| | |
| | | using HStation.WinFrmUI.PhartRelation; |
| | | using HStation.CAL; |
| | | using HStation.WinFrmUI.PhartRelation; |
| | | using Swashbuckle.AspNetCore.SwaggerGen; |
| | | using System.Linq; |
| | | using System.Windows.Input; |
| | |
| | | { |
| | | // 尝试区间匹配 |
| | | var rangeMatch = AssetsPumpMainVmos.Where(item => |
| | | (InputModel.RatedN.HasValue ? Math.Abs(InputModel.RatedN.Value - item.RatedSpeed) <= _speedTolerance : true) && |
| | | (InputModel.RatedQ.HasValue ? Math.Abs(InputModel.RatedQ.Value - item.RatedFlow) <= _flowTolerance : true) && |
| | | (InputModel.RatedH.HasValue ? Math.Abs(InputModel.RatedH.Value - item.RatedHead) <= _headTolerance : true) && |
| | | (InputModel.RatedN > 0 ? Math.Abs(InputModel.RatedN - item.RatedSpeed) <= _speedTolerance : true) && |
| | | (InputModel.RatedQ > 0 ? Math.Abs(InputModel.RatedQ - item.RatedFlow) <= _flowTolerance : true) && |
| | | (InputModel.RatedH > 0 ? Math.Abs(InputModel.RatedH - item.RatedHead) <= _headTolerance : true) && |
| | | (Math.Abs(InputModel.RatedP - item.RatedPower) <= _powerTolerance)).ToList(); |
| | | if (rangeMatch != null && rangeMatch.Count != 0) |
| | | { |
| | |
| | | |
| | | //口径 |
| | | int caliberWeight = 1; |
| | | if (input.Caliber.HasValue) |
| | | if (input.Caliber > 0) |
| | | { |
| | | foreach (var item in threelinkVmos) |
| | | { |
| | | if (item.Caliber.HasValue) |
| | | { |
| | | var diff = Math.Abs(item.Caliber.Value - input.Caliber.Value); |
| | | dict[item] += diff / input.Caliber.Value * 100 * caliberWeight; |
| | | var diff = Math.Abs(item.Caliber.Value - input.Caliber); |
| | | dict[item] += diff / input.Caliber * 100 * caliberWeight; |
| | | } |
| | | } |
| | | } |
| | |
| | | { |
| | | input.MatchingMaterial = threelink.Material; |
| | | } |
| | | if (!input.Caliber.HasValue || input.Caliber.Value <= 0) |
| | | if (input.Caliber <= 0) |
| | | { |
| | | input.Caliber = threelink.Caliber; |
| | | input.Caliber = threelink.Caliber ?? 0; |
| | | } |
| | | if (!input.MinorLoss.HasValue) |
| | | if (input.MinorLoss <= 0) |
| | | { |
| | | input.MatchingMinorLoss = threelink.MinorLoss; |
| | | } |
| | | if (!input.RunningThroughLoss.HasValue) |
| | | if (input.RunningThroughLoss <= 0) |
| | | { |
| | | input.MatchingRunningThroughLoss = threelink.RunThroughMinorLoss; |
| | | } |
| | | if (!input.MatchingBranchThroughLoss.HasValue) |
| | | if (input.MatchingBranchThroughLoss <= 0) |
| | | { |
| | | input.MatchingBranchThroughLoss = threelink.BranchThroughMinorLoss; |
| | | } |
| | |
| | | |
| | | //口径 |
| | | int caliberWeight = 1; |
| | | if (input.Caliber.HasValue) |
| | | if (input.Caliber > 0) |
| | | { |
| | | foreach (var item in fourLinkVmos) |
| | | { |
| | | if (item.Caliber.HasValue) |
| | | { |
| | | var diff = Math.Abs(item.Caliber.Value - input.Caliber.Value); |
| | | dict[item] += diff / input.Caliber.Value * 100 * caliberWeight; |
| | | var diff = Math.Abs(item.Caliber.Value - input.Caliber); |
| | | dict[item] += diff / input.Caliber * 100 * caliberWeight; |
| | | } |
| | | } |
| | | } |
| | |
| | | { |
| | | input.MatchingMaterial = fourlink.Material; |
| | | } |
| | | if (!input.Caliber.HasValue || input.Caliber.Value <= 0) |
| | | if (input.Caliber <= 0) |
| | | { |
| | | input.Caliber = fourlink.Caliber; |
| | | input.Caliber = fourlink.Caliber ?? 0; |
| | | } |
| | | if (!input.MinorLoss.HasValue) |
| | | if (input.MinorLoss <= 0) |
| | | { |
| | | input.MatchingMinorLoss = fourlink.MinorLoss; |
| | | } |
| | |
| | | |
| | | //口径 |
| | | int caliberWeight = 1; |
| | | if (input.Caliber.HasValue) |
| | | if (input.Caliber > 0) |
| | | { |
| | | foreach (var item in sprinklerVmos) |
| | | { |
