Exemple #1
0
Building& Building::step(int nRidersToAdd)
{

  //******************************************************************************
  // the rider phase, you should see stranded riders randomly placed on floors,  *
  // and there should be no up-riders on the top floor and no down-riders on the *
  // bottom floor, and elevators should remain idle.                             *
  //******************************************************************************

  for (int i = 0; i < nRidersToAdd; i++)
  {
    int max = floors.size(); // max number of floors
    int from = 0;
    int to = 0;

    getDifferentInts(max, from, to); // create a rider with randomly selected from- and to-floors
    (*(floors[from])).addNewRider(Rider(*(floors[to]))); // tell the from-floor to add this rider
  }

  // increment timer once per second
  this->simTime++;

  //***************************************************************************************
  // the elevator phase, the elevators should (a) stop to pickup riders on the floors on  *
  // their way to another destination, and (b) go to floors with waiting riders after     *
  // they reach an idle state.                                                            *
  //***************************************************************************************

  // ELEVATOR ACTIONS [3]
  for (int i = 0; i < getElevatorCount(); i++) 
  {
    if (!elevators[i]->isDoorOpen()) // if elevator door is closed (move up or down) [3]
    {
      // if not near enough to destination to reach it in this time step, continue moving [3]
      if  (!elevators[i]->isNearDestination()) 
      {
        if (elevators[i]->isDirectionUp()) // if elevator direction is up, move up [3]
        {
          elevators[i]->moveUp();
        }
        else // otherwise, move down [3]
        {
          elevators[i]->moveDown();
        }
      }
      else // otherwise it's near enough to destination to reach it in this time step... [4]
      {
        elevators[i]->moveToDestinationFloor(); // tell elevator to move to its destination floor [4]
        elevators[i]->openDoor(); // tell elevator to open its door [4]
        elevators[i]->removeRidersForDestinationFloor(); // tell elevator to remove riders for its destination floor

        // get a non-const pointer to the elevator's destination floor (using const_cast) [5]
	Floor* elvDestinationFl = const_cast<Floor*>(&elevators[i]->getDestination());

        // if elevator is empty, choose a direction based on longest-waiting rider (the one with the smallest ID) on the floor: [5]
        if (elevators[i]->getRiderCount() == 0)
        {
          if (elvDestinationFl->isPreferredDirectionUp()) // if the floor's chosen direction is up [5]
          {
            elevators[i]->setDirectionUp(); // tell elevator to set its direction to up [5]
          }
          else // otherwise [5]
          {
            elevators[i]->setDirectionDown(); // tell elevator to set its direction to down [5]
          }
        }

        int n = elevators[i]->getAvailableSpace();

        // if there is space in the elevator after letting off riders, board new ones [6]
        if (n > 0)
        {
          if (elevators[i]->isDirectionUp()) // if elevator direction is up, board up-riders (if any)... [6]
          {
            elevators[i]->addRiders(elvDestinationFl->removeUpRiders(n));
          }
          else
          {
            elevators[i]->addRiders(elvDestinationFl->removeDownRiders(n)); // otherwise, board down-riders (if any) [6]
          }
        }
	
      // reassess elevator destination based on its riders [8]   
      elevators[i]->setDestinationBasedOnRiders();
			}
    } // End if door is closed
    else // otherwise if door is open (then it already let off riders, or is in its initial state) [7]
    {
      if (elevators[i]->getRiderCount() > 0) // if elevator has any riders [7]
      {
        elevators[i]->closeDoor(); // tell elevator to close its door [7]
      }
      else // otherwise [9]
      {
        elevators[i]->setIdle(); // tell elevator to go idle [9]
      }
    }
  } // End elevator loop

  //*********************************************************************************************************
  // the floor phase, the elevators should choose a direction, but do not move.                             *
  //*********************************************************************************************************

