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InputParameters.cs
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// Author: Clément Hardy
// With many elements copied from the corresponding class
// in the "Base Fire" extension by Robert M. Scheller and James B. Domingo
using Landis.Utilities;
using System.Collections.Generic;
using System.Text;
namespace Landis.Extension.ForestRoadsSimulation
{
/// <summary>
/// Parameters for the plug-in.
/// </summary>
public interface IInputParameters
{
// ------------------------------------------------------------------------------
// BASIC PARAMETERS
/// <summary>
/// Timestep (years)
/// </summary>
int Timestep
{
get; set;
}
/// <summary>
/// The heuristic given by the user to determine the ordrer in which the roads are built with the least-cost path algorithm.
/// </summary>
string HeuristicForNetworkConstruction
{
get; set;
}
/// <summary>
/// The distance (in meters) onto which wood can be skidded, rather than transported on a road.
/// </summary>
int SkiddingDistance
{
get; set;
}
/// <summary>
/// Boolean describing if the looping behavior is activated
/// </summary>
bool LoopingBehavior
{
get; set;
}
/// <summary>
/// The distance (in meters) under which we will not create a loop if there is a road
/// </summary>
int LoopingMinDistance
{
get; set;
}
/// <summary>
/// The distance (in meters) under which we will consider creating a loop if there are at least 2 road pixels
/// </summary>
int LoopingMaxDistance
{
get; set;
}
/// <summary>
/// The percentage of roads in the looping distance around a site under which a loop will be created.
/// </summary>
int LoopingMaxPercentageOfRoads
{
get; set;
}
/// <summary>
/// A multiplicative value affecting the behavior of the looping algorithm.
/// </summary>
double LoopingMaxCost
{
get; set;
}
/// <summary>
/// The probability to construct a loop if all other conditions are validated in the loop algorithm.
/// </summary>
int LoopingProbability
{
get; set;
}
/// <summary>
/// Path to save the output maps of the forest road network
/// </summary>
string OutputsOfRoadNetworkMaps
{
get; set;
}
/// <summary>
/// Path of the folder where the log must be saved
/// </summary>
string OutputsOfRoadLog
{
get; set;
}
// ------------------------------------------------------------------------------
// INPUT RASTERS AND COST PARAMETERS
/// <summary>
/// Path of the raster file containing the zones of the landscape where roads can be built
/// </summary>
string ZonesForRoadCreation
{
get; set;
}
/// <summary>
/// Path of the raster file containing the initial road network
/// </summary>
string InitialRoadNetworkMap
{
get; set;
}
/// <summary>
/// The basic cost of building a forest road on the distance of a site
/// </summary>
double DistanceCost
{
get; set;
}
/// <summary>
/// Path of the raster file containing the coarse elevation values
/// </summary>
string CoarseElevationRaster
{
get; set;
}
/// <summary>
/// The multiplication value used to increase cost of construction with elevation differences.
/// </summary>
ElevationCostRanges CoarseElevationCosts
{
get; set;
}
/// <summary>
/// Path of the raster file containing the fine elevation values
/// </summary>
string FineElevationRaster
{
get; set;
}
/// <summary>
/// The multiplication value used to increase cost of construction with elevation differences.
