Esempio n. 1
0
            public CombatCache()
            {
                bWholeNewTarget=false;
                     bPickNewAbilities=false;
                     bWaitingAfterPower=false;
                     bWaitingForPower=false;
                     bWaitingForPotion=false;
                     bForceTargetUpdate=false;
                     bWasRootedLastTick=false;

                     ShouldCheckItemLooted=false;
                     reCheckedFinished=false;
                     recheckCount=0;

                     LastHealthDropPct=0d;
                     LastHealthChange=DateTime.Today;
                     powerPrime=new Ability();
                     iElitesWithinRange=new int[] { 0, 0, 0, 0, 0, 0, 0, 0 };
                     iAnythingWithinRange=new int[] { 0, 0, 0, 0, 0, 0, 0, 0 };
                     iNonRendedTargets_6=0;
                     bAnyBossesInRange=false;
                     bAnyChampionsPresent=false;
                     bAnyTreasureGoblinsPresent=false;
                     bAnyMobsInCloseRange=false;
                     bAnyNonWWIgnoreMobsInRange=false;
                     RequiresAvoidance=false;
                     TravellingAvoidance=false;
                     bForceCloseRangeTarget=false;
                     lastHadUnitInSights=DateTime.Today;
                     lastHadEliteUnitInSights=DateTime.Today;
                     lastHadContainerAsTarget=DateTime.Today;
                     lastHadRareChestAsTarget=DateTime.Today;
                     dateSincePickedTarget=DateTime.Today;
                     LastAvoidanceMovement=DateTime.Today;
                     SurroundingUnits=0;
                     DontMove=false;
                     CriticalAvoidance=false;
                     FleeingLastTarget=false;
                     AvoidanceLastTarget=false;
                     UsesDOTDPSAbility=false;
                     TargetClusterCollection=new ClusterTargetCollection(TargetClusterConditions);
            }
Esempio n. 2
0
        ///<summary>
        ///Returns a power for special movement if any are currently present in the abilities.
        ///</summary>
        internal bool FindMovementPower(out Ability MovementAbility)
        {
            MovementAbility=null;
                     foreach (var item in this.Abilities.Keys.Where(A => PowerCacheLookup.SpecialMovementAbilities.Contains(A)))
                     {

                          if (this.Abilities[item].CheckPreCastConditionMethod())
                          {
                                MovementAbility=this.Abilities[item];
                                return true;
                          }
                     }
                     return false;
        }
Esempio n. 3
0
        ///<summary>
        ///Returns a power for special movement if any are currently present in the abilities.
        ///</summary>
        internal bool FindSpecialMovementPower(out Ability MovementAbility)
        {
            MovementAbility=null;
                     foreach (var item in this.Abilities.Values.Where(A=>A.IsASpecialMovementPower))
                     {

                          if (item.CheckPreCastConditionMethod())
                          {
                                MovementAbility=item;
                                return true;
                          }
                     }
                     return false;
        }
Esempio n. 4
0
 ///<summary>
 ///Returns a power for Buffing.
 ///</summary>
 internal bool FindBuffPower(out Ability BuffAbility)
 {
     BuffAbility=null;
              foreach (var item in this.Abilities.Values.Where(A => A.UseOOCBuff))
              {
                   if (item.CheckPreCastConditionMethod())
                   {
                         if (item.CheckBuffConditionMethod())
                         {
                              BuffAbility=item;
                              return true;
                         }
                   }
              }
              return false;
 }