  // FLOOR ACTIONS [2]
  for (int i = 0; i < getFloorCount(); i++)
  {
    if (floors[i]->hasRidersWaiting()) // check each floor (for waiting riders) [2]
    {
      if(!floors[i]->hasRidersWaiting()) // if there are no riders waiting on this floor, continue with next floor [2]
      {
        continue;
      }
      for (int j = 0; j < getElevatorCount(); j++) // look at each elevator to see if it needs to be sent here [2]
      {
        // get elevator's relative location (negative if elevator is below floor) [2]
        int relativeLocation = elevators[j]->getLocation() - floors[i]->getLocation(); 

        if (elevators[j]->isIdle()) // if this elevator's idle... [2]
        {
          if (relativeLocation > 0) // if elevator is above the floor, set elevator direction to down [2]
          {
            elevators[j]->setDirectionDown();
          }
          else // otherwise if it's below, set elevator direction to up [2]
          {
            elevators[j]->setDirectionUp(); // tell elevator to close its door [2]
          }

          elevators[j]->setDestination(floors[i]); // set elevator's destination to this floor [2]
          elevators[j]->closeDoor(); // tell elevator to close its door [2]

        } // end idle

        // else if there are riders on this floor waiting to go up, and the elevator is going up... [10]
	else if (floors[i]->hasUpRiders() && elevators[j]->isDirectionUp())
        {
          // get distance from elevator's destination floor to this floor (positive if elevator destination is above this floor) [10]
          int distFromElvDestination = elevators[j]->getDestination().getLocation() - floors[i]->getLocation();

          // if elevator is below floor and elevator destination is above this floor [10]
          if (elevators[j]->getLocation() < floors[i]->getLocation() && distFromElvDestination > 0) 
          {
          // set elevator's destination to this floor [10]
          elevators[j]->setDestination(floors[i]);
          }
        }

        // else if there are riders on this floor waiting to go down, and the elevator is going down... [10]
        else if (floors[i]->hasDownRiders() && elevators[j]->isDirectionDown())
        {
          // get distance from elevator's destination floor to this floor (positive if elevator destination is above this floor) [10]
          double distFromElvDestination = elevators[j]->getDestination().getLocation() - floors[i]->getLocation();

          // if elevator is above floor and elevator destination is below this floor [10]
          if (elevators[j]->getLocation() > floors[i]->getLocation() && distFromElvDestination < 0) 
          {
            // set elevator's destination to this floor [10]
            elevators[j]->setDestination(floors[i]);
          }
        }

      } // End elevator loop
    } // End riders waiting
  } // End floor loop

  return *this;

} // end Building::step
Exemple #2
0
Building& Building::step(int numRiders) // moves elevators and riders each second. numRiders = riders to randomly add to floors
{
  int count = 0; // screen counter for pausing.


  //@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
  //@@@@@@@@@@@@@@@@@@@@@@                 Riders                @@@@@@@@@@@@@@@@@@@@@@@@@@@
  //@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

  for (int i=0; i < numRiders; i++) // add riders on random floors
  {
    int randomStartFloor = rand() % buildingFloors.size(); // random number from 0 to buildingFloors max
    int randomDestinationFloor = rand() % buildingFloors.size(); // random number from 0 to buildingFloors max

    if (randomStartFloor == 0) // Basement case - no down
    {
      randomDestinationFloor = rand() % (buildingFloors.size()-1) + 1; // random number from 1 to (buildingFloors max -1)
    }
    else if (randomStartFloor == buildingFloors.size()) // Top case - no up
    {
      randomDestinationFloor = rand() % (buildingFloors.size()-1); // random number from 0 to (buildingFloors max -1)
    }
    else
    {
      while (randomDestinationFloor == randomStartFloor) // make sure starting != destination floor
      {
        randomDestinationFloor = rand() % buildingFloors.size();
      }
    }
    buildingFloors[randomStartFloor]->addNewRider(Rider(*buildingFloors[randomDestinationFloor])); // add rider on rand floor w/ rand dest.
  } // end for (adding riders to random floors)


