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| 1 | using System; | |
| 2 | using System.Collections.Generic; | |
| 3 | using System.Linq; | |
| 4 | using System.Text; | |
| 5 | using System.Threading; | |
| 6 | ||
| 7 | using D3; | |
| 8 | using rndWalker.Common; | |
| 9 | ||
| 10 | namespace rndWalker.Bots | |
| 11 | {
| |
| 12 | public abstract class Bot | |
| 13 | {
| |
| 14 | abstract public void Execute(); | |
| 15 | ||
| 16 | // 0002FA62: 00000001(00000000) # {c:ffffffff}Salvage{/c} = 0x1D19D9E
| |
| 17 | // C3024CC: 48BA183D534400AD Root.NormalLayer.vendor_dialog_mainPage.salvage_dialog.salvage_button (Visible: True) | |
| 18 | ||
| 19 | protected void closeInventory() | |
| 20 | {
| |
| 21 | // 303EF3AC: 368FF8C552241695 Root.NormalLayer.inventory_dialog_mainPage.inventory_button_exit (Visible: True) | |
| 22 | var btn = UIElement.Get(0x368FF8C552241695); | |
| 23 | if (btn.Visible) | |
| 24 | btn.Click(); | |
| 25 | } | |
| 26 | ||
| 27 | protected bool needsRepair() | |
| 28 | {
| |
| 29 | // 1EFC3224: BD8B3C3679D4F4D9 Root.NormalLayer.DurabilityIndicator (Visible: True) | |
| 30 | var indicator = UIElement.Get(0xBD8B3C3679D4F4D9); | |
| 31 | return (indicator != default(UIElement) && indicator.Visible); | |
| 32 | } | |
| 33 | ||
| 34 | /// <summary> | |
| 35 | /// will wait up to 60 seconds for the game to start. does nothing if already ingame | |
| 36 | /// </summary> | |
| 37 | protected void startGame() | |
| 38 | {
| |
| 39 | ||
| 40 | ||
| 41 | while (Game.Ingame) | |
| 42 | {
| |
| 43 | ExitGame(); | |
| 44 | Thread.Sleep(5000); | |
| 45 | } | |
| 46 | ||
| 47 | UIElement okButton = UIElement.Get(0xB4433DA3F648A992); | |
| 48 | if (okButton != default(UIElement) && okButton.Visible) | |
| 49 | {
| |
| 50 | okButton.Click(); | |
| 51 | } | |
| 52 | ||
| 53 | // 27DFC2E4: 51A3923949DC80B7 Root.NormalLayer.BattleNetCampaign_main.LayoutRoot.Menu.PlayGameButton (Visible: True) | |
| 54 | // it's both the resume and the start game button | |
| 55 | while (Game.Ingame == false) | |
| 56 | {
| |
| 57 | UIElement resumeGame = UIElement.Get(0x51A3923949DC80B7); | |
| 58 | if (resumeGame != null) | |
| 59 | {
| |
| 60 | resumeGame.Click(); | |
| 61 | ||
| 62 | for (int i = 0; i < 20 && Game.Ingame == false; ++i) | |
| 63 | {
| |
| 64 | okButton = UIElement.Get(0xB4433DA3F648A992); | |
| 65 | if (okButton != default(UIElement) && okButton.Visible) | |
| 66 | {
| |
| 67 | okButton.Click(); | |
| 68 | } | |
| 69 | Thread.Sleep(1000); | |
| 70 | } | |
| 71 | } | |
| 72 | ||
| 73 | ||
| 74 | ||
| 75 | } | |
| 76 | ||
| 77 | Thread.Sleep(2000); | |
| 78 | ||
| 79 | } | |
| 80 | ||
| 81 | /// <summary> | |
| 82 | /// clicks the revive button once per second. does not handle the popups yet | |
| 83 | /// </summary> | |
| 84 | protected void revive() | |
| 85 | {
| |
| 86 | // 20DDD3F4: BFAAF48BA9316742 Root.NormalLayer.deathmenu_dialog.dialog_main.button_revive_at_checkpoint (Visible: True) | |
| 87 | var btn = UIElement.Get(0xBFAAF48BA9316742); | |
| 88 | while (btn != default(UIElement) && btn.Visible) | |
| 89 | {
| |
| 90 | btn.Click(); | |
| 91 | Thread.Sleep(1000); | |
| 92 | } | |
| 93 | } | |
| 94 | ||
| 95 | /// <summary> | |
| 96 | /// buy window needs to be open. repair tab needs not be selected though | |
