Esempio n. 1
0
        public override void AreaChange(AreaInstance area)
        {
            if (GameController.Player != null)
            {
                if (!WillBot.isBotPaused)
                {
                    lock (MyLocks.UpdateTerrainDataLock)
                    {
                        WillBot.LogMessageCombo("AreaChange: Updating terrain data STARTED");
                        mover.UpdateTerrainData(doNotUpdateIfAlreadyExists: true);
                        WillBot.LogMessageCombo("AreaChange: Updating terrain data FINISHED");
                    }
                }
                if (Settings.Enable.Value && area != null)
                {
                    Cache.InHideout = area.IsHideout;
                    Cache.InTown    = area.IsTown;

                    if (Cache.InHideout == true)
                    {
                        WillBot.Me.HasStashedItemsThisTownCycle = false;
                        WillBot.Me.HasSoldItemsThisTownCycle    = false;
                        WillBot.Me.enemies.BlackListedMonsterAddresses.Clear();
                        ChaosRecipeBehavior.ResetData();
                    }
                }
            }
        }
Esempio n. 2
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 public static Composite DoExploringComposite()
 {
     return(new Decorator(delegate
     {
         float areaExplored = WillBot.Mover.GetPercentOfCurrentSubMapExplored();
         WillBot.LogMessageCombo($"Area explored: {areaExplored}");
         if (DoExploreZone() == true)
         {
             return true;
         }
         return false;
     }, new Sequence(
                              new Action(delegate
     {
         var foundPos = WillBot.Mover.GetUnexploredPosition();
         WillBot.LogMessageCombo($"Unexplored coordinates {foundPos}");
         if (foundPos.Item1)
         {
             CouldNotFindValidPositionToExplore = false;
             WillBot.Me.IsCurrentPositionToExploreValid = true;
             WillBot.Me.CurrentPositionToExplore = foundPos.Item2;
             return RunStatus.Success;
         }
         else
         {
             WillBot.Me.IsCurrentPositionToExploreValid = false;
             CouldNotFindValidPositionToExplore = true;
             return RunStatus.Failure;
         }
     }),
                              MoveTo(ret => WillBot.Me.CurrentPositionToExplore, spec: CommonBehavior.DefaultMovementSpec)
                              )
                          ));
 }
Esempio n. 3
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        // Can this handle both moving to some valid monster + moving towards some unique monster with isTargetable == false etc
        public static bool DoMoveToMonster()
        {
            if (DoCombat() == true)
            {
                return(false);
            }

            Vector3 playerWorldPos  = WillBot.gameController.Player.Pos;
            bool    isZDifferenceOk = false;

            var closestKillableMonster = WillBot.Me.enemies.ClosestMonsterEntity;


            if (closestKillableMonster != null)
            {
                isZDifferenceOk = Math.Abs(playerWorldPos.Z - closestKillableMonster.Pos.Z) < WillBot.Settings.NavigateToMonsterMaxZDifference;
                WillBot.LogMessageCombo($"In do move to monster. Z difference is {isZDifferenceOk} ");
                if (isZDifferenceOk)
                {
                    return(true);
                }
            }


            return(false);
        }
Esempio n. 4
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 public override void ReceiveEvent(string eventId, object args)
 {
     WillBot.LogMessageCombo($"Recived event {eventId}");
     switch (eventId)
     {
     case "stashie_done":
         WillBot.Me.StashieHasCompletedStashing = true;
         WillBot.Me.IsPlayerInventoryFull       = false;
         break;
         //case "stashie_stop_drop_items":
         //    WillBot.Me.StashieHasCompletedStashing = true;
         //    break;
     }
 }
Esempio n. 5
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        public IEnumerator MainWorkCoroutine()
        {
            while (true)
            {
                if (runTestMove)
                {
                    InputWrapper.ResetMouseButtons();
                    WillBot.LogMessageCombo($"Running test move");
                    runTestMove = false;
                    // yield return mover.MovePlayerToGridPos(testMovePosition);
                }

