/// <summary> /// This coroutine interacts with the waypoint and waits for the world panel to open. When called from a hideout, /// the waypoint must be in spawn range, otherwise the coroutine will fail. The movement is done without returning, /// so this should be carefully used when not in town. /// </summary> /// <returns>An OpenStashError that describes the result.</returns> public static async Task <Results.OpenWaypointError> OpenWaypoint() { await Coroutines.CloseBlockingWindows(); await Coroutines.FinishCurrentAction(); var waypoint = LokiPoe.ObjectManager.Waypoint; if (waypoint == null) { if (!LokiPoe.Me.IsInTown) { return(Results.OpenWaypointError.NoWaypoint); } if ( !await Navigation.MoveToLocation(ExilePather.FastWalkablePositionFor(Actor.GuessWaypointLocation()), 25, 60000, () => LokiPoe.ObjectManager.Waypoint != null)) { return(Results.OpenWaypointError.CouldNotMoveToWaypoint); } waypoint = LokiPoe.ObjectManager.Waypoint; if (waypoint == null) { return(Results.OpenWaypointError.NoWaypoint); } } if (ExilePather.PathDistance(LokiPoe.MyPosition, waypoint.Position) > 30) { if (!await Navigation.MoveToLocation(ExilePather.FastWalkablePositionFor(waypoint.Position), 25, 15000, () => false)) { return(Results.OpenWaypointError.CouldNotMoveToWaypoint); } } await Coroutines.FinishCurrentAction(); waypoint = LokiPoe.ObjectManager.Waypoint; if (waypoint == null) { return(Results.OpenWaypointError.NoWaypoint); } if (!await InteractWith(waypoint)) { return(Results.OpenWaypointError.InteractFailed); } if (!await WaitForWorldPanel()) { return(Results.OpenWaypointError.WorldPanelDidNotOpen); } await Coroutine.Sleep(1000); // Adding this in to let the gui load more return(Results.OpenWaypointError.None); }
/// <summary> /// Used to reset the starting area transition. This is for handling local area transitions. /// </summary> public void ResetStartingAreaTransition() { var at = LokiPoe.ObjectManager.GetObjectsByType <AreaTransition>().OrderBy(a => a.Distance).FirstOrDefault(); StartingAreaTransitionName = at != null ? at.Name : ""; StartingAreaTransitionLocation = at != null ? ExilePather.FastWalkablePositionFor(at) : Vector2i.Zero; }
public BreachCache(Breach breach) { Id = breach.Id; Position = breach.Position; WalkablePosition = ExilePather.FastWalkablePositionFor(breach); IsValid = true; Log.InfoFormat("[BreachCache] {0} {1}", Id, WalkablePosition); }
public MonolithCache(Monolith monolith) { Id = monolith.Id; Position = monolith.Position; WalkablePosition = ExilePather.FastWalkablePositionFor(monolith); MonsterName = monolith.Name; MonsterMetadata = monolith.MonsterTypeMetadata; Essences = monolith.EssenceBaseItemTypes; IsValid = true; Log.InfoFormat("[MonolithCache] {0} {1} {2} {3} {4}", Id, WalkablePosition, MonsterName, MonsterMetadata, string.Join(", ", Essences.Select(e => e.Metadata))); }
private AreaStateCache(uint hash) { Hash = hash; WorldArea = LokiPoe.CurrentWorldArea; ShouldCheckForWaypoint = LokiPoe.CurrentWorldArea.HasWaypoint; ShouldCheckForStash = LokiPoe.CurrentWorldArea.IsTown; HasStashLocation = false; HasWaypointLocation = false; var areaId = WorldArea.Id; HasWaypointEntry = LokiPoe.InstanceInfo.AvailableWaypoints.ContainsKey(areaId); SeenAreaTransitions = new List <string>(); //GenerateStaticLocations(); ResetStartingAreaTransition(); var portal = LokiPoe.ObjectManager.GetObjectsByType <Portal>().OrderBy(a => a.Distance).FirstOrDefault(); StartingPortalLocation = portal != null ? ExilePather.FastWalkablePositionFor(portal) : Vector2i.Zero; //if (!DisableDefaultExplorer) //{ // var ge = new GridExplorer // { // AutoResetOnAreaChange = false // }; // Explorer = ge; //} }
