Exemple #1
0
        public override void Execute()
        {
            if (!ObjectManager.Player.IsInCombat && !AmeisenBotStateMachine.IsAnyPartymemberInCombat())
            {
                AmeisenBotStateMachine.SetState(AmeisenBotState.Idle);
                return;
            }

            // we can do nothing until the ObjectManager is initialzed
            if (ObjectManager != null &&
                ObjectManager.Player != null)
            {
                // use the default Target selection algorithm if the CombatClass doenst

                // Note: this only works for dps classes, tanks and healers need
                //        to implement their own target selection algorithm
                if (CombatClass == null || !CombatClass.HandlesTargetSelection)
                {
                    // make sure we got both objects refreshed before we check them
                    ObjectManager.UpdateObject(ObjectManager.Player);
                    ObjectManager.UpdateObject(ObjectManager.Target);

                    // do we need to clear our target
                    if (ObjectManager.TargetGuid > 0 &&
                        (ObjectManager.Target.IsDead ||
                         HookManager.GetUnitReaction(ObjectManager.Player, ObjectManager.Target) == WowUnitReaction.Friendly))
                    {
                        HookManager.ClearTarget();
                        ObjectManager.UpdateObject(ObjectManager.Player);
                    }

                    // select a new target if our current target is invalid
                    if ((ObjectManager.TargetGuid == 0 ||
                         (ObjectManager.Target == null || ObjectManager.Target.Guid == ObjectManager.PlayerGuid)) &&
                        SelectTargetToAttack(out WowUnit target))
                    {
                        HookManager.TargetGuid(target.Guid);

                        ObjectManager.UpdateObject(ObjectManager.Player);
                        ObjectManager.UpdateObject(ObjectManager.Target);
                    }
                }

                // use the default MovementEngine to move if the CombatClass doesnt
                if (CombatClass == null || !CombatClass.HandlesMovement)
                {
                    HandleMovement(ObjectManager.Target);
                }

                // if no CombatClass is loaded, just autoattack
                if (CombatClass != null)
                {
                    CombatClass.Execute();
                }
                else
                {
                    if (!ObjectManager.Player.IsAutoAttacking)
                    {
                        HookManager.StartAutoAttack();
                    }
                }
            }

            TryCount = 0;
        }