コード例 #1
0
 public override void Pulse()
 {
     if (StyxWoW.Me.Level == 68)
     {
         InactivityDetector.ForceLogout(true);
     }
     if (DateTime.Now > _end)
     {
         InactivityDetector.ForceLogout(true);
     }
 }
コード例 #2
0
        private async static Task <bool> CastLine()
        {
            if (!LineRecastTimer.IsFinished)
            {
                return(false);
            }
            LineRecastTimer.Reset();
            _castCounter++;
            SpellManager.Cast("Fishing");
            await CommonCoroutines.SleepForLagDuration();

            StyxWoW.ResetAfk();
            InactivityDetector.Reset();
            return(true);
        }
コード例 #3
0
        internal static RunStatus DeathWaitAction(object ret)
        {
            //if (!UIElements.ReviveAtCorpseButton.IsEnabled)
            //{
            //	UIElements.ReviveAtLastCheckpointButton.Click();
            //}

            if (FunkyBaseExtension.Settings.Death.WaitForPotionCooldown)
            {
                //Check Potion Cast Flags..
                PowerManager.CanCastFlags potionCastFlags;
                if (!PowerManager.CanCast(SNOPower.DrinkHealthPotion, out potionCastFlags))
                {
                    if (potionCastFlags.HasFlag(PowerManager.CanCastFlags.PowerUnusableOnCooldown))
                    {
                        InactivityDetector.Reset();
                        return(RunStatus.Running);
                    }
                }
            }

            if (FunkyBaseExtension.Settings.Death.WaitForAllSkillsCooldown)
            {
                if (FunkyGame.Hero.Class.AC == ActorClass.Wizard && Hotbar.HasBuff(SNOPower.Wizard_Archon))
                {
                    Hotbar.RefreshHotbar();
                    InactivityDetector.Reset();
                    return(RunStatus.Running);
                }

                foreach (var skill in Hotbar.HotbarSkills)
                {
                    PowerManager.CanCastFlags skillCastFlags;
                    if (!PowerManager.CanCast(skill.Power, out skillCastFlags))
                    {
                        if (skillCastFlags.HasFlag(PowerManager.CanCastFlags.PowerUnusableOnCooldown))
                        {
                            InactivityDetector.Reset();
                            return(RunStatus.Running);
                        }
                    }
                }
            }

            GoldInactivity.LastCoinageUpdate = DateTime.Now;
            return(RunStatus.Success);
        }
コード例 #4
0
        public override void Initialize()
        {
            base.Test = (ref CacheObject obj) =>
            {
                if (obj == null)
                {
                    // See if we should wait for milliseconds for possible loot drops before continuing run
                    if (DateTime.Now.Subtract(FunkyGame.Targeting.Cache.lastHadUnitInSights).TotalMilliseconds <= FunkyBaseExtension.Settings.General.AfterCombatDelay && DateTime.Now.Subtract(FunkyGame.Targeting.Cache.lastHadEliteUnitInSights).TotalMilliseconds <= 10000 ||
                        //Cut the delay time in half for non-elite monsters!
                        DateTime.Now.Subtract(FunkyGame.Targeting.Cache.lastHadUnitInSights).TotalMilliseconds <= FunkyBaseExtension.Settings.General.AfterCombatDelay)
                    {
                        obj = new CacheObject(FunkyGame.Hero.Position, TargetType.NoMovement, 20000, "WaitForLootDrops", 2f, -1);
                        return(true);
                    }
                    //Herbfunks wait after loot containers are opened. 3s for rare chests, half the settings delay for everything else.
                    if ((DateTime.Now.Subtract(FunkyGame.Targeting.Cache.lastHadRareChestAsTarget).TotalMilliseconds <= 3750) ||
                        (DateTime.Now.Subtract(FunkyGame.Targeting.Cache.lastHadContainerAsTarget).TotalMilliseconds <= (FunkyBaseExtension.Settings.General.AfterCombatDelay * 1.25)))
                    {
                        obj = new CacheObject(FunkyGame.Hero.Position, TargetType.NoMovement, 20000, "ContainerLootDropsWait", 2f, -1);
                        return(true);
                    }

