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+///<reference path="definitions.ts" />
+import {Colors} from "./colors";
+
+
+export enum IntensityLevel {
+ LOW,
+ MID_LOW,
+ MID_HIGH,
+ HIGH
+}
+
+
+export class Util {
+ private static authorizationLevels = [
+ "OWN", "EDIT", "VIEW"
+ ];
+
+
+ /**
+ * Derives the wall locations given a list of rooms.
+ *
+ * Does so by computing an outline around all tiles in the rooms.
+ */
+ public static deriveWallLocations(rooms: IRoom[]): IRoomWall[] {
+ let verticalWalls = {};
+ let horizontalWalls = {};
+ let doInsert;
+ rooms.forEach((room: IRoom) => {
+ room.tiles.forEach((tile: ITile) => {
+ let x = tile.position.x, y = tile.position.y;
+ for (let dX = -1; dX <= 1; dX++) {
+ for (let dY = -1; dY <= 1; dY++) {
+ if (Math.abs(dX) === Math.abs(dY)) {
+ continue;
+ }
+
+ doInsert = true;
+ room.tiles.forEach((otherTile: ITile) => {
+ if (otherTile.position.x === x + dX && otherTile.position.y === y + dY) {
+ doInsert = false;
+ }
+ });
+
+ if (doInsert) {
+ if (dX === -1) {
+ if (verticalWalls[x] === undefined) {
+ verticalWalls[x] = [];
+ }
+ if (verticalWalls[x].indexOf(y) === -1) {
+ verticalWalls[x].push(y);
+ }
+ } else if (dX === 1) {
+ if (verticalWalls[x + 1] === undefined) {
+ verticalWalls[x + 1] = [];
+ }
+ if (verticalWalls[x + 1].indexOf(y) === -1) {
+ verticalWalls[x + 1].push(y);
+ }
+ } else if (dY === -1) {
+ if (horizontalWalls[y] === undefined) {
+ horizontalWalls[y] = [];
+ }
+ if (horizontalWalls[y].indexOf(x) === -1) {
+ horizontalWalls[y].push(x);
+ }
+ } else if (dY === 1) {
+ if (horizontalWalls[y + 1] === undefined) {
+ horizontalWalls[y + 1] = [];
+ }
+ if (horizontalWalls[y + 1].indexOf(x) === -1) {
+ horizontalWalls[y + 1].push(x);
+ }
+ }
+ }
+ }
+ }
+ });
+ });
+
+ let result: IRoomWall[] = [];
+ let walls = [verticalWalls, horizontalWalls];
+ for (let i = 0; i < 2; i++) {
+ let wallList = walls[i];
+ for (let a in wallList) {
+ if (!wallList.hasOwnProperty(a)) {
+ return;
+ }
+
+ wallList[a].sort((a: number, b: number) => {
+ return a - b;
+ });
+
+ let startPos = wallList[a][0];
+ let positionArray = (i === 1 ? <number[]>[startPos, parseInt(a)] : <number[]>[parseInt(a), startPos]);
+
+ if (wallList[a].length === 1) {
+ result.push({
+ startPos: positionArray,
+ horizontal: i === 1,
+ length: 1
+ });
+ } else {
+ let consecutiveCount = 1;
+ for (let b = 0; b < wallList[a].length - 1; b++) {
+ if (b + 1 === wallList[a].length - 1) {
+ if (wallList[a][b + 1] - wallList[a][b] > 1) {
+ result.push({
+ startPos: (i === 1 ? <number[]>[startPos, parseInt(a)] : <number[]>[parseInt(a), startPos]),
+ horizontal: i === 1,
+ length: consecutiveCount
+ });
+ consecutiveCount = 0;
+ startPos = wallList[a][b + 1];
+ }
+ result.push({
+ startPos: (i === 1 ? <number[]>[startPos, parseInt(a)] : <number[]>[parseInt(a), startPos]),
+ horizontal: i === 1,
+ length: consecutiveCount + 1
+ });
+ break;
+ } else if (wallList[a][b + 1] - wallList[a][b] > 1) {
+ result.push({
+ startPos: (i === 1 ? <number[]>[startPos, parseInt(a)] : <number[]>[parseInt(a), startPos]),
+ horizontal: i === 1,
+ length: consecutiveCount
+ });
+ startPos = wallList[a][b + 1];
+ consecutiveCount = 0;
+ }
+ consecutiveCount++;
+ }
+ }
+ }
+ }
+
+ return result;
+ }
+
+ /**
+ * Generates a list of all valid tile positions around the currently selected room under construction.
