コード例 #1
0
        private static void GenerateMonkZigZag()
        {
            float fExtraDistance = CurrentTarget.RadiusDistance <= 20f ? 15f : 20f;

            vSideToSideTarget = TargetUtil.GetZigZagTarget(CurrentTarget.Position, fExtraDistance);
            double direction = MathUtil.FindDirectionRadian(PlayerStatus.CurrentPosition, vSideToSideTarget);

            vSideToSideTarget = MathEx.GetPointAt(PlayerStatus.CurrentPosition, 40f, (float)direction);
            DbHelper.Log(TrinityLogLevel.Debug, LogCategory.Behavior, "Generated ZigZag {0} distance {1:0}", vSideToSideTarget, vSideToSideTarget.Distance2D(PlayerStatus.CurrentPosition));
            iACDGUIDLastWhirlwind = CurrentTarget.ACDGuid;
            lastChangedZigZag     = DateTime.Now;
        }
コード例 #2
0
        private static TrinityPower GetWitchDoctorPower(bool IsCurrentlyAvoiding, bool UseOOCBuff, bool UseDestructiblePower)
        {
            bool hasGraveInjustice = ZetaDia.CPlayer.PassiveSkills.Contains(SNOPower.Witchdoctor_Passive_GraveInjustice);

            bool hasAngryChicken = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Witchdoctor_Hex && s.RuneIndex == 1);
            bool isChicken       = PlayerStatus.IsHidden;

            // Hex with angry chicken, is chicken, explode!
            if (!UseOOCBuff && isChicken && (TargetUtil.AnyMobsInRange(12f, 1) || CurrentTarget.RadiusDistance <= 10f || UseDestructiblePower) && PowerManager.CanCast(SNOPower.Witchdoctor_Hex_Explode))
            {
                ShouldRefreshHotbarAbilities = true;
                return(new TrinityPower(SNOPower.Witchdoctor_Hex_Explode, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 2, WAIT_FOR_ANIM));
            }
            else if (isChicken)
            {
                ShouldRefreshHotbarAbilities = true;
            }

            // Pick the best destructible power available
            if (UseDestructiblePower)
            {
                return(GetWitchDoctorDestroyPower());
            }

            // Witch doctors have no reserve requirements?
            MinEnergyReserve = 0;
            // Spirit Walk Cast on 65% health or while avoiding anything but molten core or incapacitated or Chasing Goblins
            if (Hotbar.Contains(SNOPower.Witchdoctor_SpiritWalk) && PlayerStatus.PrimaryResource >= 49 &&
                (
                    PlayerStatus.CurrentHealthPct <= 0.65 || PlayerStatus.IsIncapacitated || PlayerStatus.IsRooted || (Settings.Combat.Misc.AllowOOCMovement && UseOOCBuff) ||
                    (!UseOOCBuff && CurrentTarget.IsTreasureGoblin && CurrentTarget.HitPointsPct < 0.90 && CurrentTarget.RadiusDistance <= 40f)
                ) &&
                PowerManager.CanCast(SNOPower.Witchdoctor_SpiritWalk))
            {
                return(new TrinityPower(SNOPower.Witchdoctor_SpiritWalk, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
            }

            // Witch Doctor - Terror
            //skillDict.Add("SoulHarvest", SNOPower.Witchdoctor_SoulHarvest);
            //runeDict.Add("SwallowYourSoul", 3);
            //runeDict.Add("Siphon", 0);
            //runeDict.Add("Languish", 2);
            //runeDict.Add("SoulToWaste", 1);
            //runeDict.Add("VengefulSpirit", 4);

            bool hasVengefulSpirit = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Witchdoctor_SoulHarvest && s.RuneIndex == 4);

            // Soul Harvest Any Elites or 2+ Norms and baby it's harvest season
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.Witchdoctor_SoulHarvest) && !PlayerStatus.IsIncapacitated && PlayerStatus.PrimaryResource >= 59 && GetBuffStacks(SNOPower.Witchdoctor_SoulHarvest) <= 4 &&
                (TargetUtil.AnyMobsInRange(16f, 2) || TargetUtil.IsEliteTargetInRange(16f)) && PowerManager.CanCast(SNOPower.Witchdoctor_SoulHarvest))
            {
                return(new TrinityPower(SNOPower.Witchdoctor_SoulHarvest, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
            }

            // Soul Harvest with VengefulSpirit
            if (!UseOOCBuff && !IsCurrentlyAvoiding && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Witchdoctor_SoulHarvest) && hasVengefulSpirit && PlayerStatus.PrimaryResource >= 59 &&
                TargetUtil.AnyMobsInRange(16, 3) && GetBuffStacks(SNOPower.Witchdoctor_SoulHarvest) <= 4 && PowerManager.CanCast(SNOPower.Witchdoctor_SoulHarvest))
            {
                return(new TrinityPower(SNOPower.Witchdoctor_SoulHarvest, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
            }

            // Sacrifice AKA Zombie Dog Jihad, use on Elites Only or to try and Save yourself
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.Witchdoctor_Sacrifice) &&
                (TargetUtil.AnyElitesInRange(15, 1) || (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 9f)) &&
                PowerManager.CanCast(SNOPower.Witchdoctor_Sacrifice))
            {
                return(new TrinityPower(SNOPower.Witchdoctor_Sacrifice, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 0, WAIT_FOR_ANIM));
            }

            // Gargantuan, Recast on 1+ Elites or Bosses to trigger Restless Giant
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Witchdoctor_Gargantuan) && !PlayerStatus.IsIncapacitated && PlayerStatus.PrimaryResource >= 147 &&
                (ElitesWithinRange[RANGE_15] >= 1 ||
                 (CurrentTarget != null && (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 15f)) || iPlayerOwnedGargantuan == 0) &&
                PowerManager.CanCast(SNOPower.Witchdoctor_Gargantuan))
            {
                return(new TrinityPower(SNOPower.Witchdoctor_Gargantuan, 0f, vNullLocation, CurrentWorldDynamicId, -1, 2, 1, WAIT_FOR_ANIM));
            }

            // Zombie Dogs non-sacrifice build
            if (!IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Witchdoctor_SummonZombieDog) && !PlayerStatus.IsIncapacitated &&
                PlayerStatus.PrimaryResource >= 49 && (ElitesWithinRange[RANGE_20] >= 2 || AnythingWithinRange[RANGE_20] >= 5 ||
                                                       (CurrentTarget != null && ((CurrentTarget.IsEliteRareUnique || CurrentTarget.IsTreasureGoblin) && CurrentTarget.RadiusDistance <= 30f)) || iPlayerOwnedZombieDog <= 2) &&
                !Settings.Combat.WitchDoctor.ZeroDogs &&
                PowerManager.CanCast(SNOPower.Witchdoctor_SummonZombieDog))
            {
                return(new TrinityPower(SNOPower.Witchdoctor_SummonZombieDog, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
            }

            // Zombie Dogs for Sacrifice
            if (Hotbar.Contains(SNOPower.Witchdoctor_SummonZombieDog) &&
                PlayerStatus.PrimaryResource >= 49 &&
                (LastPowerUsed == SNOPower.Witchdoctor_Sacrifice || iPlayerOwnedZombieDog <= 2) &&
                TimeSinceUse(SNOPower.Witchdoctor_SummonZombieDog) > 1000 &&
                Settings.Combat.WitchDoctor.ZeroDogs &&
                PowerManager.CanCast(SNOPower.Witchdoctor_SummonZombieDog))
            {
                return(new TrinityPower(SNOPower.Witchdoctor_SummonZombieDog, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
            }

            // Hex with angry chicken, check if we want to shape shift and explode
            if (Hotbar.Contains(SNOPower.Witchdoctor_Hex) && hasAngryChicken && PowerManager.CanCast(SNOPower.Witchdoctor_Hex) && PlayerStatus.PrimaryResource >= 49)
            {
                ShouldRefreshHotbarAbilities = true;
                return(new TrinityPower(SNOPower.Witchdoctor_Hex, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 2, WAIT_FOR_ANIM));
            }

            // Hex Spam Cast without angry chicken
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.Witchdoctor_Hex) && !PlayerStatus.IsIncapacitated && PlayerStatus.PrimaryResource >= 49 && !hasAngryChicken &&
                (TargetUtil.AnyElitesInRange(12) || TargetUtil.AnyMobsInRange(12, 2) || TargetUtil.IsEliteTargetInRange(18f)) && PowerManager.CanCast(SNOPower.Witchdoctor_Hex))
            {
                return(new TrinityPower(SNOPower.Witchdoctor_Hex, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 0, NO_WAIT_ANIM));
            }
            // Mass Confuse, elites only or big mobs or to escape on low health
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.Witchdoctor_MassConfusion) && !PlayerStatus.IsIncapacitated && PlayerStatus.PrimaryResource >= 74 &&
                (ElitesWithinRange[RANGE_12] >= 1 || AnythingWithinRange[RANGE_12] >= 6 || PlayerStatus.CurrentHealthPct <= 0.25 || (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 12f)) &&
                !CurrentTarget.IsTreasureGoblin && PowerManager.CanCast(SNOPower.Witchdoctor_MassConfusion))
            {
                return(new TrinityPower(SNOPower.Witchdoctor_MassConfusion, 0f, vNullLocation, -1, CurrentTarget.ACDGuid, 1, 1, WAIT_FOR_ANIM));
            }
            // Big Bad Voodoo, elites and bosses only
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.Witchdoctor_BigBadVoodoo) && !PlayerStatus.IsIncapacitated &&
                !CurrentTarget.IsTreasureGoblin &&
                (ElitesWithinRange[RANGE_6] > 0 || (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 12f)) &&
                PowerManager.CanCast(SNOPower.Witchdoctor_BigBadVoodoo))
            {
                return(new TrinityPower(SNOPower.Witchdoctor_BigBadVoodoo, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
            }

            // Grasp of the Dead, look below, droping globes and dogs when using it on elites and 3 norms
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Witchdoctor_GraspOfTheDead) && !PlayerStatus.IsIncapacitated &&
                (TargetUtil.AnyMobsInRange(30, 2)) &&
                PlayerStatus.PrimaryResource >= 78 && PowerManager.CanCast(SNOPower.Witchdoctor_GraspOfTheDead))
            {
                var bestClusterPoint = TargetUtil.GetBestClusterPoint(15);

                return(new TrinityPower(SNOPower.Witchdoctor_GraspOfTheDead, 25f, bestClusterPoint, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
            }
            // Horrify Buff When not in combat for movement speed
            if (UseOOCBuff && hasGraveInjustice && Hotbar.Contains(SNOPower.Witchdoctor_Horrify) && !PlayerStatus.IsIncapacitated && PlayerStatus.PrimaryResource >= 37 &&
                PowerManager.CanCast(SNOPower.Witchdoctor_Horrify))
            {
                return(new TrinityPower(SNOPower.Witchdoctor_Horrify, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
            }
            // Horrify Buff at 35% health
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.Witchdoctor_Horrify) && !PlayerStatus.IsIncapacitated && PlayerStatus.PrimaryResource >= 37 &&
                PlayerStatus.CurrentHealthPct <= 0.35 &&
                PowerManager.CanCast(SNOPower.Witchdoctor_Horrify))
            {
                return(new TrinityPower(SNOPower.Witchdoctor_Horrify, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
            }
            // Fetish Army, elites only
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.Witchdoctor_FetishArmy) && !PlayerStatus.IsIncapacitated &&
                (ElitesWithinRange[RANGE_25] > 0 || ((CurrentTarget.IsEliteRareUnique || CurrentTarget.IsTreasureGoblin || CurrentTarget.IsBoss) && CurrentTarget.RadiusDistance <= 16f)) &&
                PowerManager.CanCast(SNOPower.Witchdoctor_FetishArmy))
            {
                return(new TrinityPower(SNOPower.Witchdoctor_FetishArmy, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }

            //skillDict.Add("SpiritBarage", SNOPower.Witchdoctor_SpiritBarrage);
            //runeDict.Add("TheSpiritIsWilling", 3);
            //runeDict.Add("WellOfSouls", 1);
            //runeDict.Add("Phantasm", 2);
            //runeDict.Add("Phlebotomize", 0);
            //runeDict.Add("Manitou", 4);

            bool hasManitou = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Witchdoctor_SpiritBarrage && s.RuneIndex == 4);

            // Spirit Barrage
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Witchdoctor_SpiritBarrage) && !PlayerStatus.IsIncapacitated && PlayerStatus.PrimaryResource >= 108 &&
                PowerManager.CanCast(SNOPower.Witchdoctor_SpiritBarrage) && !hasManitou)
            {
                return(new TrinityPower(SNOPower.Witchdoctor_SpiritBarrage, 21f, vNullLocation, -1, CurrentTarget.ACDGuid, 2, 2, WAIT_FOR_ANIM));
            }

            // Spirit Barrage Manitou
            if (Hotbar.Contains(SNOPower.Witchdoctor_SpiritBarrage) && PlayerStatus.PrimaryResource >= 108 && TimeSinceUse(SNOPower.Witchdoctor_SpiritBarrage) > 18000 && hasManitou)
            {
                return(new TrinityPower(SNOPower.Witchdoctor_SpiritBarrage, 0f, vNullLocation, CurrentWorldDynamicId, -1, 2, 2, WAIT_FOR_ANIM));
            }

            // Haunt the shit out of monster and maybe they will give you treats
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Witchdoctor_Haunt) && !PlayerStatus.IsIncapacitated && PlayerStatus.PrimaryResource >= 98 &&
                PowerManager.CanCast(SNOPower.Witchdoctor_Haunt))
            {
                return(new TrinityPower(SNOPower.Witchdoctor_Haunt, 21f, vNullLocation, -1, CurrentTarget.ACDGuid, 1, 1, WAIT_FOR_ANIM));
            }

            // Locust
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Witchdoctor_Locust_Swarm) && !PlayerStatus.IsIncapacitated && PlayerStatus.PrimaryResource >= 196 &&
                PowerManager.CanCast(SNOPower.Witchdoctor_Locust_Swarm) && !CurrentTarget.HasDotDPS && LastPowerUsed != SNOPower.Witchdoctor_Locust_Swarm)
            {
                return(new TrinityPower(SNOPower.Witchdoctor_Locust_Swarm, 12f, vNullLocation, -1, CurrentTarget.ACDGuid, 1, 1, WAIT_FOR_ANIM));
            }

            // Sacrifice for 0 Dogs
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.Witchdoctor_Sacrifice) &&
                Settings.Combat.WitchDoctor.ZeroDogs &&
                PowerManager.CanCast(SNOPower.Witchdoctor_Sacrifice))
            {
                return(new TrinityPower(SNOPower.Witchdoctor_Sacrifice, 9f, vNullLocation, CurrentWorldDynamicId, -1, 1, 2, WAIT_FOR_ANIM));
            }

            // Wall of Zombies
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Witchdoctor_WallOfZombies) && !PlayerStatus.IsIncapacitated &&
                (ElitesWithinRange[RANGE_15] > 0 || AnythingWithinRange[RANGE_15] > 3 || ((CurrentTarget.IsEliteRareUnique || CurrentTarget.IsTreasureGoblin || CurrentTarget.IsBoss) && CurrentTarget.RadiusDistance <= 25f)) &&
                PlayerStatus.PrimaryResource >= 103 && PowerManager.CanCast(SNOPower.Witchdoctor_WallOfZombies))
            {
                return(new TrinityPower(SNOPower.Witchdoctor_WallOfZombies, 25f, CurrentTarget.Position, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }

            var zombieChargerRange = hasGraveInjustice ? Math.Min(PlayerStatus.GoldPickupRadius + 8f, 11f) : 11f;

            // Zombie Charger aka Zombie bears Spams Bears @ Everything from 11feet away
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.Witchdoctor_ZombieCharger) && !PlayerStatus.IsIncapacitated && PlayerStatus.PrimaryResource >= 134 &&
                TargetUtil.AnyMobsInRange(zombieChargerRange) &&
                PowerManager.CanCast(SNOPower.Witchdoctor_ZombieCharger))
            {
                return(new TrinityPower(SNOPower.Witchdoctor_ZombieCharger, zombieChargerRange, CurrentTarget.Position, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
            }

            var acidCloudRange = hasGraveInjustice ? Math.Min(PlayerStatus.GoldPickupRadius + 8f, 30f) : 30f;

            // Acid Cloud
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Witchdoctor_AcidCloud) && !PlayerStatus.IsIncapacitated &&
                PlayerStatus.PrimaryResource >= 172 && PowerManager.CanCast(SNOPower.Witchdoctor_AcidCloud))
            {
                Vector3 bestClusterPoint;
                if (hasGraveInjustice)
                {
                    bestClusterPoint = TargetUtil.GetBestClusterPoint(15f, Math.Min(PlayerStatus.GoldPickupRadius + 8f, 30f));
                }
                else
                {
                    bestClusterPoint = TargetUtil.GetBestClusterPoint(15f, 30f);
                }

                return(new TrinityPower(SNOPower.Witchdoctor_AcidCloud, acidCloudRange, bestClusterPoint, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }

            // Fire Bats fast-attack
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Witchdoctor_Firebats) && !PlayerStatus.IsIncapacitated && PlayerStatus.PrimaryResource >= 98)
            {
                return(new TrinityPower(SNOPower.Witchdoctor_Firebats, 20f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
            }
            // Poison Darts fast-attack Spams Darts when mana is too low (to cast bears) @12yds or @10yds if Bears avialable
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Witchdoctor_PoisonDart) && !PlayerStatus.IsIncapacitated)
            {
                float fUseThisRange = 35f;
                if (Hotbar.Contains(SNOPower.Witchdoctor_ZombieCharger) && PlayerStatus.PrimaryResource >= 150)
                {
                    fUseThisRange = 30f;
                }
                return(new TrinityPower(SNOPower.Witchdoctor_PoisonDart, fUseThisRange, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 2, WAIT_FOR_ANIM));
            }
            // Corpse Spiders fast-attacks Spams Spiders when mana is too low (to cast bears) @12yds or @10yds if Bears avialable
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Witchdoctor_CorpseSpider) && !PlayerStatus.IsIncapacitated)
            {
                float fUseThisRange = 35f;
                if (Hotbar.Contains(SNOPower.Witchdoctor_ZombieCharger) && PlayerStatus.PrimaryResource >= 150)
                {
                    fUseThisRange = 30f;
                }
                return(new TrinityPower(SNOPower.Witchdoctor_CorpseSpider, fUseThisRange, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
            }
            // Toads fast-attacks Spams Toads when mana is too low (to cast bears) @12yds or @10yds if Bears avialable
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Witchdoctor_PlagueOfToads) && !PlayerStatus.IsIncapacitated)
            {
                float fUseThisRange = 35f;
                if (Hotbar.Contains(SNOPower.Witchdoctor_ZombieCharger) && PlayerStatus.PrimaryResource >= 150)
                {
                    fUseThisRange = 30f;
                }
                return(new TrinityPower(SNOPower.Witchdoctor_PlagueOfToads, fUseThisRange, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
            }
            // Fire Bomb fast-attacks Spams Bomb when mana is too low (to cast bears) @12yds or @10yds if Bears avialable
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Witchdoctor_Firebomb) && !PlayerStatus.IsIncapacitated)
            {
                float fUseThisRange = 35f;
                if (Hotbar.Contains(SNOPower.Witchdoctor_ZombieCharger) && PlayerStatus.PrimaryResource >= 150)
                {
                    fUseThisRange = 30f;
                }
                return(new TrinityPower(SNOPower.Witchdoctor_Firebomb, fUseThisRange, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
            }
            // Default attacks
            if (!UseOOCBuff && !IsCurrentlyAvoiding)
            {
                ShouldRefreshHotbarAbilities = true;
                return(new TrinityPower(GetDefaultWeaponPower(), GetDefaultWeaponDistance(), vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, WAIT_FOR_ANIM));
            }
            return(new TrinityPower(SNOPower.None, -1, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM));
        }
コード例 #3
0
 private static bool Wizard_ShouldStartArchon()
 {
     return((TargetUtil.AnyElitesInRange(30, 1) || TargetUtil.AnyMobsInRange(Settings.Combat.Wizard.ArchonMobDistance, Settings.Combat.Wizard.ArchonMobCount) ||
             TargetUtil.IsEliteTargetInRange(30f)) &&
            PlayerStatus.PrimaryResource >= 25 && PlayerStatus.CurrentHealthPct >= 0.10);
 }
コード例 #4
0
        private static TrinityPower GetWizardPower(bool IsCurrentlyAvoiding, bool UseOOCBuff, bool UseDestructiblePower)
        {
            // TODO
            //- AI so Trinity knows that it is already in the densest monster area and not to teleport.
            //- AI to use teleport when ranged attacks are approaching (succubus slow moving torpedo-orb)
            //- AI to avoid AoE's (plague, molten, desecrator)
            //- For Trinity to cast one or two Twisters before moving into melee range or teleporting closer.

