示例#1
0
        public CHPoint?PointOfEntry2(ChemEObject InspectPreviousPosition)
        {
            CHPoint?retValue = null;

            for (int d = 0; d < InspectPreviousPosition.nextPosition.Count; d++)
            {
                if (InspectPreviousPosition.nextPosition.Keys.ElementAt(d).name == this.name)
                {
                    retValue = InspectPreviousPosition.nextPosition.Values.ElementAt(d);
                }
            }

            return(retValue);
        }
示例#2
0
 public void AssignConnection(ChemEObject destination, CHPoint output, CHPoint input)
 {
     nextPosition.Add(destination, input);
     destination.previousPosition.Add(this, output);
 }
示例#3
0
        public void Move()
        {
            float sumProbabilities             = 0;
            float sumGravityProbabilities      = 0;
            float cumulativeLocMoveProbability = 0;
            float currentValue = 0;
            float randomNum    = Random.Range(0f, 1f);

            possiblePositions        = Position.CalculatePossiblePositions(this);
            possibleGravityPositions = Position.CalculatePossibleGravityPositions(this);

            for (int i = 0; i < possiblePositions.Count; i++)
            {
                sumProbabilities = sumProbabilities + possiblePositions.Values.ElementAt(i);
            }

            cumulativeLocMoveProbability = 0;
            if (possibleGravityPositions.Count > 0)
            {
                for (int i = 0; i < possibleGravityPositions.Count; i++)
                {
                    sumGravityProbabilities = sumGravityProbabilities + possibleGravityPositions.Values.ElementAt(i);
                }

                for (int i = 0; i < possibleGravityPositions.Count; i++)
                {
                    currentValue = possibleGravityPositions.Values.ElementAt(i) / sumGravityProbabilities;
                    cumulativeLocMoveProbability = cumulativeLocMoveProbability + currentValue;
                }
            }

            cumulativeLocMoveProbability = 0;
            if (Position.QuantumSpace(this))               // Initiate movement if count > volume
            {
                for (int i = 0; i < possiblePositions.Count; i++)
                {
                    currentValue = possiblePositions.Values.ElementAt(i) / sumProbabilities;
                    cumulativeLocMoveProbability = cumulativeLocMoveProbability + currentValue;
                    if (randomNum > cumulativeLocMoveProbability - currentValue &&
                        randomNum < cumulativeLocMoveProbability)
                    {
                        Position.Quantums.RemoveAll(item => item.Equals(this));

                        if (possiblePositions.Keys.ElementAt(i) is Drain)
                        {
                            Position = possiblePositions.Keys.ElementAt(i);
                        }
                        else
                        {
                            previousPosition = Position;
                            Position         = possiblePositions.Keys.ElementAt(i);

                            // NOTE: Maybe there is a better solution, the problem is that
                            //       we don't know from which direction the quanta is comming
                            //       and PointOfExit and PointOfEntry are direction dependand
                            //       maybe the solution is to combine them together in ChemEObject
                            //       and call that function here (as well as eg in heatExchanger)
                            entryPoint = null;
                            entryPoint = position.PointOfExit2(previousPosition);
                            if (entryPoint == null)
                            {
                                entryPoint = position.PointOfEntry2(previousPosition);
                            }

                            Position.Quantums.Add(this);
                        }
                    }
                }
            }
        }