| | | if (item.Caliber.HasValue) |
| | | { |
| | | var diff = Math.Abs(item.Caliber.Value - input.Caliber.Value); |
| | | dict[item] += diff / input.Caliber.Value * 100 * caliberWeight; |
| | | var diff = Math.Abs(item.Caliber.Value - input.Caliber); |
| | | dict[item] += diff / input.Caliber * 100 * caliberWeight; |
| | | } |
| | | } |
| | | } |
| | |
| | | { |
| | | input.MatchingMaterial = sprinkler.Material; |
| | | } |
| | | if (!input.Caliber.HasValue || input.Caliber.Value <= 0) |
| | | if (input.Caliber <= 0) |
| | | { |
| | | input.Caliber = sprinkler.Caliber; |
| | | input.Caliber = sprinkler.Caliber ?? 0; |
| | | } |
| | | if (!input.MinorLoss.HasValue) |
| | | if (input.MinorLoss <= 0) |
| | | { |
| | | input.MatchingMinorLoss = sprinkler.MinorLoss; |
| | | } |
| | |
| | | |
| | | //口径 |
| | | int caliberWeight = 1; |
| | | if (input.Caliber.HasValue) |
| | | if (input.Caliber > 0) |
| | | { |
| | | foreach (var item in bluntheadVmos) |
| | | { |
| | | if (item.Caliber.HasValue) |
| | | { |
| | | var diff = Math.Abs(item.Caliber.Value - input.Caliber.Value); |
| | | dict[item] += diff / input.Caliber.Value * 100 * caliberWeight; |
| | | var diff = Math.Abs(item.Caliber.Value - input.Caliber); |
| | | dict[item] += diff / input.Caliber * 100 * caliberWeight; |
| | | } |
| | | } |
| | | } |
| | |
| | | { |
| | | input.MatchingMaterial = blunthead.Material; |
| | | } |
| | | if (!input.Caliber.HasValue || input.Caliber.Value <= 0) |
| | | if (input.Caliber <= 0) |
| | | { |
| | | input.Caliber = blunthead.Caliber; |
| | | input.Caliber = blunthead.Caliber ?? 0; |
| | | } |
| | | if (input.MinorLoss < 0) |
| | | { |
| | |
| | | |
| | | //口径 |
| | | int caliberWeight = 1; |
| | | if (input.Caliber.HasValue) |
| | | if (input.Caliber > 0) |
| | | { |
| | | foreach (var item in hydrantVmos) |
| | | { |
| | | if (item.Caliber.HasValue) |
| | | { |
| | | var diff = Math.Abs(item.Caliber.Value - input.Caliber.Value); |
| | | dict[item] += diff / input.Caliber.Value * 100 * caliberWeight; |
| | | var diff = Math.Abs(item.Caliber.Value - input.Caliber); |
| | | dict[item] += diff / input.Caliber * 100 * caliberWeight; |
| | | } |
| | | } |
| | | } |
| | |
| | | { |
| | | input.MatchingMaterial = hydrant.Material; |
| | | } |
| | | if (!input.Caliber.HasValue || input.Caliber.Value <= 0) |
| | | if (input.Caliber <= 0) |
| | | { |
| | | input.Caliber = hydrant.Caliber; |
| | | input.Caliber = hydrant.Caliber ?? 0; |
| | | } |
| | | if (input.MinorLoss < 0) |
| | | { |
| | |
| | | { |
| | | input.MatchingMaterial = elbow.Material; |
| | | } |
| | | if (!input.Caliber.HasValue) |
| | | if (input.Caliber <= 0) |
| | | { |
| | | input.MatchingCaliber = elbow.Caliber; |
| | | } |
| | | return true; |
| | | } |
| | | |
| | |
| | | |
| | | //口径 |
| | | int caliberWeight = 1; |
| | | if (input.Caliber.HasValue) |
| | | if (input.Caliber > 0) |
| | | { |
| | | foreach (var item in allCoolingList) |
| | | { |
| | | if (item.Caliber.HasValue) |
| | | { |
| | | var diff = Math.Abs(item.Caliber.Value - input.Caliber.Value); |
| | | dict[item] += diff / input.Caliber.Value * 100 * caliberWeight; |
| | | var diff = Math.Abs(item.Caliber.Value - input.Caliber); |
| | | dict[item] += diff / input.Caliber * 100 * caliberWeight; |
| | | } |
| | | } |
| | | } |
| | | |
| | | |
| | | // 关键字 |
| | | int keywordWeight = 1; |
| | |
| | | { |
| | | input.MatchingMaterial = cooling.Material; |
| | | } |
| | | if (!input.Caliber.HasValue || input.Caliber.Value <= 0) |
| | | if (input.Caliber <= 0) |
| | | { |
| | | input.Caliber = cooling.Caliber; |
| | | input.Caliber = cooling.Caliber ?? 0; |
| | | } |
| | | if (input.Coefficient <= 1) |
| | | { |