+ *
+ * @param rooms The rooms that already exist in the model
+ * @param selectedTiles The tiles that the user has already selected to form a new room
+ * @returns {Array} A 2D list of tile positions that are valid next tile choices.
+ */
+ public static deriveValidNextTilePositions(rooms: IRoom[], selectedTiles: ITile[]): IGridPosition[] {
+ let result = [], newPosition = {x: 0, y: 0};
+ let isSurroundingTile;
+
+ selectedTiles.forEach((tile: ITile) => {
+ let x = tile.position.x, y = tile.position.y;
+ for (let dX = -1; dX <= 1; dX++) {
+ for (let dY = -1; dY <= 1; dY++) {
+ if (Math.abs(dX) === Math.abs(dY)) {
+ continue;
+ }
+
+ newPosition.x = x + dX;
+ newPosition.y = y + dY;
+
+ isSurroundingTile = true;
+ selectedTiles.forEach((otherTile: ITile) => {
+ if (otherTile.position.x === newPosition.x && otherTile.position.y === newPosition.y) {
+ isSurroundingTile = false;
+ }
+ });
+
+ if (isSurroundingTile && !Util.checkRoomCollision(rooms, newPosition)) {
+ result.push({x: newPosition.x, y: newPosition.y});
+ }
+ }
+ }
+ });
+
+ return result;
+ }
+
+ /**
+ * Determines whether a position is contained in a list of tiles.
+ *
+ * @param list A list of tiles
+ * @param position A position
+ * @returns {boolean} Whether the list contains the position
+ */
+ public static tileListContainsPosition(list: ITile[], position: IGridPosition): boolean {
+ return Util.tileListPositionIndexOf(list, position) !== -1;
+ }
+
+ /**
+ * Determines the index of a position in a list of tiles.
+ *
+ * @param list A list of tiles
+ * @param position A position
+ * @returns {number} Index of the position in the list of tiles, -1 if not found
+ */
+ public static tileListPositionIndexOf(list: ITile[], position: IGridPosition): number {
+ let index = -1;
+ let element;
+
+ for (let i = 0; i < list.length; i++) {
+ element = list[i];
+ if (position.x === element.position.x && position.y === element.position.y) {
+ index = i;
+ break;
+ }
+ }
+
+ return index;
+ }
+
+ /**
+ * Determines whether a position is contained in a list of positions.
+ *
+ * @param list A list of positions
+ * @param position A position
+ * @returns {boolean} Whether the list contains the position
+ */
+ public static positionListContainsPosition(list: IGridPosition[], position: IGridPosition): boolean {
+ return Util.positionListPositionIndexOf(list, position) !== -1;
+ }
+
+ /**
+ * Determines the index of a position in a list of positions.
+ *
+ * @param list A list of positions
+ * @param position A position
+ * @returns {number} Index of the position in the list of tiles, -1 if not found
+ */
+ public static positionListPositionIndexOf(list: IGridPosition[], position: IGridPosition): number {
+ let index = -1;
+ let element;
+
+ for (let i = 0; i < list.length; i++) {
+ element = list[i];
+ if (position.x === element.x && position.y === element.y) {
+ index = i;
+ break;
+ }
+ }
+
+ return index;
+ }
+
+ /**
+ * Determines the index of a room that is colliding with a given grid tile.
+ *
+ * Returns -1 if no collision is found.
