Example #1
0
        public static async Task <CoroutineResult> RunCombat()
        {
            if (!ZetaDia.IsInGame ||
                ZetaDia.Globals.IsLoadingWorld ||
                ZetaDia.Globals.IsPlayingCutscene ||
                !ZetaDia.Me.IsFullyValid() ||
                ZetaDia.Me.IsDead)
            {
                return(CoroutineResult.NoAction);
            }

            if (ZetaDia.IsInTown &&
                BrainBehavior.IsVendoring)
            {
                return(CoroutineResult.NoAction);
            }

            if (Core.Scenes.CurrentWorldSceneIds.Count == 0)
            {
                return(CoroutineResult.NoAction);
            }

            await UsePotion.DrinkPotion();

            // TODO: Why is OpenTreasureBags called during combat? Move to Townrun.
            await OpenTreasureBags.Execute();

            if (!await VacuumItems.Execute())
            {
                return(CoroutineResult.Running);
            }

            var target = Weighting.WeightActors(Core.Targets);

            if (await CastBuffs())
            {
                return(CoroutineResult.Running);
            }

            if (await Routines.Current.HandleBeforeCombat())
            {
                return(CoroutineResult.Running);
            }

            // When combat is disabled, we're still allowing trinity to handle non-unit targets.
            if (!IsCombatAllowed && IsUnitOrInvalid(target))
            {
                return(CoroutineResult.NoAction);
            }

            // Sometimes it is standing still and stuck - need to handle that before we are entering
            // the target one.
            if (Navigator.StuckHandler.IsStuck)
            {
                await Navigator.StuckHandler.DoUnstick();

                return(CoroutineResult.Running);
            }

            if (await Targeting.HandleTarget(target))
            {
                return(CoroutineResult.Running);
            }

            // We're not in combat at this point.

            if (await Routines.Current.HandleOutsideCombat())
            {
                return(CoroutineResult.Running);
            }

            if (!ZetaDia.Me.IsCasting && (!TargetUtil.AnyMobsInRange(20f) || !Core.Player.IsTakingDamage))
            {
                await AutoEquipSkills.Instance.Execute();

                await AutoEquipItems.Instance.Execute();

                return(CoroutineResult.NoAction);
            }

            // Allow Profile to Run.
            return(CoroutineResult.NoAction);
        }
Example #2
0
        /// <summary>
        /// Combat Hook entry-point, manages when lower-level hooks can run and executes trinity features.
        /// </summary>
        public static async Task <bool> MainCombatTask()
        {
            if (!ZetaDia.IsInGame || ZetaDia.Globals.IsLoadingWorld || !ZetaDia.Me.IsValid)
            {
                return(false);
            }

            if (Core.IsOutOfGame || Core.Player.IsDead)
            {
                return(false);
            }

            if (!Core.Scenes.CurrentWorldScenes.Any())
            {
                return(false);
            }

            // Allow a 'false' return in routine (to continue with profile) and skip default behavior.
            var startHookResult = await Routines.Current.HandleStart();

            if (Routines.Current.ShouldReturnStartResult)
            {
                return(startHookResult);
            }

            await UsePotion.Execute();

            await OpenTreasureBags.Execute();

            await VacuumItems.Execute();

            var target = Weighting.WeightActors(Core.Targets);

            if (await CastBuffs())
            {
                return(true);
            }

            if (await Routines.Current.HandleBeforeCombat())
            {
                return(true);
            }

            // When combat is disabled, we're still allowing trinity to handle non-unit targets.
            if (!IsCombatAllowed && IsUnitOrInvalid(target))
            {
                return(false);
            }

            if (await Targeting.HandleTarget(target))
            {
                return(true);
            }

            // We're not in combat at this point.

            if (await Routines.Current.HandleOutsideCombat())
            {
                return(true);
            }

            if (!Core.Player.IsCasting && (!TargetUtil.AnyMobsInRange(20f) || !Core.Player.IsTakingDamage))
            {
                await EmergencyRepair.Execute();

                await AutoEquipSkills.Instance.Execute();

                await AutoEquipItems.Instance.Execute();

                return(false);
            }

            // Allow Profile to Run.
            return(false);
        }