using System;
using System.Collections.Generic;
using System.Drawing;
using Chief;
using Chief.Pathing;
using Chief.Pathing.Heuristics;
using Chief.Pathing.Processors;
using ChiefD2;
using ChiefD2.Mapping;
using D2DataNew;
///
/// Do not call ExitGame on this thread. Look in Bot.cs
///
public class Pindle : Bot
{
public override void OnLobbyEnter()
{
this.DebugLog.Append("ChiefPindle: " + "Entered lobby, " + this.GameCount.ToString() + " runs attempted.");
if(this.GameCount > 0)
System.Threading.Thread.Sleep(2000);
this.DebugLog.Append("ChiefPindle: " + "Creating game");
if (!this.Client.CreateGame())
{
this.DebugLog.Append("ChiefPindle: " + "Failed to create game, balls!");
OnLobbyEnter(); // Try again, if we fail!
}
//this.Client.JoinGame("lfs3", "3");
}
public override void OnGameEnter()
{
for (int i = 0; i < 2000 && this.Seed == 0; i += 10)
System.Threading.Thread.Sleep(10);
if (this.Seed == 0)
throw new ChiefD2.GameFailedException("Failed to detect seed. This is probably due to a failed to join even if JoinResponse = success");
this.Map.LoadLevelMap(this.Seed, AreaLevel.Harrogath);
this.Map.LoadLevelMap(this.Seed, AreaLevel.NihlathaksTemple);
AStar townPather = new AStar(this.Map.GetLevelMap(AreaLevel.Harrogath), new DiagonalShortcut(), new WalkingReducer(10, 25));
AStar pindlePather = new AStar(this.Map.GetLevelMap(AreaLevel.NihlathaksTemple), new DiagonalShortcut(), new TeleportReducer(45));
// Wait for everything to load...
for (int i = 0 ; i < 2000 && this.Hero.X == 0; i += 10)
System.Threading.Thread.Sleep(10);
if (this.Hero.X == 0)
throw new GameFailedException("Failed to catch Hero.X, this error should not happen since Seed exception should be thrown first");
//while(this.Hero.X == 0)
// System.Threading.Thread.Sleep(1);
// AutoCorpseCheck()
// Check for corpse
// Pick it up
// Move potions in inventory to belt
// AutoTown()
// Talk to Akara if life OR mana below regular pot value
// Check for items to id
// Check for ID / Town Portal scrolls less than 5
// Check for repair
// Check for merc
this.DebugLog.Append("ChiefPindle: " + "Running to portal ---------------------------------------------------------------");
WalkPath(townPather.FindPath(new Point(this.Hero.X, this.Hero.Y), new Point(5119, 5120)), 750);
ChiefD2.Object portal = this.Objects.Find("PermanentTownPortal", 5117, 5119);
if (portal == null)
throw new GameFailedException("ChiefPindle: " + "Failed to find portal!");
MoveWaitStatic(portal.X, portal.Y, 150);
if (!AutoPortalInteract(portal, 5, 5000))
throw new GameFailedException("ChiefPindle: " + "Failed to go into red portal.");
System.Threading.Thread.Sleep(500);
this.DebugLog.Append("ChiefPindle: " + "Entered portal, teleporting to pindle");
//AutoPrebuff();
/*
// If these fail, BAIL out!
//TeleportWait(10068, 13288);
if (!TeleportWait(10067, 13268))
{
this.DebugLog.Append("ChiefPindle: " + "Teleport failed, bail before we die!");
ExitGame();
}
if (!TeleportWait(10062, 13240))
{
this.DebugLog.Append("ChiefPindle: " + "Teleport failed, bail before we die!");
ExitGame();
}
*/
if (!TeleportPath(pindlePather.FindPath(new Point(this.Hero.X, this.Hero.Y), new Point(10062, 13240))))
throw new GameFailedException("ChiefPindle: " + "Teleport failed, bail before we die!");
this.DebugLog.Append("ChiefPindle: " + "I'm there, looking for bad guys");
List pindleAndMinions;
while ((pindleAndMinions = this.Units.FindAll(NPCClass.DefiledWarrior)) == null)
System.Threading.Thread.Sleep(10);
this.DebugLog.Append("ChiefPindle: " + "Found: " + pindleAndMinions.Count + " DefiledWarrior");
// Save pindle x/y
// Should I even remove dead units? they are useful sometimes...
Point pindleBody = new Point((int)pindleAndMinions[0].X, (int)pindleAndMinions[1].Y);
AutoKillAll(pindleAndMinions, SkillType.Blizzard, 350, 10000);
this.DebugLog.Append("ChiefPindle: " + "Killed all DefiledWarriors, checking for items");
// Wait a second for items to drop
System.Threading.Thread.Sleep(500);
this.AutoPickIt(pindleBody.X, pindleBody.Y);
this.DebugLog.Append("ChiefPindle: " + "Finished run.");
/*
// wait for items to fill
System.Threading.Thread.Sleep(5000);
foreach (Item item in this.Hero.Items)
if (PickIt.Evaluate(item, this.Hero) != PickItResult.None)
this.DebugLog.Append(item.BaseItem.Class.ToString() + "\n" + item.SimpleMods);
*/
}
public override void OnGameExit()
{
this.DebugLog.Append("ChiefPindle: " + "Exited game.");
}
public override void Dispose()
{
}
}