+ *
+ * @param rooms An array of Room objects that should be checked for collisions
+ * @param position A position
+ * @returns {number} The index of the room in the rooms list if found, else -1
+ */
+ public static roomCollisionIndexOf(rooms: IRoom[], position: IGridPosition): number {
+ let index = -1;
+ let room;
+
+ for (let i = 0; i < rooms.length; i++) {
+ room = rooms[i];
+ if (Util.tileListContainsPosition(room.tiles, position)) {
+ index = i;
+ break;
+ }
+ }
+
+ return index;
+ }
+
+ /**
+ * Checks whether a tile location collides with an existing room.
+ *
+ * @param rooms A list of rooms to be analyzed
+ * @param position A position
+ * @returns {boolean} Whether the tile lies in an existing room
+ */
+ public static checkRoomCollision(rooms: IRoom[], position: IGridPosition): boolean {
+ return Util.roomCollisionIndexOf(rooms, position) !== -1;
+ }
+
+ /**
+ * Calculates the minimum, center, and maximum of a list of rooms in stage coordinates.
+ *
+ * This center is calculated by averaging the most outlying tiles of all rooms.
+ *
+ * @param rooms The rooms to be analyzed
+ * @returns {IBounds} The coordinates of the minimum, center, and maximum
+ */
+ public static calculateRoomListBounds(rooms: IRoom[]): IBounds {
+ let min = [Number.MAX_VALUE, Number.MAX_VALUE];
+ let max = [-1, -1];
+
+ rooms.forEach((room: IRoom) => {
+ room.tiles.forEach((tile: ITile) => {
+ if (tile.position.x < min[0]) {
+ min[0] = tile.position.x;
+ }
+ if (tile.position.y < min[1]) {
+ min[1] = tile.position.y;
+ }
+
+ if (tile.position.x > max[0]) {
+ max[0] = tile.position.x;
+ }
+ if (tile.position.y > max[1]) {
+ max[1] = tile.position.y;
+ }
+ });
+ });
+
+ max[0]++;
+ max[1]++;
+
+ let gridCenter = [min[0] + (max[0] - min[0]) / 2.0, min[1] + (max[1] - min[1]) / 2.0];
+
+ return {
+ min: min,
+ center: gridCenter,
+ max: max
+ };
+ }
+
+ /**
+ * Does the same as 'calculateRoomListBounds', only for one room.
+ *
+ * @param room The room to be analyzed
+ * @returns {IBounds} The coordinates of the minimum, center, and maximum
+ */
+ public static calculateRoomBounds(room: IRoom): IBounds {
+ return Util.calculateRoomListBounds([room]);
+ }
+
+ public static calculateRoomNamePosition(room: IRoom): IRoomNamePos {
+ let result: IRoomNamePos = {
+ topLeft: {x: 0, y: 0},
+ length: 0
+ };
+
+ // Look for the top-most tile y-coordinate
+ let topMin = Number.MAX_VALUE;
+ room.tiles.forEach((tile: ITile) => {
+ if (tile.position.y < topMin) {
+ topMin = tile.position.y;
+ }
+ });
+
+ // If there is no tile at the top, meaning that the room has no tiles, exit
+ if (topMin === Number.MAX_VALUE) {
+ return null;
+ }
+
+ // Find the left-most tile at the top and the length of its adjacent tiles to the right
+ let topTilePositions: number[] = [];
+ room.tiles.forEach((tile: ITile) => {
+ if (tile.position.y === topMin) {
+ topTilePositions.push(tile.position.x);
+ }
+ });
+ topTilePositions.sort();
+ let leftMin = topTilePositions[0];
+ let length = 0;
+
+ while (length < topTilePositions.length && topTilePositions[length] - leftMin === length) {
+ length++;
+ }
+
+ result.topLeft.x = leftMin;
+ result.topLeft.y = topMin;
+ result.length = length;
+
+ return result;
+ }
+
+ /**
+ * Analyzes an array of objects and calculates its fill ratio, by looking at the number of elements != null and
+ * comparing that number to the array length.
