private OperationsManager() { NumberMissiles = MAX_MISSILES; // Set up access to all needed objects _target_manager = TargetManager.GetInstance(); _turret = new MissileLauncherAdapter(); }
public void MissileLauncher_Commands_MissileDevice() { fakeDevice = MockRepository.GenerateMock<IMissileDevice>(); testLauncher = new LittleNet.UsbMissile.MissileLauncher(fakeDevice); CheckCall(l => l.Up(), DeviceCommand.Up); CheckCall(l => l.Left(), DeviceCommand.Left); CheckCall(l => l.Right(), DeviceCommand.Right); CheckCall(l => l.Down(), DeviceCommand.Down); CheckCall(l => l.Stop(), DeviceCommand.Stop); CheckCall(l => l.Fire(), DeviceCommand.Fire); }
public Asml() { InitializeComponent(); launcher = new LauncherAdapter(); threadCamera = new Threads(); target = new TargetManager(); control = new Controller(); stopwatch = new Stopwatch(); target.AddedTarget +=manager_AddedTarget; threadCamera.DataCaptured += new EventHandler<CameraEventArgs>(thread_DataCaptured); }
private void Nod(IMissileLauncher launcher) { launcher.Down(); System.Threading.Thread.Sleep(700); launcher.Stop(); launcher.Up(); System.Threading.Thread.Sleep(500); launcher.Stop(); launcher.Down(); System.Threading.Thread.Sleep(300); launcher.Stop(); launcher.Up(); System.Threading.Thread.Sleep(200); launcher.Stop(); }
/// <summary> /// Creates a new missile launcher based on what is passed in /// </summary> /// <param name="type">The type of missile launcher to be created.</param> /// <returns>Returns the newly created missile launcher.</returns> public static IMissileLauncher CreateMissileLauncher(MLType type) { IMissileLauncher ML = null; switch (type) { case MLType.DreamCheeky: ML = new DreamCheeky(); break; case MLType.Mock: ML = new Mock(); break; } return(ML); }
private void Shake(IMissileLauncher launcher) { launcher.Right(); System.Threading.Thread.Sleep(800); launcher.Stop(); launcher.Left(); System.Threading.Thread.Sleep(800); launcher.Stop(); launcher.Right(); System.Threading.Thread.Sleep(800); launcher.Stop(); launcher.Left(); System.Threading.Thread.Sleep(800); launcher.Stop(); launcher.Right(); System.Threading.Thread.Sleep(800); launcher.Stop(); }
// Controller depending on the mode, performs the search and destroy using targets data public bool Destroy(TargetManager target, IMissileLauncher launcher, ModeType Mode) { int number_of_lines_per_target = 7; int number_of_targets = target.TargetList.Count / number_of_lines_per_target; int target_number = 1; while (target_number <= number_of_targets && !_shouldStop) { target.SetTarget(target_number); Converter coordinates = new Converter(target.X, target.Y, target.Z); switch (Mode) { case ModeType.fireAll: if (!_shouldStop) launcher.MoveTo(coordinates.Phi, coordinates.Theta); if (!_shouldStop) launcher.Fire(); break; case ModeType.fireFoes: if (!target.Friend) { if (!_shouldStop) launcher.MoveTo(coordinates.Phi, coordinates.Theta); if (!_shouldStop) launcher.Fire(); } break; case ModeType.fireFriends: if (target.Friend) { if (!_shouldStop) launcher.MoveTo(coordinates.Phi, coordinates.Theta); if (!_shouldStop) launcher.Fire(); } break; } target_number++; } return true; }
public override void ExecuteOn(IMissileLauncher launcher) { launcher.Up(); }
public abstract void ExecuteOn(IMissileLauncher launcher);
public MissileLauncherService(IMissileLauncher launcher) { this.launcher = launcher; }
public virtual void ExecuteOn(IMissileLauncher launcher) { }
private void CreateDC() { m_missileLauncher = MLFactory.CreateMissileLauncher(MLType.DreamCheeky); GetCount(); GetPosition(); }
private void CreateMock() { m_missileLauncher = MLFactory.CreateMissileLauncher(MLType.Mock); //GetCount(); //GetPosition(); }
/// <summary> /// Operations Manager constructor. /// </summary> private OperationsManager() { NumberMissiles = MAX_MISSILES; // Set up access to all needed objects _target_manager = TargetManager.GetInstance(); _turret = new MissileLauncherAdapter(); _target_manager.TargetAdded += on_targets_changed; _lock = new Object(); /* we need a way to make these search modes more plug-n-play*/ _search_modes = new List<string>(); _search_modes.Add("Foes"); _search_modes.Add("Friends"); _search_modes.Add("All"); _search_mode = new searchfoe(); _bw = new BackgroundWorker(); _bw.WorkerSupportsCancellation = true; _td = new TargetDetector(); _td.ImageProcessed += new EventHandler(on_targets_detected); _timer = new ThreadedTimer.Timer(); _timer.TimeCaptured += new EventHandler<TimerEventArgs>(_timer_TimeCaptured); TurretReset(); _visual_target = false; }
public bool Reset(IMissileLauncher launcher) { launcher.Reset(); return true; }
/// <summary> /// Operations Manager constructor. /// </summary> private OperationsManager() { NumberMissiles = MAX_MISSILES; // Set up access to all needed objects _target_manager = TargetManager.GetInstance(); _turret = new MissileLauncherAdapter(); _target_manager.TargetAdded += on_targets_changed; // this manual reset event helps synchronize between threads. _wait_event = new ManualResetEvent(false); _lock = new Object(); //_seach_mode_list.Add(0, "Idle"); //_seach_mode_list.Add(1, "Foes"); //_seach_mode_list.Add(2, "Friends"); //_seach_mode_list.Add(3, "All"); }
public CountryDefenseController(IMissileLauncher launcher, string authenticationCode) { _launcher = launcher; _authenticationCode = authenticationCode; }