private async Task <bool> GambleItems(Client client, MovementMode movementMode) { bool shouldGamble = client.Game.Me.Attributes[D2NG.Core.D2GS.Players.Attribute.GoldInStash] > 7_000_000; if (shouldGamble && System.Threading.Interlocked.Exchange(ref isAnyClientGambling, 1) == 0) { var gambleNPC = NPCHelpers.GetGambleNPC(client.Game.Act); Log.Information($"Gambling items at {gambleNPC}"); var pathToGamble = await _pathingService.GetPathToNPC(client.Game, gambleNPC, movementMode); if (!await MovementHelpers.TakePathOfLocations(client.Game, pathToGamble, movementMode)) { Log.Warning($"{movementMode} to {gambleNPC} failed at {client.Game.Me.Location}"); return(false); } var uniqueNPC = NPCHelpers.GetUniqueNPC(client.Game, gambleNPC); if (uniqueNPC == null) { Log.Warning($"{gambleNPC} not found at {client.Game.Me.Location}"); return(false); } NPCHelpers.GambleItems(client.Game, uniqueNPC); System.Threading.Interlocked.Exchange(ref isAnyClientGambling, 0); } return(true); }
private async Task <bool> RefreshAndSellItems(Game game, MovementMode movementMode, TownManagementOptions options) { var sellItemCount = game.Inventory.Items.Count(i => !Pickit.Pickit.ShouldKeepItem(game, i)) + game.Cube.Items.Count(i => !Pickit.Pickit.ShouldKeepItem(game, i)); if (NPCHelpers.ShouldRefreshCharacterAtNPC(game) || sellItemCount > 5 || options.ItemsToBuy?.Count > 0) { var sellNpc = NPCHelpers.GetSellNPC(game.Act); Log.Information($"Client {game.Me.Name} moving to {sellNpc} for refresh and selling {sellItemCount} items"); var pathSellNPC = await _pathingService.GetPathToNPC(game.MapId, Difficulty.Normal, WayPointHelpers.MapTownArea(game.Act), game.Me.Location, sellNpc, movementMode); if (pathSellNPC.Count > 0 && await MovementHelpers.TakePathOfLocations(game, pathSellNPC, movementMode)) { var uniqueNPC = NPCHelpers.GetUniqueNPC(game, sellNpc); if (uniqueNPC == null) { Log.Warning($"Client {game.Me.Name} Did not find {sellNpc} at {game.Me.Location}"); return(false); } if (!NPCHelpers.SellItemsAndRefreshPotionsAtNPC(game, uniqueNPC, options.ItemsToBuy)) { Log.Warning($"Client {game.Me.Name} Selling items and refreshing potions failed at {game.Me.Location}"); return(false); } } else { Log.Warning($"Client {game.Me.Name} {movementMode} to {sellNpc} failed at {game.Me.Location}"); return(false); } } return(true); }
private async Task <bool> RepairItems(Game game, MovementMode movementMode) { if (NPCHelpers.ShouldGoToRepairNPC(game)) { var repairNPC = NPCHelpers.GetRepairNPC(game.Act); Log.Information($"Client {game.Me.Name} moving to {repairNPC} for repair/arrows"); var pathRepairNPC = repairNPC == NPCCode.Hratli ? await _pathingService.GetPathToObject(game, EntityCode.Hratli, movementMode) : await _pathingService.GetPathToNPC(game.MapId, Difficulty.Normal, WayPointHelpers.MapTownArea(game.Act), game.Me.Location, repairNPC, movementMode); if (pathRepairNPC.Count > 0 && await MovementHelpers.TakePathOfLocations(game, pathRepairNPC, movementMode)) { var uniqueNPC = NPCHelpers.GetUniqueNPC(game, repairNPC); if (uniqueNPC == null) { Log.Warning($"Client {game.Me.Name} Did not find {repairNPC} at {game.Me.Location}"); return(false); } if (!NPCHelpers.RepairItemsAndBuyArrows(game, uniqueNPC)) { Log.Warning($"Client {game.Me.Name} Selling items and refreshing potions to {repairNPC} failed at {game.Me.Location}"); } } else { Log.Warning($"Client {game.Me.Name} {movementMode} to {repairNPC} failed at {game.Me.Location}"); } } return(true); }
private async Task <bool> IdentifyItems(Game game, MovementMode movementMode) { var unidentifiedItemCount = game.Inventory.Items.Count(i => !i.IsIdentified) + game.Cube.Items.Count(i => !i.IsIdentified); if (unidentifiedItemCount > 6) { Log.Information($"Visiting Deckard Cain with {unidentifiedItemCount} unidentified items"); var deckhardCainCode = NPCHelpers.GetDeckardCainForAct(game.Act); var deckardCain = NPCHelpers.GetUniqueNPC(game, deckhardCainCode); var pathDeckardCain = new List <Point>(); if (deckardCain != null) { pathDeckardCain = await _pathingService.GetPathToLocation(game.MapId, Difficulty.Normal, WayPointHelpers.MapTownArea(game.Act), game.Me.Location, deckardCain.Location, movementMode); } else { pathDeckardCain = await _pathingService.GetPathToNPC(game.MapId, Difficulty.Normal, WayPointHelpers.MapTownArea(game.Act), game.Me.Location, deckhardCainCode, movementMode); } if (!await MovementHelpers.TakePathOfLocations(game, pathDeckardCain, movementMode)) { Log.Warning($"Client {game.Me.Name} {movementMode} to deckard cain failed at {game.Me.Location}"); return(false); } return(NPCHelpers.IdentifyItemsAtDeckardCain(game)); } return(true); }