示例#1
0
        private void Flee()
        {
            var methodName = "Flee";

            LogTrace(methodName);

            //If I'm in a station, no further action required
            if (_meCache.InStation)
            {
                return;
            }

            //If we're moving, it's not obstacle avoidance movement, and we haven't done flee move or are moving to the wrong destination... clear movement
            var destination = _movement.DestinationQueue.FirstOrDefault();

            if (destination != null && !destination.IsObstacleAvoidanceMovement & (FleeDestination == null || destination != FleeDestination))
            {
                LogMessage(methodName, LogSeverityTypes.Standard,
                           "We have queued destinations and either no set flee destination or are moving to the wrong destination. Clearing movemenet queue.");
                _movement.ClearDestinations(true);

                if (_meCache.ToEntity.Mode != (int)Modes.Warp)
                {
                    LogMessage(methodName, LogSeverityTypes.Debug, "Stopping ship in an attempt to abort/prevent warp.");
                    _isxeveProvider.Eve.Execute(ExecuteCommand.CmdStopShip);
                }
            }

            //If we've already got the flee destination queued, we don't need to do a damn thing.
            if (FleeDestination != null && _movement.DestinationQueue.Contains(FleeDestination))
            {
                LogMessage(methodName, LogSeverityTypes.Debug, "Already have a flee destination...");
                return;
            }

            if (_safespots.IsSafe())
            {
                LogMessage(methodName, LogSeverityTypes.Debug, "Already at a safe location...");

                //If we're fleeing because local is unsafe and I'm at a safespot and have a cloak, activate it.
                if (FleeReason == FleeReasons.DowntimeNear || FleeReason == FleeReasons.LocalUnsafe)
                {
                    var cloakingDevice = _ship.CloakingDeviceModules.FirstOrDefault();
                    if (cloakingDevice != null && !cloakingDevice.IsActive)
                    {
                        LogMessage(methodName, LogSeverityTypes.Debug, "At safe location, we have a cloak, and downtime is near or local is unsafe. We should cloak.");
                        cloakingDevice.Click();
                    }
                }
            }
            else
            {
                LogMessage(methodName, LogSeverityTypes.Debug, "Not at a safe location - moving to one.");

                var safeDestination = _safespots.GetSafeSpot();
                FleeDestination = safeDestination;
                _movement.QueueDestination(FleeDestination);
            }
        }
示例#2
0
        protected override void ProcessPulseState()
        {
            var methodName = "ProcessPulseState";

            LogTrace(methodName);

            //Switch the state and handle it
            switch (_rattingState)
            {
            case RattingStates.Idle:
                //Do nothing during idle.
                break;

            case RattingStates.Defend:
                //Again do nothing; we're fleeing or hiding.
                ClearEntities();
                break;

            case RattingStates.Rearm:
                //Add later
                break;

            case RattingStates.KillRats:
                KillRats();
                break;

            case RattingStates.ChangeBelts:
                ChangeBelt();
                break;

            case RattingStates.Error:
                if (_safespots.IsSafe())
                {
                    return;
                }

                var safespot = _safespots.GetSafeSpot();
                _movement.QueueDestination(safespot);
                break;
            }
        }
示例#3
0
        protected override void ProcessPulseState()
        {
            var methodName = "ProcessPulseState";

            LogTrace(methodName);

            LogMessage(methodName, LogSeverityTypes.Debug, "State: {0}",
                       _boostOrcaState);
            switch (_boostOrcaState)
            {
            case BoostOrcaStates.Idle:
                _boostOrcaState = BoostOrcaStates.GetInPosition;
                goto case BoostOrcaStates.GetInPosition;

            case BoostOrcaStates.GetInPosition:
                var boostLocationBookmark = _bookMarkCache.FirstBookMarkMatching(_miningConfiguration.BoostOrcaBoostLocationLabel, true);
                if (boostLocationBookmark == null)
                {
                    LogMessage(methodName, LogSeverityTypes.Standard, "Error: Could not find a bookmark matching the boost orca location label of \"{0}\" in this system.",
                               _miningConfiguration.BoostOrcaBoostLocationLabel);
                    _boostOrcaState = BoostOrcaStates.Error;
                    return;
                }

                if (_meCache.InStation)
                {
                    LogMessage(methodName, LogSeverityTypes.Debug, "Undocking.");
                    _movement.QueueDestination(
                        new Destination(DestinationTypes.Undock));
                    return;
                }

                //Now I need to get to a safespot in space. Preferrably a tower but I can't know what type it is.
                //If I'm out of warp range, warp to it
                if (!_bookmarks.IsAtBookmark(boostLocationBookmark))
                {
                    _movement.QueueDestination(
                        new Destination(DestinationTypes.BookMark, boostLocationBookmark.Id));
                    LogMessage(methodName, LogSeverityTypes.Standard, "Moving to boost location bookmark \"{0}\".",
                               boostLocationBookmark.Label);
                }
                else
                {
                    _boostOrcaState = BoostOrcaStates.WaitInPosition;
                    goto case BoostOrcaStates.WaitInPosition;
                }
                break;

            case BoostOrcaStates.WaitInPosition:
                //Just chill here and boost for the fleet. Turn on ganglinks as needed.
                if (_ship.GangLinkModules.Count > 0 &&
                    !_ship.GangLinkModules[0].IsActive)
                {
                    LogMessage(methodName, LogSeverityTypes.Standard, "Activating ganglink modules.");
                    _ship.ActivateModuleList(_ship.GangLinkModules, true);
                }
                if (_ship.DamageControlModules.Count > 0 &&
                    !_ship.DamageControlModules[0].IsActive)
                {
                    LogMessage(methodName, LogSeverityTypes.Standard, "Activating damage control module.");
                    _ship.ActivateModuleList(_ship.DamageControlModules, false);
                }
                break;

            case BoostOrcaStates.Error:
                //Make sure I'm at a safespot; preferrably in space, station if required.
                if (!_safespots.IsSafe())
                {
                    var destination = _safespots.GetSafeSpot();
                    _movement.QueueDestination(destination);
                }

                IsEnabled = false;
                break;
            }
        }