rts-sim-module/entity/signal.go

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package entity
import (
"fmt"
"joylink.club/ecs"
"joylink.club/rtsssimulation/component"
"joylink.club/rtsssimulation/consts"
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"joylink.club/rtsssimulation/repository"
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"joylink.club/rtsssimulation/repository/model/proto"
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"log/slog"
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)
// LoadSignals 加载信号机实体
func LoadSignals(w ecs.World) error {
data := GetWorldData(w)
signals := data.Repo.SignalList()
for _, signal := range signals {
groups := signal.RelayGroups()
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signalEntry := newSignalEntity(w, signal, data)
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if len(groups) == 1 { //带电路的信号机,有且只有一个组合类型,组合类型与电路有关
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group := groups[0]
elecs := group.Components()
//
switch group.Code() {
case consts.SIGNAL_2XH1:
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if le := loadSignal2xh1(w, signal, signalEntry, elecs, data.EntityMap); le != nil {
return le
}
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case consts.SIGNAL_3XH1:
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if le := loadSignal3xh1(w, signal, signalEntry, elecs, data.EntityMap); le != nil {
return le
}
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case consts.SIGNAL_3XH2:
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if le := loadSignal3xh2(w, signal, signalEntry, elecs, data.EntityMap); le != nil {
return le
}
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case consts.SIGNAL_3XH3:
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if le := loadSignal3xh3(w, signal, signalEntry, elecs, data.EntityMap); le != nil {
return le
}
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case consts.SIGNAL_3XH4:
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if le := loadSignal3xh4(w, signal, signalEntry, elecs, data.EntityMap); le != nil {
return le
}
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case consts.SIGNAL_JDXH:
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if le := loadSignalJdxh(w, signal, signalEntry, elecs, data.EntityMap); le != nil {
return le
}
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case consts.SIGNAL_DCXH:
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if le := loadSignalDcxh(w, signal, signalEntry, elecs, data.EntityMap); le != nil {
return le
}
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case consts.SIGNAL_JCKXH:
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if le := loadSignalJckxh(w, signal, signalEntry, elecs, data.EntityMap); le != nil {
return le
}
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default:
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slog.Warn(fmt.Sprintf("id=[%s]的信号机,无效组合类型[%s]", signal.Id(), group.Code()))
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}
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} else {
slog.Debug(fmt.Sprintf("id=[%s]的信号机没有组合类型或组合类型个数不为1", signal.Id()))
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}
}
return nil
}
// 新建信号机实体
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func newSignalEntity(w ecs.World, signal *repository.Signal, worldData *component.WorldData) *ecs.Entry {
uid := signal.Id()
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entry, ok := worldData.EntityMap[uid]
if !ok {
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entry = w.Entry(w.Create(component.UidType, component.SignalTag, component.SignalLightsType))
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component.UidType.SetValue(entry, component.Uid{Id: uid})
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component.SignalLightsType.Set(entry, newSignalLightsByModel(w, signal.Model()))
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worldData.EntityMap[uid] = entry
}
return entry
}
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// 新建灯位列表
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func newSignalLights(w ecs.World, lightTags ...component.DsTag) *component.SignalLights {
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return &component.SignalLights{Lights: NewLights(w, lightTags...)}
}
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/*
enum Model{
HL = 0; //2XH-1 红绿
HLU_FU = 1; //2XH-1 红绿黄,封黄灯,无引导
HLU_DU_YY = 2; //3XH-1 红绿黄,不封灯,有单黄,带引导
HLU_YY = 3; //3XH-2或JDXH 红绿黄,不封灯,无单黄,带引导
HLU_FL_DU_YY = 4;//3XH-3 红绿黄,封绿灯,有单黄,带引导
HLU_DU = 5; //3XH-4 红绿黄,不封灯,有单黄,无引导
AB = 6; //DXCH 蓝白
HBU_DU = 7; //JCKXH 红白黄,不封灯,有单黄,无引导
}
*/
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// 新建灯位列表
func newSignalLightsByModel(w ecs.World, sigMt proto.Signal_Model) *component.SignalLights {
switch sigMt {
case proto.Signal_HL:
return newSignalLights(w, component.HdTag, component.LdTag)
case proto.Signal_HLU_FU:
return &component.SignalLights{Lights: []*ecs.Entry{NewLight(w, component.HdTag), NewLight(w, component.LdTag), NewLight(w, component.UdTag, component.FdTag)}}
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case proto.Signal_HLU_FL_DU_YY:
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return &component.SignalLights{Lights: []*ecs.Entry{NewLight(w, component.HdTag), NewLight(w, component.LdTag, component.FdTag), NewLight(w, component.UdTag)}}
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case proto.Signal_HLU_DU_YY:
fallthrough
case proto.Signal_HLU_YY:
fallthrough
case proto.Signal_HLU_DU:
return newSignalLights(w, component.HdTag, component.LdTag, component.UdTag)
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case proto.Signal_AB:
return newSignalLights(w, component.AdTag, component.BdTag)
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case proto.Signal_HBU_DU:
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return newSignalLights(w, component.HdTag, component.BdTag, component.UdTag)
default:
panic(fmt.Sprintf("根据信号机模型来创建灯位列表,暂不支持该信号机模型[%d]", sigMt))
}
}