            // Pick the best destructible power available
            if (UseDestructiblePower)
            {
                if (!GetHasBuff(SNOPower.Wizard_Archon))
                {
                    return(GetWizardDestructablePower());
                }
                else
                {
                    if (CurrentTarget.RadiusDistance <= 10f)
                    {
                        return(new TrinityPower(SNOPower.Wizard_Archon_ArcaneStrike, 20f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, WAIT_FOR_ANIM));
                    }
                    return(new TrinityPower(SNOPower.Wizard_Archon_DisintegrationWave, 19f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, WAIT_FOR_ANIM));
                }
            }
            // Wizards want to save up to a reserve of 65+ energy
            MinEnergyReserve = 65;

            bool hasCriticalMass = ZetaDia.CPlayer.PassiveSkills.Contains(SNOPower.Wizard_Passive_CriticalMass);

            if (!GetHasBuff(SNOPower.Wizard_Archon))
            {
                // Slow Time for in combat
                if (!UseOOCBuff && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_SlowTime) &&
                    (ElitesWithinRange[RANGE_25] > 0 || AnythingWithinRange[RANGE_25] > 1 || PlayerStatus.CurrentHealthPct <= 0.7 || ((CurrentTarget.IsEliteRareUnique || CurrentTarget.IsTreasureGoblin || CurrentTarget.IsBoss) && CurrentTarget.RadiusDistance <= 35f)) &&
                    PowerManager.CanCast(SNOPower.Wizard_SlowTime))
                {
                    return(new TrinityPower(SNOPower.Wizard_SlowTime, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
                }
                // Wave of force
                if (!UseOOCBuff && !PlayerStatus.IsIncapacitated && PlayerStatus.PrimaryResource >= 25 &&
                    (
                        // Check this isn't a critical mass wizard, cos they won't want to use this except for low health unless they don't have nova/blast in which case go for it
                        (hasCriticalMass && ((!Hotbar.Contains(SNOPower.Wizard_FrostNova) && !Hotbar.Contains(SNOPower.Wizard_ExplosiveBlast)) ||
                                             (PlayerStatus.CurrentHealthPct <= 0.7 && (TargetUtil.AnyMobsInRange(15f) || TargetUtil.IsEliteTargetInRange(23f)))))
                        // Else normal wizard in which case check standard stuff
                        || (!hasCriticalMass && ElitesWithinRange[RANGE_15] > 0 || AnythingWithinRange[RANGE_15] > 3 || PlayerStatus.CurrentHealthPct <= 0.7 || (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 23f))
                    ) &&
                    Hotbar.Contains(SNOPower.Wizard_WaveOfForce) &&
                    GilesUseTimer(SNOPower.Wizard_WaveOfForce, true) && PowerManager.CanCast(SNOPower.Wizard_WaveOfForce))
                {
                    return(new TrinityPower(SNOPower.Wizard_WaveOfForce, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 2, WAIT_FOR_ANIM));
                }

                //SkillDict.Add("Blizzard", SNOPower.Wizard_Blizzard);
                //RuneDict.Add("GraspingChill", 2);
                //RuneDict.Add("FrozenSolid", 4);
                //RuneDict.Add("Snowbound", 3);
                //RuneDict.Add("StarkWinter", 1);
                //RuneDict.Add("UnrelentingStorm", 0);

                bool hasSnowBoundRune = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Wizard_Blizzard && s.RuneIndex == 3);

                // Blizzard
                if (!UseOOCBuff && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_Blizzard) &&
                    (TargetUtil.ClusterExists(45f, 2) || TargetUtil.AnyElitesInRange(40f) || TargetUtil.IsEliteTargetInRange(45f)) &&
                    (PlayerStatus.PrimaryResource >= 40 || (hasSnowBoundRune && PlayerStatus.PrimaryResource >= 20)) && GilesUseTimer(SNOPower.Wizard_Blizzard))
                {
                    var bestClusterPoint = TargetUtil.GetBestClusterPoint(18f, 45f);
                    return(new TrinityPower(SNOPower.Wizard_Blizzard, 45f, bestClusterPoint, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
                }
                // Meteor
                if (!UseOOCBuff && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_Meteor) &&
                    (ElitesWithinRange[RANGE_25] > 0 || AnythingWithinRange[RANGE_25] > 2 || CurrentTarget.IsEliteRareUnique || CurrentTarget.IsBoss || CurrentTarget.IsTreasureGoblin) &&
                    PlayerStatus.PrimaryResource >= 50 && PowerManager.CanCast(SNOPower.Wizard_Meteor))
                {
                    return(new TrinityPower(SNOPower.Wizard_Meteor, 21f, new Vector3(CurrentTarget.Position.X, CurrentTarget.Position.Y, CurrentTarget.Position.Z), CurrentWorldDynamicId, -1, 1, 2, WAIT_FOR_ANIM));
                }
                // Teleport in combat for critical-mass wizards
                if (!UseOOCBuff && !IsCurrentlyAvoiding && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_Teleport) && hasCriticalMass &&
                    LastPowerUsed != SNOPower.Wizard_Teleport &&
                    PlayerStatus.PrimaryResource >= 15 && CurrentTarget.CentreDistance <= 35f &&
                    PowerManager.CanCast(SNOPower.Wizard_Teleport))
                {
                    vSideToSideTarget = TargetUtil.GetBestClusterPoint(15f, 35f);
                    return(new TrinityPower(SNOPower.Wizard_Teleport, 35f, vSideToSideTarget, CurrentWorldDynamicId, -1, 1, 2, WAIT_FOR_ANIM));
                }

                // Diamond Skin SPAM
                if (Hotbar.Contains(SNOPower.Wizard_DiamondSkin) && LastPowerUsed != SNOPower.Wizard_DiamondSkin &&
                    (ElitesWithinRange[RANGE_25] > 0 || AnythingWithinRange[RANGE_25] > 0 || PlayerStatus.CurrentHealthPct <= 0.90 || PlayerStatus.IsIncapacitated || PlayerStatus.IsRooted || (!UseOOCBuff && CurrentTarget.RadiusDistance <= 40f)) &&
                    ((hasCriticalMass && !UseOOCBuff) || !GetHasBuff(SNOPower.Wizard_DiamondSkin)) &&
                    PowerManager.CanCast(SNOPower.Wizard_DiamondSkin))
                {
                    return(new TrinityPower(SNOPower.Wizard_DiamondSkin, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 1, WAIT_FOR_ANIM));
                }
                // Familiar
                if (!PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_Familiar) &&
                    PlayerStatus.PrimaryResource >= 20 && GilesUseTimer(SNOPower.Wizard_Familiar))
                {
                    return(new TrinityPower(SNOPower.Wizard_Familiar, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 2, WAIT_FOR_ANIM));
                }

                // The three wizard armors, done in an else-if loop so it doesn't keep replacing one with the other
                if (!PlayerStatus.IsIncapacitated && PlayerStatus.PrimaryResource >= 25)
                {
                    // Energy armor as priority cast if available and not buffed
                    if (Hotbar.Contains(SNOPower.Wizard_EnergyArmor))
                    {
                        if ((!GetHasBuff(SNOPower.Wizard_EnergyArmor) && PowerManager.CanCast(SNOPower.Wizard_EnergyArmor)) || (Hotbar.Contains(SNOPower.Wizard_Archon) && (!GetHasBuff(SNOPower.Wizard_EnergyArmor) || GilesUseTimer(SNOPower.Wizard_EnergyArmor))))
                        {
                            return(new TrinityPower(SNOPower.Wizard_EnergyArmor, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 2, WAIT_FOR_ANIM));
                        }
                    }
                    // Ice Armor
                    else if (Hotbar.Contains(SNOPower.Wizard_IceArmor))
                    {
                        if (!GetHasBuff(SNOPower.Wizard_IceArmor) && PowerManager.CanCast(SNOPower.Wizard_IceArmor))
                        {
                            return(new TrinityPower(SNOPower.Wizard_IceArmor, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 2, WAIT_FOR_ANIM));
                        }
                    }
                    // Storm Armor
                    else if (Hotbar.Contains(SNOPower.Wizard_StormArmor))
                    {
                        if (!GetHasBuff(SNOPower.Wizard_StormArmor) || ((DateTime.Now.Subtract(dictAbilityLastUse[SNOPower.Wizard_StormArmor]).TotalMilliseconds >= 15000) && PowerManager.CanCast(SNOPower.Wizard_Archon)))
                        {
                            return(new TrinityPower(SNOPower.Wizard_StormArmor, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 2, WAIT_FOR_ANIM));
                        }
                    }
                }
                // Magic Weapon
                if (!PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_MagicWeapon) && PowerManager.CanCast(SNOPower.Wizard_MagicWeapon) &&
                    (!GetHasBuff(SNOPower.Wizard_MagicWeapon) || ((DateTime.Now.Subtract(dictAbilityLastUse[SNOPower.Wizard_MagicWeapon]).TotalMilliseconds >= 10000) && PowerManager.CanCast(SNOPower.Wizard_Archon))))
                {
                    return(new TrinityPower(SNOPower.Wizard_MagicWeapon, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 2, WAIT_FOR_ANIM));
                }
                // Magic Weapon
                if (!PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_MagicWeapon) &&
                    PlayerStatus.PrimaryResource >= 25 && (GilesUseTimer(SNOPower.Wizard_MagicWeapon) || !GetHasBuff(SNOPower.Wizard_MagicWeapon)))
                {
                    return(new TrinityPower(SNOPower.Wizard_MagicWeapon, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 2, WAIT_FOR_ANIM));
                }
                // Hydra
                if (!UseOOCBuff && !PlayerStatus.IsIncapacitated &&
                    LastPowerUsed != SNOPower.Wizard_Hydra &&
                    (ElitesWithinRange[RANGE_15] > 0 || AnythingWithinRange[RANGE_15] > 4 || PlayerStatus.CurrentHealthPct <= 0.7 || ((CurrentTarget.IsEliteRareUnique || CurrentTarget.IsBoss || CurrentTarget.IsTreasureGoblin) && CurrentTarget.RadiusDistance <= 15f)) &&
                    Hotbar.Contains(SNOPower.Wizard_Hydra) &&
                    PlayerStatus.PrimaryResource >= 15 && GilesUseTimer(SNOPower.Wizard_Hydra))
                {
                    // For distant monsters, try to target a little bit in-front of them (as they run towards us), if it's not a treasure goblin
                    float fExtraDistance = 0f;
                    if (CurrentTarget.CentreDistance > 17f && !CurrentTarget.IsTreasureGoblin)
                    {
                        fExtraDistance = CurrentTarget.CentreDistance - 17f;
                        if (fExtraDistance > 5f)
                        {
                            fExtraDistance = 5f;
                        }
                        if (CurrentTarget.CentreDistance - fExtraDistance < 15f)
                        {
                            fExtraDistance -= 2;
                        }
                    }
                    Vector3 vNewTarget = MathEx.CalculatePointFrom(CurrentTarget.Position, PlayerStatus.CurrentPosition, CurrentTarget.CentreDistance - fExtraDistance);
                    return(new TrinityPower(SNOPower.Wizard_Hydra, 30f, vNewTarget, CurrentWorldDynamicId, -1, 1, 2, WAIT_FOR_ANIM));
                }
                // Mirror Image  @ half health or 5+ monsters or rooted/incapacitated or last elite left @25% health
                if (!UseOOCBuff && Hotbar.Contains(SNOPower.Wizard_MirrorImage) &&
                    (PlayerStatus.CurrentHealthPct <= 0.50 || AnythingWithinRange[RANGE_30] >= 5 || PlayerStatus.IsIncapacitated || PlayerStatus.IsRooted || (ElitesWithinRange[RANGE_30] == 1 && CurrentTarget.IsEliteRareUnique && !CurrentTarget.IsBoss && CurrentTarget.HitPointsPct <= 0.35)) &&
                    PowerManager.CanCast(SNOPower.Wizard_MirrorImage))
                {
                    return(new TrinityPower(SNOPower.Wizard_MirrorImage, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
                }
                // Archon
                if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Wizard_Archon) && Wizard_ShouldStartArchon() &&
                    PowerManager.CanCast(SNOPower.Wizard_Archon))
                {
                    // Familiar has been removed for now. Uncomment the three comments below relating to familiars to force re-buffing them
                    bool bHasBuffAbilities = (Hotbar.Contains(SNOPower.Wizard_MagicWeapon) ||
                                              //hashPowerHotbarAbilities.Contains(SNOPower.Wizard_Familiar) ||
                                              Hotbar.Contains(SNOPower.Wizard_EnergyArmor) || Hotbar.Contains(SNOPower.Wizard_IceArmor) ||
                                              Hotbar.Contains(SNOPower.Wizard_StormArmor));
                    int iExtraEnergyNeeded = 25;
                    if (Hotbar.Contains(SNOPower.Wizard_MagicWeapon))
                    {
                        iExtraEnergyNeeded += 25;
                    }
                    //if (hashPowerHotbarAbilities.Contains(SNOPower.Wizard_Familiar)) iExtraEnergyNeeded += 25;
                    if (Hotbar.Contains(SNOPower.Wizard_EnergyArmor) || Hotbar.Contains(SNOPower.Wizard_IceArmor) ||
                        Hotbar.Contains(SNOPower.Wizard_StormArmor))
                    {
                        iExtraEnergyNeeded += 25;
                    }
                    if (!bHasBuffAbilities || PlayerStatus.PrimaryResource <= iExtraEnergyNeeded)
                    {
                        CanCastArchon = true;
                    }
                    if (!CanCastArchon)
                    {
                        dictAbilityLastUse[SNOPower.Wizard_MagicWeapon] = DateTime.Today;
                        //dictAbilityLastUse[SNOPower.Wizard_Familiar] = DateTime.Today;
                        dictAbilityLastUse[SNOPower.Wizard_EnergyArmor] = DateTime.Today;
                        dictAbilityLastUse[SNOPower.Wizard_IceArmor]    = DateTime.Today;
                        dictAbilityLastUse[SNOPower.Wizard_StormArmor]  = DateTime.Today;
                        CanCastArchon = true;
                    }
                    else
                    {
                        CanCastArchon = false;
                        return(new TrinityPower(SNOPower.Wizard_Archon, 0f, vNullLocation, CurrentWorldDynamicId, -1, 4, 5, WAIT_FOR_ANIM));
                    }
                }

                //SkillDict.Add("FrostNova", SNOPower.Wizard_FrostNova);
                //RuneDict.Add("Shatter", 1);
                //RuneDict.Add("ColdSnap", 3);
                //RuneDict.Add("FrozenMist", 2);
                //RuneDict.Add("DeepFreeze", 4);
                //RuneDict.Add("BoneChill", 0);

                bool hasDeepFreeze = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Wizard_FrostNova && s.RuneIndex == 4);

                // Frost Nova
                if (!UseOOCBuff && Hotbar.Contains(SNOPower.Wizard_FrostNova) && !PlayerStatus.IsIncapacitated &&
                    ((hasDeepFreeze && TargetUtil.AnyMobsInRange(25, 5)) || (!hasDeepFreeze && (TargetUtil.AnyMobsInRange(25, 1) || PlayerStatus.CurrentHealthPct <= 0.7)) &&
                     CurrentTarget.RadiusDistance <= 25f) &&
                    PowerManager.CanCast(SNOPower.Wizard_FrostNova))
                {
                    return(new TrinityPower(SNOPower.Wizard_FrostNova, 20f, vNullLocation, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
                }

                // Frost Nova for Critical Mass builds
                if (!UseOOCBuff && Hotbar.Contains(SNOPower.Wizard_FrostNova) && !PlayerStatus.IsIncapacitated &&
                    hasCriticalMass && TargetUtil.AnyMobsInRange(20, 1) && PowerManager.CanCast(SNOPower.Wizard_FrostNova))
                {
                    return(new TrinityPower(SNOPower.Wizard_FrostNova, 15f, vNullLocation, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
                }

                // Explosive Blast SPAM when enough AP, blow erry thing up, nah mean
                if (!UseOOCBuff && Hotbar.Contains(SNOPower.Wizard_ExplosiveBlast) && !PlayerStatus.IsIncapacitated && PlayerStatus.PrimaryResource >= 20 &&
                    (TargetUtil.AnyMobsInRange(25) && CurrentTarget.RadiusDistance <= 25f) &&
                    PowerManager.CanCast(SNOPower.Wizard_ExplosiveBlast))
                {
                    float fThisRange = 11f;
                    if (hasCriticalMass)
                    {
                        fThisRange = 9f;
                    }
                    return(new TrinityPower(SNOPower.Wizard_ExplosiveBlast, fThisRange, vNullLocation, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
                }

                // Check to see if we have a signature spell on our hotbar, for energy twister check
                bool bHasSignatureSpell = (Hotbar.Contains(SNOPower.Wizard_MagicMissile) || Hotbar.Contains(SNOPower.Wizard_ShockPulse) ||
                                           Hotbar.Contains(SNOPower.Wizard_SpectralBlade) || Hotbar.Contains(SNOPower.Wizard_Electrocute));

                //SkillDict.Add("EnergyTwister", SNOPower.Wizard_EnergyTwister);
                //RuneDict.Add("MistralBreeze", 3);
                //RuneDict.Add("GaleForce", 0);
                //RuneDict.Add("RagingStorm", 1);
                //RuneDict.Add("WickedWind", 4);
                //RuneDict.Add("StromChaser", 2);

                bool hasWickedWindRune = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Wizard_EnergyTwister && s.RuneIndex == 4);

                // Energy Twister SPAMS whenever 35 or more ap to generate Arcane Power
                if (!UseOOCBuff && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_EnergyTwister) &&
                    PlayerStatus.PrimaryResource >= 35 &&
                    // If using storm chaser, then force a signature spell every 1 stack of the buff, if we have a signature spell
                    (!bHasSignatureSpell || GetBuffStacks(SNOPower.Wizard_EnergyTwister) < 1) &&
                    ((!hasWickedWindRune && CurrentTarget.RadiusDistance <= 25f) ||
                     (hasWickedWindRune && CurrentTarget.RadiusDistance <= 60f)) &&
                    (!Hotbar.Contains(SNOPower.Wizard_Electrocute) || !hashActorSNOFastMobs.Contains(CurrentTarget.ActorSNO)) &&
                    ((hasCriticalMass && !bHasSignatureSpell) || !hasCriticalMass))
                {
                    Vector3 targetDirection = MathEx.CalculatePointFrom(PlayerStatus.CurrentPosition, CurrentTarget.Position, 3f);

                    Vector3 bestClusterPoint = TargetUtil.GetBestClusterPoint(10f, 15f);

                    float twisterRange = 28f;
                    if (hasCriticalMass)
                    {
                        twisterRange = 9f;
                    }
                    return(new TrinityPower(SNOPower.Wizard_EnergyTwister, twisterRange, bestClusterPoint, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
                }

                // Disintegrate
                if (!UseOOCBuff && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_Disintegrate) &&
                    ((PlayerStatus.PrimaryResource >= 20 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve))
                {
                    float fThisRange = 35f;
                    if (hasCriticalMass)
                    {
                        fThisRange = 20f;
                    }
                    return(new TrinityPower(SNOPower.Wizard_Disintegrate, fThisRange, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, NO_WAIT_ANIM));
                }
                // Arcane Orb
                if (!UseOOCBuff && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_ArcaneOrb) &&
                    ((PlayerStatus.PrimaryResource >= 35 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve) &&
                    GilesUseTimer(SNOPower.Wizard_ArcaneOrb))
                {
                    float fThisRange = 40f;
                    if (hasCriticalMass)
                    {
                        fThisRange = 20f;
                    }
                    return(new TrinityPower(SNOPower.Wizard_ArcaneOrb, fThisRange, vNullLocation, -1, CurrentTarget.ACDGuid, 1, 1, WAIT_FOR_ANIM));
                }
                // Arcane Torrent
                if (!UseOOCBuff && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_ArcaneTorrent) &&
                    ((PlayerStatus.PrimaryResource >= 16 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve) &&
                    GilesUseTimer(SNOPower.Wizard_ArcaneTorrent))
                {
                    float fThisRange = 40f;

