/// <summary> /// UIElement validation check /// </summary> /// <param name="hash">UIElement hash to check</param> /// <param name="isEnabled">should be enabled</param> /// <param name="isVisible">should be visible</param> /// <param name="bisValid">should be a valid UIElement</param> /// <returns>true if all requirements are valid</returns> public static bool isValid(ulong hash, bool isEnabled = true, bool isVisible = true, bool bisValid = true) { try { if (!UIElement.IsValidElement(hash)) { return(false); } else { var element = UIElement.FromHash(hash); if ((isEnabled && !element.IsEnabled) || (!isEnabled && element.IsEnabled)) { return(false); } if ((isVisible && !element.IsVisible) || (!isVisible && element.IsVisible)) { return(false); } if ((bisValid && !element.IsValid) || (!bisValid && element.IsValid)) { return(false); } } } catch { return(false); } return(true); }
private void ErrorHandling() { if (ErrorDialog.IsVisible) { // Check if Demonbuddy found errordialog if (!handlederror) { Send("CheckConnection", pause: true); handlederror = true; } else { handlederror = false; ErrorDialog.Click(); bootTo(); } } else if (UIElementTester.isValid(_UIElement.errordialog_okbutton)) { // Demonbuddy failed to find error dialog use static hash to find the OK button Send("CheckConnection", pause: true); UIElement.FromHash(_UIElement.errordialog_okbutton).Click(); bootTo(); } else { handlederror = false; if (UIElementTester.isValid(_UIElement.loginscreen_username)) { // We are at loginscreen Send("CheckConnection", pause: true); } } }
/// <summary> /// Check if we are stuck or not by simply checking for position changing max once every 3 seconds /// </summary> /// <param name="vMyCurrentPosition"></param> /// <param name="checkDuration"></param> /// <returns></returns> public static bool UnstuckChecker(Vector3 vMyCurrentPosition, int checkDuration = 3000) { // set checkDuration to 30 sec while in town or vendoring, just to avoid annoyances if (ZetaDia.Me.IsInTown || GilesTrinity.ForceVendorRunASAP || Zeta.CommonBot.Logic.BrainBehavior.IsVendoring) { checkDuration = 15000; } // Keep checking distance changes every 3 seconds if (DateTime.Now.Subtract(TimeLastRecordedPosition).TotalMilliseconds >= checkDuration) { if (ZetaDia.Me.IsInTown && (UIElements.VendorWindow.IsVisible || UIElements.SalvageWindow.IsVisible)) { UnStuckCheckerLastResult = false; return(UnStuckCheckerLastResult); } if (checkDuration >= 3000) { TimeLastRecordedPosition = DateTime.Now; } ProfileBehavior c = null; try { if (ProfileManager.CurrentProfileBehavior != null) { c = ProfileManager.CurrentProfileBehavior; } } catch { } if (c != null && c.GetType() == typeof(WaitTimerTag)) { vOldPosition = Vector3.Zero; GoldInactivity.ResetCheckGold(); UnStuckCheckerLastResult = false; return(UnStuckCheckerLastResult); } Zeta.Internals.UIElement vendorWindow = Zeta.Internals.UIElements.VendorWindow; // We're not stuck if we're doing stuff! if (ZetaDia.Me.IsInConversation || ZetaDia.IsPlayingCutscene || ZetaDia.IsLoadingWorld || (vendorWindow.IsValid && vendorWindow.IsVisible)) { vOldPosition = Vector3.Zero; GoldInactivity.ResetCheckGold(); UnStuckCheckerLastResult = false; return(UnStuckCheckerLastResult); } AnimationState aState = ZetaDia.Me.CommonData.AnimationState; // We're not stuck if we're doing stuff! if (aState == AnimationState.Attacking || aState == AnimationState.Casting || aState == AnimationState.Channeling) { vOldPosition = Vector3.Zero; GoldInactivity.ResetCheckGold(); UnStuckCheckerLastResult = false; return(UnStuckCheckerLastResult); } if (vOldPosition != Vector3.Zero && vOldPosition.Distance(vMyCurrentPosition) <= 4f) { UnStuckCheckerLastResult = true; return(UnStuckCheckerLastResult); } if (checkDuration >= 3000) { vOldPosition = vMyCurrentPosition; } } // Return last result if within the specified timeframe return(false); }