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_onCast(event) {
const action = getDataBy(ACTIONS, 'id', event.ability.guid)
if (action && action.onGcd && !(
action.id === ACTIONS.TEN.id || action.id === ACTIONS.TEN_KASSATSU.id || action.id === ACTIONS.CHI.id || action.id === ACTIONS.JIN.id)) {
// Don't count the individual mudras as GCDs for this - they'll make the count screw if Suiton wasn't set up pre-pull
this._gcdCount++
}
}
_onCast(event) {
this._ammoSpent = false // Reset the flag on every cast
const action = getDataBy(ACTIONS, 'id', event.ability.guid)
if (action && action.onGcd) {
if (this._ammoCount > 0) {
this._ammoSpent = true // If it's a GCD and we have ammo, flag it as as a spender
if (this._badAmmoUses.hasOwnProperty(action.id)) {
this._badAmmoUses[action.id]++
}
this._ammoCount--
}
}
}
_onPlayerCast(event) {
// Ignore autos
const action = getDataBy(ACTIONS, 'id', event.ability.guid)
if (!action || action.autoAttack) { return }
// Track player actions during demi
if (this.gauge.demiSummoned() &&
(action.onGcd || PLAYER_DEMI_ACTIONS.includes(event.ability.guid))
) {
this._current.casts.push(event)
}
}
_onScholarCast(event) {
const action = getDataBy(ACTIONS, 'id', event.ability.guid)
if (!action || !action.onGcd) {
return
}
this._pos = this.combatants.selected.resources
}
.filter(cast => {
const action = getDataBy(ACTIONS, 'id', cast.ability.guid)
return action && action.onGcd && !CORRECT_GCDS.includes(action.id)
})
.length