public AccessorySearcher(SearcherConfiguration config, IEnumerable <LeanMyWorldObject> accessories, CompletedSuit startingSuit = null) : base(config, accessories, startingSuit) { // Sort the list with the highest amount of epics // As a temp fix we just sort based on spell count Equipment.Sort((a, b) => { if (a.CalcedStartingArmorLevel > 0 && b.CalcedStartingArmorLevel > 0) { return(b.CalcedStartingArmorLevel.CompareTo(a.CalcedStartingArmorLevel)); } if (a.CalcedStartingArmorLevel > 0 && b.CalcedStartingArmorLevel == 0) { return(-1); } if (a.CalcedStartingArmorLevel == 0 && b.CalcedStartingArmorLevel > 0) { return(1); } return(b.SpellsToUseInSearch.Count.CompareTo(a.SpellsToUseInSearch.Count)); }); // Remove any pieces that have armor for (int i = Equipment.Count - 1; i >= 0; i--) { if (Equipment[i].CalcedStartingArmorLevel > 0) { Equipment.RemoveAt(i); } } }
public ArmorSearcher(SearcherConfiguration config, IEnumerable<SuitBuildableMyWorldObject> pieces, CompletedSuit startingSuit = null) : base(config, pieces, startingSuit) { // Sort the list with the highest armor first Equipment.Sort((a, b) => b.CalcedStartingArmorLevel.CompareTo(a.CalcedStartingArmorLevel)); // Remove any pieces that have no armor for (int i = Equipment.Count - 1 ; i >= 0 ; i--) { if (Equipment[i].CalcedStartingArmorLevel <= 0) Equipment.RemoveAt(i); } }
public ArmorSearcher(SearcherConfiguration config, IEnumerable <SuitBuildableMyWorldObject> pieces, CompletedSuit startingSuit = null) : base(config, pieces, startingSuit) { // Sort the list with the highest armor first Equipment.Sort((a, b) => b.CalcedStartingArmorLevel.CompareTo(a.CalcedStartingArmorLevel)); // Remove any pieces that have no armor for (int i = Equipment.Count - 1; i >= 0; i--) { if (Equipment[i].CalcedStartingArmorLevel <= 0) { Equipment.RemoveAt(i); } } }
public AccessorySearcher(SearcherConfiguration config, IEnumerable<SuitBuildableMyWorldObject> accessories, CompletedSuit startingSuit = null) : base(config, accessories, startingSuit) { // Sort the list with the highest amount of epics // As a temp fix we just sort based on spell count Equipment.Sort((a, b) => { if (a.CalcedStartingArmorLevel > 0 && b.CalcedStartingArmorLevel > 0) return b.CalcedStartingArmorLevel.CompareTo(a.CalcedStartingArmorLevel); if (a.CalcedStartingArmorLevel > 0 && b.CalcedStartingArmorLevel == 0) return -1; if (a.CalcedStartingArmorLevel == 0 && b.CalcedStartingArmorLevel > 0) return 1; return b.SpellsToUseInSearch.Count.CompareTo(a.SpellsToUseInSearch.Count); }); // Remove any pieces that have armor for (int i = Equipment.Count - 1; i >= 0; i--) { if (Equipment[i].CalcedStartingArmorLevel > 0) Equipment.RemoveAt(i); } }
List<Searcher> accessorySearchers = new List<Searcher>(); // We use this list to stop accessory searchers when the user stops the build. private void btnCalculatePossibilities_Click(object sender, System.EventArgs e) { btnCalculatePossibilities.Enabled = false; treeView1.Nodes.Clear(); PopulateFromEquipmentGroup(null); if (armorSearcher != null) { armorSearcher.SuitCreated -= new Action<CompletedSuit>(armorSearcher_SuitCreated); armorSearcher.SearchCompleted -= new Action(armorSearcher_SearchCompleted); } accessorySearchers.Clear(); SearcherConfiguration config = new SearcherConfiguration(); config.CantripsToLookFor = filtersControl1.CantripsToLookFor; config.PrimaryArmorSet = filtersControl1.PrimaryArmorSetId; config.SecondaryArmorSet = filtersControl1.SecondaryArmorSetId; // Go through our Equipment and remove/disable any extra spells that we're not looking for foreach (var piece in boundList) { piece.SpellsToUseInSearch.Clear(); foreach (Spell spell in piece.CachedSpells) { if (config.SpellPassesRules(spell) && !spell.IsOfSameFamilyAndGroup(Spell.GetSpell("Epic Impenetrability"))) piece.SpellsToUseInSearch.Add(spell); } } // Build our base suit from locked in pieces CompletedSuit baseSuit = new CompletedSuit(); // Add locked pieces in order of slots covered, starting with the fewest for (int slotCount = 1; slotCount <= 5; slotCount++) { foreach (SuitBuildableMyWorldObject item in boundList) { // Don't add items that we don't care about if (item.EquippableSlots == EquippableSlotFlags.None || item.EquippableSlots == EquippableSlotFlags.MeleeWeapon || item.EquippableSlots == EquippableSlotFlags.MissileWeapon || item.EquippableSlots == EquippableSlotFlags.TwoHandWeapon || item.EquippableSlots == EquippableSlotFlags.Wand || item.EquippableSlots == EquippableSlotFlags.MissileAmmo) continue; if (item.EquippableSlots == EquippableSlotFlags.Cloak || item.EquippableSlots == EquippableSlotFlags.BlueAetheria || item.EquippableSlots == EquippableSlotFlags.YellowAetheria || item.EquippableSlots == EquippableSlotFlags.RedAetheria) continue; if (item.Locked && item.EquippableSlots.GetTotalBitsSet() == slotCount) { try { if (item.EquippableSlots.GetTotalBitsSet() > 1 && item.EquippableSlots.IsBodyArmor() && MessageBox.Show(item.Name + " covers multiple slots. Would you like to reduce it?", "Add Item", MessageBoxButtons.YesNo) == DialogResult.Yes) { var reductionOptions = item.Coverage.ReductionOptions(); EquippableSlotFlags slotFlag = EquippableSlotFlags.None; foreach (var option in reductionOptions) { if (option == CoverageFlags.Chest && baseSuit[EquippableSlotFlags.Chest] == null) { slotFlag = EquippableSlotFlags.Chest; break; } if (option == CoverageFlags.UpperArms && baseSuit[EquippableSlotFlags.UpperArms] == null) { slotFlag = EquippableSlotFlags.UpperArms; break; } if (option == CoverageFlags.LowerArms && baseSuit[EquippableSlotFlags.LowerArms] == null) { slotFlag = EquippableSlotFlags.LowerArms; break; } if (option == CoverageFlags.Abdomen && baseSuit[EquippableSlotFlags.Abdomen] == null) { slotFlag = EquippableSlotFlags.Abdomen; break; } if (option == CoverageFlags.UpperLegs && baseSuit[EquippableSlotFlags.UpperLegs] == null) { slotFlag = EquippableSlotFlags.UpperLegs; break; } if (option == CoverageFlags.LowerLegs && baseSuit[EquippableSlotFlags.LowerLegs] == null) { slotFlag = EquippableSlotFlags.LowerLegs; break; } } if (slotFlag == EquippableSlotFlags.None) MessageBox.Show("Unable to reduce " + item + " into an open single slot." + Environment.NewLine + "Reduction coverage option not expected or not open."); else baseSuit.AddItem(slotFlag, item); } else if (!baseSuit.AddItem(item)) MessageBox.Show("Failed to add " + item.Name + " to base suit of armor."); } catch (ArgumentException) // Item failed to add { MessageBox.Show("Failed to add " + item.Name + " to base suit of armor. It overlaps another piece"); } } } } if (baseSuit.Count > 0) AddCompletedSuitToTreeView(baseSuit); armorSearcher = new ArmorSearcher(config, boundList, baseSuit); armorSearcher.SuitCreated += new Action<CompletedSuit>(armorSearcher_SuitCreated); armorSearcher.SearchCompleted += new Action(armorSearcher_SearchCompleted); new Thread(() => { //DateTime startTime = DateTime.Now; // Do the actual search here armorSearcher.Start(); //DateTime endTime = DateTime.Now; //MessageBox.Show((endTime - startTime).TotalSeconds.ToString()); }).Start(); btnStopCalculating.Enabled = true; progressBar1.Style = ProgressBarStyle.Marquee; }
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: ; } }
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 :; } }
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 :; } }