PIbd-11 Kudyaeva.V.A LabWork02 Simple #2

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Kudyaeva wants to merge 4 commits from LabWork02 into LabWork01
15 changed files with 539 additions and 185 deletions
Showing only changes of commit dbcb6e7df5 - Show all commits

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@ -4,6 +4,11 @@
/// </summary>
public enum DirectionType
{
/// <summary>
/// Неизвестное направление
/// </summary>
Unknow = -1,
/// <summary>
/// Вверх
/// </summary>

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@ -44,6 +44,26 @@ public class DrawningPropelledArtillery
/// </summary>
private readonly int _drawningPropelledArtilleryHeight = 105;
/// <summary>
/// Координата X объекта
/// </summary>
public int? GetPosX => _startPosX;
/// <summary>
/// Координата Y объекта
/// </summary>
public int? GetPosY => _startPosY;
/// <summary>
/// Ширина объекта
/// </summary>
public int GetWidth => _drawningPropelledArtilleryWidth;
/// <summary>
/// Высота объекта
/// </summary>
public int GetHeight => _drawningPropelledArtilleryHeight;
/// <summary>
/// Пустой конструктор
/// </summary>

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@ -1,45 +0,0 @@
namespace SelfPropelledArtilleryUnit
{
partial class FormSelfPropelledArtilleryUnit
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
SuspendLayout();
//
// FormSelfPropelledArtilleryUnit
//
AutoScaleDimensions = new SizeF(7F, 15F);
AutoScaleMode = AutoScaleMode.Font;
ClientSize = new Size(877, 442);
Name = "FormSelfPropelledArtilleryUnit";
Text = "FormSelfPropelledArtilleryUnit";
ResumeLayout(false);
}
#endregion
}
}

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@ -1,20 +0,0 @@
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace SelfPropelledArtilleryUnit
{
public partial class FormSelfPropelledArtilleryUnit : Form
{
public FormSelfPropelledArtilleryUnit()
{
InitializeComponent();
}
}
}

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@ -1,120 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
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Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
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<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
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</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
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</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<resheader name="resmimetype">
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</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

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@ -0,0 +1,139 @@
namespace SelfPropelledArtilleryUnit.MovementStrategy;
/// <summary>
/// Класс-стратегия перемещения объекта
/// </summary>
public abstract class AbstractStrategy
{
/// <summary>
/// Перемещаемый объект
/// </summary>
private IMoveableObject? _moveableObject;
/// <summary>
/// Статус перемещения
/// </summary>
private StrategyStatus _state = StrategyStatus.NotInit;
/// <summary>
/// Ширина поля
/// </summary>
protected int FieldWidth { get; private set; }
/// <summary>
/// Высота поля
/// </summary>
protected int FieldHeight { get; private set; }
/// <summary>
/// Статус перемещения
/// </summary>
public StrategyStatus GetStatus() { return _state; }
/// <summary>
/// Установка данных
/// </summary>
/// <param name="moveableObject">Перемещаемый объект</param>
/// <param name="width">Ширина поля</param>
/// <param name="height">Высота поля</param>
public void SetData(IMoveableObject moveableObject, int width, int height)
{
if (moveableObject == null)
{
_state = StrategyStatus.NotInit;
return;
}
_state = StrategyStatus.InProgress;
_moveableObject = moveableObject;
FieldWidth = width;
FieldHeight = height;
}
/// <summary>
/// Шаг перемещения
/// </summary>
public void MakeStep()
{
if (_state != StrategyStatus.InProgress)
{
return;
}
if (IsTargetDestinaion())
{
_state = StrategyStatus.Finish;
return;
}
MoveToTarget();
}
/// <summary>
/// Перемещение влево
/// </summary>
/// <returns>Результат перемещения (true - удалось переместиться, false - неудача)</returns>
protected bool MoveLeft() => MoveTo(MovementDirection.Left);
/// <summary>
/// Перемещение вправо
/// </summary>
/// <returns>Результат перемещения (true - удалось переместиться, false - неудача)</returns>
protected bool MoveRight() => MoveTo(MovementDirection.Right);
/// <summary>
/// Перемещение вверх
/// </summary>
/// <returns>Результат перемещения (true - удалось переместиться, false - неудача)</returns>
protected bool MoveUp() => MoveTo(MovementDirection.Up);
/// <summary>
/// Перемещение вниз
/// </summary>
/// <returns>Результат перемещения (true - удалось переместиться, false - неудача)</returns>
protected bool MoveDown() => MoveTo(MovementDirection.Down);
/// <summary>
/// Параметры объекта
/// </summary>
protected ObjectParameters? GetObjectParameters => _moveableObject?.GetObjectPosition;
/// <summary>
/// Шаг объекта
/// </summary>
/// <returns></returns>
protected int? GetStep()
{
if (_state != StrategyStatus.InProgress)
{
return null;
}
return _moveableObject?.GetStep;
}
/// <summary>
/// Перемещение к цели
/// </summary>
protected abstract void MoveToTarget();
/// <summary>
/// Достигнута ли цель
/// </summary>
/// <returns></returns>
protected abstract bool IsTargetDestinaion();
/// <summary>
/// Попытка перемещения в требуемом направлении
/// </summary>
/// <param name="movementDirection">Направление</param>
/// <returns>Результат попытки (true - удалось переместиться, false - неудача)</returns>
private bool MoveTo(MovementDirection movementDirection)
{
if (_state != StrategyStatus.InProgress)
{
return false;
}
return _moveableObject?.TryMoveObject(movementDirection) ?? false;
}
}

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@ -0,0 +1,24 @@
namespace SelfPropelledArtilleryUnit.MovementStrategy;
/// <summary>
/// Интерфейс для работы с перемещаемым объектом
/// </summary>
public interface IMoveableObject
{
/// <summary>
/// Получение координаты объекта
/// </summary>
ObjectParameters? GetObjectPosition { get; }
/// <summary>
/// Шаг объекта
/// </summary>
int GetStep { get; }
/// <summary>
/// Попытка переместить объект в указанном направлении
/// </summary>
/// <param name="direction">Направление</param>
/// <returns>true - объект перемещен, false - перемещение невозможно</returns>
bool TryMoveObject(MovementDirection direction);
}

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@ -0,0 +1,31 @@
namespace SelfPropelledArtilleryUnit.MovementStrategy;
public class MoveToBorder : AbstractStrategy
{
protected override bool IsTargetDestinaion()
{
ObjectParameters? objParams = GetObjectParameters;
if (objParams == null)
{
return false;
}
return objParams.LeftBorder - GetStep() <= 0 ||
objParams.RightBorder + GetStep() >= FieldWidth ||
objParams.TopBorder - GetStep() <= 0
|| objParams.ObjectMiddleVertical + GetStep() >= FieldHeight;
}
protected override void MoveToTarget()
{
ObjectParameters? objParams = GetObjectParameters;
if (objParams == null)
{
return;
}
//реализация в правый нижний угол
int x = objParams.RightBorder;
if (x + GetStep() < FieldWidth) MoveRight();
int y = objParams.DownBorder;
if (y + GetStep() < FieldHeight) MoveDown();
}
}

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@ -0,0 +1,53 @@
namespace SelfPropelledArtilleryUnit.MovementStrategy;
/// <summary>
/// Стратегия перемещения объекта в центр экрана
/// </summary>
public class MoveToCenter : AbstractStrategy
{
protected override bool IsTargetDestinaion()
{
ObjectParameters? objParams = GetObjectParameters;
if (objParams == null)
{
return false;
}
return objParams.ObjectMiddleHorizontal - GetStep() <= FieldWidth / 2 && objParams.ObjectMiddleHorizontal + GetStep() >= FieldWidth / 2 &&
objParams.ObjectMiddleVertical - GetStep() <= FieldHeight / 2 && objParams.ObjectMiddleVertical + GetStep() >= FieldHeight / 2;
}
protected override void MoveToTarget()
{
ObjectParameters? objParams = GetObjectParameters;
if (objParams == null)
{
return;
}
int diffX = objParams.ObjectMiddleHorizontal - FieldWidth / 2;
if (Math.Abs(diffX) > GetStep())
{
if (diffX > 0)
{
MoveLeft();
}
else
{
MoveRight();
}
}
int diffY = objParams.ObjectMiddleVertical - FieldHeight / 2;
if (Math.Abs(diffY) > GetStep())
{
if (diffY > 0)
{
MoveUp();
}
else
{
MoveDown();
}
}
}
}

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@ -0,0 +1,63 @@
using SelfPropelledArtilleryUnit.Drawnings;
namespace SelfPropelledArtilleryUnit.MovementStrategy;
/// <summary>
/// Класс-реализация IMoveableObject с использованием DrawningPropelledArtillery
/// </summary>
public class MoveablePropelledArtillery : IMoveableObject
{
/// <summary>
/// Поле-объект класса DrawningPropelledArtillery или его наследника
/// </summary>
private readonly DrawningPropelledArtillery? _PropelledArtillery = null;
/// <summary>
/// Конструктор
/// </summary>
/// <param name="PropelledArtillery">Объект класса DrawningPropelledArtillery</param>
public MoveablePropelledArtillery(DrawningPropelledArtillery PropelledArtillery)
{
_PropelledArtillery = PropelledArtillery;
}
public ObjectParameters? GetObjectPosition
{
get
{
if (_PropelledArtillery == null || _PropelledArtillery.EntityPropelledArtillery == null || !_PropelledArtillery.GetPosX.HasValue || !_PropelledArtillery.GetPosY.HasValue)
{
return null;
}
return new ObjectParameters(_PropelledArtillery.GetPosX.Value, _PropelledArtillery.GetPosY.Value, _PropelledArtillery.GetWidth, _PropelledArtillery.GetHeight);
}
}
public int GetStep => (int)(_PropelledArtillery?.EntityPropelledArtillery?.Step ?? 0);
public bool TryMoveObject(MovementDirection direction)
{
if (_PropelledArtillery == null || _PropelledArtillery.EntityPropelledArtillery == null)
{
return false;
}
return _PropelledArtillery.MoveTransport(GetDirectionType(direction));
}
/// <summary>
/// Конвертация из MovementDirection в DirectionType
/// </summary>
/// <param name="direction">MovementDirection</param>
/// <returns>DirectionType</returns>
private static DirectionType GetDirectionType(MovementDirection direction)
{
return direction switch
{
MovementDirection.Left => DirectionType.Left,
MovementDirection.Right => DirectionType.Right,
MovementDirection.Up => DirectionType.Up,
MovementDirection.Down => DirectionType.Down,
_ => DirectionType.Unknow,
};
}
}

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@ -0,0 +1,26 @@
namespace SelfPropelledArtilleryUnit.MovementStrategy;
/// <summary>
/// Направление перемещения
/// </summary>
public enum MovementDirection
{
/// <summary>
/// Вверх
/// </summary>
Up = 1,
/// <summary>
/// Вниз
/// </summary>
Down = 2,
/// <summary>
/// Влево
/// </summary>
Left = 3,
/// <summary>
/// Вправо
/// </summary>
Right = 4
}

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@ -0,0 +1,69 @@
namespace SelfPropelledArtilleryUnit.MovementStrategy;
public class ObjectParameters
{
/// <summary>
/// Координата X
/// </summary>
private readonly int _x;
/// <summary>
/// Координата Y
/// </summary>
private readonly int _y;
/// <summary>
/// Ширина объекта
/// </summary>
private readonly int _width;
/// <summary>
/// Высота объекта
/// </summary>
private readonly int _height;
/// <summary>
/// Левая граница
/// </summary>
public int LeftBorder => _x;
/// <summary>
/// Верхняя граница
/// </summary>
public int TopBorder => _y;
/// <summary>
/// Правая граница
/// </summary>
public int RightBorder => _x + _width;
/// <summary>
/// Нижняя граница
/// </summary>
public int DownBorder => _y + _height;
/// <summary>
/// Середина объекта
/// </summary>
public int ObjectMiddleHorizontal => _x + _width / 2;
/// <summary>
/// Середина объекта
/// </summary>
public int ObjectMiddleVertical => _y + _height / 2;
/// <summary>
/// Конструктор
/// </summary>
/// <param name="x">Координата X</param>
/// <param name="y">Координата Y</param>
/// <param name="width">Ширина объекта</param>
/// <param name="height">Высота объекта</param>
public ObjectParameters(int x, int y, int width, int height)
{
_x = x;
_y = y;
_width = width;
_height = height;
}
}

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@ -0,0 +1,21 @@
namespace SelfPropelledArtilleryUnit.MovementStrategy;
/// <summary>
/// Статус выполнения операции перемещения
/// </summary>
public enum StrategyStatus
{
/// <summary>
/// Все готово к началу
/// </summary>
NotInit,
/// <summary>
/// Выполняется
/// </summary>
InProgress,
/// <summary>
/// Завершено
/// </summary>
Finish
}

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@ -35,6 +35,8 @@
buttonDown = new Button();
buttonRight = new Button();
button1 = new Button();
comboBoxStrategy = new ComboBox();
buttonStrategyStep = new Button();
((System.ComponentModel.ISupportInitialize)pictureBoxSelfPropelledArtilleryUnit).BeginInit();
SuspendLayout();
//
@ -117,11 +119,34 @@
button1.UseVisualStyleBackColor = true;
button1.Click += buttonCreatePropelledArtillery_Click;
//
// comboBoxStrategy
//
comboBoxStrategy.DropDownStyle = ComboBoxStyle.DropDownList;
comboBoxStrategy.FormattingEnabled = true;
comboBoxStrategy.Items.AddRange(new object[] { "К центру ", "К краю" });
comboBoxStrategy.Location = new Point(784, 12);
comboBoxStrategy.Name = "comboBoxStrategy";
comboBoxStrategy.Size = new Size(121, 23);
comboBoxStrategy.TabIndex = 7;
comboBoxStrategy.SelectedIndexChanged += comboBoxStrategy_SelectedIndexChanged;
//
// buttonStrategyStep
//
buttonStrategyStep.Location = new Point(829, 41);
buttonStrategyStep.Name = "buttonStrategyStep";
buttonStrategyStep.Size = new Size(75, 23);
buttonStrategyStep.TabIndex = 8;
buttonStrategyStep.Text = "Шаг";
buttonStrategyStep.UseVisualStyleBackColor = true;
buttonStrategyStep.Click += buttonStrategyStep_Click;
//
// SelfPropelledArtilleryUnit
//
AutoScaleDimensions = new SizeF(7F, 15F);
AutoScaleMode = AutoScaleMode.Font;
ClientSize = new Size(923, 493);
Controls.Add(buttonStrategyStep);
Controls.Add(comboBoxStrategy);
Controls.Add(button1);
Controls.Add(buttonRight);
Controls.Add(buttonDown);
@ -144,5 +169,7 @@
private Button buttonDown;
private Button buttonRight;
private Button button1;
private ComboBox comboBoxStrategy;
private Button buttonStrategyStep;
}
}

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@ -8,6 +8,7 @@ using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using SelfPropelledArtilleryUnit.Drawnings;
using SelfPropelledArtilleryUnit.MovementStrategy;
namespace SelfPropelledArtilleryUnit
{
@ -15,10 +16,20 @@ namespace SelfPropelledArtilleryUnit
{
private DrawningPropelledArtillery? _drawningPropelledArtillery;
/// <summary>
/// Стратегия перемещения
/// </summary>
private AbstractStrategy? _strategy;
/// <summary>
/// Конструктор формы
/// </summary>
public SelfPropelledArtilleryUnit()
{
InitializeComponent();
_strategy = null;
}
private void Draw()
{
if (_drawningPropelledArtillery == null)
@ -52,6 +63,8 @@ namespace SelfPropelledArtilleryUnit
_drawningPropelledArtillery.SetPictureSize(pictureBoxSelfPropelledArtilleryUnit.Width, pictureBoxSelfPropelledArtilleryUnit.Height);
_drawningPropelledArtillery.SetPosition(random.Next(10, 100), random.Next(10, 100));
_strategy = null;
comboBoxStrategy.Enabled = true;
Draw();
}
@ -95,5 +108,53 @@ namespace SelfPropelledArtilleryUnit
Draw();
}
}
/// <summary>
/// Обработка нажатия кнопки "Шаг"
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void buttonStrategyStep_Click(object sender, EventArgs e)
{
if (_drawningPropelledArtillery == null)
{
return;
}
if (comboBoxStrategy.Enabled)
{
_strategy = comboBoxStrategy.SelectedIndex switch
{
0 => new MoveToCenter(),
1 => new MoveToBorder(),
_ => null,
};
if (_strategy == null)
{
return;
}
_strategy.SetData(new MoveablePropelledArtillery(_drawningPropelledArtillery), pictureBoxSelfPropelledArtilleryUnit.Width, pictureBoxSelfPropelledArtilleryUnit.Height);
}
if (_strategy == null)
{
return;
}
comboBoxStrategy.Enabled = false;
_strategy.MakeStep();
Draw();
if (_strategy.GetStatus() == StrategyStatus.Finish)
{
comboBoxStrategy.Enabled = true;
_strategy = null;
}
}
private void comboBoxStrategy_SelectedIndexChanged(object sender, EventArgs e)
Review

Пустых методов быть не должно

Пустых методов быть не должно
{
}
}
}