rts-sim-module/entity/ibp.go

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package entity
import (
"unsafe"
"joylink.club/ecs"
"joylink.club/rtsssimulation/component"
"joylink.club/rtsssimulation/repository"
"joylink.club/rtsssimulation/repository/model/proto"
)
// 创建按钮实体
func NewButtonEntity(w ecs.World, data *repository.Button, entityMap map[string]*ecs.Entry) *ecs.Entry {
uid := data.Id()
entry, ok := entityMap[uid]
if !ok {
var btnType ecs.IComponentType
switch data.GetBtnType() {
case proto.Button_NO_Reset_Press:
btnType = component.NoResetPressBtn
case proto.Button_NO_Reset_Up:
btnType = component.NoResetUpBtn
case proto.Button_Reset_Press:
btnType = component.ResetPressBtn
case proto.Button_Reset_Up:
btnType = component.ResetUpBtn
case proto.Button_Key_Knob:
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btnType = component.KeyKnob
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default:
btnType = component.UnknowBtn
}
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entry = w.Entry(w.Create(component.ButtonTag, btnType, component.UidType, component.BitStateType))
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component.UidType.SetValue(entry, component.Uid{Id: uid})
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// 带灯按钮
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if data.HasLight() {
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entry.AddComponent(component.SingleLightType, unsafe.Pointer(NewLightEntity(w)))
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}
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entityMap[uid] = entry
}
return entry
}
// 创建蜂鸣器实体
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func NewAlarmEntity(w ecs.World, alarm *repository.Alarm, entityMap map[string]*ecs.Entry) *ecs.Entry {
uid := alarm.Id()
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entry, ok := entityMap[uid]
if !ok {
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entry = w.Entry(w.Create(component.AlarmTag, component.UidType, component.AlarmDriveType, component.BitStateType))
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component.UidType.SetValue(entry, component.Uid{Id: uid})
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entityMap[uid] = entry
}
return entry
}
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// 创建IBP灯实体
func NewIBPLightEntity(w ecs.World, uid string, entityMap map[string]*ecs.Entry) *ecs.Entry {
entry, ok := entityMap[uid]
if !ok {
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entry = w.Entry(w.Create(component.LightTag, component.UidType, component.LightDriveType, component.BitStateType))
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component.UidType.SetValue(entry, component.Uid{Id: uid})
entityMap[uid] = entry
}
return entry
}
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// 创建IBP钥匙实体
func NewIBPKeyEntity(w ecs.World, uid string, entityMap map[string]*ecs.Entry) *ecs.Entry {
entry, ok := entityMap[uid]
if !ok {
entry = w.Entry(w.Create(component.KeyTag, component.UidType, component.GearStateType))
component.UidType.SetValue(entry, component.Uid{Id: uid})
entityMap[uid] = entry
}
return entry
}
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// 构建人员防护实体
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func LoadSPKEntity(w ecs.World, entry *ecs.Entry, spkData *repository.IBPRefMap, worldData *component.WorldData) error {
entityMap := worldData.EntityMap
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spk := &component.SpkElectronic{}
// 按钮组
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for _, btn := range spkData.Buttons() {
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e := NewButtonEntity(w, btn, entityMap)
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switch btn.Code() {
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case "X旁路":
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spk.SPKSXPLA_BTN = e
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case "S旁路":
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spk.SPKSSPLA_BTN = e
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case "人员防护试灯":
spk.SDA = e
}
}
// 钥匙组
for _, key := range spkData.Keys() {
e := NewIBPKeyEntity(w, key.Id(), entityMap)
switch key.Code() {
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case "SPKS1":
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spk.SPKSX1J_KEY = e
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case "SPKS3":
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spk.SPKSX3J_KEY = e
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case "SPKS2":
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spk.SPKSS2J_KEY = e
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case "SPKS4":
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spk.SPKSS4J_KEY = e
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}
}
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// 继电器组
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for _, relay := range spkData.Relays() {
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e := NewRelayEntity(w, relay, entityMap)
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switch relay.Code() {
case "SPKSX1J":
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spk.SPKSX1J = e
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case "SPKSX3J":
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spk.SPKSX3J = e
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case "SPKSS2J":
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spk.SPKSS2J = e
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case "SPKSS4J":
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spk.SPKSS4J = e
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case "SPKSXPLAJ":
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spk.SPKSXPLAJ = e
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case "SPKSSPLAJ":
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spk.SPKSSPLAJ = e
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}
}
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// 灯组
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for _, light := range spkData.Lights() {
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e := NewIBPLightEntity(w, light.Id(), entityMap)
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switch light.Code() {
case "启用状态_SPKS1":
