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Highly configurable and responsive World of Warcraft Classic pixel Grind Bot - No DLL injection or memory tampering, just screen capture and input simulation.

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Master Of Puppets

The project current goal is to support Season of Mastery Classic, Burning Crusade Classic, Wrath of the Lich King Classic

Components

  • Addon: Modified Happy-Pixels to read the game state.
  • Frontend: ASP.NET Core Razor components.
  • BlazorServer: ASP.NET Core Blazor to show the state in a browser.
  • HeadlessServer: Run from CommandLine without Frontend. Requires valid configuration files present next to the executable.
  • Backend(Core/Game): written in C#. Screen capture, mouse and keyboard clicking. No memory tampering and DLL injection.

Architecture

Further detail about the architecture can be found in Blog post.

Pathfinders

  • World map - Outdoor there are multiple solutions - by default the app attempts to discover the available services in the following order:
  • World map - Indoors pathfinder only works properly if PathFilename is exists.
  • Dungeons / instances not supported!

Supporting Cataclysm Classic limitations

With Cataclysm, the navigation will be limited. Only V3 Remote will be support for now.

V1 Local and V1 Remote does not have the capability as of this moment to read the CASC files only works with MPQs.

Features

General Features

  • Game fullscreen or windowed mode
  • Addon supports all available client languages
  • All playable classes is supported. Examples can be found under /Json/class/

Combat and Actionbar Features

  • Highly configurable combat rotation described in Class Configuration
  • Utilizing the Actionbar related APIs to retrieve ActionbarSlot (usable, cost)
  • Remap essential keybindings and support more Actionbar slots up to 34
  • Added a new input system to handle modifier keys

Navigation and Grind Features

  • Pathfinder in the current zone to the grind location
  • Grind mobs in the described PathFilename
  • Blacklist certain NPCs

Resource Management

  • Loot and GatherCorpse which includes (Skin, Herb, Mine, Salvage)
  • Vendor goods
  • Repair equipment
  • Improved Loot Goal
  • Added Skinning Goal -> GatherCorpse (Skin, Herb, Mine, Salvage)
  • Introduced a concept of Produce/Consume corpses. Killing multiple enemies in a single combat can consume them all.

Additional Features

  • Corpse run
  • Semi-automated gathering mode
  • Frontend Dark mode
  • Frontend Runtime Class Profile picker
  • Frontend Runtime Path Profile autocomplete search
  • Frontend Edit the loaded profile
  • Frontend ActionbarPopulator One click to populate Actionbar based on Class Configuration
  • DataConfig: change where the external data(DBC, MPQ, profiles) can be found
  • NPCNameFinder: extended to friendly/neutral units
  • Support more resolutions
  • Addon is rewritten/reorganized with performance in mind(caching and reduce cell paint) to achieve game refresh rate speed

Media

Screenshot

YouTube Video

Death Knight 1 Death Knight 2

Issues and Ideas

Create an issue with the given template.

Contribute

You are welcome to create pull requests. Some ideas of things that could be improved:

  • This readme
  • More route and class profiles
  • Feel free to ask questions by opening new issues

Getting it working

1. Download this repository

Put the contents of the repo into a folder, e.g., C:\WowClassicGrindBot. I am going to refer to this folder from now on, so just substitute your folder path.

2.1 Using V1 Local/Remote Pathing

  • Download the MPQ route files.
  • These files are required to start the application!

Vanilla: common-2.MPQ (1.7Gb)

TBC: expansion.MPQ (1.8Gb)

WOTLK: lichking.MPQ (2.5Gb)

Copy these files under the \Json\MPQ folder (e.g., C:\WowClassicGrindBot\Json\MPQ)

Technical details about V1:

  • Precompiled x86 and x64 Stormlib
  • Source code accessible, written in C#
  • Uses *.mpq files as source
  • Extracts the geometry on demand during runtime
  • Loads those *.adt files which are in use. Lower memory usage compared to V3
  • After calculating a path successfully, caches it under Json\PathInfo\_CONTINENT_NAME_\
  • Easy to visualize path steps and development iteratively

2.2 Optional - Using V3 Remote Pathing

Since PR 585 using a different branch!

  • Download the navmesh files.

Vanilla + TBC

Vanilla + TBC + Wrath

Vanilla + TBC + Wrath + Cataclysm - work in progress

  1. Extract the mmaps and copy anywhere you want, like C:\mmaps
  2. Get the multi-version-guess-z-coord branch
  3. Open the solution file.
  4. Unload AmeisenNavigation.Exporter project(right click -> unload project)
  5. image
  6. Select AmeisenNavigation.Server Press rebuild.
  7. Navigate to the AmeisenNavigation.Server build(ex. AmeisenNavigation.Server\build\x64\Release) location and find config.cfg
  8. Edit the last line of the file to look like sMmapsPath=C:\mmaps
  9. Start AmeisenNavigation.Server.exe

Technical details about V3:

  • Uses another project called AmeisenNavigation
  • Under the hood uses Recast and Detour
  • Source code is written in C++
  • Uses *.mmap files as source
  • Loads the whole continent navmesh data into memory. Higher base memory usage, at least around ~600mb
  • It's super fast path calculations
  • Not always suitable for player movement.
  • Requires a considerable amount of time to tweak the navmesh config, then bake it

3.1 System / Video Requirements

Tested resolutions with either full screen or windowed:

  • 1024 x 768
  • 1920 x 1080
  • 3440 x 1440
  • 3840 x 2160

For Nvidia users, under Nvidia Control panel settings

  • Make sure the Image Sharpening under the Manage 3D Settings-> Global settings or Program Settings(for WoW) is set to Sharpening Off, Scaling disabled!

Known issues with other applications:

  • f.lux can affect final image color on the screen thus prevents NpcNameFinder to work properly.

3.2 In-game Requirements

Required game client settings. Press ESC -> System

  • System > Graphics > Anti-Aliasing: None
  • System > Graphics > Vertical Sync: Disabled
  • System > Advanced > Contrast: 50
  • System > Advanced > Brightness: 50
  • System > Advanced > Gamma from: 1.0
  • System > Render Scale: 100%
  • Disable Glow effect - type in the chat /console ffxGlow 0
  • To keep/save this settings make sure to properly shutdown the game.

3.3 Optional - Replace default game Font

Highly recommended to replace the default in-game font with a much Bolder one with this guide

Should be only concerned about Friz Quadrata: the "Everything Else" Font which is the FRIZQT__.ttf named file.

Example - Robot-Medium - Shows big improvement to the NpcNameFinder component which is responsible to find - friendly, enemy, corpse - names above NPCs head.

3.4 Optional - Enable Minimum Character Name Size

In the modern client under ESC > Options > Accessibility > General > Minimum Character Name Size = 6

This feature sets a minimum size of the character/npc names above their head.

However it has one downside, there's distance based alpha blending. It could cause issues with Corpse names.

More info 506

4.1 Build Requirements

  • Windows 10 and above
  • .NET 8.0 SDK
  • AnyCPU, x86 and x64 build supported.

4.2 Build the solution

One of the following IDE or command line

  • Visual Studio
  • Visual Studio Code
  • Powershell

e.g. Build from Powershell

cd C:\WowClassicGrindBot
dotnet build -c Release

Build

5. BlazorServer Configuration process

The app reads the game state using small blocks of color shown at the top of the screen by an Addon. This needs to be configured.

  1. Edit the batch script in C:\WowClassicGrindBot\BlazorServer called run.bat, change it to point at where you have put the repo BlazorServer folder

    e.g.

    start "C:\Program Files (x86)\Google\Chrome\Application\chrome.exe" "http://localhost:5000"
    c:
    cd C:\WowClassicGrindBot\BlazorServer
    dotnet run --configuration Release
    pause
  2. Execute the run.bat. This will start the bot and Chrome, WoW client must be already running.

  3. If you get "Unable to find the Wow process is it running ?" in the console window then it can't find game executable.

  4. When running the BlazorServer for the first time you will have to follow a setup process:

    • Start the game and login with a character
    • Navigate to 2. Addon Configuration
    • Fill the Author input form
    • Fill the Title input form
    • Then press Save button -> Log should see AddonConfigurator.Install successful
    • Should see a loading screen
    • At the top left corner of the game window should see flashing pixels / cells
    • Navigate to 5. Frame Configuration Guidance for good DataFrame
    • Click on Auto -> Start Validate FrameConfiguration
  5. Addon Control panel Status is Update Available

    • Press Save button
    • Should see a loading screen
    • Restart the BlazorServer
    • Complete 5. Frame Configuration steps again
    • Click on Auto -> Start Validate FrameConfiguration

6. BlazorServer should restart and show the dashboard page.

7 Optional - Running HeadlessServer

Similar to BlazorServer project, except without Frontend. Should consume less system resources in general.

While the bot is running there's no way to adjust / tweak the values. In order to take effect, have to restart.

Everything has to be setup inside the Class Configuration file, in prior.

A successful Configuration process has a result of a following configuration files

  • data_config.json
  • addon_config.json
  • frame_config.json

In order to run HeadlessServer please look at the HeadlessServer\run.bat.

Required cli parameter: relative Class Configuration file name under the /Json/class/ folder.

