diff --git a/RotationSolver.Basic/Data/ActionID.cs b/RotationSolver.Basic/Data/ActionID.cs index cb3764331..13470af0e 100644 --- a/RotationSolver.Basic/Data/ActionID.cs +++ b/RotationSolver.Basic/Data/ActionID.cs @@ -211,17 +211,17 @@ public enum ActionID : uint /// /// 激情咏唱 /// - Sharpcast = 3574, + SharpCast = 3574, /// /// 三连咏唱 /// - Triplecast = 7421, + TripleCast = 7421, /// /// 黑魔纹 /// - Leylines = 3573, + LeyLines = 3573, /// /// 魔纹步 @@ -358,7 +358,7 @@ public enum ActionID : uint /// /// 苦闷之歌 /// - SongofTorment = 11386, + SongOfTorment = 11386, /// /// 怒视 @@ -368,7 +368,7 @@ public enum ActionID : uint /// /// 平原震裂 /// - Plaincracker = 11391, + PlainCracker = 11391, /// /// 怒发冲冠 @@ -413,12 +413,12 @@ public enum ActionID : uint /// /// 破防 /// - Offguard = 11411, + OffGuard = 11411, /// /// 自爆 /// - Selfdestruct = 11408, + SelfDestruct = 11408, /// /// 拍掌 @@ -438,7 +438,7 @@ public enum ActionID : uint /// /// 4星吨 /// - Weight4tonze = 11384, + Weight4Tonze = 11384, /// /// 诡异视线 @@ -553,7 +553,7 @@ public enum ActionID : uint /// /// 水神的面纱 /// - VeiloftheWhorl = 11431, + VeilOfTheWhorl = 11431, /// /// 高山气流 @@ -658,7 +658,7 @@ public enum ActionID : uint /// /// 仙人盾 /// - Cactguard = 18315, + CactGuard = 18315, /// /// 复仇冲击 @@ -758,7 +758,7 @@ public enum ActionID : uint /// /// 斗灵弹 /// - TheRoseofDestruction = 23275, + TheRoseOfDestruction = 23275, /// /// 斗争本能 @@ -768,7 +768,7 @@ public enum ActionID : uint /// /// 超振动 /// - Ultravibration = 23277, + UltraVibration = 23277, /// /// 冰焰 @@ -798,7 +798,7 @@ public enum ActionID : uint /// /// 水脉诅咒 /// - MaledictionofWater = 23283, + MaledictionOfWater = 23283, /// /// 陆行鸟陨石 @@ -828,7 +828,7 @@ public enum ActionID : uint /// /// 月下彼岸花 /// - Nightbloom = 23290, + NightBloom = 23290, /// /// 冰雾 @@ -865,7 +865,7 @@ public enum ActionID : uint /// /// 风蚀箭 /// - Windbite = 113, + WindBite = 113, /// /// 伶牙俐齿 @@ -987,7 +987,7 @@ public enum ActionID : uint /// /// 坠喷泉 /// - Fountainfall = 15992, + FountainFall = 15992, /// /// 扇舞·序 @@ -1002,7 +1002,7 @@ public enum ActionID : uint /// /// 落刃雨 /// - Bladeshower = 15994, + BladeShower = 15994, /// /// 升风车 @@ -1012,7 +1012,7 @@ public enum ActionID : uint /// /// 落血雨 /// - Bloodshower = 15996, + BloodShower = 15996, /// /// 扇舞·破 @@ -1037,7 +1037,7 @@ public enum ActionID : uint /// /// 流星舞 /// - StarfallDance = 25792, + StarFallDance = 25792, /// /// 前冲步 @@ -1204,12 +1204,12 @@ public enum ActionID : uint /// /// 破碎冲 /// - SpineshatterDive = 95, + SpineShatterDive = 95, /// /// 龙炎冲 /// - DragonfireDive = 96, + DragonFireDive = 96, /// /// 跳跃 @@ -1239,7 +1239,7 @@ public enum ActionID : uint /// /// 坠星冲 /// - Stardiver = 16480, + StarDiver = 16480, /// /// 天龙点睛 @@ -1281,12 +1281,12 @@ public enum ActionID : uint /// /// 暗黑波动 /// - FloodofDarkness = 16466, + FloodOfDarkness = 16466, /// /// 暗黑锋 /// - EdgeofDarkness = 16467, + EdgeOfDarkness = 16467, /// /// 嗜血 @@ -1331,7 +1331,7 @@ public enum ActionID : uint /// /// 血溅 /// - Bloodspiller = 7392, + BloodSpiller = 7392, /// /// 寂灭 @@ -1391,7 +1391,7 @@ public enum ActionID : uint /// /// 暗影使者 /// - Shadowbringer = 25757, + ShadowBringer = 25757, /// /// 腐秽黑暗 @@ -1468,7 +1468,7 @@ public enum ActionID : uint /// /// 超火流星 /// - Superbolide = 16152, + SuperBolide = 16152, /// /// 音速破 @@ -1493,12 +1493,12 @@ public enum ActionID : uint /// /// 光之心 /// - HeartofLight = 16160, + HeartOfLight = 16160, /// /// 石之心 /// - HeartofStone = 16161, + HeartOfStone = 16161, /// /// 命运之环 @@ -1508,7 +1508,7 @@ public enum ActionID : uint /// /// 血壤 /// - Bloodfest = 16164, + BloodFest = 16164, /// /// 倍攻 @@ -1615,7 +1615,7 @@ public enum ActionID : uint /// /// 毒菌冲击 /// - Bioblaster = 16499, + BioBlaster = 16499, /// /// 整备 @@ -1669,17 +1669,17 @@ public enum ActionID : uint /// /// 连击 /// - Bootshine = 53, + BootShine = 53, /// /// 破坏神冲 aoe /// - ArmoftheDestroyer = 62, + ArmOfTheDestroyer = 62, /// /// 破坏神脚 aoe /// - ShadowoftheDestroyer = 25767, + ShadowOfTheDestroyer = 25767, /// /// 双掌打 伤害提高 @@ -1694,7 +1694,7 @@ public enum ActionID : uint /// /// 四面脚 aoe /// - FourpointFury = 16473, + FourPointFury = 16473, /// /// 破碎拳 @@ -1709,7 +1709,7 @@ public enum ActionID : uint /// /// 地烈劲 aoe /// - Rockbreaker = 70, + RockBreaker = 70, /// /// 斗气 @@ -1734,7 +1734,7 @@ public enum ActionID : uint /// /// 红莲极意 提高dps /// - RiddleofFire = 7395, + RiddleOfFire = 7395, /// /// 突进技能 @@ -1789,12 +1789,12 @@ public enum ActionID : uint /// /// 金刚极意 盾 /// - RiddleofEarth = 7394, + RiddleOfEarth = 7394, /// /// 疾风极意 /// - RiddleofWind = 25766, + RiddleOfWind = 25766, #endregion #region NIN @@ -1896,7 +1896,7 @@ public enum ActionID : uint /// /// 通灵之术·大虾蟆 /// - HellfrogMedium = 7401, + HellFrogMedium = 7401, /// /// 六道轮回 @@ -1931,7 +1931,7 @@ public enum ActionID : uint /// /// 梦幻三段 /// - DreamWithinaDream = 3566, + DreamWithInADream = 3566, /// /// 风魔手里剑天 @@ -2040,7 +2040,7 @@ public enum ActionID : uint /// /// 战女神之怒 /// - RageofHalone = 21, + RageOfHalone = 21, /// /// 王权剑 @@ -2055,7 +2055,7 @@ public enum ActionID : uint /// /// 战逃反应 /// - FightorFlight = 20, + FightOrFlight = 20, /// /// 全蚀斩 @@ -2075,7 +2075,7 @@ public enum ActionID : uint /// /// 厄运流转 /// - CircleofScorn = 23, + CircleOfScorn = 23, /// /// 深奥之灵 @@ -2120,17 +2120,17 @@ public enum ActionID : uint /// /// 英勇之剑 /// - BladeofValor = 25750, + BladeOfValor = 25750, /// /// 真理之剑 /// - BladeofTruth = 25749, + BladeOfTruth = 25749, /// /// 信念之剑 /// - BladeofFaith = 25748, + BladeOfFaith = 25748, /// /// 安魂祈祷 @@ -2155,7 +2155,7 @@ public enum ActionID : uint /// /// 武装戍卫 /// - PassageofArms = 7385, + PassageOfArms = 7385, /// /// 保护 @@ -2192,7 +2192,7 @@ public enum ActionID : uint /// /// 短兵相接 /// - CorpsAcorps = 7506, + CorpsACorps = 7506, /// /// 赤疾风 @@ -2324,7 +2324,7 @@ public enum ActionID : uint /// /// 死亡之影 /// - ShadowofDeath = 24378, + ShadowOfDeath = 24378, /// /// 灵魂切割 @@ -2344,7 +2344,7 @@ public enum ActionID : uint /// /// 死亡之涡 /// - WhorlofDeath = 24379, + WhorlOfDeath = 24379, /// /// 灵魂钐割 @@ -2444,7 +2444,7 @@ public enum ActionID : uint /// /// 播魂种 /// - Soulsow = 24387, + SoulSow = 24387, /// /// 收获月 @@ -2688,7 +2688,7 @@ public enum ActionID : uint /// /// 破阵法 /// - ArtofWar = 16539, + ArtOfWar = 16539, /// /// 炽天召唤 @@ -2952,7 +2952,7 @@ public enum ActionID : uint /// /// 以太蓄能 /// - Aethercharge = 25800, + AetherCharge = 25800, /// /// 龙神召唤 @@ -2992,7 +2992,7 @@ public enum ActionID : uint /// /// 灵泉之炎 /// - FountainofFire = 16514, + FountainOfFire = 16514, /// /// 溃烂爆发 @@ -3002,7 +3002,7 @@ public enum ActionID : uint /// /// 痛苦核爆 /// - Painflare = 3578, + PainFlare = 3578, /// /// 毁绝 @@ -3032,7 +3032,7 @@ public enum ActionID : uint /// /// 死星核爆 /// - Deathflare = 