예제 #1
0
파일: Plugin.cs 프로젝트: shmilyzxt/MyBuddy
        /// <summary>
        /// Called when user Enable the plugin.
        /// </summary>
        public void OnEnabled()
        {
            BotMain.OnStart += TrinityBotStart;
            BotMain.OnStop  += TrinityBotStop;

            // Set up the pause button

            // rrrix: removing for next DB beta...
            //Application.Current.Dispatcher.Invoke(PaintMainWindowButtons());

            SetWindowTitle();

            if (!Directory.Exists(FileManager.PluginPath))
            {
                DbHelper.Log(TrinityLogLevel.Normal, LogCategory.UserInformation, "Fatal Error - cannot enable plugin. Invalid path: {0}", FileManager.PluginPath);
                DbHelper.Log(TrinityLogLevel.Normal, LogCategory.UserInformation, "Please check you have installed the plugin to the correct location, and then restart DemonBuddy and re-enable the plugin.");
                DbHelper.Log(TrinityLogLevel.Normal, LogCategory.UserInformation, @"Plugin should be installed to \<DemonBuddyFolder>\Plugins\Trinity\");
            }
            else
            {
                HasMappedPlayerAbilities = false;
                IsPluginEnabled          = true;

                // Settings are available after this...
                LoadConfiguration();

                Navigator.PlayerMover = new PlayerMover();
                SetUnstuckProvider();
                GameEvents.OnPlayerDied += TrinityOnDeath;
                GameEvents.OnGameJoined += TrinityOnJoinGame;
                GameEvents.OnGameLeft   += TrinityOnLeaveGame;

                GameEvents.OnItemSold     += TrinityOnItemSold;
                GameEvents.OnItemSalvaged += TrinityOnItemSalvaged;
                GameEvents.OnItemStashed  += TrinityOnItemStashed;

                GameEvents.OnGameChanged += GameEvents_OnGameChanged;

                if (NavProvider == null)
                {
                    NavProvider = new DefaultNavigationProvider();
                }

                // enable or disable process exit events
                //ZetaDia.Memory.Process.EnableRaisingEvents = false;



                CombatTargeting.Instance.Provider   = new BlankCombatProvider();
                LootTargeting.Instance.Provider     = new BlankLootProvider();
                ObstacleTargeting.Instance.Provider = new BlankObstacleProvider();

                if (Settings.Loot.ItemFilterMode != global::GilesTrinity.Settings.Loot.ItemFilterMode.DemonBuddy)
                {
                    ItemManager.Current = new TrinityItemManager();
                }
                NavHelper.UpdateSearchGridProvider();

                // Safety check incase DB "OnStart" event didn't fire properly
                if (BotMain.IsRunning)
                {
                    TrinityBotStart(null);
                    if (ZetaDia.IsInGame)
                    {
                        TrinityOnJoinGame(null, null);
                    }
                }

                SetBotTPS();

                TrinityPowerManager.LoadLegacyDelays();

                DbHelper.Log(TrinityLogLevel.Normal, LogCategory.UserInformation, "*******************TRINITY*****************", Description);;
                DbHelper.Log(TrinityLogLevel.Normal, LogCategory.UserInformation, "ATIVADO: {0} carregado - mod by WAR!", Description);;
                DbHelper.Log(TrinityLogLevel.Normal, LogCategory.UserInformation, "*******************TRINITY*****************", Description);;
            }