Optional cli parameters:

cli Description Default Value Possible Values
-m
-mode
Pathfinder type RemoteV3 Local or RemoteV1 or RemoteV3
-p
-pid
World of Warcraft process id -1 open up task manager to find PID
-r
-reader
Addon data screen reader backend DXGI DXGI works since Win8
hostv1 Navigation Remote V1 host localhost -
portv1 Navigation Remote V1 port 5001 -
hostv3 Navigation Remote V3 host 127.0.0.1 -
portv3 Navigation Remote V3 port 47111 -
-n
-viz
While Remote V1 is available, show Path Visualization
Can display Remote V3 Paths as well.
false -
-d
-diag
Diagnostics, when set, takes screen captures under Json\cap\*.jpg - -
-o
-overlay
Show NpcNameFinder Overlay false -
-t
-otargeting
While overlay enabled, show Targeting points false -
-s
-oskinning
While overlay enabled, show Skinning points false -
-v
-otargetvsadd
While overlay enabled, show Target vs Add points false -

e.g. run from Powershell without any optional parameter

cd C:\WowClassicGrindBot\HeadlessServer
.\run.bat Hunter_1.json

e.g. run from Powershell optional parameters, using DXGI reader and forced Local pathfinder.

cd C:\WowClassicGrindBot\HeadlessServer
.\run.bat Hunter_1.json -m Local -r DXGI

8. Configure the Wow Client - Interface Options

Need to make sure that certain interface options are set.

The most important are Click-to-Move and Do Not Flash Screen at Low Health.

From the main menu (ESC) set the following under Interface Options:

Interface Option Value
Controls - Enable Interact Key true
Controls - Auto Loot
Controls - Interact on Left click
Combat - Do Not Flash Screen at Low Health
Combat - Auto Self Cast
Names - NPC Names
Names - Enemy Units (V)
Camera - Auto-Follow Speed Fast
Camera - Camera Following Style Always
Mouse - Click-to-Move
Mouse - Click-to-Move Camera Style Always
Accessibility - Cursor Size 32x32
Accessibility - Minimum Character Name Size Recommended value is 6.

9. Configure the Wow Client - Key Bindings

From the main menu (ESC) -> Key Bindings set the following:

Movement Keys:

In-Game ClassConfiguration Name Default ConsoleKey
Move Forward ForwardKey UpArrow
Move Backward BackwardKey DownArrow
Turn Left TurnLeftKey LeftArrow
Turn Right TurnRightKey RightArrow
Jump Jump.Key Spacebar
Sit/Move down StandUp.Key X

To change the default movement keys from arrows to WASD in the Class Configuration file or look at the example Json\class\Warrior_1_MovementKeys.json

"ForwardKey": 87,   // W
"BackwardKey": 83,  // S
"TurnLeftKey": 65,  // A
"TurnRightKey": 68, // D

Targeting:

In-Game HotKey ClassConfiguration KeyAction Description
Target Nearest Enemy Tab TargetNearestTarget ----
Target Pet Multiply TargetPet Only pet based class
Target Last Target G TargetLastTarget Loot last target
Interact With Mouseover J InteractMouseOver Mouse based actions
Interact With Target I Interact Targeting and combat
Assist Target F TargetTargetOfTarget ----
Pet attack Subtract PetAttack Only pet based class
Target Focus PageUp TargetFocus TBC or Wrath version, "AssistFocus" Mode
Target Party Member 1 PageUp TargetFocus Vanilla version, "AssistFocus" Mode

10.1. Actionbar Key Bindings:

The default class profiles assumes the following Keybinds setup while using English Keyboard layout.

In total, 34 customizable key can be configured.

Highly recommended to use the default setup, in order to get properly working the ActionBarSlotCost and ActionBarSlotUsable features!

Actionbar ActionSlot Key Description
Main 1-12 1,2,3 .. 9,0,-,= 0 is the 10th key.
Bottom Right 49-58 N1,N2,N3 .. N9,N0 N means Numpad 0 is the 10th key
Bottom Left 61-72 F1,F2,F3 .. F11,F12 F means Functions
Screenshot

11. Configure the Wow Client - Bindpad addon

Bindpad allows keys to be easily bound to commands and macros. Type /bindpad to show it.

For each of the following click + to add a new key binding.

Key Command Note
Delete /stopattack
/stopcasting
/petfollow
----
Insert /cleartarget ----
PageDown /follow Only for "AssistFocus" Mode
bindpad_stopattack bindpad_cleartarget

12. Class Configuration

If one of the Property is not explicitly mentioned during the configuration or in the examples, you can assume it uses the default value!

Each class has a configuration file in /Json/class/ e.g. the config for a Warrior it is in file Warrior_1.json.

The configuration file determines what spells the character casts, when pulling and in combat, where to vendor and repair and what buffs consider.

Take a look at the class files in /Json/class/ for examples of what you can do.

Your class file probably exists and just needs to be edited to set the pathing file name.

Property Name Description Optional Default value
"Log" Should logging enabled for KeyAction(s). Requires restart. true true
"LogBagChanges" Should bag changes logs enabled for. true true
"Loot" Should loot the mob true true
"Skin" Should skin the mob true false
"Herb" Should herb the mob true false
"Mine" Should mine the mob true false
"Salvage" Should salvage the mob true false
"UseMount" Should use mount when its possible true false
"AllowPvP" Should engage combat with the opposite faction true false
"AutoPetAttack" Should the pet start attacking as soon as possible true true
"KeyboardOnly" Use keyboard to interact only. See KeyboardOnly false true
--- --- --- ---
"PathFilename" Path to use while alive false or Multiple Paths with Requirements ""
"PathThereAndBack" While using the path, should go start to and reverse true true
"PathReduceSteps" Reduce the number of path points true false
--- --- --- ---
"Paths" Array of PathSettings.
Either define this array or use the above properties
true []
"Mode" What kind of behaviour should the bot operate true Mode.Grind
"NPCMaxLevels_Above" Maximum allowed level above difference to the player true 1
"NPCMaxLevels_Below" Maximum allowed level below difference to the player true 7
"CheckTargetGivesExp" Only engage the target if it yields experience true false
"Blacklist" List of names or sub names which must be avoid engaging true [""]
"TargetMask" UnitClassification types that allowed to engage with. true "Normal, Trivial, Rare"
"NpcSchoolImmunity" List of NpcIDs which have one or more SchoolMask immunities true ""
"IntVariables" List of user defined integer variables true []
--- --- --- ---
"Pull" KeyActions to execute upon Pull Goal true {}
"Combat" KeyActions to execute upon Combat Goal false {}
"AssistFocus" KeyActions to execute upon Assist Focus Goal false {}
"Adhoc" KeyActions to execute upon Adhoc Goals true {}
"Parallel" KeyActions to execute upon Parallel Goal true {}
"NPC" KeyActions to execute upon NPC Goal true {}
"Wait" KeyActions to execute upon Wait Goal true {}
--- --- --- ---
"GatherFindKeys" List of strings for switching between gathering profiles true string[]
--- --- --- ---
BaseActionKeys --- --- ---
--- --- --- ---
"Jump.Key" ConsoleKey to be pressed to Jump true "Spacebar"
"Interact.Key" ConsoleKey to be pressed to Interact true "I"
"TargetLastTarget.Key" ConsoleKey to be pressed to Target last target true "G"
"ClearTarget.Key" ConsoleKey to be pressed to clear current target true "Insert"
"StopAttack.Key" ConsoleKey to be pressed to stop attack true "Delete"
"TargetNearestTarget.Key" ConsoleKey to be pressed to target nearest target true "Tab"
"TargetTargetOfTarget.Key" ConsoleKey to be pressed to target - target of target true "F"
"TargetPet.Key" ConsoleKey to be pressed to target pet true "Multiply"
"PetAttack.Key" ConsoleKey to be pressed to send attack pet true "Subtract"
"Mount.Key" ConsoleKey to be pressed to use mount true "O"
"StandUp.Key" ConsoleKey to be pressed to stand up true "X"
--- --- --- ---
"ForwardKey" ConsoleKey to be pressed to move forward true "UpArrow"
"BackwardKey" ConsoleKey to be pressed to move backward true "DownArrow"
"TurnLeftKey" ConsoleKey to be pressed to turn left true "LeftArrow"
"TurnRightKey" ConsoleKey to be pressed to turn right true "RightArrow"

The following KeyActions are BaseActions: Jump, Interact, TargetLastTarget, ClearTarget, StopAttack, TargetNearestTarget, TargetTargetOfTarget, TargetPet, PetAttack, Mount, StandUp.

Which are shared and unified among Pull Goal and Combat Goal.

e.g override default KeyActions properties in the Class Configuration file

"Mount": {
    "Key": "N0"
},
"Jump": {
    "PressDuration": 200
}

TargetMask

Based of UnitClassification API.

UnitClassification
Normal
Trivial
Minus
Rare
Elite
RareElite
WorldBoss

The mentioned values can be combined together like:

e.g.

"TargetMask": "Normal, Trivial, Rare, Elite, RareElite",    // multiple combined

Where Elite and RareElite has been included compare to default.

