public override bool ShouldEnchant() { string keyName = $"{Name}.ENCHANT"; if (CurrentStep == null) { FrameHelper.UpdateDebugFrame(keyName, "No step"); return(false); } if (!MyCharLevelIsHighEnough()) { FrameHelper.UpdateDebugFrame(keyName, "Level up first"); return(false); } if (!CurrentStep.ItemoCraft.IsAnEnchant) { FrameHelper.UpdateDebugFrame(keyName, "Not an enchant"); return(false); } if (!CurrentStep.HasMatsToCraftOne()) { FrameHelper.UpdateDebugFrame(keyName, "Not enough materials"); return(false); } if (!CurrentStep.KnownRecipe) { FrameHelper.UpdateDebugFrame(keyName, "We don't know the recipe"); return(false); } FrameHelper.UpdateDebugFrame(keyName, "RUNNING"); return(true); }
// We have mats to craft one ? public bool WeHaveMatsToCraftOne(string key = null) { if (CurrentStep.HasMatsToCraftOne()) { FrameHelper.UpdateDebugFrame(key, "We have mats to craft one"); return(true); } FrameHelper.UpdateDebugFrame(key, "We don't have mats to craft one"); return(false); }