public TrinityPower GetOffensivePower()
        {
            TrinityActor target   = CurrentTarget;
            Vector3      position = Vector3.Zero;

            if (CurrentTarget != null && (!CurrentTarget.IsBoss || (CurrentTarget.IsElite && CurrentTarget.EliteType == EliteTypes.Minion)))
            {
                target = TargetUtil.BestRangedAoeUnit(50) ?? CurrentTarget;
            }

            if (!Core.Buffs.HasBuff(445266) && Player.PrimaryResource > 36)
            {
                return(new TrinityPower(Skills.DemonHunter.Impale));
            }

            position = MathEx.CalculatePointFrom(target.Position, ZetaDia.Me.Position, 15);
            if ((target.Distance > 15 || ((Legendary.ElusiveRing.IsEquipped || Legendary.ElusiveRing.IsEquippedInCube) && Skills.DemonHunter.Vault.TimeSinceUse > 6000)) && Core.Grids.CanRayWalk(Player.Position, position))
            {
                return(Vault(position));
            }


            if (Skills.DemonHunter.Impale.CanCast())
            {
                return(new TrinityPower(Skills.DemonHunter.Impale, Player.CurrentHealthPct < 0.45 ? 30f : 15f, target.AcdId));
            }

            return(null);
        }
Example #2
0
        private RunStatus Move()
        {
            if (Position.Distance2D(ZetaDia.Me.Position) > PathPrecision)
            {
                NavTarget = Position;

                double timeSinceLastGenerated = DateTime.Now.Subtract(lastGeneratedNavPoint).TotalMilliseconds;

                if (Position.Distance2D(ZetaDia.Me.Position) > PathPointLimit && timeSinceLastGenerated > maxNavPointAgeMs)
                {
                    // generate a local client pathing point
                    NavTarget = MathEx.CalculatePointFrom(ZetaDia.Me.Position, Position, Position.Distance2D(ZetaDia.Me.Position) - PathPointLimit);
                }
                if (StraightLinePathing)
                {
                    // just "Click"
                    Navigator.PlayerMover.MoveTowards(Position);
                }
                else
                {
                    // Use the Navigator or PathFinder
                    mr = QTNavigator.MoveTo(NavTarget, status(), true, UseNavigator);
                }
                LogStatus();

                return(RunStatus.Success);
            }
            else
            {
                return(RunStatus.Failure);
            }
        }
Example #3
0
        private Vector3 CalculateAttackPosition(Vector3 destination)
        {
            if (Runes.Monk.SweepingArmada.IsActive && CurrentTarget?.Position.Distance(destination) <= 4f && CurrentTarget.IsUnit)
                return MathEx.CalculatePointFrom(CurrentTarget.Position, destination, AttackRange);

            return destination;
        }
        private MoveResult Move()
        {
            if (Position.Distance2D(ZetaDia.Me.Position) <= PathPrecision)
            {
                return(MoveResult.ReachedDestination);
            }

            _navTarget = Position;

            double timeSinceLastGenerated = DateTime.UtcNow.Subtract(_lastGeneratedNavPoint).TotalMilliseconds;

            if (Position.Distance2D(ZetaDia.Me.Position) > PathPointLimit && timeSinceLastGenerated > MaxNavPointAgeMs)
            {
                // generate a local client pathing point
                _navTarget = MathEx.CalculatePointFrom(ZetaDia.Me.Position, Position, Position.Distance2D(ZetaDia.Me.Position) - PathPointLimit);
            }
            MoveResult moveResult;

            if (StraightLinePathing)
            {
                // just "Click"
                Navigator.PlayerMover.MoveTowards(Position);
                moveResult = MoveResult.Moved;
            }
            else
            {
                // Use the Navigator or PathFinder
                moveResult = _qtNavigator.MoveTo(_navTarget, Status());
            }
            LogStatus();

            return(moveResult);
        }
Example #5
0
        /// <summary>
        /// Safely Moves the player to the requested destination <seealso cref="MoveToMapMarker.PathPointLimit"/>
        /// </summary>
        /// <param name="newpos">Vector3 of the new position</param>
        /// <param name="destinationName">For logging purposes</param>
        /// <returns></returns>
        private bool Move(Vector3 newpos, string destinationName = "")
        {
            bool result = false;

            if (StraightLinePathing)
            {
                Navigator.PlayerMover.MoveTowards(newpos);
                lastMoveResult = MoveResult.Moved;
                result         = true;
            }

            if (!ZetaDia.WorldInfo.IsGenerated)
            {
                if (clientNavFailed && PathPointLimit > 20)
                {
                    PathPointLimit = PathPointLimit - 10;
                }
                else if (clientNavFailed && PathPointLimit <= 20)
                {
                    PathPointLimit = 250;
                }

                if (newpos.Distance(ZetaDia.Me.Position) > PathPointLimit)
                {
                    newpos = MathEx.CalculatePointFrom(ZetaDia.Me.Position, newpos, newpos.Distance(ZetaDia.Me.Position) - PathPointLimit);
                }
            }
            float destinationDistance = newpos.Distance(ZetaDia.Me.Position);

            lastMoveResult = QTNavigator.MoveTo(newpos, destinationName + String.Format(" distance={0:0}", destinationDistance), true);

            switch (lastMoveResult)
            {
            case MoveResult.Moved:
            case MoveResult.ReachedDestination:
            case MoveResult.UnstuckAttempt:
                clientNavFailed = false;
                result          = true;
                break;

            case MoveResult.PathGenerated:
            case MoveResult.PathGenerating:
            case MoveResult.PathGenerationFailed:
            case MoveResult.Failed:
                Navigator.PlayerMover.MoveTowards(Position);
                result          = false;
                clientNavFailed = true;
                break;
            }