NpcSchoolImmunity

SchoolMask
None
Physical
Holy
Fire
Nature
Frost
Shadow
Arcane

Defined as KeyValuePair where the key is the NPC Id and the value is the type of SchoolMask type is immune against.

The mentioned values can be combined together like:

e.g.

"NpcSchoolImmunity": {
    "1043": "Shadow",                   // single
    "9026": "Fire",
    "1668": "Fire, Shadow, Arcane"      // multiple combined
}

KeyboardOnly

By Default, the bot attempts to use the mouse for the following reasons:

  • Follow Route Goal Targeting non blacklisted npcs
  • Loot Goal and Skinning Goal while acquiring target

You can disable this behavior by setting KeyboardOnly to true in the Class Configuration. Which has the following effects:

  • Loot limited, only capable of looting by selecting last target. So after each killed mob only the last npc can be looted.
  • GatherCorpse(Skin, Herb, Mine, Salvage) unavailable.
  • Target selection limited to only TargetNearestTargetKey, which significantly reduce how quickly can find the next target.

IntVariables

Gives the ability to the user to define global integer variables along the whole Class Configuration scope.

For example look at the Warlock profiles.

"IntVariables": {
    "DOT_MIN_HEALTH%": 35,
    "Debuff_Frost Fever": 237522,   // iconId https://www.wowhead.com/icons
    "Debuff_Blood Plague": 237514,  // iconId https://www.wowhead.com/icons
    "Item_Soul_Shard": 6265,
}

Path

The path that the player follows during Follow Route Goal, its a json file under /Json/path/ which contains a list of x,y,z coordinates while looking for mobs.

PathSettings

Property Name Description Optional Default value
"PathFilename" Path to use while alive false ""
"PathThereAndBack" While using the path, should go start to and reverse true true
"PathReduceSteps" Reduce the number of path points true false

Simple approach

When the bellow properties are defined in the Class Configuration, a new PathSettings instance is created under in Paths array as the first element.

"PathFilename": "_pack\\1-20\\Dwarf.Gnome\\1-4_Dun Morogh.json.json",   // the path to walk when alive
"PathThereAndBack": true,                                               // if true walks the path and the walks it backwards.
"PathReduceSteps": true,                                                // uses every other coordinate, halve the coordinate count

I keep the previously mentioned properties for backward compatibility and also if you not interested in changing path during runtime.

Example can be found under Warrior_1.json.

Multiple Paths with Requirements

With the latest update it is possible to change between multiple paths during runtime.

In that case properties what mentioned in Simple approach are ignored.

Instead using another structure called Class Configuration.Paths array, which is very similar, however theres are addition Requirements field. Backed by PathSettings object.

Let's look at the following example

  • It is really important to always have one Path which doesn't have any condition, serves as fallback.
  • 3 paths defined here. 2 with conditions and 1 with fallback(no requirements which means it can always run)
  • The definition order matters, the first element has the highest priority, while the last element in the array has the lowest.
  • Each path is added as a new Follow Route Goal with a custom cost. The base cost is 20, and its auto incremented by 0.1f. So you can even add your own logic in between the goals.
  • Each Follow Route Goal component preserves it state from the last execution time.
  • It can accept Requirements as condition.
"Paths": [
{
    "PathFilename": "1-5_Gnome.json",                                 // Only runs when the player is below level 4 
    "PathThereAndBack": false,
    "PathReduceSteps": false,
    "Requirements": [
        "Level < 4"
    ]
},
{
    "PathFilename": "_pack\\1-20\\Dwarf.Gnome\\1-4_Dun Morogh.json",  // Only runs when the player is at least level 4 but below level 5
    "Requirements": [
        "Level < 5"
    ]
},
{
    "PathFilename": "_pack\\1-20\\Dwarf.Gnome\\4-6_Dun Morogh.json",  // Runs when the player is at least level 5
    "PathThereAndBack": false,
    "PathReduceSteps": false
}
],

The previously mentioned example can be found under Hunter_1.json.

KeyActions

Its a container type for Sequence of KeyAction.

KeyAction

Each KeyAction has its own properties to describe what the action is all about.

Can specify conditions with Requirement(s) in order to create a matching action for the situation.

Property Name Description Default value
"Name" Name of the KeyAction. For the ActionBarPopulator, lowercase means macro. ""
"Key" ConsoleKey to press ""
"Cost" Adhoc Goals or NPC Goal only, priority 18
"PathFilename" NPC Goal only, this is a short path to get close to the NPC to avoid walls etc. ""
"HasCastBar" After key press cast bar is expected?
By default sets BeforeCastStop=true
false
"InCombat" Should combat matter when attempt to cast?
Accepted values:
* "any value for doesn't matter"
* "true"
* "false"
false
"Item" Like on use Trinket, Food, Drink.
The following spells counts as Item, Throw, Auto Shot, Shoot
false
"PressDuration" How many minimum milliseconds to hold the key press down 50
"Form" Shapeshift/Stance form to be in to cast this spell
If setted, affects WhenUsable
Form.None
"Cooldown" Note this is not the in-game cooldown!
The time in milliseconds before KeyAction can be used again.
This property will be updated when the backend registers the Key press. It has no feedback from the game.
400
"Charge" How many consequent key press should happen before setting Cooldown 1
"School" Indicate what type of SchoolMask element the spell will do. None
--- --- ---
"WhenUsable" Mapped to IsUsableAction false
"UseWhenTargetIsCasting" Checks for the target casting/channeling.
Accepted values:
* null -> ignore
* false -> when enemy not casting
* true -> when enemy casting
null
"Requirement" Single Requirement false
"Requirements" List of Requirement false
"Interrupt" Single Requirement false
"Interrupts" List of Requirement false
"ResetOnNewTarget" Reset the Cooldown if the target changes false
"Log" Related events should appear in the logs true
--- Before keypress cast, ... ---
"BeforeCastFaceTarget" Attempt to look directly at target.
Note: it may not work for every scenario.
false
"BeforeCastDelay" Delay in milliseconds. 0
"BeforeCastMaxDelay" Max delay in milliseconds.
If set then using random delay between [BeforeCastDelay..BeforeCastMaxDelay]
0
"BeforeCastStop" Stop moving. false
"BeforeCastDismount" Should dismount. Adhoc Goals only. true
--- After Successful cast, ... ---
"AfterCastWaitSwing" Wait for next melee swing to land.
Blocks CastingHandler.
false
"AfterCastWaitCastbar" Wait for the castbar to finish, SpellQueueTimeMs excluded.
Blocks CastingHandler.
false
"AfterCastWaitBuff" Wait for Aura=(player-target debuff/buff) count changes.
Only works properly, when the Aura count changes.
Not suitable for refreshing already existing Aura
Blocks CastingHandler.
false
"AfterCastAuraExpected" Refreshing Aura=(player-target debuff/buff)
Just adds an extra(SpellQueueTimeMs) Cooldown to the action, so it wont repeat itself.
Not blocking CastingHandler.
false
"AfterCastWaitBag" Wait for any inventory, bag change.
Blocks CastingHandler.
false
"AfterCastWaitCombat" Wait for player entering combat.
Blocks CastingHandler.
false
"AfterCastWaitMeleeRange" Wait for interrupted either:
* target enters melee range
* target starts casting
* player receives damage
Blocks CastingHandler.
false
"AfterCastStepBack" Start backpedaling for milliseconds.
If value set to -1 attempts to use the whole remaining GCD duration.
Blocks CastingHandler.
0
"AfterCastWaitGCD" the Global cooldown fully expire.
Blocks CastingHandler.
false
"AfterCastDelay" delay in milliseconds.
Blocks CastingHandler.
0
"AfterCastMaxDelay" delay in milliseconds.
If set then using random delay between [AfterCastDelay..AfterCastMaxDelay]
Blocks CastingHandler.
0
--- --- ---

Some of these properties are optional and not required to be specified.

However you can create complex conditions and branches to suit the situation.

Important, the AfterCast prefixed conditions order as is its shows up the the table above.

e.g. - bare minimum for a spell which has castbar.

{
    "Name": "Frostbolt",
    "Key": "1",
    "HasCastBar": true,   //<-- Must be indicated the spell has a castbar
}

e.g. - bare minimum for a spell which is instant (no castbar)

{
    "Name": "Earth Shock",
    "Key": "6"
}

e.g. for Rogue ability

{
    "Name": "Slice and Dice",
    "Key": "3",
    "Requirements": [
        "!Slice and Dice",
        "Combo Point > 1"
    ]
}

Theres are few specially named KeyAction such as Food and Drink which is reserved for eating and drinking.

They already have some pre baked Requirement(s) conditions in order to avoid mistype the definition.

The bare minimum for Food and Drink is looks something like this.

{
    "Name": "Food",
    "Key": "-",
    "Requirement": "Health% < 50"
},
{
    "Name": "Drink",
    "Key": "=",
    "Requirement": "Mana% < 50"
}

When any of these KeyAction(s) detected, by default, it going to be awaited with a predefined Wait Goal logic.

Should see something like this, you can override any of the following values.

