[C#][Source] BlackRain - Simple Object Manager Library menu

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  1. #61
    ~Unknown~'s Avatar Contributor
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    Originally Posted by Seifer View Post
    Thanks. And I prefer lists over dictionaries, because I have no reason whatsoever to use the TKey, TValue structure, I just want a list of my objects and then use LINQ to search what I need, rather than Dictionary[index] and Dictionarty.ContainsKey stuff, which - in my opinion - is just rubbish. Feel free to use dictionaries for it, though. :P

    And no, I don't plan to implement locks in the near future.

    Yea I figured it was just a preference. I don't care either way tbh. Using Lists can be considered easier for some.
    Not that it would be your job to put in locks anyway. Whoever uses this should be smart enough to use them if they are using many threads anyway.
    All in all though great work!
    Originally Posted by Kryso View Post
    I personally use Dictionary because in theory it should be faster than list when we are refreshing it, unless you are destroying and re-creating all objects in which case speed should be about the same.
    Yea in my implementation I use Dictionaries as well for that same reason. That's the only reason I asked, because I wasn't sure if I was right or not.

    [C#][Source] BlackRain - Simple Object Manager Library
  2. #62
    Apoc's Avatar Angry Penguin
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    Both collections use hashtables internally.

    Dictionaries are faster depending on what you're doing. (Plus it's a direct lookup, instead of an iteration to look it up)

    For things like storing objects by GUIDs, a dictionary is quite a bit faster than iterating a list each time.

  3. #63
    Seifer's Avatar Site Donator
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    Originally Posted by Apoc View Post
    Both collections use hashtables internally.

    Dictionaries are faster depending on what you're doing. (Plus it's a direct lookup, instead of an iteration to look it up)

    For things like storing objects by GUIDs, a dictionary is quite a bit faster than iterating a list each time.
    If going with Dictionaries, is there a more efficient way to pull out the object rather than using myDictionary[indexGuid].Health? That got pretty tedious. (Talking about over a year ago, when I was completely new to this, so I probably missed something)

  4. #64
    MaiN's Avatar Elite User
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    Originally Posted by Seifer View Post
    If going with Dictionaries, is there a more efficient way to pull out the object rather than using myDictionary[indexGuid].Health? That got pretty tedious. (Talking about over a year ago, when I was completely new to this, so I probably missed something)
    What are you talking about? It works exactly like a list except the indexer uses a hash code instead of an index.
    [16:15:41] Cypher: caus the CPU is a dick
    [16:16:07] kynox: CPU is mad
    [16:16:15] Cypher: CPU is all like
    [16:16:16] Cypher: whatever, i do what i want

  5. #65
    Robske's Avatar Contributor
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    Originally Posted by MaiN View Post
    What are you talking about? It works exactly like a list except the indexer uses a hash code instead of an index.
    If this is a reply to the List vs. Dictionary discussion, searching for a particular key in a Dictionary will be faster than iterating over a List.

    If memory serves searching for a particular key in a Dictionary will have a time complexity of O(1) in the best case, something you certainly can't realistically achieve with a List (which was Apoc's point)
    Last edited by Robske; 06-02-2010 at 06:42 PM.
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  6. #66
    MaiN's Avatar Elite User
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    Originally Posted by Robske View Post
    If this is a reply to the List vs. Dictionary discussion, searching for a particular key in a Dictionary will be faster than iterating over a List.

    If memory serves searching for a particular key in a Dictionary will have a time complexity of O(1) in the best case, something you certainly can't realistically achieve with a List (which was Apoc's point)
    I know. I was talking about access of elements.
    [16:15:41] Cypher: caus the CPU is a dick
    [16:16:07] kynox: CPU is mad
    [16:16:15] Cypher: CPU is all like
    [16:16:16] Cypher: whatever, i do what i want

  7. #67
    Grape's Avatar Member
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    Extreamly usefull
    Is there gonna be a update for Unit names?

