Esempio n. 1
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        /// <summary>
        /// This task (awaitable) handles the whole process to talk to a NPC to reach the list of choices
        /// </summary>
        /// <param name="npcName">Name of the NPC to interact with</param>
        /// <returns>boolean</returns>
        public static async Task<bool> TalkToNpc(string npcName)
        {
            //await Coroutines.CloseBlockingWindows();
            var ret = await LibCoroutines.TalkToNpc(npcName, true);

            await Coroutines.LatencyWait();
            await Coroutines.ReactionWait();

            return ret == Results.TalkToNpcError.None;
        }
Esempio n. 2
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        /// <summary>
        /// Function that returns a specific item matching condition (Main inventory only !)
        /// </summary>
        /// <param name="condition">condition to pass item through</param>
        /// <returns>Item</returns>
        public static async Task <Item> FindItem(CommunityLib.FindItemDelegate condition)
        {
            //Open Inventory panel
            if (!LokiPoe.InGameState.InventoryUi.IsOpened)
            {
                await LibCoroutines.OpenInventoryPanel();

                await Coroutines.ReactionWait();
            }

            return(LokiPoe.InGameState.InventoryUi.InventoryControl_Main.Inventory.Items.FirstOrDefault(d => condition(d)));
        }
Esempio n. 3
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        /// <summary>
        /// Opens the stash and the stash tab of this item.
        /// <para>If the item is in inventory then it opens the inventory</para>
        /// </summary>
        /// <returns></returns>
        public async Task <bool> GoTo()
        {
            if (!string.IsNullOrEmpty(TabName))
            {
                return(await Stash.OpenStashTabTask(TabName));
            }

            //TabName is empty, so it's inventory
            if (!LokiPoe.InGameState.InventoryUi.IsOpened)
            {
                return(await LibCoroutines.OpenInventoryPanel());
            }

            return(true);
        }
Esempio n. 4
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        /// <summary>
        /// Opens the stash at typed tab name
        /// </summary>
        /// <param name="stashTabName">If set to null or empty, first tab of the stash will be opened</param>
        /// <returns></returns>
        public static async Task <bool> OpenStashTabTask(string stashTabName = "")
        {
            //open stash
            if (!StashUI.IsOpened)
            {
                var isOpenedErr = await LibCoroutines.OpenStash();

                await Dialog.WaitForPanel(Dialog.PanelType.Stash);

                if (isOpenedErr != Results.OpenStashError.None)
                {
                    CommunityLib.Log.ErrorFormat("[OpenStashTab] Fail to open the stash. Error: {0}", isOpenedErr);
                    return(false);
                }
            }

            if (string.IsNullOrEmpty(stashTabName))
            {
                var isSwitchedFtErr = GoToFirstTab();
                if (isSwitchedFtErr != SwitchToTabResult.None)
                {
                    CommunityLib.Log.ErrorFormat("[OpenStashTab] Fail to switch to the first tab");
                    return(false);
                }
                await WaitForStashTabChange();

                return(true);
            }

            if (StashUI.TabControl.CurrentTabName != stashTabName)
            {
                var isSwitchedErr = StashUI.TabControl.SwitchToTabMouse(stashTabName);
                if (isSwitchedErr != SwitchToTabResult.None)
                {
                    CommunityLib.Log.ErrorFormat("[OpenStashTab] Fail to switch to the tab: {0}", isSwitchedErr);
                    return(false);
                }
                await WaitForStashTabChange();
            }

            return(true);
        }
Esempio n. 5
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        /// <summary>
        /// Finds the item in inventory or in Stash
        /// </summary>
        /// <param name="condition"></param>
        /// <returns></returns>
        public static async Task <Tuple <Results.FindItemInTabResult, CachedItemObject> > SearchForItem(CommunityLib.FindItemDelegate condition)
        {
            //Open Inventory panel
            if (!LokiPoe.InGameState.InventoryUi.IsOpened)
            {
                await LibCoroutines.OpenInventoryPanel();

                await Coroutines.ReactionWait();
            }

            var item = LokiPoe.InGameState.InventoryUi.InventoryControl_Main.Inventory.Items.FirstOrDefault(d => condition(d));

            if (item != null)
            {
                return(new Tuple <Results.FindItemInTabResult, CachedItemObject>
                       (
                           Results.FindItemInTabResult.None,
                           new CachedItemObject(LokiPoe.InGameState.InventoryUi.InventoryControl_Main, item)
                       ));
            }

            //Now let's look in Stash
            return(await Stash.FindTabContainingItem(condition));
        }
Esempio n. 6
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        /// <summary>
        /// Goes to the specified area using waypoint.
        /// </summary>
        /// <param name="name">Name of the area eg "Highgate"</param>
        /// <param name="difficulty"></param>
        /// <param name="newInstance">Do you want to open new instance?</param>
        /// <returns></returns>
        public static async Task <LokiPoe.InGameState.TakeWaypointResult> TakeWaypoint(string name, Difficulty difficulty = Difficulty.Unknown, bool newInstance = false)
        {
            //We are already there
            if (LokiPoe.LocalData.WorldArea.Name == name && LokiPoe.LocalData.WorldArea.Difficulty == difficulty && !newInstance)
            {
                return(LokiPoe.InGameState.TakeWaypointResult.None);
            }

            //await Coroutines.CloseBlockingWindows();

