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MNK rotation improvements #421

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Aug 15, 2024
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3 changes: 3 additions & 0 deletions BossMod/Autorotation/xan/Basexan.cs
Original file line number Diff line number Diff line change
Expand Up @@ -312,6 +312,9 @@ protected void UpdatePositionals(Actor? target, (Positional pos, bool imm) posit

public sealed override void Execute(StrategyValues strategy, Actor? primaryTarget, float estimatedAnimLockDelay, float forceMovementIn, bool isMoving)
{
NextGCD = default;
NextGCDPrio = 0;

var pelo = Player.FindStatus(BossMod.BRD.SID.Peloton);
PelotonLeft = pelo != null ? StatusDuration(pelo.Value.ExpireAt) : 0;
SwiftcastLeft = StatusLeft(BossMod.WHM.SID.Swiftcast);
Expand Down
241 changes: 186 additions & 55 deletions BossMod/Autorotation/xan/Melee/MNK.cs
Original file line number Diff line number Diff line change
Expand Up @@ -5,13 +5,27 @@ namespace BossMod.Autorotation.xan;

public sealed class MNK(RotationModuleManager manager, Actor player) : Attackxan<AID, TraitID>(manager, player)
{
public enum Track { Potion = SharedTrack.Count, SSS }
public enum Track { Potion = SharedTrack.Count, SSS, Meditation, FiresReply }
public enum PotionStrategy
{
Manual,
PreBuffs,
Now
}
public enum MeditationStrategy
{
Safe,
Greedy,
Force,
Delay
}
public enum FRStrategy
{
Automatic,
Ranged,
Force,
Delay
}

public static RotationModuleDefinition Definition()
{
Expand All @@ -25,6 +39,18 @@ public static RotationModuleDefinition Definition()

def.DefineSimple(Track.SSS, "SixSidedStar");

def.Define(Track.Meditation).As<MeditationStrategy>("Meditate")
.AddOption(MeditationStrategy.Safe, "Use out of combat, during countdown, or if no enemies are targetable")
.AddOption(MeditationStrategy.Greedy, "Allow using when primary enemy is targetable, but out of range")
.AddOption(MeditationStrategy.Force, "Use even if enemy is in melee range")
.AddOption(MeditationStrategy.Delay, "Do not use");

def.Define(Track.FiresReply).As<FRStrategy>("FiresReply")
.AddOption(FRStrategy.Automatic, "Use after Opo GCD")
.AddOption(FRStrategy.Ranged, "Use when out of melee range, or if about to expire")
.AddOption(FRStrategy.Force, "Use ASAP")
.AddOption(FRStrategy.Delay, "Do not use");

return def;
}

Expand All @@ -41,7 +67,8 @@ public enum Form { None, OpoOpo, Raptor, Coeurl }
public float FormLeft; // 0 if no form, 30 max

public float BlitzLeft; // 20 max
public float PerfectBalanceLeft; // 20 max
public float PerfectBalanceLeft => PerfectBalance.Left;
public (float Left, int Stacks) PerfectBalance;
public float FormShiftLeft; // 30 max
public float BrotherhoodLeft; // 20 max
public float FireLeft; // 20 max
Expand Down Expand Up @@ -85,12 +112,67 @@ public enum Form { None, OpoOpo, Raptor, Coeurl }

public bool CanFormShift => Unlocked(AID.FormShift) && PerfectBalanceLeft == 0;

public const int AOEBreakpoint = 4;
// TODO incorporate crit calculation - rockbreaker is a gain on 3 at 22.1% crit
public int AOEBreakpoint => EffectiveForm == Form.OpoOpo ? 3 : 4;
public bool UseAOE => NumAOETargets >= AOEBreakpoint;

private (Positional, bool) NextPositional => UseAOE
? (Positional.Any, false)
: (CoeurlStacks > 0 ? Positional.Flank : Positional.Rear, EffectiveForm == Form.Coeurl);
public int BuffedGCDsLeft => FireLeft > GCD ? (int)MathF.Floor((FireLeft - GCD) / AttackGCDLength) + 1 : 0;
public int PBGCDsLeft => PerfectBalance.Stacks + (NextChargeIn(AID.PerfectBalance) <= GCD ? 3 : 0);

private (Positional, bool) NextPositional
{
get
{
if (UseAOE)
return (Positional.Any, false);

var pos = CoeurlStacks > 0 ? Positional.Flank : Positional.Rear;
var imm = EffectiveForm == Form.Coeurl && NextGCD is not AID.WindsReply and not AID.FiresReply;

return (pos, imm);
}
}

public enum GCDPriority
{
None = -1,
Meditate = 50,
WindRanged = 100,
FireRanged = 200,
Basic = 300,
AOE = 400,
SSS = 500,
FiresReply = 700,
WindsReply = 800,
Blitz = 900,
MeditateForce = 950,
}

