Example #1
0
        protected override RunStatus Run(object context)
        {
            float?bestDirection = GetFaceWaterDirection();

            if (bestDirection.HasValue &&
                !WoWMathHelper.IsFacing(_me.Location, _me.Rotation, _me.Location.RayCast(bestDirection.Value, 10f), WoWMathHelper.DegreesToRadians(15)))
            {
                AutoAngler.Instance.Log("auto facing towards water");
                _me.SetFacing(bestDirection.Value);
            }
            return(RunStatus.Failure);
        }
        public async static Task <bool> FaceWater()
        {
            float?bestDirection = GetFaceWaterDirection();

            if (bestDirection.HasValue &&
                !WoWMathHelper.IsFacing(StyxWoW.Me.Location, StyxWoW.Me.Rotation, StyxWoW.Me.Location.RayCast(bestDirection.Value, 10f), WoWMathHelper.DegreesToRadians(15)))
            {
                AutoAnglerBot.Log("auto facing towards water");
                Me.SetFacing(bestDirection.Value);
            }
            return(false);
        }
        private async Task <bool> UtilityCoroutine_MoveAndUseCatapult()
        {
            if (!Query.IsInVehicle() || !IsViable(SelectedCatapult))
            {
                return(false);
            }

            // Move vehicle into position...
            if (!Navigator.AtLocation(CurrentTask.PositionForLaunch))
            {
                Navigator.MoveTo(CurrentTask.PositionForLaunch);
                return(true);
            }

            // Adjust heading...
            if (!WoWMathHelper.IsFacing(WoWMovement.ActiveMover.Location, GetVehicleFacing(),
                                        CurrentTask.PositionToLand, WoWMathHelper.DegreesToRadians(0.5f)))
            {
                // Handle heading...
                double neededHeading = WoWMathHelper.CalculateNeededFacing(Me.Location, CurrentTask.PositionToLand);
                neededHeading = WoWMathHelper.NormalizeRadian((float)neededHeading);
                QBCLog.Info("Adjusting firing heading");
                Me.SetFacing((float)neededHeading);
                await Coroutine.Sleep(200);

                return(true);
            }

            // Adjust azimuth...
            double currentAzimuth = WoWMathHelper.NormalizeRadian(Lua.GetReturnVal <float>("return VehicleAimGetAngle();", 0));
            double neededAzimuth  = NormalizeAngleToPi(CurrentTask.NeededAzimuth);

            double azimuthChangeRequired = neededAzimuth - currentAzimuth;

            if (Math.Abs(azimuthChangeRequired) >= 0.01)
            {
                QBCLog.Info("Adjusting firing azimuth");
                // NB: VehicleAimIncrement() handles negative values of 'increment' correctly...
                Lua.DoString("VehicleAimIncrement({0})", azimuthChangeRequired);
                await Coroutine.Sleep(200);

                return(true);
            }

            // Fire..
            QBCLog.Info("Firing Catapult");
            Lua.DoString(Lua_LaunchCommand);

            await Coroutine.Wait(3000, () => !Query.IsInVehicle());

            return(true);
        }
Example #4
0
        //if pool is between CurrentPoint and NextPoint then cycle to nextPoint
        public void CycleToNextIfBehind(WoWGameObject pool)
        {
            WoWPoint cp    = CurrentPoint;
            WoWPoint point = GetNextWayPoint();

            point = new WoWPoint(point.X - cp.X, point.Y - cp.Y, 0);
            point.Normalize();
            float angle = WoWMathHelper.NormalizeRadian((float)Math.Atan2(point.Y, point.X - 1));

            if (WoWMathHelper.IsFacing(CurrentPoint, angle, pool.Location) &&
                CurrentPoint != WayPoints[WayPoints.Count - 1])
            {
                CycleToNextPoint();
            }
        }