2023-09-13 10:05:42 +08:00
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package entities
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import (
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"github.com/yohamta/donburi/component"
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"joylink.club/ecs"
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"joylink.club/rtsssimulation/repository"
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"joylink.club/rtsssimulation/simulation"
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"joylink.club/rtsssimulation/system"
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)
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2023-09-26 13:45:00 +08:00
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type Position int
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const (
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SK Position = iota //四开(不会起名字)
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D //定位
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F //反位
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)
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2023-09-15 13:50:15 +08:00
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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,
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system.Switch2jZdj9StateComponent,
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system.PercentageDeviceState1Component,
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system.PercentageDeviceState2Component)
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system.EntityIdentityComponent.Set(e, &system.EntityIdentity{Id: switchId})
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//电路
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system.Switch2jZdj9StateComponent.Set(e, system.NewSwitch2jZdj9State())
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//J1
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j1 := system.NewPercentageDeviceStateM() //定位
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system.PercentageDeviceState1Component.Set(e, j1)
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//J2
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j2 := system.NewPercentageDeviceStateM() //定位
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system.PercentageDeviceState2Component.Set(e, j2)
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return e
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}
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func CreateTurnoutEntries(world ecs.World, turnouts []*repository.Turnout) []*ecs.Entry {
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var entries []*ecs.Entry
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for _, turnout := range turnouts {
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if len(turnout.RelayGroups()) == 0 {
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continue
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}
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var components []component.IComponentType
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components = append(components, system.EntityIdentityComponent)
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components = append(components, system.Switch2jZdj9StateComponent)
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entry := world.Create(components...)
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entries = append(entries, entry)
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system.EntityIdentityComponent.Set(entry, &system.EntityIdentity{Id: turnout.Id()})
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system.Switch2jZdj9StateComponent.Set(entry, system.NewSwitch2jZdj9State())
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}
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return entries
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}
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func TurnToNormal(worldId ecs.WorldId, turnoutId string) {
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sim := simulation.FindSimulation(worldId)
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turnoutEntry := system.FindEntityById(sim.World(), turnoutId)
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state := system.Switch2jZdj9StateComponent.Get(turnoutEntry)
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state.YCJ = true
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state.DCJ = true
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}
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func TurnToReverse(worldId ecs.WorldId, turnoutId string) {
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sim := simulation.FindSimulation(worldId)
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turnoutEntry := system.FindEntityById(sim.World(), turnoutId)
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state := system.Switch2jZdj9StateComponent.Get(turnoutEntry)
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state.YCJ = true
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state.FCJ = true
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}
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func GetState(worldId ecs.WorldId, turnoutId string) Position {
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sim := simulation.FindSimulation(worldId)
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turnoutEntry := system.FindEntityById(sim.World(), turnoutId)
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state := system.Switch2jZdj9StateComponent.Get(turnoutEntry)
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if state.ZDBJ {
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return D
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} else if state.ZFBJ {
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return F
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} else {
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return SK
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}
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}
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