muffin v6.16

This commit is contained in:
alydev 2025-10-09 08:44:15 +10:00
parent 521c02e8b8
commit a02c1a52bd
3 changed files with 148 additions and 235 deletions

View file

@ -290,11 +290,11 @@ internal sealed class QuestController : MiniTaskController<QuestController>
_safeAnimationEnd = DateTime.Now.AddSeconds(1f + num);
}
}
UpdateCurrentQuest();
if (AutomationType == EAutomationType.Manual && !IsRunning && !IsQuestWindowOpen)
{
return;
}
UpdateCurrentQuest();
if (!_clientState.IsLoggedIn)
{
StopAllDueToConditionFailed("Logged out");
@ -511,38 +511,6 @@ internal sealed class QuestController : MiniTaskController<QuestController>
_pendingQuest = null;
CheckNextTasks("Pending quest accepted");
}
if (_startedQuest != null && !_questFunctions.IsQuestAccepted(_startedQuest.Quest.Id))
{
if (_questFunctions.IsQuestComplete(_startedQuest.Quest.Id))
{
_logger.LogDebug("Quest {QuestId} is complete, clearing started quest", _startedQuest.Quest.Id);
_startedQuest = null;
}
else
{
if (!_startedQuest.Quest.Info.IsRepeatable)
{
_logger.LogInformation("Quest {QuestId} was abandoned, clearing started quest", _startedQuest.Quest.Id);
(ElementId, byte)? tuple = (from x in ManualPriorityQuests
where _questFunctions.IsReadyToAcceptQuest(x.Id)
select ((ElementId Id, byte))(Id: x.Id, 0)).FirstOrDefault();
if (tuple.HasValue)
{
(ElementId, byte) valueOrDefault = tuple.GetValueOrDefault();
if ((object)valueOrDefault.Item1 != null && _questRegistry.TryGetQuest(valueOrDefault.Item1, out Quest quest))
{
_logger.LogInformation("Setting priority quest {QuestId} as next quest", valueOrDefault.Item1);
SetNextQuest(quest);
}
}
_startedQuest = null;
Stop("Quest abandoned");
return;
}
_logger.LogInformation("Repeatable quest {QuestId} is no longer accepted, clearing started quest", _startedQuest.Quest.Id);
_startedQuest = null;
}
}
if (_simulatedQuest == null && _nextQuest != null && !((!_nextQuest.Quest.Info.IsRepeatable) ? (!_questFunctions.IsQuestAcceptedOrComplete(_nextQuest.Quest.Id)) : (!_questFunctions.IsQuestAccepted(_nextQuest.Quest.Id))))
{
_logger.LogInformation("Next quest {QuestId} accepted or completed", _nextQuest.Quest.Id);
@ -551,26 +519,11 @@ internal sealed class QuestController : MiniTaskController<QuestController>
_startedQuest = _nextQuest;
AutomationType = EAutomationType.SingleQuestB;
}
else if (_questFunctions.IsQuestAccepted(_nextQuest.Quest.Id))
{
QuestProgressInfo questProgressInfo = _questFunctions.GetQuestProgressInfo(_nextQuest.Quest.Id);
if (questProgressInfo != null)
{
_startedQuest = new QuestProgress(_nextQuest.Quest, questProgressInfo.Sequence);
_logger.LogInformation("Moving accepted next quest to started quest (sequence: {Sequence})", questProgressInfo.Sequence);
_nextQuest = null;
CheckNextTasks("Next quest already accepted");
return;
}
_logger.LogWarning("Could not get quest progress info for accepted quest {QuestId}", _nextQuest.Quest.Id);
}
_logger.LogDebug("Started: {StartedQuest}", _startedQuest?.Quest.Id);
_nextQuest = null;
}
byte b;
QuestProgress questProgress;
ElementId elementId;
MainScenarioQuestState mainScenarioQuestState;
if (_simulatedQuest != null)
{
b = _simulatedQuest.Sequence;
@ -596,90 +549,85 @@ internal sealed class QuestController : MiniTaskController<QuestController>
}
else
{
ElementId CurrentQuest;
byte Sequence;
MainScenarioQuestState State;
if (_startedQuest == null)