                    /*if (hasCriticalMass)
                     *  fThisRange = 20f;*/
                    return(new TrinityPower(SNOPower.Wizard_ArcaneTorrent, fThisRange, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, WAIT_FOR_ANIM));
                }
                // Ray of Frost
                if (!UseOOCBuff && !IsCurrentlyAvoiding && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_RayOfFrost) &&
                    PlayerStatus.PrimaryResource >= 12)
                {
                    float fThisRange = 35f;
                    if (hasCriticalMass)
                    {
                        fThisRange = 20f;
                    }
                    return(new TrinityPower(SNOPower.Wizard_RayOfFrost, fThisRange, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, NO_WAIT_ANIM));
                }
                // Magic Missile
                if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Wizard_MagicMissile))
                {
                    float fThisRange = 35f;
                    if (hasCriticalMass)
                    {
                        fThisRange = 20f;
                    }
                    return(new TrinityPower(SNOPower.Wizard_MagicMissile, fThisRange, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, WAIT_FOR_ANIM));
                }
                // Shock Pulse
                if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Wizard_ShockPulse))
                {
                    return(new TrinityPower(SNOPower.Wizard_ShockPulse, 15f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
                }
                // Spectral Blade
                if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Wizard_SpectralBlade))
                {
                    return(new TrinityPower(SNOPower.Wizard_SpectralBlade, 14f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
                }
                // Electrocute
                if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Wizard_Electrocute))
                {
                    return(new TrinityPower(SNOPower.Wizard_Electrocute, 40f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, WAIT_FOR_ANIM));
                }
                // Default attacks
                if (!UseOOCBuff && !IsCurrentlyAvoiding)
                {
                    return(new TrinityPower(GetDefaultWeaponPower(), GetDefaultWeaponDistance(), vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, WAIT_FOR_ANIM));
                }
                return(new TrinityPower(SNOPower.None, -1, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM));
            }
            else
            {
                bool cancelArchon = false;

                if (Settings.Combat.Wizard.ArchonCancelOption == WizardArchonCancelOption.RebuffArmor && !Wizard_HasWizardArmor())
                {
                    cancelArchon = true;
                }

                if (Settings.Combat.Wizard.ArchonCancelOption == WizardArchonCancelOption.RebuffMagicWeaponFamiliar &&
                    (!CheckAbilityAndBuff(SNOPower.Wizard_MagicWeapon) || !CheckAbilityAndBuff(SNOPower.Wizard_Familiar)))
                {
                    cancelArchon = true;
                }

                if (Settings.Combat.Wizard.ArchonCancelOption == WizardArchonCancelOption.Timer &&
                    DateTime.Now.Subtract(dictAbilityLastUse[SNOPower.Wizard_Archon]).TotalSeconds >= Settings.Combat.Wizard.ArchonCancelSeconds)
                {
                    cancelArchon = true;
                }

                if (cancelArchon && Wizard_ShouldStartArchon())
                {
                    var archonBuff = ZetaDia.Me.GetBuff(SNOPower.Wizard_Archon);
                    if (archonBuff != null && archonBuff.IsCancelable)
                    {
                        // this actually cancels Archon
                        archonBuff.Cancel();

                        // this SNOPower is fake - it isn't actually used, we're just putting it here to force a BehaviorTree return/recheck
                        return(new TrinityPower(SNOPower.Wizard_Archon_Cancel, 0f, vNullLocation, -1, -1, -1, -1, false));
                    }
                }

                // Archon form
                // Archon Slow Time for in combat
                if (!UseOOCBuff && !PlayerStatus.IsIncapacitated &&
                    (ElitesWithinRange[RANGE_25] > 0 || AnythingWithinRange[RANGE_25] > 1 || PlayerStatus.CurrentHealthPct <= 0.7 || ((CurrentTarget.IsEliteRareUnique || CurrentTarget.IsTreasureGoblin || CurrentTarget.IsBoss) && CurrentTarget.RadiusDistance <= 35f)) &&
                    Hotbar.Contains(SNOPower.Wizard_Archon_SlowTime) &&
                    GilesUseTimer(SNOPower.Wizard_Archon_SlowTime, true) && PowerManager.CanCast(SNOPower.Wizard_Archon_SlowTime))
                {
                    return(new TrinityPower(SNOPower.Wizard_Archon_SlowTime, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
                }
                // Archon Teleport in combat
                if (!UseOOCBuff && !IsCurrentlyAvoiding && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_Archon_Teleport) &&
                    // Try and teleport-retreat from 1 elite or 3+ greys or a boss at 15 foot range
                    (ElitesWithinRange[RANGE_15] >= 1 || AnythingWithinRange[RANGE_15] >= 3 || (CurrentTarget.IsBoss && CurrentTarget.RadiusDistance <= 15f)) &&
                    GilesUseTimer(SNOPower.Wizard_Archon_Teleport) && PowerManager.CanCast(SNOPower.Wizard_Archon_Teleport))
                {
                    Vector3 vNewTarget = MathEx.CalculatePointFrom(CurrentTarget.Position, PlayerStatus.CurrentPosition, -20f);
                    return(new TrinityPower(SNOPower.Wizard_Archon_Teleport, 35f, vNewTarget, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
                }
                // Arcane Blast
                if (!UseOOCBuff && !PlayerStatus.IsIncapacitated &&
                    (ElitesWithinRange[RANGE_15] >= 1 || AnythingWithinRange[RANGE_15] >= 1 ||
                     (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 15f)) &&
                    GilesUseTimer(SNOPower.Wizard_Archon_ArcaneBlast) && PowerManager.CanCast(SNOPower.Wizard_Archon_ArcaneBlast))
                {
                    return(new TrinityPower(SNOPower.Wizard_Archon_ArcaneBlast, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
                }
                // Arcane Strike (Arcane Strike) Rapid Spam at close-range only
                if (!UseOOCBuff && !PlayerStatus.IsIncapacitated && CurrentTarget.RadiusDistance <= 5f && TargetUtil.AnyMobsInRange(7f, 2) &&
                    CurrentTarget.IsBossOrEliteRareUnique && !Settings.Combat.Wizard.NoArcaneStrike)
                {
                    return(new TrinityPower(SNOPower.Wizard_Archon_ArcaneStrike, 7f, vNullLocation, -1, CurrentTarget.ACDGuid, 1, 1, WAIT_FOR_ANIM));
                }
                // Disintegrate
                if (!UseOOCBuff && !IsCurrentlyAvoiding && !PlayerStatus.IsIncapacitated)
                {
                    return(new TrinityPower(SNOPower.Wizard_Archon_DisintegrationWave, 49f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, NO_WAIT_ANIM));
                }
                return(new TrinityPower(SNOPower.None, -1, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM));
            }
        }
コード例 #5
0
ファイル: TargetUtil.cs プロジェクト: shmilyzxt/MyBuddy
        // Special Zig-Zag movement for whirlwind/tempest
        /// <summary>
        /// Finds an optimal position for Barbarian Whirlwind, Monk Tempest Rush, or Demon Hunter Strafe
        /// </summary>
        /// <param name="origin"></param>
        /// <param name="ringDistance"></param>
        /// <param name="randomizeDistance"></param>
        /// <returns></returns>
        internal static Vector3 GetZigZagTarget(Vector3 origin, float ringDistance, bool randomizeDistance = false)
        {
            var     minDistance      = 9f;
            Vector3 myPos            = PlayerStatus.CurrentPosition;
            float   distanceToTarget = origin.Distance2D(myPos);

            Vector3 zigZagPoint = origin;

            using (new PerformanceLogger("FindZigZagTargetLocation"))
            {
                using (new PerformanceLogger("FindZigZagTargetLocation.CheckObjectCache"))
                {
                    bool  useTargetBasedZigZag = false;
                    float maxDistance          = 25f;
                    int   minTargets           = 2;

                    if (GilesTrinity.PlayerStatus.ActorClass == ActorClass.Monk)
                    {
                        maxDistance          = 20f;
                        minTargets           = 3;
                        useTargetBasedZigZag = (GilesTrinity.Settings.Combat.Monk.TargetBasedZigZag);
                    }
                    if (GilesTrinity.PlayerStatus.ActorClass == ActorClass.Barbarian)
                    {
                        useTargetBasedZigZag = (GilesTrinity.Settings.Combat.Barbarian.TargetBasedZigZag);
                    }

                    int  eliteCount         = ObjectCache.Count(u => u.Type == GObjectType.Unit && u.IsBossOrEliteRareUnique);
                    bool shouldZigZagElites = ((GilesTrinity.CurrentTarget.IsBossOrEliteRareUnique && eliteCount > 1) || eliteCount == 0);

                    if (useTargetBasedZigZag && shouldZigZagElites && !AnyTreasureGoblinsPresent && ObjectCache.Where(o => o.Type == GObjectType.Unit).Count() >= minTargets)
                    {
                        var clusterPoint = TargetUtil.GetBestClusterPoint(ringDistance, ringDistance, false);
                        if (clusterPoint.Distance2D(PlayerStatus.CurrentPosition) >= minDistance)
                        {
                            DbHelper.Log(LogCategory.Movement, "Returning ZigZag: BestClusterPoint {0} r-dist={1} t-dist={2}", clusterPoint, ringDistance, clusterPoint.Distance2D(PlayerStatus.CurrentPosition));
                            return(clusterPoint);
                        }
                        IEnumerable <GilesObject> zigZagTargets =
                            from u in ObjectCache
                            where u.Type == GObjectType.Unit && u.RadiusDistance < maxDistance &&
                            !GilesTrinity.hashAvoidanceObstacleCache.Any(a => Vector3.Distance(u.Position, a.Location) < AvoidanceManager.GetAvoidanceRadiusBySNO(a.ActorSNO, a.Radius) && PlayerStatus.CurrentHealthPct <= AvoidanceManager.GetAvoidanceHealthBySNO(a.ActorSNO, 1))
                            select u;
                        if (zigZagTargets.Count() >= minTargets)
                        {
                            zigZagPoint = zigZagTargets.OrderByDescending(u => u.CentreDistance).FirstOrDefault().Position;
                            if (NavHelper.CanRayCast(zigZagPoint) && zigZagPoint.Distance2D(PlayerStatus.CurrentPosition) >= minDistance)
                            {
                                DbHelper.Log(LogCategory.Movement, "Returning ZigZag: TargetBased {0} r-dist={1} t-dist={2}", zigZagPoint, ringDistance, zigZagPoint.Distance2D(PlayerStatus.CurrentPosition));
                                return(zigZagPoint);
                            }
                        }
                    }
                }

                Random rndNum = new Random(int.Parse(Guid.NewGuid().ToString().Substring(0, 8), NumberStyles.HexNumber));

                using (new PerformanceLogger("FindZigZagTargetLocation.RandomZigZagPoint"))
                {
                    float   highestWeightFound = float.NegativeInfinity;
                    Vector3 bestLocation       = Vector3.Zero;

                    // the unit circle always starts at 0 :)
                    double min = 0;
                    // the maximum size of a unit circle
                    double max = 2 * Math.PI;
                    // the number of times we will iterate around the circle to find points
                    double piSlices = 16;

                    // We will do several "passes" to make sure we can get a point that we can least zig-zag to
                    // The total number of points tested will be piSlices * distancePasses.Count
                    List <float> distancePasses = new List <float>();
                    distancePasses.Add(ringDistance * 1 / 2); // Do one loop at 1/2 distance
                    distancePasses.Add(ringDistance * 3 / 4); // Do one loop at 3/4 distance
                    distancePasses.Add(ringDistance);         // Do one loop at exact distance

                    foreach (float distance in distancePasses)
                    {
                        for (double direction = min; direction < max; direction += (Math.PI / piSlices))
                        {
                            // Starting weight is 1
                            float pointWeight = 1f;

                            // Find a new XY
                            zigZagPoint = MathEx.GetPointAt(origin, distance, (float)direction);
                            // Get the Z
                            zigZagPoint.Z = GilesTrinity.gp.GetHeight(zigZagPoint.ToVector2());

                            // Make sure we're actually zig-zagging our target, except if we're kiting
                            bool intersectsPath = MathUtil.IntersectsPath(CurrentTarget.Position, CurrentTarget.Radius, myPos, zigZagPoint);
                            if (GilesTrinity.PlayerKiteDistance <= 0 && !intersectsPath)
                            {
                                continue;
                            }

                            // if we're kiting, lets not actualy run through monsters
                            if (GilesTrinity.PlayerKiteDistance > 0 && GilesTrinity.hashMonsterObstacleCache.Any(m => m.Location.Distance(zigZagPoint) <= GilesTrinity.PlayerKiteDistance))
                            {
                                continue;
                            }

                            // Ignore point if any AoE in this point position
                            if (GilesTrinity.hashAvoidanceObstacleCache.Any(m => m.Location.Distance(zigZagPoint) <= m.Radius && PlayerStatus.CurrentHealthPct <= AvoidanceManager.GetAvoidanceHealthBySNO(m.ActorSNO, 1)))
                            {
                                continue;
                            }

                            // Make sure this point is in LoS/walkable (not around corners or into a wall)
                            bool canRayCast = !Navigator.Raycast(PlayerStatus.CurrentPosition, zigZagPoint);
                            if (!canRayCast)
                            {
                                continue;
                            }

                            float distanceToPoint           = zigZagPoint.Distance2D(myPos);
                            float distanceFromTargetToPoint = zigZagPoint.Distance2D(origin);

                            // Lots of weight for points further away from us (e.g. behind our CurrentTarget)
                            pointWeight *= distanceToPoint;

                            // Add weight for any units in this point
                            int monsterCount = ObjectCache.Count(u => u.Type == GObjectType.Unit && u.Position.Distance2D(zigZagPoint) <= Math.Max(u.Radius, 10f));
                            if (monsterCount > 0)
                            {
                                pointWeight *= monsterCount;
                            }

                            DbHelper.Log(LogCategory.Movement, "ZigZag Point: {0} distance={1:0} distaceFromTarget={2:0} intersectsPath={3} weight={4:0} monsterCount={5}",
                                         zigZagPoint, distanceToPoint, distanceFromTargetToPoint, intersectsPath, pointWeight, monsterCount);

                            // Use this one if it's more weight, or we haven't even found one yet, or if same weight as another with a random chance
                            if (pointWeight > highestWeightFound)
                            {
                                highestWeightFound = pointWeight;

                                if (GilesTrinity.Settings.Combat.Misc.UseNavMeshTargeting)
                                {
                                    bestLocation = new Vector3(zigZagPoint.X, zigZagPoint.Y, GilesTrinity.gp.GetHeight(zigZagPoint.ToVector2()));
                                }
                                else
                                {
                                    bestLocation = new Vector3(zigZagPoint.X, zigZagPoint.Y, zigZagPoint.Z + 4);
                                }
                            }
                        }
                    }
                    DbHelper.Log(LogCategory.Movement, "Returning ZigZag: RandomXY {0} r-dist={1} t-dist={2}", bestLocation, ringDistance, bestLocation.Distance2D(PlayerStatus.CurrentPosition));
                    return(bestLocation);
                }
            }
        }
コード例 #6
0
        private static void Monk_MaintainTempestRush()
        {
            if (!Monk_TempestRushReady())
            {
                return;
            }

            if (PlayerStatus.IsInTown || Zeta.CommonBot.Logic.BrainBehavior.IsVendoring)
            {
                return;
            }

            if (TownRun.IsTryingToTownPortal())
            {
                return;
            }

            if (TimeSinceUse(SNOPower.Monk_TempestRush) > 150)
            {
                return;
            }

            bool shouldMaintain = false;
            bool nullTarget     = CurrentTarget == null;

            if (!nullTarget)
            {
                // maintain for everything except items, doors, interactables... stuff we have to "click" on
                switch (CurrentTarget.Type)
                {
                case GObjectType.Unit:
                case GObjectType.Gold:
                case GObjectType.Avoidance:
                case GObjectType.Barricade:
                case GObjectType.Destructible:
                case GObjectType.Globe:
                {
                    if (Settings.Combat.Monk.TROption == TempestRushOption.TrashOnly &&
                        (TargetUtil.AnyElitesInRange(40f) || CurrentTarget.IsBossOrEliteRareUnique))
                    {
                        shouldMaintain = false;
                    }
                    else
                    {
                        shouldMaintain = true;
                    }
                }
                break;
                }
            }
            else
            {
                shouldMaintain = true;
            }

            if (Settings.Combat.Monk.TROption != TempestRushOption.MovementOnly && GilesUseTimer(SNOPower.Monk_TempestRush) && shouldMaintain)
            {
                Vector3 target = LastTempestRushLocation;

                string locationSource = "LastLocation";

                //if (CurrentTarget != null && GilesNavHelper.CanRayCast(PlayerStatus.CurrentPosition, CurrentTarget.Position))
                //{
                //    locationSource = "Current Target Position";
                //    target = CurrentTarget.Position;
                //}

                if (target.Distance2D(ZetaDia.Me.Position) <= 1f)
                {
                    // rrrix edit: we can't maintain here
                    return;

                    //locationSource = "ZigZag";
                    //target = FindZigZagTargetLocation(target, 23f);
                }

                if (target == Vector3.Zero)
                {
                    return;
                }

                float DestinationDistance = target.Distance2D(ZetaDia.Me.Position);

                //target = MathEx.CalculatePointFrom(target, PlayerStatus.CurrentPosition, aimPointDistance);
                target = TargetUtil.FindTempestRushTarget();

                if (DestinationDistance > 10f && NavHelper.CanRayCast(ZetaDia.Me.Position, target))
                {
                    Monk_TempestRushStatus(String.Format("Using Tempest Rush to maintain channeling, source={0}, V3={1} dist={2:0}", locationSource, target, DestinationDistance));

                    var usePowerResult = ZetaDia.Me.UsePower(SNOPower.Monk_TempestRush, target, CurrentWorldDynamicId, -1);
                    if (usePowerResult)
                    {
                        dictAbilityLastUse[SNOPower.Monk_TempestRush] = DateTime.Now;
                    }
                }
            }
        }
コード例 #7
0
        private static TrinityPower GetMonkPower(bool IsCurrentlyAvoiding, bool UseOOCBuff, bool UseDestructiblePower)
        {
            if (UseDestructiblePower)
            {
                return(GetMonkDestroyPower());
            }

            // Monks need 80 for special spam like tempest rushing
            MinEnergyReserve = 80;

            bool hasInfusedWithLight = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Monk_BreathOfHeaven && s.RuneIndex == 3);
            bool hasFistsOfFury      = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Monk_WayOfTheHundredFists && s.RuneIndex == 0);

            // apply fists of fury DoT if we have Infused with Light buff + WotHF:FoF
            if (!UseOOCBuff && hasInfusedWithLight && hasFistsOfFury && GetHasBuff(SNOPower.Monk_BreathOfHeaven) && !CurrentTarget.HasDotDPS)
            {
                Monk_TickSweepingWindSpam();
                return(new TrinityPower(SNOPower.Monk_WayOfTheHundredFists, 14f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, NO_WAIT_ANIM));
            }

            // 4 Mantras for the initial buff (slow-use)
            if (Hotbar.Contains(SNOPower.Monk_MantraOfEvasion) && !GetHasBuff(SNOPower.Monk_MantraOfEvasion) &&
                PlayerStatus.PrimaryResource >= 50 && GilesUseTimer(SNOPower.Monk_MantraOfEvasion, true))
            {
                return(new TrinityPower(SNOPower.Monk_MantraOfEvasion, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 1, WAIT_FOR_ANIM));
            }
            if (Hotbar.Contains(SNOPower.Monk_MantraOfConviction) && !GetHasBuff(SNOPower.Monk_MantraOfConviction) &&
                (PlayerStatus.PrimaryResource >= 50 && PlayerStatus.PrimaryResource >= 85) && GilesUseTimer(SNOPower.Monk_MantraOfConviction, true))
            {
                return(new TrinityPower(SNOPower.Monk_MantraOfConviction, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 1, WAIT_FOR_ANIM));
            }
            if (Hotbar.Contains(SNOPower.Monk_MantraOfHealing) && !GetHasBuff(SNOPower.Monk_MantraOfHealing) &&
                PlayerStatus.PrimaryResource >= 50 && GilesUseTimer(SNOPower.Monk_MantraOfHealing, true))
            {
                return(new TrinityPower(SNOPower.Monk_MantraOfHealing, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 1, WAIT_FOR_ANIM));
            }
            if (Hotbar.Contains(SNOPower.Monk_MantraOfRetribution) && !GetHasBuff(SNOPower.Monk_MantraOfRetribution) &&
                PlayerStatus.PrimaryResource >= 50 && GilesUseTimer(SNOPower.Monk_MantraOfRetribution, true))
            {
                return(new TrinityPower(SNOPower.Monk_MantraOfRetribution, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 1, WAIT_FOR_ANIM));
            }
            // Mystic ally
            if (Hotbar.Contains(SNOPower.Monk_MysticAlly) && PlayerStatus.PrimaryResource >= 25 && iPlayerOwnedMysticAlly == 0 &&
                GilesUseTimer(SNOPower.Monk_MysticAlly) && PowerManager.CanCast(SNOPower.Monk_MysticAlly))
            {
                return(new TrinityPower(SNOPower.Monk_MysticAlly, 0f, vNullLocation, CurrentWorldDynamicId, -1, 2, 2, WAIT_FOR_ANIM));
            }
            // InnerSanctuary
            if (!UseOOCBuff && PlayerStatus.CurrentHealthPct <= 0.45 && Hotbar.Contains(SNOPower.Monk_InnerSanctuary) &&
                GilesUseTimer(SNOPower.Monk_InnerSanctuary, true) &&
                PlayerStatus.PrimaryResource >= 30 && PowerManager.CanCast(SNOPower.Monk_InnerSanctuary))
            {
                return(new TrinityPower(SNOPower.Monk_InnerSanctuary, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Serenity if health is low
            if ((PlayerStatus.CurrentHealthPct <= 0.50 || (PlayerStatus.IsIncapacitated && PlayerStatus.CurrentHealthPct <= 0.90)) && Hotbar.Contains(SNOPower.Monk_Serenity) &&
                GilesUseTimer(SNOPower.Monk_Serenity, true) &&
                PlayerStatus.PrimaryResource >= 10 && PowerManager.CanCast(SNOPower.Monk_Serenity))
            {
                return(new TrinityPower(SNOPower.Monk_Serenity, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }

