static public WoWPoint GetLocationFromDB(MoveToType type, uint entry) { NpcResult npcResults = null; switch (type) { case MoveToType.NearestRepair: npcResults = NpcQueries.GetNearestNpc(ObjectManager.Me.FactionTemplate, ObjectManager.Me.MapId, ObjectManager.Me.Location, UnitNPCFlags.Repair); break; case MoveToType.NearestVendor: npcResults = NpcQueries.GetNearestNpc(ObjectManager.Me.FactionTemplate, ObjectManager.Me.MapId, ObjectManager.Me.Location, UnitNPCFlags.Vendor); break; case MoveToType.NpcByID: npcResults = NpcQueries.GetNpcById(entry); break; } if (npcResults != null) { return(npcResults.Location); } else { return(WoWPoint.Zero); } }
public static WoWPoint GetLocationFromDB(MoveToType type, uint entry) { NpcResult npcResults = null; switch (type) { case MoveToType.NearestAH: npcResults = NpcQueries.GetNearestNpc(ObjectManager.Me.FactionTemplate, ObjectManager.Me.MapId, ObjectManager.Me.Location, UnitNPCFlags.Auctioneer); break; case MoveToType.NearestBanker: npcResults = NpcQueries.GetNearestNpc(ObjectManager.Me.FactionTemplate, ObjectManager.Me.MapId, ObjectManager.Me.Location, UnitNPCFlags.Banker); break; case MoveToType.NearestFlight: npcResults = NpcQueries.GetNearestNpc(ObjectManager.Me.FactionTemplate, ObjectManager.Me.MapId, ObjectManager.Me.Location, UnitNPCFlags.Flightmaster); break; case MoveToType.NearestGB: npcResults = NpcQueries.GetNearestNpc(ObjectManager.Me.FactionTemplate, ObjectManager.Me.MapId, ObjectManager.Me.Location, UnitNPCFlags.GuildBanker); break; case MoveToType.NearestReagentVendor: npcResults = NpcQueries.GetNearestNpc(ObjectManager.Me.FactionTemplate, ObjectManager.Me.MapId, ObjectManager.Me.Location, UnitNPCFlags.ReagentVendor); break; case MoveToType.NearestRepair: npcResults = NpcQueries.GetNearestNpc(ObjectManager.Me.FactionTemplate, ObjectManager.Me.MapId, ObjectManager.Me.Location, UnitNPCFlags.Repair); break; case MoveToType.NearestVendor: npcResults = NpcQueries.GetNearestNpc(ObjectManager.Me.FactionTemplate, ObjectManager.Me.MapId, ObjectManager.Me.Location, UnitNPCFlags.Vendor); break; case MoveToType.NpcByID: npcResults = NpcQueries.GetNpcById(entry); break; } if (npcResults != null) { return(npcResults.Location); } return(WoWPoint.Zero); }
public TalkToAndListenToStory(Dictionary <string, string> args) : base(args) { try { int[] tmpMobIds; LogMessage("warning", "*****\n" + "* THIS BEHAVIOR IS DEPRECATED, and may be retired in a near, future release.\n" + "*\n" + "* TalkToAndListenToStory adds _no_ _additonal_ _value_ over the InteractWith behavior (with the \"GossipOption\" attribute).\n" + "* Please update the profile to use InteractWith in preference to the TalkToAndListenToStory behavior.\n" + "*****"); // QuestRequirement* attributes are explained here... // http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Programming_Cookbook:_QuestId_for_Custom_Behaviors // ...and also used for IsDone processing. tmpMobIds = GetAttributeAsArray <int>("MobIds", true, ConstrainAs.MobId, new[] { "NpcIds" }, null); QuestId = GetAttributeAsNullable <int>("QuestId", true, ConstrainAs.QuestId(this), null) ?? 0; QuestRequirementComplete = GetAttributeAsNullable <QuestCompleteRequirement>("QuestCompleteRequirement", false, null, null) ?? QuestCompleteRequirement.NotComplete; QuestRequirementInLog = GetAttributeAsNullable <QuestInLogRequirement>("QuestInLogRequirement", false, null, null) ?? QuestInLogRequirement.InLog; foreach (int mobId in tmpMobIds) { _npcResults.Enqueue(NpcQueries.GetNpcById((uint)mobId)); } } catch (Exception except) { // Maintenance problems occur for a number of reasons. The primary two are... // * Changes were made to the behavior, and boundary conditions weren't properly tested. // * The Honorbuddy core was changed, and the behavior wasn't adjusted for the new changes. // In any case, we pinpoint the source of the problem area here, and hopefully it // can be quickly resolved. LogMessage("error", "BEHAVIOR MAINTENANCE PROBLEM: " + except.Message + "\nFROM HERE:\n" + except.StackTrace + "\n"); IsAttributeProblem = true; } }
