Esempio n. 1
0
        /// <summary>
        /// Find OT_UNIT type of object around in-game character
        /// </summary>
        /// <param name="name"></param>
        /// <returns></returns>
        public WowUnit FindUnitByName(string name)
        {
            // Temp
            Update();

            WowUnit res = null;

            foreach (WowObject wo in CurrentSnapshot.List)
            {
                if (wo.Type == Descriptor.eObjType.OT_UNIT &&
                    wo.Name.Equals(name))
                {
                    res = (WowUnit)wo;
                    break;
                }
            }

            return(res);
        }
Esempio n. 2
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 /// <summary>
 /// Convenience function that checks a buff given the name of the buff.
 /// </summary>
 /// <param name="name">Name of the buff to check.</param>
 public bool HasBuffByName(WowUnit unit, string BuffToCheck)
 {
     return HasBuffById(unit, GetSpellIdByName(BuffToCheck));
 }
Esempio n. 3
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        /// <summary>
        /// Checks if a unit has a given buff by ID
        /// </summary>
        /// <param name="unit">Unit to check for buffs</param>
        /// <param name="BuffToCheck">Spell ID of the buff to check</param>
        /// <returns>True if unit has the given buff.</returns>
        public bool HasBuffById(WowUnit unit, uint BuffToCheck)
        {
            uint CurrentBuff = unit.ObjectPointer + Globals.FirstBuff;

            uint Buff = 1;
            while (Buff != 0 && BuffToCheck != 0)
            {
                Buff = wow.ReadUInt(CurrentBuff);
                if (Buff == BuffToCheck)
                {
                    return true;
                }

                CurrentBuff += Globals.NextBuff;
            }
            return false;
        }
Esempio n. 4
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        public Descriptor.eUnitReaction GetUnitRelation(WowUnit u1, WowUnit u2)
        {
            if (u1 == null || u2 == null)
            {
                return Descriptor.eUnitReaction.Unknown;
            }
            if (u1.ObjectPointer == ProcessManager.Player.ObjectPointer && RelationCache.ContainsKey(u2.Guid))
            {
                return RelationCache[u2.Guid];
            }

            ProcessManager.SuspendMainWowThread();

            uint codecave = wow.AllocateMemory();
            uint result = 0;

            wow.Asm.Clear();
            AsmUpdateCurMgr();
            wow.Asm.AddLine("mov ecx, {0}", u1.ObjectPointer);
            wow.Asm.AddLine("push {0}", u2.ObjectPointer);
            wow.Asm.AddLine("call {0}", Globals.Functions.GetUnitRelation);

            AsmSendResumeMessage();
            wow.Asm.AddLine("retn");

            try
            {
                result = wow.Asm.InjectAndExecute(codecave);
            }
            catch (Exception e)
            {
                ProcessManager.ResumeMainWowThread();
                throw e;
            }
            finally
            {
                wow.FreeMemory(codecave);
            }

            if (u1.ObjectPointer == ProcessManager.Player.ObjectPointer)
            {
                RelationCache.Add(u2.Guid, (Descriptor.eUnitReaction) result);
            }
            return (Descriptor.eUnitReaction) result;
        }
Esempio n. 5
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 public bool Equals(WowUnit obj)
 {
     if (ReferenceEquals(null, obj))
     {
         return false;
     }
     if (ReferenceEquals(this, obj))
     {
         return true;
     }
     return (obj.Guid == Guid);
 }
Esempio n. 6
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        public bool FindUnit(WowUnit u, string key)
        {
            DateTime start = DateTime.Now;
            TimeSpan tsTimeSpent;
            PlayerCM.SendKeys(key);
            Thread.Sleep(250);
            ulong firstGuid = CurTargetGuid;

            if (firstGuid == 0)
            {
                Output.Instance.Debug("We tried targeting but " +
                    "the first TAB didn't land on anything", this);
                return false;
            }

            do
            {
                DateTime end = DateTime.Now;
                tsTimeSpent = end - start;

