Tests mit Prozentualer Umverteilung bei der Stärke

This commit is contained in:
BuildTools 2024-03-03 18:16:37 +01:00
parent b704dbc30e
commit 8435545bec
4 changed files with 98 additions and 35 deletions

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@ -2,8 +2,8 @@
{ {
public class GeneralSettings public class GeneralSettings
{ {
public int MaxAllowedUploadSizeInMB { get; set; } = 10; public int MaxAllowedUploadSizeInMB { get; set; } = 10;
public string ImageUploadDir { get; set; } = "images"; public string ImageUploadDir { get; set; } = "images";
public string SerialPort { get; set; } = "COM5"; public string SerialPort { get; set; } = "COM5";

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@ -31,15 +31,30 @@ else
<h6> <h6>
Stärke Stärke
</h6> </h6>
<div class="btn-group" role="group"> @if (!UseNewIntensityCalc)
<button @onclick="() => SetIntensity(-60)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity <= -60 ? "" : "outline-")success"><i class="bi bi-peace fs-5"></i></button> {
<button @onclick="() => SetIntensity(-40)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity <= -40 ? "" : "outline-")success"><i class="bi bi-dash fs-5"></i></button> <div class="btn-group" role="group">
<button @onclick="() => SetIntensity(-20)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity <= -20 ? "" : "outline-")success"><i class="bi bi-dash"></i></button> <button @onclick="() => SetIntensity(-60)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity <= -60 ? "" : "outline-")success"><i class="bi bi-peace fs-5"></i></button>
<button @onclick="() => SetIntensity(0)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity == 0 ? "" : "")warning"><i class="bi bi-circle"></i></button> <button @onclick="() => SetIntensity(-40)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity <= -40 ? "" : "outline-")success"><i class="bi bi-dash fs-5"></i></button>
<button @onclick="() => SetIntensity(20)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity >= 20 ? "" : "outline-")danger"><i class="bi bi-plus"></i></button> <button @onclick="() => SetIntensity(-20)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity <= -20 ? "" : "outline-")success"><i class="bi bi-dash"></i></button>
<button @onclick="() => SetIntensity(40)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity >= 40 ? "" : "outline-")danger"><i class="bi bi-plus fs-5"></i></button> <button @onclick="() => SetIntensity(0)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity == 0 ? "" : "")warning"><i class="bi bi-circle"></i></button>
<button @onclick="() => SetIntensity(60)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity >= 60 ? "" : "outline-")danger"><i class="bi bi-radioactive fs-5"></i></button> <button @onclick="() => SetIntensity(20)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity >= 20 ? "" : "outline-")danger"><i class="bi bi-plus"></i></button>
</div> <button @onclick="() => SetIntensity(40)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity >= 40 ? "" : "outline-")danger"><i class="bi bi-plus fs-5"></i></button>
<button @onclick="() => SetIntensity(60)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity >= 60 ? "" : "outline-")danger"><i class="bi bi-radioactive fs-5"></i></button>
</div>
}
else
{
<div class="btn-group" role="group">
<button @onclick="() => SetIntensityPercentual(-3)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity <= -3 ? "" : "outline-")success"><i class="bi bi-peace fs-5"></i></button>
<button @onclick="() => SetIntensityPercentual(-2)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity <= -2 ? "" : "outline-")success"><i class="bi bi-dash fs-5"></i></button>
<button @onclick="() => SetIntensityPercentual(-1)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity <= -1 ? "" : "outline-")success"><i class="bi bi-dash"></i></button>
<button @onclick="() => SetIntensityPercentual(0)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity == 0 ? "" : "")warning"><i class="bi bi-circle"></i></button>
<button @onclick="() => SetIntensityPercentual(1)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity >= 1 ? "" : "outline-")danger"><i class="bi bi-plus"></i></button>
