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Program.cs
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502 lines (490 loc) · 23.3 KB
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using System;
using System.Collections.Generic;
namespace Rocket_Elevators_Csharp_Controller
{
class Battery
{
//Attributes
public int ID;
public string status;
public Column bestColumn;
public Elevator bestElevator;
public int bestScore;
public int referenceGap;
public List<Column> columnsList;
public List<FloorRequestButton> floorRequestButtonsList;
//A fun way to solve a dumb _isBasement problem. First column is dedicated to basement, the rest are not.
public bool trueFalseinator(int i)
{
if (i == 0)
{
return true;
}
else
{
return false;
}
}
public Battery(int _id, int _amountOfColumns, int _amountOfFloors, int _amountOfBasements, int _amountOfElevatorPerColumn)
{
this.ID = _id;
this.status = "charged"; //I still laugh at this everytime
columnsList = new List<Column>();
floorRequestButtonsList = new List<FloorRequestButton>();
//Column creator
var floor = 1;
for (int i = 0; i < _amountOfColumns; i++)
{
var column = new Column(i+1, _amountOfElevatorPerColumn, 1, trueFalseinator(i));
columnsList.Add(column);
//servedFloor adder
//Improve the logic by dividing.
if (i > 0)
{
var fpc = (int)Math.Ceiling((double)(_amountOfFloors / (_amountOfColumns - 1)));
for(int j = 0; j < fpc; j++)
{
if(floor <= _amountOfFloors)
{
columnsList[i].servedFloors.Add(floor);
CallButton downCallButtonCreator = new CallButton(floor, floor, "down");
columnsList[i].callButtonsList.Add(downCallButtonCreator);
floor++;
}
}
}
if(i > 1)
{
columnsList[i].servedFloors.Add(1);
}
if (i == 0)
{
for (int x = 1; x <= _amountOfBasements; x++)
{
columnsList[0].servedFloors.Add(-x);
CallButton upCallButtonCreator = new CallButton(x, -6 + x, "up");
columnsList[0].callButtonsList.Add(upCallButtonCreator);
}
columnsList[0].servedFloors.Add(1);
}
}
//Lobby only up and down buttons
for (int i = 0; i < 1; i++)
{
var upFloorRequestButtonCreator = new FloorRequestButton(i, i + 1, "up");
floorRequestButtonsList.Add(upFloorRequestButtonCreator);
}
for (int i = 0; i < 1; i++)
{
var downFloorRequestButtonCreator = new FloorRequestButton(i, i + 1, "down");
floorRequestButtonsList.Add(downFloorRequestButtonCreator);
}
}
public Column findBestColumn(int _requestedFloor)
{
for (int i = 0; i < 4; i++)
{//For each if the 4 columns, look for a column that serves this floor.
if (this.columnsList[i].servedFloors.Contains(_requestedFloor))
{
this.bestColumn = this.columnsList[i];
}
}
return this.bestColumn;
}
public (Elevator, int, int) getElevatorStats(string _direction) {
foreach (Elevator elevator in this.bestColumn.elevatorsList)
{
if (elevator.currentFloor == 1 && elevator.status == "stopped")
{
bestElevator = elevator;
bestScore = 1;
referenceGap = Math.Abs(elevator.currentFloor - 1);
}
if (elevator.currentFloor == 1 && elevator.status == "idle")
{
bestElevator = elevator;
bestScore = 2;
referenceGap = Math.Abs(elevator.currentFloor - 1);
}
if (elevator.floorRequestsList.Contains(1) && Math.Abs(elevator.currentFloor - 1) < referenceGap && elevator.direction == _direction)
