public override async Task <bool> Gather(ExGatherTag tag)
        {
            tag.StatusText = "Gathering items";

            while (tag.Node.CanGather && GatheringManager.SwingsRemaining > tag.SwingsRemaining && Behaviors.ShouldContinue)
            {
                await Wait();

                if (Core.Player.CurrentGP >= 100 && GatheringManager.MaxSwings > 4)
                {
                    if (Core.Player.ClassLevel >= 68)
                    {
                        await tag.Cast(Ability.IncreaseGatherYieldOnce2);
                        await Wait();
                    }
                    else if (Core.Player.ClassLevel >= 24)
                    {
                        await tag.Cast(Ability.IncreaseGatherYieldOnce);
                        await Wait();
                    }
                }

                if (GatheringManager.GatheringCombo == 4 && GatheringManager.SwingsRemaining > tag.SwingsRemaining)
                {
                    await tag.Cast(Ability.IncreaseGatherChanceQuality100);
                    await Wait();
                }

                if (!await tag.ResolveGatherItem())
                {
                    return(false);
                }

                var swingsRemaining = GatheringManager.SwingsRemaining - 1;

                if (!tag.GatherItem.TryGatherItem())
                {
                    return(false);
                }

                var ticks = 0;
                while (swingsRemaining != GatheringManager.SwingsRemaining && ticks++ < 60 && Behaviors.ShouldContinue)
                {
                    await Coroutine.Yield();
                }
            }

            tag.StatusText = "Gathering items complete";

            return(true);
        }
        public override async Task <bool> Gather(ExGatherTag tag)
        {
            tag.StatusText = "Gathering items";

            while (tag.Node.CanGather && GatheringManager.SwingsRemaining > tag.SwingsRemaining && Behaviors.ShouldContinue)
            {
                await Wait();

                if (GatheringManager.GatheringCombo == 4 && GatheringManager.SwingsRemaining > tag.SwingsRemaining)
                {
                    await tag.Cast(Ability.IncreaseGatherChanceQuality100);

                    await tag.Cast(Ability.IncreaseGatherYieldOnce);
                    await Wait();
                }

                // No way to tell if we missed the first swing afaik... so we have to check if we have a combo of 0 anytime after the second swing.
                if (GatheringManager.GatheringCombo == 0 && GatheringManager.SwingsRemaining < 5 && !Core.Player.HasAura(220))
                {
                    await tag.Cast(Ability.IncreaseGatherQuality10);
                }

                if (!await tag.ResolveGatherItem())
                {
                    return(false);
                }

                var swingsRemaining = GatheringManager.SwingsRemaining - 1;

                if (!tag.GatherItem.TryGatherItem())
                {
                    return(false);
                }

                var ticks = 0;
                while (swingsRemaining != GatheringManager.SwingsRemaining && ticks++ < 60 && Behaviors.ShouldContinue)
                {
                    await Coroutine.Yield();
                }
            }

            tag.StatusText = "Gathering items complete";

            return(true);
        }
Example #3
0
		public virtual async Task<bool> Gather(ExGatherTag tag)
		{
			tag.StatusText = "Gathering items";

			while (tag.Node.CanGather && GatheringManager.SwingsRemaining > tag.SwingsRemaining && Behaviors.ShouldContinue)
			{
				await Wait();

				if (Memory.Gathering.HqChain == 2 && GatheringManager.SwingsRemaining > tag.SwingsRemaining)
				{
					await tag.Cast(Ability.Luck);

					await Wait();
				}

				if (GatheringManager.GatheringCombo == 4 && GatheringManager.SwingsRemaining > tag.SwingsRemaining)
				{
					await tag.Cast(Ability.IncreaseGatherChanceQuality100);

					await Wait();
				}

				if (!await tag.ResolveGatherItem())
				{
					return false;
				}

				var swingsRemaining = GatheringManager.SwingsRemaining - 1;

				if (!tag.GatherItem.TryGatherItem())
				{
					return false;
				}

				var ticks = 0;
				while (swingsRemaining != GatheringManager.SwingsRemaining && ticks++ < 60 && Behaviors.ShouldContinue)
				{
					await Coroutine.Yield();
				}
			}

			tag.StatusText = "Gathering items complete";

			return true;
		}
Example #4
0
        public virtual async Task <bool> Gather(ExGatherTag tag)
        {
            tag.StatusText = "Gathering items";

            while (tag.Node.CanGather && GatheringManager.SwingsRemaining > tag.SwingsRemaining && Behaviors.ShouldContinue)
            {
                await Wait();

                if (GatheringManager.HqGatheringCombo == 2 && GatheringManager.SwingsRemaining > tag.SwingsRemaining)
                {
                    await tag.Cast(Ability.Luck);