3582, + DeathFlare = 3582, /// /// 苏生之炎 @@ -3144,7 +3144,7 @@ public enum ActionID : uint /// /// 战栗 /// - ThrillofBattle = 40, + ThrillOfBattle = 40, /// /// 泰然自若 @@ -3159,7 +3159,7 @@ public enum ActionID : uint /// /// 原初的血气 /// - Bloodwhetting = 25751, + BloodWhetting = 25751, /// /// 复仇 @@ -3261,7 +3261,7 @@ public enum ActionID : uint /// /// 礼仪之铃 /// - LiturgyoftheBell = 25862, + LiturgyOfTheBell = 25862, /// /// 飞石 @@ -3318,7 +3318,7 @@ public enum ActionID : uint /// /// 即刻咏唱 /// - Swiftcast = 7561, + SwiftCast = 7561, /// /// 康复 @@ -3403,7 +3403,7 @@ public enum ActionID : uint /// /// 沉稳咏唱 /// - Surecast = 7559, + SureCast = 7559, /// /// 真北 diff --git a/RotationSolver.Basic/Data/StatusID.cs b/RotationSolver.Basic/Data/StatusID.cs index 49e4ff7da..4456aaa32 100644 --- a/RotationSolver.Basic/Data/StatusID.cs +++ b/RotationSolver.Basic/Data/StatusID.cs @@ -98,22 +98,22 @@ public enum StatusID : ushort /// /// 即刻咏唱 /// - Swiftcast = 167, + SwiftCast = 167, /// /// 连续咏唱 /// - Dualcast = 1249, + DualCast = 1249, /// /// 三连咏唱 /// - Triplecast = 1211, + TripleCast = 1211, /// /// 激情咏唱 /// - Sharpcast = 867, + SharpCast = 867, /// /// 雷云 @@ -189,7 +189,7 @@ public enum StatusID : ushort /// /// 超火流行 /// - Superbolide = 1836, + SuperBolide = 1836, /// /// 直线射击预备 @@ -204,7 +204,7 @@ public enum StatusID : ushort /// /// 风蚀箭Dot /// - Windbite = 129, + WindBite = 129, /// /// 毒咬箭 Plus Dot @@ -214,12 +214,12 @@ public enum StatusID : ushort /// /// 风蚀箭 Plus Dot /// - Stormbite = 1201, + StormBite = 1201, /// /// 影噬箭准备 /// - ShadowbiteReady = 3002, + ShadowBiteReady = 3002, /// /// 爆破箭准备 @@ -269,7 +269,7 @@ public enum StatusID : ushort /// /// 原初的血气 /// - Bloodwhetting = 2678, + BloodWhetting = 2678, /// /// 原初的解放 @@ -398,7 +398,7 @@ public enum StatusID : ushort /// /// 祭祀环 /// - CircleofSacrifice = 2972, + CircleOfSacrifice = 2972, /// /// 死亡祭品 @@ -408,7 +408,7 @@ public enum StatusID : ushort /// /// 死亡祭祀 /// - BloodsownCircle = 2972, + BloodSownCircle = 2972, /// /// 神秘环 @@ -418,7 +418,7 @@ public enum StatusID : ushort /// /// 播魂种 /// - Soulsow = 2594, + SoulSow = 2594, /// /// 回退准备 @@ -592,7 +592,7 @@ public enum StatusID : ushort /// /// 濒死 /// - BrinkofDeath = 44, + BrinkOfDeath = 44, /// /// 心关 @@ -652,7 +652,7 @@ public enum StatusID : ushort /// /// 英勇之剑 /// - BladeofValor = 2721, + BladeOfValor = 2721, DivineMight = 2673, @@ -826,7 +826,7 @@ public enum StatusID : ushort /// /// 石之心 /// - HeartofStone = 1840, + HeartOfStone = 1840, /// /// 无情 @@ -867,7 +867,7 @@ public enum StatusID : ushort /// /// 燕飞效果提高 /// - Enhanced_Enpi = 1236, + EnhancedEnpi = 1236, /// /// 风月 @@ -942,7 +942,7 @@ public enum StatusID : ushort /// /// 真理之剑预备状态 /// - ReadyForBladeofFaith = 3019, + ReadyForBladeOfFaith = 3019, /// /// 盾阵 @@ -972,7 +972,7 @@ public enum StatusID : ushort /// /// 金刚极意 /// - RiddleofEarth = 1179, + RiddleOfEarth = 1179, /// /// 醒梦 @@ -999,12 +999,12 @@ public enum StatusID : ushort /// /// 即兴表演结束 /// - Improvised_Finish = 2697, + ImprovisedFinish = 2697, /// /// 舞动的热情 /// - Rising_Rhythm = 2696, + RisingRhythm = 2696, /// @@ -1045,7 +1045,7 @@ public enum StatusID : ushort /// /// 意志薄弱 /// - BrushwithDeath = 2127, + BrushWithDeath = 2127, /// /// 蓄力 @@ -1090,7 +1090,7 @@ public enum StatusID : ushort /// /// 冰雾 /// - TouchofFrost = 2994, + TouchOfFrost = 2994, /// /// 玄天武水壁 diff --git a/RotationSolver.Basic/Helpers/TargetFilter.cs b/RotationSolver.Basic/Helpers/TargetFilter.cs index 33392260a..9c33e7a5f 100644 --- a/RotationSolver.Basic/Helpers/TargetFilter.cs +++ b/RotationSolver.Basic/Helpers/TargetFilter.cs @@ -249,7 +249,7 @@ public unsafe static IEnumerable GetDeath(this IEnumerable c.CastTargetObjectId == item.ObjectId)) return false; @@ -285,14 +285,14 @@ private static bool IsJobCategory(this BattleChara obj, SortedSet validJob internal static BattleChara ASTRangeTarget(IEnumerable 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 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); diff --git a/RotationSolver.Basic/RotationSolver.Basic.csproj b/RotationSolver.Basic/RotationSolver.Basic.csproj index fb3aac3a1..5e496f266 100644 --- a/RotationSolver.Basic/RotationSolver.Basic.csproj +++ b/RotationSolver.Basic/RotationSolver.Basic.csproj @@ -22,6 +22,10 @@ + + + + True diff --git a/RotationSolver.Basic/Rotations/Basic/BLM_Base.cs b/RotationSolver.Basic/Rotations/Basic/BLM_Base.cs index d87b746ab..d6e54ec10 100644 --- a/RotationSolver.Basic/Rotations/Basic/BLM_Base.cs +++ b/RotationSolver.Basic/Rotations/Basic/BLM_Base.cs @@ -173,16 +173,16 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS /// /// 激情咏唱 /// - 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, }; /// /// 三连咏唱 /// - public static IBaseAction Triplecast { get; } = new BaseAction(ActionID.Triplecast) + public static IBaseAction Triplecast { get; } = new BaseAction(ActionID.TripleCast) { StatusProvide = Swiftcast.StatusProvide, }; @@ -190,7 +190,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS /// /// 黑魔纹 /// - 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, }, }; diff --git a/RotationSolver.Basic/Rotations/Basic/BLU_Base.cs b/RotationSolver.Basic/Rotations/Basic/BLU_Base.cs index e0438b361..c581ed328 100644 --- a/RotationSolver.Basic/Rotations/Basic/BLU_Base.cs +++ b/RotationSolver.Basic/Rotations/Basic/BLU_Base.cs @@ -104,7 +104,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS /// /// 苦闷之歌 /// - 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 } }; @@ -141,7 +141,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS /// /// 斗灵弹 /// - public static IBLUAction TheRoseofDestruction { get; } = new BLUAction(ActionID.TheRoseofDestruction, BLUActionType.Magical); + public static IBLUAction TheRoseofDestruction { get; } = new BLUAction(ActionID.TheRoseOfDestruction, BLUActionType.Magical); /// /// 马特拉魔术 @@ -153,7 +153,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS /// 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 @@ -182,7 +182,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS /// /// 平原震裂 /// - public static IBLUAction Plaincracker { get; } = new BLUAction(ActionID.Plaincracker, BLUActionType.Magical); + public static IBLUAction Plaincracker { get; } = new BLUAction(ActionID.PlainCracker, BLUActionType.Magical); /// /// 诡异视线 @@ -330,7 +330,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS /// /// 水脉诅咒 /// - public static IBLUAction MaledictionofWater { get; } = new BLUAction(ActionID.MaledictionofWater, BLUActionType.Magical); + public static IBLUAction MaledictionofWater { get; } = new BLUAction(ActionID.MaledictionOfWater, BLUActionType.Magical); /// /// 陆行鸟陨石 @@ -340,7 +340,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS /// /// 月下彼岸花 /// - public static IBLUAction Nightbloom { get; } = new BLUAction(ActionID.Nightbloom, BLUActionType.Magical); + public static IBLUAction Nightbloom { get; } = new BLUAction(ActionID.NightBloom, BLUActionType.Magical); /// /// 玄天武水壁 @@ -366,7 +366,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS /// 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), }; /// @@ -414,7 +414,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS /// /// 4星吨 /// - public static IBLUAction Weight4tonze { get; } = new BLUAction(ActionID.Weight4tonze, BLUActionType.Physical); + public static IBLUAction Weight4tonze { get; } = new BLUAction(ActionID.Weight4Tonze, BLUActionType.Physical); /// /// 千针刺 @@ -494,9 +494,9 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS /// /// 自爆 /// - 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), }; /// @@ -537,7 +537,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS /// /// 超振动 /// - public static IBLUAction Ultravibration { get; } = new BLUAction(ActionID.Ultravibration, BLUActionType.None); + public static IBLUAction Ultravibration { get; } = new BLUAction(ActionID.UltraVibration, BLUActionType.None); /// /// 鬼宿脚 @@ -555,7 +555,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS /// /// 水神的面纱 /// - public static IBLUAction VeiloftheWhorl { get; } = new BLUAction(ActionID.VeiloftheWhorl, BLUActionType.None, true); + public static IBLUAction VeiloftheWhorl { get; } = new BLUAction(ActionID.VeilOfTheWhorl, BLUActionType.None, true); /// /// 超硬化 @@ -578,7 +578,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS /// /// 仙人盾 /// - 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, @@ -621,7 +621,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS /// /// 破防 /// - public static IBLUAction Offguard { get; } = new BLUAction(ActionID.Offguard, BLUActionType.None, true); + public static IBLUAction Offguard { get; } = new BLUAction(ActionID.OffGuard, BLUActionType.None, true); /// /// 强力守护 diff --git a/RotationSolver.Basic/Rotations/Basic/BRD_Base.cs b/RotationSolver.Basic/Rotations/Basic/BRD_Base.cs index c92016090..060b564f1 100644 --- a/RotationSolver.Basic/Rotations/Basic/BRD_Base.cs +++ b/RotationSolver.Basic/Rotations/Basic/BRD_Base.cs @@ -75,9 +75,9 @@ public abstract class BRD_Base : CustomRotation /// /// ��ʴ�� /// - 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 } }; /// @@ -158,7 +158,7 @@ public abstract class BRD_Base : CustomRotation /// public static IBaseAction QuickNock { get; } = new BaseAction(ActionID.QuickNock) { - StatusProvide = new[] { StatusID.ShadowbiteReady } + StatusProvide = new[] { StatusID.ShadowBiteReady } }; /// @@ -166,7 +166,7 @@ public abstract class BRD_Base : CustomRotation /// public static IBaseAction ShadowBite { get; } = new BaseAction(ActionID.ShadowBite) { - StatusNeed = new[] { StatusID.ShadowbiteReady } + StatusNeed = new[] { StatusID.ShadowBiteReady } }; /// diff --git a/RotationSolver.Basic/Rotations/Basic/DNC_Base.cs b/RotationSolver.Basic/Rotations/Basic/DNC_Base.cs index c83a0af01..9d5de767b 100644 --- a/RotationSolver.Basic/Rotations/Basic/DNC_Base.cs +++ b/RotationSolver.Basic/Rotations/Basic/DNC_Base.cs @@ -59,7 +59,7 @@ public abstract class DNC_Base : CustomRotation /// /// ׹��Ȫ /// - public static IBaseAction Fountainfall { get; } = new BaseAction(ActionID.Fountainfall) + public static IBaseAction Fountainfall { get; } = new BaseAction(ActionID.FountainFall) { StatusNeed = new[] { StatusID.SilkenFlow, StatusID.SilkenFlow2 } }; @@ -84,7 +84,7 @@ public abstract class DNC_Base : CustomRotation /// /// ������ /// - public static IBaseAction Bladeshower { get; } = new BaseAction(ActionID.Bladeshower) + public static IBaseAction Bladeshower { get; } = new BaseAction(ActionID.BladeShower) { StatusProvide = Fountain.StatusProvide, }; @@ -100,7 +100,7 @@ public abstract class DNC_Base : CustomRotation /// /// ��Ѫ�� /// - public static IBaseAction Bloodshower { get; } = new BaseAction(ActionID.Bloodshower) + public static IBaseAction Bloodshower { get; } = new BaseAction(ActionID.BloodShower) { AOECount = 2, StatusNeed = Fountainfall.StatusNeed, @@ -143,7 +143,7 @@ public abstract class DNC_Base : CustomRotation /// /// ������ /// - public static IBaseAction StarfallDance { get; } = new BaseAction(ActionID.StarfallDance) + public static IBaseAction StarfallDance { get; } = new BaseAction(ActionID.StarFallDance) { StatusNeed = new[] { StatusID.FlourishingStarfall }, }; @@ -252,7 +252,7 @@ public abstract class DNC_Base : CustomRotation { Targets = Targets.Where(b => b.ObjectId != Player.ObjectId && b.CurrentHp != 0 && //Remove Weak - !b.HasStatus(false, StatusID.Weakness, StatusID.BrinkofDeath) + !b.HasStatus(false, StatusID.Weakness, StatusID.BrinkOfDeath) //Remove other partner. && !b.HasStatus(false, StatusID.ClosedPosition2) | b.HasStatus(true, StatusID.ClosedPosition2) ); diff --git a/RotationSolver.Basic/Rotations/Basic/DRG_Base.cs b/RotationSolver.Basic/Rotations/Basic/DRG_Base.cs index 3594a53de..269393f34 100644 --- a/RotationSolver.Basic/Rotations/Basic/DRG_Base.cs +++ b/RotationSolver.Basic/Rotations/Basic/DRG_Base.cs @@ -92,12 +92,12 @@ public abstract class DRG_Base : CustomRotation /// /// ����� /// - public static IBaseAction SpineshatterDive { get; } = new BaseAction(ActionID.SpineshatterDive); + public static IBaseAction SpineshatterDive { get; } = new BaseAction(ActionID.SpineShatterDive); /// /// ���׳� /// - public static IBaseAction DragonfireDive { get; } = new BaseAction(ActionID.DragonfireDive); + public static IBaseAction DragonfireDive { get; } = new BaseAction(ActionID.DragonFireDive); /// /// ��Ծ @@ -139,7 +139,7 @@ public abstract class DRG_Base : CustomRotation /// /// ׹�dz� /// - public static IBaseAction Stardiver { get; } = new BaseAction(ActionID.Stardiver) + public static IBaseAction Stardiver { get; } = new BaseAction(ActionID.StarDiver) { ActionCheck = b => JobGauge.IsLOTDActive, }; @@ -175,7 +175,7 @@ public abstract class DRG_Base : CustomRotation ChoiceTarget = (Targets, mustUse) => { Targets = Targets.Where(b => b.ObjectId != Player.ObjectId && - !b.HasStatus(false, StatusID.Weakness, StatusID.BrinkofDeath)).ToArray(); + !b.HasStatus(false, StatusID.Weakness, StatusID.BrinkOfDeath)).ToArray(); if (Targets.Count() == 0) return Player; diff --git a/RotationSolver.Basic/Rotations/Basic/DRK_Base.cs b/RotationSolver.Basic/Rotations/Basic/DRK_Base.cs index 20cbe615e..e689f4684 100644 --- a/RotationSolver.Basic/Rotations/Basic/DRK_Base.cs +++ b/RotationSolver.Basic/Rotations/Basic/DRK_Base.cs @@ -84,12 +84,12 @@ protected static bool DarkSideEndAfterGCD(uint gctCount = 0, uint abilityCount = /// /// 暗黑波动 /// - public static