Example #1
0
        /// <summary>
        ///   Activate target painters
        /// </summary>
        public void ActivateStasisWeb(EntityCache target)
        {
            var webs = Cache.Instance.Modules.Where(m => m.GroupId == (int) Group.StasisWeb).ToList();

            // Find the first active weapon
            // Assist this weapon
            foreach (var web in webs)
            {
                // Are we on the right target?
                if (web.IsActive)
                {
                    if (web.TargetId != target.Id)
                        web.Deactivate();

                    continue;
                }

                // Are we deactivating?
                if (web.IsDeactivating)
                    continue;

                // Target is out of web range
                if (target.Distance >= web.OptimalRange)
                    continue;

                if (CanActivate(web, target, false))
                {
                    Logging.Log("Combat: Activating stasis web [" + web.ItemId + "] on [" + target.Name + "][" + target.Id + "]");
                    web.Activate(target.Id);
                }
            }
        }
Example #2
0
        /// <summary> Activate StasisWeb
        /// </summary>
        public void ActivateStasisWeb(EntityCache target)
        {
            if (DateTime.Now < _nextWeaponAction) //if we just did something wait a fraction of a second
            {
                return;
            }

            var webs = Cache.Instance.Modules.Where(m => m.GroupId == (int)Group.StasisWeb).ToList();

            // Find the first active weapon
            // Assist this weapon
            foreach (var web in webs)
            {
                // Are we on the right target?
                if (web.IsActive)
                {
                    if (web.TargetId != target.Id)
                    {
                        web.Deactivate();
                    }

                    continue;
                }

                // Are we deactivating?
                if (web.IsDeactivating)
                {
                    continue;
                }

                // Target is out of web range
                if (target.Distance >= web.OptimalRange)
                {
                    continue;
                }

                if (CanActivate(web, target, false))
                {
                    Logging.Log("Combat: Activating stasis web [" + web.ItemId + "] on [" + target.Name + "][ID: " + target.Id + "]");
                    web.Activate(target.Id);
                    _nextWebAction = DateTime.Now.AddMilliseconds((int)Time.WebDelay_miliseconds);
                    return;
                }
            }
        }
Example #3
0
        /// <summary>
        ///   Returns the target we need to activate everything on
        /// </summary>
        /// <returns></returns>
        private EntityCache GetTarget()
        {
            // Find the first active weapon's target
            EntityCache weaponTarget = null;

            foreach (var weapon in Cache.Instance.Weapons.Where(m => m.IsActive))
            {
                // Find the target associated with the weapon
                weaponTarget = Cache.Instance.EntityById(weapon.TargetId);
                if (weaponTarget != null)
                {
                    break;
                }
            }

            // Return best possible target
            return(Cache.Instance.GetBestTarget(weaponTarget, Cache.Instance.WeaponRange, false));
        }
Example #4
0
        /// <summary>
        ///   Reload correct (tm) ammo for the NPC
        /// </summary>
        /// <param name = "weapon"></param>
        /// <param name = "entity"></param>
        /// <returns>True if the (enough/correct) ammo is loaded, false if wrong/not enough ammo is loaded</returns>
        public bool ReloadAmmo(ModuleCache weapon, EntityCache entity)
        {
            // We need the cargo bay open for both reload actions
            var cargo = Cache.Instance.DirectEve.GetShipsCargo();

            if (cargo.Window == null)
            {
                Cache.Instance.DirectEve.ExecuteCommand(DirectCmd.OpenCargoHoldOfActiveShip);
                return(false);
            }

            if (!cargo.IsReady)
            {
                return(false);
            }

            return(weapon.IsEnergyWeapon ? ReloadEnergyWeaponAmmo(weapon, entity) : ReloadNormalAmmo(weapon, entity));
        }
Example #5
0
 /// <summary>
 ///   Invalidate the cached items
 /// </summary>
 public void InvalidateCache()
 {
     _windows            = null;
     _unlootedContainers = null;
     _star         = null;
     _stations     = null;
     _modules      = null;
     _targets      = null;
     _targeting    = null;
     _targetedBy   = null;
     _entities     = null;
     _agent        = null;
     _approaching  = null;
     _activeDrones = null;
     _containers   = null;
     _priorityTargets.ForEach(pt => pt.ClearCache());
     _entitiesById.Clear();
 }
Example #6
0
        /// <summary>
        ///   Activate Nos
        /// </summary>
        public void ActivateNos(EntityCache target)
        {
            var noses = Cache.Instance.Modules.Where(m => m.GroupId == (int)Group.nos).ToList();

            //Logging.Log("Combat: we have " + noses.Count.ToString() + " Nos modules");
            // Find the first active weapon
            // Assist this weapon
            foreach (var nos in noses)
            {
                // Are we on the right target?
                if (nos.IsActive)
                {
                    if (nos.TargetId != target.Id)
                    {
                        nos.Deactivate();
                    }

                    continue;
                }

                // Are we deactivating?
                if (nos.IsDeactivating)
                {
                    continue;
                }
                //Logging.Log("Combat: Distances Target[ " + target.Distance + " Optimal[" + nos.OptimalRange.ToString()+"]");
                // Target is out of Nos range
                if (target.Distance >= Settings.Instance.NosDistance)
                {
                    continue;
                }

                if (CanActivate(nos, target, false))
                {
                    Logging.Log("Combat: Nos  [" + nos.ItemId + "] on [" + target.Name + "][" + target.Id + "]");
                    nos.Activate(target.Id);
                }
                else
                {
                    Logging.Log("Combat: Cannot Activate Nos [" + nos.ItemId + "] on [" + target.Name + "][" + target.Id + "]");
                }
            }
        }
Example #7
0
        /// <summary> Activate Nos
        /// </summary>
        public void ActivateNos(EntityCache target)
        {
            if (DateTime.Now < _nextWeaponAction) //if we just did something wait a fraction of a second
                return;

            var noses = Cache.Instance.Modules.Where(m => m.GroupId == (int)Group.nos).ToList();
            //Logging.Log("Combat: we have " + noses.Count.ToString() + " Nos modules");
            // Find the first active weapon
            // Assist this weapon
            foreach (var nos in noses)
            {
                // Are we on the right target?
                if (nos.IsActive)
                {
                    if (nos.TargetId != target.Id)
                        nos.Deactivate();

                    continue;
                }

                // Are we deactivating?
                if (nos.IsDeactivating)
                    continue;
                //Logging.Log("Combat: Distances Target[ " + Math.Round(target.Distance,0) + " Optimal[" + nos.OptimalRange.ToString()+"]");
                // Target is out of Nos range
                if (target.Distance >= Settings.Instance.NosDistance)
                    continue;

                if (CanActivate(nos, target, false))
                {
                    Logging.Log("Combat: Nos  [" + nos.ItemId + "] on [" + target.Name + "][ID: " + target.Id + "][" + Math.Round(target.Distance/1000,0) + "k away]");
                    nos.Activate(target.Id);
                    _nextNosAction = DateTime.Now.AddMilliseconds((int)Time.NosDelay_miliseconds);
                    return;
                }
                else
                {
                    Logging.Log("Combat: Cannot Activate Nos [" + nos.ItemId + "] on [" + target.Name + "][ID: " + target.Id + "][" + Math.Round(target.Distance / 1000, 0) + "k away]");
                }
            }
        }
Example #8
0
        /// <summary> Activate target painters
        /// </summary>
        public void ActivateTargetPainters(EntityCache target)
        {
            if (DateTime.Now < _nextWeaponAction) //if we just did something wait a fraction of a second
            {
                return;
            }

            var targetPainters = Cache.Instance.Modules.Where(m => m.GroupId == (int)Group.TargetPainter).ToList();