            if (StashRule != null)
            {
                // reseting stash rules
                StashRule.reset();
            }
        }
예제 #2
0
        private static TrinityPower GetDemonHunterPower(bool IsCurrentlyAvoiding, bool UseOOCBuff, bool UseDestructiblePower)
        {
            // Pick the best destructible power available
            if (UseDestructiblePower)
            {
                return(GetDemonHunterDestroyPower());
            }
            MinEnergyReserve = 25;
            // Shadow Power
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.DemonHunter_ShadowPower) && !PlayerStatus.IsIncapacitated &&
                PlayerStatus.SecondaryResource >= 14 &&
                (PlayerStatus.CurrentHealthPct <= 0.99 || PlayerStatus.IsRooted || ElitesWithinRange[RANGE_25] >= 1 || AnythingWithinRange[RANGE_15] >= 3) &&
                GilesUseTimer(SNOPower.DemonHunter_ShadowPower))
            {
                return(new TrinityPower(SNOPower.DemonHunter_ShadowPower, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Smoke Screen
            if ((!UseOOCBuff || Settings.Combat.DemonHunter.SpamSmokeScreen) && Hotbar.Contains(SNOPower.DemonHunter_SmokeScreen) &&
                !GetHasBuff(SNOPower.DemonHunter_ShadowPower) && PlayerStatus.SecondaryResource >= 14 &&
                (
                    (PlayerStatus.CurrentHealthPct <= 0.90 || PlayerStatus.IsRooted || ElitesWithinRange[RANGE_20] >= 1 || AnythingWithinRange[RANGE_15] >= 3 || PlayerStatus.IsIncapacitated) ||
                    Settings.Combat.DemonHunter.SpamSmokeScreen
                ) &&
                GilesUseTimer(SNOPower.DemonHunter_SmokeScreen))
            {
                return(new TrinityPower(SNOPower.DemonHunter_SmokeScreen, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Preparation

            if (
                (
                    ((!UseOOCBuff && !PlayerStatus.IsIncapacitated && AnythingWithinRange[RANGE_40] >= 1) ||
                     Settings.Combat.DemonHunter.SpamPreparation)
                ) &&
                Hotbar.Contains(SNOPower.DemonHunter_Preparation) &&
                PlayerStatus.SecondaryResource <= 10 &&
                //GilesUseTimer(SNOPower.DemonHunter_Preparation) &&
                //PowerManager.CanCast(SNOPower.DemonHunter_Preparation)
                TrinityPowerManager.CanUse(SNOPower.DemonHunter_Preparation)
                )
            {
                return(new TrinityPower(SNOPower.DemonHunter_Preparation, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Evasive Fire
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.DemonHunter_EvasiveFire) && !PlayerStatus.IsIncapacitated &&
                (((AnythingWithinRange[RANGE_20] >= 1 || CurrentTarget.RadiusDistance <= 20f) && GilesUseTimer(SNOPower.DemonHunter_EvasiveFire)) ||
                 DHHasNoPrimary()))
            {
                float range = DHHasNoPrimary() ? 70f : 0f;

                return(new TrinityPower(SNOPower.DemonHunter_EvasiveFire, range, vNullLocation, -1, CurrentTarget.ACDGuid, 1, 1, WAIT_FOR_ANIM));
            }
            // Companion
            if (!PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.DemonHunter_Companion) && iPlayerOwnedDHPets == 0 &&
                PlayerStatus.SecondaryResource >= 10 && GilesUseTimer(SNOPower.DemonHunter_Companion))
            {
                return(new TrinityPower(SNOPower.DemonHunter_Companion, 0f, vNullLocation, CurrentWorldDynamicId, -1, 2, 1, WAIT_FOR_ANIM));
            }
            // Sentry Turret
            if (!UseOOCBuff && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.DemonHunter_Sentry) &&
                (TargetUtil.AnyElitesInRange(50) || TargetUtil.AnyMobsInRange(50, 2) || TargetUtil.IsEliteTargetInRange(50)) &&
                PlayerStatus.PrimaryResource >= 30 && PowerManager.CanCast(SNOPower.DemonHunter_Sentry))
            {
                return(new TrinityPower(SNOPower.DemonHunter_Sentry, 0f, PlayerStatus.CurrentPosition, CurrentWorldDynamicId, -1, 0, 0, NO_WAIT_ANIM));
            }
            // Marked for Death
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_MarkedForDeath) &&
                PlayerStatus.SecondaryResource >= 3 &&
                (ElitesWithinRange[RANGE_40] >= 1 || AnythingWithinRange[RANGE_40] >= 3 ||