                    if (DateTime.Now.Subtract(FunkyGame.Targeting.Cache.lastSeenCursedShrine).TotalMilliseconds <= (1000))
                    {
                        if (FunkyGame.AdventureMode && SettingAdventureMode.AdventureModeSettingsTag.AllowCombatModifications && FunkyGame.Bounty.CurrentBountyCacheEntry != null && FunkyGame.Bounty.CurrentBountyCacheEntry.Type == BountyTypes.CursedEvent)
                        {
                            Logger.DBLog.Info("[Funky] Cursed Object Found During Cursed Bounty -- Enabling LOS movement for all Units!");
                            SettingLOSMovement.LOSSettingsTag.MiniumRangeObjects = 10;
                            SettingLOSMovement.LOSSettingsTag.MaximumRange       = 125;
                            FunkyGame.Game.AllowAnyUnitForLOSMovement            = true;
                            SettingCluster.ClusterSettingsTag = SettingCluster.DisabledClustering;
                        }

                        obj = new CacheObject(FunkyGame.Hero.Position, TargetType.NoMovement, 20000, "CursedShrineWait", 2f, -1);
                        return(true);
                    }

                    if (DateTime.Now.Subtract(FunkyGame.Targeting.Cache.lastHadSwitchAsTarget).TotalMilliseconds <= (4000))
                    {
                        obj = new CacheObject(FunkyGame.Hero.Position, TargetType.NoMovement, 20000, "SwitchWait", 2f, -1);
                        return(true);
                    }

                    // Finally, a special check for waiting for wrath of the berserker cooldown before engaging Azmodan
                    if (Hotbar.HasPower(SNOPower.Barbarian_WrathOfTheBerserker) && FunkyBaseExtension.Settings.Barbarian.bWaitForWrath && !FunkyGame.Hero.Class.Abilities[SNOPower.Barbarian_WrathOfTheBerserker].AbilityUseTimer() &&
                        FunkyGame.Hero.CurrentWorldDynamicID == 121214 &&
                        (Vector3.Distance(FunkyGame.Hero.Position, new Vector3(711.25f, 716.25f, 80.13903f)) <= 40f || Vector3.Distance(FunkyGame.Hero.Position, new Vector3(546.8467f, 551.7733f, 1.576313f)) <= 40f))
                    {
                        Logger.DBLog.InfoFormat("[Funky] Waiting for Wrath Of The Berserker cooldown before continuing to Azmodan.");
                        obj = new CacheObject(FunkyGame.Hero.Position, TargetType.NoMovement, 20000, "GilesWaitForWrath", 0f, -1);
                        InactivityDetector.Reset();
                        return(true);
                    }
                    // And a special check for wizard archon
                    if (Hotbar.HasPower(SNOPower.Wizard_Archon) && !FunkyGame.Hero.Class.Abilities[SNOPower.Wizard_Archon].AbilityUseTimer() && FunkyBaseExtension.Settings.Wizard.bWaitForArchon && ZetaDia.CurrentWorldId == 121214 &&
                        (Vector3.Distance(FunkyGame.Hero.Position, new Vector3(711.25f, 716.25f, 80.13903f)) <= 40f || Vector3.Distance(FunkyGame.Hero.Position, new Vector3(546.8467f, 551.7733f, 1.576313f)) <= 40f))
                    {
                        Logger.DBLog.InfoFormat("[Funky] Waiting for Wizard Archon cooldown before continuing to Azmodan.");
                        obj = new CacheObject(FunkyGame.Hero.Position, TargetType.NoMovement, 20000, "GilesWaitForArchon", 0f, -1);
                        InactivityDetector.Reset();
                        return(true);
                    }
                    // And a very sexy special check for WD BigBadVoodoo
                    if (Hotbar.HasPower(SNOPower.Witchdoctor_BigBadVoodoo) && !PowerManager.CanCast(SNOPower.Witchdoctor_BigBadVoodoo) && ZetaDia.CurrentWorldId == 121214 &&
                        (Vector3.Distance(FunkyGame.Hero.Position, new Vector3(711.25f, 716.25f, 80.13903f)) <= 40f || Vector3.Distance(FunkyGame.Hero.Position, new Vector3(546.8467f, 551.7733f, 1.576313f)) <= 40f))
                    {
                        Logger.DBLog.InfoFormat("[Funky] Waiting for WD BigBadVoodoo cooldown before continuing to Azmodan.");
                        obj = new CacheObject(FunkyGame.Hero.Position, TargetType.NoMovement, 20000, "GilesWaitForVoodooo", 0f, -1);
                        InactivityDetector.Reset();
                        return(true);
                    }

