public ParallelGoal(WowProcess wowProcess, PlayerReader playerReader, StopMoving stopMoving, List<KeyAction> keysConfig, CastingHandler castingHandler, ILogger logger) { this.wowProcess = wowProcess; this.stopMoving = stopMoving; this.playerReader = playerReader; this.logger = logger; this.castingHandler = castingHandler; AddPrecondition(GoapKey.incombat, false); keysConfig.ForEach(key => this.Keys.Add(key)); }
public CombatGoal(WowProcess wowProcess, PlayerReader playerReader, StopMoving stopMoving, ILogger logger, ClassConfiguration classConfiguration, CastingHandler castingHandler) { this.wowProcess = wowProcess; this.playerReader = playerReader; this.stopMoving = stopMoving; this.logger = logger; this.classConfiguration = classConfiguration; this.castingHandler = castingHandler; AddPrecondition(GoapKey.incombat, true); AddPrecondition(GoapKey.hastarget, true); AddPrecondition(GoapKey.incombatrange, true); this.classConfiguration.Combat.Sequence.Where(k => k != null).ToList().ForEach(key => this.Keys.Add(key)); }
public PullTargetGoal(WowProcess wowProcess, PlayerReader playerReader, NpcNameFinder npcNameFinder, StopMoving stopMoving, ILogger logger, CastingHandler castingHandler, StuckDetector stuckDetector, ClassConfiguration classConfiguration) { this.wowProcess = wowProcess; this.playerReader = playerReader; this.npcNameFinder = npcNameFinder; this.stopMoving = stopMoving; this.logger = logger; this.castingHandler = castingHandler; this.stuckDetector = stuckDetector; this.classConfiguration = classConfiguration; AddPrecondition(GoapKey.incombat, false); AddPrecondition(GoapKey.hastarget, true); AddPrecondition(GoapKey.pulled, false); AddPrecondition(GoapKey.withinpullrange, true); AddEffect(GoapKey.pulled, true); this.classConfiguration.Pull.Sequence.Where(k => k != null).ToList().ForEach(key => this.Keys.Add(key)); }
public AdhocGoal(WowProcess wowProcess, PlayerReader playerReader, StopMoving stopMoving, KeyAction key, CastingHandler castingHandler, ILogger logger) { this.wowProcess = wowProcess; this.stopMoving = stopMoving; this.playerReader = playerReader; this.key = key; this.logger = logger; this.castingHandler = castingHandler; if (key.InCombat == "false") { AddPrecondition(GoapKey.incombat, false); } else if (key.InCombat == "true") { AddPrecondition(GoapKey.incombat, true); } this.Keys.Add(key); }