            // Find the first active weapon
            // Assist this weapon
            foreach (var painter in targetPainters)
            {
                // Are we on the right target?
                if (painter.IsActive)
                {
                    if (painter.TargetId != target.Id)
                    {
                        painter.Deactivate();
                    }

                    continue;
                }

                // Are we deactivating?
                if (painter.IsDeactivating)
                {
                    continue;
                }

                if (CanActivate(painter, target, false))
                {
                    Logging.Log("Combat: Activating painter [" + painter.ItemId + "] on [" + target.Name + "][ID: " + target.Id + "][" + Math.Round(target.Distance / 1000, 0) + "k away]");
                    painter.Activate(target.Id);
                    _nextPainterAction = DateTime.Now.AddMilliseconds((int)Time.PainterDelay_miliseconds);
                    return;
                }
            }
        }
Example #9
0
        /// <summary>
        ///   Activate StasisWeb
        /// </summary>
        public void ActivateStasisWeb(EntityCache target)
        {
            var webs = Cache.Instance.Modules.Where(m => m.GroupId == (int)Group.StasisWeb).ToList();

            // Find the first active weapon
            // Assist this weapon
            foreach (var web in webs)
            {
                // Are we on the right target?
                if (web.IsActive)
                {
                    if (web.TargetId != target.Id)
                    {
                        web.Deactivate();
                    }

                    continue;
                }

                // Are we deactivating?
                if (web.IsDeactivating)
                {
                    continue;
                }

                // Target is out of web range
                if (target.Distance >= web.OptimalRange)
                {
                    continue;
                }

                if (CanActivate(web, target, false))
                {
                    Logging.Log("Combat: Activating stasis web [" + web.ItemId + "] on [" + target.Name + "][" + target.Id + "]");
                    web.Activate(target.Id);
                }
            }
        }
Example #10
0
        /// <summary>
        ///   Activate Nos
        /// </summary>
        public void ActivateNos(EntityCache target)
        {
            var noses = Cache.Instance.Modules.Where(m => m.GroupId == (int)Group.nos).ToList();
            //Logging.Log("Combat: we have " + noses.Count.ToString() + " Nos modules");
            // Find the first active weapon
            // Assist this weapon
            foreach (var nos in noses)
            {
                // Are we on the right target?
                if (nos.IsActive)
                {
                    if (nos.TargetId != target.Id)
                        nos.Deactivate();

                    continue;
                }

                // Are we deactivating?
                if (nos.IsDeactivating)
                    continue;
                //Logging.Log("Combat: Distances Target[ " + target.Distance + " Optimal[" + nos.OptimalRange.ToString()+"]");
                // Target is out of Nos range
                if (target.Distance >= Settings.Instance.NosDistance)
                    continue;

                if (CanActivate(nos, target, false))
                {
                    Logging.Log("Combat: Nos  [" + nos.ItemId + "] on [" + target.Name + "][" + target.Id + "]");
                    nos.Activate(target.Id);
                }
                else
                {
                    Logging.Log("Combat: Cannot Activate Nos [" + nos.ItemId + "] on [" + target.Name + "][" + target.Id + "]");
                }
            }
        }
Example #11
0
        /// <summary>
        ///   Activate weapons
        /// </summary>
        private void ActivateWeapons(EntityCache target)
        {
            // Enable speed tank
            if (Cache.Instance.Approaching == null && Settings.Instance.SpeedTank)
                target.Orbit(Cache.Instance.OrbitDistance);

            // Get the weapons
            var weapons = Cache.Instance.Weapons;

            // TODO: Add check to see if there is better ammo to use! :)
            // Get distance of the target and compare that with the ammo currently loaded
            foreach (var weapon in weapons)
            {
                if (!weapon.IsActive)
                    continue;

                // No ammo loaded
                if (weapon.Charge == null)
                    continue;

                var ammo = Settings.Instance.Ammo.FirstOrDefault(a => a.TypeId == weapon.Charge.TypeId);

                //use mission specific ammo
                if (Cache.Instance.missionAmmo.Count() != 0)
                {
                    ammo = Cache.Instance.missionAmmo.FirstOrDefault(a => a.TypeId == weapon.Charge.TypeId);
                }

                // How can this happen? Someone manually loaded ammo
                if (ammo == null)
                    continue;

                // Target is in range
                if (target.Distance <= ammo.Range)
                    continue;

                // Target is out of range, stop firing
                weapon.Deactivate();
            }

            // Hax for max charges returning incorrect value
            if (!weapons.Any(w => w.IsEnergyWeapon))
            {
                MaxCharges = Math.Max(MaxCharges, weapons.Max(l => l.MaxCharges));
                MaxCharges = Math.Max(MaxCharges, weapons.Max(l => l.CurrentCharges));
            }

            // Activate the weapons (it not yet activated)))
            foreach (var weapon in weapons)
            {
                // Are we on the right target?
                if (weapon.IsActive)
                {
                    if (weapon.TargetId != target.Id)
                        weapon.Deactivate();

                    continue;
                }

                // Are we reloading, deactivating or changing ammo?
                if (weapon.IsReloadingAmmo || weapon.IsDeactivating || weapon.IsChangingAmmo)
                    continue;

                // No, check ammo type and if thats correct, activate weapon
                if (ReloadAmmo(weapon, target) && CanActivate(weapon, target, true))
                {
                    Logging.Log("Combat: Activating weapon [" + weapon.ItemId + "] on [" + target.Name + "][" + target.Id + "]");
                    weapon.Activate(target.Id);
                }
            }
        }
Example #12
0
        /// <summary>
        ///   Reload correct (tm) ammo for the NPC
        /// </summary>
        /// <param name = "weapon"></param>
        /// <param name = "entity"></param>
        /// <returns>True if the (enough/correct) ammo is loaded, false if wrong/not enough ammo is loaded</returns>
        public bool ReloadNormalAmmo(ModuleCache weapon, EntityCache entity)
        {
            var cargo = Cache.Instance.DirectEve.GetShipsCargo();

