public static async Task <bool> Interact(WoWObject selectedTarget, System.Action actionOnSuccessfulItemUseDelegate = null) { // Viable target? // NB: Since target may go invalid immediately upon interacting with it, // we cache its name for use in subsequent log entries. if (!Query.IsViable(selectedTarget)) { QBCLog.Warning("Target is not viable!"); return(false); } var targetName = selectedTarget.SafeName; // Need to be facing target... // NB: Not all items require this, but many do. Utility.Target(selectedTarget, true); // Notify user of intent... QBCLog.DeveloperInfo("Interacting with '{0}'", targetName); // Set up 'interrupted use' detection, and interact... using (var castMonitor = SpellCastMonitor.Start(null)) { selectedTarget.Interact(); // NB: The target may not be valid after this point... // Some targets will go 'invalid' immediately afer interacting with them. // Most of the time this happens, the target is immediately and invisibly replaced with // an identical looking target with a different script. // We must assume our target is no longer available for use after this point. await Coroutine.Sleep(Delay.AfterInteraction); // Wait for any casting to complete... // NB: Some interactions or item usages take time, and the WoWclient models this as spellcasting. // NB: We can't test for IsCasting or IsChanneling--we must instead look for a valid spell being cast. // There are some quests that require actions where the WoWclient returns 'true' for IsCasting, // but there is no valid spell being cast. We want the behavior to move on immediately in these // conditions. An example of such an interaction is removing 'tangler' vines in the Tillers // daily quest area. var castResult = await castMonitor.GetResult(); if (castResult != SpellCastResult.Succeeded && castResult != SpellCastResult.NoCastStarted) { string reason = castResult == SpellCastResult.UnknownFail ? castMonitor.FailReason : castResult.ToString(); QBCLog.DeveloperInfo("Interaction with {0} interrupted.", targetName); QBCLog.Warning("Interaction with {0} interrupted. Reason: {1}", targetName, reason); // Give whatever issue encountered a chance to settle... // NB: --we want the Sequence to fail when delay completes. if (castResult != SpellCastResult.LineOfSight && castResult != SpellCastResult.OutOfRange && castResult != SpellCastResult.TooClose) { await Coroutine.Sleep(1500); } return(false); } QBCLog.DeveloperInfo("Interact with '{0}' succeeded.", targetName); if (actionOnSuccessfulItemUseDelegate != null) { actionOnSuccessfulItemUseDelegate(); } return(true); } }
public static async Task <SpellCastResult> CastSpell( int spellId, WoWObject target = null, System.Action actionOnSuccessfulSpellCastDelegate = null) { // Viable target? // If target is null, then assume 'self'. // NB: Since target may go invalid immediately upon casting the spell, // we cache its name for use in subsequent log entries. var selectedObject = target ?? Me; if (!Query.IsViable(selectedObject)) { QBCLog.Warning("Target is not viable!"); return(SpellCastResult.InvalidTarget); } var targetName = selectedObject.SafeName; // Target must be a WoWUnit for us to be able to cast a spell on it... var selectedTarget = selectedObject as WoWUnit; if (!Query.IsViable(selectedTarget)) { QBCLog.Warning("Target {0} is not a WoWUnit--cannot cast spell on it.", targetName); return(SpellCastResult.InvalidTarget); } // Spell known? WoWSpell selectedSpell = WoWSpell.FromId(spellId); if (selectedSpell == null) { QBCLog.Warning("{0} is not known.", Utility.GetSpellNameFromId(spellId)); return(SpellCastResult.SpellNotKnown); } var spellName = selectedSpell.Name; // Need to be facing target... // NB: Not all spells require this, but many do. Utility.Target(selectedTarget, true); // Wait for spell to become ready... if (!SpellManager.CanCast(selectedSpell)) { QBCLog.Warning( "{0} is not usable, yet. (cooldown remaining: {1})", spellName, Utility.PrettyTime(selectedSpell.CooldownTimeLeft)); return(SpellCastResult.NotReady); } // Notify user of intent... var message = string.Format("Attempting