                yield return(new WaitTime(1));
            }
        }
Esempio n. 6
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        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()
                                         ))));
        }
Esempio n. 7
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        public static Composite MoveTo(PositionDelegate positionDelegate, XyzPositionDelegate xyzPositionDelegate = null, MovementSpec spec = null)
        {
            return(new Sequence(
                       new Action(delegate(object context)
            {
                var position = positionDelegate(context);
                if (position == null)
                {
                    WillBot.LogMessageCombo($"Unable to set path to null position");
                    return RunStatus.Failure;
                }
                bool didSetPath = WillBot.Mover.SetPath((Vector2)position);
                if (didSetPath == false)
                {
                    WillBot.LogMessageCombo($"Unable to set path to {position}");
                    return RunStatus.Failure;
                }
                else
                {
                    WillBot.LogMessageCombo($"Successfully found path to {position}");
                    ControlTimer.Restart();
                    return RunStatus.Success;
                }
            }),
                       new Action(delegate(object context)
            {
                bool isZDifferenceOk = true;
                var entityPos = xyzPositionDelegate?.Invoke(context);
                var entityGridPos = positionDelegate?.Invoke(context);
                if (entityPos != null)
                {
                    isZDifferenceOk = Math.Abs(GameController.Player.Pos.Z - entityPos.GetValueOrDefault().Z) < WillBot.Settings.MovementCancelingForLootZThreshold;
                }
                // if zdifferencenotOk, but the path is relatively straight to the object and close -> use movement skill
                WillBot.LogMessageCombo($"Remaining path distance squared : {WillBot.Mover.pathFindingWrapper.RemainingPathDistanceSquaredToTarget}");
                var airDistanceSquared = entityGridPos.GetValueOrDefault().DistanceSquared(WillBot.gameController.Player.GridPos);
                if (isZDifferenceOk == false && (WillBot.Mover.pathFindingWrapper.RemainingPathDistanceSquaredToTarget < 1300) &&
                    WillBot.Mover.pathFindingWrapper.RemainingPathDistanceSquaredToTarget < 1.07 * airDistanceSquared)
                {
                    WillBot.LogMessageCombo($"Using movement skill to most likely jump a cliff which incorrectly is set to walkable");
                    InputWrapper.ResetMouseButtons();
                    var screenPos = Camera.WorldToScreen((Vector3)entityPos);
                    Mouse.SetCursorPosAndLeftOrRightClick(screenPos, 10, clickType: Mouse.MyMouseClicks.NoClick);
                    InputWrapper.KeyPress(Keys.E);
                    //MoverHelper.ClickToStopCharacter();
                    return RunStatus.Failure;
                }
                switch (spec.cancelReason)
                {
                case CancelReason.None:
                    break;

                case CancelReason.PathDistanceLessThanRange:
                    if ((WillBot.Mover.pathFindingWrapper.RemainingPathDistanceSquaredToTarget < (spec.cancelRangeSquared)) && isZDifferenceOk)
                    {
                        WillBot.LogMessageCombo($"Canceled movement in range to object {spec.cancelRange}");
                        InputWrapper.ResetMouseButtons();
                        //MoverHelper.ClickToStopCharacter();
                        return RunStatus.Failure;
                    }
                    break;

                case CancelReason.PathDistanceLessThanRangeIfStraightPath:
                    /* Cancel pathfinding if path distance to object is less than X and distance to object and path distance are roughly equal
                     * use 1: Looting, avoid having to pathfind really close to loot before clicking the label.
                     */
                    //var airDistanceSquared = entityGridPos.GetValueOrDefault().DistanceSquared(WillBot.gameController.Player.GridPos);

                    if ((WillBot.Mover.pathFindingWrapper.RemainingPathDistanceSquaredToTarget < spec.cancelRangeSquared) &&
                        WillBot.Mover.pathFindingWrapper.RemainingPathDistanceSquaredToTarget < 1.07 * airDistanceSquared)
                    {
                        WillBot.LogMessageCombo($"Canceled movement in range to object with straight line {spec.cancelRange}");
                        InputWrapper.ResetMouseButtons();
                        //MoverHelper.ClickToStopCharacter();
                        return RunStatus.Failure;
                    }
                    break;
                }

