Exemple #1
0
 // Cool down room if on call
 public void UseCoolant()
 {
     // If room 'canheatup' bool is true
     if (RoomToCoolDown.CanHeatUp)
     {
         if ((CoolantLevel - Constants.COOLANT_EMIT_PER_TICK) >= 0) // If current coolant is more than the coolant per tick...
         {
             CoolantLevel -= Constants.COOLANT_EMIT_PER_TICK;       // Reduce by coolant & temp per tick
             RoomToCoolDown.DecreaseRoomTemp(Constants.COOLANT_EMIT_PER_TICK);
         }
         else if (CoolantLevel > 0) // If coolant level is not empty...
         {
             RoomToCoolDown.DecreaseRoomTemp(CoolantLevel);
             CoolantLevel -= CoolantLevel; // Reduce coolant and temp by remaining coolant
         }
         else
         {
             CurrentFireEngineStatus = FireEngineStatus.FREE; // Engine has no water. Set status to FREE breaks out of loop
             Console.WriteLine("Engine out of water!");
         }
     }
 }
Exemple #2
0
 // Station the engine for refueling
 public void StationEngine()
 {
     CurrentFireEngineStatus = FireEngineStatus.STATIONED;
     Console.WriteLine("\nStationed Engine");
 }
Exemple #3
0
 // Assign room and fire engine state via room identified in command
 public void SendEngineToRoom(Room coolingRoom)
 {
     RoomToCoolDown          = coolingRoom;
     CurrentFireEngineStatus = FireEngineStatus.ONCALL;
     Console.WriteLine("\nSending the boys out to room " + RoomToCoolDown.RoomNumber);
 }
Exemple #4
0
 // Constructor for fire engine
 public FireEngine(int engineID)
 {
     EngineID                = engineID;                   // Initialize the engine ID
     CoolantLevel            = Constants.COOLANT_CAPACITY; // Initialize the coolant level
     CurrentFireEngineStatus = FireEngineStatus.STATIONED; // Initialize the fire engine status as STATIONED
 }