コード例 #1
0
ファイル: ShopGame.java プロジェクト: Wissamkahi/Shop-Game
  /*Moves equipment from State s and Order o to the next State */
  private void moveEquip(int s, int o) {

    Equipment movedEquip = new Equipment();
    switch (s) {
      case 1:
        movedEquip = availEquipment.get(o);
        movedEquip.state = 2;
        rentEquipment.add(movedEquip);
        availEquipment.remove(o); /*removes the actual equipment from the Arraylist */
        break;
      case 2:
        movedEquip = rentEquipment.get(o);
        movedEquip.state = 3;
        shopEquipment.add(movedEquip);
        rentEquipment.remove(movedEquip);
        break;
      case 3:
        movedEquip = shopEquipment.get(o);
        movedEquip.state = 1;
        availEquipment.add(movedEquip);
        shopEquipment.remove(movedEquip);
        break;
    }
    eraseOldShapes();
    assignShapes();
    placeEquipments();
  }
コード例 #2
0
ファイル: ShopGame.java プロジェクト: Wissamkahi/Shop-Game
 /*Creates the equipment in all states to initiate the game */
 private void fillStates(int sAvail, int sRent, int sShop) {
   int[] statesSizes = {sAvail, sRent, sShop};
   int s = 1;
   for (int stateSize : statesSizes) {
     for (int t = 1; t <= TYPES; t++) {
       for (int i = 1; i <= stateSize; i++) {
         Equipment e = new Equipment();
         e.state = s;
         e.type = t;
         int sMax =
             Math.max(
                 s - 2, 0); /*formula to make sure identifiers resume counting and stay unique */
         int sMin =
             Math.min(
                 s - 1, 1); /*formula to make sure identifiers resume counting and stay unique */
         e.ident = i + (sMin) * sAvail + (sMax) * sRent;
         e.c = equipColor(e.type);
         switch (s) {
           case 1:
             availEquipment.add(e);
             break;
           case 2:
             rentEquipment.add(e);
             break;
           case 3:
             shopEquipment.add(e);
             break;
         }
       }
     }
     s++;
   }
   computeInitialTimes();
   assignShapes();
 }
コード例 #3
0
ファイル: ShopGame.java プロジェクト: Wissamkahi/Shop-Game
  /* Assign shapes to the Equipment based on state, type and order */
  private void assignShapes() {
    int order = 0;
    int x = 0;
    int y = 0;

    /*Assign shapes to Equipment in available status (organized by types) */
    for (Equipment e : availEquipment) {
      order = checkMyOrder(e);
      x = getX(e.state, e.type, order);
      y = getY(e.state, e.type, order);
      e.shape = new GRect(x, y, EQUIPWIDTH, EQUIPHEIGHT);
      e.shape.setFilled(true);
      e.shape.setColor(e.c);
      e.label = new GLabel("" + e.ident, x + EQUIPVERTGAP / 2, y + EQUIPWIDTH);
    }

    /*Assign shapes to Equipment in onRent status */
    for (Equipment e : rentEquipment) {
      order = rentEquipment.indexOf(e);
      x = getX(e.state, e.type, order);
      y = getY(e.state, e.type, order);
      e.shape = new GRect(x, y, EQUIPWIDTH, EQUIPHEIGHT);
      e.shape.setFilled(true);
      e.shape.setColor(e.c);
      e.label = new GLabel("" + e.ident, x + EQUIPVERTGAP / 2, y + EQUIPWIDTH);
    }

    for (Equipment e : shopEquipment) {
      order = shopEquipment.indexOf(e);
      x = getX(e.state, e.type, order);
      y = getY(e.state, e.type, order);
      e.shape = new GRect(x, y, EQUIPWIDTH, EQUIPHEIGHT);
      e.shape.setFilled(true);
      e.shape.setColor(e.c);
      e.label = new GLabel("" + e.ident, x + EQUIPVERTGAP / 2, y + EQUIPWIDTH);
    }
  }
コード例 #4
0
ファイル: ShopGame.java プロジェクト: Wissamkahi/Shop-Game
  /*compute the initial Time outs for all equipments */
  private void computeInitialTimes() {
    System.out.println("t0 is" + t0);
    double timeDiff = 0;

    /*Times for available equipment will depend on the type and position in queue as it's FIFO */
    generateRandomOrderTimes();

    /*for equipment on rent, it's simply at the end of the rental period */
    for (Equipment e : rentEquipment) {
      e.timeIn = System.currentTimeMillis() - t0;
      timeDiff = nextRandomTime(RENTALFREQUENCY[e.type - 1]);
      e.timeOut = System.currentTimeMillis() + timeDiff - t0;
      System.out.println("I am in state " + e.state + " and order " + rentEquipment.indexOf(e));
      System.out.println(
          "My time in is "
              + e.timeIn
              + " And my time out is "
              + e.timeOut
              + " and the difference between the 2 is "
              + (e.timeOut - e.timeIn));
      /*System.out.println("and nextRandomTime returns" + nextRandomTime(e.timeIn,RENTALFREQUENCY[e.type-1]) +" for type "+e.type+" for RentalFrequency "+RENTALFREQUENCY[e.type-1]);
      System.out.println("For equipment in state "+e.state+" and order "+rentEquipment.indexOf(e)+" : inter-arrival is "+(e.timeOut-e.timeIn)); */
    }