// some monk OGCDs will be queued with higher prio than what user presses manually - the rotation is very drift-sensitive and monk has much less time to weave than other classes do
public enum OGCDPriority
{
None = -1,
TrueNorth = 100,
TFC = 150,
Potion = 200,
RiddleOfWind = 300,
ManualOGCD = 1901, // included for reference, not used here - actual value is 1901 + Low (2000) + 100 (in base class) = 4001
RiddleOfFire = 1910,
Brotherhood = 1915,
PerfectBalance = 1920
}

private float GetApplicationDelay(AID action) => action switch
{
AID.SixSidedStar => 0.62f,
AID.DragonKick => 1.29f,
AID.ForbiddenChakra => 1.48f,
AID.Demolish => 1.60f,
// add more if needed
_ => 0
};

public override string DescribeState() => $"F={BuffedGCDsLeft}, PB={PBGCDsLeft}";

public override void Exec(StrategyValues strategy, Actor? primaryTarget)
{
Expand All @@ -107,7 +189,7 @@ public override void Exec(StrategyValues strategy, Actor? primaryTarget)
RaptorStacks = gauge.RaptorStacks;
CoeurlStacks = gauge.CoeurlStacks;

PerfectBalanceLeft = StatusLeft(SID.PerfectBalance);
PerfectBalance = Status(SID.PerfectBalance);
FormShiftLeft = StatusLeft(SID.FormlessFist);
FireLeft = StatusLeft(SID.RiddleOfFire);
WindsReplyLeft = StatusLeft(SID.WindsRumination);
Expand Down Expand Up @@ -141,7 +223,7 @@ public override void Exec(StrategyValues strategy, Actor? primaryTarget)

UpdatePositionals(primaryTarget, NextPositional, TrueNorthLeft > GCD);

OGCD(strategy, primaryTarget);
Meditate(strategy, primaryTarget);

if (Chakra < 5 && Unlocked(AID.SteeledMeditation) && (!Player.InCombat || primaryTarget == null))
PushGCD(AID.SteeledMeditation, Player);
Expand All @@ -151,64 +233,59 @@ public override void Exec(StrategyValues strategy, Actor? primaryTarget)
if (CountdownRemaining is > 2 and < 11.8f && FormShiftLeft == 0)
PushGCD(AID.FormShift, Player);

if (CountdownRemaining < 0.4 && Player.DistanceToHitbox(primaryTarget) is > 3 and < 25)
if (CountdownRemaining < 1 && Player.DistanceToHitbox(primaryTarget) is > 3 and < 25)
PushGCD(AID.Thunderclap, primaryTarget);

// uncomment/fix once we are able to manually delay starting autoattacks
//if (Player.DistanceToHitbox(primaryTarget) < 3 && CountdownRemaining < GetApplicationDelay(AID.DragonKick))
//{
// Hints.ForcedTarget = null;
// PushGCD(AID.DragonKick, primaryTarget);
//}

return;
}

if (NumBlitzTargets > 0)
PushGCD(currentBlitz, BestBlitzTarget);
PushGCD(currentBlitz, BestBlitzTarget, GCDPriority.Blitz);

// demo opener might be optimal sometimes
//if (FormShiftLeft > _state.GCD && CoeurlStacks == 0)
// PushGCD(AID.Demolish, primaryTarget);
FiresReply(strategy);
WindsReply();

if (PerfectBalanceLeft == 0 && BlitzLeft == 0)
{
if (FormShiftLeft == 0 && FiresReplyLeft > GCD)
PushGCD(AID.FiresReply, BestRangedTarget);

if (WindsReplyLeft > GCD)
PushGCD(AID.WindsReply, BestLineTarget);
}

if (UseAOE && Unlocked(AID.ArmOfTheDestroyer))
if (UseAOE)
{
if (EffectiveForm == Form.Coeurl)
PushGCD(AID.Rockbreaker, Player);
PushGCD(AID.Rockbreaker, Player, GCDPriority.AOE);

if (EffectiveForm == Form.Raptor)
PushGCD(AID.FourPointFury, Player);
PushGCD(AID.FourPointFury, Player, GCDPriority.AOE);

