本文整理汇总了C#中WoWUnit.IsTrainingDummy方法的典型用法代码示例。如果您正苦于以下问题:C# WoWUnit.IsTrainingDummy方法的具体用法?C# WoWUnit.IsTrainingDummy怎么用?C# WoWUnit.IsTrainingDummy使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类WoWUnit
的用法示例。
在下文中一共展示了WoWUnit.IsTrainingDummy方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: ValidUnit
static bool ValidUnit(WoWUnit p)
{
if (IgnoreMobs.Contains(p.Entry))
return false;
// Ignore shit we can't select/attack
if (!p.CanSelect || !p.Attackable)
return false;
// Ignore friendlies!
if (p.IsFriendly)
return false;
// Duh
if (p.Dead)
return false;
// Dummies/bosses are valid by default. Period.
if (p.IsTrainingDummy() || p.IsBoss())
return true;
// If its a pet, lets ignore it please.
if (p.IsPet || p.OwnedByRoot != null)
return false;
// And ignore critters/non-combat pets
if (p.IsNonCombatPet || p.IsCritter)
return false;
return true;
}
示例2: OnPlayerTargetChange
public static void OnPlayerTargetChange(WoWUnit unit)
{
// special handling if targeting Training Dummy
if (ForcedContext == WoWContext.None && unit != null && !IsQuestBotActive && unit.IsTrainingDummy())
{
ForcedContext = SingularRoutine.TrainingDummyBehaviors;
Logger.Write( LogColor.Hilite, "^Start Training Dummy: forcing {0} behaviors", CurrentWoWContext.ToString());
}
else if (ForcedContext != WoWContext.None && (unit == null || !unit.IsTrainingDummy()))
{
ForcedContext = WoWContext.None;
Logger.Write( LogColor.Hilite, "^Cancel Training Dummy: restoring {0} behaviors", CurrentWoWContext.ToString());
}
}
示例3: ValidUnit
public static bool ValidUnit(WoWUnit p, bool showReason = false)
{
if (p == null || !p.IsValid)
return false;
if (StyxWoW.Me.IsInInstance && IgnoreMobs.Contains(p.Entry))
{
if (showReason) Logger.Write(invalidColor, "invalid attack unit {0} is an Instance Ignore Mob", p.SafeName());
return false;
}
// Ignore shit we can't select
if (!p.CanSelect )
{
if (showReason) Logger.Write(invalidColor, "invalid attack unit {0} cannot be Selected", p.SafeName());
return false;
}
// Ignore shit we can't attack
if (!p.Attackable)
{
if (showReason) Logger.Write(invalidColor, "invalid attack unit {0} cannot be Attacked", p.SafeName());
return false;
}
// Duh
if (p.IsDead)
{
if (showReason) Logger.Write(invalidColor, "invalid attack unit {0} is already Dead", p.SafeName());
return false;
}
// check for enemy players here as friendly only seems to work on npc's
if (p.IsPlayer)
{
WoWPlayer pp = p.ToPlayer();
if (pp.IsHorde == StyxWoW.Me.IsHorde && !pp.IsHostile)
{
if (showReason)
Logger.Write(invalidColor, "invalid attack player {0} not a hostile enemy", p.SafeName());
return false;
}
if (!pp.CanWeAttack())
{
if (showReason)
Logger.Write(invalidColor, "invalid attack player {0} cannot be Attacked currently", p.SafeName());
return false;
}
return true;
}
// Ignore evading NPCs
if (p.IsEvading())
{
if (showReason)
Logger.Write(invalidColor, "invalid unit, {0} game flagged as evading", p.SafeName());
return false;
}
// Ignore friendlies!
if (p.IsFriendly)
{
if (showReason) Logger.Write(invalidColor, "invalid attack unit {0} is Friendly", p.SafeName());
return false;
}
// Dummies/bosses are valid by default. Period.
