Лабораторная работа 1.1
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namespace SelfPropelledArtilleryUnit;
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/// <summary>
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/// Направление перемещения
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/// </summary>
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public enum DirectionType
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{
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/// <summary>
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/// Вверх
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/// </summary>
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Up = 1,
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/// <summary>
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/// Вниз
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/// </summary>
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Down = 2,
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/// <summary>
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/// Влево
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/// </summary>
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Left = 3,
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/// <summary>
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/// Вправо
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/// </summary>
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Right = 4
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}
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namespace SelfPropelledArtilleryUnit;
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/// <summary>
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/// Класс, отвечающий за прорисовку и перемещение объекта-сущности
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/// </summary>
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public class DrawningSelfPropelledArtilleryUnit
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{
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/// <summary>
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/// Класс-сущность
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/// </summary>
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public EntitySelfPropelledArtilleryUnit? EntitySelfPropelledArtilleryUnit { get; private set; }
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/// <summary>
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/// Ширина окна
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/// </summary>
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private int? _pictureWidth;
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/// <summary>
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/// Высота окна
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/// </summary>
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private int? _pictureHeight;
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/// <summary>
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/// Левая координата прорисовки cамоходной арт. установки
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/// </summary>
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private int? _startPosX;
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/// <summary>
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/// Верхняя кооридната прорисовки cамоходной арт. установки
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/// </summary>
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private int? _startPosY;
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/// <summary>
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/// Ширина прорисовки cамоходной арт. установки
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/// </summary>
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private readonly int _drawningSelfPropelledArtilleryUnitWidth = 0;
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/// <summary>
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/// Высота прорисовки cамоходной арт. установки
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/// </summary>
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private readonly int _drawningSelfPropelledArtilleryUnitHeight = 0;
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/// <summary>
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/// Инициализация полей объекта-класса Самоходная арт. установка
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/// </summary>
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/// <param name="speed">Скорость</param>
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/// <param name="weight">Вес автомобиля</param>
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/// <param name="bodyColor">Основной цвет</param>
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/// <param name="additionalColor">Дополнительный цвет</param>
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/// <param name="towerHeight">Признак наличия башни</param>
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/// <param name="theWeapon">Признак наличия орудия</param>
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/// <param name="multipleLaunchBattery">Признак наличия залповой батарей сзади</param>
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public void Init(int speed, double weight, Color bodyColor, Color additionalColor, bool towerHeight, bool theWeapon, bool multipleLaunchBattery)
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{
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EntitySelfPropelledArtilleryUnit = new EntitySelfPropelledArtilleryUnit();
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EntitySelfPropelledArtilleryUnit.Init(speed, weight, bodyColor, additionalColor, towerHeight, theWeapon, multipleLaunchBattery);
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_pictureWidth = null;
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_pictureHeight = null;
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_startPosX = null;
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_startPosY = null;
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}
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/// <summary>
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/// Установка границ поля
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/// </summary>
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/// <param name="width">Ширина поля</param>
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/// <param name="height">Высота поля</param>
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/// <returns>true - границы заданы, false - проверка не пройдена, нельзя разместить объект в этих размерах</returns>
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public bool SetPictureSize(int width, int height)
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{
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// TODO проверка, что объект "влезает" в размеры поля
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// если влезает, сохраняем границы и корректируем позицию объекта, если она была уже установлена
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_pictureWidth = width;
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_pictureHeight = height;
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return true;
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}
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/// <summary>
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/// Установка позиции
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/// </summary>
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/// <param name="x">Координата X</param>
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/// <param name="y">Координата Y</param>
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public void SetPosition(int x, int y)
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{
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if (!_pictureHeight.HasValue || !_pictureWidth.HasValue)
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{
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return;
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}
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// TODO если при установке объекта в эти координаты, он будет "выходить" за границы формы
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// то надо изменить координаты, чтобы он оставался в этих границах
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_startPosX = x;
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_startPosY = y;
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}
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/// <summary>
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/// Изменение направления перемещения
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/// </summary>
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/// <param name="direction">Направление</param>
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/// <returns>true - перемещене выполнено, false - перемещение невозможно</returns>
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public bool MoveTransport(DirectionType direction)
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{
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if (EntitySelfPropelledArtilleryUnit == null || !_startPosX.HasValue || !_startPosY.HasValue)
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{
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return false;
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}
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switch (direction)
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{
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//влево
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case DirectionType.Left:
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if (_startPosX.Value - EntitySelfPropelledArtilleryUnit.Step > 0)
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{
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_startPosX -= (int)EntitySelfPropelledArtilleryUnit.Step;
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}
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return true;
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//вверх
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case DirectionType.Up:
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if (_startPosY.Value - EntitySelfPropelledArtilleryUnit.Step > 0)
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{
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_startPosY -= (int)EntitySelfPropelledArtilleryUnit.Step;
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}
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return true;
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// вправо
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case DirectionType.Right:
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if (_startPosX.Value + EntitySelfPropelledArtilleryUnit.Step < MaxWidth)
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{
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_startPosX += (int)EntitySelfPropelledArtilleryUnit.Step;
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}
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return true;
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//вниз
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case DirectionType.Down:
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if (_startPosY.Value + EntitySelfPropelledArtilleryUnit.Step < MaxHeight)
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{
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_startPosY += (int)EntitySelfPropelledArtilleryUnit.Step;
