rts-sim-module/simulation/simulation.go

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package simulation
import (
"joylink.club/ecs"
"joylink.club/rtsssimulation/entities"
"joylink.club/rtsssimulation/repository"
"joylink.club/rtsssimulation/system"
"time"
)
var (
simulationManager = make(map[ecs.WorldId]*Simulation)
)
type Simulation struct {
world ecs.World
repo *repository.Repository
}
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func (s *Simulation) GetWorld() ecs.World {
return s.world
}
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func (s *Simulation) GetRepo() *repository.Repository {
return s.repo
}
func CreateSimulation(repo *repository.Repository, systemTypes ...system.Type) int {
var systems []ecs.ISystem
systemTypeMap := make(map[system.Type]bool)
for _, systemType := range systemTypes {
switch systemType {
case system.SWITCH_ZDJ9_2:
systems = append(systems, system.NewSwitch2jZdj9System())
case system.RELAY:
systems = append(systems, system.NewRelaySystem())
case system.DEBUG:
systems = append(systems, system.NewDebugSystem())
}
systemTypeMap[systemType] = true
}
wc := &WorldConfig{
Systems: systems,
Tick: 200,
InitTime: time.Now(),
}
world := InitializeWorld(wc)
sim := &Simulation{
world: world,
repo: repo,
}
simulationManager[world.Id()] = sim
//添加实体
entities.CreateTurnoutEntries(world, repo.TurnoutList(), systemTypeMap)
if systemTypeMap[system.RELAY] {
entities.CreateRelayEntries(world, repo.RelayList())
}
//初始化组件
initComponent(world)
//启动
world.StartUp()
return int(world.Id())
}
func DestroySimulation(id ecs.WorldId) {
delete(simulationManager, id)
}
func FindSimulation(id ecs.WorldId) *Simulation {
return simulationManager[id]
}
func initComponent(world ecs.World) {
}