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fix: changed some Misspell
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ArchiDog1998 committed Mar 26, 2023
1 parent f1dcd97 commit 7a1b236
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Showing 38 changed files with 202 additions and 198 deletions.
124 changes: 62 additions & 62 deletions RotationSolver.Basic/Data/ActionID.cs

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44 changes: 22 additions & 22 deletions RotationSolver.Basic/Data/StatusID.cs
Original file line number Diff line number Diff line change
Expand Up @@ -98,22 +98,22 @@ public enum StatusID : ushort
/// <summary>
/// 即刻咏唱
/// </summary>
Swiftcast = 167,
SwiftCast = 167,

/// <summary>
/// 连续咏唱
/// </summary>
Dualcast = 1249,
DualCast = 1249,

/// <summary>
/// 三连咏唱
/// </summary>
Triplecast = 1211,
TripleCast = 1211,

/// <summary>
/// 激情咏唱
/// </summary>
Sharpcast = 867,
SharpCast = 867,

/// <summary>
/// 雷云
Expand Down Expand Up @@ -189,7 +189,7 @@ public enum StatusID : ushort
/// <summary>
/// 超火流行
/// </summary>
Superbolide = 1836,
SuperBolide = 1836,

/// <summary>
/// 直线射击预备
Expand All @@ -204,7 +204,7 @@ public enum StatusID : ushort
/// <summary>
/// 风蚀箭Dot
/// </summary>
Windbite = 129,
WindBite = 129,

/// <summary>
/// 毒咬箭 Plus Dot
Expand All @@ -214,12 +214,12 @@ public enum StatusID : ushort
/// <summary>
/// 风蚀箭 Plus Dot
/// </summary>
Stormbite = 1201,
StormBite = 1201,

/// <summary>
/// 影噬箭准备
/// </summary>
ShadowbiteReady = 3002,
ShadowBiteReady = 3002,

/// <summary>
/// 爆破箭准备
Expand Down Expand Up @@ -269,7 +269,7 @@ public enum StatusID : ushort
/// <summary>
/// 原初的血气
/// </summary>
Bloodwhetting = 2678,
BloodWhetting = 2678,

/// <summary>
/// 原初的解放
Expand Down Expand Up @@ -398,7 +398,7 @@ public enum StatusID : ushort
/// <summary>
/// 祭祀环
/// </summary>
CircleofSacrifice = 2972,
CircleOfSacrifice = 2972,

/// <summary>
/// 死亡祭品
Expand All @@ -408,7 +408,7 @@ public enum StatusID : ushort
/// <summary>
/// 死亡祭祀
/// </summary>
BloodsownCircle = 2972,
BloodSownCircle = 2972,

/// <summary>
/// 神秘环
Expand All @@ -418,7 +418,7 @@ public enum StatusID : ushort
/// <summary>
/// 播魂种
/// </summary>
Soulsow = 2594,
SoulSow = 2594,

/// <summary>
/// 回退准备
Expand Down Expand Up @@ -592,7 +592,7 @@ public enum StatusID : ushort
/// <summary>
/// 濒死
/// </summary>
BrinkofDeath = 44,
BrinkOfDeath = 44,

/// <summary>
/// 心关
Expand Down Expand Up @@ -652,7 +652,7 @@ public enum StatusID : ushort
/// <summary>
/// 英勇之剑
/// </summary>
BladeofValor = 2721,
BladeOfValor = 2721,

DivineMight = 2673,

Expand Down Expand Up @@ -826,7 +826,7 @@ public enum StatusID : ushort
/// <summary>
/// 石之心
/// </summary>
HeartofStone = 1840,
HeartOfStone = 1840,

/// <summary>
/// 无情
Expand Down Expand Up @@ -867,7 +867,7 @@ public enum StatusID : ushort
/// <summary>
/// 燕飞效果提高
/// </summary>
Enhanced_Enpi = 1236,
EnhancedEnpi = 1236,

/// <summary>
/// 风月
Expand Down Expand Up @@ -942,7 +942,7 @@ public enum StatusID : ushort
/// <summary>
/// 真理之剑预备状态
/// </summary>
ReadyForBladeofFaith = 3019,
ReadyForBladeOfFaith = 3019,