                    await Wait();
                }

                if (GatheringManager.GatheringCombo == 4 && GatheringManager.SwingsRemaining > tag.SwingsRemaining)
                {
                    await tag.Cast(Ability.IncreaseGatherChanceQuality100);

                    await Wait();
                }

                if (!await tag.ResolveGatherItem())
                {
                    return(false);
                }

                var swingsRemaining = GatheringManager.SwingsRemaining - 1;

                if (!tag.GatherItem.TryGatherItem())
                {
                    return(false);
                }

                var ticks = 0;
                while (swingsRemaining != GatheringManager.SwingsRemaining && ticks++ < 60 && Behaviors.ShouldContinue)
                {
                    await Coroutine.Yield();
                }
            }

            tag.StatusText = "Gathering items complete";

            return(true);
        }
		public override async Task<bool> Gather(ExGatherTag tag)
		{
			tag.StatusText = "Gathering items";

			while (tag.Node.CanGather && GatheringManager.SwingsRemaining > tag.SwingsRemaining && Behaviors.ShouldContinue)
			{
				await Wait();

				if (GatheringManager.GatheringCombo == 4 && GatheringManager.SwingsRemaining > tag.SwingsRemaining)
				{
					await tag.Cast(Ability.IncreaseGatherChanceQuality100);
					await tag.Cast(Ability.IncreaseGatherYieldOnce);
					await Wait();
				}

				// No way to tell if we missed the first swing afaik... so we have to check if we have a combo of 0 anytime after the second swing.
				if (GatheringManager.GatheringCombo == 0 && GatheringManager.SwingsRemaining < 5 && !Core.Player.HasAura(220))
				{
					await tag.Cast(Ability.IncreaseGatherQuality10);
				}

				if (!await tag.ResolveGatherItem())
				{
					return false;
				}

				var swingsRemaining = GatheringManager.SwingsRemaining - 1;

				if (!tag.GatherItem.TryGatherItem())
				{
					return false;
				}

				var ticks = 0;
				while (swingsRemaining != GatheringManager.SwingsRemaining && ticks++ < 60 && Behaviors.ShouldContinue)
				{
					await Coroutine.Yield();
				}
			}

			tag.StatusText = "Gathering items complete";

			return true;
		}
Example #6
0
        public override async Task <bool> ExecuteRotation(ExGatherTag tag)
        {
            if (!tag.Node.IsUnspoiled())
            {
                if (!(GatheringManager.SwingsRemaining > 4 && Core.Player.CurrentGP >= 250 && level >= 77))
                {
                    return(true);
                }
                await tag.Cast(Ability.PickClean);
                await IncreaseChance(tag);
                await Wait();

                return(true);
            }

            var endlessToil = tag.GatherItem.Level <= 60 ? 0 : 1;

            double YieldsLeft()
            {
                if (GatheringManager.MaxSwings == GatheringManager.SwingsRemaining)
                {
                    return(Math.Min(GatheringManager.MaxSwings - endlessToil, Math.Max(0, (Core.Player.CurrentGP + (GatheringManager.MaxSwings - (endlessToil + 1)) * 5) / 100)));
                }
                else
                {
                    return(Math.Min(GatheringManager.SwingsRemaining, Math.Max(0, (Core.Player.CurrentGP + (GatheringManager.SwingsRemaining - 1) * 5) / 100)));
                }
            }

            var bountifulYield = tag.GatherItem.Level <= 70 ? 3 : 2;

            int pickCleanYield;

            if (tag.GatherItem.Level <= 50)
            {
                pickCleanYield = 3;
            }
            else
            {
                pickCleanYield = tag.GatherItem.Level <= 70 ? 2 : 1;
            }

            await IncreaseChance(tag);
            await Wait();

            if (Core.Player.CurrentGP >= 250 && level >= 77)
            {
                var adjustedGp     = YieldsLeft() - Math.Truncate(YieldsLeft());
                var pickCleanBonus = adjustedGp >= 0.50 && adjustedGp <= 0.99 ? 1 : 0;

                if (pickCleanYield * (GatheringManager.MaxSwings - endlessToil) > bountifulYield * (3 - pickCleanBonus))
                {
                    await tag.Cast(Ability.PickClean);
                    await Wait();
                }
            }

            double uncappedYields = Math.Floor((Core.Player.CurrentGP + (GatheringManager.MaxSwings - (endlessToil + 1)) * 5) / 100d);

            if (Core.Player.CurrentGP >= 500 && level >= 40)
            {
                if (((GatheringManager.MaxSwings - endlessToil) * 2) + (uncappedYields - 5) >= bountifulYield * Math.Floor(YieldsLeft()))
                {
                    await tag.Cast(Ability.IncreaseGatherYield2);
                    await Wait();
                }
            }

            bool usedVigorForce = false;

