More heuristic improvements
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@@ -95,9 +95,9 @@ public sealed class Simulator : SimulatorNoRandom
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return false;
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// use First Turn actions if it's available and the craft is difficult
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if (baseAction.Category != ActionCategory.FirstTurn &&
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if (IsFirstStep &&
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Input.Recipe.ClassJobLevel == 90 &&
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StepCount == 1 &&
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baseAction.Category != ActionCategory.FirstTurn &&
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CP > 10)
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return false;
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@@ -107,6 +107,11 @@ public sealed class Simulator : SimulatorNoRandom
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baseAction.IncreasesQuality)
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return false;
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// don't allow pure quality moves when it won't be able to finish the craft
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if (baseAction.IncreasesQuality &&
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CalculateDurabilityCost(baseAction.DurabilityCost) > Durability)
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return false;
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if (baseAction.IncreasesProgress)
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{
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var progressIncrease = CalculateProgressGain(baseAction.Efficiency(this));
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