public override void Initialize() { try { MyCurrentSpec = Me.Specialization; GlobalSettingsManager.Instance.Init(); AbilityManager.ReloadAbilities(); AbilityChainsManager.Init(); ItemManager.LoadDataSet(); Events = new Events(); Log.Combat("--------------------------------------------------"); Log.Combat(Name); Log.Combat(string.Format("You are a Level {0} {1} {2}", Me.Level, Me.Race, Me.Class)); Log.Combat(string.Format("Current Specialization: {0}", MyCurrentSpec.ToString().Replace("Druid", string.Empty))); Log.Combat(string.Format("Current Profile: {0}", GlobalSettingsManager.Instance.LastUsedProfile)); Log.Combat(string.Format("{0} abilities loaded", AbilityManager.Instance.Abilities.Count)); Log.Combat(string.Format("{0} conditional use items loaded ({1} enabled)", ItemManager.Items.Count, ItemManager.Items.Count(o => o.Enabled))); Log.Combat("--------------------------------------------------"); AbilityChainsManager.LoadDataSet(); SettingsManager.Instance.LogDump(); } catch (Exception ex) { Log.Gui(string.Format("Error Initializing Paws Combat Routine: {0}", ex)); } }
public override void Pulse() { if (MyCurrentSpec != Me.Specialization) { Log.Combat(string.Format("Specialization changed from {0} to {1}", MyCurrentSpec.ToString().Replace("Druid", string.Empty), Me.Specialization.ToString().Replace("Druid", string.Empty))); MyCurrentSpec = Me.Specialization; } AbilityManager.Instance.Update(); UnitManager.Instance.Update(); SnapshotManager.Instance.Update(); UnitManager.Instance.TargetNearestEnemey(); base.Pulse(); }
public override void Pulse() { //Manual CastPause for 2 seconds if (PauseTimer.IsRunning) { if (PauseTimer.ElapsedMilliseconds >= 2000) { PauseTimer.Reset(); } return; } if (Main.Debug) { Log.Diagnostics("In Main.Pulse()"); } if (MyCurrentSpec != Me.Specialization) { Log.Combat(string.Format("Specialization changed from {0} to {1}", MyCurrentSpec.ToString().Replace("Rogue", string.Empty), Me.Specialization.ToString().Replace("Rogue", string.Empty))); this.MyCurrentSpec = Me.Specialization; } AbilityManager.Instance.Update(); if (Main.Debug) { Log.Diagnostics("After AbilityManager update."); } UnitManager.Instance.Update(); if (Main.Debug) { Log.Diagnostics("After UnitManager update."); } // DiminishingReturnManager.Instance.Update(); //possible bottleneck in big enviroments. base.Pulse(); }