+ *
+ * @param inputList The list to be analyzed
+ * @returns {number} A fill ratio (between 0 and 1), representing the relative amount of objects != null in the list
+ */
+ public static getFillRatio(inputList: any[]): number {
+ let numNulls = 0;
+
+ if (inputList.length === 0) {
+ return 0;
+ }
+
+ inputList.forEach((element: any) => {
+ if (element == null) {
+ numNulls++;
+ }
+ });
+
+ return (inputList.length - numNulls) / inputList.length;
+ }
+
+ /**
+ * Calculates the energy consumption ration of the given rack.
+ *
+ * @param rack The rack of which the power consumption should be analyzed
+ * @returns {number} The energy consumption ratio
+ */
+ public static getEnergyRatio(rack: IRack): number {
+ let energySum = 0;
+
+ rack.machines.forEach((machine: IMachine) => {
+ if (machine === null) {
+ return;
+ }
+
+ let machineConsumption = 0;
+
+ let nodeUnitList: INodeUnit[] = <INodeUnit[]>machine.cpus.concat(machine.gpus);
+ nodeUnitList = nodeUnitList.concat(<INodeUnit[]>machine.memories);
+ nodeUnitList = nodeUnitList.concat(<INodeUnit[]>machine.storages);
+ nodeUnitList.forEach((unit: INodeUnit) => {
+ machineConsumption += unit.energyConsumptionW;
+ });
+
+ energySum += machineConsumption;
+ });
+
+ return energySum / rack.powerCapacityW;
+ }
+
+ /**
+ * Parses date-time expresses of the form YYYY-MM-DDTHH:MM:SS and returns a parsed object.
+ *
+ * @param input A string expressing a date and a time, in the above mentioned format
+ * @returns {IDateTime} A DateTime object with the parsed date and time information as content
+ */
+ public static parseDateTime(input: string): IDateTime {
+ let output: IDateTime = {
+ year: 0,
+ month: 0,
+ day: 0,
+ hour: 0,
+ minute: 0,
+ second: 0
+ };
+
+ let dateAndTime = input.split("T");
+ let dateComponents = dateAndTime[0].split("-");
+ output.year = parseInt(dateComponents[0], 10);
+ output.month = parseInt(dateComponents[1], 10);
+ output.day = parseInt(dateComponents[2], 10);
+
+ let timeComponents = dateAndTime[1].split(":");
+ output.hour = parseInt(timeComponents[0], 10);
+ output.minute = parseInt(timeComponents[1], 10);
+ output.second = parseInt(timeComponents[2], 10);
+
+ return output;
+ }
+
+ public static formatDateTime(input: IDateTime) {
+ let date;
+ let currentDate = new Date();
+
+ date = Util.addPaddingToTwo(input.day) + "/" +
+ Util.addPaddingToTwo(input.month) + "/" +
+ Util.addPaddingToTwo(input.year);
+
+ if (input.year === currentDate.getFullYear() &&
+ input.month === currentDate.getMonth() + 1) {
+ if (input.day === currentDate.getDate()) {
+ date = "Today";
+ } else if (input.day === currentDate.getDate() - 1) {
+ date = "Yesterday";
+ }
+ }
+
+ return date + ", " +
+ Util.addPaddingToTwo(input.hour) + ":" +
+ Util.addPaddingToTwo(input.minute);
+ }
+
+ public static getCurrentDateTime(): string {
+ let date = new Date();
+ return date.getFullYear() + "-" + Util.addPaddingToTwo(date.getMonth() + 1) + "-" +
+ Util.addPaddingToTwo(date.getDate()) + "T" + Util.addPaddingToTwo(date.getHours()) + ":" +
+ Util.addPaddingToTwo(date.getMinutes()) + ":" + Util.addPaddingToTwo(date.getSeconds());
+ }
+
+ /**
+ * Removes all populated object properties from a given object, and returns a copy without them.
