Druid.Swiftmend &&
                               (((WoWUnit)ret).HasAura("Rejuvenation") || ((WoWUnit)ret).HasAura("Regrowth")),
                               ret => (WoWUnit)ret),
                           CreateSpellCast(
                               "Wild Growth",
                               ret => Me.IsInParty && NearbyFriendlyPlayers.Count(
                                   p => p.IsAlive && p.HealthPercent <= SingularSettings.Instance.Druid.WildGrowthHealth &&
                                   p.Location.Distance(((WoWUnit)ret).Location) <= 30) >= SingularSettings.Instance.Druid.WildGrowthCount,
                               ret => (WoWUnit)ret),
                           CreateSpellBuff(
                               "Regrowth",
                               ret => ((WoWUnit)ret).HealthPercent <= SingularSettings.Instance.Druid.Regrowth,
                               ret => (WoWUnit)ret),
                           CreateSpellCast(
                               "Healing Touch",
                               ret => ((WoWUnit)ret).HealthPercent <= SingularSettings.Instance.Druid.HealingTouch,
                               ret => (WoWUnit)ret),
                           CreateSpellCast(
                               "Nourish",
                               ret => ((WoWUnit)ret).HealthPercent <= SingularSettings.Instance.Druid.Nourish &&
                               (((WoWUnit)ret).HasAura("Rejuvenation") || ((WoWUnit)ret).HasAura("Regrowth") ||
                                ((WoWUnit)ret).HasAura("Lifebloom") || ((WoWUnit)ret).HasAura("Wild Growth")),
                               ret => (WoWUnit)ret),
                           CreateSpellBuff(
                               "Rejuvenation",
                               ret => ((WoWUnit)ret).HealthPercent <= SingularSettings.Instance.Druid.Rejuvenation,
                               ret => (WoWUnit)ret)
                           )));
        }
Ejemplo n.º 7
0
 public Composite CreateBeastMasterCombat()
 {
     WantedPet = "1";
     return(new PrioritySelector(
                new Decorator(
                    ret => !Me.GotAlivePet,
                    new Action(ret => PetManager.CallPet(WantedPet))),
                CreateEnsureTarget(),
                CreateHunterBackPedal(),
                // Make sure we're in range, and facing the damned target. (LOS check as well)
                CreateMoveToAndFace(35f, ret => Me.CurrentTarget),
                //Intimidation
                CreateSpellCast(
                    "Intimidation", ret => Me.CurrentTarget.IsAlive && Me.GotAlivePet &&
                    (Me.CurrentTarget.CurrentTarget == null || Me.CurrentTarget.CurrentTarget == Me)),
                // Always keep it up on our target!
                CreateSpellBuff("Hunter's Mark"),
                CreateHunterTrapOnAddBehavior(),
                new Decorator(
                    ret => Me.CurrentTarget.DistanceSqr < 5 * 5,
                    new PrioritySelector(
                        CreateSpellBuffOnSelf("Disengage"),
                        CreateSpellCast("Raptor Strike")
                        )),
                // Heal pet when below 70
                CreateSpellCast(
                    "Mend Pet",
                    ret =>
                    (Me.Pet.HealthPercent < 70 || (Me.Pet.HappinessPercent < 90 && TalentManager.HasGlyph("Mend Pet"))) && !Me.Pet.HasAura("Mend Pet")),
                CreateSpellCast(
                    "Concussive Shot",
                    ret => Me.CurrentTarget.CurrentTarget == null || Me.CurrentTarget.CurrentTarget == Me),
                //Rapid fire on elite
                CreateSpellBuffOnSelf("Rapid Fire", ret => CurrentTargetIsElite),
                CreateSpellBuff("Serpent Sting"),
                // Ignore these two when our pet is raging
                CreateSpellCast("Focus Fire", ret => !Me.Pet.HasAura("Bestial Wrath")),
                CreateSpellCast("Kill Shot", ret => !Me.Pet.HasAura("Bestial Wrath")),
                // Basically, cast it whenever its up.
                CreateSpellCast("Kill Command"),
                // Only really cast this when we need a sting refresh.
                CreateSpellCast(
                    "Cobra Shot",
                    ret => Me.CurrentTarget.HasAura("Serpent Sting") && Me.CurrentTarget.Auras["Serpent Sting"].TimeLeft.TotalSeconds < 3),
                // Focus dump on arcane shot, unless our pet has bestial wrath, then we use it for better DPS
                CreateSpellCast("Arcane Shot"),
                // For when we have no Focus
                CreateSpellCast("Steady Shot"),
                CreateAutoAttack(true)
                ));
 }
Ejemplo n.º 8
0
        public override void Initialize()
        {
            DateTime timeStart = DateTime.UtcNow;

            Logger.WriteFile("Initialize: started"); // cannot call method which references SingularSettings