"Wait": {
    "AutoGenerateWaitForFoodAndDrink": true,    // should generate 'Eating' and 'Drinking' KeyActions
    "FoodDrinkCost": 5,                         // can override the Cost of awaiting Eating and Drinking
    "Sequence": {
    {
        "Name": "Eating",
        "Cost": 5,                              // FoodDrinkCost
        "Requirement": "Food && Health% < 99"
    },
    {
        "Name": "Drinking",
        "Cost": 5,                              // FoodDrinkCost
        "Requirement": "Drink && Mana% < 99"
    },
    }
},

Casting Handler

CastingHandler is a component which responsible for handling player spell casting, let it be using an item from the inventory, casting an instant spell or casting a spell which has castbar.

From Addon version 1.6.0 it has been significantly changed to the point where it no longer blocks the execution until the castbar fully finishes, but rather gives back the control to the parent Goal such as Adhoc Goals or Pull Goal or Combat Goal to give more time to find the best suitable action for the given moment.

As a result in order to execute the Pull Goal sequence in respect, have to combine its KeyAction(s) with AfterCast prefixed conditions.


Goal Groups

Pull Goal

This is the Sequence of KeyAction(s) that are used when pulling a mob.

e.g.

"Pull": {
    "Sequence": [
        {
            "Name": "Concussive Shot",
            "Key": "9",
            "BeforeCastStop": true,
            "Requirements": [
                "HasRangedWeapon",
                "!InMeleeRange",
                "HasAmmo"
            ]
        }
    ]
}

Assist Focus Goal

The Sequence of KeyAction(s) that are used while the AssistFocus Mode is active.

Upon any keyAction's requirement are met, the Assist Focus Goal is become active.

Upon entering Assist Focus Goal, the player attempts to target the focus/party1.

Then as defined, in-order, executes those KeyAction(s) which fulfills its given requirement(s).

Upon exiting Assist Focus Goal, the current target will be deselected / cleared.

Note: You can use every Buff and Debuff names on the focus/party1 without being targeted. Just have to prefix it with F_ example: F_Mark of the Wild which means focus/party1 has Mark of the Wild buff active.

e.g. of a Balance Druid

"AssistFocus": {
    "Sequence": [
        {
            "Name": "Mark of the Wild",
            "Key": "4",
            "Form": "None",
            "Requirements": [
                "!Mounted",
                "!F_Mark of the Wild",
                "SpellInRange:5"
            ]
        },
        {
            "Name": "Thorns",
            "Key": "7",
            "Form": "None",
            "Requirements": [
                "!Mounted",
                "!F_Thorns",
                "SpellInRange:8"
            ]
        },
        {
            "Name": "Regrowth",
            "Key": "0",
            "HasCastBar": true,
            "WhenUsable": true,
            "AfterCastAuraExpected": true,
            "Requirements": [
                "!Mounted",
                "!F_Regrowth",
                "FocusHealth% < 65",
                "SpellInRange:6"
            ],
            "Form": "None"
        },
        {
            "Name": "Rejuvenation",
            "Key": "6",
            "BeforeCastStop": true,
            "AfterCastWaitBuff": true,
            "Requirements": [
                "!Mounted",
                "!F_Rejuvenation",
                "FocusHealth% < 75",
                "SpellInRange:7"
            ],
            "Form": "None"
        }
    ]
},

Combat Goal

The Sequence of KeyAction(s) that are used when in combat and trying to kill a mob.

The combat goal does the first available command on the list.

The goal then runs again re-evaluating the list before choosing the first available command again, and so on until the mob is dead.

e.g.

"Combat": {
    "Sequence": [
        {
            "Name": "Fireball",
            "Key": "2",
            "HasCastBar": true,
            "Requirement": "TargetHealth% > 20"
        },
        {
            "Name": "AutoAttack",
            "Requirement": "!AutoAttacking"
        },
        {
            "Name": "Approach",
            "Log": false
        }
    ]
}

Adhoc Goals

These Sequence of KeyAction(s) are done when not in combat and are not on cooldown. Suitable for personal buffs.

e.g.

"Adhoc": {
    "Sequence": [
        {
            "Name": "Frost Armor",
            "Key": "3",
            "Requirement": "!Frost Armor"
        },
        {
            "Name": "Food",
            "Key": "=",
            "Requirement": "Health% < 30"
        },
        {
            "Name": "Drink",
            "Key": "-",
            "Requirement": "Mana% < 30"
        }
    ]
}

Note: that the default combat requirement can be overridden.

e.g high level Death Knight

{
    "Cost": 3.1,
    "Name": "Horn of Winter",
    "Key": "F4",
    "InCombat": "i dont care",
    "WhenUsable": true,
    "Requirements": [
        "!Horn of Winter || (CD_Horn of Winter <= GCD && TargetAlive && TargetHostile)",
        "!Mounted"
    ]
},

e.g high level Warlock

{
    "Name": "Life Tap",
    "Cost": 3,
    "Key": "N9",
    "InCombat": "i dont care",
    "Charge": 2,
    "Requirements": [
        "!Casting",
        "Health% > TAP_MIN_MANA%",
        "Mana% < TAP_MIN_MANA%"
    ]
},

Parallel Goals

These Sequence of KeyAction(s) are done when not in combat and are not on cooldown.

The key presses happens simultaneously on all KeyAction(s) which meets the Requirement(s).

Suitable for Food and Drink.

e.g.

"Parallel": {
    "Sequence": [
        {
            "Name": "Food",
            "Key": "=",
            "Requirement": "Health% < 50"
        },
        {
            "Name": "Drink",
            "Key": "-",
            "Requirement": "Mana% < 50"
        }
    ]
}

Wait Goals

These actions cause to wait while the Requirement(s) are met, during this time the player going to be idle, until lowered cost action can be executed.

e.g.

"Wait": {
    "Sequence": [
    {
        "Cost": 19,
        "Name": "HP regen",
        "Requirements": [
            "FoodCount == 0 || !Usable:Food",
            "Health% < 90"
        ]
    }
    ]
},

NPC Goals

These command are for vendoring and repair.

e.g.

"NPC": {
    "Sequence": [
    {
        "Name": "Repair",
        "Key": "C",
        "Requirement": "Items Broken",
        "PathFilename": "Tanaris_GadgetzanKrinkleGoodsteel.json",
        "Cost": 6
    },
    {
        "Name": "Sell",
        "Key": "C",
        "Requirement": "BagFull",
        "PathFilename": "Tanaris_GadgetzanKrinkleGoodsteel.json",
        "Cost": 6
    }
    ]
}

The "Key" is a key that is bound to a macro. The macro needs to target the NPC, and if necessary open up the repair or vendor page. The bot will click the key and the npc will be targetted. Then it will click the interact button which will cause the bot to move to the NPC and open the NPC options, this may be enough to get the auto repair and auto sell greys to happen. But the bot will click the button again in case there are further steps (e.g. SelectGossipOption), or you have many greys or items to sell.

e.g. Sell macro - bound to the "C" key using BindPad or Key bindings

/tar Jannos Ironwill
/run DataToColor:sell({"Light Leather","Cheese","Light Feather"});

e.g. Repair macro

/tar Vargus
/script SelectGossipOption(1)

e.g. Delete various items

/run c=C_Container for b=0,4 do for s=1,c.GetContainerNumSlots(b) do local n=c.GetContainerItemLink(b,s) if n and (strfind(n,"Slimy") or strfind(n,"Pelt") or strfind(n,"Mystery")) then c.PickupContainerItem(b,s) DeleteCursorItem() end end end

Because some NPCs are hard to reach, there is the option to add a short path to them e.g. "Tanaris_GadgetzanKrinkleGoodsteel.json". The idea is that the start of the path is easy to get to and is a short distance from the NPC, you record a path from the easy to reach spot to the NPC with a distance between spots of 1. When the bot needs to vend or repair it will path to the first spot in the list, then walk closely through the rest of the spots, once they are walked it will press the defined Key, then walk back through the path.

e.g. Tanaris_GadgetzanKrinkleGoodsteel.json in the Json/path folder looks like this:

[{"X":51.477,"Y":29.347},{"X":51.486,"Y":29.308},{"X":51.495,"Y":29.266},{"X":51.503,"Y":29.23},{"X":51.513,"Y":29.186},{"X":51.522,"Y":29.147},{"X":51.531,"Y":29.104},{"X":51.54,"Y":29.063},{"X":51.551,"Y":29.017},{"X":51.559,"Y":28.974},{"X":51.568,"Y":28.93},{"X":51.578,"Y":28.889},{"X":51.587,"Y":28.853},{"X":51.597,"Y":28.808}]

If you have an NPC that is easy to get to such as the repair NPC in Arathi Highlands then the path only needs to have one spot in it. e.g.

[{"X":45.8,"Y":46.6}]

Short Path Example:

Short Path Example

Repeatable Quests Handin

In theory if there is a repeatable quest to collect items, you could set up a NPC task as follows. See 'Bag requirements' for Requirement(s) format.

{
    "Name": "Handin",
    "Key": "K",
    "Requirements": ["BagItem:12622:5","BagItem:12623:5"],
    "PathFilename": "Path_to_NPC.json",
    "Cost": 6
}

Follow Route Goal

Uses the Path settings, follows the given route, uses pathfinding depending on the loaded Class Configurations Mode.

Basic informations

Meanwhile attempts to

  • find a new possible non blacklisted target
  • find a possible gathering node

Requirement

A requirement is something that must be evaluated to be true for the KeyAction to run.