{
bestElevator = elevator;
bestScore = 3;
referenceGap = Math.Abs(elevator.currentFloor - 1);
}
if (elevator.status == "idle")
{
bestElevator = elevator;
bestScore = 4;
referenceGap = Math.Abs(elevator.currentFloor - 1);
}
}
return (bestElevator, bestScore, referenceGap);
}
// public void moveElevator(int _requestedFloor, Elevator bestElevator) {
// while(bestElevator.currentFloor > 1){
// bestElevator.status = "moving";
// bestElevator.currentFloor--;
// Console.WriteLine("Elevator is on floor " + bestElevator.currentFloor);
// }
// while(bestElevator.currentFloor > _requestedFloor){
// bestElevator.currentFloor--;
// bestElevator.status = "moving";
// bestElevator.door.status = "closed";
// Console.WriteLine("Elevator is on floor " + bestElevator.currentFloor);
// }
// while(bestElevator.currentFloor < _requestedFloor){
// bestElevator.currentFloor++;
// bestElevator.status = "moving";
// bestElevator.door.status = "closed";
// Console.WriteLine("Elevator is on floor " + bestElevator.currentFloor);
// }
// while(bestElevator.currentFloor == _requestedFloor){
// bestElevator.floorRequestsList.Remove(_requestedFloor);
// bestElevator.completedRequestsList.Add(_requestedFloor);
// bestElevator.status = "idle";
// bestElevator.door.status = "open";
// Console.WriteLine("*DING* Elevator has arrived at floor " + _requestedFloor + ".");
// Console.WriteLine("Please exit now.");
// break;
// }
// }
public (Column, Elevator) assignElevator(int _requestedFloor, string _direction)
{
bestElevator = null;
bestColumn = findBestColumn(_requestedFloor);
bestScore = 5;
referenceGap = 100000;
if (_requestedFloor > 1)
{
(bestElevator, bestScore, referenceGap) = this.getElevatorStats("down");
}
if (_requestedFloor < 1)
{ //For Basement Floors
(bestElevator, bestScore, referenceGap) = this.getElevatorStats("up");
}
bestElevator.floorRequestsList.Add(_requestedFloor);
//moveElevator(_requestedFloor, bestElevator);
while(bestElevator.currentFloor > 1){
bestElevator.status = "moving";
bestElevator.currentFloor--;
Console.WriteLine("Elevator is on floor " + bestElevator.currentFloor);
}
while(bestElevator.currentFloor > _requestedFloor){
bestElevator.currentFloor--;
bestElevator.status = "moving";
bestElevator.door.status = "closed";
Console.WriteLine("Elevator is on floor " + bestElevator.currentFloor);
}
while(bestElevator.currentFloor < _requestedFloor){
bestElevator.currentFloor++;
bestElevator.status = "moving";
bestElevator.door.status = "closed";
Console.WriteLine("Elevator is on floor " + bestElevator.currentFloor);
}
while(bestElevator.currentFloor == _requestedFloor){
bestElevator.floorRequestsList.Remove(_requestedFloor);
bestElevator.completedRequestsList.Add(_requestedFloor);
bestElevator.status = "idle";
bestElevator.door.status = "open";
Console.WriteLine("*DING* Elevator has arrived at floor " + _requestedFloor + ".");
Console.WriteLine("Please exit now.");
break;
}
return (bestColumn, bestElevator);
}
}
class Column
{
//Attributes
public int ID;
public string status;
public Elevator bestElevator1;
public int bestScore1;