cast of '{0}' on '{1}'", spellName, targetName); message += selectedTarget.IsDead ? " (dead)" : string.Format(" (health: {0:F1})", selectedTarget.HealthPercent); QBCLog.DeveloperInfo(message); // Set up 'interrupted use' detection, and cast spell... using (var castMonitor = SpellCastMonitor.Start(spellId)) { SpellManager.Cast(selectedSpell, selectedTarget); // NB: The target or the spell may not be valid after this point... // Some targets will go 'invalid' immediately afer interacting with them. // Most of the time this happens, the target is immediately and invisibly replaced with // an identical looking target with a different script. // We must assume our target and spell is no longer available for use after this point. await Coroutine.Sleep((int)Delay.AfterItemUse.TotalMilliseconds); // If item use requires a second click on the target (e.g., item has a 'ground target' mechanic)... await CastPendingSpell(selectedTarget); // Wait for any casting to complete... // NB: Some interactions or item usages take time, and the WoWclient models this as spellcasting. var castResult = await castMonitor.GetResult(); if (castResult != SpellCastResult.Succeeded) { string reason = castResult == SpellCastResult.UnknownFail ? castMonitor.FailReason : castResult.ToString(); QBCLog.Warning("Cast of {0} failed. Reason: {1}", spellName, reason); // Give whatever issue encountered a chance to settle... // NB: --we want the Sequence to fail when delay completes. if (castResult != SpellCastResult.LineOfSight && castResult != SpellCastResult.OutOfRange && castResult != SpellCastResult.TooClose) { await Coroutine.Sleep(1500); } return(castResult); } QBCLog.DeveloperInfo("Cast of '{0}' on '{1}' succeeded.", spellName, targetName); if (actionOnSuccessfulSpellCastDelegate != null) { actionOnSuccessfulSpellCastDelegate(); } return(SpellCastResult.Succeeded); } }
/// <summary> /// <para>Uses item defined by ITEMID.</para> /// <para> /// Notes: /// <list type="bullet"> /// <item> /// <description> /// <para> /// * It is up to the caller to assure that all preconditions have been met for /// using the item (i.e., the item is off cooldown, etc). /// </para> /// </description> /// </item> /// <item> /// <description> /// <para> /// * If item use was successful, coroutine returns 'true'; /// otherwise, 'false' is returned (e.g., item is not ready for use, /// item use was interrupted by combat, etc). /// </para> /// </description> /// </item> /// </list> /// </para> /// </summary> /// <param name="itemId">The item provided should be viable, and ready for use.</param> /// <param name="actionOnMissingItemDelegate">This delegate will be called if the item /// is missing from our backpack. This delegate may not be null.</param> /// <param name="actionOnFailedItemUseDelegate">If non-null, this delegate will be called /// if we attempted to use the item, and it was unsuccessful. Examples include attemtping /// to use the item on an invalid target, or being interrupted or generally unable to use /// the item at this time.</param> /// <param name="actionOnSuccessfulItemUseDelegate">If non-null, this delegate will be called /// once the item has been used successfully.</param> /// <returns></returns> /// <remarks>20140305-19:01UTC, Highvoltz/chinajade</remarks> public static async Task <bool> UseItem( int itemId, System.Action actionOnMissingItemDelegate, System.Action actionOnFailedItemUseDelegate = null, System.Action actionOnSuccessfulItemUseDelegate = null) { // Waits for global cooldown to end to successfully use the item await Coroutine.Wait(500, () => !SpellManager.GlobalCooldown); // Is item in our bags? var itemToUse = Me.CarriedItems.FirstOrDefault(i => (i.Entry == itemId)); if (!Query.IsViable(itemToUse)) { QBCLog.Error("{0} is not in our bags.", Utility.GetItemNameFromId(itemId)); if (actionOnMissingItemDelegate != null) { actionOnMissingItemDelegate(); } return(false); } var itemName = itemToUse.SafeName; // Wait for Item to be usable... // NB: WoWItem.Usable does not account for cooldowns. if (!itemToUse.Usable || (itemToUse.Cooldown > 0)) { TreeRoot.StatusText = string.Format( "{0} is not usable, yet. (cooldown remaining: {1})", itemName, Utility.PrettyTime(itemToUse.CooldownTimeLeft)); return(false); } // Notify user of intent... QBCLog.DeveloperInfo("Attempting use of '{0}'", itemName); // Set up 'interrupted use' detection, and use item... using (var castMonitor = SpellCastMonitor.Start(null)) { itemToUse.Use(); // NB: The target or the item may not be valid after this point... // Some targets will go 'invalid' immediately afer interacting with them. // Most of the time this happens, the target is immediately and invisibly replaced with // an identical looking target with a different script. // Some items are consumed when used. // We must assume our target and item is no longer available for use after this point. await Coroutine.Sleep((int)Delay.AfterItemUse.TotalMilliseconds); // Wait for any casting to complete... // NB: Some interactions or item usages take time, and the WoWclient models this as spellcasting. // NB: We can't test for IsCasting or IsChanneling--we must instead look for a valid spell being cast. // There are some quests that require actions where the WoWclient returns 'true' for IsCasting, // but there is no valid spell being cast. We want the behavior to move on immediately in these // conditions. An example of such an interaction is removing 'tangler' vines in the Tillers // daily quest area. var castResult = await castMonitor.GetResult(); if (castResult != SpellCastResult.Succeeded && castResult != SpellCastResult.NoCastStarted) { string reason = castResult == SpellCastResult.UnknownFail ? castMonitor.FailReason : castResult.ToString(); QBCLog.Warning("Use of {0} interrupted. Reason: {1}", itemName, reason); // Give whatever issue encountered a chance to settle... // NB: --we want the Sequence to fail when delay completes. if (castResult != SpellCastResult.LineOfSight && castResult != SpellCastResult.OutOfRange && castResult != SpellCastResult.TooClose) { await Coroutine.Sleep(1500); } if (actionOnFailedItemUseDelegate != null) { actionOnFailedItemUseDelegate(); } return(false); } } QBCLog.DeveloperInfo("Use of '{0}' succeeded.", itemName); if (actionOnSuccessfulItemUseDelegate != null) { actionOnSuccessfulItemUseDelegate(); } return(true); }
/// <summary> /// <para>Uses the hearthstone.</para> /// <para>Dismounts if mounted and stops moving before attempting to cast hearthstone. </para> /// <para>Does not yield until hearthstone is casted unless it can't be casted, already in hearthstone area or cast failed. </para> /// </summary> /// <param name="useGarrisonHearthstone">Use garrison hearthstone if set to <c>true</c>.</param> /// <param name="inHearthAreaAction">The action to take if already in hearthstone area.</param> /// <param name="noHearthStoneInBagsAction">The action to take if no hearthstone is in bags.</param> /// <param name="hearthNotSetAction">The action to take if hearth is not set.</param> /// <param name="hearthOnCooldownAction">The action to take if hearth is on cooldown.</param> /// <param name="hearthCastedAction">The action to take if hearth is successfully casted.</param> /// <param name="hearthCastFailedAction">The action to take if hearth failed to cast. The reason string is passed in argument.</param> /// <returns>Returns <c>true</c> if hearth was casted</returns> /// <exception cref="Exception">A delegate callback throws an exception.</exception> public static async Task <bool> UseHearthStone( bool useGarrisonHearthstone = false, Action inHearthAreaAction = null, Action noHearthStoneInBagsAction = null, Action hearthNotSetAction = null, Action hearthOnCooldownAction = null, Action hearthCastedAction = null, Action <string> hearthCastFailedAction = null) { if (IsInHearthStoneArea(useGarrisonHearthstone)) { if (inHearthAreaAction != null) { inHearthAreaAction(); } else { QBCLog.DeveloperInfo("Already at hearthstone area"); } return(false); } var hearthStones = useGarrisonHearthstone ? GetHearthStonesByIds(ItemId_GarrisonHearthStoneId) : GetHearthStonesByIds(ItemId_HearthStoneId, ItemId_TheInnkeepersDaughter); if (!hearthStones.Any()) { if (noHearthStoneInBagsAction != null) { noHearthStoneInBagsAction(); } else { QBCLog.DeveloperInfo("No hearthstone found in bag"); } return(false); } if (!useGarrisonHearthstone && Me.HearthstoneAreaId == 0) { // I can only see this occurring if using the Innkeeper's Daughter hearthtone since the normal hearthstone // only shows up in bags if hearth has been set. if (hearthNotSetAction != null) { hearthNotSetAction(); } else { QBCLog.DeveloperInfo("Hearth has not been set"); } return(false); } var usableHearthstone = hearthStones.FirstOrDefault(i => !i.Effects.First().Spell.Cooldown); if (usableHearthstone == null) { if (hearthOnCooldownAction != null) { hearthOnCooldownAction(); } else { QBCLog.DeveloperInfo("Hearth is on cooldown"); } return(false); } // the following coroutines execute sequentially, they do not return until dismounted or movement has stopped. await CommonCoroutines.LandAndDismount(); await CommonCoroutines.StopMoving(); // Close any frame that can prevent hearthstone use... // For example WoW will try to sell to hearthstone if merchant frame is open when hearthstone is used await CloseFrames(); var hearthstoneSpell = usableHearthstone.Effects.First().Spell; using (var castMonitor = SpellCastMonitor.Start(hearthstoneSpell.Id)) { QBCLog.DeveloperInfo("Using hearthstone: {0}", hearthstoneSpell.Name); usableHearthstone.Use(); var castResult = await castMonitor.GetResult(12000); if (castResult == SpellCastResult.Succeeded) { await Coroutine.Wait(2000, () => IsInHearthStoneArea(useGarrisonHearthstone)); if (hearthCastedAction != null) { hearthCastedAction(); } else { QBCLog.DeveloperInfo("Successfully used hearthstone"); } return(true); } string reason = castResult == SpellCastResult.UnknownFail ? castMonitor.FailReason : castResult.ToString(); if (hearthCastFailedAction != null) { hearthCastFailedAction(reason); } else { QBCLog.Warning("Cast of {0} failed. Reason: {1}", hearthstoneSpell.Name, reason); } return(false); } }
/// <summary> /// <para>Uses item defined by ITEMID on target defined by SELECTEDTARGET.</para> /// <para> /// Notes: /// <list type="bullet"> /// <item> /// <description> /// <para> /// * It is up to the caller to assure that all preconditions have been met for /// using the item (i.e., the target is in range, the item is off cooldown, etc). /// </para> /// </description> /// </item> /// <item> /// <description> /// <para> /// * If item use was successful, coroutine returns 'true'; /// otherwise, 'false' is returned (e.g., item is not ready for use, /// item use was interrupted by combat, etc). /// </para> /// </description> /// </item> /// <item> /// <description> /// <para> /// * It is up to the caller to blacklist the target, or select a new target /// after successful item use. The actionOnFailedItemUseDelegate argument /// can facilitate these activities. /// </para> /// </description> /// </item> /// </list> /// </para> /// </summary> /// <param name="selectedTarget">The target provided should be viable.</param> /// <param name="itemId">The item provided should be viable, and ready for use.</param> /// <param name="actionOnMissingItemDelegate">This delegate will be called if the item /// is missing from our backpack. This delegate may not be null.</param> /// <param name="actionOnFailedItemUseDelegate">If non-null, this delegate will be called /// if we attempted to use the item, and it was unsuccessful. Examples include attemtping /// to use the item on an invalid target, or being interrupted or generally unable to use /// the item at this time.</param> /// <param name="actionOnSuccessfulItemUseDelegate">If non-null, this delegate will be called /// once the item has been used successfully.