Exemple #1
0
        internal static void PlayerOnMapChanged(BotEvents.Player.MapChangedEventArgs args)
        {
            // Since we hooked this in ctor, make sure we are the selected CC
            if (RoutineManager.Current.Name != SingularRoutine.Instance.Name)
            {
                return;
            }

            if (SingularRoutine.CurrentWoWContext == WoWContext.Battlegrounds ||
                StyxWoW.Me.CurrentMap.IsRaid)
            {
                DetachCombatLogEvent();
            }
            else
            {
                AttachCombatLogEvent();
            }

            //Why would we create same behaviors all over ?
            if (SingularRoutine.LastWoWContext == SingularRoutine.CurrentWoWContext)
            {
                return;
            }

            Logger.Write("Context changed. New context: " + SingularRoutine.CurrentWoWContext + ". Rebuilding behaviors.");
            SingularRoutine.Instance.CreateBehaviors();
        }
Exemple #2
0
        private static void OnMapChanged(BotEvents.Player.MapChangedEventArgs args)
        {
            var    title   = FormatIt("Map Changed to {0}", args.NewMapName);
            string message = FormatIt("Your Honorbuddy instance has changed maps from {1} to {0}.", OldMapName, args.NewMapName);

            OldMapName = args.NewMapName;
            SendNotification(message, title);
        }
Exemple #3
0
        private void Player_OnMapChanged(BotEvents.Player.MapChangedEventArgs args)
        {
            //Why would we create same behaviors all over ?
            if (lastContext == CurrentWoWContext)
            {
                return;
            }

            Logger.Write("Context changed. New context: " + CurrentWoWContext + ". Rebuilding behaviors.");
            CreateBehaviors();
        }
Exemple #4
0
        public void Player_OnMapChanged(BotEvents.Player.MapChangedEventArgs args)
        {
            try
            {
                if ((CLU.LocationContext == GroupLogic.Battleground || CLU.LocationContext == GroupLogic.PVE) && TalentManager.CurrentSpec != WoWSpec.DruidFeral)
                {
                    DetachCombatLogEvent();
                }
                else
                {
                    AttachCombatLogEvent();
                }

                //Why would we create same behaviors all over ?
                if (CLU.LastLocationContext == CLU.LocationContext)
                {
                    return;
                }

                CLULogger.TroubleshootLog("Context changed. New context: " + CLU.LocationContext + ". Rebuilding behaviors.");
                CLU.Instance.CreateBehaviors();

                if (CLU.IsHealerRotationActive && StyxWoW.IsInGame)
                {
                    CLULogger.TroubleshootLog("CombatLogEvents: Party Members Changed - Re-Initialize list Of HealableUnits");
                    switch (CLUSettings.Instance.SelectedHealingAquisition)
                    {
                    case HealingAquisitionMethod.Proximity:
                        HealableUnit.HealableUnitsByProximity();
                        break;

                    case HealingAquisitionMethod.RaidParty:
                        HealableUnit.HealableUnitsByPartyorRaid();
                        break;
                    }
                }
            }
            catch (Exception ex)
            {
                CLULogger.DiagnosticLog("Player_OnMapChanged : {0}", ex);
            }
        }
Exemple #5
0
 private void Player_OnMapChanged(BotEvents.Player.MapChangedEventArgs args)
 {
     _root = null;
 }
Exemple #6
0
 private void Player_OnMapChanged(BotEvents.Player.MapChangedEventArgs args)
 {
     _root = null;
     TargetFilterSetup();
 }