コード例 #1
0
ファイル: Simulator.cs プロジェクト: OlekNg/AHMED
        /// <summary>
        /// Initialize simulator for given building and people map
        /// </summary>
        /// <param name="bm">Building map</param>
        /// <param name="pm">People map</param>
        public void SetupSimulator(BuildingMap bm, PeopleMap pm)
        {
            if (bm == null) return;
            if (pm == null) return;

            _buildingMap = bm;
            _peopleMap = pm;

            _evacuationMap.InitializeFromBuildingMap(_buildingMap);
        }
コード例 #2
0
ファイル: EvacuationMap.cs プロジェクト: OlekNg/AHMED
        /// <summary>
        /// Method initializes evacuation map from given building map
        /// </summary>
        /// <param name="bm">Building map</param>
        public void InitializeFromBuildingMap(BuildingMap bm)
        {
            _map = new SortedDictionary<int, IDictionary<int, IDictionary<int, EvacuationElement>>>();

            //setup shape and neighbourhood passages
            foreach(var e in bm.Floors)
            {
                Floor f = e.Value;
                int level = e.Key;

                IDictionary<int, IDictionary<int, EvacuationElement>> floorMap = new SortedDictionary<int, IDictionary<int, EvacuationElement>>();
                foreach (var row in f.Tiles)
                {
                    IDictionary<int, EvacuationElement> tempRow = new SortedDictionary<int, EvacuationElement>();
                    foreach (var tile in row.Value)
                    {
                        EvacuationElement ee = new EvacuationElement(tile.Value.Capacity);
                        //setup passages
                        for (int i = 0; i < 4; ++i)
                        {
                            ee.NeighboursPassages[i] = tile.Value.Side[i];
                        }

                        tempRow.Add(tile.Key, ee);
                    }
                    floorMap.Add(row.Key, tempRow);
                }
                _map.Add(level, floorMap);
            }

            //setup neighbourhood
            foreach (var floor in _map)
            {
                foreach (var row in floor.Value)
                {
                    foreach (var tile in row.Value)
                    {
                        tile.Value.Neighbours[(int)Direction.DOWN] = Get(floor.Key, row.Key + 1, tile.Key);
                        tile.Value.Neighbours[(int)Direction.UP] = Get(floor.Key, row.Key - 1, tile.Key);
                        tile.Value.Neighbours[(int)Direction.LEFT] = Get(floor.Key, row.Key, tile.Key - 1);
                        tile.Value.Neighbours[(int)Direction.RIGHT] = Get(floor.Key, row.Key, tile.Key + 1);

                        //creating special evacuation element for stairs
                        for (int i = 0; i < 4; ++i)
                        {
                            if (tile.Value.NeighboursPassages[i].Type == WallElementType.STAIR_ENTRY)
                            {
                                tile.Value.Neighbours[i] = new StairsEvacuationElement((StairsEntry)tile.Value.NeighboursPassages[i], this);
                            }
                        }
                    }
                }
            }
        }