Merge pull request #820 from nolt/feature-bots
(cherry picked from commit b10de0645a869485fbb5771a739abd06b5708c2d)
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@@ -150,6 +150,50 @@ public interface IMuHelperSettings
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/// <summary>Gets a value indicating whether to automatically accept requests from guild.</summary>
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bool AutoAcceptGuild { get; }
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/// <summary>
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/// Gets a value indicating whether to automatically accept party requests from anyone, not just
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/// friends or guild mates. Defaults to <c>false</c>; used by server-side bots so they group up
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/// with players who invite them (see <c>Bots.BotPartyHandler</c> for the applied safeguards).
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/// </summary>
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bool AutoAcceptAnyone => false;
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/// <summary>Gets a value indicating whether to use basic attack as fallback when the configured skill cannot be used.</summary>
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bool FallbackBasicAttack { get; }
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/// <summary>
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/// Gets a value indicating whether the combat AI should automatically cast the strongest learned
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/// attack skill the character can currently afford, instead of relying on the explicitly configured
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/// skill IDs. Used by server-side bots (which have no client-side MU Helper config) so they fight
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/// with class- and level-appropriate skills; human offline sessions keep their explicit configuration.
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/// </summary>
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bool AutoSelectBestSkill { get; }
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/// <summary>
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/// Gets a value indicating whether the buff AI should automatically cast the learned buff skills
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/// of the character, instead of relying on the explicitly configured buff slot IDs. Used by
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/// server-side bots so each class keeps its own buffs up (e.g. elf Greater Defense/Greater Damage);
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/// human offline sessions keep their explicit configuration.
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/// </summary>
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bool AutoSelectBuffs { get; }
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/// <summary>
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/// Gets a value indicating whether to drink a mana potion when mana runs low, so casters can keep
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/// casting. There is no client-side MU Helper setting for this; it is used by server-side bots.
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/// </summary>
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bool UseManaPotion { get; }
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/// <summary>
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/// Gets a value indicating whether the combat AI only engages monsters the character can safely
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/// handle (up to half its own level, like the bot navigator's hunting-ground selection). Without
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/// this, a bot travelling through hostile territory would pick fights with monsters far above its
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/// level and die. Human offline sessions keep the unrestricted behavior - the player chose the spot.
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/// </summary>
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bool OnlyHuntSafeMonsters { get; }
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/// <summary>
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/// Gets a value indicating whether to also pick up equippable items which are an upgrade over the
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/// character's currently equipped gear (evaluated before pickup), so bots progress their equipment
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/// like a real player without hoarding junk.
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/// </summary>
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bool PickUpgradeItems { get; }
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}
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