예제 #1
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());
        }
예제 #2
0
        private async Task <bool> GetCoroutine()
        {
            if (_isDone)
            {
                return(true);
            }

            if (PluginEvents.TimeSinceWorldChange < 1000)
            {
                Logger.Debug("[RunActBountiesTag] Sleeping 1 second due to world change");
                await Coroutine.Sleep(1000);
            }

            if (_bounties == null || _bounties.Count == 0)
            {
                if (BountyHelpers.AreAllActBountiesCompleted(Act))
                {
                    if (await _completeActBountiesCoroutine.GetCoroutine())
                    {
                        _isDone = true;
                        return(true);
                    }
                    return(true);
                }
                _isDone = true;
                return(true);
            }
            _currentBounty = _bounties.FirstOrDefault();
            if (_currentBounty != null)
            {
                if (_currentBounty.State != BountyCoroutine.States.Completed && _currentBounty.State != BountyCoroutine.States.Failed)
                {
                    return(await _currentBounty.GetCoroutine());
                }
                ScenesStorage.Reset();

                _bounties.Remove(_currentBounty);
                BountyStatistics.Report();
            }
            return(true);
        }
예제 #3
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());
        }