rts-sim-module/entity/ibp.go

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2023-10-12 13:47:57 +08:00
package entity
import (
"unsafe"
"joylink.club/ecs"
"joylink.club/rtsssimulation/component"
"joylink.club/rtsssimulation/repository"
"joylink.club/rtsssimulation/repository/model/proto"
)
// 创建IBP实体
func NewIBPEntity(w ecs.World, entityMap map[string]*ecs.Entry) {
entry := w.Entry(w.Create(component.IBP))
loadSPKEntity(w, entry, entityMap)
loadEMPEntity(w, entry, entityMap)
}
// 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
}
entry = w.Entry(w.Create(btnType, component.BitStateType))
entityMap[uid] = entry
}
return entry
}
// 创建蜂鸣器实体
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func NewFMQEntity(w ecs.World, uid string, entityMap map[string]*ecs.Entry) *ecs.Entry {
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entry, ok := entityMap[uid]
if !ok {
entry = w.Entry(w.Create(component.FMQDriveType, component.BitStateType))
entityMap[uid] = entry
}
return entry
}
// 构建人员防护实体
func loadSPKEntity(w ecs.World, entry *ecs.Entry, entityMap map[string]*ecs.Entry) error {
spk := &component.SpkElectronic{}
// 按钮组
spk.SPKSXPLA_BTN = NewButtonEntity(w, nil, entityMap)
spk.SPKSSPLA_BTN = NewButtonEntity(w, nil, entityMap)
spk.SDA = NewButtonEntity(w, nil, entityMap)
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// 钥匙
spk.SPKSX1J_KEY = NewButtonEntity(w, nil, entityMap)
spk.SPKSX3J_KEY = NewButtonEntity(w, nil, entityMap)
spk.SPKSS2J_KEY = NewButtonEntity(w, nil, entityMap)
spk.SPKSS4J_KEY = NewButtonEntity(w, nil, entityMap)
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// 继电器组
spk.SPKSX1J = NewRelayEntity(w, nil, entityMap)
spk.SPKSX3J = NewRelayEntity(w, nil, entityMap)
spk.SPKSS2J = NewRelayEntity(w, nil, entityMap)
spk.SPKSS4J = NewRelayEntity(w, nil, entityMap)
spk.SPKSXPLAJ = NewRelayEntity(w, nil, entityMap)
spk.SPKSSPLAJ = NewRelayEntity(w, nil, entityMap)
// 灯组
spk.SPKSX1D = NewLightHEntity(w)
spk.SPKSX3D = NewLightHEntity(w)
spk.SPKSS2D = NewLightHEntity(w)
spk.SPKSS4D = NewLightHEntity(w)
spk.SPKSXPLAD = NewLightHEntity(w)
spk.SPKSSPLAD = NewLightHEntity(w)
entry.AddComponent(component.SpkElectronicType, unsafe.Pointer(spk))
entry.AddComponent(component.SpkCollectStateType, unsafe.Pointer(&component.SpkCollectState{}))
return nil
}
// 构建紧急关闭实体
func loadEMPEntity(w ecs.World, entry *ecs.Entry, entityMap map[string]*ecs.Entry) error {
emp := &component.EmpElectronic{}
// 按钮组
emp.EMP1_BTN = NewButtonEntity(w, nil, entityMap)
emp.EMP3_BTN = NewButtonEntity(w, nil, entityMap)
emp.EMP5_BTN = NewButtonEntity(w, nil, entityMap)
emp.EMPX_BTN = NewButtonEntity(w, nil, entityMap)
emp.EMP2_BTN = NewButtonEntity(w, nil, entityMap)
emp.EMP4_BTN = NewButtonEntity(w, nil, entityMap)
emp.EMP6_BTN = NewButtonEntity(w, nil, entityMap)
emp.EMPS_BTN = NewButtonEntity(w, nil, entityMap)
emp.XEMPFA_BTN = NewButtonEntity(w, nil, entityMap)
emp.SEMPFA_BTN = NewButtonEntity(w, nil, entityMap)
emp.QBA = NewButtonEntity(w, nil, entityMap)
emp.SDA = NewButtonEntity(w, nil, entityMap)
// 继电器组
emp.XEMPJ = NewRelayEntity(w, nil, entityMap)
emp.SEMPJ = NewRelayEntity(w, nil, entityMap)
// 灯组
emp.XEMPD = NewLightHEntity(w)
emp.SEMPD = NewLightHEntity(w)
// 蜂鸣器
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emp.FMQ = NewFMQEntity(w, "", entityMap)
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entry.AddComponent(component.EmpElectronicType, unsafe.Pointer(emp))
entry.AddComponent(component.EmpCollectStateType, unsafe.Pointer(&component.EmpCollectState{}))
return nil
}