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bye warnings
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Akechi-kun committed Feb 22, 2025
1 parent 4c11b41 commit b0a428b
Showing 1 changed file with 26 additions and 76 deletions.
102 changes: 26 additions & 76 deletions BossMod/Autorotation/Standard/akechi/PvP/AkechiGNBPvP.cs
Original file line number Diff line number Diff line change
Expand Up @@ -9,64 +9,13 @@ namespace BossMod.Autorotation.akechi;
public sealed class AkechiGNBPvP(RotationModuleManager manager, Actor player) : AkechiTools<AID, TraitID>(manager, player)
{
#region Enums: Abilities / Strategies
public enum Track
{
Burst,
Combo,
RelentlessRush,
TerminalTrigger,
GnashingFang,
FatedCircle,
RoughDivide,
Zone,
Corundum,
}

public enum BurstStrategy
{
Automatic,
Force,
Hold
}

public enum ComboStrategy
{
Automatic,
Force,
Hold
}

public enum RushStrategy
{
Automatic,
Force,
Hold
}

public enum TriggerStrategy
{
Automatic,
Force,
Hold
}

public enum ElixirStrategy
{
Automatic,
Close,
Mid,
Far,
Force,
Hold
}

public enum OffensiveStrategy
{
Automatic,
Force,
Delay
}

public enum Track { Burst, Combo, RelentlessRush, TerminalTrigger, GnashingFang, FatedCircle, RoughDivide, Zone, Corundum }
public enum BurstStrategy { Automatic, Force, Hold }
public enum ComboStrategy { Automatic, Force, Hold }
public enum RushStrategy { Automatic, Force, Hold }
public enum TriggerStrategy { Automatic, Force, Hold }
public enum ElixirStrategy { Automatic, Close, Mid, Far, Force, Hold }
public enum OffensiveStrategy { Automatic, Force, Delay }
#endregion

public static RotationModuleDefinition Definition()
Expand Down Expand Up @@ -127,7 +76,8 @@ public static RotationModuleDefinition Definition()
}

#region Priorities
public enum GCDPriority
//TODO: I am too lazy to convert this
public enum NewGCDPriority
{
None = 0,
KeenEdge = 325,
Expand All @@ -140,7 +90,7 @@ public enum GCDPriority
ForcedGCD = 900,
}

public enum OGCDPriority
public enum NewOGCDPriority
{
None = 0,
RoughDivide = 400,
Expand Down Expand Up @@ -224,60 +174,60 @@ public override void Execution(StrategyValues strategy, Enemy? primaryTarget)
GetPvPTarget(ref primaryTarget, 3);

if (!inGF)
QueueGCD(NextCombo(), PlayerTarget?.Actor, GCDPriority.Combo);
QueueGCD(NextCombo(), PlayerTarget?.Actor, NewGCDPriority.Combo);
if (strategy.Option(Track.Combo).As<ComboStrategy>() is ComboStrategy.Force)
QueueGCD(NextCombo(), PlayerTarget?.Actor, GCDPriority.ForcedGCD);
QueueGCD(NextCombo(), PlayerTarget?.Actor, NewGCDPriority.ForcedGCD);

#region OGCDs
var rdStrat = strategy.Option(Track.RoughDivide).As<OffensiveStrategy>();
if (!hold &&
ShouldUseRoughDivide(rdStrat, PlayerTarget?.Actor))
QueueOGCD(AID.RoughDividePvP, PlayerTarget?.Actor, rdStrat is OffensiveStrategy.Force ? OGCDPriority.ForcedOGCD : OGCDPriority.RoughDivide);
QueueOGCD(AID.RoughDividePvP, PlayerTarget?.Actor, rdStrat is OffensiveStrategy.Force ? NewOGCDPriority.ForcedOGCD : NewOGCDPriority.RoughDivide);

var zoneStrat = strategy.Option(Track.Zone).As<OffensiveStrategy>();
if (!hold &&
ShouldUseZone(zoneStrat, PlayerTarget?.Actor))
QueueOGCD(AID.BlastingZonePvP, PlayerTarget?.Actor, zoneStrat == OffensiveStrategy.Force ? OGCDPriority.ForcedOGCD : OGCDPriority.Zone);
QueueOGCD(AID.BlastingZonePvP, PlayerTarget?.Actor, zoneStrat == OffensiveStrategy.Force ? NewOGCDPriority.ForcedOGCD : NewOGCDPriority.Zone);

