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miscellaneous Code Idea (Developers only)


TheSmokie

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Hello, this is just thread where i post miscellaneous Code  to help others get idea or fix to there problems. Note some code works, some doesnt. its mainly for educational perspectives.

 

Quest Checker

 private static bool IsQuestCompleted(int questID)
    {
        Lua.LuaDoString("ExpandQuestHeader(0)");
        int QuestCount = Lua.LuaDoString<int>(@"return select(1, GetNumQuestLogEntries())");
        for (int i = 1; i <= QuestCount; i++)
        {
            var QuestInfo = Lua.LuaDoString<List<string>>(string.Format(@"return GetQuestLogTitle(" + i + ")"));

            
            if (QuestInfo[4] == "1" || QuestInfo[5] == "1")
                continue;

            string QuestStatus = null;
            if (QuestInfo[6] == "1")
                QuestStatus = "completed";
            else if (QuestInfo[6] == "-1")
                QuestStatus = "failed";
            else
                QuestStatus = "in progress";
            if (QuestInfo[8] == Convert.ToString(questID) && QuestStatus == "completed")
            {
                return true;
            }
        }
        return false;
    }

 

Edited by TheSmokie
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  • 1 month later...

This code i made for running normal instances, come out to sell items to "traveler's tundra mammoth" Quester >  Custom Script.

using robotManager.Helpful;
using wManager.Wow.Helpers;
using wManager.Wow.Bot.Tasks;
using wManager.Wow.ObjectManager;
using System.Linq;
using System.Threading;
using System.Collections.Generic;
using wManager.Wow.Enums;
using System;
using System.ComponentModel;
using System.IO;
using System.Configuration;

public static class Main_Thread
{
    public static List<string> Sellitems = new List<string>();
    public static WoWPlayer Me = ObjectManager.Me;
    public static void Start()
    {
        wManager.wManagerSetting.CurrentSetting.CloseIfPlayerTeleported = false;
        wManager.wManagerSetting.CurrentSetting.Save();
        Lua.LuaDoString(@"SetDungeonDifficulty(1);");
    }
    public static void OnSeemStuck()
    {
        if (!wManager.wManagerSetting.IsBlackListedZone(new Vector3(Me.Position.X, Me.Position.Y, Me.Position.Z, "None")))
        {
            wManager.wManagerSetting.AddBlackListZone(new Vector3(Me.Position.X, Me.Position.Y, Me.Position.Z, "None"), 2.00f, true);
            Logging.Write("[Unstuck Blacklisting]: " + Me.Position.X.ToString() + Me.Position.Y.ToString() + Me.Position.Z.ToString());
        }
    }

    public static void ToPosition(Vector3 vector)
    {
        GoToTask.ToPosition(vector);
    }

    public static void MoveWhileDead()
    {
        var badCorpsePos = new Vector3(-3361.787f, 4665.568f, -22.70184f);
        var enterDungeonPos = new Vector3(-3361.623f, 4643.492f, -101.047f);

        Logging.Write("[EnterCorpse] Started.");
        wManager.Events.OthersEvents.OnPathFinderFindPathResult += (from, to, path, mpq, success) =>
        {
            if (ObjectManager.Me.IsDead && to.DistanceTo(badCorpsePos) < 10)
            {
                path.Clear();
                path.AddRange(PathFinder.FindPath(enterDungeonPos));
            }
        };
    }

    public static void Mammoth()
    {
        string Mount_Name = "Traveler's Tundra Mammoth";
        if (GoToTask.ToPosition(new Vector3(-3361.868f, 4759.114f, -101.3954f)))
        {
            if (!ObjectManager.Me.HaveBuff(Mount_Name))
            {
                SpellManager.CastSpellByNameLUA(Mount_Name);
                Usefuls.WaitIsCasting();
            }
        }
    }

    public static void Sellingitems()
    {
        List<WoWItemQuality> quality = new List<WoWItemQuality>
        {
            WoWItemQuality.Common,
            WoWItemQuality.Poor,
            WoWItemQuality.Rare,
            WoWItemQuality.Epic,
            WoWItemQuality.Uncommon
        };
        int Mount_Vendor_ID = 32641;
        var Mount_Vendor = ObjectManager.GetWoWUnitByEntry(Mount_Vendor_ID).FirstOrDefault(i => i.Entry == Mount_Vendor_ID);
        if (Mount_Vendor.IsValid && Mount_Vendor != null)
        {
            Interact.InteractGameObject(Mount_Vendor.GetBaseAddress);
            foreach (WoWItem item in Bag.GetBagItem())
            {
                if (!Selling_Settings.CurrentSetting.DONOT.Contains(item.GetItemInfo.ItemName))
                {
                    Sellitems.Add(item.GetItemInfo.ItemName);
                    Vendor.SellItems(Sellitems, Selling_Settings.CurrentSetting.DONOT, quality);
                    Thread.Sleep(100);
                }
            }
            Thread.Sleep(10);
        }
    }


    public static void DoNotSellITems(string item)
    {
        Selling_Settings.Load();
        if(!Selling_Settings.CurrentSetting.DONOT.Contains(item))
        {
            Selling_Settings.CurrentSetting.DONOT.Add(item);
            Selling_Settings.CurrentSetting.Save();
        }
    }
}

