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BotBase.cs
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using System.ComponentModel;
using System.IO;
using System.Runtime.CompilerServices;
using ff14bot.Helpers;
using Kombatant.Enums;
using Kombatant.Helpers;
using Kombatant.Settings.Models;
using Newtonsoft.Json;
namespace Kombatant.Settings
{
/// <summary>
/// Settings class for the main botbase configuration.
/// </summary>
public class BotBase : JsonSettings, INotifyPropertyChanged
{
private static BotBase _botBase;
public static BotBase Instance => _botBase ?? (_botBase = new BotBase("Settings"));
// ReSharper disable once MemberCanBePrivate.Global
public BotBase(string filename) : base(Path.Combine(CharacterSettingsDirectory, "Kombatant", filename + ".json")){}
public event PropertyChangedEventHandler PropertyChanged;
/// <summary>
/// Reloads the settings.
/// </summary>
public static void Reload()
{
_botBase = new BotBase("Settings");
}
/// <summary>
/// Overwrites the current Instance with the given new version.
/// </summary>
/// <param name="settings"></param>
public static void Overwrite(BotBase settings)
{
_botBase = settings;
}
/// <summary>
/// Notifies the user interface that we changed a property.
/// </summary>
/// <param name="propertyName"></param>
[Annotations.NotifyPropertyChangedInvocator]
protected virtual void OnPropertyChanged([CallerMemberName] string propertyName = null)
{
Save();
PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(propertyName));
}
#region --- Debugging Stuff
#region Botbase Settings Window
private bool _useWinFormsSettings;
[DefaultValue(false)]
[Description("Use the Windows Forms based Botbase Settings dialogue.")]
[JsonProperty("UseWinFormsSettings")]
public bool UseWinFormsSettings
{
get => _useWinFormsSettings;
set
{
_useWinFormsSettings = value;
OnPropertyChanged();
}
}
#endregion
#endregion
#region --- Convenience
#region Auto Accept Duty Finder
private bool _autoAcceptDutyFinder;
[DefaultValue(false)]
[Description("Automatically accept Duty Finder when it pops")]
[JsonProperty("AutoAcceptDutyFinder")]
public bool AutoAcceptDutyFinder
{
get => _autoAcceptDutyFinder;
set
{
_autoAcceptDutyFinder = value;
OnPropertyChanged();
}
}
#endregion
#region Auto Accept Quests
private bool _autoAcceptQuests;
[DefaultValue(false)]
[Description("Automatically accept quests")]
[JsonProperty("AutoAcceptQuests")]
public bool AutoAcceptQuests
{
get => _autoAcceptQuests;
set
{
_autoAcceptQuests = value;
OnPropertyChanged();
}
}
#endregion
#region Auto Advance Dialogue
private bool _autoAdvanceDialogue;
[DefaultValue(false)]
[Description("Automatically advances dialogue")]
[JsonProperty("AutoAdvanceDialogue")]
public bool AutoAdvanceDialogue
{
get => _autoAdvanceDialogue;
set
{
_autoAdvanceDialogue = value;
OnPropertyChanged();
}
}
#endregion
#region Auto Emote - Emote Command
private string _autoEmoteCommand;
[DefaultValue(@"")]
[Description("Emote to keep up")]
[JsonProperty("AutoEmoteCommand")]
public string AutoEmoteCommand
{
get => _autoEmoteCommand;
set
{
_autoEmoteCommand = value;
OnPropertyChanged();
}
}
#endregion
#region Auto Emote - Interval
private int _autoEmoteInterval;
[DefaultValue(0)]
[Description("Seconds between renewing the emote")]
[JsonProperty("AutoEmoteInterval")]
public int AutoEmoteInterval
{
get => _autoEmoteInterval;
set
{
_autoEmoteInterval = value;
OnPropertyChanged();
}
}
#endregion
#region Auto End ACT Encounters
private bool _autoEndActEncounters;
[DefaultValue(false)]
[Description("Automatically end ACT encounters")]
[JsonProperty("AutoEndACTEncounters")]
public bool AutoEndActEncounters
{
get => _autoEndActEncounters;
set
{
_autoEndActEncounters = value;
OnPropertyChanged();
}
}
#endregion
#region Auto Face Target
private bool _autoFaceTarget;
[DefaultValue(false)]
[Description("Automatically face current target")]
[JsonProperty("AutoFaceTarget")]
public bool AutoFaceTarget
{
get => _autoFaceTarget;
set
{
_autoFaceTarget = value;
OnPropertyChanged();
}
}
#endregion
#region Auto Skip Cutscenes
private bool _autoSkipCutscenes;
[DefaultValue(false)]