Not all KeyAction requires requirement(s), some rely on

  • Cooldown - populated manually
  • ActionBarCooldownReader - populated automatically
  • ActionBarCostReader - populated automatically

Can specify Requirements for complex condition.

e.g.

{
    "Name": "Execute",                                            //<--- Has no Requirement
    "Key": "7",
    "WhenUsable": true
},
{
    "Name": "Soul Shard",
    "Key": "9",
    "HasCastBar": true,
    "Requirements": ["TargetHealth% < 36", "!BagItem:6265:3"]     //<--- Requirement List
},
{
    "Name": "Curse of Weakness",
    "Key": "6",
    "WhenUsable": true,
    "Requirement": "!Curse of Weakness"                           //<--- Single Requirement
}

Negate a requirement

Every requirement can be negated by adding one of the Negate keyword in front of the requirement.

Formula: [Negate keyword][requirement]

Negate keyword
"not "
"!"

e.g.

"Requirement": "not Curse of Weakness"
"Requirement": "!BagItem:Item_Soul_Shard:3"

And / Or multiple Requirements

Two or more Requirement can be merged into a single Requirement object.

By default every Requirement is concataneted with [and] operator which means in order to execute the KeyAction, every member in the RequirementsObject must be evaluated to true. However this consctruct allows to concatanete with [or]. Nesting parenthesis are also supported.

Formula: [Requirement1] [Operator] [RequirementN]

Operator Description
"&&" And
"||" Or

e.g.

"Requirements": ["Has Pet", "TargetHealth% < 70 || TargetCastingSpell"]
"Requirement": "!Form:Druid_Bear && Health% < 50 || MobCount > 2",
"Requirement": "(Judgement of the Crusader && CD_Judgement <= GCD && TargetHealth% > 20) || TargetCastingSpell"

Value base requirements

Value base requirement is the most basic way to create a condition.

Formula: [Keyword] [Operator] [Numeric integer value]

Note: [Numeric integer value] always the right-hand side expression value

Operator Description
== Equals
<= Less then or Equals
>= Greater then or Equals
< Less then
> Greater then
% Modulo, true when the expression is Equals to 0
Keyword Description
Health% Player health in percentage
TargetHealth% Target health in percentage
FocusHealth% Focus health in percentage
PetHealth% Pet health in percentage
Mana% Player mana in percentage
Mana Player current mana
Rage Player current rage
Energy Player current energy
RunicPower Player current runic power
BloodRune Player current blood runes
FrostRune Player current frost runes
UnholyRune Player current unholy runes
TotalRune Player current runes (blood+frost+unholy+death)
Combo Point Player current combo points on the target
Holy Power Player current Holy Power points on the target
Durability% Player worn equipment average durability. 0-99 value range.
BagCount How many items in the player inventory
FoodCount Returns the highest amount of food type, item count
DrinkCount Returns the highest amount of drink type, item count
MobCount How many detected, alive, and currently fighting mob around the player
MinRange Minimum distance(yard) between the player and the target
MaxRange Maximum distance(yard) between the player and the target
LastAutoShotMs Time since last detected AutoShot happened in milliseconds
LastMainHandMs Time since last detected Main Hand Melee swing happened in milliseconds
MainHandSpeed Returns the player Main hand attack speed in milliseconds
MainHandSwing Returns the player predicted next main hand swing time
RangedSpeed Returns the player ranged weapon attack speed in milliseconds
RangedSwing Returns the player predicted next ranged weapon swing time
CD Returns the context KeyAction in-game cooldown in milliseconds
CD_{KeyAction.Name} Returns the given {KeyAction.Name} in-game cooldown in milliseconds
Cost_{KeyAction.Name} Returns the given {KeyAction.Name} cost value
Buff_{IntVariable_Name} Returns the given {IntVariable_Name} remaining player buff up time
Debuff_{IntVariable_Name} Returns the given {IntVariable_Name} remaining target debuff up time
CurGCD Returns the player current remaining GCD time
GCD Alias for 1500 value
Kills In the current session how many mobs have been killed by the player.
Deaths In the current session how many times the player have died.
Level Returns with the player current level.
SessionSeconds Returns with the elapsed time in Seconds since the Session started.
The Session starts when the Start Bot button is pressed!
SessionMinutes Returns with the elapsed time in Minutes since the Session started.
The Session starts when the Start Bot button is pressed!
SessionHours Returns with the elapsed time in Hours since the Session started.
The Session starts when the Start Bot button is pressed!
ExpPerc Returns with the player experience as percentage to hit next level.

For the MinRange and MaxRange gives an approximation range distance between the player and target.

Note: Every class has it own unique way to find these values by using different in game items/spells/interact.

MinRange MaxRange alias Description
0 2 "InCloseMeleeRange"
0 5 "InMeleeRange"
5 15 "IsInDeadZoneRange"

Its worth mention that CD_{KeyAction.Name} is a dynamic value.
Each KeyAction has its own in-game Cooldown which is not the same as KeyAction.Cooldown!

e.g. Single Requirement

"Requirement": "Health%>70"
"Requirement": "TargetHealth%<=10"
"Requirement": "PetHealth% < 10"
"Requirement": "Mana% <= 40"
"Requirement": "Mana < 420"
"Requirement": "Energy >= 40"
"Requirement": "Rage > 90"
"Requirement": "BagCount > 80"
"Requirement": "MobCount > 1"
"Requirement": "MinRange < 5"
"Requirement": "MinRange > 15"
"Requirement": "MaxRange > 20"
"Requirement": "MaxRange > 35"
"Requirement": "LastAutoShotMs <= 500"
"Requirement": "LastMainHandMs <= 500"
"Requirement": "CD_Judgement < GCD"                 // The remaining cooldown on Judgement is less then GCD(1500)
"Requirement": "CD_Hammer of Justice > CD_Judgement" // The remaining cooldown on Hammer of Justice is greater then 8 seconds
"Requirement": "Rage >= Cost_Heroic Strike"          // Create a condition like if player current rage is greater then or equal the cost of Heroic Strike
"Requirement": "MainHandSpeed > 3500"   // Main hand attack speed is greater then 3.5 seconds
"Requirement": "MainHandSwing > -400"   // 400 milliseconds before next predicted main swing happen
"Requirement": "MainHandSwing > -400"   // 400 milliseconds before next predicted main swing happen
"Requirement": "Dead && Deaths % 2"   // Player is currently dead and died for the second time in the current session

e.g. List of Requirements

"Requirements": [
    "TargetHealth% > DOT_MIN_HEALTH%",  // where DOT_MIN_HEALTH% is a user defined variable
    "!Immolate"
],

e.g. for CD: It's a good idea to put CD in healing spells to take consideration of the spell interruption.

{
    "Name": "Flash of Light",
    "Key": "6",
    "HasCastBar": true,
    "WhenUsable": true,
    "Requirements": ["Health% < 60", "TargetHealth% > 20", "CD == 0", "MobCount < 2", "LastMainHandMs <= 1000"],
    "Cooldown": 6000
},

e.g. for CD_{KeyAction.Name}: Where Hammer of Justice referencing the Judgement in-game Cooldown to do an awesome combo!

{
    "Name": "Judgement",
    "Key": "1",
    "WhenUsable": true,
    "Requirements": ["Seal of the Crusader", "!Judgement of the Crusader"]
},
{
    "Name": "Hammer of Justice",
    "Key": "7",
    "WhenUsable": true,
    "Requirements": ["Judgement of the Crusader && CD_Judgement <= GCD && TargetHealth% > 20 || TargetCastingSpell"]
}

npcID requirements

If a particular npc is required then this requirement can be used.

Formula: npcID:[intVariableKey/Numeric integer value]

e.g.

  • "Requirement": "!npcID:6195" - target is not 6195
  • "Requirement": "npcID:6195" - target is 6195
  • "Requirement": "npcID:MyAwesomeIntVariable"

Bag requirements

If an itemid must be in your bag with given count quantity then can use this requirement.

Useful to determine when to create warlock Healthstone or soul shards.

Formula: BagItem:[intVariableKey/itemid]:[count/IntVariablesKey]

e.g.

  • "Requirement": "BagItem:5175" - Must have a Earth Totem in bag
  • "Requirement": "BagItem:Item_Soul_Shard:3" - Must have atleast 3x Soulshard in bag
  • "Requirement": "not BagItem:19007:1" - Must not have a Lesser Healthstone in bag
  • "Requirement": "!BagItem:6265:3" - Must not have 3x Soulshard in bag
  • "Requirement": "!BagItem:MyAwesomeIntVariable:69"

Form requirements

If the player must be in the specified form use this requirement.

Useful to determine when to switch Form for the given situation.

Formula: Form:[form]

form
None
Druid_Bear
Druid_Aquatic
Druid_Cat
Druid_Travel
Druid_Moonkin
Druid_Flight
Druid_Cat_Prowl
Priest_Shadowform
Rogue_Stealth
Rogue_Vanish
Shaman_GhostWolf
Warrior_BattleStance
Warrior_DefensiveStance
Warrior_BerserkerStance
Paladin_Devotion_Aura
Paladin_Retribution_Aura
Paladin_Concentration_Aura
Paladin_Shadow_Resistance_Aura
Paladin_Frost_Resistance_Aura
Paladin_Fire_Resistance_Aura
Paladin_Sanctity_Aura
Paladin_Crusader_Aura
DeathKnight_Blood_Presence
DeathKnight_Frost_Presence
DeathKnight_Unholy_Presence

e.g.

