Пример #1
0
        public override void Execute()
        {
            // do i need to loot units
            if (UnitLootList.Count > 0)
            {
                AmeisenBotStateMachine.SetState(AmeisenBotState.Looting);
                return;
            }

            // do i need to follow someone
            if (IsUnitToFollowThere())
            {
                AmeisenBotStateMachine.SetState(AmeisenBotState.Following);
            }

            // do we need to repair our equipment
            if (DateTime.Now - LastRepairCheck > TimeSpan.FromSeconds(12))
            {
                if (IsRepairNpcNear() &&
                    CharacterManager.Equipment.Equipment.Any(e => ((double)e.Value.MaxDurability / (double)e.Value.Durability) < 0.2))
                {
                    AmeisenBotStateMachine.SetState(AmeisenBotState.Repairing);
                }

                LastRepairCheck = DateTime.Now;
            }

            // do we need to sell stuff
            if (DateTime.Now - LastBagSlotCheck > TimeSpan.FromSeconds(5) &&
                CharacterManager.Inventory.Items.Any(e => e.Price > 0))
            {
                if (IsVendorNpcNear() &&
                    HookManager.GetFreeBagSlotCount() < 4)
                {
                    AmeisenBotStateMachine.SetState(AmeisenBotState.Selling);
                }

                LastBagSlotCheck = DateTime.Now;
            }

            // do buffing etc...
            CombatClass?.OutOfCombatExecute();
        }