コード例 #1
0
        public TaxiInstructions GetTaxiInstructions(Point callerPosition)
        {
            TaxiPoint source;

            try
            {
                source = _airfield.TaxiPoints.OrderBy(taxiPoint => taxiPoint.DistanceTo(callerPosition.Coordinate))
                         .First();
            }
            catch (NullReferenceException)
            {
                throw new TaxiPathNotFoundException($"Taxi path not available because no TaxiPoints found");
            }

            Logger.Debug($"Player is at {callerPosition.Coordinate}, nearest Taxi point is {source}");
            var runways = ActiveRunwayDecider.GetActiveRunways(_airfield);

            return(runways.Count == 1 ? GetTaxiInstructionsWhenSingleRunway(source, runways.First()) : GetTaxiInstructionsWhenMultipleRunways(source, runways));
        }
コード例 #2
0
        private List <List <TaggedEdge <NavigationPoint, string> > > GetPathsToActiveRunways()
        {
            // First we get a list of active runway(s)
            var activeRunways = ActiveRunwayDecider.GetActiveRunways(_airfield);

            // Then we get a list of all the entry Waypoints
            var entryPoints = _airfield.WayPoints.Where(x => x.Name.ToLower().Contains("entry"));

            var paths = new List <KeyValuePair <double, List <TaggedEdge <NavigationPoint, string> > > >();

            // Get all the paths from all the entry waypoints to the active runway(s)
            foreach (var entryPoint in entryPoints)
            {
                var tryGetPaths =
                    _airfield.NavigationGraph.ShortestPathsDijkstra(_airfield.NavigationCostFunction, entryPoint);

                foreach (var runway in activeRunways)
                {
                    if (!tryGetPaths(runway, out var path))
                    {
                        continue;
                    }
                    var taggedEdges  = path.ToList();
                    var pathCost     = PathCost(taggedEdges);
                    var pathWithCost = new KeyValuePair <double, List <TaggedEdge <NavigationPoint, string> > >(pathCost, taggedEdges);
                    paths.Add(pathWithCost);
                }
            }

            // Sort so that we get the cheapest ones first
            var cheapestPathsByCost = paths.OrderBy(pair => pair.Key).ToList();

            // This is the cheapest one, so we want this one and any that have the same cost
            // since there could be multiple entry points for a given active runway(s).
            var cheapestCost = cheapestPathsByCost.First().Key;

            cheapestPathsByCost.RemoveAll(pair => pair.Key > cheapestCost);

            // And finally return the paths so the caller can find the one with the closest
            // start point to the player, which will be the actual approach path.
            return(cheapestPathsByCost.Select(pathPair => pathPair.Value).ToList());
        }