public int referenceGap1;
public List<int> servedFloors;
public bool isBasement;
public List<Elevator> elevatorsList;
public List<CallButton> callButtonsList;
//Constructor
public Column(int _id, int _amountOfElevators, int _servedFloors, bool _isBasement)
{
this.ID = _id;
this.status = "built";
this.servedFloors = new List<int>();
this.isBasement = _isBasement;
elevatorsList = new List<Elevator>();
callButtonsList = new List<CallButton>();
//Elevator Creator
for (int i = 0; i < _amountOfElevators; i++)
{
var elevator = new Elevator(i + 1);
elevatorsList.Add(elevator);
}
}
public Elevator requestElevator(int _requestedFloor, string _direction)
{
bestElevator1 = null;
bestScore1 = 5;
referenceGap1 = 100000;
foreach (Elevator elevator in this.elevatorsList)
{
if (_requestedFloor < 1)
{
if (elevator.currentFloor == _requestedFloor && elevator.direction == "up")
{
bestElevator1 = elevator;
bestScore1 = 1;
referenceGap1 = Math.Abs(elevator.currentFloor - _requestedFloor);
}
if (elevator.floorRequestsList.Contains(1) && elevator.direction == "up" && elevator.currentFloor < _requestedFloor && Math.Abs(elevator.currentFloor - _requestedFloor) < referenceGap1)
{
bestElevator1 = elevator;
bestScore1 = 2;
referenceGap1 = Math.Abs(elevator.currentFloor - _requestedFloor);
}
if (elevator.status == "idle")
{
bestElevator1 = elevator;
bestScore1 = 3;
referenceGap1 = Math.Abs(elevator.currentFloor - _requestedFloor);
}
}
//Same code as above but up and down were switched
if (_requestedFloor > 1)
{
if (elevator.currentFloor == _requestedFloor && elevator.direction == "down")
{
bestElevator1 = elevator;
bestScore1 = 1;
referenceGap1 = Math.Abs(elevator.currentFloor - _requestedFloor);
}
if (elevator.floorRequestsList.Contains(1) && elevator.direction == "down" && elevator.currentFloor > _requestedFloor && Math.Abs(elevator.currentFloor - _requestedFloor) < referenceGap1)
{
bestElevator1 = elevator;
bestScore1 = 2;
referenceGap1 = Math.Abs(elevator.currentFloor - _requestedFloor);
}
if (elevator.status == "idle")
{
bestElevator1 = elevator;
bestScore1 = 3;
referenceGap1 = Math.Abs(elevator.currentFloor - _requestedFloor);
}
}
}
//Moves elevator to Lobby
while(bestElevator1.currentFloor > 1){
while(bestElevator1.currentFloor == _requestedFloor){
bestElevator1.door.status = "open";
Console.WriteLine("*DING* Elevator doors are open, please enter");
break;
}
bestElevator1.currentFloor--;
bestElevator1.status = "moving";
bestElevator1.door.status = "closed";
Console.WriteLine("Elevator is on floor " + bestElevator1.currentFloor);
}
while(bestElevator1.currentFloor < -1){
bestElevator1.currentFloor++;
bestElevator1.status = "moving";
bestElevator1.door.status = "closed";
Console.WriteLine("Elevator is on floor " + bestElevator1.currentFloor);
}
while(bestElevator1.currentFloor == -1){
bestElevator1.currentFloor++;
}
while(bestElevator1.currentFloor == 0){
bestElevator1.currentFloor++;
}
while(bestElevator1.currentFloor == 1){
bestElevator1.status = "idle";
bestElevator1.door.status = "open";
Console.WriteLine("*DING* Elevator has arrived at Lobby.");
break;
}
//return Elevator object.
