【存储仿真的实体】【获取道岔状态逻辑处理】
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@ -3,7 +3,6 @@ package entities
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import (
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import (
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"time"
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"time"
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"github.com/yohamta/donburi/filter"
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"joylink.club/ecs"
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"joylink.club/ecs"
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"joylink.club/rtsssimulation/repository"
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"joylink.club/rtsssimulation/repository"
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"joylink.club/rtsssimulation/simulation"
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"joylink.club/rtsssimulation/simulation"
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@ -13,6 +12,7 @@ import (
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type Position int
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type Position int
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type TurnoutState struct {
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type TurnoutState struct {
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Id string
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Normal bool
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Normal bool
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Reverse bool
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Reverse bool
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Turning bool
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Turning bool
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@ -78,18 +78,10 @@ func TurnToReverse(worldId ecs.WorldId, turnoutId string) {
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func GetState(worldId ecs.WorldId, turnoutId string) *TurnoutState {
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func GetState(worldId ecs.WorldId, turnoutId string) *TurnoutState {
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sim := simulation.FindSimulation(worldId)
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sim := simulation.FindSimulation(worldId)
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query := ecs.NewQuery(filter.Contains(system.EntityIdentityComponent, system.Switch2jZdj9StateComponent))
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entry := sim.GetEntry(turnoutId)
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var turnoutState *TurnoutState
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if entry == nil {
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// 查找道岔位置
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return nil
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query.Each(sim.World(), func(e *ecs.Entry) {
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}
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if turnoutId == system.EntityIdentityComponent.Get(e).Id {
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state := system.Switch2jZdj9StateComponent.Get(entry)
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state := system.Switch2jZdj9StateComponent.Get(e)
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return &TurnoutState{Id: turnoutId, Normal: state.IsNormal(), Reverse: state.IsReverse(), Turning: state.IsTurning()}
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turnoutState = &TurnoutState{
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Normal: state.IsNormal(),
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Reverse: state.IsReverse(),
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Turning: state.IsTurning(),
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}
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}
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})
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return turnoutState
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}
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}
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@ -1,6 +1,8 @@
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package simulation
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package simulation
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import (
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import (
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"sync"
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"joylink.club/ecs"
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"joylink.club/ecs"
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"joylink.club/rtsssimulation/repository"
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"joylink.club/rtsssimulation/repository"
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)
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)
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@ -10,8 +12,9 @@ var (
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)
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)
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type Simulation struct {
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type Simulation struct {
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world ecs.World
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world ecs.World
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repo *repository.Repository
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repo *repository.Repository
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entityMap sync.Map
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}
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}
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func (s *Simulation) World() ecs.World {
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func (s *Simulation) World() ecs.World {
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@ -22,12 +25,25 @@ func (s *Simulation) Repo() *repository.Repository {
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return s.repo
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return s.repo
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}
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}
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func CreateSimulation(repo *repository.Repository, world ecs.World) {
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func (s *Simulation) AddEntry(id string, entity *ecs.Entry) {
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s.entityMap.Store(id, entity)
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}
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func (s *Simulation) GetEntry(id string) *ecs.Entry {
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e, ok := s.entityMap.Load(id)
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if ok {
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return e.(*ecs.Entry)
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}
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return nil
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}
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func CreateSimulation(repo *repository.Repository, world ecs.World) *Simulation {
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sim := &Simulation{
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sim := &Simulation{
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world: world,
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world: world,
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repo: repo,
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repo: repo,
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}
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}
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simulationManager[world.Id()] = sim
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simulationManager[world.Id()] = sim
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return sim
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}
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}
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func DestroySimulation(id ecs.WorldId) {
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func DestroySimulation(id ecs.WorldId) {
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@ -13,16 +13,15 @@ import (
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func CreateSimulation(repo *repository.Repository) ecs.WorldId {
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func CreateSimulation(repo *repository.Repository) ecs.WorldId {
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wc := &WorldConfig{
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wc := &WorldConfig{
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Systems: []ecs.ISystem{system.NewTimerSystem(), system.NewPercentageMovableSystem(), system.NewSwitch2jZdj9System(), system.NewRelaySystem()},
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Systems: []ecs.ISystem{system.NewSwitch2jZdj9System(), system.NewRelaySystem()},
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Tick: 200,
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Tick: 200,
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InitTime: time.Now(),
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InitTime: time.Now(),
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}
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}
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w := InitializeWorld(wc)
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w := InitializeWorld(wc)
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simulation.CreateSimulation(repo, w)
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sim := simulation.CreateSimulation(repo, w)
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//添加实体
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//添加实体
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entities.CreateSystemTimerEntity(w, wc.InitTime)
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entities.CreateSystemTimerEntity(w, wc.InitTime)
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entities.CreateTurnoutEntries(w, repo.TurnoutList())
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initDeviceEntries(w, sim, repo)
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entities.CreateRelayEntries(w, repo.RelayList())
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//初始化组件
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//初始化组件
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InitComponent(w, repo)
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InitComponent(w, repo)
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//添加监听器
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//添加监听器
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@ -33,6 +32,20 @@ func CreateSimulation(repo *repository.Repository) ecs.WorldId {
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return w.Id()
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return w.Id()
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}
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}
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func initDeviceEntries(w ecs.World, sim *simulation.Simulation, repo *repository.Repository) {
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// 初始化道岔
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for _, turnout := range repo.TurnoutList() {
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if len(turnout.RelayGroups()) == 0 {
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continue
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}
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sim.AddEntry(turnout.Id(), entities.CreateSwitch2jzdj9Entity(w, turnout.Id()))
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}
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// 初始化继电器
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for _, relay := range repo.RelayList() {
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sim.AddEntry(relay.Id(), entities.CreateRelayEntity(w, relay.Id()))
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}
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}
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// InitializeWorld 初始化仿真world
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// InitializeWorld 初始化仿真world
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func InitializeWorld(config *WorldConfig) ecs.World {
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func InitializeWorld(config *WorldConfig) ecs.World {
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world := ecs.NewWorld(config.Tick)
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world := ecs.NewWorld(config.Tick)
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