/// <summary> /// Adds the paddock. /// </summary> /// <param name="paddId">The padd identifier.</param> /// <param name="paddName">Name of the padd.</param> public void AddPaddock(int paddId, string paddName) { int idx = Paddocks.Length; Array.Resize(ref Paddocks, idx + 1); Paddocks[idx] = new PaddockInfo(); Paddocks[idx].Name = paddName.ToLower(); Paddocks[idx].PaddId = paddId; Paddocks[idx].SupptFed = new TSupplementRation(); }
/// <summary> /// Add a forage provider component /// </summary> /// <param name="paddock">The paddock info</param> /// <param name="paddName">The paddock name</param> /// <param name="forageName">The forage name</param> /// <param name="hostID">Component ID</param> /// <param name="driverID">Driver ID</param> /// <param name="forageObj">The forage object</param> public void AddProvider(PaddockInfo paddock, string paddName, string forageName, int hostID, int driverID, IPlantDamage forageObj) { ForageProvider forageProvider; // this is a forage provider // this provider can host a number of forages/species forageProvider = new ForageProvider(); forageProvider.PaddockOwnerName = paddName; // owning paddock forageProvider.ForageHostName = forageName; // host pasture/plant component name forageProvider.HostID = hostID; // plant/pasture comp forageProvider.ForageObj = forageObj; // setting property ID // keep a ptr to the paddock owned by the model so the forages can be assigned there as they become available forageProvider.OwningPaddock = paddock; this.forageProviderList.Add(forageProvider); }