public static Composite SellCrItemsToVendor() { return(new Decorator(delegate { if (GetNumberOfCrRecipeSetsInInventory() == 1 && chaosRecipeSetsSoldThisCycle < 10) { return true; } return false; }, new Sequence( CommonBehavior.CloseOpenPanels(), SellBehavior.FindVendor(), SellBehavior.MoveToAndOpenVendor(), SellBehavior.OpenVendorSellScreen(), new Action(delegate { Input.KeyDown(Keys.LControlKey); Thread.Sleep(10); foreach (var item in GameController.Game.IngameState.IngameUi.InventoryPanel[InventoryIndex.PlayerInventory].VisibleInventoryItems) { if (IsCrItem(item)) { Mouse.SetCursorPosAndLeftOrRightClick(item.GetClientRectCache, Latency, randomClick: true); Thread.Sleep(Latency); } } Input.KeyUp(Keys.LControlKey); Thread.Sleep(Latency + 100); if (IsNpcOfferValid()) { // click accept button Console.WriteLine("Offer correct"); chaosRecipeSetsSoldThisCycle += 1; hasInitializedSets = false; var acceptButton = WillBot.gameController.IngameState.IngameUi.VendorAcceptButton; Mouse.SetCursorPosAndLeftOrRightClick(acceptButton.GetClientRectCache, Latency, randomClick: true); return RunStatus.Success; } else { Console.WriteLine("Offer incorrect"); // need to fail gracefully somehow.. return RunStatus.Failure; } }), // Testing purposes.. Create a loop. // Close panels. // Run stashie // CommonBehavior.CloseOpenPanels(), CommonBehavior.CloseOpenPanels(), CommonBehavior.CloseOpenPanels() //new Action(delegate { WillBot.Me.HasStashedItemsThisTownCycle = false; return RunStatus.Success; }), //TownBehavior.Stashie() ) )); }
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() )))); }