                PlayerCM.SendKeys(CommandManager.SK_TAB);
                Thread.Sleep(250);
                if (CurTargetGuid == u.Guid)
                {
                    LastTargetedMob = u;
                    Output.Instance.Debug("We found a target while TABbing", this);
                    return true;
                }
            } while ((CurTargetGuid != u.Guid) &&
                (CurTargetGuid != firstGuid) &&
                (tsTimeSpent.TotalMilliseconds < 10000));

            if (tsTimeSpent.TotalMilliseconds >= 10000)
            {
                // If we couldn't find the target we were looking for we clear the target
                ProcessManager.Injector.Lua_DoString(@"ClearTarget()");
            }
            Output.Instance.Debug("We cycled through all the targets " +
                                            "but nothing good could be found", this);
            return false;
        }
Esempio n. 7
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        public void AttackMobWithCTM(WowUnit mob)
        {
            if (mob == null) return;

            Face(mob.Location);
            ClickToMoveAttack(mob.Guid);
        }
Esempio n. 8
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 public bool SelectWhoIsAttackingUsWithCTM()
 {
     WowUnit u = GetCurAttacker();
     if (u != null)
     {
         // if we already have a target we'd better check if it's the one we want so
         // we avoid tabbing around uselessly
         if (HasTarget)
         {
             if (CurTargetGuid == u.Guid)
             {
                 // we are already on the target, that's fine
                 LastTargetedMob = u;
                 return true;
             }
         }
         ClickToMoveAttack(u.Guid);
     }
     return false;
 }
Esempio n. 9
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        public bool SelectUnit(WowUnit u, string key)
        {
            // We face the target otherwise the tabbing won't work as it might be out of our scope
            // NOTE: we are using the timed one, but it's a bit shaky
            //FaceUsingMemoryWrite(GetFaceAngle(u.Location), true);
            Face(u.Location);

            // We tab till we have found our target or till we come back to the first GUID we met
            return FindUnit(u, key);
        }
Esempio n. 10
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 public bool SelectNpc(WowUnit u)
 {
     return SelectUnit(u, CommandManager.SK_CTRL_TAB);
 }
Esempio n. 11
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 public bool SelectMob(WowUnit u)
 {
     return SelectUnit(u, CommandManager.SK_TAB);
 }
Esempio n. 12
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        /// <summary>
        /// Chase a mob given its location and a distance tolerance
        /// </summary>
        /// <param name="target">Unit we want to reach</param>
        /// <param name="tolerance">Distance at which we can stop</param>
        /// <returns>A NavigationState indicating what the result of the movement was</returns>
        public NavigationState MoveTo(WowUnit target, float tolerance)
        {
            const CommandManager.ArrowKey key = CommandManager.ArrowKey.Up;
            float angle = 0;
            float distance = 0;
            int steps = 0;
            int currentStep = 0;
            float distanceFromStep = 0;

            //isMoving = true;

            if (!target.Location.IsValid())
            {
                //isMoving = false;
                return NavigationState.Ready;
            }

            distance = MathFuncs.GetDistance(target.Location, Location, false);

            Path path =
                ProcessManager.Caronte.CalculatePath(
                    new Location(Location.X, Location.Y, Location.Z),
                    new Location(target.Location.X, target.Location.Y, target.Location.Z));

            if (path == null)
            {
                Output.Instance.Debug(string.Format(
                    "Cannot find a path from X:{0} Y:{1} Z:{2} to X:{3} Y:{4} Z:{5}",
                    Location.X, Location.Y, Location.Z, target.Location.X, target.Location.Y,
                        target.Location.Z), this);
                return NavigationState.Ready;
            }

            foreach (Location loc in path.locations)
                Output.Instance.Debug(string.Format(
                    "X: {0}  Y: {1}   Z: {2}", loc.X, loc.Y, loc.Z), this);

            steps = path.locations.Count;
            if (steps > 0)
            {
                currentStep = 1;
                angle = MathFuncs.GetFaceRadian(
                    new Vector3D(path.locations[currentStep].X,
                        path.locations[currentStep].Y,
                        path.locations[currentStep].Z), Location);
            }
            else
            {
                angle = MathFuncs.GetFaceRadian(target.Location, Location);
            }

            Face(angle);

            // Random jump
            int rndJmp = MathFuncs.RandomNumber(1, 8);
            bool doJmp = false;
            if (rndJmp == 1 || rndJmp == 3)
                doJmp = true;

            // Move on...