| 97 | /// </summary> | |
| 98 | protected void repairAll() | |
| 99 | {
| |
| 100 | // 1EFC12BC: 80F5D06A035848A5 Root.NormalLayer.shop_dialog_mainPage.repair_dialog.RepairAll (Visible: True) | |
| 101 | var btn = UIElement.Get(0x80F5D06A035848A5); | |
| 102 | if (btn != default(UIElement)) | |
| 103 | {
| |
| 104 | btn.Click(); | |
| 105 | } | |
| 106 | } | |
| 107 | ||
| 108 | /// <summary> | |
| 109 | /// skips conversation pc with npc | |
| 110 | /// </summary> | |
| 111 | protected void skipConversation() | |
| 112 | {
| |
| 113 | // 1F05DE84: 942F41B6B5346714 Root.NormalLayer.conversation_dialog_main.button_close (Visible: True) | |
| 114 | var advKey = UIElement.Get(0x942F41B6B5346714); | |
| 115 | while (advKey.Visible) | |
| 116 | {
| |
| 117 | advKey.Click(); | |
| 118 | Thread.Sleep(45); | |
| 119 | } | |
| 120 | } | |
| 121 | ||
| 122 | /*// <summary> | |
| 123 | /// dont use! buggy | |
| 124 | /// </summary> | |
| 125 | protected void skipNpcConversation() {
| |
| 126 | // 2D3E702C: C06278A08ADCF3AA Root.NormalLayer.playinghotkeys_dialog_backgroundScreen.playinghotkeys_conversation_advance (Visible: True) | |
| 127 | var advKey = UIElement.Get(0xC06278A08ADCF3AA); | |
| 128 | while (advKey.Visible) {
| |
| 129 | advKey.Click(); | |
| 130 | Thread.Sleep(45); | |
| 131 | } | |
| 132 | }*/ | |
| 133 | ||
| 134 | /// <summary> | |
| 135 | /// changes quest to the one with the given index. may be slow so try to give the button hash in advance | |
| 136 | /// </summary> | |
| 137 | /// <param name="_listIndex"></param> | |
| 138 | protected void changeQuest(uint _listIndex) | |
| 139 | {
| |
| 140 | ||
| 141 | changeQuest(_listIndex, 0); | |
| 142 | } | |
| 143 | ||
| 144 | protected void changeQuest(uint _listIndex, ulong _btn) | |
| 145 | {
| |
| 146 | if (Game.Ingame) | |
| 147 | {
| |
| 148 | ExitGame(); | |
| 149 | while (Game.Ingame) | |
| 150 | {
| |
| 151 | Thread.Sleep(687); | |
| 152 | } | |
| 153 | } | |
| 154 | // 23E844FC: C4A9CC94C0A929B Root.NormalLayer.BattleNetCampaign_main.LayoutRoot.Menu.ChangeQuestButton (Visible: True) | |
| 155 | UIElement changeQuest = UIElement.Get(0xC4A9CC94C0A929B); | |
| 156 | changeQuest.Click(); | |
| 157 | Thread.Sleep(469); | |
| 158 | ||
| 159 | var button = default(UIElement); | |
| 160 | ||
| 161 | if (_btn == 0) | |
| 162 | {
| |
| 163 | - | button = UIElement.Get().Where(x => x.Name.EndsWith(string.Format("_item{0}", _listIndex))).FirstOrDefault();
|
| 163 | + | button = rndWalker._elements.Where(x => x.Name.EndsWith(string.Format("_item{0}", _listIndex))).FirstOrDefault();
|
| 164 | } | |
| 165 | else | |
| 166 | {
| |
| 167 | button = UIElement.Get(_btn); | |
| 168 | } | |
| 169 | button.Click(); | |
| 170 | Thread.Sleep(478); | |
| 171 | ||
| 172 | ||
| 173 | // 2BBDBAC4: 1AE2209980AAEA69 Root.NormalLayer.BattleNetQuestSelection_main.LayoutRoot.OverlayContainer.SelectQuestButton | |
| 174 | UIElement.Get(0x1AE2209980AAEA69).Click(); // select quest | |
| 175 | Thread.Sleep(730); | |
| 176 | ||
| 177 | // 2440DBEC: B4433DA3F648A992 Root.TopLayer.BattleNetModalNotifications_main.ModalNotification.Buttons.ButtonList.OkButton (Visible: True) | |
| 178 | var ok = UIElement.Get(0xB4433DA3F648A992); | |
| 179 | if (ok != null && ok.Visible) | |
| 180 | { // unfortunately this is always true...
