#include "elevator.hpp"
+#include "main.hpp"
-Elevator::Elevator ()
+Elevator::Elevator (int elevator_number)
: state_(STATE_IDLE)
, wait_(0)
, direction_(IDLE)
, position_()
, stops_()
+ , number_(elevator_number)
{
// Intentionally Left Empty
}
-Elevator::Elevator (int starting_floor)
+Elevator::Elevator (int starting_floor, int elevator_number)
: state_(STATE_IDLE)
, wait_(0)
, direction_(IDLE)
, position_(starting_floor)
, stops_()
+ , number_(elevator_number)
{
// Intentionally Left Empty
}
if (*it == current)
return true;
+ /* Check if we are IDLE. If so, only the position needs to match */
+ if (direction_ == IDLE)
+ {
+ for (it = stops_.begin (); it != stops_.end (); it++)
+ if (it->getPosition() == position_)
+ return true;
+ }
+
/* No match */
return false;
}
return pos - position_;
}
+float Elevator::distance_from (Stop &s) const
+{
+ Direction d = s.getDirection();
+ Position p = s.getPosition ();
+
+ /* If direction doesn't matter, then only position does */
+ if (d == ALL || direction_ == IDLE)
+ return distance_from (p);
+
+ /* If we're not in the same direction, then we're "really far" away */
+ if (d != direction_)
+ return INT_MAX;
+
+ /* We must be in the correct direction, so pure distance is fine */
+ return distance_from (p);
+}
+
void Elevator::transition_move_up ()
{
direction_ = UP;
position_ += ELEVATOR_STEP;
// TODO: Call into the GUI to update the position
+ gui_update_position_label (number_, (float)position_, direction_);
std::cout << "Updating the GUI with our position: " << position_ << std::endl;
}
position_ -= ELEVATOR_STEP;
// TODO: Call into the GUI to update the position
+ gui_update_position_label (number_, (float)position_, direction_);
std::cout << "Updating the GUI with our position: " << position_ << std::endl;
}
void Elevator::transition_move_idle ()
{
direction_ = IDLE;
+ // TODO: Call into the GUI to update the position
+ gui_update_position_label (number_, (float)position_, direction_);
// do not change position while IDLE
}
*
* Otherwise, just clear this stop */
if (direction_ == UP && stops_above == 0)
+ {
stops_.remove (Stop(position_, ALL));
+ gui_unpress_request_button (number_, (int)position_);
+ gui_unpress_call_button ((int)position_, UP);
+ gui_unpress_call_button ((int)position_, DOWN);
+ }
else if (direction_ == DOWN && stops_below == 0)
+ {
stops_.remove (Stop(position_, ALL));
+ gui_unpress_request_button (number_, (int)position_);
+ gui_unpress_call_button ((int)position_, UP);
+ gui_unpress_call_button ((int)position_, DOWN);
+ }
+ else if (direction_ == IDLE)
+ {
+ stops_.remove (Stop(position_, ALL));
+ gui_unpress_request_button (number_, (int)position_);
+ gui_unpress_call_button ((int)position_, UP);
+ gui_unpress_call_button ((int)position_, DOWN);
+ }
else
+ {
stops_.remove (Stop(position_, direction_));
+ gui_unpress_call_button ((int)position_, direction_);
+ gui_unpress_request_button (number_, (int)position_);
+ }
- // TODO: Call into GUI to open the door
+ // TODO: Call into the GUI to open the door
+ gui_open_door (number_, (int)position_);
std::cout << "Opening Door" << std::endl;
}
void Elevator::transition_close_door ()
{
// TODO: Call into the GUI to close the door
+ gui_close_door (number_, (int)position_);
std::cout << "Closing Door" << std::endl;
}
bool Elevator::is_idle () const
{
+ if (stops_.size() != 0)
+ return false;
+
return direction_ == IDLE;
}