muffin v6.12
This commit is contained in:
parent
060278c1b7
commit
155fbee291
59 changed files with 40083 additions and 58104 deletions
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@ -5,6 +5,7 @@ using System.Linq;
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using System.Numerics;
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using Dalamud.Game.ClientState.Conditions;
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using Dalamud.Game.ClientState.Keys;
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using Dalamud.Game.ClientState.Objects.SubKinds;
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using Dalamud.Game.Gui.Toast;
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using Dalamud.Game.Text.SeStringHandling;
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using Dalamud.Plugin.Services;
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@ -289,11 +290,11 @@ internal sealed class QuestController : MiniTaskController<QuestController>
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_safeAnimationEnd = DateTime.Now.AddSeconds(1f + num);
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}
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}
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UpdateCurrentQuest();
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if (AutomationType == EAutomationType.Manual && !IsRunning && !IsQuestWindowOpen)
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{
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return;
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}
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UpdateCurrentQuest();
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if (!_clientState.IsLoggedIn)
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{
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StopAllDueToConditionFailed("Logged out");
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@ -320,6 +321,17 @@ internal sealed class QuestController : MiniTaskController<QuestController>
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return;
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}
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}
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if (_configuration.Stop.Enabled && _configuration.Stop.SequenceToStopAfter && CurrentQuest != null)
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{
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int sequence = CurrentQuest.Sequence;
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if (sequence >= _configuration.Stop.TargetSequence && IsRunning)
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{
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_logger.LogInformation("Reached quest sequence stop condition (sequence: {CurrentSequence}, target: {TargetSequence})", sequence, _configuration.Stop.TargetSequence);
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_chatGui.Print($"Quest sequence {sequence} reached target sequence {_configuration.Stop.TargetSequence}.", "Questionable", 576);
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Stop($"Sequence stop condition reached [{sequence}]");
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return;
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}
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}
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bool flag = AutomationType == EAutomationType.Automatic && (_taskQueue.AllTasksComplete || _taskQueue.CurrentTaskExecutor?.CurrentTask is WaitAtEnd.WaitQuestAccepted);
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bool flag2;
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if (flag)
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@ -331,14 +343,14 @@ internal sealed class QuestController : MiniTaskController<QuestController>
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if (step == 0 || step == 255)
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{
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flag2 = true;
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goto IL_02de;
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goto IL_0422;
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}
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}
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flag2 = false;
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goto IL_02de;
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goto IL_0422;
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}
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goto IL_02e2;
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IL_02e2:
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goto IL_0426;
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IL_0426:
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if (flag && DateTime.Now >= CurrentQuest.StepProgress.StartedAt.AddSeconds(15.0))
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{
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lock (_progressLock)
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@ -354,23 +366,32 @@ internal sealed class QuestController : MiniTaskController<QuestController>
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UpdateCurrentTask();
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}
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return;
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IL_02de:
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IL_0422:
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flag = flag2;
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goto IL_02e2;
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goto IL_0426;
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}
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private void CheckAutoRefreshCondition()
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{
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if (!_configuration.General.AutoStepRefreshEnabled || AutomationType != EAutomationType.Automatic || !IsRunning || CurrentQuest == null || !_clientState.IsLoggedIn || _clientState.LocalPlayer == null || DateTime.Now < _lastAutoRefresh.AddSeconds(5.0))
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if (!ShouldCheckAutoRefresh() || DateTime.Now < _lastAutoRefresh.AddSeconds(5.0))
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{
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return;
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}
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if (_condition[ConditionFlag.InCombat] || _condition[ConditionFlag.Unconscious] || _condition[ConditionFlag.BoundByDuty] || _condition[ConditionFlag.InDeepDungeon] || _condition[ConditionFlag.WatchingCutscene] || _condition[ConditionFlag.WatchingCutscene78] || _condition[ConditionFlag.BetweenAreas] || _condition[ConditionFlag.BetweenAreas51] || _gameFunctions.IsOccupied() || _movementController.IsPathfinding || _movementController.IsPathRunning || !_movementController.IsNavmeshReady || _taskQueue.CurrentTaskExecutor?.CurrentTask.GetType().Namespace == typeof(WaitAtEnd).Namespace || DateTime.Now < _safeAnimationEnd)
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if (ShouldPreventAutoRefresh())
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{
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_lastProgressUpdate = DateTime.Now;
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return;
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}
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Vector3 position = _clientState.LocalPlayer.Position;
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IPlayerCharacter localPlayer = _clientState.LocalPlayer;
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if (localPlayer == null)
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{
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return;
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}
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Vector3 position = localPlayer.Position;
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if (CurrentQuest == null)
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{
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return;
