Example #1
0
        public static List <WoWUnit> FindMobsWithinAggroRange(
            WoWPoint destination,
            bool ignoreMobsInBlackspots,
            double nonCompeteDistance,
            IEnumerable <int> excludedUnitIds = null,
            double extraRangePadding          = 0.0)
        {
            excludedUnitIds = excludedUnitIds ?? Enumerable.Empty <int>();

            using (StyxWoW.Memory.AcquireFrame())
            {
                return
                    ((from wowUnit in ObjectManager.GetObjectsOfType <WoWUnit>(true, false)
                      where
                      IsViableForPulling(wowUnit, ignoreMobsInBlackspots, nonCompeteDistance) &&
                      wowUnit.IsHostile
                      // exclude opposing faction: both players and their pets show up as "PlayerControlled"
                      && !wowUnit.PlayerControlled
                      // exclude any units that are candidates for interacting
                      && !excludedUnitIds.Contains((int)wowUnit.Entry)
                      // Do not pull mobs on the AvoidMobs list
                      && !ProfileManager.CurrentOuterProfile.AvoidMobs.Contains(wowUnit.Entry)
                      let collectionDistance = destination.CollectionDistance(wowUnit.Location)
                                               where collectionDistance <= (wowUnit.MyAggroRange + extraRangePadding)
                                               orderby wowUnit.DistanceSqr
                                               select wowUnit)
                     .ToList());
            }
        }
Example #2
0
 private static async Task <bool> SetMountState(WoWPoint destination, NavType navType = NavType.Fly)
 {
     // Are we mounted, and not supposed to be?
     if (!Mount.UseMount && Me.IsMounted())
     {
         if (await ExecuteMountStrategy(MountStrategyType.Dismount))
         {
             return(true);
         }
     }
     // Are we unmounted, and mount use is permitted?
     // NB: We don't check for IsMounted(), in case the ExecuteMountStrategy decides a mount switch is necessary
     // (based on NavType).
     if (Mount.UseMount && destination.CollectionDistance(WoWMovement.ActiveMover.Location) > CharacterSettings.Instance.MountDistance)
     {
         if (await ExecuteMountStrategy(MountStrategyType.Mount, navType))
         {
             return(true);
         }
     }
     return(false);
 }