Remove focused actions and observe from action set (combos exist)
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@@ -24,8 +24,6 @@ public struct ActionSet
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ActionType.DelicateSynthesis,
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ActionType.PreparatoryTouch,
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ActionType.Reflect,
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ActionType.FocusedTouch,
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ActionType.FocusedSynthesis,
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ActionType.PrudentTouch,
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ActionType.Manipulation,
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ActionType.MuscleMemory,
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@@ -37,7 +35,6 @@ public struct ActionSet
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ActionType.StandardTouch,
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ActionType.Veneration,
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ActionType.WasteNot,
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ActionType.Observe,
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ActionType.MastersMend,
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ActionType.BasicTouch,
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};
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@@ -42,22 +42,12 @@ internal sealed class Simulator : SimulatorNoRandom
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if (Quality >= Input.Recipe.MaxQuality && baseAction.IncreasesQuality)
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return false;
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if (action == ActionType.Observe &&
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ActionStates.Observed)
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return false;
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if (strict)
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{
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// always use Trained Eye if it's available
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if (action == ActionType.TrainedEye)
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return baseAction.CanUse(this);
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// only allow Focused moves after Observe
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if (ActionStates.Observed &&
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action != ActionType.FocusedSynthesis &&
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action != ActionType.FocusedTouch)
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return false;
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// don't allow quality moves under Muscle Memory for difficult crafts
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if (Input.Recipe.ClassJobLevel == 90 &&
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HasEffect(EffectType.MuscleMemory) &&
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@@ -116,10 +106,6 @@ internal sealed class Simulator : SimulatorNoRandom
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(HasEffect(EffectType.WasteNot) || HasEffect(EffectType.WasteNot2)))
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return false;
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if (action == ActionType.Observe &&
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CP < 12)
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return false;
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if (action == ActionType.MastersMend &&
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Input.Recipe.MaxDurability - Durability < 25)
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return false;
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