package repository import "joylink.club/rtsssimulation/repository/model/proto" //ISCS BAS 大系统相关 // AirPavilion 风亭(排、送) type AirPavilion struct { Identity Code string PavilionType proto.AirPavilion_Type //风亭子类型 PortA DevicePort //风亭A端口连接的设备 } func NewAirPavilion(id string, code string, pavilionType proto.AirPavilion_Type) *AirPavilion { return &AirPavilion{ Identity: &identity{id: id, deviceType: proto.DeviceType_DeviceType_AirPavilion}, Code: code, PavilionType: pavilionType, } } func (p *AirPavilion) PortNum() int { return 1 } // AirPavilionPort 风亭端口 // // implement DevicePort type AirPavilionPort struct { port proto.Port device *AirPavilion } func (p *AirPavilionPort) Port() proto.Port { return p.port } func (p *AirPavilionPort) Device() PortedDevice { return p.device } /////////////////////////////////////////////////////////// // Valve 阀门(电动调节阀、电动风阀) type Valve struct { Identity Code string ValveType proto.Valve_Type //阀门子类型 PortA *PipePort //阀门A端口连接的设备 PortB *PipePort //阀门B端口连接的设备 } func NewValve(id string, code string, valveType proto.Valve_Type) *Valve { return &Valve{ Identity: &identity{id: id, deviceType: proto.DeviceType_DeviceType_Valve}, Code: code, ValveType: valveType, } } func (p *Valve) PortNum() int { return 2 } func (p *Valve) Ports() []*PipePort { var ports []*PipePort if p.PortA != nil { ports = append(ports, p.PortA) } if p.PortB != nil { ports = append(ports, p.PortB) } return ports } // ValvePort 阀门端口 // // implement DevicePort type ValvePort struct { port proto.Port device *Valve } func (p *ValvePort) Port() proto.Port { return p.port } func (p *ValvePort) Device() PortedDevice { return p.device } ////////////////////////////////////////////////// // GasMixingChamber 混合室静压箱(气体) // 有四个端口,ABC三个端口为输入口,D端口为输出口 type GasMixingChamber struct { Identity Code string PortsA []*PipePort //A端多个输入口 PortsB []*PipePort //B端多个输出口 } func NewGasMixingChamber(id string, code string) *GasMixingChamber { return &GasMixingChamber{ Identity: &identity{id: id, deviceType: proto.DeviceType_DeviceType_GasMixingChamber}, Code: code, } } func (p *GasMixingChamber) PortNum() int { return 4 } func (p *GasMixingChamber) IsInput(pipeId string) bool { for _, portA := range p.PortsA { if pipeId == portA.pipe.Id() { return true } } return false } // GasMixingChamberPort 混合室静压箱端口 // // implement DevicePort type GasMixingChamberPort struct { port proto.Port device *GasMixingChamber } func (p *GasMixingChamberPort) Port() proto.Port { return p.port } func (p *GasMixingChamberPort) Device() PortedDevice { return p.device } //////////////////////////////////////////////// // CombinationAirConditioner 组合式空调 // 有四个端口,新风输入端口A,工作风输出端口B; // 端口C输出风再通过端口D输入,通过C->D实现对风再处理。 type CombinationAirConditioner struct { Identity Code string PortA *PipePort //新风输入A端口连接的设备 PortB *PipePort //工作风输出B端口连接的设备 PortC *PipePort //C端口连接的设备 PortD *PipePort //D端口连接的设备 } func NewCombinationAirConditioner(id string, code string) *CombinationAirConditioner { return &CombinationAirConditioner{ Identity: &identity{id: id, deviceType: proto.DeviceType_DeviceType_CombinationAirConditioner}, Code: code, } } func (p *CombinationAirConditioner) PortNum() int { return 4 } func (p *CombinationAirConditioner) Ports() []*PipePort { var ports []*PipePort if p.PortA != nil { ports = append(ports, p.PortA) } if p.PortB != nil { ports = append(ports, p.PortB) } if p.PortC != nil { ports = append(ports, p.PortC) } if p.PortD != nil { ports = append(ports, p.PortD) } return ports } // CombinationAirConditionerPort 组合式空调端口 // // implement DevicePort type CombinationAirConditionerPort struct { port proto.Port device *CombinationAirConditioner } func (p *CombinationAirConditionerPort) Port() proto.Port { return p.port } func (p *CombinationAirConditionerPort) Device() PortedDevice { return p.device } ///////////////////////////////////////////////////////////////// // AirPurificationDevice 净化装置(对组合式空调B端口输出的工作风进行净化) // 有两个端口,端口A输入,端口B输出 type AirPurificationDevice struct { Identity Code string PortA *PipePort //A端口连接的设备 PortB *PipePort //B端口连接的设备 } func NewAirPurificationDevice(id string, code string) *AirPurificationDevice { return &AirPurificationDevice{ Identity: &identity{id: id, deviceType: proto.DeviceType_DeviceType_AirPurificationDevice}, Code: code, } } func (p *AirPurificationDevice) PortNum() int { return 2 } func (p *AirPurificationDevice) Ports() []*PipePort { var ports []*PipePort if p.PortA != nil { ports = append(ports, p.PortA) } if p.PortB != nil { ports = append(ports, p.PortB) } return ports } // AirPurificationDevicePort 净化装置端口 // // implement DevicePort type AirPurificationDevicePort struct { port proto.Port device *AirPurificationDevice } func (p *AirPurificationDevicePort) Port() proto.Port { return p.port } func (p *AirPurificationDevicePort) Device() PortedDevice { return p.device } ///////////////////////////////////////////////////////// // AirCurtain 空气幕 type AirCurtain struct { Identity Code string } func NewAirCurtain(id string, code string) *AirCurtain { return &AirCurtain{ Identity: &identity{id: id, deviceType: proto.DeviceType_DeviceType_AirCurtain}, Code: code, } } ////////////////////////////////////////////////////////// // Fan 风机 type Fan struct { Identity Code string FanType proto.Fan_Type *fanRunningModel PortA *PipePort //A端口连接的设备,风机出风口即排风口,输出端口 PortB *PipePort //B端口连接的设备,风机进风口,输入端口 } func NewFan(id string, code string, fanType proto.Fan_Type) *Fan { return &Fan{ Identity: &identity{id: id, deviceType: proto.DeviceType_DeviceType_Fan}, Code: code, FanType: fanType, fanRunningModel: newFanRunningModel(fanType), } } func (p *Fan) PortNum() int { return 2 } // FanPort 风机端口 // // implement DevicePort type FanPort struct { port proto.Port device *Fan } func (p *FanPort) Port() proto.Port { return p.port } func (p *FanPort) Device() PortedDevice { return p.device } type fanRunningModel struct { maxSpeed float32 acTime uint16 } func (m *fanRunningModel) MotorMaxSpeed() float32 { return m.maxSpeed } func (m *fanRunningModel) MotorAcTime() uint16 { return m.acTime } func newFanRunningModel(fanType proto.Fan_Type) *fanRunningModel { switch fanType { case proto.Fan_CommonFan: return &fanRunningModel{maxSpeed: 3000, acTime: 2000} case proto.Fan_HighLowSpeedFan: return &fanRunningModel{maxSpeed: 6000, acTime: 4000} case proto.Fan_FcBypassFan: return &fanRunningModel{maxSpeed: 6000, acTime: 3000} case proto.Fan_SoftStartFan: return &fanRunningModel{maxSpeed: 100, acTime: 4000} default: return &fanRunningModel{maxSpeed: 3000, acTime: 2000} } } //////////////////////////////////////////////// // Environment 环境 // 有多个输入口,统一为端口A // 有多个输出口,统一为端口B type Environment struct { Identity Code string PortsA []DevicePort // 有多个输入口,统一为端口A,用来为环境补充新鲜空气; PortsB []DevicePort // 有多个输出口,统一为端口B,用户将环境的混浊气体排除; } func NewEnvironment(id string, code string) *Environment { return &Environment{ Identity: &identity{id: id, deviceType: proto.DeviceType_DeviceType_Environment}, Code: code, } } func (p *Environment) PortNum() int { return len(p.PortsA) + len(p.PortsB) } // EnvironmentPort 气体环境端口 // // implement DevicePort type EnvironmentPort struct { port proto.Port device *Environment } func (p *EnvironmentPort) Port() proto.Port { return p.port } func (p *EnvironmentPort) Device() PortedDevice { return p.device }