Tweak byregot scoring system, add bonuses to config
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@@ -25,45 +25,4 @@ internal sealed class StandardTouchCombo : BaseAction
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public override string GetTooltip(Simulator s, bool addUsability) =>
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$"{ActionA.GetTooltip(s, addUsability)}\n{ActionB.GetTooltip(s, addUsability)}";
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public static bool VerifyDurability2(Simulator s, int durabilityA)
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{
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var d = s.Durability;
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var wasteNots = s.HasEffect(EffectType.WasteNot) || s.HasEffect(EffectType.WasteNot2);
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// -A
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d -= (int)MathF.Ceiling(durabilityA * (wasteNots ? .5f : 1f));
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if (d <= 0)
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return false;
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// If we can do the first action and still have durability left to survive to the next
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// step (even before the Manipulation modifier), we can certainly do the next action.
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return true;
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}
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public static bool VerifyDurability3(Simulator s, int durabilityA, int durabilityB)
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{
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var d = s.Durability;
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var wasteNots = Math.Max(s.GetEffectDuration(EffectType.WasteNot), s.GetEffectDuration(EffectType.WasteNot2));
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var manips = s.GetEffectDuration(EffectType.Manipulation);
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d -= (int)MathF.Ceiling(durabilityA * wasteNots > 0 ? .5f : 1f);
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if (d <= 0)
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return false;
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if (manips > 0)
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d += 5;
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if (wasteNots > 0)
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wasteNots--;
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d -= (int)MathF.Ceiling(durabilityB * wasteNots > 0 ? .5f : 1f);
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if (d <= 0)
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return false;
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// If we can do the second action and still have durability left to survive to the next
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// step (even before the Manipulation modifier), we can certainly do the next action.
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return true;
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}
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}
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