            // Get ammo based on damage type
            var correctAmmo = Settings.Instance.Ammo.Where(a => a.DamageType == Cache.Instance.DamageType);

            // Check if we still have that ammo in our cargo
            correctAmmo = correctAmmo.Where(a => cargo.Items.Any(i => i.TypeId == a.TypeId && i.Quantity >= Settings.Instance.MinimumAmmoCharges));

            //check if mission specific ammo is defined
            if (Cache.Instance.missionAmmo.Count() != 0)
            {
                correctAmmo = Cache.Instance.missionAmmo.Where(a => a.DamageType == Cache.Instance.DamageType);
            }

            // Check if we still have that ammo in our cargo
            correctAmmo = correctAmmo.Where(a => cargo.Items.Any(i => i.TypeId == a.TypeId && i.Quantity >= Settings.Instance.MinimumAmmoCharges));
            if (Cache.Instance.missionAmmo.Count() != 0)
            {
                correctAmmo = Cache.Instance.missionAmmo;
            }

            // We are out of ammo! :(
            if (correctAmmo.Count() == 0)
            {
                State = CombatState.OutOfAmmo;
                return false;
            }

            // Get the best possible ammo
            var ammo = correctAmmo.Where(a => a.Range > entity.Distance).OrderBy(a => a.Range).FirstOrDefault();

            // We do not have any ammo left that can hit targets at that range!
            if (ammo == null)
                return false;

            // We have enough ammo loaded
            if (weapon.Charge != null && weapon.Charge.TypeId == ammo.TypeId && weapon.CurrentCharges >= Settings.Instance.MinimumAmmoCharges)
                return true;

            // Retry later, assume its ok now
            if (weapon.MatchingAmmo.Count() == 0)
                return true;

            var charge = cargo.Items.FirstOrDefault(i => i.TypeId == ammo.TypeId && i.Quantity >= Settings.Instance.MinimumAmmoCharges);
            // This should have shown up as "out of ammo"
            if (charge == null)
                return false;

            // We are reloading, wait at least 11 seconds
            if (_lastWeaponReload.ContainsKey(weapon.ItemId) && DateTime.Now < _lastWeaponReload[weapon.ItemId].AddSeconds(22))
                return false;
            _lastWeaponReload[weapon.ItemId] = DateTime.Now;

            // Reload or change ammo
            if (weapon.Charge != null && weapon.Charge.TypeId == charge.TypeId)
            {
                Logging.Log("Combat: Reloading [" + weapon.ItemId + "] with [" + charge.TypeName + "][" + charge.TypeId + "]");
                weapon.ReloadAmmo(charge);
            }
            else
            {
                Logging.Log("Combat: Changing [" + weapon.ItemId + "] with [" + charge.TypeName + "][" + charge.TypeId + "]");
                weapon.ChangeAmmo(charge);
            }

            // Return false as we are reloading ammo
            return false;
        }
Example #13
0
        public bool ReloadEnergyWeaponAmmo(ModuleCache weapon, EntityCache entity)
        {
            var cargo = Cache.Instance.DirectEve.GetShipsCargo();

            // Get ammo based on damage type
            var correctAmmo = Settings.Instance.Ammo.Where(a => a.DamageType == Cache.Instance.DamageType);

            // Check if we still have that ammo in our cargo
            correctAmmo = correctAmmo.Where(a => cargo.Items.Any(i => i.TypeId == a.TypeId));

            // We are out of ammo! :(
            if (correctAmmo.Count() == 0)
            {
                State = CombatState.OutOfAmmo;
                return false;
            }

            // Get the best possible ammo
            var ammo = correctAmmo.Where(a => a.Range > entity.Distance).OrderBy(a => a.Range).FirstOrDefault();

            // We do not have any ammo left that can hit targets at that range!
            if (ammo == null)
                return false;

            var charge = cargo.Items.OrderBy(i => i.Quantity).FirstOrDefault(i => i.TypeId == ammo.TypeId);
            // We do not have any ammo left that can hit targets at that range!
            if (charge == null)
                return false;

            // We have enough ammo loaded
            if (weapon.Charge != null && weapon.Charge.TypeId == ammo.TypeId)
                return true;

            // We are reloading, wait at least 5 seconds
            if (_lastWeaponReload.ContainsKey(weapon.ItemId) && DateTime.Now < _lastWeaponReload[weapon.ItemId].AddSeconds(5))
                return false;
            _lastWeaponReload[weapon.ItemId] = DateTime.Now;

            // Reload or change ammo
            if (weapon.Charge != null && weapon.Charge.TypeId == charge.TypeId)
            {
                Logging.Log("Combat: Reloading [" + weapon.ItemId + "] with [" + charge.TypeName + "][" + charge.TypeId + "]");
                weapon.ReloadAmmo(charge);
            }
            else
            {
                Logging.Log("Combat: Changing [" + weapon.ItemId + "] with [" + charge.TypeName + "][" + charge.TypeId + "]");
                weapon.ChangeAmmo(charge);
            }

            // Return false as we are reloading ammo
            return false;
        }
Example #14
0
        /// <summary>
        ///   Reload correct (tm) ammo for the NPC
        /// </summary>
        /// <param name = "weapon"></param>
        /// <param name = "entity"></param>
        /// <returns>True if the (enough/correct) ammo is loaded, false if wrong/not enough ammo is loaded</returns>
        public bool ReloadAmmo(ModuleCache weapon, EntityCache entity)
        {
            // We need the cargo bay open for both reload actions
            var cargo = Cache.Instance.DirectEve.GetShipsCargo();
            if (cargo.Window == null)
            {
                Cache.Instance.DirectEve.ExecuteCommand(DirectCmd.OpenCargoHoldOfActiveShip);
                return false;
            }

            if (!cargo.IsReady)
                return false;

            return weapon.IsEnergyWeapon ? ReloadEnergyWeaponAmmo(weapon, entity) : ReloadNormalAmmo(weapon, entity);
        }
Example #15
0
        /// <summary>
        ///   Returns true if it can activate the weapon on the target
        /// </summary>
        /// <remarks>
        ///   The idea behind this function is that a target that explodes isnt being fired on within 5 seconds
        /// </remarks>
        /// <param name = "module"></param>
        /// <param name = "entity"></param>
        /// <param name = "isWeapon"></param>
        /// <returns></returns>
        public bool CanActivate(ModuleCache module, EntityCache entity, bool isWeapon)
        {
            // We have changed target, allow activation
            if (entity.Id != module.LastTargetId)
                return true;

            // We have reloaded, allow activation
            if (isWeapon && module.CurrentCharges == MaxCharges)
                return true;

