rts-sim-module/repository/iscs_bas_dxt.go

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package repository
import "joylink.club/rtsssimulation/repository/model/proto"
//ISCS BAS 大系统相关
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// AirPavilion 风亭(排、送)
type AirPavilion struct {
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Identity
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Code string
PavilionType proto.AirPavilion_Type //风亭子类型
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PortA *PipePort //风亭A端口连接的设备
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}
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func NewAirPavilion(id string, code string, pavilionType proto.AirPavilion_Type) *AirPavilion {
return &AirPavilion{
Identity: &identity{id: id, deviceType: proto.DeviceType_DeviceType_AirPavilion},
Code: code,
PavilionType: pavilionType,
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}
}
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func (p *AirPavilion) PortNum() int {
return 1
}
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// AirPavilionPort 风亭端口
//
// implement DevicePort
type AirPavilionPort struct {
port proto.Port
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device *AirPavilion
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}
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func (p *AirPavilionPort) Port() proto.Port {
return p.port
}
func (p *AirPavilionPort) Device() PortedDevice {
return p.device
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}
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///////////////////////////////////////////////////////////
// Valve 阀门(电动调节阀、电动风阀)
type Valve struct {
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Identity
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Code string
ValveType proto.Valve_Type //阀门子类型
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PortA *PipePort //阀门A端口连接的设备
PortB *PipePort //阀门B端口连接的设备
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}
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func NewValve(id string, code string, valveType proto.Valve_Type) *Valve {
return &Valve{
Identity: &identity{id: id, deviceType: proto.DeviceType_DeviceType_Valve},
Code: code,
ValveType: valveType,
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}
}
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func (p *Valve) PortNum() int {
return 2
}
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func (p *Valve) Ports() []*PipePort {
var ports []*PipePort
if p.PortA != nil {
ports = append(ports, p.PortA)
}
if p.PortB != nil {
ports = append(ports, p.PortB)
}
return ports
}
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// ValvePort 阀门端口
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//
// implement DevicePort
type ValvePort struct {
port proto.Port
device *Valve
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}
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func (p *ValvePort) Port() proto.Port {
return p.port
}
func (p *ValvePort) Device() PortedDevice {
return p.device
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}
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//////////////////////////////////////////////////
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// GasMixingChamber 混合室静压箱(气体)
// 有四个端口ABC三个端口为输入口D端口为输出口
type GasMixingChamber struct {
Identity
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Code string
PortsA []*PipePort //A端多个输入口
PortsB []*PipePort //B端多个输出口
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}
func NewGasMixingChamber(id string, code string) *GasMixingChamber {
return &GasMixingChamber{
Identity: &identity{id: id, deviceType: proto.DeviceType_DeviceType_GasMixingChamber},
Code: code,
}
}
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func (p *GasMixingChamber) PortNum() int {
return 4
}
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func (p *GasMixingChamber) IsInput(pipeId string) bool {
for _, portA := range p.PortsA {
if pipeId == portA.pipe.Id() {
return true
}
}
return false
}
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// GasMixingChamberPort 混合室静压箱端口
//
// implement DevicePort
type GasMixingChamberPort struct {
port proto.Port
device *GasMixingChamber
}
func (p *GasMixingChamberPort) Port() proto.Port {
return p.port
}
func (p *GasMixingChamberPort) Device() PortedDevice {
return p.device
}
////////////////////////////////////////////////
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// CombinationAirConditioner 组合式空调
// 有四个端口新风输入端口A,工作风输出端口B
// 端口C输出风再通过端口D输入通过C->D实现对风再处理。
type CombinationAirConditioner struct {
Identity
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Code string
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PortA *PipePort //新风输入A端口连接的设备
PortB *PipePort //工作风输出B端口连接的设备
PortC *PipePort //C端口连接的设备
PortD *PipePort //D端口连接的设备
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}
func NewCombinationAirConditioner(id string, code string) *CombinationAirConditioner {
return &CombinationAirConditioner{
Identity: &identity{id: id, deviceType: proto.DeviceType_DeviceType_CombinationAirConditioner},
Code: code,
}
}
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func (p *CombinationAirConditioner) PortNum() int {
return 4
}
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func (p *CombinationAirConditioner) Ports() []*PipePort {
var ports []*PipePort
if p.PortA != nil {
ports = append(ports, p.PortA)
}
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if p.PortB != nil {
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ports = append(ports, p.PortB)
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}
if p.PortC != nil {
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ports = append(ports, p.PortC)
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}
if p.PortD != nil {
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ports = append(ports, p.PortD)
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}
