/// <summary>
        /// Convert rares into legendaries with Kanai's cube
        /// </summary>
        /// <param name="types">restrict the rares that can be selected by ItemType</param>
        public static async Task <bool> Execute(List <ItemSelectionType> types = null)
        {
            while (CanRun(types))
            {
                if (!ZetaDia.IsInTown)
                {
                    break;
                }

                //Core.Logger.Log("[CubeRaresToLegendary] CubeRaresToLegendary Started! Wooo!");

                var backpackGuids = new HashSet <int>(InventoryManager.Backpack.Select(i => i.ACDId));

                if (HasMaterialsRequired)
                {
                    if (TownInfo.KanaisCube.Distance > 10f || !GameUI.KanaisCubeWindow.IsVisible)
                    {
                        if (!await MoveToAndInteract.Execute(TownInfo.KanaisCube))
                        {
                            Core.Logger.Log("Failed to move to the cube, quite unfortunate.");
                            break;
                        }
                        continue;
                    }

                    //Core.Logger.Log("[CubeRaresToLegendary] Ready to go, Lets transmute!");

                    var item             = GetBackPackRares(types).First();
                    var itemName         = item.Name;
                    var itemAnnId        = item.AnnId;
                    var itemInternalName = item.InternalName;
                    await Transmute.Execute(item, TransmuteRecipe.UpgradeRareItem);

                    await Coroutine.Sleep(1500);

                    var newItem = InventoryManager.Backpack.FirstOrDefault(i => !backpackGuids.Contains(i.ACDId));
                    if (newItem != null)
                    {
                        var newLegendaryItem = Legendary.GetItemByACD(newItem);
                        var newTrinityItem   = Core.Actors.ItemByAnnId(newItem.AnnId);
                        ItemEvents.FireItemCubed(newTrinityItem);

                        if (newTrinityItem.IsPrimalAncient)
                        {
                            Core.Logger.Warn($"[CubeRaresToLegendary] Upgraded Rare '{itemName}' ---> '{newLegendaryItem.Name}' ({newItem.ActorSnoId}) PRIMAL!~");
                        }
                        else
                        {
                            Core.Logger.Log($"[CubeRaresToLegendary] Upgraded Rare '{itemName}' ---> '{newLegendaryItem.Name}' ({newItem.ActorSnoId})");
                        }
                    }
                    else
                    {
                        Core.Logger.Log("[CubeRaresToLegendary] Failed to upgrade Item '{0}' {1} DynId={2} HasBackpackMaterials={3}",
                                        itemName, itemInternalName, itemAnnId, HasMaterialsRequired);
                    }

                    Core.Inventory.InvalidAnnIds.Add(itemAnnId);
                }
                else
                {
                    Core.Logger.Log("[CubeRaresToLegendary] Oh no! Out of materials!");
                    return(true);
                }

                await Coroutine.Sleep(500);

                await Coroutine.Yield();
            }

            return(true);
        }