            // Blinding Flash
            if (!UseOOCBuff && PlayerStatus.PrimaryResource >= 20 && Hotbar.Contains(SNOPower.Monk_BlindingFlash) &&
                (
                    ElitesWithinRange[RANGE_15] >= 1 ||
                    PlayerStatus.CurrentHealthPct <= 0.4 ||
                    (AnythingWithinRange[RANGE_15] >= 3) ||
                    (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 15f) ||
                    // as pre-sweeping wind buff
                    (AnythingWithinRange[RANGE_15] >= 1 && Hotbar.Contains(SNOPower.Monk_SweepingWind) && !GetHasBuff(SNOPower.Monk_SweepingWind) && Settings.Combat.Monk.HasInnaSet)
                ) &&
                // Check if either we don't have sweeping winds, or we do and it's ready to cast in a moment
                (CheckAbilityAndBuff(SNOPower.Monk_SweepingWind) ||
                 (Hotbar.Contains(SNOPower.Monk_SweepingWind) && !GetHasBuff(SNOPower.Monk_SweepingWind) &&
                  (Settings.Combat.Monk.HasInnaSet ? PlayerStatus.PrimaryResource >= 15 : PlayerStatus.PrimaryResource >= 85)) ||
                 PlayerStatus.CurrentHealthPct <= 0.25) &&
                GilesUseTimer(SNOPower.Monk_BlindingFlash) && PowerManager.CanCast(SNOPower.Monk_BlindingFlash))
            {
                return(new TrinityPower(SNOPower.Monk_BlindingFlash, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 1, WAIT_FOR_ANIM));
            }
            // Blinding Flash as a DEFENSE
            if (!UseOOCBuff && PlayerStatus.PrimaryResource >= 10 && Hotbar.Contains(SNOPower.Monk_BlindingFlash) &&
                PlayerStatus.CurrentHealthPct <= 0.25 && AnythingWithinRange[RANGE_15] >= 1 &&
                GilesUseTimer(SNOPower.Monk_BlindingFlash) && PowerManager.CanCast(SNOPower.Monk_BlindingFlash))
            {
                return(new TrinityPower(SNOPower.Monk_BlindingFlash, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 1, WAIT_FOR_ANIM));
            }

            // Sweeping winds spam
            if ((PlayerStatus.PrimaryResource >= 75 || (Settings.Combat.Monk.HasInnaSet && PlayerStatus.PrimaryResource >= 5)) && GilesUseTimer(SNOPower.Monk_SweepingWind) &&
                Hotbar.Contains(SNOPower.Monk_SweepingWind) && GetHasBuff(SNOPower.Monk_SweepingWind) &&
                DateTime.Now.Subtract(SweepWindSpam).TotalMilliseconds >= 4000 && DateTime.Now.Subtract(SweepWindSpam).TotalMilliseconds <= 5400)
            {
                SweepWindSpam = DateTime.Now;
                return(new TrinityPower(SNOPower.Monk_SweepingWind, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 0, NO_WAIT_ANIM));
            }

            // Sweeping wind
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.Monk_SweepingWind) && !GetHasBuff(SNOPower.Monk_SweepingWind) && GilesUseTimer(SNOPower.Monk_SweepingWind) &&
                (ElitesWithinRange[RANGE_25] > 0 || AnythingWithinRange[RANGE_20] >= 3 || Settings.Combat.Monk.HasInnaSet ||
                 (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 25f)) &&
                // Check our mantras, if we have them, are up first
                Monk_HasMantraAbilityAndBuff() &&
                // Check if either we don't have blinding flash, or we do and it's been cast in the last 8000ms
                (DateTime.Now.Subtract(dictAbilityLastUse[SNOPower.Monk_BlindingFlash]).TotalMilliseconds <= 8000 || CheckAbilityAndBuff(SNOPower.Monk_BlindingFlash) ||
                 ElitesWithinRange[RANGE_25] > 0 && DateTime.Now.Subtract(dictAbilityLastUse[SNOPower.Monk_BlindingFlash]).TotalMilliseconds <= 12500) &&
                // Check the re-use timer and energy costs
                (PlayerStatus.PrimaryResource >= 75 || (Settings.Combat.Monk.HasInnaSet && PlayerStatus.PrimaryResource >= 5)))
            {
                SweepWindSpam = DateTime.Now;
                return(new TrinityPower(SNOPower.Monk_SweepingWind, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 0, NO_WAIT_ANIM));
            }

            //skillDict.Add("BreathOfHeaven", SNOPower.Monk_BreathOfHeaven);
            //runeDict.Add("CircleOfScorn", 0);
            //runeDict.Add("CircleOfLife", 1);
            //runeDict.Add("BlazingWrath", 2);
            //runeDict.Add("InfusedWithLight", 3);
            //runeDict.Add("PenitentFlame", 4);

            // Breath of Heaven when needing healing or the buff
            if (!UseOOCBuff && (PlayerStatus.CurrentHealthPct <= 0.6 || !GetHasBuff(SNOPower.Monk_BreathOfHeaven)) && Hotbar.Contains(SNOPower.Monk_BreathOfHeaven) &&
                (PlayerStatus.PrimaryResource >= 35 || (!Hotbar.Contains(SNOPower.Monk_Serenity) && PlayerStatus.PrimaryResource >= 25)) &&
                GilesUseTimer(SNOPower.Monk_BreathOfHeaven) && PowerManager.CanCast(SNOPower.Monk_BreathOfHeaven))
            {
                return(new TrinityPower(SNOPower.Monk_BreathOfHeaven, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Breath of Heaven for spirit - Infused with Light
            if (!UseOOCBuff && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Monk_BreathOfHeaven) && !GetHasBuff(SNOPower.Monk_BreathOfHeaven) && hasInfusedWithLight &&
                (TargetUtil.AnyMobsInRange(3, 20) || TargetUtil.IsEliteTargetInRange(20)) && PlayerStatus.PrimaryResourcePct < 0.75 &&
                PowerManager.CanCast(SNOPower.Monk_BreathOfHeaven))
            {
                return(new TrinityPower(SNOPower.Monk_BreathOfHeaven, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }

            // Seven Sided Strike
            if (!UseOOCBuff && !IsCurrentlyAvoiding && !PlayerStatus.IsIncapacitated &&
                (ElitesWithinRange[RANGE_15] >= 1 || (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 15f) || PlayerStatus.CurrentHealthPct <= 0.55) &&
                Hotbar.Contains(SNOPower.Monk_SevenSidedStrike) && ((PlayerStatus.PrimaryResource >= 50 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve) &&
                GilesUseTimer(SNOPower.Monk_SevenSidedStrike, true) && PowerManager.CanCast(SNOPower.Monk_SevenSidedStrike))
            {
                Monk_TickSweepingWindSpam();
                return(new TrinityPower(SNOPower.Monk_SevenSidedStrike, 16f, CurrentTarget.Position, CurrentWorldDynamicId, -1, 2, 3, WAIT_FOR_ANIM));
            }
            // Exploding Palm
            if (!UseOOCBuff && !IsCurrentlyAvoiding && !PlayerStatus.IsIncapacitated &&
                (ElitesWithinRange[RANGE_25] > 0 || AnythingWithinRange[RANGE_15] >= 3 || (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 14f)) &&
                Hotbar.Contains(SNOPower.Monk_ExplodingPalm) &&
                ((PlayerStatus.PrimaryResource >= 40 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve) &&
                GilesUseTimer(SNOPower.Monk_ExplodingPalm) && PowerManager.CanCast(SNOPower.Monk_ExplodingPalm))
            {
                return(new TrinityPower(SNOPower.Monk_ExplodingPalm, 14f, vNullLocation, -1, CurrentTarget.ACDGuid, 1, 1, WAIT_FOR_ANIM));
            }

            //SkillDict.Add("WaveOfLight", SNOPower.Monk_WaveOfLight);
            //RuneDict.Add("WallOfLight", 0);
            //RuneDict.Add("ExplosiveLight", 1);
            //RuneDict.Add("EmpoweredWave", 3);
            //RuneDict.Add("BlindingLight", 4);
            //RuneDict.Add("PillarOfTheAncients", 2);
            //bool hasEmpoweredWaveRune = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Monk_WaveOfLight && s.RuneIndex == 3);

            bool hasEmpoweredWaveRune = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Monk_WaveOfLight && s.RuneIndex == 3);
            var  minWoLSpirit         = hasEmpoweredWaveRune ? 40 : 75;

            // Wave of light
            if (!UseOOCBuff && !IsCurrentlyAvoiding && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Monk_WaveOfLight) && GilesUseTimer(SNOPower.Monk_WaveOfLight) &&
                (TargetUtil.AnyMobsInRange(16f, Settings.Combat.Monk.MinWoLTrashCount) || TargetUtil.IsEliteTargetInRange(20f)) &&
                (PlayerStatus.PrimaryResource >= minWoLSpirit && !IsWaitingForSpecial || PlayerStatus.PrimaryResource > MinEnergyReserve) &&
                // optional check for SW stacks
                (Settings.Combat.Monk.SWBeforeWoL && (CheckAbilityAndBuff(SNOPower.Monk_SweepingWind) && GetBuffStacks(SNOPower.Monk_SweepingWind) == 3) || !Settings.Combat.Monk.SWBeforeWoL) &&
                Monk_HasMantraAbilityAndBuff())
            {
                var bestClusterPoint = TargetUtil.GetBestClusterPoint(15f, 15f);
                Monk_TickSweepingWindSpam();
                return(new TrinityPower(SNOPower.Monk_WaveOfLight, 16f, bestClusterPoint, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
            }

            //SkillDict.Add("CycloneStrike", SNOPower.Monk_CycloneStrike);
            //RuneDict.Add("EyeOfTheStorm", 3);
            //RuneDict.Add("Implosion", 1);
            //RuneDict.Add("Sunburst", 0);
            //RuneDict.Add("WallOfWind", 4);
            //RuneDict.Add("SoothingBreeze", 2);

            bool hasCycloneStikeEyeOfTheStorm = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Monk_CycloneStrike && s.RuneIndex == 3);
            bool hasCycloneStikeImposion      = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Monk_CycloneStrike && s.RuneIndex == 1);

            var cycloneStrikeRange  = hasCycloneStikeImposion ? 34f : 24f;
            var cycloneStrikeSpirit = hasCycloneStikeEyeOfTheStorm ? 30 : 50;

            // Cyclone Strike
            if (!UseOOCBuff && !IsCurrentlyAvoiding && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Monk_CycloneStrike) && GilesUseTimer(SNOPower.Monk_CycloneStrike) &&
                (
                    TargetUtil.AnyElitesInRange(cycloneStrikeRange, 2) ||
                    TargetUtil.AnyMobsInRange(cycloneStrikeRange, Settings.Combat.Monk.MinCycloneTrashCount) ||
                    (CurrentTarget.RadiusDistance >= 15f && CurrentTarget.RadiusDistance <= cycloneStrikeRange) // pull the current target into attack range
                ) &&
                ((PlayerStatus.PrimaryResource >= cycloneStrikeSpirit && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve) &&
                PowerManager.CanCast(SNOPower.Monk_CycloneStrike))
            {
                Monk_TickSweepingWindSpam();
                return(new TrinityPower(SNOPower.Monk_CycloneStrike, 0f, vNullLocation, CurrentWorldDynamicId, -1, 2, 2, WAIT_FOR_ANIM));
            }

            // For tempest rush re-use
            if (!UseOOCBuff && PlayerStatus.PrimaryResource >= 15 &&
                DateTime.Now.Subtract(dictAbilityLastUse[SNOPower.Monk_TempestRush]).TotalMilliseconds <= 150 &&
                ((Settings.Combat.Monk.TROption != TempestRushOption.MovementOnly) &&
                 !(Settings.Combat.Monk.TROption == TempestRushOption.TrashOnly && TargetUtil.AnyElitesInRange(40f))))
            {
                GenerateMonkZigZag();
                MaintainTempestRush = true;
                string trUse = "Continuing Tempest Rush for Combat";
                Monk_TempestRushStatus(trUse);
                return(new TrinityPower(SNOPower.Monk_TempestRush, 23f, vSideToSideTarget, CurrentWorldDynamicId, -1, 0, 0, NO_WAIT_ANIM));
            }

            // Tempest rush at elites or groups of mobs
            if (!UseOOCBuff && !IsCurrentlyAvoiding && !PlayerStatus.IsIncapacitated && !PlayerStatus.IsRooted && Hotbar.Contains(SNOPower.Monk_TempestRush) &&
                ((PlayerStatus.PrimaryResource >= Settings.Combat.Monk.TR_MinSpirit && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve) &&
                (Settings.Combat.Monk.TROption == TempestRushOption.Always ||
                 Settings.Combat.Monk.TROption == TempestRushOption.CombatOnly ||
                 (Settings.Combat.Monk.TROption == TempestRushOption.ElitesGroupsOnly && (TargetUtil.AnyElitesInRange(25) || TargetUtil.AnyMobsInRange(25, 2))) ||
                 (Settings.Combat.Monk.TROption == TempestRushOption.TrashOnly && !TargetUtil.AnyElitesInRange(90f) && TargetUtil.AnyMobsInRange(40f))))
            {
                GenerateMonkZigZag();
                MaintainTempestRush = true;
                string trUse = "Starting Tempest Rush for Combat";
                Monk_TempestRushStatus(trUse);
                return(new TrinityPower(SNOPower.Monk_TempestRush, 23f, vSideToSideTarget, CurrentWorldDynamicId, -1, 0, 0, NO_WAIT_ANIM));
            }

            // 4 Mantra spam for the 4 second buff
            if (!UseOOCBuff && !Settings.Combat.Monk.DisableMantraSpam && (!Hotbar.Contains(SNOPower.Monk_TempestRush) || PlayerStatus.PrimaryResource >= 98 ||
                                                                           (PlayerStatus.CurrentHealthPct <= 0.55 && PlayerStatus.PrimaryResource >= 75) || CurrentTarget.IsBoss) &&
                (PlayerStatus.PrimaryResource >= 135 ||
                 (GetHasBuff(SNOPower.Monk_SweepingWind) && (PlayerStatus.PrimaryResource >= 60 &&
                                                             PlayerStatus.PrimaryResource >= 110 || (PlayerStatus.PrimaryResource >= 100 && PlayerStatus.CurrentHealthPct >= 0.6) ||
                                                             (PlayerStatus.PrimaryResource >= 50 && PlayerStatus.CurrentHealthPct >= 0.6)) &&
                  // Checking we have no expensive finishers
                  !Hotbar.Contains(SNOPower.Monk_SevenSidedStrike) && !Hotbar.Contains(SNOPower.Monk_LashingTailKick) &&
                  !Hotbar.Contains(SNOPower.Monk_WaveOfLight) && !Hotbar.Contains(SNOPower.Monk_CycloneStrike) &&
                  !Hotbar.Contains(SNOPower.Monk_ExplodingPalm))) &&
                (ElitesWithinRange[RANGE_15] >= 1 || AnythingWithinRange[RANGE_15] >= 3 ||
                 (AnythingWithinRange[RANGE_15] >= 1 && (Settings.Combat.Monk.HasInnaSet && PlayerStatus.PrimaryResource >= 70))))
            {
                if (Hotbar.Contains(SNOPower.Monk_MantraOfEvasion) && GilesUseTimer(SNOPower.Monk_MantraOfEvasion))
                {
                    return(new TrinityPower(SNOPower.Monk_MantraOfEvasion, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
                }
                if (Hotbar.Contains(SNOPower.Monk_MantraOfConviction) && GilesUseTimer(SNOPower.Monk_MantraOfConviction))
                {
                    return(new TrinityPower(SNOPower.Monk_MantraOfConviction, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
                }
                if (Hotbar.Contains(SNOPower.Monk_MantraOfRetribution) && GilesUseTimer(SNOPower.Monk_MantraOfRetribution))
                {
                    return(new TrinityPower(SNOPower.Monk_MantraOfRetribution, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
                }
                if (Hotbar.Contains(SNOPower.Monk_MantraOfHealing) && GilesUseTimer(SNOPower.Monk_MantraOfHealing))
                {
                    return(new TrinityPower(SNOPower.Monk_MantraOfHealing, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
                }
            }
            // Lashing Tail Kick
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Monk_LashingTailKick) && !PlayerStatus.IsIncapacitated &&
                (ElitesWithinRange[RANGE_15] > 0 || AnythingWithinRange[RANGE_15] > 4 || (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 10f)) &&
                // Either doesn't have sweeping wind, or does but the buff is already up
                (!Hotbar.Contains(SNOPower.Monk_SweepingWind) || (Hotbar.Contains(SNOPower.Monk_SweepingWind) && GetHasBuff(SNOPower.Monk_SweepingWind))) &&
                GilesUseTimer(SNOPower.Monk_LashingTailKick) &&
                ((PlayerStatus.PrimaryResource >= 65 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve))
            {
                Monk_TickSweepingWindSpam();
                return(new TrinityPower(SNOPower.Monk_LashingTailKick, 10f, vNullLocation, -1, CurrentTarget.ACDGuid, 1, 1, WAIT_FOR_ANIM));
            }

            //skillDict.Add("DashingStrike", SNOPower.Monk_DashingStrike);
            //runeDict.Add("WayOfTheFallingStar", 1);
            //runeDict.Add("FlyingSideKick", 4);
            //runeDict.Add("Quicksilver", 3);
            //runeDict.Add("SoaringSkull", 0);
            //runeDict.Add("BlindingSpeed", 2);

            bool hasWayOfTheFallingStar = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Monk_DashingStrike && s.RuneIndex == 1);
            bool hasQuicksilver         = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Monk_DashingStrike && s.RuneIndex == 3);
            var  dashingStrikeSpirit    = hasQuicksilver ? 10 : 25;

            // Dashing Strike, quick move to target out of range
            if (!UseOOCBuff && !IsCurrentlyAvoiding && !PlayerStatus.IsIncapacitated &&
                CurrentTarget.CentreDistance >= 16f &&
                Hotbar.Contains(SNOPower.Monk_DashingStrike) && ((PlayerStatus.PrimaryResource >= dashingStrikeSpirit && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve))
            {
                Monk_TickSweepingWindSpam();
                return(new TrinityPower(SNOPower.Monk_DashingStrike, Monk_MaxDashingStrikeRange, vNullLocation, -1, CurrentTarget.ACDGuid, 2, 2, WAIT_FOR_ANIM));
            }


            // Dashing strike + way of the fallen Star
            if (!UseOOCBuff && !IsCurrentlyAvoiding && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Monk_DashingStrike) &&
                (TimeSinceUse(SNOPower.Monk_DashingStrike) >= 2800) && hasWayOfTheFallingStar &&
                ((PlayerStatus.PrimaryResource >= 25 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve))
            {
                Monk_TickSweepingWindSpam();
                return(new TrinityPower(SNOPower.Monk_DashingStrike, Monk_MaxDashingStrikeRange, vNullLocation, -1, CurrentTarget.ACDGuid, 2, 2, WAIT_FOR_ANIM));
            }

