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DT DNC Base Update #179

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Jul 1, 2024
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27 changes: 22 additions & 5 deletions RotationSolver.Basic/Rotations/Basic/DancerRotation.cs
Original file line number Diff line number Diff line change
@@ -1,4 +1,6 @@
namespace RotationSolver.Basic.Rotations.Basic;
using System.Security;

namespace RotationSolver.Basic.Rotations.Basic;

partial class DancerRotation
{
Expand Down Expand Up @@ -149,7 +151,7 @@ static partial void ModifyDevilmentPvE(ref ActionSetting setting)
static partial void ModifyFlourishPvE(ref ActionSetting setting)
{
setting.StatusNeed = [StatusID.StandardFinish];
setting.StatusProvide = [StatusID.ThreefoldFanDance, StatusID.FourfoldFanDance];
setting.StatusProvide = [StatusID.ThreefoldFanDance, StatusID.FourfoldFanDance, StatusID.FinishingMoveReady];
setting.ActionCheck = () => InCombat;
}

Expand All @@ -161,7 +163,7 @@ static partial void ModifyTechnicalStepPvE(ref ActionSetting setting)

static partial void ModifyDoubleTechnicalFinishPvE(ref ActionSetting setting)
{
setting.StatusProvide = [StatusID.StandardStep, StatusID.TechnicalStep];
setting.StatusProvide = [StatusID.StandardStep, StatusID.TechnicalStep, StatusID.DanceOfTheDawnReady];
setting.CreateConfig = () => new()
{
TimeToKill = 20,
Expand All @@ -170,16 +172,31 @@ static partial void ModifyDoubleTechnicalFinishPvE(ref ActionSetting setting)

static partial void ModifyDoubleStandardFinishPvE(ref ActionSetting setting)
{
setting.StatusNeed = [StatusID.StandardStep];
setting.StatusNeed = [StatusID.StandardStep];
setting.StatusProvide = [StatusID.LastDanceReady];
setting.ActionCheck = () => IsDancing && CompletedSteps == 2 && Service.GetAdjustedActionId(ActionID.StandardStepPvE) == ActionID.DoubleStandardFinishPvE;
}

static partial void ModifyQuadrupleTechnicalFinishPvE(ref ActionSetting setting)
{
setting.StatusNeed = [StatusID.TechnicalStep];
setting.StatusNeed = [StatusID.TechnicalStep];
setting.StatusProvide = [StatusID.DanceOfTheDawnReady];
setting.ActionCheck = () => IsDancing && CompletedSteps == 4 && Service.GetAdjustedActionId(ActionID.TechnicalStepPvE) == ActionID.QuadrupleTechnicalFinishPvE;
}

static partial void ModifyFinishingMovePvE(ref ActionSetting setting)
{
setting.StatusNeed = [StatusID.FinishingMoveReady];
setting.StatusProvide = [StatusID.LastDanceReady];
//setting.ActionCheck = () => !IsDancing
}

static partial void ModifyDanceOfTheDawnPvE(ref ActionSetting setting)
{
setting.StatusNeed = [StatusID.DanceOfTheDawnReady];
//setting.ActionCheck = () => !IsDancing
}

static partial void ModifyEmboitePvE(ref ActionSetting setting)
{
setting.ActionCheck = () => (ActionID)JobGauge.NextStep == ActionID.EmboitePvE;
Expand Down