package entity import ( "joylink.club/ecs" "joylink.club/rtsssimulation/component" ) // NewIscsFanEntity 创建风机实体 func NewIscsFanEntity(w ecs.World, id string) *ecs.Entry { wd := GetWorldData(w) e, ok := wd.EntityMap[id] if !ok { e := w.Entry(w.Create(component.UidType, component.FanType, component.FanStateType)) component.UidType.SetValue(e, component.Uid{Id: id}) wd.EntityMap[id] = e } return e } // NewIscsTwoSpeedFanEntity 创建双速风机实体 func NewIscsTwoSpeedFanEntity(w ecs.World, id string) *ecs.Entry { entry := NewIscsFanEntity(w, id) entry.AddComponent(component.TwoSpeedFanTag) return entry } // NewAirConditionerEntity 创建空调实体/空调器实体 // // fc-true变频空调; func NewAirConditionerEntity(w ecs.World, id string, fc bool) *ecs.Entry { entry := NewIscsFanEntity(w, id) entry.HasComponent(component.AirConditionerTag) component.FanType.Get(entry).Fc = fc return entry } // NewCombinedAirConditionerEntity 组合式空调(变频空调) func NewCombinedAirConditionerEntity(w ecs.World, id string) *ecs.Entry { entry := NewAirConditionerEntity(w, id, true) entry.AddComponent(component.CombinedAirConditionerTag) return entry } // NewElectricControlValveEntity 创建电动调节阀实体 func NewElectricControlValveEntity(w ecs.World, id string) *ecs.Entry { wd := GetWorldData(w) e, ok := wd.EntityMap[id] if !ok { e := w.Entry(w.Create(component.UidType, component.ElectricControlValveType, component.TwoPositionTransformType)) component.UidType.SetValue(e, component.Uid{Id: id}) wd.EntityMap[id] = e } return e } // NewElectricAirValveEntity 创建电动风阀实体 func NewElectricAirValveEntity(w ecs.World, id string) *ecs.Entry { entry := NewElectricControlValveEntity(w, id) entry.AddComponent(component.ElectricAirValveTag) return entry } // NewCombinationAirValveEntity 创建组合式风阀 func NewCombinationAirValveEntity(w ecs.World, id string) *ecs.Entry { entry := NewElectricControlValveEntity(w, id) entry.AddComponent(component.CombinationAirValveTag) return entry } // NewElectricTwoWayValveEntity 创建电动两通调节阀实体 func NewElectricTwoWayValveEntity(w ecs.World, id string) *ecs.Entry { entry := NewElectricControlValveEntity(w, id) entry.AddComponent(component.ElectricTwoWayValveTag) return entry } // NewElectricButterflyValveEntity 创建电动蝶阀实体 func NewElectricButterflyValveEntity(w ecs.World, id string) *ecs.Entry { entry := NewElectricControlValveEntity(w, id) entry.AddComponent(component.ElectricButterflyValveTag) return entry } // NewPurificationDeviceEntity 创建净化装置实体 func NewPurificationDeviceEntity(w ecs.World, id string) *ecs.Entry { wd := GetWorldData(w) e, ok := wd.EntityMap[id] if !ok { e := w.Entry(w.Create(component.UidType, component.PurificationDeviceType, component.CounterType)) component.UidType.SetValue(e, component.Uid{Id: id}) wd.EntityMap[id] = e } return e } // NewElevatorDeviceEntity 创建垂直电梯实体 func NewElevatorDeviceEntity(w ecs.World, id string) *ecs.Entry { wd := GetWorldData(w) e, ok := wd.EntityMap[id] if !ok { e := w.Entry(w.Create(component.UidType, component.ElevatorType)) component.UidType.SetValue(e, component.Uid{Id: id}) wd.EntityMap[id] = e } return e } // NewEscalatorDeviceEntity 创建自动扶梯实体 func NewEscalatorDeviceEntity(w ecs.World, id string) *ecs.Entry { wd := GetWorldData(w) e, ok := wd.EntityMap[id] if !ok { e := w.Entry(w.Create(component.UidType, component.EscalatorType)) component.UidType.SetValue(e, component.Uid{Id: id}) wd.EntityMap[id] = e } return e } // NewChillerUnitEntity 创建冷水机组实体 func NewChillerUnitEntity(w ecs.World, id string) *ecs.Entry { wd := GetWorldData(w) e, ok := wd.EntityMap[id] if !ok { e := w.Entry(w.Create(component.UidType, component.ChillerUnitType)) component.UidType.SetValue(e, component.Uid{Id: id}) wd.EntityMap[id] = e } return e } // NewWaterPumpEntity 创建水泵实体 func NewWaterPumpEntity(w ecs.World, id string) *ecs.Entry { wd := GetWorldData(w) e, ok := wd.EntityMap[id] if !ok { e := w.Entry(w.Create(component.UidType, component.WaterPumpType)) component.UidType.SetValue(e, component.Uid{Id: id}) wd.EntityMap[id] = e } return e } // NewFloatBallWaterPumpEntity 创建浮球型水泵 func NewFloatBallWaterPumpEntity(w ecs.World, id string) *ecs.Entry { entry := NewWaterPumpEntity(w, id) entry.AddComponent(component.FloatBallSwitchType) return entry } // NewWaterTankEntity 创建水池或水箱实体 func NewWaterTankEntity(w ecs.World, id string) *ecs.Entry { wd := GetWorldData(w) e, ok := wd.EntityMap[id] if !ok { e := w.Entry(w.Create(component.UidType, component.WaterTankType)) component.UidType.SetValue(e, component.Uid{Id: id}) wd.EntityMap[id] = e } return e } // NewWaterClosedContainerEntity 创建封闭式水容器,如冷却塔、水处理器 func NewWaterClosedContainerEntity(w ecs.World, id string) *ecs.Entry { wd := GetWorldData(w) e, ok := wd.EntityMap[id] if !ok { e := w.Entry(w.Create(component.UidType, component.WaterClosedContainerType)) component.UidType.SetValue(e, component.Uid{Id: id}) wd.EntityMap[id] = e } return e } // NewCoolingTowerEntity 创建冷却塔实体 func NewCoolingTowerEntity(w ecs.World, id string) *ecs.Entry { entry := NewWaterClosedContainerEntity(w, id) entry.AddComponent(component.CoolingTowerTag) return entry } // NewWaterProcessorEntity 创建水处理器实体 func NewWaterProcessorEntity(w ecs.World, id string) *ecs.Entry { entry := NewWaterClosedContainerEntity(w, id) entry.AddComponent(component.WaterProcessorTag) return entry } // NewBypassValveSwitchEntity 创建旁通阀开关实体 func NewBypassValveSwitchEntity(w ecs.World, id string) *ecs.Entry { wd := GetWorldData(w) e, ok := wd.EntityMap[id] if !ok { e := w.Entry(w.Create(component.UidType, component.ControlValveType, component.BypassValveSwitchTag)) component.UidType.SetValue(e, component.Uid{Id: id}) wd.EntityMap[id] = e } return e } // NewSensorEntity 创建传感器实体 func NewSensorEntity(w ecs.World, id string) *ecs.Entry { wd := GetWorldData(w) e, ok := wd.EntityMap[id] if !ok { e := w.Entry(w.Create(component.UidType, component.SensorType)) component.UidType.SetValue(e, component.Uid{Id: id}) wd.EntityMap[id] = e } return e } // NewThSensorEntity 创建温湿度传感器实体 func NewThSensorEntity(w ecs.World, id string) *ecs.Entry { wd := GetWorldData(w) e, ok := wd.EntityMap[id] if !ok { e := w.Entry(w.Create(component.UidType, component.ThSensorType)) component.UidType.SetValue(e, component.Uid{Id: id}) wd.EntityMap[id] = e } return e } // NewCO2SensorEntity CO2 传感器 func NewCO2SensorEntity(w ecs.World, id string) *ecs.Entry { entry := NewSensorEntity(w, id) entry.AddComponent(component.CO2SensorTag) return entry } // NewWaterTSensorEntity 水温传感器 func NewWaterTSensorEntity(w ecs.World, id string) *ecs.Entry { entry := NewSensorEntity(w, id) entry.AddComponent(component.WaterTSensorTag) return entry } // NewPressureSensorEntity 压力传感器 func NewPressureSensorEntity(w ecs.World, id string) *ecs.Entry { entry := NewSensorEntity(w, id) entry.AddComponent(component.PressureSensorTag) return entry } // NewFlowSensorEntity 流量传感器 func NewFlowSensorEntity(w ecs.World, id string) *ecs.Entry { entry := NewSensorEntity(w, id) entry.AddComponent(component.FlowSensorTag) return entry } // NewTemperatureSensorEntity 温度传感器 func NewTemperatureSensorEntity(w ecs.World, id string) *ecs.Entry { entry := NewSensorEntity(w, id) entry.AddComponent(component.TemperatureSensorTag) return entry } // NewLightingGuidanceEntity 创建照明导向实体 func NewLightingGuidanceEntity(w ecs.World, id string) *ecs.Entry { wd := GetWorldData(w) e, ok := wd.EntityMap[id] if !ok { e := w.Entry(w.Create(component.UidType, component.LightingGuidanceType)) component.UidType.SetValue(e, component.Uid{Id: id}) wd.EntityMap[id] = e } return e } // NewPowerSwitchGuidanceEntity 创建电源开关导向实体 func NewPowerSwitchGuidanceEntity(w ecs.World, id string) *ecs.Entry { wd := GetWorldData(w) e, ok := wd.EntityMap[id] if !ok { e := w.Entry(w.Create(component.UidType, component.PowerSwitchGuidanceType)) component.UidType.SetValue(e, component.Uid{Id: id}) wd.EntityMap[id] = e } return e } // NewEscalatorGuidanceEntity 创建扶梯导向实体 func NewEscalatorGuidanceEntity(w ecs.World, id string) *ecs.Entry { wd := GetWorldData(w) e, ok := wd.EntityMap[id] if !ok { e := w.Entry(w.Create(component.UidType, component.EscalatorGuidanceType)) component.UidType.SetValue(e, component.Uid{Id: id}) wd.EntityMap[id] = e } return e } // NewTicketGateGuidanceEntity 创建闸机导向实体 func NewTicketGateGuidanceEntity(w ecs.World, id string) *ecs.Entry { wd := GetWorldData(w) e, ok := wd.EntityMap[id] if !ok { e := w.Entry(w.Create(component.UidType, component.TicketGateGuidanceType)) component.UidType.SetValue(e, component.Uid{Id: id}) wd.EntityMap[id] = e } return e } // NewSectionEvacuationGuidanceEntity 创建区间疏散导向实体 func NewSectionEvacuationGuidanceEntity(w ecs.World, id string) *ecs.Entry { wd := GetWorldData(w) e, ok := wd.EntityMap[id] if !ok { e := w.Entry(w.Create(component.UidType, component.SectionEvacuationGuidanceType)) component.UidType.SetValue(e, component.Uid{Id: id}) wd.EntityMap[id] = e } return e } // NewCivilDefenseDoorEntity 创建人防门实体 func NewCivilDefenseDoorEntity(w ecs.World, id string) *ecs.Entry { wd := GetWorldData(w) e, ok := wd.EntityMap[id] if !ok { e := w.Entry(w.Create(component.UidType, component.CivilDefenseDoorType)) component.UidType.SetValue(e, component.Uid{Id: id}) wd.EntityMap[id] = e } return e }