internal void EquipQuestingLoadout() { if (Settings.ManageQuestLoadouts && Settings.QuestLoadout.Length > 0) { if (LoadoutManager.HasQuestLock()) { return; } if (!LoadoutManager.TryQuestSwap()) { Log("Tried to equip quest loadout but not unable to acquire lock"); } } }
internal void CheckQuestTurnin() { if (_character.beastQuest.curDrops >= _character.beastQuest.targetDrops - 2) { if (!_character.beastQuest.usedButter) { if (_character.beastQuest.reducedRewards && Settings.UseButterMinor) { Log("Buttering Minor Quest"); _character.beastQuestController.tryUseButter(); } if (!_character.beastQuest.reducedRewards && Settings.UseButterMajor) { Log("Buttering Major Quest"); _character.beastQuestController.tryUseButter(); } } } if (_character.beastQuestController.readyToHandIn()) { Log("Turning in quest"); _character.beastQuestController.completeQuest(); // Check if we need to swap back gear and release lock if (LoadoutManager.HasQuestLock()) { // No more quests, swap back if (_character.beastQuest.curBankedQuests == 0) { LoadoutManager.RestoreOriginalQuestGear(); LoadoutManager.ReleaseLock(); } // else if majors are off and we're not manualing minors, swap back else if (!Settings.AllowMajorQuests && !Settings.ManualMinors) { LoadoutManager.RestoreOriginalQuestGear(); LoadoutManager.ReleaseLock(); } } } }
internal int IsQuesting() { if (!Settings.AutoQuest) { return(-1); } if (!_character.beastQuest.inQuest) { return(-1); } var questZone = _character.beastQuestController.curQuestZone(); if (!CombatManager.IsZoneUnlocked(questZone)) { return(-1); } if (_character.beastQuest.reducedRewards) { if (Settings.ManualMinors) { EquipQuestingLoadout(); return(questZone); } else if (LoadoutManager.HasQuestLock()) { LoadoutManager.RestoreOriginalQuestGear(); LoadoutManager.ReleaseLock(); } return(-1); } EquipQuestingLoadout(); return(_character.beastQuestController.curQuestZone()); }
internal void ManageQuests() { //First logic: not in a quest if (!_character.beastQuest.inQuest) { bool startedQuest = false; //If we're allowing major quests and we have a quest available if (Settings.AllowMajorQuests && _character.beastQuest.curBankedQuests > 0) { _character.settings.useMajorQuests = true; SetIdleMode(false); EquipQuestingLoadout(); _character.beastQuestController.startQuest(); startedQuest = true; } else { _character.settings.useMajorQuests = false; SetIdleMode(!Settings.ManualMinors); if (Settings.ManualMinors) { EquipQuestingLoadout(); } _character.beastQuestController.startQuest(); startedQuest = true; } // If we're not questing and we still have the lock, restore gear if (!startedQuest && LoadoutManager.HasQuestLock()) { LoadoutManager.RestoreOriginalQuestGear(); LoadoutManager.ReleaseLock(); } return; } //Second logic, we're in a quest if (_character.beastQuest.reducedRewards) { if (Settings.AllowMajorQuests && Settings.AbandonMinors && _character.beastQuest.curBankedQuests > 0) { var progress = (_character.beastQuest.curDrops / (float)_character.beastQuest.targetDrops) * 100; if (progress <= Settings.MinorAbandonThreshold) { //If all this is true get rid of this minor quest and pick up a new one. _character.settings.useMajorQuests = true; _character.beastQuestController.skipQuest(); SetIdleMode(false); EquipQuestingLoadout(); _character.beastQuestController.startQuest(); //Combat logic will pick up from here return; } } else { _character.settings.useMajorQuests = false; } SetIdleMode(!Settings.ManualMinors); } else { SetIdleMode(false); } }