private void UpdateSkills(bool reset = false) { // We may have loaded settings for all skills from any class. // Active skill is just the subset currently in use by the hero. // But we still need to persist settings for all skills used to-date. // Also need to populate with reference skill info for the pretty UI Icons etc. if (!Player.IsInGame && !ModuleManager.IsEnabled || !ZetaDia.IsInGame) { return; } var activeSettings = SkillUtils.Active.Select(s => new SkillSettings(s)).ToList(); if (Skills == null || !Skills.Any() || reset) { Skills = new List <SkillSettings>(activeSettings); } else { Skills.ForEach(s => s.SetReferenceSkill(SkillUtils.GetSkillByPower(s.SNOPower))); Skills.AddRange(activeSettings.Where(b => Skills.All(a => a.SNOPower != b.SNOPower))); } var availableSkills = Skills.Where(s => Core.Hotbar.ActivePowers.Any(p => s.SNOPower == p)).OrderBy(s => s.Order); ActiveSkills = new FullyObservableCollection <SkillSettings>(availableSkills); }
public bool CanCast(SNOPower power) { if (GameData.AlwaysCanCastPowers.Contains(power)) { return(true); } var skill = SkillUtils.GetSkillByPower(power); return(skill != null && skill.CanCast()); }
public Skill GetSkill() => SkillUtils.GetSkillByPower(SNOPower);
internal void Update() { Clear(); if (!ZetaDia.IsInGame || ZetaDia.Me == null || !ZetaDia.Me.IsValid) { return; } var cPlayer = ZetaDia.Storage.PlayerDataManager.ActivePlayerData; if (cPlayer == null || !cPlayer.IsValid) { return; } PassivePowers = new HashSet <SNOPower>(cPlayer.PassiveSkills); var activePowers = new HashSet <SNOPower>(); var activeHotbarSkills = new List <HotbarSkill>(); bool isOverrideActive = false; try { isOverrideActive = ZetaDia.Me.SkillOverrideActive; } catch (ArgumentException) { // nesox? /*[Trinity 2.55.238] Error in OnEnable: System.ArgumentException: An item with the same key has already been added. * at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource) * at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add) * at System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement](IEnumerable`1 source, Func`2 keySelector, Func`2 elementSelector, IEqualityComparer`1 comparer) * at Zeta.Game.Internals.FastAttribGroupsEntry.() * at Zeta.Game.PerFrameCachedValue`1.get_Value() * at Zeta.Game.Internals.FastAttribGroupsEntry.get_AttributeMapA() * at Zeta.Game.Internals.FastAttribGroupsEntry.[](Int32 , ACD , & ) * at Zeta.Game.Internals.FastAttribGroupsEntry.[](Int32 , ACD ) * at Zeta.Game.Internals.Actors.ACD.() * at Zeta.Game.PerFrameCachedValue`1.get_Value() * at Zeta.Game.Internals.Actors.ACD.get_SkillOverrideActive() * at Zeta.Game.Internals.Actors.DiaPlayer.get_SkillOverrideActive() * at Trinity.Framework.Modules.HotbarCache.Update() * at Trinity.Framework.Core.Enable() * at Trinity.TrinityPlugin.OnEnabled()*/ } for (int i = 0; i <= 5; i++) { var diaActiveSkill = cPlayer.GetActiveSkillByIndex(i, isOverrideActive); if (diaActiveSkill == null || diaActiveSkill.Power == SNOPower.None) { continue; } var power = diaActiveSkill.Power; var runeIndex = diaActiveSkill.RuneIndex; var hotbarskill = new HotbarSkill { Power = diaActiveSkill.Power, Slot = (HotbarSlot)i, RuneIndex = runeIndex, HasRuneEquipped = diaActiveSkill.HasRuneEquipped, Skill = SkillUtils.GetSkillByPower(power), }; if (!activePowers.Contains(power)) { activePowers.Add(power); activeHotbarSkills.Add(hotbarskill); _hotbarSkillBySnoPower[power] = hotbarskill; _skillBySlot[(HotbarSlot)i] = hotbarskill; } if (!GameData.LastUseAbilityTimeDefaults.ContainsKey(power)) { GameData.LastUseAbilityTimeDefaults.Add(power, DateTime.MinValue); } } ActivePowers = activePowers; ActiveSkills = activeHotbarSkills; Core.Logger.Debug(LogCategory.CacheManagement, "Refreshed Hotbar: ActiveSkills={0} PassiveSkills={1}", ActiveSkills.Count, PassivePowers.Count); }