void SearchThroughBuckets(SuitBuilder builder, int index) { if (!Running) { return; } // Only continue to build any suits with a minimum potential of no less than 1 armor pieces less than our largest built suit so far if (builder.Count + 1 < highestArmorCountSuitBuilt - (totalArmorBucketsWithItems - Math.Min(index, totalArmorBucketsWithItems))) { return; } // Are we at the end of the line? if (buckets.Count <= index) { if (builder.Count == 0) { return; } lock (lockObject) { if (builder.TotalBodyArmorPieces > highestArmorCountSuitBuilt) { highestArmorCountSuitBuilt = builder.TotalBodyArmorPieces; } // We should keep track of the highest AL suits we built for every number of armor count suits built, and only push out ones that fall within our top X List <int> list = highestArmorSuitsBuilt[builder.Count]; if (list.Count < list.Capacity) { if (!list.Contains(builder.TotalBaseArmorLevel)) { list.Add(builder.TotalBaseArmorLevel); if (list.Count == list.Capacity) { list.Sort(); } } } else { if (list[list.Count - 1] > builder.TotalBaseArmorLevel) { return; } if (list[list.Count - 1] < builder.TotalBaseArmorLevel && !list.Contains(builder.TotalBaseArmorLevel)) { list[list.Count - 1] = builder.TotalBaseArmorLevel; list.Sort(); } } CompletedSuit newSuit = builder.CreateCompletedSuit(); // We should also keep track of all the suits we've built and make sure we don't push out a suit with the same exact pieces in swapped slots foreach (CompletedSuit suit in completedSuits) { if (newSuit.IsSubsetOf(suit)) { return; } } completedSuits.Add(newSuit); OnSuitCreated(newSuit); } return; } if (index == 0) // If this is the first bucket we're searching through, multi-thread the subsearches { Parallel.ForEach(buckets[index], piece => { SuitBuilder clone = builder.Clone(); if (clone.SlotIsOpen(buckets[index].Slot) && (!piece.EquippableSlots.IsBodyArmor() || clone.HasRoomForArmorSet(Config.PrimaryArmorSet, Config.SecondaryArmorSet, piece.ItemSetId)) && clone.CanGetBeneficialSpellFrom(piece)) { clone.Push(piece, buckets[index].Slot); SearchThroughBuckets(clone, index + 1); clone.Pop(); } }); } else { foreach (SuitBuildableMyWorldObject piece in buckets[index]) { if (builder.SlotIsOpen(buckets[index].Slot) && (!piece.EquippableSlots.IsBodyArmor() || builder.HasRoomForArmorSet(Config.PrimaryArmorSet, Config.SecondaryArmorSet, piece.ItemSetId)) && builder.CanGetBeneficialSpellFrom(piece)) { builder.Push(piece, buckets[index].Slot); SearchThroughBuckets(builder, index + 1); builder.Pop(); } } } SearchThroughBuckets(builder, index + 1); }
void SearchThroughBuckets(SuitBuilder builder, int index) { if (!Running) return; // Only continue to build any suits with a minimum potential of no less than 1 armor pieces less than our largest built suit so far if (builder.Count + 1 < highestArmorCountSuitBuilt - (totalArmorBucketsWithItems - Math.Min(index, totalArmorBucketsWithItems))) return; // Are we at the end of the line? if (buckets.Count <= index) { if (builder.Count == 0) return; lock (lockObject) { if (builder.TotalBodyArmorPieces > highestArmorCountSuitBuilt) highestArmorCountSuitBuilt = builder.TotalBodyArmorPieces; // We should keep track of the highest AL suits we built for every number of armor count suits built, and only push out ones that fall within our top X List<int> list = highestArmorSuitsBuilt[builder.Count]; if (list.Count < list.Capacity) { if (!list.Contains(builder.TotalBaseArmorLevel)) { list.Add(builder.TotalBaseArmorLevel); if (list.Count == list.Capacity) list.Sort(); } } else { if (list[list.Count - 1] > builder.TotalBaseArmorLevel) return; if (list[list.Count - 1] < builder.TotalBaseArmorLevel && !list.Contains(builder.TotalBaseArmorLevel)) { list[list.Count - 1] = builder.TotalBaseArmorLevel; list.Sort(); } } CompletedSuit newSuit = builder.CreateCompletedSuit(); // We should also keep track of all the suits we've built and make sure we don't push out a suit with the same exact pieces in