コード例 #1
0
 private void ResetAll()
 {
     _isDone     = false;
     _currentAct = Act.Invalid;
     _currentActBountiesCoroutine = null;
     _acts          = new List <Act>();
     _completedActs = new List <Act>();
     if (PluginSettings.Current.BountyAct1)
     {
         _acts.Add(Act.A1);
     }
     if (PluginSettings.Current.BountyAct2)
     {
         _acts.Add(Act.A2);
     }
     if (PluginSettings.Current.BountyAct3)
     {
         _acts.Add(Act.A3);
     }
     if (PluginSettings.Current.BountyAct4)
     {
         _acts.Add(Act.A4);
     }
     if (PluginSettings.Current.BountyAct5)
     {
         _acts.Add(Act.A5);
     }
     //_acts = new List<Act> { Act.A1, Act.A2, Act.A3, Act.A4, Act.A5 };
 }
コード例 #2
0
        private bool TrySelectActCoroutine()
        {
            _currentActBountiesCoroutine = GetNextAct();
            _currentAct = _currentActBountiesCoroutine?.Act ?? Act.Invalid;

            if (_currentActBountiesCoroutine != null)
            {
                Core.Logger.Log($"[Bounties] Picked {_currentActBountiesCoroutine.Act} as new target.");
                return(false);
            }

            Core.Logger.Log("[Bounties] Unable to select an act for bounties, Finished.");
            return(true);
        }
コード例 #3
0
        public override async Task <bool> MainTask()
        {
            if (Adventurer.TimeSinceWorldChange < 1000)
            {
                Core.Logger.Debug("[Bounties] Sleeping 1 second due to world change");
                await Coroutine.Sleep(1000);
            }

            if (_currentActBountiesCoroutine == null)
            {
                if (_currentAct != Act.Invalid)
                {
                    if (!BountyHelpers.AreAllActBountiesCompleted(_currentAct))
                    {
                        _currentActBountiesCoroutine = new ActBountiesCoroutine(_currentAct);
                    }
                    else
                    {
                        if (!TrySelectActCoroutine())
                        {
                            return(false);
                        }
                    }
                }
                else
                {
                    return(false);
                }
            }

            if (!await _currentActBountiesCoroutine.GetCoroutine())
            {
                return(false);
            }

            _completedActs.Add(_currentAct);

            if (_acts.Any())
            {
                _acts.Remove(_currentAct);

                if (_acts.Count == 0)
                {
                    Core.Logger.Log("All Acts Complete");
                    return(true);
                }
            }

            return(TrySelectActCoroutine());
        }
コード例 #4
0
        public override void OnStart()
        {
            if (!Adventurer.Enabled)
            {
                Logger.Error("Plugin is not enabled. Please enable Adventurer and try again.");
                return;
            }

            PluginEvents.CurrentProfileType = ProfileType.Bounty;

            ResetAll();

            _currentActBountiesCoroutine = GetNextAct();
            if (_currentActBountiesCoroutine != null)
            {
                Logger.Info("[Bounties] Picked {0} as new target. (BonusAct: {1})", _currentActBountiesCoroutine.Act, _currentActBountiesCoroutine.Act == ZetaDia.CurrentBonusAct);
            }
        }
コード例 #5
0
        private async Task <bool> GetCoroutine()
        {
            if (_isDone)
            {
                return(true);
            }
            PluginEvents.PulseUpdates();
            if (_currentActBountiesCoroutine == null)
            {
                _isDone = true;
                return(true);
            }

            if (PluginEvents.TimeSinceWorldChange < 1000)
            {
                Logger.Debug("[Bounties] Sleeping 1 second due to world change");
                await Coroutine.Sleep(1000);
            }
            if (!await _currentActBountiesCoroutine.GetCoroutine())
            {
                return(false);
            }
            _completedActs.Add(_currentAct);
            if (PluginSettings.Current.BountyMode3.HasValue && PluginSettings.Current.BountyMode3.Value)
            {
                _acts.Remove(_currentAct);
                if (_acts.Count == 0)
                {
                    _isDone = true;
                    return(true);
                }
            }
            _currentActBountiesCoroutine = GetNextAct();
            if (_currentActBountiesCoroutine != null)
            {
                Logger.Info("[Bounties] Picked {0} as new target. (BonusAct: {1})", _currentActBountiesCoroutine.Act, _currentActBountiesCoroutine.Act == ZetaDia.CurrentBonusAct);
            }
            return(true);
        }
コード例 #6
0
        public override async Task <bool> StartTask()
        {
            PluginEvents.CurrentProfileType = ProfileType.Bounty;

            _currentAct = Act.Invalid;
            _currentActBountiesCoroutine = null;
            _completedActs = new List <Act>();

            switch (ActsMode)
            {
            case ActSelectionMode.None:
                var isSelectedActMode = PluginSettings.Current.BountyMode3.HasValue && PluginSettings.Current.BountyMode3.Value;
                _acts = isSelectedActMode ? GetUserSelectedActs() : GetBalanceMaterialActs();
                break;

            case ActSelectionMode.Balance:
                _acts = GetBalanceMaterialActs();
                break;

            case ActSelectionMode.All:
                _acts = GetAllActs();
                break;

            case ActSelectionMode.A1:
                _acts = GetSpecificAct(Act.A1);
                break;

            case ActSelectionMode.A2:
                _acts = GetSpecificAct(Act.A2);
                break;

            case ActSelectionMode.A3:
                _acts = GetSpecificAct(Act.A3);
                break;

            case ActSelectionMode.A4:
                _acts = GetSpecificAct(Act.A4);
                break;

            case ActSelectionMode.A5:
                _acts = GetSpecificAct(Act.A5);
                break;

            default:
                _acts = new List <Act>();
                break;
            }

            foreach (var act in _acts.ToList())
            {
                if (BountyHelpers.AreAllActBountiesCompleted(act))
                {
                    _acts.Remove(act);
                }
                else
                {
                    _completedActs.Add(act);
                }
            }

            return(TrySelectActCoroutine());
        }