/// <summary>
/// 盾阵
Expand Down Expand Up @@ -972,7 +972,7 @@ public enum StatusID : ushort
/// <summary>
/// 金刚极意
/// </summary>
RiddleofEarth = 1179,
RiddleOfEarth = 1179,

/// <summary>
/// 醒梦
Expand All @@ -999,12 +999,12 @@ public enum StatusID : ushort
/// <summary>
/// 即兴表演结束
/// </summary>
Improvised_Finish = 2697,
ImprovisedFinish = 2697,

/// <summary>
/// 舞动的热情
/// </summary>
Rising_Rhythm = 2696,
RisingRhythm = 2696,


/// <summary>
Expand Down Expand Up @@ -1045,7 +1045,7 @@ public enum StatusID : ushort
/// <summary>
/// 意志薄弱
/// </summary>
BrushwithDeath = 2127,
BrushWithDeath = 2127,

/// <summary>
/// 蓄力
Expand Down Expand Up @@ -1090,7 +1090,7 @@ public enum StatusID : ushort
/// <summary>
/// 冰雾
/// </summary>
TouchofFrost = 2994,
TouchOfFrost = 2994,

/// <summary>
/// 玄天武水壁
Expand Down
6 changes: 3 additions & 3 deletions RotationSolver.Basic/Helpers/TargetFilter.cs
Original file line number Diff line number Diff line change
Expand Up @@ -249,7 +249,7 @@ public unsafe static IEnumerable<BattleChara> GetDeath(this IEnumerable<BattleCh
if (item.HasStatus(false, StatusID.Raise)) return false;

//如果濒死了,那给我TMD冷静冷静!等着另一个奶大发慈悲吧。
if (!Service.Config.RaiseBrinkOfDeath && item.HasStatus(false, StatusID.BrinkofDeath)) return false;
if (!Service.Config.RaiseBrinkOfDeath && item.HasStatus(false, StatusID.BrinkOfDeath)) return false;

//如果有人在对着他咏唱,那就算了。
if (DataCenter.AllianceMembers.Any(c => c.CastTargetObjectId == item.ObjectId)) return false;
Expand Down Expand Up @@ -285,14 +285,14 @@ private static bool IsJobCategory(this BattleChara obj, SortedSet<byte> validJob

internal static BattleChara ASTRangeTarget(IEnumerable<BattleChara> ASTTargets, bool mustUse)
{
ASTTargets = ASTTargets.Where(b => !b.HasStatus(false, StatusID.Weakness, StatusID.BrinkofDeath));
ASTTargets = ASTTargets.Where(b => !b.HasStatus(false, StatusID.Weakness, StatusID.BrinkOfDeath));

return ASTTargets.ASTGetTargetByJobs(JobRole.RangedMagical, JobRole.RangedPhysical, JobRole.Melee);
}

internal static BattleChara ASTMeleeTarget(IEnumerable<BattleChara> ASTTargets, bool mustUse)
{
ASTTargets = ASTTargets.Where(b => !b.HasStatus(false, StatusID.Weakness, StatusID.BrinkofDeath));
ASTTargets = ASTTargets.Where(b => !b.HasStatus(false, StatusID.Weakness, StatusID.BrinkOfDeath));


return ASTTargets.ASTGetTargetByJobs(JobRole.Melee, JobRole.RangedMagical, JobRole.RangedPhysical);
Expand Down
4 changes: 4 additions & 0 deletions RotationSolver.Basic/RotationSolver.Basic.csproj
Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,10 @@

</PropertyGroup>

<ItemGroup>
<None Remove="Data\jb1sch2v.sen~" />
</ItemGroup>

<ItemGroup>
<None Include="..\COPYING.LESSER">
<Pack>True</Pack>
Expand Down
8 changes: 4 additions & 4 deletions RotationSolver.Basic/Rotations/Basic/BLM_Base.cs
Original file line number Diff line number Diff line change
Expand Up @@ -173,24 +173,24 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
/// <summary>
/// 激情咏唱
/// </summary>
public static IBaseAction Sharpcast { get; } = new BaseAction(ActionID.Sharpcast)
public static IBaseAction Sharpcast { get; } = new BaseAction(ActionID.SharpCast)
{
StatusProvide = new[] { StatusID.Sharpcast },
StatusProvide = new[] { StatusID.SharpCast },
ActionCheck = b => HasHostilesInRange,
};

