public void PlaceElement(ref string line, string type) { int id = Int32.Parse(GetSubString(ref line, line.IndexOf(' '))); int row = Int32.Parse(GetSubString(ref line, line.IndexOf(' '))); int column = Int32.Parse(GetSubString(ref line, line.IndexOf(' '))); string direction = GetSubString(ref line, 1); int node1Id = Int32.Parse(GetSubString(ref line, line.IndexOf(' '))); int node2Id = Int32.Parse(GetSubString(ref line, line.Length)); Node node1 = gameController.scheme.GetNode(node1Id); Node node2 = gameController.scheme.GetNode(node2Id); BaseElement element; switch (type) { case "Re": element = new Resistor(node1, node2, id); break; case "No": element = new Norator(node1, node2, id); break; case "Nu": element = new Nullator(node1, node2, id); break; default: element = new Conductor(node1, node2, id); break; } gameController.scheme.AddElement(element); element.GetImage().SetValue(Grid.RowProperty, row); element.GetImage().SetValue(Grid.ColumnProperty, column); element.GetImage().SetValue(Panel.ZIndexProperty, 1); if (direction == "R") { element.ChangeImageDirectionToLand(); element.GetImage().SetValue(Grid.RowSpanProperty, 3); element.GetImage().SetValue(Grid.ColumnSpanProperty, 9); } else { element.GetImage().SetValue(Grid.RowSpanProperty, 9); element.GetImage().SetValue(Grid.ColumnSpanProperty, 3); } gameController.gameWindow.GameGrid.Children.Add(element.GetImage()); }
public void FindPlaceAndCreateNullor(Node node1, Node node2, string type) { string line = ""; int row = 0; int column = 0; int id = gameController.scheme.GetElementMaxId() + 1; string direction = ""; var blockingElements = FindBlockingElements(node1, node2, ref direction); blockingElements.Remove(node1); blockingElements.Remove(node2); Norator norator = null; Nullator nullator = null; foreach (var elem in blockingElements) { if (elem is Norator) { norator = (Norator)elem; } if (elem is Nullator) { nullator = (Nullator)elem; } } blockingElements.Remove(norator); blockingElements.Remove(nullator); row = direction == "U" ? node2.GetY() : node1.GetY(); column = direction == "L" ? node2.GetX() : node1.GetX(); if (!blockingElements.Any()) { line = (direction == "R") || (direction == "L") ? id + " " + (row - 1) + " " + (column + 4) + " R " + node1.GetId() + " " + node2.GetId() : id + " " + (row + 4) + " " + (column - 1) + " D " + node1.GetId() + " " + node2.GetId(); PlaceElement(ref line, type); int wireId = gameController.scheme.GetWireMaxId() + 1; int id1 = direction == "U" || direction == "L" ? node1.GetId() : node2.GetId(); line = (direction == "R" || direction == "L") ? wireId + " " + row + " " + column + " " + 6 + " R " + id1 + " N " + id + " E" : wireId + " " + row + " " + column + " " + 6 + " D " + id1 + " N " + id + " E"; PlaceWire(ref line); int length = (direction == "R") || (direction == "L") ? Math.Abs(node1.GetX() - node2.GetX()) - 4 : Math.Abs(node1.GetY() - node2.GetY()) - 4; //Если элемент слишком короткий(т.