/// </summary>
ElevationCostRanges FineElevationCosts
{
get; set;
}
/// <summary>
/// Path of the raster file containing the coarse water values
/// </summary>
string CoarseWaterRaster
{
get; set;
}
/// <summary>
/// The cost of constructing a bridge on a body of water the size of the site
/// </summary>
int CoarseWaterCost
{
get; set;
}
/// <summary>
/// Path of the raster file containing the fine water values
/// </summary>
string FineWaterRaster
{
get; set;
}
/// <summary>
/// The mean cost of constructing a culvert on one stream
/// </summary>
int FineWaterCost
{
get; set;
}
/// <summary>
/// Path of the raster file containing the soil regions
/// </summary>
string SoilsRaster
{
get; set;
}
// ------------------------------------------------------------------------------
// ROAD TYPE THRESHOLDS AND MULTIPLICATION VALUES
/// <summary>
/// Parameter indicating if the scenecence of roads must be modeled in the simulation
/// </summary>
bool SimulationOfRoadAging
{
get; set;
}
/// <summary>
/// Parameter indicating if the flux of woods must be modeled in the simulation
/// </summary>
bool SimulationOfWoodFlux
{
get; set;
}
/// <summary>
/// Table of parameters for the roads that are not exit points, meaning the forest roads that can be created by the module
/// </summary>
RoadCatalogue RoadCatalogueNonExit
{
get; set;
}
/// <summary>
/// Table of parameters for the roads that are exit points
/// </summary>
RoadCatalogue RoadCatalogueExit
{
get; set;
}
}
/// <summary>
/// Parameters for the plug-in.
/// </summary>
public class InputParameters
: IInputParameters
{
private int timestep;
private string heuristicForNetworkConstruction;
private int skiddingDistance;
private bool loopingBehavior;
private int loopingMinDistance;
private int loopingMaxDistance;
private int loopingMaxPercentageOfRoads;
private double loopingMaxCost;
private int loopingProbability;
private string outputsOfRoadNetworkMaps;
private string outputsOfRoadLog;
private string zonesForRoadCreation;
private string initialRoadNetworkMap;
private double distanceCost;
private string coarseElevationRaster;
private ElevationCostRanges coarseElevationCosts;
private string fineElevationRaster;
private ElevationCostRanges fineElevationCosts;
private string coarseWaterRaster;
private int coarseWaterCost;
private string fineWaterRaster;
private int fineWaterCost;
private string soilsRaster;
private bool simulationOfRoadAging;
private bool simulationOfWoodFlux;
private RoadCatalogue roadCatalogueNonExit;
private RoadCatalogue roadCatalogueExit;
// ------------------------------------------------------------------------------
// BASIC PARAMETERS
/// <summary>
/// Timestep (years)
/// </summary>
public int Timestep
{
get
{
return timestep;
}
set
{
if (value < 0)
throw new InputValueException(value.ToString(), "Value must be = or > 0.");
timestep = value;
}
}
/// <summary>
/// The heuristic given by the user to determine the ordrer in which the roads are built with the least-cost path algorithm.
/// </summary>
public string HeuristicForNetworkConstruction
{
get
{
return heuristicForNetworkConstruction;
}
set
{
if (value != "Random" && value != "Closestfirst" && value != "Farthestfirst")
{
throw new InputValueException(value.ToString(), "Value must be \"Random\", \"Closestfirst\" or \"Farthestfirst\".");
}
else heuristicForNetworkConstruction = value;
}
}
/// <summary>
/// The distance (in meters) onto which wood can be skidded, rather than transported on a road.
/// </summary>
public int SkiddingDistance
{
get
{
return skiddingDistance;
}
set
{
if (value < 0)
throw new InputValueException(value.ToString(), "Value must be = or > 0.");
skiddingDistance = value;
}
}
/// <summary>
/// Indicates if looping behavior is activated.
/// </summary>
public bool LoopingBehavior
{
get
{
return loopingBehavior;
}
set
{
loopingBehavior = value;
}
}
/// <summary>
/// The distance (in meters) under which we will not create a loop if there is a road
/// </summary>
public int LoopingMinDistance
{
get
{
return loopingMinDistance;
}
set
{
if (value < 0)
throw new InputValueException(value.ToString(), "Value must be = or > 0.");
loopingMinDistance = value;
}
}
/// <summary>
/// The distance (in meters) under which we will consider creating a loop if there are at least 2 road pixels
/// </summary>
public int LoopingMaxDistance
{
get
{
return loopingMaxDistance;
}
set
{
if (value < 0)
throw new InputValueException(value.ToString(), "Value must be = or > 0.");
loopingMaxDistance = value;
}
}
/// <summary>
/// The percentage of roads in the looping distance around a site under which a loop will be created.