            // We havent reloaded, insert a wait-time
            if (_lastModuleActivation.ContainsKey(module.ItemId))
            {
                if (DateTime.Now.Subtract(_lastModuleActivation[module.ItemId]).TotalSeconds < 3)
                    return false;

                _lastModuleActivation.Remove(module.ItemId);
                return true;
            }

            _lastModuleActivation.Add(module.ItemId, DateTime.Now);
            return false;
        }
Example #16
0
        /// <summary>
        ///   Activate target painters
        /// </summary>
        public void ActivateTargetPainters(EntityCache target)
        {
            var targetPainters = Cache.Instance.Modules.Where(m => m.GroupId == (int) Group.TargetPainter).ToList();

            // Find the first active weapon
            // Assist this weapon
            foreach (var painter in targetPainters)
            {
                // Are we on the right target?
                if (painter.IsActive)
                {
                    if (painter.TargetId != target.Id)
                        painter.Deactivate();

                    continue;
                }

                // Are we deactivating?
                if (painter.IsDeactivating)
                    continue;

                if (CanActivate(painter, target, false))
                {
                    Logging.Log("Combat: Activating painter [" + painter.ItemId + "] on [" + target.Name + "][" + target.Id + "]");
                    painter.Activate(target.Id);
                }
            }
        }
Example #17
0
        /// <summary>
        ///   Return the best possible target (based on current target, distance and low value first)
        /// </summary>
        /// <param name="currentTarget"></param>
        /// <param name="distance"></param>
        /// <param name="lowValueFirst"></param>
        /// <returns></returns>
        public EntityCache GetBestTarget(EntityCache currentTarget, double distance, bool lowValueFirst)
        {
            // Is our current target a warp scrambling priority target?
            if (currentTarget != null && PriorityTargets.Any(pt => pt.Id == currentTarget.Id && pt.IsWarpScramblingMe))
                return currentTarget;

            // Get the closest warp scrambling priority target
            var target = PriorityTargets.OrderBy(OrderByLowestHealth()).ThenBy(t => t.Distance).FirstOrDefault(pt => pt.Distance < distance && pt.IsWarpScramblingMe && Targets.Any(t => t.Id == pt.Id));
            if (target != null)
                return target;

            // Is our current target any other priority target?
            if (currentTarget != null && PriorityTargets.Any(pt => pt.Id == currentTarget.Id))
                return currentTarget;

            // Get the closest priority target
            target = PriorityTargets.OrderBy(OrderByLowestHealth()).ThenBy(t => t.Distance).FirstOrDefault(pt => pt.Distance < distance && Targets.Any(t => t.Id == pt.Id));
            if (target != null)
                return target;

            // Do we have a target?
            if (currentTarget != null)
                return currentTarget;

            // Get all entity targets
            var targets = Targets.Where(e => e.CategoryId == (int)CategoryID.Entity && e.IsNpc && !e.IsContainer && e.GroupId != (int)Group.LargeCollidableStructure);

            // Get the closest high value target
            var highValueTarget = targets.Where(t => t.TargetValue.HasValue && t.Distance < distance).OrderByDescending(t => t.TargetValue.Value).ThenBy(OrderByLowestHealth()).ThenBy(t => t.Distance).FirstOrDefault();
            // Get the closest low value target
            var lowValueTarget = targets.Where(t => !t.TargetValue.HasValue && t.Distance < distance).OrderBy(OrderByLowestHealth()).ThenBy(t => t.Distance).FirstOrDefault();

            if (lowValueFirst && lowValueTarget != null)
                return lowValueTarget;
            if (!lowValueFirst && highValueTarget != null)
                return highValueTarget;

            // Return either one or the other
            return lowValueTarget ?? highValueTarget;
        }
Example #18
0
        public bool ReloadEnergyWeaponAmmo(ModuleCache weapon, EntityCache entity)
        {
            var cargo = Cache.Instance.DirectEve.GetShipsCargo();

            // Get ammo based on damage type
            var correctAmmo = Settings.Instance.Ammo.Where(a => a.DamageType == Cache.Instance.DamageType);

            // Check if we still have that ammo in our cargo
            correctAmmo = correctAmmo.Where(a => cargo.Items.Any(i => i.TypeId == a.TypeId));

            // We are out of ammo! :(
            if (correctAmmo.Count() == 0)
            {
                State = CombatState.OutOfAmmo;
                return(false);
            }

            // Get the best possible ammo - energy weapons change ammo near instantly
            var ammo = correctAmmo.Where(a => a.Range > (entity.Distance)).OrderBy(a => a.Range).FirstOrDefault(); //default

            // We do not have any ammo left that can hit targets at that range!
            if (ammo == null)
            {
                return(false);
            }

            var charge = cargo.Items.OrderBy(i => i.Quantity).FirstOrDefault(i => i.TypeId == ammo.TypeId);

            // We do not have any ammo left that can hit targets at that range!
            if (charge == null)
            {
                return(false);
            }

            // We have enough ammo loaded
            if (weapon.Charge != null && weapon.Charge.TypeId == ammo.TypeId)
            {
                return(true);
            }

            // We are reloading, wait at least 5 seconds
            if (_lastWeaponReload.ContainsKey(weapon.ItemId) && DateTime.Now < _lastWeaponReload[weapon.ItemId].AddSeconds(5))
            {
                return(false);
            }
            _lastWeaponReload[weapon.ItemId] = DateTime.Now;

            // Reload or change ammo
            if (weapon.Charge != null && weapon.Charge.TypeId == charge.TypeId)
            {
                Logging.Log("Combat: Reloading [" + weapon.ItemId + "] with [" + charge.TypeName + "][" + charge.TypeId + "]");
                weapon.ReloadAmmo(charge);
            }
            else
            {
                Logging.Log("Combat: Changing [" + weapon.ItemId + "] with [" + charge.TypeName + "][" + charge.TypeId + "]");
                weapon.ChangeAmmo(charge);
            }

