/// <summary> /// Find fresh targets, start main BehaviorTree if needed, cast any buffs needed etc. /// </summary> /// <param name="ret"></param> /// <returns></returns> internal static bool CheckHasTarget(object ret) { using (new PerformanceLogger("Trinity.CheckHasTarget")) { // If we aren't in the game or a world is loading, don't do anything yet if (!ZetaDia.IsInGame || !ZetaDia.Me.IsValid || ZetaDia.IsLoadingWorld) { return(false); } if (ZetaDia.Me.IsDead) { GoldInactivity.ResetCheckGold(); } else if (GoldInactivity.GoldInactive()) { BotMain.PauseWhile(GoldInactivity.GoldInactiveLeaveGame); return(false); } if (lastWorldId != PlayerStatus.WorldID) { ISearchAreaProvider mgp = Navigator.SearchGridProvider; } if (!HotbarRefreshTimer.IsRunning) { HotbarRefreshTimer.Start(); } if (!HasMappedPlayerAbilities || HotbarRefreshTimer.ElapsedMilliseconds > 10000 || ShouldRefreshHotbarAbilities) { // Update the cached player's cache ActorClass tempClass = ActorClass.Invalid; try { tempClass = PlayerStatus.ActorClass; } catch { DbHelper.Log(TrinityLogLevel.Verbose, LogCategory.GlobalHandler, "Safely handled exception trying to get character class."); } GilesPlayerCache.RefreshHotbar(); dictAbilityRepeatDelay = new Dictionary <SNOPower, int>(dictAbilityRepeatDefaults); if (ZetaDia.CPlayer.PassiveSkills.Contains(SNOPower.Wizard_Passive_CriticalMass) && PlayerStatus.ActorClass == ActorClass.Wizard) { dictAbilityRepeatDelay[SNOPower.Wizard_FrostNova] = 25; dictAbilityRepeatDelay[SNOPower.Wizard_ExplosiveBlast] = 25; dictAbilityRepeatDelay[SNOPower.Wizard_DiamondSkin] = 100; dictAbilityRepeatDelay[SNOPower.Wizard_SlowTime] = 6000; dictAbilityRepeatDelay[SNOPower.Wizard_WaveOfForce] = 1500; dictAbilityRepeatDelay[SNOPower.Wizard_MirrorImage] = 1500; dictAbilityRepeatDelay[SNOPower.Wizard_Archon_ArcaneBlast] = 1500; dictAbilityRepeatDelay[SNOPower.Wizard_Teleport] = 2700; dictAbilityRepeatDelay[SNOPower.Wizard_Archon_SlowTime] = 1500; dictAbilityRepeatDelay[SNOPower.Wizard_Archon_Teleport] = 2700; } if (PlayerStatus.ActorClass == ActorClass.WitchDoctor && ZetaDia.CPlayer.PassiveSkills.Contains(SNOPower.Witchdoctor_Passive_GraveInjustice)) { dictAbilityRepeatDelay[SNOPower.Witchdoctor_SoulHarvest] = 1000; dictAbilityRepeatDelay[SNOPower.Witchdoctor_SpiritWalk] = 1000; dictAbilityRepeatDelay[SNOPower.Witchdoctor_Horrify] = 1000; dictAbilityRepeatDelay[SNOPower.Witchdoctor_Gargantuan] = 20000; dictAbilityRepeatDelay[SNOPower.Witchdoctor_SummonZombieDog] = 20000; dictAbilityRepeatDelay[SNOPower.Witchdoctor_GraspOfTheDead] = 500; dictAbilityRepeatDelay[SNOPower.Witchdoctor_SpiritBarrage] = 2000; dictAbilityRepeatDelay[SNOPower.Witchdoctor_Locust_Swarm] = 2000; dictAbilityRepeatDelay[SNOPower.Witchdoctor_Haunt] = 2000; dictAbilityRepeatDelay[SNOPower.Witchdoctor_Hex] = 3000; dictAbilityRepeatDelay[SNOPower.Witchdoctor_MassConfusion] = 15000; dictAbilityRepeatDelay[SNOPower.Witchdoctor_FetishArmy] = 20000; dictAbilityRepeatDelay[SNOPower.Witchdoctor_BigBadVoodoo] = 20000; } if (PlayerStatus.ActorClass == ActorClass.Barbarian && ZetaDia.CPlayer.PassiveSkills.Contains(SNOPower.Barbarian_Passive_BoonOfBulKathos)) { dictAbilityRepeatDelay[SNOPower.Barbarian_Earthquake] = 90500; dictAbilityRepeatDelay[SNOPower.Barbarian_CallOfTheAncients] = 90500; dictAbilityRepeatDelay[SNOPower.Barbarian_WrathOfTheBerserker] = 90500; } // Pick an appropriate health set etc. based on class switch (PlayerStatus.ActorClass) { case ActorClass.Barbarian: // What health % should we use a potion, or look for a globe PlayerEmergencyHealthPotionLimit = Settings.Combat.Barbarian.PotionLevel; PlayerEmergencyHealthGlobeLimit = Settings.Combat.Barbarian.HealthGlobeLevel; PlayerKiteDistance = Settings.Combat.Barbarian.KiteLimit; break; case ActorClass.Monk: // What health % should we use a potion, or look for a globe PlayerEmergencyHealthPotionLimit = Settings.Combat.Monk.PotionLevel; PlayerEmergencyHealthGlobeLimit = Settings.Combat.Monk.HealthGlobeLevel; // Monks never kite :) PlayerKiteDistance = 0; break; case ActorClass.Wizard: // What health % should we use a potion, or look for a globe PlayerEmergencyHealthPotionLimit = Settings.Combat.Wizard.PotionLevel; PlayerEmergencyHealthGlobeLimit = Settings.Combat.Wizard.HealthGlobeLevel; PlayerKiteDistance = Settings.Combat.Wizard.KiteLimit; break; case ActorClass.WitchDoctor: // What health % should we use a potion, or look for a globe PlayerEmergencyHealthPotionLimit = Settings.Combat.WitchDoctor.PotionLevel; PlayerEmergencyHealthGlobeLimit = Settings.Combat.WitchDoctor.HealthGlobeLevel; PlayerKiteDistance = Settings.Combat.WitchDoctor.KiteLimit; break; case ActorClass.DemonHunter: // What health % should we use a potion, or look for a globe PlayerEmergencyHealthPotionLimit = Settings.Combat.DemonHunter.PotionLevel; PlayerEmergencyHealthGlobeLimit = Settings.Combat.DemonHunter.HealthGlobeLevel; PlayerKiteDistance = Settings.Combat.DemonHunter.KiteLimit; break; } } // Clear target current and reset key variables used during the target-handling function //CurrentTarget = null; bDontMoveMeIAmDoingShit = false; TimesBlockedMoving = 0; IsAlreadyMoving = false; lastMovementCommand = DateTime.Today; IsWaitingForPower = false; IsWaitingAfterPower = false; IsWaitingForPotion = false; wasRootedLastTick = false; ClearBlacklists(); using (new PerformanceLogger("CheckHasTarget.RefreshCache")) { // Refresh Cache if needed bool CacheWasRefreshed = RefreshDiaObjectCache(); } // We have a target, start the target handler! if (CurrentTarget != null) { IsWholeNewTarget = true; bDontMoveMeIAmDoingShit = true; ShouldPickNewAbilities = true; return(true); } //Monk_MaintainTempestRush(); // Pop a potion when necessary if (PlayerStatus.CurrentHealthPct <= PlayerEmergencyHealthPotionLimit) { if (!PlayerStatus.IsIncapacitated && GilesUseTimer(SNOPower.DrinkHealthPotion)) { ACDItem thisBestPotion = ZetaDia.Me.Inventory.Backpack.Where(i => i.IsPotion).OrderByDescending(p => p.HitpointsGranted).ThenBy(p => p.ItemStackQuantity).FirstOrDefault(); if (thisBestPotion != null) { WaitWhileAnimating(4, true); ZetaDia.Me.Inventory.UseItem((thisBestPotion.DynamicId)); } dictAbilityLastUse[SNOPower.DrinkHealthPotion] = DateTime.Now; WaitWhileAnimating(3, true); } } sStatusText = "[Trinity] No more targets - DemonBuddy/profile management is now in control"; if (Settings.Advanced.DebugInStatusBar && bResetStatusText) { bResetStatusText = false; BotMain.StatusText = sStatusText; } // Nothing to do... do we have some maintenance we can do instead, like out of combat buffing? if (DateTime.Now.Subtract(lastMaintenanceCheck).TotalMilliseconds > 150) { lastMaintenanceCheck = DateTime.Now; // Out of combat buffing etc. but only if we don't want to return to town etc. ACDAnimationInfo myAnimationState = ZetaDia.Me.CommonData.AnimationInfo; if (!PlayerStatus.IsInTown && !IsReadyToTownRun && !ForceVendorRunASAP && myAnimationState != null && myAnimationState.State != AnimationState.Attacking && myAnimationState.State != AnimationState.Casting && myAnimationState.State != AnimationState.Channeling) { bDontSpamOutofCombat = false; powerBuff = AbilitySelector(false, true, false); if (powerBuff.SNOPower != SNOPower.None) { WaitWhileAnimating(4, true); DbHelper.Log(TrinityLogLevel.Verbose, LogCategory.Behavior, "Using OOC Buff: {0}", powerBuff.SNOPower.ToString()); if (powerBuff.WaitTicksBeforeUse > 0) { BotMain.PauseFor(new TimeSpan(0, 0, 0, 0, (int)powerBuff.WaitBeforeUseDelay)); } ZetaDia.Me.UsePower(powerBuff.SNOPower, powerBuff.TargetPosition, powerBuff.TargetDynamicWorldId, powerBuff.TargetRActorGUID); LastPowerUsed = powerBuff.SNOPower; dictAbilityLastUse[powerBuff.SNOPower] = DateTime.Now; if (powerBuff.WaitTicksAfterUse > 0) { BotMain.PauseFor(new TimeSpan(0, 0, 0, 0, (int)powerBuff.WaitAfterUseDelay)); } WaitWhileAnimating(3, true); } } else if (myAnimationState != null) { // Check if we are portalling to town, if so increase our kill radius temporarily switch (myAnimationState.Current) { case SNOAnim.barbarian_male_HTH_Recall_Channel_01: case SNOAnim.Barbarian_Female_HTH_Recall_Channel_01: case SNOAnim.Monk_Male_recall_channel: case SNOAnim.Monk_Female_recall_channel: case SNOAnim.WitchDoctor_Male_recall_channel: case SNOAnim.WitchDoctor_Female_recall_channel: case SNOAnim.Wizard_Male_HTH_recall_channel: case SNOAnim.Wizard_Female_HTH_recall_channel: case SNOAnim.Demonhunter_Male_HTH_recall_channel: case SNOAnim.Demonhunter_Female_HTH_recall_channel: iKeepKillRadiusExtendedFor = 20; timeKeepKillRadiusExtendedUntil = DateTime.Now.AddSeconds(iKeepKillRadiusExtendedFor); break; } } } CurrentTarget = null; if ((GilesTrinity.ForceVendorRunASAP || GilesTrinity.IsReadyToTownRun) && TownRun.TownRunTimerRunning()) { DbHelper.Log(TrinityLogLevel.Normal, LogCategory.UserInformation, "Waiting for town run timer", true); return(true); } // Ok let DemonBuddy do stuff this loop, since we're done for the moment //DbHelper.Log(TrinityLogLevel.Verbose, LogCategory.GlobalHandler, sStatusText); return(false); } }
/// <summary> /// Returns an appropriately selected GilesPower and related information /// </summary> /// <param name="IsCurrentlyAvoiding">Are we currently avoiding?</param> /// <param name="UseOOCBuff">Buff Out Of Combat</param> /// <param name="UseDestructiblePower">Is this for breaking destructables?</param> /// <returns></returns> internal static TrinityPower AbilitySelector(bool IsCurrentlyAvoiding = false, bool UseOOCBuff = false, bool UseDestructiblePower = false) { using (new PerformanceLogger("GilesAbilitySelector")) { // See if archon just appeared/disappeared, so update the hotbar if (ShouldRefreshHotbarAbilities) { GilesPlayerCache.RefreshHotbar(); } // Switch based on the cached character class TrinityPower power = CurrentPower; using (new PerformanceLogger("AbilitySelector.ClassAbility")) { switch (PlayerStatus.ActorClass) { // Barbs case ActorClass.Barbarian: power = GetBarbarianPower(IsCurrentlyAvoiding, UseOOCBuff, UseDestructiblePower); break; // Monks case ActorClass.Monk: power = GetMonkPower(IsCurrentlyAvoiding, UseOOCBuff, UseDestructiblePower); break; // Wizards case ActorClass.Wizard: power = GetWizardPower(IsCurrentlyAvoiding, UseOOCBuff, UseDestructiblePower); break; // Witch Doctors case ActorClass.WitchDoctor: power = GetWitchDoctorPower(IsCurrentlyAvoiding, UseOOCBuff, UseDestructiblePower); break; // Demon Hunters case ActorClass.DemonHunter: power = GetDemonHunterPower(IsCurrentlyAvoiding, UseOOCBuff, UseDestructiblePower); break; } } // use IEquatable to check if they're equal if (CurrentPower == power) { DbHelper.Log(LogCategory.Behavior, "Keeping {0}", CurrentPower.ToString()); return(CurrentPower); } else if (power != null) { DbHelper.Log(LogCategory.Behavior, "Selected new {0}", power.ToString()); return(power); } else { return(defaultPower); } } }