BosslandGmbH / BuddyWing

BuddyWing is the bot for Star Wars: The Old Republic. This repository contains the open-source components that power the bot.
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Class detection update patch 5.x #49

Closed CryoGenesisX closed 7 years ago

CryoGenesisX commented 7 years ago

Update for class detection from patch 5.x:


if (HasAbility("Healing Scan") && advancedClass == AdvancedClass.Mercenary)
{
    discipline = CharacterDiscipline.Bodyguard;
    return true;
}

if (HasAbility("Tracer Missile") && advancedClass == AdvancedClass.Mercenary)
{
    discipline = CharacterDiscipline.Arsenal;
    return true;
}

if (HasAbility("Incendiary Missile") && advancedClass == AdvancedClass.Mercenary)
{
    discipline = CharacterDiscipline.InnovativeOrdnance;
    return true;
}

if (HasAbility("Oil Slick") && advancedClass == AdvancedClass.Powertech)
{
    discipline = CharacterDiscipline.ShieldTech;
    return true;
}

if (HasAbility("Flaming Fist") && advancedClass == AdvancedClass.Powertech)
{
    discipline = CharacterDiscipline.Pyrotech;
    return true;
}

if (HasAbility("Retractable Blade") && advancedClass == AdvancedClass.Powertech)
{
    discipline = CharacterDiscipline.AdvancedPrototype;
    return true;
}

if (HasAbility("Kolto Injection") && advancedClass == AdvancedClass.Operative)
{
    discipline = CharacterDiscipline.Medicine;
    return true;
}

if (HasAbility("Laceration") && advancedClass == AdvancedClass.Operative)
{
    discipline = CharacterDiscipline.Concealment;
    return true;
}

if (HasAbility("Corrosive Assault") && advancedClass == AdvancedClass.Operative)
{
    discipline = CharacterDiscipline.Lethality;
    return true;
}

if (HasAbility("Ambush") && advancedClass == AdvancedClass.Sniper)
{
    discipline = CharacterDiscipline.Markmanship;
    return true;
}

if (HasAbility("Explosive Probe") && advancedClass == AdvancedClass.Sniper)
{
    discipline = CharacterDiscipline.Engineering;
    return true;
}

if (HasAbility("Corrosive Grenade") && advancedClass == AdvancedClass.Sniper)
{
    discipline = CharacterDiscipline.Virulence;
    return true;
}

if (HasAbility("Depredating Volts") && advancedClass == AdvancedClass.Assassin)
{
    discipline = CharacterDiscipline.Darkness;
    return true;
}

if (HasAbility("Reaping Strike") && advancedClass == AdvancedClass.Assassin)
{
    discipline = CharacterDiscipline.Deception;
    return true;
}

if (HasAbility("Death Field") && advancedClass == AdvancedClass.Assassin)
{
    discipline = CharacterDiscipline.Hatred;
    return true;
}

if (HasAbility("Dark Infusion") && advancedClass == AdvancedClass.Sorcerer)
{
    discipline = CharacterDiscipline.Corruption;
    return true;
}

if (HasAbility("Chain Lightning") && advancedClass == AdvancedClass.Sorcerer)
{
    discipline = CharacterDiscipline.Lightning;
    return true;
}

if (HasAbility("Death Field") && advancedClass == AdvancedClass.Sorcerer)
{
    discipline = CharacterDiscipline.Madness;
    return true;
}

if (HasAbility("Aegis Assault") && advancedClass == AdvancedClass.Juggernaut)
{
    discipline = CharacterDiscipline.Immortal;
    return true;
}

if (HasAbility("Shatter") && advancedClass == AdvancedClass.Juggernaut)
{
    discipline = CharacterDiscipline.Vengeance;
    return true;
}

if (HasAbility("Raging Burst") && advancedClass == AdvancedClass.Juggernaut)
{
    discipline = CharacterDiscipline.Rage;
    return true;
}

if (HasAbility("Force Rend") && advancedClass == AdvancedClass.Marauder)
{
    discipline = CharacterDiscipline.Annihilation;
    return true;
}

if (HasAbility("Gore") && advancedClass == AdvancedClass.Marauder)
{
    discipline = CharacterDiscipline.Carnage;
    return true;
}

