private void loadStatusddl() { PstatusBLL objMasterBLL = new PstatusBLL(); OccupationStatus.DataTextField = "PAPDESIGNATION1"; OccupationStatus.DataValueField = "PAPDESIGNATIONID1"; OccupationStatus.DataSource = objMasterBLL.GetPstatus(); OccupationStatus.DataBind(); }
/// <summary> /// A helper method for moving through a sequence of points for a particular step /// </summary> /// <param name="gameStateBeforeStep"></param> /// <param name="currentGameState"></param> /// <param name="nextPosition"></param> /// <param name="nextMoveNumber"></param> /// <returns></returns> public RuleOutcome MoveToNextPosition(GameState gameStateBeforeStep, GameState currentGameState, Position nextPosition, int nextMoveNumber) { CellState actualCellState = currentGameState[nextPosition]; // Check whether the correct move was made to this position: OccupationStatus statusOfNextPosition = actualCellState.OccupationStatus; switch (statusOfNextPosition) { case OccupationStatus.YourWall: case OccupationStatus.You: // Check move number: if (actualCellState.MoveNumber != nextMoveNumber) { return(new RuleOutcome { Status = RuleStatus.DeviationFromRuleDetected }); } break; case OccupationStatus.Opponent: case OccupationStatus.OpponentWall: return(new RuleOutcome { Status = RuleStatus.DeviationFromRuleDetected }); case OccupationStatus.Clear: return(new RuleOutcome { Status = RuleStatus.NextMoveSuggested, SuggestedMove = new Move(PlayerType.You, nextMoveNumber, nextPosition) }); } // Apply chosen move: gameStateBeforeStep.MoveToPosition(nextPosition); if (AfterEachMove != null) { AfterEachMove(this, gameStateBeforeStep, currentGameState); } // Apply opponent's move to current position: int opponentsMoveNumber = currentGameState.PlayerWhoMovedFirst == PlayerType.You ? nextMoveNumber : nextMoveNumber + 1; CellState opponentsActualMove = currentGameState.GetCellByMoveNumber(PlayerType.Opponent, opponentsMoveNumber); gameStateBeforeStep.MoveToPosition(opponentsActualMove.Position); return(new RuleOutcome { Status = RuleStatus.NoFurtherSuggestions }); }
public CarOccupation GetLastOccupationOfType(OccupationStatus occupationStatus) { CarOccupation lastOccupation = null; foreach (var occupation in _occupations) { if (occupation.OccupationStatus == occupationStatus) { lastOccupation = occupation; } } return(lastOccupation); }
private void clearDetails() { ddloptionGroup.ClearSelection(); OccupationStatus.ClearSelection(); RdbtnBoth.Checked = false; RdbtnCash.Checked = false; RdbtnHBoth.Checked = false; RdbtnHbtninkind.Checked = false; RdbtnHcash.Checked = false; Rdbtninkind.Checked = false; RdbtnNO.Checked = false; RdbtnYES.Checked = false; btnAdd.Text = "Save"; btnCncl.Text = "Clear"; }
/// <summary> /// A helper method for moving through a sequence of points for a particular step /// </summary> /// <param name="gameStateBeforeStep"></param> /// <param name="currentGameState"></param> /// <param name="nextPosition"></param> /// <param name="nextMoveNumber"></param> /// <returns></returns> public static RuleOutcome MoveToNextPosition(GameState gameStateBeforeStep, GameState currentGameState, Position nextPosition, int nextMoveNumber) { CellState actualCellState = currentGameState[nextPosition]; // Check whether the correct move was made to this position: OccupationStatus statusOfNextPosition = actualCellState.OccupationStatus; switch (statusOfNextPosition) { case OccupationStatus.YourWall: case OccupationStatus.You: // Check move number: if (actualCellState.MoveNumber != nextMoveNumber) { return(new RuleOutcome { Status = RuleStatus.DeviationFromRuleDetected }); } break; case OccupationStatus.Opponent: case OccupationStatus.OpponentWall: return(new RuleOutcome { Status = RuleStatus.DeviationFromRuleDetected }); case OccupationStatus.Clear: return(new RuleOutcome { Status = RuleStatus.NextMoveSuggested, SuggestedMove = new Move(PlayerType.You, nextMoveNumber, nextPosition) }); } // Apply chosen move: gameStateBeforeStep.MoveToPosition(nextPosition); // Apply opponent's move: ApplyOpponentsMoveToMutablePosition(gameStateBeforeStep, currentGameState, nextMoveNumber); return(new RuleOutcome { Status = RuleStatus.NoFurtherSuggestions }); }
public static string ToOccupationStatusString(this OccupationStatus source) { switch (source) { case OccupationStatus.NotWorkNotStudy: return("Нигде не работал и не учился"); case OccupationStatus.StudyInEducationInstitution: return("Учился в образовательном учреждении"); case OccupationStatus.WorkOnAgriculture: return("Работал в сельском хозяйстве"); case OccupationStatus.WorkOnStateEnterprise: return("Работал на государственном предприятии"); case OccupationStatus.WorkOnCommercialEnterprise: return("Работал на коммерческом предприятии"); } return(string.Empty); }
private void CalculateChambersForPlayer(PlayerType player) { this.player = player; count = 0; nextChamberNumber = 1; switch (player) { case PlayerType.You: playerOccupationStatus = OccupationStatus.You; break; default: playerOccupationStatus = OccupationStatus.Opponent; break; } gameState.ClearChamberPropertiesForPlayer(player); edgeStack = new Stack <Edge>(); Queue <CellState> cellsToVisit = new Queue <CellState>(); foreach (CellState cellState in gameState.GetAllCellStates()) { if (cellState.ClosestPlayer == player && (cellState.OccupationStatus == OccupationStatus.Clear || cellState.OccupationStatus == playerOccupationStatus)) { cellState.ClearChamberPropertiesForPlayer(player); cellsToVisit.Enqueue(cellState); } } int cellsToVisitCount = cellsToVisit.Count; while (cellsToVisitCount != 0) { CellState nextCellToVisit = cellsToVisit.Dequeue(); if (!nextCellToVisit.Visited) { Visit(nextCellToVisit); } cellsToVisitCount--; } }
private async Task <DeviceStatus> GetExactDeviceStatus(Guid deviceId) { SensorActivity pirActivity = await _movementService.GetSensorStatusAsync(deviceId, SensorType.PIR); SensorActivity rangeActivity = await _movementService.GetSensorStatusAsync(deviceId, SensorType.Range); TimeSpan expiry = _settingsService.GetSensorActivityExpiry(); OccupationStatus status = pirActivity.IsActive(expiry) || rangeActivity.IsActive(expiry) ? OccupationStatus.Occupied : OccupationStatus.Empty; return(new DeviceStatus() { DeviceInfo = Devices.All.FirstOrDefault(f => f.ID.Equals(deviceId)), Status = status, LastActivity = GetMinDate(pirActivity?.EntryDate, rangeActivity?.EntryDate) }); }
public CarOccupation(DatePeriod period, OccupationStatus occupationStatus) { Period = period; OccupationStatus = occupationStatus; }
public void ChangeOccupation(OccupationStatus occupation) { Occupation = occupation; }
public CivilInfo(EducationStatus education, string profession, OccupationStatus occupation) { Education = education; ChangeProfession(profession); Occupation = occupation; }
public Car(string modelName, string color, OccupationStatus occupationStatus) { this.modelName = modelName; this.color = color; this.occupationStatus = occupationStatus; }