            // Fists of thunder as the primary, repeatable attack
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Monk_FistsofThunder) &&
                (DateTime.Now.Subtract(OtherThanDeadlyReach).TotalMilliseconds < 2700 && DateTime.Now.Subtract(ForeSightFirstHit).TotalMilliseconds < 29000 || !Hotbar.Contains(SNOPower.Monk_DeadlyReach) || CurrentTarget.RadiusDistance > 12f ||
                 AnythingWithinRange[RANGE_50] < 5 && ElitesWithinRange[RANGE_50] <= 0 && !WantToSwap))
            {
                if (DateTime.Now.Subtract(OtherThanDeadlyReach).TotalMilliseconds < 2700)
                {
                    OtherThanDeadlyReach = DateTime.Now;
                }
                Monk_TickSweepingWindSpam();
                return(new TrinityPower(SNOPower.Monk_FistsofThunder, 30f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, NO_WAIT_ANIM));
            }
            // Crippling wave
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Monk_CripplingWave) &&
                (DateTime.Now.Subtract(OtherThanDeadlyReach).TotalMilliseconds < 2700 && DateTime.Now.Subtract(ForeSightFirstHit).TotalMilliseconds < 29000 || !Hotbar.Contains(SNOPower.Monk_DeadlyReach) ||
                 AnythingWithinRange[RANGE_50] < 5 && ElitesWithinRange[RANGE_50] <= 0 && !WantToSwap))
            {
                OtherThanDeadlyReach = DateTime.Now;
                Monk_TickSweepingWindSpam();
                return(new TrinityPower(SNOPower.Monk_CripplingWave, 14f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, NO_WAIT_ANIM));
            }
            // Way of hundred fists
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Monk_WayOfTheHundredFists) &&
                (DateTime.Now.Subtract(OtherThanDeadlyReach).TotalMilliseconds < 2700 && DateTime.Now.Subtract(ForeSightFirstHit).TotalMilliseconds < 29000 || !Hotbar.Contains(SNOPower.Monk_DeadlyReach) ||
                 AnythingWithinRange[RANGE_50] < 5 && ElitesWithinRange[RANGE_50] <= 0 && !WantToSwap))
            {
                OtherThanDeadlyReach = DateTime.Now;
                Monk_TickSweepingWindSpam();
                return(new TrinityPower(SNOPower.Monk_WayOfTheHundredFists, 14f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, NO_WAIT_ANIM));
            }
            // Deadly reach
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Monk_DeadlyReach))
            {
                if (DateTime.Now.Subtract(ForeSightFirstHit).TotalMilliseconds > 29000)
                {
                    ForeSightFirstHit = DateTime.Now;
                }
                else if (DateTime.Now.Subtract(ForeSight2).TotalMilliseconds > 400 && DateTime.Now.Subtract(ForeSightFirstHit).TotalMilliseconds > 1400)
                {
                    OtherThanDeadlyReach = DateTime.Now;
                }
                if (DateTime.Now.Subtract(ForeSight2).TotalMilliseconds > 2800)
                {
                    ForeSight2 = DateTime.Now;
                }
                Monk_TickSweepingWindSpam();
                return(new TrinityPower(SNOPower.Monk_DeadlyReach, 16f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, NO_WAIT_ANIM));
            }
            // Default attacks
            if (!UseOOCBuff && !IsCurrentlyAvoiding)
            {
                Monk_TickSweepingWindSpam();
                return(new TrinityPower(GetDefaultWeaponPower(), GetDefaultWeaponDistance(), vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, WAIT_FOR_ANIM));
            }
            return(new TrinityPower(SNOPower.None, -1, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM));
        }
コード例 #8
0
ファイル: Weighting.cs プロジェクト: shmilyzxt/MyBuddy
        private static void RefreshDiaGetWeights()
        {
            using (new PerformanceLogger("RefreshDiaObjectCache.Weighting"))
            {
                double MovementSpeed = PlayerMover.GetMovementSpeed();

                // Store if we are ignoring all units this cycle or not
                bool bIgnoreAllUnits = !AnyElitesPresent &&
                                       !AnyMobsInRange &&
                                       (
                    (
                        !AnyTreasureGoblinsPresent &&
                        Settings.Combat.Misc.GoblinPriority >= GoblinPriority.Prioritize
                    ) ||
                    Settings.Combat.Misc.GoblinPriority < GoblinPriority.Prioritize
                                       ) &&
                                       PlayerStatus.CurrentHealthPct >= 0.85d;

                bool PrioritizeCloseRangeUnits = (ForceCloseRangeTarget || PlayerStatus.IsRooted || MovementSpeed < 1 || GilesObjectCache.Count(u => u.Type == GObjectType.Unit && u.RadiusDistance < 5f) >= 3);

                bool hasWrathOfTheBerserker = PlayerStatus.ActorClass == ActorClass.Barbarian && GetHasBuff(SNOPower.Barbarian_WrathOfTheBerserker);

                int TrashMobCount  = GilesObjectCache.Count(u => u.Type == GObjectType.Unit && u.IsTrashMob);
                int EliteCount     = Settings.Combat.Misc.IgnoreElites ? 0 : GilesObjectCache.Count(u => u.Type == GObjectType.Unit && u.IsBossOrEliteRareUnique);
                int AvoidanceCount = Settings.Combat.Misc.AvoidAOE ? 0 : GilesObjectCache.Count(o => o.Type == GObjectType.Avoidance && o.CentreDistance <= 50f);

                bool profileTagCheck = false;
                if (ProfileManager.CurrentProfileBehavior != null)
                {
                    Type behaviorType = ProfileManager.CurrentProfileBehavior.GetType();
                    if (behaviorType == typeof(WaitTimerTag) || behaviorType == typeof(UseTownPortalTag) || behaviorType == typeof(XmlTags.TrinityTownRun))
                    {
                        profileTagCheck = true;
                    }
                }

                bool ShouldIgnoreTrashMobs =
                    (!TownRun.IsTryingToTownPortal() &&
                     !profileTagCheck &&
                     !PrioritizeCloseRangeUnits &&
                     Settings.Combat.Misc.TrashPackSize > 1 &&
                     EliteCount == 0 &&
                     AvoidanceCount == 0 &&
                     PlayerStatus.Level >= 15 &&
                     MovementSpeed >= 1
                    );

                string unitWeightInfo = "";

                foreach (GilesObject cacheObject in GilesObjectCache.OrderBy(c => c.CentreDistance))
                {
                    unitWeightInfo = "";

                    // Just to make sure each one starts at 0 weight...
                    cacheObject.Weight = 0d;

                    // Now do different calculations based on the object type
                    switch (cacheObject.Type)
                    {
                    // Weight Units
                    case GObjectType.Unit:
                    {
                        int nearbyMonsterCount = GilesObjectCache.Count(u => u.IsTrashMob && cacheObject.Position.Distance2D(u.Position) <= Settings.Combat.Misc.TrashPackClusterRadius);

                        // Ignore Solitary Trash mobs (no elites present)
                        // Except if has been primary target or if already low on health (<= 20%)
                        if (ShouldIgnoreTrashMobs && cacheObject.IsTrashMob && !cacheObject.HasBeenPrimaryTarget && cacheObject.RadiusDistance >= 2f &&
                            !(nearbyMonsterCount >= Settings.Combat.Misc.TrashPackSize))
                        {
                            unitWeightInfo = String.Format("Ignoring trash mob {0} {1} nearbyCount={2} packSize={3} packRadius={4:0} radiusDistance={5:0} ShouldIgnore={6} ms={7:0.00} Elites={8} Avoid={9} profileTagCheck={10} level={11} prioritize={12}",
                                                           cacheObject.InternalName, cacheObject.RActorGuid, nearbyMonsterCount, Settings.Combat.Misc.TrashPackSize, Settings.Combat.Misc.TrashPackClusterRadius,
                                                           cacheObject.RadiusDistance, ShouldIgnoreTrashMobs, MovementSpeed, EliteCount, AvoidanceCount, profileTagCheck, PlayerStatus.Level, PrioritizeCloseRangeUnits);
                            break;
                        }
                        else
                        {
                            unitWeightInfo = String.Format("Adding trash mob {0} {1} nearbyCount={2} packSize={3} packRadius={4:0} radiusDistance={5:0} ShouldIgnore={6} ms={7:0.00} Elites={8} Avoid={9} profileTagCheck={10} level={11} prioritize={12}",
                                                           cacheObject.InternalName, cacheObject.RActorGuid, nearbyMonsterCount, Settings.Combat.Misc.TrashPackSize, Settings.Combat.Misc.TrashPackClusterRadius,
                                                           cacheObject.RadiusDistance, ShouldIgnoreTrashMobs, MovementSpeed, EliteCount, AvoidanceCount, profileTagCheck, PlayerStatus.Level, PrioritizeCloseRangeUnits);
                        }

                        // Ignore elite option, except if trying to town portal
                        if (Settings.Combat.Misc.IgnoreElites && (cacheObject.IsEliteRareUnique) && !TownRun.IsTryingToTownPortal())
                        {
                            break;
                        }


                        // No champions, no mobs nearby, no treasure goblins to prioritize, and not injured, so skip mobs
                        if (bIgnoreAllUnits)
                        {
                            break;
                        }

                        // Monster is in cache but not within kill range
                        if (cacheObject.RadiusDistance > cacheObject.KillRange)
                        {
                            break;
                        }

                        if (cacheObject.HitPoints <= 0)
                        {
                            break;
                        }

                        // Total up monsters at various ranges
                        if (cacheObject.RadiusDistance <= 50f)
                        {
                            bool isElite = (cacheObject.IsEliteRareUnique || cacheObject.IsBoss);

                            bool isRended = cacheObject.HasDotDPS;

                            // Flag up any bosses in range
                            if (cacheObject.IsBoss)
                            {
                                anyBossesInRange = true;
                            }
                            if (cacheObject.RadiusDistance <= 6f)
                            {
                                AnythingWithinRange[RANGE_6]++;
                                if (isElite)
                                {
                                    ElitesWithinRange[RANGE_6]++;
                                }
                            }
                            if (cacheObject.RadiusDistance <= 9f && !isRended)
                            {
                                NonRendedTargets_9++;
                            }
                            if (cacheObject.RadiusDistance <= 12f)
                            {
                                AnythingWithinRange[RANGE_12]++;
                                if (isElite)
                                {
                                    ElitesWithinRange[RANGE_12]++;
                                }
                            }
                            if (cacheObject.RadiusDistance <= 15f)
                            {
                                AnythingWithinRange[RANGE_15]++;
                                if (isElite)
                                {
                                    ElitesWithinRange[RANGE_15]++;
                                }
                            }
                            if (cacheObject.RadiusDistance <= 20f)
                            {
                                AnythingWithinRange[RANGE_20]++;
                                if (isElite)
                                {
                                    ElitesWithinRange[RANGE_20]++;
                                }
                            }
                            if (cacheObject.RadiusDistance <= 25f)
                            {
                                if (!bAnyNonWWIgnoreMobsInRange && !hashActorSNOWhirlwindIgnore.Contains(cacheObject.ActorSNO))
                                {
                                    bAnyNonWWIgnoreMobsInRange = true;
                                }
                                AnythingWithinRange[RANGE_25]++;
                                if (isElite)
                                {
                                    ElitesWithinRange[RANGE_25]++;
                                }
                            }
                            if (cacheObject.RadiusDistance <= 30f)
                            {
                                AnythingWithinRange[RANGE_30]++;
                                if (isElite)
                                {
                                    ElitesWithinRange[RANGE_30]++;
                                }
                            }
                            if (cacheObject.RadiusDistance <= 40f)
                            {
                                AnythingWithinRange[RANGE_40]++;
                                if (isElite)
                                {
                                    ElitesWithinRange[RANGE_40]++;
                                }
                            }
                            if (cacheObject.RadiusDistance <= 50f)
                            {
                                AnythingWithinRange[RANGE_50]++;
                                if (isElite)
                                {
                                    ElitesWithinRange[RANGE_50]++;
                                }
                            }
                        }

                        // Force a close range target because we seem to be stuck *OR* if not ranged and currently rooted
                        if (PrioritizeCloseRangeUnits)
                        {
                            cacheObject.Weight = (50 - cacheObject.RadiusDistance) / 50 * 20000d;

                            // Goblin priority KAMIKAZEEEEEEEE
                            if (cacheObject.IsTreasureGoblin && Settings.Combat.Misc.GoblinPriority == GoblinPriority.Kamikaze)
                            {
                                cacheObject.Weight += 25000;
                            }
                        }
                        else
                        {
                            // Not attackable, could be shielded, make super low priority
                            if (cacheObject.IsShielded)
                            {
                                // Only 500 weight helps prevent it being prioritized over an unshielded
                                cacheObject.Weight = 500;
                            }
                            // Not forcing close-ranged targets from being stuck, so let's calculate a weight!
                            else
                            {
                                // Elites/Bosses that are killed should have weight erased so we don't keep attacking
                                if ((cacheObject.IsEliteRareUnique || cacheObject.IsBoss) && cacheObject.HitPointsPct <= 0)
                                {
                                    cacheObject.Weight = 0;
                                    break;
                                }


                                // Starting weight of 5000
                                if (cacheObject.IsTrashMob)
                                {
                                    cacheObject.Weight = (CurrentBotKillRange - cacheObject.RadiusDistance) / CurrentBotKillRange * 5000;
                                }

                                // Starting weight of 8000 for elites
                                if (cacheObject.IsBossOrEliteRareUnique)
                                {
                                    cacheObject.Weight = (90f - cacheObject.RadiusDistance) / 90f * 8000;
                                }

                                // Give extra weight to ranged enemies
                                if ((PlayerStatus.ActorClass == ActorClass.Barbarian || PlayerStatus.ActorClass == ActorClass.Monk) &&
                                    (cacheObject.MonsterStyle == MonsterSize.Ranged || hashActorSNORanged.Contains(c_ActorSNO)))
                                {
                                    cacheObject.Weight          += 1100;
                                    cacheObject.ForceLeapAgainst = true;
                                }

                                // Lower health gives higher weight - health is worth up to 1000ish extra weight
                                if (cacheObject.IsTrashMob && cacheObject.HitPointsPct < 0.20)
                                {
                                    cacheObject.Weight += (100 - cacheObject.HitPointsPct) / 100 * 1000;
                                }

                                // Elites on low health get extra priority - up to 2500ish
                                if (cacheObject.IsBossOrEliteRareUnique && cacheObject.HitPointsPct < 0.20)
                                {
                                    cacheObject.Weight += (100 - cacheObject.HitPointsPct) / 100 * 2500;
                                }

                                // Goblins on low health get extra priority - up to 4000ish
                                if (Settings.Combat.Misc.GoblinPriority >= GoblinPriority.Prioritize && cacheObject.IsTreasureGoblin && cacheObject.HitPointsPct <= 0.98)
                                {
                                    cacheObject.Weight += (100 - cacheObject.HitPointsPct) / 100 * 4000;
                                }

                                // Bonuses to priority type monsters from the dictionary/hashlist set at the top of the code
                                int iExtraPriority;
                                if (dictActorSNOPriority.TryGetValue(cacheObject.ActorSNO, out iExtraPriority))
                                {
                                    cacheObject.Weight += iExtraPriority;
                                }

                                // Close range get higher weights the more of them there are, to prevent body-blocking
                                if (cacheObject.RadiusDistance <= 5f)
                                {
                                    cacheObject.Weight += (2000 * cacheObject.Radius);
                                }

                                // Special additional weight for corrupt growths in act 4 ONLY if they are at close range (not a standard priority thing)
                                if ((cacheObject.ActorSNO == 210120 || cacheObject.ActorSNO == 210268) && cacheObject.CentreDistance <= 25f)
                                {
                                    cacheObject.Weight += 2000;
                                }

                                // Was already a target and is still viable, give it some free extra weight, to help stop flip-flopping between two targets
                                if (cacheObject.RActorGuid == CurrentTargetRactorGUID && cacheObject.CentreDistance <= 25f)
                                {
                                    cacheObject.Weight += 1000;
                                }

                                // Prevent going less than 300 yet to prevent annoyances (should only lose this much weight from priority reductions in priority list?)
                                if (cacheObject.Weight < 300)
                                {
                                    cacheObject.Weight = 300;
                                }

                                // If any AoE between us and target, do not attack, for non-ranged attacks only
                                if (!Settings.Combat.Misc.KillMonstersInAoE && PlayerKiteDistance <= 0 && hashAvoidanceObstacleCache.Any(o => MathUtil.IntersectsPath(o.Location, o.Radius, PlayerStatus.CurrentPosition, cacheObject.Position)))
                                {
                                    cacheObject.Weight = 1;
                                }

                                // See if there's any AOE avoidance in that spot, if so reduce the weight to 1, for non-ranged attacks only
                                if (!Settings.Combat.Misc.KillMonstersInAoE && PlayerKiteDistance <= 0 && hashAvoidanceObstacleCache.Any(aoe => cacheObject.Position.Distance2D(aoe.Location) <= aoe.Radius))
                                {
                                    cacheObject.Weight = 1;
                                }

                                if (PlayerKiteDistance > 0)
                                {
                                    if (GilesObjectCache.Any(m => m.Type == GObjectType.Unit &&
                                                             MathUtil.IntersectsPath(cacheObject.Position, cacheObject.Radius, PlayerStatus.CurrentPosition, m.Position) &&
                                                             m.RActorGuid != cacheObject.RActorGuid))
                                    {
                                        cacheObject.Weight = 0;
                                    }
                                }

                                // Deal with treasure goblins - note, of priority is set to "0", then the is-a-goblin flag isn't even set for use here - the monster is ignored
                                if (cacheObject.IsTreasureGoblin && !GilesObjectCache.Any(u => (u.Type == GObjectType.Door || u.Type == GObjectType.Barricade) && u.RadiusDistance <= 40f))
                                {
                                    // Logging goblin sightings
                                    if (lastGoblinTime == DateTime.Today)
                                    {
                                        iTotalNumberGoblins++;
                                        lastGoblinTime = DateTime.Now;
                                        DbHelper.Log(TrinityLogLevel.Normal, LogCategory.UserInformation, "Goblin #{0} in sight. Distance={1:0}", iTotalNumberGoblins, cacheObject.CentreDistance);
                                    }
                                    else
                                    {
                                        if (DateTime.Now.Subtract(lastGoblinTime).TotalMilliseconds > 30000)
                                        {
                                            lastGoblinTime = DateTime.Today;
                                        }
                                    }

                                    if (hashAvoidanceObstacleCache.Any(aoe => cacheObject.Position.Distance2D(aoe.Location) <= aoe.Radius) && Settings.Combat.Misc.GoblinPriority != GoblinPriority.Kamikaze)
                                    {
                                        cacheObject.Weight = 1;
                                        break;
                                    }

                                    // Original Trinity stuff for priority handling now
                                    switch (Settings.Combat.Misc.GoblinPriority)
                                    {
                                    case GoblinPriority.Normal:
                                        // Treating goblins as "normal monsters". Ok so I lied a little in the config, they get a little extra weight really! ;)
                                        cacheObject.Weight += 751;
                                        break;

                                    case GoblinPriority.Prioritize:
                                        // Super-high priority option below...
                                        cacheObject.Weight += 20000;
                                        break;

                                    case GoblinPriority.Kamikaze:
                                        // KAMIKAZE SUICIDAL TREASURE GOBLIN RAPE AHOY!
                                        cacheObject.Weight += 40000;
                                        break;
                                    }
                                }
                            }

                            // Forcing close range target or not?
                        }

                        // This is an attackable unit
                        break;
                    }

                    case GObjectType.Item:
                    case GObjectType.Gold:
                    {
                        // Weight Items

                        // We'll weight them based on distance, giving gold less weight and close objects more
                        //if (cacheObject.GoldAmount > 0)
                        //    cacheObject.Weight = 5000d - (Math.Floor(cacheObject.CentreDistance) * 2000d);
                        //else
                        //    cacheObject.Weight = 8000d - (Math.Floor(cacheObject.CentreDistance) * 1900d);

                        if (cacheObject.GoldAmount > 0)
                        {
                            cacheObject.Weight = (300 - cacheObject.CentreDistance) / 300 * 9000d;
                        }
                        else
                        {
                            cacheObject.Weight = (300 - cacheObject.CentreDistance) / 300 * 9000d;
                        }


                        // Point-blank items get a weight increase
                        if (cacheObject.GoldAmount <= 0 && cacheObject.CentreDistance <= 12f)
                        {
                            cacheObject.Weight += 1000d;
                        }