[Description("Automatically skip cutscenes")]
[JsonProperty("AutoSkipCutscenes")]
public bool AutoSkipCutscenes
{
get => _autoSkipCutscenes;
set
{
_autoSkipCutscenes = value;
OnPropertyChanged();
}
}
#endregion
#region Auto Sprint
private bool _autoSprint;
[DefaultValue(false)]
[Description("Automatically sprint whenever available")]
[JsonProperty("AutoSprint")]
public bool AutoSprint
{
get => _autoSprint;
set
{
_autoSprint = value;
OnPropertyChanged();
}
}
#endregion
#region Auto Sync Fate
private bool _autoSyncFate;
[DefaultValue(false)]
[Description("Automatically sync to FATE when targeting a FATE mob")]
[JsonProperty("AutoSyncFate")]
public bool AutoSyncFate
{
get => _autoSyncFate;
set
{
_autoSyncFate = value;
OnPropertyChanged();
}
}
#region Duty Finder - Notify when Duty is ready
private bool _dutyFinderNotify;
[DefaultValue(false)]
[Description("Notify when the Duty Finder is ready")]
[JsonProperty("DutyFinderNotify")]
public bool DutyFinderNotify
{
get => _dutyFinderNotify;
set
{
_dutyFinderNotify = value;
OnPropertyChanged();
}
}
#endregion
#region Duty Finder - Wait Time Before Accept
private int _dutyFinderWaitTime;
[DefaultValue(10)]
[Description("Seconds before accepting a Duty Finder")]
[JsonProperty("DutyFinderWaitTime")]
public int DutyFinderWaitTime
{
get => _dutyFinderWaitTime;
set
{
_dutyFinderWaitTime = value;
OnPropertyChanged();
}
}
#endregion
#endregion
#region Mechanic Warnings
private bool _enableMechanicWarnings;
[DefaultValue(false)]
[Description("Automatically take control from the player during certain attacks")]
[JsonProperty("MechanicWarnings")]
public bool MechanicWarnings
{
get => _enableMechanicWarnings;
set
{
_enableMechanicWarnings = value;
OnPropertyChanged();
}
}
#endregion
#region Is Autonomous
private bool _enableAutonomy;
[DefaultValue(false)]
[Description("Advertises the botbase as autonomous which will enable several automatic features but will in turn strip the user of some control.")]
[JsonProperty("IsAutononomous")]
public bool IsAutonomous
{
get => _enableAutonomy;
set
{
_enableAutonomy = value;
OnPropertyChanged();
}
}
#endregion
#endregion
#region --- Combat Behaviors
#region CombatBuff
private bool _enableCombatBuff;
[DefaultValue(true)]
[Description("Enable executing the CombatBuff behavior")]
[JsonProperty("EnableCombatBuff")]
public bool EnableCombatBuff
{
get => _enableCombatBuff;
set
{
_enableCombatBuff = value;
OnPropertyChanged();
}
}
#endregion
#region Combat
private bool _enableCombat;
[DefaultValue(true)]
[Description("Enable executing the Combat behavior")]
[JsonProperty("EnableCombat")]
public bool EnableCombat
{
get => _enableCombat;
set
{
_enableCombat = value;
OnPropertyChanged();
}
}
#endregion
#region Heal
private bool _enableHeal;
[DefaultValue(true)]
[Description("Enable executing the heal behavior")]
[JsonProperty("EnableHeal")]
public bool EnableHeal
{
get => _enableHeal;
set
{
_enableHeal = value;
OnPropertyChanged();
}
}
#endregion
#region Paused
private bool _isPaused;
[DefaultValue(false)]
[Description("Pause/unpause combat assist")]
[JsonProperty("Paused")]
public bool IsPaused
{
get => _isPaused;
set
{
_isPaused = value;
OnPropertyChanged();
}
}
#endregion
#region PreCombatBuff
private bool _enablePreCombatBuff;
[DefaultValue(true)]
[Description("Enable executing the PreCombatBuff behavior")]
[JsonProperty("EnablePreCombatBuff")]
public bool EnablePreCombatBuff
{
get => _enablePreCombatBuff;
set
{
_enablePreCombatBuff = value;
OnPropertyChanged();
}
}
#endregion
#region PullBuff
private bool _enablePullBuff;
[DefaultValue(true)]
[Description("Enable executing the PullBuff behavior")]
[JsonProperty("EnablePullBuff")]
public bool EnablePullBuff
{
get => _enablePullBuff;
set
{
_enablePullBuff = value;
OnPropertyChanged();
}
}
#endregion
#region Pull
private bool _enablePull;
[DefaultValue(true)]
[Description("Enable executing the pull behavior")]
[JsonProperty("EnablePull")]
public bool EnablePull
{
get => _enablePull;
set
{
_enablePull = value;
OnPropertyChanged();
}
}
#endregion
#region Rest
private bool _enableRest;
[DefaultValue(true)]
[Description("Enable executing the Rest behavior")]
