예제 #1
0
        public static async Task <bool> Combat()
        {
            if (BotManager.Current.IsAutonomous)
            {
                if (Core.Me.HasTarget)
                {
                    Movement.NavigateToUnitLos(Core.Me.CurrentTarget, 23);
                }
            }

            if (!Core.Me.HasTarget || !Core.Me.CurrentTarget.ThoroughCanAttack())
            {
                return(false);
            }

            if (await CustomOpenerLogic.Opener())
            {
                return(true);
            }

            if (MachinistSettings.Instance.UseFlamethrower && Core.Me.HasAura(Auras.Flamethrower))
            {
                // First check movement otherwise Flamethrower can be executed whereas you are moving
                if (MovementManager.IsMoving)
                {
                    return(false);
                }

                if (!MachinistSettings.Instance.UseFlamethrower)
                {
                    return(true);
                }

                if (Core.Me.EnemiesInCone(8) >= MachinistSettings.Instance.FlamethrowerEnemyCount)
                {
                    return(true);
                }
            }

            //oGCDs

            //Utility
            if (await Utility.Tactician())
            {
                return(true);
            }
            if (await PhysicalDps.ArmsLength(MachinistSettings.Instance))
            {
                return(true);
            }
            if (await PhysicalDps.SecondWind(MachinistSettings.Instance))
            {
                return(true);
            }
            if (await Utility.HeadGraze())
            {
                return(true);
            }

            if (Weaving.GetCurrentWeavingCounter() < 2)
            {
                //Pets
                if (await Pet.RookQueen())
                {
                    return(true);
                }
                if (await Pet.RookQueenOverdrive())
                {
                    return(true);
                }

                //Cooldowns
                if (await Cooldowns.Wildfire())
                {
                    return(true);
                }
                if (await Cooldowns.Hypercharge())
                {
                    return(true);
                }
                if (await Cooldowns.Reassemble())
                {
                    return(true);
                }
                if (await Cooldowns.BarrelStabilizer())
                {
                    return(true);
                }

                //oGCDs
                if (await SingleTarget.GaussRound())
                {
                    return(true);
                }
                if (await MultiTarget.Ricochet())
                {
                    return(true);
                }
            }

            //GCDs - Top Hypercharge Priority
            if (await MultiTarget.AutoCrossbow())
            {
                return(true);
            }
            if (await SingleTarget.HeatBlast())
            {
                return(true);
            }

            //Use On CD
            if (await MultiTarget.BioBlaster())
            {
                return(true);
            }
            if (await SingleTarget.Drill())
            {
                return(true);
            }
            if (await SingleTarget.HotAirAnchor())
            {
                return(true);
            }
            if (await MultiTarget.Flamethrower())
            {
                return(true);
            }
            if (await MultiTarget.SpreadShot())
            {
                return(true);
            }

            //Default Combo

            if (Core.Me.ClassLevel > 58)
            {
                if (Spells.Drill.Cooldown.TotalMilliseconds > 100)
                {
                    if (await SingleTarget.HeatedCleanShot())
                    {
                        return(true);
                    }
                    if (await SingleTarget.HeatedSlugShot())
                    {
                        return(true);
                    }
                }
            }
            else
            {
                if (await SingleTarget.HeatedCleanShot())
                {
                    return(true);
                }
                if (await SingleTarget.HeatedSlugShot())
                {
                    return(true);
                }
            }

            return(await SingleTarget.HeatedSplitShot());
        }
예제 #2
0
        public static async Task <bool> Combat()
        {
            if (BotManager.Current.IsAutonomous)
            {
                if (Core.Me.HasTarget)
                {
                    Movement.NavigateToUnitLos(Core.Me.CurrentTarget, 20 + Core.Me.CurrentTarget.CombatReach);
                }
            }

            if (!Core.Me.HasTarget || !Core.Me.CurrentTarget.ThoroughCanAttack())
            {
                return(false);
            }