private void OnTick() { //if (Explorer != null) //{ // Explorer.Tick(); //} var update = false; if (!_itemThrottle.IsRunning) { _itemThrottle.Start(); update = true; } else { if (_itemThrottle.ElapsedMilliseconds >= ItemThrottleMs) { update = true; } } //using (new PerformanceTimer("Tick::WorldItem", 1)) { if (update) { var myPos = LokiPoe.MyPosition; var added = 0; foreach (var worldItem in LokiPoe.ObjectManager.GetObjectsByType <WorldItem>()) { var doAdd = false; Vector2i pos; if (!_ignoreItems.TryGetValue(worldItem.Id, out pos)) { doAdd = true; } else { if (pos != worldItem.Position) { Log.InfoFormat("[AreaStateCache] An item collision has been detected! Item id {0}.", worldItem.Id); _ignoreItems.Remove(worldItem.Id); doAdd = true; } } if (doAdd) { if (added > 10) { break; } ++added; var item = worldItem.Item; if (worldItem.IsAllocatedToOther) { if (DateTime.Now < worldItem.PublicTime) { //Log.InfoFormat("[AreaStateCache] The item {0} is not being marked for pickup because it is allocated to another player.", item.FullName); //_ignoreItems.Add(worldItem.Id, worldItem.Position); continue; } } var visibleOverride = false; if (LootVisibleItemsOverride) { // We can only consider items when they are visible, otherwise we ignore stuff we might want. if (!LokiPoe.ConfigManager.IsAlwaysHighlightEnabled) { continue; } if (LokiPoe.Input.GetClickableHighlightLabelPosition(worldItem) != Vector2.Zero) { visibleOverride = true; } } IItemFilter filter = null; if (visibleOverride || ItemEvaluator.Match(item, EvaluationType.PickUp, out filter)) { var location = new ItemLocation { Id = worldItem.Id, Name = worldItem.Name, Position = worldItem.Position, Rarity = worldItem.Item.Rarity, Metadata = worldItem.Item.Metadata }; if (_itemLocations.ContainsKey(location.Id)) { _itemLocations[location.Id] = location; } else { _itemLocations.Add(location.Id, location); } Log.InfoFormat("[AreaStateCache] The location {0} [{1}] is being added from filter [{3}].{2}", location.Id, location.Name, worldItem.HasAllocation ? " [Allocation " + worldItem.PublicTime + "]" : "", filter != null ? filter.Name : "(null)"); } _ignoreItems.Add(worldItem.Id, worldItem.Position); } } var toRemove = new List <int>(); foreach (var kvp in _itemLocations) { if (Blacklist.Contains(kvp.Key)) { Log.InfoFormat("[AreaStateCache] The location {0} [{1}] is being removed because the id has been Blacklisted.", kvp.Value.Id, kvp.Value.Name); toRemove.Add(kvp.Value.Id); } else if (myPos.Distance(kvp.Value.Position) < 30) { if (LokiPoe.ObjectManager.GetObjectById <WorldItem>(kvp.Value.Id) == null) { Log.InfoFormat("[AreaStateCache] The location {0} [{1}] is being removed because the WorldItem does not exist.", kvp.Value.Id, kvp.Value.Name); toRemove.Add(kvp.Value.Id); } } } foreach (var id in toRemove) { _itemLocations.Remove(id); } _itemThrottle.Restart(); } } if (!_chestThrottle.IsRunning) { _chestThrottle.Start(); } else { if (_chestThrottle.ElapsedMilliseconds >= ChestThrottleMs) { //using (new PerformanceTimer("Tick::Chest", 1)) { var addedChests = new List <ChestLocation>(); foreach (var chest in LokiPoe.ObjectManager.GetObjectsByType <Chest>().ToList()) { ChestLocation location; if (!