protected override void StartSearch() { buckets = new BucketSorter(); // All these slots can have armor if (SuitBuilder.SlotIsOpen(EquippableSlotFlags.Head)) { buckets.Add(new Bucket(EquippableSlotFlags.Head)); } if (SuitBuilder.SlotIsOpen(EquippableSlotFlags.Hands)) { buckets.Add(new Bucket(EquippableSlotFlags.Hands)); } if (SuitBuilder.SlotIsOpen(EquippableSlotFlags.Feet)) { buckets.Add(new Bucket(EquippableSlotFlags.Feet)); } if (SuitBuilder.SlotIsOpen(EquippableSlotFlags.Chest)) { buckets.Add(new Bucket(EquippableSlotFlags.Chest)); } if (SuitBuilder.SlotIsOpen(EquippableSlotFlags.Abdomen)) { buckets.Add(new Bucket(EquippableSlotFlags.Abdomen)); } if (SuitBuilder.SlotIsOpen(EquippableSlotFlags.UpperArms)) { buckets.Add(new Bucket(EquippableSlotFlags.UpperArms)); } if (SuitBuilder.SlotIsOpen(EquippableSlotFlags.LowerArms)) { buckets.Add(new Bucket(EquippableSlotFlags.LowerArms)); } if (SuitBuilder.SlotIsOpen(EquippableSlotFlags.UpperLegs)) { buckets.Add(new Bucket(EquippableSlotFlags.UpperLegs)); } if (SuitBuilder.SlotIsOpen(EquippableSlotFlags.LowerLegs)) { buckets.Add(new Bucket(EquippableSlotFlags.LowerLegs)); } if (SuitBuilder.SlotIsOpen(EquippableSlotFlags.ShirtChest)) { buckets.Add(new Bucket(EquippableSlotFlags.ShirtChest)); } if (SuitBuilder.SlotIsOpen(EquippableSlotFlags.PantsUpperLegs)) { buckets.Add(new Bucket(EquippableSlotFlags.PantsUpperLegs)); } // Put all of our inventory into its appropriate bucket foreach (var piece in Equipment) { if (piece.EquippableSlots == (EquippableSlotFlags.PantsLowerLegs | EquippableSlotFlags.Feet)) // Some shoes cover both feet/lower legs but can only go in the feet slot { buckets.PutItemInBuckets(piece, EquippableSlotFlags.Feet); } else if (piece.EquippableSlots.IsBodyArmor() && piece.EquippableSlots.GetTotalBitsSet() != piece.Coverage.GetTotalBitsSet()) { MessageBox.Show("Unable to add " + piece + " into an appropriate bucket. EquippableSlots != Coverage" + Environment.NewLine + "EquippableSlots: " + piece.EquippableSlots + Environment.NewLine + "Coverage: " + piece.Coverage); } else if (piece.EquippableSlots.IsBodyArmor() && piece.EquippableSlots.GetTotalBitsSet() > 1) { if (piece.Material == null) // Can't reduce non-loot gen pieces { buckets.PutItemInBuckets(piece); } else { // Lets try to reduce this foreach (var option in piece.Coverage.ReductionOptions()) { if (option == CoverageFlags.Head) { buckets.PutItemInBuckets(piece, EquippableSlotFlags.Head); } else if (option == CoverageFlags.Chest) { buckets.PutItemInBuckets(piece, EquippableSlotFlags.Chest); } else if (option == CoverageFlags.UpperArms) { buckets.PutItemInBuckets(piece, EquippableSlotFlags.UpperArms); } else if (option == CoverageFlags.LowerArms) { buckets.PutItemInBuckets(piece, EquippableSlotFlags.LowerArms); } else if (option == CoverageFlags.Hands) { buckets.PutItemInBuckets(piece, EquippableSlotFlags.Hands); } else if (option == CoverageFlags.Abdomen) { buckets.PutItemInBuckets(piece, EquippableSlotFlags.Abdomen); } else if (option == CoverageFlags.UpperLegs) { buckets.PutItemInBuckets(piece, EquippableSlotFlags.UpperLegs); } else if (option == CoverageFlags.LowerLegs) { buckets.PutItemInBuckets(piece, EquippableSlotFlags.LowerLegs); } else