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FormOptimizeResult.cs
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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
namespace Rawr
{
public partial class FormOptimizeResult : Form
{
public FormOptimizeResult(Character before, Character after)
{
InitializeComponent();
paperDollBefore.Character = before.Clone();
paperDollAfter.Character = after.Clone();
RemoveUnchangedItems();
}
private void RemoveUnchangedItems()
{
Enchant noEnchant = Enchant.FindEnchant(0, ItemSlot.None, paperDollBefore.Character);
paperDollBefore.ShirtHidden = true;
paperDollBefore.TabardHidden = true;
paperDollAfter.ShirtHidden = true;
paperDollAfter.TabardHidden = true;
if (paperDollBefore.Head.Equals(paperDollAfter.Head))
{
paperDollBefore.HeadHidden = true;
paperDollAfter.HeadHidden = true;
}
if (paperDollBefore.Neck.Equals(paperDollAfter.Neck))
{
paperDollBefore.NeckHidden = true;
paperDollAfter.NeckHidden = true;
}
if (paperDollBefore.Shoulders.Equals(paperDollAfter.Shoulders))
{
paperDollBefore.ShouldersHidden = true;
paperDollAfter.ShouldersHidden = true;
}
if (paperDollBefore.Back.Equals(paperDollAfter.Back))
{
paperDollBefore.BackHidden = true;
paperDollAfter.BackHidden = true;
}
if (paperDollBefore.Chest.Equals(paperDollAfter.Chest))
{
paperDollBefore.ChestHidden = true;
paperDollAfter.ChestHidden = true;
}
if (paperDollBefore.Wrist.Equals(paperDollAfter.Wrist))
{
paperDollBefore.WristHidden = true;
paperDollAfter.WristHidden = true;
}
if (paperDollBefore.MainHand.Equals(paperDollAfter.MainHand))
{
paperDollBefore.MainHandHidden = true;
paperDollAfter.MainHandHidden = true;
}
if (paperDollBefore.OffHand.Equals(paperDollAfter.OffHand))
{
paperDollBefore.OffHandHidden = true;
paperDollAfter.OffHandHidden = true;
}
if (paperDollBefore.Ranged.Equals(paperDollAfter.Ranged))
{
paperDollBefore.RangedHidden = true;
paperDollAfter.RangedHidden = true;
}
if (paperDollBefore.Projectile.Equals(paperDollAfter.Projectile))
{
paperDollBefore.ProjectileHidden = true;
paperDollAfter.ProjectileHidden = true;
}
if (paperDollBefore.ProjectileBag.Equals(paperDollAfter.ProjectileBag))
{
paperDollBefore.ProjectileBagHidden = true;
paperDollAfter.ProjectileBagHidden = true;
}
if (paperDollBefore.Hands.Equals(paperDollAfter.Hands))
{
paperDollBefore.HandsHidden = true;
paperDollAfter.HandsHidden = true;
}
if (paperDollBefore.Waist.Equals(paperDollAfter.Waist))
{
paperDollBefore.WaistHidden = true;
paperDollAfter.WaistHidden = true;
}
if (paperDollBefore.Legs.Equals(paperDollAfter.Legs))
{
paperDollBefore.LegsHidden = true;
paperDollAfter.LegsHidden = true;
}
if (paperDollBefore.Feet.Equals(paperDollAfter.Feet))
{
paperDollBefore.FeetHidden = true;
paperDollAfter.FeetHidden = true;
}
if (paperDollBefore.Finger1.Equals(paperDollAfter.Finger1))
{
paperDollBefore.Finger1Hidden = true;
paperDollAfter.Finger1Hidden = true;
}
if (paperDollBefore.Finger2.Equals(paperDollAfter.Finger2))
{
paperDollBefore.Finger2Hidden = true;
paperDollAfter.Finger2Hidden = true;
}
if (paperDollBefore.Trinket1.Equals(paperDollAfter.Trinket1))
{
paperDollBefore.Trinket1Hidden = true;
paperDollAfter.Trinket1Hidden = true;
}
if (paperDollBefore.Trinket2.Equals(paperDollAfter.Trinket2))
{
paperDollBefore.Trinket2Hidden = true;
paperDollAfter.Trinket2Hidden = true;
}
// now check swapped slot rings & trinkets
if (paperDollBefore.Finger1.Equals(paperDollAfter.Finger2))
{
paperDollBefore.Finger1Hidden = true;
paperDollAfter.Finger2Hidden = true;
}
if (paperDollBefore.Finger2.Equals(paperDollAfter.Finger1))
{
paperDollBefore.Finger2Hidden = true;
paperDollAfter.Finger1Hidden = true;
}
if (paperDollBefore.Trinket1.Equals(paperDollAfter.Trinket2))
{
paperDollBefore.Trinket1Hidden = true;
paperDollAfter.Trinket2Hidden = true;
}
if (paperDollBefore.Trinket2.Equals(paperDollAfter.Trinket1))
{
paperDollBefore.Trinket2Hidden = true;
paperDollAfter.Trinket1Hidden = true;
}
// also hide offhands if they're not actually used
if (!Calculations.IncludeOffHandInCalculations(paperDollBefore.Character) && !Calculations.IncludeOffHandInCalculations(paperDollAfter.Character))
{
paperDollBefore.OffHandHidden = true;
paperDollAfter.OffHandHidden = true;
}
}
public void SetOptimizerScores(float scoreBefore, float scoreAfter)
{
paperDollBefore.SetResultText(string.Format("Score Before Optimization :\r\n{0}", scoreBefore));
if (scoreAfter >= 0)
paperDollAfter.SetResultText(string.Format("Score After Optimization :\r\n{0}", scoreAfter));
else
paperDollAfter.SetResultText("The Optimizer was not able to meet all the requirements. Would you like to equip the gear that is closest to meeting them?");
}
}
}