| | |
| | | protected double _start_level姘村簱姘翠綅; |
| | | |
| | | |
| | | protected double _max_level姘村簱姘翠綅 = 10000; |
| | | protected DateTime _max_level鏃堕棿; |
| | | |
| | | |
| | | |
| | | protected List<double> _reservoirDropFlowList = null;//鎺掓按娴侀噺鏃堕棿鍒嗛厤(涓囨柟) |
| | | //protected List<double?> _reservoirMinLimitHours = null; |
| | |
| | | /// </summary> |
| | | /// <param name="first_block"></param> |
| | | /// <returns></returns> |
| | | protected bool CheckReservoirHeightOnlyOne(RunBlock first_block) |
| | | { |
| | | double min_height = _start_level姘村簱姘翠綅; |
| | | min_height = Math.Min(min_height, first_block.ReservoirStartHeight); |
| | | min_height = Math.Min(min_height, first_block.ReservoirEndHeight); |
| | | // protected bool CheckReservoirHeightOnlyOne(RunBlock first_block) |
| | | // { |
| | | // double min_height = _start_level姘村簱姘翠綅; |
| | | // min_height = Math.Min(min_height, first_block.ReservoirStartHeight); |
| | | // min_height = Math.Min(min_height, first_block.ReservoirEndHeight); |
| | | |
| | | double max_height = _start_level姘村簱姘翠綅; |
| | | max_height = Math.Max(max_height, first_block.ReservoirEndHeight); |
| | | max_height = Math.Max(max_height, first_block.ReservoirEndHeight); |
| | | // double max_height = _start_level姘村簱姘翠綅; |
| | | // max_height = Math.Max(max_height, first_block.ReservoirEndHeight); |
| | | // max_height = Math.Max(max_height, first_block.ReservoirEndHeight); |
| | | |
| | | |
| | | var total_drop_flow = this._timeList.Last().ReservoirDropFlowTotal - |
| | | this._timeList[first_block.EndIndx].ReservoirDropFlowTotal; |
| | | var last_heigt = CalcReservoirHeight(total_drop_flow, 0, |
| | | first_block.ReservoirEndHeight); |
| | | min_height = Math.Min(min_height, last_heigt); |
| | | // var total_drop_flow = this._timeList.Last().ReservoirDropFlowTotal - |
| | | //this._timeList[first_block.EndIndx].ReservoirDropFlowTotal; |
| | | // var last_heigt = CalcReservoirHeight(total_drop_flow, 0, |
| | | // first_block.ReservoirEndHeight); |
| | | // min_height = Math.Min(min_height, last_heigt); |
| | | |
| | | |
| | | |
| | |
| | | |
| | | |
| | | |
| | | bool isOk_max = false; |
| | | if (max_height >= this._max_level姘村簱姘翠綅) |
| | | isOk_max = true; |
| | | // bool isOk_max = false; |
| | | // if (max_height >= this._max_level姘村簱姘翠綅) |
| | | // isOk_max = true; |
| | | |
| | | |
| | | |
| | | |
| | | if (isOk_max ) |
| | | return true; |
| | | else |
| | | return false; |
| | | } |
| | | // if (isOk_max ) |
| | | // return true; |
| | | // else |
| | | // return false; |
| | | // } |
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