public ActionResult GetAW2(int mWeapon) { pers = (ComparePerksView)TempData.Peek("Pers"); CompareTempClothes TC = new CompareTempClothes(); int mwW = (from DRItems in dbDR.DRItems where DRItems.Id == mWeapon select DRItems.Weight).SingleOrDefault(); if (mwW == 1) { TC.AWeapon = dbDR.DRItems.Where(c => c.Lvl <= pers.Lvl && c.Rank <= pers.Rank && c.Type > 10 && c.Type <= 20 && c.Slot == 4 && c.Weight == 1 || c.Id == 1).ToList(); } else { TC.AWeapon = dbDR.DRItems.Where(c => c.Id == 1).ToList(); } return(PartialView(TC.AWeapon)); }
public ActionResult compare(int helmet1 = 1, int bangle1 = 1, int shoulders1 = 1, int hauberk1 = 1, int boots1 = 1, int aweapon1 = 1, int mweapon1 = 1, int pants1 = 1, int armor1 = 1, int bow1 = 1, int helmet2 = 1, int bangle2 = 1, int shoulders2 = 1, int hauberk2 = 1, int boots2 = 1, int aweapon2 = 1, int mweapon2 = 1, int pants2 = 1, int armor2 = 1, int bow2 = 1) { pers = (ComparePerksView)TempData.Peek("Pers"); //Обсчет первого набора { pers.Perks1 = new ComparePerksView.CPerks(); var BL1 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.Suite)); pers.BonusList1 = BL1; IEnumerable <DRBonus> ListSuite1; ListSuite1 = pers.BonusList1.GroupBy(b => b).Select(c => new DRBonus { Suite = c.Key, Count = c.Count() }); DRBonus Lb1 = ListSuite1 .OrderByDescending(d => d.Count) .Take(1) .FirstOrDefault(); if (dbDR.DRItems.Where(i => i.Suite == Lb1.Suite).Select(i => i.Style).Take(1).SingleOrDefault() == 2) { if (Lb1.Count < 5) { pers.Bonus1 = dbDR.DRItems.Where(a => a.Id == 1).SingleOrDefault(); } if (Lb1.Count >= 5 && Lb1.Count < 8) { pers.Bonus1 = dbDR.DRItems.Where(a => a.Suite == Lb1.Suite && a.Slot == 105).SingleOrDefault(); } if (Lb1.Count == 8) { pers.Bonus1 = dbDR.DRItems.Where(a => a.Suite == Lb1.Suite && a.Slot == 109).SingleOrDefault(); } } else { if (Lb1.Count < 5) { pers.Bonus1 = dbDR.DRItems.Where(a => a.Id == 1).SingleOrDefault(); } if (Lb1.Count >= 5 && Lb1.Count < 9) { pers.Bonus1 = dbDR.DRItems.Where(a => a.Suite == Lb1.Suite && a.Slot == 105).SingleOrDefault(); } if (Lb1.Count == 9) { pers.Bonus1 = dbDR.DRItems.Where(a => a.Suite == Lb1.Suite && a.Slot == 109).SingleOrDefault(); } } var Agility = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.Agility)); pers.Perks1.Agility = Agility.Sum() + pers.Bonus1.Agility; var Defense = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.Defense)); pers.Perks1.Defense = Defense.Sum() + pers.Bonus1.Defense; var Initiative = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.Initiative)); pers.Perks1.Initiative = Initiative.Sum() + pers.Bonus1.Initiative; var Intuition = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.Intuition)); pers.Perks1.Intuition = Intuition.Sum() + pers.Bonus1.Intuition; var Intelligence = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.Intelligence)); pers.Perks1.Intelligence = Intelligence.Sum() + pers.Bonus1.Intelligence; var Strength = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.Strength)); pers.Perks1.Strength = Strength.Sum() + pers.Bonus1.Strength; var Vitality = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.Vitality)); pers.Perks1.Vitality = Vitality.Sum() + pers.Bonus1.Vitality; var Wisdom = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.Wisdom)); pers.Perks1.Wisdom = Wisdom.Sum() + pers.Bonus1.Wisdom; var Health = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.Health)); pers.Perks1.Health = Health.Sum() + pers.Bonus1.Health; var Mana = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.Mana)); pers.Perks1.Mana = Mana.Sum() + pers.Bonus1.Mana; var FAProt = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.FAprot)); pers.Perks1.FAprot = FAProt.Sum() + pers.Bonus1.FAprot; var LDProt = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.LDprot)); pers.Perks1.LDprot = LDProt.Sum() + pers.Bonus1.LDprot; var EWProt = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.EWprot)); pers.Perks1.EWprot = EWProt.Sum() + pers.Bonus1.EWprot; var MinMD = new List <double>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.MinMD)); pers.Perks1.MinMD = MinMD.Sum() + pers.Bonus1.MinMD; var MaxMD = new List <double>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.MaxMD)); pers.Perks1.MaxMD = MaxMD.Sum() + pers.Bonus1.MaxMD; var MinPD = new List <double>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.MinPD)); pers.Perks1.MinPD = MinPD.Sum() + pers.Bonus1.MinPD; var MaxPD = new List <double>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.MaxPD)); pers.Perks1.MaxPD = MaxPD.Sum() + pers.Bonus1.MaxPD; var Antitraumatism = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.Antitraumatism)); pers.Perks1.Antitraumatism = Antitraumatism.Sum() + pers.Bonus1.Antitraumatism; var Traumatism = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.Traumatism)); pers.Perks1.Traumatism = Traumatism.Sum() + pers.Bonus1.Traumatism; var Stamina = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.Stamina)); pers.Perks1.Stamina = Stamina.Sum() + pers.Bonus1.Stamina; var Insight = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.Insight)); pers.Perks1.Insight = Insight.Sum() + pers.Bonus1.Insight; var Speed = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet1 || c.Id == bangle1 || c.Id == shoulders1 || c.Id == hauberk1 || c.Id == boots1 || c.Id == aweapon1 || c.Id == mweapon1 || c.Id == pants1 || c.Id == armor1 || c.Id == bow1).Select(a => a.Speed)); pers.Perks1.Speed = Speed.Sum() + pers.Bonus1.Speed; } //Обсчет второго набора { pers.Perks2 = new ComparePerksView.CPerks(); var BL2 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.Suite)); pers.BonusList2 = BL2; IEnumerable <DRBonus> ListSuite2; ListSuite2 = pers.BonusList2.GroupBy(b => b).Select(c => new DRBonus { Suite = c.Key, Count = c.Count() }); DRBonus Lb2 = ListSuite2 .OrderByDescending(d => d.Count) .Take(1) .FirstOrDefault(); if (dbDR.DRItems.Where(i => i.Suite == Lb2.Suite).Select(i => i.Style).Take(1).SingleOrDefault() == 2) { if (Lb2.Count < 5) { pers.Bonus2 = dbDR.DRItems.Where(a => a.Id == 1).SingleOrDefault(); } if (Lb2.Count >= 5 && Lb2.Count < 8) { pers.Bonus2 = dbDR.DRItems.Where(a => a.Suite == Lb2.Suite && a.Slot == 105).SingleOrDefault(); } if (Lb2.Count == 8) { pers.Bonus2 = dbDR.DRItems.Where(a => a.Suite == Lb2.Suite && a.Slot == 109).SingleOrDefault(); } } else { if (Lb2.Count < 5) { pers.Bonus2 = dbDR.DRItems.Where(a => a.Id == 1).SingleOrDefault(); } if (Lb2.Count >= 5 && Lb2.Count < 9) { pers.Bonus2 = dbDR.DRItems.Where(a => a.Suite == Lb2.Suite && a.Slot == 105).SingleOrDefault(); } if (Lb2.Count == 9) { pers.Bonus2 = dbDR.DRItems.Where(a => a.Suite == Lb2.Suite && a.Slot == 109).SingleOrDefault(); } } var Agility2 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.Agility)); pers.Perks2.Agility = Agility2.Sum() + pers.Bonus2.Agility; var Defense2 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.Defense)); pers.Perks2.Defense = Defense2.Sum() + pers.Bonus2.Defense; var Initiative2 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.Initiative)); pers.Perks2.Initiative = Initiative2.Sum() + pers.Bonus2.Initiative; var Intuition2 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.Intuition)); pers.Perks2.Intuition = Intuition2.Sum() + pers.Bonus2.Intuition; var Intelligence2 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.Intelligence)); pers.Perks2.Intelligence = Intelligence2.Sum() + pers.Bonus2.Intelligence; var Strength2 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.Strength)); pers.Perks2.Strength = Strength2.Sum() + pers.Bonus2.Strength; var Vitality2 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.Vitality)); pers.Perks2.Vitality = Vitality2.Sum() + pers.Bonus2.Vitality; var Wisdom2 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.Wisdom)); pers.Perks2.Wisdom = Wisdom2.Sum() + pers.Bonus2.Wisdom; var Health2 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.Health)); pers.Perks2.Health = Health2.Sum() + pers.Bonus2.Health; var Mana2 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.Mana)); pers.Perks2.Mana = Mana2.Sum() + pers.Bonus2.Mana; var FAProt2 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.FAprot)); pers.Perks2.FAprot = FAProt2.Sum() + pers.Bonus2.FAprot; var LDProt2 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.LDprot)); pers.Perks2.LDprot = LDProt2.Sum() + pers.Bonus2.LDprot; var EWProt2 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.EWprot)); pers.Perks2.EWprot = EWProt2.Sum() + pers.Bonus2.EWprot; var MinMD2 = new List <double>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.MinMD)); pers.Perks2.MinMD = MinMD2.Sum() + pers.Bonus2.MinMD; var MaxMD2 = new List <double>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.MaxMD)); pers.Perks2.MaxMD = MaxMD2.Sum() + pers.Bonus2.MaxMD; var MinPD2 = new List <double>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.MinPD)); pers.Perks2.MinPD = MinPD2.Sum() + pers.Bonus2.MinPD; var MaxPD2 = new List <double>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.MaxPD)); pers.Perks2.MaxPD = MaxPD2.Sum() + pers.Bonus2.MaxPD; var Antitraumatism2 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.Antitraumatism)); pers.Perks2.Antitraumatism = Antitraumatism2.Sum() + pers.Bonus2.Antitraumatism; var Traumatism2 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.Traumatism)); pers.Perks2.Traumatism = Traumatism2.Sum() + pers.Bonus2.Traumatism; var Stamina2 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.Stamina)); pers.Perks2.Stamina = Stamina2.Sum() + pers.Bonus2.Stamina; var Insight2 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.Insight)); pers.Perks2.Insight = Insight2.Sum() + pers.Bonus2.Insight; var Speed2 = new List <int>(dbDR.DRItems.Where(c => c.Id == helmet2 || c.Id == bangle2 || c.Id == shoulders2 || c.Id == hauberk2 || c.Id == boots2 || c.Id == aweapon2 || c.Id == mweapon2 || c.Id == pants2 || c.Id == armor2 || c.Id == bow2).Select(a => a.Speed)); pers.Perks2.Speed = Speed2.Sum() + pers.Bonus2.Speed; } //разница { pers.PerksRazn = new ComparePerksView.CPerks(); pers.PerksRazn.Agility = pers.Perks1.Agility - pers.Perks2.Agility; pers.PerksRazn.Defense = pers.Perks1.Defense - pers.Perks2.Defense; pers.PerksRazn.Initiative = pers.Perks1.Initiative - pers.Perks2.Initiative; pers.PerksRazn.Intuition = pers.Perks1.Intuition - pers.Perks2.Intuition; pers.PerksRazn.Intelligence = pers.Perks1.Intelligence - pers.Perks2.Intelligence; pers.PerksRazn.Strength = pers.Perks1.Strength - pers.Perks2.Strength; pers.PerksRazn.Vitality = pers.Perks1.Vitality - pers.Perks2.Vitality; pers.PerksRazn.Wisdom = pers.Perks1.Wisdom - pers.Perks2.Wisdom; pers.PerksRazn.Health = pers.Perks1.Health - pers.Perks2.Health; pers.PerksRazn.Mana = pers.Perks1.Mana - pers.Perks2.Mana; pers.PerksRazn.FAprot = pers.Perks1.FAprot - pers.Perks2.FAprot; pers.PerksRazn.LDprot = pers.Perks1.LDprot - pers.Perks2.LDprot; pers.PerksRazn.EWprot = pers.Perks1.EWprot - pers.Perks2.EWprot; pers.PerksRazn.MinMD = Math.Round(pers.Perks1.MinMD - pers.Perks2.MinMD, 1); pers.PerksRazn.MaxMD = Math.Round(pers.Perks1.MaxMD - pers.Perks2.MaxMD, 1); pers.PerksRazn.MinPD = Math.Round(pers.Perks1.MinPD - pers.Perks2.MinPD, 1); pers.PerksRazn.MaxPD = Math.Round(pers.Perks1.MaxPD - pers.Perks2.MaxPD, 1); pers.PerksRazn.Antitraumatism = pers.Perks1.Antitraumatism - pers.Perks2.Antitraumatism; pers.PerksRazn.Traumatism = pers.Perks1.Traumatism - pers.Perks2.Traumatism; pers.PerksRazn.Stamina = pers.Perks1.Stamina - pers.Perks2.Stamina; pers.PerksRazn.Insight = pers.Perks1.Insight - pers.Perks2.Insight; pers.PerksRazn.Speed = pers.Perks1.Speed - pers.Perks2.Speed; } TempData["Pers"] = pers; return(PartialView(pers)); }