Jump to content

Recommended Posts

Hi, I am having problems understanding IsBehind. I would like to check if there are any mobs behind me. I am trying to add a backpedal feature to my fight class, but I don't think I am getting it correct. Here's what I tried:

var EnemiesBehind = new List<WoWUnit>();
EnemiesBehind.AddRange(ObjectManager.GetWoWUnitHostile().Where(
    u => u.IsValid && !u.InCombat && u.IsAlive && u.IsBehind(Player.Position, 180.0f) &&
    u.GetDistance <= Settings.BackpedalScanRange).OrderBy(
    o => ObjectManager.Me.Position.DistanceTo(o.Position)));

if (EnemiesBehind != null && EnemiesBehind.Count > 0)
{
    MyFunctions.LogDebug("Enemy, (" + EnemiesBehind.FirstOrDefault().Level + ")" + EnemiesBehind.FirstOrDefault().Name +
        " found behind you, skipping backpedal!");
    Var.SetVar("CanBack", false);
  	return;
}

Any help is much appreciated! Thank you!

Image Reference:

ipFFA.png

 

Link to comment
https://wrobot.eu/forums/topic/10385-check-for-hostiles-units-behind-player/
Share on other sites

I may have something here if anyone is interested. It still needs more testing though.

Code:

private void FightEventsOnFightStart(WoWUnit wowUnit, CancelEventArgs cancelable)
{
    try
    {
        if (Settings.Backpedal)
            Var.SetVar("CanBack", true);
    }
    catch (Exception ex)
    {
        MyFunctions.LogWrite("FightEventsOnFightStart() Exception:" + Environment.NewLine + ex.ToString(), true);
    }
}

private async void FightEventsOnFightLoop(WoWUnit wowUnit, CancelEventArgs cancelable)
{
    Random _rand = new Random();
    bool _playerAggro = false;
    bool _playerStuck = false;

    #region Backpedal
    if (Settings.Backpedal &&                                       // Make sure Include Backpedal is TRUE in Settings
        (!Player.IsPartyMember || ObjectManager.Me.IsInGroup) &&    // Let's not backpedal in groups!
        Var.Exist("CanBack") &&                                     // Make sure our Variable exists
        Var.GetVar<bool>("CanBack") &&                              // Make sure the Variable is TRUE
        Player.InCombat &&                                          // Make sure Player is in combat
        !Player.IsIndoors &&                                        // Skip if Player is indoor
        !Player.IsCast &&                                           // Make sure the Player is NOT casting
        Target.IsAlive &&                                           // Make sure the Target is valid
        Target.IsTargetingMe &&                                     // Make sure the Unit is Targeting the player
        !wowUnit.IsCast &&                                          // We don't want to backpedal from a casting target!
        MyFunctions.TargetInCooldownLevelRange())                   // Target level is > Settings CD lvl
    {
        try
        {
            // Player.IsFacing(Vector3 targetPosition, [float arcRadians = 0.2])
            // Player.IsFacing(u.Position, 1.5f)
            // 1.5 radians = 85.9 degrees || Arc Length = 37.5yd || Sector Area = 468.75 yd^2

            var EnemiesInFrontPlayerNearTarget = ObjectManager.GetWoWUnitHostile().Where(u =>
                u.IsValid && u.IsAlive && !u.InCombat && Player.IsFacing(u.Position, 1.5f) &&
                Player.Target != u.GetBaseAddress &&
                u.Position.DistanceTo(Target.Position) <= Settings.BackpedalScanRadius &&
                (u.Reaction == Reaction.Hated || u.Reaction == Reaction.Hostile || u.Reaction == Reaction.Unfriendly)).OrderBy(o =>
                    Player.Position.DistanceTo(o.Position)).ToList();

            var EnemiesBehindPlayer = ObjectManager.GetWoWUnitHostile().Where(u =>
                u.IsValid && u.IsAlive && !u.InCombat && !Player.IsFacing(u.Position, 1.5f) &&
                Player.Target != u.GetBaseAddress &&
                u.Position.DistanceTo(Player.Position) <= (Settings.BackpedalScanRadius + (Settings.BackpedalScanRadius / 2)) &&
                (u.Reaction == Reaction.Hated || u.Reaction == Reaction.Hostile || u.Reaction == Reaction.Unfriendly)).OrderBy(o =>
                    Player.Position.DistanceTo(o.Position)).ToList();

            if (EnemiesInFrontPlayerNearTarget != null && EnemiesInFrontPlayerNearTarget.Count > 0)
            {
                foreach (WoWUnit unit in EnemiesInFrontPlayerNearTarget.Take(3))
                {
                    MyFunctions.LogDebug("Backpedal -> Enemy (Front): " + unit.Level + "-" + unit.Name +
                        " (Distance: " + System.Math.Round(Player.Position.DistanceTo(unit.Position), 3) + "yd");
                }