/// <summary>
/// 三连咏唱
/// </summary>
public static IBaseAction Triplecast { get; } = new BaseAction(ActionID.Triplecast)
public static IBaseAction Triplecast { get; } = new BaseAction(ActionID.TripleCast)
{
StatusProvide = Swiftcast.StatusProvide,
};

/// <summary>
/// 黑魔纹
/// </summary>
public static IBaseAction Leylines { get; } = new BaseAction(ActionID.Leylines, true, shouldEndSpecial: true)
public static IBaseAction Leylines { get; } = new BaseAction(ActionID.LeyLines, true, shouldEndSpecial: true)
{
StatusProvide = new[] { StatusID.LeyLines, },
};
Expand Down
28 changes: 14 additions & 14 deletions RotationSolver.Basic/Rotations/Basic/BLU_Base.cs
Original file line number Diff line number Diff line change
Expand Up @@ -104,7 +104,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
/// <summary>
/// 苦闷之歌
/// </summary>
public static IBLUAction SongofTorment { get; } = new BLUAction(ActionID.SongofTorment, BLUActionType.Magical, isEot: true)
public static IBLUAction SongofTorment { get; } = new BLUAction(ActionID.SongOfTorment, BLUActionType.Magical, isEot: true)
{
TargetStatus = new[] { StatusID.Bleeding }
};
Expand Down Expand Up @@ -141,7 +141,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
/// <summary>
/// 斗灵弹
/// </summary>
public static IBLUAction TheRoseofDestruction { get; } = new BLUAction(ActionID.TheRoseofDestruction, BLUActionType.Magical);
public static IBLUAction TheRoseofDestruction { get; } = new BLUAction(ActionID.TheRoseOfDestruction, BLUActionType.Magical);

/// <summary>
/// 马特拉魔术
Expand All @@ -153,7 +153,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
/// </summary>
public static IBLUAction WhiteDeath { get; } = new BLUAction(ActionID.WhiteDeath, BLUActionType.Magical)
{
ActionCheck = b => Player.HasStatus(true, StatusID.TouchofFrost)
ActionCheck = b => Player.HasStatus(true, StatusID.TouchOfFrost)
};
#endregion

Expand Down Expand Up @@ -182,7 +182,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
/// <summary>
/// 平原震裂
/// </summary>
public static IBLUAction Plaincracker { get; } = new BLUAction(ActionID.Plaincracker, BLUActionType.Magical);
public static IBLUAction Plaincracker { get; } = new BLUAction(ActionID.PlainCracker, BLUActionType.Magical);

/// <summary>
/// 诡异视线
Expand Down Expand Up @@ -330,7 +330,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
/// <summary>
/// 水脉诅咒
/// </summary>
public static IBLUAction MaledictionofWater { get; } = new BLUAction(ActionID.MaledictionofWater, BLUActionType.Magical);
public static IBLUAction MaledictionofWater { get; } = new BLUAction(ActionID.MaledictionOfWater, BLUActionType.Magical);

/// <summary>
/// 陆行鸟陨石
Expand All @@ -340,7 +340,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
/// <summary>
/// 月下彼岸花
/// </summary>
public static IBLUAction Nightbloom { get; } = new BLUAction(ActionID.Nightbloom, BLUActionType.Magical);
public static IBLUAction Nightbloom { get; } = new BLUAction(ActionID.NightBloom, BLUActionType.Magical);

/// <summary>
/// 玄天武水壁
Expand All @@ -366,7 +366,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
/// </summary>
public static IBLUAction FinalSting { get; } = new BLUAction(ActionID.FinalSting, BLUActionType.Physical)
{
ActionCheck = b => !Player.HasStatus(true, StatusID.BrushwithDeath),
ActionCheck = b => !Player.HasStatus(true, StatusID.BrushWithDeath),
};