return bestElevator1;
}
}
class Elevator
{
//Attributes
public int ID;
public string status;
public int currentFloor;
public string direction;
public Door door;
public List<int> floorRequestsList;
public List<int> completedRequestsList;
//Constructor
public Elevator(int _id)
{
this.ID = _id;
this.status = "idle";
this.currentFloor = 1;
this.direction = null;
this.door = new Door(_id);
floorRequestsList = new List<int>();
completedRequestsList = new List<int>();
}
}
class CallButton
{
//Attributes
public int ID;
public string status;
public int floor;
public string direction;
//Constructor
public CallButton(int _id, int _floor, string _direction)
{
this.ID = _id;
this.status = "off";
this.floor = _floor;
this.direction = _direction;
}
}
class FloorRequestButton
{
//Attributes
public int ID;
public string status;
public int floor;
public string direction;
//Constructor
public FloorRequestButton(int _id, int _floor, string _direction)
{
this.ID = _id;
this.status = "off";
this.floor = _floor;
this.direction = _direction;
}
}
class Door
{
//Attributes
public int ID;
public string status;
//Constructor
public Door(int _id)
{
this.ID = _id;
this.status = "closed";
}
}
class Program
{
static void Main(string[] args)
{
//Test Scenario 1
Battery battery1 = new Battery(1, 4, 60, 6, 5);
battery1.findBestColumn(20);
battery1.columnsList[1].elevatorsList[0].currentFloor = 20;
battery1.columnsList[1].elevatorsList[1].currentFloor = 3;
battery1.columnsList[1].elevatorsList[2].currentFloor = 13;
battery1.columnsList[1].elevatorsList[3].currentFloor = 15;
battery1.columnsList[1].elevatorsList[4].currentFloor = 6;
battery1.columnsList[1].elevatorsList[0].floorRequestsList.Add(5);
battery1.columnsList[1].elevatorsList[1].floorRequestsList.Add(15);
battery1.columnsList[1].elevatorsList[2].floorRequestsList.Add(1);
battery1.columnsList[1].elevatorsList[3].floorRequestsList.Add(2);
battery1.columnsList[1].elevatorsList[4].floorRequestsList.Add(1);
battery1.columnsList[1].elevatorsList[0].status = "moving";
battery1.columnsList[1].elevatorsList[1].status = "moving";
battery1.columnsList[1].elevatorsList[2].status = "moving";
battery1.columnsList[1].elevatorsList[3].status = "moving";
battery1.columnsList[1].elevatorsList[4].status = "moving";
battery1.columnsList[1].elevatorsList[0].direction = "down";
battery1.columnsList[1].elevatorsList[1].direction = "up";
battery1.columnsList[1].elevatorsList[2].direction = "down";
battery1.columnsList[1].elevatorsList[3].direction = "down";
battery1.columnsList[1].elevatorsList[4].direction = "down";
battery1.assignElevator(20, "up");
Console.WriteLine("Elevator B5 is below");
Console.WriteLine(battery1.bestElevator.ID);
Console.WriteLine("Best Column ID below");
Console.WriteLine(battery1.bestColumn.ID);
//Test Scenario 2
// Battery battery2 = new Battery(2, 4, 60, 6, 5);
// battery2.findBestColumn(36);
// battery2.columnsList[2].elevatorsList[0].currentFloor = 1;
// battery2.columnsList[2].elevatorsList[1].currentFloor = 23;
// battery2.columnsList[2].elevatorsList[2].currentFloor = 33;
// battery2.columnsList[2].elevatorsList[3].currentFloor = 40;
// battery2.columnsList[2].elevatorsList[4].currentFloor = 39;
// battery2.columnsList[2].elevatorsList[0].floorRequestsList.Add(21);
// battery2.columnsList[2].elevatorsList[1].floorRequestsList.Add(28);
// battery2.columnsList[2].elevatorsList[2].floorRequestsList.Add(1);
// battery2.columnsList[2].elevatorsList[3].floorRequestsList.Add(24);
// battery2.columnsList[2].elevatorsList[4].floorRequestsList.Add(39);
// battery2.columnsList[2].elevatorsList[0].status = "stopped";
// battery2.columnsList[2].elevatorsList[1].status = "moving";
// battery2.columnsList[2].elevatorsList[2].status = "moving";
// battery2.columnsList[2].elevatorsList[3].status = "moving";