            if (QuestTools.EnableDebugLogging)
            {
                Logging.WriteDiagnostic("[MoveToMapMarker] MoveResult: {0}, newpos={1} Distance={2}, destinationName={3}",
                                        lastMoveResult.ToString(), newpos, newpos.Distance(ZetaDia.Me.Position), destinationName);
            }
            return(result);
        }
        private bool WithinInteractRange()
        {
            if (!ZetaDia.IsInGame)
            {
                return(false);
            }
            if (ZetaDia.IsLoadingWorld)
            {
                return(false);
            }
            if (ZetaDia.Me == null)
            {
                return(false);
            }
            if (!ZetaDia.Me.IsValid)
            {
                return(false);
            }
            if (ZetaDia.Me.HitpointsCurrent <= 0)
            {
                return(false);
            }

            if (actor != null && actor.IsValid)
            {
                float   distance       = ZetaDia.Me.Position.Distance2D(actor.Position);
                float   radiusDistance = actor.Distance - actor.CollisionSphere.Radius;
                Vector3 radiusPoint    = MathEx.CalculatePointFrom(actor.Position, ZetaDia.Me.Position, actor.CollisionSphere.Radius);
                if (moveResult == MoveResult.ReachedDestination)
                {
                    interactReason = "ReachedDestination";
                    return(true);
                }
                if (distance < 7.5f)
                {
                    interactReason = "Distance < 7.5f";
                    return(true);
                }
                if (distance < InteractRange && actor.InLineOfSight && !Navigator.Raycast(ZetaDia.Me.Position, radiusPoint))
                {
                    interactReason = "InLoSRaycast";
                    return(true);
                }
                if (radiusDistance < 5f)
                {
                    interactReason = "Radius < 2.5f";
                    return(true);
                }
                return(false);
            }
            interactReason = "DefaultInteractRange";
            return(ZetaDia.Me.Position.Distance(Position) < InteractRange);
        }
Example #7
0
        public override void Initialize()
        {
            Cooldown                = 10000;
            ExecutionType           = AbilityExecuteFlags.ClusterLocation | AbilityExecuteFlags.ZigZagPathing;
            WaitVars                = new WaitLoops(1, 1, true);
            Range                   = 48;
            UseageType              = AbilityUseage.Anywhere;
            IsASpecialMovementPower = true;
            Priority                = AbilityPriority.High;
            PreCast                 = new SkillPreCast((AbilityPreCastFlags.CheckPlayerIncapacitated | AbilityPreCastFlags.CheckCanCast));

            ClusterConditions = new SkillClusterConditions(5d, 48f, 2, false, minDistance: 15f);

            FcriteriaCombat = () =>
            {
                return((Bot.Settings.Class.bTeleportFleeWhenLowHP &&
                        (Bot.Character.Data.dCurrentHealthPct < 0.5d) ||
                        (Bot.Targeting.Cache.RequiresAvoidance))
                       ||
                       (Bot.Settings.Class.bTeleportIntoGrouping && LastConditionPassed == ConditionCriteraTypes.Cluster)
                       ||
                       (!Bot.Settings.Class.bTeleportFleeWhenLowHP && !Bot.Settings.Class.bTeleportIntoGrouping));
            };
            FCombatMovement = v =>
            {
                float fDistanceFromTarget = Bot.Character.Data.Position.Distance(v);
                if (!Bot.Character.Class.bWaitingForSpecial && Funky.Difference(Bot.Character.Data.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 20f)
                {
                    if (fDistanceFromTarget > 35f)
                    {
                        return(MathEx.CalculatePointFrom(v, Bot.Character.Data.Position, 35f));
                    }
                    return(v);
                }

                return(Vector3.Zero);
            };
            FOutOfCombatMovement = v =>
            {
                float fDistanceFromTarget = Bot.Character.Data.Position.Distance(v);
                if (Funky.Difference(Bot.Character.Data.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 20f)
                {
                    if (fDistanceFromTarget > 35f)
                    {
                        return(MathEx.CalculatePointFrom(v, Bot.Character.Data.Position, 35f));
                    }
                    return(v);
                }

                return(Vector3.Zero);
            };
        }
Example #8
0
        // KeyWardenGoToPosition
        public static void KeyWardenGoToPosition()
        {
            Vector3 NavTarget = _keywardenPosition;
            Vector3 MyPos     = GilesTrinity.GilesTrinity.PlayerStatus.CurrentPosition;

            if (Vector3.Distance(MyPos, NavTarget) > 250)
            {
                NavTarget = MathEx.CalculatePointFrom(MyPos, NavTarget, Vector3.Distance(MyPos, NavTarget) - 250);
            }

            // Move to Warden Location
            Navigator.MoveTo(NavTarget);
        }
Example #9
0
        public override void Initialize()
        {
            Priority = SkillPriority.Medium;
            Range    = 60;
            PreCast  = new SkillPreCast(SkillPrecastFlags.CheckCanCast | SkillPrecastFlags.CheckPlayerIncapacitated);

            ClusterConditions.Add(new SkillClusterConditions(4d, Range, 3, false, useRadiusDistance: true));

            var IntersectingUnitTargetConditions =
                new UnitTargetConditions
            {
                TrueConditionFlags = TargetProperties.None,
                MaximumDistance    = Range,
                Criteria           = (unit) => unit.TargetInfo.IntersectingUnits > 2
            };

            SingleUnitCondition.Add(IntersectingUnitTargetConditions);
            SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None, Range, falseConditionalFlags: TargetProperties.Normal));
            SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.Summoner, Range, falseConditionalFlags: TargetProperties.LowHealth));
            SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.AvoidanceSummoner, Range, falseConditionalFlags: TargetProperties.LowHealth));
            SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.Debuffing, Range, falseConditionalFlags: TargetProperties.LowHealth));

