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fix: action name changing
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ArchiDog1998 committed Mar 29, 2023
1 parent 2a99def commit d2ed2a2
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Showing 34 changed files with 131 additions and 133 deletions.
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 @@ -173,7 +173,7 @@ 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 },
ActionCheck = b => HasHostilesInRange,
Expand All @@ -182,15 +182,15 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
/// <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 All @@ -200,7 +200,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
/// </summary>
public static IBaseAction BetweenTheLines { get; } = new BaseAction(ActionID.BetweenTheLines, true, shouldEndSpecial: true)
{
StatusNeed = Leylines.StatusProvide,
StatusNeed = LeyLines.StatusProvide,
};

/// <summary>
Expand Down
21 changes: 10 additions & 11 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 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 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 @@ -494,7 +494,7 @@ 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),
};
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 Down Expand Up @@ -603,7 +603,6 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
};
#endregion


#region 辅助
/// <summary>
/// 油性分泌物
Expand All @@ -621,7 +620,7 @@ 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
6 changes: 3 additions & 3 deletions RotationSolver.Basic/Rotations/Basic/BRD_Base.cs
Original file line number Diff line number Diff line change
Expand Up @@ -75,7 +75,7 @@ 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 }
};
Expand All @@ -85,8 +85,8 @@ public abstract class BRD_Base : CustomRotation
/// </summary>
public static IBaseAction IronJaws { get; } = new BaseAction(ActionID.IronJaws, isEot: true)
{
TargetStatus = VenomousBite.TargetStatus.Union(Windbite.TargetStatus).ToArray(),
ActionCheck = b => b.HasStatus(true, VenomousBite.TargetStatus) & b.HasStatus(true, Windbite.TargetStatus),
TargetStatus = VenomousBite.TargetStatus.Union(WindBite.TargetStatus).ToArray(),
ActionCheck = b => b.HasStatus(true, VenomousBite.TargetStatus) & b.HasStatus(true, WindBite.TargetStatus),
};

/// <summary>
Expand Down
12 changes: 6 additions & 6 deletions RotationSolver.Basic/Rotations/Basic/DNC_Base.cs
Original file line number Diff line number Diff line change
Expand Up @@ -59,7 +59,7 @@ public abstract class DNC_Base : CustomRotation
/// <summary>
/// 坠喷泉
/// </summary>
public static IBaseAction Fountainfall { get; } = new BaseAction(ActionID.FountainFall)
public static IBaseAction FountainFall { get; } = new BaseAction(ActionID.FountainFall)
{
StatusNeed = new[] { StatusID.SilkenFlow, StatusID.SilkenFlow2 }
};
Expand All @@ -84,7 +84,7 @@ public abstract class DNC_Base : CustomRotation
/// <summary>
/// 落刃雨
/// </summary>
public static IBaseAction Bladeshower { get; } = new BaseAction(ActionID.BladeShower)
public static IBaseAction BladeShower { get; } = new BaseAction(ActionID.BladeShower)
{
StatusProvide = Fountain.StatusProvide,
};
Expand All @@ -100,10 +100,10 @@ public abstract class DNC_Base : CustomRotation
/// <summary>
/// 落血雨
/// </summary>
public static IBaseAction Bloodshower { get; } = new BaseAction(ActionID.BloodShower)
public static IBaseAction BloodShower { get; } = new BaseAction(ActionID.BloodShower)
{
AOECount = 2,
StatusNeed = Fountainfall.StatusNeed,
StatusNeed = FountainFall.StatusNeed,
};

/// <summary>
Expand Down Expand Up @@ -143,7 +143,7 @@ public abstract class DNC_Base : CustomRotation
/// <summary>
/// 流星舞
/// </summary>
public static IBaseAction StarfallDance { get; } = new BaseAction(ActionID.StarFallDance)
public static IBaseAction StarFallDance { get; } = new BaseAction(ActionID.StarFallDance)
{
StatusNeed = new[] { StatusID.FlourishingStarfall },
};
Expand Down Expand Up @@ -298,7 +298,7 @@ public abstract class DNC_Base : CustomRotation
/// </summary>
/// <param name="act"></param>
/// <returns></returns>
protected static bool ExcutionStepGCD(out IAction act)
protected static bool ExecuteStepGCD(out IAction act)
{
act = null;
if (!Player.HasStatus(true, StatusID.StandardStep, StatusID.TechnicalStep)) return false;
Expand Down
6 changes: 3 additions & 3 deletions RotationSolver.Basic/Rotations/Basic/DRG_Base.cs
Original file line number Diff line number Diff line change
Expand Up @@ -93,12 +93,12 @@ public abstract class DRG_Base : CustomRotation
/// <summary>
/// 破碎冲
/// </summary>
public static IBaseAction SpineshatterDive { get; } = new BaseAction(ActionID.SpineShatterDive);
public static IBaseAction SpineShatterDive { get; } = new BaseAction(ActionID.SpineShatterDive);