"Requirement": "Form:Druid_Bear"    // Must be in `Druid_Bear` form
"Requirement": "!Form:Druid_Cat"    // Shoudn't be in `Druid_Cat` form

Race requirements

If the character must be the specified race use this requirement.

Useful to determine Racial abilities.

Formula: Race:[race]

race
None
Human
Orc
Dwarf
NightElf
Undead
Tauren
Gnome
Troll
Goblin
BloodElf
Draenei

e.g.

"Requirement": "Race:Orc"          // Must be `Orc` race
"Requirement": "!Race:Human"    // Shoudn't be `Human` race

Spell requirements

If a given Spell name or id must be known by the player then you can use this requirement.

Useful to determine when the given Spell is exists in the spellbook.

It has the following formulas:

  • Spell:[name]. The name only works with the English client name.
  • Spell:[id]

e.g.

  • "Requirement": "Spell:687" - Must have know id=687
  • "Requirement": "Spell:Demon Skin" - Must have known the given name
  • "Requirement": "!Spell:702" - Must not have known the given id=702
  • "Requirement": "not Spell:Curse of Weakness" - Must not have known the given name

Talent requirements

If a given Talent name must be known by the player then you can use this requirement.

Useful to determine when the given Talent is learned. Also can specify how many points have to be spent minimium with rank which can be constant or a variable in IntVariables

Formula: Talent:[name]:[rank/IntVariablesKey]. The name only works with the English client name.

e.g.

"Requirement": "Talent:Improved Corruption"    // Must known the given `name`
"Requirement": "Talent:Improved Corruption:5"  // Must know the given `name` and atleast with `rank`
"Requirement": "not Talent:Suppression"        // Must have not know the given `name` 

Player Buff remaining time requirements

First in the IntVariables have to mention the buff icon id such as Buff_{your fancy name}: {icon_id}.

It is important, the addon keeps track of the icon_id! Not spell_id

e.g.

"IntVariables": {
    "Buff_Horn of Winter": 134228
},

Then in KeyAction you can use the following requirement:

e.g.

{
    "Cost": 3.1,
    "Name": "Horn of Winter",
    "Key": "F4",
    "InCombat": "i dont care",
    "WhenUsable": true,
    "Requirements": [
        "Buff_Horn of Winter < 5000", // The remaining time is less then 5 seconds
        "!Mounted"
    ],
    "AfterCastWaitBuff": true
}     

Target Debuff remaining time requirements

First in the IntVariables have to mention the buff icon id such as Debuff_{your fancy name}: {icon_id}

It is important, the addon keeps track of the icon_id! Not spell_id

e.g.

"IntVariables": {
    "Debuff_Blood Plague": 237514,
    "Debuff_Frost Fever": 237522
},

Then in KeyAction you can use the following requirement:

e.g.

{
    "Name": "Pestilenc",
    "Key": "F6",
    "WhenUsable": true,
    "Requirements": [
        "Frost Fever && Blood Plague && (Debuff_Frost Fever < 2000 || Debuff_Blood Plague < 2000)",   // Frost Fever and Blood Plague is up
        "InMeleeRange"                                                                                // and their duration less then 2 seconds
    ]
}

Target Buff remaining time requirements

First in the IntVariables have to mention the buff icon id such as TBuff_{your fancy name}: {icon_id}

It is important, the addon keeps track of the icon_id! Not spell_id

e.g.

"IntVariables": {
    "TBuff_Battle Shout": 132333,
},

Focus Buff remaining time requirements

First in the IntVariables have to mention the buff icon id such as FBuff_{your fancy name}: {icon_id}

It is important, the addon keeps track of the icon_id! Not spell_id

e.g.

"IntVariables": {
    "FBuff_Battle Shout": 132333,
    "FBuff_Mount": 132239
},

Trigger requirements

If you feel the current Requirement toolset is not enough for you, you can use other addons such as WeakAura's Trigger to control a given bit.

  1. The regarding in-game Addon API is looks like this

    YOUR_CHOOSEN_ADDON_NAME_FROM_ADDON_CONFIG:Set(bit, value)
    -- bit: 0-23
    -- value: 0 or 1 or true or false
    
    --e.g. by using default addon name
    DataToColor:Set(0,1)
    DataToColor:Set(0,0)
    DataToColor:Set(23,true)
    DataToColor:Set(23,false)

    e.g. you can make your awesome WeakAura. Then you can put the following Addon API in the

    WeakAura -> Actions -> On Show -> Custom

    DataToColor:Set(0,1) -- enable Trigger 0

    WeakAura -> Actions -> On Hide -> Custom

    DataToColor:Set(0,0)  -- disable Trigger 0

    Example Weakaura for hunter pet in 10y range for feed pet

    !WA:2!1rvWUTTrq0O6dPGOiXXT1afTaLWT1ibTiW2fnfOO9GOmvScKTuiPJtApqUK7qXnMC3f7Uu2khf6HCwFc6CpXpH8fqi0Va)j4VGUlPQHBrIoioZUZS78EZ82o93Qyl8w43(DcwPkNqbXOtdgo4exXLJstLGQtfMi55OzbWLQpALmdHzx8Q29(Q7uHOjzmXygHQI75EsGRh3(wjeMYefivipurkG1ED4BMukvScteNYXif4btbQ6kuPEvKIKCgbRYC6QDfOefHrLpXtQqc1UlWSW2SJIB)Y)SdrkuaRhlNj(fFq9W9(H9FKdHsuBxF)S4uTLmB367hvV57l29E0CLGmzciK3BxXAZ3(1ZjkO4eub05kzzCt9nwaPKl98h7oC41LsiSaKs0eiyghIENzH)nNi(dmUtanHss8ZyxmIgT6)4ELS5tpglxZO05M4l11CKJ5)d4GYtGOtGD2FVQMJMovxHqwtGzikoAHKd55nLOJsxc12x1KriJdcKM625x)TLyiUmn1uHIJChoU)Pdx0Gftc8pF8WUVY1l0Z9PUNeE4a)UodDpCL5gsB59bhgDd891he5YQWED9dc9d66f0e5nhxuScLRTTCm9zRARkpt5y3ldsoVHEIHm0uctKTsaOC)Bk)MZ5g0enVXCawATWSrdOIQUfHN5r1XTEBLEe58OQB1l4B27OUbHh7)0WZoAGUD5TOKUUXAXFGbztHGw)Jzy4VUd)lFVdTTgEMzx816rCqqr5Vq3g0mZFSqc5PTt(oJccgDSg2ufFZ(cYBSFEjcR7bi7GGLA(ZdMygITCYzi8lAk7KCKugvV32EfL5kILJg0jBxpWYRzNDJLe6KCi(OtnQk96osYBataZn3JV25lwlhFzRCCJLIMRXqboknqwMWOysJ8XI)nFyzjxajedM2yLwbQ1ZJ4TjjMT(raXR1sns6m94r)GLkwY0ws4JhV9oem)BZknKJTEO1MqT3FVz2nnnB99yNca2SZbLeCL354H)0lF4Zrf)EvQq3e9vgAAJRBFiPVzjt9h73ZZ19eVeJq9zBO)fRbtkzI18lyc8zceF(zRn4F)hgA4z6jfssOktaAbxoEwvlN18cWZ60PZgl1d1aU5fN)8tQi02dqdoRfikP18j13RF9UougfEhGKMQgOtuz3DfUu0erOrbO1Ngkxo3eJbg1eNceHQZTMu)67wFEDEDH28t))RSL07hF8p)4d2A6F)Y)5
  2. Then outside of the game, you can specify the following in the Class Configuration file ex. class/Hunter_62.json

    Formula: Trigger:[bit]:[name]

    Where the bit is 0-23 and the name is a free text which shows up in the frontend.

    e.g.

    "Requirement": "Trigger:0:Pet in range"           // Trigger 0 must be true
    "Requirement": "Trigger:23:My Awesome trigger"    // Trigger 23 must be true
    "Requirement": "not Trigger:6:Suppression"        // Trigger 6 must be false

Buff / Debuff / General boolean condition requirements

Allow requirements about what buffs/debuffs you have or the target has or in general some boolean based requirements.