_questFunctions.GetCurrentQuest(AutomationType != EAutomationType.SingleQuestB).Deconstruct(out ElementId CurrentQuest, out byte Sequence, out MainScenarioQuestState State);
ElementId elementId = CurrentQuest;
b = Sequence;
MainScenarioQuestState mainScenarioQuestState = State;
(ElementId, byte)? tuple = (from x in ManualPriorityQuests
where _questFunctions.IsReadyToAcceptQuest(x.Id) || _questFunctions.IsQuestAccepted(x.Id)
select (Id: x.Id, _questFunctions.GetQuestProgressInfo(x.Id)?.Sequence ?? 0)).FirstOrDefault();
if (tuple.HasValue)
{
_questFunctions.GetCurrentQuest(AutomationType != EAutomationType.SingleQuestB).Deconstruct(out CurrentQuest, out Sequence, out State);
elementId = CurrentQuest;
b = Sequence;
mainScenarioQuestState = State;
(ElementId, byte)? tuple2 = (from x in ManualPriorityQuests
where _questFunctions.IsQuestAccepted(x.Id)
select (Id: x.Id, _questFunctions.GetQuestProgressInfo(x.Id)?.Sequence ?? 0)).FirstOrDefault();
if (tuple2.HasValue)
(ElementId, byte) valueOrDefault = tuple.GetValueOrDefault();
if ((object)valueOrDefault.Item1 != null)
{
(ElementId, byte) valueOrDefault2 = tuple2.GetValueOrDefault();
if ((object)valueOrDefault2.Item1 != null)
{
(elementId, b) = valueOrDefault2;
goto IL_084c;
}
(elementId, b) = valueOrDefault;
}
Quest quest2 = ManualPriorityQuests.FirstOrDefault((Quest x) => _questFunctions.IsReadyToAcceptQuest(x.Id));
if (quest2 != null)
}
if (elementId == null || elementId.Value == 0)
{
if (_startedQuest != null)
{
_logger.LogInformation("Setting ready priority quest {QuestId} as next quest", quest2.Id);
SetNextQuest(quest2);
switch (mainScenarioQuestState)
{
case MainScenarioQuestState.Unavailable:
_logger.LogWarning("MSQ information not available, doing nothing");
return;
case MainScenarioQuestState.LoadingScreen:
_logger.LogWarning("On loading screen, no MSQ - doing nothing");
return;
}
_logger.LogInformation("No current quest, resetting data [CQI: {CurrrentQuestData}], [CQ: {QuestData}], [MSQ: {MsqData}]", _questFunctions.GetCurrentQuestInternal(allowNewMsq: true), _questFunctions.GetCurrentQuest(), _questFunctions.GetMainScenarioQuest());
_startedQuest = null;
Stop("Resetting current quest");
}
questProgress = null;
}
else
{
if (_startedQuest == null || _startedQuest.Quest.Id != elementId)
{
Quest quest;
if (_configuration.Stop.Enabled && _startedQuest != null && _configuration.Stop.QuestsToStopAfter.Contains(_startedQuest.Quest.Id) && _questFunctions.IsQuestComplete(_startedQuest.Quest.Id))
{
ElementId id = _startedQuest.Quest.Id;
_logger.LogInformation("Reached stopping point (quest: {QuestId})", id);
_chatGui.Print("Completed quest '" + _startedQuest.Quest.Info.Name + "', which is configured as a stopping point.", "Questionable", 576);
_startedQuest = null;
Stop($"Stopping point [{id}] reached");
}
else if (_questRegistry.TryGetQuest(elementId, out quest))
{
_logger.LogInformation("New quest: {QuestName}", quest.Info.Name);
_startedQuest = new QuestProgress(quest, b);
if (_clientState.LocalPlayer != null && _clientState.LocalPlayer.Level < quest.Info.Level)
{
_logger.LogInformation("Stopping automation, player level ({PlayerLevel}) < quest level ({QuestLevel}", _clientState.LocalPlayer.Level, quest.Info.Level);
Stop("Quest level too high");
return;
}
if (AutomationType == EAutomationType.SingleQuestB)
{
_logger.LogInformation("Single quest is finished");