            while (tag.Node.CanGather && GatheringManager.SwingsRemaining > 0 && Behaviors.ShouldContinue)
            {
                await Wait();

                if (!usedVigorForce && GatheringManager.GatheringCombo == 4 && GatheringManager.SwingsRemaining > 0 && ((tag.GatherItem.HqChance > 0 && tag.GatherItem.HqChance < 100) || tag.GatherItem.Chance < 100))
                {
                    await tag.Cast(Ability.IncreaseGatherChanceQuality100);

                    usedVigorForce = true;
                    await Wait();
                }

                if (Core.Player.CurrentGP >= 100 && level >= 68 && (tag.GatherItem.HqChance == 100 || GatheringManager.SwingsRemaining <= YieldsLeft()) && !Core.Player.HasAura(1286))
                {
                    await tag.Cast(Ability.IncreaseGatherYieldOnce2);

                    await Coroutine.Wait(2000, () => Core.Player.HasAura(1286));
                    await Wait();
                }

                double counsels = Math.Floor(YieldsLeft() + 0.1);

                if (Core.Player.CurrentGP >= 10 && level >= 67 && tag.GatherItem.HqChance > 0 && tag.GatherItem.HqChance < 100 && YieldsLeft() >= counsels && !Core.Player.HasAura(1262))
                {
                    await tag.Cast(Ability.IncreaseGatherQualityRandom);

                    await Coroutine.Wait(2000, () => Core.Player.HasAura(1262));
                    await Wait();
                }

                if (!await tag.ResolveGatherItem())
                {
                    return(false);
                }

                if (!tag.GatherItem.TryGatherItem())
                {
                    return(false);
                }

                await Coroutine.Yield();
            }

            return(true);
        }
        public override async Task <bool> ExecuteRotation(ExGatherTag tag)
        {
            if (Core.Player.CurrentGP >= 300 && level >= 63 && tag.GatherItem.HqChance < 100)
            {
                if (tag.GatherItem.HqChance >= 90)
                {
                    await tag.Cast(Ability.IncreaseGatherQuality10);
                    await Wait();
                }
                else
                {
                    await tag.Cast(Ability.IncreaseGatherQuality30100);
                    await Wait();
                }

                await IncreaseChance(tag);
                await Wait();
            }

            double YieldsLeft()
            {
                return(Math.Min(GatheringManager.SwingsRemaining, Math.Max(0, (Core.Player.CurrentGP + GatheringManager.SwingsRemaining * 5) / 100)));
            }

            var bountifulYield = tag.GatherItem.Level <= 70 ? 3 : 2;

            double uncappedYields = Math.Floor((Core.Player.CurrentGP + (GatheringManager.MaxSwings - 1) * 5) / 100d);

            if (Core.Player.CurrentGP >= 500 && level >= 40)
            {
                if ((GatheringManager.MaxSwings * 2) + (uncappedYields - 5) >= bountifulYield * Math.Floor(YieldsLeft()))
                {
                    await tag.Cast(Ability.IncreaseGatherYield2);
                    await Wait();
                }
            }

            bool usedVigorForce = false;

            while (tag.Node.CanGather && GatheringManager.SwingsRemaining > 0 && Behaviors.ShouldContinue)
            {
                await Wait();

                if (!usedVigorForce && GatheringManager.GatheringCombo == 4 && GatheringManager.SwingsRemaining > tag.SwingsRemaining && ((tag.GatherItem.HqChance > 0 && tag.GatherItem.HqChance < 100) || tag.GatherItem.Chance < 100))
                {
                    await tag.Cast(Ability.IncreaseGatherChanceQuality100);

                    usedVigorForce = true;
                }

                if (Core.Player.CurrentGP >= 100 && level >= 68 && (tag.GatherItem.HqChance == 100 || GatheringManager.SwingsRemaining <= YieldsLeft()) && !Core.Player.HasAura(1286))
                {
                    await tag.Cast(Ability.IncreaseGatherYieldOnce2);

                    await Coroutine.Wait(2000, () => Core.Player.HasAura(1286));
                    await Wait();
                }

                //double counsels = Math.Floor(YieldsLeft() + 0.1);

                //if (Core.Player.CurrentGP >= 10 && level >= 67 && tag.GatherItem.HqChance > 0 && tag.GatherItem.HqChance < 100 && YieldsLeft() >= counsels && !Core.Player.HasAura(1262))
                //{
                //    await tag.Cast(Ability.IncreaseGatherQualityRandomOnce);
                //    await Coroutine.Wait(2000, () => Core.Player.HasAura(1262));
                //    await Wait();
                //}

                if (!await tag.ResolveGatherItem())
                {
                    return(false);
                }

                if (!tag.GatherItem.TryGatherItem())
                {
                    return(false);
                }

                await Coroutine.Yield();
            }

            return(true);
        }