Esempio n. 1
0
        public Composite    CreateBehavior_SelectTarget(BehaviorFailIfNoTargetsDelegate failIfNoTargets)
        {
            return (
            new PrioritySelector(

                // If we haven't engaged the mob when the auto-blacklist timer expires, give up on it and move on...
                new Decorator(ret => ((CurrentTarget != null)
                                        && (_currentTargetAutoBlacklistTimer.Elapsed > _currentTargetAutoBlacklistTime)),
                    new Action(delegate
                    {
                        Logger("warning", "Taking too long to engage '{0}'--blacklisting", CurrentTarget.Name);
                        CurrentTarget.LocallyBlacklist(Delay_AutoBlacklist);
                        CurrentTarget = null;
                    })),
                

                // If we don't have a current target, select a new one...
                // Once we select a target, its 'locked in' (unless it gets blacklisted).  This prevents us
                // from running back and forth between two equidistant targets.
                new Decorator(ret => ((CurrentTarget == null)
                                      || !CurrentTarget.IsValid
                                      || CurrentTarget.IsLocallyBlacklisted()
                                      || !IsViableTarget(CurrentTarget)),
                    new PrioritySelector(context => CurrentTarget = ViableTargets().FirstOrDefault(),

                        // If we found next target, we're done...
                        new Decorator(ret => (CurrentTarget != null),
                            new Action(delegate
                            {
                                _huntingGroundWaitPoint = WoWPoint.Empty;

                                if (CurrentTarget is WoWUnit)
                                    { CurrentTarget.ToUnit().Target(); }

                                _currentTargetAutoBlacklistTime = CalculateAutoBlacklistTime(CurrentTarget);
                                _currentTargetAutoBlacklistTimer.Reset();
                                _currentTargetAutoBlacklistTimer.Start();
                            })),

                        // If we've exhausted mob/object supply in area, and we need to wait, do so...
                        new Decorator(ret => !failIfNoTargets(),

                            // Move back to hunting ground anchor --
                            new PrioritySelector(

                                // If we've more than one hotspot, head to the next one...
                                new Decorator(ret => (_hotSpots.Count() > 1),
                                    new Sequence(context => FindNextHotspot(),
                                        new Action(nextHotspot => TreeRoot.StatusText = "No targets--moving to hotspot "
                                                                                        + (WoWPoint)nextHotspot),
                                        CreateBehavior_InternalMoveTo(() => FindNextHotspot())
                                        )),

                                // We find a point 'near' our anchor at which to wait...
                                // This way, if multiple people are using the same profile at the same time,
                                // they won't be standing on top of each other.
                                new Decorator(ret => (_huntingGroundWaitPoint == WoWPoint.Empty),
                                    new Action(delegate
                                        {
                                            _huntingGroundWaitPoint = HuntingGroundAnchor.FanOutRandom(CollectionDistance * 0.25);
                                            TreeRoot.StatusText = "No targets--moving near hunting ground anchor point to wait";
                                            _repopWaitingTime.Reset();
                                            _repopWaitingTime.Start();
                                        })),

                                // Move to our selected random point...
                                new Decorator(ret => (Me.Location.Distance(_huntingGroundWaitPoint) > Navigator.PathPrecision),
                                    CreateBehavior_InternalMoveTo(() => _huntingGroundWaitPoint)),

                                // Tell user what's going on...
                                new Sequence(
                                    new Action(delegate
                                        {
                                            TreeRoot.GoalText = this.GetType().Name + ": Waiting for Repops";
                                            TreeRoot.StatusText = "No targets in area--waiting for repops.  " + BuildTimeAsString(_repopWaitingTime.Elapsed);
                                        }),
                                    new WaitContinue(Delay_RepopWait, ret => false, new ActionAlwaysSucceed()))
                                ))
                        )),

                // Re-select target, if it was lost (perhaps, due to combat)...
                new Decorator(ret => ((CurrentTarget is WoWUnit) && (Me.CurrentTarget != CurrentTarget)),
                    new Action(delegate { CurrentTarget.ToUnit().Target();}))
                ));
        }
Esempio n. 2
0
        public Composite CreateBehavior_SelectTarget(BehaviorFailIfNoTargetsDelegate failIfNoTargets)
        {
            return(
                new PrioritySelector(