            FCombatMovement = v =>
            {
                float fDistanceFromTarget = FunkyGame.Hero.Position.Distance(v);
                if (FunkyBaseExtension.Settings.General.OutOfCombatMovement && !FunkyGame.Hero.Class.bWaitingForSpecial && FunkyBaseExtension.Difference(FunkyGame.Hero.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 20f)
                {
                    if (fDistanceFromTarget > Range)
                    {
                        return(MathEx.CalculatePointFrom(v, FunkyGame.Hero.Position, Range));
                    }
                    return(v);
                }

                return(Vector3.Zero);
            };
            FOutOfCombatMovement = v =>
            {
                float fDistanceFromTarget = FunkyGame.Hero.Position.Distance(v);
                if (FunkyBaseExtension.Difference(FunkyGame.Hero.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 20f)
                {
                    if (fDistanceFromTarget > Range)
                    {
                        return(MathEx.CalculatePointFrom(v, FunkyGame.Hero.Position, Range));
                    }
                    return(v);
                }

                return(Vector3.Zero);
            };
        }
Example #10
0
        public override void Initialize()
        {
            WaitVars = new WaitLoops(1, 1, true);
            Range    = 48;


            Priority = SkillPriority.High;
            PreCast  = new SkillPreCast((SkillPrecastFlags.CheckPlayerIncapacitated | SkillPrecastFlags.CheckCanCast));

            ClusterConditions.Add(new SkillClusterConditions(5d, 48f, 2, false, minDistance: 15f));

            FcriteriaCombat = (u) =>
            {
                return((FunkyBaseExtension.Settings.Wizard.bTeleportFleeWhenLowHP &&
                        (FunkyGame.Hero.dCurrentHealthPct < 0.5d) ||
                        (FunkyGame.Targeting.Cache.RequiresAvoidance))
                       ||
                       (FunkyBaseExtension.Settings.Wizard.bTeleportIntoGrouping && LastConditionPassed == ConditionCriteraTypes.Cluster)
                       ||
                       (!FunkyBaseExtension.Settings.Wizard.bTeleportFleeWhenLowHP && !FunkyBaseExtension.Settings.Wizard.bTeleportIntoGrouping));
            };
            FCombatMovement = v =>
            {
                float fDistanceFromTarget = FunkyGame.Hero.Position.Distance(v);
                if (!FunkyGame.Hero.Class.bWaitingForSpecial && FunkyBaseExtension.Difference(FunkyGame.Hero.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 25f)
                {
                    if (fDistanceFromTarget > 50f)
                    {
                        return(MathEx.CalculatePointFrom(v, FunkyGame.Hero.Position, 50f));
                    }
                    return(v);
                }

                return(Vector3.Zero);
            };
            FOutOfCombatMovement = v =>
            {
                float fDistanceFromTarget = FunkyGame.Hero.Position.Distance(v);
                if (FunkyBaseExtension.Difference(FunkyGame.Hero.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 20f)
                {
                    if (fDistanceFromTarget > 50f)
                    {
                        return(MathEx.CalculatePointFrom(v, FunkyGame.Hero.Position, 50f));
                    }
                    return(v);
                }

                return(Vector3.Zero);
            };
        }
Example #11
0
        public override void Initialize()
        {
            Cooldown                = 16000;
            ExecutionType           = AbilityExecuteFlags.ClusterLocation | AbilityExecuteFlags.ZigZagPathing;
            WaitVars                = new WaitLoops(0, 1, true);
            Cost                    = 15;
            Range                   = 35;
            UseageType              = AbilityUseage.Combat;
            IsASpecialMovementPower = true;
            Priority                = AbilityPriority.High;
            PreCast                 = new SkillPreCast((AbilityPreCastFlags.CheckPlayerIncapacitated | AbilityPreCastFlags.CheckCanCast |
                                                        AbilityPreCastFlags.CheckEnergy));
            ClusterConditions = new SkillClusterConditions(5d, 48f, 2, false);
            //TestCustomCombatConditionAlways=true,
            FcriteriaCombat = () => ((Bot.Settings.Class.bTeleportFleeWhenLowHP && Bot.Character.Data.dCurrentHealthPct < 0.5d)
                                     ||
                                     (Bot.Settings.Class.bTeleportIntoGrouping &&
                                      Bot.Targeting.Cache.Clusters.AbilityClusterCache(combatClusterCondition).Count > 0 &&
                                      Bot.Targeting.Cache.Clusters.AbilityClusterCache(combatClusterCondition)[0].Midpoint.Distance(
                                          Bot.Character.Data.PointPosition) > 15f) ||
                                     (!Bot.Settings.Class.bTeleportFleeWhenLowHP && !Bot.Settings.Class.bTeleportIntoGrouping));
            FCombatMovement = v =>
            {
                float fDistanceFromTarget = Bot.Character.Data.Position.Distance(v);
                if (!Bot.Character.Class.bWaitingForSpecial && Funky.Difference(Bot.Character.Data.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 20f)
                {
                    if (fDistanceFromTarget > 35f)
                    {
                        return(MathEx.CalculatePointFrom(v, Bot.Character.Data.Position, 35f));
                    }
                    return(v);
                }

                return(Vector3.Zero);
            };
            FOutOfCombatMovement = v =>
            {
                float fDistanceFromTarget = Bot.Character.Data.Position.Distance(v);
                if (Funky.Difference(Bot.Character.Data.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 20f)
                {
                    if (fDistanceFromTarget > 35f)
                    {
                        return(MathEx.CalculatePointFrom(v, Bot.Character.Data.Position, 35f));
                    }
                    return(v);
                }

                return(Vector3.Zero);
            };
        }
Example #12
0
        public override void Initialize()
        {
            Cooldown                = 10200;
            WaitVars                = new WaitLoops(2, 2, true);
            ExecutionType           = AbilityExecuteFlags.ClusterLocation | AbilityExecuteFlags.Location;
            Range                   = 35;
            Priority                = AbilityPriority.Medium;
            UseageType              = AbilityUseage.Combat;
            IsASpecialMovementPower = true;
            PreCast                 = new SkillPreCast((AbilityPreCastFlags.CheckPlayerIncapacitated | AbilityPreCastFlags.CheckRecastTimer |
                                                        AbilityPreCastFlags.CheckCanCast));
            ClusterConditions   = new SkillClusterConditions(5d, 30, 2, true);
            SingleUnitCondition = new UnitTargetConditions(TargetProperties.IsSpecial,
                                                           falseConditionalFlags: TargetProperties.Fast, MinimumDistance: 30);

