예제 #1
0
        public int GetTalentInfo(int idxTab, int idxTalent)
        {
            string        sLuaCmd = String.Format("return GetTalentInfo( {0}, {1});", idxTab, idxTalent);
            List <string> retList = Lua.GetReturnValues(sLuaCmd, "hawker.lua");

            if (Equals(null, retList))
            {
                Shaman.Slog("ERROR:  Talent {0}, {1} does not exist -- Notify CC developer", idxTab, idxTalent);
                return(0);
            }

            return(Convert.ToInt32(retList[4]));
        }
예제 #2
0
        private static void LoadInt(XElement elem, ref int value)
        {
            int localVal;

            if (!int.TryParse(elem.Value, out localVal))
            {
                localVal = value;
                Shaman.Slog(
                    "config:  setting '{0}' invalid - expected integer but read '{1}' - defaulting to '{2}'",
                    elem.Name,
                    elem.Value,
                    localVal
                    );
            }
            value = localVal;
        }
예제 #3
0
        private static void LoadBool(XElement elem, ref bool value)
        {
            bool localVal;

            if (!bool.TryParse(elem.Value, out localVal))
            {
                localVal = value;
                Shaman.Slog(
                    "config:  setting '{0}' invalid - expected True/False but read '{1}' - defaulting to '{2}'",
                    elem.Name,
                    elem.Value,
                    localVal
                    );
            }
            value = localVal;
        }
예제 #4
0
        /// <summary>
        /// SetTotemsAsNeeded() - manages casting totems as called for by environment and
        /// user configuration values. This code uses:
        ///     http://www.yawb.info/2009/08/25/learning-about-totems-tips-to-aid-your-growing-shamanism/
        /// as a guideline for totem usage while leveling.
        /// </summary>
        private bool SetTotemsAsNeeded()
        {
            bool castTotem = false;

            try
            {
                if (!_me.Fleeing && (Shaman.cfg.FarmingLowLevel || _me.IsMoving))
                {
                    return(false);
                }

                // limit how frequently we check totems.  needs to be often,
                // .. but not each loop.
                // ..
                if (_TotemCheckTimer.ElapsedMilliseconds < 1500)
                {
                    // if this isn't first time here since reset, then wait for 2 seconds
                    if (!_me.Fleeing && _TotemCheckTimer.ElapsedMilliseconds > 0 && TotemsWereSet())
                    {
                        return(false);
                    }

                    // otherwise, only 0 if first check after last .Reset
                    //  ..  so continue processing
                }

                if (TotemsWereSet() && _ptTotems.Distance(_me.Location) > Shaman.cfg.DistanceForTotemRecall)
                {
                    Shaman.Dlog("Recalling Totems that were set {0:F1} yds away at point {1}", _ptTotems.Distance(_me.Location), _ptTotems.ToString());
                    RecallTotemsForMana();
                }

                _TotemCheckTimer.Reset();
                _TotemCheckTimer.Start();

                //-----
                // if you make it past the following gate, only limited tests are needed for each totem
                //-----
                if (IsPVP() || Shaman.IsRAF())
                {
                    ;
                }
                else if (Shaman.IsFightStressful() || !Shaman.cfg.PVE_SaveForStress_TotemsSelected)
                {
                    ;
                }
                else
                {
                    Shaman.Dlog("not setting totems until a stressful situation");
                    return(false);
                }

                // check which totems exist
                bool bAnyTotemsUp = TotemExist(TOTEM_EARTH) ||
                                    TotemExist(TOTEM_FIRE) ||
                                    TotemExist(TOTEM_WATER) ||
                                    TotemExist(TOTEM_AIR);

                Shaman.Dlog("SetTotemsAsNeeded:  earth: " + BoolToYN(TotemExist(TOTEM_EARTH)) + "  fire: " + BoolToYN(TotemExist(TOTEM_FIRE)) + "  water: " + BoolToYN(TotemExist(TOTEM_WATER)) + "  air: " + BoolToYN(TotemExist(TOTEM_AIR)));

                _WereTotemsSet = bAnyTotemsUp;  // _WereTotemsSet || removed because only matters if they exist

                // Quick scan for mobs that cast fear (only in RAF)
                //////////////////////////////////////////////////////////////////////
                Shaman.foundMobsThatFear = _me.Fleeing;
                if (Shaman.foundMobsThatFear)
                {
                    Shaman.Slog("Tremor Totem:  detected fear mob");
                }

