iscs bas 大系统
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@ -36,7 +36,6 @@ func (f *FanSwitch) On() bool {
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// 电机转速与变频器频率关系 计算公式:n=60f/p(其中n是同步转速,f是频率,P是磁极对数)
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// 变频器的额定输出频率一般为0-100HZ
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type FanFcUnit struct {
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Fc bool //true-变频器已开启
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F uint16 //变频器频率(0-100HZ)
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}
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@ -103,27 +103,6 @@ func NewEvacuationTypeFireRollerShutterEntity(w ecs.World, id string) *ecs.Entry
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return entry
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}
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// NewFirePumpEntity 创建消防泵实体
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func NewFirePumpEntity(w ecs.World, id string) *ecs.Entry {
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entry := NewWaterPumpEntity(w, id)
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entry.AddComponent(component.FirePumpTag)
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return entry
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}
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// NewSprayPumpEntity 创建喷淋泵实体
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func NewSprayPumpEntity(w ecs.World, id string) *ecs.Entry {
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entry := NewWaterPumpEntity(w, id)
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entry.AddComponent(component.SprayPumpTag)
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return entry
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}
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// NewStabilizedPressurePumpEntity 创建稳压泵实体
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func NewStabilizedPressurePumpEntity(w ecs.World, id string) *ecs.Entry {
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entry := NewWaterPumpEntity(w, id)
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entry.AddComponent(component.StabilizedPressurePumpTag)
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return entry
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}
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// NewFasAcsEntity 创建火警ACS联动实体
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func NewFasAcsEntity(w ecs.World, id string) *ecs.Entry {
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wd := GetWorldData(w)
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@ -160,20 +139,6 @@ func NewWaterFlowIndicatorEntity(w ecs.World, id string) *ecs.Entry {
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return e
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}
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// NewSignalButterflyValveEntity 创建信号蝶阀实体
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func NewSignalButterflyValveEntity(w ecs.World, id string) *ecs.Entry {
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entry := NewElectricControlValveEntity(w, id)
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entry.AddComponent(component.SignalButterflyValveTag)
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return entry
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}
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// NewPressureSwitchEntity 压力开关是与电器开关相结合的装置,当到达预先设定的流体压力时,开关接点动作
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func NewPressureSwitchEntity(w ecs.World, id string) *ecs.Entry {
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entry := NewElectricControlValveEntity(w, id)
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entry.AddComponent(component.PressureSwitchTag)
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return entry
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}
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// NewNonFirePowerSourceEntity 创建非消防电源实体
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func NewNonFirePowerSourceEntity(w ecs.World, id string) *ecs.Entry {
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wd := GetWorldData(w)
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@ -21,6 +21,51 @@ func (s *FanSystem) Update(w ecs.World) {
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fan := component.FanDeviceType.Get(entry)
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fan.Forward = fan.Fs.OnForward()
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//
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speed := fan.Speed + s.calculateAc(fan, entry)*float32(w.Tick())
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//
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switch {
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case entry.HasComponent(component.CommonFanTag): //一般风机(3000 r/min)
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{
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if speed > 3000 {
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fan.Speed = 3000
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}
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}
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case entry.HasComponent(component.SoftStartFanTag): //软启风机(100 r/min)
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{
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if speed > 100 {
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fan.Speed = 100
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}
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}
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case entry.HasComponent(component.HighLowSpeedFanTag): //双速风机(Low 2000 r/min ; High 7000 r/min)
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{
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highMode := component.FanHighLowSpeedModeType.Get(entry).HighMode
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if highMode { //高速模式
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if speed > 7000 {
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fan.Speed = 7000
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}
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} else { //低速模式
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if speed > 2000 {
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fan.Speed = 2000
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}
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}
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}
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case entry.HasComponent(component.FcBypassFanTag):
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//变频旁路风机
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//电机转速与变频器频率关系 计算公式:n=60f/p(其中n是同步转速,f是频率,P是磁极对数)
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//变频器的额定输出频率一般为0-100HZ
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//假设风机磁极对数为1,则n=60f
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{
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fcUnit := component.FanFcUnitType.Get(entry)
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SPEED := 60 * float32(fcUnit.F) //当前频率目标转速
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if speed > SPEED {
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fan.Speed = SPEED
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}
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}
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}
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//
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if speed < 0 {
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fan.Speed = 0
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}
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})
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}
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@ -28,13 +73,15 @@ func (s *FanSystem) Update(w ecs.World) {
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func (s *FanSystem) calculateAc(fan *component.FanDevice, fanEntry *ecs.Entry) float32 {
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//大于0加速,小于0减速
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ac := float32(0)
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if fan.Fs.Off() { //电源关闭
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ac = -4 //4 r/ms
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} else {
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//
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softStart := false
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if fanEntry.HasComponent(component.FanSoftStartUnitType) {
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softStart = component.FanSoftStartUnitType.Get(fanEntry).SoftStart
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}
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//
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if fan.Fs.Off() { //电源关闭
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ac = -4 //4 r/ms
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} else {
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if fan.Fs.On() { //电源---正转或反转启动
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if softStart {
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ac = 0.02 // r/ms
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@ -43,48 +90,5 @@ func (s *FanSystem) calculateAc(fan *component.FanDevice, fanEntry *ecs.Entry) f
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}
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}
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}
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//一般风机(3000 r/min)
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if fanEntry.HasComponent(component.CommonFanTag) {
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if fan.Speed > 3000 && ac > 0 {
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ac = -1
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}
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return ac
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}
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//软启风机(100 r/min)
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if fanEntry.HasComponent(component.SoftStartFanTag) {
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if fan.Speed > 100 && ac > 0 {
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ac = -1
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}
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return ac
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}
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//双速风机(Low 2000 r/min ; High 7000 r/min)
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if fanEntry.HasComponent(component.HighLowSpeedFanTag) {
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highMode := component.FanHighLowSpeedModeType.Get(fanEntry).HighMode
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if highMode { //高速模式
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if fan.Speed > 7000 && ac > 0 {
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ac = -1
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}
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} else { //低速模式
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if fan.Speed > 2000 && ac > 0 {
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ac = -1
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}
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}
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return ac
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}
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//变频旁路风机
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//电机转速与变频器频率关系 计算公式:n=60f/p(其中n是同步转速,f是频率,P是磁极对数)
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//变频器的额定输出频率一般为0-100HZ
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//假设风机磁极对数为1,则n=60f
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if fanEntry.HasComponent(component.FcBypassFanTag) {
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fcUnit := component.FanFcUnitType.Get(fanEntry)
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if fcUnit.Fc {
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SPEED := 60 * fcUnit.F
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if fan.Speed > float32(SPEED) && ac > 0 {
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}
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} else {
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}
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}
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return ac
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}
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