                WoWUnit NearestFrontUnit = EnemiesInFrontPlayerNearTarget.FirstOrDefault();

                if (EnemiesBehindPlayer != null && EnemiesBehindPlayer.Count < 1)
                {
                    var timer = new robotManager.Helpful.Timer(_rand.Next(3000, 4000));
                    var timerCheckDistance = new robotManager.Helpful.Timer(_rand.Next(1500, 2250));
                    Vector3 PlayerStartPos = Player.Position;
                    int EnemyCountBegin = MyFunctions.HostileUnitsInRange(100.0f);

                    MyFunctions.LogDebug("Backpedal -> Found no enemies behind you. Begin Backpedal");

                    if (wowUnit != NearestFrontUnit &&
                        !_playerAggro)
                    {
                        Move.Backward(Move.MoveAction.DownKey);

                        while (!_playerStuck &&
                            (!timer.IsReady || wowUnit.Position.DistanceTo(NearestFrontUnit.Position) <= Settings.BackpedalScanRadius))
                        {
                            if (Player.GetMove && wowUnit.IsCast)
                            {
                                MyFunctions.LogDebug("Backpedal -> Your target is casting; Stopping movement");
                                Var.SetVar("CanBack", false);
                                break;
                            }

                            if (MyFunctions.HostileUnitsInRange(100.0f) != EnemyCountBegin)
                            {
                                MyFunctions.LogDebug("Backpedal -> Enemy count changed, you may have aggro'd something; Stopping movement");
                                Var.SetVar("CanBack", false);
                                break;
                            }

                            if (timerCheckDistance.IsReady &&
                                Player.Position.DistanceTo(PlayerStartPos) < 1) just over a 1.5 sec.
        
                    {
                                MyFunctions.LogDebug("Backpedal -> Player might be stuck; Stopping movement");
                                _playerStuck = true;
                                Var.SetVar("CanBack", false);
                                break;
                            }

                            if (Player.Position.DistanceTo(NearestFrontUnit.Position) > Settings.BackpedalScanRadius)
                            {
                                MyFunctions.LogDebug("Backpedal -> Distance is greater than " + Settings.BackpedalScanRadius +
                                    " yards; Stopping movement");
                                Var.SetVar("CanBack", false);
                                break;
                            }

                            if (Settings.BackpedalScanRadius > 0 &&
                                Player.Position.DistanceTo(PlayerStartPos) > Settings.BackpedalScanRadius)
                            {
                                MyFunctions.LogFight("Backpedal -> Player has moved more than " + Settings.BackpedalScanRadius +
                                    " yards; Stopping movement");
                                Var.SetVar("CanBack", false);
                                break;
                            }

                            if (TraceLine.TraceLineGo(wowUnit.Position))
                            {
                                MyFunctions.LogFight("Backpedal -> Your target is out of line of sight; Stopping movement");
                                Var.SetVar("CanBack", false);
                                break;
                            }

                            Thread.Sleep(100);
                            return;
                        }
                    }
                }
                else if (EnemiesBehindPlayer != null && EnemiesBehindPlayer.Count > 0)
                {
                    foreach (WoWUnit unit in EnemiesBehindPlayer)
                    {
                        MyFunctions.LogDebug("Backpedal -> Enemy (Back): " + unit.Level + "-" + unit.Name +
                            " (Distance: " + System.Math.Round(Player.Position.DistanceTo(unit.Position), 3) + "yd");
                    }

                    MyFunctions.LogDebug("Backpedal -> Skipping movement");
                    Var.SetVar("CanBack", false);
                    return;
                }
            }
        }
        catch (Exception ex)
        {
            MyFunctions.LogWrite("FightEventsOnFightLoop -> Backpedal Exception:" + Environment.NewLine + ex.ToString(), true);
        }
    }
}

 

Hello, you need to use IsBehind like that:

u.IsBehind(ObjectManager.Me.Position, ObjectManager.Me.Rotation);
ObjectManager.Me.IsBehind(u.Position, u.Rotation);

you can also use:

MovementManager.IsFacing(Me.Position, Me.Rotation, u.Position, 2.20f)

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...