// battery2.columnsList[2].elevatorsList[4].status = "moving";
// battery2.columnsList[2].elevatorsList[0].direction = null;
// battery2.columnsList[2].elevatorsList[1].direction = "up";
// battery2.columnsList[2].elevatorsList[2].direction = "down";
// battery2.columnsList[2].elevatorsList[3].direction = "down";
// battery2.columnsList[2].elevatorsList[4].direction = "down";
// battery2.assignElevator(36, "up");
// Console.WriteLine("Elevator C1 is below");
// Console.WriteLine(battery2.bestElevator.ID);
// Console.WriteLine("Best Column ID below");
// Console.WriteLine(battery2.bestColumn.ID);
//Test Scenario 3
// Battery battery3 = new Battery(2, 4, 60, 6, 5);
// battery3.columnsList[3].elevatorsList[0].currentFloor = 58;
// battery3.columnsList[3].elevatorsList[1].currentFloor = 50;
// battery3.columnsList[3].elevatorsList[2].currentFloor = 46;
// battery3.columnsList[3].elevatorsList[3].currentFloor = 1;
// battery3.columnsList[3].elevatorsList[4].currentFloor = 60;
// battery3.columnsList[3].elevatorsList[0].status = "moving";
// battery3.columnsList[3].elevatorsList[1].status = "moving";
// battery3.columnsList[3].elevatorsList[2].status = "moving";
// battery3.columnsList[3].elevatorsList[3].status = "moving";
// battery3.columnsList[3].elevatorsList[4].status = "moving";
// battery3.columnsList[3].elevatorsList[0].floorRequestsList.Add(1);
// battery3.columnsList[3].elevatorsList[1].floorRequestsList.Add(60);
// battery3.columnsList[3].elevatorsList[2].floorRequestsList.Add(58);
// battery3.columnsList[3].elevatorsList[3].floorRequestsList.Add(54);
// battery3.columnsList[3].elevatorsList[4].floorRequestsList.Add(1);
// battery3.columnsList[3].elevatorsList[0].direction = "down";
// battery3.columnsList[3].elevatorsList[1].direction = "up";
// battery3.columnsList[3].elevatorsList[2].direction = "up";
// battery3.columnsList[3].elevatorsList[3].direction = "up";
// battery3.columnsList[3].elevatorsList[4].direction = "down";
// battery3.columnsList[3].requestElevator(54, "down");
// Console.WriteLine("Elevator D1 is below");
// Console.WriteLine(battery3.columnsList[3].bestElevator1.ID);
// Console.WriteLine("Elevator D1 currentFloor below");
// Console.WriteLine(battery3.columnsList[3].bestElevator1.currentFloor);
//Test Scenario 4
// Battery battery4 = new Battery(2, 4, 60, 6, 5);
// battery4.columnsList[0].elevatorsList[0].currentFloor = -4;
// battery4.columnsList[0].elevatorsList[1].currentFloor = 1;
// battery4.columnsList[0].elevatorsList[2].currentFloor = -3;
// battery4.columnsList[0].elevatorsList[3].currentFloor = -6;
// battery4.columnsList[0].elevatorsList[4].currentFloor = -1;
// battery4.columnsList[0].elevatorsList[0].status = "idle";
// battery4.columnsList[0].elevatorsList[1].status = "idle";
// battery4.columnsList[0].elevatorsList[2].status = "moving";
// battery4.columnsList[0].elevatorsList[3].status = "moving";
// battery4.columnsList[0].elevatorsList[4].status = "moving";
// battery4.columnsList[0].elevatorsList[2].floorRequestsList.Add(-5);
// battery4.columnsList[0].elevatorsList[3].floorRequestsList.Add(1);
// battery4.columnsList[0].elevatorsList[4].floorRequestsList.Add(-6);
// battery4.columnsList[0].elevatorsList[0].direction = null;
// battery4.columnsList[0].elevatorsList[1].direction = null;
// battery4.columnsList[0].elevatorsList[2].direction = "down";
// battery4.columnsList[0].elevatorsList[3].direction = "up";
// battery4.columnsList[0].elevatorsList[4].direction = "down";
// battery4.columnsList[0].requestElevator(-3, "up");
// Console.WriteLine("Elevator A4 is below");
// Console.WriteLine(battery4.columnsList[0].bestElevator1.ID);
// Console.WriteLine("Elevator A4 currentFloor below");
// Console.WriteLine(battery4.columnsList[0].bestElevator1.currentFloor);
}
}
}