            TalentManager.Init();                    // initializes CurrentSpec which is referenced everywhere
            SingularSettings.Initialize();           // loads Singular global and spec-specific settings (must determine spec first)

            DetermineCurrentWoWContext();

            Task.Run(() => WriteSupportInfo());

            _lastLogLevel = GlobalSettings.Instance.LogLevel;

            // When we actually need to use it, we will.
            Spell.Init();
            Spell.GcdInitialize();

            EventHandlers.Init();
            MountManager.Init();
            HotkeyDirector.Init();
            MovementManager.Init();
            // SoulstoneManager.Init();   // switch to using Death behavior
            Dispelling.Init();
            PartyBuff.Init();
            Singular.Lists.BossList.Init();

            Targeting.Instance.WeighTargetsFilter += PullMoreWeighTargetsFilter;

            //Logger.Write("Combat log event handler started.");
            // Do this now, so we ensure we update our context when needed.
            BotEvents.Player.OnMapChanged += e =>
            {
                // Don't run this handler if we're not the current routine!
                if (!WeAreTheCurrentCombatRoutine)
                {
                    return;
                }

                // Only ever update the context. All our internal handlers will use the context changed event
                // so we're not reliant on anything outside of ourselves for updates.
                UpdateContext();
            };

            TreeHooks.Instance.HooksCleared += () =>
            {
                // Don't run this handler if we're not the current routine!
                if (!WeAreTheCurrentCombatRoutine)
                {
                    return;
                }

                Logger.Write(LogColor.Hilite, "Hooks cleared, re-creating behaviors");
                RebuildBehaviors(silent: true);
                Spell.GcdInitialize();   // probably not needed, but quick
            };

            GlobalSettings.Instance.PropertyChanged += (sender, e) =>
            {
                // Don't run this handler if we're not the current routine!
                if (!WeAreTheCurrentCombatRoutine)
                {
                    return;
                }

                // only LogLevel change will impact our behav trees
                // .. as we conditionally include/omit some diagnostic nodes if debugging
                // also need to keep a cached copy of prior value as the event
                // .. fires on the settor, not when the value is different
                if (e.PropertyName == "LogLevel" && _lastLogLevel != GlobalSettings.Instance.LogLevel)
                {
                    _lastLogLevel = GlobalSettings.Instance.LogLevel;
                    Logger.Write(LogColor.Hilite, "HonorBuddy {0} setting changed to {1}, re-creating behaviors", e.PropertyName, _lastLogLevel.ToString());
                    RebuildBehaviors();
                    Spell.GcdInitialize();   // probably not needed, but quick
                }
            };

            // install botevent handler so we can consolidate validation on whether
            // .. local botevent handlers should be called or not
            SingularBotEventInitialize();

            Logger.Write("Determining talent spec.");
            try
            {
                TalentManager.Update();
            }
            catch (Exception e)
            {
                StopBot(e.ToString());
            }
            Logger.Write("Current spec is " + SpecName());

            // write current settings to log file... only written at startup and when Save press in Settings UI
            Task.Run(() => SingularSettings.Instance.LogSettings());

            // Update the current WoWContext, and fire an event for the change.
            UpdateContext();

            // NOTE: Hook these events AFTER the context update.
            OnWoWContextChanged += (orig, ne) =>
            {
                Logger.Write(LogColor.Hilite, "Context changed, re-creating behaviors");
                SingularRoutine.DescribeContext();
                RebuildBehaviors();
                Spell.GcdInitialize();
                Singular.Lists.BossList.Init();
            };
            RoutineManager.Reloaded += (s, e) =>
            {
                Logger.Write(LogColor.Hilite, "Routines were reloaded, re-creating behaviors");
                RebuildBehaviors(silent: true);
                Spell.GcdInitialize();
            };


            // create silently since Start button will create a context change (at least first Start)
            // .. which will build behaviors again
            if (!Instance.RebuildBehaviors())
            {
                return;
            }

            //
            if (IsPluginEnabled("DrinkPotions"))
            {
                Logger.Write(LogColor.Hilite, "info: disabling DrinkPotions plugin, conflicts with Singular potion support");
                SetPluginEnabled("DrinkPotions", false);
            }

            SpellImmunityManager.Add(16292, WoWSpellSchool.Frost);      // http://www.wowhead.com/npc=16292/aquantion

            Logger.WriteDebug(Color.White, "Verified behaviors can be created!");
            Logger.Write("Initialization complete!");
            Logger.WriteDiagnostic(Color.White, "Initialize: completed taking {0:F2} seconds", (DateTime.UtcNow - timeStart).TotalSeconds);
        }
Ejemplo n.º 9
0
        public override void Pulse()
        {
            #region Pulse - check for conditions that we should not Pulse during

