Пример #1
0
        public override void OnPulse()
        {
            //don't run if we don't have a navigation provider
            if (Navigator.NavigationProvider == null)
            {
                return;
            }

            using (new PerformanceLogger("Pulse"))
            {
                //remove tracked avoidances that have completed
                var removable = _tracked.Where(i => !i.Condition() && AvoidanceManager.Avoids.All(z => z.AvoidInfo != i)).ToList();

                if (removable.Any())
                {
                    Logger.Info($"Removing {removable.Count} completed spells");
                    AvoidanceManager.RemoveAllAvoids(i => removable.Contains(i));
                    _tracked.RemoveAll(x => removable.Contains(x));
                }


                var newSpellCasts = GameObjectManager.GetObjectsOfType <BattleCharacter>()
                                    .Where(IsValid)
                                    .SelectMany(HandleNewCast)
                                    .ToList();

                if (newSpellCasts.Any())
                {
                    _tracked.AddRange(newSpellCasts);
                    //AvoidanceManager.AvoidInfos.AddRange(newSpellCasts);
                    Logger.Info($"Added: {newSpellCasts.Count()} to the avoidance manager");
                }
            }
        }
Пример #2
0
        public override void OnPulse()
        {
            //don't run if we don't have a navigation provider
            if (Navigator.NavigationProvider == null)
            {
                return;
            }

            using (new PerformanceLogger("Pulse"))
            {
                //remove tracked avoidances that have completed
                var removeable = _tracked.Where(i => !i.Condition() && !AvoidanceManager.Avoids.Any(z => z.AvoidInfo == i)).ToList();

                if (removeable.Any())
                {
                    Logger.Info($"Removing {removeable.Count()} completed spells");
                    AvoidanceManager.RemoveAllAvoids(i => removeable.Contains(i));
                    _tracked.RemoveAll(x => removeable.Contains(x));
                }
                var newSpellCasts = GameObjectManager.GetObjectsOfType <BattleCharacter>()
                                    .Where(c => c.InCombat && !c.IsMe && c.StatusFlags.HasFlag(StatusFlags.Hostile) && c.CastingSpellId != 0 && IsNearby(c) &&

                                           c.SpellCastInfo.SpellData.Omen != 0 && //skip spells that don't have an omen

                                           !AvoidanceManager.AvoidInfos.Any(s => s.Collection.Contains(c)))
                                    .GroupBy(p => p.ObjectId)
                                    .SelectMany(o =>
                {
                    var c = o.First();
                    if (_owners.ContainsKey((ulong)AvoiderType.Spell + c.CastingSpellId))
                    {
                        Logger.Verbose($"{c.SpellCastInfo.SpellData.LocalizedName} [Spell][Id: {c.CastingSpellId}][Omen: {c.SpellCastInfo.SpellData.Omen}][RawCastType: {c.SpellCastInfo.SpellData.RawCastType}][ObjId: {c.ObjectId}]");
                        return(_owners[(ulong)AvoiderType.Spell + c.CastingSpellId].Handle(c));
                    }

                    if (_owners.ContainsKey((ulong)AvoiderType.Omen + c.SpellCastInfo.SpellData.Omen))
                    {
                        Logger.Verbose($"{c.SpellCastInfo.SpellData.LocalizedName} [Omen][Id: {c.CastingSpellId}][Omen: {c.SpellCastInfo.SpellData.Omen}][RawCastType: {c.SpellCastInfo.SpellData.RawCastType}][ObjId: {c.ObjectId}]");
                        return(_owners[(ulong)AvoiderType.Omen + c.SpellCastInfo.SpellData.Omen].Handle(c));
                    }

                    if (_owners.ContainsKey((ulong)AvoiderType.CastType + c.SpellCastInfo.SpellData.RawCastType))
                    {
                        Logger.Verbose($"{c.SpellCastInfo.SpellData.LocalizedName} [CastType][Id: {c.CastingSpellId}][Omen: {c.SpellCastInfo.SpellData.Omen}][RawCastType: {c.SpellCastInfo.SpellData.RawCastType}][ObjId: {c.ObjectId}]");
                        return(_owners[(ulong)AvoiderType.CastType + c.SpellCastInfo.SpellData.RawCastType].Handle(c));
                    }

                    Logger.Verbose($"No Avoid info for: {c.SpellCastInfo.SpellData.LocalizedName} [None][Id: {c.CastingSpellId}][Omen: {c.SpellCastInfo.SpellData.Omen}][RawCastType: {c.SpellCastInfo.SpellData.RawCastType}][ObjId: {c.ObjectId}]");
                    return(null);
                })
                                    .Where(i => i != null).ToList();

                if (newSpellCasts.Any())
                {
                    _tracked.AddRange(newSpellCasts);
                    //AvoidanceManager.AvoidInfos.AddRange(newSpellCasts);
                    Logger.Info($"Added: {newSpellCasts.Count()} to the avoidance manager");
                }
            }
        }
Пример #3
0
        public static async Task <bool> Run()
        {
            // NOT TESTED