IBaseAction FloodofDarkness { get; } = new BaseAction(ActionID.FloodofDarkness); + public static IBaseAction FloodofDarkness { get; } = new BaseAction(ActionID.FloodOfDarkness); /// /// 暗黑锋 /// - public static IBaseAction EdgeofDarkness { get; } = new BaseAction(ActionID.EdgeofDarkness); + public static IBaseAction EdgeofDarkness { get; } = new BaseAction(ActionID.EdgeOfDarkness); /// /// 嗜血 @@ -144,7 +144,7 @@ protected static bool DarkSideEndAfterGCD(uint gctCount = 0, uint abilityCount = /// /// 血溅 /// - public static IBaseAction Bloodspiller { get; } = new BaseAction(ActionID.Bloodspiller) + public static IBaseAction Bloodspiller { get; } = new BaseAction(ActionID.BloodSpiller) { ActionCheck = b => JobGauge.Blood >= 50 || Player.HasStatus(true, StatusID.Delirium), }; @@ -199,7 +199,7 @@ protected static bool DarkSideEndAfterGCD(uint gctCount = 0, uint abilityCount = /// /// 暗影使者 /// - public static IBaseAction Shadowbringer { get; } = new BaseAction(ActionID.Shadowbringer) + public static IBaseAction Shadowbringer { get; } = new BaseAction(ActionID.ShadowBringer) { ActionCheck = b => JobGauge.DarksideTimeRemaining > 0, }; diff --git a/RotationSolver.Basic/Rotations/Basic/GNB_Base.cs b/RotationSolver.Basic/Rotations/Basic/GNB_Base.cs index 19f50816a..69410707b 100644 --- a/RotationSolver.Basic/Rotations/Basic/GNB_Base.cs +++ b/RotationSolver.Basic/Rotations/Basic/GNB_Base.cs @@ -119,7 +119,7 @@ public abstract class GNB_Base : CustomRotation /// /// �������� /// - public static IBaseAction Superbolide { get; } = new BaseAction(ActionID.Superbolide, true, isTimeline: true); + public static IBaseAction Superbolide { get; } = new BaseAction(ActionID.SuperBolide, true, isTimeline: true); /// /// ������ @@ -150,12 +150,12 @@ public abstract class GNB_Base : CustomRotation /// /// ��֮�� /// - public static IBaseAction HeartofLight { get; } = new BaseAction(ActionID.HeartofLight, true, isTimeline: true); + public static IBaseAction HeartofLight { get; } = new BaseAction(ActionID.HeartOfLight, true, isTimeline: true); /// /// ʯ֮�� /// - public static IBaseAction HeartofStone { get; } = new BaseAction(ActionID.HeartofStone, true, isTimeline: true) + public static IBaseAction HeartofStone { get; } = new BaseAction(ActionID.HeartOfStone, true, isTimeline: true) { ChoiceTarget = TargetFilter.FindAttackedTarget, }; @@ -171,7 +171,7 @@ public abstract class GNB_Base : CustomRotation /// /// Ѫ�� /// - public static IBaseAction Bloodfest { get; } = new BaseAction(ActionID.Bloodfest, true) + public static IBaseAction Bloodfest { get; } = new BaseAction(ActionID.BloodFest, true) { ActionCheck = b => MaxAmmo - JobGauge.Ammo > 1, }; diff --git a/RotationSolver.Basic/Rotations/Basic/MCH_Base.cs b/RotationSolver.Basic/Rotations/Basic/MCH_Base.cs index 51e3eb3ed..995e96ad5 100644 --- a/RotationSolver.Basic/Rotations/Basic/MCH_Base.cs +++ b/RotationSolver.Basic/Rotations/Basic/MCH_Base.cs @@ -118,7 +118,7 @@ protected static bool OverheatedEndAfterGCD(uint gctCount = 0, uint abilityCount /// /// 毒菌冲击 /// - public static IBaseAction Bioblaster { get; } = new BaseAction(ActionID.Bioblaster, isEot: true); + public static IBaseAction Bioblaster { get; } = new BaseAction(ActionID.BioBlaster, isEot: true); /// /// 整备 diff --git a/RotationSolver.Basic/Rotations/Basic/MNK_Base.cs b/RotationSolver.Basic/Rotations/Basic/MNK_Base.cs index dcf37a5ea..92c61bb73 100644 --- a/RotationSolver.Basic/Rotations/Basic/MNK_Base.cs +++ b/RotationSolver.Basic/Rotations/Basic/MNK_Base.cs @@ -42,17 +42,17 @@ public abstract class MNK_Base : CustomRotation /// /// 连击 /// - public static IBaseAction Bootshine { get; } = new BaseAction(ActionID.Bootshine); + public static IBaseAction Bootshine { get; } = new BaseAction(ActionID.BootShine); /// /// 破坏神冲 aoe /// - public static IBaseAction ArmoftheDestroyer { get; } = new BaseAction(ActionID.ArmoftheDestroyer); + public static IBaseAction ArmoftheDestroyer { get; } = new BaseAction(ActionID.ArmOfTheDestroyer); /// /// 破坏神脚 aoe /// - public static IBaseAction ShadowOfTheDestroyer { get; } = new BaseAction(ActionID.ShadowoftheDestroyer); + public static IBaseAction ShadowOfTheDestroyer { get; } = new BaseAction(ActionID.ShadowOfTheDestroyer); /// /// 双掌打 伤害提高 @@ -67,7 +67,7 @@ public abstract class MNK_Base : CustomRotation /// /// 四面脚 aoe /// - public static IBaseAction FourPointFury { get; } = new BaseAction(ActionID.FourpointFury); + public static IBaseAction FourPointFury { get; } = new BaseAction(ActionID.FourPointFury); /// /// 破碎拳 @@ -86,7 +86,7 @@ public abstract class MNK_Base : CustomRotation /// /// 地烈劲 aoe /// - public static IBaseAction RockBreaker { get; } = new BaseAction(ActionID.Rockbreaker); + public static IBaseAction RockBreaker { get; } = new BaseAction(ActionID.RockBreaker); /// /// 斗气 @@ -117,7 +117,7 @@ public abstract class MNK_Base : CustomRotation /// /// 红莲极意 提高dps /// - public static IBaseAction RiddleOfFire { get; } = new BaseAction(ActionID.RiddleofFire, true); + public static IBaseAction RiddleOfFire { get; } = new BaseAction(ActionID.RiddleOfFire, true); /// /// 突进技能 @@ -177,15 +177,15 @@ public abstract class MNK_Base : CustomRotation /// /// 金刚极意 盾 /// - public static IBaseAction RiddleofEarth { get; } = new BaseAction(ActionID.RiddleofEarth, true, shouldEndSpecial: true, isTimeline: true) + public static IBaseAction RiddleofEarth { get; } = new BaseAction(ActionID.RiddleOfEarth, true, shouldEndSpecial: true, isTimeline: true) { - StatusProvide = new[] { StatusID.RiddleofEarth }, + StatusProvide = new[] { StatusID.RiddleOfEarth }, }; /// /// 疾风极意 /// - public static IBaseAction RiddleofWind { get; } = new BaseAction(ActionID.RiddleofWind, true); + public static IBaseAction RiddleofWind { get; } = new BaseAction(ActionID.RiddleOfWind, true); [RotationDesc(ActionID.Thunderclap)] protected sealed override bool MoveForwardAbility(byte abilitiesRemaining, out IAction act, bool recordTarget = true) @@ -208,7 +208,7 @@ protected sealed override bool HealAreaAbility(byte abilitiesRemaining, out IAct return false; } - [RotationDesc(ActionID.RiddleofEarth)] + [RotationDesc(ActionID.RiddleOfEarth)] protected sealed override bool DefenseSingleAbility(byte abilitiesRemaining, out IAction act) { if (RiddleofEarth.CanUse(out act, emptyOrSkipCombo: true)) return true; diff --git a/RotationSolver.Basic/Rotations/Basic/NIN_Base.cs b/RotationSolver.Basic/Rotations/Basic/NIN_Base.cs index a7f8d363c..67b284669 100644 --- a/RotationSolver.Basic/Rotations/Basic/NIN_Base.cs +++ b/RotationSolver.Basic/Rotations/Basic/NIN_Base.cs @@ -172,7 +172,7 @@ internal NinAction(ActionID actionID, params IBaseAction[] ninjutsus) /// /// 通灵之术·大虾蟆 /// - public static