/// <summary>
/// 龙炎冲
/// </summary>
public static IBaseAction DragonfireDive { get; } = new BaseAction(ActionID.DragonFireDive);
public static IBaseAction DragonFireDive { get; } = new BaseAction(ActionID.DragonFireDive);

/// <summary>
/// 跳跃
Expand Down Expand Up @@ -140,7 +140,7 @@ public abstract class DRG_Base : CustomRotation
/// <summary>
/// 坠星冲
/// </summary>
public static IBaseAction Stardiver { get; } = new BaseAction(ActionID.StarDiver)
public static IBaseAction StarDiver { get; } = new BaseAction(ActionID.StarDiver)
{
ActionCheck = b => JobGauge.IsLOTDActive,
};
Expand Down
14 changes: 7 additions & 7 deletions RotationSolver.Basic/Rotations/Basic/DRK_Base.cs
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@ public abstract class DRK_Base : CustomRotation

public override MedicineType MedicineType => MedicineType.Strength;

private static float DarksideTimeRemaining => JobGauge.DarksideTimeRemaining / 1000f;
private static float DarkSideTimeRemaining => JobGauge.DarksideTimeRemaining / 1000f;
/// <summary>
/// 暗血
/// </summary>
Expand All @@ -31,7 +31,7 @@ public abstract class DRK_Base : CustomRotation
/// <returns></returns>
protected static bool DarkSideEndAfter(float time)
{
return EndAfter(DarksideTimeRemaining, time);
return EndAfter(DarkSideTimeRemaining, time);
}

/// <summary>
Expand All @@ -42,7 +42,7 @@ protected static bool DarkSideEndAfter(float time)
/// <returns></returns>
protected static bool DarkSideEndAfterGCD(uint gctCount = 0, uint abilityCount = 0)
{
return EndAfterGCD(DarksideTimeRemaining, gctCount, abilityCount);
return EndAfterGCD(DarkSideTimeRemaining, gctCount, abilityCount);
}

public sealed override ClassJobID[] JobIDs => new ClassJobID[] { ClassJobID.DarkKnight };
Expand Down Expand Up @@ -85,12 +85,12 @@ protected static bool DarkSideEndAfterGCD(uint gctCount = 0, uint abilityCount =
/// <summary>
/// 暗黑波动
/// </summary>
public static IBaseAction FloodofDarkness { get; } = new BaseAction(ActionID.FloodOfDarkness);
public static IBaseAction FloodOfDarkness { get; } = new BaseAction(ActionID.FloodOfDarkness);

/// <summary>
/// 暗黑锋
/// </summary>
public static IBaseAction EdgeofDarkness { get; } = new BaseAction(ActionID.EdgeOfDarkness);
public static IBaseAction EdgeOfDarkness { get; } = new BaseAction(ActionID.EdgeOfDarkness);

/// <summary>
/// 嗜血
Expand Down Expand Up @@ -145,7 +145,7 @@ protected static bool DarkSideEndAfterGCD(uint gctCount = 0, uint abilityCount =
/// <summary>
/// 血溅
/// </summary>
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),
};
Expand All @@ -155,7 +155,7 @@ protected static bool DarkSideEndAfterGCD(uint gctCount = 0, uint abilityCount =
/// </summary>
public static IBaseAction Quietus { get; } = new BaseAction(ActionID.Quietus)
{
ActionCheck = Bloodspiller.ActionCheck,
ActionCheck = BloodSpiller.ActionCheck,
};

/// <summary>
Expand Down
10 changes: 5 additions & 5 deletions RotationSolver.Basic/Rotations/Basic/GNB_Base.cs
Original file line number Diff line number Diff line change
Expand Up @@ -120,7 +120,7 @@ public abstract class GNB_Base : CustomRotation
/// <summary>
/// 超火流星
/// </summary>
public static IBaseAction Superbolide { get; } = new BaseAction(ActionID.SuperBolide, true, isTimeline: true);
public static IBaseAction SuperBolide { get; } = new BaseAction(ActionID.SuperBolide, true, isTimeline: true);

