muffin v6.13
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c8197297b2
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4 changed files with 1244 additions and 978 deletions
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@ -520,6 +520,18 @@ internal sealed class QuestController : MiniTaskController<QuestController>
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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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(ElementId, byte)? tuple = (from x in ManualPriorityQuests
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where _questFunctions.IsReadyToAcceptQuest(x.Id)
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select ((ElementId Id, byte))(Id: x.Id, 0)).FirstOrDefault();
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if (tuple.HasValue)
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{
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(ElementId, byte) valueOrDefault = tuple.GetValueOrDefault();
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if ((object)valueOrDefault.Item1 != null && _questRegistry.TryGetQuest(valueOrDefault.Item1, out Quest quest))
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{
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_logger.LogInformation("Setting priority quest {QuestId} as next quest", valueOrDefault.Item1);
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SetNextQuest(quest);
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}
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}
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_startedQuest = null;
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Stop("Quest abandoned");
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return;
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@ -551,9 +563,8 @@ internal sealed class QuestController : MiniTaskController<QuestController>
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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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ElementId elementId;
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MainScenarioQuestState mainScenarioQuestState;
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if (_simulatedQuest != null)
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{
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b = _simulatedQuest.Sequence;
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@ -577,8 +588,38 @@ internal sealed class QuestController : MiniTaskController<QuestController>
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ExecuteNextStep();
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}
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}
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else if (_startedQuest != null)
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else
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{
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ElementId CurrentQuest;
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byte Sequence;
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MainScenarioQuestState State;
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if (_startedQuest == null)
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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 = CurrentQuest;
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b = Sequence;
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mainScenarioQuestState = State;
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(ElementId, byte)? tuple2 = (from x in ManualPriorityQuests
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where _questFunctions.IsQuestAccepted(x.Id)
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select (Id: x.Id, _questFunctions.GetQuestProgressInfo(x.Id)?.Sequence ?? 0)).FirstOrDefault();
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if (tuple2.HasValue)
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{
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(ElementId, byte) valueOrDefault2 = tuple2.GetValueOrDefault();
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if ((object)valueOrDefault2.Item1 != null)
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{
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(elementId, b) = valueOrDefault2;
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goto IL_0813;
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}
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}
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Quest quest2 = ManualPriorityQuests.FirstOrDefault((Quest x) => _questFunctions.IsReadyToAcceptQuest(x.Id));
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if (quest2 != null)
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{
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_logger.LogInformation("Setting ready priority quest {QuestId} as next quest", quest2.Id);
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SetNextQuest(quest2);
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return;
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}
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goto IL_0813;
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}
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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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@ -590,117 +631,42 @@ internal sealed class QuestController : MiniTaskController<QuestController>
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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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ElementId elementId2 = 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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(ElementId, byte)? tuple4 = (from x in ManualPriorityQuests
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where _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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if (tuple4.HasValue)
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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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(ElementId, byte) valueOrDefault3 = tuple4.GetValueOrDefault();
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if ((object)valueOrDefault3.Item1 != null)
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{
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(elementId, sequence) = valueOrDefault;
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(elementId2, sequence) = valueOrDefault3;
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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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if (elementId2 != null && elementId2.Value != 0 && _startedQuest.Quest.Id != elementId2)
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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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_logger.LogInformation("Game current quest changed from {OldQuest} to {NewQuest}, updating started quest", _startedQuest.Quest.Id, elementId2);
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if (_questRegistry.TryGetQuest(elementId2, out Quest quest3))
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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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_logger.LogInformation("Switching to new quest: {QuestName}", quest3.Info.Name);
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_startedQuest = new QuestProgress(quest3, sequence);
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if (_clientState.LocalPlayer != null && _clientState.LocalPlayer.Level < quest3.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, quest3.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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_logger.LogInformation("New quest {QuestId} not found in registry", elementId2);
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}
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}
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}
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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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switch (mainScenarioQuestState)
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{
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case MainScenarioQuestState.Unavailable:
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_logger.LogWarning("MSQ information not available, doing nothing");
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return;
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case MainScenarioQuestState.LoadingScreen:
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_logger.LogWarning("On loading screen, no MSQ - doing nothing");
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return;
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}
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_logger.LogInformation("No current quest, resetting data [CQI: {CurrrentQuestData}], [CQ: {QuestData}], [MSQ: {MsqData}]", _questFunctions.GetCurrentQuestInternal(allowNewMsq: true), _questFunctions.GetCurrentQuest(), _questFunctions.GetMainScenarioQuest());
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_startedQuest = null;
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Stop("Resetting current quest");
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}
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questProgress = null;
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}
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else
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{
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if (_startedQuest == null || _startedQuest.Quest.Id != elementId2)
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{
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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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_logger.LogInformation("Reached stopping point (quest: {QuestId})", id);
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_chatGui.Print("Completed quest '" + _startedQuest.Quest.Info.Name + "', which is configured as a stopping point.", "Questionable", 576);
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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(elementId2, out quest2))
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{
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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, 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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if (AutomationType == EAutomationType.SingleQuestB)
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{
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_logger.LogInformation("Single quest is finished");
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AutomationType = EAutomationType.Manual;
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}
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CheckNextTasks("Different Quest");
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}
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else if (_startedQuest != null)
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{
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_logger.LogInformation("No active quest anymore? Not sure what happened...");
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_startedQuest = null;
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Stop("No active Quest");
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}
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return;
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}
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questProgress = _startedQuest;
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}
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}
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goto IL_0b43;
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IL_0b43:
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if (questProgress == null)
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{
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DebugState = "No quest active";
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@ -758,6 +724,68 @@ internal sealed class QuestController : MiniTaskController<QuestController>
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{
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DebugState = null;
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}
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return;
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IL_0813:
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if (elementId == null || elementId.Value == 0)
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{
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if (_startedQuest != null)
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{
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switch (mainScenarioQuestState)
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{
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case MainScenarioQuestState.Unavailable:
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_logger.LogWarning("MSQ information not available, doing nothing");
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return;
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case MainScenarioQuestState.LoadingScreen:
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_logger.LogWarning("On loading screen, no MSQ - doing nothing");
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return;
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}
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_logger.LogInformation("No current quest, resetting data [CQI: {CurrrentQuestData}], [CQ: {QuestData}], [MSQ: {MsqData}]", _questFunctions.GetCurrentQuestInternal(allowNewMsq: true), _questFunctions.GetCurrentQuest(), _questFunctions.GetMainScenarioQuest());
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_startedQuest = null;
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Stop("Resetting current quest");
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}
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questProgress = null;
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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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{
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Quest quest4;
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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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_logger.LogInformation("Reached stopping point (quest: {QuestId})", id);
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_chatGui.Print("Completed quest '" + _startedQuest.Quest.Info.Name + "', which is configured as a stopping point.", "Questionable", 576);
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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 quest4))
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{
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_logger.LogInformation("New quest: {QuestName}", quest4.Info.Name);
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_startedQuest = new QuestProgress(quest4, b);
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if (_clientState.LocalPlayer != null && _clientState.LocalPlayer.Level < quest4.Info.Level)
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{
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_logger.LogInformation("Stopping automation, player level ({PlayerLevel}) < quest level ({QuestLevel}", _clientState.LocalPlayer.Level, quest4.Info.Level);
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Stop("Quest level too high");
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return;
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}
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if (AutomationType == EAutomationType.SingleQuestB)
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{
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_logger.LogInformation("Single quest is finished");
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AutomationType = EAutomationType.Manual;
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}
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CheckNextTasks("Different Quest");
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}
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else if (_startedQuest != null)
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{
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_logger.LogInformation("No active quest anymore? Not sure what happened...");
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_startedQuest = null;
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Stop("No active Quest");
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}
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return;
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}
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questProgress = _startedQuest;
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}
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goto IL_0b43;
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}
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}
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