_chestLocations.TryGetValue(chest.Id, out location)) { location = new ChestLocation { Id = chest.Id, Name = chest.Name, IsTargetable = chest.IsTargetable, IsOpened = chest.IsOpened, IsStrongBox = chest.IsStrongBox, IsVaalVessel = chest.IsVaalVessel, OpensOnDamage = chest.OpensOnDamage, Position = chest.Position, Stats = chest.Stats.ToList(), IsIdentified = chest.IsIdentified, IsBreakable = chest.OpensOnDamage, Rarity = chest.Rarity, Metadata = chest.Type }; _chestLocations.Add(location.Id, location); addedChests.Add(location); } if (!location.IsOpened) { location.IsOpened = chest.IsOpened; location.IsLocked = chest.IsLocked; location.IsTargetable = chest.IsTargetable; // Support for chests that change locked state, without the lock state updating. var tc = chest.Components.TransitionableComponent; if (tc != null) { if ((tc.Flag1 & 2) != 0) { location.IsLocked = false; } } if (chest.IsVaalVessel) { location.IsLocked = false; } if (!location.IsCorrupted && chest.IsCorrupted) { location.IsCorrupted = chest.IsCorrupted; location.Stats = chest.Stats.ToList(); } if (!location.IsIdentified && chest.IsIdentified) { location.IsIdentified = chest.IsIdentified; location.Stats = chest.Stats.ToList(); } } if (addedChests.Count > 10) { break; } } foreach (var location in addedChests) { if (!location.IsBreakable) { location.Position = ExilePather.FastWalkablePositionFor(location.Position); } LokiPoe.InvokeEvent(OnChestLocationAdded, null, new OnChestLocationAddedEventArgs(location)); } addedChests.Clear(); _chestThrottle.Restart(); } } } if (!_questThrottle.IsRunning) { _questThrottle.Start(); } else { if (_questThrottle.ElapsedMilliseconds >= QuestThrottleMs) { if (LokiPoe.CurrentWorldArea.IsMissionArea) { if (!HasKaruiSpiritLocation) { var obj = LokiPoe.ObjectManager.GetObjectByName("Karui Spirit"); if (obj != null) { AddLocation(ExilePather.FastWalkablePositionFor(obj), obj.Id, obj.Name); HasKaruiSpiritLocation = true; } } } _questThrottle.Restart(); } } if (!_throttle.IsRunning) { _throttle.Start(); } else { if (_throttle.ElapsedMilliseconds >= ThrottleMs) { if (!_timeInInstance.IsRunning) { _timeInInstance.Start(); } if (!_timeInArea.IsRunning) { _timeInArea.Start(); } // Do we need to update wp state flags. if (_updateCheckForWaypoint) { // If the current area doesn't have a wp, we do not want to do any more logic processing. if (!LokiPoe.CurrentWorldArea.HasWaypoint) { _updateCheckForWaypoint = false; ShouldCheckForWaypoint = false; HasWaypointLocation = false; HasWaypointEntry = false; } else { ShouldCheckForWaypoint = true; } } // Do we need to update at state flags. if (_updateAreaTransition) { ShouldCheckForAreaTransition = true; } if (ShouldCheckForStash) { //using (new PerformanceTimer("ShouldCheckForStash", 1)) { if (!HasStashLocation) { var stash = LokiPoe.ObjectManager.Stash; if (stash != null) { // Save the location so we know where it is when the entity isn't in view. AddLocation(ExilePather.FastWalkablePositionFor(stash), stash.Id, "Stash"); // We now have the waypoint location. HasStashLocation = true; } } else { ShouldCheckForStash = false; } } } // If we need to handle wps. if (ShouldCheckForWaypoint) { //using (new PerformanceTimer("ShouldCheckForWaypoint", 1)) { // If we don't have the wp location yet, check to see if we see one. if (!HasWaypointLocation) { var wp = LokiPoe.ObjectManager.Waypoint; if (wp != null) { // Save the location so we know where it is when the entity isn't in view. AddLocation(ExilePather.FastWalkablePositionFor(wp), wp.Id, "Waypoint"); // We now have the waypoint location. HasWaypointLocation = true; } } // If we don't have the wp entry yet, poll for us having it now. // But only if we've seen the waypoint, since otherwise there's no way we have it. if (HasWaypointLocation && !HasWaypointEntry) { var areaId = WorldArea.Id; HasWaypointEntry = LokiPoe.InstanceInfo.AvailableWaypoints.ContainsKey(areaId); } // Once we have both the location and the entry, we do not need to execute wp logic anymore. if (HasWaypointLocation && HasWaypointEntry) { _updateCheckForWaypoint = false; ShouldCheckForWaypoint = false; } } } // If we need to handle ats. if (ShouldCheckForAreaTransition) { //using (new PerformanceTimer("ShouldCheckForAreaTransition", 1)) { // If there are any area transitions on screen, add them if we don't already know of them. foreach (var transition in LokiPoe.ObjectManager.Objects.OfType <AreaTransition>().ToList()) { var name = transition.Name; // We have to check all this in order to handle the areas that have transitions with the same name, but different // entity ids. if (HasLocation(name, transition.Id)) { continue; } AddLocation(ExilePather.FastWalkablePositionFor(transition), transition.Id, name); if (!SeenAreaTransitions.Contains(name)) { SeenAreaTransitions.Add(name); } } } } // Check to see if we need a new anchor point to kite back towards. if (!_hasAnchorPoint || LokiPoe.LocalData.AreaHash != _anchorPointSeed) { ResetAnchorPoint(); ResetCurrentAnchorPoint(); } _throttle.Restart(); } } }
public static WorldPosition FindWalkablePosition(Vector2i pos, int radius = 15) { var walkable = ExilePather.FastWalkablePositionFor(pos, radius); return(ExilePather.PathExistsBetween(LokiPoe.MyPosition, walkable) ? new WorldPosition(walkable) : null); }
/// <summary> /// This coroutine interacts with stash and waits for the stash panel to open. When called from a hideout, /// the stash must be in spawn range, otherwise the coroutine will fail. /// </summary> ///<param name="guild">Should the guild stash be opened?</param> /// <returns>An OpenStashError that describes the result.</returns> public static async Task <Results.OpenStashError> OpenStash(bool guild = false) { await Coroutines.CloseBlockingWindows(); await Coroutines.FinishCurrentAction(); var stash = Stash.DetermineStash(guild); if (stash == null) { if (LokiPoe.Me.IsInHideout) { return(Results.OpenStashError.NoStash); } var mtl = await Navigation.MoveToLocation( ExilePather.FastWalkablePositionFor(Actor.GuessStashLocation()), 25, 60000, () => Stash.DetermineStash(guild) != null && Stash.DetermineStash(guild).Distance < 75); if (!mtl) { return(Results.OpenStashError.CouldNotMoveToStash); } stash = Stash.DetermineStash(guild); if (stash == null) { return(Results.OpenStashError.NoStash); } } if (stash.Distance > 30) { var p = stash.Position; if (!await Navigation.MoveToLocation(ExilePather.FastWalkablePositionFor(p), 25, 15000, () => false)) { return(Results.OpenStashError.CouldNotMoveToStash); } } await Coroutines.FinishCurrentAction(); stash = Stash.DetermineStash(guild); if (stash == null) { return(Results.OpenStashError.NoStash); } if (!await InteractWith(stash)) { return(Results.OpenStashError.InteractFailed); } if (guild) { if (!await Dialog.WaitForPanel(Dialog.PanelType.GuildStash)) { return(Results.OpenStashError.StashPanelDidNotOpen); } await Stash.WaitForStashTabChange(guild : true); } else { if (!await Dialog.WaitForPanel(Dialog.PanelType.Stash)) { return(Results.OpenStashError.StashPanelDidNotOpen); } await Stash.WaitForStashTabChange(); } return(Results.OpenStashError.None); }
/// <summary> /// This coroutine will attempt to take a portal /// </summary> /// <returns>true if the portal was taken, and an area change occurred, and false otherwise.</returns> public static async Task <bool> TakeClosestPortal() { var sw = Stopwatch.StartNew(); if (LokiPoe.ConfigManager.IsAlwaysHighlightEnabled) { CommunityLib.Log.InfoFormat("[TakeClosestPortal] Now disabling Always Highlight to avoid label issues."); LokiPoe.Input.SimulateKeyEvent(LokiPoe.Input.Binding.highlight_toggle, true, false, false); await Coroutine.Sleep(16); } NetworkObject portal = null; while (portal == null || !portal.IsTargetable) { CommunityLib.Log.DebugFormat($"[TakeClosestPortal] Now waiting for the portal to spawn. {sw.Elapsed} elapsed."); await