/// </summary>
public int LoopingMaxPercentageOfRoads
{
get
{
return loopingMaxPercentageOfRoads;
}
set
{
if (value < 0)
throw new InputValueException(value.ToString(), "Value must be = or > 0.");
loopingMaxPercentageOfRoads = value;
}
}
/// <summary>
/// A multiplicative value affecting the behavior of the looping algorithm.
/// </summary>
public double LoopingMaxCost
{
get
{
return loopingMaxCost;
}
set
{
if (value < 0)
throw new InputValueException(value.ToString(), "Value must be = or > 0.");
loopingMaxCost = value;
}
}
/// <summary>
/// The probability to construct a loop if all other conditions are validated in the loop algorithm.
/// </summary>
public int LoopingProbability
{
get
{
return loopingProbability;
}
set
{
if (value < 0)
throw new InputValueException(value.ToString(), "Value must be = or > 0.");
loopingProbability = value;
}
}
/// <summary>
/// Path to save the output maps of the forest road network
/// </summary>
public string OutputsOfRoadNetworkMaps
{
get
{
return outputsOfRoadNetworkMaps;
}
set
{
if (value != null)
{
// FIXME: check for null or empty path (value.Actual);
outputsOfRoadNetworkMaps = value;
}
else throw new InputValueException(value.ToString(), "A correct path to a file must be given");
}
}
/// <summary>
/// Path of the folder where the log must be saved
/// </summary>
public string OutputsOfRoadLog
{
get
{
return outputsOfRoadLog;
}
set
{
if (value != null)
{
// FIXME: check for null or empty path (value.Actual);
outputsOfRoadLog = value;
}
else throw new InputValueException(value.ToString(), "A correct path to a folder must be given");
}
}
// ------------------------------------------------------------------------------
// INPUT RASTERS AND COST PARAMETERS
/// <summary>
/// Path of the raster file containing the zones where the roads can be built.
/// </summary>
public string ZonesForRoadCreation
{
get
{
return zonesForRoadCreation;
}
set
{
if (value != null)
{
zonesForRoadCreation = value;
}
else throw new InputValueException(value.ToString(), "A correct path to a file must be given");
}
}
/// <summary>
/// Path of the raster file containing the initial road network
/// </summary>
public string InitialRoadNetworkMap
{
get
{
return initialRoadNetworkMap;
}
set
{
if (value != null)
{
initialRoadNetworkMap = value;
}
else throw new InputValueException(value.ToString(), "A correct path to a file must be given");
}
}
/// <summary>
/// The basic cost of building a forest road on the distance of a site
/// </summary>
public double DistanceCost
{
get
{
return distanceCost;
}
set
{
if (value < 0)
throw new InputValueException(value.ToString(), "Value must be = or > 0.");
distanceCost = value;
}
}
/// <summary>
/// Path of the raster file containing the coarse elevation values
/// </summary>
public string CoarseElevationRaster
{
get
{
return coarseElevationRaster;
}
set
{
if (value != null)
{
coarseElevationRaster = value;
}
else if (value == "None" || value == "none" || value == "" || value == null) coarseElevationRaster = "none";
}
}
/// <summary>
/// The multiplication value used to increase cost of construction with elevation differences.
/// </summary>
public ElevationCostRanges CoarseElevationCosts
{
get
{
return coarseElevationCosts;
}
set
{
if (this.CoarseElevationRaster == "none") coarseElevationCosts = null;
else if (this.CoarseElevationRaster != "none" && value == null)
throw new InputValueException(value.ToString(), "Problem with the coarse elevation costs. Please check your parameter file.");
else coarseElevationCosts = value;
}
}
/// <summary>
/// Path of the raster file containing the fine elevation values
/// </summary>
public string FineElevationRaster
{
get
{
return fineElevationRaster;
}
set
{
if (value != null)
{
fineElevationRaster = value;
}
else if (value == "None" || value == "none" || value == "" || value == null) fineElevationRaster = "none";
}
}
/// <summary>
/// The multiplication value used to increase cost of construction with elevation differences.