PushGCD(AID.ArmOfTheDestroyer, Player);
PushGCD(AID.ArmOfTheDestroyer, Player, GCDPriority.AOE);
}
else

switch (EffectiveForm)
{
switch (EffectiveForm)
{
case Form.Coeurl:
PushGCD(CoeurlStacks == 0 && Unlocked(AID.Demolish) ? AID.Demolish : AID.SnapPunch, primaryTarget); break;
case Form.Raptor:
PushGCD(RaptorStacks == 0 && Unlocked(AID.TwinSnakes) ? AID.TwinSnakes : AID.TrueStrike, primaryTarget); break;
default:
PushGCD(OpoStacks == 0 && Unlocked(AID.DragonKick) ? AID.DragonKick : AID.Bootshine, primaryTarget); break;
}
case Form.Coeurl:
PushGCD(CoeurlStacks == 0 && Unlocked(AID.Demolish) ? AID.Demolish : AID.SnapPunch, primaryTarget, GCDPriority.Basic); break;
case Form.Raptor:
PushGCD(RaptorStacks == 0 && Unlocked(AID.TwinSnakes) ? AID.TwinSnakes : AID.TrueStrike, primaryTarget, GCDPriority.Basic); break;
default:
PushGCD(OpoStacks == 0 && Unlocked(AID.DragonKick) ? AID.DragonKick : AID.Bootshine, primaryTarget, GCDPriority.Basic); break;
}

switch (strategy.Simple(Track.SSS))
{
case OffensiveStrategy.Force:
PushGCD(AID.SixSidedStar, primaryTarget, 500);
PushGCD(AID.SixSidedStar, primaryTarget, GCDPriority.SSS);
break;
case OffensiveStrategy.Automatic:
if (!CanFitGCD(DowntimeIn - SSSApplicationDelay, 1))
PushGCD(AID.SixSidedStar, primaryTarget, 500);
if (!CanFitGCD(DowntimeIn - GetApplicationDelay(AID.SixSidedStar), 1))
PushGCD(AID.SixSidedStar, primaryTarget, GCDPriority.SSS);
break;
}
}

private const float SSSApplicationDelay = 0.62f;
OGCD(strategy, primaryTarget);
}

private Form EffectiveForm
{
Expand All @@ -217,9 +294,12 @@ private Form EffectiveForm
if (PerfectBalanceLeft == 0)
return CurrentForm;

// hack: allow double lunar opener - only in boss fights
// trash packs should get regular lunar solar
var forceDoubleLunar = CombatTimer < 30 && !UseAOE;
// force lunar PB iff we are in opener, have lunar nadi already, and this is our last PB charge, aka double lunar opener
// if we have lunar but this is NOT our last charge, it means we came out of downtime with lunar nadi (i.e. dungeon), so solar -> pr is optimal
// this condition is unfortunately a little contrived. there are no other general cases in the monk rotation where we want to overwrite a lunar, as it's overall a dps loss
// NextChargeIn(PerfectBalance) > GCD is also not quite correct. ideally this would test whether a PB charge will come up during the riddle of fire window
// but in fights with extended downtime, nadis will already be explicitly planned out, so this isn't super important
var forceDoubleLunar = CombatTimer < 30 && HasLunar && NextChargeIn(AID.PerfectBalance) > GCD;
var forcedSolar = ForcedSolar || HasLunar && !HasSolar && !forceDoubleLunar;

var canCoeurl = forcedSolar;
Expand All @@ -240,7 +320,7 @@ private Form EffectiveForm

private void QueuePB(StrategyValues strategy)
{
if (CurrentForm != Form.Raptor || BeastChakra[0] != BeastChakraType.None || FiresReplyLeft > GCD)
if (CurrentForm != Form.Raptor || BeastChakra[0] != BeastChakraType.None || NextGCD == AID.FiresReply)
return;

// prevent odd window double blitz
Expand All @@ -249,7 +329,7 @@ private void QueuePB(StrategyValues strategy)
return;

if (CanWeave(AID.RiddleOfFire, 3) || CanFitGCD(FireLeft, 3))
PushAction(AID.PerfectBalance, Player, ActionQueue.Priority.ManualOGCD + 1, 0);
PushOGCD(AID.PerfectBalance, Player, OGCDPriority.PerfectBalance);
}

private void OGCD(StrategyValues strategy, Actor? primaryTarget)
Expand All @@ -258,37 +338,88 @@ private void OGCD(StrategyValues strategy, Actor? primaryTarget)
return;

if (strategy.Option(Track.Potion).As<PotionStrategy>() == PotionStrategy.Now)
Hints.ActionsToExecute.Push(ActionDefinitions.IDPotionStr, Player, ActionQueue.Priority.ManualOGCD - 1);
Potion();

if (strategy.BuffsOk())
{
if (strategy.Option(Track.Potion).As<PotionStrategy>() == PotionStrategy.PreBuffs && CanWeave(AID.Brotherhood, 4))
Hints.ActionsToExecute.Push(ActionDefinitions.IDPotionStr, Player, ActionQueue.Priority.ManualOGCD - 1, GCD - 0.9f);
Potion();