if (p.IsTrainingDummy() || p.IsBoss())
return true;
// If it is a pet/minion/totem, lets find the root of ownership chain
WoWPlayer pOwner = GetPlayerParent(p);
// ignore if owner is player, alive, and not blacklisted then ignore (since killing owner kills it)
// .. following .IsMe check to prevent treating quest mob summoned by us that we need to kill as invalid
if (pOwner != null && pOwner.IsAlive && !pOwner.IsMe)
{
if (!ValidUnit(pOwner))
{
if (showReason)
Logger.Write(invalidColor, "invalid attack unit {0} - pets parent not an attackable Player", p.SafeName());
return false;
}
if (!StyxWoW.Me.IsPvPFlagged)
{
if (showReason)
Logger.Write(invalidColor, "valid attackable player {0} but I am not PvP Flagged", p.SafeName());
return false;
}
if (Blacklist.Contains(pOwner, BlacklistFlags.Combat))
{
if (showReason)
Logger.Write(invalidColor, "invalid attack unit {0} - Parent blacklisted for combat", p.SafeName());
return false;
}
return true;
}
//.........这里部分代码省略.........
示例4: ValidUnit
public static bool ValidUnit(WoWUnit p, bool showReason = false)
{
if (p == null || !p.IsValid)
return false;
if (StyxWoW.Me.IsInInstance && IgnoreMobs.Contains(p.Entry))
{
if (showReason) Logger.Write(invalidColor, "invalid attack unit {0} is an Instance Ignore Mob", p.SafeName());
return false;
}
// Ignore shit we can't select
if (!p.CanSelect )
{
if (showReason) Logger.Write(invalidColor, "invalid attack unit {0} cannot be Selected", p.SafeName());
return false;
}
// Ignore shit we can't attack
if (!p.Attackable)
{
if (showReason) Logger.Write(invalidColor, "invalid attack unit {0} cannot be Attacked", p.SafeName());
return false;
}
// Duh
if (p.IsDead)
{
if (showReason) Logger.Write(invalidColor, "invalid attack unit {0} is already Dead", p.SafeName());
return false;
}
// check for enemy players here as friendly only seems to work on npc's
if (p.IsPlayer)
return p.ToPlayer().IsHorde != StyxWoW.Me.IsHorde;
// Ignore friendlies!
if (p.IsFriendly)
{
if (showReason) Logger.Write(invalidColor, "invalid attack unit {0} is Friendly", p.SafeName());
return false;
}
// Dummies/bosses are valid by default. Period.
if (p.IsTrainingDummy() || p.IsBoss())
return true;
// If it is a pet/minion/totem, lets find the root of ownership chain
WoWUnit pOwner = GetPlayerParent(p);
// ignore if owner is player, alive, and not blacklisted then ignore (since killing owner kills it)
if (pOwner != null && pOwner.IsAlive && !Blacklist.Contains(pOwner, BlacklistFlags.Combat))
{
if (showReason) Logger.Write(invalidColor, "invalid attack unit {0} has a Player as Parent", p.SafeName());
return false;
}
// And ignore critters (except for those ferocious ones) /non-combat pets
if (p.IsNonCombatPet)
{
if (showReason) Logger.Write(invalidColor, "{0} is a Noncombat Pet", p.SafeName());
return false;
}
// And ignore critters (except for those ferocious ones) /non-combat pets
if (p.IsCritter && p.ThreatInfo.ThreatValue == 0 && !p.IsTargetingMyRaidMember)
{
if (showReason) Logger.Write(invalidColor, "{0} is a Critter", p.SafeName());
return false;
}
/*
if (p.CreatedByUnitGuid != 0 || p.SummonedByUnitGuid != 0)
return false;
*/
return true;
}
示例5: HandleTrainingDummy
private static void HandleTrainingDummy(WoWUnit unit)
{
bool trainingDummy = unit == null ? false : unit.IsTrainingDummy();
if (trainingDummy && ForcedContext == WoWContext.None)
{
ForcedContext = WoWContext.Instances;
// ForcedContext = WoWContext.Battlegrounds;
Logger.Write(Color.White, "Detected Training Dummy -- forcing {0} behaviors", CurrentWoWContext.ToString());
}
else if (!trainingDummy && ForcedContext != WoWContext.None)
{
ForcedContext = WoWContext.None;
Logger.Write(Color.White, "Detected Training Dummy no longer target -- reverting to {0} behaviors", CurrentWoWContext.ToString());
}
}