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return ports
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}
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// CombinationAirConditionerPort 组合式空调端口
//
// implement DevicePort
type CombinationAirConditionerPort struct {
port proto.Port
device *CombinationAirConditioner
}
func (p *CombinationAirConditionerPort) Port() proto.Port {
return p.port
}
func (p *CombinationAirConditionerPort) Device() PortedDevice {
return p.device
}
/////////////////////////////////////////////////////////////////
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// AirPurificationDevice 净化装置(对组合式空调B端口输出的工作风进行净化)
// 有两个端口端口A输入端口B输出
type AirPurificationDevice struct {
Identity
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Code string
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PortA *PipePort //A端口连接的设备
PortB *PipePort //B端口连接的设备
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}
func NewAirPurificationDevice(id string, code string) *AirPurificationDevice {
return &AirPurificationDevice{
Identity: &identity{id: id, deviceType: proto.DeviceType_DeviceType_AirPurificationDevice},
Code: code,
}
}
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func (p *AirPurificationDevice) PortNum() int {
return 2
}
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func (p *AirPurificationDevice) Ports() []*PipePort {
var ports []*PipePort
if p.PortA != nil {
ports = append(ports, p.PortA)
}
if p.PortB != nil {
ports = append(ports, p.PortB)
}
return ports
}
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// AirPurificationDevicePort 净化装置端口
//
// implement DevicePort
type AirPurificationDevicePort struct {
port proto.Port
device *AirPurificationDevice
}
func (p *AirPurificationDevicePort) Port() proto.Port {
return p.port
}
func (p *AirPurificationDevicePort) Device() PortedDevice {
return p.device
}
/////////////////////////////////////////////////////////
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// AirCurtain 空气幕
type AirCurtain struct {
Identity
Code string
}
func NewAirCurtain(id string, code string) *AirCurtain {
return &AirCurtain{
Identity: &identity{id: id, deviceType: proto.DeviceType_DeviceType_AirCurtain},
Code: code,
}
}
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//////////////////////////////////////////////////////////
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// Fan 风机
type Fan struct {
Identity
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Code string
FanType proto.Fan_Type
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*fanRunningModel
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PortA *PipePort //A端口连接的设备风机出风口即排风口,输出端口
PortB *PipePort //B端口连接的设备风机进风口输入端口
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}
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func NewFan(id string, code string, fanType proto.Fan_Type) *Fan {
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return &Fan{
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Identity: &identity{id: id, deviceType: proto.DeviceType_DeviceType_Fan},
Code: code,
FanType: fanType,
fanRunningModel: newFanRunningModel(fanType),
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}
}
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func (p *Fan) PortNum() int {
return 2
}
// FanPort 风机端口
//
// implement DevicePort
type FanPort struct {
port proto.Port
device *Fan
}
func (p *FanPort) Port() proto.Port {
return p.port
}
func (p *FanPort) Device() PortedDevice {
return p.device
}
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type fanRunningModel struct {
maxSpeed float32
acTime uint16
}
func (m *fanRunningModel) MotorMaxSpeed() float32 {
return m.maxSpeed
}
func (m *fanRunningModel) MotorAcTime() uint16 {
return m.acTime
}
func newFanRunningModel(fanType proto.Fan_Type) *fanRunningModel {
switch fanType {
case proto.Fan_CommonFan:
return &fanRunningModel{maxSpeed: 3000, acTime: 2000}
case proto.Fan_HighLowSpeedFan:
return &fanRunningModel{maxSpeed: 6000, acTime: 4000}
case proto.Fan_FcBypassFan:
return &fanRunningModel{maxSpeed: 6000, acTime: 3000}
case proto.Fan_SoftStartFan:
return &fanRunningModel{maxSpeed: 100, acTime: 4000}
default:
return &fanRunningModel{maxSpeed: 3000, acTime: 2000}
}
}
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////////////////////////////////////////////////
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// Environment 环境
// 有多个输入口统一为端口A
// 有多个输出口统一为端口B
type Environment struct {
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Identity
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Code string
PortsA []DevicePort // 有多个输入口统一为端口A用来为环境补充新鲜空气
PortsB []DevicePort // 有多个输出口统一为端口B用户将环境的混浊气体排除
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}
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func NewEnvironment(id string, code string) *Environment {
return &Environment{
Identity: &identity{id: id, deviceType: proto.DeviceType_DeviceType_Environment},
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Code: code,
}
}
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func (p *Environment) PortNum() int {
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return len(p.PortsA) + len(p.PortsB)
}
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// EnvironmentPort 气体环境端口
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//
// implement DevicePort
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type EnvironmentPort struct {
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port proto.Port
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device *Environment
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}
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func (p *EnvironmentPort) Port() proto.Port {
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return p.port
}
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func (p *EnvironmentPort) Device() PortedDevice {
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return p.device
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}