swapped slots foreach (CompletedSuit suit in completedSuits) { if (newSuit.IsSubsetOf(suit)) return; } completedSuits.Add(newSuit); OnSuitCreated(newSuit); } return; } if (index == 0) // If this is the first bucket we're searching through, multi-thread the subsearches { Parallel.ForEach(buckets[index], piece => { SuitBuilder clone = builder.Clone(); if (clone.SlotIsOpen(buckets[index].Slot) && (!piece.EquippableSlots.IsBodyArmor() || clone.HasRoomForArmorSet(Config.PrimaryArmorSet, Config.SecondaryArmorSet, piece.ItemSetId)) && clone.CanGetBeneficialSpellFrom(piece)) { clone.Push(piece, buckets[index].Slot); SearchThroughBuckets(clone, index + 1); clone.Pop(); } }); } else { foreach (SuitBuildableMyWorldObject piece in buckets[index]) { if (builder.SlotIsOpen(buckets[index].Slot) && (!piece.EquippableSlots.IsBodyArmor() || builder.HasRoomForArmorSet(Config.PrimaryArmorSet, Config.SecondaryArmorSet, piece.ItemSetId)) && builder.CanGetBeneficialSpellFrom(piece)) { builder.Push(piece, buckets[index].Slot); SearchThroughBuckets(builder, index + 1); builder.Pop(); } } } SearchThroughBuckets(builder, index + 1); }
protected Searcher(SearcherConfiguration config, IEnumerable <LeanMyWorldObject> equipment, CompletedSuit startingSuit = null) { Config = config; foreach (var piece in equipment) { Equipment.Add(piece); } // Remove surpassed pieces for (int i = Equipment.Count - 1; i >= 0; i--) { if (Equipment.ItemIsSurpassed(Equipment[i])) { Equipment.RemoveAt(i); } } // If we were given a starting suit, lets start our SuitBuilder off with all those items if (startingSuit != null) { foreach (var o in startingSuit) { SuitBuilder.Push(o.Value, o.Key); } } // Remove pieces that can provide no beneficial spell for (int i = Equipment.Count - 1; i >= 0; i--) { if (!SuitBuilder.CanGetBeneficialSpellFrom(Equipment[i])) { Equipment.RemoveAt(i); } } // Remove pieces we can't add to our base suit for (int i = Equipment.Count - 1; i >= 0; i--) { if (!SuitBuilder.SlotIsOpen(Equipment[i].EquippableSlots)) { if (Equipment[i].EquippableSlots.GetTotalBitsSet() == 1) { Equipment.RemoveAt(i); } else { if (Equipment[i].EquippableSlots.IsBodyArmor()) { var reductionOptions = Equipment[i].Coverage.ReductionOptions(); foreach (var option in reductionOptions) { if (option == CoverageMask.OuterwearChest && SuitBuilder.SlotIsOpen(EquipMask.ChestArmor)) { goto end; } if (option == CoverageMask.OuterwearUpperArms && SuitBuilder.SlotIsOpen(EquipMask.UpperArmArmor)) { goto end; } if (option == CoverageMask.OuterwearLowerArms && SuitBuilder.SlotIsOpen(EquipMask.LowerArmArmor)) { goto end; } if (option == CoverageMask.OuterwearAbdomen && SuitBuilder.SlotIsOpen(EquipMask.AbdomenArmor)) { goto end; } if (option == CoverageMask.OuterwearUpperLegs && SuitBuilder.SlotIsOpen(EquipMask.UpperLegArmor)) { goto end; } if (option == CoverageMask.OuterwearLowerLegs && SuitBuilder.SlotIsOpen(EquipMask.LowerLegArmor)) { goto end; } } Equipment.RemoveAt(i); } else { if ((Equipment[i].EquippableSlots.HasFlag(EquipMask.FingerWearLeft) || Equipment[i].EquippableSlots.HasFlag(EquipMask.FingerWearRight)) && !SuitBuilder.SlotIsOpen(EquipMask.FingerWearLeft) && !SuitBuilder.SlotIsOpen(EquipMask.FingerWearRight)) { Equipment.RemoveAt(i); goto end; } if ((Equipment[i].EquippableSlots.HasFlag(EquipMask.WristWearLeft) || Equipment[i].EquippableSlots.HasFlag(EquipMask.WristWearRight)) && !SuitBuilder.SlotIsOpen(EquipMask.WristWearLeft) && !SuitBuilder.SlotIsOpen(EquipMask.WristWearRight)) { Equipment.RemoveAt(i); goto end; } } } } end :; } }