                    // If we haven't engaged the mob when the auto-blacklist timer expires, give up on it and move on...
                    new Decorator(ret => ((CurrentTarget != null) &&
                                          (_currentTargetAutoBlacklistTimer.Elapsed > _currentTargetAutoBlacklistTime)),
                                  new Action(delegate
            {
                QBCLog.Warning("Taking too long to engage '{0}'--blacklisting", CurrentTarget.SafeName);
                CurrentTarget.LocallyBlacklist(_delay_AutoBlacklist);
                CurrentTarget = null;
            })),


                    // If we don't have a current target, select a new one...
                    // Once we select a target, its 'locked in' (unless it gets blacklisted).  This prevents us
                    // from running back and forth between two equidistant targets.
                    new Decorator(ret => ((CurrentTarget == null) ||
                                          !CurrentTarget.IsValid ||
                                          CurrentTarget.IsLocallyBlacklisted()),
                                  new PrioritySelector(context => CurrentTarget = ViableTargets().FirstOrDefault(),

                                                       // If we found next target, we're done...
                                                       new Decorator(ret => (CurrentTarget != null),
                                                                     new Action(delegate
            {
                _huntingGroundWaitPoint = WoWPoint.Empty;

                if (CurrentTarget is WoWUnit)
                {
                    CurrentTarget.ToUnit().Target();
                }

                _currentTargetAutoBlacklistTime = CalculateAutoBlacklistTime(CurrentTarget);
                _currentTargetAutoBlacklistTimer.Reset();
                _currentTargetAutoBlacklistTimer.Start();
            })),

                                                       // If we've exhausted mob/object supply in area, and we need to wait, do so...
                                                       new Decorator(ret => !failIfNoTargets(),

                                                                     // Move back to hunting ground anchor --
                                                                     new PrioritySelector(

                                                                         // If we've more than one hotspot, head to the next one...
                                                                         new Decorator(ret => (_hotSpots.Count() > 1),
                                                                                       new Sequence(context => FindNextHotspot(),
                                                                                                    new Action(nextHotspot => TreeRoot.StatusText = "No targets--moving to hotspot "
                                                                                                                                                    + (WoWPoint)nextHotspot),
                                                                                                    CreateBehavior_InternalMoveTo(() => FindNextHotspot())
                                                                                                    )),

                                                                         // We find a point 'near' our anchor at which to wait...
                                                                         // This way, if multiple people are using the same profile at the same time,
                                                                         // they won't be standing on top of each other.
                                                                         new Decorator(ret => (_huntingGroundWaitPoint == WoWPoint.Empty),
                                                                                       new Action(delegate
            {
                _huntingGroundWaitPoint = HuntingGroundAnchor.FanOutRandom(CollectionDistance * 0.25);
                TreeRoot.StatusText = "No targets--moving near hunting ground anchor point to wait";
                _repopWaitingTime.Reset();
                _repopWaitingTime.Start();
            })),

                                                                         // Move to our selected random point...
                                                                         new Decorator(ret => !Navigator.AtLocation(_huntingGroundWaitPoint),
                                                                                       CreateBehavior_InternalMoveTo(() => _huntingGroundWaitPoint)),

                                                                         // Tell user what's going on...
                                                                         new Sequence(
                                                                             new Action(delegate
            {
                TreeRoot.GoalText = this.GetType().Name + ": Waiting for Repops";
                TreeRoot.StatusText = "No targets in area--waiting for repops.  " + BuildTimeAsString(_repopWaitingTime.Elapsed);
            }),
                                                                             new WaitContinue(_delay_RepopWait, ret => false, new ActionAlwaysSucceed()))
                                                                         ))
                                                       )),

                    // Re-select target, if it was lost (perhaps, due to combat)...
                    new Decorator(ret => ((CurrentTarget is WoWUnit) && (Me.CurrentTarget != CurrentTarget)),
                                  new Action(delegate { CurrentTarget.ToUnit().Target(); }))
                    ));
        }