                // Totem Bar Set
                // -- add handling for changing totem bar setup temporarily if needed for tremor totem
                //////////////////////////////////////////////////////////////////////
                const string totemBar = "Call of the Elements";
                if (!bAnyTotemsUp && SpellManager.HasSpell(totemBar))
                {
                    TotemId saveEarthTotemSetup = TotemId.TREMOR_TOTEM;

                    // if mobs that fear are found and tremor not in bar setup already, add temporarily just for cast
                    if (Shaman.foundMobsThatFear && _totemBar[TOTEM_EARTH] != TotemId.TREMOR_TOTEM)
                    {
                        saveEarthTotemSetup = _totemBar[TOTEM_EARTH];
                        TotemSelect(TOTEM_EARTH, TotemId.TREMOR_TOTEM);
                    }

                    if (Shaman.Safe_CastSpell(totemBar, Shaman.SpellRange.NoCheck, Shaman.SpellWait.Complete))
                    {
                        castTotem      = true;
                        _WereTotemsSet = true;
                        _ptTotems      = _me.Location;

                        if (IsRAF())
                        {
                            Dlog("SetTotemsAsNeeded: set totems at <{0}> {1:F1} yds from Leader", _ptTotems.ToString(), GroupTank.Distance);
                        }
                        else
                        {
                            Dlog("SetTotemsAsNeeded: set totems at <{0}>", _ptTotems.ToString());
                        }
                    }

                    // if we changed the earth totem on bar, restore back to configured value
                    if (saveEarthTotemSetup != TotemId.TREMOR_TOTEM)
                    {
                        TotemSelect(TOTEM_EARTH, saveEarthTotemSetup);
                    }
                }
                else
                {
                    // Earth Totems First
                    //////////////////////////////////////////////////////////////////////
                    if (foundMobsThatFear && HasTotemSpell(TotemId.TREMOR_TOTEM) && TotemId.TREMOR_TOTEM != (TotemId)_totem[TOTEM_EARTH].CreatedBySpellId)
                    {
                        castTotem = castTotem || TotemCast(TotemId.TREMOR_TOTEM);
                    }
                    else if (0 != _totemBar[TOTEM_EARTH])
                    {
                        if (!TotemExist(TOTEM_EARTH) && HasTotemSpell(_totemBar[TOTEM_EARTH]))
                        {
                            castTotem = castTotem || TotemCast(_totemBar[TOTEM_EARTH]);
                        }

                        if (!TotemExist(TOTEM_EARTH) && Shaman.typeShaman == Shaman.ShamanType.Enhance && HasTotemSpell(TotemId.STRENGTH_OF_EARTH_TOTEM))
                        {
                            castTotem = castTotem || TotemCast(TotemId.STRENGTH_OF_EARTH_TOTEM);
                        }

                        if (!TotemExist(TOTEM_EARTH) && Shaman.typeShaman != Shaman.ShamanType.Enhance && HasTotemSpell(TotemId.STONESKIN_TOTEM))
                        {
                            castTotem = castTotem || TotemCast(TotemId.STONESKIN_TOTEM);
                        }
                    }

                    // Fire Totems
                    //////////////////////////////////////////////////////////////////////
                    if (_countMeleeEnemy >= 3 && !IsHealerOnly())
                    {
                        if (!_me.GotTarget || !IsImmunneToFire(_me.CurrentTarget))
                        {
                            if (!TotemExist(TOTEM_FIRE) || (!TotemExist(TotemId.MAGMA_TOTEM) && !TotemExist(TotemId.FIRE_ELEMENTAL_TOTEM)))
                            {
                                if (HasTotemSpell(TotemId.MAGMA_TOTEM))
                                {
                                    castTotem = castTotem || TotemCast(TotemId.MAGMA_TOTEM);
                                }
                                else if (_countMeleeEnemy >= 4 && HasTotemSpell(TotemId.FLAMETONGUE_TOTEM) && !TotemExist(TotemId.FLAMETONGUE_TOTEM))
                                {
                                    Dlog("SetTotemsAsNeeded: 4 or more mobs and Magma not trained, using Flametongue to allow Fire Nova");
                                    castTotem = castTotem || TotemCast(TotemId.FLAMETONGUE_TOTEM);
                                }
                            }
                        }
                    }

