package system import ( "github.com/yohamta/donburi/filter" "joylink.club/ecs" "joylink.club/rtsssimulation/components" "joylink.club/rtsssimulation/state" ) // 道岔系统操作 type SwitchSystem struct { //正常转动道岔系统查询 turningQuery *ecs.Query } func NewSwitchSystem() *SwitchSystem { return &SwitchSystem{ turningQuery: ecs.NewQuery(filter.Contains(components.ComSwitchState, components.ComSwitchTurnOperating)), } } // 触发道岔正常转动 // w: 当前世界 // switchId: 道岔id // turnNormal: true-道岔转动到定位,false-道岔转动到反位 // turnTime: 道岔转动耗时ms func FireSwitchTurn(w ecs.World, switchId string, turnNormal bool, turnTime int) bool { fireQuery := ecs.NewQuery(filter.Contains(components.ComDeviceIdentity, components.ComSwitchTurnOperating)) // var turnOperating *state.SwitchTurnOperating fireQuery.Each(w, func(e *ecs.Entry) { if id := components.ComDeviceIdentity.Get(e).Id; id == switchId { turnOperating = components.ComSwitchTurnOperating.Get(e) } }) // if nil == turnOperating { return false } // turnOperating.TurnNormal = turnNormal turnOperating.TurningTime = int64(turnTime) turnOperating.StartTurn = true return true } // world 执行 func (me *SwitchSystem) Update(w ecs.World) { //道岔转动操作 me.turningQuery.Each(w, func(e *ecs.Entry) { if turnOperting := components.ComSwitchTurnOperating.Get(e); turnOperting.StartTurn { if turnOperting.TurningTime > 0 { //正在转动 turnOperting.TurningTime -= int64(w.Tick()) } else { //转动完成 turnOperting.StartTurn = false state := components.ComSwitchState.Get(e) if turnOperting.TurnNormal { state.Normal = true state.Reverse = false } else { state.Normal = false state.Reverse = true } } } }) }