| |
| 181 | ok.Click(); | |
| 182 | } | |
| 183 | ||
| 184 | Thread.Sleep(1000); | |
| 185 | } | |
| 186 | ||
| 187 | public static void ExitGame() | |
| 188 | {
| |
| 189 | UIElement ui = UIElement.Get(0x5DB09161C4D6B4C6); | |
| 190 | ||
| 191 | if (ui != null) | |
| 192 | {
| |
| 193 | ui.Click(); | |
| 194 | } | |
| 195 | } | |
| 196 | ||
| 197 | protected void SkipSequence() | |
| 198 | {
| |
| 199 | UIElement skipSequence = UIElement.Get(0x2289FE26DA955A81); | |
| 200 | UIElement confirmButton = UIElement.Get(0x891D21408238D18E); | |
| 201 | ||
| 202 | for (int i = 0; i < 10 && skipSequence.Visible == false; i++) | |
| 203 | {
| |
| 204 | Thread.Sleep(500); | |
| 205 | } | |
| 206 | ||
| 207 | if (skipSequence.Visible == false) | |
| 208 | {
| |
| 209 | throw new Exception("Skip Sequence UIElement is not visible!");
| |
| 210 | } | |
| 211 | ||
| 212 | skipSequence.Click(); | |
| 213 | ||
| 214 | for (int i = 0; i < 10 && confirmButton.Visible == false; i++) | |
| 215 | {
| |
| 216 | Thread.Sleep(500); | |
| 217 | } | |
| 218 | ||
| 219 | if (skipSequence.Visible == false) | |
| 220 | {
| |
| 221 | throw new Exception("Confirm Button UIElement is not visible!");
| |
| 222 | } | |
| 223 | ||
| 224 | confirmButton.Click(); | |
| 225 | ||
| 226 | for (int i = 0; i < 10 && confirmButton.Visible == true; i++) | |
| 227 | {
| |
| 228 | Thread.Sleep(500); | |
| 229 | } | |
| 230 | ||
| 231 | if (confirmButton.Visible == true) | |
| 232 | {
| |
| 233 | throw new Exception("Confirm Button UIElement is still visible!");
| |
| 234 | } | |
| 235 | ||
| 236 | // Wait out sequence post effect.. | |
| 237 | Thread.Sleep(5500); | |
| 238 | } | |
| 239 | ||
| 240 | protected bool walk(float _x, float _y) | |
| 241 | {
| |
| 242 | return walk(_x, _y, false, 0); | |
| 243 | } | |
| 244 | ||
| 245 | /// <summary> | |
| 246 | /// walk to given (x,y) position. | |
| 247 | /// </summary> | |
| 248 | /// <param name="_x">X</param> | |
| 249 | /// <param name="_y">Y</param> | |
| 250 | /// <param name="_waitTillThere">whether to wait until toon is there</param> | |
| 251 | /// <returns></returns> | |
| 252 | protected bool walk(float _x, float _y, bool _waitTillThere) | |
| 253 | {
| |
| 254 | return walk(_x, _y, _waitTillThere, 3); | |
| 255 | } | |
| 256 | ||
| 257 | protected bool walk(float _x, float _y, bool _waitTillThere, uint _countOut) | |
| 258 | {
| |
| 259 | Me.UsePower(SNOPowerId.Walk, _x, _y, Me.Z); | |
| 260 | uint count = 0; | |
| 261 | if (_waitTillThere) | |
| 262 | {
| |
| 263 | while (GetDistance(_x, _y) > 10) | |
| 264 | {
| |
| 265 | if (Me.Mode != UnitMode.Running) | |
| 266 | {
| |
| 267 | Me.UsePower(SNOPowerId.Walk, _x, _y, Me.Z); | |
| 268 | if (count++ >= _countOut) | |
| 269 | {
| |
| 270 | return false; | |
| 271 | } | |
| 272 | } | |
| 273 | Thread.Sleep(100); | |
