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docs: fix some naming bugs. add can use.
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ArchiDog1998 committed Jan 27, 2023
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4 changes: 2 additions & 2 deletions RotationSolver/Actions/IBaseAction.cs
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Expand Up @@ -57,8 +57,8 @@ internal interface IBaseAction : IAction, IEnable
/// Skip for <seealso cref="StatusProvide"/> and <seealso cref="TargetStatus"> cheking.</param>
/// <param name="emptyOrSkipCombo">Use all charges, no keeping.
/// Do not need to check the combo.</param>
/// <param name="skipDisable">skip the diable for emergency use.</param>
/// <returns>should I use.</returns>
/// <param name="skipDisable">skip the diable for emergency use. Please always set this to false.</param>
/// <returns>Should I use.</returns>
bool CanUse(out IAction act, bool mustUse = false, bool emptyOrSkipCombo = false, bool skipDisable = false);

#region CoolDown
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4 changes: 4 additions & 0 deletions docs/RotationDev/README.md
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Expand Up @@ -15,3 +15,7 @@ I'll make it easier and easier to develop a custom rotation.
- Maintain the action list.
- Maintain the id of action or status.
- Raise the issue encountered in the development.

## Forum

This wiki isn't perfect right now. If you have any question or suggestion, please talk about it on `#rotation` channel in [Discord](https://discord.gg/4fECHunam9) with a `xxx dev` role.
2 changes: 2 additions & 0 deletions docs/RotationDev/_sidebar.md
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Expand Up @@ -2,10 +2,12 @@
- [Set Up](RotationDev/set-up.md)
- [Simple Rotation](RotationDev/simple-rotation.md)
- Fundamentals
- [CanUse](RotationDev/can-use.md)
- [Rotation Part](RotationDev/rotation.md)
- [Rotation Info](RotationDev/rotation-info.md)
- [Action](RotationDev/action.md)
- [Character](RotationDev/character.md)

- Advanced
- [Customization](RotationDev/customization.md)
- [Data Maintenance](RotationDev/data-maintenance.md)
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33 changes: 33 additions & 0 deletions docs/RotationDev/can-use.md
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@@ -0,0 +1,33 @@
# CanUse

It is a complex method which used everywhere. In one word, it will check a lot of things.

Level, Enabled, Action Status, MP, Player Status, Coll down, Combo, Moving (for casting), Charges, Target, etc.

Check the source code [here](https://github.com/ArchiDog1998/RotationSolver/blob/dae05a0777ed567ac4f7512244887fe7e7cc9f2a/RotationSolver/Actions/BaseAction/BaseAction_ActionInfo.cs#L54).

## Usage

So the action with high damage always have multiple restricts. Use them at first, then aoe, then single. Dot actions always have some target status, so use it above.

## Param

some param you can use here.

### mustUse

AOE only need one target to use.

Moving action don't need to have enough distance to use.

Skip for StatusProvide and TargetStatus checking.

### emptyOrSkipCombo

Use all charges, no keeping one.

Do not need to check the combo.

### skipDisable

Skip the diable for emergency use. Please always set this to false.
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2 changes: 1 addition & 1 deletion docs/RotationDev/data-maintenance.md
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Expand Up @@ -48,4 +48,4 @@ Some Property you can set.

## FlagID

For melee job, some actions have positional. In order to make the position feedback right, we need to maintain one [table]([RotationSolver/ConfigurationHelper.cs at main · ArchiDog1998/RotationSolver (github.com)](https://github.com/ArchiDog1998/RotationSolver/blob/main/RotationSolver/Helpers/ConfigurationHelper.cs#L10)). Please put the number in flytext when hitting the right positional on this table.
For melee job, some actions have positional. In order to make the position feedback right, we need to maintain one [table](https://github.com/ArchiDog1998/RotationSolver/blob/main/RotationSolver/Helpers/ConfigurationHelper.cs#L10). Please put the number in flytext when hitting the right positional on this table.

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