protected override async Task<bool> IncreaseChance(GatherCollectableTag tag)
		{
			var level = Core.Player.ClassLevel;
			if (Core.Player.CurrentGP >= 100 && tag.GatherItem.Chance < 95)
			{
				if (level >= 23 && GatheringManager.SwingsRemaining == 1)
				{
					return await tag.Cast(Ability.IncreaseGatherChanceOnce15);
				}

				return await tag.Cast(Ability.IncreaseGatherChance15);
			}

			if (Core.Player.CurrentGP >= 50 && tag.GatherItem.Chance < 100)
			{
				if (level >= 23 && GatheringManager.SwingsRemaining == 1)
				{
					return await tag.Cast(Ability.IncreaseGatherChanceOnce15);
				}

				return await tag.Cast(Ability.IncreaseGatherChance5);
			}

			return true;
		}
        public override async Task<bool> ExecuteRotation(GatherCollectableTag tag)
        {
            if (Core.Player.CurrentGP >= 300 && GatheringManager.SwingsRemaining > 4)
            {
                await tag.Cast(Ability.IncreaseGatherQuality30);
                await base.ExecuteRotation(tag);

                if (tag.GatherItem.Chance == 100 && Core.Player.CurrentGP >= 300 && GatheringManager.SwingsRemaining == 5)
                {
                    await Wait();

                    if (!tag.GatherItem.TryGatherItem())
                    {
                        return false;
                    }

                    await tag.Cast(Ability.AdditionalAttempt);
                }

                return true;
            }

            // Approx 30 gp or more between running to nodes, we are basically capped here so just use 100 gp
            if (Core.Player.CurrentGP >= Core.Player.MaxGP - 30)
            {
                await tag.Cast(Ability.IncreaseGatherQuality10);
                return true;
            }

            return true;
        }
        private async Task<bool> DoRotation(GatherCollectableTag tag)
        {
            // 96-180 with min perception
            // 138-259 with max perception
            await tag.Cast(Ability.DiscerningEye);
            await tag.Cast(Ability.InstinctualAppraisal);
            
            if (CurrentRarity < 240)
            {
                var perception = Core.Player.Stats.Perception;

                // Methodical range is 80-115
                // Discerning methodical is 120-172
                if (Core.Player.CurrentGP >= 200)
                {
                    // TODO: not complete
                }

                await Methodical(tag);
            }

            await IncreaseChance(tag);

            return true;
        }
        public override async Task<bool> ExecuteRotation(GatherCollectableTag tag)
        {
            var level = Core.Player.ClassLevel;

            if (GatheringManager.SwingsRemaining > 4 ||
                ShouldForceUseRotation(tag, level))
            {
                if (Core.Player.CurrentGP >= 500 && level >= 40)
                {
                    await tag.Cast(Ability.IncreaseGatherYield2);
                    return await base.ExecuteRotation(tag);
                }

                if (Core.Player.CurrentGP >= 400 && level >= 30 && (level < 40 || Core.Player.MaxGP < 500))
                {
                    await tag.Cast(Ability.IncreaseGatherYield);
                    return await base.ExecuteRotation(tag);
                }

                if (Core.Player.CurrentGP >= 300 && level >= 25 && (level < 30 || Core.Player.MaxGP < 400))
                {
                    await Wait();

                    if (!tag.GatherItem.TryGatherItem())
                    {
                        return false;
                    }

                    await tag.Cast(Ability.AdditionalAttempt);
                    return await base.ExecuteRotation(tag);
                }
            }

            return true;
        }
        private async Task AppraiseAndRebuff(GatherCollectableTag tag)
        {
            await Impulsive(tag);

            if (HasDiscerningEye)
            {
                await tag.Cast(Ability.SingleMind);
            }
            else
            {
                await tag.Cast(Ability.DiscerningEye);
            }
        }
示例#6
0
        public virtual async Task<bool> Gather(GatherCollectableTag tag)
        {
            while (tag.Node.CanGather && GatheringManager.SwingsRemaining > 0 && Behaviors.ShouldContinue)
            {
                await Wait();

