示例#1
0
        public override void Initialize()
        {
            //Caching current class here to avoid issues with loading screens where Class return None and we cant build behaviors
            _myClass = Me.Class;

            Logger.Write("Starting Singular v" + Assembly.GetExecutingAssembly().GetName().Version);
            Logger.Write("Determining talent spec.");
            try
            {
                TalentManager.Update();
            }
            catch (Exception e)
            {
                StopBot(e.ToString());
            }
            Logger.Write("Current spec is " + TalentManager.CurrentSpec.ToString().CamelToSpaced());

            if (!CreateBehaviors())
            {
                return;
            }
            Logger.Write("Behaviors created!");

            // When we actually need to use it, we will.
            EventHandlers.Init();
            MountManager.Init();
            //Logger.Write("Combat log event handler started.");
        }
示例#2
0
        public override void Initialize()
        {
            Logger.Write("Starting Singular v" + Assembly.GetExecutingAssembly().GetName().Version);

            // save some support info in case we need
            Logger.WriteFile("{0:F1} days since Windows was restarted", TimeSpan.FromMilliseconds(Environment.TickCount).TotalHours / 24.0);
            Logger.WriteFile("{0} FPS currently in WOW", GetFPS());
            Logger.WriteFile("{0} ms of Latency in WOW", StyxWoW.WoWClient.Latency);

            Logger.Write("Determining talent spec.");
            try
            {
                TalentManager.Update();
            }
            catch (Exception e)
            {
                StopBot(e.ToString());
            }
            Logger.Write("Current spec is " + TalentManager.CurrentSpec.ToString().CamelToSpaced());

            // Update the current WoWContext, and fire an event for the change.
            UpdateContext();

            // NOTE: Hook these events AFTER the context update.
            OnWoWContextChanged += (orig, ne) =>
            {
                Logger.Write(Color.LightGreen, "Context changed, re-creating behaviors");
                RebuildBehaviors();
            };
            RoutineManager.Reloaded += (s, e) =>
            {
                Logger.Write("Routines were reloaded, re-creating behaviors");
                RebuildBehaviors();
            };

            // create silently since will creating again right after this
            if (!RebuildBehaviors(true))
            {
                return;
            }
            Logger.WriteDebug("Verified behaviors can be created!");

            // When we actually need to use it, we will.
            EventHandlers.Init();
            MountManager.Init();
            //Logger.Write("Combat log event handler started.");

            // create silently since Start button will create a context change (at least first Start)
            // .. which will build behaviors again
            Instance.RebuildBehaviors(true);
            Logger.WriteDebug("Behaviors created!");

            Logger.Write("Initialization complete!");
        }
示例#3
0
        static void Main(string[] args)
        {
            MountManager.Init();
            HandleManager.Init();

            var nfs     = new NfsHandler();
            var mount   = new MountHandler();
            var portmap = new PortmapHandler();

            nfs.Start();
            mount.Start();
            portmap.Start();
        }
示例#4
0
        public override void Initialize()
        {
            DateTime timeStart = DateTime.UtcNow;

            Logger.WriteFile("Initialize: started"); // cannot call method which references SingularSettings

            TalentManager.Init();                    // initializes CurrentSpec which is referenced everywhere
            SingularSettings.Initialize();           // loads Singular global and spec-specific settings (must determine spec first)

            DetermineCurrentWoWContext();

            Task.Run(() => WriteSupportInfo());

            _lastLogLevel = GlobalSettings.Instance.LogLevel;

            // When we actually need to use it, we will.
            Spell.Init();
            Spell.GcdInitialize();

            EventHandlers.Init();
            MountManager.Init();
            HotkeyDirector.Init();
            MovementManager.Init();
            // SoulstoneManager.Init();   // switch to using Death behavior
            Dispelling.Init();
            PartyBuff.Init();
            Singular.Lists.BossList.Init();

