package entities import ( "joylink.club/ecs" "joylink.club/rtsssimulation/deprecated/system" ) func CreateSignal3XH1Entity(w ecs.World, signalId string) *ecs.Entry { e := w.Create(system.EntityIdentityComponent, system.Signal3XH1StateComponent, system.Signal3XH1FilamentStateComponent) system.EntityIdentityComponent.Set(e, &system.EntityIdentity{Id: signalId}) system.Signal3XH1StateComponent.Set(e, system.NewSignal3XH1State()) system.Signal3XH1FilamentStateComponent.Set(e, system.NewSignal3XH1FilamentState()) return e } func CreateSignal2XH1CdcEntity(w ecs.World, signalId string) *ecs.Entry { e := w.Create(system.EntityIdentityComponent, system.Signal2XH1StateComponent, system.Signal2XH1FilamentStateComponent) system.EntityIdentityComponent.Set(e, &system.EntityIdentity{Id: signalId}) system.Signal2XH1StateComponent.Set(e, system.NewSignal2XH1CdcState()) system.Signal2XH1FilamentStateComponent.Set(e, system.NewSignal2XH1FilamentState()) return e } func CreateSignal2XH1CzqzEntity(w ecs.World, signalId string) *ecs.Entry { e := w.Create(system.EntityIdentityComponent, system.Signal2XH1StateComponent, system.Signal2XH1FilamentStateComponent) system.EntityIdentityComponent.Set(e, &system.EntityIdentity{Id: signalId}) system.Signal2XH1StateComponent.Set(e, system.NewSignal2XH1CzqzState()) system.Signal2XH1FilamentStateComponent.Set(e, system.NewSignal2XH1FilamentState()) return e } func CreateSignal3XH2Entity(w ecs.World, signalId string) *ecs.Entry { e := w.Create(system.EntityIdentityComponent, system.Signal3XH2StateComponent, system.Signal3XH2FilamentStateComponent) system.EntityIdentityComponent.Set(e, &system.EntityIdentity{Id: signalId}) system.Signal3XH2StateComponent.Set(e, system.NewSignal3XH2State()) system.Signal3XH2FilamentStateComponent.Set(e, system.NewSignal3XH2FilamentState()) return e } func CreateSignal3XH3Entity(w ecs.World, signalId string) *ecs.Entry { e := w.Create(system.EntityIdentityComponent, system.Signal3XH3StateComponent, system.Signal3XH3FilamentStateComponent) system.EntityIdentityComponent.Set(e, &system.EntityIdentity{Id: signalId}) system.Signal3XH3StateComponent.Set(e, system.NewSignal3XH3State()) system.Signal3XH3FilamentStateComponent.Set(e, system.NewSignal3XH3FilamentState()) return e } func CreateSignal3XH4Entity(w ecs.World, signalId string) *ecs.Entry { e := w.Create(system.EntityIdentityComponent, system.Signal3XH4StateComponent, system.Signal3XH4FilamentStateComponent) system.EntityIdentityComponent.Set(e, &system.EntityIdentity{Id: signalId}) system.Signal3XH4StateComponent.Set(e, system.NewSignal3XH4State()) system.Signal3XH4FilamentStateComponent.Set(e, system.NewSignal3XH4FilamentState()) return e } func CreateSignalJDXHEntity(w ecs.World, signalId string) *ecs.Entry { e := w.Create(system.EntityIdentityComponent, system.SignalJDXHStateComponent, system.SignalJDXHFilamentStateComponent) system.EntityIdentityComponent.Set(e, &system.EntityIdentity{Id: signalId}) system.SignalJDXHStateComponent.Set(e, system.NewSignalJDXHState()) system.SignalJDXHFilamentStateComponent.Set(e, system.NewSignalJDXHFilamentState()) return e } func CreateSignalDCXHEntity(w ecs.World, signalId string) *ecs.Entry { e := w.Create(system.EntityIdentityComponent, system.SignalDCXHStateComponent, system.SignalDCXHFilamentStateComponent) system.EntityIdentityComponent.Set(e, &system.EntityIdentity{Id: signalId}) system.SignalDCXHStateComponent.Set(e, system.NewSignalDCXHState()) system.SignalDCXHFilamentStateComponent.Set(e, system.NewSignalDCXHFilamentState()) return e } func CreateSignalJCKXHEntity(w ecs.World, signalId string) *ecs.Entry { e := w.Create(system.EntityIdentityComponent, system.SignalJCKXHStateComponent, system.SignalJCKXHFilamentStateComponent) system.EntityIdentityComponent.Set(e, &system.EntityIdentity{Id: signalId}) system.SignalJCKXHStateComponent.Set(e, system.NewSignalJCKXHState()) system.SignalJCKXHFilamentStateComponent.Set(e, system.NewSignalJCKXHFilamentState()) return e }