                if (GatheringManager.GatheringCombo == 4 && GatheringManager.SwingsRemaining > 0)
                {
                    await tag.Cast(Ability.IncreaseGatherChanceQuality100);

                    await Wait();
                }

                if (!await tag.ResolveGatherItem())
                {
                    return false;
                }

                var swingsRemaining = GatheringManager.SwingsRemaining - 1;

                if (!tag.GatherItem.TryGatherItem())
                {
                    return false;
                }

                var ticks = 0;
                while (swingsRemaining != GatheringManager.SwingsRemaining && ticks < 60 && Behaviors.ShouldContinue)
                {
                    await Coroutine.Yield();
                    ticks++;
                }
            }

            return true;
        }
		public override async Task<bool> ExecuteRotation(GatherCollectableTag tag)
		{
			if (Core.Player.CurrentGP >= 500)
			{
				await tag.Cast(Ability.IncreaseGatherYield2);
			}

			return await base.ExecuteRotation(tag);
		}
示例#8
0
        public virtual async Task<bool> Prepare(GatherCollectableTag tag)
        {
            if (Core.Player.HasAura((int)AbilityAura.CollectorsGlove))
            {
                return await tag.Cast(Ability.CollectorsGlove);
            }

            return true;
        }
		public override async Task<bool> Prepare(GatherCollectableTag tag)
		{
			// TODO: how much gathering to 1 hit?  needs to be added into this logic.
			if (Core.Player.CurrentGP >= 500)
			{
				await tag.Cast(Ability.Toil);
			}

			return await base.Prepare(tag);
		}
		public override async Task<bool> Prepare(GatherCollectableTag tag)
		{
			var unknownItems = GatheringManager.GatheringWindowItems.Where(i => i.IsUnknownChance() && i.Amount > 0).ToArray();

			if (tag.IsUnspoiled() && Core.Player.CurrentGP >= 550 && unknownItems.Length > 1)
			{
				await tag.Cast(Ability.Toil);
			}

			return await base.Prepare(tag);
		}
        public override async Task<bool> Prepare(GatherCollectableTag tag)
        {
            if (tag.IsUnspoiled()
                && Core.Player.CurrentGP >= 550
                && GatheringManager.GatheringWindowItems.Count(i => i.Chance == 25 && i.Amount > 0) > 1)
            {

                await tag.Cast(Ability.Toil);
            }
            
            return await base.Prepare(tag);
        }
		public override async Task<bool> ExecuteRotation(GatherCollectableTag tag)
		{
			var level = Core.Player.ClassLevel;

			if (GatheringManager.SwingsRemaining > 4 || ShouldForceUseRotation(tag, level))
			{
				if (Core.Player.CurrentGP >= 500 && level >= 40)
				{
					await tag.Cast(Ability.IncreaseGatherYield2);

					if (Core.Player.CurrentGP >= 100)
					{
						await tag.Cast(Ability.IncreaseGatherQuality10);
					}

					return await base.ExecuteRotation(tag);
				}
			}

			return true;
		}
        public override async Task<bool> ExecuteRotation(GatherCollectableTag tag)
        {
            await tag.Cast(Ability.DiscerningEye);

            await AppraiseAndRebuff(tag);
            await AppraiseAndRebuff(tag);

            await Methodical(tag);

            await IncreaseChance(tag);

            return true;
        }
        private async Task<bool> DoLevel50Rotation(GatherCollectableTag tag)
        {
            // 240-345 collectability
            await Methodical(tag);
            await Methodical(tag);
            await Methodical(tag);

            if (Core.Player.CurrentGP >= 300)
            {
                await tag.Cast(Ability.AdditionalAttempt);    
            }
            