if (HasAbility("Raging Burst") && advancedClass == AdvancedClass.Marauder)
{
    discipline = CharacterDiscipline.Fury;
    return true;
}

if (HasAbility("Advanced Medical Probe") && advancedClass == AdvancedClass.Commando)
{
    discipline = CharacterDiscipline.CombatMedic;
    return true;
}

if (HasAbility("Grav Round") && advancedClass == AdvancedClass.Commando)
{
    discipline = CharacterDiscipline.Gunnery;
    return true;
}

if (HasAbility("Incendiary Round") && advancedClass == AdvancedClass.Commando)
{
    discipline = CharacterDiscipline.AssaultSpecialist;
    return true;
}

if (HasAbility("Riot Gas") && advancedClass == AdvancedClass.Vanguard)
{
    discipline = CharacterDiscipline.ShieldSpecialist;
    return true;
}

if (HasAbility("Shockstrike") && advancedClass == AdvancedClass.Vanguard)
{
    discipline = CharacterDiscipline.Plasmatech;
    return true;
}

if (HasAbility("Gut") && advancedClass == AdvancedClass.Vanguard)
{
    discipline = CharacterDiscipline.Tactics;
    return true;
}

if (HasAbility("Underworld Medicine") && advancedClass == AdvancedClass.Scoundrel)
{
    discipline = CharacterDiscipline.Sawbones;
    return true;
}

if (HasAbility("Sucker Punch") && advancedClass == AdvancedClass.Scoundrel)
{
    discipline = CharacterDiscipline.Scrapper;
    return true;
}

if (HasAbility("Brutal Shots") && advancedClass == AdvancedClass.Scoundrel)
{
    discipline = CharacterDiscipline.Ruffian;
    return true;
}

if (HasAbility("Aimed Shot") && advancedClass == AdvancedClass.Gunslinger)
{
    discipline = CharacterDiscipline.Sharpshooter;
    return true;
}

if (HasAbility("Explosive Charge") && advancedClass == AdvancedClass.Gunslinger)
{
    discipline = CharacterDiscipline.Saboteur;
    return true;
}

if (HasAbility("Shrap Bomb") && advancedClass == AdvancedClass.Gunslinger)
{
    discipline = CharacterDiscipline.DirtyFighting;
    return true;
}

if (HasAbility("Cascading Debris") && advancedClass == AdvancedClass.Shadow)
{
    discipline = CharacterDiscipline.KeneticCombat;
    return true;
}

if (HasAbility("Vaulting Slash") && advancedClass == AdvancedClass.Shadow)
{
    discipline = CharacterDiscipline.Infiltration;
    return true;
}

if (HasAbility("Force in Balance") && advancedClass == AdvancedClass.Shadow)
{
    discipline = CharacterDiscipline.Serenity;
    return true;
}

if (HasAbility("Deliverence") && advancedClass == AdvancedClass.Sage)
{
    discipline = CharacterDiscipline.Seer;
    return true;
}

if (HasAbility("Telekinetic Wave") && advancedClass == AdvancedClass.Sage)
{
    discipline = CharacterDiscipline.Telekinetics;
    return true;
}

if (HasAbility("Force in Balance") && advancedClass == AdvancedClass.Sage)
{
    discipline = CharacterDiscipline.Balance;
    return true;
}

if (HasAbility("Warding Strike") && advancedClass == AdvancedClass.Guardian)
{
    discipline = CharacterDiscipline.Defense;
    return true;
}

if (HasAbility("Plasma Brand") && advancedClass == AdvancedClass.Guardian)
{
    discipline = CharacterDiscipline.Vigilance;

```    return true;
}

if (HasAbility("Focused Burst") && advancedClass == AdvancedClass.Guardian)
{
    discipline = CharacterDiscipline.Focus;
    return true;
}

if (HasAbility("Force Melt") && advancedClass == AdvancedClass.Sentinel)
{
    discipline = CharacterDiscipline.Watchman;
    return true;
}

if (HasAbility("Lance") && advancedClass == AdvancedClass.Sentinel)
{
    discipline = CharacterDiscipline.Combat;
    return true;
}

if (HasAbility("Focused Burst") && advancedClass == AdvancedClass.Sentinel)
{
    discipline = CharacterDiscipline.Concentration;
    return true;
}
aevitas commented 7 years ago

Implemented in BW discipline detection. Thanks a ton for this contribution!