/// <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;
                }

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

                var backpackGuids = new HashSet <int>(ZetaDia.Me.Inventory.Backpack.Select(i => i.ACDGuid));

                if (BackpackHasMaterials)
                {
                    if (Town.Locations.KanaisCube.Distance(ZetaDia.Me.Position) > 10f || !GameUI.KanaisCubeWindow.IsVisible)
                    {
                        if (!await MoveToAndInteract.Execute(Town.Locations.KanaisCube, Town.ActorIds.KanaisCube, 3f))
                        {
                            Logger.Log("Failed to move to the cube, quite unfortunate.");
                            break;
                        }
                        continue;
                    }

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

                    var item             = GetBackPackRares(types).First();
                    var itemName         = item.Name;
                    var itemDynamicId    = item.DynamicId;
                    var itemInternalName = item.InternalName;
                    var transmuteGroup   = new List <ACDItem>
                    {
                        item,
                    };

                    transmuteGroup.AddRange(Inventory.GetStacksUpToQuantity(Inventory.Backpack.ArcaneDust, 50));
                    transmuteGroup.AddRange(Inventory.GetStacksUpToQuantity(Inventory.Backpack.VeiledCrystals, 50));
                    transmuteGroup.AddRange(Inventory.GetStacksUpToQuantity(Inventory.Backpack.ReusableParts, 50));
                    transmuteGroup.AddRange(Inventory.GetStacksUpToQuantity(Inventory.Backpack.DeathsBreath, 25));

                    await Transmute.Execute(transmuteGroup);

                    await Coroutine.Sleep(1500);

                    var newItem = ZetaDia.Me.Inventory.Backpack.FirstOrDefault(i => !backpackGuids.Contains(i.ACDGuid));
                    if (newItem != null)
                    {
                        var newLegendaryItem = Legendary.GetItemByACD(newItem);

                        Logger.Log("[CubeRaresToLegendary] Upgraded Rare '{0}' ---> '{1}' ({2})",
                                   itemName, newLegendaryItem.Name, newItem.ActorSNO);
                    }
                    else
                    {
                        Logger.Log("[CubeRaresToLegendary] Failed to upgrade Item '{0}' {1} DynId={2} HasBackpackMaterials={3}",
                                   itemName, itemInternalName, itemDynamicId, BackpackHasMaterials);
                    }

                    Inventory.InvalidItemDynamicIds.Add(itemDynamicId);
                }
                else if (StashHasMaterials)
                {
                    Logger.Log("[CubeRaresToLegendary] Getting Materials from Stash");
                    if (!await TakeItemsFromStash.Execute(Inventory.RareUpgradeIds, 5000))
                    {
                        return(true);
                    }
                }
                else
                {
                    Logger.Log("[CubeRaresToLegendary] Oh no! Out of materials!");
                    return(true);
                }

                await Coroutine.Sleep(500);

                await Coroutine.Yield();
            }

            return(true);
        }
        public static async Task <bool> Execute(List <ItemSelectionType> types = null)
        {
            if (!CanRun())
            {
                return(true);
            }

            Logger.LogVerbose("[CubeItemsToMaterials] Getting Materials from Stash");

            if (!Inventory.Materials.HasStackQuantityOfTypes(Inventory.MaterialConversionTypes, InventorySlot.BackpackItems, 100) && !await TakeItemsFromStash.Execute(Inventory.RareUpgradeIds, 5000))
            {
                return(true);
            }

            Logger.LogVerbose("[CubeItemsToMaterials] Time to Convert some junk into delicious crafting materials.");

            if (!await MoveToAndInteract.Execute(Town.Locations.KanaisCube, Town.ActorIds.KanaisCube, 3f))
            {
                Logger.Log("[CubeItemsToMaterials] Failed to move to the cube, quite unfortunate.");
                return(true);
            }

            if (_highest.Type == InventoryItemType.None)
            {
                Logger.Log("[CubeItemsToMaterials] Error: Highest material count is unknown.");
                return(true);
            }

            foreach (var material in _materials)
            {
                if (!await ConvertMaterials.Execute(_highest.Type, material.Key))
                {
                    Logger.Log("[Cube] Failed! Finished!");
                    return(true);
                }

                await Coroutine.Sleep(100);

                await Coroutine.Yield();
            }

            Logger.LogVerbose("[Cube] CubeItemsToMaterials Finished!");
            return(true);
        }