void CheckForLockedSlots()
{
isEntryLocked = false;
isExitLocked = false;
if (lockedEntrySlot != null && lockedEntryFilters >= maxOpeningLogicSlots)
isEntryLocked = true;
if (lockedEntryFilters > maxOpeningLogicSlots)
maxOpeningLogicSlots = lockedEntryFilters;
if (lockedExitSlot != null && !Indicator_Store.ClosingIndicatorsWithClosingFilters.Contains(lockedExitSlot.IndicatorName))
isExitLocked = true;
else if (lockedExitSlot != null && Indicator_Store.ClosingIndicatorsWithClosingFilters.Contains(lockedExitSlot.IndicatorName) && lockedExitFilters >= maxClosingLogicSlots)
isExitLocked = true;
else if (lockedExitSlot == null && lockedExitFilters > 0 && lockedExitFilters >= maxClosingLogicSlots)
isExitLocked = true;
if (lockedExitFilters > maxClosingLogicSlots)
maxClosingLogicSlots = lockedExitFilters;
for (int slot = 0; slot < strategyBest.Slots; slot++)
{
if (strategyBest.Slot[slot].SlotStatus == StrategySlotStatus.Linked)
{
if (strategyBest.Slot[slot].SlotType == SlotTypes.Open)
isEntryLocked = false;
else if (strategyBest.Slot[slot].SlotType == SlotTypes.OpenFilter)
isEntryLocked = false;
else if (strategyBest.Slot[slot].SlotType == SlotTypes.Close)
isExitLocked = false;
else if (strategyBest.Slot[slot].SlotType == SlotTypes.CloseFilter)
isExitLocked = false;
}
}
return;
}