Пример #1
0
 public virtual void CheckProgressOfMashing(MyBrewery myBrewery)
 {
     if (Finished == false)
     {
         for (int stage = 0; stage < NumberOfStages; stage++)
         {
             //myBrewery.MashTunTemperatureSettingFromModel = this.MashStagesCollection[stage].Temperature;
             myBrewery.TemperatureSettingFromModelOfMashing = this.MashStagesCollection[stage].Temperature;
             SetStartTime(this.MashStagesCollection[stage], myBrewery);
             SetFinish(this.MashStagesCollection[stage], myBrewery);
             if (MashStagesCollection[stage].Finished == false)
             {
                 break;
             }
         }
     }
     else
     {
         StepForwardToNextMashProcedure("Press OK to continue when ready!");
     }
 }
Пример #2
0
 public virtual void SetFinish(ImportantTemperatureHold importantTemperatureHold, MyBrewery myBrewery)
 {
     if (importantTemperatureHold.Reached == true && importantTemperatureHold.Elapsed == false)
     {
         importantTemperatureHold.Elapsed = myBrewery.ProgressTime >= importantTemperatureHold.StartTime + importantTemperatureHold.HoldingTime ? true : false;
         if (importantTemperatureHold.Elapsed == true)
         {
             importantTemperatureHold.Finished = true;
         }
     }
 }
Пример #3
0
 public virtual void SetStartTime(ImportantTemperatureHold importantTemperatureHold, MyBrewery myBrewery)
 {
     if (importantTemperatureHold.Reached == false)
     {
         if (importantTemperatureHold.Name == "Boiling")
         {
             importantTemperatureHold.Reached = myBrewery.ActualTemperatureOfMashing >= importantTemperatureHold.Temperature - Shared.Constants.ToleranceOfSensor ? true : false;
         }
         else
         {
             importantTemperatureHold.Reached = myBrewery.ActualTemperatureOfMashing >= importantTemperatureHold.Temperature ? true : false;
         }
         if (importantTemperatureHold.Reached)
         {
             importantTemperatureHold.StartTime = myBrewery.ProgressTime;
         }
         return;
     }
 }