void SearchThroughBuckets(List <Bucket> buckets, int index) { if (!Running) { return; } // Only continue to build any suits with a minimum potential of no less than 1 epics less than our largest built suit so far if (SuitBuilder.Count + 1 < highestCountSuitBuilt - (highestCountSuitBuilt - index)) { return; } // Are we at the end of the line? if (buckets.Count <= index) { if (SuitBuilder.Count == 0) { return; } if (SuitBuilder.Count > highestCountSuitBuilt) { highestCountSuitBuilt = SuitBuilder.TotalBodyArmorPieces; } CompletedSuit newSuit = SuitBuilder.CreateCompletedSuit(); // We should keep track of the highest epic suits we built for every number of item count suits built, and only push out ones that fall within our top X List <int> list = highestEffectiveSpellsSuitBuilt[SuitBuilder.Count]; if (list.Count < list.Capacity) { list.Add(newSuit.TotalEffectiveEpics); if (list.Count == list.Capacity) { list.Sort(); } } else { if (list[list.Count - 1] >= newSuit.TotalEffectiveEpics) { return; } list[list.Count - 1] = newSuit.TotalEffectiveEpics; list.Sort(); } // We should also keep track of all the suits we've built and make sure we don't push out a suit with the same exact pieces in swapped slots foreach (CompletedSuit suit in completedSuits) { if (newSuit.IsSubsetOf(suit)) { return; } } completedSuits.Add(newSuit); OnSuitCreated(newSuit); return; } //for (int i = 0; i < buckets[index].Count ; i++) foreach (var piece in buckets[index]) // Using foreach: 10.85s, for: 11s { if (SuitBuilder.CanGetBeneficialSpellFrom(piece)) { SuitBuilder.Push(piece, buckets[index].Slot); SearchThroughBuckets(buckets, index + 1); SuitBuilder.Pop(); } } SearchThroughBuckets(buckets, index + 1); }
protected Searcher(SearcherConfiguration config, IEnumerable <SuitBuildableMyWorldObject> equipment, CompletedSuit startingSuit = null) { Config = config; foreach (var piece in equipment) { if (!piece.Exclude) { Equipment.Add(piece); } } // Remove pieces that don't meet our minimum requirements for (int i = Equipment.Count - 1; i >= 0; i--) { if (!config.ItemPassesRules(Equipment[i])) { Equipment.RemoveAt(i); } } // Remove surpassed pieces for (int i = Equipment.Count - 1; i >= 0; i--) { if (Equipment.ItemIsSurpassed(Equipment[i])) { Equipment.RemoveAt(i); } } // If we were given a starting suit, lets start our SuitBuilder off with all those items if (startingSuit != null) { foreach (var o in startingSuit) { SuitBuilder.Push(o.Value, o.Key); } } // Remove pieces that can provide no beneficial spell for (int i = Equipment.Count - 1; i >= 0; i--) { if (!SuitBuilder.CanGetBeneficialSpellFrom(Equipment[i])) { Equipment.RemoveAt(i); } } // Remove pieces we can't add to our base suit for (int i = Equipment.Count - 1; i >= 0; i--) { if (!SuitBuilder.SlotIsOpen(Equipment[i].EquippableSlots)) { if (Equipment[i].EquippableSlots.GetTotalBitsSet() == 1) { Equipment.RemoveAt(i); } else { if (Equipment[i].EquippableSlots.IsBodyArmor()) { var reductionOptions = Equipment[i].Coverage.ReductionOptions(); foreach (var option in reductionOptions) { if (option == CoverageFlags.Chest && SuitBuilder.SlotIsOpen(EquippableSlotFlags.Chest)) { goto end; } if (option == CoverageFlags.UpperArms && SuitBuilder.SlotIsOpen(EquippableSlotFlags.UpperArms)) { goto end; } if (option == CoverageFlags.LowerArms && SuitBuilder.SlotIsOpen(EquippableSlotFlags.LowerArms)) { goto end; } if (option == CoverageFlags.Abdomen && SuitBuilder.SlotIsOpen(EquippableSlotFlags.Abdomen)) { goto end; } if (option == CoverageFlags.UpperLegs && SuitBuilder.SlotIsOpen(EquippableSlotFlags.UpperLegs)) { goto end; } if (option == CoverageFlags.LowerLegs && SuitBuilder.SlotIsOpen(EquippableSlotFlags.LowerLegs)) { goto end; } } Equipment.RemoveAt(i); } else { if ((Equipment[i].EquippableSlots.HasFlag(EquippableSlotFlags.LeftRing) || Equipment[i].EquippableSlots.HasFlag(EquippableSlotFlags.RightRing)) && !SuitBuilder.SlotIsOpen(EquippableSlotFlags.LeftRing) && !SuitBuilder.SlotIsOpen(EquippableSlotFlags.RightRing)) { Equipment.RemoveAt(i); goto end; } if ((Equipment[i].EquippableSlots.HasFlag(EquippableSlotFlags.LeftBracelet) || Equipment[i].EquippableSlots.HasFlag(EquippableSlotFlags.RightBracelet)) && !SuitBuilder.SlotIsOpen(EquippableSlotFlags.LeftBracelet) && !SuitBuilder.SlotIsOpen(EquippableSlotFlags.RightBracelet)) { Equipment.RemoveAt(i); goto end; } } } } end :; } }