Пример #1
0
        //Used when we actually want to handle a target!
        public static RunStatus HandleTarget(object ret)
        {
            //if (ItemIdentifyBehavior.shouldPreformOOCItemIDing)
            //return ItemIdentifyBehavior.HandleIDBehavior(); //Check if we are doing OOC ID behavior..

            if (Bot.Targeting.Cache.CurrentTarget != null)
            {
                return(Bot.Targeting.Handler.HandleThis());                 //Default Behavior: Current Target
            }
            if (OutOfGame.MuleBehavior)
            {
                if (!OutOfGame.TransferedGear)
                {
                    return(NewMuleGame.StashTransfer());
                }

                return(NewMuleGame.FinishMuleBehavior());
            }

            //Exit Game!!
            if (ExitGame.BehaviorEngaged)
            {
                return(ExitGame.Behavior());
            }

            return(RunStatus.Success);
        }
Пример #2
0
        public static RunStatus HandleTarget(object ret)
        {
            if (UI.ClosingUIElements)
            {
                return(UI.CloseGameProhibitingElements());
            }

            if (OutOfGame.MuleBehavior)
            {
                if (!OutOfGame.TransferedGear)
                {
                    return(NewMuleGame.StashTransfer());
                }

                return(NewMuleGame.FinishMuleBehavior());
            }

            if (CharacterControl.AltHeroGamblingEnabled)
            {
                return(CharacterControl.GamblingCharacterCombatHandler());
            }

            //Exit Game!!
            if (ExitGameBehavior.BehaviorEngaged)
            {
                return(ExitGameBehavior.Behavior());
            }



            //Trial Rift!
            //if (FunkyBaseExtension.Settings.AdventureMode.AllowCombatModifications && BountyCache.RiftTrialIsActiveQuest && FunkyGame.Hero.iCurrentLevelID == 405915)
            //{
            //	return TrialRiftBehavior.Behavior();
            //}

            if (GoblinBehavior.BehaviorEngaged)
            {
                return(GoblinBehavior.Behavior());
            }

            return(RunStatus.Success);
        }