                 ((CurrentTarget.IsEliteRareUnique || CurrentTarget.IsTreasureGoblin || CurrentTarget.IsBoss) &&
                  CurrentTarget.Radius <= 40 && CurrentTarget.RadiusDistance <= 40f)) &&
                GilesUseTimer(SNOPower.DemonHunter_MarkedForDeath))
            {
                return(new TrinityPower(SNOPower.DemonHunter_MarkedForDeath, 40f, vNullLocation, CurrentWorldDynamicId, CurrentTarget.ACDGuid, 1, 1, WAIT_FOR_ANIM));
            }
            // Vault
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_Vault) && !PlayerStatus.IsRooted && !PlayerStatus.IsIncapacitated &&
                // Only use vault to retreat if < level 60, or if in inferno difficulty for level 60's
                (PlayerStatus.Level < 60 || iCurrentGameDifficulty == GameDifficulty.Inferno) &&
                (CurrentTarget.RadiusDistance <= 10f || AnythingWithinRange[RANGE_6] >= 1) &&
                ((!Hotbar.Contains(SNOPower.DemonHunter_ShadowPower) && PlayerStatus.SecondaryResource >= 16) ||
                 (Hotbar.Contains(SNOPower.DemonHunter_ShadowPower) && PlayerStatus.SecondaryResource >= 22)) &&
                //GilesUseTimer(SNOPower.DemonHunter_Vault) &&
                DateTime.Now.Subtract(GilesTrinity.dictAbilityLastUse[SNOPower.DemonHunter_Vault]).TotalMilliseconds >= GilesTrinity.Settings.Combat.DemonHunter.VaultMovementDelay &&
                PowerManager.CanCast(SNOPower.DemonHunter_Vault))
            {
                Vector3 vNewTarget = MathEx.CalculatePointFrom(CurrentTarget.Position, PlayerStatus.CurrentPosition, -15f);
                return(new TrinityPower(SNOPower.DemonHunter_Vault, 20f, vNewTarget, CurrentWorldDynamicId, -1, 1, 2, WAIT_FOR_ANIM));
            }
            // Rain of Vengeance
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.DemonHunter_RainOfVengeance) && !PlayerStatus.IsIncapacitated &&
                (AnythingWithinRange[RANGE_25] >= 3 || ElitesWithinRange[RANGE_25] >= 1) &&
                GilesUseTimer(SNOPower.DemonHunter_RainOfVengeance) && PowerManager.CanCast(SNOPower.DemonHunter_RainOfVengeance))
            {
                return(new TrinityPower(SNOPower.DemonHunter_RainOfVengeance, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Cluster Arrow
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_ClusterArrow) && !PlayerStatus.IsIncapacitated &&
                PlayerStatus.PrimaryResource >= 50 &&
                (ElitesWithinRange[RANGE_50] >= 1 || AnythingWithinRange[RANGE_50] >= 5 || ((CurrentTarget.IsEliteRareUnique || CurrentTarget.IsTreasureGoblin || CurrentTarget.IsBoss) && CurrentTarget.RadiusDistance <= 69f)) &&
                GilesUseTimer(SNOPower.DemonHunter_ClusterArrow))
            {
                return(new TrinityPower(SNOPower.DemonHunter_ClusterArrow, 69f, vNullLocation, CurrentWorldDynamicId, CurrentTarget.ACDGuid, 1, 1, WAIT_FOR_ANIM));
            }
            // Multi Shot
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_Multishot) && !PlayerStatus.IsIncapacitated &&
                PlayerStatus.PrimaryResource >= 30 &&
                (ElitesWithinRange[RANGE_40] >= 1 || AnythingWithinRange[RANGE_40] >= 2 || ((CurrentTarget.IsEliteRareUnique || CurrentTarget.IsTreasureGoblin || CurrentTarget.IsBoss) &&
                                                                                            CurrentTarget.RadiusDistance <= 30f)))
            {
                return(new TrinityPower(SNOPower.DemonHunter_Multishot, 40f, CurrentTarget.Position, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Fan of Knives
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.DemonHunter_FanOfKnives) && !PlayerStatus.IsIncapacitated &&
                PlayerStatus.PrimaryResource >= 20 &&
                (AnythingWithinRange[RANGE_15] >= 4 || ElitesWithinRange[RANGE_15] >= 1) &&
                PowerManager.CanCast(SNOPower.DemonHunter_FanOfKnives))
            {
                return(new TrinityPower(SNOPower.DemonHunter_FanOfKnives, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Strafe spam - similar to barbarian whirlwind routine
