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AutoLevel.cs
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AutoLevel.cs
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namespace LeagueSharp.Common
{
using System;
using System.Collections.Generic;
using System.Linq;
/// <summary>
/// Automatically levels skills.
/// </summary>
public class AutoLevel
{
#region Static Fields
/// <summary>
/// The player
/// </summary>
private static readonly Obj_AI_Hero Player = ObjectManager.Player;
/// <summary>
/// The enabled
/// </summary>
private static bool enabled;
/// <summary>
/// The initialize
/// </summary>
private static bool init;
/// <summary>
/// The last leveled
/// </summary>
private static float LastLeveled;
/// <summary>
/// The next delay
/// </summary>
private static float NextDelay;
/// <summary>
/// The order
/// </summary>
private static List<SpellSlot> order = new List<SpellSlot>();
/// <summary>
/// The random number
/// </summary>
private static Random RandomNumber;
#endregion
#region Constructors and Destructors
/// <summary>
/// Initializes a new instance of the <see cref="AutoLevel" /> class.
/// </summary>
/// <param name="levels">The levels.</param>
public AutoLevel(IEnumerable<int> levels)
{
UpdateSequence(levels);
Init();
}
/// <summary>
/// Initializes a new instance of the <see cref="AutoLevel" /> class.
/// </summary>
/// <param name="levels">The levels.</param>
public AutoLevel(List<SpellSlot> levels)
{
UpdateSequence(levels);
Init();
}
#endregion
#region Public Methods and Operators
/// <summary>
/// Disables this instance.
/// </summary>
public static void Disable()
{
enabled = false;
}
/// <summary>
/// Enables this instance.
/// </summary>
public static void Enable()
{
enabled = true;
}
/// <summary>
/// Sets if this instance is enabled or not according to the <paramref name="b" />.
/// </summary>
/// <param name="b">if set to <c>true</c> [b].</param>
public static void Enabled(bool b)
{
enabled = b;
}
/// <summary>
/// Gets the sequence.
/// </summary>
/// <returns></returns>
public static int[] GetSequence()
{
return order.Select(spell => (int)spell).ToArray();
}
/// <summary>
/// Gets the sequence list.
/// </summary>
/// <returns></returns>
public static List<SpellSlot> GetSequenceList()
{
return order;
}
/// <summary>
/// Updates the sequence.
/// </summary>
/// <param name="levels">The levels.</param>
public static void UpdateSequence(IEnumerable<int> levels)
{
Init();
order.Clear();
foreach (var level in levels)
{
order.Add((SpellSlot)level);
}
}
/// <summary>
/// Updates the sequence.
/// </summary>
/// <param name="levels">The levels.</param>
public static void UpdateSequence(List<SpellSlot> levels)
{
Init();
order.Clear();
order = levels;
}
#endregion
#region Methods
/// <summary>
/// Fired when the game updates.
/// </summary>
/// <param name="args">The <see cref="EventArgs" /> instance containing the event data.</param>
private static void Game_OnGameUpdate(EventArgs args)
{
if (!enabled || Player.SpellTrainingPoints < 1 || Utils.TickCount - LastLeveled < NextDelay
|| MenuGUI.IsShopOpen)
{
return;
}
NextDelay = RandomNumber.Next(300, 1200);
LastLeveled = Utils.TickCount;
var spell = order[GetTotalPoints()];
Player.Spellbook.LevelSpell(spell);
}
/// <summary>
/// Gets the total points.
/// </summary>
/// <returns></returns>
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;
}
/// <summary>
/// Initializes this instance.
/// </summary>
private static void Init()
{
if (init)
{
return;
}
init = true;
RandomNumber = new Random(Utils.TickCount);
Game.OnUpdate += Game_OnGameUpdate;
}
#endregion
}
}