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}
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ElementId id = CurrentQuest.Quest.Id;
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byte sequence = CurrentQuest.Sequence;
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int step = CurrentQuest.Step;
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@ -395,6 +416,79 @@ internal sealed class QuestController : MiniTaskController<QuestController>
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}
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}
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private bool ShouldCheckAutoRefresh()
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{
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if (_configuration.General.AutoStepRefreshEnabled && AutomationType == EAutomationType.Automatic && IsRunning && CurrentQuest != null && _clientState.IsLoggedIn)
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{
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return _clientState.LocalPlayer != null;
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}
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return false;
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}
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private bool ShouldPreventAutoRefresh()
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{
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if (HasWaitingTasks())
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{
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return true;
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}
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if (HasManualInterventionStep())
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{
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return true;
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}
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if (HasSystemConditionsPreventingRefresh())
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{
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return true;
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}
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if (HasConfigurationConditionsPreventingRefresh())
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{
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return true;
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}
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return false;
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}
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private bool HasWaitingTasks()
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{
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ITask task = _taskQueue.CurrentTaskExecutor?.CurrentTask;
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if (task is WaitAtEnd.WaitObjectAtPosition || task is WaitAtEnd.WaitForCompletionFlags)
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{
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return true;
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}
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return false;
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}
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private bool HasManualInterventionStep()
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{
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switch (GetNextStep().Step?.InteractionType)
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{
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case EInteractionType.WaitForManualProgress:
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case EInteractionType.Duty:
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case EInteractionType.SinglePlayerDuty:
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case EInteractionType.Snipe:
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case EInteractionType.Instruction:
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return true;
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default:
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return false;
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}
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}
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private bool HasSystemConditionsPreventingRefresh()
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{
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if (_movementController.IsNavmeshReady && !_condition[ConditionFlag.InCombat] && !_condition[ConditionFlag.Unconscious] && !_condition[ConditionFlag.BoundByDuty] && !_condition[ConditionFlag.InDeepDungeon] && !_condition[ConditionFlag.WatchingCutscene] && !_condition[ConditionFlag.WatchingCutscene78] && !_condition[ConditionFlag.BetweenAreas] && !_condition[ConditionFlag.BetweenAreas51] && !_gameFunctions.IsOccupied() && !_movementController.IsPathfinding && !_movementController.IsPathRunning)
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{
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return DateTime.Now < _safeAnimationEnd;
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}
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return true;
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}
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private bool HasConfigurationConditionsPreventingRefresh()
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{
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if (_configuration.Advanced.PreventQuestCompletion)
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{
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return CurrentQuest?.Sequence == byte.MaxValue;
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}
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return false;
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}
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private void UpdateCurrentQuest()
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{
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lock (_progressLock)
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@ -417,6 +511,20 @@ internal sealed class QuestController : MiniTaskController<QuestController>
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_pendingQuest = null;
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CheckNextTasks("Pending quest accepted");
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}
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if (_startedQuest != null && !_questFunctions.IsQuestAccepted(_startedQuest.Quest.Id))
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{
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if (_startedQuest.Quest.Info.IsRepeatable)
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{
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_logger.LogInformation("Repeatable quest {QuestId} is no longer accepted, clearing started quest", _startedQuest.Quest.Id);
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}
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else if (!_questFunctions.IsQuestComplete(_startedQuest.Quest.Id))
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{
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_logger.LogInformation("Quest {QuestId} was abandoned, clearing started quest", _startedQuest.Quest.Id);
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_startedQuest = null;
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Stop("Quest abandoned");
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return;
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}
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}
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if (_simulatedQuest == null && _nextQuest != null && !((!_nextQuest.Quest.Info.IsRepeatable) ? (!_questFunctions.IsQuestAcceptedOrComplete(_nextQuest.Quest.Id)) : (!_questFunctions.IsQuestAccepted(_nextQuest.Quest.Id))))
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{
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_logger.LogInformation("Next quest {QuestId} accepted or completed", _nextQuest.Quest.Id);
