Reset() public method

public Reset ( ) : void
return void
Exemplo n.º 1
0
        ///<summary>
        ///Resets/Updates cache and misc vars
        ///</summary>
        private void InitObjectRefresh()
        {
            //Cache last target only if current target is not avoidance (Movement).
            LastCachedTarget = CurrentTarget != null ? CurrentTarget : ObjectCache.FakeCacheObject;

            //Traveling Flag Reset
            TravellingAvoidance = false;

            //Reset target
            CurrentTarget = null;
            //CurrentUnitTarget = null;



            //Kill Loot Radius Update
            UpdateKillLootRadiusValues();

            // Refresh buffs (so we can check for wrath being up to ignore ice balls and anything else like that)
            Hotbar.RefreshHotbarBuffs();


            // Reset the counters for monsters at various ranges
            Environment.Reset();



            ////Check if we should trim our SNO cache..
            //if (DateTime.Now.Subtract(ObjectCache.cacheSnoCollection.lastTrimming).TotalMilliseconds > FunkyBaseExtension.Settings.Plugin.UnusedSNORemovalRate)
            //	ObjectCache.cacheSnoCollection.TrimOldUnusedEntries();


            ////Check Cached Object Removal flag
            //if (RemovalCheck)
            //{
            //	//Remove flagged objects
            //	var RemovalObjs = (from objs in ObjectCache.Objects.Values
            //					   where objs.NeedsRemoved
            //					   select objs.RAGUID).ToList();

            //	foreach (var item in RemovalObjs)
            //	{
            //		CacheObject thisObj = ObjectCache.Objects[item];

            //		//remove prioritized raguid
            //		if (FunkyGame.Navigation.PrioritizedRAGUIDs.Contains(item))
            //			FunkyGame.Navigation.PrioritizedRAGUIDs.Remove(item);

            //		//Blacklist flag check
            //		if (thisObj.BlacklistFlag != BlacklistType.None)
            //			BlacklistCache.AddObjectToBlacklist(thisObj.RAGUID, thisObj.BlacklistFlag);

            //		ObjectCache.Objects.Remove(thisObj.RAGUID);
            //	}

            //	RemovalCheck = false;
            //}


            ////Increase counter, clear entries if overdue.
            //ObjectCache.Obstacles.AttemptToClearEntries();

            //Non-Combat behavior we reset temp blacklist so we don't get killed by "ignored" units..
            if (FunkyGame.IsInNonCombatBehavior)
            {
                BlacklistCache.CheckRefreshBlacklists(10);
            }

            //Check Gold Inactivity
            //Bot.Game.GoldTimeoutChecker.CheckTimeoutTripped();
        }