  8. #68
    Jackedy129's Avatar Member
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    My mistake...
    Last edited by Jackedy129; 06-03-2010 at 11:12 AM.

  9. #69
    Seifer's Avatar Site Donator
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    Originally Posted by Grape View Post
    Extreamly usefull
    Is there gonna be a update for Unit names?
    I'll likely put that in soon.

  10. #70
    tarends's Avatar Member
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    Hi all,

    Im quite new to C# so dont start flaming at the start.

    I have been exited to see a library like this here as i have been a user of many bots for a long time. And at this moment i am nearly dont with my study as web develloper so i know little about building classes etc.

    At the moment im just looking around with the library to see what things i can use and what everything does.

    For somebody who did not found out.

    i wrote a small function to get the distance from the current toon to a certain position (X, Y, Z).

    Code:
    public double distanceFromMe(float nX, float nY, float nZ)
            {
                return Math.Sqrt((Math.Pow((double)(ObjectManager.Me.X - nX), 2.0) + Math.Pow((double)(ObjectManager.Me.Y - nY), 2.0)) + Math.Pow((double)(ObjectManager.Me.Z - nZ), 2.0));
            }
    Its just simple but im still learning etc.

    I was wondering if somebody like to share how he found out to get the name of a object.
    At this moment im looking for the names of a object with the type of 3. but i does not really matter as i think it will be the same with all objects.

  11. #71
    Grape's Avatar Member
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    WowUnit.cs

    Code:
    /// <summary>
    /// The name of the unit.
    /// </summary>
    public string Name
    {
         get { return ObjectManager.Memory.ReadASCIIString(ObjectManager.Memory.ReadUInt(ObjectManager.Memory.ReadUInt(BaseAddress + 0x964) + 0x5c), 24); }
    }

  12. #72
    eLaps's Avatar Active Member
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    Originally Posted by Grape View Post
    WowUnit.cs
    Simpler using the object's vtable.
    But that's not the topic and if someone isn't capable to find it by himself, he's not going to do much in this section (google with "site:mmowned.com keyword").

    ps @MaiN below me: you must be right for that...... never tried out of process.
    Last edited by eLaps; 06-04-2010 at 03:41 PM.

  13. #73
    MaiN's Avatar Elite User
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    Originally Posted by eLaps View Post
    Simpler using the object's vtable.
    But that's not the topic and if someone isn't capable to find it by himself, he's not going to do much in this section (google with "site:mmowned.com keyword").
    Not when you are out of process......
    [16:15:41] Cypher: caus the CPU is a dick
    [16:16:07] kynox: CPU is mad
    [16:16:15] Cypher: CPU is all like
    [16:16:16] Cypher: whatever, i do what i want

  14. #74
    Seifer's Avatar Site Donator
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    Originally Posted by tarends View Post
    i wrote a small function to get the distance from the current toon to a certain position (X, Y, Z).

    Code:
    public double distanceFromMe(float nX, float nY, float nZ)
            {
                return Math.Sqrt((Math.Pow((double)(ObjectManager.Me.X - nX), 2.0) + Math.Pow((double)(ObjectManager.Me.Y - nY), 2.0)) + Math.Pow((double)(ObjectManager.Me.Z - nZ), 2.0));
            }
    Its just simple but im still learning etc.

    I was wondering if somebody like to share how he found out to get the name of a object.
    At this moment im looking for the names of a object with the type of 3. but i does not really matter as i think it will be the same with all objects.
    Apoc posted a class called Point somewhere around the boards, which simplifies the math you are trying to do by a great deal. The class includes distance and the lot, I believe.

    As for the name, the objects are all stored in ObjectManager.Objects, so looping like:
    Code:
    foreach (WowUnit obj in ObjectManager.Objects.OfType<WowUnit>()) {  }
    And implementing what Grape posted below me, to call obj.Name should get you sorted.

  15. #75
    DarkLinux's Avatar Former Staff
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    How important are the new updates from May 31? I hate to update the code and mess all my code I have added to it.

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