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 }; }
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); } }
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; }