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MCH PVP fixes for analysis uses #66

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Apr 29, 2024
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38 changes: 24 additions & 14 deletions BasicRotations/PVPRotations/Ranged/MCH_Default.PvP.cs
Original file line number Diff line number Diff line change
Expand Up @@ -84,6 +84,7 @@ protected override bool AttackAbility(IAction nextGCD, out IAction? act)
act = null;
if (GuardCancel && Player.HasStatus(true, StatusID.Guard)) return false;

if (BishopAutoturretPvP.CanUse(out act, skipAoeCheck: true)) return true;
// Use WildfirePvP if Overheated
if (Player.HasStatus(true, StatusID.Overheated_3149) && WildfirePvP.CanUse(out act, skipAoeCheck: true, skipComboCheck: true, skipClippingCheck: true)) return true;

Expand All @@ -98,30 +99,39 @@ protected override bool AttackAbility(IAction nextGCD, out IAction? act)
protected override bool GeneralGCD(out IAction? act)
{
act = null;
// Early exits for Guard status or Sprint usage
if (GuardCancel && Player.HasStatus(true, StatusID.Guard)) return false;
if (!Player.HasStatus(true, StatusID.Guard) && UseSprintPvP && !Player.HasStatus(true, StatusID.Sprint) && !InCombat && SprintPvP.CanUse(out act)) return true;
if (Player.HasStatus(true, StatusID.Guard)) return false;

if (!Player.HasStatus(true, StatusID.Overheated_3149) && BlastChargePvP.CanUse(out act, usedUp: true, skipAoeCheck: true)) return true;
// Specific action sequences based on Overheated status or other specific conditions
if (Player.HasStatus(true, StatusID.Overheated_3149))
if (!Player.HasStatus(true, StatusID.Overheated_3149) && ScattergunPvP.CanUse(out act, skipAoeCheck: true) && HostileTarget.DistanceToPlayer() <= 10) return true;

if (Player.HasStatus(true, StatusID.Analysis))
{
if (HeatBlastPvP.CanUse(out act)) return true;
if (Player.HasStatus(true, StatusID.AirAnchorPrimed) && !Player.HasStatus(true, StatusID.BioblasterPrimed, StatusID.ChainSawPrimed, StatusID.DrillPrimed, StatusID.Overheated_3149) && AirAnchorPvP.CanUse(out act, usedUp: true)) return true;
if (Player.HasStatus(true, StatusID.BioblasterPrimed) && !Player.HasStatus(true, StatusID.AirAnchorPrimed, StatusID.ChainSawPrimed, StatusID.DrillPrimed, StatusID.Overheated_3149) && BioblasterPvP.CanUse(out act, skipAoeCheck: true, usedUp: true)) return true;
if (Player.HasStatus(true, StatusID.ChainSawPrimed) && !Player.HasStatus(true, StatusID.BioblasterPrimed, StatusID.BioblasterPrimed, StatusID.DrillPrimed, StatusID.Overheated_3149) && ChainSawPvP.CanUse(out act, skipAoeCheck: true)) return true;
if (Player.HasStatus(true, StatusID.DrillPrimed) && !Player.HasStatus(true, StatusID.BioblasterPrimed, StatusID.ChainSawPrimed, StatusID.AirAnchorPrimed, StatusID.Overheated_3149) && DrillPvP.CanUse(out act, usedUp: true)) return true;
}
else

if (AirAnchorPvP.Cooldown.CurrentCharges == 2 && Player.HasStatus(true, StatusID.AirAnchorPrimed) && !Player.HasStatus(true, StatusID.BioblasterPrimed, StatusID.ChainSawPrimed, StatusID.DrillPrimed, StatusID.Overheated_3149) && AirAnchorPvP.CanUse(out act)) return true;
if (BioblasterPvP.Cooldown.CurrentCharges == 2 && Player.HasStatus(true, StatusID.BioblasterPrimed) && !Player.HasStatus(true, StatusID.AirAnchorPrimed, StatusID.ChainSawPrimed, StatusID.DrillPrimed, StatusID.Overheated_3149) && BioblasterPvP.CanUse(out act, skipAoeCheck: true)) return true;
if (ChainSawPvP.Cooldown.CurrentCharges == 2 && Player.HasStatus(true, StatusID.ChainSawPrimed) && !Player.HasStatus(true, StatusID.BioblasterPrimed, StatusID.BioblasterPrimed, StatusID.DrillPrimed, StatusID.Overheated_3149) && ChainSawPvP.CanUse(out act, skipAoeCheck: true)) return true;
if (DrillPvP.Cooldown.CurrentCharges == 2 && Player.HasStatus(true, StatusID.DrillPrimed) && !Player.HasStatus(true, StatusID.BioblasterPrimed, StatusID.ChainSawPrimed, StatusID.AirAnchorPrimed, StatusID.Overheated_3149) && DrillPvP.CanUse(out act)) return true;

if (Player.HasStatus(true, StatusID.Overheated_3149))
{
if (HostileTarget != null && !HostileTarget.HasStatus(true, StatusID.Guard))
act = null;

{
if (HostileTarget.DistanceToPlayer() <= 12 && ScattergunPvP.CanUse(out act, skipAoeCheck: true)) return true;
if (WildfirePvP.CanUse(out act)) return true;
}

// Priority to Drill, Bioblaster, AirAnchor if Analysis is active
if (Player.HasStatus(true, StatusID.Analysis))
if (WildfirePvP.IsInCooldown)
{
if (DrillPvP.CanUse(out act, skipAoeCheck: true) || (BioblasterPvP.CanUse(out act) && HostileTarget.DistanceToPlayer() <= 12) || AirAnchorPvP.CanUse(out act, skipAoeCheck: true)) return true;
if (BlastChargePvP.CanUse(out act, skipCastingCheck: true)) return true;
}
return false;
}

if (BlastChargePvP.CanUse(out act, skipCastingCheck: true)) return true;

return base.GeneralGCD(out act);
}
}