                    if (0 != _totemBar[TOTEM_FIRE] && !TotemExist(TOTEM_FIRE))
                    {
                        if (!TotemExist(TOTEM_FIRE) && HasTotemSpell(_totemBar[TOTEM_FIRE]))
                        {
                            castTotem = castTotem || TotemCast(_totemBar[TOTEM_FIRE]);
                        }
                        if (!TotemExist(TOTEM_FIRE) && Shaman.typeShaman != Shaman.ShamanType.Resto && HasTotemSpell(TotemId.SEARING_TOTEM))
                        {
                            castTotem = castTotem || TotemCast(TotemId.SEARING_TOTEM);
                        }
                        if (!TotemExist(TOTEM_FIRE) && HasTotemSpell(TotemId.FLAMETONGUE_TOTEM))
                        {
                            castTotem = castTotem || TotemCast(TotemId.FLAMETONGUE_TOTEM);
                        }
                    }

                    // Water Totems
                    //////////////////////////////////////////////////////////////////////
                    if (0 != _totemBar[TOTEM_WATER])
                    {
                        if (!TotemExist(TOTEM_WATER) && HasTotemSpell(_totemBar[TOTEM_WATER]))
                        {
                            castTotem = castTotem || TotemCast(_totemBar[TOTEM_WATER]);
                        }

                        if (!TotemExist(TOTEM_WATER) && HasTotemSpell(TotemId.MANA_SPRING_TOTEM))
                        {
                            castTotem = castTotem || TotemCast(TotemId.MANA_SPRING_TOTEM);
                        }
                    }

                    // Air Totems
                    //////////////////////////////////////////////////////////////////////
                    if (0 != _totemBar[TOTEM_AIR])
                    {
                        if (!TotemExist(TOTEM_AIR) && HasTotemSpell(_totemBar[TOTEM_WATER]))
                        {
                            castTotem = castTotem || TotemCast(_totemBar[TOTEM_AIR]);
                        }
                        if (!TotemExist(TOTEM_AIR) && Shaman.typeShaman == Shaman.ShamanType.Resto && HasTotemSpell(TotemId.GROUNDING_TOTEM))
                        {
                            castTotem = castTotem || TotemCast(TotemId.GROUNDING_TOTEM);
                        }
                        if (!TotemExist(TOTEM_AIR) && Shaman.typeShaman == Shaman.ShamanType.Enhance && HasTotemSpell(TotemId.WINDFURY_TOTEM))
                        {
                            castTotem = castTotem || TotemCast(TotemId.WINDFURY_TOTEM);
                        }
                        if (!TotemExist(TOTEM_AIR) && Shaman.typeShaman == Shaman.ShamanType.Elemental && HasTotemSpell(TotemId.WRATH_OF_AIR_TOTEM))
                        {
                            castTotem = castTotem || TotemCast(TotemId.WRATH_OF_AIR_TOTEM);
                        }
                    }

                    _WereTotemsSet = _WereTotemsSet || TotemExist(TOTEM_EARTH) || TotemExist(TOTEM_FIRE) || TotemExist(TOTEM_WATER) || TotemExist(TOTEM_AIR);

                    if (!bAnyTotemsUp && _WereTotemsSet)
                    {
                        _ptTotems = _me.Location;
                    }
                }
            }
            catch (ThreadAbortException) { throw; }
            catch (Exception e)
            {
                Log(Color.Red, "An Exception occured. Check debug log for details.");
                Logging.WriteDebug("HB EXCEPTION in SetTotemsAsNeeded()");
                Logging.WriteException(e);
            }

            // would like to remove this code, but seeing duplicate totem sets
            if (castTotem)
            {
                ObjectManager.Update();
                TotemManagerUpdate();
            }