  //@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
  //@@@@@@@@@@@@@@@@@@@@@@                Elevator               @@@@@@@@@@@@@@@@@@@@@@@@@@@
  //@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

  for (int i = 0; i<buildingElevators.size(); i++) // checking all elevators one by one [3]
  {
    if (buildingElevators[i]->isDoorOpen() == false) // if doors are closed [3]
    {
      if (!buildingElevators[i]->isNearDestination()) // executed if elevator is not near destination [3]
      {
        if (buildingElevators[i]->isDirectionUp()) buildingElevators[i]->moveUp(); // move up [3]
        else if (buildingElevators[i]->isDirectionDown()) buildingElevators[i]->moveDown(); // move down [3]
      } // end 'if not near destination' loop

      else if (buildingElevators[i]->isNearDestination()) // if elevator is near to destination [4]
      {
        buildingElevators[i]->moveToDestinationFloor(); // [4]
        buildingElevators[i]->openDoor(); // [4]
        {
          buildingElevators[i]->removeRidersForDestinationFloor();// remove riders; ignore returned vector of removed riders [4]
        } // "{}" & cout are temp

        Floor* elevatorsCurrentFloor = const_cast<Floor*>(&(buildingElevators[i]->getDestination())); // [5]

        if (buildingElevators[i]->hasRiders() == false) // if elevator is empty [5]
        {
          if (elevatorsCurrentFloor->isPreferredDirectionUp() == true) // if floor direction = up [5]
          {
            buildingElevators[i]->setDirectionUp();
          }
          else // if floor direction != up [5]
          {
            buildingElevators[i]->setDirectionDown();
          }
        } // end if elevator = empty

        if (buildingElevators[i]->getAvailableSpace()!=0) // if space in elevator, board riders [6]
        {
          if (buildingElevators[i]->isDirectionUp() == true) // if the elevator is going up
          {
            if (elevatorsCurrentFloor->hasUpRiders() == true) // if there are up riders on the floor
            {
              buildingElevators[i]->addRiders(elevatorsCurrentFloor->removeUpRiders(buildingElevators[i]->getAvailableSpace())); // board up-riders [6]
            } // end if (has up riders)
          } // end if elevator direction == up
          else // for down elevators
          {
            if (elevatorsCurrentFloor->hasDownRiders() == true) // if there are down riders on the floor
            {
              buildingElevators[i]->addRiders(elevatorsCurrentFloor->removeDownRiders(buildingElevators[i]->getAvailableSpace()));// board down-riders [6]
            } // end if (has down riders)
          } // end else (for down riders)
        } // end if space in elevator

        buildingElevators[i]->setDestinationBasedOnRiders(); //reassess elevator's destination based on riders [8]
      } // end if 'near destination' loop
    } // end 'if elevator doors are closed' loop


    else // "isDoorOpen() == true" (it already let off riders, or is in its initial state) [7]
    {
      if (buildingElevators[i]->hasRiders() == true) // has riders [7]
      {
        buildingElevators[i]->closeDoor(); // close door [7]
      } // end if has riders
      else // if no riders
      {
        buildingElevators[i]->setIdle(); // go idle [7]
      }
    } // else (for already let off riders or is in initial state.
  } // end for loop checking all elevators


  //@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
  //@@@@@@@@@@@@@@@@@@@@@@                 Floor                 @@@@@@@@@@@@@@@@@@@@@@@@@@@
  //@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

  for (int i = 0; i<buildingFloors.size(); i++) // check each floor (for waiting riders) [2]
  {
    if (buildingFloors[i]->hasRidersWaiting() == true) // if there are no riders waiting on this floor, continue with next floor [2]
    {
      for (int j = 0; j<buildingElevators.size(); j++) // look at each elevator to see if it needs to be sent here [2]
      {
        int relativeLocation = ((buildingElevators[j]->getLocation()) - (buildingFloors[i]->getLocation())); // get elevator's relative location (negative if elevator is below floor) [2]

