private RoutineStates CombatPrep() { CombatPrepCurrentState = GetState(); switch (CombatPrepCurrentState) { case CombatPrepStates.CheckingBuffs: CombatPrepStates.CheckingBuffs(); } private CombatPrepStates GetState() { if (!CheckedBuffs) return CombatPrepStates.CheckingBuffs; if (!Requiem.Character.Buff("Arcane Intellect").IsValid || (!Requiem.Character.Buff("Molten Armor").IsValid && !Requiem.Character.Buff("Ice Armor").IsValid && !Requiem.Character.Buff("Frost Armor").IsValid)) return CombatPrepStates.Buffing; //currently lacking Dampen Magic if (MyManaGem == null || !Requiem.Inventory.GetItem(MyManaGem)) return CombatPrepStates.CheckingManaGem; if ((UseFireWard && !Requiem.Character.Buff("Fire Ward").IsValid) || (UseFrostWard && !Requiem.Character.Buff("Frost Ward").IsValid)) return CombatPrepStates.PreCombatWards; } private CombatPrepStates CheckingBuffs() { if (!Requiem.Character.Buff("Arcane Intellect")) { NeedArcInt = true; } if (!Requiem.Character.Buff("Ice Armor") && !Requiem.Character.Buff("Frost Armor") && !Requiem.Character.Buff("Molten Armor")) { NeedArmorSpell = true; } if (Requiem.Character.TargetList.Unit(0).Mana > 0 || UseFireWard || UseFrostWard) { NeedDampen = true; } }