QueuePB(strategy);

if (CombatTimer >= 10 || BeastCount == 2)
PushAction(AID.Brotherhood, Player, ActionQueue.Priority.ManualOGCD + 3, 0);
PushOGCD(AID.Brotherhood, Player, OGCDPriority.Brotherhood);

if (ShouldRoF)
PushAction(AID.RiddleOfFire, Player, ActionQueue.Priority.ManualOGCD + 2, GCD - 0.8f);
PushOGCD(AID.RiddleOfFire, Player, OGCDPriority.RiddleOfFire, GCD - EarliestRoF(AnimationLockDelay));

if (CD(AID.RiddleOfFire) > 0)
PushOGCD(AID.RiddleOfWind, Player);
if (!CanWeave(AID.RiddleOfFire))
PushOGCD(AID.RiddleOfWind, Player, OGCDPriority.RiddleOfWind);

if (NextPositionalImminent && !NextPositionalCorrect)
PushOGCD(AID.TrueNorth, Player, delay: ShouldRoF ? 0 : GCD - 0.8f);
PushOGCD(AID.TrueNorth, Player, OGCDPriority.TrueNorth, ShouldRoF ? 0 : GCD - 0.8f);
}

if (Chakra >= 5)
{
if (NumLineTargets >= 3)
PushOGCD(AID.HowlingFist, BestLineTarget);
PushOGCD(AID.HowlingFist, BestLineTarget, OGCDPriority.TFC);

PushOGCD(AID.SteelPeak, primaryTarget);
PushOGCD(AID.SteelPeak, primaryTarget, OGCDPriority.TFC);
}
}

private void Meditate(StrategyValues strategy, Actor? primaryTarget)
{
if (Chakra >= 5 || !Unlocked(AID.SteeledMeditation))
return;

var prio = strategy.Option(Track.Meditation).As<MeditationStrategy>() switch
{
MeditationStrategy.Force => GCDPriority.MeditateForce,
MeditationStrategy.Safe => Player.InCombat && primaryTarget != null ? GCDPriority.None : GCDPriority.Meditate,
MeditationStrategy.Greedy => Player.DistanceToHitbox(primaryTarget) > 3 ? GCDPriority.Meditate : GCDPriority.None,
_ => GCDPriority.None,
};

PushGCD(AID.SteeledMeditation, Player, prio);
}

private void FiresReply(StrategyValues strategy)
{
if (FiresReplyLeft <= GCD)
return;

var prio = strategy.Option(Track.FiresReply).As<FRStrategy>() switch
{
FRStrategy.Automatic => CurrentForm == Form.Raptor ? GCDPriority.FiresReply : GCDPriority.None,
FRStrategy.Ranged => CanFitGCD(FiresReplyLeft, 1) ? GCDPriority.FireRanged : GCDPriority.FiresReply,
FRStrategy.Force => GCDPriority.FiresReply,
_ => GCDPriority.None
};

PushGCD(AID.FiresReply, BestRangedTarget, prio);
}

private void WindsReply()
{
if (WindsReplyLeft <= GCD || PerfectBalanceLeft > GCD || BlitzLeft > GCD)
return;

var prio = GCDPriority.WindRanged;

// use early during buffs, or use now if about to expire
if (FireLeft > GCD || !CanFitGCD(WindsReplyLeft, 1))
prio = GCDPriority.WindsReply;

PushGCD(AID.WindsReply, BestLineTarget, prio);
}

private float DesiredFireWindow => GCDLength * 10;
private float EarliestRoF(float estimatedDelay) => MathF.Max(estimatedDelay + 0.6f, 20.6f - DesiredFireWindow);

private void Potion() => Hints.ActionsToExecute.Push(ActionDefinitions.IDPotionStr, Player, ActionQueue.Priority.Low + 100 + (float)OGCDPriority.Potion);

private bool ShouldRoF => CanWeave(AID.RiddleOfFire) && !CanWeave(AID.Brotherhood);

private bool IsEnlightenmentTarget(Actor primary, Actor other) => Hints.TargetInAOERect(other, Player.Position, Player.DirectionTo(primary), 10, 2);
Expand Down
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