public Trip(int storeNum, string orderDate, int count, TemperatureZone temp)//change to picks { TripId = storeNum.ToString() + ":" + orderDate + ":" + temp.ToString() + ":" + count.ToString(); temperatureZone = temp; StandardTime = standardTime(); CubicFeet = Cfeet(Picks); }
public Product(string name, string company, TemperatureZone zone, double height, double width, double weight) { Name = name; Zone = zone; Company = company; Height = height; Width = width; Weight = weight; }
public Layout(int horizontal, int vertical, TemperatureZone zone) { for (int i = 0; i <= horizontal; i++) { List <Coordinate> column = new List <Coordinate>(); for (int j = 0; j <= vertical; j++) { Coordinate coordinate = new Coordinate(j, i); column.Add(coordinate); } Columns.Add(column); } Zone = zone; }
public Product(string name, string company, TemperatureZone zone, double height, double width, double weight) { Name = name; Zone = zone; Company = company; Height = height; Width = width; Weight = weight; if ((Weight * AdminControls.HollowControl) <= CubicFeet && !isHeavy) { isHollow = true; } if (Weight >= AdminControls.HeavyControl) { isHeavy = true; } //change both of these to stored vairables that can be changed by the admin without having to change code }
public void AddAisle(string AisleName, TemperatureZone zone, int length, int height)//Add Aisle to current warehouse object//this isn't working correctly { foreach (Slot s in WHctx.Slots) { if (s.AisleName != AisleName) { continue; } else { throw new Exception("there is an aisle with that name already, would you like to add to it?"); } } for (int i = 0; i < length; i++) { } WHctx.SaveChanges(); }
public void AddAisle(string AisleName, TemperatureZone zone, int length, int height)//Add Aisle to current warehouse object//this isn't working correctly { WHctx.SaveChanges(); }
public IEnumerable <Layout> DisplayAislesByTemperature(TemperatureZone z)//reduces view to temperature zones//change this to map { return(WHctx.Layouts.Where(c => c.Zone == z)); }
public List <Trip> TripsBreakdown(List <Pick> picks, int StoreNum, double Max, string orderDate, TemperatureZone zone) { int tripcount = 1; Trip first = new Trip(StoreNum, orderDate, tripcount, zone); List <Trip> trips = new List <Trip>(); trips.Add(first); double HollowControl = AdminControls.HollowControl; // don't want to put hollow cases on trips early double HeavyControl = AdminControls.HeavyControl; // don't want people lifting heavy cases above certain height in a trip List <Pick> Heavies = new List <Pick>(); List <Pick> Hollows = new List <Pick>(); foreach (Pick p in picks) { if (trips.Last().Picks is null || trips.Last().CubicFeet + p.CubicFeet <= Max) { while (Heavies.Count() > 0 && trips.Last().CubicFeet <= HeavyControl) { trips.Last().Picks.Add(Heavies.Last()); Heavies.Remove(Heavies.Last()); } while (Hollows.Count > 0 && trips.Last().CubicFeet >= HollowControl && trips.Last().CubicFeet <= Max) { trips.Last().Picks.Add(Hollows.Last()); Heavies.Remove(Hollows.Last()); } }
private Biome DetermineBiome(TemperatureZone zone, Biome[] surroundingBiomes) { // Ice, Tundra, and Taiga should be more near the vertical extremes of our square world (the poles) zone 2 // Temparate Forest and Grassland should be inbetween the top and middle (between poles and equator) zone 1 // Desert, Tropical Rainforest, and Savanna should be near the middle (equator) zone 0 // Oceans should appear in large amounts surrounding landmasses in any zone // Freshwater should be in smaller amounts but can appear anywhere in the form of a lake or river // rivers should flow from lakes to oceans float[] weights; switch (zone) { case TemperatureZone.Cold: weights = ColdWeights; break; case TemperatureZone.Temparate: weights = TemparateWeights; break; case TemperatureZone.Warm: weights = WarmWeights; break; default: throw new FormatException("Zone out of range!"); } for (int i = 0; i < 4; i++) { Biome b = surroundingBiomes[i]; if (b > 0) { // we don't want undetermined zones being populated if (weights[(int)b] == 0.0f) { weights[(int)b] = 10f; // adds chance for biomes to cross temperature zones if there are neighboring zones } if (b == Biome.Marine) { weights[(int)b] *= stickiness * 2; // for each surrounding neighbor increase weight } else { weights[(int)b] *= stickiness; weights[(int)Biome.Marine] /= 100f; } } } // Get Total Weight float totalWeight = 0.0f; foreach (float weight in weights) { totalWeight += weight; } // Generate a random number based on the totalWeight float randomNumber = (float)random.NextDouble() * totalWeight; // using the random number and weights determine which biome to return Biome selectedBiome = Biome.Undetermined; for (int i = 0; i < weights.Length; i++) { float weight = weights[i]; if (randomNumber < weight) { selectedBiome = (Biome)i; break; } randomNumber -= weight; } return(selectedBiome); }
public void AddSlot(string AisleName, TemperatureZone zone, SlotType slotType)//add empty slot to end of aisle object { WHctx.SaveChanges(); }