            /*
             * if (!StyxWoW.IsInGame)
             * {
             *  if (DateTime.UtcNow > _nextNotInGameMsgAllowed)
             *  {
             *      Logger.WriteDebug(Color.HotPink, "info: not in game");
             *      _nextNotInGameMsgAllowed = DateTime.UtcNow.AddSeconds(30);
             *  }
             *  return;
             * }
             * _nextNotInGameMsgAllowed = DateTime.MinValue;
             *
             * if (!StyxWoW.IsInWorld)
             * {
             *  if (DateTime.UtcNow > _nextNotInWorldMsgAllowed)
             *  {
             *      Logger.WriteDebug(Color.HotPink, "info: not in world");
             *      _nextNotInWorldMsgAllowed = DateTime.UtcNow.AddSeconds(30);
             *  }
             *  return;
             * }
             * _nextNotInWorldMsgAllowed = DateTime.MinValue;
             */

            #endregion

            _pulsePhase++;

            if (_pulsePhase == 1)
            {
                if (WaitForLatencyCheck.IsFinished)
                {
                    Latency = StyxWoW.WoWClient.Latency;
                    WaitForLatencyCheck.Reset();
                }

                // output messages about pulldistance and behaviorflag changes here
                MonitorPullDistance();
                MonitorBehaviorFlags();

/*
 *              // now if combat disabled, bail out
 *              bool combatDisabled = Bots.Grind.BehaviorFlags.Combat != (Bots.Grind.LevelBot.BehaviorFlags & Bots.Grind.BehaviorFlags.Combat);
 *              if (combatDisabled != _lastCombatDisabledState)
 *              {
 *                  _lastCombatDisabledState = combatDisabled;
 *                  Logger.Write(Color.HotPink,
 *                      combatDisabled
 *                          ? "info: botbase disabled BehaviorFlags.Combat"
 *                          : "info: botbase enabled BehaviorFlags.Combat"
 *                      );
 *              }
 */
                // check time since last call and be sure user knows if Singular isn't being called
                if (SingularSettings.Debug)
                {
                    TimeSpan since = CallWatch.TimeSpanSinceLastCall;
                    if (since.TotalSeconds > (4 * CallWatch.SecondsBetweenWarnings))
                    {
                        if (!Me.IsGhost && !Me.Mounted && !Me.IsFlying && DateTime.UtcNow > _nextNoCallMsgAllowed)
                        {
                            Logger.WriteDebug(Color.HotPink, "info: {0:F0} seconds since {1} BotBase last called Singular", since.TotalSeconds, GetBotName());
                            _nextNoCallMsgAllowed = DateTime.UtcNow.AddSeconds(4 * CallWatch.SecondsBetweenWarnings);
                        }
                    }
                }

                UpdateDiagnosticFPS();
            }
            else if (_pulsePhase == 2)
            {
                // talentmanager.Pulse() intense if does work, so return if true
                if (TalentManager.Pulse())
                {
                    return;
                }

                // check and output casting state information
                UpdateDiagnosticCastingState();

                UpdatePullMoreConditionals();

                // Update the current context, check if we need to rebuild any behaviors.
                UpdateContext();
            }
            else if (_pulsePhase == 3)
            {
                _pulsePhase = 0;

                // Pulse our StopAt manager
                StopMoving.Pulse();

                PetManager.Pulse();

                // Double cast maintenance
                Spell.MaintainDoubleCast();

                HotkeyDirector.Pulse();

                WatchAurasForProcs();
            }

            if (Me.Class == WoWClass.Warlock)
            {
                ClassSpecific.Warlock.Common.CancelBurningRushIfNeeded(fromPulse: true);
            }

            // Output if Target changed
            CheckCurrentTarget();

            // Output if Pet or Pet Target changed
            CheckCurrentPet();