General boolean condition Desciption
"TargetYieldXP" The target yields experience upon death. (Grey Level)
"TargetsMe" The target currently targets the player
"TargetsPet" The target currently targets the player's pet
"TargetsNone" The target currently has not target
"AddVisible" Around the target there are possible additional NPCs
"InCombat" Player in combat.
"TargetCastingSpell" Target casts any spell
"Swimming" The player is currently swimming.
"Falling" The player is currently falling down, not touching the ground.
"Flying" The player is currently flying, not touching the ground.
"MenuOpen" Returns true if the Game Menu window is open (ESC)
"Dead" The player is currently dead.
"Has Pet" The player's pet is alive
"Pet HasTarget" Players pet has target
"Pet Happy" Pet happienss is green
"Mounted" Player riding on a mount (druid form excluded)
"BagFull" Inventory is full
"BagGreyItem" Indicates that there are at least one Grey Quality level item.
"Items Broken" Has any broken(red) worn item
"HasRangedWeapon" Has equipped ranged weapon (wand/crossbow/bow/gun)
"HasAmmo" AmmoSlot has equipped ammo and count is greater than zero
"Casting" The player is currently casting any spell.
"HasTarget" The player currently has a target.
"TargetAlive" The player currently has an alive target.
"TargetHostile" The player currently target is hostile.
"InMeleeRange" Target is approximately 0-5 yard range
"InCloseMeleeRange" Target is approximately 0-2 yard range
"InDeadZoneRange" Target is approximately 5-11 yard range
"InCombatRange" Class based - Have any ability which allows you to attack target from current place
"OutOfCombatRange" Negated value of "InCombatRange"
"AutoAttacking" Auto spell Auto Attack is active
"Shooting" (wand) Auto spell Shoot is active
"AutoShot" (hunter) Auto spell Auto Shot is active
"HasMainHandEnchant" Indicates that main hand weapon has active poison/sharpening stone/shaman buff effect
"HasOffHandEnchant" Indicates that off hand weapon has active poison/sharpening stone/shaman buff effect
BuffsDebuffs
Class Buff Condition
All "Well Fed"
All "Eating"
All "Drinking"
All "Mana Regeneration"
All "Clearcasting"
Druid "Mark of the Wild"
Druid "Thorns"
Druid "Tiger's Fury"
Druid "Prowl"
Druid "Rejuvenation"
Druid "Regrowth"
Druid "Omen of Clarity"
Mage "Frost Armor"
Mage "Ice Armor"
Mage "Molten Armor"
Mage "Mage Armor"
Mage "Arcane Intellect"
Mage "Ice Barrier"
Mage "Ward"
Mage "Fire Power"
Mage "Mana Shield"
Mage "Presence of Mind"
Mage "Arcane Power"
Paladin "Seal of Righteousness"
Paladin "Seal of the Crusader"
Paladin "Seal of Command"
Paladin "Seal of Wisdom"
Paladin "Seal of Light"
Paladin "Seal of Blood"
Paladin "Seal of Vengeance"
Paladin "Blessing of Might"
Paladin "Blessing of Protection"
Paladin "Blessing of Wisdom"
Paladin "Blessing of Kings"
Paladin "Blessing of Salvation"
Paladin "Blessing of Sanctuary"
Paladin "Blessing of Light"
Paladin "Righteous Fury"
Paladin "Divine Protection"
Paladin "Avenging Wrath"
Paladin "Holy Shield"
Paladin "Divine Shield"
Priest "Fortitude"
Priest "Inner Fire"
Priest "Divine Spirit"
Priest "Renew"
Priest "Shield"
Rogue "Slice And Dice"
Rogue "Stealth"
Warlock "Demon Armor"
Warlock "Demon Skin"
Warlock "Shadow Trance"
Warlock "Soulstone Resurraction"
Warlock "Soul Link"
Warlock "Fel Armor"
Warlock "Fel Domination"
Warlock "Demonic Sacrifice"
Warlock "Sacrifice"
Warrior "Battle Shout"
Warrior "Bloodrage"
Shaman "Lightning Shield"
Shaman "Water Shield"
Shaman "Shamanistic Focus"
Shaman "Focused"
Shaman "Stoneskin"
Hunter "Aspect of the Cheetah"
Hunter "Aspect of the Pack"
Hunter "Aspect of the Hawk"
Hunter "Aspect of the Monkey"
Hunter "Aspect of the Viper"
Hunter "Aspect of the Dragonhawk"
Hunter "Lock and Load"
Hunter "Rapid Fire"
Hunter "Quick Shots"
Hunter "Trueshot Aura"
Death Knight "Blood Tap"
Death Knight "Horn of Winter"
Death Knight "Icebound Fortitude"
Death Knight "Path of Frost"
Death Knight "Anti-Magic Shell"
Death Knight "Army of the Dead"
Death Knight "Vampiric Blood"
Death Knight "Dancing Rune Weapon"
Death Knight "Unbreakable Armor"
Death Knight "Bone Shield"
Death Knight "Summon Gargoyle"
Death Knight "Freezing Fog"
Class Debuff Condition
Druid "Demoralizing Roar"
Druid "Faerie Fire"
Druid "Rip"
Druid "Moonfire"
Druid "Entangling Roots"
Druid "Rake"
Paladin "Judgement of the Crusader"
Paladin "Hammer of Justice"
Paladin "Judgement of Wisdom"
Paladin "Judgement of Light"
Paladin "Judgement of Justice"
Paladin "Judgement of Any"
Mage "Frostbite"
Mage "Slow"
Priest "Shadow Word: Pain"
Warlock "Curse of"
Warlock "Curse of Weakness"
Warlock "Curse of Elements"
Warlock "Curse of Recklessness"
Warlock "Curse of Shadow"
Warlock "Curse of Agony"
Warlock "Siphon Life"
Warlock "Corruption"
Warlock "Immolate"
Warrior "Rend"
Warrior "Thunder Clap"
Warrior "Hamstring"
Warrior "Charge Stun"
Hunter "Serpent Sting"
Hunter "Hunter's Mark"
Hunter "Viper Sting"
Hunter "Explosive Shot"
Hunter "Black Arrow"
Death Knight "Blood Plague"
Death Knight "Frost Fever"
Death Knight "Strangulate"
Death Knight "Chains of Ice"

e.g.

"Requirement": "!Well Fed"         // I am not well fed.
"Requirement": "not Thorns"        // I don't have the thorns buff.
"Requirement": "AutoAttacking"     // "Auto Attack" spell is active.
"Requirement": "Shooting"          // "Shoot" spell is active.
"Requirement": "Items Broken"      // Worn armor is broken (red).
"Requirement": "BagFull"           // Inventory is full.
"Requirement": "HasRangedWeapon"   // Has an item equipped at the ranged slot.
"Requirement": "InMeleeRange"      // Determines if the target is in melee range (0-5 yard)
"Requirement": "!F_Thorns"         // Focus don't have the thorns buff.
"Requirement": "F_Rejuvenation"    // Focus Has Rejuvenation buff active.

SpellInRange requirements

Allow requirements about spell range to be used, the spell in question depends upon the class being played.

"SpellInRange:0" or "not SpellInRange:0" for a Warrior is Charge and for a Mage is Fireball.

This might be useful if you were close enough for a Fireball, but not for a Frostbolt.

Formula: SpellInRange:[Numeric integer value/IntVariablesKey]

Class Spell id
Rogue Sinister Strike 0
Rogue Throw 1
Rogue Shoot Gun 2
Druid Wrath 0
Druid Bash 1
Druid Rip 2
Druid Maul 3
Druid Healing Touch 4
Druid Mark of the Wild 5
Druid Regrowth 6
Druid Rejuvenation 7
Druid Thorns 8
Warrior Charge 0
Warrior Rend 1
Warrior Shoot Gun 2
Warrior Throw 3
Priest Shadow Word: Pain 0
Priest Shoot 1
Priest Mind Flay 2
Priest Mind Blast 3
Priest Smite 4
Priest Divine Spirit 5
Priest Power World: Fortitude 6
Priest Power Word: Shield 7
Priest Lesser Heal 8
Priest Prayer of Mending 9
Priest Renew 10
Priest Shadow Protection 11
Paladin Judgement 0
Paladin Exorcism 1
Paladin Flash Heal 2
Paladin Holy Light 3
Paladin Blessing of * 4
Paladin Greater Blessing of * 5
Mage Fireball 0
Mage Shoot 1
Mage Pyroblast 2
Mage Frostbolt 3
Mage Fire Blast 4
Hunter Raptor Strike 0
Hunter Auto Shot 1
Hunter Serpent Sting 2
Hunter Feed Pet 3
Warlock Shadow Bolt 0
Warlock Shoot 1
Warlock Health Funnel 2
Shaman Lightning Bolt 0
Shaman Earth Shock 1
Shaman Healing Wave 2
Shaman Lesser Healing Wave 3
Shaman Water Breathing 4
Shaman Chain Heal 5
Shaman Earth Shield 6
Death Knight Icy Touch 0
Death Knight Death Coil 1
Death Knight Death Grip 2
Death Knight Dark Command 3
Death Knight Raise Dead 4

Shared CheckInteractDistance API

Note: It only works outside of combat since 16th Nov 2023

Unit id
focustarget Inspect 12
focustarget Trade 13
focustarget Duel 14
focus Inspect 15
focus Trade 16
focus Duel 17
pet Inspect 18
pet Trade 19
pet Duel 20
target Inspect 21
target Trade 22
target Duel 23

e.g.

"Requirement": "SpellInRange:4"
"Requirements": ["Health% < 80", "SpellInRange:2"]

Target Casting Spell requirement

Combined with the KeyAction.UseWhenTargetIsCasting property, this requirement can limit on which enemy target spell your character will react or ignore.

Firstly "TargetCastingSpell" as it is without mentioning any spellID. Simply tells if the target is doing any cast at all.