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_Strafe) && !PlayerStatus.IsIncapacitated && !PlayerStatus.IsRooted &&
                // Only if there's 3 guys in 25 yds
                AnythingWithinRange[RANGE_25] >= 3 &&
                // Check for energy reservation amounts
                ((PlayerStatus.PrimaryResource >= 15 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve))
            {
                bool bGenerateNewZigZag = (DateTime.Now.Subtract(lastChangedZigZag).TotalMilliseconds >= 1500 ||
                                           (vPositionLastZigZagCheck != vNullLocation && PlayerStatus.CurrentPosition == vPositionLastZigZagCheck && DateTime.Now.Subtract(lastChangedZigZag).TotalMilliseconds >= 200) ||
                                           Vector3.Distance(PlayerStatus.CurrentPosition, vSideToSideTarget) <= 4f ||
                                           CurrentTarget.ACDGuid != iACDGUIDLastWhirlwind);
                vPositionLastZigZagCheck = PlayerStatus.CurrentPosition;
                if (bGenerateNewZigZag)
                {
                    float fExtraDistance = CurrentTarget.CentreDistance <= 10f ? 10f : 5f;
                    //vSideToSideTarget = FindZigZagTargetLocation(CurrentTarget.vPosition, CurrentTarget.fCentreDist + fExtraDistance);
                    vSideToSideTarget = NavHelper.FindSafeZone(false, 1, CurrentTarget.Position, false);
                    // Resetting this to ensure the "no-spam" is reset since we changed our target location
                    LastPowerUsed         = SNOPower.None;
                    iACDGUIDLastWhirlwind = CurrentTarget.ACDGuid;
                    lastChangedZigZag     = DateTime.Now;
                }
                return(new TrinityPower(SNOPower.DemonHunter_Strafe, 25f, vSideToSideTarget, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM));
            }
            // Spike Trap
            if (!UseOOCBuff && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.DemonHunter_SpikeTrap) &&
                LastPowerUsed != SNOPower.DemonHunter_SpikeTrap &&
                (ElitesWithinRange[RANGE_30] >= 1 || AnythingWithinRange[RANGE_25] > 4 || ((CurrentTarget.IsEliteRareUnique || CurrentTarget.IsTreasureGoblin || CurrentTarget.IsBoss) && CurrentTarget.RadiusDistance <= 35f)) &&
                PlayerStatus.PrimaryResource >= 30 && GilesUseTimer(SNOPower.DemonHunter_SpikeTrap))
            {
                // For distant monsters, try to target a little bit in-front of them (as they run towards us), if it's not a treasure goblin
                float fExtraDistance = 0f;
                if (CurrentTarget.CentreDistance > 17f && !CurrentTarget.IsTreasureGoblin)
                {
                    fExtraDistance = CurrentTarget.CentreDistance - 17f;
                    if (fExtraDistance > 5f)
                    {
                        fExtraDistance = 5f;
                    }
                    if (CurrentTarget.CentreDistance - fExtraDistance < 15f)
                    {
                        fExtraDistance -= 2;
                    }
                }
                Vector3 vNewTarget = MathEx.CalculatePointFrom(CurrentTarget.Position, PlayerStatus.CurrentPosition, CurrentTarget.CentreDistance - fExtraDistance);
                return(new TrinityPower(SNOPower.DemonHunter_SpikeTrap, 40f, vNewTarget, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }
            // Caltrops
            if (!UseOOCBuff && Hotbar.Contains(SNOPower.DemonHunter_Caltrops) && !PlayerStatus.IsIncapacitated &&
                PlayerStatus.SecondaryResource >= 6 && (AnythingWithinRange[RANGE_30] >= 2 || ElitesWithinRange[RANGE_40] >= 1) &&
                GilesUseTimer(SNOPower.DemonHunter_Caltrops))
            {
                return(new TrinityPower(SNOPower.DemonHunter_Caltrops, 0f, vNullLocation, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM));
            }

