From b0a428b0bf03eb4dfb34acd909d7d052296b3c1f Mon Sep 17 00:00:00 2001 From: ace Date: Sat, 22 Feb 2025 10:49:15 -0800 Subject: [PATCH] bye warnings --- .../Standard/akechi/PvP/AkechiGNBPvP.cs | 102 +++++------------- 1 file changed, 26 insertions(+), 76 deletions(-) diff --git a/BossMod/Autorotation/Standard/akechi/PvP/AkechiGNBPvP.cs b/BossMod/Autorotation/Standard/akechi/PvP/AkechiGNBPvP.cs index b076c1852..d31b3e177 100644 --- a/BossMod/Autorotation/Standard/akechi/PvP/AkechiGNBPvP.cs +++ b/BossMod/Autorotation/Standard/akechi/PvP/AkechiGNBPvP.cs @@ -9,64 +9,13 @@ namespace BossMod.Autorotation.akechi; public sealed class AkechiGNBPvP(RotationModuleManager manager, Actor player) : AkechiTools(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() @@ -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, @@ -140,7 +90,7 @@ public enum GCDPriority ForcedGCD = 900, } - public enum OGCDPriority + public enum NewOGCDPriority { None = 0, RoughDivide = 400, @@ -224,49 +174,49 @@ 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() is ComboStrategy.Force) - QueueGCD(NextCombo(), PlayerTarget?.Actor, GCDPriority.ForcedGCD); + QueueGCD(NextCombo(), PlayerTarget?.Actor, NewGCDPriority.ForcedGCD); #region OGCDs var rdStrat = strategy.Option(Track.RoughDivide).As(); 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(); 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(); 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(); 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 @@ -274,10 +224,10 @@ public override void Execution(StrategyValues strategy, Enemy? primaryTarget) #region Limit Break var rrStrat = strategy.Option(Track.RelentlessRush).As(); 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(); 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 }