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AutoLevel.cs
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#region LICENSE
/*
Copyright 2014 - 2015 LeagueSharp
AutoLevel.cs is part of LeagueSharp.Common.
LeagueSharp.Common 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.
LeagueSharp.Common 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 LeagueSharp.Common. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
#region
using System;
using System.Collections.Generic;
using System.Linq;
#endregion
namespace LeagueSharp.Common
{
public class AutoLevel
{
private static List<SpellSlot> order = new List<SpellSlot>();
private static float LastLeveled;
private static float NextDelay;
private static readonly Obj_AI_Hero Player = ObjectManager.Player;
private static Random RandomNumber;
private static bool enabled;
private static bool init;
public AutoLevel(IEnumerable<int> levels)
{
UpdateSequence(levels);
Init();
}
public AutoLevel(List<SpellSlot> levels)
{
UpdateSequence(levels);
Init();
}
private static void Init()
{
if (init)
{
return;
}
init = true;
RandomNumber = new Random(Utils.TickCount);
Game.OnUpdate += Game_OnGameUpdate;
}
private static void Game_OnGameUpdate(EventArgs args)
{
if (!enabled || Player.SpellTrainingPoints < 1 || Utils.TickCount - LastLeveled < NextDelay)
{
return;
}
NextDelay = RandomNumber.Next(750);
LastLeveled = Utils.TickCount;
var spell = order[GetTotalPoints()];
Player.Spellbook.LevelSpell(spell);
}
private static int GetTotalPoints()
{
var spell = Player.Spellbook;
var q = spell.GetSpell(SpellSlot.Q).Level;
var w = spell.GetSpell(SpellSlot.W).Level;
var e = spell.GetSpell(SpellSlot.E).Level;
var r = spell.GetSpell(SpellSlot.R).Level;
return q + w + e + r;
}
public static void Enable()
{
enabled = true;
}
public static void Disable()
{
enabled = false;
}
public static void Enabled(bool b)
{
enabled = b;
}
public static void UpdateSequence(IEnumerable<int> levels)
{
Init();
order.Clear();
foreach (var level in levels)
{
order.Add((SpellSlot) level);
}
}
public static void UpdateSequence(List<SpellSlot> levels)
{
Init();
order.Clear();
order = levels;
}
public static int[] GetSequence()
{
return order.Select(spell => (int) spell).ToArray();
}
public static List<SpellSlot> GetSequenceList()
{
return order;
}
}
}