            return(castTotem);
        }
예제 #5
0
        private void TotemSetupBar()
        {
            string[] aBar = new string[5];
            if (IsPVP())
            {
                aBar[TOTEM_EARTH] = Shaman.cfg.PVP_TotemEarth;
                aBar[TOTEM_FIRE]  = Shaman.cfg.PVP_TotemFire;
                aBar[TOTEM_WATER] = Shaman.cfg.PVP_TotemWater;
                aBar[TOTEM_AIR]   = Shaman.cfg.PVP_TotemAir;
            }
            else if (Shaman.IsRAF())
            {
                aBar[TOTEM_EARTH] = Shaman.cfg.RAF_TotemEarth;
                aBar[TOTEM_FIRE]  = Shaman.cfg.RAF_TotemFire;
                aBar[TOTEM_WATER] = Shaman.cfg.RAF_TotemWater;
                aBar[TOTEM_AIR]   = Shaman.cfg.RAF_TotemAir;
            }
            else
            {
                aBar[TOTEM_EARTH] = Shaman.cfg.PVE_TotemEarth;
                aBar[TOTEM_FIRE]  = Shaman.cfg.PVE_TotemFire;
                aBar[TOTEM_WATER] = Shaman.cfg.PVE_TotemWater;
                aBar[TOTEM_AIR]   = Shaman.cfg.PVE_TotemAir;
            }

            /*
             *          Shaman.Dlog("value from cfgdlg:  Earth - {0}", _totemBar[TOTEM_EARTH]);
             *          Shaman.Dlog("value from cfgdlg:  Fire  - {0}", _totemBar[TOTEM_FIRE ]);
             *          Shaman.Dlog("value from cfgdlg:  Water - {0}", _totemBar[TOTEM_WATER]);
             *          Shaman.Dlog("value from cfgdlg:  Air   - {0}", _totemBar[TOTEM_AIR  ]);
             */
            // Earth - if configured spell is None or a real spellname, select that
            if (0 != String.Compare("Auto", aBar[TOTEM_EARTH], true))
            {
                TotemSelect(TOTEM_EARTH, aBar[TOTEM_EARTH]);
            }
            else if (Shaman.typeShaman == Shaman.ShamanType.Enhance && HasTotemSpell(TotemId.STRENGTH_OF_EARTH_TOTEM))
            {
                TotemSelect(TOTEM_EARTH, TotemId.STRENGTH_OF_EARTH_TOTEM);
            }
            else if (IsRAF() && HasTotemSpell(TotemId.STRENGTH_OF_EARTH_TOTEM))
            {
                TotemSelect(TOTEM_EARTH, TotemId.STRENGTH_OF_EARTH_TOTEM);
            }
            else if (HasTotemSpell(TotemId.STONESKIN_TOTEM))
            {
                TotemSelect(TOTEM_EARTH, TotemId.STONESKIN_TOTEM);
            }
            else
            {
                TotemSelect(TOTEM_EARTH, "None");
            }

            // Fire - if configured spell is None or a real spellname, select that
            if (0 != String.Compare("Auto", aBar[TOTEM_FIRE], true))
            {
                TotemSelect(TOTEM_FIRE, aBar[TOTEM_FIRE]);
            }
            else if (HasTotemSpell(TotemId.FLAMETONGUE_TOTEM) && (Shaman.typeShaman == Shaman.ShamanType.Resto || Shaman.IsHealerOnly()))
            {
                TotemSelect(TOTEM_FIRE, TotemId.FLAMETONGUE_TOTEM);
            }
            else if (HasTotemSpell(TotemId.SEARING_TOTEM))
            {
                TotemSelect(TOTEM_FIRE, TotemId.SEARING_TOTEM);
            }
            else
            {
                TotemSelect(TOTEM_FIRE, "None");
            }

            // Water - if configured spell is None or a real spellname, select that
            if (0 != String.Compare("Auto", aBar[TOTEM_WATER], true))
            {
                TotemSelect(TOTEM_WATER, aBar[TOTEM_WATER]);
            }
            else if (HasTotemSpell(TotemId.HEALING_STREAM_TOTEM) && Shaman.IsRAF())
            {
                TotemSelect(TOTEM_WATER, TotemId.HEALING_STREAM_TOTEM);
            }
            else if (_hasGlyphOfHealingStreamTotem && IsPVP())
            {
                TotemSelect(TOTEM_WATER, TotemId.HEALING_STREAM_TOTEM);
            }
            else if (HasTotemSpell(TotemId.ELEMENTAL_RESISTANCE_TOTEM) && IsPVP())
            {
                TotemSelect(TOTEM_WATER, TotemId.ELEMENTAL_RESISTANCE_TOTEM);
            }
            else if (HasTotemSpell(TotemId.HEALING_STREAM_TOTEM))
            {
                TotemSelect(TOTEM_WATER, TotemId.HEALING_STREAM_TOTEM);
            }
            else if (HasTotemSpell(TotemId.MANA_SPRING_TOTEM))
            {
                TotemSelect(TOTEM_WATER, TotemId.MANA_SPRING_TOTEM);
            }
            else
            {
                TotemSelect(TOTEM_WATER, "None");
            }

