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Drk bloodweapon beta #64

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2 changes: 1 addition & 1 deletion BasicRotations/DefaultRotations.csproj
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@
<None Remove="Duty\PVPRotations\**" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="RotationSolverReborn.Basic" Version="4.0.4.3" />
<PackageReference Include="RotationSolverReborn.Basic" Version="4.1.0.4" />
</ItemGroup>
<ItemGroup>
<Reference Include="Dalamud">
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212 changes: 212 additions & 0 deletions BasicRotations/Tank/DRK_Beta.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,212 @@
namespace DefaultRotations.Tank;

[Rotation("Beta", CombatType.PvE, GameVersion = "6.58")]
[SourceCode(Path = "main/DefaultRotations/Tank/DRK_Beta.cs")]
[Api(1)]
public sealed class DRK_Beta : DarkKnightRotation
{
#region Config Options
[RotationConfig(CombatType.PvE, Name = "Keep at least 3000 MP")]
public bool TheBlackestNight { get; set; } = true;
#endregion

#region Countdown Logic
// Countdown logic to prepare for combat.
// Includes logic for using Provoke, tank stances, and burst medicines.
protected override IAction? CountDownAction(float remainTime)
{
//Provoke when has Shield.
if (remainTime <= CountDownAhead)
{
if (HasTankStance)
{
if (ProvokePvE.CanUse(out _)) return ProvokePvE;
}
}
if (remainTime <= 2 && UseBurstMedicine(out var act)) return act;
if (remainTime <= 3 && TheBlackestNightPvE.CanUse(out act)) return act;
if (remainTime <= 4 && BloodWeaponPvE.CanUse(out act)) return act;
return base.CountDownAction(remainTime);
}
#endregion

#region oGCD Logic
// Decision-making for emergency abilities, focusing on Blood Weapon usage.
protected override bool EmergencyAbility(IAction nextGCD, out IAction? act)
{
if (base.EmergencyAbility(nextGCD, out act)) return true;

if ((InCombat && CombatElapsedLess(2) || TimeSinceLastAction.TotalSeconds >= 10))
{
if (BloodWeaponPvE.CanUse(out act, skipAoeCheck: true)) return true;
}

return base.EmergencyAbility(nextGCD, out act);
}

// Determines healing actions based on The Blackest Night ability.
[RotationDesc(ActionID.TheBlackestNightPvE)]
protected override bool HealSingleAbility(IAction nextGCD, out IAction? act)
{
if (TheBlackestNightPvE.CanUse(out act)) return true;
return base.HealSingleAbility(nextGCD, out act);
}

[RotationDesc(ActionID.DarkMissionaryPvE, ActionID.ReprisalPvE)]
protected override bool DefenseAreaAbility(IAction nextGCD, out IAction? act)
{
if (!InTwoMIsBurst() && DarkMissionaryPvE.CanUse(out act)) return true;
if (!InTwoMIsBurst() && ReprisalPvE.CanUse(out act, skipAoeCheck: true)) return true;

return base.DefenseAreaAbility(nextGCD, out act);
}

[RotationDesc(ActionID.TheBlackestNightPvE, ActionID.OblationPvE, ActionID.ReprisalPvE, ActionID.ShadowWallPvE, ActionID.RampartPvE, ActionID.DarkMindPvE)]
protected override bool DefenseSingleAbility(IAction nextGCD, out IAction? act)
{
act = null;

if (Player.HasStatus(true, StatusID.BlackestNight)) return false;

//10
if (OblationPvE.CanUse(out act, usedUp: true, onLastAbility: true)) return true;

if (ReprisalPvE.CanUse(out act, skipAoeCheck: true, onLastAbility: true)) return true;

if (TheBlackestNightPvE.CanUse(out act, onLastAbility: true)) return true;
//30
if ((!RampartPvE.Cooldown.IsCoolingDown || RampartPvE.Cooldown.ElapsedAfter(60)) && ShadowWallPvE.CanUse(out act)) return true;

//20
if (ShadowWallPvE.Cooldown.IsCoolingDown && ShadowWallPvE.Cooldown.ElapsedAfter(60) && RampartPvE.CanUse(out act)) return true;
if (DarkMindPvE.CanUse(out act)) return true;

return base.DefenseAreaAbility(nextGCD, out act);
}

protected override bool AttackAbility(IAction nextGCD, out IAction? act)
{
if (CheckDarkSide)
{
if (FloodOfDarknessPvE.CanUse(out act)) return true;
if (EdgeOfDarknessPvE.CanUse(out act)) return true;
}

