private void button3_Click(object sender, EventArgs e) { if (checkBox1.Checked == false) { waypointlist.Clear(); foreach (string newloc in listBox1.Items) { string[] theitem = newloc.Split('|'); cwaypoint wpoint = new cwaypoint(); wpoint.X = Convert.ToSingle(theitem[1], CultureInfo.InvariantCulture); wpoint.Y = Convert.ToSingle(theitem[0], CultureInfo.InvariantCulture); wpoint.Z = Convert.ToSingle(theitem[2], CultureInfo.InvariantCulture); waypointlist.Add(wpoint); } } else { deathpointlist.Clear(); foreach (string newloc in listBox1.Items) { string[] theitem = newloc.Split('|'); cwaypoint wpoint = new cwaypoint(); wpoint.X = Convert.ToSingle(theitem[1], CultureInfo.InvariantCulture); wpoint.Y = Convert.ToSingle(theitem[0], CultureInfo.InvariantCulture); wpoint.Z = Convert.ToSingle(theitem[2], CultureInfo.InvariantCulture); deathpointlist.Add(wpoint); } } f1.deathrun = false; this.Close(); }
// If timer activate this function it walks into a random direction and jumps public void unstucking_walking() { // Random randomNr = new Random(); int number = randomNr.Next(0, 50); // Add a log MainWindow.log_text = "Stuck! Try to unstuck."; // Unstuck if (unstucking_active) { // Check exitwildstar ExitWildstar.unstucking_check(); for (int i = 0; i < 50; i++) { Keysimulation.SimulateKeys.Space(); if (number >= 0 && number <= 25) { Keysimulation.SimulateKeys.Q(); } if (number >= 25 && number <= 35) { Keysimulation.SimulateKeys.E(); } if (i > 45) { if (Properties.Settings.Default.mods == "PVP") { // find the closes spot findwaypoint.closes_waypoint(); // Set this waypoint to the current list CTM_System.ctm_points = CTM_System.waypoints_list[findwaypoint.best_waypoint_index]; CTM_System.waypoint_count = findwaypoint.best_waypoint_index; // Set this CTM stats.player_ctm_x(CTM_System.ctm_points.X); stats.player_ctm_y(CTM_System.ctm_points.Y); // Reset waypoint found findwaypoint.waypoint_found = false; } unstucking_active = false; break; } } } }
private void button3_Click(object sender, EventArgs e) { waypointlist.Clear(); foreach (string newloc in listBox1.Items) { string[] theitem = newloc.Split('|'); cwaypoint wpoint = new cwaypoint(); wpoint.X = Convert.ToDouble(theitem[0]); wpoint.Y = Convert.ToDouble(theitem[1]); wpoint.Z = Convert.ToDouble(theitem[2]); waypointlist.Add(wpoint); } this.Close(); }
// Reset normal spots function public void waypoints_reset() { try { if (waypoint_count > 0) { ctm_points = waypoints_list[waypoint_count - 1]; stats.player_ctm_x(ctm_points.X); stats.player_ctm_y(ctm_points.Y); } else { ctm_points = waypoints_list[0]; stats.player_ctm_x(ctm_points.X); stats.player_ctm_y(ctm_points.Y); } } catch { } }
// Normal spots walking function public void walking() { // Set timer unstucking_time_set(0); stats.player_ctm_distance(1); // Set Distance // Mount // Call the mount if (Properties.Settings.Default.use_grinding_mount && UseMount.use_mount) { if (stats.player_mountID() == 0) { // Stop the character stats.player_ctm_push(4294967295); // Summon the mount Keysimulation.SimulateKeys.Y(); System.Threading.Thread.Sleep(2500); } } // Check mount if (!unstucking_active && ((UseMount.use_mount && stats.player_mountID() != 0) | !UseMount.use_mount)) { if (!walking_loop) { try { // Check if autoselling is on if (Properties.Settings.Default.mods == "Grinding" | Properties.Settings.Default.mods == "Gathering") { if (Grinding.player_autoselling | Gathering.player_autoselling) { walking_loop = true; } } // Set the points into the ctm system stats.player_ctm_x(ctm_points.X + randomnr.create(-0.0, 0.42)); stats.player_ctm_y(ctm_points.Y + randomnr.create(-0.0, 0.31)); stats.player_ctm_z(ctm_points.Z + randomnr.create(-0.0, 0.32)); stats.player_ctm_push(0); // Push CTM unstucking_system_Timer.Start(); // Active unstucking system // Switch the spot if (DistanceToPoint2D() <= 3.0f) { // Log