            FCombatMovement = (v) =>
            {
                float fDistanceFromTarget = Bot.Character.Data.Position.Distance(v);
                if (!Bot.Character.Class.bWaitingForSpecial && Funky.Difference(Bot.Character.Data.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 20f)
                {
                    if (fDistanceFromTarget > 35f)
                    {
                        return(MathEx.CalculatePointFrom(v, Bot.Character.Data.Position, 35f));
                    }
                    else
                    {
                        return(v);
                    }
                }

                return(Vector3.Zero);
            };
            FOutOfCombatMovement = (v) =>
            {
                float fDistanceFromTarget = Bot.Character.Data.Position.Distance(v);
                if (Funky.Difference(Bot.Character.Data.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 20f)
                {
                    if (fDistanceFromTarget > 35f)
                    {
                        return(MathEx.CalculatePointFrom(v, Bot.Character.Data.Position, 35f));
                    }
                    else
                    {
                        return(v);
                    }
                }

                return(Vector3.Zero);
            };
        }
Example #13
0
        /// <summary>
        /// Where Spike trap should be cast
        /// </summary>
        private static Vector3 SpikeTrapTargetSelector(SkillMeta skillMeta)
        {
            // For distant monsters, try to target a little bit in-front of them (as they run towards us), if it's not a treasure goblin
            float reducedDistance = 0f;

            if (CurrentTarget.Distance > 17f && !CurrentTarget.IsTreasureGoblin)
            {
                reducedDistance = CurrentTarget.Distance - 17f;
                if (reducedDistance > 5f)
                {
                    reducedDistance = 5f;
                }
            }
            return(MathEx.CalculatePointFrom(CurrentTarget.Position, Player.Position, CurrentTarget.Distance - reducedDistance));
        }
Example #14
0
        private RunStatus MoveAwayFromKeywarden(object ret)
        {
            Vector3 NavTarget = Position;
            Vector3 MyPos     = GilesTrinity.GilesTrinity.PlayerStatus.CurrentPosition;

            if (Vector3.Distance(MyPos, NavTarget) > 250)
            {
                NavTarget = MathEx.CalculatePointFrom(MyPos, NavTarget, Vector3.Distance(MyPos, NavTarget) - 250);
            }

            // Move Away from KeyWarden
            Navigator.MoveTo(NavTarget);

            return(RunStatus.Success);
        }
        private async Task <bool> Moving()
        {
            if (_isPartialMove)
            {
                if (!await NavigationCoroutine.MoveTo(_partialMoveLocation, 10))
                {
                    return(false);
                }

                Core.Logger.Debug("Reverting after partial move");
                _isPartialMove = false;
            }
            else
            {
                if (!await NavigationCoroutine.MoveTo(_objectiveLocation, 10))
                {
                    return(false);
                }
            }

            if (AdvDia.MyPosition.Distance(_objectiveLocation) > 30 && NavigationCoroutine.LastResult == CoroutineResult.Failure)
            {
                _partialMovesCount++;
                if (_partialMovesCount < 4)
                {
                    Core.Logger.Debug("Creating partial move segment");
                    _partialMoveLocation = MathEx.CalculatePointFrom(AdvDia.MyPosition, _objectiveLocation, 125f);
                    _isPartialMove       = true;
                    return(false);
                }
                _previouslyFoundLocation       = _objectiveLocation;
                _returnTimeForPreviousLocation = PluginTime.CurrentMillisecond;
                _partialMovesCount             = 0;
                _isPartialMove      = false;
                _objectiveLocation  = Vector3.Zero;
                _objectiveScanRange = ActorFinder.LowerSearchRadius(_objectiveScanRange);
                if (_objectiveScanRange <= 0)
                {
                    _objectiveScanRange = 50;
                }
                State = States.Searching;
                return(false);
            }
            SafeZerg.Instance.DisableZerg();
            State = States.Completed;
            return(false);
        }
Example #16
0
        public override void Initialize()
        {
            WaitVars = new WaitLoops(0, 1, true);
            Cost     = 15;
            Range    = 50;


            Priority = SkillPriority.High;
            PreCast  = new SkillPreCast((SkillPrecastFlags.CheckPlayerIncapacitated | SkillPrecastFlags.CheckCanCast |
                                         SkillPrecastFlags.CheckEnergy));
            ClusterConditions.Add(new SkillClusterConditions(5d, 48f, 2, false));
            //TestCustomCombatConditionAlways=true,
            FcriteriaCombat = (u) => ((FunkyBaseExtension.Settings.Wizard.bTeleportFleeWhenLowHP && FunkyGame.Hero.dCurrentHealthPct < 0.5d)
                                      ||
                                      (FunkyBaseExtension.Settings.Wizard.bTeleportIntoGrouping &&
                                       FunkyGame.Targeting.Cache.Clusters.AbilityClusterCache(combatClusterCondition).Count > 0 &&
                                       FunkyGame.Targeting.Cache.Clusters.AbilityClusterCache(combatClusterCondition)[0].Midpoint.Distance(FunkyGame.Hero.Position) > 15f) ||
                                      (!FunkyBaseExtension.Settings.Wizard.bTeleportFleeWhenLowHP && !FunkyBaseExtension.Settings.Wizard.bTeleportIntoGrouping));
            FCombatMovement = v =>
            {
                float fDistanceFromTarget = FunkyGame.Hero.Position.Distance(v);
                if (!FunkyGame.Hero.Class.bWaitingForSpecial && FunkyBaseExtension.Difference(FunkyGame.Hero.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 25f)
                {
                    if (fDistanceFromTarget > 50f)
                    {
                        return(MathEx.CalculatePointFrom(v, FunkyGame.Hero.Position, 50f));
                    }
                    return(v);
                }