                        // Was already a target and is still viable, give it some free extra weight, to help stop flip-flopping between two targets
                        if (cacheObject.RActorGuid == CurrentTargetRactorGUID)
                        {
                            cacheObject.Weight += 800;
                        }

                        // Give yellows more weight
                        if (cacheObject.GoldAmount <= 0 && cacheObject.ItemQuality >= ItemQuality.Rare4)
                        {
                            cacheObject.Weight += 4000d;
                        }

                        // Give legendaries more weight
                        if (cacheObject.GoldAmount <= 0 && cacheObject.ItemQuality >= ItemQuality.Legendary)
                        {
                            cacheObject.Weight += 15000d;
                        }

                        // Are we prioritizing close-range stuff atm? If so limit it at a value 3k lower than monster close-range priority
                        //if (PrioritizeCloseRangeUnits)
                        //    cacheObject.Weight = (200f - cacheObject.CentreDistance) / 200f * 18000d;

                        if (PlayerStatus.ActorClass == ActorClass.Monk && TimeSinceUse(SNOPower.Monk_TempestRush) < 1000 && cacheObject.ItemQuality < ItemQuality.Legendary)
                        {
                            cacheObject.Weight = 500;
                        }

                        // If there's a monster in the path-line to the item, reduce the weight to 1, except legendaries
                        if (cacheObject.ItemQuality < ItemQuality.Legendary && hashMonsterObstacleCache.Any(cp => MathUtil.IntersectsPath(cp.Location, cp.Radius * 1.2f, PlayerStatus.CurrentPosition, cacheObject.Position)))
                        {
                            cacheObject.Weight = 1;
                        }

                        // ignore any items/gold if there is mobs in kill radius and we aren't combat looting
                        if (CurrentTarget != null && AnyMobsInRange && !Zeta.CommonBot.Settings.CharacterSettings.Instance.CombatLooting && cacheObject.ItemQuality < ItemQuality.Legendary)
                        {
                            cacheObject.Weight = 1;
                        }

                        // See if there's any AOE avoidance in that spot or inbetween us, if so reduce the weight to 1
                        if (hashAvoidanceObstacleCache.Any(aoe => cacheObject.Position.Distance2D(aoe.Location) <= aoe.Radius))
                        {
                            cacheObject.Weight = 1;
                        }

                        // ignore non-legendaries and gold near elites if we're ignoring elites
                        // not sure how we should safely determine this distance
                        if (Settings.Combat.Misc.IgnoreElites && cacheObject.ItemQuality < ItemQuality.Legendary &&
                            GilesObjectCache.Any(u => u.Type == GObjectType.Unit && u.IsEliteRareUnique && u.Position.Distance2D(cacheObject.Position) <= 40f))
                        {
                            cacheObject.Weight = 0;
                        }

                        break;
                    }

                    case GObjectType.Globe:
                    {
                        // Weight Health Globes

                        // Give all globes 0 weight (so never gone-to), unless we have low health, then go for them
                        if (PlayerStatus.CurrentHealthPct > PlayerEmergencyHealthGlobeLimit || !Settings.Combat.Misc.CollectHealthGlobe)
                        {
                            cacheObject.Weight = 0;
                        }
                        else
                        {
                            // Ok we have globes enabled, and our health is low...!
                            cacheObject.Weight = (300f - cacheObject.RadiusDistance) / 300f * 17000d;

                            // Point-blank items get a weight increase
                            if (cacheObject.CentreDistance <= 15f)
                            {
                                cacheObject.Weight += 3000d;
                            }

                            // Close items get a weight increase
                            if (cacheObject.CentreDistance <= 60f)
                            {
                                cacheObject.Weight += 1500d;
                            }

                            // Was already a target and is still viable, give it some free extra weight, to help stop flip-flopping between two targets
                            if (cacheObject.RActorGuid == CurrentTargetRactorGUID && cacheObject.CentreDistance <= 25f)
                            {
                                cacheObject.Weight += 800;
                            }

                            // Are we prioritizing close-range stuff atm? If so limit it at a value 3k lower than monster close-range priority
                            //if (bPrioritizeCloseRange)

                            //    thisgilesobject.dThisWeight = 22000 - (Math.Floor(thisgilesobject.fCentreDistance) * 200);

                            // If there's a monster in the path-line to the item, reduce the weight by 15% for each
                            Vector3 point = cacheObject.Position;
                            foreach (GilesObstacle tempobstacle in hashMonsterObstacleCache.Where(cp =>
                                                                                                  MathUtil.IntersectsPath(cp.Location, cp.Radius, PlayerStatus.CurrentPosition, point)))
                            {
                                cacheObject.Weight *= 0.85;
                            }

                            // See if there's any AOE avoidance in that spot, if so reduce the weight by 10%
                            if (hashAvoidanceObstacleCache.Any(cp => MathUtil.IntersectsPath(cp.Location, cp.Radius, PlayerStatus.CurrentPosition, cacheObject.Position)))
                            {
                                cacheObject.Weight *= 0.9;
                            }

                            // Calculate a spot reaching a little bit further out from the globe, to help globe-movements
                            if (cacheObject.Weight > 0)
                            {
                                cacheObject.Position = MathEx.CalculatePointFrom(cacheObject.Position, PlayerStatus.CurrentPosition, cacheObject.CentreDistance + 3f);
                            }

                            // do not collect health globes if we are kiting and health globe is too close to monster or avoidance
                            if (PlayerKiteDistance > 0)
                            {
                                if (hashMonsterObstacleCache.Any(m => m.Location.Distance(cacheObject.Position) < PlayerKiteDistance))
                                {
                                    cacheObject.Weight = 0;
                                }
                                if (hashAvoidanceObstacleCache.Any(m => m.Location.Distance(cacheObject.Position) < PlayerKiteDistance))
                                {
                                    cacheObject.Weight = 0;
                                }
                            }
                        }
                        break;
                    }

                    case GObjectType.HealthWell:
                    {
                        // Healths Wells get handled correctly ...
                        if (cacheObject.Type == GObjectType.HealthWell && PlayerStatus.CurrentHealthPct <= .75)
                        {
                            cacheObject.Weight += 7500;
                        }
                        if (cacheObject.Type == GObjectType.HealthWell && PlayerStatus.CurrentHealthPct <= .25)
                        {
                            cacheObject.Weight += 20000d;
                        }
                        break;
                    }

                    case GObjectType.Shrine:
                    {
                        // Weight Shrines
                        cacheObject.Weight = (75f - cacheObject.RadiusDistance) / 75f * 14500f;

                        // Very close shrines get a weight increase
                        if (cacheObject.CentreDistance <= 30f)
                        {
                            cacheObject.Weight += 10000d;
                        }

                        if (cacheObject.Weight > 0)
                        {
                            // Was already a target and is still viable, give it some free extra weight, to help stop flip-flopping between two targets
                            if (cacheObject.RActorGuid == CurrentTargetRactorGUID && cacheObject.CentreDistance <= 25f)
                            {
                                cacheObject.Weight += 400;
                            }

                            // If there's a monster in the path-line to the item
                            if (hashMonsterObstacleCache.Any(cp => MathUtil.IntersectsPath(cp.Location, cp.Radius, PlayerStatus.CurrentPosition, cacheObject.Position)))
                            {
                                cacheObject.Weight = 1;
                            }

                            // See if there's any AOE avoidance in that spot, if so reduce the weight to 1
                            if (hashAvoidanceObstacleCache.Any(cp => MathUtil.IntersectsPath(cp.Location, cp.Radius, PlayerStatus.CurrentPosition, cacheObject.Position)))
                            {
                                cacheObject.Weight = 1;
                            }

                            // if there's any monsters nearby
                            if (TargetUtil.AnyMobsInRange(15f))
                            {
                                cacheObject.Weight = 1;
                            }

                            if (PrioritizeCloseRangeUnits)
                            {
                                cacheObject.Weight = 1;
                            }
                        }
                        break;
                    }

                    case GObjectType.Door:
                    {
                        if (!GilesObjectCache.Any(u => u.Type == GObjectType.Unit && u.HitPointsPct > 0 &&
                                                  MathUtil.IntersectsPath(u.Position, u.Radius, PlayerStatus.CurrentPosition, cacheObject.Position)))
                        {
                            if (cacheObject.RadiusDistance <= 20f)
                            {
                                cacheObject.Weight += 15000d;
                            }

                            // We're standing on the damn thing... open it!!
                            if (cacheObject.RadiusDistance <= 12f)
                            {
                                cacheObject.Weight += 30000d;
                            }
                        }
                        break;
                    }

                    case GObjectType.Destructible:
                    case GObjectType.Barricade:
                    {
                        // rrrix added this as a single "weight" source based on the DestructableRange.
                        // Calculate the weight based on distance, where a distance = 1 is 5000, 90 = 0
                        cacheObject.Weight = (90f - cacheObject.RadiusDistance) / 90f * 5000f;

                        // Was already a target and is still viable, give it some free extra weight, to help stop flip-flopping between two targets
                        if (cacheObject.RActorGuid == CurrentTargetRactorGUID && cacheObject.CentreDistance <= 25f)
                        {
                            cacheObject.Weight += 400;
                        }

                        //// Close destructibles get a weight increase
                        //if (cacheObject.CentreDistance <= 16f)
                        //    cacheObject.Weight += 1500d;

                        // If there's a monster in the path-line to the item, reduce the weight by 50%
                        if (hashMonsterObstacleCache.Any(cp => MathUtil.IntersectsPath(cp.Location, cp.Radius, PlayerStatus.CurrentPosition, cacheObject.Position)))
                        {
                            cacheObject.Weight *= 0.5;
                        }

                        // See if there's any AOE avoidance in that spot, if so reduce the weight to 1
                        if (hashAvoidanceObstacleCache.Any(cp => MathUtil.IntersectsPath(cp.Location, cp.Radius, PlayerStatus.CurrentPosition, cacheObject.Position)))
                        {
                            cacheObject.Weight = 1;
                        }

                        // Are we prioritizing close-range stuff atm? If so limit it at a value 3k lower than monster close-range priority
                        if (PrioritizeCloseRangeUnits)
                        {
                            cacheObject.Weight = (200d - cacheObject.CentreDistance) / 200d * 19200d;
                        }

                        //// We're standing on the damn thing... break it
                        if (cacheObject.RadiusDistance <= 5f)
                        {
                            cacheObject.Weight += 40000d;
                        }

                        //// Fix for WhimsyShire Pinata
                        if (hashSNOContainerResplendant.Contains(cacheObject.ActorSNO))
                        {
                            cacheObject.Weight = 100 + cacheObject.RadiusDistance;
                        }
                        break;
                    }

                    case GObjectType.Interactable:
                    {
                        // Weight Interactable Specials

                        // Very close interactables get a weight increase
                        cacheObject.Weight = (90d - cacheObject.CentreDistance) / 90d * 15000d;
                        if (cacheObject.CentreDistance <= 12f)
                        {
                            cacheObject.Weight += 1000d;
                        }

                        // Was already a target and is still viable, give it some free extra weight, to help stop flip-flopping between two targets
                        if (cacheObject.RActorGuid == CurrentTargetRactorGUID && cacheObject.CentreDistance <= 25f)
                        {
                            cacheObject.Weight += 400;
                        }

                        // If there's a monster in the path-line to the item, reduce the weight by 50%
                        if (hashMonsterObstacleCache.Any(cp => MathUtil.IntersectsPath(cp.Location, cp.Radius, PlayerStatus.CurrentPosition, cacheObject.Position)))
                        {
                            cacheObject.Weight *= 0.5;
                        }

                        // See if there's any AOE avoidance in that spot, if so reduce the weight to 1
                        if (hashAvoidanceObstacleCache.Any(cp => MathUtil.IntersectsPath(cp.Location, cp.Radius, PlayerStatus.CurrentPosition, cacheObject.Position)))
                        {
                            cacheObject.Weight = 1;
                        }

                        //if (bAnyMobsInCloseRange || (CurrentTarget != null && CurrentTarget.IsBossOrEliteRareUnique))
                        //    cacheObject.Weight = 1;

                        break;
                    }

                    case GObjectType.Container:
                    {
                        // Weight Containers

                        // Very close containers get a weight increase
                        cacheObject.Weight = (190d - cacheObject.CentreDistance) / 190d * 11000d;
                        if (cacheObject.CentreDistance <= 12f)
                        {
                            cacheObject.Weight += 600d;
                        }

                        // Was already a target and is still viable, give it some free extra weight, to help stop flip-flopping between two targets
                        if (cacheObject.RActorGuid == CurrentTargetRactorGUID && cacheObject.CentreDistance <= 25f)
                        {
                            cacheObject.Weight += 400;
                        }

                        // If there's a monster in the path-line to the item, reduce the weight by 50%
                        if (hashMonsterObstacleCache.Any(cp => MathUtil.IntersectsPath(cp.Location, cp.Radius, PlayerStatus.CurrentPosition, cacheObject.Position)))
                        {
                            cacheObject.Weight *= 0.5;
                        }

                        // See if there's any AOE avoidance in that spot, if so reduce the weight to 1
                        if (hashAvoidanceObstacleCache.Any(cp => MathUtil.IntersectsPath(cp.Location, cp.Radius, PlayerStatus.CurrentPosition, cacheObject.Position)))
                        {
                            cacheObject.Weight = 1;
                        }
                        break;
                    }
                    }

                    // Switch on object type

                    // Force the character to stay where it is if there is nothing available that is out of avoidance stuff and we aren't already in avoidance stuff
                    if (cacheObject.Weight == 1 && !StandingInAvoidance && GilesObjectCache.Any(o => o.Type == GObjectType.Avoidance))
                    {
                        cacheObject.Weight           = 0;
                        ShouldStayPutDuringAvoidance = true;
                    }
                    DbHelper.Log(TrinityLogLevel.Debug, LogCategory.Weight,
                                 "Weight={2:0} target= {0} ({1}) type={3} R-Dist={4:0} IsElite={5} RAGuid={6} {7}",
                                 cacheObject.InternalName, cacheObject.ActorSNO, cacheObject.Weight, cacheObject.Type, cacheObject.RadiusDistance, cacheObject.IsElite, cacheObject.RActorGuid, unitWeightInfo);

                    // Prevent current target dynamic ranged weighting flip-flop
                    if (CurrentTargetRactorGUID == cacheObject.RActorGuid && cacheObject.Weight <= 1)
                    {
                        cacheObject.Weight = 100;
                    }

                    // Is the weight of this one higher than the current-highest weight? Then make this the new primary target!
                    if (cacheObject.Weight > w_HighestWeightFound && cacheObject.Weight > 0)
                    {
                        // Clone the current Giles-cache object
                        CurrentTarget        = cacheObject.Clone();
                        w_HighestWeightFound = cacheObject.Weight;

                        // See if we can try attempting kiting later
                        NeedToKite      = false;
                        vKitePointAvoid = vNullLocation;

                        // Kiting and Avoidance
                        if (CurrentTarget.Type == GObjectType.Unit)
                        {
                            var AvoidanceList = hashAvoidanceObstacleCache.Where(o =>
                                                                                 // Distance from avoidance to target is less than avoidance radius
                                                                                 o.Location.Distance(CurrentTarget.Position) <= (GetAvoidanceRadius(o.ActorSNO) * 1.2) &&
                                                                                 // Distance from obstacle to me is <= cacheObject.RadiusDistance
                                                                                 o.Location.Distance(PlayerStatus.CurrentPosition) <= (cacheObject.RadiusDistance - 4f)
                                                                                 );

                            // if there's any obstacle within a specified distance of the avoidance radius *1.2
                            if (AvoidanceList.Any())
                            {
                                foreach (GilesObstacle o in AvoidanceList)
                                {
                                    DbHelper.Log(TrinityLogLevel.Debug, LogCategory.Targetting, "Avoidance: Id={0} Weight={1} Loc={2} Radius={3} Name={4}", o.ActorSNO, o.Weight, o.Location, o.Radius, o.Name);
                                }

                                vKitePointAvoid = CurrentTarget.Position;
                                NeedToKite      = true;
                            }
                        }
                    }
                }

                // Loop through all the objects and give them a weight
                if (CurrentTarget != null && CurrentTarget.InternalName != null && CurrentTarget.ActorSNO > 0 && CurrentTarget.RActorGuid != CurrentTargetRactorGUID)
                {
                    RecordTargetHistory();

                    DbHelper.Log(TrinityLogLevel.Verbose,
                                 LogCategory.Targetting,
                                 "Target changed to name={2} sno={0} type={1} raGuid={3}",
                                 CurrentTarget.InternalName,
                                 CurrentTarget.ActorSNO,
                                 CurrentTarget.Type,
                                 CurrentTarget.RActorGuid);
                }
            }
        }
コード例 #9
0
ファイル: Barbarian.cs プロジェクト: shmilyzxt/MyBuddy
        private static TrinityPower GetBarbarianPower(bool IsCurrentlyAvoiding, bool UseOOCBuff, bool UseDestructiblePower)
        {
            // Pick the best destructible power available
            if (UseDestructiblePower)
            {
                return(GetBarbarianDestroyPower());
            }
            // Barbarians need 56 reserve for special spam like WW
            MinEnergyReserve = 56;
            // Ignore Pain when low on health
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.Barbarian_IgnorePain) && PlayerStatus.CurrentHealthPct <= 0.45 &&
                GilesUseTimer(SNOPower.Barbarian_IgnorePain, true) && PowerManager.CanCast(SNOPower.Barbarian_IgnorePain))
            {
                return(new TrinityPower(SNOPower.Barbarian_IgnorePain, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
            }

            IsWaitingForSpecial = false;

            if (PlayerStatus.PrimaryResource < MinEnergyReserve)
            {
                if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Barbarian_Earthquake) &&
                    ElitesWithinRange[RANGE_25] >= 1 && GilesUseTimer(SNOPower.Barbarian_Earthquake) && !GetHasBuff(SNOPower.Barbarian_Earthquake))
                {
                    DbHelper.LogNormal("Waiting for Barbarian_Earthquake 1!");
                    IsWaitingForSpecial = true;
                }
                // Earthquake, elites close-range only
                if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Barbarian_Earthquake) && !PlayerStatus.IsIncapacitated &&
                    (ElitesWithinRange[RANGE_15] > 0 || (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 13f)) &&
                    GilesUseTimer(SNOPower.Barbarian_Earthquake, true) && !GetHasBuff(SNOPower.Barbarian_Earthquake) &&
                    PowerManager.CanCast(SNOPower.Barbarian_Earthquake))
                {
                    if (PlayerStatus.PrimaryResource >= 50)
                    {
                        return(new TrinityPower(SNOPower.Barbarian_Earthquake, 13f, vNullLocation, CurrentWorldDynamicId, -1, 4, 4, WAIT_FOR_ANIM));
                    }
                    DbHelper.LogNormal("Waiting for Barbarian_Earthquake 2!");
                    IsWaitingForSpecial = true;
                }
                if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Barbarian_WrathOfTheBerserker) &&
                    ElitesWithinRange[RANGE_25] >= 1 && GilesUseTimer(SNOPower.Barbarian_WrathOfTheBerserker) && !GetHasBuff(SNOPower.Barbarian_WrathOfTheBerserker))
                {
                    DbHelper.LogNormal("Waiting for Barbarian_WrathOfTheBerserker 1!");
                    IsWaitingForSpecial = true;
                }
                // Berserker special for ignore elites
                if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Barbarian_WrathOfTheBerserker) && Settings.Combat.Misc.IgnoreElites &&
                    (TargetUtil.AnyMobsInRange(25, 3) || TargetUtil.AnyMobsInRange(50, 10) || TargetUtil.AnyMobsInRange(Settings.Combat.Misc.TrashPackClusterRadius, Settings.Combat.Misc.TrashPackSize)) &&
                    GilesUseTimer(SNOPower.Barbarian_WrathOfTheBerserker) && !GetHasBuff(SNOPower.Barbarian_WrathOfTheBerserker))
                {
                    DbHelper.LogNormal("Waiting for Barbarian_WrathOfTheBerserker 2!");
                    IsWaitingForSpecial = true;
                }
                if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Barbarian_CallOfTheAncients) &&
                    ElitesWithinRange[RANGE_25] >= 1 && GilesUseTimer(SNOPower.Barbarian_CallOfTheAncients) && !GetHasBuff(SNOPower.Barbarian_CallOfTheAncients))
                {
                    DbHelper.LogNormal("Waiting for Barbarian_CallOfTheAncients!");
                    IsWaitingForSpecial = true;
                }
            }