                    //Currently preforming an interactive profile behavior (check if in town and not vendoring)
                    if (FunkyGame.Game.InteractableCachedObject != null && (!FunkyGame.Hero.bIsInTown || !BrainBehavior.IsVendoring))
                    {
                        if (FunkyGame.Game.InteractableCachedObject.Position.Distance(FunkyGame.Hero.Position) > 50f)
                        {
                            //if (FunkyGame.Targeting.Cache.LastCachedTarget.Position != Bot.Game.Profile.InteractableCachedObject.Position)
                            //	Navigator.Clear();

                            //Generate the path here so we can start moving..
                            Navigation.Navigation.NP.MoveTo(FunkyGame.Game.InteractableCachedObject.Position, "ReturnToOOCLoc", true);

                            //Setup a temp target that the handler will use
                            obj = new CacheObject(FunkyGame.Game.InteractableCachedObject.Position, TargetType.LineOfSight, 1d, "ReturnToOOCLoc", 10f, FunkyGame.Game.InteractableCachedObject.RAGUID);
                            return(true);
                        }
                    }

                    //Check if we engaged in combat..
                    bool  EngagedInCombat   = false;
                    float distanceFromStart = 0f;
                    if (!FunkyGame.Targeting.Cache.LastCachedTarget.Equals(ObjectCache.FakeCacheObject) && !FunkyGame.Targeting.Cache.Backtracking && FunkyGame.Targeting.Cache.StartingLocation != Vector3.Zero)
                    {
                        EngagedInCombat   = true;
                        distanceFromStart = FunkyGame.Hero.Position.Distance(FunkyGame.Targeting.Cache.StartingLocation);
                        //lets see how far we are from our starting location.
                        if (distanceFromStart > 20f &&
                            !Navigation.Navigation.CanRayCast(FunkyGame.Hero.Position, PlayerMover.vLastMoveTo, UseSearchGridProvider: true))
                        {
                            Logger.Write(LogLevel.Movement, "Updating Navigator in Target Refresh");

                            SkipAheadCache.ClearCache();
                            Navigator.Clear();
                            //Navigator.MoveTo(Funky.PlayerMover.vLastMoveTo, "original destination", true);
                        }
                    }

                    //Check if our current path intersects avoidances. (When not in town, and not currently inside avoidance)
                    if (!FunkyGame.Hero.bIsInTown && (FunkyBaseExtension.Settings.Avoidance.AttemptAvoidanceMovements) &&                  //|| FunkyGame.Hero.CriticalAvoidance)
                        Navigation.Navigation.NP.CurrentPath.Count > 0 &&
                        FunkyGame.Targeting.Cache.Environment.TriggeringAvoidances.Count == 0)
                    {
                        if (ObjectCache.Obstacles.TestVectorAgainstAvoidanceZones(FunkyGame.Hero.Position, Navigation.Navigation.NP.CurrentPath.Current))
                        {
                            obj = new CacheObject(FunkyGame.Hero.Position, TargetType.NoMovement, 20000, "AvoidanceIntersection", 2.5f, -1);
                            return(true);
                        }
                    }

                    //Backtracking Check..
                    if (EngagedInCombat && FunkyBaseExtension.Settings.Backtracking.EnableBacktracking && distanceFromStart >= FunkyBaseExtension.Settings.Backtracking.MinimumDistanceFromStart)
                    {
                        FunkyGame.Targeting.Cache.Backtracking = true;
                        obj = new CacheObject(FunkyGame.Targeting.Cache.StartingLocation, TargetType.Backtrack, 20000, "Backtracking", 2.5f);
                        return(true);
                    }
                }

                return(obj != null);
            };
        }
コード例 #5
0
        private async static Task <bool> FollowPath()
        {
            if (!AutoAnglerSettings.Instance.Poolfishing && !AutoAnglerBot.Instance.Profile.FishAtHotspot)
            {
                return(false);
            }

            if (!AutoAnglerBot.Instance.Profile.FishAtHotspot &&
                (BotPoi.Current.Type == PoiType.Harvest || LootTargeting.Instance.FirstObject != null))
            {
                return(false);
            }

            if (await CheckLootFrame())
            {
                return(true);
            }

