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fix: changed the way to defense single for tanks.
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ArchiDog1998 committed Apr 3, 2023
1 parent 24a857d commit 0f921f1
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Showing 4 changed files with 26 additions and 29 deletions.
11 changes: 5 additions & 6 deletions RotationSolver.Default/Tank/DRK_Default.cs
Original file line number Diff line number Diff line change
Expand Up @@ -92,20 +92,19 @@ protected override bool DefenseSingleAbility(byte abilitiesRemaining, out IActio
{
if (TheBlackestNight.CanUse(out act)) return true;

if (abilitiesRemaining == 2)
if (abilitiesRemaining == 1)
{
//10
if (HostileTargets.Count() > 1 && Oblation.CanUse(out act)) return true;

if (Oblation.CanUse(out act, CanUseOption.EmptyOrSkipCombo)) return true;
}
else
{
//30
if (ShadowWall.CanUse(out act)) return true;

//20
if (Rampart.CanUse(out act)) return true;
if (DarkMind.CanUse(out act)) return true;

//10
if (Oblation.CanUse(out act, CanUseOption.EmptyOrSkipCombo)) return true;
}

if (Reprisal.CanUse(out act)) return true;
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15 changes: 9 additions & 6 deletions RotationSolver.Default/Tank/GNB_Default.cs
Original file line number Diff line number Diff line change
Expand Up @@ -97,19 +97,22 @@ protected override bool DefenseAreaAbility(byte abilitiesRemaining, out IAction
[RotationDesc(ActionID.HeartOfStone, ActionID.Nebula, ActionID.Rampart, ActionID.Camouflage, ActionID.Reprisal)]
protected override bool DefenseSingleAbility(byte abilitiesRemaining, out IAction act)
{
if (abilitiesRemaining == 2)
if (abilitiesRemaining == 1)
{
//10
if (Camouflage.CanUse(out act)) return true;

//10
if (HeartOfStone.CanUse(out act)) return true;
}
else
{
//30
if (Nebula.CanUse(out act)) return true;

//20
if (Rampart.CanUse(out act)) return true;

//10
if (Camouflage.CanUse(out act)) return true;
}
//10
if (HeartOfStone.CanUse(out act)) return true;

if (Reprisal.CanUse(out act)) return true;

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13 changes: 6 additions & 7 deletions RotationSolver.Default/Tank/PLD_Default.cs
Original file line number Diff line number Diff line change
Expand Up @@ -118,20 +118,19 @@ protected override bool HealAreaAbility(byte abilitiesRemaining, out IAction act
[RotationDesc(ActionID.Sentinel, ActionID.Rampart, ActionID.Bulwark, ActionID.Sheltron, ActionID.Reprisal)]
protected override bool DefenseSingleAbility(byte abilitiesRemaining, out IAction act)
{
if (abilitiesRemaining == 2)
if (abilitiesRemaining == 1)
{
//10
if (OathGauge >= 90 && UseOath(out act)) return true;

if (Bulwark.CanUse(out act)) return true;
if (UseOath(out act)) return true;
}
else
{
//30
if (Sentinel.CanUse(out act)) return true;

//20
if (Rampart.CanUse(out act)) return true;

//10
if (Bulwark.CanUse(out act)) return true;
if (UseOath(out act)) return true;
}

if (Reprisal.CanUse(out act)) return true;
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16 changes: 6 additions & 10 deletions RotationSolver.Default/Tank/WAR_Default.cs
Original file line number Diff line number Diff line change
Expand Up @@ -106,22 +106,18 @@ protected override bool GeneralAbility(byte abilitiesRemaining, out IAction act)
[RotationDesc(ActionID.RawIntuition, ActionID.Vengeance, ActionID.Rampart, ActionID.RawIntuition, ActionID.Reprisal)]
protected override bool DefenseSingleAbility(byte abilitiesRemaining, out IAction act)
{
if (abilitiesRemaining == 2)
if (abilitiesRemaining == 1)
{
//10
if (RawIntuition.CanUse(out act)) return true;
}
else
{
if (HostileTargets.Count() > 1)
{
//10
if (RawIntuition.CanUse(out act)) return true;
}

//30
if (Vengeance.CanUse(out act)) return true;

//20
if (Rampart.CanUse(out act)) return true;

//10
if (RawIntuition.CanUse(out act)) return true;
}
if (Reprisal.CanUse(out act)) return true;

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