public bool ShouldFilter(CharacterDrop.Drop drop, DropExtended extended, CharacterDrop characterDrop)
        {
            var character = CharacterCache.GetCharacter(characterDrop);
            var inventory = CharacterCache.GetInventory(character);

            if (inventory is null)
            {
#if DEBUG
                Log.LogDebug("No inventory for creature were found.");
#endif

                //No inventory to compare against. Assume that all is allowed.
                return(false);
            }

            var items = extended.Config.ConditionHasItem.Value.SplitByComma(true);

            if (items.Count == 0)
            {
                return(false);
            }

            HashSet <string> inventoryItems;

            if (InstallationManager.RRRInstalled && character.name.StartsWith("RRR"))
            {
                // This is an RRR creature, item names will have been set with a specific pattern.
                inventoryItems = new();

                foreach (var item in inventory.GetAllItems())
                {
                    var firstSection = item.m_dropPrefab.name.IndexOf('@');

                    if (firstSection < 0)
                    {
                        // Unformatted item, add as is
                        inventoryItems.Add(PrepareName(item.m_dropPrefab));
                        continue;
                    }

                    var endSection = item.m_dropPrefab.name.IndexOf('@', firstSection + 1);

                    if (endSection < 0)
                    {
                        inventoryItems.Add(CleanName(item.m_dropPrefab.name.Substring(firstSection + 1)));
                    }
                    else
                    {
                        inventoryItems.Add(CleanName(item.m_dropPrefab.name.Substring(firstSection + 1, endSection - firstSection - 1)));
                    }
                }
            }
            else
            {
                inventoryItems = inventory
                                 .GetAllItems()
                                 .Select(x => x.m_dropPrefab.name.Trim().ToUpperInvariant())
                                 .ToHashSet();
            }

#if DEBUG
            Log.LogTrace("Inventory: " + inventoryItems.Join());
#endif
            if (!items.Any(x => inventoryItems.Contains(x)))
            {
                //No inventory items matched an item in condition list.
                Log.LogTrace($"{nameof(CharacterDropItemConfiguration.ConditionHasItem)}: Found none of the required items '{items.Join()}' in inventory.");

                return(true);
            }

            return(false);
        }