public override void Pulse() { if (!_pulseTimer.IsFinished) { return; } _pulseTimer.Reset(); if (LogoutAtCap && WoWCurrency.GetCurrencyByType(WoWCurrencyType.HonorPoints).Amount > 3750 && WoWCurrency.GetCurrencyByType(WoWCurrencyType.JusticePoints).Amount > 3750) { Slog("HonorPoints and Justice Points are Capped! Logging out!"); InactivityDetector.ForceLogout(true); } // We should avoid overriding any poi set by the core if (BotPoi.Current.Type != PoiType.None) { return; } // There are no vendors in battlegrounds or dungeons ! if (Styx.Logic.Battlegrounds.IsInsideBattleground || Me.IsInInstance) { return; } // First item in the list. We should check item by item so we don't end up buying the last item in the list with lower cost. var firstItem = BuyItemList.FirstOrDefault(); // BuyItemList looks to be empty. Wait for user to populate the list if (firstItem == null) { return; } // Should check if we have enough currency. var currencyType = Enum.Parse(typeof(WoWCurrencyType), firstItem.ItemCostType); // Something went wrong with parsing. We should avoid buying that item. if (!(currencyType is WoWCurrencyType)) { Slog("Couldn't parse item's cost type ({0}). Please consult to the plugin writer", firstItem.ItemCostType); BuyItemList.Remove(firstItem); return; } // Actually checking if we have enough of that currency now. var currency = WoWCurrency.GetCurrencyByType((WoWCurrencyType)currencyType); var currencyJp = WoWCurrency.GetCurrencyByType(WoWCurrencyType.JusticePoints); var currencyHp = WoWCurrency.GetCurrencyByType(WoWCurrencyType.HonorPoints); if (currency == null) { return; } if (currency.Amount < firstItem.ItemCost) { // Don't ever buy justice points to buy honor points and vice versa. Otherwise we will enter in an endless loop which will drop // the total of our points. if (firstItem.ItemId != 392 && firstItem.ItemId != 395 && BuyOppositePointToBuildUp) { if (currency.CurrencyType == WoWCurrencyType.JusticePoints && currencyHp.Amount >= 375) { // We set this to true here. So we don't end up spending all our honor points if the Only remove hp/jp points when capped is true _forceAddedPoints = true; if (Me.IsAlliance) { var buyJusticePoint = new BuyItemInfo { ItemCost = 375, ItemName = "Justice Points", ItemSupplierId = 52029, ItemId = 395, ItemCostType = WoWCurrencyType.HonorPoints.ToString() }; Slog( "Adding Justice Point to the Buy List so we can build up Justice Points to buy {0}.", firstItem.ItemName); BuyItemList.Insert(0, buyJusticePoint); } if (Me.IsHorde) { var buyJusticePoint = new BuyItemInfo { ItemCost = 375, ItemName = "Justice Points", ItemSupplierId = 52033, ItemId = 395, ItemCostType = WoWCurrencyType.HonorPoints.ToString() }; Slog( "Adding Justice Point to the Buy List so we can build up Justice Points to buy {0}.", firstItem.ItemName); BuyItemList.Insert(0, buyJusticePoint); } } if (currency.CurrencyType == WoWCurrencyType.HonorPoints && currencyJp.Amount >= 375) { // We set this to true here. So we don't end up spending all our justice points if the Only remove hp/jp points when capped is true _forceAddedPoints = true; if (Me.IsAlliance) { var buyHonorPoint = new BuyItemInfo { ItemCost = 375, ItemName = "Honor Points", ItemSupplierId = 52028, ItemId = 392, ItemCostType = WoWCurrencyType.JusticePoints.ToString() }; Slog("Adding HonorPoint to the Buy List so we can build up HonorPoints to buy {0}.", firstItem.ItemName); BuyItemList.Insert(0, buyHonorPoint); } if (Me.IsHorde) { var buyHonorPoint = new BuyItemInfo { ItemCost = 375, ItemName = "Honor Points", ItemSupplierId = 52034, ItemId = 392, ItemCostType = WoWCurrencyType.JusticePoints.ToString() }; Slog("Adding HonorPoint to the Buy List so we can build up HonorPoints to buy {0}.", firstItem.ItemName); BuyItemList.Insert(0, buyHonorPoint); } } } return; } // We need to find the vendor var vendorAsUnit = ObjectManager.GetObjectsOfType <WoWUnit>(false, false).FirstOrDefault( u => u.Entry == firstItem.ItemSupplierId); Vendor vendor; // Vendor is not around. This won't work if (vendorAsUnit == null) { // Check the database for the vendor as a second hope NpcResult npc = NpcQueries.GetNpcById(firstItem.ItemSupplierId); if (npc != null) { vendor = new Vendor(npc.Entry, npc.Name, Vendor.VendorType.Unknown, npc.Location); } else { Slog("Please move your toon close to the vendor. Otherwise HonorCap won't be able to buy items."); return; } } else { vendor = new Vendor(vendorAsUnit, Vendor.VendorType.Unknown); } // Setting ItemToBuy here so VendorBehavior knows which item we want. ItemToBuy = firstItem; //We need to make sure vender is usable, so removing blacklist. if (Blacklist.Contains(vendorAsUnit)) { Slog("For whatever reason vender is blacklisted, Clearing Blacklist."); Blacklist.Flush(); } // Finally setting the poi BotPoi.Current = new BotPoi(vendor, PoiType.Buy); }