            // Return false as we are reloading ammo
            return(false);
        }
Example #19
0
        /// <summary> Activate weapons
        /// </summary>
        private void ActivateWeapons(EntityCache target)
        {
            if (DateTime.Now < _nextWeaponAction) //if we just did something wait a fraction of a second
                return;

            var DontMoveMyShip = true; // This may become an  XML setting at some point.
            //
            // Do we really want a non-mission action moving the ship around at all!! (other than speed tanking)?
            //
            // Get lowest range
            var range = Math.Min(Cache.Instance.WeaponRange, Cache.Instance.DirectEve.ActiveShip.MaxTargetRange);

            if (Settings.Instance.SpeedTank && (Cache.Instance.Approaching == null || Cache.Instance.Approaching.Id != target.Id))
            {
                if ((DateTime.Now.Subtract(_lastOrbit).TotalSeconds > 15))
                {
                    target.Orbit(Cache.Instance.OrbitDistance);
                    Logging.Log("Combat.ActivateWeapons: Initiating Orbit [" + target.Name + "][ID: " + target.Id + "]");
                    _lastOrbit = DateTime.Now;
                }
            }

            if (!DontMoveMyShip) //why would we want the ship to move if we aren't speed tanking and the mission XML isn't telling us to move?
            {
                if (!Settings.Instance.SpeedTank) //we need to make sure that orbitrange is set to the range of the ship if it isn't specified in the character XML!!!!
                {
                    if (Settings.Instance.OptimalRange != 0)
                    {
                        if (target.Distance > Settings.Instance.OptimalRange + (int)Distance.OptimalRangeCushion && (Cache.Instance.Approaching == null || Cache.Instance.Approaching.Id != target.Id))
                        {
                            target.Approach(Settings.Instance.OptimalRange);
                            Logging.Log("Combat.ActivateWeapons:: Using Optimal Range: Approaching target [" + target.Name + "][ID: " + target.Id + "]");
                        }

                        if (target.Distance <= Settings.Instance.OptimalRange && Cache.Instance.Approaching != null)
                        {
                            Cache.Instance.DirectEve.ExecuteCommand(DirectCmd.CmdStopShip);
                            Cache.Instance.Approaching = null;
                            Logging.Log("Combat.ActivateWeapons: Using Optimal Range: Stop ship, target is in orbit range");
                        }
                    }
                    else
                    {
                        if (target.Distance > range && (Cache.Instance.Approaching == null || Cache.Instance.Approaching.Id != target.Id))
                        {
                            target.Approach((int)(Cache.Instance.WeaponRange * 0.8d));
                            Logging.Log("Combat.ActivateWeapons: Using Weapons Range: Approaching target [" + target.Name + "][ID: " + target.Id + "]");
                        }

                        if (target.Distance <= range && Cache.Instance.Approaching != null)
                        {
                            Cache.Instance.DirectEve.ExecuteCommand(DirectCmd.CmdStopShip);
                            Cache.Instance.Approaching = null;
                            Logging.Log("Combat.ActivateWeapons: Using Weapons Range: Stop ship, target is in orbit range");
                        }
                    }
                }
            }

            // Get the weapons
            var weapons = Cache.Instance.Weapons;

            // TODO: Add check to see if there is better ammo to use! :)
            // Get distance of the target and compare that with the ammo currently loaded
            foreach (var weapon in weapons)
            {
                // don't waste ammo on small target if you use autocannon or siege i hope you use drone
                if (Settings.Instance.DontShootFrigatesWithSiegeorAutoCannons) //this defaults to false and needs to be changed in your characters settings xml file if you want to enable this option
                {
                    if (Settings.Instance.WeaponGroupId == 55 || Settings.Instance.WeaponGroupId == 508 || Settings.Instance.WeaponGroupId == 506)
                    {
                    if (target.Distance <= (int)Distance.InsideThisRangeIsLIkelyToBeMostlyFrigates && !target.TargetValue.HasValue && target.GroupId != (int)Group.LargeCollidableStructure)
                        {
                            weapon.Deactivate();
                        }
                    }
                }
                if (!weapon.IsActive)
                    continue;

                if (weapon.IsReloadingAmmo || weapon.IsDeactivating || weapon.IsChangingAmmo)
                    continue;

                // No ammo loaded
                if (weapon.Charge == null)
                    continue;

                var ammo = Settings.Instance.Ammo.FirstOrDefault(a => a.TypeId == weapon.Charge.TypeId);

                //use mission specific ammo
                if (Cache.Instance.missionAmmo.Count() != 0)
                {
                    ammo = Cache.Instance.missionAmmo.FirstOrDefault(a => a.TypeId == weapon.Charge.TypeId);
                }

                // How can this happen? Someone manually loaded ammo
                if (ammo == null)
                    continue;

                // If we have already activated warp, deactivate the weapons
                if (!Cache.Instance.DirectEve.ActiveShip.Entity.IsWarping)
                {
                    // Target is in range
                    if(target.Distance <= ammo.Range)
                    continue;
                }
                // Target is out of range, stop firing
                weapon.Deactivate();
            }

            // Hax for max charges returning incorrect value
            if (!weapons.Any(w => w.IsEnergyWeapon))
            {
                MaxCharges = Math.Max(MaxCharges, weapons.Max(l => l.MaxCharges));
                MaxCharges = Math.Max(MaxCharges, weapons.Max(l => l.CurrentCharges));
            }

            // Activate the weapons (it not yet activated)))
            foreach (var weapon in weapons)
            {
                // Are we reloading, deactivating or changing ammo?
                if (weapon.IsReloadingAmmo || weapon.IsDeactivating || weapon.IsChangingAmmo)
                    continue;
                // Are we on the right target?
                if (weapon.IsActive)
                {
                    if (weapon.TargetId != target.Id)
                        weapon.Deactivate();

                    continue;
                }

                // No, check ammo type and if that is correct, activate weapon
                if (ReloadAmmo(weapon, target) && CanActivate(weapon, target, true))
                {
                    Logging.Log("Combat: Activating weapon [" + weapon.ItemId + "] on [" + target.Name + "][ID: " + target.Id + "][" + Math.Round(target.Distance/1000,0) + "k away]");
                    weapon.Activate(target.Id);
                    _nextWeaponAction = DateTime.Now.AddMilliseconds((int)Time.WeaponDelay_miliseconds);
                    //we know we are connected if we were able to get this far - update the lastknownGoodConnectedTime
                    Cache.Instance.lastKnownGoodConnectedTime = DateTime.Now;
                    Cache.Instance.MyWalletBalance = Cache.Instance.DirectEve.Me.Wealth;
                    return;
                }
            }
        }
Example #20
0
        /// <summary> Activate weapons
        /// </summary>
        private void ActivateWeapons(EntityCache target)
        {
            var DontMoveMyShip = true; // This may become an  XML setting at some point.
            //
            // Do we really want a non-mission action moving the ship around at all!! (other than speed tanking)?
            //
            // Get lowest range
            var range = Math.Min(Cache.Instance.WeaponRange, Cache.Instance.DirectEve.ActiveShip.MaxTargetRange);

            if (Settings.Instance.SpeedTank && (Cache.Instance.Approaching == null || Cache.Instance.Approaching.Id != target.Id))
            {
                if ((DateTime.Now.Subtract(_lastOrbit).TotalSeconds > 15))
                {
                    target.Orbit(Cache.Instance.OrbitDistance);
                    Logging.Log("Combat.ActivateWeapons: Initiating Orbit [" + target.Name + "][" + target.Id + "]");
                    _lastOrbit = DateTime.Now;
                }
            }

            if (!DontMoveMyShip)                  //why would we want the ship to move if we arent speed tanking and the mission XML isnt telling us to move?
            {
                if (!Settings.Instance.SpeedTank) //we need to make sure that orbitrange is set to the range of the ship if it isnt specified in the character XML!!!!
                {
                    if (Settings.Instance.OptimalRange != 0)
                    {
                        if (target.Distance > Settings.Instance.OptimalRange + (int)Distance.OptimalRangeCushion && (Cache.Instance.Approaching == null || Cache.Instance.Approaching.Id != target.Id))
                        {
                            target.Approach(Settings.Instance.OptimalRange);
                            Logging.Log("Combat.ActivateWeapons:: Using Optimal Range: Approaching target [" + target.Name + "][" + target.Id + "]");
                        }