MainWindow.log_text = "Walking to spot: " + waypoint_count.ToString() + "\n" + "X: " + ctm_points.X + " Y: " + ctm_points.Y; // Set the next ctm point waypoint_count++; ctm_points = waypoints_list[waypoint_count]; // Set the points into the ctm system stats.player_ctm_x(ctm_points.X + randomnr.create(-0.0, 0.12)); stats.player_ctm_y(ctm_points.Y + randomnr.create(-0.0, 0.31)); stats.player_ctm_z(ctm_points.Z + randomnr.create(-0.0, 0.33)); stats.player_ctm_push(0); // Push CTM // Reset the unstucking counter ExitWildstar.unstucking_counter = 0; unstucking_time_set(1); // Reset the timer unstucking_system_Timer.Stop(); // Stop unstucking system } } catch { if (!Properties.Settings.Default.walk_in_circle) { // Enable the loop walking_loop = true; // Set the next ctm point waypoint_count--; ctm_points = waypoints_list[waypoint_count]; // Log MainWindow.log_text = "Reached the last spot. Looping on."; } else { // Set the next ctm point waypoint_count = 0; ctm_points = waypoints_list[waypoint_count]; // Log MainWindow.log_text = "Reached the last spot. Looping on."; } } } else { try { // Set the points into the ctm system stats.player_ctm_x(ctm_points.X + randomnr.create(-0.0, 0.32)); stats.player_ctm_y(ctm_points.Y + randomnr.create(-0.0, 0.33)); stats.player_ctm_z(ctm_points.Z + randomnr.create(-0.0, 0.32)); unstucking_system_Timer.Start(); // Active unstucking system stats.player_ctm_push(0); // Push CTM if (DistanceToPoint2D() <= 3.0f) { // Log MainWindow.log_text = "Walking to spot: " + waypoint_count.ToString() + "\n" + "X: " + ctm_points.X + " Y: " + ctm_points.Y; // Set the next ctm point waypoint_count--; ctm_points = waypoints_list[waypoint_count]; // Set the points into the ctm system stats.player_ctm_x(ctm_points.X + randomnr.create(-0.0, 0.41)); stats.player_ctm_y(ctm_points.Y + randomnr.create(-0.0, 0.22)); stats.player_ctm_z(ctm_points.Z + randomnr.create(-0.0, 0.32)); stats.player_ctm_push(0); // Push CTM // Reset the unstucking counter ExitWildstar.unstucking_counter = 0; unstucking_time_set(1); // R4eset the timer unstucking_system_Timer.Stop(); // Stop unstucking system } } catch { // Disable the loop walking_loop = false; // Log MainWindow.log_text = "Reached the last spot. Looping off."; } } } // Unstucking active else { unstucking_walking(); } }
// Selling spots walking function public void walking_selling() { // Set timer unstucking_time_set(0); stats.player_ctm_distance(1); // Set Distance // Call the mount if (Properties.Settings.Default.use_mount_death_selling) { if (stats.player_mountID() == 0) { // Stop the character stats.player_ctm_push(4294967295); // Summon the mount Keysimulation.SimulateKeys.Y(); System.Threading.Thread.Sleep(2500); } } if (!Properties.Settings.Default.use_mount_death_selling | stats.player_mountID() != 0) { if (!walking_selling_loop) { try { // Set the points into the ctm system stats.player_ctm_x(ctm_selling_points.X); stats.player_ctm_y(ctm_selling_points.Y); stats.player_ctm_z(randomnr.create(-100, 1000)); unstucking_system_Timer.Start(); // Unstucking system start if (stats.player_ctm_push() != 0) // Push ctm status { stats.player_ctm_push(0); } // Switch the spot if (DistanceToPoint2D() <= 2.0f + randomnr.create(0, 1)) { // Log MainWindow.log_text = "Walking to selling spot: " + waypoint_selling_count.ToString() + "\n" + "X: " + ctm_selling_points.X + " Y: " + ctm_selling_points.Y; // Set the next ctm point waypoint_selling_count++; ctm_selling_points = waypoints_selling_list[waypoint_selling_count]; // Set the points into the ctm system stats.player_ctm_x(ctm_selling_points.X); stats.player_ctm_y(ctm_selling_points.Y); // Reset the unstucking counter ExitWildstar.unstucking_counter = 0; unstucking_time_set(1); // R4eset the timer unstucking_system_Timer.Stop(); // Reset the unstucking system, stop it } } catch { // Sell