            Targeting.Instance.WeighTargetsFilter += PullMoreWeighTargetsFilter;

            //Logger.Write("Combat log event handler started.");
            // Do this now, so we ensure we update our context when needed.
            BotEvents.Player.OnMapChanged += e =>
            {
                // Don't run this handler if we're not the current routine!
                if (!WeAreTheCurrentCombatRoutine)
                {
                    return;
                }

                // Only ever update the context. All our internal handlers will use the context changed event
                // so we're not reliant on anything outside of ourselves for updates.
                UpdateContext();
            };

            TreeHooks.Instance.HooksCleared += () =>
            {
                // Don't run this handler if we're not the current routine!
                if (!WeAreTheCurrentCombatRoutine)
                {
                    return;
                }

                Logger.Write(LogColor.Hilite, "Hooks cleared, re-creating behaviors");
                RebuildBehaviors(silent: true);
                Spell.GcdInitialize();   // probably not needed, but quick
            };

            GlobalSettings.Instance.PropertyChanged += (sender, e) =>
            {
                // Don't run this handler if we're not the current routine!
                if (!WeAreTheCurrentCombatRoutine)
                {
                    return;
                }

                // only LogLevel change will impact our behav trees
                // .. as we conditionally include/omit some diagnostic nodes if debugging
                // also need to keep a cached copy of prior value as the event
                // .. fires on the settor, not when the value is different
                if (e.PropertyName == "LogLevel" && _lastLogLevel != GlobalSettings.Instance.LogLevel)
                {
                    _lastLogLevel = GlobalSettings.Instance.LogLevel;
                    Logger.Write(LogColor.Hilite, "HonorBuddy {0} setting changed to {1}, re-creating behaviors", e.PropertyName, _lastLogLevel.ToString());
                    RebuildBehaviors();
                    Spell.GcdInitialize();   // probably not needed, but quick
                }
            };

            // install botevent handler so we can consolidate validation on whether
            // .. local botevent handlers should be called or not
            SingularBotEventInitialize();

            Logger.Write("Determining talent spec.");
            try
            {
                TalentManager.Update();
            }
            catch (Exception e)
            {
                StopBot(e.ToString());
            }
            Logger.Write("Current spec is " + SpecName());

            // write current settings to log file... only written at startup and when Save press in Settings UI
            Task.Run(() => SingularSettings.Instance.LogSettings());

            // Update the current WoWContext, and fire an event for the change.
            UpdateContext();

            // NOTE: Hook these events AFTER the context update.
            OnWoWContextChanged += (orig, ne) =>
            {
                Logger.Write(LogColor.Hilite, "Context changed, re-creating behaviors");
                SingularRoutine.DescribeContext();
                RebuildBehaviors();
                Spell.GcdInitialize();
                Singular.Lists.BossList.Init();
            };
            RoutineManager.Reloaded += (s, e) =>
            {
                Logger.Write(LogColor.Hilite, "Routines were reloaded, re-creating behaviors");
                RebuildBehaviors(silent: true);
                Spell.GcdInitialize();
            };


            // create silently since Start button will create a context change (at least first Start)
            // .. which will build behaviors again
            if (!Instance.RebuildBehaviors())
            {
                return;
            }

            //
            if (IsPluginEnabled("DrinkPotions"))
            {
                Logger.Write(LogColor.Hilite, "info: disabling DrinkPotions plugin, conflicts with Singular potion support");
                SetPluginEnabled("DrinkPotions", false);
            }

            SpellImmunityManager.Add(16292, WoWSpellSchool.Frost);      // http://www.wowhead.com/npc=16292/aquantion

            Logger.WriteDebug(Color.White, "Verified behaviors can be created!");
            Logger.Write("Initialization complete!");
            Logger.WriteDiagnostic(Color.White, "Initialize: completed taking {0:F2} seconds", (DateTime.UtcNow - timeStart).TotalSeconds);
        }