muffin v6.16
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521c02e8b8
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a02c1a52bd
3 changed files with 148 additions and 235 deletions
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@ -290,11 +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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@ -511,38 +511,6 @@ 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 (_questFunctions.IsQuestComplete(_startedQuest.Quest.Id))
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{
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_logger.LogDebug("Quest {QuestId} is complete, clearing started quest", _startedQuest.Quest.Id);
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_startedQuest = null;
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}
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else
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{
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if (!_startedQuest.Quest.Info.IsRepeatable)
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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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}
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_logger.LogInformation("Repeatable quest {QuestId} is no longer accepted, clearing started quest", _startedQuest.Quest.Id);
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_startedQuest = null;
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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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@ -551,26 +519,11 @@ 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 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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@ -596,90 +549,85 @@ internal sealed class QuestController : MiniTaskController<QuestController>
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}
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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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_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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{
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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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(ElementId, byte) valueOrDefault = tuple.GetValueOrDefault();
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if ((object)valueOrDefault.Item1 != null)
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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_084c;
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}
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(elementId, b) = valueOrDefault;
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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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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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_logger.LogInformation("Setting ready priority quest {QuestId} as next quest", quest2.Id);
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SetNextQuest(quest2);
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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 quest;
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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 quest))
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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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{
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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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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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goto IL_084c;
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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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if (questProgressInfo2 != null && questProgressInfo2.Sequence != b)
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{
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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 elementId2 = CurrentQuest;
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byte sequence = Sequence;
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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 (tuple4.HasValue)
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{
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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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(elementId2, sequence) = valueOrDefault3;
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}
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}
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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, 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}", 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, 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", elementId2);
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}
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}
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questProgress = _startedQuest;
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}
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}
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goto IL_0b7c;
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IL_0b7c:
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if (questProgress == null)
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{
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DebugState = "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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Stop("No quest active");
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return;
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}
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if (_gameFunctions.IsOccupied() && !_gameFunctions.IsOccupiedWithCustomDeliveryNpc(questProgress.Quest))
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@ -730,68 +678,6 @@ 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_084c:
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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_0b7c;
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}
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}
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@ -947,13 +833,6 @@ 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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@ -59,31 +59,12 @@ internal sealed class QuestJournalUtils
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{
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return;
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}
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bool flag = _questFunctions.IsQuestComplete(questInfo.QuestId);
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bool flag2 = _questFunctions.IsQuestAccepted(questInfo.QuestId);
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bool flag3 = _questFunctions.IsReadyToAcceptQuest(questInfo.QuestId);
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using (ImRaii.Disabled(quest == null || flag || (!flag3 && !flag2)))
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using (ImRaii.Disabled(!_questFunctions.IsReadyToAcceptQuest(questInfo.QuestId)))
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{
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if (ImGui.MenuItem("Start as next quest"))
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{
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if (quest == null)
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{
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return;
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}
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if (flag2)
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{
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QuestProgressInfo questProgressInfo = _questFunctions.GetQuestProgressInfo(questInfo.QuestId);
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if (questProgressInfo != null)
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{
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_questController.SetStartedQuest(quest, questProgressInfo.Sequence);
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_questController.Start(label);
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}
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}
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else
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{
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_questController.SetNextQuest(quest);
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_questController.Start(label);
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}
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_questController.SetNextQuest(quest);
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_questController.Start(label);
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}
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}
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List<ElementId> incompletePrerequisiteQuests = GetIncompletePrerequisiteQuests(questInfo);
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@ -110,8 +91,8 @@ internal sealed class QuestJournalUtils
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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");
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}
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}
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bool flag4 = _commandManager.Commands.ContainsKey("/questinfo");
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using (ImRaii.Disabled(!(questInfo.QuestId is QuestId) || !flag4))
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bool flag = _commandManager.Commands.ContainsKey("/questinfo");
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using (ImRaii.Disabled(!(questInfo.QuestId is QuestId) || !flag))
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{
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if (ImGui.MenuItem("View in Quest Map"))
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{
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