е. он не дотягивается до второго узла), то лучше пририсовать ему провод, чтобы нормально все выглядело if (length > 8) { wireId = gameController.scheme.GetWireMaxId() + 1; id1 = direction == "U" || direction == "L" ? node2.GetId() : node1.GetId(); line = (direction == "R") || (direction == "L") ? wireId + " " + row + " " + (column + 12) + " " + (length - 7) + " R " + id1 + " N " + id + " E" : wireId + " " + (row + 12) + " " + column + " " + (length - 7) + " D " + id1 + " N " + id + " E"; PlaceWire(ref line); line = ""; } //Если у узлов не совпадают ни X, ни Y (здесь нужен будет еще один провод) if ((node1.GetX() != node2.GetX()) && (node1.GetY() != node2.GetY())) { wireId = gameController.scheme.GetWireMaxId(); int wireRow = 0; int wireColumn = 0; if ((direction == "R") || (direction == "L")) { wireRow = node2.GetY() > node1.GetY() ? node1.GetY() : node2.GetY(); wireColumn = node2.GetX(); } else { wireRow = node2.GetY(); wireColumn = node2.GetX() > node1.GetX() ? node1.GetX() : node2.GetX(); } length = (direction == "R") || (direction == "L") ? Math.Abs(node1.GetY() - node2.GetY()) + 1 : Math.Abs(node1.GetX() - node2.GetX()) + 1; line = (direction == "R") || (direction == "L") ? (wireId + 1) + " " + wireRow + " " + wireColumn + " " + length + " D " + node1.GetId() + " N " + node2.GetId() + " N" : (wireId + 1) + " " + wireRow + " " + wireColumn + " " + length + " R " + node1.GetId() + " N " + node2.GetId() + " N"; PlaceWire(ref line); line = ""; line = (direction == "R") || (direction == "L") ? (gameController.scheme.GetNodeMaxId() + 1) + " " + node1.GetY() + " " + node2.GetX() : (gameController.scheme.GetNodeMaxId() + 1) + " " + node2.GetY() + " " + node1.GetX(); PlaceNode(ref line); node2 = gameController.scheme.GetNode(gameController.scheme.GetNodeMaxId()); } } else if (blockingElements.Count == 1) { //Если есть блокирующие элементы и нужно как-то считать положение элемента //TO DO direction = node1.GetY() == node2.GetY() ? "R" : "D"; if (direction == "R" && node1.GetX() > node2.GetX()) { var temp = node1; node1 = node2; node2 = temp; } if (direction == "D" && node1.GetY() > node2.GetY()) { var temp = node1; node1 = node2; node2 = temp; } id = gameController.scheme.GetElementMaxId() + 1; line = direction == "R" ? id + " " + (node1.GetY() - 4) + " " + (node1.GetX() + 4) + " R " + node1.GetId() + " " + node2.GetId() : id + " " + (node1.GetY() + 4) + " " + (node1.GetX() + 2) + " D " + node1.GetId() + " " + node2.GetId(); PlaceElement(ref line, type); int wireId = gameController.scheme.GetWireMaxId() + 1; line = direction == "R" ? wireId + " " + (node1.GetY() - 3) + " " + node1.GetX() + " 6 R " + id + " E" : wireId + " " + node1.GetY() + " " + (node1.GetX() + 3) + " 6 D " + id + " E"; PlaceWire(ref line); Wire wire1 = gameController.scheme.GetWire(wireId); wireId++; line = direction == "R" ? wireId + " " + (node1.GetY() - 3) + " " + (node1.GetX() + 12) + " 6 R " + id + " E" : wireId + " " + (node1.GetY() + 12) + " " + (node1.GetX() + 3) + " 6 D " + id + " E"; PlaceWire(ref line); Wire wire2 = gameController.scheme.GetWire(wireId); wireId++; line = direction == "R" ? wireId + " " + (node1.GetY() - 3) + " " + node1.GetX() + " 4 D " + node1.GetId() + " N" : wireId + " " + node1.GetY() + " " + node1.GetX() + " 4 R " + node1.GetId() + " N"; PlaceWire(ref line); Wire wire3 = gameController.scheme.GetWire(wireId); gameController.scheme.AddWireToObject(wire1, wire3); wireId++; line = direction == "R" ? wireId + " " + (node2.GetY() - 3) + " " + node2.GetX() + " 4 D " + node2.GetId() + " N" : wireId + " " + node2.GetY() + " " + node2.GetX() + " 4 R " + node2.GetId() + " N"; PlaceWire(ref line); Wire wire4 = gameController.scheme.GetWire(wireId); gameController.scheme.AddWireToObject(wire2, wire4); } }