[Serializable]
public class Selling_Settings : Settings
{
    [Setting]
    [DefaultValue(null)]
    [Category("C:_Other Functions_")]
    [DisplayName("Items to delete")]
    [Description("It will attempt to DELETE the Items in interval")]
    public List<string> DONOT { get; set; }

    private Selling_Settings()
    {
        DONOT = new List<string>();
    }

    public static Selling_Settings CurrentSetting { get; set; }

    public bool Save()
    {
        try
        {
            return Save(AdviserFilePathAndName("Selling_Settings",
                ObjectManager.Me.Name + "." + Usefuls.RealmName));
        }
        catch (Exception e)
        {
            Logging.WriteError("Selling_Settings > Save(): " + e);
            return false;
        }
    }

    public static bool Load()
    {
        try
        {
            if (File.Exists(AdviserFilePathAndName("Selling_Settings",
                ObjectManager.Me.Name + "." + Usefuls.RealmName)))
            {
                CurrentSetting = Load<Selling_Settings>(
                    AdviserFilePathAndName("Selling_Settings",
                    ObjectManager.Me.Name + "." + Usefuls.RealmName));
                return true;
            }
            CurrentSetting = new Selling_Settings();
        }
        catch (Exception e)
        {
            Logging.WriteError("Selling_Settings > Load(): " + e);
        }
        return false;
    }
}

 

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Note : this is not the code used in selector, the reward selection in selector is more advanced, but i think this will help make the whole quest reward problem go away for a lot of devs. enjoy. 

using wManager.Wow.Helpers;
using System.ComponentModel;
using System.Threading;
public static class Quester_rewards
{
    public static void Select()
    {

        wManager.Events.OthersEvents.OnSelectQuestRewardItem += delegate (CancelEventArgs cancelable)
        {
            cancelable.Cancel = true;
            gossip();
            Thread.Sleep(100);
            if (Lua.LuaDoString<bool>("if QuestFrameRewardPanel:IsVisible() then return true else return false end"))
                Selecter();
        };
    }

    public static void Selecter()
    {
        int questRewards = Lua.LuaDoString<int>("return GetNumQuestChoices()");
        if (questRewards == 0)
        {
            Lua.LuaDoString("QuestFrameCompleteQuestButton:Click();");
            Thread.Sleep(100);
        }
        else
            RunLua();
    }

    public static void gossip()
    {
        Lua.LuaDoString(@"
      if ( not QuestFrameRewardPanel:IsVisible() or QuestFrameRewardPanel:IsVisible() == nil ) then
    local gossipTable = {GetGossipActiveQuests()}
    local numOptions = table.getn(gossipTable)/4
    local nameIndex, completeIndex = 1, 4
    for i=1,numOptions do
      if gossipTable[completeIndex] == 1 then
        SelectGossipActiveQuest(i)
        CompleteQuest();
      end
    nameIndex, completeIndex = nameIndex + 4, completeIndex + 4
    end 
    return");
    }

    public static void RunLua()
    {
		Lua.LuaDoString(@"

	local numberOfQuestRewards = GetNumQuestChoices()
	local mostValuableQuestItemIndex, mostValuableQuestItemValue, bestQuestItemIndex, bestQuestItemArmorWeight = 1, 0, -1, -1
	local armorWeights = { Plate = 4, Mail = 2, Leather = 1, Cloth = 0 }

	local equipmentSlotLookup = {
		INVTYPE_HEAD = {""HeadSlot"", nil},
		INVTYPE_NECK = {""NeckSlot"", nil},
		INVTYPE_SHOULDER = {""ShoulderSlot"", nil},
		INVTYPE_CLOAK = {""BackSlot"", nil},
		INVTYPE_CHEST = {""ChestSlot"", nil},
		INVTYPE_WRIST = {""WristSlot"", nil},
		INVTYPE_HAND = {""HandsSlot"", nil},
		INVTYPE_WAIST = {""WaistSlot"", nil},
		INVTYPE_LEGS = {""LegsSlot"", nil},
		INVTYPE_FEET = {""FeetSlot"", nil},
		INVTYPE_SHIELD = {""SecondaryHandSlot"", nil},
		INVTYPE_ROBE = {""ChestSlot"", nil},
		INVTYPE_2HWEAPON = {""MainHandSlot"", ""SecondaryHandSlot""},
		INVTYPE_WEAPONMAINHAND = {""MainHandSlot"", nil},
		INVTYPE_WEAPONOFFHAND = {""SecondaryHandSlot"", ""MainHandSlot""},
		INVTYPE_WEAPON = {""MainHandSlot"",""SecondaryHandSlot""},
		INVTYPE_THROWN = {""RangedSlot"", nil},
		INVTYPE_RANGED = {""RangedSlot"", nil},
		INVTYPE_RANGEDRIGHT = {""RangedSlot"", nil},
		INVTYPE_FINGER = {""Finger0Slot"", ""Finger1Slot""},
		INVTYPE_HOLDABLE = {""SecondaryHandSlot"", ""MainHandSlot""},
		INVTYPE_TRINKET = {""Trinket0Slot"", ""Trinket1Slot""}
	} 
                        
