Esempio n. 1
0
        public override bool Initialise()
        {
            base.Initialise();
            Name = "Willplug";

            pickit                 = new Pickit(this.Settings, this);
            mover                  = new Mover(GameController);
            WillBot.Me             = new WillPlayer(this, GameController, pickit, LoadedMonsters);
            WillBot.Mover          = mover;
            WillBot.gameController = GameController;
            WillBot.basePlugin     = this;
            WillBot.KeyboardHelper = new TreeRoutine.DefaultBehaviors.Helpers.KeyboardHelper(GameController);

            Input.RegisterKey(Keys.RButton);
            Input.RegisterKey(Keys.A);
            //Input.RegisterKey(Settings.VaalAttackKey);
            Input.RegisterKey(Settings.TestKey1);
            Input.RegisterKey(Settings.TestKey2);
            Input.RegisterKey(Settings.PauseAbilityUsage);
            Input.RegisterKey(Settings.TryLootNearbykey);
            // Input.RegisterKey(Settings.SmokeMineMacroActivationKey);
            //BuffTree = BuffBehavior.CreateBerserkerBuffTree();
            //BuffTree = NecroBuffs.CreateNecroBuffTree();
            BuffTree = CharacterAbilityTrees.CreateScourgeArrowPfTree();
            Tree     = CreateTree();
            Settings.Enable.OnValueChanged += (sender, b) =>
            {
                if (b)
                {
                    if (Core.ParallelRunner.FindByName(treeroutineName) == null)
                    {
                        InitCoroutine();
                    }
                    TreeCoroutine?.Resume();
                }
                else
                {
                    TreeCoroutine?.Pause();
                }
            };
            InitCoroutine();
            InitBuffRoutine();
            InitAutoLootRoutine();
            #region PickitRelated
            DebugTimer.Reset();
            Settings.MouseSpeed.OnValueChanged += (sender, f) => { Mouse.speedMouse = Settings.MouseSpeed.Value; };
            pickitCoroutineWaitTime             = new WaitTime(Settings.ExtraDelay);
            Settings.ExtraDelay.OnValueChanged += (sender, i) => pickitCoroutineWaitTime = new WaitTime(i);
            pickit.LoadRuleFiles();
            #endregion

            return(true);
        }
Esempio n. 2
0
        private Composite CreateTree()
        {
            return(new PrioritySelector(

                       new Decorator(x => GameController.Game.IsPreGame == true, LoginBehavior.TryEnterGameFromLoginScreen(x => 3)),
                       new Decorator(x => TreeHelper.CanTickTown(), CommonBehavior.TownToHideout()),

                       new Decorator(x => TreeHelper.CanTickHideout(), new PrioritySelector(
                                         new Decorator(x => (DateTime.Now.Subtract(previousBreakTime) > breakInterval), new Action(delegate
            {
                previousBreakTime = DateTime.Now;
                var breakLength = new TimeSpan(hours: 0, minutes: MathHepler.Randomizer.Next(8, 15), seconds: 0);
                Thread.Sleep(breakLength);
                return RunStatus.Failure;
            }
                                                                                                                                   )),
                                         //new Inverter(CommonBehavior.CloseOpenPanels()),
                                         CommonBehavior.HandleDestroyItemPopup(),
                                         CharacterAbilityTrees.ActivateNecroAuras(),
                                         new Action(delegate
            {
                CommonBehavior.CouldNotFindValidPositionToExplore = false;
                WillBot.Me.enemies.LastKilledMonsterTime = DateTime.Now;
                return RunStatus.Failure;
            }),
                                         SellBehavior.SellItems(sellUnidCrItems: true),
                                         TownBehavior.IdentifyUniquesInPlayerInventory(),
                                         TownBehavior.Stashie(),
                                         //ChaosRecipeBehavior.ChaosRecipeHandler(),



                                         // TownBehavior.EnterBloodAquaducts())),
                                         MapPrepBehavior.GetOpenAndEnterMap())),
                       new Decorator(x => TreeHelper.CanTickDead(),
                                     AreaBehavior.DiedBehavior()),
                       new Decorator(x => TreeHelper.CanTickMap(),// !PlayerHelper.isPlayerDead(),
                                     new PrioritySelector(