            // Air - if configured spell is None or a real spellname, select that
            if (0 != String.Compare("Auto", aBar[TOTEM_AIR], true))
            {
                TotemSelect(TOTEM_AIR, aBar[TOTEM_AIR]);
            }
            else if (HasTotemSpell(TotemId.GROUNDING_TOTEM) && Shaman.typeShaman == Shaman.ShamanType.Resto)
            {
                TotemSelect(TOTEM_AIR, TotemId.GROUNDING_TOTEM);
            }
            else if (HasTotemSpell(TotemId.WINDFURY_TOTEM) && Shaman.typeShaman == Shaman.ShamanType.Enhance)
            {
                TotemSelect(TOTEM_AIR, TotemId.WINDFURY_TOTEM);
            }
            else if (HasTotemSpell(TotemId.WRATH_OF_AIR_TOTEM) && (Shaman.typeShaman == Shaman.ShamanType.Elemental || Shaman.typeShaman == Shaman.ShamanType.Resto))
            {
                TotemSelect(TOTEM_AIR, TotemId.WRATH_OF_AIR_TOTEM);
            }
            else if (IsRAF() && HasTotemSpell(TotemId.WINDFURY_TOTEM))
            {
                TotemSelect(TOTEM_AIR, TotemId.WINDFURY_TOTEM);
            }
            else if (IsRAF() && HasTotemSpell(TotemId.GROUNDING_TOTEM))
            {
                TotemSelect(TOTEM_AIR, TotemId.GROUNDING_TOTEM);
            }
            else
            {
                TotemSelect(TOTEM_AIR, "None");
            }

            Shaman.Slog("Totem Bar[Earth]: {0}", _totemBar[TOTEM_EARTH]);
            Shaman.Slog("Totem Bar[Fire ]: {0}", _totemBar[TOTEM_FIRE]);
            Shaman.Slog("Totem Bar[Water]: {0}", _totemBar[TOTEM_WATER]);
            Shaman.Slog("Totem Bar[Air  ]: {0}", _totemBar[TOTEM_AIR]);
        }
예제 #6
0
 private void TotemDestroy(int indexTotem)
 {
     Shaman.RunLUA("DestroyTotem(" + indexTotem + ")");
     _totem[indexTotem] = null;
 }
예제 #7
0
        private bool TotemManagerUpdate()
        {
            int countTotems = 0;

            _ptTotems = new WoWPoint();
            _totem    = new WoWUnit[5];

#if USE_OLD_SEARCH
            List <WoWUnit> totemList = (from o in ObjectManager.ObjectList
                                        where o is WoWUnit
                                        let unit = o.ToUnit()
                                                   where unit.CreatedByUnitGuid == _me.Guid &&
                                                   unit.CreatureType == WoWCreatureType.Totem
                                                   select unit
                                        ).ToList();

            foreach (WoWUnit totem in totemList)
            {
                int indexTotem = 0;
                try
                {
                    countTotems++;
                    indexTotem         = _dictTotemSlot[(TotemId)totem.CreatedBySpellId];
                    _totem[indexTotem] = totem;
                    if (totem.Distance < _ptTotems.Distance(_me.Location))
                    {
                        _ptTotems = totem.Location;
                    }
                }
                catch
                {
                    Shaman.Wlog("NOTIFY SHAMWOW DEVELOPER:  Unknown totem: totem spell id={0}, totem name='{1}', index totem={2}", totem.CreatedBySpellId, totem.Name, indexTotem);
                }
            }
#else
            foreach (WoWTotemInfo ti in _me.Totems)
            {
                if (ti.WoWTotem != WoWTotem.None)
                {
                    countTotems++;

                    try
                    {
                        WoWUnit totem      = ObjectManager.GetObjectByGuid <WoWUnit>(ti.Guid);
                        int     indexTotem = _dictTotemSlot[(TotemId)totem.CreatedBySpellId];
                        _totem[indexTotem] = totem;
                        if (totem.Distance < _ptTotems.Distance(_me.Location))
                        {
                            _ptTotems = totem.Location;
                        }
                    }
                    catch
                    {
                        Shaman.Wlog("NOTIFY SHAMWOW DEVELOPER:  Unknown totem: totem spell id={0}, totem name='{1}'", ti.Spell.Id, ti.Name);
                    }
                }
            }
#endif