Secondly can specify the following Format "TargetCastingSpell:spellID1,spellID2,..." which translates to "if Target is casting spellID1 OR spellID2 OR ...".

e.g. Rogue_20.json

{
    "Name": "Kick",
    "UseWhenTargetIsCasting": true
},
{
    "Name": "Kick",
    "Requirement": "not TargetCastingSpell"
},
{
    "Name": "Kick",
    "UseWhenTargetIsCasting": true,
    "Requirement": "TargetCastingSpell:9053,11443"
},
{
    "Name": "Kick",
    "Requirement": "not TargetCastingSpell:11443"
}

Interrupt Requirement

Every KeyAction has individual Interrupt(s) condition(s) which are Requirement(s) to stop execution before fully finishing it.

As of now every Goal groups has a default Interrupt.

Here's and example for low level Hunters, while playing without a pet companion take advantage of interrupt.

It attempts to step back for a maximum 3000ms duration however this can be interrupted either

  • losing the current target
  • the next Auto Shot coming in 500ms

This 500ms duration is the reload animation time, while the player has to stay still.

"Combat": {
    "Sequence": [
        //...
        {
        "Name": "Stepback",
        "Key": "S",
        "PressDuration": 3000,
        "BaseAction": true,
        "Requirements": [
            "LastAutoShotMs < 400",
            "!InMeleeRange",
            "AutoShot"
        ],
        "Interrupt": "RangedSwing < -500 && TargetAlive"
        },
        //...
    ]
}

Modes

The default mode for the bot is to grind, but there are other modes. The mode is set in the root of the class file.

e.g. Rogue.json

{
    "PathFilename": "Herb_EPL.json",
    "Mode": "AttendedGather",
    "GatherFindKeys":  ["1","2"]
}

The available modes are:

Mode Description
"Grind" Default mode.
Follows the Route. Attempts to find Non-Blacklist targets to kill.
(if enabled) Attempts to "Loot" and GatherCorpse nearby corpses.
(if exists) Executes "Adhoc", "NPC", "Parallel", "Pull", "Combat", "Wait" Sequences
"AttendedGrind" Similair to "Grind".
Navigation(Follow Route Goal) disabled.
The only difference is that you control the route, and select what target to kill.
"CorpseRun" Relies on navigation. Follows the Route
Runs back to the corpse after dies.
Can be useful if you are farming an instance and die, the bot will run you back some or all of the way to the instance entrance.
"AttendedGather" Have to Start Bot under Gather tab and stay at Gather tab.
Follows the Route and scan the minimap for the yellow nodes which indicate a herb or mining node.
Once one or more present, the navigation stops and alerts you by playing beeping sound!
You have to click at the herb/mine. In the LogComponent the necessary prompt going be shown to proceed.
Important note: Falling and Jumping means the same thing, if you lose the ground the bot going to take over the control! Be patient.
(if exists) Executes "Adhoc", "NPC", "Parallel", "Pull", "Combat", "Wait" Sequences
"AssistFocus" Navigation(Follow Route Goal) disabled.
Requires a friendly focus to exists. Follows the focus target.
Once a friendly focustarget in 11 yard range attempts to Interact with it.
Once a hostile focustarget in-combat exists, attempts to assist it (kill it).
After leaving combat, (if enabled) attempts to Loot and GatherCorpse nearby corpses.
Works inside Instances.
(if exists) Executes "Adhoc", "Parallel", "Pull", "AssistFocus", "Combat", "Wait" Sequences.
Note: In Vanilla focus dosen't exists, so instead using party1. Party is required.

User Interface

Other devices

The user interface is shown in a browser on port 5000 http://localhost:5000. This allows you to view it from another device on your lan.

To access you PC port 5000 from another device, you will need to open up port 5000 in your firewall.

Control Panel\System and Security\Windows Defender Firewall - Advanced Settings

  • Inbound Rules
  • New Rule
  • Port
  • TCP
  • Specific local ports: 5000
  • Allow the Connection
  • Private, Public, Domain (You may get away with just Private)
  • Name "Wow bot"

Components

The UI has the following components:

Screenshot

Note: Due the high resource usage of the component, it does not updated all the time, only when a given Core component requires it.

Screenshot Component

Player Summary

Show the player state. A hyper link to wowhead appears for the mob you are fighting so you can check out what it drops.

Player Summary

Route

This component shows:

  • The main path
  • Your location
  • The location of any deaths
  • Pathed routes

Route

Pathed routes are shown in Green.

Pathed route

Goal

This component contains a button to allow the bot to be enabled and disabled.

This displays the finite state machine. The state is goal which can run and has the highest priority. What determines if the goal can run are its pre-conditions such as having a target or being in combat. The executing goal is allowed to complete before the next goal is determined.

Some goals (combat,pull target) contain a list of spells which can be cast. The combat task evaluates its spells in order with the first available being cast. The goal then gives up control so that a higher priority task can take over (e.g. Healing potion).

The visualisation of the pre-conditions and spell requirement(s) makes it easier to understand what the bot is doing and determine if the class file needs to be tweaked.

Goals

Recording a Path

Various path are needed by the bot:

The path to run when grinding (PathFilename in root of class files).

"PathFilename": "16_LochModan.json",
"PathThereAndBack": true,
"PathReduceSteps": false,

The short path to get to the vendor/repairer when there are obstacles close to them (PathFilename withing NPC task):

{
    "Name": "Sell",
    "Key": "C",
    "Requirement": "BagFull",
    "PathFilename": "Tanaris_GadgetzanKrinkleGoodsteel.json",
    "Cost": 6
}

Recording a new path

To record a new path place your character where the start of the path should be, then click on the 'Record Path' option on the left hand side of the bot's browser window. Then click 'Record New'.

New Path

Now walk the path the bot should take.

If you make a mistake you can remove spots by clicking on them on the list on the right. Then either enter new values for the spot or click 'Remove'.

For tricky parts you may want to record spots close together by using the 'Distance between spots' slider (Smaller number equals closer together).

Once the path is complete click 'Save'. This path will be saved with a generic filename e.g. Path_20201108112650.json, you will need to go into your /Json/path and rename it to something sensible.

Recording Path

Types of paths

There and back

"PathThereAndBack": true

These paths are run from one end to the other and then walked backwards back to the start. So the end does not need to be near the start.

There and back path

Joined up

"PathThereAndBack": false

These paths are run from one end to the other and then repeated. So the path needs to join up with itself i.e. the end needs to be near the start.

Circular path

Tips

Try to avoid the path getting too close to:

  • Obstactles like trees, houses.
  • Steep hills or cliffs (falling off one can make the bot get stuck).
  • Camps/groups of mobs.
  • Elite mob areas, or solo elite paths.

The best places to grind are:

  • Places with non casters i.e. beasts. So that they come to you when agro'd.
  • Places where mobs are far apart (so you don't get adds).
  • Places with few obstacles.
  • Flat ground.

V1 Remote Pathing - PathingAPI

Pathing is built into the bot so you don't need to do anything special except download the MPQ files. You can though run it on its own server to visualise routes as they are created by the bot, or to play with route finding.

The bot will try to calculate a path in the following situations:

  • Travelling to a vendor or repair.
  • Doing a corpse run.
  • Resuming the grind path at startup, after killing a mob, or if the distance to the next stop in the path is not a short distance.

Video:

Pathing Video Youtube

Running on its own server.

In visual studio just set PathingAPI as the startup project or from the command line:

cd C:\WowClassicGrindBot\PathingAPI
dotnet run --configuration Release

Then in a browser go to http://localhost:5001

There are 3 pages:

  • Watch API Calls
  • Search
  • Route
  • Swagger

Requests to the API can be done in a new browser tab like this or via the Swagger tab. You can then view the result in the Watch API calls viewer.

http://localhost:5001/api/PPather/MapRoute?map1=1446&x1=51.0&y1=29.3&map2=1446&x2=38.7&y2=20.1

Search gives some predefined locations to search from and to.

Running it along side the bot

In visual studio right click the solution and set Multiple startup projects to BlazorServer and PathingApi and run.

Or from 2 command lines dotnet run each.

cd c:\WowClassicGrindBot\PathingAPI
dotnet run --configuration Release
cd c:\WowClassicGrindBot\BlazorServer
dotnet run --configuration Release

As a library used within the bot

The bot will use the PathingAPI to work out routes, these are shown on the route map as green points.

Pathed Route

Macros

Warlock heal macro used in warlock profiles.

#showtooltip Create Healthstone
/use Minor Healthstone
/use Lesser Healthstone
/use Healthstone
/use Greater Healthstone
/use Major Healthstone
/use Master Healthstone
/stopmacro [combat]
/cast [nocombat] Create Healthstone

Hunter feedpet macro replace Roasted Quail with the proper diet

#showtooltip
/cast Feed Pet
/use Roasted Quail

Hunter sumpet macro

#showtooltip
/cast [target=pet,dead] Revive Pet
/cast [target=pet,noexists] Call Pet

Rogue weapon enchant (use 17 for second weapon):

#showtooltip
/use Instant Poison V 
/use 16
/click StaticPopup1Button1 

Melee weapon enchant:

#showtooltip
/use Dense Sharpening Stone
/use 16
/click StaticPopup1Button1

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