IBaseAction HellfrogMedium { get; } = new BaseAction(ActionID.HellfrogMedium) + public static IBaseAction HellfrogMedium { get; } = new BaseAction(ActionID.HellFrogMedium) { ActionCheck = Bunshin.ActionCheck, }; @@ -220,7 +220,7 @@ internal NinAction(ActionID actionID, params IBaseAction[] ninjutsus) /// /// 梦幻三段 /// - public static IBaseAction DreamWithinaDream { get; } = new BaseAction(ActionID.DreamWithinaDream); + public static IBaseAction DreamWithinaDream { get; } = new BaseAction(ActionID.DreamWithInADream); /// /// 风魔手里剑天 diff --git a/RotationSolver.Basic/Rotations/Basic/PLD_Base.cs b/RotationSolver.Basic/Rotations/Basic/PLD_Base.cs index 0a199b0bc..a0e89bf9e 100644 --- a/RotationSolver.Basic/Rotations/Basic/PLD_Base.cs +++ b/RotationSolver.Basic/Rotations/Basic/PLD_Base.cs @@ -59,7 +59,7 @@ public abstract class PLD_Base : CustomRotation /// /// սŮ��֮ŭ(��Ȩ��) /// - public static IBaseAction RageofHalone { get; } = new BaseAction(ActionID.RageofHalone); + public static IBaseAction RageofHalone { get; } = new BaseAction(ActionID.RageOfHalone); /// /// Ͷ�� @@ -72,7 +72,7 @@ public abstract class PLD_Base : CustomRotation /// /// ս�ӷ�Ӧ /// - public static IBaseAction FightorFlight { get; } = new BaseAction(ActionID.FightorFlight, true); + public static IBaseAction FightorFlight { get; } = new BaseAction(ActionID.FightOrFlight, true); /// /// ȫʴն @@ -96,7 +96,7 @@ public abstract class PLD_Base : CustomRotation /// /// ������ת /// - public static IBaseAction CircleofScorn { get; } = new BaseAction(ActionID.CircleofScorn); + public static IBaseAction CircleofScorn { get; } = new BaseAction(ActionID.CircleOfScorn); /// /// ���֮�� @@ -170,7 +170,7 @@ public abstract class PLD_Base : CustomRotation /// /// ��װ���� /// - public static IBaseAction PassageofArms { get; } = new BaseAction(ActionID.PassageofArms, true, isTimeline: true); + public static IBaseAction PassageofArms { get; } = new BaseAction(ActionID.PassageOfArms, true, isTimeline: true); /// /// ���� diff --git a/RotationSolver.Basic/Rotations/Basic/RDM_Base.cs b/RotationSolver.Basic/Rotations/Basic/RDM_Base.cs index a1b63e59a..eaaf7fcb5 100644 --- a/RotationSolver.Basic/Rotations/Basic/RDM_Base.cs +++ b/RotationSolver.Basic/Rotations/Basic/RDM_Base.cs @@ -67,7 +67,7 @@ public abstract class RDM_Base : CustomRotation /// /// �̱���� /// - public static IBaseAction CorpsAcorps { get; } = new BaseAction(ActionID.CorpsAcorps, shouldEndSpecial: true) + public static IBaseAction CorpsAcorps { get; } = new BaseAction(ActionID.CorpsACorps, shouldEndSpecial: true) { ChoiceTarget = TargetFilter.FindTargetForMoving, }; @@ -228,7 +228,7 @@ protected sealed override bool HealSingleGCD(out IAction act) return false; } - [RotationDesc(ActionID.CorpsAcorps)] + [RotationDesc(ActionID.CorpsACorps)] protected sealed override bool MoveForwardAbility(byte abilitiesRemaining, out IAction act, bool recordTarget = true) { if (CorpsAcorps.CanUse(out act, emptyOrSkipCombo: true, recordTarget: recordTarget)) return true; diff --git a/RotationSolver.Basic/Rotations/Basic/RPR_Base.cs b/RotationSolver.Basic/Rotations/Basic/RPR_Base.cs index 188a80b32..f9dfec42c 100644 --- a/RotationSolver.Basic/Rotations/Basic/RPR_Base.cs +++ b/RotationSolver.Basic/Rotations/Basic/RPR_Base.cs @@ -80,7 +80,7 @@ internal PRPAction(ActionID actionID, bool isFriendly = false, bool shouldEndSpe /// /// 死亡之影 /// - public static IBaseAction ShadowofDeath { get; } = new BaseAction(ActionID.ShadowofDeath, isEot: true) + public static IBaseAction ShadowofDeath { get; } = new BaseAction(ActionID.ShadowOfDeath, isEot: true) { TargetStatus = new[] { StatusID.DeathsDesign }, ActionCheck = b => !SoulReaver, @@ -114,7 +114,7 @@ internal PRPAction(ActionID actionID, bool isFriendly = false, bool shouldEndSpe /// /// 死亡之涡 /// - public static IBaseAction WhorlofDeath { get; } = new BaseAction(ActionID.WhorlofDeath, isEot: true) + public static IBaseAction WhorlofDeath { get; } = new BaseAction(ActionID.WhorlOfDeath, isEot: true) { TargetStatus = new[] { StatusID.DeathsDesign }, ActionCheck = ShadowofDeath.ActionCheck, @@ -187,7 +187,7 @@ internal PRPAction(ActionID actionID, bool isFriendly = false, bool shouldEndSpe /// public static IBaseAction ArcaneCircle { get; } = new BaseAction(ActionID.ArcaneCircle, true) { - StatusProvide = new[] { StatusID.CircleofSacrifice, StatusID.BloodsownCircle } + StatusProvide = new[] { StatusID.CircleOfSacrifice, StatusID.BloodSownCircle } }; /// @@ -196,7 +196,7 @@ internal PRPAction(ActionID actionID, bool isFriendly = false, bool shouldEndSpe public static IBaseAction PlentifulHarvest { get; } = new BaseAction(ActionID.PlentifulHarvest) { StatusNeed = new[] { StatusID.ImmortalSacrifice }, - ActionCheck = b => !Player.HasStatus(true, StatusID.BloodsownCircle) + ActionCheck = b => !Player.HasStatus(true, StatusID.BloodSownCircle) }; #endregion #region 蓝条50附体 @@ -291,9 +291,9 @@ internal PRPAction(ActionID actionID, bool isFriendly = false, bool shouldEndSpe /// /// 播魂种 /// - public static IBaseAction Soulsow { get; } = new BaseAction(ActionID.Soulsow) + public static IBaseAction Soulsow { get; } = new BaseAction(ActionID.SoulSow) { - StatusProvide = new[] { StatusID.Soulsow }, + StatusProvide = new[] { StatusID.SoulSow }, ActionCheck = b => !InCombat, }; @@ -302,7 +302,7 @@ internal PRPAction(ActionID actionID, bool isFriendly = false, bool shouldEndSpe /// public static IBaseAction HarvestMoon { get; } = new BaseAction(ActionID.HarvestMoon) { - StatusNeed = new[] { StatusID.Soulsow }, + StatusNeed = new[] { StatusID.SoulSow }, }; /// diff --git a/RotationSolver.Basic/Rotations/Basic/SCH_Base.cs b/RotationSolver.Basic/Rotations/Basic/SCH_Base.cs index 5a8657476..c56ce46a2 100644 --- a/RotationSolver.Basic/Rotations/Basic/SCH_Base.cs +++ b/RotationSolver.Basic/Rotations/Basic/SCH_Base.cs @@ -136,7 +136,7 @@ public abstract class SCH_Base : CustomRotation /// /// 破阵法 /// - public static IBaseAction ArtofWar { get; } = new BaseAction(ActionID.ArtofWar);//裂阵法 25866 + public static IBaseAction ArtofWar { get; } = new BaseAction(ActionID.ArtOfWar);//裂阵法 25866 #endregion #region 仙女 /// diff --git a/RotationSolver.Basic/Rotations/Basic/SMN_Base.cs b/RotationSolver.Basic/Rotations/Basic/SMN_Base.cs index ed6dc2161..483b11b94 100644 --- a/RotationSolver.Basic/Rotations/Basic/SMN_Base.cs +++ b/RotationSolver.Basic/Rotations/Basic/SMN_Base.cs @@ -56,7 +56,7 @@ protected static bool SummonTimeEndAfter(float time) /// /// 龙神附体状态 /// - protected static bool InBahamut => Service.GetAdjustedActionId(ActionID.AstralFlow) == ActionID.Deathflare; + protected static bool InBahamut => Service.GetAdjustedActionId(ActionID.AstralFlow) == ActionID.DeathFlare; /// /// 