All pastes #520735 Raw Edit

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#520735 ·published 2007-05-30 00:49 UTC
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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.
}