            return true;
        }
        public override async Task<bool> ExecuteRotation(GatherCollectableTag tag)
        {
            var gpRequired = 0U;
            var skillList = new List<SpellData>();
            foreach (var gatheringSkill in tag.GatheringSkillOrder.GatheringSkills)
            {
                // Ignoring times to cast.... no skills would ever be cast more than once.
                SpellData spellData;

                if (!Actionmanager.CurrentActions.TryGetValue(gatheringSkill.SpellName, out spellData))
                {
                    Actionmanager.CurrentActions.TryGetValue(gatheringSkill.SpellId, out spellData);
                }

                if (spellData == null)
                {
                    Logging.Write(
                        Colors.PaleVioletRed,
                        "Unable to find skill -> Name: {0}, Id: {1}",
                        gatheringSkill.SpellName,
                        gatheringSkill.SpellId);
                }
                else
                {
                    skillList.Add(spellData);
                    gpRequired += spellData.Cost;
                }
            }
            if (!tag.GatheringSkillOrder.AllOrNone || gpRequired <= Core.Player.CurrentGP)
            {
                foreach (var skill in skillList)
                {
                    if (Core.Player.CurrentGP > skill.Cost)
                    {
                        await tag.Cast(skill.Id);
                    }
                }
            }

            return true;
        }
 protected async Task Methodical(GatherCollectableTag tag)
 {
     await tag.Cast(Ability.MethodicalAppraisal);
 }
示例#17
0
        protected virtual async Task<bool> IncreaseChance(GatherCollectableTag tag)
        {
            if (Core.Player.CurrentGP >= 250 && tag.GatherItem.Chance < 51)
            {
                return await tag.Cast(Ability.IncreaseGatherChance50);
            }

            if (Core.Player.CurrentGP >= 100 && tag.GatherItem.Chance < 86)
            {
                if (Core.Player.ClassLevel >= 23 && GatheringManager.SwingsRemaining == 1)
                {
                    return await tag.Cast(Ability.IncreaseGatherChanceOnce15);
                }

                return await tag.Cast(Ability.IncreaseGatherChance15);
            }

            if (Core.Player.CurrentGP >= 50 && tag.GatherItem.Chance < 96)
            {
                if (Core.Player.ClassLevel >= 23 && GatheringManager.SwingsRemaining == 1)
                {
                    return await tag.Cast(Ability.IncreaseGatherChanceOnce15);
                }

                return await tag.Cast(Ability.IncreaseGatherChance5);
            }

            return true;
        }
 protected async Task Discerning(GatherCollectableTag tag)
 {
     await tag.Cast(Ability.DiscerningEye);
 }
 protected async Task DiscerningImpulsive(GatherCollectableTag tag)
 {
     await tag.Cast(Ability.DiscerningEye);
     await tag.Cast(Ability.ImpulsiveAppraisal);
 }
 protected async Task SingleMindUtmostMethodical(GatherCollectableTag tag)
 {
     await tag.Cast(Ability.SingleMind);
     await tag.Cast(Ability.UtmostCaution);
     await tag.Cast(Ability.MethodicalAppraisal);
 }
 protected async Task SingleMindImpulsive(GatherCollectableTag tag)
 {
     await tag.Cast(Ability.SingleMind);
     await tag.Cast(Ability.ImpulsiveAppraisal);
 }
 protected async Task UtmostImpulsive(GatherCollectableTag tag)
 {
     await tag.Cast(Ability.UtmostCaution);
     await tag.Cast(Ability.ImpulsiveAppraisal);
 }
 protected async Task UtmostCaution(GatherCollectableTag tag)
 {
     await tag.Cast(Ability.UtmostCaution);
 }
 protected async Task DiscerningUtmostMethodical(GatherCollectableTag tag)
 {
     await tag.Cast(Ability.DiscerningEye);
     await tag.Cast(Ability.UtmostCaution);
     await tag.Cast(Ability.MethodicalAppraisal);
 }