            // Wrath of the berserker, elites only (wrath of berserker)
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.Barbarian_WrathOfTheBerserker) &&
                // If using WOTB on all elites, or if we should only use on "hard" affixes
                (!Settings.Combat.Barbarian.WOTBHardOnly || (shouldUseBerserkerPower && Settings.Combat.Barbarian.WOTBHardOnly)) &&
                // Not on heart of sin after Cydaea
                CurrentTarget.ActorSNO != 193077 &&
                // Make sure we are allowed to use wrath on goblins, else make sure this isn't a goblin
                (
                    (!Settings.Combat.Barbarian.UseWOTBGoblin || (Settings.Combat.Barbarian.UseWOTBGoblin && CurrentTarget.IsTreasureGoblin)) ||
                    // If ignoring elites completely, trigger on 3 trash within 25 yards, or 10 trash in 50 yards
                    (Settings.Combat.Misc.IgnoreElites && (TargetUtil.AnyMobsInRange(25, 3) || TargetUtil.AnyMobsInRange(50, 10)) || !Settings.Combat.Misc.IgnoreElites) ||
                    // Otherwise use when Elite target is in 20 yards
                    (TargetUtil.AnyElitesInRange(20, 1) || TargetUtil.IsEliteTargetInRange(20f)) ||
                    // Or if our health is low
                    PlayerStatus.CurrentHealthPct <= 60
                ) &&
                // Don't still have the buff
                !GetHasBuff(SNOPower.Barbarian_WrathOfTheBerserker) && PowerManager.CanCast(SNOPower.Barbarian_WrathOfTheBerserker))
            {
                if (PlayerStatus.PrimaryResource >= 50)
                {
                    DbHelper.Log(TrinityLogLevel.Verbose, LogCategory.UserInformation, "Barbarian_WrathOfTheBerserker being used!({0})", CurrentTarget.InternalName);
                    shouldUseBerserkerPower = false;
                    IsWaitingForSpecial     = false;
                    return(new TrinityPower(SNOPower.Barbarian_WrathOfTheBerserker, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
                }
                else
                {
                    DbHelper.Log(TrinityLogLevel.Verbose, LogCategory.UserInformation, "Barbarian_WrathOfTheBerserker ready, waiting for fury...");
                    IsWaitingForSpecial = true;
                }
            }
            // Call of the ancients, elites only
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Barbarian_CallOfTheAncients) && !PlayerStatus.IsIncapacitated &&
                (ElitesWithinRange[RANGE_25] > 0 || ((CurrentTarget.IsEliteRareUnique || CurrentTarget.IsTreasureGoblin || CurrentTarget.IsBoss) && CurrentTarget.RadiusDistance <= 25f)) &&
                GilesUseTimer(SNOPower.Barbarian_CallOfTheAncients, true) &&
                PowerManager.CanCast(SNOPower.Barbarian_CallOfTheAncients))
            {
                if (PlayerStatus.PrimaryResource >= 50)
                {
                    IsWaitingForSpecial = false;
                    return(new TrinityPower(SNOPower.Barbarian_CallOfTheAncients, 0f, vNullLocation, CurrentWorldDynamicId, -1, 4, 4, WAIT_FOR_ANIM));
                }
                else
                {
                    DbHelper.Log(TrinityLogLevel.Verbose, LogCategory.UserInformation, "Call of the Ancients ready, waiting for fury...");
                    IsWaitingForSpecial = true;
                }
            }
            // Battle rage, for if being followed and before we do sprint
            if (UseOOCBuff && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Barbarian_BattleRage) &&
                (GilesUseTimer(SNOPower.Barbarian_BattleRage) || !GetHasBuff(SNOPower.Barbarian_BattleRage)) &&
                PlayerStatus.PrimaryResource >= 20 && PowerManager.CanCast(SNOPower.Barbarian_BattleRage))
            {
                return(new TrinityPower(SNOPower.Barbarian_BattleRage, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Special segment for sprint as an out-of-combat only
            if (UseOOCBuff && !bDontSpamOutofCombat &&
                (Settings.Combat.Misc.AllowOOCMovement || GetHasBuff(SNOPower.Barbarian_WrathOfTheBerserker)) &&
                !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Barbarian_Sprint) &&
                !GetHasBuff(SNOPower.Barbarian_Sprint) &&
                PlayerStatus.PrimaryResource >= 20 && GilesUseTimer(SNOPower.Barbarian_Sprint) && PowerManager.CanCast(SNOPower.Barbarian_Sprint))
            {
                return(new TrinityPower(SNOPower.Barbarian_Sprint, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
            }
            // War cry, constantly maintain
            if (!PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Barbarian_WarCry) &&
                (PlayerStatus.PrimaryResource <= 60 || !GetHasBuff(SNOPower.Barbarian_WarCry)) &&
                GilesUseTimer(SNOPower.Barbarian_WarCry, true) && (!GetHasBuff(SNOPower.Barbarian_WarCry) || PowerManager.CanCast(SNOPower.Barbarian_WarCry)))
            {
                return(new TrinityPower(SNOPower.Barbarian_WarCry, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Threatening shout
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.Barbarian_ThreateningShout) && !PlayerStatus.IsIncapacitated &&
                ((TargetUtil.AnyMobsInRange(25, Settings.Combat.Barbarian.MinThreatShoutMobCount)) || TargetUtil.IsEliteTargetInRange(25f)) &&
                (
                    PlayerStatus.CurrentHealthPct <= 0.75 ||
                    (Hotbar.Contains(SNOPower.Barbarian_Whirlwind) && PlayerStatus.PrimaryResource <= 10) ||
                    (IsWaitingForSpecial && PlayerStatus.PrimaryResource <= MinEnergyReserve)
                ) &&
                GilesUseTimer(SNOPower.Barbarian_ThreateningShout, true) && PowerManager.CanCast(SNOPower.Barbarian_ThreateningShout))
            {
                return(new TrinityPower(SNOPower.Barbarian_ThreateningShout, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Threatening shout out-of-combat
            if (UseOOCBuff && Settings.Combat.Barbarian.ThreatShoutOOC && Hotbar.Contains(SNOPower.Barbarian_ThreateningShout) &&
                !PlayerStatus.IsIncapacitated && PlayerStatus.PrimaryResource < 25 &&
                GilesUseTimer(SNOPower.Barbarian_ThreateningShout, true) && PowerManager.CanCast(SNOPower.Barbarian_ThreateningShout))
            {
                return(new TrinityPower(SNOPower.Barbarian_ThreateningShout, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Ground Stomp
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.Barbarian_GroundStomp) && !PlayerStatus.IsIncapacitated &&
                (ElitesWithinRange[RANGE_15] > 0 || AnythingWithinRange[RANGE_15] > 4 || PlayerStatus.CurrentHealthPct <= 0.7) &&
                GilesUseTimer(SNOPower.Barbarian_GroundStomp, true) &&
                PowerManager.CanCast(SNOPower.Barbarian_GroundStomp))
            {
                return(new TrinityPower(SNOPower.Barbarian_GroundStomp, 16f, vNullLocation, CurrentWorldDynamicId, -1, 1, 2, WAIT_FOR_ANIM));
            }
            // Revenge used off-cooldown
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.Barbarian_Revenge) && !PlayerStatus.IsIncapacitated &&
                // Don't use revenge on goblins, too slow!
                (!CurrentTarget.IsTreasureGoblin || AnythingWithinRange[RANGE_12] >= 5) &&
                // Doesn't need CURRENT target to be in range, just needs ANYTHING to be within 9 foot, since it's an AOE!
                (AnythingWithinRange[RANGE_6] > 0 || CurrentTarget.RadiusDistance <= 6f) &&
                GilesUseTimer(SNOPower.Barbarian_Revenge) && PowerManager.CanCast(SNOPower.Barbarian_Revenge))
            {
                // Note - we have LONGER animation times for whirlwind-users
                // Since whirlwind seems to interrupt rend so easily
                int iPreDelay  = 0;
                int iPostDelay = 0;
                if (Hotbar.Contains(SNOPower.Barbarian_Whirlwind))
                {
                    if (LastPowerUsed == SNOPower.Barbarian_Whirlwind)
                    {
                        iPreDelay  = 3;
                        iPostDelay = 3;
                    }
                }
                return(new TrinityPower(SNOPower.Barbarian_Revenge, 0f, PlayerStatus.CurrentPosition, CurrentWorldDynamicId, -1, iPreDelay, iPostDelay, WAIT_FOR_ANIM));
            }
            // Furious charge
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.Barbarian_FuriousCharge) &&
                (ElitesWithinRange[RANGE_12] > 3 &&
                 GilesUseTimer(SNOPower.Barbarian_FuriousCharge) &&
                 PowerManager.CanCast(SNOPower.Barbarian_FuriousCharge)))
            {
                float fExtraDistance;
                if (CurrentTarget.CentreDistance <= 25)
                {
                    fExtraDistance = 30;
                }
                else
                {
                    fExtraDistance = (25 - CurrentTarget.CentreDistance);
                }
                if (fExtraDistance < 5f)
                {
                    fExtraDistance = 5f;
                }
                Vector3 vNewTarget = MathEx.CalculatePointFrom(CurrentTarget.Position, PlayerStatus.CurrentPosition, CurrentTarget.CentreDistance + fExtraDistance);
                return(new TrinityPower(SNOPower.Barbarian_FuriousCharge, 32f, vNewTarget, CurrentWorldDynamicId, -1, 1, 2, WAIT_FOR_ANIM));
            }
            // Leap used when off-cooldown, or when out-of-range
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.Barbarian_Leap) && !PlayerStatus.IsIncapacitated &&
                (AnythingWithinRange[RANGE_20] > 1 || ElitesWithinRange[RANGE_20] > 0) && GilesUseTimer(SNOPower.Barbarian_Leap, true) &&
                PowerManager.CanCast(SNOPower.Barbarian_Leap))
            {
                // For close-by monsters, try to leap a little further than their centre-point
                float fExtraDistance = CurrentTarget.Radius;
                if (fExtraDistance <= 4f)
                {
                    fExtraDistance = 4f;
                }
                if (CurrentTarget.CentreDistance + fExtraDistance > 35f)
                {
                    fExtraDistance = 35 - CurrentTarget.CentreDistance;
                }
                Vector3 vNewTarget = MathEx.CalculatePointFrom(CurrentTarget.Position, PlayerStatus.CurrentPosition, CurrentTarget.CentreDistance + fExtraDistance);
                return(new TrinityPower(SNOPower.Barbarian_Leap, 35f, vNewTarget, CurrentWorldDynamicId, -1, 2, 2, WAIT_FOR_ANIM));
            }


            // Rend spam for Non-WhirlWind users
            if (!UseOOCBuff && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Barbarian_Rend) &&
                TargetUtil.AnyMobsInRange(9) && !CurrentTarget.IsTreasureGoblin &&
                ((!IsWaitingForSpecial && PlayerStatus.PrimaryResource >= 20) || (IsWaitingForSpecial && PlayerStatus.PrimaryResource > MinEnergyReserve)) &&
                (GilesUseTimer(SNOPower.Barbarian_Rend) && (NonRendedTargets_9 > 2 || !CurrentTarget.HasDotDPS)) &&
                (TimeSinceUse(SNOPower.Barbarian_Rend) > 1500 || TargetUtil.AnyMobsInRange(10f, 6)) && LastPowerUsed != SNOPower.Barbarian_Rend
                )
            {
                iWithinRangeLastRend = GilesObjectCache.Count(u => u.Type == GObjectType.Unit && u.RadiusDistance <= 9f);
                iACDGUIDLastRend     = CurrentTarget.ACDGuid;
                // Note - we have LONGER animation times for whirlwind-users
                // Since whirlwind seems to interrupt rend so easily
                int rendPreDelay  = 0;
                int rendPostDelay = 1;
                if (Hotbar.Contains(SNOPower.Barbarian_Whirlwind) && (LastPowerUsed == SNOPower.Barbarian_Whirlwind || LastPowerUsed == SNOPower.None))
                {
                    rendPreDelay  = 2;
                    rendPostDelay = 2;
                }
                return(new TrinityPower(SNOPower.Barbarian_Rend, 0f, PlayerStatus.CurrentPosition, CurrentWorldDynamicId, -1, rendPreDelay, rendPostDelay, WAIT_FOR_ANIM));
            }

            // Overpower used off-cooldown
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.Barbarian_Overpower) && !PlayerStatus.IsIncapacitated &&
                (CurrentTarget.RadiusDistance <= 6f ||
                 (
                     AnythingWithinRange[RANGE_6] >= 1 &&
                     (CurrentTarget.IsEliteRareUnique || CurrentTarget.IsMinion || CurrentTarget.IsBoss || GetHasBuff(SNOPower.Barbarian_WrathOfTheBerserker) ||
                      (CurrentTarget.IsTreasureGoblin && CurrentTarget.CentreDistance <= 6f) || Hotbar.Contains(SNOPower.Barbarian_SeismicSlam))
                 )
                ) &&
                GilesUseTimer(SNOPower.Barbarian_Overpower) && PowerManager.CanCast(SNOPower.Barbarian_Overpower))
            {
                int iPreDelay  = 0;
                int iPostDelay = 0;
                // Note - we have LONGER animation times for whirlwind-users
                // Since whirlwind seems to interrupt rend so easily

                /*if (hashPowerHotbarAbilities.Contains(SNOPower.Barbarian_Whirlwind))
                 * {
                 *  if (powerLastSnoPowerUsed == SNOPower.Barbarian_Whirlwind || powerLastSnoPowerUsed == SNOPower.None)
                 *  {
                 *      iPreDelay = 5;
                 *      iPostDelay = 5;
                 *  }
                 * }*/
                return(new TrinityPower(SNOPower.Barbarian_Overpower, 0f, PlayerStatus.CurrentPosition, CurrentWorldDynamicId, -1, iPreDelay, iPostDelay, WAIT_FOR_ANIM));
            }
            // Seismic slam enemies within close range
            if (!UseOOCBuff && !IsWaitingForSpecial && Hotbar.Contains(SNOPower.Barbarian_SeismicSlam) && !PlayerStatus.IsIncapacitated &&
                (!Hotbar.Contains(SNOPower.Barbarian_BattleRage) || (Hotbar.Contains(SNOPower.Barbarian_BattleRage) && GetHasBuff(SNOPower.Barbarian_BattleRage))) &&
                PlayerStatus.PrimaryResource >= 15 && CurrentTarget.CentreDistance <= 40f && (AnythingWithinRange[RANGE_50] > 1 ||
                                                                                              (AnythingWithinRange[RANGE_50] > 0 && PlayerStatus.PrimaryResourcePct >= 0.85 && CurrentTarget.HitPointsPct >= 0.30) ||
                                                                                              (CurrentTarget.IsBoss || CurrentTarget.IsEliteRareUnique || (CurrentTarget.IsTreasureGoblin && CurrentTarget.CentreDistance <= 20f))))
            {
                return(new TrinityPower(SNOPower.Barbarian_SeismicSlam, 40f, vNullLocation, -1, CurrentTarget.ACDGuid, 2, 2, WAIT_FOR_ANIM));
            }
            // Ancient spear
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Barbarian_AncientSpear) &&
                GilesUseTimer(SNOPower.Barbarian_AncientSpear) && PowerManager.CanCast(SNOPower.Barbarian_AncientSpear) &&
                CurrentTarget.HitPointsPct >= 0.20)
            {
                // For close-by monsters, try to leap a little further than their centre-point
                float fExtraDistance = CurrentTarget.Radius;
                if (fExtraDistance <= 4f)
                {
                    fExtraDistance = 30f;
                }
                if (CurrentTarget.CentreDistance + fExtraDistance > 60f)
                {
                    fExtraDistance = 60 - CurrentTarget.CentreDistance;
                }
                if (fExtraDistance < 30)
                {
                    fExtraDistance = 30f;
                }
                Vector3 vNewTarget = MathEx.CalculatePointFrom(CurrentTarget.Position, PlayerStatus.CurrentPosition, CurrentTarget.CentreDistance + fExtraDistance);
                return(new TrinityPower(SNOPower.Barbarian_AncientSpear, 55f, vNewTarget, CurrentWorldDynamicId, -1, 2, 2, WAIT_FOR_ANIM));
            }
            // Sprint buff, if same suitable targets as elites, keep maintained for WW users
            if (!UseOOCBuff && !bDontSpamOutofCombat && Hotbar.Contains(SNOPower.Barbarian_Sprint) && !PlayerStatus.IsIncapacitated &&
                // Let's check if is not spaming too much
                DateTime.Now.Subtract(dictAbilityLastUse[SNOPower.Barbarian_Sprint]).TotalMilliseconds >= 200 &&
                // Fury Dump Options for sprint: use at max energy constantly, or on a timer
                (
                    (Settings.Combat.Barbarian.FuryDumpWOTB && PlayerStatus.PrimaryResourcePct >= 0.95 && GetHasBuff(SNOPower.Barbarian_WrathOfTheBerserker)) ||
                    (Settings.Combat.Barbarian.FuryDumpAlways && PlayerStatus.PrimaryResourcePct >= 0.95) ||
                    ((GilesUseTimer(SNOPower.Barbarian_Sprint) && !GetHasBuff(SNOPower.Barbarian_Sprint)) &&
                     // Always keep up if we are whirlwinding, if the target is a goblin, or if we are 16 feet away from the target
                     (Hotbar.Contains(SNOPower.Barbarian_Whirlwind) || CurrentTarget.IsTreasureGoblin || (CurrentTarget.CentreDistance >= 16f && PlayerStatus.PrimaryResource >= 40)))
                ) &&
                // If they have battle-rage, make sure it's up
                (!Hotbar.Contains(SNOPower.Barbarian_BattleRage) || (Hotbar.Contains(SNOPower.Barbarian_BattleRage) && GetHasBuff(SNOPower.Barbarian_BattleRage))) &&
                // Check for minimum energy
                PlayerStatus.PrimaryResource >= 20)
            {
                return(new TrinityPower(SNOPower.Barbarian_Sprint, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
            }

            //skillDict.Add("Frenzy", SNOPower.Barbarian_Frenzy);
            //runeDict.Add("Sidearm", 1);
            //runeDict.Add("Triumph", 4);
            //runeDict.Add("Vanguard", 2);
            //runeDict.Add("Smite", 3);
            //runeDict.Add("Maniac", 0);

            bool hasManiacRune = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Barbarian_Frenzy && s.RuneIndex == 0);

            // Frenzy to 5 stacks
            if (!UseOOCBuff && !IsCurrentlyAvoiding && !PlayerStatus.IsRooted && Hotbar.Contains(SNOPower.Barbarian_Frenzy) &&
                !TargetUtil.AnyMobsInRange(15f, 3) && GetBuffStacks(SNOPower.Barbarian_Frenzy) < 5)
            {
                return(new TrinityPower(SNOPower.Barbarian_Frenzy, 10f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, NO_WAIT_ANIM));
            }

            // Whirlwind spam as long as necessary pre-buffs are up
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Barbarian_Whirlwind) && !PlayerStatus.IsIncapacitated && !PlayerStatus.IsRooted &&
                (!IsWaitingForSpecial || (IsWaitingForSpecial && !(TargetUtil.AnyMobsInRange(3, 15) || ForceCloseRangeTarget))) && // make sure we're not surrounded if waiting for special
                // Don't WW against goblins, units in the special SNO list
                (!Settings.Combat.Barbarian.SelectiveWhirlwind || (Settings.Combat.Barbarian.SelectiveWhirlwind && bAnyNonWWIgnoreMobsInRange && !hashActorSNOWhirlwindIgnore.Contains(CurrentTarget.ActorSNO))) &&
                // Only if within 15 foot of main target
                ((CurrentTarget.RadiusDistance <= 25f || AnythingWithinRange[RANGE_25] >= 1)) &&
                (AnythingWithinRange[RANGE_50] >= 2 || CurrentTarget.HitPointsPct >= 0.30 || CurrentTarget.IsBossOrEliteRareUnique || PlayerStatus.CurrentHealthPct <= 0.60) &&
                // Check for energy reservation amounts
                //((playerStatus.dCurrentEnergy >= 20 && !playerStatus.bWaitingForReserveEnergy) || playerStatus.dCurrentEnergy >= iWaitingReservedAmount) &&
                PlayerStatus.PrimaryResource >= 10 &&
                // If they have battle-rage, make sure it's up
                (!Hotbar.Contains(SNOPower.Barbarian_BattleRage) || (Hotbar.Contains(SNOPower.Barbarian_BattleRage) && GetHasBuff(SNOPower.Barbarian_BattleRage))))
            {
                bool shouldGetNewZigZag =
                    (DateTime.Now.Subtract(lastChangedZigZag).TotalMilliseconds >= 1200 ||
                     CurrentTarget.ACDGuid != iACDGUIDLastWhirlwind ||
                     vSideToSideTarget.Distance2D(PlayerStatus.CurrentPosition) <= 5f);
                vPositionLastZigZagCheck = PlayerStatus.CurrentPosition;
                if (shouldGetNewZigZag)
                {
                    var wwdist = 25f;

                    vSideToSideTarget = TargetUtil.GetZigZagTarget(CurrentTarget.Position, wwdist);