AutomationType = EAutomationType.Manual;
}
CheckNextTasks("Different Quest");
}
else if (_startedQuest != null)
{
_logger.LogInformation("No active quest anymore? Not sure what happened...");
_startedQuest = null;
Stop("No active Quest");
}
return;
}
goto IL_084c;
}
questProgress = _startedQuest;
b = _startedQuest.Sequence;
QuestProgressInfo questProgressInfo2 = _questFunctions.GetQuestProgressInfo(_startedQuest.Quest.Id);
if (questProgressInfo2 != null && questProgressInfo2.Sequence != b)
{
_logger.LogInformation("Updating started quest sequence from {OldSequence} to {NewSequence}", b, questProgressInfo2.Sequence);
b = questProgressInfo2.Sequence;
}
if (AutomationType == EAutomationType.Manual || !IsRunning)
{
_questFunctions.GetCurrentQuest(AutomationType != EAutomationType.SingleQuestB).Deconstruct(out CurrentQuest, out Sequence, out State);
ElementId elementId2 = CurrentQuest;
byte sequence = Sequence;
(ElementId, byte)? tuple4 = (from x in ManualPriorityQuests
where _questFunctions.IsQuestAccepted(x.Id)
select (Id: x.Id, _questFunctions.GetQuestProgressInfo(x.Id)?.Sequence ?? 0)).FirstOrDefault();
if (tuple4.HasValue)
{
(ElementId, byte) valueOrDefault3 = tuple4.GetValueOrDefault();
if ((object)valueOrDefault3.Item1 != null)
{
(elementId2, sequence) = valueOrDefault3;
}
}
if (elementId2 != null && elementId2.Value != 0 && _startedQuest.Quest.Id != elementId2)
{
_logger.LogInformation("Game current quest changed from {OldQuest} to {NewQuest}, updating started quest", _startedQuest.Quest.Id, elementId2);
if (_questRegistry.TryGetQuest(elementId2, out Quest quest3))
{
_logger.LogInformation("Switching to new quest: {QuestName}", quest3.Info.Name);
_startedQuest = new QuestProgress(quest3, sequence);
if (_clientState.LocalPlayer != null && _clientState.LocalPlayer.Level < quest3.Info.Level)
{
_logger.LogInformation("Stopping automation, player level ({PlayerLevel}) < quest level ({QuestLevel}", _clientState.LocalPlayer.Level, quest3.Info.Level);
Stop("Quest level too high");
}
questProgress = _startedQuest;
}
else
{
_logger.LogInformation("New quest {QuestId} not found in registry", elementId2);
}
}
questProgress = _startedQuest;
}
}
goto IL_0b7c;
IL_0b7c:
if (questProgress == null)
{
DebugState = "No quest active";
if (!IsRunning)
{
Stop("No quest active");
}
Stop("No quest active");
return;
}
if (_gameFunctions.IsOccupied() && !_gameFunctions.IsOccupiedWithCustomDeliveryNpc(questProgress.Quest))
@ -730,68 +678,6 @@ internal sealed class QuestController : MiniTaskController<QuestController>
{
DebugState = null;
}
return;
IL_084c:
if (elementId == null || elementId.Value == 0)
{
if (_startedQuest != null)
{
switch (mainScenarioQuestState)
{
case MainScenarioQuestState.Unavailable:
_logger.LogWarning("MSQ information not available, doing nothing");
return;
case MainScenarioQuestState.LoadingScreen:
_logger.LogWarning("On loading screen, no MSQ - doing nothing");
return;
}
_logger.LogInformation("No current quest, resetting data [CQI: {CurrrentQuestData}], [CQ: {QuestData}], [MSQ: {MsqData}]", _questFunctions.GetCurrentQuestInternal(allowNewMsq: true), _questFunctions.GetCurrentQuest(), _questFunctions.GetMainScenarioQuest());
_startedQuest = null;
Stop("Resetting current quest");
}
questProgress = null;
}
else
{
if (_startedQuest == null || _startedQuest.Quest.Id != elementId)
{
Quest quest4;