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}
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return true;
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default:
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return false;
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}
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}
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/// <summary>
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/// Прорисовка объекта
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/// </summary>
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/// <param name="g"></param>
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public void DrawTransport(Graphics g)
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{
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if (EntitySelfPropelledArtilleryUnit == null || !_startPosX.HasValue || !_startPosY.HasValue)
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{
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return;
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}
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}
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}
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namespace SelfPropelledArtilleryUnit;
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/// <summary>
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/// Класс-сущность "Самоходная арт. установка "
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/// </summary>
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public internal class EntitySelfPropelledArtilleryUnit
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{
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/// <summary>
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/// Скорость
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/// </summary>
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public int Speed { get; private set; }
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/// <summary>
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/// Вес
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/// </summary>
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public double Weight { get; private set; }
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/// <summary>
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/// Основной цвет
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/// </summary>
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public Color BodyColor { get; private set; }
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/// <summary>
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/// Дополнительный цвет (для опциональных элементов)
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/// </summary>
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public Color AdditionalColor { get; private set; }
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/// <summary>
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/// Признак (опция) наличия башни
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/// </summary>
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public bool TowerHeight { get; private set; }
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/// <summary>
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/// Признак (опция) наличия орудия
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/// </summary>
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public bool TheWeapon { get; private set; }
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/// <summary>
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/// Признак (опция) наличия залповой батарей сзади
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/// </summary>
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public bool МultipleLaunchBattery { get; private set; }
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public double Step => Speed * 100 / Weight;
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/// <summary>
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/// Инициализация полей объекта-класса Самоходная арт. установка
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/// </summary>
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/// <param name="speed">Скорость</param>
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/// <param name="weight">Вес автомобиля</param>
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/// <param name="bodyColor">Основной цвет</param>
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/// <param name="additionalColor">Дополнительный цвет</param>
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/// <param name="towerHeight">Признак наличия башни</param>
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/// <param name="theWeapon">Признак наличия орудия</param>
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/// <param name="multipleLaunchBattery">Признак наличия залповой батарей сзади</param>
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public void Init(int speed, double weight, Color bodyColor, Color additionalColor, bool towerHeight, bool theWeapon, bool multipleLaunchBattery)
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{
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Speed = speed;
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Weight = weight;
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BodyColor = bodyColor;
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AdditionalColor = additionalColor;
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TowerHeight = towerHeight;
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TheWeapon = theWeapon;
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МultipleLaunchBattery = multipleLaunchBattery;
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}
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}
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@ -1,45 +0,0 @@
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namespace SelfPropelledArtilleryUnit
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{
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partial class Form1
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{
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/// <summary>
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/// Required designer variable.
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/// </summary>
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private System.ComponentModel.IContainer components = null;
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/// <summary>
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/// Clean up any resources being used.
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/// </summary>
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/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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protected override void Dispose(bool disposing)
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{
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if (disposing && (components != null))
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{
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components.Dispose();
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}
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base.Dispose(disposing);
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}
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#region Windows Form Designer generated code
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/// <summary>
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/// Required method for Designer support - do not modify
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/// the contents of this method with the code editor.
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/// </summary>
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private void InitializeComponent()
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{
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SuspendLayout();
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//
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// Form1
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//
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AutoScaleDimensions = new SizeF(7F, 15F);
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AutoScaleMode = AutoScaleMode.Font;
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ClientSize = new Size(783, 549);
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Name = "Form1";
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Text = "Form1";
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ResumeLayout(false);
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}
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#endregion
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}
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}
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namespace SelfPropelledArtilleryUnit
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{
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public partial class Form1 : Form
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{
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public Form1()
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{
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InitializeComponent();
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}
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}
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}
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
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extensible. For a given mimetype the value must be set accordingly:
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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-->
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:complexType>
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<xsd:choice maxOccurs="unbounded">
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<xsd:element name="metadata">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" />
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<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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<xsd:attribute ref="xml:space" />
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<xsd:element name="assembly">
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<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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<xsd:attribute name="name" type="xsd:string" />
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<xsd:element name="data">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:element>
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</xsd:choice>
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</xsd:complexType>
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<resheader name="resmimetype">
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<value>text/microsoft-resx</value>
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</resheader>
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<resheader name="version">
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<value>2.0</value>
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</resheader>
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<resheader name="reader">
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<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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||||
</resheader>
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||||
</root>
|
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