stuff System.Threading.Thread.Sleep(1000); // Wait one second for (int b = 0; b < 10; b++) { Keysimulation.SimulateKeys.F(); // Click F to open the sell window System.Threading.Thread.Sleep(100); // Wait one second } Random i = new Random(); // To avoid a pattern int random_nr; random_nr = i.Next(500, 1000); System.Threading.Thread.Sleep(4000 + random_nr); // Wait one second + random // Sell stuff for (int c = 0; c < 5; c++) { Keysimulation.SimulateKeys.F(); // Click F to open the sell window System.Threading.Thread.Sleep(100); // Wait one second } walking_selling_loop = true; // Set the loop to true to stop walking in death mode } } else { try { // Set the points into the ctm system stats.player_ctm_x(ctm_selling_points.X); stats.player_ctm_y(ctm_selling_points.Y); stats.player_ctm_z(randomnr.create(-100, 1000)); unstucking_system_Timer.Start(); // Unstucking system start if (stats.player_ctm_push() != 0) // Push ctm status { stats.player_ctm_push(0); } // Switch the spot if (DistanceToPoint2D() <= 2.5f) { // Log MainWindow.log_text = "Walking to selling spot: " + waypoint_selling_count.ToString() + "\n" + "X: " + ctm_selling_points.X + " Y: " + ctm_selling_points.Y; // Set the next ctm point waypoint_selling_count--; ctm_selling_points = waypoints_selling_list[waypoint_selling_count]; // Set the points into the ctm system stats.player_ctm_x(ctm_selling_points.X); stats.player_ctm_y(ctm_selling_points.Y); // Reset the unstucking counter ExitWildstar.unstucking_counter = 0; unstucking_time_set(1); // R4eset the timer unstucking_system_Timer.Stop(); // Reset the unstucking system, stop it } } catch { walking_selling_loop = false; // Set the loop to true to stop walking in death mode selling_returned = true; // Enable this bool to give the signal that it's back } } } }
// Death spots walking function public void walking_dead() { // Set timer unstucking_time_set(0); stats.player_ctm_distance(1); // Set Distance // Check which loop it should use if (walking_first_death_list && walking_second_death_list && waypoints_death_list_second.Count != 0 && waypoints_death_list.Count != 0) { if (Properties.Settings.Default.mods == "PVP") { System.Threading.Thread.Sleep(12000); } else { System.Threading.Thread.Sleep(6000); } // Reset wp CTM_System.waypoint_count = 0; // Calculate the distances double first_list_distance = Distance2D(stats.player_position_x(), stats.player_position_y(), waypoints_death_list[0].X, waypoints_death_list[0].Y); double second_list_distance = Distance2D(stats.player_position_x(), stats.player_position_y(), waypoints_death_list_second[0].X, waypoints_death_list_second[0].Y); // Decide if (first_list_distance <= second_list_distance) { // Add log MainWindow.log_text = "Chosen the first death spots list."; // Add the first spot into the ctm function ctm_death_points = waypoints_death_list[waypoint_death_count]; // Chose walking_first_death_list = true; walking_second_death_list = false; } else { // Add log MainWindow.log_text = "Chosen the second death spots list."; // Add the first spot into the ctm function ctm_death_points = waypoints_death_list_second[waypoint_death_count]; // Chose walking_first_death_list = false; walking_second_death_list = true; } } else if (walking_first_death_list && walking_second_death_list && waypoints_death_list_second.Count != 0 && waypoints_death_list.Count == 0) { // Add log MainWindow.log_text = "Chosen the second death spots list."; // Add the first spot into the ctm function ctm_death_points = waypoints_death_list_second[waypoint_death_count]; // Chose walking_first_death_list = false; walking_second_death_list = true; } else if (walking_first_death_list && walking_second_death_list && waypoints_death_list_second.Count == 0 && waypoints_death_list.Count != 0) { // Add log MainWindow.log_text = "Chosen the first death spots list."; // Add