public void Test() { // The client code creates a builder object, passes it to the // director and then initiates the construction process. The end // result is retrieved from the builder object. var director = new BuildingHouseDirector(); var builder = new HouseBuilder(); director.Builder = builder; _testOutputHelper.WriteLine("Standard basic product:"); director.BuildSimpleHouse(); _testOutputHelper.WriteLine(builder.BuildHouse().ListParts()); _testOutputHelper.WriteLine(""); _testOutputHelper.WriteLine("Standard full featured product:"); director.BuildFullHouse(); _testOutputHelper.WriteLine(builder.BuildHouse().ListParts()); _testOutputHelper.WriteLine(""); // Remember, the Builder pattern can be used without a Director // class. _testOutputHelper.WriteLine("Custom product:"); builder.BuildWalls(); builder.InstallDoor(); _testOutputHelper.WriteLine(builder.BuildHouse().ListParts()); }
public void Resolve(IRequest request) { Console.WriteLine("Builder: House Builder Problem"); IHouseBuilder houseBuilder = new HouseBuilder(); IEngineer engineer = new Engineer(houseBuilder); IHouse house = engineer.BuildHouse(); Console.WriteLine("\nBedrooms:"); foreach (IBedRoom bedRoom in house.BedRooms) { Console.WriteLine(bedRoom.Name); } Console.WriteLine("\nBathrooms:"); foreach (IBathRoom bathRoom in house.BathRooms) { Console.WriteLine(bathRoom.Name); } Console.WriteLine("\nGarage:"); Console.WriteLine(house.Garage.Name); Console.WriteLine("\nKitchen:"); Console.WriteLine(house.Kitchen.Name); }
public override bool Place(Point origin, StructureMap structures) { if (!WorldGen.InWorld(origin.X, origin.Y, 10)) { return(false); } int num = 25; for (int index1 = origin.X - num; index1 <= origin.X + num; ++index1) { for (int index2 = origin.Y - num; index2 <= origin.Y + num; ++index2) { if (Main.tile[index1, index2].wire() || TileID.Sets.BasicChest[(int)Main.tile[index1, index2].type]) { return(false); } } } HouseBuilder builder = HouseUtils.CreateBuilder(origin, structures); if (!builder.IsValid) { return(false); } this.ApplyConfigurationToBuilder(builder); builder.Place(this._builderContext, structures); return(true); }
public override bool Place(Point origin, StructureMap structures) { if (!WorldGen.InWorld(origin.X, origin.Y, 10)) { return(false); } int num = 25; for (int i = origin.X - num; i <= origin.X + num; i++) { for (int j = origin.Y - num; j <= origin.Y + num; j++) { if (Main.tile[i, j].wire()) { return(false); } if (TileID.Sets.BasicChest[Main.tile[i, j].type]) { return(false); } } } HouseBuilder houseBuilder = HouseUtils.CreateBuilder(origin, structures); if (!houseBuilder.IsValid) { return(false); } ApplyConfigurationToBuilder(houseBuilder); houseBuilder.Place(_builderContext, structures); return(true); }
private new void ApplyConfigurationToBuilder(HouseBuilder builder) { switch (builder.Type) { case HouseType.Wood: builder.ChestChance = GoldChestChance; break; case HouseType.Ice: builder.ChestChance = IceChestChance; break; case HouseType.Desert: builder.ChestChance = DesertChestChance; break; case HouseType.Jungle: builder.ChestChance = JungleChestChance; break; case HouseType.Mushroom: builder.ChestChance = MushroomChestChance; break; case HouseType.Granite: builder.ChestChance = GraniteChestChance; break; case HouseType.Marble: builder.ChestChance = MarbleChestChance; break; } }
public void Execute(UIApplication app) { UIDocument uidoc = app.ActiveUIDocument; Document doc = uidoc.Document; string baseLevel = Properties.Settings.Default.BaseLevelName; string topLevel = Properties.Settings.Default.TopLevelName; float scale = Properties.Settings.Default.Scale; double overhang = UnitUtils.ConvertToInternalUnits(Properties.Settings.Default.Overhang, UnitTypeId.Meters);; XYZ slopeVector = BuildRoofForm.SlopeVector; RoofDesign roofDesign = BuildRoofForm.RoofDesign; double slope = RoofSelector.GetSlopeByType(roofDesign); HouseBuilder elementPlacer = new HouseBuilder(doc, baseLevel, topLevel, scale); try { using (Transaction transaction = new Transaction(doc, "Roof Command")) { transaction.Start(); elementPlacer.CreateRoof(overhang, slope, slopeVector, roofDesign); transaction.Commit(); } } catch { } }