            if (await CustomOpenerLogic.Opener())
            {
                return(true);
            }

            if (MachinistSettings.Instance.UseFlamethrower && Core.Me.HasAura(Auras.Flamethrower))
            {
                // First check movement otherwise Flamethrower can be executed whereas you are moving
                if (MovementManager.IsMoving)
                {
                    return(false);
                }

                if (!MachinistSettings.Instance.UseFlamethrower)
                {
                    return(true);
                }

                if (Core.Me.EnemiesInCone(8) >= MachinistSettings.Instance.FlamethrowerEnemyCount)
                {
                    return(true);
                }
            }

            if (ActionResourceManager.Machinist.OverheatRemaining != TimeSpan.Zero)
            {
                if (MachinistRoutine.GlobalCooldown.CanWeave(1))
                {
                    //Utility
                    if (await PhysicalDps.ArmsLength(MachinistSettings.Instance))
                    {
                        return(true);
                    }
                    if (await PhysicalDps.Interrupt(MachinistSettings.Instance))
                    {
                        return(true);
                    }

                    //Pets
                    if (await Pet.RookQueen())
                    {
                        return(true);
                    }

                    //Cooldowns
                    if (await Cooldowns.BarrelStabilizer())
                    {
                        return(true);
                    }

                    //oGCDs
                    if (await SingleTarget.GaussRound())
                    {
                        return(true);
                    }
                    if (await MultiTarget.Ricochet())
                    {
                        return(true);
                    }

                    //Cooldowns
                    if (await Cooldowns.Reassemble())
                    {
                        return(true);
                    }
                }
            }
            else
            {
                if (MachinistRoutine.GlobalCooldown.CanWeave())
                {
                    //Utility
                    if (await Utility.Tactician())
                    {
                        return(true);
                    }
                    if (await PhysicalDps.ArmsLength(MachinistSettings.Instance))
                    {
                        return(true);
                    }
                    if (await PhysicalDps.SecondWind(MachinistSettings.Instance))
                    {
                        return(true);
                    }
                    if (await PhysicalDps.Interrupt(MachinistSettings.Instance))
                    {
                        return(true);
                    }

                    //Pets
                    if (await Pet.RookQueen())
                    {
                        return(true);
                    }
                    if (await Pet.RookQueenOverdrive())
                    {
                        return(true);
                    }

                    //Cooldowns
                    if (await Cooldowns.Wildfire())
                    {
                        return(true);
                    }
                    if (await Cooldowns.Hypercharge())
                    {
                        return(true);
                    }
                    if (await Cooldowns.Reassemble())
                    {
                        return(true);
                    }
                    if (await Cooldowns.BarrelStabilizer())
                    {
                        return(true);
                    }

                    //oGCDs
                    if (await SingleTarget.GaussRound())
                    {
                        return(true);
                    }
                    if (await MultiTarget.Ricochet())
                    {
                        return(true);
                    }
                }
            }

            //GCDs - Top Hypercharge Priority
            if (await MultiTarget.AutoCrossbow())
            {
                return(true);
            }
            if (await SingleTarget.HeatBlast())
            {
                return(true);
            }

            //Use On CD
            if (await MultiTarget.ChainSaw())
            {
                return(true);
            }
            if (await MultiTarget.BioBlaster())
            {
                return(true);
            }
            if (await SingleTarget.Drill())
            {
                return(true);
            }
            if (await SingleTarget.HotAirAnchor())
            {
                return(true);
            }
            if (await MultiTarget.Flamethrower())
            {
                return(true);
            }
            if (await MultiTarget.Scattergun())
            {
                return(true);
            }

            //Default Combo
            if (await SingleTarget.HeatedCleanShot())
            {
                return(true);
            }
            if (await SingleTarget.HeatedSlugShot())
            {
                return(true);
            }

            return(await SingleTarget.HeatedSplitShot());
        }