rts-sim-module/entities/switch_entity.go

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package entities
import (
"github.com/yohamta/donburi/component"
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"joylink.club/ecs"
"joylink.club/rtsssimulation/repository"
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"joylink.club/rtsssimulation/simulation"
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"joylink.club/rtsssimulation/system"
)
type Position int
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
}
var components []component.IComponentType
components = append(components, system.EntityIdentityComponent)
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components = append(components, system.Switch2jZdj9StateComponent)
entry := world.Create(components...)
entries = append(entries, entry)
system.EntityIdentityComponent.Set(entry, &system.EntityIdentity{Id: turnout.Id()})
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system.Switch2jZdj9StateComponent.Set(entry, system.NewSwitch2jZdj9State())
}
return entries
}
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func TurnToNormal(worldId ecs.WorldId, turnoutId string) {
sim := simulation.FindSimulation(worldId)
turnoutEntry := system.FindEntityById(sim.World(), turnoutId)
state := system.Switch2jZdj9StateComponent.Get(turnoutEntry)
state.YCJ = true
state.DCJ = true
}
func TurnToReverse(worldId ecs.WorldId, turnoutId string) {
sim := simulation.FindSimulation(worldId)
turnoutEntry := system.FindEntityById(sim.World(), turnoutId)
state := system.Switch2jZdj9StateComponent.Get(turnoutEntry)
state.YCJ = true
state.FCJ = true
}
func GetState(worldId ecs.WorldId, turnoutId string) Position {
sim := simulation.FindSimulation(worldId)
turnoutEntry := system.FindEntityById(sim.World(), turnoutId)
state := system.Switch2jZdj9StateComponent.Get(turnoutEntry)
if state.ZDBJ {
return D
} else if state.ZFBJ {
return F
} else {
return SK
}
}