            //  dks can refresh water walking while flying around.
            if (AutoAnglerSettings.Instance.UseWaterWalking &&
                Me.Class == WoWClass.DeathKnight &&
                !WaterWalking.IsActive &&
                await WaterWalking.Cast())
            {
                return(true);
            }

            var moveto = AutoAnglerBot.Instance.Profile.CurrentPoint;

            if (moveto == WoWPoint.Zero)
            {
                return(false);
            }

            if (AutoAnglerBot.Instance.Profile.FishAtHotspot && Navigator.AtLocation(moveto))
            {
                return(false);
            }

            float precision = Me.IsFlying ? AutoAnglerSettings.Instance.PathPrecision : 3;

            if (Me.Location.Distance(moveto) <= precision)
            {
                AutoAnglerBot.Instance.Profile.CycleToNextPoint();
            }

            if (AutoAnglerSettings.Instance.Fly)
            {
                if (!StyxWoW.Me.Mounted && Flightor.MountHelper.CanMount)
                {
                    var zenFlightAura = StyxWoW.Me.GetAuraByName("Zen Flight");
                    if (zenFlightAura != null)
                    {
                        zenFlightAura.TryCancelAura();
                        await CommonCoroutines.SleepForLagDuration();
                    }
                    Flightor.MountHelper.MountUp();
                    return(true);
                }

                Flightor.MoveTo(moveto);
            }
            else
            {
                if (!StyxWoW.Me.Mounted && Mount.ShouldMount(moveto) && Mount.CanMount())
                {
                    Mount.MountUp(() => moveto);
                }
                var result = Navigator.MoveTo(moveto);
                if (result != MoveResult.Failed && result != MoveResult.PathGenerationFailed)
                {
                    InactivityDetector.Reset();
                }
            }
            return(true);
        }
コード例 #6
0
ファイル: MrGearBuyer.cs プロジェクト: civicacid/novas-addons
        public override void Pulse()
        {
            if (!_pulseTimer.IsFinished)
            {
                return;
            }

            _pulseTimer.Reset();

            if (LogoutAtCap && WoWCurrency.GetCurrencyByType(WoWCurrencyType.HonorPoints).Amount > 3750 && WoWCurrency.GetCurrencyByType(WoWCurrencyType.JusticePoints).Amount > 3750)
            {
                Slog("HonorPoints and Justice Points are Capped! Logging out!");
                InactivityDetector.ForceLogout(true);
            }
            // We should avoid overriding any poi set by the core
            if (BotPoi.Current.Type != PoiType.None)
            {
                return;
            }

            // There are no vendors in battlegrounds or dungeons !
            if (Styx.Logic.Battlegrounds.IsInsideBattleground || Me.IsInInstance)
            {
                return;
            }

            // First item in the list. We should check item by item so we don't end up buying the last item in the list with lower cost.
            var firstItem = BuyItemList.FirstOrDefault();

            // BuyItemList looks to be empty. Wait for user to populate the list
            if (firstItem == null)
            {
                return;
            }

            // Should check if we have enough currency.
            var currencyType = Enum.Parse(typeof(WoWCurrencyType), firstItem.ItemCostType);

            // Something went wrong with parsing. We should avoid buying that item.
            if (!(currencyType is WoWCurrencyType))
            {
                Slog("Couldn't parse item's cost type ({0}). Please consult to the plugin writer", firstItem.ItemCostType);
                BuyItemList.Remove(firstItem);

                return;
            }

            // Actually checking if we have enough of that currency now.
            var currency   = WoWCurrency.GetCurrencyByType((WoWCurrencyType)currencyType);
            var currencyJp = WoWCurrency.GetCurrencyByType(WoWCurrencyType.JusticePoints);
            var currencyHp = WoWCurrency.GetCurrencyByType(WoWCurrencyType.HonorPoints);