</param> /// <returns></returns> /// <remarks>20140305-19:01UTC, Highvoltz/chinajade</remarks> public static async Task <bool> UseItemOnTarget( int itemId, WoWObject selectedTarget, System.Action actionOnMissingItemDelegate, System.Action actionOnFailedItemUseDelegate = null, System.Action actionOnSuccessfulItemUseDelegate = null) { // Waits for global cooldown to end to successfully use the item await Coroutine.Wait(500, () => !SpellManager.GlobalCooldown); // qualify... // Viable target? // NB: Since target may go invalid immediately upon using the item, // we cache its name for use in subsequent log entries.; if (!Query.IsViable(selectedTarget)) { QBCLog.Warning("Target is not viable!"); if (actionOnFailedItemUseDelegate != null) { actionOnFailedItemUseDelegate(); } return(false); } var targetName = selectedTarget.SafeName; // Is item in our bags? var itemToUse = Me.CarriedItems.FirstOrDefault(i => (i.Entry == itemId)); if (!Query.IsViable(itemToUse)) { QBCLog.Error("{0} is not in our bags.", Utility.GetItemNameFromId(itemId)); if (actionOnMissingItemDelegate != null) { actionOnMissingItemDelegate(); } return(false); } var itemName = itemToUse.SafeName; // Need to be facing target... // NB: Not all items require this, but many do. Utility.Target(selectedTarget, true); // Wait for Item to be usable... // NB: WoWItem.Usable does not account for cooldowns. if (!itemToUse.Usable || (itemToUse.Cooldown > 0)) { TreeRoot.StatusText = string.Format( "{0} is not usable, yet. (cooldown remaining: {1})", itemName, Utility.PrettyTime(itemToUse.CooldownTimeLeft)); return(false); } // Notify user of intent... var message = string.Format("Attempting use of '{0}' on '{1}'", itemName, targetName); var selectedTargetAsWoWUnit = selectedTarget as WoWUnit; if (selectedTargetAsWoWUnit != null) { if (selectedTargetAsWoWUnit.IsDead) { message += " (dead)"; } else { message += string.Format(" (health: {0:F1})", selectedTargetAsWoWUnit.HealthPercent); } } QBCLog.DeveloperInfo(message); // Set up 'interrupted use' detection, and use item... // MAINTAINER'S NOTE: Once these handlers are installed, make sure all possible exit paths from the outer // Sequence unhook these handlers. I.e., if you plan on returning RunStatus.Failure, be sure to call // UtilityBehaviorSeq_UseItemOn_HandlersUnhook() first. // Set up 'interrupted use' detection, and use item... using (var castMonitor = SpellCastMonitor.Start(null)) { itemToUse.Use(selectedTarget.Guid); // NB: The target or the item may not be valid after this point... // Some targets will go 'invalid' immediately afer interacting with them. // Most of the time this happens, the target is immediately and invisibly replaced with // an identical looking target with a different script. // Some items are consumed when used. // We must assume our target and item is no longer available for use after this point. await Coroutine.Sleep((int)Delay.AfterItemUse.TotalMilliseconds); await CastPendingSpell(selectedTarget); // Wait for any casting to complete... // NB: Some interactions or item usages take time, and the WoWclient models this as spellcasting. // NB: We can't test for IsCasting or IsChanneling--we must instead look for a valid spell being cast. // There are some quests that require actions where the WoWclient returns 'true' for IsCasting, // but there is no valid spell being cast. We want the behavior to move on immediately in these // conditions. An example of such an interaction is removing 'tangler' vines in the Tillers // daily quest area. var castResult = await castMonitor.GetResult(); if (castResult != SpellCastResult.Succeeded && castResult != SpellCastResult.NoCastStarted) { string reason = castResult == SpellCastResult.UnknownFail ? castMonitor.FailReason : castResult.ToString(); QBCLog.Warning("Use of {0} interrupted. Reason: {1}", itemName, reason); // Give whatever issue encountered a chance to settle... // NB: --we want the Sequence to fail when delay completes. if (castResult != SpellCastResult.LineOfSight && castResult != SpellCastResult.OutOfRange && castResult != SpellCastResult.TooClose) { await Coroutine.Sleep(1500); } if (actionOnFailedItemUseDelegate != null) { actionOnFailedItemUseDelegate(); } return(false); } } QBCLog.DeveloperInfo("Use of '{0}' on '{1}' succeeded.", itemName, targetName); if (actionOnSuccessfulItemUseDelegate != null) { actionOnSuccessfulItemUseDelegate(); } return(true); }