| 274 | } | |
| 275 | } | |
| 276 | return true; | |
| 277 | } | |
| 278 | ||
| 279 | protected void interact(Unit _u, bool _walkThere) | |
| 280 | {
| |
| 281 | if (_u.Type == UnitType.Gizmo | |
| 282 | || _u.Type == UnitType.Monster | |
| 283 | || _u.Type == UnitType.Item) | |
| 284 | {
| |
| 285 | if (_walkThere) | |
| 286 | {
| |
| 287 | walk(_u.X, _u.Y, true); | |
| 288 | Thread.Sleep(300); | |
| 289 | } | |
| 290 | Me.UsePower(_u.Type == UnitType.Monster ? SNOPowerId.Axe_Operate_NPC : SNOPowerId.Axe_Operate_Gizmo, _u); | |
| 291 | if (_walkThere) | |
| 292 | {
| |
| 293 | Thread.Sleep(700); | |
| 294 | } | |
| 295 | } | |
| 296 | } | |
| 297 | ||
| 298 | protected void interact(string _name, bool _walkThere) | |
| 299 | {
| |
| 300 | var unit = Unit.Get().Where(x => x.Name.Contains(_name)).FirstOrDefault(); | |
| 301 | interact(unit, _walkThere); | |
| 302 | Thread.Sleep(213); | |
| 303 | } | |
| 304 | ||
| 305 | protected void clickUI(string _name, bool _visible) | |
| 306 | {
| |
| 307 | - | var e = UIElement.Get().FirstOrDefault(x => x.Name.Contains(_name)); |
| 307 | + | var e = rndWalker._elements.FirstOrDefault(x => x.Name.Contains(_name)); |
| 308 | e.Click(); | |
| 309 | } | |
| 310 | ||
| 311 | /// <summary> | |
| 312 | /// waypoint menu needs to be open. if unsure use 'interact("Waypoint");' before this
| |
| 313 | /// </summary> | |
| 314 | /// <param name="_listpos"></param> | |
| 315 | protected void useWaypoint(uint _listpos) | |
| 316 | {
| |
| 317 | clickUI(string.Format("{0}.wrapper.button", _listpos), true);
| |
| 318 | } | |
| 319 | ||
| 320 | protected bool GoTown() | |
| 321 | {
| |
| 322 | if (Me.InTown == true) { return true; }
| |
| 323 | ||
| 324 | if (Me.UsePower(SNOPowerId.UseStoneOfRecall) == true) | |
| 325 | {
| |
| 326 | Thread.Sleep(550); | |
| 327 | ||
| 328 | while (Me.Mode == UnitMode.Casting | |
| 329 | || Me.Mode == UnitMode.Warping) | |
| 330 | {
| |
| 331 | Thread.Sleep(250); | |
| 332 | } | |
| 333 | ||
| 334 | if (Me.InTown == true) | |
| 335 | {
| |
| 336 | return true; | |
| 337 | } | |
| 338 | } | |
| 339 | return false; | |
| 340 | } | |
| 341 | ||
| 342 | protected bool TakePortal() | |
| 343 | {
| |
| 344 | if (Me.InTown == false) { return false; }
| |
| 345 | ||
| 346 | Unit[] units = Unit.Get(); | |
| 347 | ||
| 348 | var unit = (from u in units where u.Type == UnitType.Gizmo && u.ActorId == SNOActorId.hearthPortal select u).FirstOrDefault(); | |
| 349 | ||
| 350 | if (unit == default(Unit)) | |
| 351 | {
| |
| 352 | return false; | |
| 353 | } | |
| 354 | ||
| 355 | for (int i = 0; i < 3; i++) | |
| 356 | {
| |
| 357 | Me.UsePower(SNOPowerId.Axe_Operate_Gizmo, unit); | |
| 358 | Thread.Sleep(500); | |
| 359 | ||
| 360 | if (Me.InTown == false) | |
| 361 | {
| |
| 362 | break; | |
| 363 | } | |