if (option == CoverageFlags.Feet) { buckets.PutItemInBuckets(piece, EquippableSlotFlags.Feet); } else { MessageBox.Show("Unable to add " + piece + " into an appropriate bucket." + Environment.NewLine + "Reduction coverage option of " + option + " not expected."); } } } } else { buckets.PutItemInBuckets(piece); } } // Remove any empty buckets for (int i = buckets.Count - 1; i >= 0; i--) { if (buckets[i].Count == 0) { buckets.RemoveAt(i); } } // We should sort the buckets based on number of items, least amount first, with all armor buckets first buckets.Sort((a, b) => { if (a.Slot.IsBodyArmor() && !b.Slot.IsBodyArmor()) { return(-1); } if (!a.Slot.IsBodyArmor() && b.Slot.IsBodyArmor()) { return(1); } return(a.Count.CompareTo(b.Count)); }); // Calculate the total number of armor buckets we have with pieces in them. totalArmorBucketsWithItems = 0; foreach (Bucket bucket in buckets) { if (bucket.Slot.IsBodyArmor()) { totalArmorBucketsWithItems++; } } // Reset our variables highestArmorCountSuitBuilt = 0; highestArmorSuitsBuilt = new Dictionary <int, List <int> >(); for (int i = 1; i <= 17; i++) { highestArmorSuitsBuilt.Add(i, new List <int>(5)); } completedSuits = new List <CompletedSuit>(); // Do the actual search here if (buckets.Count > 0) { SearchThroughBuckets(SuitBuilder.Clone(), 0); } // If we're not running, the search was stopped before it could complete if (!Running) { return; } Stop(); OnSearchCompleted(); }
protected override void StartSearch() { BucketSorter sorter = new BucketSorter(); if (SuitBuilder.SlotIsOpen(EquippableSlotFlags.Trinket)) { sorter.Add(new Bucket(EquippableSlotFlags.Trinket)); } if (SuitBuilder.SlotIsOpen(EquippableSlotFlags.ShirtChest)) { sorter.Add(new Bucket(EquippableSlotFlags.ShirtChest)); } if (SuitBuilder.SlotIsOpen(EquippableSlotFlags.PantsUpperLegs)) { sorter.Add(new Bucket(EquippableSlotFlags.PantsUpperLegs)); } if (SuitBuilder.SlotIsOpen(EquippableSlotFlags.Necklace)) { sorter.Add(new Bucket(EquippableSlotFlags.Necklace)); } if (SuitBuilder.SlotIsOpen(EquippableSlotFlags.RightBracelet)) { sorter.Add(new Bucket(EquippableSlotFlags.RightBracelet)); } if (SuitBuilder.SlotIsOpen(EquippableSlotFlags.LeftBracelet)) { sorter.Add(new Bucket(EquippableSlotFlags.LeftBracelet)); } if (SuitBuilder.SlotIsOpen(EquippableSlotFlags.RightRing)) { sorter.Add(new Bucket(EquippableSlotFlags.RightRing)); } if (SuitBuilder.SlotIsOpen(EquippableSlotFlags.LeftRing)) { sorter.Add(new Bucket(EquippableSlotFlags.LeftRing)); } // Put all of our inventory into its appropriate bucket foreach (SuitBuildableMyWorldObject piece in Equipment) { sorter.PutItemInBuckets(piece); } // Remove any empty buckets for (int i = sorter.Count - 1; i >= 0; i--) { if (sorter[i].Count == 0) { sorter.RemoveAt(i); } } // Reset our variables highestCountSuitBuilt = 0; highestEpicuitsBuilt = new Dictionary <int, List <int> >(); for (int i = 1; i <= 17; i++) { highestEpicuitsBuilt.Add(i, new List <int>(5)); } completedSuits = new List <CompletedSuit>(); // Do the actual search here if (sorter.Count > 0) { SearchThroughBuckets(sorter, 0); } // If we're not running, the search was stopped before it could complete if (!Running) { return; } Stop(); OnSearchCompleted(); }