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Some more formatting fixes? Apparently linux version of the analyzer …
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…doesn't like comments inside multiline expressions?
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awgil committed Apr 29, 2024
1 parent 5a4cf4c commit aa33906
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Showing 7 changed files with 11 additions and 21 deletions.
12 changes: 4 additions & 8 deletions BossMod/Autorotation/MNK/MNKRotation.cs
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Expand Up @@ -497,14 +497,10 @@ private static bool ShouldUseBrotherhood(State state, Strategy strategy, float d
if (strategy.BrotherhoodUse == Strategy.OffensiveAbilityUse.Force)
return true;

return !strategy.UseAOE
&& state.CD(CDGroup.RiddleOfFire) > 0
&& (
// opener timing mostly important as long as rof is used first, we just want to align with party buffs -
// the default opener is bhood after first bootshine
state.LeadenFistLeft == 0
// later uses can be asap
|| strategy.CombatTimer > 30);
// opener timing mostly important as long as rof is used first, we just want to align with party buffs -
// the default opener is bhood after first bootshine
// later uses can be asap
return !strategy.UseAOE && state.CD(CDGroup.RiddleOfFire) > 0 && (state.LeadenFistLeft == 0 || strategy.CombatTimer > 30);
}

private static bool ShouldUsePB(State state, Strategy strategy, float deadline)
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Expand Up @@ -32,8 +32,7 @@ public C020FukoStates(BossModule module, bool savage) : base(module)
.ActivateOnEnter<SScytheTail>(savage)
.ActivateOnEnter<STwister>(savage)
.ActivateOnEnter<SCrosswind>(savage)
// for yuki
.ActivateOnEnter<NRightSwipe>(!savage)
.ActivateOnEnter<NRightSwipe>(!savage) // for yuki
.ActivateOnEnter<NLeftSwipe>(!savage)
.ActivateOnEnter<SRightSwipe>(savage)
.ActivateOnEnter<SLeftSwipe>(savage);
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Expand Up @@ -54,8 +54,7 @@ public C020KotenguStates(BossModule module, bool savage) : base(module)
.ActivateOnEnter<NGazeOfTheTengu>(!savage)
.ActivateOnEnter<SWrathOfTheTengu>(savage)
.ActivateOnEnter<SGazeOfTheTengu>(savage)
// for yamabiko
.ActivateOnEnter<NMountainBreeze>(!savage)
.ActivateOnEnter<NMountainBreeze>(!savage) // for yamabiko
.ActivateOnEnter<SMountainBreeze>(savage);
}
}
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Expand Up @@ -29,8 +29,7 @@ public C020OnmitsugashiraStates(BossModule module, bool savage) : base(module)
.ActivateOnEnter<SHuton>(savage)
.ActivateOnEnter<SJujiShuriken>(savage)
.ActivateOnEnter<SJujiShurikenFast>(savage)
// for yamabiko
.ActivateOnEnter<NMountainBreeze>(!savage)
.ActivateOnEnter<NMountainBreeze>(!savage) // for yamabiko
.ActivateOnEnter<SMountainBreeze>(savage);
}
}
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Expand Up @@ -41,8 +41,7 @@ public C020RaikoStates(BossModule module, bool savage) : base(module)
.ActivateOnEnter<SBarrelingSmash>(savage)
.ActivateOnEnter<SHowl>(savage)
.ActivateOnEnter<SMasterOfLevin>(savage)
// for yuki
.ActivateOnEnter<NRightSwipe>(!savage)
.ActivateOnEnter<NRightSwipe>(!savage) // for yuki
.ActivateOnEnter<NLeftSwipe>(!savage)
.ActivateOnEnter<SRightSwipe>(savage)
.ActivateOnEnter<SLeftSwipe>(savage);
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Expand Up @@ -49,8 +49,8 @@ class D162DemonWallStates : StateMachineBuilder
{
public D162DemonWallStates(BossModule module) : base(module)
{
// note: no component for Murder Hole - there's not enough space to spread properly, and this hits for small damage
TrivialPhase()
//.ActivateOnEnter<MurderHole>() - note: no component here, there's not enough space to spread properly, and this hits for small damage
.ActivateOnEnter<LiquefyCenter>()
.ActivateOnEnter<LiquefySides>()
.ActivateOnEnter<Repel>()
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6 changes: 2 additions & 4 deletions BossMod/Modules/RealmReborn/Raid/T01Caduceus/T01AI.cs
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Expand Up @@ -113,10 +113,8 @@ public override void AddAIHints(int slot, Actor actor, PartyRolesConfig.Assignme
{
// for now, let kiter damage it until 20%
var predictedHP = (int)e.Actor.HPMP.CurHP + WorldState.PendingEffects.PendingHPDifference(e.Actor.InstanceID);
e.Priority =
//predictedHP > 0.7f * e.Actor.HPMP.MaxHP ? (actor.Role is Role.Ranged or Role.Melee ? 3 : AIHints.Enemy.PriorityForbidAI) :
predictedHP > 0.2f * e.Actor.HPMP.MaxHP ? (e.Actor.TargetID == actor.InstanceID ? 3 : AIHints.Enemy.PriorityForbidAI) :
AIHints.Enemy.PriorityForbidAI;
//e.Priority = predictedHP > 0.7f * e.Actor.HPMP.MaxHP ? (actor.Role is Role.Ranged or Role.Melee ? 3 : AIHints.Enemy.PriorityForbidAI) : AIHints.Enemy.PriorityForbidAI;
e.Priority = predictedHP > 0.2f * e.Actor.HPMP.MaxHP ? (e.Actor.TargetID == actor.InstanceID ? 3 : AIHints.Enemy.PriorityForbidAI) : AIHints.Enemy.PriorityForbidAI;
e.ShouldBeTanked = false;
e.ForbidDOTs = true;
}
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