#if SHOW_TOTEM_COUNT
            if (countTotems > 0)
            {
                Shaman.Dlog("TotemManagerUpdate:  found {0} totems with closest {1:F1} yds away at {2}", countTotems, _ptTotems.Distance(_me.Location), _ptTotems.ToString());
            }
#endif

            return(countTotems > 0);
        }
예제 #8
0
        public bool FileLoad(string sFilename, out bool didUpgrade)
        {
            XElement toplvl = XElement.Load(sFilename);

            XElement[] elements = toplvl.Elements().ToArray();

            didUpgrade = false;
            foreach (XElement elem in elements)
            {
                switch (elem.Name.ToString())
                {
                case "version":
                    LoadStr(elem, ref CreatedByVersion);                        break;

                case "debug":
                    LoadBool(elem, ref Debug);                                  break;

                case "useghostwolf":
                    LoadBool(elem, ref UseGhostWolfForm);                      break;

                case "safedistanceforghostwolf":
                    LoadInt(elem, ref DistanceForGhostWolf);                   break;

                case "restminmana":
                    LoadInt(elem, ref RestManaPercent);                        break;

                case "restminhealth":
                    LoadInt(elem, ref RestHealthPercent);                      break;

                case "needheal":
                    LoadInt(elem, ref NeedHealHealthPercent);                  break;

                case "emergencyhealth":
                    LoadInt(elem, ref EmergencyHealthPercent);                 break;

                case "emergencymana":
                    LoadInt(elem, ref EmergencyManaPercent);                   break;

                case "needlifeblood":
                    LoadInt(elem, ref LifebloodPercent); break;

                case "needshamanisticrage":
                    LoadInt(elem, ref ShamanisticRagePercent);             break;

                case "needthunderstorm":
                    LoadInt(elem, ref ThunderstormPercent); break;

                case "needmanatide":
                    LoadInt(elem, ref ManaTidePercent); break;

                case "trinkathealth":
                    LoadInt(elem, ref TrinkAtHealth);                break;

                case "trinkatmana":
                    LoadInt(elem, ref TrinkAtMana);                break;

                case "usebandages":
                    LoadBool(elem, ref UseBandages);                           break;

                case "totemrecalldistance":
                    LoadInt(elem, ref DistanceForTotemRecall);                 break;

                case "twistwatershield":
                    LoadInt(elem, ref TwistManaPercent);                       break;

                case "twistlightningshield":
                    LoadInt(elem, ref TwistDamagePercent);                     break;

                case "disablemovement":
                    LoadBool(elem, ref DisableMovement); break;

                case "disabletargeting":
                    LoadBool(elem, ref DisableTargeting); break;

                case "meleecombatbeforelevel10":
                    LoadBool(elem, ref MeleeCombatBeforeLevel10); break;

                case "interruptstyle":
                    LoadSpellInterruptStyle(elem, ref InterruptStyle); break;

                case "detectimmunities":
                    LoadBool(elem, ref DetectImmunities); break;

                case "waterwalking":
                    LoadBool(elem, ref WaterWalking); break;

                case "pve_combatstyle":
                    LoadPveCombatStyle(elem, ref PVE_CombatStyle);             break;

                case "pve_typeofpull":
                    LoadTypeOfPull(elem, ref PVE_PullType);                    break;

                case "pve_stressonly_feralspirit":
                    LoadBool(elem, ref PVE_SaveForStress_FeralSpirit);         break;

                case "pve_stressonly_elementaltotems":
                    LoadBool(elem, ref PVE_SaveForStress_ElementalTotems);     break;

                case "pve_stressonly_dps_racials":
                    LoadBool(elem, ref PVE_SaveForStress_DPS_Racials);         break;

                case "pve_stressonly_bloodlust":
                    LoadBool(elem, ref PVE_SaveForStress_Bloodlust);           break;

                case "pve_stressonly_totembar":
                    LoadBool(elem, ref PVE_SaveForStress_TotemsSelected);      break;