static void Main(string[] args) { var container = new UnityContainer(); container.RegisterType <IHouse, WoodenHouse>(); HouseBuilder houseBuilder = new HouseBuilder(container.Resolve <IHouse>()); houseBuilder.Build(); List <Person> people = new List <Person>() { new Person("Test1", 10), new Person("Test2", 20) }; people.Where(p => p.Age >= 8) .ToList() .ForEach(p => Console.WriteLine($"{p.ToString()}")); int[] mas = { 2, 5, 6, 6, 9 }; mas.Reverse().ToList().ForEach(p => Console.WriteLine(p)); Console.WriteLine(mas.Average()); Console.WriteLine(lol); Console.ReadKey(); }
public void Setup() { _mockWindow = new Window(); _mockRoof = new Roof(); _mockFloor = new Floor(); _houseBuilder = new HouseBuilder(); }
public override bool Place(Point origin, StructureMap structures) { HouseBuilder builder = HouseUtils.CreateBuilder(origin, structures); ApplyConfigurationToBuilder(builder); builder.Place(_builderContext, structures); return(true); }
private static Structure CreateHouse() { StructureBuilder Housebuilder = new HouseBuilder(); Director dir = new Director(); Structure House = dir.GenerateStructure(Housebuilder); Console.WriteLine("A house was created."); Console.WriteLine(); return(House); }
public void BuilderTest() { Director director = new Director(); CarBuilder carBuilder = new CarBuilder(); HouseBuilder houseBuilder = new HouseBuilder(); director.Construct(carBuilder); director.Construct(houseBuilder); Assert.AreEqual(typeof(Car), carBuilder.Car.GetType()); Assert.AreEqual(typeof(House), houseBuilder.House.GetType()); }
public void Run() { // House house = new House(){Doors = 1, HasSwimmingPool = true}; // var builder = new HouseBuilder(); var house = HouseBuilder.GetBuilder() .Rooms(2) .Doors(1) .Windows(4) .HasPool() .Build(); var bungalow = HouseBuilder.GetBuilder() .CreateBungalow() .HasPool() .Build(); }
public House(HouseBuilder flatBuilder) { Id = flatBuilder.id; SerialNumber = flatBuilder.serialNumber; Price = flatBuilder.price; Area = flatBuilder.area; Description = flatBuilder.description; Street = flatBuilder.street; Place = flatBuilder.place; District = flatBuilder.district; Image = flatBuilder.image; ImageThumbnail = flatBuilder.imageThumbnail; Rooms = flatBuilder.rooms; Floor = flatBuilder.floor; YearOfBuilding = flatBuilder.yearOfBuilding; PlotArea = flatBuilder.plotArea; }
public House ConstructHouse(HouseBuilder builder) { House house = builder.CreateHouse(); Console.WriteLine(house.GetRepresentation()); house.SetFloor(builder.CreateFloor()); Console.WriteLine(house.GetFloor().GetRepresentation()); house.SetWalls(builder.CreateWalls()); Console.WriteLine(house.GetWalls().GetRepresentation()); house.SetRoof(builder.CreateRoof()); Console.WriteLine(house.GetRoof().GetRepresentation()); return(house); }
public static void Main(string[] args) { House FluentHouse = new HouseBuilder() .Floors(3) .Bedrooms(4) .HasKitchen() .HasLivingRoom() .Roof("Metal") .Build(); Console.WriteLine("House Build with the follwing Requirement " + "\nNumber of Floor: " + FluentHouse.Floors + "\nNumber of BedRoom: " + FluentHouse.Bedrooms + "\nHas Kitchen: " + FluentHouse.Kitchen + "\nHasLivingRoom: " + FluentHouse.LivingRoom + "\nRoofType: " + FluentHouse.Roof); Console.ReadLine(); }
/** * Map List: * - Street * - Junkyard * - Houses x3 */ private SceneBuilder SceneFactory( int house_index, string type, Transform transform) { if (type == "house") { HouseBuilder builder = new HouseBuilder(); //builder.floor_tiles = materials.house_floors; //builder.wall_tiles = materials.house_walls; builder.houseComponents = houseComponents; builder.columns = 20; builder.rows = 20; builder.sprite_list = rawHouseSprites[0]; // hardcoded for now cus we only have 1 list of sprites builder.sprite_mapper = sprite_mapper; builder.board_holder_transform = transform; builder.door1 = materials.house_door1; builder.door2 = materials.house_door2; builder.gm = this; return(builder); } else if (type == "street") { StreetBuilder builder = new StreetBuilder(); builder.floor_tiles = materials.street_floors; builder.wall_tiles = materials.street_walls; builder.door_tiles = materials.street_doors; builder.columns = 30; builder.rows = 80; builder.board_holder_transform = transform; builder.door1 = materials.house_door1; builder.door2 = materials.house_door2; builder.gm = this; return(builder); } else { return(null); } }