            // First try of fastgotohideout instead of LokiPoe.InGameState.WorldUi.GoToHideout()
            if (name.Equals("Hideout", StringComparison.OrdinalIgnoreCase) && (LokiPoe.Me.IsInHideout || LokiPoe.Me.IsInTown))
            {
                await Coroutines.CloseBlockingWindows();

                var res = await FastGoToHideout();

                switch (res)
                {
                case Results.FastGoToHideoutResult.None:
                    return(LokiPoe.InGameState.TakeWaypointResult.None);

                case Results.FastGoToHideoutResult.NoHideout:
                    return(LokiPoe.InGameState.TakeWaypointResult.AreaNotFound);

                case Results.FastGoToHideoutResult.NotInGame:
                    return(LokiPoe.InGameState.TakeWaypointResult.UiNotOpen);
                    //if we timed out then try to use default method like below
                }
            }

            if (!LokiPoe.InGameState.WorldUi.IsOpened)
            {
                var opened = await LibCoroutines.OpenWaypoint();

                if (opened != Results.OpenWaypointError.None)
                {
                    CommunityLib.Log.ErrorFormat("[TakeWaypoint] Fail to open waypoint. Error: \"{0}\".", opened);
                    return(LokiPoe.InGameState.TakeWaypointResult.WaypointControlNotVisible);
                }
            }
            if (difficulty == Difficulty.Unknown)
            {
                difficulty = LokiPoe.CurrentWorldArea.Difficulty;
            }

            //var areaId = name == "Hideout" ? "" : GetZoneId(difficulty.ToString(), name);
            CommunityLib.Log.InfoFormat($"[TakeWaypoint] Going to {name} at {difficulty}.");

            var areaHash = LokiPoe.LocalData.AreaHash;
            var taken    = name.Equals("Hideout", StringComparison.OrdinalIgnoreCase)
                ? LokiPoe.InGameState.WorldUi.GoToHideout()
                : LokiPoe.InGameState.WorldUi.TakeWaypoint(LokiPoe.GetZoneId(difficulty.ToString(), name), newInstance, Int32.MaxValue);

            if (taken != LokiPoe.InGameState.TakeWaypointResult.None)
            {
                CommunityLib.Log.ErrorFormat("[TakeWaypoint] Failed to take waypoint to \"{0}\". Error: \"{1}\".", name, taken);
                return(taken);
            }

            var awaited = await Areas.WaitForAreaChange(areaHash);

            return(awaited ? LokiPoe.InGameState.TakeWaypointResult.None : LokiPoe.InGameState.TakeWaypointResult.CouldNotJoinNewInstance);
        }
Esempio n. 7
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        public static async Task <Results.ClearCursorResults> ClearCursorTask(int maxTries = 3)
        {
            var cursMode = LokiPoe.InGameState.CursorItemOverlay.Mode;

            if (cursMode == LokiPoe.InGameState.CursorItemModes.None)
            {
                CommunityLib.Log.DebugFormat("[CommunityLib][ClearCursorTask] Nothing is on cursor, continue execution");
                return(Results.ClearCursorResults.None);
            }

            if (cursMode == LokiPoe.InGameState.CursorItemModes.VirtualMove || cursMode == LokiPoe.InGameState.CursorItemModes.VirtualUse)
            {
                CommunityLib.Log.DebugFormat("[CommunityLib][ClearCursorTask] VirtualMode detected, pressing escape to clear");
                LokiPoe.Input.SimulateKeyEvent(Keys.Escape, true, false, false);
                return(Results.ClearCursorResults.None);
            }

            var cursorhasitem = LokiPoe.InGameState.CursorItemOverlay.Item;
            // there is a item on the cursor let clear it
            int attempts = 0;

            while (cursorhasitem != null && attempts < maxTries)
            {
                if (attempts > maxTries)
                {
                    return(Results.ClearCursorResults.MaxTriesReached);
                }

                if (!LokiPoe.InGameState.InventoryUi.IsOpened)
                {
                    await LibCoroutines.OpenInventoryPanel();

                    await Coroutines.LatencyWait();

                    await Coroutines.ReactionWait();

                    if (!LokiPoe.InGameState.InventoryUi.IsOpened)
                    {
                        return(Results.ClearCursorResults.InventoryNotOpened);
                    }
                }

                int col, row;
                if (!LokiPoe.InGameState.InventoryUi.InventoryControl_Main.Inventory.CanFitItem(cursorhasitem.Size, out col, out row))
                {
                    CommunityLib.Log.ErrorFormat("[CommunityLib][ClearCursorTask] Now stopping the bot because it cannot continue.");
                    BotManager.Stop();
                    return(Results.ClearCursorResults.NoSpaceInInventory);
                }

                var res = LokiPoe.InGameState.InventoryUi.InventoryControl_Main.PlaceCursorInto(col, row);
                if (res == PlaceCursorIntoResult.None)
                {
                    if (!await WaitForCursorToBeEmpty())
                    {
                        CommunityLib.Log.ErrorFormat("[CommunityLib][ClearCursorTask] WaitForCursorToBeEmpty failed.");
                    }

                    await Coroutines.ReactionWait();

                    return(Results.ClearCursorResults.None);
                }

                CommunityLib.Log.DebugFormat("[CommunityLib][ClearCursorTask] Placing item into inventory failed, Err : {0}", res);
                switch (res)
                {
                case PlaceCursorIntoResult.ItemWontFit:
                    return(Results.ClearCursorResults.NoSpaceInInventory);

                case PlaceCursorIntoResult.NoItemToMove:
                    return(Results.ClearCursorResults.None);
                }

                await Coroutine.Sleep(3000);

                await Coroutines.LatencyWait();

                await Coroutines.ReactionWait();

                cursorhasitem = LokiPoe.InGameState.CursorItemOverlay.Item;
                attempts++;
            }

            return(Results.ClearCursorResults.None);
        }