+ *
+ * An exception of such an object property is made in the case of a position object (of type GridPosition), which
+ * is copied over as well.
+ *
+ * Does not manipulate the original object in any way, except if your object has quantum-like properties, which
+ * change upon inspection. In such a case, I'm afraid that this method can do little for you.
+ *
+ * @param object The input object
+ * @returns {any} A copy of the object without any populated properties (of type object).
+ */
+ public static packageForSending(object: any) {
+ let result: any = {};
+ for (let prop in object) {
+ if (object.hasOwnProperty(prop)) {
+ if (typeof object[prop] !== "object") {
+ result[prop] = object[prop];
+ } else {
+ if (object[prop] instanceof Array) {
+ if (object[prop].length === 0 || !(object[prop][0] instanceof Object)) {
+ result[prop] = [];
+ for (let i = 0; i < object[prop].length; i++) {
+ result[prop][i] = object[prop][i];
+ }
+ }
+ }
+ if (object[prop] != null && object[prop].hasOwnProperty("x") && object[prop].hasOwnProperty("y")) {
+ result["positionX"] = object[prop].x;
+ result["positionY"] = object[prop].y;
+ }
+ }
+ }
+ }
+ return result;
+ }
+
+ public static addPaddingToTwo(integer: number): string {
+ if (integer < 10) {
+ return "0" + integer.toString();
+ } else {
+ return integer.toString();
+ }
+ }
+
+ public static convertSecondsToFormattedTime(seconds: number): string {
+ let hour = Math.floor(seconds / 3600);
+ let minute = Math.floor(seconds / 60) % 60;
+ let second = seconds % 60;
+ return this.addPaddingToTwo(hour) + ":" +
+ this.addPaddingToTwo(minute) + ":" +
+ this.addPaddingToTwo(second);
+ }
+
+ public static determineLoadIntensityLevel(loadFraction: number): IntensityLevel {
+ if (loadFraction < 0.25) {
+ return IntensityLevel.LOW;
+ } else if (loadFraction < 0.5) {
+ return IntensityLevel.MID_LOW;
+ } else if (loadFraction < 0.75) {
+ return IntensityLevel.MID_HIGH;
+ } else {
+ return IntensityLevel.HIGH;
+ }
+ }
+
+ public static convertIntensityToColor(intensityLevel: IntensityLevel): string {
+ if (intensityLevel === IntensityLevel.LOW) {
+ return Colors.SIM_LOW;
+ } else if (intensityLevel === IntensityLevel.MID_LOW) {
+ return Colors.SIM_MID_LOW;
+ } else if (intensityLevel === IntensityLevel.MID_HIGH) {
+ return Colors.SIM_MID_HIGH;
+ } else if (intensityLevel === IntensityLevel.HIGH) {
+ return Colors.SIM_HIGH;
+ }
+ }
+
+ /**
+ * Gives the sentence-cased alternative for a given string.
+ *
+ * @example Input: TEST, Output: Test
+ *
+ * @param input The input string
+ * @returns {any} The sentence-cased string
+ */
+ public static toSentenceCase(input: string): string {
+ if (input === undefined || input === null) {
+ return undefined;
+ }
+ if (input.length === 0) {
+ return "";
+ }
+
+ return input[0].toUpperCase() + input.substr(1).toLowerCase();
+ }
+
+ /**
+ * Sort a list of authorizations based on the levels of authorizations.
+ *
+ * @param list The list to be sorted (in-place)
+ */
+ public static sortAuthorizations(list: IAuthorization[]): void {
+ list.sort((a: IAuthorization, b: IAuthorization): number => {
+ return this.authorizationLevels.indexOf(a.authorizationLevel) -
+ this.authorizationLevels.indexOf(b.authorizationLevel);
+ });
+ }
+
+ /**
+ * Returns an array containing all numbers of a range from 0 to x (including x).
+ */
+ public static range(x: number): number[] {
+ return Array.apply(null, Array(x + 1)).map((_, i) => {
+ return i.toString();
+ })
+ }
+}