                case "pve_stresslevelsabove":
                    LoadInt(elem, ref PVE_LevelsAboveAsElite);                 break;

                case "pve_stressfulmobcount":
                    LoadInt(elem, ref PVE_StressfulMobCount);                  break;

                case "pve_totemearth":
                    LoadStr(elem, ref PVE_TotemEarth);                         break;

                case "pve_totemfire":
                    LoadStr(elem, ref PVE_TotemFire);                          break;

                case "pve_totemwater":
                    LoadStr(elem, ref PVE_TotemWater);                         break;

                case "pve_totemair":
                    LoadStr(elem, ref PVE_TotemAir);                           break;

                case "pve_mainhand":
                    LoadStr(elem, ref PVE_MainhandImbue);                    break;

                case "pve_offhand":
                    LoadStr(elem, ref PVE_OffhandImbue);                     break;

                case "pvp_combatstyle":
                    LoadPvpCombatStyle(elem, ref PVP_CombatStyle);             break;

                case "pvp_totemearth":
                    LoadStr(elem, ref PVP_TotemEarth);                         break;

                case "pvp_totemfire":
                    LoadStr(elem, ref PVP_TotemFire);                          break;

                case "pvp_totemwater":
                    LoadStr(elem, ref PVP_TotemWater);                         break;

                case "pvp_totemair":
                    LoadStr(elem, ref PVP_TotemAir);                           break;

                case "pvp_mainhand":
                    LoadStr(elem, ref PVP_MainhandImbue);                    break;

                case "pvp_offhand":
                    LoadStr(elem, ref PVP_OffhandImbue);                     break;

                case "pvp_cleansepriority":
                    LoadSpellPriority(elem, ref PVP_CleansePriority); break;

                case "pvp_purgepriority":
                    LoadSpellPriority(elem, ref PVP_PurgePriority); break;

                case "pvp_hexicon":
                    LoadRaidIcon(elem, ref PVP_HexIcon); break;

                case "pvp_prepwaterbreathing":
                    LoadBool(elem, ref PVP_PrepWaterBreathing); break;

                case "pvp_prepwaterwalking":
                    LoadBool(elem, ref PVP_PrepWaterWalking); break;

                case "pvp_heal_healingwave":
                    LoadInt(elem, ref PVP_Heal.HealingWave); break;

                case "pvp_heal_riptide":
                    LoadInt(elem, ref PVP_Heal.Riptide); break;

                case "pvp_heal_unleashelements":
                    LoadInt(elem, ref PVP_Heal.UnleashElements); break;

                case "pvp_heal_chainheal":
                    LoadInt(elem, ref PVP_Heal.ChainHeal); break;

                case "pvp_heal_healingrain":
                    LoadInt(elem, ref PVP_Heal.HealingRain); break;

                case "pvp_heal_greaterhealingwave":
                    LoadInt(elem, ref PVP_Heal.GreaterHealingWave); break;

                case "pvp_heal_healingsurge":
                    LoadInt(elem, ref PVP_Heal.HealingSurge); break;

                case "pvp_heal_ohshoot":
                    LoadInt(elem, ref PVP_Heal.OhShoot); break;

                case "pvp_heal_tidalwaves":
                    LoadBool(elem, ref PVP_Heal.TidalWaves); break;

                case "pvp_heal_cleanse":
                    LoadBool(elem, ref PVP_Heal.Cleanse); break;

                case "pvp_heal_pets":
                    LoadBool(elem, ref PVP_Heal.Pets); break;

                case "pvp_heal_searchrange":
                    LoadDouble(elem, ref PVP_Heal.SearchRange); break;

                case "raf_combatstyle":
                    LoadRafCombatStyle(elem, ref RAF_CombatStyle);             break;

                case "raf_groupoffheal":
                    LoadInt(elem, ref RAF_GroupOffHeal); break;

                case "raf_usethunderstorm":
                    LoadBool(elem, ref RAF_UseThunderstorm); break;

                case "raf_usebloodlustonbosses":
                    LoadBool(elem, ref RAF_UseBloodlustOnBosses);              break;

                case "raf_saveferalspiritforbosses":
                    LoadBool(elem, ref RAF_SaveFeralSpiritForBosses);          break;

                case "raf_totemearth":
                    LoadStr(elem, ref RAF_TotemEarth);                         break;

                case "raf_totemfire":
                    LoadStr(elem, ref RAF_TotemFire);                          break;

