Пример #1
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="soi"></param>
 /// <param name="position"></param>
 /// <param name="heading"></param>
 public SimObstacle(SimObstacleId soi, Coordinates position, Coordinates heading)
 {
     this.ObstacleId = soi;
     this.Position   = position;
     this.Heading    = heading;
     this.length     = 4;
     this.width      = 2;
 }
Пример #2
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="soi"></param>
 /// <param name="position"></param>
 /// <param name="heading"></param>
 /// <param name="length"></param>
 /// <param name="width"></param>
 public SimObstacle(SimObstacleId soi, Coordinates position, Coordinates heading, double length, double width)
 {
     this.ObstacleId = soi;
     this.Position   = position;
     this.Heading    = heading;
     this.width      = width;
     this.length     = length;
 }
        /// <summary>
        /// Obstacle
        /// </summary>
        /// <param name="screenCenter"></param>
        /// <returns></returns>
        public SimObstacle AddObstacle(Coordinates screenCenter)
        {
            // deafualt id is # of elts
            int idNumber = this.WorldService.Obstacles.Count + this.Vehicles.Count;

            // create array to hold used vehicle and obstacle id's
            bool[] usedIds = new bool[this.WorldService.Obstacles.Count + this.Vehicles.Count];

            // loop over obstacles and get ids
            foreach (SimObstacle ism in this.WorldService.Obstacles.Values)
            {
                // make sure num within # of obstacles and vehicles
                if (ism.ObstacleId.Number < this.WorldService.Obstacles.Count + this.Vehicles.Count)
                {
                    // check off
                    usedIds[ism.ObstacleId.Number] = true;
                }
            }

            // loop over vehicles and get ids
            foreach (SimVehicle ism in this.Vehicles.Values)
            {
                // make sure num within # of obstacles and vehicles
                if (ism.VehicleId.Number < this.WorldService.Obstacles.Count + this.Vehicles.Count)
                {
                    // check off
                    usedIds[ism.VehicleId.Number] = true;
                }
            }

            // loop over checked off id's
            for (int i = usedIds.Length - 1; i >= 0; i--)
            {
                // if find a false one set that id
                if (usedIds[i] == false)
                {
                    // set id num
                    idNumber = i;
                }
            }

            // create obstacle id
            SimObstacleId soi = new SimObstacleId(idNumber);

            // get position (center of screen)
            Coordinates position = screenCenter;

            // create obstacle
            SimObstacle so = new SimObstacle(soi, position, new Coordinates(1, 0));

            // add to obstacles
            this.WorldService.Obstacles.Add(so.ObstacleId, so);

            // return
            return(so);
        }
 /// <summary>
 /// Check if two id's are equal
 /// </summary>
 /// <param name="obj"></param>
 /// <returns></returns>
 public override bool Equals(object obj)
 {
     if (obj is SimObstacleId)
     {
         SimObstacleId other = (SimObstacleId)obj;
         return(this.number == other.Number);
     }
     else
     {
         return(false);
     }
 }
        /// <summary>
        /// Obstacle
        /// </summary>
        /// <param name="screenCenter"></param>
        /// <returns></returns>
        public SimObstacle AddObstacle(Coordinates screenCenter)
        {
            // deafualt id is # of elts
            int idNumber = this.WorldService.Obstacles.Count + this.Vehicles.Count;

            // create array to hold used vehicle and obstacle id's
            bool[] usedIds = new bool[this.WorldService.Obstacles.Count + this.Vehicles.Count];

            // loop over obstacles and get ids
            foreach (SimObstacle ism in this.WorldService.Obstacles.Values)
            {
                // make sure num within # of obstacles and vehicles
                if (ism.ObstacleId.Number < this.WorldService.Obstacles.Count + this.Vehicles.Count)
                {
                    // check off
                    usedIds[ism.ObstacleId.Number] = true;
                }
            }

            // loop over vehicles and get ids
            foreach (SimVehicle ism in this.Vehicles.Values)
            {
                // make sure num within # of obstacles and vehicles
                if (ism.VehicleId.Number < this.WorldService.Obstacles.Count + this.Vehicles.Count)
                {
                    // check off
                    usedIds[ism.VehicleId.Number] = true;
                }
            }

            // loop over checked off id's
            for (int i = usedIds.Length - 1; i >= 0; i--)
            {
                // if find a false one set that id
                if (usedIds[i] == false)
                {
                    // set id num
                    idNumber = i;
                }
            }

            // create obstacle id
            SimObstacleId soi = new SimObstacleId(idNumber);

            // get position (center of screen)
            Coordinates position = screenCenter;

            // create obstacle
            SimObstacle so = new SimObstacle(soi, position, new Coordinates(1, 0));

            // add to obstacles
            this.WorldService.Obstacles.Add(so.ObstacleId, so);

            // return
            return so;
        }