        if (buildingElevators[j]->isIdle() == true) // if this elevator's idle... [2]
        {
          if (relativeLocation > 0) // if elevator is above the floor... [2]
          {
            buildingElevators[j]->setDirectionDown(); // ... set elevator direction to down [2]
          } // end if (elevator > floor)
          else if (relativeLocation < 0) // otherwise if it's below... [2]
          {
            buildingElevators[j]->setDirectionUp(); // ...set elevator direction to up [2]
          }
          buildingElevators[j]->setDestination(buildingFloors[i]); // set elevator's destination to this floor [2]
          buildingElevators[j]->closeDoor(); // tell elevator to close its door [2]
        } // end if elevator.isIdle()

        else if (buildingFloors[i]->hasUpRiders() == true && buildingElevators[j]->isDirectionUp() == true) //there are riders on this floor waiting to go up, and the elevator is going up... [10]
        {
          // distance from elevator's destination floor to this floor (positive if elevator destination is above this floor) [10]
          int elevatorDistance = ( (buildingElevators[j]->getDestination().getLocation()) - (buildingFloors[i]->getLocation()) );

          if ( (relativeLocation < 0) && (elevatorDistance > 0)) //elevator is below floor and elevator destination is above this floor [10]
          {
            buildingElevators[j]->setDestination(buildingFloors[i]); //set elevator's destination to this floor [10]
          } // end if (elevator is moving up past this floor)
        } // end else (riders on floor going up AND elevator going up)

        else if ( (buildingFloors[i]->hasDownRiders() == true) && (buildingElevators[j]->isDirectionDown() == true)) //there are riders on this floor waiting to go down, and the elevator is going down... [10]
        {
          // distance from elevator's destination floor to this floor (negative if elevator destination is below this floor) [10]
          int elevatorDistance = ( (buildingElevators[j]->getDestination().getLocation()) - (buildingFloors[i]->getLocation()) );

          if ( (relativeLocation > 0) && (elevatorDistance < 0)) //elevator is above floor and elevator destination is below this floor [10]
          {
            buildingElevators[j]->setDestination(buildingFloors[i]); //set elevator's destination to this floor [10]
          } // end if (elevator is moving down past this floor)
        } // end else (riders on floor going down AND elevator going down)
      } // end for loop checking all elevators
    } // end if Floor has riders waiting loop
  } // end for loop for checking all Floors

  simulationTime ++;
  return *this; // should return a reference to itself.
}
Exemple #3
0
Building& Building::step(int max)
{
  for(int i = 0; i < max; i++)
  {
    int topFloor = getFloorCount();
    int firstFloor; // starting floor int
    int lastFloor; // ending floor int
    getDifferentInts(topFloor, firstFloor, lastFloor); // call getDifferentInts creates 2 random ints that are not equal to one another
    floors[firstFloor]->addNewRider(Rider(*floors[lastFloor])); // rider loop 
  }
  // ELEVATOR ACTIONS [3]  
  for(int i = 0; i < getElevatorCount(); i++){// tell each elevator to perform an action [3]
    if(getElevator(i).isDoorOpen() == false){ // if elevator door is closed
      if(getElevator(i).isNearDestination() == false){ // if not near enough to destination to reach it in this time step, continue moving [3]
        if(getElevator(i).isDirectionUp() == true){ // if elevator direction is up, move up [3]
          elevators[i]->moveUp();
        }
        else{ // otherwise, move down [3]
          elevators[i]->moveDown();
        }
      }

      else{ // otherwise it's near enough to destination to reach it in this time step... [4]
        elevators[i]->moveToDestinationFloor(); // tell elevator to move to its destination floor [4]
        elevators[i]->openDoor(); // tell elevator to open its door [4]
        elevators[i]->removeRidersForDestinationFloor(); // tell elevator to remove riders for its destination floor -- ignore returned vector of removed riders [4]   
        // get a non-const pointer to the elevator's destination floor (using const_cast) [5]
        Floor* ncp;
        const_cast<const Floor*&>(ncp) = &getElevator(i).getDestination();
         