[JsonProperty("EnableRest")]
public bool EnableRest
{
get => _enableRest;
set
{
_enableRest = value;
OnPropertyChanged();
}
}
#endregion
#region Smart Pull
private bool _enableSmartPull;
[DefaultValue(true)]
[Description("Enable party-aware pulling of mobs")]
[JsonProperty("EnableSmartPull")]
public bool EnableSmartPull
{
get => _enableSmartPull;
set
{
_enableSmartPull = value;
OnPropertyChanged();
}
}
#endregion
#endregion
#region --- Movement
#region Auto Move - Follow Mode Selection
private FollowMode _followMode;
[DefaultValue(FollowMode.None)]
[Description("Determines how RebornBuddy follows in auto movement")]
[JsonProperty("FollowMode")]
public FollowMode FollowMode
{
get => _followMode;
set
{
_followMode = value;
OnPropertyChanged();
}
}
#endregion
#region Auto Move - Follow This Character
private string _followThisCharacter;
[Description("Name of the character to follow on FixedCharacter follow mode")]
[JsonProperty("FixedCharacterName")]
public string FixedCharacterName
{
get => _followThisCharacter;
set
{
_followThisCharacter = value;
OnPropertyChanged();
}
}
#endregion
#region Auto Move - Navigation Mode
private WaypointGenerationMode _waypointGenerationMode;
[DefaultValue(WaypointGenerationMode.None)]
[Description("Determines how RebornBuddy handles navigation")]
[JsonProperty("WaypointGenerationMode")]
public WaypointGenerationMode WaypointGenerationMode
{
get => _waypointGenerationMode;
set
{
_waypointGenerationMode = value;
OnPropertyChanged();
}
}
#endregion
#region Avoidance - Pause on Bosses
private bool _pauseAvoidanceOnBosses;
[DefaultValue(false)]
[Description("Automatically pause avoidance on bosses")]
[JsonProperty("PauseAvoidanceOnBosses")]
public bool PauseAvoidanceOnBosses
{
get => _pauseAvoidanceOnBosses;
set
{
_pauseAvoidanceOnBosses = value;
OnPropertyChanged();
}
}
#endregion
#region Enable Avoidance
private bool _enableAvoidance;
[DefaultValue(false)]
[Description("Enable avoidance")]
[JsonProperty("EnableAvoidance")]
public bool EnableAvoidance
{
get => _enableAvoidance;
set
{
_enableAvoidance = value;
OnPropertyChanged();
}
}
#endregion
#endregion
#region --- Targeting
#region Allow switch target
private bool _enableAutoTargetSwitch;
[DefaultValue(false)]
[Description("Enable switching targets while the old target is still alive")]
[JsonProperty("AutoTargetSwitch")]
public bool AutoTargetSwitch
{
get => _enableAutoTargetSwitch;
set
{
_enableAutoTargetSwitch = value;
OnPropertyChanged();
}
}
#endregion
#region Auto Target
private bool _enableAutoTarget;
[DefaultValue(false)]
[Description("Enable auto target")]
[JsonProperty("AutoTarget")]
public bool AutoTarget
{
get => _enableAutoTarget;
set
{
_enableAutoTarget = value;
OnPropertyChanged();
}
}
#endregion
#region FATE Filter
private bool _enableFateFilter;
[DefaultValue(false)]
[Description("Enable FATE target filter")]
[JsonProperty("FateTargetFilter")]
public bool FateTargetFilter
{
get => _enableFateFilter;
set
{
_enableFateFilter = value;
OnPropertyChanged();
}
}
#endregion
#region Target Aquisition Max Distance
private int _targetSelectionMaxDistance;
[DefaultValue(0)]
[Description("If set to a value other than 0, this value will determine the maximum target scan distance")]
[JsonProperty("TargetScanMaxDistance")]
public int TargetScanMaxDistance
{
get => _targetSelectionMaxDistance;
set
{
_targetSelectionMaxDistance = value;
OnPropertyChanged();
}
}
#endregion
#region Target Mode
private TargetingMode _targetingMode;
[DefaultValue(TargetingMode.None)]
[Description("Automatically choose new target")]
[JsonProperty("TargetingMode")]
public TargetingMode AutoTargetingMode
{
get => _targetingMode;
set
{
_targetingMode = value;
OnPropertyChanged();
}
}
#endregion
#region Target Whitelist
private FullyObservableCollection<TargetObject> _targetWhitelist;
[Description("List of whitelisted targets")]
[JsonProperty("TargetWhitelist")]
public FullyObservableCollection<TargetObject> TargetWhitelist
{
get
{
return _targetWhitelist ?? (_targetWhitelist = new FullyObservableCollection<TargetObject>());
}
set
{
_targetWhitelist = value;
OnPropertyChanged();
}
}
#endregion
#endregion
}
}