                return(Vector3.Zero);
            };
            FOutOfCombatMovement = v =>
            {
                float fDistanceFromTarget = FunkyGame.Hero.Position.Distance(v);
                if (FunkyBaseExtension.Difference(FunkyGame.Hero.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 10f)
                {
                    if (fDistanceFromTarget > 50f)
                    {
                        return(MathEx.CalculatePointFrom(v, FunkyGame.Hero.Position, 50f));
                    }
                    return(v);
                }

                return(Vector3.Zero);
            };
        }
Example #17
0
        private RunStatus GilesMoveToLocation(object ret)
        {
            // First check if we can skip ahead because we recently moved here
            if (!GilesTrinity.Settings.Combat.Misc.AllowBacktracking && (NoSkip == null || NoSkip.ToLower() != "true"))
            {
                if (GilesTrinity.hashSkipAheadAreaCache.Any())
                {
                    // Loop through all the skip ahead zones and see if one of them is within radius of our intended destination to skip ahead
                    foreach (GilesObstacle thisObject in GilesTrinity.hashSkipAheadAreaCache)
                    {
                        if (thisObject.Location.Distance(Position) <= thisObject.Radius)
                        {
                            DbHelper.Log(TrinityLogLevel.Verbose, LogCategory.ProfileTag, "Skipping ahead from moveto {0} to next moveto.", Position);
                            GilesTrinity.bSkipAheadAGo = true;
                            return(RunStatus.Success);
                        }
                    }
                    GilesTrinity.hashSkipAheadAreaCache = new HashSet <GilesObstacle>();
                }
            }
            else
            {
                GilesTrinity.hashSkipAheadAreaCache = new HashSet <GilesObstacle>();
            }

            // Now use Trinity movement to try a direct movement towards that location
            Vector3 NavTarget = Position;
            Vector3 MyPos     = GilesTrinity.PlayerStatus.CurrentPosition;

            if (!ZetaDia.WorldInfo.IsGenerated && Vector3.Distance(MyPos, NavTarget) > 250)
            {
                NavTarget = MathEx.CalculatePointFrom(MyPos, NavTarget, Vector3.Distance(MyPos, NavTarget) - 250);
            }

            if (useNavigator != null && useNavigator.ToLower() == "false")
            {
                Navigator.PlayerMover.MoveTowards(NavTarget);
            }
            else
            {
                var positionName = this.getPosition() + " (" + this.Name + ")";
                Navigator.MoveTo(NavTarget, positionName, true);
            }

            return(RunStatus.Success);
        }
Example #18
0
        public override void Initialize()
        {
            WaitVars = new WaitLoops(0, 0, true);

            Priority = SkillPriority.High;
            PreCast  = new SkillPreCast((SkillPrecastFlags.CheckCanCast));

            if (Equipment.CheckLegendaryItemCount(LegendaryItemTypes.RaimentoftheJadeHarvester, 6))
            {
                IsSpecialMovementSkill = true;
            }

            //IsSpecialMovementSkill = true;
            //IsBuff=true;
            //FcriteriaBuff=() => FunkyBaseExtension.Settings.General.OutOfCombatMovement;

            //Use buff at location (no prediction required!)
            FOutOfCombatMovement = (v) => v;

            FCombatMovement = (v) =>
            {
                float fDistanceFromTarget = FunkyGame.Hero.Position.Distance(v);
                if (!FunkyGame.Hero.Class.bWaitingForSpecial && FunkyBaseExtension.Difference(FunkyGame.Hero.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 20f)
                {
                    if (fDistanceFromTarget > 35f)
                    {
                        return(MathEx.CalculatePointFrom(v, FunkyGame.Hero.Position, 35f));
                    }
                    else
                    {
                        return(v);
                    }
                }

                return(Vector3.Zero);
            };

            Range = 6;
            ClusterConditions.Add(new SkillClusterConditions(7d, 30f, 4, false, 0, ClusterProperties.None, 10f, true));
            FcriteriaCombat = (u) => ((LastConditionPassed == ConditionCriteraTypes.Cluster) ||
                                      (FunkyGame.Hero.dCurrentHealthPct <= 0.35d) ||
                                      (RuneIndex == 3 && FunkyGame.Hero.dCurrentEnergyPct < 0.25d) ||
                                      (FunkyGame.Targeting.Cache.Environment.FleeTriggeringUnits.Count > 0) ||
                                      (FunkyGame.Targeting.Cache.Environment.TriggeringAvoidances.Count > 0) ||
                                      (FunkyGame.Hero.bIsIncapacitated || FunkyGame.Hero.bIsRooted));
        }
Example #19
0
        protected virtual bool ShouldVault(out Vector3 destination)
        {
            // Note: This is for casting while not moving.
            // Routine GetMovermentPower() may cast for movement
            // (Its called directly by our IPlayerMover)

            destination = Vector3.Zero;

            if (!Skills.DemonHunter.Vault.CanCast())
            {
                return(false);
            }

            // Find a safespot with no monsters within kite range.
            Core.Avoidance.Avoider.TryGetSafeSpot(out destination, 33f, 37f, Player.Position,
                                                  node => !TargetUtil.AnyMobsInRangeOfPosition(node.NavigableCenter, KiteDistance));

            // Vault is a fixed distance spell, predict our actual landing position
            destination = MathEx.CalculatePointFrom(destination, ZetaDia.Me.Position, 35);

            // Prevent vaulting away from stuff that needs to be interacted with.
            if (ZetaDia.Actors.GetActorsOfType <DiaGizmo>().Any(g => g.Distance < 10f && g.ActorInfo.GizmoType != GizmoType.DestroyableObject))
            {
                return(false);
            }