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spk.SPKSX1D = e
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case "启用状态_SPKS3":
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spk.SPKSX3D = e
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case "启用状态_SPKS2":
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spk.SPKSS2D = e
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case "启用状态_SPKS4":
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spk.SPKSS4D = e
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}
}
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// 设置默认值
setSpkDefault(spk)
// 绑定组件
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entry.AddComponent(component.SpkElectronicType, unsafe.Pointer(spk))
entry.AddComponent(component.SpkCollectStateType, unsafe.Pointer(&component.SpkCollectState{}))
return nil
}
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// 人员防护设置默认值
func setSpkDefault(spk *component.SpkElectronic) {
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setIbpKeyGearVal(spk.SPKSX1J_KEY, 1)
setIbpKeyGearVal(spk.SPKSX3J_KEY, 1)
setIbpKeyGearVal(spk.SPKSS2J_KEY, 1)
setIbpKeyGearVal(spk.SPKSS4J_KEY, 1)
}
// 设置IBP钥匙状态
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func setIbpKeyGearVal(entry *ecs.Entry, val int32) {
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if entry == nil {
return
}
btn := component.GearStateType.Get(entry)
btn.Val = val
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}
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// 构建紧急关闭实体
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func LoadEMPEntity(w ecs.World, entry *ecs.Entry, spkData *repository.IBPRefMap, worldData *component.WorldData) error {
entityMap := worldData.EntityMap
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emp := &component.EmpElectronic{}
// 按钮组
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for _, btn := range spkData.Buttons() {
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e := NewButtonEntity(w, btn, entityMap)
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switch btn.Code() {
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case "EMP1":
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emp.EMP1_BTN = e
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case "EMP3":
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emp.EMP3_BTN = e
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case "EMP5":
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emp.EMP5_BTN = e
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case "EMP2":
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emp.EMP2_BTN = e
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case "EMP4":
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emp.EMP4_BTN = e
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case "EMP6":
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emp.EMP6_BTN = e
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case "X紧急关闭":
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emp.EMPX_BTN = e
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case "S紧急关闭":
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emp.EMPS_BTN = e
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case "X紧急关闭复原":
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emp.XEMPFA_BTN = e
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case "S紧急关闭复原":
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emp.SEMPFA_BTN = e
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case "切断警铃":
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emp.QBA = e
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case "信号试灯":
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emp.SDA = e
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}
}
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// 继电器组
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for _, relay := range spkData.Relays() {
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e := NewRelayEntity(w, relay, entityMap)
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switch relay.Code() {
case "XEMPJ":
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emp.XEMPJ = e
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case "SEMPJ":
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emp.SEMPJ = e
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}
}
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// 灯组
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for _, light := range spkData.Lights() {
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e := NewIBPLightEntity(w, light.Id(), entityMap)
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switch light.Code() {
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case "X紧急关闭":
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emp.XEMPD = e
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case "S紧急关闭":
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emp.SEMPD = e
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}
}
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// 蜂鸣器
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for _, alarm := range spkData.Alarms() {
switch alarm.Code() {
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case "报警电铃":
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emp.Alarm = NewAlarmEntity(w, alarm, entityMap)
}
}
// 设置默认值
setEmpDefault(emp)
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entry.AddComponent(component.EmpElectronicType, unsafe.Pointer(emp))
entry.AddComponent(component.EmpCollectStateType, unsafe.Pointer(&component.EmpCollectState{}))
return nil
}
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// 紧急关闭设置默认值
func setEmpDefault(emp *component.EmpElectronic) {
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setIbpBtnVal(emp.EMP1_BTN, true)
setIbpBtnVal(emp.EMP3_BTN, true)
setIbpBtnVal(emp.EMP5_BTN, true)
setIbpBtnVal(emp.EMPX_BTN, true)
setIbpBtnVal(emp.EMP2_BTN, true)
setIbpBtnVal(emp.EMP4_BTN, true)
setIbpBtnVal(emp.EMP6_BTN, true)
setIbpBtnVal(emp.EMPS_BTN, true)
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}
// 获取按钮状态
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func setIbpBtnVal(entry *ecs.Entry, val bool) {
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if entry == nil {
return
}
btn := component.BitStateType.Get(entry)
btn.Val = val
}