<button @onclick="() => SetIntensityPercentual(2)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity >= 2 ? "" : "outline-")danger"><i class="bi bi-plus fs-5"></i></button>
<button @onclick="() => SetIntensityPercentual(3)" class="btn @(SelectedCocktail.IsAlcoholic ? "" : "disabled") btn-@(DrinkIntensity >= 3 ? "" : "outline-")danger"><i class="bi bi-radioactive fs-5"></i></button>
</div>
}
</p> </p>
@if (ErrorMessage != null) @if (ErrorMessage != null)
@ -48,12 +63,12 @@ else
@ErrorMessage @ErrorMessage
</div> </div>
} }
@if(CocktailCode != null) @if (CocktailCode != null)
{ {
<div class="alert alert-dark" style="white-space: pre-line" role="alert"> <div class="alert alert-dark" style="white-space: pre-line" role="alert">
@CocktailCode @CocktailCode
</div> </div>
} }
<button class="btn btn-primary" @onclick=CreateCocktailCode>Lets goooooo!</button> <button class="btn btn-primary" @onclick=CreateCocktailCode>Lets goooooo!</button>
</div> </div>
</div> </div>
@ -120,6 +135,8 @@ else
private int DrinkIntensity = 0; private int DrinkIntensity = 0;
private bool UseNewIntensityCalc = false;
private string? ErrorMessage; private string? ErrorMessage;
private string? CocktailCode; private string? CocktailCode;
@ -181,6 +198,9 @@ else
} }
/// <summary>
/// Erstellt den für die Arduino-Steuerung erforderlichen Code
/// </summary>
private void CreateCocktailCode() private void CreateCocktailCode()
{ {
CocktailCode = null; CocktailCode = null;
@ -196,50 +216,93 @@ else
if (Filler.Type == Filler.FillerType.Pump) if (Filler.Type == Filler.FillerType.Pump)
{ {
line = $"P{Filler.Pos}={Zutat.Menge}"; line = $"P{Filler.Pos}={Zutat.Menge}";
} else if (Filler.Type == Filler.FillerType.Pourer) }
else if (Filler.Type == Filler.FillerType.Pourer)
{ {
line = $"F{Filler.Pos}={Zutat.Menge}"; line = $"F{Filler.Pos}={Zutat.Menge}";
} }
lines.Add(line); lines.Add(line);
} }
lines.Add("ZIEL"); lines.Add("ZIEL");
CocktailCode = String.Join("\r\n", lines.ToArray()); CocktailCode = String.Join("\r\n", lines.ToArray());
} }
/// <summary> /// <summary>
/// Setzt die Alkoholintensität /// Setzt die Alkoholintensität und berechnet die Mengen für ModifiedCocktail entsprechend neu
/// </summary> /// </summary>
/// <param name="intensity">Zugabe/Abzug von Alkohol in Prozent</param> /// <param name="intensity">Zugabe/Abzug von Alkohol in Prozent</param>
private void SetIntensity(int intensity) private void SetIntensity(int intensity)
{ {
DrinkIntensity = intensity; DrinkIntensity = intensity;
if (ModifiedCocktail != null && SelectedCocktail != null) if (ModifiedCocktail == null || SelectedCocktail == null) return;
foreach (CocktailFlasche cf in ModifiedCocktail.Cocktailflaschen)
{ {
int OriginalMenge = SelectedCocktail.Cocktailflaschen.First(scf => scf.Id == cf.Id).Menge;
foreach (CocktailFlasche cf in ModifiedCocktail.Cocktailflaschen) if (cf.Flasche.Alkoholisch)
{ {
int OriginalMenge = SelectedCocktail.Cocktailflaschen.First(scf => scf.FlascheID == cf.FlascheID).Menge; cf.Menge = OriginalMenge + (OriginalMenge * intensity / 100);
if (cf.Flasche.Alkoholisch)
{
cf.Menge = OriginalMenge + (OriginalMenge * intensity / 100);
}
else
{
cf.Menge = OriginalMenge - (OriginalMenge * intensity / 100);
}
} }
else
// Durch das anteilige Umrechnen ändert sich die Gesamtmenge, daher passen wir die Mengen nochmal an
int AktGesMenge = ModifiedCocktail.Cocktailflaschen.Sum(cf => cf.Menge);
int OrigMenge = SelectedCocktail.Cocktailflaschen.Sum(cf => cf.Menge);
foreach (CocktailFlasche cf in ModifiedCocktail.Cocktailflaschen)
{ {
cf.Menge = (int)((float)cf.Menge / AktGesMenge * OrigMenge); cf.Menge = OriginalMenge - (OriginalMenge * intensity / 100);
} }
} }
// Durch das anteilige Umrechnen ändert sich die Gesamtmenge, daher passen wir die Mengen nochmal an
int AktGesMenge = ModifiedCocktail.Cocktailflaschen.Sum(cf => cf.Menge);
int OrigMenge = SelectedCocktail.Cocktailflaschen.Sum(cf => cf.Menge);
foreach (CocktailFlasche cf in ModifiedCocktail.Cocktailflaschen)
{
cf.Menge = (int)((float)cf.Menge / AktGesMenge * OrigMenge);
}
}
// ToDo: Ggf. noch Rundungsfehler drin oder wirklich noch grobe Fehler in der Mathematik.. Gesamtmenge passt irgendwie nicht.
