private void ForceCompleteUnloadingTask(UnloadingTask task) { Unload(ship.cargo, task.dock); string content = string.Format("{0} ship {1} finished unloading!", ship.Industry.ToString(), ship.Name); GameObject.Find("NotificationSystem").GetComponent <NotificationSystem> ().Notify(NotificationType.Success, content); }
private void ReserveUnloadingTask(UnloadingTask task) { if (!reservationOnDocks.ContainsKey(task.dock)) { reservationOnDocks.Add(task.dock, new List <Reservation>()); } List <Reservation> reservationList = reservationOnDocks[task.dock]; Reservation reservation = new Reservation(); reservation.StartTime = task.StartTime - safetyTime; reservation.EndTime = task.EndTime + safetyTime; reservationList.Add(reservation); }
private bool UnloadingTaskHasConflict(UnloadingTask task) { if (!reservationOnDocks.ContainsKey(task.dock)) { return(false); } List <Reservation> reservationList = reservationOnDocks[task.dock]; foreach (Reservation reservation in reservationList) { if (reservation.ConflictWithTask(task.StartTime, task.EndTime)) { return(true); } } return(false); }
private void processUnloadingTask(UnloadingTask task) { Timer timer = GameObject.Find("Timer").GetComponent <Timer>(); DateTime currentTime = timer.VirtualTime; TimeSpan timeElapsed = timer.TimeElapsed; double cargoRemaining = ship.cargo; TimeSpan timeRemaining = task.EndTime.Subtract(currentTime); double speedRequired = cargoRemaining / timeRemaining.TotalSeconds; double cargoCanUnload = timeElapsed.TotalSeconds * speedRequired; if (cargoCanUnload > cargoRemaining) { cargoCanUnload = cargoRemaining; } Unload(cargoCanUnload, task.dock); this.status = ShipStatus.Unloading; }
private void ResolveConflictForUnloadingTask(UnloadingTask task, ShipSchedule schedule) { if (!UnloadingTaskHasConflict(task)) { return; } List <Reservation> reservationList = reservationOnDocks[task.dock]; TimeSpan minTimeSpan = TimeSpan.MaxValue; foreach (Reservation reservation in reservationList) { TimeSpan timeDiff = reservation.EndTime + safetyTime - task.StartTime; if (timeDiff.CompareTo(TimeSpan.Zero) < 0) { continue; } if (reservation.ConflictWithTask(task.StartTime + timeDiff, task.EndTime + timeDiff)) { continue; } if (timeDiff < minTimeSpan) { minTimeSpan = timeDiff; } } if (minTimeSpan == TimeSpan.Zero) { minTimeSpan = minTimeSpan.Add(new TimeSpan(0, 0, 1)); } schedule.Postpone(minTimeSpan); }
private ShipSchedule PathToSchedule(ShipPath path) { double defaultShipSpeed = GameObject.Find("SceneSetting").GetComponent <SceneSetting>().ShipSpeed; double shipSpeed = defaultShipSpeed; ShipSchedule schedule = new ShipSchedule(); MapUtil mapUtil = GameObject.Find("MapUtil").GetComponent <MapUtil>(); DateTime currentTime = GameObject.Find("Timer").GetComponent <Timer>().VirtualTime; Vector2 currentPosition = new Vector2((float)ship.Ship.X, (float)ship.Ship.Y); bool unloadingScheduled = false; Node previousNode = null; foreach (Node node in path.path) { ShipMoveTask moveTask = new ShipMoveTask(); moveTask.Position = new Vector2((float)node.X, (float)node.Y); if (previousNode != null) { moveTask.connection = mapUtil.GetConnection(previousNode, node); shipSpeed = moveTask.connection.Speed; } else { shipSpeed = defaultShipSpeed; } double distance = Math.Pow(Math.Pow(node.X - currentPosition.x, 2) + Math.Pow(node.Y - currentPosition.y, 2), 0.5); TimeSpan duration = new TimeSpan(0, 0, (int)Math.Round(distance / shipSpeed)); moveTask.StartTime = currentTime; moveTask.EndTime = currentTime.Add(duration); previousNode = node; currentTime = currentTime.Add(duration); currentPosition = new Vector2((float)node.X, (float)node.Y); schedule.AppendTask(moveTask); // Unloading task double unloadingSpeed = GameObject.Find("SceneSetting").GetComponent <SceneSetting>().UnloadingSpeed; Dock dock = mapUtil.GetDockByNode(node); if (!unloadingScheduled && dock != null) { TimeSpan unloadingDuration = new TimeSpan(0, 0, (int)Math.Round(ship.Ship.cargo / unloadingSpeed)); UnloadingTask unloadingTask = new UnloadingTask(); unloadingTask.Position = currentPosition; unloadingTask.StartTime = currentTime; unloadingTask.EndTime = currentTime.Add(unloadingDuration); unloadingTask.dock = dock; currentTime = currentTime.Add(unloadingDuration); schedule.AppendTask(unloadingTask); unloadingScheduled = true; } // Task List <Node> exits = mapUtil.ExitNodes(); if (exits.Contains(node)) { VanishTask vanishTask = new VanishTask(); vanishTask.StartTime = currentTime; vanishTask.EndTime = currentTime; schedule.AppendTask(vanishTask); } } return(schedule); }