the first spot into the ctm function ctm_death_points = waypoints_death_list[waypoint_death_count]; // Chose walking_first_death_list = true; walking_second_death_list = false; } // Mount // Call the mount if (Properties.Settings.Default.use_mount_death_selling) { if (stats.player_mountID() == 0) { // Stop the character stats.player_ctm_push(4294967295); // Summon the mount Keysimulation.SimulateKeys.Y(); System.Threading.Thread.Sleep(2500); } } if (!walking_dead_loop && (!Properties.Settings.Default.use_mount_death_selling | stats.player_mountID() != 0)) { try { if (walking_first_death_list && !walking_second_death_list) // First list { // Set the points into the ctm system stats.player_ctm_x(ctm_death_points.X); stats.player_ctm_y(ctm_death_points.Y); stats.player_ctm_z(randomnr.create(-100, 1000)); unstucking_system_Timer.Start(); // Unstucking system start if (stats.player_ctm_push() != 0) // Push ctm status { stats.player_ctm_push(0); } // Switch the spot if (DistanceToPoint2D() <= 2.5f + randomnr.create(0, 1)) { // Log MainWindow.log_text = "Walking to death spot: " + waypoint_death_count.ToString() + "\n" + "X: " + ctm_death_points.X + " Y: " + ctm_death_points.Y; // Set the next ctm point waypoint_death_count++; ctm_death_points = waypoints_death_list[waypoint_death_count]; // Set the points into the ctm system stats.player_ctm_x(ctm_death_points.X); stats.player_ctm_y(ctm_death_points.Y); stats.player_ctm_z(randomnr.create(-100, 1000)); // Reset the unstucking counter ExitWildstar.unstucking_counter = 0; unstucking_time_set(1); // R4eset the timer unstucking_system_Timer.Stop(); // Reset the unstucking system, stop it } } else if (!walking_first_death_list && walking_second_death_list) // Second list { // Set the points into the ctm system stats.player_ctm_x(ctm_death_points.X); stats.player_ctm_y(ctm_death_points.Y); stats.player_ctm_z(randomnr.create(-100, 1000)); unstucking_system_Timer.Start(); // Unstucking system start if (stats.player_ctm_push() != 0) // Push ctm status { stats.player_ctm_push(0); } // Switch the spot if (DistanceToPoint2D() <= 2.0f + randomnr.create(0, 1)) { // Log MainWindow.log_text = "Walking to death spot: " + waypoint_death_count.ToString() + "\n" + "X: " + ctm_death_points.X + " Y: " + ctm_death_points.Y; // Set the next ctm point waypoint_death_count++; ctm_death_points = waypoints_death_list_second[waypoint_death_count]; // Set the points into the ctm system stats.player_ctm_x(ctm_death_points.X); stats.player_ctm_y(ctm_death_points.Y); stats.player_ctm_z(randomnr.create(-100, 1000)); // Reset the unstucking counter ExitWildstar.unstucking_counter = 0; unstucking_time_set(1); // R4eset the timer unstucking_system_Timer.Stop(); // Reset the unstucking system, stop it } } } catch { // Chose normal spots chose_random_spots(); if (Properties.Settings.Default.got_to_vendor_after_death) { if (Properties.Settings.Default.mods == "Grinding") { Grinding.player_autoselling = true; } else if (Properties.Settings.Default.mods == "Gathering") { Gathering.player_autoselling = true; } } // find the closes spot findwaypoint.closes_waypoint(); if (findwaypoint.waypoint_found) { // Set this waypoint to the current list CTM_System.ctm_points = CTM_System.waypoints_list[findwaypoint.best_waypoint_index]; CTM_System.waypoint_count = findwaypoint.best_waypoint_index; // Set this CTM stats.player_ctm_x(CTM_System.ctm_points.X); stats.player_ctm_y(CTM_System.ctm_points.Y); // Reset waypoint found findwaypoint.waypoint_found = false; // Reset all the stuff walking_dead_loop = true; // Set the loop to true to stop walking in death mode waypoint_death_count = 0; // Reset death count Grinding.player_ressurection = false; // Reset grinding - > set to the normal walking Gathering.player_ressurection = false; PVP.player_ressurection = false; // Reset PVP } } } }