	for questItemIndex = 1, numberOfQuestRewards do
		local itemName, itemLink, itemRarity, itemLevel, itemMinLevel, itemType, itemSubType, itemStackCount, itemEquipLoc, itemTexture, itemSellPrice = GetItemInfo(GetQuestItemLink(""choice"", questItemIndex))
		if itemRarity >= 3 then
			return
		end
		local itemId = itemLink:match(""|Hitem:(%d+)"")
		local isItemEquippable = IsEquippableItem(itemId)
		local _, _, _, _, isItemUsable = GetQuestItemInfo(""choice"", questItemIndex)
                
		if itemSellPrice > mostValuableQuestItemValue then
			-- Keep track of which item is most valuable:
			mostValuableQuestItemIndex = questItemIndex
			mostValuableQuestItemValue = itemSellPrice
		end
                            
		if isItemEquippable == 1 and isItemUsable ~= nil then
			-- NPC is offering us an item we can actually wear:
			local currentEquippedItemLinksInSlots = {}
			local currentWorstEquippedItemInSlot = nil
			
			-- Figure out what we already have equipped:
			for _, itemSlot in ipairs(equipmentSlotLookup[itemEquipLoc]) do
				if itemSlot ~= nil then
					local currentEquippedItemLinkInSlot = GetInventoryItemLink(""player"", GetInventorySlotInfo(itemSlot))
					
					if currentEquippedItemLinkInSlot == nil then
						-- Of the n item slots available, at least one of them has nothing equipped. Ergo, it is the worst:
						currentWorstEquippedItemInSlot = nil
						break
					else
						local _, _, _, currentEquippedItemLevelInSlot, _, _, currentEquippedItemSubTypeInSlot = GetItemInfo(currentEquippedItemLinkInSlot)
						
						if currentWorstEquippedItemInSlot == nil or currentWorstEquippedItemInSlot.itemLevel > currentEquippedItemLevelInSlot then
							currentWorstEquippedItemInSlot = { 
								itemLink = currentEquippedItemLinkInSlot,
								itemLevel = currentEquippedItemLevelInSlot,
								itemSubType = currentEquippedItemSubTypeInSlot
							}
						end
					end
				end
			end

			if currentWorstEquippedItemInSlot == nil then
				bestQuestItemIndex = questItemIndex
			else
				if itemLevel > currentWorstEquippedItemInSlot.itemLevel then
					if armorWeights[itemSubType] ~= nil then
						if armorWeights[itemSubType] > bestQuestItemArmorWeight then
							bestQuestItemIndex = questItemIndex
							bestQuestItemArmorWeight = armorWeights[itemSubType]
						end
					elseif currentWorstEquippedItemInSlot.itemSubType == itemSubType then
						bestQuestItemIndex = questItemIndex
						bestQuestItemArmorWeight = -1
					end
				end
			end
		end
	end
                        
	if bestQuestItemIndex < 0 then
		bestQuestItemIndex = mostValuableQuestItemIndex
	end
	GetQuestReward(bestQuestItemIndex)
");
	}
}

 

 

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  • 5 months later...

Faster way of getting people to sigh your guild charter.

 var PlayersAroundMe = ObjectManager.GetObjectWoWPlayer().Where(c => c.Position.DistanceTo(ObjectManager.Me.Position) < 30 && c.Faction == ObjectManager.Me.Faction && c.IsAlive);
            ItemsManager.UseItem("Guild Charter");
            foreach (var Toon in PlayersAroundMe)
            {
                ObjectManager.Me.Target = Toon.Guid;
                bool PlayerHasNoGuild = Lua.LuaDoString<bool>(@"
                local GuildName = GetGuildInfo('target'); 
                if GuildName == nil then
                    return true;
                else
                    return false;
                end");
                Thread.Sleep(100);
                if (PlayerHasNoGuild)
                {
                    Chat.SendChatMessageWhisper("Can you please sigh my guild Chart, pretty please :)", Toon.Name);
                    Thread.Sleep(100);
                    Lua.LuaDoString("OfferPetition();");
                    Thread.Sleep(100);
                    Logging.Write("Petition Offered to :" + Toon.Name);
                }
            }

 

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