                        if (target.Distance <= Settings.Instance.OptimalRange && Cache.Instance.Approaching != null)
                        {
                            Cache.Instance.DirectEve.ExecuteCommand(DirectCmd.CmdStopShip);
                            Cache.Instance.Approaching = null;
                            Logging.Log("Combat.ActivateWeapons: Using Optimal Range: Stop ship, target is in orbit range");
                        }
                    }
                    else
                    {
                        if (target.Distance > range && (Cache.Instance.Approaching == null || Cache.Instance.Approaching.Id != target.Id))
                        {
                            target.Approach((int)(Cache.Instance.WeaponRange * 0.8d));
                            Logging.Log("Combat.ActivateWeapons: Using Weapons Range: Approaching target [" + target.Name + "][" + target.Id + "]");
                        }

                        if (target.Distance <= range && Cache.Instance.Approaching != null)
                        {
                            Cache.Instance.DirectEve.ExecuteCommand(DirectCmd.CmdStopShip);
                            Cache.Instance.Approaching = null;
                            Logging.Log("Combat.ActivateWeapons: Using Weapons Range: Stop ship, target is in orbit range");
                        }
                    }
                }
            }

            // Get the weapons
            var weapons = Cache.Instance.Weapons;

            // TODO: Add check to see if there is better ammo to use! :)
            // Get distance of the target and compare that with the ammo currently loaded
            foreach (var weapon in weapons)
            {
                // dont waste ammo on small target if you use autocannon or siege i hope you use drone
                if (Settings.Instance.DontShootFrigatesWithSiegeorAutoCannons) //this defaults to false and needs to be changed in your characters settings xml file if you want to enable this option
                {
                    if (Settings.Instance.WeaponGroupId == 55 || Settings.Instance.WeaponGroupId == 508 || Settings.Instance.WeaponGroupId == 506)
                    {
                        if (target.Distance <= (int)Distance.InsideThisRangeIsLIkelyToBeMostlyFrigates && !target.TargetValue.HasValue && target.GroupId != (int)Group.LargeCollidableStructure)
                        {
                            weapon.Deactivate();
                        }
                    }
                }
                if (!weapon.IsActive)
                {
                    continue;
                }

                if (weapon.IsReloadingAmmo || weapon.IsDeactivating || weapon.IsChangingAmmo)
                {
                    continue;
                }

                // No ammo loaded
                if (weapon.Charge == null)
                {
                    continue;
                }

                var ammo = Settings.Instance.Ammo.FirstOrDefault(a => a.TypeId == weapon.Charge.TypeId);

                //use mission specific ammo
                if (Cache.Instance.missionAmmo.Count() != 0)
                {
                    ammo = Cache.Instance.missionAmmo.FirstOrDefault(a => a.TypeId == weapon.Charge.TypeId);
                }

                // How can this happen? Someone manually loaded ammo
                if (ammo == null)
                {
                    continue;
                }

                // If we have already activated warp, deactivate the weapons
                if (!Cache.Instance.DirectEve.ActiveShip.Entity.IsWarping)
                {
                    // Target is in range
                    if (target.Distance <= ammo.Range)
                    {
                        continue;
                    }
                }
                // Target is out of range, stop firing
                weapon.Deactivate();
            }

            // Hax for max charges returning incorrect value
            if (!weapons.Any(w => w.IsEnergyWeapon))
            {
                MaxCharges = Math.Max(MaxCharges, weapons.Max(l => l.MaxCharges));
                MaxCharges = Math.Max(MaxCharges, weapons.Max(l => l.CurrentCharges));
            }

            // Activate the weapons (it not yet activated)))
            foreach (var weapon in weapons)
            {
                // Are we reloading, deactivating or changing ammo?
                if (weapon.IsReloadingAmmo || weapon.IsDeactivating || weapon.IsChangingAmmo)
                {
                    continue;
                }
                // Are we on the right target?
                if (weapon.IsActive)
                {
                    if (weapon.TargetId != target.Id)
                    {
                        weapon.Deactivate();
                    }

                    continue;
                }

                // No, check ammo type and if thats correct, activate weapon
                if (ReloadAmmo(weapon, target) && CanActivate(weapon, target, true))
                {
                    Logging.Log("Combat: Activating weapon [" + weapon.ItemId + "] on [" + target.Name + "][" + target.Id + "]");
                    weapon.Activate(target.Id);
                    //More human behaviour
                    //System.Threading.Thread.Sleep(333);

                    //we know we are connected if we were able to get this far - update the lastknownGoodConnectedTime
                    Cache.Instance.lastKnownGoodConnectedTime = DateTime.Now;
                    Cache.Instance.MyWalletBalance            = Cache.Instance.DirectEve.Me.Wealth;
                }
            }
        }
Example #21
0
 /// <summary>
 ///   Invalidate the cached items
 /// </summary>
 public void InvalidateCache()
 {
     _windows = null;
     _unlootedContainers = null;
     _star = null;
     _stations = null;
     _stargates = null;
     _modules = null;
     _targets = null;
     _targeting = null;
     _targetedBy = null;
     _entities = null;
     _agent = null;
     _approaching = null;
     _activeDrones = null;
     _containers = null;
     _priorityTargets.ForEach(pt => pt.ClearCache());
     _entitiesById.Clear();
 }
Example #22
0
        /// <summary>
        ///   Activate weapons
        /// </summary>
        private void ActivateWeapons(EntityCache target)
        {
            // Enable speed tank
            if (Cache.Instance.Approaching == null && Settings.Instance.SpeedTank)
            {
                target.Orbit(Cache.Instance.OrbitDistance);
            }

            // Get the weapons
            var weapons = Cache.Instance.Weapons;

            // TODO: Add check to see if there is better ammo to use! :)
            // Get distance of the target and compare that with the ammo currently loaded
            foreach (var weapon in weapons)
            {
                if (!weapon.IsActive)
                {
                    continue;
                }

                // No ammo loaded
                if (weapon.Charge == null)
                {
                    continue;
                }

                var ammo = Settings.Instance.Ammo.FirstOrDefault(a => a.TypeId == weapon.Charge.TypeId);
                // How can this happen? Someone manually loaded ammo
                if (ammo == null)
                {
                    continue;
                }

