//
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
//
namespace MUnique.OpenMU.GameServer.RemoteView.MuHelper;
using MUnique.OpenMU.GameLogic.MuHelper;
///
/// Deserialized representation of the 257-byte PRECEIVE_MUHELPER_DATA blob.
///
public sealed class MuHelperSettings : IMuHelperSettings
{
/// Gets the always-active basic attack skill ID (0 = no skill, use normal attack).
public int BasicSkillId { get; init; }
/// Gets the first conditional skill ID.
public int ActivationSkill1Id { get; init; }
/// Gets the second conditional skill ID.
public int ActivationSkill2Id { get; init; }
/// Gets the timer interval (seconds) for ActivationSkill1 when Skill1Delay is set.
public int DelayMinSkill1 { get; init; }
/// Gets the timer interval (seconds) for ActivationSkill2 when Skill2Delay is set.
public int DelayMinSkill2 { get; init; }
/// Gets a value indicating whether to use a timer for skill 1.
public bool Skill1UseTimer { get; init; }
/// Gets a value indicating whether to use a condition for skill 1.
public bool Skill1UseCondition { get; init; }
/// Gets a value indicating whether to use the precondition for Skill1 (false = nearby, true = attacking).
public bool Skill1ConditionAttacking { get; init; }
/// Gets the mob count threshold for Skill1 condition: 0=2+, 1=3+, 2=4+, 3=5+.
public int Skill1SubCondition { get; init; }
/// Gets a value indicating whether to use a timer for skill 2.
public bool Skill2UseTimer { get; init; }
/// Gets a value indicating whether to use a condition for skill 2.
public bool Skill2UseCondition { get; init; }
/// Gets a value indicating whether to use the precondition for Skill2 (false = nearby, true = attacking).
public bool Skill2ConditionAttacking { get; init; }
/// Gets the mob count threshold for Skill2 condition.
public int Skill2SubCondition { get; init; }
/// Gets a value indicating whether to use combo mode.
public bool UseCombo { get; init; }
/// Gets the hunting range nibble (0-15); multiply to get tile distance.
public int HuntingRange { get; init; }
/// Gets the max seconds away from the original position before regrouping.
public int MaxSecondsAway { get; init; }
/// Gets a value indicating whether to counter-attack enemies that attack from long range.
public bool LongRangeCounterAttack { get; init; }
/// Gets a value indicating whether to return to the original spawn position when away too long.
public bool ReturnToOriginalPosition { get; init; }
/// Gets the Buff 0 skill id.
public int BuffSkill0Id { get; init; }
/// Gets the Buff 1 skill id.
public int BuffSkill1Id { get; init; }
/// Gets the Buff 2 skill id.
public int BuffSkill2Id { get; init; }
/// Gets a value indicating whether to apply buffs based on duration (i.e. when the buff expires).
public bool BuffOnDuration { get; init; }
/// Gets a value indicating whether to apply buff duration logic to party members too.
public bool BuffDurationForParty { get; init; }
/// Gets the buff cast interval in seconds (0 = disabled).
public int BuffCastIntervalSeconds { get; init; }
/// Gets a value indicating whether to use auto-heal.
public bool AutoHeal { get; init; }
/// Gets the self-heal threshold (% HP, e.g. 30 means heal when below 30%).
public int HealThresholdPercent { get; init; }
/// Gets a value indicating whether to use drain life.
public bool UseDrainLife { get; init; }
/// Gets a value indicating whether to use a healing potion.
public bool UseHealPotion { get; init; }
/// Gets the potion use threshold (% HP).
public int PotionThresholdPercent { get; init; }
/// Gets a value indicating whether to support a party.
public bool SupportParty { get; init; }
/// Gets a value indicating whether to auto heal party.
public bool AutoHealParty { get; init; }
/// Gets the party member HP threshold (%) below which healing is applied.
public int HealPartyThresholdPercent { get; init; }
/// Gets a value indicating whether to use dark raven.
public bool UseDarkRaven { get; init; }
/// Gets the dark raven mode 0 = cease, 1 = auto-attack, 2 = attack with an owner.
public int DarkRavenMode { get; init; }
/// Gets the range to obtain.
public int ObtainRange { get; init; }
/// Gets a value indicating whether to pick up all items.
public bool PickAllItems { get; init; }
/// Gets a value indicating whether to pick up selected items.
public bool PickSelectItems { get; init; }
/// Gets a value indicating whether to pick up jewels.
public bool PickJewel { get; init; }
/// Gets a value indicating whether to pick up zen.
public bool PickZen { get; init; }
/// Gets a value indicating whether to pick up ancient items.
public bool PickAncient { get; init; }
/// Gets a value indicating whether to pick up excellent items.
public bool PickExcellent { get; init; }
/// Gets a value indicating whether to pick up extra items.
public bool PickExtraItems { get; init; }
/// Gets the extra item names. Up to 12 item name substrings; pick any dropped item whose name contains one of these.
public IReadOnlyList ExtraItemNames { get; init; } = [];
/// Gets a value indicating whether to repair items.
public bool RepairItem { get; init; }
/// Gets a value indicating whether to automatically defend against players attacking the character.
public bool UseSelfDefense { get; init; }
/// Gets a value indicating whether to automatically accept requests from friends.
public bool AutoAcceptFriend { get; init; }
/// Gets a value indicating whether to automatically accept requests from guild.
public bool AutoAcceptGuild { get; init; }
/// Gets a value indicating whether to use basic attack as fallback when the configured skill cannot be used.
public bool FallbackBasicAttack { get; init; }
///
/// Human MU Helper sessions drive their skills through the explicit client configuration, so this is always false.
public bool AutoSelectBestSkill => false;
///
/// Human MU Helper sessions configure their buff slots explicitly, so this is always false.
public bool AutoSelectBuffs => false;
///
/// The client-side MU Helper has no mana potion setting; this only exists for server-side bots.
public bool UseManaPotion => false;
///
/// A human picked their hunting spot deliberately, so their offline session fights whatever is there.
public bool OnlyHuntSafeMonsters => false;
///
/// Equipment progression is a server-side bot behavior only.
public bool PickUpgradeItems => false;
///
public override string ToString()
{
return $"[MuHelperSettings: BasicSkill={this.BasicSkillId}, Act1={this.ActivationSkill1Id}, Act2={this.ActivationSkill2Id}, Buffs={this.BuffSkill0Id}/{this.BuffSkill1Id}/{this.BuffSkill2Id}, HP={this.PotionThresholdPercent}%, Party={this.SupportParty}, PickAll={this.PickAllItems}, PickZen={this.PickZen}]";
}
}