示例#1
0
        public static async Task <bool> ExecuteBehavior()
        {
            bool inCombat = StyxWoW.Me.Combat;


            //Check for custom combat
            if (TargetManager.CombatType != TargetManager.CombatFlags.Normal)
            {
                if (ValidateCombatObject())
                {
                    if (TargetManager.CombatObject.Distance <= TargetManager.PullDistance && await ValidateCombatPoi())
                    {
                        return(true);
                    }

                    if (await TrappingBehavior(inCombat))
                    {
                        return(true);
                    }

                    if (TargetManager.CombatObject.Distance > TargetManager.PullDistance)
                    {
                        if (!await CombatBehaviorActuallyInCombat())
                        {
                            if (TargetManager.LootableObject != null)
                            {
                                return(false);
                            }

                            if (await CombatMovement())
                            {
                                return(true);
                            }
                        }
                    }
                    else
                    {
                        if (!await CombatBehaviorActuallyInCombat())
                        {
                            await RoutineManager.Current.CombatBehavior.ExecuteCoroutine();
                        }

                        return(true);
                    }
                }
            }

            if (!inCombat)
            {
                #region Rest
                //Rest
                if (RoutineManager.Current.RestBehavior != null &&
                    await RoutineManager.Current.RestBehavior.ExecuteCoroutine())
                {
                    TreeRoot.StatusText = "Rest Behavior";
                    return(true);
                }

                if (RoutineManager.Current.NeedRest)
                {
                    TreeRoot.StatusText = "Rest Behavior";
                    RoutineManager.Current.Rest();
                    return(true);
                }
                #endregion

                #region Precombat Buffs
                if (TargetManager.CheckCombatFlag(TargetManager.CombatFlags.PrecombatBuffs))
                {
                    //Precombat Buffs
                    if (RoutineManager.Current.PreCombatBuffBehavior != null &&
                        await RoutineManager.Current.PreCombatBuffBehavior.ExecuteCoroutine())
                    {
                        TreeRoot.StatusText = "PreCombat Behavior";
                        return(true);
                    }

                    if (RoutineManager.Current.NeedPreCombatBuffs)
                    {
                        TreeRoot.StatusText = "PreCombat Behavior";
                        RoutineManager.Current.PreCombatBuff();
                        return(true);
                    }
                }
                #endregion

                #region Pull Behavior
                if (TargetManager.CheckCombatFlag(TargetManager.CombatFlags.Pull))
                {
                    if (BotPoi.Current.Type == PoiType.Kill)
                    {
                        if (Targeting.Instance.TargetList.Count != 0)
                        {
                            if (BotPoi.Current.AsObject != Targeting.Instance.FirstUnit &&
                                BotPoi.Current.Type == PoiType.Kill)
                            {
                                BotPoi.Current = new BotPoi(Targeting.Instance.FirstUnit, PoiType.Kill);
                                BotPoi.Current.AsObject.ToUnit().Target();
                                ResetCombat();

                                if (NeedPull())
                                {
                                    if (RoutineManager.Current.PullBuffBehavior != null &&
                                        await RoutineManager.Current.PullBuffBehavior.ExecuteCoroutine())
                                    {
                                        TreeRoot.StatusText = "Pull Buff Behavior";
                                        return(true);
                                    }

                                    if (RoutineManager.Current.PullBehavior != null &&
                                        await RoutineManager.Current.PullBehavior.ExecuteCoroutine())
                                    {
                                        TreeRoot.StatusText = "PullBehavior Behavior";
                                        return(true);
                                    }

                                    if (await new ActionPull().ExecuteCoroutine())
                                    {
                                        TreeRoot.StatusText = "Action Pull Behavior";
                                        return(true);
                                    }
                                }
                                return(true);
                            }
                        }
                    }
                }

                #endregion
            }
            else
            {
                #region Heal

                if (TargetManager.CheckCombatFlag(TargetManager.CombatFlags.Heal))
                {
                    if (RoutineManager.Current.HealBehavior != null &&
                        await RoutineManager.Current.HealBehavior.ExecuteCoroutine())
                    {
                        TreeRoot.StatusText = "Heal Behavior";
                        return(true);
                    }

                    if (RoutineManager.Current.NeedHeal)
                    {
                        TreeRoot.StatusText = "Heal Behavior";
                        RoutineManager.Current.Heal();
                        return(true);
                    }
                }

                #endregion

                #region Combat Buff
                if (TargetManager.CheckCombatFlag(TargetManager.CombatFlags.CombatBuffs))
                {
                    //Combat Buffs
                    if (RoutineManager.Current.CombatBuffBehavior != null &&
                        await RoutineManager.Current.CombatBuffBehavior.ExecuteCoroutine())
                    {
                        TreeRoot.StatusText = "Combat Buff Behavior";
                        return(true);
                    }
                }
                #endregion

                #region Combat
                if (TargetManager.CheckCombatFlag(TargetManager.CombatFlags.Combat))
                {
                    if (StyxWoW.Me.IsActuallyInCombat && !StyxWoW.Me.Mounted)
                    {
                        //Combat
                        if (RoutineManager.Current.CombatBehavior != null &&
                            await RoutineManager.Current.CombatBehavior.ExecuteCoroutine())
                        {
                            TreeRoot.StatusText = "Combat Behavior";
                        }

                        return(true);
                    }
                }
                #endregion
            }


            return(false);
        }