                // Target is in range
                if (target.Distance <= ammo.Range)
                {
                    continue;
                }

                // Target is out of range, stop firing
                weapon.Deactivate();
            }

            // Hax for max charges returning incorrect value
            if (!weapons.Any(w => w.IsEnergyWeapon))
            {
                MaxCharges = Math.Max(MaxCharges, weapons.Max(l => l.MaxCharges));
                MaxCharges = Math.Max(MaxCharges, weapons.Max(l => l.CurrentCharges));
            }

            // Activate the weapons (it not yet activated)))
            foreach (var weapon in weapons)
            {
                // Are we on the right target?
                if (weapon.IsActive)
                {
                    if (weapon.TargetId != target.Id)
                    {
                        weapon.Deactivate();
                    }

                    continue;
                }

                // Are we reloading, deactivating or changing ammo?
                if (weapon.IsReloadingAmmo || weapon.IsDeactivating || weapon.IsChangingAmmo)
                {
                    continue;
                }

                // No, check ammo type and if thats correct, activate weapon
                if (ReloadAmmo(weapon, target) && CanActivate(weapon, target, true))
                {
                    Logging.Log("Combat: Activating weapon [" + weapon.ItemId + "] on [" + target.Name + "][" + target.Id + "]");
                    weapon.Activate(target.Id);
                }
            }
        }
Example #23
0
        /// <summary>
        ///   Reload correct (tm) ammo for the NPC
        /// </summary>
        /// <param name = "weapon"></param>
        /// <param name = "entity"></param>
        /// <returns>True if the (enough/correct) ammo is loaded, false if wrong/not enough ammo is loaded</returns>
        public bool ReloadNormalAmmo(ModuleCache weapon, EntityCache entity)
        {
            var cargo = Cache.Instance.DirectEve.GetShipsCargo();

            // Get ammo based on damage type
            var correctAmmo = Settings.Instance.Ammo.Where(a => a.DamageType == Cache.Instance.DamageType);

            // Check if we still have that ammo in our cargo
            correctAmmo = correctAmmo.Where(a => cargo.Items.Any(i => i.TypeId == a.TypeId && i.Quantity >= Settings.Instance.MinimumAmmoCharges));

            // We are out of ammo! :(
            if (correctAmmo.Count() == 0)
            {
                State = CombatState.OutOfAmmo;
                return(false);
            }

            // Get the best possible ammo
            var ammo = correctAmmo.Where(a => a.Range > entity.Distance).OrderBy(a => a.Range).FirstOrDefault();

            // We do not have any ammo left that can hit targets at that range!
            if (ammo == null)
            {
                return(false);
            }

            // We have enough ammo loaded
            if (weapon.Charge != null && weapon.Charge.TypeId == ammo.TypeId && weapon.CurrentCharges >= Settings.Instance.MinimumAmmoCharges)
            {
                return(true);
            }

            // Retry later, assume its ok now
            if (weapon.MatchingAmmo.Count() == 0)
            {
                return(true);
            }

            var charge = cargo.Items.FirstOrDefault(i => i.TypeId == ammo.TypeId && i.Quantity >= Settings.Instance.MinimumAmmoCharges);

            // This should have shown up as "out of ammo"
            if (charge == null)
            {
                return(false);
            }

            // We are reloading, wait at least 11 seconds
            if (_lastWeaponReload.ContainsKey(weapon.ItemId) && DateTime.Now < _lastWeaponReload[weapon.ItemId].AddSeconds(22))
            {
                return(false);
            }
            _lastWeaponReload[weapon.ItemId] = DateTime.Now;

            // Reload or change ammo
            if (weapon.Charge != null && weapon.Charge.TypeId == charge.TypeId)
            {
                Logging.Log("Combat: Reloading [" + weapon.ItemId + "] with [" + charge.TypeName + "][" + charge.TypeId + "]");
                weapon.ReloadAmmo(charge);
            }
            else
            {
                Logging.Log("Combat: Changing [" + weapon.ItemId + "] with [" + charge.TypeName + "][" + charge.TypeId + "]");
                weapon.ChangeAmmo(charge);
            }

            // Return false as we are reloading ammo
            return(false);
        }
Example #24
0
        /// <summary>
        ///   Return the best possible target (based on current target, distance and low value first)
        /// </summary>
        /// <param name="currentTarget"></param>
        /// <param name="distance"></param>
        /// <param name="lowValueFirst"></param>
        /// <returns></returns>
        public EntityCache GetBestTarget(EntityCache currentTarget, double distance, bool lowValueFirst)
        {
            // Do we have a 'current target' and if so, is it an actual target?
            // If not, clear current target
            if (currentTarget != null && !currentTarget.IsTarget)
            {
                currentTarget = null;
            }

            // Is our current target a warp scrambling priority target?
            if (currentTarget != null && PriorityTargets.Any(pt => pt.Id == currentTarget.Id && pt.IsWarpScramblingMe && pt.IsTarget))
            {
                return(currentTarget);
            }

            // Get the closest warp scrambling priority target
            var target = PriorityTargets.OrderBy(OrderByLowestHealth()).ThenBy(t => t.Distance).FirstOrDefault(pt => pt.Distance < distance && pt.IsWarpScramblingMe && pt.IsTarget);

            if (target != null)
            {
                return(target);
            }

            // Is our current target any other priority target?
            if (currentTarget != null && PriorityTargets.Any(pt => pt.Id == currentTarget.Id))
            {
                return(currentTarget);
            }

            // Get the closest priority target
            target = PriorityTargets.OrderBy(OrderByLowestHealth()).ThenBy(t => t.Distance).FirstOrDefault(pt => pt.Distance < distance && pt.IsTarget);
            if (target != null)
            {
                return(target);
            }

            // Do we have a target?
            if (currentTarget != null)
            {
                return(currentTarget);
            }

            // Get all entity targets
            var targets = Targets.Where(e => e.CategoryId == (int)CategoryID.Entity && e.IsNpc && !e.IsContainer && e.GroupId != (int)Group.LargeCollidableStructure);