                    LastPowerUsed         = SNOPower.None;
                    iACDGUIDLastWhirlwind = CurrentTarget.ACDGuid;
                    lastChangedZigZag     = DateTime.Now;
                }
                return(new TrinityPower(SNOPower.Barbarian_Whirlwind, 10f, vSideToSideTarget, CurrentWorldDynamicId, -1, 0, 1, NO_WAIT_ANIM));
            }
            // Battle rage, constantly maintain
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.Barbarian_BattleRage) && !PlayerStatus.IsIncapacitated &&
                // Fury Dump Options for battle rage IF they don't have sprint
                (
                    (Settings.Combat.Barbarian.FuryDumpWOTB && PlayerStatus.PrimaryResourcePct >= 0.99 && GetHasBuff(SNOPower.Barbarian_WrathOfTheBerserker)) ||
                    (Settings.Combat.Barbarian.FuryDumpAlways && PlayerStatus.PrimaryResourcePct >= 0.99) || !GetHasBuff(SNOPower.Barbarian_BattleRage)
                ) &&
                PlayerStatus.PrimaryResource >= 20 && PowerManager.CanCast(SNOPower.Barbarian_BattleRage))
            {
                return(new TrinityPower(SNOPower.Barbarian_BattleRage, 0f, vNullLocation, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
            }
            // Hammer of the ancients spam-attacks - never use if waiting for special
            if (!UseOOCBuff && !IsCurrentlyAvoiding && !PlayerStatus.IsIncapacitated && !IsWaitingForSpecial && Hotbar.Contains(SNOPower.Barbarian_HammerOfTheAncients) &&
                PlayerStatus.PrimaryResource >= 20)
            {
                //return new TrinityPower(SNOPower.Barbarian_HammerOfTheAncients, 12f, vNullLocation, -1, CurrentTarget.ACDGuid, 2, 2, USE_SLOWLY);
                return(new TrinityPower(SNOPower.Barbarian_HammerOfTheAncients, 18f, CurrentTarget.Position, CurrentWorldDynamicId, -1, 2, 2, WAIT_FOR_ANIM));
            }
            // Weapon throw
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Barbarian_WeaponThrow) &&
                (PlayerStatus.PrimaryResource >= 10 && (CurrentTarget.RadiusDistance >= 5f || BarbHasNoPrimary())))
            {
                return(new TrinityPower(SNOPower.Barbarian_WeaponThrow, 80f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, NO_WAIT_ANIM));
            }
            // Frenzy rapid-attacks
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Barbarian_Frenzy))
            {
                return(new TrinityPower(SNOPower.Barbarian_Frenzy, 10f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, NO_WAIT_ANIM));
            }
            // Bash fast-attacks
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Barbarian_Bash))
            {
                return(new TrinityPower(SNOPower.Barbarian_Bash, 10f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
            }
            // Cleave fast-attacks
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.Barbarian_Cleave))
            {
                return(new TrinityPower(SNOPower.Barbarian_Cleave, 10f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 2, WAIT_FOR_ANIM));
            }
            // Default attacks
            if (!UseOOCBuff && !IsCurrentlyAvoiding)
            {
                return(new TrinityPower(GetDefaultWeaponPower(), GetDefaultWeaponDistance(), vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, WAIT_FOR_ANIM));
            }
            return(new TrinityPower(SNOPower.None, -1, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM));
        }
コード例 #10
0
        private static TrinityPower GetDemonHunterPower(bool IsCurrentlyAvoiding, bool UseOOCBuff, bool UseDestructiblePower)
        {
            // Pick the best destructible power available
            if (UseDestructiblePower)
            {
                return(GetDemonHunterDestroyPower());
            }
            MinEnergyReserve = 25;
            // Shadow Power
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.DemonHunter_ShadowPower) && !PlayerStatus.IsIncapacitated &&
                PlayerStatus.SecondaryResource >= 14 &&
                (PlayerStatus.CurrentHealthPct <= 0.99 || PlayerStatus.IsRooted || ElitesWithinRange[RANGE_25] >= 1 || AnythingWithinRange[RANGE_15] >= 3) &&
                GilesUseTimer(SNOPower.DemonHunter_ShadowPower))
            {
                return(new TrinityPower(SNOPower.DemonHunter_ShadowPower, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Smoke Screen
            if ((!UseOOCBuff || Settings.Combat.DemonHunter.SpamSmokeScreen) && Hotbar.Contains(SNOPower.DemonHunter_SmokeScreen) &&
                !GetHasBuff(SNOPower.DemonHunter_ShadowPower) && PlayerStatus.SecondaryResource >= 14 &&
                (
                    (PlayerStatus.CurrentHealthPct <= 0.90 || PlayerStatus.IsRooted || ElitesWithinRange[RANGE_20] >= 1 || AnythingWithinRange[RANGE_15] >= 3 || PlayerStatus.IsIncapacitated) ||
                    Settings.Combat.DemonHunter.SpamSmokeScreen
                ) &&
                GilesUseTimer(SNOPower.DemonHunter_SmokeScreen))
            {
                return(new TrinityPower(SNOPower.DemonHunter_SmokeScreen, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Preparation

            if (
                (
                    ((!UseOOCBuff && !PlayerStatus.IsIncapacitated && AnythingWithinRange[RANGE_40] >= 1) ||
                     Settings.Combat.DemonHunter.SpamPreparation)
                ) &&
                Hotbar.Contains(SNOPower.DemonHunter_Preparation) &&
                PlayerStatus.SecondaryResource <= 10 &&
                //GilesUseTimer(SNOPower.DemonHunter_Preparation) &&
                //PowerManager.CanCast(SNOPower.DemonHunter_Preparation)
                TrinityPowerManager.CanUse(SNOPower.DemonHunter_Preparation)
                )
            {
                return(new TrinityPower(SNOPower.DemonHunter_Preparation, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Evasive Fire
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.DemonHunter_EvasiveFire) && !PlayerStatus.IsIncapacitated &&
                (((AnythingWithinRange[RANGE_20] >= 1 || CurrentTarget.RadiusDistance <= 20f) && GilesUseTimer(SNOPower.DemonHunter_EvasiveFire)) ||
                 DHHasNoPrimary()))
            {
                float range = DHHasNoPrimary() ? 70f : 0f;

                return(new TrinityPower(SNOPower.DemonHunter_EvasiveFire, range, vNullLocation, -1, CurrentTarget.ACDGuid, 1, 1, WAIT_FOR_ANIM));
            }
            // Companion
            if (!PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.DemonHunter_Companion) && iPlayerOwnedDHPets == 0 &&
                PlayerStatus.SecondaryResource >= 10 && GilesUseTimer(SNOPower.DemonHunter_Companion))
            {
                return(new TrinityPower(SNOPower.DemonHunter_Companion, 0f, vNullLocation, CurrentWorldDynamicId, -1, 2, 1, WAIT_FOR_ANIM));
            }
            // Sentry Turret
            if (!UseOOCBuff && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.DemonHunter_Sentry) &&
                (TargetUtil.AnyElitesInRange(50) || TargetUtil.AnyMobsInRange(50, 2) || TargetUtil.IsEliteTargetInRange(50)) &&
                PlayerStatus.PrimaryResource >= 30 && PowerManager.CanCast(SNOPower.DemonHunter_Sentry))
            {
                return(new TrinityPower(SNOPower.DemonHunter_Sentry, 0f, PlayerStatus.CurrentPosition, CurrentWorldDynamicId, -1, 0, 0, NO_WAIT_ANIM));
            }
            // Marked for Death
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_MarkedForDeath) &&
                PlayerStatus.SecondaryResource >= 3 &&
                (ElitesWithinRange[RANGE_40] >= 1 || AnythingWithinRange[RANGE_40] >= 3 ||

                 ((CurrentTarget.IsEliteRareUnique || CurrentTarget.IsTreasureGoblin || CurrentTarget.IsBoss) &&
                  CurrentTarget.Radius <= 40 && CurrentTarget.RadiusDistance <= 40f)) &&
                GilesUseTimer(SNOPower.DemonHunter_MarkedForDeath))
            {
                return(new TrinityPower(SNOPower.DemonHunter_MarkedForDeath, 40f, vNullLocation, CurrentWorldDynamicId, CurrentTarget.ACDGuid, 1, 1, WAIT_FOR_ANIM));
            }
            // Vault
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_Vault) && !PlayerStatus.IsRooted && !PlayerStatus.IsIncapacitated &&
                // Only use vault to retreat if < level 60, or if in inferno difficulty for level 60's
                (PlayerStatus.Level < 60 || iCurrentGameDifficulty == GameDifficulty.Inferno) &&
                (CurrentTarget.RadiusDistance <= 10f || AnythingWithinRange[RANGE_6] >= 1) &&
                ((!Hotbar.Contains(SNOPower.DemonHunter_ShadowPower) && PlayerStatus.SecondaryResource >= 16) ||
                 (Hotbar.Contains(SNOPower.DemonHunter_ShadowPower) && PlayerStatus.SecondaryResource >= 22)) &&
                //GilesUseTimer(SNOPower.DemonHunter_Vault) &&
                DateTime.Now.Subtract(GilesTrinity.dictAbilityLastUse[SNOPower.DemonHunter_Vault]).TotalMilliseconds >= GilesTrinity.Settings.Combat.DemonHunter.VaultMovementDelay &&
                PowerManager.CanCast(SNOPower.DemonHunter_Vault))
            {
                Vector3 vNewTarget = MathEx.CalculatePointFrom(CurrentTarget.Position, PlayerStatus.CurrentPosition, -15f);
                return(new TrinityPower(SNOPower.DemonHunter_Vault, 20f, vNewTarget, CurrentWorldDynamicId, -1, 1, 2, WAIT_FOR_ANIM));
            }
            // Rain of Vengeance
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.DemonHunter_RainOfVengeance) && !PlayerStatus.IsIncapacitated &&
                (AnythingWithinRange[RANGE_25] >= 3 || ElitesWithinRange[RANGE_25] >= 1) &&
                GilesUseTimer(SNOPower.DemonHunter_RainOfVengeance) && PowerManager.CanCast(SNOPower.DemonHunter_RainOfVengeance))
            {
                return(new TrinityPower(SNOPower.DemonHunter_RainOfVengeance, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Cluster Arrow
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_ClusterArrow) && !PlayerStatus.IsIncapacitated &&
                PlayerStatus.PrimaryResource >= 50 &&
                (ElitesWithinRange[RANGE_50] >= 1 || AnythingWithinRange[RANGE_50] >= 5 || ((CurrentTarget.IsEliteRareUnique || CurrentTarget.IsTreasureGoblin || CurrentTarget.IsBoss) && CurrentTarget.RadiusDistance <= 69f)) &&
                GilesUseTimer(SNOPower.DemonHunter_ClusterArrow))
            {
                return(new TrinityPower(SNOPower.DemonHunter_ClusterArrow, 69f, vNullLocation, CurrentWorldDynamicId, CurrentTarget.ACDGuid, 1, 1, WAIT_FOR_ANIM));
            }
            // Multi Shot
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_Multishot) && !PlayerStatus.IsIncapacitated &&
                PlayerStatus.PrimaryResource >= 30 &&
                (ElitesWithinRange[RANGE_40] >= 1 || AnythingWithinRange[RANGE_40] >= 2 || ((CurrentTarget.IsEliteRareUnique || CurrentTarget.IsTreasureGoblin || CurrentTarget.IsBoss) &&
                                                                                            CurrentTarget.RadiusDistance <= 30f)))
            {
                return(new TrinityPower(SNOPower.DemonHunter_Multishot, 40f, CurrentTarget.Position, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Fan of Knives
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.DemonHunter_FanOfKnives) && !PlayerStatus.IsIncapacitated &&
                PlayerStatus.PrimaryResource >= 20 &&
                (AnythingWithinRange[RANGE_15] >= 4 || ElitesWithinRange[RANGE_15] >= 1) &&
                PowerManager.CanCast(SNOPower.DemonHunter_FanOfKnives))
            {
                return(new TrinityPower(SNOPower.DemonHunter_FanOfKnives, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Strafe spam - similar to barbarian whirlwind routine
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_Strafe) && !PlayerStatus.IsIncapacitated && !PlayerStatus.IsRooted &&
                // Only if there's 3 guys in 25 yds
                AnythingWithinRange[RANGE_25] >= 3 &&
                // Check for energy reservation amounts
                ((PlayerStatus.PrimaryResource >= 15 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve))
            {
                bool bGenerateNewZigZag = (DateTime.Now.Subtract(lastChangedZigZag).TotalMilliseconds >= 1500 ||
                                           (vPositionLastZigZagCheck != vNullLocation && PlayerStatus.CurrentPosition == vPositionLastZigZagCheck && DateTime.Now.Subtract(lastChangedZigZag).TotalMilliseconds >= 200) ||
                                           Vector3.Distance(PlayerStatus.CurrentPosition, vSideToSideTarget) <= 4f ||
                                           CurrentTarget.ACDGuid != iACDGUIDLastWhirlwind);
                vPositionLastZigZagCheck = PlayerStatus.CurrentPosition;
                if (bGenerateNewZigZag)
                {
                    float fExtraDistance = CurrentTarget.CentreDistance <= 10f ? 10f : 5f;
                    //vSideToSideTarget = FindZigZagTargetLocation(CurrentTarget.vPosition, CurrentTarget.fCentreDist + fExtraDistance);
                    vSideToSideTarget = NavHelper.FindSafeZone(false, 1, CurrentTarget.Position, false);
                    // Resetting this to ensure the "no-spam" is reset since we changed our target location
                    LastPowerUsed         = SNOPower.None;
                    iACDGUIDLastWhirlwind = CurrentTarget.ACDGuid;
                    lastChangedZigZag     = DateTime.Now;
                }
                return(new TrinityPower(SNOPower.DemonHunter_Strafe, 25f, vSideToSideTarget, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
            }
            // Spike Trap
            if (!UseOOCBuff && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.DemonHunter_SpikeTrap) &&
                LastPowerUsed != SNOPower.DemonHunter_SpikeTrap &&
                (ElitesWithinRange[RANGE_30] >= 1 || AnythingWithinRange[RANGE_25] > 4 || ((CurrentTarget.IsEliteRareUnique || CurrentTarget.IsTreasureGoblin || CurrentTarget.IsBoss) && CurrentTarget.RadiusDistance <= 35f)) &&
                PlayerStatus.PrimaryResource >= 30 && GilesUseTimer(SNOPower.DemonHunter_SpikeTrap))
            {
                // For distant monsters, try to target a little bit in-front of them (as they run towards us), if it's not a treasure goblin
                float fExtraDistance = 0f;
                if (CurrentTarget.CentreDistance > 17f && !CurrentTarget.IsTreasureGoblin)
                {
                    fExtraDistance = CurrentTarget.CentreDistance - 17f;
                    if (fExtraDistance > 5f)
                    {
                        fExtraDistance = 5f;
                    }
                    if (CurrentTarget.CentreDistance - fExtraDistance < 15f)
                    {
                        fExtraDistance -= 2;
                    }
                }
                Vector3 vNewTarget = MathEx.CalculatePointFrom(CurrentTarget.Position, PlayerStatus.CurrentPosition, CurrentTarget.CentreDistance - fExtraDistance);
                return(new TrinityPower(SNOPower.DemonHunter_SpikeTrap, 40f, vNewTarget, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Caltrops
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.DemonHunter_Caltrops) && !PlayerStatus.IsIncapacitated &&
                PlayerStatus.SecondaryResource >= 6 && (AnythingWithinRange[RANGE_30] >= 2 || ElitesWithinRange[RANGE_40] >= 1) &&
                GilesUseTimer(SNOPower.DemonHunter_Caltrops))
            {
                return(new TrinityPower(SNOPower.DemonHunter_Caltrops, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }

            //skillDict.Add("ElementalArrow", SNOPower.DemonHunter_ElementalArrow);
            //runeDict.Add("BallLightning", 1);
            //runeDict.Add("FrostArrow", 0);
            //runeDict.Add("ScreamingSkull", 2);
            //runeDict.Add("LightningBolts", 4);
            //runeDict.Add("NetherTentacles", 3);

            var hasBallLightning   = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_ElementalArrow && s.RuneIndex == 1);
            var hasFrostArrow      = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_ElementalArrow && s.RuneIndex == 0);
            var hasScreamingSkull  = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_ElementalArrow && s.RuneIndex == 2);
            var hasLightningBolts  = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_ElementalArrow && s.RuneIndex == 4);
            var hasNetherTentacles = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_ElementalArrow && s.RuneIndex == 3);

            // Elemental Arrow
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_ElementalArrow) &&
                GilesUseTimer(SNOPower.DemonHunter_ElementalArrow) && !PlayerStatus.IsIncapacitated &&
                ((PlayerStatus.PrimaryResource >= 10 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve))
            {
                // Players with grenades *AND* elemental arrow should spam grenades at close-range instead
                if (Hotbar.Contains(SNOPower.DemonHunter_Grenades) && CurrentTarget.RadiusDistance <= 18f)
                {
                    return(new TrinityPower(SNOPower.DemonHunter_Grenades, 18f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
                }
                // Now return elemental arrow, if not sending grenades instead
                return(new TrinityPower(SNOPower.DemonHunter_ElementalArrow, 65f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
            }
            // Chakram
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_Chakram) && !PlayerStatus.IsIncapacitated &&
                // If we have elemental arrow or rapid fire, then use chakram as a 110 second buff, instead
                ((!Hotbar.Contains(SNOPower.DemonHunter_ClusterArrow)) ||
                 DateTime.Now.Subtract(dictAbilityLastUse[SNOPower.DemonHunter_Chakram]).TotalMilliseconds >= 110000) &&
                ((PlayerStatus.PrimaryResource >= 10 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve))
            {
                return(new TrinityPower(SNOPower.DemonHunter_Chakram, 50f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
            }
            // Rapid Fire
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_RapidFire) && !PlayerStatus.IsIncapacitated &&
                ((PlayerStatus.PrimaryResource >= 20 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve))
            {
                // Players with grenades *AND* rapid fire should spam grenades at close-range instead
                if (Hotbar.Contains(SNOPower.DemonHunter_Grenades) && CurrentTarget.RadiusDistance <= 18f)
                {
                    return(new TrinityPower(SNOPower.DemonHunter_Grenades, 18f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, WAIT_FOR_ANIM));
                }
                // Now return rapid fire, if not sending grenades instead
                return(new TrinityPower(SNOPower.DemonHunter_RapidFire, 50f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, NO_WAIT_ANIM));
            }
            // Impale
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_Impale) && !PlayerStatus.IsIncapacitated &&
                (AnythingWithinRange[RANGE_12] <= 3) &&
                ((PlayerStatus.PrimaryResource >= 25 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve) &&
                CurrentTarget.RadiusDistance <= 50f)
            {
                return(new TrinityPower(SNOPower.DemonHunter_Impale, 50f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
            }
            // Hungering Arrow
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_HungeringArrow) && !PlayerStatus.IsIncapacitated)
            {
                return(new TrinityPower(SNOPower.DemonHunter_HungeringArrow, 50f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, WAIT_FOR_ANIM));
            }
            // Entangling shot
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_EntanglingShot) && !PlayerStatus.IsIncapacitated)
            {
                return(new TrinityPower(SNOPower.DemonHunter_EntanglingShot, 50f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, WAIT_FOR_ANIM));
            }
            // Bola Shot
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_BolaShot) && !PlayerStatus.IsIncapacitated)
            {
                return(new TrinityPower(SNOPower.DemonHunter_BolaShot, 50f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
            }
            // Grenades
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_Grenades) && !PlayerStatus.IsIncapacitated)
            {
                return(new TrinityPower(SNOPower.DemonHunter_Grenades, 40f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
            }
            // Default attacks
            if (!UseOOCBuff && !IsCurrentlyAvoiding)
            {
                return(new TrinityPower(GetDefaultWeaponPower(), GetDefaultWeaponDistance(), vNullLocation, CurrentWorldDynamicId, CurrentTarget.ACDGuid, 0, 0, WAIT_FOR_ANIM));
            }
            return(new TrinityPower(SNOPower.None, -1, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM));
        }