        if(getElevator(i).getRiderCount() == 0){ // if elevator is empty
          //choose a direction based on longest-waiting rider (the one with the smallest ID) on the floor: [5]
          if(ncp->isPreferredDirectionUp() == true) // if the floor's chosen direction is up [5]
            elevators[i]->setDirectionUp(); // tell elevator to set its direction to up [5]
          else // otherwise [5]
            elevators[i]->setDirectionDown(); // tell elevator to set its direction to down [5]        
        }
        
        if(getElevator(i).getAvailableSpace() > 0 && elevators[i]->isDoorOpen() == true){ // if there is space in the elevator after letting off riders
          // board new ones [6]
          if(getElevator(i).isDirectionUp() == true){ // if elevator direction is up, board up-riders (if any)... [6]
            elevators[i]->addRiders(ncp->removeUpRiders(elevators[i]->getAvailableSpace()));
        }
          else{ // otherwise, board down-riders (if any) [6]
            elevators[i]->addRiders(ncp->removeDownRiders(elevators[i]->getAvailableSpace()));
        	}
        }
        
        elevators[i]->setDestinationBasedOnRiders();  // reassess elevator destination based on its riders [8]
        
      }

   
    }

    else{ // otherwise (then it already let off riders, or is in its initial state) [7]
      if(getElevator(i).hasRiders() == true){ // if elevator has any riders
        elevators[i]->closeDoor(); // tell elevator to close its door [7]      
      	}
      else{
        elevators[i]->setIdle();
    	}
    }
    
  }
  
  // FLOOR ACTIONS [2]
  // check each floor (for waiting riders) [2]
  for(int i = 0; i < getFloorCount();i++){
    if(getFloor(i).hasRidersWaiting() == false){ // if there are no riders waiting on this floor, continue with next floor [2]
      continue;
    }
    for(int j = 0; j < getElevatorCount(); j++){  
      
      int currentLoc = elevators[j]->getLocation() - floors[i]->getLocation(); // get elevator's relative location
      
      if(getElevator(j).isIdle() == true){ // look at each elevator to see if it needs to be sent here [2]
        
        if(currentLoc >= 0){ // elevator is above if positive
          elevators[j]->setDirectionDown(); // set elevator direction to down [2]
          elevators[j]->setDestination(floors[i]);// set elevator's destination to this floor [2]  
          elevators[j]->closeDoor(); // tell elevator to close its door [2]
        }
        
        else{
          elevators[j]->setDirectionUp();// set elevator direction to up [2]
          elevators[j]->setDestination(floors[i]); // set elevator's destination to this floor [2]  
          elevators[j]->closeDoor(); // tell elevator to close its door [2] 
        }
      } 
      
      // else if there are riders on this floor waiting to go up, and the elevator is going up... [10]
      else if(getFloor(i).hasUpRiders() == true && getElevator(j).isDirectionUp() == true){
        // get distance from elevator's destination floor to this floor (positive if elevator destination is above this floor) [10]
        double DistancetoFloor = getElevator(j).getDestination().getLocation() - getFloor(i).getLocation();
        if (DistancetoFloor > 0 && currentLoc < 0){ // if elevator is below floor and elevator destination is above this floor [10]
          elevators[j]->setDestination(&(getFloor(i))); // set elevator's destination to this floor [10]
        }
      }
      
      else if(getFloor(i).hasUpRiders() == true && getElevator(j).isDirectionUp() == true){
        // get distance from elevator's destination floor to this floor (negative if elevator destination is below this floor) [10]
        double DistancetoFloor = getElevator(j).getDestination().getLocation() - getFloor(i).getLocation();
        if (DistancetoFloor < 0 && currentLoc > 0){ // if elevator is above floor and elevator destination is below this floor [10]
          elevators[j]->setDestination(&(getFloor(i))); // set elevator's destination to this floor [10]
        }
      }
          
    }
  }
  
  simulationTimer++;
  return *this;
}