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@ -425,21 +533,37 @@ internal sealed class QuestController : MiniTaskController<QuestController>
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_startedQuest = _nextQuest;
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AutomationType = EAutomationType.SingleQuestB;
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}
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else if (_questFunctions.IsQuestAccepted(_nextQuest.Quest.Id))
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{
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QuestProgressInfo questProgressInfo = _questFunctions.GetQuestProgressInfo(_nextQuest.Quest.Id);
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if (questProgressInfo != null)
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{
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_startedQuest = new QuestProgress(_nextQuest.Quest, questProgressInfo.Sequence);
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_logger.LogInformation("Moving accepted next quest to started quest (sequence: {Sequence})", questProgressInfo.Sequence);
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_nextQuest = null;
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CheckNextTasks("Next quest already accepted");
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return;
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}
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_logger.LogWarning("Could not get quest progress info for accepted quest {QuestId}", _nextQuest.Quest.Id);
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}
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_logger.LogDebug("Started: {StartedQuest}", _startedQuest?.Quest.Id);
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_nextQuest = null;
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}
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byte b;
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QuestProgress questProgress;
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ElementId CurrentQuest;
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byte Sequence;
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MainScenarioQuestState State;
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if (_simulatedQuest != null)
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{
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b = _simulatedQuest.Sequence;
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questProgress = _simulatedQuest;
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}
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else if (_nextQuest != null && _questFunctions.IsReadyToAcceptQuest(_nextQuest.Quest.Id))
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else if (_nextQuest != null)
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{
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questProgress = _nextQuest;
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b = _nextQuest.Sequence;
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if (_nextQuest.Step == 0 && _taskQueue.AllTasksComplete && AutomationType == EAutomationType.Automatic)
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if (_questFunctions.IsReadyToAcceptQuest(_nextQuest.Quest.Id) && _nextQuest.Step == 0 && _taskQueue.AllTasksComplete && AutomationType == EAutomationType.Automatic)
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{
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ExecuteNextStep();
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}
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ExecuteNextStep();
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}
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}
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else
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else if (_startedQuest != null)
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{
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_questFunctions.GetCurrentQuest(AutomationType != EAutomationType.SingleQuestB).Deconstruct(out ElementId CurrentQuest, out byte Sequence, out MainScenarioQuestState State);
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ElementId elementId = CurrentQuest;
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b = Sequence;
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MainScenarioQuestState mainScenarioQuestState = State;
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(ElementId, byte)? tuple = (from x in ManualPriorityQuests
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where _questFunctions.IsReadyToAcceptQuest(x.Id) || _questFunctions.IsQuestAccepted(x.Id)
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select (Id: x.Id, _questFunctions.GetQuestProgressInfo(x.Id)?.Sequence ?? 0)).FirstOrDefault();
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if (tuple.HasValue)
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questProgress = _startedQuest;
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b = _startedQuest.Sequence;
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QuestProgressInfo questProgressInfo2 = _questFunctions.GetQuestProgressInfo(_startedQuest.Quest.Id);
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if (questProgressInfo2 != null && questProgressInfo2.Sequence != b)
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{
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(ElementId, byte) valueOrDefault = tuple.GetValueOrDefault();
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if ((object)valueOrDefault.Item1 != null)
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_logger.LogInformation("Updating started quest sequence from {OldSequence} to {NewSequence}", b, questProgressInfo2.Sequence);
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b = questProgressInfo2.Sequence;
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}
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if (AutomationType == EAutomationType.Manual || !IsRunning)
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{
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_questFunctions.GetCurrentQuest(AutomationType != EAutomationType.SingleQuestB).Deconstruct(out CurrentQuest, out Sequence, out State);
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ElementId elementId = CurrentQuest;
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byte sequence = Sequence;
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(ElementId, byte)? tuple = (from x in ManualPriorityQuests
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where _questFunctions.IsReadyToAcceptQuest(x.Id) || _questFunctions.IsQuestAccepted(x.Id)
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select (Id: x.Id, _questFunctions.GetQuestProgressInfo(x.Id)?.Sequence ?? 0)).FirstOrDefault();
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if (tuple.HasValue)
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{
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(elementId, b) = valueOrDefault;
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(ElementId, byte) valueOrDefault = tuple.GetValueOrDefault();
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if ((object)valueOrDefault.Item1 != null)
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{
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(elementId, sequence) = valueOrDefault;
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}
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}
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if (elementId != null && elementId.Value != 0 && _startedQuest.Quest.Id != elementId)
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{
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_logger.LogInformation("Game current quest changed from {OldQuest} to {NewQuest}, updating started quest", _startedQuest.Quest.Id, elementId);
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if (_questRegistry.TryGetQuest(elementId, out Quest quest))
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{
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_logger.LogInformation("Switching to new quest: {QuestName}", quest.Info.Name);
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_startedQuest = new QuestProgress(quest, sequence);