| 364 | } | |
| 365 | ||
| 366 | return Me.InTown == false; | |
| 367 | } | |
| 368 | ||
| 369 | ||
| 370 | protected Unit[] waitForMobs(uint _timeout) | |
| 371 | {
| |
| 372 | var mobs = Unit.Get().Where(x => x.Type == UnitType.Monster && ((uint)x.MonsterType == 0 || (uint)x.MonsterType == 4) && x.Mode != UnitMode.Warping && x.Life > 0 | |
| 373 | && x.GetAttributeInteger(UnitAttribute.Is_NPC) == 0 && x.GetAttributeInteger(UnitAttribute.Is_Helper) == 0 | |
| 374 | && x.GetAttributeInteger(UnitAttribute.Invulnerable) == 0).ToArray(); | |
| 375 | uint count = 0; | |
| 376 | while (mobs.Length <= 0 && count < 2 * _timeout) | |
| 377 | {
| |
| 378 | Thread.Sleep(500); | |
| 379 | mobs = Unit.Get().Where(x => x.Type == UnitType.Monster && ((uint)x.MonsterType == 0 || (uint)x.MonsterType == 4) && x.Mode != UnitMode.Warping && x.Life > 0 | |
| 380 | && x.GetAttributeInteger(UnitAttribute.Is_NPC) == 0 && x.GetAttributeInteger(UnitAttribute.Is_Helper) == 0 | |
| 381 | && x.GetAttributeInteger(UnitAttribute.Invulnerable) == 0).ToArray(); | |
| 382 | ++count; | |
| 383 | } | |
| 384 | return mobs; | |
| 385 | } | |
| 386 | ||
| 387 | /// <summary> | |
| 388 | /// buggy? | |
| 389 | /// </summary> | |
| 390 | /// <param name="_name"></param> | |
| 391 | /// <param name="_timeout"></param> | |
| 392 | /// <returns></returns> | |
| 393 | protected Unit waitForUnit(string _name, uint _timeout) | |
| 394 | {
| |
| 395 | var portal = Unit.Get().Where(x =>/* x.Type == UnitType.Gizmo && */x.Name.Contains(_name)).ToArray(); | |
| 396 | ||
| 397 | uint count = 0; | |
| 398 | while (portal.Length <= 0 && count < 2 * _timeout) | |
| 399 | {
| |
| 400 | Thread.Sleep(500); | |
| 401 | portal = Unit.Get().Where(x =>/* x.Type == UnitType.Gizmo && */x.Name.Contains(_name)).ToArray(); | |
| 402 | ++count; | |
| 403 | ||
| 404 | } | |
| 405 | return portal.FirstOrDefault(); | |
| 406 | } | |
| 407 | ||
| 408 | protected void waitForArea(uint _lvlArea) | |
| 409 | {
| |
| 410 | while ((uint)Me.LevelArea != _lvlArea) | |
| 411 | {
| |
| 412 | Thread.Sleep(567); | |
| 413 | } | |
| 414 | } | |
| 415 | ||
| 416 | protected void killThese(Unit[] _units) | |
| 417 | {
| |
| 418 | _units = _units.OrderBy(u1 => GetDistance(u1.X, u1.Y, Me.X, Me.Y)).ToArray(); | |
| 419 | for (uint i = 0; i < _units.Length; ++i) | |
| 420 | {
| |
| 421 | if (_units[i].Valid && _units[i].Life > 0) | |
| 422 | {
| |
| 423 | Attack.AttackUnit(_units[i]); | |
| 424 | Thread.Sleep(154); | |
| 425 | } | |
| 426 | } | |
| 427 | } | |
| 428 | ||
| 429 | protected void killAll() | |
| 430 | {
| |
| 431 | var mobs = waitForMobs(0); | |
| 432 | while (mobs.Length > 0) | |
| 433 | {
| |
| 434 | killThese(mobs); | |
| 435 | mobs = waitForMobs(0); | |
| 436 | } | |
| 437 | } | |
| 438 | ||
| 439 | public static float GetDistance(float x, float y) | |