            PlayerCM.ArrowKeyDown(key);

            // Start profiler for WayPointTimeOut
            DateTime start = DateTime.Now;

            NavigationState res = NavigationState.Roaming;

            while (distance > tolerance)
            {
                float currentDistance = distance;

                if (doJmp)
                {
                    doJmp = false;
                    PlayerCM.SendKeys(" ");
                }

                if (StopMovement)
                {
                    res = NavigationState.Ready;
                    StopMovement = false;
                    break;
                }

                distance = MathFuncs.GetDistance(target.Location, Location, false);

                if (steps > 0)
                {
                    distanceFromStep =
                        MathFuncs.GetDistance(
                            new Vector3D(path.locations[currentStep].X, path.locations[currentStep].Y,
                                         path.locations[currentStep].Z), Location, false);
                    Output.Instance.Debug("Step: " + currentStep, this);
                    Output.Instance.Debug("Location: " + Location, this);
                    Output.Instance.Debug("Distance from step: " + distanceFromStep, this);
                    Output.Instance.Debug("Distance from target: " + distance, this);
                    if (distanceFromStep < 10.0f)
                    {
                        if (currentStep < steps - 1)
                        {
                            currentStep++;

                            if ((steps > 0) && (currentStep < steps - 1))
                            {
                                angle =
                                    MathFuncs.GetFaceRadian(new Vector3D(path.locations[currentStep].X,
                                                               path.locations[currentStep].Y,
                                                               path.locations[currentStep].Z), Location);
                            }
                            else
                            {
                                angle = MathFuncs.GetFaceRadian(target.Location, Location);
                            }
                            // NOTE: tanis - I've switched this to the memory write one.
                            // I dunno if it's better yet
                            //Face(angle);
                            angle = MathFuncs.GetFaceRadian(
                                WaypointVector3DHelper.LocationToVector3D(
                                        path.locations[currentStep]),Location);
                            FaceUsingMemoryWrite(angle, true);
                            // NOTE: tanis - end
                        }
                    }
                }

                Thread.Sleep(50);
                Application.DoEvents();

                DateTime end = DateTime.Now;
                TimeSpan tsTravelTime = end - start;

                TravelTime = tsTravelTime.Milliseconds + tsTravelTime.Seconds*1000;

                if (currentDistance == distance)
                {
                    /// We should come up with a routine to get us unstuck.
                    /// Of course we should also add some tolerance here as it is unlikely that
                    /// we will be exactly in the same position when we get stuck
                }
                else if (TravelTime >= MAX_REACHTIME)
                {
                    TravelTime = 0;
                    res = NavigationState.WayPointTimeout;
                    break;
                }
                Output.Instance.Debug(string.Format(
                    "Tolerance: {0} - Distance: {1}", tolerance, distance), this);
            }

            PlayerCM.ArrowKeyUp(key);
            //isMoving = false;
            return res;
        }
Esempio n. 13
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 /// <summary>
 /// Loots a mob and remove it from the lootable list. We must already be near the corpse
 /// </summary>
 /// <param name="mob">Corpse that we want to loot</param>
 public void Loot(WowUnit mob)
 {
     Output.Instance.Debug("Loot() - Interacting with the corpse mob", this);
     //mob.Interact();
     ProcessManager.Injector.Lua_DoString(@"InteractUnit(""target"")");
     Thread.Sleep(2000);
     Output.Instance.Debug("Loot() - Removing this corpse from the list", this);
     LootableList.Remove(mob);
 }
Esempio n. 14
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 public bool IsInMobBlackList(WowUnit mob)
 {
     foreach (var ent in MobBlackList)
     {
         if (ent.Guid == mob.Guid)
             return true;
     }
     return false;
 }