    /*for equipment in the shop, it's simply at the end of the rental period */
    for (Equipment e : shopEquipment) {
      e.timeIn = System.currentTimeMillis() - t0;
      timeDiff = nextRandomTime(SHOPFREQUENCY[e.type - 1]);
      e.timeOut = System.currentTimeMillis() + timeDiff - t0;
      System.out.println("I am in state " + e.state + " and order " + shopEquipment.indexOf(e));
      System.out.println(
          "My time in is "
              + e.timeIn
              + " And my time out is "
              + e.timeOut
              + " and the difference between the 2 is "
              + (e.timeOut - e.timeIn));
      /*System.out.println("For equipment in state "+e.state+" and order "+shopEquipment.indexOf(e)+" : inter-arrival is "+(e.timeOut-e.timeIn)); */
    }
  }
コード例 #5
0
ファイル: ShopGame.java プロジェクト: Wissamkahi/Shop-Game
  /*Scans all equipments and identifies the ones that need to be moved */
  private void scanEquipments() {
    double timeDiff = 0;
    int orderToMove = -1;
    double[] arrivalFrequencies = {ARRIVAL1, ARRIVAL2, ARRIVAL3};

    /*In the available state, the scan should not happen on the equipment as it's external customer demand and we should record a "lost sale" when there is no equipment*/
    for (int counter = 0; counter < TYPES; counter++) {
      // System.out.println("I am computing for arrival frequency "+arrivalFrequencies[counter]+ "
      // and the corresponding time is "+orderTimes.get(counter));
      if (orderTimes.get(counter) < System.currentTimeMillis() - t0) {
        System.out.println("Time is " + System.currentTimeMillis());
        orderTimes.set(
            counter, System.currentTimeMillis() + nextRandomTime(arrivalFrequencies[counter]) - t0);
        System.out.println(
            "I have just computed a new exit time for state 1 and type "
                + counter
                + " = "
                + orderTimes.get(counter));
        orderToMove =
            checkOrder(
                1,
                counter + 1); // checks the order of the type being moved in the available arraylist
        if (orderToMove >= 0) {
          Equipment e = availEquipment.get(orderToMove);
          timeDiff =
              nextRandomTime(
                  RENTALFREQUENCY[
                      e.type
                          - 1]); // Equipment is moving to rent - so its next timeOut should be that
          // of rent
          e.timeOut = System.currentTimeMillis() + timeDiff - t0;
          moveEquip(1, orderToMove);
          sales = sales + RATES[counter];
          salesLabel.setLabel("SALES : $" + sales);
        } else {
          System.out.println("You just lost a sale");
          int ls = lostSales.get(counter);
          lostSales.set(counter, ls + 1);
          switch (counter) {
            case 0:
              lostSalesLabel1.setLabel("Lost Sales HR = " + ls + 1);
              break;
            case 1:
              lostSalesLabel2.setLabel("Lost Sales MR = " + ls + 1);
              break;
            case 2:
              lostSalesLabel3.setLabel("Lost Sales LR = " + ls + 1);
              break;
          }
        }
      }
    }

    for (Equipment e : rentEquipment) {
      orderToMove = scan(e);
      if (orderToMove >= 0) {
        /*Entering this loop means there is an equipment to move */
        timeDiff =
            nextRandomTime(
                SHOPFREQUENCY[
                    e.type - 1]); // Equipment is moving to shop so its next timeOut is that of shop
        // System.out.println("Rental frequency is "+RENTALFREQUENCY[e.type-1]+" and timeDiff is
        // "+timeDiff);
        e.timeOut = System.currentTimeMillis() + timeDiff - t0;
        System.out.println("the new timeOut is " + e.timeOut);
        break;
      }
    }
    if (orderToMove >= 0) {
      moveEquip(2, orderToMove);
      // System.out.println("I have just moved equipment from state 2 and of order "+orderToMove);
      // placeEquipments();
    }

    for (Equipment e : shopEquipment) {
      orderToMove = scan(e);
      if (orderToMove >= 0) {
        /*Entering this loop means there is an equipment to move */
        e.timeOut = 0; // Doesn't matter what the time-out is as it's not governed by the equipment
        break;
      }
    }
    if (orderToMove >= 0) {
      moveEquip(3, orderToMove);
      // placeEquipments();
    }
  }
コード例 #6
0
ファイル: ShopGame.java プロジェクト: Wissamkahi/Shop-Game
  /*Fills the Available state */
  private void fillAvailable(int t1, int t2, int t3) {

    /*Fill the type1 in the available state */
    for (int i = 1; i <= t1; i++) {
      Equipment e = new Equipment();
      e.state = 1;
      e.type = 1;
      e.ident = i;
      e.c = equipColor(e.type);
      availEquipment.add(e);
    }

    /*Fill the type2 in the available state */
    for (int i = 1; i <= t2; i++) {
      Equipment e = new Equipment();
      e.state = 1;
      e.type = 2;
      e.ident = i;
      e.c = equipColor(e.type);
      availEquipment.add(e);
    }

    /*Fill the type3 in the available state */
    for (int i = 1; i <= t3; i++) {
      Equipment e = new Equipment();
      e.state = 1;
      e.type = 3;
      e.ident = i;
      e.c = equipColor(e.type);
      availEquipment.add(e);
    }

    computeInitialTimes();
    assignShapes();
  }