/// <summary>
/// 音速破
Expand Down Expand Up @@ -151,12 +151,12 @@ public abstract class GNB_Base : CustomRotation
/// <summary>
/// 光之心
/// </summary>
public static IBaseAction HeartofLight { get; } = new BaseAction(ActionID.HeartOfLight, true, isTimeline: true);
public static IBaseAction HeartOfLight { get; } = new BaseAction(ActionID.HeartOfLight, true, isTimeline: true);

/// <summary>
/// 石之心
/// </summary>
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,
};
Expand All @@ -172,7 +172,7 @@ public abstract class GNB_Base : CustomRotation
/// <summary>
/// 血壤
/// </summary>
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,
};
Expand Down Expand Up @@ -236,7 +236,7 @@ public abstract class GNB_Base : CustomRotation

protected override bool EmergencyAbility(byte abilitiesRemaining, IAction nextGCD, out IAction act)
{
if (Superbolide.CanUse(out act) && BaseAction.TankBreakOtherCheck(JobIDs[0])) return true;
if (SuperBolide.CanUse(out act) && BaseAction.TankBreakOtherCheck(JobIDs[0])) return true;
return base.EmergencyAbility(abilitiesRemaining, nextGCD, out act);
}

Expand Down
2 changes: 1 addition & 1 deletion RotationSolver.Basic/Rotations/Basic/MCH_Base.cs
Original file line number Diff line number Diff line change
Expand Up @@ -118,7 +118,7 @@ protected static bool OverheatedEndAfterGCD(uint gctCount = 0, uint abilityCount
/// <summary>
/// 毒菌冲击
/// </summary>
public static IBaseAction Bioblaster { get; } = new BaseAction(ActionID.BioBlaster, isEot: true);
public static IBaseAction BioBlaster { get; } = new BaseAction(ActionID.BioBlaster, isEot: true);

/// <summary>
/// 整备
Expand Down
2 changes: 1 addition & 1 deletion RotationSolver.Basic/Rotations/Basic/NIN_Base.cs
Original file line number Diff line number Diff line change
Expand Up @@ -221,7 +221,7 @@ internal NinAction(ActionID actionID, params IBaseAction[] ninjutsus)
/// <summary>
/// 梦幻三段
/// </summary>
public static IBaseAction DreamWithinaDream { get; } = new BaseAction(ActionID.DreamWithInADream);
public static IBaseAction DreamWithinADream { get; } = new BaseAction(ActionID.DreamWithInADream);

/// <summary>
/// 风魔手里剑天
Expand Down
8 changes: 4 additions & 4 deletions RotationSolver.Basic/Rotations/Basic/PLD_Base.cs
Original file line number Diff line number Diff line change
Expand Up @@ -59,7 +59,7 @@ public abstract class PLD_Base : CustomRotation
/// <summary>
/// 战女神之怒(王权剑)
/// </summary>
public static IBaseAction RageofHalone { get; } = new BaseAction(ActionID.RageOfHalone);
public static IBaseAction RageOfHalone { get; } = new BaseAction(ActionID.RageOfHalone);

/// <summary>
/// 投盾
Expand All @@ -73,7 +73,7 @@ public abstract class PLD_Base : CustomRotation
/// <summary>
/// 战逃反应
/// </summary>
public static IBaseAction FightorFlight { get; } = new BaseAction(ActionID.FightOrFlight, true);
public static IBaseAction FightOrFlight { get; } = new BaseAction(ActionID.FightOrFlight, true);

/// <summary>
/// 全蚀斩
Expand All @@ -97,7 +97,7 @@ public abstract class PLD_Base : CustomRotation
/// <summary>
/// 厄运流转
/// </summary>
public static IBaseAction CircleofScorn { get; } = new BaseAction(ActionID.CircleOfScorn);
public static IBaseAction CircleOfScorn { get; } = new BaseAction(ActionID.CircleOfScorn);

/// <summary>
/// 深奥之灵
Expand Down Expand Up @@ -171,7 +171,7 @@ public abstract class PLD_Base : CustomRotation
/// <summary>
/// 武装戍卫
/// </summary>
public static IBaseAction PassageofArms { get; } = new BaseAction(ActionID.PassageOfArms, true, isTimeline: true);
public static IBaseAction PassageOfArms { get; } = new BaseAction(ActionID.PassageOfArms, true, isTimeline: true);

/// <summary>
/// 保护
Expand Down
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