                if (spec.cancelForMonster && DoCombat())
                {
                    WillBot.LogMessageCombo($"Canceled movement to do combat");
                    InputWrapper.ResetMouseButtons();
                    return RunStatus.Failure;
                }
                if (spec.cancelForLoot && DoLooting())
                {
                    WillBot.LogMessageCombo($"Canceled movement to do looting");
                    InputWrapper.ResetMouseButtons();
                    return RunStatus.Failure;
                }
                if (spec.cancelForOpenables && (WillBot.Me.StrongBox != null || WillBot.Me.HarvestChest != null || WillBot.Me.EssenceMonsterMonolith != null))
                {
                    InputWrapper.ResetMouseButtons();
                    WillBot.LogMessageCombo($"Canceled movement to do openables");
                    return RunStatus.Failure;
                }
                if (ControlTimer.ElapsedMilliseconds > 3500 && StuckTracker.GetDistanceMoved() < 40)
                {
                    InputWrapper.ResetMouseButtons();
                    WillBot.LogMessageCombo($"Canceled movement due to being stuck!. Using movement ability");
                    InputWrapper.KeyPress(WillBot.Settings.MovementAbilityKey);
                    return RunStatus.Failure;
                }
                // If movement last x duration less than .. return
                return WillBot.Mover.FollowPath();
            })
                       ));
        }
Esempio n. 8
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        public static bool SetCursorPosAndLeftOrRightClick(RectangleF rect, int extraDelay, MyMouseClicks clickType = MyMouseClicks.LeftClick, bool randomClick = false)
        {
            try
            {
                var gameWindowRect = GameController.Window.GetWindowRectangle();
                int posX           = 0;
                int posY           = 0;
                if (randomClick)
                {
                    // Constrain to center +- x percent of width and height
                    int xRandomStart = (int)(rect.Center.X - 0.1f * rect.Width);
                    int xRandomStop  = (int)(rect.Center.X + 0.1f * rect.Width);
                    int yRandomStart = (int)(rect.Center.Y - 0.1f * rect.Height);
                    int yRandomStop  = (int)(rect.Center.Y + 0.1f * rect.Height);

                    posX = (int)gameWindowRect.TopLeft.X + ExileCore.Shared.Helpers.MathHepler.Randomizer.Next(xRandomStart, xRandomStop);
                    posY = (int)gameWindowRect.TopLeft.Y + ExileCore.Shared.Helpers.MathHepler.Randomizer.Next(yRandomStart, yRandomStop);
                }
                else
                {
                    posX = (int)gameWindowRect.TopLeft.X + (int)rect.Center.X;
                    posY = (int)gameWindowRect.TopLeft.Y + (int)rect.Center.Y;
                }
                var        inventory     = GameController.Game.IngameState.IngameUi.InventoryPanel[InventoryIndex.PlayerInventory];
                var        inventoryRect = inventory.GetClientRectCache;
                RectangleF blacklistedRectangleIfPlayerInventoryVisible = new RectangleF(inventoryRect.TopRight.X, 0, inventoryRect.Width, inventoryRect.TopLeft.Y);
                var        inputRect = new Rectangle((int)rect.X, (int)rect.Y, (int)rect.Width, (int)rect.Height);
                if (inventory.IsVisible == true && blacklistedRectangleIfPlayerInventoryVisible.Contains(inputRect) == true)
                {
                    WillBot.LogMessageCombo("Player inventory is visible and you tried to click inside the active items rectangle.");
                    return(false);
                }

                // Clamp away x percent of screen height and width
                float clampFactor = 0.1f;
                posX = (int)MyExtensions.Clamp <float>(posX, gameWindowRect.TopLeft.X + 5, gameWindowRect.TopRight.X - 5);
                posY = (int)MyExtensions.Clamp <float>(posY, gameWindowRect.TopLeft.Y + 0.05f * gameWindowRect.Height, gameWindowRect.BottomLeft.Y - clampFactor * gameWindowRect.Height);
                SetCursorPos(posX, posY);
                Thread.Sleep(MovementDelay + extraDelay);
                switch (clickType)
                {
                case MyMouseClicks.LeftClick:
                    LeftClick(ClickDelay);
                    break;

                case MyMouseClicks.RightClick:
                    RightClick(ClickDelay);
                    break;

                case MyMouseClicks.NoClick:
                    break;

                case MyMouseClicks.MiddleClick:
                    break;
                }
                return(true);
            }
            catch
            {
                return(false);
            }
        }