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if (_clientState.LocalPlayer != null && _clientState.LocalPlayer.Level < quest.Info.Level)
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{
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_logger.LogInformation("Stopping automation, player level ({PlayerLevel}) < quest level ({QuestLevel}", _clientState.LocalPlayer.Level, quest.Info.Level);
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Stop("Quest level too high");
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}
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questProgress = _startedQuest;
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}
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else
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{
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_logger.LogInformation("New quest {QuestId} not found in registry", elementId);
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}
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}
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}
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if (elementId == null || elementId.Value == 0)
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}
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else
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{
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_questFunctions.GetCurrentQuest(AutomationType != EAutomationType.SingleQuestB).Deconstruct(out CurrentQuest, out Sequence, out State);
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ElementId elementId2 = CurrentQuest;
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b = Sequence;
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MainScenarioQuestState mainScenarioQuestState = State;
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(ElementId, byte)? tuple3 = (from x in ManualPriorityQuests
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where _questFunctions.IsReadyToAcceptQuest(x.Id) || _questFunctions.IsQuestAccepted(x.Id)
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select (Id: x.Id, _questFunctions.GetQuestProgressInfo(x.Id)?.Sequence ?? 0)).FirstOrDefault();
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if (tuple3.HasValue)
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{
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(ElementId, byte) valueOrDefault2 = tuple3.GetValueOrDefault();
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if ((object)valueOrDefault2.Item1 != null)
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{
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(elementId2, b) = valueOrDefault2;
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}
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}
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if (elementId2 == null || elementId2.Value == 0)
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{
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if (_startedQuest != null)
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{
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@ -491,9 +662,9 @@ internal sealed class QuestController : MiniTaskController<QuestController>
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}
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else
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{
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if (_startedQuest == null || _startedQuest.Quest.Id != elementId)
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if (_startedQuest == null || _startedQuest.Quest.Id != elementId2)
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{
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Quest quest;
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Quest quest2;
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if (_configuration.Stop.Enabled && _startedQuest != null && _configuration.Stop.QuestsToStopAfter.Contains(_startedQuest.Quest.Id) && _questFunctions.IsQuestComplete(_startedQuest.Quest.Id))
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{
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ElementId id = _startedQuest.Quest.Id;
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@ -502,13 +673,13 @@ internal sealed class QuestController : MiniTaskController<QuestController>
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_startedQuest = null;
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Stop($"Stopping point [{id}] reached");
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}
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else if (_questRegistry.TryGetQuest(elementId, out quest))
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else if (_questRegistry.TryGetQuest(elementId2, out quest2))
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{
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_logger.LogInformation("New quest: {QuestName}", quest.Info.Name);
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_startedQuest = new QuestProgress(quest, b);
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if (_clientState.LocalPlayer != null && _clientState.LocalPlayer.Level < quest.Info.Level)
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_logger.LogInformation("New quest: {QuestName}", quest2.Info.Name);
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_startedQuest = new QuestProgress(quest2, b);
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if (_clientState.LocalPlayer != null && _clientState.LocalPlayer.Level < quest2.Info.Level)
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{
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_logger.LogInformation("Stopping automation, player level ({PlayerLevel}) < quest level ({QuestLevel}", _clientState.LocalPlayer.Level, quest.Info.Level);
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_logger.LogInformation("Stopping automation, player level ({PlayerLevel}) < quest level ({QuestLevel}", _clientState.LocalPlayer.Level, quest2.Info.Level);
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Stop("Quest level too high");
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return;
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}
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@ -533,7 +704,10 @@ internal sealed class QuestController : MiniTaskController<QuestController>
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if (questProgress == null)
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{
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DebugState = "No quest active";
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Stop("No quest active");
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if (!IsRunning)
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{
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Stop("No quest active");
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}
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return;
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}
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if (_gameFunctions.IsOccupied() && !_gameFunctions.IsOccupiedWithCustomDeliveryNpc(questProgress.Quest))
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@ -739,6 +913,13 @@ internal sealed class QuestController : MiniTaskController<QuestController>
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}
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}
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public void SetStartedQuest(Quest quest, byte sequence = 0)
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{
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_logger.LogInformation("Setting started quest: {QuestId}", quest.Id);
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_startedQuest = new QuestProgress(quest, sequence);
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_nextQuest = null;
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}
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public void SetGatheringQuest(Quest? quest)
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{
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_logger.LogInformation("GatheringQuest: {QuestId}", quest?.Id);
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