public enum RoutineStates //Good here with a few changes
{
CombatPrep, //this will be fine, waltz may or may not implemet it this way tho.
Pulling, //fine
SingleTargetCombat,//fine
DoubleTargetCombat,//fine
MultiTargetCombat, //fine
Buffing //this however will be an issue, for now walz will not support this, any
//buffing you want to do will probably be implemented some other way
}
public enum CombatPrepStates
{
CheckingHealth, //managed in waltz, unless you have some special reason
CheckingManagem, //good
CheckingBuffs, //also managed in waltz, just not sure how it'll be handled yet
PreCombatWards //this is good, but waltz won't directly support it more than likely. However that's not for sure yet.
}
public enum PullingStates
{
Advancing, //this better only mean moving into range, also don't use pathto in combat unless moving a decent
//distance. Use moveto.
CheckingMobCount, //actually this is passed to the routine from waltz more than likely. but if you mean check to see if we
//SHOULD pull that's fine.
Casting //yay.
}
public enum SingleTargetCombat
{
Nuking, //good
CrowdControl, //this should never happen, if by CC you mean poly.
Fleeing //all you'll do to flee is set a flag. allow for at least .5 seconds to get fleeing info, as a "pre
//flee" have it run directly away from enemies. maybe cast manashild
}
public enum DoubleTargetCombat
{
Nuking, //the target priority list will help you determine which target to kill
CrowdControl, //this should focus on keeping the lower priority target sheeped.
Fleeing //see above
}
public enum MultiTargetCombat
{
AoENuking, //nice... very nice... we also have a getbestaoepoint function :-)
CrowdControl, //doubt you'll need alot in here...
Fleeing //blah
}
public enum BuffStates
{
CheckMana, //that's fine
CheckBuffs, //fine
CastBuffs //good... just remember this isn't implemented so manually call buffing prior to combat prep for now.
}