/// <summary>
Expand Down Expand Up @@ -414,7 +414,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
/// <summary>
/// 4星吨
/// </summary>
public static IBLUAction Weight4tonze { get; } = new BLUAction(ActionID.Weight4tonze, BLUActionType.Physical);
public static IBLUAction Weight4tonze { get; } = new BLUAction(ActionID.Weight4Tonze, BLUActionType.Physical);

/// <summary>
/// 千针刺
Expand Down Expand Up @@ -494,9 +494,9 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
/// <summary>
/// 自爆
/// </summary>
public static IBLUAction Selfdestruct { get; } = new BLUAction(ActionID.Selfdestruct, BLUActionType.None)
public static IBLUAction Selfdestruct { get; } = new BLUAction(ActionID.SelfDestruct, BLUActionType.None)
{
ActionCheck = b => !Player.HasStatus(true, StatusID.BrushwithDeath),
ActionCheck = b => !Player.HasStatus(true, StatusID.BrushWithDeath),
};

/// <summary>
Expand Down Expand Up @@ -537,7 +537,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
/// <summary>
/// 超振动
/// </summary>
public static IBLUAction Ultravibration { get; } = new BLUAction(ActionID.Ultravibration, BLUActionType.None);
public static IBLUAction Ultravibration { get; } = new BLUAction(ActionID.UltraVibration, BLUActionType.None);

/// <summary>
/// 鬼宿脚
Expand All @@ -555,7 +555,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
/// <summary>
/// 水神的面纱
/// </summary>
public static IBLUAction VeiloftheWhorl { get; } = new BLUAction(ActionID.VeiloftheWhorl, BLUActionType.None, true);
public static IBLUAction VeiloftheWhorl { get; } = new BLUAction(ActionID.VeilOfTheWhorl, BLUActionType.None, true);

/// <summary>
/// 超硬化
Expand All @@ -578,7 +578,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
/// <summary>
/// 仙人盾
/// </summary>
public static IBLUAction Cactguard { get; } = new BLUAction(ActionID.Cactguard, BLUActionType.None, true, isTimeline: true)
public static IBLUAction Cactguard { get; } = new BLUAction(ActionID.CactGuard, BLUActionType.None, true, isTimeline: true)
{
StatusProvide = Rampart.StatusProvide,
ActionCheck = BaseAction.TankDefenseSelf,
Expand Down Expand Up @@ -621,7 +621,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
/// <summary>
/// 破防
/// </summary>
public static IBLUAction Offguard { get; } = new BLUAction(ActionID.Offguard, BLUActionType.None, true);
public static IBLUAction Offguard { get; } = new BLUAction(ActionID.OffGuard, BLUActionType.None, true);

/// <summary>
/// 强力守护
Expand Down
8 changes: 4 additions & 4 deletions RotationSolver.Basic/Rotations/Basic/BRD_Base.cs
Original file line number Diff line number Diff line change
Expand Up @@ -75,9 +75,9 @@ public abstract class BRD_Base : CustomRotation
/// <summary>
/// 风蚀箭
/// </summary>
public static IBaseAction Windbite { get; } = new BaseAction(ActionID.Windbite, isEot: true)
public static IBaseAction Windbite { get; } = new BaseAction(ActionID.WindBite, isEot: true)
{
TargetStatus = new[] { StatusID.Windbite, StatusID.Stormbite }
TargetStatus = new[] { StatusID.WindBite, StatusID.StormBite }
};

/// <summary>
Expand Down Expand Up @@ -158,15 +158,15 @@ public abstract class BRD_Base : CustomRotation
/// </summary>
public static IBaseAction QuickNock { get; } = new BaseAction(ActionID.QuickNock)
{
StatusProvide = new[] { StatusID.ShadowbiteReady }
StatusProvide = new[] { StatusID.ShadowBiteReady }
};

/// <summary>
/// 影噬箭
/// </summary>
public static IBaseAction ShadowBite { get; } = new BaseAction(ActionID.ShadowBite)
{
StatusNeed = new[] { StatusID.ShadowbiteReady }
StatusNeed = new[] { StatusID.ShadowBiteReady }
};

/// <summary>
Expand Down
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