Exemple #1
0
            private void UpdateSkills(bool reset = false)
            {
                // We may have loaded settings for all skills from any class.
                // Active skill is just the subset currently in use by the hero.
                // But we still need to persist settings for all skills used to-date.
                // Also need to populate with reference skill info for the pretty UI Icons etc.

                if (!Player.IsInGame && !ModuleManager.IsEnabled || !ZetaDia.IsInGame)
                {
                    return;
                }

                var activeSettings = SkillUtils.Active.Select(s => new SkillSettings(s)).ToList();

                if (Skills == null || !Skills.Any() || reset)
                {
                    Skills = new List <SkillSettings>(activeSettings);
                }
                else
                {
                    Skills.ForEach(s => s.SetReferenceSkill(SkillUtils.GetSkillByPower(s.SNOPower)));
                    Skills.AddRange(activeSettings.Where(b => Skills.All(a => a.SNOPower != b.SNOPower)));
                }

                var availableSkills = Skills.Where(s => Core.Hotbar.ActivePowers.Any(p => s.SNOPower == p)).OrderBy(s => s.Order);

                ActiveSkills = new FullyObservableCollection <SkillSettings>(availableSkills);
            }
Exemple #2
0
        public bool CanCast(SNOPower power)
        {
            if (GameData.AlwaysCanCastPowers.Contains(power))
            {
                return(true);
            }

            var skill = SkillUtils.GetSkillByPower(power);

            return(skill != null && skill.CanCast());
        }
 public Skill GetSkill() => SkillUtils.GetSkillByPower(SNOPower);
Exemple #4
0
        internal void Update()
        {
            Clear();

            if (!ZetaDia.IsInGame || ZetaDia.Me == null || !ZetaDia.Me.IsValid)
            {
                return;
            }

            var cPlayer = ZetaDia.Storage.PlayerDataManager.ActivePlayerData;

            if (cPlayer == null || !cPlayer.IsValid)
            {
                return;
            }

            PassivePowers = new HashSet <SNOPower>(cPlayer.PassiveSkills);

            var activePowers       = new HashSet <SNOPower>();
            var activeHotbarSkills = new List <HotbarSkill>();

            bool isOverrideActive = false;

            try
            {
                isOverrideActive = ZetaDia.Me.SkillOverrideActive;
            }
            catch (ArgumentException)
            {
                // nesox?

                /*[Trinity 2.55.238] Error in OnEnable: System.ArgumentException: An item with the same key has already been added.
                 * at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
                 * at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
                 * at System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement](IEnumerable`1 source, Func`2 keySelector, Func`2 elementSelector, IEqualityComparer`1 comparer)
                 * at Zeta.Game.Internals.FastAttribGroupsEntry.‌‭‌‮‌‪‭‬‌‍‍‫‬‏‌‏‌‏‬‌‪‬‬‭‮()
                 * at Zeta.Game.PerFrameCachedValue`1.get_Value()
                 * at Zeta.Game.Internals.FastAttribGroupsEntry.get_AttributeMapA()
                 * at Zeta.Game.Internals.FastAttribGroupsEntry.‌‭‫‪‮‪‬‮‬‪‮‏​‎‌‎‎‬‫‎‫‮[](Int32 , ACD , & )
                 * at Zeta.Game.Internals.FastAttribGroupsEntry.‏​‏​‍‍‫‏‎‌‬‮​‪‎‏‌‎‮‬‍​‪‮[](Int32 , ACD )
                 * at Zeta.Game.Internals.Actors.ACD.‌‍‬‌‪‍‪‪‭‍‏‭‪‮‬‮‭‫‫‫‭‎‫‫​‪‭‮()
                 * at Zeta.Game.PerFrameCachedValue`1.get_Value()
                 * at Zeta.Game.Internals.Actors.ACD.get_SkillOverrideActive()
                 * at Zeta.Game.Internals.Actors.DiaPlayer.get_SkillOverrideActive()
                 * at Trinity.Framework.Modules.HotbarCache.Update()
                 * at Trinity.Framework.Core.Enable()
                 * at Trinity.TrinityPlugin.OnEnabled()*/
            }

            for (int i = 0; i <= 5; i++)
            {
                var diaActiveSkill = cPlayer.GetActiveSkillByIndex(i, isOverrideActive);
                if (diaActiveSkill == null || diaActiveSkill.Power == SNOPower.None)
                {
                    continue;
                }

                var power     = diaActiveSkill.Power;
                var runeIndex = diaActiveSkill.RuneIndex;

                var hotbarskill = new HotbarSkill
                {
                    Power           = diaActiveSkill.Power,
                    Slot            = (HotbarSlot)i,
                    RuneIndex       = runeIndex,
                    HasRuneEquipped = diaActiveSkill.HasRuneEquipped,
                    Skill           = SkillUtils.GetSkillByPower(power),
                };

                if (!activePowers.Contains(power))
                {
                    activePowers.Add(power);
                    activeHotbarSkills.Add(hotbarskill);
                    _hotbarSkillBySnoPower[power] = hotbarskill;
                    _skillBySlot[(HotbarSlot)i]   = hotbarskill;
                }

                if (!GameData.LastUseAbilityTimeDefaults.ContainsKey(power))
                {
                    GameData.LastUseAbilityTimeDefaults.Add(power, DateTime.MinValue);
                }
            }

            ActivePowers = activePowers;
            ActiveSkills = activeHotbarSkills;

            Core.Logger.Debug(LogCategory.CacheManagement,
                              "Refreshed Hotbar: ActiveSkills={0} PassiveSkills={1}",
                              ActiveSkills.Count,
                              PassivePowers.Count);
        }