private void BuildWorld() { // Build Houses houses = new List <HouseBuilder>(); board_holder_transform = new GameObject("Board").transform; for (int i = 0; i < house_count; i++) { HouseBuilder hg = SceneFactory(1, "house", board_holder_transform) as HouseBuilder; hg.serealize(); houses.Add(hg); } // TEMP - JUST GET DOOR // materials.street_doors.GetComponent<SpriteRenderer>().sprite = houses[0].sprite_list[sprite_mapper["door"][0]]; //houses[0].materialize(); //houses[0].deMaterialize(); //Build Street street = SceneFactory(1, "street", board_holder_transform) as StreetBuilder; street.serealize(); currentScene = street; currentScene.materialize(); //street_builder.materialize(); // player.transform.position = new Vector3(15, 0, -1f); // Build Street // StreetBuilder street_builder = new StreetBuilder(); // street_builder.board_holder_transform = board_holder_transform; // street_builder.floor_tiles = materials.street_floors; // street_builder.wall_tiles = materials.street_walls; // street_builder.seralizeStreet(); // street_builder.materalizeStreet(); // player.transform.position = new Vector3(100,0,-1f); }
public Result Execute(ExternalCommandData commandData, ref string message, ElementSet elements) { try { UIDocument uidoc = commandData.Application.ActiveUIDocument; string baseLevel = Properties.Settings.Default.BaseLevelName; string topLevel = Properties.Settings.Default.TopLevelName; float scale = Properties.Settings.Default.Scale; HouseBuilder elementPlacer = new HouseBuilder(uidoc.Document, baseLevel, topLevel, scale); using (Transaction transaction = new Transaction(commandData.Application.ActiveUIDocument.Document, "Dimensioning")) { transaction.Start(); elementPlacer.DimensioningBuilding(2, false); elementPlacer.DimensioningBuilding(4, true); transaction.Commit(); } return(Result.Succeeded); } catch (Exception e) { message = e.Message; return(Result.Failed); } }
public void Execute(UIApplication app) { UIDocument uidoc = app.ActiveUIDocument; Document doc = uidoc.Document; float scale = 0; double overhang = 0; string levelName = "", topLevelName = ""; try { scale = Properties.Settings.Default.Scale; overhang = UnitUtils.ConvertToInternalUnits(Properties.Settings.Default.Overhang, UnitTypeId.Meters); levelName = Properties.Settings.Default.BaseLevelName; topLevelName = Properties.Settings.Default.TopLevelName; } catch (Exception e) { MessageBox.Show(e.Message); PlaceElementsForm.CloseForm(); } string path = PlaceElementsForm.filePath; XYZ roofVector = PlaceElementsForm.roofSelector.SlopeVector; RoofDesign roofDesign = PlaceElementsForm.roofSelector.RoofStyle; double slope = RoofSelector.GetSlopeByType(roofDesign); HouseBuilder builder = new HouseBuilder(doc, levelName, topLevelName, scale); string errorMessage = ""; using (Transaction transaction = new Transaction(doc, "Contruir JSON")) { transaction.Start(); try { builder.BuildJSON(path); } catch (Exception e) { errorMessage += $"\nErro ao construir elementos do JSON: \"{e.Message}\""; } try { builder.CreateFloor(Properties.Settings.Default.FloorName); } catch (Exception e) { errorMessage += $"\nErro ao construir piso: \"{e.Message}\""; } try { builder.CreateCeiling(Properties.Settings.Default.CeilingName); } catch (Exception e) { errorMessage += $"\nErro ao construir laje: \"{e.Message}\""; } try { builder.ClassifyRooms(); } catch (Exception e) { errorMessage += $"\nErro ao classificar ambientes: \"{e.Message}\""; } transaction.Commit(); } using (Transaction transaction = new Transaction(doc, "Contruir Telhado")) { transaction.Start(); try { builder.CreateRoof(overhang, slope, roofVector, roofDesign); } catch (Exception e) { errorMessage += $"\nErro ao construir telhado: \"{e.Message}\""; } transaction.Commit(); } if (errorMessage.Length > 1) { MessageBox.Show(errorMessage, "Erro!", MessageBoxButtons.OK, MessageBoxIcon.Error); } PlaceElementsForm.CloseForm(); }
public HouseBuildDirector(HouseBuilder builder) { houseBuilder = builder; }
public SiteManager(HouseBuilder builder) { _builder = builder; }
public BOB(HouseBuilder housebuilder) { this.housebuilder = housebuilder; }
public Director(HouseBuilder builder) { ChangeBuilder(builder); }
public void ChangeBuilder(HouseBuilder builder) { this.builder = builder; }
public CivilEngineer(HouseBuilder houseBuilder) { this.houseBuilder = houseBuilder; }
public HouseDirector(HouseBuilder builder) { this.builder = builder; }
private void openButton_Click(object sender, EventArgs e) { fileTextBox.Text = HouseBuilder.SelectFile(); filePath = fileTextBox.Text; }