public static bool ShouldSalvage(ACDItem i) { if (!i.IsValid) { return(false); } if (BrainBehavior.GreaterRiftInProgress) { return(false); } if (i.IsProtected()) { return(false); } if (i.IsUnidentified) { return(false); } if (!i.GetIsSalvageable()) { return(false); } return(Combat.TrinityCombat.Loot.ShouldSalvage(i) && !ShouldStash(i)); }
public static bool ShouldStash(ACDItem i) { if (BrainBehavior.GreaterRiftInProgress) { return(false); } if (i.IsUnidentified) { return(true); } return(!i.IsProtected() && Combat.TrinityCombat.Loot.ShouldStash(i)); }
public static bool ShouldDrop(ACDItem i) { if (i.IsProtected()) { return(false); } var action = ItemEvaluationType.Keep; if (ShouldStash(i)) { action = ItemEvaluationType.Keep; } else if (ShouldSell(i)) { action = ItemEvaluationType.Sell; } else if (ShouldSalvage(i)) { action = ItemEvaluationType.Salvage; } return(Combat.TrinityCombat.Loot.ShouldDrop(i, action) && !i.IsAccountBound); }