if (canRip || GunStep == 1)
QueueOGCD(AID.JugularRipPvP, PlayerTarget?.Actor, OGCDPriority.Continuation);
QueueOGCD(AID.JugularRipPvP, PlayerTarget?.Actor, NewOGCDPriority.Continuation);
if (canTear || GunStep == 2)
QueueOGCD(AID.AbdomenTearPvP, PlayerTarget?.Actor, OGCDPriority.Continuation);
QueueOGCD(AID.AbdomenTearPvP, PlayerTarget?.Actor, NewOGCDPriority.Continuation);
if (canGouge)
QueueOGCD(AID.EyeGougePvP, PlayerTarget?.Actor, OGCDPriority.Continuation);
QueueOGCD(AID.EyeGougePvP, PlayerTarget?.Actor, NewOGCDPriority.Continuation);
if (canHyper)
QueueOGCD(AID.HypervelocityPvP, PlayerTarget?.Actor, OGCDPriority.Continuation);
QueueOGCD(AID.HypervelocityPvP, PlayerTarget?.Actor, NewOGCDPriority.Continuation);
if (canBrand)
QueueOGCD(AID.FatedBrandPvP, PlayerTarget?.Actor, OGCDPriority.Continuation);
QueueOGCD(AID.FatedBrandPvP, PlayerTarget?.Actor, NewOGCDPriority.Continuation);

if (TargetHPP(Player) < 55)
QueueOGCD(AID.HeartOfCorundumPvP, Player, OGCDPriority.Corundum);
QueueOGCD(AID.HeartOfCorundumPvP, Player, NewOGCDPriority.Corundum);
#endregion

#region GCDs
var gfStrat = strategy.Option(Track.GnashingFang).As<OffensiveStrategy>();
if (!hold &&
ShouldUseGnashingFang(gfStrat, PlayerTarget?.Actor))
QueueGCD(AID.GnashingFangPvP, PlayerTarget?.Actor, GCDPriority.GnashingFang);
QueueGCD(AID.GnashingFangPvP, PlayerTarget?.Actor, NewGCDPriority.GnashingFang);
if (GunStep == 1 && In5y(PlayerTarget?.Actor))
QueueGCD(AID.SavageClawPvP, PlayerTarget?.Actor, GCDPriority.GnashingFang);
QueueGCD(AID.SavageClawPvP, PlayerTarget?.Actor, NewGCDPriority.GnashingFang);
if (GunStep == 2 && In5y(PlayerTarget?.Actor))
QueueGCD(AID.WickedTalonPvP, PlayerTarget?.Actor, GCDPriority.GnashingFang);
QueueGCD(AID.WickedTalonPvP, PlayerTarget?.Actor, NewGCDPriority.GnashingFang);

var fcStrat = strategy.Option(Track.FatedCircle).As<OffensiveStrategy>();
if (ShouldUseFatedCircle(fcStrat, PlayerTarget?.Actor))
QueueGCD(AID.FatedCirclePvP, PlayerTarget?.Actor, fcStrat == OffensiveStrategy.Force ? GCDPriority.ForcedGCD : GCDPriority.FatedCircle);
QueueGCD(AID.FatedCirclePvP, PlayerTarget?.Actor, fcStrat == OffensiveStrategy.Force ? NewGCDPriority.ForcedGCD : NewGCDPriority.FatedCircle);
#endregion

#endregion

#region Limit Break
var rrStrat = strategy.Option(Track.RelentlessRush).As<RushStrategy>();
if (ShouldUseRR(rrStrat, PlayerTarget?.Actor))
QueueOGCD(AID.RelentlessRushPvP, Player, rrStrat == RushStrategy.Force ? OGCDPriority.ForcedOGCD : OGCDPriority.LB);
QueueOGCD(AID.RelentlessRushPvP, Player, rrStrat == RushStrategy.Force ? NewOGCDPriority.ForcedOGCD : NewOGCDPriority.LB);
var ttStrat = strategy.Option(Track.TerminalTrigger).As<TriggerStrategy>();
if (ShouldUseTT(ttStrat, PlayerTarget?.Actor) && Hints.NumPriorityTargetsInAOECircle(Player.Position, 5) > 0)
QueueGCD(AID.TerminalTriggerPvP, Player, ttStrat == TriggerStrategy.Force ? GCDPriority.ForcedGCD : GCDPriority.ForcedGCD);
QueueGCD(AID.TerminalTriggerPvP, Player, ttStrat == TriggerStrategy.Force ? NewGCDPriority.ForcedGCD : NewGCDPriority.ForcedGCD);
#endregion
}

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