public override async Task <bool> Execute(ObservableCollection <IGambitCondition> conditions) { if (conditions.Any(condition => !condition.Check(Core.Me))) { return(false); } if (!await Dances.DanceStep()) { return(false); } return(true); }
public static async Task <bool> Combat() { if (BotManager.Current.IsAutonomous) { if (Core.Me.HasTarget) { Movement.NavigateToUnitLos(Core.Me.CurrentTarget, 3 + Core.Me.CurrentTarget.CombatReach); } } if (!SpellQueueLogic.SpellQueue.Any()) { SpellQueueLogic.InSpellQueue = false; } if (SpellQueueLogic.SpellQueue.Any()) { if (await SpellQueueLogic.SpellQueueMethod()) { return(true); } } if (!Core.Me.HasTarget || !Core.Me.CurrentTarget.ThoroughCanAttack()) { return(false); } if (await CustomOpenerLogic.Opener()) { return(true); } if (await GambitLogic.Gambit()) { return(true); } if (await Buff.DancePartner()) { return(true); } if (await Aoe.StarfallDance()) { return(true); } if (await Dances.Tillana()) { return(true); } if (await Dances.StandardStep()) { return(true); } if (await Dances.TechnicalStep()) { return(true); } if (await Dances.DanceStep()) { return(true); } if (Core.Me.HasAura(Auras.StandardStep) || Core.Me.HasAura(Auras.TechnicalStep)) { return(false); } if (DancerRoutine.GlobalCooldown.CanWeave()) { if (await PhysicalDps.Interrupt(DancerSettings.Instance)) { return(true); } if (await PhysicalDps.SecondWind(DancerSettings.Instance)) { return(true); } if (await Buff.CuringWaltz()) { return(true); } if (await Buff.PreTechnicalDevilment()) { return(true); } if (await Aoe.FanDance3()) { return(true); } if (await Aoe.FanDance2()) { return(true); } if (await SingleTarget.FanDance()) { return(true); } if (await Aoe.FanDance4()) { return(true); } if (await Buff.Flourish()) { return(true); } if (await Buff.Devilment()) { return(true); } if (await Buff.Improvisation()) { return(true); } } if (await Aoe.SaberDance()) { return(true); } if (await Aoe.Bloodshower()) { return(true); } if (await Aoe.RisingWindmill()) { return(true); } if (await SingleTarget.Fountainfall()) { return(true); } if (await SingleTarget.ReverseCascade()) { return(true); } if (await Aoe.Bladeshower()) { return(true); } if (await Aoe.Windmill()) { return(true); } if (await SingleTarget.Fountain()) { return(true); } return(await SingleTarget.Cascade()); }