            #region Spell Filters

            HashSet <uint> Spells = new HashSet <uint>()
            {
                16333, 16334                                    //Temporary Current
                , 16337, 16335, 16336                           //Undersea Quake
                , 16338, 16339                                  //TidalWave (Preview and Execute)
                //,16328                //Drenching Pulse (Needs a way to avoid others) && Freak Wave
                //Needs Mechanic for Blue Circle with Red Squares over head to seperate
                , 16344                                         //Spinning Dive (Dive Bombs after Maelstrom)
                , 16376                                         //Surging Tsunami (Pushback Mechanic)
                //,16341				//Swirling Tsunami (Donut AOE) need way to detect if me or other player
                , 16332                                         //Killer Wave (Stacking Mechanic)
                //,16326			//Rip Current (Tank Buster to be coded later)
            };
            #endregion

            #region Custom Mechanics



            HashSet <uint> SurgingTsunami = new HashSet <uint>()
            {
                16376
            };
            if (SurgingTsunami.IsCasting() && Core.Me.CurrentHealthPercent > 0)
            {
                Logging.Write(Colors.Aquamarine, $"Dungeon Assist Eden Mechanic - Swirling Tsunami Handling - Triggered - To Center");

                Vector3 _loc = new Vector3(99, 0, 99);

                while (Core.Me.Distance(_loc) > 2f)
                {
                    await CommonTasks.MoveTo(_loc);

                    await Coroutine.Yield();
                }
                Logging.Write(Colors.Aquamarine, $"Dungeon Assist Eden Mechanic - Swirling Tsunami Handling - Sleeping");
                await Coroutine.Sleep(3000);

                if (ActionManager.IsSprintReady)
                {
                    ActionManager.Sprint();
                    await Coroutine.Wait(1000, () => !ActionManager.IsSprintReady);
                }
                Stopwatch sw = new Stopwatch();
                sw.Start();

                Logging.Write(Colors.Aquamarine, $"Dungeon Assist Eden Mechanic - Swirling Tsunami Handling - Sleeping 2");
                await Coroutine.Sleep(1000);

                await Coroutine.Yield();

                sw.Stop();

                Logging.Write(Colors.Aquamarine, $"Dungeon Assist Eden Mechanic - Swirling Tsunami Handling -  - Complete");
            }


            #endregion

            /// Default (缺省)
            if (Spells.IsCasting() && Core.Me.CurrentHealthPercent > 0)
            {
                Logging.Write(Colors.Aquamarine, $"Dungeon Assist Eden Mechanic - Generic Default Handling - Triggered");
                //Core.Me.ClearTarget();						//Clears Target

                await Coroutine.Sleep(700);

                while (Core.Me.Location.Distance2D(PartyManager.VisibleMembers.Where(x => !x.IsMe && x.BattleCharacter.IsAlive).FirstOrDefault().BattleCharacter.Location) > 1)
                {
                    if (ActionManager.IsSprintReady)
                    {
                        ActionManager.Sprint();
                        await Coroutine.Wait(1000, () => !ActionManager.IsSprintReady);
                    }
                    //if (AvoidanceManager.IsRunningOutOfAvoid)     //&& in that zone  (Mechanics file is loaded only for this zone
                    //{
                    AvoidanceManager.RemoveAllAvoids((info => true));
                    AvoidanceManager.ResetNavigation();
                    //}
                    MovementManager.SetFacing(PartyManager.VisibleMembers.Where(x => !x.IsMe && x.BattleCharacter.IsAlive).FirstOrDefault().BattleCharacter.Location);
                    Logging.Write(Colors.Aquamarine, $"Dungeon Assist Eden Mechanic - Generic Default Handling - Moving to Nearest Alive Party Character");
                    MovementManager.MoveForwardStart();
                    if (Core.Me.CurrentHealthPercent <= 0)
                    {
                        break;
                    }
                    Logging.Write(Colors.Aquamarine, $"Dungeon Assist Eden Mechanic - Generic Default Handling - Waiting");
                    await Coroutine.Sleep(100);

                    MovementManager.MoveStop();
                }
                Logging.Write(Colors.Aquamarine, $"Dungeon Assist Eden Mechanic - Generic Default Handling - Complete");
                //await Coroutine.Sleep(1000);
                await Coroutine.Yield();
            }
            return(false);
        }