不死鸟附体状态 @@ -148,7 +148,7 @@ protected static bool SummonTimeEndAfter(float time) /// /// 以太蓄能 龙神附体 /// - public static IBaseAction Aethercharge { get; } = new BaseAction(ActionID.Aethercharge) + public static IBaseAction Aethercharge { get; } = new BaseAction(ActionID.AetherCharge) { ActionCheck = b => InCombat && HaveSummon }; @@ -173,7 +173,7 @@ protected static bool SummonTimeEndAfter(float time) /// /// 死星核爆 /// - public static IBaseAction Deathflare { get; } = new BaseAction(ActionID.Deathflare) + public static IBaseAction Deathflare { get; } = new BaseAction(ActionID.DeathFlare) { ActionCheck = b => InBahamut, }; @@ -283,7 +283,7 @@ protected static bool SummonTimeEndAfter(float time) /// /// 痛苦核爆 /// - public static IBaseAction Painflare { get; } = new BaseAction(ActionID.Painflare) + public static IBaseAction Painflare { get; } = new BaseAction(ActionID.PainFlare) { ActionCheck = b => HasAetherflowStacks }; diff --git a/RotationSolver.Basic/Rotations/Basic/WAR_Base.cs b/RotationSolver.Basic/Rotations/Basic/WAR_Base.cs index 3d7c579e9..f9514fd10 100644 --- a/RotationSolver.Basic/Rotations/Basic/WAR_Base.cs +++ b/RotationSolver.Basic/Rotations/Basic/WAR_Base.cs @@ -128,7 +128,7 @@ public abstract class WAR_Base : CustomRotation /// /// ս�� /// - public static IBaseAction ThrillofBattle { get; } = new BaseAction(ActionID.ThrillofBattle, true, isTimeline: true); + public static IBaseAction ThrillofBattle { get; } = new BaseAction(ActionID.ThrillOfBattle, true, isTimeline: true); /// /// ̩Ȼ���� diff --git a/RotationSolver.Basic/Rotations/Basic/WHM_Base.cs b/RotationSolver.Basic/Rotations/Basic/WHM_Base.cs index 8ec8cc6e8..3b035051c 100644 --- a/RotationSolver.Basic/Rotations/Basic/WHM_Base.cs +++ b/RotationSolver.Basic/Rotations/Basic/WHM_Base.cs @@ -142,7 +142,7 @@ protected static bool LilyAfterGCD(uint gctCount = 0, uint abilityCount = 0) /// /// 礼仪之铃 /// - public static IBaseAction LiturgyoftheBell { get; } = new BaseAction(ActionID.LiturgyoftheBell, true, isTimeline: true); + public static IBaseAction LiturgyoftheBell { get; } = new BaseAction(ActionID.LiturgyOfTheBell, true, isTimeline: true); #endregion #region 输出 /// diff --git a/RotationSolver.Basic/Rotations/CustomRotation_Actions.cs b/RotationSolver.Basic/Rotations/CustomRotation_Actions.cs index 143cd0dd4..456b0aee8 100644 --- a/RotationSolver.Basic/Rotations/CustomRotation_Actions.cs +++ b/RotationSolver.Basic/Rotations/CustomRotation_Actions.cs @@ -33,13 +33,13 @@ internal RoleAction(ActionID actionID, JobRole[] roles, bool isFriendly = false, /// /// 即刻咏唱 /// - public static IBaseAction Swiftcast { get; } = new RoleAction(ActionID.Swiftcast, new JobRole[] { JobRole.RangedMagical, JobRole.Healer }, true) + public static IBaseAction Swiftcast { get; } = new RoleAction(ActionID.SwiftCast, new JobRole[] { JobRole.RangedMagical, JobRole.Healer }, true) { StatusProvide = new StatusID[] { - StatusID.Swiftcast, - StatusID.Triplecast, - StatusID.Dualcast, + StatusID.SwiftCast, + StatusID.TripleCast, + StatusID.DualCast, } }; @@ -102,10 +102,10 @@ internal RoleAction(ActionID actionID, JobRole[] roles, bool isFriendly = false, { StatusProvide = new StatusID[] { - StatusID.Superbolide, StatusID.HallowedGround, + StatusID.SuperBolide, StatusID.HallowedGround, StatusID.Rampart, StatusID.Bulwark, //原初的直觉和血气 - StatusID.RawIntuition, StatusID.Bloodwhetting, + StatusID.RawIntuition, StatusID.BloodWhetting, //复仇 StatusID.Vengeance, //预警 @@ -198,7 +198,7 @@ internal RoleAction(ActionID actionID, JobRole[] roles, bool isFriendly = false, /// /// 沉稳咏唱 /// - public static IBaseAction SureCast { get; } = new RoleAction(ActionID.Surecast, + public static IBaseAction SureCast { get; } = new RoleAction(ActionID.SureCast, new JobRole[] { JobRole.RangedMagical, JobRole.Healer }, true, shouldEndSpecial: true); /// diff --git a/RotationSolver.Default/Healer/SCH_Default.cs b/RotationSolver.Default/Healer/SCH_Default.cs index 38c8ed9a2..27458a345 100644 --- a/RotationSolver.Default/Healer/SCH_Default.cs +++ b/RotationSolver.Default/Healer/SCH_Default.cs @@ -121,7 +121,7 @@ protected override bool HealAreaGCD(out IAction act) protected override bool HealAreaAbility(byte abilitiesRemaining, out IAction act) { //慰藉 - if(WhisperingDawn.ElapsedAfterGCD(1) || FeyIllumination.ElapsedAfterGCD(1) || FeyBlessing.ElapsedAfterGCD(1)) + if(WhisperingDawn.ElapsedOneChargeAfterGCD(1) || FeyIllumination.ElapsedOneChargeAfterGCD(1) || FeyBlessing.ElapsedOneChargeAfterGCD(1)) { if (SummonSeraph.CanUse(out act)) return true; } @@ -162,7 +162,7 @@ protected override bool DefenseAreaAbility(byte abilitiesRemaining, out IAction //慰藉 - if (WhisperingDawn.ElapsedAfterGCD(1) || FeyIllumination.ElapsedAfterGCD(1) || FeyBlessing.ElapsedAfterGCD(1)) + if (WhisperingDawn.ElapsedOneChargeAfterGCD(1) || FeyIllumination.ElapsedOneChargeAfterGCD(1) || FeyBlessing.ElapsedOneChargeAfterGCD(1)) { if (SummonSeraph.CanUse(out act)) return true; } diff --git a/RotationSolver.Default/Healer/WHM_Default.cs b/RotationSolver.Default/Healer/WHM_Default.cs index 3e85d63d2..8168a46ea 100644 --- a/RotationSolver.Default/Healer/WHM_Default.cs +++ b/RotationSolver.Default/Healer/WHM_Default.cs @@ -147,7 +147,7 @@ protected override bool DefenseSingleAbility(byte abilitiesRemaining, out IActio return false; } - [RotationDesc(ActionID.Temperance, ActionID.LiturgyoftheBell)] + [RotationDesc(ActionID.Temperance, ActionID.LiturgyOfTheBell)] protected override bool DefenseAreaAbility(byte abilitiesRemaining, out IAction act) { //节制 diff --git a/RotationSolver.Default/Magical/BLM_Default.cs b/RotationSolver.Default/Magical/BLM_Default.cs index 419a6b4ae..39be7b157 100644 --- a/RotationSolver.Default/Magical/BLM_Default.cs +++ b/RotationSolver.Default/Magical/BLM_Default.cs @@ -354,7 +354,7 @@ private bool MaintainStatus(out IAction act) return false; } - [RotationDesc(ActionID.BetweenTheLines, ActionID.Leylines)] + [RotationDesc(ActionID.BetweenTheLines, ActionID.LeyLines)] protected override bool HealSingleAbility(byte abilitiesRemaining, out IAction act) { if (BetweenTheLines.CanUse(out act)) return true; diff --git a/RotationSolver.Default/Magical/BLU_Default.cs b/RotationSolver.Default/Magical/BLU_Default.cs index 905430443..c5883be39 100644 --- a/RotationSolver.Default/Magical/BLU_Default.cs +++ b/RotationSolver.Default/Magical/BLU_Default.cs @@ -64,7 +64,7 @@ protected override bool GeneralGCD(out IAction act) //狂战士副作用期间 if (Player.HasStatus(true, StatusID.WaningNocturne)) return false; //鬼宿脚 - if (PhantomFlurry.IsCoolingDown && !PhantomFlurry.ElapsedAfter(1) || Player.HasStatus(true, StatusID.PhantomFlurry)) + if (PhantomFlurry.IsCoolingDown && !PhantomFlurry.ElapsedOneChargeAfter(1) || Player.HasStatus(true, StatusID.PhantomFlurry)) { if (!Player.WillStatusEnd(0.1f, true, StatusID.PhantomFlurry) && Player.WillStatusEnd(1, true, StatusID.PhantomFlurry) && PhantomFlurry2.CanUse(out act, mustUse: true)) return true; return false; diff --git a/RotationSolver.Default/Magical/RDM_Default.cs b/RotationSolver.Default/Magical/RDM_Default.cs index 1e1f33c46..a692965fb 100644 --- a/RotationSolver.Default/Magical/RDM_Default.cs +++ b/RotationSolver.Default/Magical/RDM_Default.cs @@ -48,9 +48,9 @@ protected override IAction CountDownAction(float remainTime) && Verthunder.CanUse(out var act)) return act; //Remove Swift - StatusHelper.StatusOff(StatusID.Dualcast); + StatusHelper.StatusOff(StatusID.DualCast); StatusHelper.StatusOff(StatusID.Acceleration); - StatusHelper.StatusOff(StatusID.Swiftcast); + StatusHelper.StatusOff(StatusID.SwiftCast); return base.CountDownAction(remainTime); } diff --git a/RotationSolver.Default/Magical/SMN_Default.cs b/RotationSolver.Default/Magical/SMN_Default.cs index 885ce44aa..10ccd5759 100644 --- a/RotationSolver.Default/Magical/SMN_Default.cs +++ b/RotationSolver.Default/Magical/SMN_Default.cs @@ -50,7 +50,7 @@ protected override bool GeneralGCD(out IAction act) //毁4 if (IsMoving && (Player.HasStatus(true, StatusID.GarudasFavor) || InIfrit) - && !Player.HasStatus(true, StatusID.Swiftcast) && !InBahamut && !InPhoenix + && !Player.HasStatus(true, StatusID.SwiftCast) && !InBahamut && !InPhoenix && RuinIV.CanUse(out act, mustUse: true)) return true; //召唤蛮神 @@ -84,7 +84,7 @@ protected override bool GeneralGCD(out IAction act) break; } if (SummonTimerRemaining == 0 && AttunmentTimerRemaining == 0 && - !Player.HasStatus(true, StatusID.Swiftcast) && !InBahamut && !InPhoenix && + !Player.HasStatus(true, StatusID.SwiftCast) && !InBahamut && !InPhoenix && RuinIV.CanUse(out act, mustUse: true)) return true; //迸裂三灾 if (Outburst.CanUse(out act)) return true; @@ -103,19 +103,19 @@ protected override bool AttackAbility(byte abilitiesRemaining, out IAction act) } //龙神不死鸟迸发 - if ((InBahamut && SummonBahamut.ElapsedAfterGCD(3) || InPhoenix || IsTargetBoss && IsTargetDying) && EnkindleBahamut.CanUse(out act, mustUse: true)) return true; + if ((InBahamut && SummonBahamut.ElapsedOneChargeAfterGCD(3) || InPhoenix || IsTargetBoss && IsTargetDying) && EnkindleBahamut.CanUse(out act, mustUse: true)) return true; //死星核爆 - if ((SummonBahamut.ElapsedAfterGCD(3) || IsTargetBoss && IsTargetDying) && Deathflare.CanUse(out act, mustUse: true)) return true; + if ((SummonBahamut.ElapsedOneChargeAfterGCD(3) || IsTargetBoss && IsTargetDying) && Deathflare.CanUse(out act, mustUse: true)) return true; //苏生之炎 if (Rekindle.CanUse(out act, mustUse: true)) return true; //山崩 if (MountainBuster.CanUse(out act, mustUse: true)) return true; //痛苦核爆 - if ((Player.HasStatus(false, StatusID.SearingLight) && InBahamut && (SummonBahamut.ElapsedAfterGCD(3) || !EnergyDrain.IsCoolingDown) || + if ((Player.HasStatus(false, StatusID.SearingLight) && InBahamut && (SummonBahamut.ElapsedOneChargeAfterGCD(3) || !EnergyDrain.IsCoolingDown) || !SearingLight.EnoughLevel || IsTargetBoss && IsTargetDying) && Painflare.CanUse(out act)) return true; //溃烂爆发 - if ((Player.HasStatus(false, StatusID.SearingLight) && InBahamut && (SummonBahamut.ElapsedAfterGCD(3) || !EnergyDrain.IsCoolingDown) || + if ((Player.HasStatus(false, StatusID.SearingLight) && InBahamut && (SummonBahamut.ElapsedOneChargeAfterGCD(3) || !EnergyDrain.IsCoolingDown) || !SearingLight.EnoughLevel || IsTargetBoss && IsTargetDying) && Fester.CanUse(out act)) return true; //能量抽取 diff --git a/RotationSolver.Default/Melee/DRG_Default.cs b/RotationSolver.Default/Melee/DRG_Default.cs index 3f5efe08e..f9d5a2948 100644 --- a/RotationSolver.Default/Melee/DRG_Default.cs +++ b/RotationSolver.Default/Melee/DRG_Default.cs @@ -14,7 +14,7 @@ protected override IRotationConfigSet CreateConfiguration() .SetBool("DRG_SafeMove", true, "Moving save"); } - [RotationDesc(ActionID.SpineshatterDive, ActionID.DragonfireDive)] + [RotationDesc(ActionID.SpineShatterDive, ActionID.DragonFireDive)] protected override bool MoveForwardAbility(byte abilityRemain, out IAction act, bool recordTarget = true) { if (abilityRemain > 1) @@ -78,7 +78,7 @@ protected override bool AttackAbility(byte abilitiesRemaining, out IAction act) //����� if (SpineshatterDive.CanUse(out act, emptyOrSkipCombo: true)) { - if (Player.HasStatus(true, StatusID.LanceCharge) && LanceCharge.ElapsedAfterGCD(3)) return true; + if (Player.HasStatus(true, StatusID.LanceCharge) && LanceCharge.ElapsedOneChargeAfterGCD(3)) return true; } if (Player.HasStatus(true, StatusID.PowerSurge) && SpineshatterDive.CurrentCharges != 1 && SpineshatterDive.CanUse(out act)) return true; @@ -88,7 +88,7 @@ protected override bool AttackAbility(byte abilitiesRemaining, out IAction act) //���׳� if (DragonfireDive.CanUse(out act, mustUse: true)) { - if (Player.HasStatus(true, StatusID.LanceCharge) && LanceCharge.ElapsedAfterGCD(3)) return true; + if (Player.HasStatus(true, StatusID.LanceCharge) && LanceCharge.ElapsedOneChargeAfterGCD(3)) return true; } //�����㾦 diff --git a/RotationSolver.Default/Melee/MNK_Default.cs b/RotationSolver.Default/Melee/MNK_Default.cs index 52259f7b2..8bc027dd7 100644 --- a/RotationSolver.Default/Melee/MNK_Default.cs +++ b/RotationSolver.Default/Melee/MNK_Default.cs @@ -1,6 +1,6 @@ namespace RotationSolver.Default.Melee; -[RotationDesc(ActionID.RiddleofFire)] +[RotationDesc(ActionID.RiddleOfFire)] [SourceCode("https://github.com/ArchiDog1998/RotationSolver/blob/main/RotationSolver.Default/Melee/MNK_Default.cs")] [LinkDescription("https://i.imgur.com/C5lQhpe.png")] public sealed class MNK_Default : MNK_Base diff --git a/RotationSolver.Default/Melee/RPR_Default.cs b/RotationSolver.Default/Melee/RPR_Default.cs index 4bd0b8dfc..dca1918fc 100644 --- a/RotationSolver.Default/Melee/RPR_Default.cs +++ b/RotationSolver.Default/Melee/RPR_Default.cs @@ -153,12 +153,12 @@ protected override bool AttackAbility(byte abilitiesRemaining, out IAction act) //暴食 //大丰收期间延后暴食 - if (PlentifulHarvest.EnoughLevel && !Player.HasStatus(true, StatusID.ImmortalSacrifice) && !Player.HasStatus(true, StatusID.BloodsownCircle) || !PlentifulHarvest.EnoughLevel) + if (PlentifulHarvest.EnoughLevel && !Player.HasStatus(true, StatusID.ImmortalSacrifice) && !Player.HasStatus(true, StatusID.BloodSownCircle) || !PlentifulHarvest.EnoughLevel) { if (Gluttony.CanUse(out act, mustUse: true)) return true; } - if (!Player.HasStatus(true, StatusID.BloodsownCircle) && !Player.HasStatus(true, StatusID.ImmortalSacrifice) && (Gluttony.EnoughLevel && !Gluttony.WillHaveOneChargeGCD(4) || !Gluttony.EnoughLevel || Soul == 100)) + if (!Player.HasStatus(true, StatusID.BloodSownCircle) && !Player.HasStatus(true, StatusID.ImmortalSacrifice) && (Gluttony.EnoughLevel && !Gluttony.WillHaveOneChargeGCD(4) || !Gluttony.EnoughLevel || Soul == 100)) { //AOE if (GrimSwathe.CanUse(out act)) return true; diff --git a/RotationSolver.Default/Ranged/BRD_Default.cs b/RotationSolver.Default/Ranged/BRD_Default.cs index e324a741b..d57989f47 100644 --- a/RotationSolver.Default/Ranged/BRD_Default.cs +++ b/RotationSolver.Default/Ranged/BRD_Default.cs @@ -102,7 +102,7 @@ protected override bool AttackAbility(byte abilitiesRemaining, out IAction act) //光明神的最终乐章 if (RadiantFinale.CanUse(out act, mustUse: true)) { - if (Player.HasStatus(true, StatusID.RagingStrikes) && RagingStrikes.ElapsedAfterGCD(1)) return true; + if (Player.HasStatus(true, StatusID.RagingStrikes) && RagingStrikes.ElapsedOneChargeAfterGCD(1)) return true; } //战斗之声 @@ -110,7 +110,7 @@ protected override bool AttackAbility(byte abilitiesRemaining, out IAction act) { if (IsLastAction(true, RadiantFinale)) return true; - if (Player.HasStatus(true, StatusID.RagingStrikes) && RagingStrikes.ElapsedAfterGCD(1)) return true; + if (Player.HasStatus(true, StatusID.RagingStrikes) && RagingStrikes.ElapsedOneChargeAfterGCD(1)) return true; } } diff --git a/RotationSolver.Default/Ranged/MCH_Default.cs b/RotationSolver.Default/Ranged/MCH_Default.cs index 005d0cdb4..93e00564f 100644 --- a/RotationSolver.Default/Ranged/MCH_Default.cs +++ b/RotationSolver.Default/Ranged/MCH_Default.cs @@ -48,8 +48,8 @@ protected override bool GeneralGCD(out IAction act) { if (Player.HasStatus(true, StatusID.Reassemble)) return true; if (!Configs.GetBool("MCH_Opener") || Wildfire.IsCoolingDown) return true; - if (AirAnchor.IsCoolingDown && AirAnchor.ElapsedAfterGCD(4) && Drill.IsCoolingDown && Drill.ElapsedAfterGCD(3)) return true; - if (AirAnchor.IsCoolingDown && AirAnchor.ElapsedAfterGCD(3) && Drill.IsCoolingDown && Drill.ElapsedAfterGCD(4)) return true; + if (AirAnchor.IsCoolingDown && AirAnchor.ElapsedOneChargeAfterGCD(4) && Drill.IsCoolingDown && Drill.ElapsedOneChargeAfterGCD(3)) return true; + if (AirAnchor.IsCoolingDown && AirAnchor.ElapsedOneChargeAfterGCD(3) && Drill.IsCoolingDown && Drill.ElapsedOneChargeAfterGCD(4)) return true; } } @@ -222,7 +222,7 @@ private bool CanUseRookAutoturret(out IAction act) //机器人吃团辅判断 if (AirAnchor.IsCoolingDown && AirAnchor.WillHaveOneChargeGCD() && Battery > 80) return true; - if (ChainSaw.WillHaveOneCharge(4) || ChainSaw.IsCoolingDown && !ChainSaw.ElapsedAfterGCD(3) && Battery <= 60) return true; + if (ChainSaw.WillHaveOneCharge(4) || ChainSaw.IsCoolingDown && !ChainSaw.ElapsedOneChargeAfterGCD(3) && Battery <= 60) return true; return false; } diff --git a/RotationSolver.Default/Tank/DRK_Default.cs b/RotationSolver.Default/Tank/DRK_Default.cs index 1fdb55810..0115b0cd4 100644 --- a/RotationSolver.Default/Tank/DRK_Default.cs +++ b/RotationSolver.Default/Tank/DRK_Default.cs @@ -11,7 +11,7 @@ public sealed class DRK_Default : DRK_Base protected override bool CanHealSingleAbility => false; - private static bool InDeliruim => !Delirium.EnoughLevel || Delirium.IsCoolingDown && Delirium.ElapsedAfterGCD(1) && !Delirium.ElapsedAfterGCD(7); + private static bool InDeliruim => !Delirium.EnoughLevel || Delirium.IsCoolingDown && Delirium.ElapsedOneChargeAfterGCD(1) && !Delirium.ElapsedOneChargeAfterGCD(7); private static bool CombatLess => CombatElapsedLess(3); diff --git a/RotationSolver.Default/Tank/GNB_Default.cs b/RotationSolver.Default/Tank/GNB_Default.cs index 01a3cf1fc..80204b8d4 100644 --- a/RotationSolver.Default/Tank/GNB_Default.cs +++ b/RotationSolver.Default/Tank/GNB_Default.cs @@ -87,7 +87,7 @@ protected override bool AttackAbility(byte abilitiesRemaining, out IAction act) return false; } - [RotationDesc(ActionID.HeartofLight, ActionID.Reprisal)] + [RotationDesc(ActionID.HeartOfLight, ActionID.Reprisal)] protected override bool DefenseAreaAbility(byte abilitiesRemaining, out IAction act) { if (HeartofLight.CanUse(out act, emptyOrSkipCombo: true)) return true; @@ -95,7 +95,7 @@ protected override bool DefenseAreaAbility(byte abilitiesRemaining, out IAction return false; } - [RotationDesc(ActionID.HeartofStone, ActionID.Nebula, ActionID.Rampart, ActionID.Camouflage, ActionID.Reprisal)] + [RotationDesc(ActionID.HeartOfStone, ActionID.Nebula, ActionID.Rampart, ActionID.Camouflage, ActionID.Reprisal)] protected override bool DefenseSingleAbility(byte abilitiesRemaining, out IAction act) { if (abilitiesRemaining == 2) diff --git a/RotationSolver.Default/Tank/PLD_Default.cs b/RotationSolver.Default/Tank/PLD_Default.cs index 483cf3cc3..85a6f44b9 100644 --- a/RotationSolver.Default/Tank/PLD_Default.cs +++ b/RotationSolver.Default/Tank/PLD_Default.cs @@ -3,7 +3,7 @@ namespace RotationSolver.Default.Tank; [LinkDescription("https://xiv.sleepyshiba.com/pld/img/63-60stentative2.png")] [RotationDesc("The whole rotation's burst\nis base on:")] -[RotationDesc(ActionID.FightorFlight)] +[RotationDesc(ActionID.FightOrFlight)] [SourceCode("https://github.com/ArchiDog1998/RotationSolver/blob/main/RotationSolver.Default/Tank/PLD_Default.cs")] public class PLD_Default : PLD_Base { @@ -106,7 +106,7 @@ protected override bool DefenseAreaAbility(byte abilitiesRemaining, out IAction return false; } - [RotationDesc(ActionID.PassageofArms)] + [RotationDesc(ActionID.PassageOfArms)] protected override bool HealAreaAbility(byte abilitiesRemaining, out IAction act) { if (PassageofArms.CanUse(out act)) return true; diff --git a/RotationSolver.Old/Melee/MNK_Old.cs b/RotationSolver.Old/Melee/MNK_Old.cs index f2778bbd2..f0db3ce34 100644 --- a/RotationSolver.Old/Melee/MNK_Old.cs +++ b/RotationSolver.Old/Melee/MNK_Old.cs @@ -1,6 +1,6 @@ namespace RotationSolver.Old.Melee; -[RotationDesc(ActionID.RiddleofFire)] +[RotationDesc(ActionID.RiddleOfFire)] [SourceCode("https://github.com/ArchiDog1998/RotationSolver/blob/main/RotationSolver.Old/Melee/MNK_Old.cs")] public sealed class MNK_Old : MNK_Base { diff --git a/RotationSolver/Timeline/ActionCondition.cs b/RotationSolver/Timeline/ActionCondition.cs index 38cd67ef5..6cc6a7250 100644 --- a/RotationSolver/Timeline/ActionCondition.cs +++ b/RotationSolver/Timeline/ActionCondition.cs @@ -33,11 +33,11 @@ public bool IsTrue(ICustomRotation combo) switch (ActionConditonType) { case ActionConditonType.Elapsed: - result = _action.ElapsedAfter(Time); // Bigger + result = _action.ElapsedOneChargeAfter(Time); // Bigger break; case ActionConditonType.ElapsedGCD: - result = _action.ElapsedAfterGCD((uint)Param1, (uint)Param2); // Bigger + result = _action.ElapsedOneChargeAfterGCD((uint)Param1, (uint)Param2); // Bigger break; case ActionConditonType.Remain: