Lab_1_Kryukov_AI_Excavator
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28
ProjectExcavator/ProjectExcavator/DirectionType.cs
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28
ProjectExcavator/ProjectExcavator/DirectionType.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ProjectExcavator
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{
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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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}
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172
ProjectExcavator/ProjectExcavator/DrawningExcavator.cs
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172
ProjectExcavator/ProjectExcavator/DrawningExcavator.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ProjectExcavator
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{
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internal class DrawningExcavator
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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 EntityExcavator? EntityExcavator { 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 автомобиля
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/// </summary>
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private int _startPosX;
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/// <summary>
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/// Верхняя кооридната прорисовки автомобиля
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/// </summary>
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private int _startPosY;
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/// <summary>
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/// Ширина прорисовки автомобиля
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/// </summary>
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private readonly int _excavatorWidth = 190;
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/// <summary>
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/// Высота прорисовки автомобиля
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/// </summary>
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private readonly int _excavatorHeight = 170;
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/// <summary>
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/// Инициализация свойств
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/// </summary>
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/// <param name="speed">Скорость</param>
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/// <param name="weight">Вес</param>
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/// <param name="bodyColor">Цвет кузова</param>
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/// <param name="additionalColor">Дополнительный цвет</param>
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/// <param name="bodyKit">Признак наличия вспомогательных опор</param>
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/// <param name="backet">Признак наличия ковша</param>
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/// <param name="width">Ширина картинки</param>
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/// <param name="height">Высота картинки</param>
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/// <returns>true - объект создан, false - проверка не пройдена, нельзя создать объект в этих размерах</returns>
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public bool Init(int speed, double weight, Color bodyColor, Color
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additionalColor, bool bodyKit, bool backet, int width, int height)
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{
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// TODO: Продумать проверки
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_pictureWidth = width;
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_pictureHeight = height;
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EntityExcavator = new EntityExcavator();
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EntityExcavator.Init(speed, weight, bodyColor, additionalColor, bodyKit, backet);
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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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// TODO: Изменение x, y
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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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public void MoveTransport(DirectionType direction)
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{
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if (EntityExcavator == null)
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{
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return;
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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 - EntityExcavator.Step > 0)
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{
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_startPosX -= (int)EntityExcavator.Step;
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}
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break;
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//вверх
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case DirectionType.Up:
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if (_startPosY - EntityExcavator.Step > -50)
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{
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_startPosY -= (int)EntityExcavator.Step;
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}
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break;
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// вправо
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case DirectionType.Right:
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if (_startPosX + EntityExcavator.Step < _pictureWidth - _excavatorWidth)
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{
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_startPosX += (int)EntityExcavator.Step;
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}
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break;
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//вниз
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case DirectionType.Down:
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if (_startPosY + EntityExcavator.Step < _pictureHeight - _excavatorHeight)
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{
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_startPosY += (int)EntityExcavator.Step;
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}
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break;
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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 (EntityExcavator == null)
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{
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return;
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}
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Pen pen = new(Color.Black);
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Brush additionalBrush = new SolidBrush(EntityExcavator.AdditionalColor);
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if (EntityExcavator.BodyKit)
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{
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g.FillRectangle(additionalBrush, _startPosX + 20, _startPosY + 120, 130, 10);
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g.DrawLine(pen, _startPosX + 20, _startPosY + 120, _startPosX + 150, _startPosY + 120);
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}
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//корпус
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Brush bodyBrush = new SolidBrush(Color.Red);
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g.FillRectangle(bodyBrush, _startPosX + 20, _startPosY + 110, 130, 20);
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g.FillRectangle(bodyBrush, _startPosX + 100, _startPosY + 70, 30, 40);
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g.FillRectangle(bodyBrush, _startPosX + 30, _startPosY + 90, 10, 20);
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g.DrawRectangle(pen, _startPosX + 20, _startPosY + 110, 130, 20);
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g.DrawRectangle(pen, _startPosX + 100, _startPosY + 70, 30, 40);
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g.DrawRectangle(pen, _startPosX + 30, _startPosY + 90, 10, 20);
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//гусеница
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Point[] points = {
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new Point(_startPosX + 20, _startPosY + 130),
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new Point(_startPosX + 15, _startPosY+ 135),
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new Point(_startPosX + 15, _startPosY + 145),
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new Point(_startPosX + 20, _startPosY + 150),
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new Point(_startPosX + 145, _startPosY + 150),
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new Point(_startPosX + 150, _startPosY + 145),
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new Point(_startPosX + 150, _startPosY + 135),
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new Point(_startPosX + 145, _startPosY + 130)};
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g.DrawPolygon(pen, points);
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g.DrawEllipse(pen, _startPosX + 20, _startPosY + 130, 20, 20);
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g.DrawEllipse(pen, _startPosX + 40, _startPosY + 130, 20, 20);
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g.DrawEllipse(pen, _startPosX + 60, _startPosY + 130, 20, 20);
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g.DrawEllipse(pen, _startPosX + 80, _startPosY + 130, 20, 20);
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g.DrawEllipse(pen, _startPosX + 100, _startPosY + 130, 20, 20);
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g.DrawEllipse(pen, _startPosX + 120, _startPosY + 130, 20, 20);
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//ковш
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if (EntityExcavator.Backet)
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{
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Point[] pointsBacket = {
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new Point(_startPosX + 150, _startPosY + 75),
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new Point(_startPosX + 150, _startPosY + 135),
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new Point(_startPosX + 195, _startPosY + 135),
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};
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g.FillPolygon(additionalBrush, pointsBacket);
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g.DrawPolygon(pen, pointsBacket);
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}
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}
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}
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}
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61
ProjectExcavator/ProjectExcavator/EntityExcavator.cs
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61
ProjectExcavator/ProjectExcavator/EntityExcavator.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ProjectExcavator
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{
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internal class EntityExcavator
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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 вспомогательных опор
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/// </summary>
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public bool BodyKit { get; private set; }
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/// <summary>
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/// Признак (опция) наличия ковша
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/// </summary>
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public bool Backet { get; private set; }
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/// <summary>
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/// Шаг перемещения автомобиля
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/// </summary>
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public double Step => (double)Speed * 100 / Weight;
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/// <summary>
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/// Инициализация полей объекта-класса спортивного автомобиля
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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="bodyKit">Признак наличия обвеса</param>
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/// <param name="backet">Признак наличия антикрыла</param>
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public void Init(int speed, double weight, Color bodyColor, Color
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additionalColor, bool bodyKit, bool backet)
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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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BodyKit = bodyKit;
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Backet = backet;
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}
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}
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}
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namespace ProjectExcavator
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{
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partial class Form1
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partial class ExcavatorForm
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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 void InitializeComponent()
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{
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this.components = new System.ComponentModel.Container();
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this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
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this.ClientSize = new System.Drawing.Size(800, 450);
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this.Text = "Form1";
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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(800, 450);
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Name = "Form1";
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Text = "Excavator";
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ResumeLayout(false);
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}
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#endregion
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namespace ProjectExcavator
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{
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public partial class Form1 : Form
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public partial class ExcavatorForm : Form
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{
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public Form1()
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public ExcavatorForm()
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{
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InitializeComponent();
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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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<!--
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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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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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@ -26,36 +26,36 @@
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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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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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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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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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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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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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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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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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@ -11,7 +11,7 @@ namespace ProjectExcavator
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// To customize application configuration such as set high DPI settings or default font,
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// see https://aka.ms/applicationconfiguration.
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ApplicationConfiguration.Initialize();
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Application.Run(new Form1());
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Application.Run(new ExcavatorForm());
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}
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}
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}
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@ -18,6 +18,5 @@
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/// Вправо
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/// </summary>
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Right = 4
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}
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}
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