            // Get the closest high value target
            var highValueTarget = targets.Where(t => t.TargetValue.HasValue && t.Distance < distance).OrderByDescending(t => t.TargetValue.Value).ThenBy(OrderByLowestHealth()).ThenBy(t => t.Distance).FirstOrDefault();
            // Get the closest low value target
            var lowValueTarget = targets.Where(t => !t.TargetValue.HasValue && t.Distance < distance).OrderBy(OrderByLowestHealth()).ThenBy(t => t.Distance).FirstOrDefault();

            if (Settings.Instance.DontShootFrigatesWithSiegeorAutoCannons)
            {
                if (Cache.Instance.MissionWeaponGroupId == 55 || Cache.Instance.MissionWeaponGroupId == 508)
                {
                    if (lowValueTarget != null && !lowValueFirst && lowValueTarget.Distance > (int)Distance.InsideThisRangeIsLIkelyToBeMostlyFrigates)
                    {
                        return(targets.Where(t => !t.TargetValue.HasValue && t.Distance > (int)Distance.InsideThisRangeIsLIkelyToBeMostlyFrigates && t.Distance < distance).OrderByDescending(t => t.Distance).FirstOrDefault());
                    }
                    if (lowValueTarget != null && !lowValueFirst && lowValueTarget.Distance < (int)Distance.InsideThisRangeIsLIkelyToBeMostlyFrigates)
                    {
                        lowValueTarget = null;
                    }
                }
            }
            if (lowValueFirst && lowValueTarget != null)
            {
                return(lowValueTarget);
            }
            if (!lowValueFirst && highValueTarget != null)
            {
                return(highValueTarget);
            }

            // Return either one or the other
            return(lowValueTarget ?? highValueTarget);
        }
Example #25
0
        /// <summary> Activate StasisWeb
        /// </summary>
        public void ActivateStasisWeb(EntityCache target)
        {
            if (DateTime.Now < _nextWeaponAction) //if we just did something wait a fraction of a second
                return;

            var webs = Cache.Instance.Modules.Where(m => m.GroupId == (int)Group.StasisWeb).ToList();

            // Find the first active weapon
            // Assist this weapon
            foreach (var web in webs)
            {
                // Are we on the right target?
                if (web.IsActive)
                {
                    if (web.TargetId != target.Id)
                        web.Deactivate();

                    continue;
                }

                // Are we deactivating?
                if (web.IsDeactivating)
                    continue;

                // Target is out of web range
                if (target.Distance >= web.OptimalRange)
                    continue;

                if (CanActivate(web, target, false))
                {
                    Logging.Log("Combat: Activating stasis web [" + web.ItemId + "] on [" + target.Name + "][ID: " + target.Id + "]");
                    web.Activate(target.Id);
                    _nextWebAction = DateTime.Now.AddMilliseconds((int)Time.WebDelay_miliseconds);
                    return;
                }
            }
        }
Example #26
0
        /// <summary>
        ///   Return the best possible target (based on current target, distance and low value first)
        /// </summary>
        /// <param name="currentTarget"></param>
        /// <param name="distance"></param>
        /// <param name="lowValueFirst"></param>
        /// <returns></returns>
        public EntityCache GetBestTarget(EntityCache currentTarget, double distance, bool lowValueFirst)
        {
            // Do we have a 'current target' and if so, is it an actual target?
            // If not, clear current target
            if (currentTarget != null && !currentTarget.IsTarget)
                currentTarget = null;

            // Is our current target a warp scrambling priority target?
            if (currentTarget != null && PriorityTargets.Any(pt => pt.Id == currentTarget.Id && pt.IsWarpScramblingMe && pt.IsTarget))
                return currentTarget;

            // Get the closest warp scrambling priority target
            var target = PriorityTargets.OrderBy(OrderByLowestHealth()).ThenBy(t => t.Distance).FirstOrDefault(pt => pt.Distance < distance && pt.IsWarpScramblingMe && pt.IsTarget);
            if (target != null)
                return target;

            // Is our current target any other priority target?
            if (currentTarget != null && PriorityTargets.Any(pt => pt.Id == currentTarget.Id))
                return currentTarget;

            // Get the closest priority target
            target = PriorityTargets.OrderBy(OrderByLowestHealth()).ThenBy(t => t.Distance).FirstOrDefault(pt => pt.Distance < distance && pt.IsTarget);
            if (target != null)
                return target;

            // Do we have a target?
            if (currentTarget != null)
                return currentTarget;

            // Get all entity targets
            var targets = Targets.Where(e => e.CategoryId == (int)CategoryID.Entity && e.IsNpc && !e.IsContainer && e.GroupId != (int)Group.LargeCollidableStructure);

            // Get the closest high value target
            var highValueTarget = targets.Where(t => t.TargetValue.HasValue && t.Distance < distance).OrderByDescending(t => t.TargetValue.Value).ThenBy(OrderByLowestHealth()).ThenBy(t => t.Distance).FirstOrDefault();
            // Get the closest low value target
            var lowValueTarget = targets.Where(t => !t.TargetValue.HasValue && t.Distance < distance).OrderBy(OrderByLowestHealth()).ThenBy(t => t.Distance).FirstOrDefault();

            if (Settings.Instance.DontShootFrigatesWithSiegeorAutoCannons)
            {
                if (Cache.Instance.MissionWeaponGroupId == 55 || Cache.Instance.MissionWeaponGroupId == 508)
                {
                    if (lowValueTarget != null && !lowValueFirst && lowValueTarget.Distance > (int)Distance.InsideThisRangeIsLIkelyToBeMostlyFrigates)
                        return targets.Where(t => !t.TargetValue.HasValue && t.Distance > (int)Distance.InsideThisRangeIsLIkelyToBeMostlyFrigates && t.Distance < distance).OrderByDescending(t => t.Distance).FirstOrDefault();
                    if (lowValueTarget != null && !lowValueFirst && lowValueTarget.Distance < (int)Distance.InsideThisRangeIsLIkelyToBeMostlyFrigates)
                        lowValueTarget = null;
                }
            }
            if (lowValueFirst && lowValueTarget != null)
                return lowValueTarget;
            if (!lowValueFirst && highValueTarget != null)
                return highValueTarget;

            // Return either one or the other
            return lowValueTarget ?? highValueTarget;
        }
Example #27
0
        /// <summary> Activate target painters
        /// </summary>
        public void ActivateTargetPainters(EntityCache target)
        {
            if (DateTime.Now < _nextWeaponAction) //if we just did something wait a fraction of a second
                return;

            var targetPainters = Cache.Instance.Modules.Where(m => m.GroupId == (int)Group.TargetPainter).ToList();

            // Find the first active weapon
            // Assist this weapon
            foreach (var painter in targetPainters)
            {
                // Are we on the right target?
                if (painter.IsActive)
                {
                    if (painter.TargetId != target.Id)
                        painter.Deactivate();

                    continue;
                }

                // Are we deactivating?
                if (painter.IsDeactivating)
                    continue;

                if (CanActivate(painter, target, false))
                {
                    Logging.Log("Combat: Activating painter [" + painter.ItemId + "] on [" + target.Name + "][ID: " + target.Id + "][" + Math.Round(target.Distance/1000,0) + "k away]");
                    painter.Activate(target.Id);
                    _nextPainterAction = DateTime.Now.AddMilliseconds((int)Time.PainterDelay_miliseconds);
                    return;
                }
            }
        }