            if (currency == null)
            {
                return;
            }

            if (currency.Amount < firstItem.ItemCost)
            {
                // Don't ever buy justice points to buy honor points and vice versa. Otherwise we will enter in an endless loop which will drop
                // the total of our points.
                if (firstItem.ItemId != 392 && firstItem.ItemId != 395 && BuyOppositePointToBuildUp)
                {
                    if (currency.CurrencyType == WoWCurrencyType.JusticePoints && currencyHp.Amount >= 375)
                    {
                        // We set this to true here. So we don't end up spending all our honor points if the Only remove hp/jp points when capped is true
                        _forceAddedPoints = true;
                        if (Me.IsAlliance)
                        {
                            var buyJusticePoint = new BuyItemInfo
                            {
                                ItemCost       = 375,
                                ItemName       = "Justice Points",
                                ItemSupplierId = 52029,
                                ItemId         = 395,
                                ItemCostType   = WoWCurrencyType.HonorPoints.ToString()
                            };
                            Slog(
                                "Adding Justice Point to the Buy List so we can build up Justice Points to buy {0}.", firstItem.ItemName);
                            BuyItemList.Insert(0, buyJusticePoint);
                        }
                        if (Me.IsHorde)
                        {
                            var buyJusticePoint = new BuyItemInfo
                            {
                                ItemCost       = 375,
                                ItemName       = "Justice Points",
                                ItemSupplierId = 52033,
                                ItemId         = 395,
                                ItemCostType   = WoWCurrencyType.HonorPoints.ToString()
                            };
                            Slog(
                                "Adding Justice Point to the Buy List so we can build up Justice Points to buy {0}.", firstItem.ItemName);
                            BuyItemList.Insert(0, buyJusticePoint);
                        }
                    }
                    if (currency.CurrencyType == WoWCurrencyType.HonorPoints && currencyJp.Amount >= 375)
                    {
                        // We set this to true here. So we don't end up spending all our justice points if the Only remove hp/jp points when capped is true
                        _forceAddedPoints = true;
                        if (Me.IsAlliance)
                        {
                            var buyHonorPoint = new BuyItemInfo
                            {
                                ItemCost       = 375,
                                ItemName       = "Honor Points",
                                ItemSupplierId = 52028,
                                ItemId         = 392,
                                ItemCostType   = WoWCurrencyType.JusticePoints.ToString()
                            };
                            Slog("Adding HonorPoint to the Buy List so we can build up HonorPoints to buy {0}.", firstItem.ItemName);
                            BuyItemList.Insert(0, buyHonorPoint);
                        }
                        if (Me.IsHorde)
                        {
                            var buyHonorPoint = new BuyItemInfo
                            {
                                ItemCost       = 375,
                                ItemName       = "Honor Points",
                                ItemSupplierId = 52034,
                                ItemId         = 392,
                                ItemCostType   = WoWCurrencyType.JusticePoints.ToString()
                            };
                            Slog("Adding HonorPoint to the Buy List so we can build up HonorPoints to buy {0}.", firstItem.ItemName);
                            BuyItemList.Insert(0, buyHonorPoint);
                        }
                    }
                }
                return;
            }


            // We need to find the vendor
            var vendorAsUnit =
                ObjectManager.GetObjectsOfType <WoWUnit>(false, false).FirstOrDefault(
                    u => u.Entry == firstItem.ItemSupplierId);
            Vendor vendor;

            // Vendor is not around. This won't work
            if (vendorAsUnit == null)
            {
                // Check the database for the vendor as a second hope
                NpcResult npc = NpcQueries.GetNpcById(firstItem.ItemSupplierId);
                if (npc != null)
                {
                    vendor = new Vendor(npc.Entry, npc.Name, Vendor.VendorType.Unknown, npc.Location);
                }
                else
                {
                    Slog("Please move your toon close to the vendor. Otherwise HonorCap won't be able to buy items.");
                    return;
                }
            }
            else
            {
                vendor = new Vendor(vendorAsUnit, Vendor.VendorType.Unknown);
            }

            // Setting ItemToBuy here so VendorBehavior knows which item we want.
            ItemToBuy = firstItem;

            //We need to make sure vender is usable, so removing blacklist.
            if (Blacklist.Contains(vendorAsUnit))
            {
                Slog("For whatever reason vender is blacklisted, Clearing Blacklist.");
                Blacklist.Flush();
            }

            // Finally setting the poi
            BotPoi.Current = new BotPoi(vendor, PoiType.Buy);
        }