rts-sim-module/system/signal_3xh1_system.go

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package system
import (
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"fmt"
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"github.com/yohamta/donburi/filter"
"joylink.club/ecs"
sysEvent "joylink.club/rtsssimulation/system/event"
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"joylink.club/rtsssimulation/umi"
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)
// 电路状态信号机3XH-1(红-绿-黄) 道岔防护信号机(三显示不封灯,有单黄显示、带引导)
type Signal3XH1State struct {
// 物理黄灯true-亮
U bool
// 物理绿灯true-亮
L bool
// 物理红灯true-亮
H bool
// 点灯继电器true-吸合,常态落下表示逻辑点灯
DDJ bool
//2DJ灯丝继电器true-吸合
EDJ bool
//灯丝继电器true-吸合
DJ bool
//列车信号继电器true-吸合
LXJ bool
//引导信号继电器true-吸合
YXJ bool
//开通正线信号继电器true-吸合
ZXJ bool
}
func NewSignal3XH1State() *Signal3XH1State {
return &Signal3XH1State{
U: false,
L: false,
H: false,
DDJ: true,
EDJ: false,
DJ: false,
LXJ: false,
YXJ: false,
ZXJ: false,
}
}
// 信号机3XH-1电路状态组件
var Signal3XH1StateComponent = ecs.NewComponentType[Signal3XH1State]()
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var signal3XH1Query = ecs.NewQuery(filter.Contains(EntityIdentityComponent, Signal3XH1StateComponent))
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type Signal3XH1System struct {
}
func NewSignal3XH1System() *Signal3XH1System {
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return &Signal3XH1System{}
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}
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// 继电器动作事件处理
// 将继电器动作的结果同步到系统
var Signal3XH1RelayActionEventProcessor = func(w ecs.World, event sysEvent.RelayActionEvent) {
//根据event来更新Signal3XH1State中对应继电器的状态
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signal3XH1Query.Each(w, func(e *ecs.Entry) {
signalModel := FindModelStorage(w).FindById(EntityIdentityComponent.Get(e).Id)
roler, ok := signalModel.(umi.IRelayCRoler)
if ok {
if _, relayName, find := roler.FindCircuitRole(event.Id); find {
state := Signal3XH1StateComponent.Get(e)
switch relayName {
case "DDJ":
state.DDJ = event.Xh
case "DJ":
state.DJ = event.Xh
case "2DJ":
state.EDJ = event.Xh
case "LXJ":
state.LXJ = event.Xh
case "YXJ":
state.YXJ = event.Xh
case "ZXJ":
state.ZXJ = event.Xh
default:
panic(fmt.Sprintf("Signal3XH1的模型[%s]中继电器功能名称[%s]无法识别", signalModel.GetId(), relayName))
}
}
} else {
panic("Signal3XH1的模型未实现接口umi.IRelayCRoler")
}
})
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}
// world 执行
func (me *Signal3XH1System) Update(w ecs.World) {
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signal3XH1Query.Each(w, func(e *ecs.Entry) {
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signal3XH1State := Signal3XH1StateComponent.Get(e)
//
_U := signal3XH1State.U
_L := signal3XH1State.L
_H := signal3XH1State.H
//
me.calculateU(w, signal3XH1State)
me.calculateL(w, signal3XH1State)
me.calculateH(w, signal3XH1State)
me.calculateDJ(w, e, signal3XH1State)
me.calculate2DJ(w, e, signal3XH1State)
//状态改变发送事件
if _U != signal3XH1State.U || _H != signal3XH1State.H || _L != signal3XH1State.L {
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signalId := EntityIdentityComponent.Get(e).Id
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sysEvent.Signal3XH1AspectChangedEventBus.Publish(w, &sysEvent.Signal3XH1AspectChangedEvent{
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Id: signalId,
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U: signal3XH1State.U,
L: signal3XH1State.L,
H: signal3XH1State.H,
})
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}
})
}
// 黄灯点灯电路
// 开放引导信号,黄灯亮且红灯亮
// 开放列车信号且开通侧向,只黄灯亮
func (me *Signal3XH1System) calculateU(w ecs.World, state *Signal3XH1State) {
//引导信号
isY := !state.DDJ && !state.LXJ && state.DJ && state.YXJ
//侧向行车信号
isLC := !state.DDJ && state.LXJ && !state.ZXJ
state.U = isY || isLC
}
// 绿灯点灯电路
// 开放正线行车信号,只亮绿灯
func (me *Signal3XH1System) calculateL(w ecs.World, state *Signal3XH1State) {
isL := !state.DDJ && state.LXJ && state.ZXJ
state.L = isL
}
// 红灯点灯电路
// 列车信号禁止时,亮红灯
func (me *Signal3XH1System) calculateH(w ecs.World, state *Signal3XH1State) {
isH := !state.DDJ && !state.LXJ
state.H = isH
}
// DJ 灯丝继电器电路
func (me *Signal3XH1System) calculateDJ(w ecs.World, e *ecs.Entry, state *Signal3XH1State) {
_DJ := state.DJ
//
isDj := !state.DDJ
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//通知继电器进行动作
if _DJ != isDj {
sysEvent.RelayNeedChangeEventBus.Publish(w, &sysEvent.RelayNeedChangeEvent{Id: "123", Xh: isDj})
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}
}
// 2DJ 灯丝继电器电路
func (me *Signal3XH1System) calculate2DJ(w ecs.World, e *ecs.Entry, state *Signal3XH1State) {
_2DJ := state.EDJ
//
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is2DJ := state.U
//通知继电器进行动作
if _2DJ != is2DJ {
sysEvent.RelayNeedChangeEventBus.Publish(w, &sysEvent.RelayNeedChangeEvent{Id: "123", Xh: is2DJ})
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}
}