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Truck.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace GenerateInputdata
{
public class Truck
{
public int id;
public int Type;//=1 loading =2 unloading
public int ContainerBayID;
public int ContainerBay_stateID;
public int HandlingCost;
public List<Arc> ArcList_Pool = new List<Arc>();
public List<Arc> ArcList = new List<Arc>();
public List<Arc> arclist_ADMM_path = new List<Arc>();
public List<Arc> arclist_LR_path = new List<Arc>();
public List<TruckLink> available_link_list = new List<TruckLink>();
public List<TruckNode> available_node_list = new List<TruckNode>();
public List<TruckLink> shortestpath_link_list = new List<TruckLink>();
public List<TruckNode> shortestpath_node_list = new List<TruckNode>();
public int OriginI;
public int OriginT;
public int DestinationI;
public int DestinationT;
public int lower_bound_travel_time;
public List<TruckLink> path_link_list = new List<TruckLink>();
public int ready_to_move_time;
public int move_arrive_time;
public int link_path_index;
public Crane corresponding_crane = new Crane();
public CraneLink handling_coupling_link = new CraneLink();
public List<Vertex> sim_output_vertex_list = new List<Vertex>();
public List<Arc> sim_arc_list_for_drawing = new List<Arc>();
public bool process_finished=false;
public Truck(int ID,int OI,int OT,int DI,int DT, int CONBAYID,int CONSTAGEID,int HANCOST)
{
this.id = ID;
this.OriginI = OI;
this.OriginT = OT;
this.DestinationI = DI;
this.DestinationT = DT;
this.ContainerBayID = CONBAYID;
this.ContainerBay_stateID = CONSTAGEID;
this.HandlingCost = HANCOST;
}
public Truck()
{ }
}
}