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Orbwalking.cs
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Orbwalking.cs
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// <copyright file="Orbwalking.cs" company="EnsageSharp">
// Copyright (c) 2016 EnsageSharp.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
// </copyright>
namespace Ensage.Common
{
using System;
using System.Linq;
using Ensage.Common.Menu;
using Ensage.Common.Objects.UtilityObjects;
/// <summary>
/// Provides basic orbwalking, canceling attack animation after attack point passes and moving meanwhile
/// </summary>
public class Orbwalking
{
#region Static Fields
/// <summary>
/// The loaded.
/// </summary>
private static bool loaded;
/// <summary>
/// The menu.
/// </summary>
private static Menu.Menu menu;
/// <summary>
/// The orbwalker.
/// </summary>
private static Orbwalker orbwalker;
#endregion
#region Constructors and Destructors
/// <summary>
/// Initializes static members of the <see cref="Orbwalking" /> class.
/// </summary>
static Orbwalking()
{
Load();
Events.OnClose += Events_OnClose;
}
#endregion
#region Public Properties
/// <summary>
/// The user delay.
/// </summary>
public static float UserDelay { get; private set; }
#endregion
#region Public Methods and Operators
/// <summary>
/// Attacks target, uses spell UniqueAttackModifiers if enabled
/// </summary>
/// <param name="target">
/// The target.
/// </param>
/// <param name="useModifiers">
/// The use Modifiers.
/// </param>
public static void Attack(Unit target, bool useModifiers)
{
orbwalker.Attack(target, useModifiers);
}
/// <summary>
/// Checks if attack is currently on cool down
/// </summary>
/// <param name="target">
/// The target.
/// </param>
/// <param name="bonusWindupMs">
/// The bonus Windup milliseconds.
/// </param>
/// <returns>
/// The <see cref="bool" />.
/// </returns>
public static bool AttackOnCooldown(Entity target = null, float bonusWindupMs = 0)
{
return orbwalker.IsAttackOnCoolDown(target as Unit, bonusWindupMs);
}
/// <summary>
/// Checks if attack is currently on cool down
/// </summary>
/// <param name="target">
/// The target.
/// </param>
/// <param name="bonusWindupMs">
/// The bonus Windup milliseconds.
/// </param>
/// <returns>
/// The <see cref="bool" />.
/// </returns>
public static bool AttackOnCooldown(Unit target, float bonusWindupMs)
{
return orbwalker.IsAttackOnCoolDown(target, bonusWindupMs);
}
/// <summary>
/// Checks if attack animation can be safely canceled
/// </summary>
/// <param name="delay">
/// The delay.
/// </param>
/// <returns>
/// The <see cref="bool" />.
/// </returns>
public static bool CanCancelAnimation(float delay = 0f)
{
return orbwalker.CanCancelAttack(delay);
}
/// <summary>
/// The events_ on load.
/// </summary>
/// <param name="sender">
/// The sender.
/// </param>
/// <param name="e">
/// The e.
/// </param>
public static void Events_OnLoad(object sender, EventArgs e)
{
if (loaded || !Game.IsInGame || ObjectManager.LocalHero == null || !ObjectManager.LocalHero.IsValid)
{
return;
}
if (orbwalker != null)
{
orbwalker.Unit = ObjectManager.LocalHero;
}
if (menu == null)
{
menu = Menu.Menu.Root.AddSubMenu(new Menu.Menu("Orbwalking", "Common.Orbwalking"));
var enableDebugMenuItem = menu.AddItem(new MenuItem("common.orbwalking.debug", "Debug").SetValue(false));
orbwalker = new Orbwalker(ObjectManager.LocalHero);
enableDebugMenuItem.ValueChanged += EnableDebugMenuItem_ValueChanged;
}
var userDelayMenuItem =
menu.AddItem(
new MenuItem("Common.Orbwalking.UserDelay", "Attack cancel delay", true).SetValue(
new Slider(0, -200, 200)));
UserDelay = userDelayMenuItem.GetValue<Slider>().Value;
userDelayMenuItem.ValueChanged += (o, args) => { UserDelay = args.GetNewValue<Slider>().Value; };
loaded = true;
}
private static void EnableDebugMenuItem_ValueChanged(object sender, OnValueChangeEventArgs e)
{
orbwalker.EnableDebug = e.GetNewValue<bool>();
}
/// <summary>
/// Loads orbwalking if its not loaded yet
/// </summary>
public static void Load()
{
if (Game.IsInGame)
{
Events_OnLoad(null, null);
}
}
/// <summary>
/// Orbwalks on given target if they are in range, while moving to mouse position
/// </summary>
/// <param name="target">
/// The target.
/// </param>
/// <param name="bonusWindupMs">
/// The bonus Windup Ms.
/// </param>
/// <param name="bonusRange">
/// The bonus Range.
/// </param>
/// <param name="attackmodifiers">
/// The attackmodifiers.
/// </param>
/// <param name="followTarget">
/// The follow Target.
/// </param>
public static void Orbwalk(
Unit target,
float bonusWindupMs = 0,
float bonusRange = 0,
bool attackmodifiers = false,
bool followTarget = false)
{
orbwalker.OrbwalkOn(target, bonusWindupMs, bonusRange, attackmodifiers, followTarget);
}
#endregion
#region Methods
/// <summary>
/// The events_ on close.
/// </summary>
/// <param name="sender">
/// The sender.
/// </param>
/// <param name="e">
/// The e.
/// </param>
private static void Events_OnClose(object sender, EventArgs e)
{
if (!loaded)
{
return;
}
menu.Items.Remove(menu.Items.FirstOrDefault(x => x.Name == ObjectManager.LocalHero?.Name + "Common.Orbwalking.UserDelay"));
orbwalker = null;
loaded = false;
}
#endregion
}
}