/// <summary>
/// Ändert die Alkoholintensität basierend auf den Prozentwerten anstatt der Menge
/// </summary>
/// <param name="intensitylevel">Intensitätslevel (z.B. -1, 0, 1,2 ...)</param>
private void SetIntensityPercentual(int intensitylevel)
{
DrinkIntensity = intensitylevel;
if (ModifiedCocktail == null || SelectedCocktail == null) return;
int DivideParts = 4; // Gibt an, in wieviele Teile die nicht-alkoholische Gesamtmenge aufgeteilt wird. Sollte mindestens 1 oder 2 mehr als das Max.Intensitätslevel sein
float IncreasePerLevel_pct; // Gibt an, um welchen Anteil in % die alkoholischen Getränke steigen.
float SumAlcoholic_ml = SelectedCocktail.Cocktailflaschen.Where(cf => cf.Flasche.Alkoholisch).Sum(cf => cf.Menge); // Summe in ml der Alkoholhaltigen Zutaten
float SumNonAlcoholic_ml = SelectedCocktail.Cocktailflaschen.Where(cf => !cf.Flasche.Alkoholisch).Sum(cf => cf.Menge); // Summe in ml der Alkoholfreien Zutaten
float SumTotal = SumAlcoholic_ml + SumNonAlcoholic_ml;
float SumAlcoholic_pct = SumAlcoholic_ml / SumTotal * 100; //Prozentwert an alkoholhaltigen Zutaten
float SumNonAlcoholic_pct = SumNonAlcoholic_ml / SumTotal * 100; //Prozentwert an alkoholhaltigen Zutaten
float SumBasis_ml = intensitylevel >= 0 ? SumNonAlcoholic_ml : SumAlcoholic_ml; // Wenn Intensität > 0, dann ist Summenbasis nichtalkoholisch, ansonsten alkoholisch
if (intensitylevel >= 0)
{
/// Wenn alkoholhaltiges 30% ausmacht, teilen wir den Rest (alkoholfreis, 70%) durch die o.g. DivideParts, damit wir wissen um wieviel Prozent pro Stufe wir erhöhen können
IncreasePerLevel_pct = SumNonAlcoholic_pct / DivideParts;
}
else
{
// Cocktail abschwächen, daher teilen wir in die andere Richtung auf
IncreasePerLevel_pct = SumAlcoholic_pct / DivideParts;
}
foreach (CocktailFlasche cf in ModifiedCocktail.Cocktailflaschen)
{
float OrigMenge = SelectedCocktail.Cocktailflaschen.First(f => f.Id == cf.Id).Menge;
// Herausfinden, wieviel Prozent die Zutat in ihrem Bereich (Alkoholisch/Nichtalkoholisch) ausmacht
float ZutatIncrease_pct = IncreasePerLevel_pct / SumBasis_ml * cf.Menge;
float ZutatMenge_pct = (float)OrigMenge / SumTotal * 100;
// Neue Menge in Prozent: ZutatMenge_pct + ZutatIncrease_pct
if (!cf.Flasche.Alkoholisch ^ intensitylevel < 0 )
{
ZutatIncrease_pct *= -1;
}
cf.Menge = (int)Math.Round(OrigMenge / ZutatMenge_pct * (ZutatMenge_pct + (ZutatIncrease_pct * intensitylevel)), 0, MidpointRounding.AwayFromZero);
}
} }

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