            // Don't vault into molten core/arcane.
            if (!Core.Avoidance.InCriticalAvoidance(ZetaDia.Me.Position) && Core.Avoidance.Grid.IsIntersectedByFlags(ZetaDia.Me.Position, destination, AvoidanceFlags.CriticalAvoidance))
            {
                return(false);
            }

            // Prevent the bot from vaulting back and forth over and item without being able to pick it up.
            if (CurrentTarget?.Type == TrinityObjectType.Item && CurrentTarget.Distance < 35f)
            {
                return(false);
            }

            // Prevent trying to vault up walls; spider man he is not.
            if (Math.Abs(destination.Z - Core.Player.Position.Z) > 5)
            {
                return(false);
            }

            return(true);
        }
Example #20
0
        public override void Initialize()
        {
            Range    = 45;
            Cost     = 25;
            Priority = SkillPriority.High;
            PreCast  = new SkillPreCast(SkillPrecastFlags.CheckCanCast);

            ClusterConditions.Add(new SkillClusterConditions(5d, 45, 6, true));
            SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None, maxdistance: 45, MinimumHealthPercent: 0.95d, falseConditionalFlags: TargetProperties.Normal));

            FCombatMovement = (v) =>
            {
                float fDistanceFromTarget = FunkyGame.Hero.Position.Distance(v);
                if (!FunkyGame.Hero.Class.bWaitingForSpecial && FunkyBaseExtension.Difference(FunkyGame.Hero.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 20f)
                {
                    if (fDistanceFromTarget > 45f)
                    {
                        return(MathEx.CalculatePointFrom(v, FunkyGame.Hero.Position, 45f));
                    }
                    else
                    {
                        return(v);
                    }
                }

                return(Vector3.Zero);
            };
            FOutOfCombatMovement = (v) =>
            {
                float fDistanceFromTarget = FunkyGame.Hero.Position.Distance(v);
                if (FunkyBaseExtension.Difference(FunkyGame.Hero.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 20f)
                {
                    if (fDistanceFromTarget > 45f)
                    {
                        return(MathEx.CalculatePointFrom(v, FunkyGame.Hero.Position, 45f));
                    }
                    else
                    {
                        return(v);
                    }
                }

                return(Vector3.Zero);
            };
        }
        private bool Move(Vector3 NavTarget)
        {
            bool result = false;

            if (lastPosition != Vector3.Zero && lastPosition.Distance(ZetaDia.Me.Position) >= 1)
            {
                lastPosition = ZetaDia.Me.Position;
            }
            // DB 300+ always uses local nav! Yay :)
            if (NavTarget.Distance(ZetaDia.Me.Position) > pathPointLimit)
            {
                NavTarget = MathEx.CalculatePointFrom(ZetaDia.Me.Position, NavTarget, NavTarget.Distance(ZetaDia.Me.Position) - pathPointLimit);
            }

            if (StraightLinePathing)
            {
                Navigator.PlayerMover.MoveTowards(Position);
                moveResult = MoveResult.Moved;
            }
            else
            {
                moveResult = QTNavigator.MoveTo(NavTarget, Status(), true);
            }
            switch (moveResult)
            {
            case MoveResult.Moved:
            case MoveResult.ReachedDestination:
            case MoveResult.PathGenerated:
            case MoveResult.PathGenerating:
                result = true;
                break;

            case MoveResult.PathGenerationFailed:
            case MoveResult.UnstuckAttempt:
            case MoveResult.Failed:
                break;
            }
            lastPosition = ZetaDia.Me.Position;

            if (QuestTools.EnableDebugLogging)
            {
                Logger.Debug("MoveResult: {0} {1}", moveResult.ToString(), Status());
            }
            return(result);
        }
Example #22
0
        public override void Initialize()
        {
            Range    = 45;
            Priority = SkillPriority.Medium;
            PreCast  = new SkillPreCast(SkillPrecastFlags.CheckPlayerIncapacitated | SkillPrecastFlags.CheckCanCast);

            ClusterConditions.Add(new SkillClusterConditions(6d, Range, 2, true, useRadiusDistance: true));
            SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None, falseConditionalFlags: TargetProperties.Normal));
            SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None, falseConditionalFlags: TargetProperties.LowHealth));

            FCombatMovement = (v) =>
            {
                float fDistanceFromTarget = FunkyGame.Hero.Position.Distance(v);
                if (!FunkyGame.Hero.Class.bWaitingForSpecial && FunkyBaseExtension.Difference(FunkyGame.Hero.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 20f)
                {
                    if (fDistanceFromTarget > Range)
                    {
                        return(MathEx.CalculatePointFrom(v, FunkyGame.Hero.Position, Range));
                    }
                    else
                    {
                        return(v);
                    }
                }

                return(Vector3.Zero);
            };
            FOutOfCombatMovement = (v) =>
            {
                float fDistanceFromTarget = FunkyGame.Hero.Position.Distance(v);
                if (FunkyBaseExtension.Difference(FunkyGame.Hero.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 20f)
                {
                    if (fDistanceFromTarget > Range)
                    {
                        return(MathEx.CalculatePointFrom(v, FunkyGame.Hero.Position, Range));
                    }
                    else
                    {
                        return(v);
                    }
                }

                return(Vector3.Zero);
            };
        }
Example #23
0
        private Vector3 GetFurthestPathPosition(IndexedList <Vector3> path, float maxDistance, RayType type, bool updatePath)
        {
            if (path == null || path.Count == 0)
            {
                return(Vector3.Zero);
            }

            Vector3 startPosition       = Core.Player.Position;
            Vector3 reachablePosition   = startPosition;
            Vector3 unreachablePosition = path.LastOrDefault();

            // Find closest valid path point;
            for (int i = path.Index; i < path.Count; i++)
            {
                var point = path[i];
                if (startPosition.Distance(point) > maxDistance || type == RayType.Cast && !CanRayCast(startPosition, point) || type == RayType.Walk && !CanRayWalk(startPosition, point))
                {
                    if (updatePath)
                    {
                        path.Index = i;
                    }
                    unreachablePosition = point;
                    break;
                }
                reachablePosition = point;
            }

            var         distance          = reachablePosition.Distance(unreachablePosition);
            const float incrementDistance = 2f;
            var         totalSegments     = distance / incrementDistance;

