diff --git a/Solver/ActionSet.cs b/Solver/ActionSet.cs index b7cc97d..9c7710c 100644 --- a/Solver/ActionSet.cs +++ b/Solver/ActionSet.cs @@ -24,8 +24,6 @@ public struct ActionSet ActionType.DelicateSynthesis, ActionType.PreparatoryTouch, ActionType.Reflect, - ActionType.FocusedTouch, - ActionType.FocusedSynthesis, ActionType.PrudentTouch, ActionType.Manipulation, ActionType.MuscleMemory, @@ -37,7 +35,6 @@ public struct ActionSet ActionType.StandardTouch, ActionType.Veneration, ActionType.WasteNot, - ActionType.Observe, ActionType.MastersMend, ActionType.BasicTouch, }; diff --git a/Solver/Simulator.cs b/Solver/Simulator.cs index a458d53..ea0404f 100644 --- a/Solver/Simulator.cs +++ b/Solver/Simulator.cs @@ -42,22 +42,12 @@ private bool CanUseAction(ActionType action, bool strict) if (Quality >= Input.Recipe.MaxQuality && baseAction.IncreasesQuality) return false; - if (action == ActionType.Observe && - ActionStates.Observed) - return false; - if (strict) { // always use Trained Eye if it's available if (action == ActionType.TrainedEye) return baseAction.CanUse(this); - // only allow Focused moves after Observe - if (ActionStates.Observed && - action != ActionType.FocusedSynthesis && - action != ActionType.FocusedTouch) - return false; - // don't allow quality moves under Muscle Memory for difficult crafts if (Input.Recipe.ClassJobLevel == 90 && HasEffect(EffectType.MuscleMemory) && @@ -116,10 +106,6 @@ private bool CanUseAction(ActionType action, bool strict) (HasEffect(EffectType.WasteNot) || HasEffect(EffectType.WasteNot2))) return false; - if (action == ActionType.Observe && - CP < 12) - return false; - if (action == ActionType.MastersMend && Input.Recipe.MaxDurability - Durability < 25) return false;