internal static bool Init() { bool ccLoaded = CCManager.ChooseCustomClassByWowClass(ObjectManager.playerClass); if (ccLoaded) { Calls.DoString("ConsoleExec('Autointeract 0')"); Calls.DoString("CameraZoomIn(50)"); engine = new Engine(); engine.States.Add(new stateAssistIdle()); engine.States.Add(new stateAssistWalk()); engine.States.Add(new stateAssistVendor()); engine.States.Add(new stateAssistNeedRest()); engine.States.Add(new stateAssistFight()); engine.States.Add(new stateAssistDeath()); engine.States.Add(new stateAssistDc()); engine.States.Add(new stateAssistBuff()); engine.States.Add(new stateAssistWait()); engine.States.Add(new stateTeleToMaster()); return(true); } else { MessageBox.Show("No CC found"); } return(false); }
internal static bool Init() { bool ccLoaded = CCManager.ChooseCustomClassByWowClass(ObjectManager.playerClass); bool profileLoaded = Data.getProfile(); if (ccLoaded && profileLoaded) { string txt = "Port to first waypoint?"; DialogResult dialogResult = MessageBox.Show(txt, "Port", MessageBoxButtons.YesNo); if (dialogResult == DialogResult.Yes) { Ingame.Tele(Data.Profile[0], 60, false); } MasterContainer.Reset(); Calls.DoString("ConsoleExec('Autointeract 0')"); Calls.DoString("CameraZoomIn(50)"); Data.curWp = MasterFunctions.GetClosestWaypoint(0); engine = new Engine(); engine.States.Add(new stateMasterIdle()); engine.States.Add(new stateMasterWalk()); engine.States.Add(new stateMasterGetTarget()); engine.States.Add(new stateGrindEngage()); engine.States.Add(new stateMasterNeedRest()); engine.States.Add(new stateMasterLoot()); engine.States.Add(new stateMasterFight()); engine.States.Add(new stateMasterUnstuck()); engine.States.Add(new stateMasterDc()); engine.States.Add(new stateMasterBuff()); engine.States.Add(new stateMasterDeath()); engine.States.Add(new stateMasterVendor()); engine.States.Add(new stateMasterWaitForSlaves()); return(true); } else { MessageBox.Show("No CC found"); } return(false); }
internal bool Prepare(string parProfilePath, Action parCallback) { if (!ObjectManager.EnumObjects() || !API.BMain.IsInGame) { return(false); } if (!string.IsNullOrEmpty(parProfilePath)) { Profile = new GrindProfile(parProfilePath); } else { Profile = new GrindProfile(); } if (!CCManager.ChooseCustomClassByWowClass((byte)ObjectManager.Player.Class)) { Helpers.Logger.Append($"Couldnt find a usable Custom Class for the { ObjectManager.Player.Class } class! Aborting.."); return(false); } StuckHelper = new _StuckHelper(); Info = new SessionContainer(); if (Profile.ProfileValid) { Info.Waypoints.LoadFirstWaypointsAsync(parCallback); } var tmpStates = new List <State> { new StateFishing(700), new StateMountUp(699), new stateWaitForMembers(600), new StateFollowLeader(450), new StateIdle(int.MinValue), new StateWalkToGather(460), new StateFight(850), new StateRest(800), new StateBuff(750), new StateReleaseSpirit(950), new StateGhostWalk(900), new StateWalkBackToGrind(550), new StateAfterFightToPath(330), new StateWaitAfterFight(650), new StateDoRandomShit(190) }; if (Profile.Factions != null) { tmpStates.Add(new StateFindTarget(200)); tmpStates.Add(new StateApproachTarget(340)); } if (Profile.Hotspots != null) { tmpStates.Add(new StateLoadNextHotspot(150)); tmpStates.Add(new StateLoadNextWaypoint(140)); tmpStates.Add(new StateWalk(100)); } if (Settings.Settings.LootUnits) { tmpStates.Add(new StateLoot(500)); } if (Profile.RepairNPC != null) { tmpStates.Add(new StateWalkToRepair(410)); tmpStates.Add(new StateRepair(400)); } if (Settings.Settings.BreakFor != 0 && Settings.Settings.ForceBreakAfter != 0) { Info.BreakHelper.SetBreakAt(60000); tmpStates.Add(new StateStartBreak(1500)); } tmpStates.Sort(); Engine = new _Engine(tmpStates); return(true); }
internal bool Prepare(string parProfilePath, Action parCallback) { if (!ObjectManager.EnumObjects()) { return(false); } Profile = new GrindProfile(parProfilePath); if (!Profile.ProfileValid) { return(false); } if (!CCManager.ChooseCustomClassByWowClass((byte)ObjectManager.Player.Class)) { MessageBox.Show("Couldnt find a Custom Class we can use"); return(false); } StuckHelper = new _StuckHelper(); Info = new _Info(); Info.Waypoints.LoadFirstWaypointsAsync(parCallback); var tmpStates = new List <State> { new StateIdle(), new StateLoadNextHotspot(), new StateLoadNextWaypoint(), new StateWalk(), new StateFindTarget(), new StateApproachTarget(), new StateFight(), new StateRest(), new StateBuff() }; if (Options.LootUnits) { tmpStates.Add(new StateLoot()); } tmpStates.Add(new StateReleaseSpirit()); tmpStates.Add(new StateGhostWalk()); tmpStates.Add(new StateWalkToRepair()); tmpStates.Add(new StateWalkBackToGrind()); tmpStates.Add(new StateAfterFightToPath()); tmpStates.Add(new StateWaitAfterFight()); tmpStates.Add(new StateDoRandomShit()); if (Options.BreakFor != 0 && Options.ForceBreakAfter != 0) { Info.BreakHelper.SetBreakAt(60000); tmpStates.Add(new StateStartBreak()); } if (Profile.RepairNPC != null) { tmpStates.Add(new StateRepair()); } tmpStates.Sort(); Engine = new _Engine(tmpStates); return(true); }