rts-sim-module/deprecated/entities/switch_entity.go

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package entities
import (
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"time"
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"joylink.club/ecs"
"joylink.club/rtsssimulation/deprecated/simulation"
"joylink.club/rtsssimulation/deprecated/system"
"joylink.club/rtsssimulation/repository"
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)
type Position int
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type TurnoutState struct {
Id string
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Normal bool
Reverse bool
Turning bool
}
const (
SK Position = iota //四开(不会起名字)
D //定位
F //反位
)
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// CreateSwitch2jzdj9Entity 双机zdj9
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// 默认定位
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func CreateSwitch2jzdj9Entity(w ecs.World, switchId string) *ecs.Entry {
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e := w.Create(system.EntityIdentityComponent,
system.Switch2jZdj9StateComponent,
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system.PercentageDeviceState1Component,
system.PercentageDeviceState2Component)
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system.EntityIdentityComponent.Set(e, &system.EntityIdentity{Id: switchId})
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//电路
system.Switch2jZdj9StateComponent.Set(e, system.NewSwitch2jZdj9State())
//J1
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j1 := system.NewPercentageDeviceStateM() //定位
system.PercentageDeviceState1Component.Set(e, j1)
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//J2
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j2 := system.NewPercentageDeviceStateM() //定位
system.PercentageDeviceState2Component.Set(e, j2)
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return e
}
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func CreateTurnoutEntries(world ecs.World, turnouts []*repository.Turnout) []*ecs.Entry {
var entries []*ecs.Entry
for _, turnout := range turnouts {
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if len(turnout.RelayGroups()) == 0 {
continue
}
entries = append(entries, CreateSwitch2jzdj9Entity(world, turnout.Id()))
}
return entries
}
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func TurnToNormal(worldId ecs.WorldId, turnoutId string) {
sim := simulation.FindSimulation(worldId)
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system.Switch2jZdj9DriveYc(sim.World(), turnoutId, true)
system.Switch2jZdj9DriveDc(sim.World(), turnoutId, true)
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go func() {
<-time.After(5 * time.Second)
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system.Switch2jZdj9DriveYc(sim.World(), turnoutId, false)
system.Switch2jZdj9DriveDc(sim.World(), turnoutId, false)
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}()
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}
func TurnToReverse(worldId ecs.WorldId, turnoutId string) {
sim := simulation.FindSimulation(worldId)
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system.Switch2jZdj9DriveYc(sim.World(), turnoutId, true)
system.Switch2jZdj9DriveFc(sim.World(), turnoutId, true)
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go func() {
<-time.After(5 * time.Second)
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system.Switch2jZdj9DriveYc(sim.World(), turnoutId, false)
system.Switch2jZdj9DriveFc(sim.World(), turnoutId, false)
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}()
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}
func GetTurnoutState(worldId ecs.WorldId, turnoutId string) *TurnoutState {
sim := simulation.FindSimulation(worldId)
entry := sim.GetEntry(turnoutId)
if entry == nil {
return nil
}
state := system.Switch2jZdj9StateComponent.Get(entry)
return &TurnoutState{Id: turnoutId, Normal: state.IsNormal(), Reverse: state.IsReverse(), Turning: state.IsTurning()}
}