if (_configuration.Stop.Enabled && _startedQuest != null && _configuration.Stop.QuestsToStopAfter.Contains(_startedQuest.Quest.Id) && _questFunctions.IsQuestComplete(_startedQuest.Quest.Id))
{
ElementId id = _startedQuest.Quest.Id;
_logger.LogInformation("Reached stopping point (quest: {QuestId})", id);
_chatGui.Print("Completed quest '" + _startedQuest.Quest.Info.Name + "', which is configured as a stopping point.", "Questionable", 576);
_startedQuest = null;
Stop($"Stopping point [{id}] reached");
}
else if (_questRegistry.TryGetQuest(elementId, out quest4))
{
_logger.LogInformation("New quest: {QuestName}", quest4.Info.Name);
_startedQuest = new QuestProgress(quest4, b);
if (_clientState.LocalPlayer != null && _clientState.LocalPlayer.Level < quest4.Info.Level)
{
_logger.LogInformation("Stopping automation, player level ({PlayerLevel}) < quest level ({QuestLevel}", _clientState.LocalPlayer.Level, quest4.Info.Level);
Stop("Quest level too high");
return;
}
if (AutomationType == EAutomationType.SingleQuestB)
{
_logger.LogInformation("Single quest is finished");
AutomationType = EAutomationType.Manual;
}
CheckNextTasks("Different Quest");
}
else if (_startedQuest != null)
{
_logger.LogInformation("No active quest anymore? Not sure what happened...");
_startedQuest = null;
Stop("No active Quest");
}
return;
}
questProgress = _startedQuest;
}
goto IL_0b7c;
}
}
@ -947,13 +833,6 @@ internal sealed class QuestController : MiniTaskController<QuestController>
}
}
public void SetStartedQuest(Quest quest, byte sequence = 0)
{
_logger.LogInformation("Setting started quest: {QuestId}", quest.Id);
_startedQuest = new QuestProgress(quest, sequence);
_nextQuest = null;
}
public void SetGatheringQuest(Quest? quest)
{
_logger.LogInformation("GatheringQuest: {QuestId}", quest?.Id);

View file

@ -59,31 +59,12 @@ internal sealed class QuestJournalUtils
{
return;
}
bool flag = _questFunctions.IsQuestComplete(questInfo.QuestId);
bool flag2 = _questFunctions.IsQuestAccepted(questInfo.QuestId);
bool flag3 = _questFunctions.IsReadyToAcceptQuest(questInfo.QuestId);
using (ImRaii.Disabled(quest == null || flag || (!flag3 && !flag2)))
using (ImRaii.Disabled(!_questFunctions.IsReadyToAcceptQuest(questInfo.QuestId)))
{
if (ImGui.MenuItem("Start as next quest"))
{
if (quest == null)
{
return;
}
if (flag2)
{
QuestProgressInfo questProgressInfo = _questFunctions.GetQuestProgressInfo(questInfo.QuestId);
if (questProgressInfo != null)
{
_questController.SetStartedQuest(quest, questProgressInfo.Sequence);
_questController.Start(label);
}
}
else
{
_questController.SetNextQuest(quest);
_questController.Start(label);
}
_questController.SetNextQuest(quest);
_questController.Start(label);
}
}
List<ElementId> incompletePrerequisiteQuests = GetIncompletePrerequisiteQuests(questInfo);
@ -110,8 +91,8 @@ internal sealed class QuestJournalUtils
ImGui.SetTooltip((incompletePrerequisiteQuests.Count == 1) ? "Add this quest to the priority list" : $"Add this quest and {incompletePrerequisiteQuests.Count - 1} required quest(s) to the priority list in completion order");
}
}
bool flag4 = _commandManager.Commands.ContainsKey("/questinfo");
using (ImRaii.Disabled(!(questInfo.QuestId is QuestId) || !flag4))
bool flag = _commandManager.Commands.ContainsKey("/questinfo");
using (ImRaii.Disabled(!(questInfo.QuestId is QuestId) || !flag))
{
if (ImGui.MenuItem("View in Quest Map"))
{