Coroutines.LatencyWait(); portal = LokiPoe.ObjectManager.GetObjectsByType <Portal>() .Where(p => p.Distance < 50) .OrderBy(p => p.Distance) .FirstOrDefault(); if (sw.ElapsedMilliseconds > 10000) { break; } } if (portal == null) { CommunityLib.Log.ErrorFormat("[TakeClosestPortal] A portal was not found."); return(false); } var pos = ExilePather.FastWalkablePositionFor(portal); CommunityLib.Log.Debug($"[TakeClosestPortal] The portal was found at {pos}."); if (!await Navigation.MoveToLocation(pos, 5, 10000, () => false)) { return(false); } var hash = LokiPoe.LocalData.AreaHash; // Try to interact 3 times. for (var i = 0; i < 3; i++) { if (LokiPoe.Me.IsDead) { break; } await Coroutines.FinishCurrentAction(); CommunityLib.Log.Debug($"[TakeClosestPortal] The portal to interact with is {portal.Id} at {pos}."); if (await InteractWith(portal)) { if (await Areas.WaitForAreaChange(hash)) { CommunityLib.Log.Debug("[TakeClosestPortal] The portal has been taken."); return(true); } } await Coroutine.Sleep(1000); } CommunityLib.Log.ErrorFormat("[TakeClosestPortal] We have failed to take the portal 3 times."); return(false); }
/// <summary> /// This coroutine interacts with a npc and waits for the npc dialog panel to open. When called for a non-main town npc /// the npc must be in spawn range, otherwise the coroutine will fail. The movement is done without returning, /// so this should be carefully used when not in town. /// </summary> /// <param name="name">Name of the NPC to interact with</param> /// <param name="skipTalk">Should the bot skip all the dialog NPC's have before the dialog panel appears"</param> /// <returns>An OpenStashError that describes the result.</returns> public static async Task <Results.TalkToNpcError> TalkToNpc(string name, bool skipTalk = true) { await Coroutines.CloseBlockingWindows(); await Coroutines.FinishCurrentAction(); var npc = LokiPoe.ObjectManager.GetObjectByName(name); if (npc == null) { var pos = Actor.GuessNpcLocation(name); if (pos == Vector2i.Zero) { return(Results.TalkToNpcError.NoNpc); } if (!await Navigation.MoveToLocation(ExilePather.FastWalkablePositionFor(pos), 25, 60000, () => LokiPoe.ObjectManager.GetObjectByName(name) != null)) { return(Results.TalkToNpcError.CouldNotMoveToNpc); } npc = LokiPoe.ObjectManager.GetObjectByName(name); if (npc == null) { return(Results.TalkToNpcError.NoNpc); } } if (ExilePather.PathDistance(LokiPoe.MyPosition, npc.Position) > 30) { if (!await Navigation.MoveToLocation(ExilePather.FastWalkablePositionFor(npc.Position), 25, 15000, () => false)) { return(Results.TalkToNpcError.CouldNotMoveToNpc); } npc = LokiPoe.ObjectManager.GetObjectByName(name); if (npc == null) { return(Results.TalkToNpcError.NoNpc); } } await Coroutines.FinishCurrentAction(); if (!await InteractWith(npc)) { return(Results.TalkToNpcError.InteractFailed); } // Clicking continue if NPC is blablaing (xD) while (skipTalk && LokiPoe.InGameState.NpcDialogUi.DialogDepth != 1) { if (LokiPoe.InGameState.NpcDialogUi.DialogDepth == 2) { CommunityLib.Log.DebugFormat("[CommunityLib][TalkToNpc] Now closing a dialog/reward window."); LokiPoe.Input.SimulateKeyEvent(Keys.Escape, true, false, false); // Give the client enough time to close the gui itself. It waits for the server to show the new one. await Coroutine.Sleep(LokiPoe.Random.Next(800, 1000)); await Coroutines.ReactionWait(); } else { CommunityLib.Log.InfoFormat("[CommunityLib][TalkToNpc] Waiting for the Npc window to open."); await Coroutines.ReactionWait(); } } if (!await Dialog.WaitForPanel(Dialog.PanelType.NpcDialog)) { return(Results.TalkToNpcError.NpcDialogPanelDidNotOpen); } return(Results.TalkToNpcError.None); }