            //skillDict.Add("ElementalArrow", SNOPower.DemonHunter_ElementalArrow);
            //runeDict.Add("BallLightning", 1);
            //runeDict.Add("FrostArrow", 0);
            //runeDict.Add("ScreamingSkull", 2);
            //runeDict.Add("LightningBolts", 4);
            //runeDict.Add("NetherTentacles", 3);

            var hasBallLightning   = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_ElementalArrow && s.RuneIndex == 1);
            var hasFrostArrow      = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_ElementalArrow && s.RuneIndex == 0);
            var hasScreamingSkull  = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_ElementalArrow && s.RuneIndex == 2);
            var hasLightningBolts  = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_ElementalArrow && s.RuneIndex == 4);
            var hasNetherTentacles = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_ElementalArrow && s.RuneIndex == 3);

            // Elemental Arrow
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_ElementalArrow) &&
                GilesUseTimer(SNOPower.DemonHunter_ElementalArrow) && !PlayerStatus.IsIncapacitated &&
                ((PlayerStatus.PrimaryResource >= 10 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve))
            {
                // Players with grenades *AND* elemental arrow should spam grenades at close-range instead
                if (Hotbar.Contains(SNOPower.DemonHunter_Grenades) && CurrentTarget.RadiusDistance <= 18f)
                {
                    return(new TrinityPower(SNOPower.DemonHunter_Grenades, 18f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
                }
                // Now return elemental arrow, if not sending grenades instead
                return(new TrinityPower(SNOPower.DemonHunter_ElementalArrow, 65f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
            }
            // Chakram
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_Chakram) && !PlayerStatus.IsIncapacitated &&
                // If we have elemental arrow or rapid fire, then use chakram as a 110 second buff, instead
                ((!Hotbar.Contains(SNOPower.DemonHunter_ClusterArrow)) ||
                 DateTime.Now.Subtract(dictAbilityLastUse[SNOPower.DemonHunter_Chakram]).TotalMilliseconds >= 110000) &&
                ((PlayerStatus.PrimaryResource >= 10 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve))
            {
                return(new TrinityPower(SNOPower.DemonHunter_Chakram, 50f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
            }
            // Rapid Fire
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_RapidFire) && !PlayerStatus.IsIncapacitated &&
                ((PlayerStatus.PrimaryResource >= 20 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve))
            {
                // Players with grenades *AND* rapid fire should spam grenades at close-range instead
                if (Hotbar.Contains(SNOPower.DemonHunter_Grenades) && CurrentTarget.RadiusDistance <= 18f)
                {
                    return(new TrinityPower(SNOPower.DemonHunter_Grenades, 18f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, WAIT_FOR_ANIM));
                }
                // Now return rapid fire, if not sending grenades instead
                return(new TrinityPower(SNOPower.DemonHunter_RapidFire, 50f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, NO_WAIT_ANIM));
            }
            // Impale
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_Impale) && !PlayerStatus.IsIncapacitated &&
                (AnythingWithinRange[RANGE_12] <= 3) &&
                ((PlayerStatus.PrimaryResource >= 25 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve) &&
                CurrentTarget.RadiusDistance <= 50f)
            {
                return(new TrinityPower(SNOPower.DemonHunter_Impale, 50f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
            }
            // Hungering Arrow
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_HungeringArrow) && !PlayerStatus.IsIncapacitated)
            {
                return(new TrinityPower(SNOPower.DemonHunter_HungeringArrow, 50f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, WAIT_FOR_ANIM));
            }
            // Entangling shot
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_EntanglingShot) && !PlayerStatus.IsIncapacitated)
            {
                return(new TrinityPower(SNOPower.DemonHunter_EntanglingShot, 50f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, WAIT_FOR_ANIM));
            }
            // Bola Shot
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_BolaShot) && !PlayerStatus.IsIncapacitated)
            {
                return(new TrinityPower(SNOPower.DemonHunter_BolaShot, 50f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
            }
            // Grenades
            if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_Grenades) && !PlayerStatus.IsIncapacitated)
            {
                return(new TrinityPower(SNOPower.DemonHunter_Grenades, 40f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, WAIT_FOR_ANIM));
            }
            // Default attacks
            if (!UseOOCBuff && !IsCurrentlyAvoiding)
            {
                return(new TrinityPower(GetDefaultWeaponPower(), GetDefaultWeaponDistance(), vNullLocation, CurrentWorldDynamicId, CurrentTarget.ACDGuid, 0, 0, WAIT_FOR_ANIM));
            }
            return(new TrinityPower(SNOPower.None, -1, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM));
        }