/// </summary>
public ElevationCostRanges FineElevationCosts
{
get
{
return fineElevationCosts;
}
set
{
if (this.FineElevationRaster == "none") fineElevationCosts = null;
else if (this.FineElevationRaster != "none" && value == null)
throw new InputValueException(value.ToString(), "Problem with the fine elevation costs. Please check your parameter file.");
else fineElevationCosts = value;
}
}
/// <summary>
/// Path of the raster file containing the coarse water values
/// </summary>
public string CoarseWaterRaster
{
get
{
return coarseWaterRaster;
}
set
{
if (value != null)
{
coarseWaterRaster = value;
}
else if (value == "None" || value == "none" || value == "" || value == null) coarseWaterRaster = "none";
}
}
/// <summary>
/// The cost of constructing a bridge on a body of water the size of the site
/// </summary>
public int CoarseWaterCost
{
get
{
return coarseWaterCost;
}
set
{
if (this.CoarseWaterRaster == "none") coarseWaterCost = 0;
else if (this.CoarseWaterRaster != "none" && value < 0)
throw new InputValueException(value.ToString(), "Value must be = or > 0.");
else coarseWaterCost = value;
}
}
/// <summary>
/// Path of the raster file containing the fine water values
/// </summary>
public string FineWaterRaster
{
get
{
return fineWaterRaster;
}
set
{
if (value != null)
{
fineWaterRaster = value;
}
else if (value == "None" || value == "none" || value == "" || value == null) fineWaterRaster = "none";
}
}
/// <summary>
/// The mean cost of constructing a culvert on one stream
/// </summary>
public int FineWaterCost
{
get
{
return fineWaterCost;
}
set
{
if (this.FineWaterRaster == "none") fineWaterCost = 0;
else if (this.FineWaterRaster != "none" && value < 0)
throw new InputValueException(value.ToString(), "Value must be = or > 0.");
else fineWaterCost = value;
}
}
/// <summary>
/// Path of the raster file containing the soil regions
/// </summary>
public string SoilsRaster
{
get
{
return soilsRaster;
}
set
{
if (value != null)
{
soilsRaster = value;
}
else if (value == "None" || value == "none" || value == "" || value == null) soilsRaster = "none";
}
}
// ------------------------------------------------------------------------------
// ROAD TYPE THRESHOLDS AND MULTIPLICATION VALUES
/// <summary>
/// Indicate if road aging will be simulated
/// </summary>
public bool SimulationOfRoadAging
{
get
{
return simulationOfRoadAging;
}
set
{
simulationOfRoadAging = value;
}
}
/// <summary>
/// Indicate if road aging will be simulated
/// </summary>
public bool SimulationOfWoodFlux
{
get
{
return simulationOfWoodFlux;
}
set
{
simulationOfWoodFlux = value;
}
}
/// <summary>
/// The object containing all of the informations on the road types.
/// </summary>
public RoadCatalogue RoadCatalogueNonExit
{
get
{
return roadCatalogueNonExit;
}
set
{
if (value == null)
throw new InputValueException(value.ToString(), "Value must not be null.");
else roadCatalogueNonExit = value;
}
}
/// <summary>
/// The object containing all of the informations on the road type where the wood can exit.
/// </summary>
public RoadCatalogue RoadCatalogueExit
{
get
{
return roadCatalogueExit;
}
set
{
if (value == null)
throw new InputValueException(value.ToString(), "Value must not be null.");
else roadCatalogueExit = value;
}
}
public InputParameters()
{
}
}
}