            // check Targeting pulses
            if (HealerManager.NeedHealTargeting)
            {
                BotBase bot = GetCurrentBotBase();
                if (bot != null && (bot.PulseFlags & PulseFlags.Targeting) != PulseFlags.Targeting)
                {
                    HealerManager.Instance.Pulse();
                }
            }
            else if (TankManager.NeedTankTargeting && Group.MeIsTank)
            {
                BotBase bot = GetCurrentBotBase();
                if (bot != null && (bot.PulseFlags & PulseFlags.Targeting) != PulseFlags.Targeting)
                {
                    TankManager.Instance.Pulse();
                }
            }
        }
Ejemplo n.º 10
0
 public Composite CreateHunterBuffs()
 {
     WantedPet = "1";
     return(new PrioritySelector(
                new Decorator(
                    ctx => Me.CastingSpell != null && Me.CastingSpell.Name == "Revive " + WantedPet && Me.GotAlivePet,
                    new Action(ctx => SpellManager.StopCasting())),
                CreateWaitForCast(),
                CreateSpellBuffOnSelf("Aspect of the Hawk"),
                CreateSpellBuffOnSelf("Track Hidden"),
                //new ActionLogMessage(false, "Checking for pet"),
                new Decorator(
                    ret => !Me.GotAlivePet,
                    new Sequence(
                        new Action(ret => PetManager.CallPet(WantedPet)),
                        new Action(ret => Thread.Sleep(1000)),
                        new DecoratorContinue(
                            ret => !Me.GotAlivePet && SpellManager.CanCast("Revive Pet"),
                            new Sequence(
                                new Action(ret => SpellManager.Cast("Revive Pet")),
                                new Action(ret => StyxWoW.SleepForLagDuration()),
                                new WaitContinue(
                                    11,
                                    ret => !Me.IsCasting,
                                    new ActionAlwaysSucceed()))))),
                CreateSpellCast(
                    "Mend Pet",
                    ret =>
                    (Me.Pet.HealthPercent < 70 || (Me.Pet.HappinessPercent < 90 && TalentManager.HasGlyph("Mend Pet"))) && !Me.Pet.HasAura("Mend Pet"))
                ));
 }
Ejemplo n.º 11
0
        public Composite CreateFireMageCombat()
        {
            return(new PrioritySelector(
                       CreateEnsureTarget(),
                       //Move away from frozen targets
                       new Decorator(
                           ret => Me.CurrentTarget.HasAura("Frost Nova") && Me.CurrentTarget.DistanceSqr < 5 * 5,
                           new Action(
                               ret =>
            {
                Logger.Write("Getting away from frozen target");
                WoWPoint moveTo = WoWMathHelper.CalculatePointFrom(Me.Location, Me.CurrentTarget.Location, 10f);

                if (Navigator.CanNavigateFully(Me.Location, moveTo))
                {
                    Navigator.MoveTo(moveTo);
                }
            })),
                       // Make sure we're in range, and facing the damned target. (LOS check as well)
                       CreateMoveToAndFace(39f, ret => Me.CurrentTarget),
                       CreateSpellBuffOnSelf("Ice Block", ret => Me.HealthPercent < 10 && !Me.ActiveAuras.ContainsKey("Hypothermia")),
                       new Decorator(ret => Me.ActiveAuras.ContainsKey("Ice Block"),
                                     new ActionIdle()),
                       CreateSpellBuff("Frost Nova", ret => NearbyUnfriendlyUnits.Any(u => u.DistanceSqr <= 8 * 8)),
                       CreateSpellCast("Evocation", ret => Me.ManaPercent < 20),
                       new Decorator(ret => HaveManaGem() && Me.ManaPercent <= 30,
                                     new Action(ctx => UseManaGem())),
                       CreateSpellBuffOnSelf("Mana Shield", ret => !Me.Auras.ContainsKey("Mana Shield") && Me.HealthPercent <= 75),
                       CreateMagePolymorphOnAddBehavior(),
                       CreateSpellCast("Counterspell", ret => Me.CurrentTarget.IsCasting),
                       CreateSpellCast("Mirror Image", ret => Me.CurrentTarget.HealthPercent > 20),
                       CreateSpellCast("Time Warp", ret => Me.CurrentTarget.HealthPercent > 20),
                       new Decorator(
                           ret => Me.CurrentTarget.HealthPercent > 50,
                           new Sequence(
                               new Action(ctx => Me.CurrentTarget.Face()),
                               new Action(ctx => StyxWoW.SleepForLagDuration()),
                               new PrioritySelector(CreateSpellCast("Flame Orb"))
                               )),
                       CreateSpellCast("Scorch", ret => (!Me.CurrentTarget.HasAura("Critical Mass") || Me.CurrentTarget.Auras["Critical Mass"].TimeLeft.TotalSeconds < 3) && TalentManager.GetCount(2, 20) != 0 && LastSpellCast != "Scorch"),
                       CreateSpellCast("Pyroblast", ret => Me.ActiveAuras.ContainsKey("Hot Streak") && Me.ActiveAuras["Hot Streak"].TimeLeft.TotalSeconds > 1),
                       CreateSpellCast("Fire Blast", ret => Me.ActiveAuras.ContainsKey("Impact")),
                       CreateSpellBuff("Living Bomb", ret => !Me.CurrentTarget.HasAura("Living Bomb")),
                       CreateSpellCast("Combustion", ret => Me.CurrentTarget.ActiveAuras.ContainsKey("Living Bomb") && Me.CurrentTarget.ActiveAuras.ContainsKey("Ignite") && Me.CurrentTarget.ActiveAuras.ContainsKey("Pyroblast!")),
                       CreateSpellCast("Fireball"),
                       CreateFireRangedWeapon()
                       ));
        }