            // Find closest valid portion of path.
            for (int i = 0; i < totalSegments; i++)
            {
                var point = MathEx.CalculatePointFrom(unreachablePosition, reachablePosition, i * incrementDistance);
                if (startPosition.Distance(point) > maxDistance || type == RayType.Cast && !CanRayCast(startPosition, point) || type == RayType.Walk && !CanRayWalk(startPosition, point))
                {
                    break;
                }

                reachablePosition = point;
            }

            return(reachablePosition);
        }
Example #24
0
        private RunStatus GilesMoveToLocation(object ret)
        {
            // First check if we can skip ahead because we recently moved here
            if (NoSkip == null || NoSkip.ToLower() != "true")
            {
                if (SkipAheadCache.CheckPositionForSkipping(Position))
                {
                    Logger.DBLog.DebugFormat("Finished Path {0} earlier due to SkipAreaCache find!", Position.ToString());
                    skippingAhead = true;
                }

                if (skippingAhead)
                {
                    m_IsDone = true;
                    return(RunStatus.Success);
                }
            }

            // Now use Trinity movement to try a direct movement towards that location
            var NavTarget = Position;
            var MyPos     = Bot.Character.Data.Position;

            if (!ZetaDia.WorldInfo.IsGenerated && Vector3.Distance(MyPos, NavTarget) > 250)
            {
                NavTarget = MathEx.CalculatePointFrom(MyPos, NavTarget, Vector3.Distance(MyPos, NavTarget) - 250);
            }

            if (useNavigator != null && useNavigator.ToLower() == "false")
            {
                Navigator.PlayerMover.MoveTowards(NavTarget);
            }
            else
            {
                //Special cache for skipping locations visited.
                if (Bot.Settings.Debug.SkipAhead)
                {
                    SkipAheadCache.RecordSkipAheadCachePoint(PathPrecision);
                }

                Navigator.MoveTo(NavTarget);
            }

            return(RunStatus.Success);
        }
Example #25
0
        public override void Initialize()
        {
            Cooldown      = 500;
            ExecutionType = AbilityExecuteFlags.Target;
            WaitVars      = new WaitLoops(1, 2, true);
            Cost          = 20;
            Range         = 35;
            UseageType    = AbilityUseage.Combat;
            Priority      = AbilityPriority.Medium;
            PreCast       = new SkillPreCast((AbilityPreCastFlags.CheckRecastTimer | AbilityPreCastFlags.CheckEnergy |
                                              AbilityPreCastFlags.CheckCanCast | AbilityPreCastFlags.CheckPlayerIncapacitated));
            ElitesWithinRangeConditions = new Tuple <RangeIntervals, int>(RangeIntervals.Range_25, 1);
            UnitsWithinRangeConditions  = new Tuple <RangeIntervals, int>(RangeIntervals.Range_15, 3);
            SingleUnitCondition         = new UnitTargetConditions(TargetProperties.IsSpecial, 15);

            FCombatMovement = v =>
            {
                float fDistanceFromTarget = Bot.Character.Data.Position.Distance(v);
                if (!Bot.Character.Class.bWaitingForSpecial && Funky.Difference(Bot.Character.Data.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 20f)
                {
                    if (fDistanceFromTarget > 35f)
                    {
                        return(MathEx.CalculatePointFrom(v, Bot.Character.Data.Position, 35f));
                    }
                    return(v);
                }

                return(Vector3.Zero);
            };
            FOutOfCombatMovement = v =>
            {
                float fDistanceFromTarget = Bot.Character.Data.Position.Distance(v);
                if (Funky.Difference(Bot.Character.Data.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 20f)
                {
                    if (fDistanceFromTarget > 35f)
                    {
                        return(MathEx.CalculatePointFrom(v, Bot.Character.Data.Position, 35f));
                    }
                    return(v);
                }

                return(Vector3.Zero);
            };
        }
Example #26
0
        public override void Initialize()
        {
            Range    = 5;
            Cost     = 10;
            Priority = SkillPriority.High;
            PreCast  = new SkillPreCast((SkillPrecastFlags.CheckCanCast));

            //We want to preform zig-zag movements when using rune Ramming Speed or Nightmare
            if (RuneIndex == 0 || RuneIndex == 4)
            {
                IsSpecialMovementSkill = true;
            }

            //return location (no prediction required!)
            FOutOfCombatMovement = (v) => v;

            FCombatMovement = (v) =>
            {
                float fDistanceFromTarget = FunkyGame.Hero.Position.Distance(v);
                if (!FunkyGame.Hero.Class.bWaitingForSpecial && FunkyBaseExtension.Difference(FunkyGame.Hero.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 5f)
                {
                    if (fDistanceFromTarget > 45f)
                    {
                        return(MathEx.CalculatePointFrom(v, FunkyGame.Hero.Position, 45f));
                    }
                    else
                    {
                        return(v);
                    }
                }

                return(Vector3.Zero);
            };

            ClusterConditions.Add(new SkillClusterConditions(5d, 50, 7, true));
            SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None, maxdistance: 35, MinimumHealthPercent: 0.95d, falseConditionalFlags: TargetProperties.Normal));