| 440 | {
| |
| 441 | return GetDistance(x, y, Me.X, Me.Y); | |
| 442 | } | |
| 443 | ||
| 444 | public static float GetDistance(float x, float y, float x2, float y2) | |
| 445 | {
| |
| 446 | return (float)Math.Sqrt((x - x2) * (x - x2) + (y - y2) * (y - y2)); | |
| 447 | } | |
| 448 | ||
| 449 | private bool CheckWaypoint(string WPName, out string WPTarget) | |
| 450 | {
| |
| 451 | WPTarget = ""; | |
| 452 | ||
| 453 | Game.Print("Checking Waypoint Availability");
| |
| 454 | ||
| 455 | - | var warps = UIElement.Get().Where(u => u.Name.Contains("waypoints_dialog") && u.Name.EndsWith("wrapper.text")); // Return all the waypoint text entries.
|
| 455 | + | var warps = rndWalker._elements.Where(u => u.Name.Contains("waypoints_dialog") && u.Name.EndsWith("wrapper.text")); // Return all the waypoint text entries.
|
| 456 | ||
| 457 | foreach (UIElement u in warps) | |
| 458 | {
| |
| 459 | ||
| 460 | if (u.Text.ToLower().Contains(WPName.ToLower())) // Let's see if we can find a waypoint that matches the text we were given. | |
| 461 | {
| |
| 462 | WPTarget = u.Name.Replace("wrapper.text", "wrapper.button"); // Fill out the name of the UIElement we need to click on.
| |
| 463 | return true; | |
| 464 | } | |
| 465 | } | |
| 466 | ||
| 467 | return false; | |
| 468 | } | |
| 469 | ||
| 470 | private bool WarpTo(string warp_target) | |
| 471 | {
| |
| 472 | ||
| 473 | Game.Print("Running WarpTo");
| |
| 474 | ||
| 475 | string warp_button = ""; | |
| 476 | ||
| 477 | if (!CheckWaypoint(warp_target, out warp_button)) //Check to see if we can actually warp there... | |
| 478 | return false; | |
| 479 | ||
| 480 | if (warp_button == "") // We didn't find it, return. | |
| 481 | return false; | |
| 482 | Game.Print("Okay, clicking the button...");
| |
| 483 | ||
| 484 | clickUI(warp_button, true); // Clicky wait for level change... | |
| 485 | ||
| 486 | uint _lvlArea = (uint)Me.LevelArea; | |
| 487 | ||
| 488 | Game.Print("Waiting for level change...");
| |
| 489 | while ((uint)Me.LevelArea == _lvlArea) | |
| 490 | {
| |
| 491 | Thread.Sleep(400); | |
| 492 | } | |
| 493 | ||
| 494 | Game.Print("Done!");
| |
| 495 | return true; | |
| 496 | ||
| 497 | } | |
| 498 | ||
| 499 | ||
| 500 | public bool TakeWaypointTo(string warp_target) | |
| 501 | {
| |
| 502 | var Waypoint = Unit.Get().Where(u => u.Name.ToLower().Contains("waypoint")).FirstOrDefault();
| |
| 503 | ||
| 504 | if (!Waypoint.Name.ToLower().Contains("waypoint"))
| |
| 505 | {
| |
| 506 | Game.Print("Unable to locate Waypoint!");
| |
| 507 | return false; | |
| 508 | } | |
| 509 | ||
| 510 | interact(Waypoint, true); | |
| 511 | Thread.Sleep(500); | |
| 512 | ||
| 513 | ||
| 514 | bool WarpAction = WarpTo(warp_target); | |
| 515 | return WarpAction; | |
| 516 | } | |
| 517 | } | |
| 518 | } |