                case "raf_totemwater":
                    LoadStr(elem, ref RAF_TotemWater);                         break;

                case "raf_totemair":
                    LoadStr(elem, ref RAF_TotemAir);                           break;

                case "raf_saveelementaltotemsforbosses":
                    LoadBool(elem, ref RAF_SaveElementalTotemsForBosses);      break;

                case "raf_followclosely":
                    LoadBool(elem, ref RAF_FollowClosely);      break;

                case "raf_cleansepriority":
                    LoadSpellPriority(elem, ref RAF_CleansePriority); break;

                case "raf_purgepriority":
                    LoadSpellPriority(elem, ref RAF_PurgePriority); break;

                case "raf_hexicon":
                    LoadRaidIcon(elem, ref RAF_HexIcon); break;

                case "raf_bindicon":
                    LoadRaidIcon(elem, ref RAF_BindIcon); break;

                case "raf_heal_healingwave":
                    LoadInt(elem, ref RAF_Heal.HealingWave); break;

                case "raf_heal_riptide":
                    LoadInt(elem, ref RAF_Heal.Riptide); break;

                case "raf_heal_unleashelements":
                    LoadInt(elem, ref RAF_Heal.UnleashElements); break;

                case "raf_heal_chainheal":
                    LoadInt(elem, ref RAF_Heal.ChainHeal); break;

                case "raf_heal_healingrain":
                    LoadInt(elem, ref RAF_Heal.HealingRain); break;

                case "raf_heal_greaterhealingwave":
                    LoadInt(elem, ref RAF_Heal.GreaterHealingWave); break;

                case "raf_heal_healingsurge":
                    LoadInt(elem, ref RAF_Heal.HealingSurge); break;

                case "raf_heal_ohshoot":
                    LoadInt(elem, ref RAF_Heal.OhShoot); break;

                case "raf_heal_tidalwaves":
                    LoadBool(elem, ref RAF_Heal.TidalWaves); break;

                case "raf_heal_cleanse":
                    LoadBool(elem, ref RAF_Heal.Cleanse); break;

                case "raf_heal_pets":
                    LoadBool(elem, ref RAF_Heal.Pets); break;

                case "raf_heal_searchrange":
                    LoadDouble(elem, ref RAF_Heal.SearchRange); break;

                case "raf_followatrange":
                    LoadInt(elem, ref RAF_FollowAtRange); break;

                case "raf_healstyle":
                    LoadHealStyle(elem, ref RAF_HealStyle); break;

                default:
                    Shaman.Dlog("error: unknown config setting: {0}={1}", elem.Name, elem.Value.ToString());
                    break;
                }
            }

            if (String.Compare(CreatedByVersion, Shaman.Version) < 0)
            {
                didUpgrade = true;
                Shaman.Dlog("ConfigValue.FileLoad:  detected config file created by a different version");

                // UPGRADE TO 4.2.05
                if (string.Compare(CreatedByVersion, "4.2.05") < 0)
                {
                    Shaman.Slog("");

                    Shaman.Slog(Color.Orange, "ConfigUpgrade:  upgrading older config file version to {0}", Shaman.Version);

                    Shaman.Slog(Color.Orange, "ConfigUpgrade:  Shamanistic Rage % changed from {0} to {1}", ShamanisticRagePercent, 100);
                    ShamanisticRagePercent = 100;

                    Shaman.Slog(Color.Orange, "ConfigUpgrade:  RAF Combat Style changed from '{0}' to '{1}'", RAF_CombatStyle, "Auto");
                    RAF_CombatStyle = RafCombatStyle.Auto;

                    Shaman.Slog(Color.Orange, "ConfigUpgrade:  Shield Twist Mana % changed from '{0}' to '{1}'", TwistManaPercent, 25);
                    TwistManaPercent = 25;

                    Shaman.Slog(Color.Orange, "ConfigUpgrade:  Shield Twist Damage % changed from '{0}' to '{1}'", TwistDamagePercent, 50);
                    TwistDamagePercent = 50;

                    Shaman.Slog("");
                }

                CreatedByVersion = Shaman.Version;
                Save(sFilename);
            }

            return(true);
        }
예제 #9
0
 private void btnLogTargets_Click(object sender, EventArgs e)
 {
     Shaman.ListWowUnitsInRange();
 }