Compass(RailwayChain chain) { var m = new[] { RailwayType.T8L, RailwayType.T8R }.Contains(((Railway)chain[0]).Type) ? 2 : 1; return( chain[1 * m - 1] as Railway, chain[2 * m - 1] as Railway, chain[3 * m - 1] as Railway, chain[0] as Railway, /* */ chain[4 * m - 1] as Railway, chain[7 * m - 1] as Railway, chain[6 * m - 1] as Railway, chain[5 * m - 1] as Railway); }
/// <summary> /// Цепочка блоков рельсов на основе модели /// </summary> /// <param name="model">Модель</param> /// <param name="reduceCount">Уменьшать количество доступных блоков в модели</param> /// <returns></returns> public static RailwayChain FromModel(Model model, bool reduceCount = false) { var railways = new List <IRailwayTemplate>() { new Railway(RailwayType.L0) }; foreach (var item in model.Topology) { if (item.SecondBlock == 0) { continue; } var block = model.Order[item.SecondBlock - 1]; if (reduceCount) { var blocksCount = model.Blocks.FirstOrDefault(_ => _.Name == block); if (blocksCount != null) { blocksCount.Count--; } } if (item.Direction == -1 && block.StartsWith("T")) { block = block.ToLower(); } railways.Add(Railway.From(block)); } var chain = new RailwayChain(railways.ToArray()); return(chain); }
/// <summary> /// Создать стартовую трассу - кольцо /// </summary> /// <param name="turnDirection">Направление кольца (T4R, T4L, T8R или T8L)</param> /// <param name="model">Модель</param> /// <returns>Указатель на начало трассы - блок L0</returns> public static RailwayChain CreateCircle(RailwayType turnDirection, Model model = null) { // Добавляем блок L0 var head = new Railway(RailwayType.L0) { Start = new Point(0, 0), }; var count = turnDirection == RailwayType.T4L || turnDirection == RailwayType.T4R ? 8 : 16; var list = new List <IRailwayTemplate>() { head }; var blueprint = turnDirection == RailwayType.T4L ? "t4" : turnDirection == RailwayType.T4R ? "T4" : turnDirection == RailwayType.T8L ? "t8" : turnDirection == RailwayType.T8R ? "T8" : ""; // Добавляем 8 блоков T4 или 16 T8 for (var i = 0; i < count; i++) { if (!RailwayFactory.Default.TryBuildTemplate(out var turn, out var error, blueprint, model)) { turn = new RailwayChain(new Railway(turnDirection)); } list.AddRange(turn.GetRailways()); } var chain = new RailwayChain(list.ToArray()); //head.Append(chain); // Закольцовываем список //chain.Next = chain[0]; // Связываем симметричные блоки for (var i = 0; i < list.Count; i++) { var block = list[i]; if (!(DirectionExtensions.FromAngle(block.End.Angle) is Direction direction)) { continue; } if (direction == Direction.S) { //var last = list.Last(); //last.Symmetric = block; // TODO: задаём в качестве симметричного элемента для ↓ саму цепочку, // чтобы при расширении блоки добавлялись после неё. // По-хорошему надо добавлять внутрь цепочки в конец, // но при этом ломается конвертация в модель, // т.к. при добавлении а конец цепочки _tail не меняется block.Symmetric = chain; continue; } if (block.Symmetric != null) { break; } var sym = direction.GetSymmetric(); for (var j = i + 1; j < list.Count; j++) { var other = list[j]; if (DirectionExtensions.FromAngle(other.End.Angle) is Direction otherDirection && otherDirection == sym) { other.Symmetric = block; block.Symmetric = other; break; } } } //head.Symmetric = chain[count / 2 - 1]; //chain[count / 2 - 1].Symmetric = head; return(chain); }