            //Reduced cool down.. lets use it more!
            if (Hotbar.PassivePowers.Contains(SNOPower.X1_Crusader_Passive_LordCommander))
            {
                SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None, maxdistance: 50, MinimumHealthPercent: 0d, falseConditionalFlags: TargetProperties.Weak));
            }
        }
Example #27
0
        private void Move(Vector3 navTarget)
        {
            if (_lastPosition != Vector3.Zero && _lastPosition.Distance(ZetaDia.Me.Position) >= 1)
            {
                _lastPosition = ZetaDia.Me.Position;
            }
            // DB 300+ always uses local nav! Yay :)
            if (navTarget.Distance(ZetaDia.Me.Position) > PathPointLimit)
            {
                navTarget = MathEx.CalculatePointFrom(ZetaDia.Me.Position, navTarget, navTarget.Distance(ZetaDia.Me.Position) - PathPointLimit);
            }

            if (StraightLinePathing)
            {
                Navigator.PlayerMover.MoveTowards(Position);
                _moveResult = MoveResult.Moved;
            }
            else
            {
                _moveResult = _qtNavigator.MoveTo(navTarget, Status());
            }
            switch (_moveResult)
            {
            case MoveResult.Moved:
            case MoveResult.ReachedDestination:
            case MoveResult.PathGenerated:
            case MoveResult.PathGenerating:
                break;

            case MoveResult.PathGenerationFailed:
            case MoveResult.UnstuckAttempt:
            case MoveResult.Failed:
                break;
            }
            _lastPosition = ZetaDia.Me.Position;

            if (QuestTools.EnableDebugLogging)
            {
                Logger.Debug("MoveResult: {0} {1}", _moveResult.ToString(), Status());
            }
        }
Example #28
0
        public override void Initialize()
        {
            Cooldown                = 400;
            ExecutionType           = AbilityExecuteFlags.ZigZagPathing;
            WaitVars                = new WaitLoops(1, 2, true);
            Cost                    = 8;
            SecondaryEnergy         = true;
            Range                   = 20;
            UseageType              = AbilityUseage.Combat;
            Priority                = AbilityPriority.Medium;
            IsASpecialMovementPower = true;
            PreCast                 = new SkillPreCast((AbilityPreCastFlags.CheckPlayerIncapacitated | AbilityPreCastFlags.CheckCanCast |
                                                        AbilityPreCastFlags.CheckEnergy | AbilityPreCastFlags.CheckRecastTimer));
            //SingleUnitCondition=new UnitTargetConditions(TargetProperties.None, 10);
            //UnitsWithinRangeConditions=new Tuple<RangeIntervals, int>(RangeIntervals.Range_6, 1);

            FCombatMovement = v =>
            {
                float fDistanceFromTarget = Bot.Character.Data.Position.Distance(v);
                if (!Bot.Character.Class.bWaitingForSpecial && Funky.Difference(Bot.Character.Data.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 18f &&
                    (LastUsedMilliseconds >= Bot.Settings.Class.iDHVaultMovementDelay))
                {
                    return(MathEx.CalculatePointFrom(v, Bot.Character.Data.Position, Math.Max(fDistanceFromTarget, 35f)));
                }

                return(Vector3.Zero);
            };
            FOutOfCombatMovement = v =>
            {
                float fDistanceFromTarget = Bot.Character.Data.Position.Distance(v);
                if (Funky.Difference(Bot.Character.Data.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 18f &&
                    (LastUsedMilliseconds >= Bot.Settings.Class.iDHVaultMovementDelay))
                {
                    return(MathEx.CalculatePointFrom(v, Bot.Character.Data.Position, Math.Max(fDistanceFromTarget, 35f)));
                }

                return(Vector3.Zero);
            };
        }
Example #29
0
        public override void Initialize()
        {
            Cooldown = 400;

            WaitVars        = new WaitLoops(1, 2, true);
            Cost            = 8;
            SecondaryEnergy = true;
            Range           = 20;

            Priority = SkillPriority.Medium;

            PreCast = new SkillPreCast((SkillPrecastFlags.CheckPlayerIncapacitated | SkillPrecastFlags.CheckCanCast |
                                        SkillPrecastFlags.CheckEnergy | SkillPrecastFlags.CheckRecastTimer));
            //SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None, 10);
            //UnitsWithinRangeConditions=new Tuple<RangeIntervals, int>(RangeIntervals.Range_6, 1);

            FCombatMovement = v =>
            {
                float fDistanceFromTarget = FunkyGame.Hero.Position.Distance(v);
                if (!FunkyGame.Hero.Class.bWaitingForSpecial && FunkyBaseExtension.Difference(FunkyGame.Hero.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 18f &&
                    (LastUsedMilliseconds >= FunkyBaseExtension.Settings.DemonHunter.iDHVaultMovementDelay))
                {
                    return(MathEx.CalculatePointFrom(v, FunkyGame.Hero.Position, Math.Max(fDistanceFromTarget, 35f)));
                }

                return(Vector3.Zero);
            };
            FOutOfCombatMovement = v =>
            {
                float fDistanceFromTarget = FunkyGame.Hero.Position.Distance(v);
                if (FunkyBaseExtension.Difference(FunkyGame.Hero.Position.Z, v.Z) <= 4 && fDistanceFromTarget >= 18f &&
                    (LastUsedMilliseconds >= FunkyBaseExtension.Settings.DemonHunter.iDHVaultMovementDelay))
                {
                    return(MathEx.CalculatePointFrom(v, FunkyGame.Hero.Position, Math.Max(fDistanceFromTarget, 35f)));
                }

                return(Vector3.Zero);
            };
        }
Example #30
0
        public TrinityPower GetMovementPower(Vector3 destination)
        {
            if (!Player.IsInTown)
            {
                if ((IsBlocked || IsStuck) && (Core.Buffs.HasBuff(445266) || Player.PrimaryResource > 36))
                {
                    return(Vault(MathEx.CalculatePointFrom(destination, ZetaDia.Me.Position, 25)));
                }

                if (!Core.Buffs.HasBuff(445266) && Player.PrimaryResource > 36)
                {
                    return(new TrinityPower(Skills.DemonHunter.Impale));
                }

                if ((Core.Buffs.HasBuff(445266) || Player.PrimaryResource > 36) && CanVaultTo(destination))
                {
                    return(Vault(destination));
                }
            }

            return(Walk(destination));
        }