                                         //new Inverter(CommonBehavior.CloseOpenPanels()),
                                         new Inverter(CommonBehavior.CloseOpenPanelsIfOpenPanels()),
                                         new Decorator(delegate
            {
                // if not killed a monster in the last x seconds -> exit map
                if (DateTime.Now.Subtract(WillBot.Me.enemies.LastKilledMonsterTime).TotalSeconds > 60)
                {
                    return true;
                }
                return false;
            },
                                                       CommonBehavior.OpenAndEnterTownPortal()
                                                       ),
                                         CharacterAbilityTrees.CreateNecroBuffTree(),
                                         new Decorator(ret => CommonBehavior.DoCombat(), NecroCombat.NecroCombatComposite()),
                                         LevelGemsBehavior.LevelGems(),
                                         LootBehavior.BuildLootComposite(),
                                         ChestBehavior.DoOpenNearbyChest(),
                                         AreaBehavior.InteractWithLabelOnGroundOpenable(() => WillBot.Me.TimelessMonolith),
                                         AreaBehavior.InteractWithLabelOnGroundOpenable(() => WillBot.Me.EssenceMonsterMonolith),
                                         AreaBehavior.InteractWithLabelOnGroundOpenable(() => WillBot.Me.HarvestChest),
                                         AreaBehavior.InteractWithLabelOnGroundOpenable(() => WillBot.Me.StrongBox),
                                         AreaBehavior.InteractWithLabelOnGroundOpenable(() => WillBot.Me.BlightPumpInMap),
                                         //AreaBehavior.DefendBlightPumpMap(),

                                         AreaBehavior.OpenDeliriumMirror(),
                                         CommonBehavior.MoveToUnkillableUniqueMonster(),
                                         //CommonBehavior.MoveToDeliriumPause(),
                                         new Decorator(x => CommonBehavior.DoMoveToMonster(),
                                                       CommonBehavior.MoveTo(ret => WillBot.Me.enemies.ClosestMonsterEntity?.GridPos, x => WillBot.Me.enemies.ClosestMonsterEntity?.Pos,
                                                                             CommonBehavior.DefaultMovementSpec)),
                                         new Action(delegate
            {
                AreaBehavior.UpdateAreaTransitions();
                return RunStatus.Failure;
            }),

                                         new Decorator(delegate
            {
                if (CommonBehavior.DoMoveToMonster() == false && CommonBehavior.DoCombat() == false && CommonBehavior.DoMoveToNonKillableUniqueMonster() == false)
                {
                    WillBot.LogMessageCombo($"Checking for exit/area transitions");
                    return true;
                }
                return false;
            },
                                                       new PrioritySelector(
                                                           CommonBehavior.HandleDestroyItemPopup(),
                                                           AreaBehavior.TryDoAreaTransition(),
                                                           new Decorator(delegate
            {
                if (CommonBehavior.MapComplete())
                {
                    WillBot.LogMessageCombo($"Exiting map due to map complete criterias fulfilled, explored more than {WillBot.Settings.MapAreaExploration}");
                    return true;
                }
                return false;
            },
                                                                         CommonBehavior.OpenAndEnterTownPortal()
                                                                         ),
                                                           new Decorator(delegate
            {
                if (CommonBehavior.CouldNotFindValidPositionToExplore == true)
                {
                    WillBot.LogMessageCombo("Exiting map due to not finding a valid position to explore");
                    return true;
                }
                return false;
            },
                                                                         CommonBehavior.OpenAndEnterTownPortal()
                                                                         ),
                                                           new Decorator(
                                                               delegate
            {
                if (WillBot.Me.IsPlayerInventoryFull == true)
                {
                    WillBot.LogMessageCombo("Exiting map due to inventory full.");
                    return true;
                }
                return false;
            },
                                                               CommonBehavior.OpenAndEnterTownPortal())
                                                           )),
                                         CommonBehavior.DoExploringComposite()
                                         ))));
        }