if (IsBurst)
{
if (UseBurstMedicine(out act)) return true;
if (InCombat && DeliriumPvE.CanUse(out act)) return true;
if (DeliriumPvE.EnoughLevel && DeliriumPvE.Cooldown.ElapsedAfterGCD(1) && !DeliriumPvE.Cooldown.ElapsedAfterGCD(3)
&& BloodWeaponPvE.CanUse(out act)) return true;
if (!DeliriumPvE.EnoughLevel)
{
if (BloodWeaponPvE.CanUse(out act, skipClippingCheck: true)) return true;
}
if (LivingShadowPvE.CanUse(out act, skipAoeCheck: true)) return true;
if (BloodspillerPvE.CanUse(out act, skipClippingCheck: true, skipComboCheck: true)) return true;
}

if (CombatLess)
{
act = null;
return false;
}

if (!IsMoving && SaltedEarthPvE.CanUse(out act, skipAoeCheck: true)) return true;

if (ShadowbringerPvE.CanUse(out act, skipAoeCheck: true)) return true;

if (NumberOfHostilesInRange >= 3 && AbyssalDrainPvE.CanUse(out act)) return true;
if (CarveAndSpitPvE.CanUse(out act)) return true;

if (InTwoMIsBurst())
{
if (ShadowbringerPvE.CanUse(out act, usedUp: true, skipAoeCheck: true)) return true;

}

if (PlungePvE.CanUse(out act, skipAoeCheck: true) && !IsMoving) return true;

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

if (InTwoMIsBurst())
{
if (PlungePvE.CanUse(out act, usedUp: true, skipAoeCheck: true) && !IsMoving) return true;
}
if (MergedStatus.HasFlag(AutoStatus.MoveForward) && MoveForwardAbility(nextGCD, out act)) return true;
return base.AttackAbility(nextGCD, out act);
}
#endregion

#region GCD Logic
protected override bool GeneralGCD(out IAction? act)
{
//Use Blood
if (UseBlood)
{
if (QuietusPvE.CanUse(out act, skipClippingCheck: true, skipComboCheck: true)) return true;
if (BloodspillerPvE.CanUse(out act, skipClippingCheck: true, skipComboCheck: true)) return true;
}

//AOE
if (StalwartSoulPvE.CanUse(out act)) return true;
if (UnleashPvE.CanUse(out act)) return true;

//Single Target
if (SouleaterPvE.CanUse(out act)) return true;
if (SyphonStrikePvE.CanUse(out act)) return true;
if (HardSlashPvE.CanUse(out act)) return true;

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

return base.GeneralGCD(out act);
}
#endregion

#region Extra Methods
// Indicates whether the Dark Knight can heal using a single ability.
public override bool CanHealSingleAbility => false;

// Logic to determine when to use blood-based abilities.
private bool UseBlood
{
get
{
// Conditions based on player statuses and ability cooldowns.
if (!DeliriumPvE.EnoughLevel) return true;
if (Player.HasStatus(true, StatusID.Delirium_1972) && LivingShadowPvE.Cooldown.IsCoolingDown) return true;
if ((DeliriumPvE.Cooldown.WillHaveOneChargeGCD(1) && !LivingShadowPvE.Cooldown.WillHaveOneChargeGCD(3)) || Blood >= 90 && !LivingShadowPvE.Cooldown.WillHaveOneChargeGCD(1)) return true;

return false;
}
}
// Determines if currently in a burst phase based on cooldowns of key abilities.
private bool InTwoMIsBurst()
{
if ((BloodWeaponPvE.Cooldown.IsCoolingDown && DeliriumPvE.Cooldown.IsCoolingDown && ((LivingShadowPvE.Cooldown.IsCoolingDown && !(LivingShadowPvE.Cooldown.ElapsedAfter(15))) || !LivingShadowPvE.EnoughLevel))) return true;
else return false;
}

// Checks if combat time is less than 3 seconds.
private static bool CombatLess => CombatElapsedLess(3);

// Manages DarkSide ability based on several conditions.
private bool CheckDarkSide
{
get
{
if (DarkSideEndAfterGCD(3)) return true;

if (CombatLess) return false;

if ((InTwoMIsBurst() && HasDarkArts) || (HasDarkArts && Player.HasStatus(true, StatusID.BlackestNight)) || (HasDarkArts && DarkSideEndAfterGCD(3))) return true;

if ((InTwoMIsBurst() && BloodWeaponPvE.Cooldown.IsCoolingDown && LivingShadowPvE.Cooldown.IsCoolingDown && SaltedEarthPvE.Cooldown.IsCoolingDown && ShadowbringerPvE.Cooldown.CurrentCharges == 0 && CarveAndSpitPvE.Cooldown.IsCoolingDown)) return true;

if (TheBlackestNight && CurrentMp < 6000) return false;

return CurrentMp >= 8500;
}
}
#endregion
}