147 lines
5.7 KiB
Go
147 lines
5.7 KiB
Go
package creator
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import (
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"time"
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"joylink.club/ecs"
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"joylink.club/rtsssimulation/components"
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"joylink.club/rtsssimulation/components/cstate"
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"joylink.club/rtsssimulation/system"
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"joylink.club/rtsssimulation/umi"
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)
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// 仿真world配置
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type WorldConfig struct {
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//模型管理器,接收模型仓库管理器实例的指针
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ModelManager umi.IModelManager
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//world 系统
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Systems []ecs.ISystem
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//world tick
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Tick int
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//world 起始时间
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InitTime time.Time
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}
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// 初始化仿真world
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func InitializeWorld(config *WorldConfig) ecs.World {
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world := ecs.NewWorld(config.Tick)
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// 初始化系统
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for _, sys := range config.Systems {
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world.AddSystem(sys)
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}
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// 初始化实体
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initEntites(config, world)
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//
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return world
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}
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// 初始化实体
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func initEntites(config *WorldConfig, world ecs.World) {
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modelStorageRefEntry := CreateModelStorageRefEntity(world)
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components.ModelStorageRefComponent.Set(modelStorageRefEntry, &cstate.ModelStorageRef{ModelManager: config.ModelManager})
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//world time
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worldTime := CreateWorldTimeEntity(world)
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components.SystemTimerComponent.Set(worldTime, cstate.NewSystemTimer(&config.InitTime))
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//
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foreachModels(config.ModelManager, umi.Switch, func(md umi.IDeviceModel) {
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entry := CreateSwitchEntity(world)
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components.DeviceIdentityComponent.Set(entry, &cstate.DeviceIdentity{Id: md.GetId()})
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components.SwitchRelayStateComponent.Set(entry, &cstate.SwitchRelayState{DcJ: false, FcJ: false, DbJ: true, FbJ: false})
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components.PercentageDeviceStateComponent.Set(entry, &cstate.PercentageDeviceState{Rate: system.SwitchNormalVaule, Target: system.SwitchNormalVaule})
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components.MovableDeviceStateComponent.Set(entry, &cstate.MovableDeviceState{ToH: false, Speed: 0, Position: system.SwitchNormalVaule})
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})
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//
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foreachModels(config.ModelManager, umi.Signal, func(md umi.IDeviceModel) {
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entry := CreateSignalEntity(world)
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components.DeviceIdentityComponent.Set(entry, &cstate.DeviceIdentity{Id: md.GetId()})
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components.SignalStateComponent.Set(entry, &cstate.SignalState{Display: cstate.SignalAspect_No})
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})
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//
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foreachModels(config.ModelManager, umi.Psd, func(md umi.IDeviceModel) {
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psdEntry := CreatePsdEntity(world)
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components.DeviceIdentityComponent.Set(psdEntry, &cstate.DeviceIdentity{Id: md.GetId()})
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components.PsdStateComponent.Set(psdEntry, &cstate.PsdState{AllClosed: true, AllOpened: false, InterlockReleased: false})
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//
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psd := md.(umi.IPsdModel)
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for _, psdCell := range psd.AllDeviceCells() {
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cellEntry := CreatePsdCellEntity(world, psdEntry)
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components.DeviceIdentityComponent.Set(cellEntry, &cstate.DeviceIdentity{Id: psdCell.GetId()})
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components.PercentageDeviceStateComponent.Set(cellEntry, &cstate.PercentageDeviceState{Rate: system.PsdCellWholeCloseValue, Target: system.PsdCellWholeCloseValue})
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components.MovableDeviceStateComponent.Set(cellEntry, &cstate.MovableDeviceState{ToH: true, Speed: 0, Position: system.PsdCellWholeCloseValue})
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}
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})
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//
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foreachModels(config.ModelManager, umi.TowPosButton, func(md umi.IDeviceModel) {
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entry := CreateTowPosButtonEntity(world)
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components.DeviceIdentityComponent.Set(entry, &cstate.DeviceIdentity{Id: md.GetId()})
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components.TowPositionButtonStateComponent.Set(entry, &cstate.TowPositionButtonState{Pos1: false, Pos2: true})
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})
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}
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func foreachModels(modelManager umi.IModelManager, deviceType umi.DeviceType, eachFunc func(deviceModel umi.IDeviceModel)) {
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for _, model := range modelManager.FindByType(deviceType) {
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eachFunc(model)
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}
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}
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////////////////////////////////////////////////////////////////////////
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// 创建模型仓库引用实体
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func CreateModelStorageRefEntity(w ecs.World) *ecs.Entry {
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return w.Create(components.ModelStorageRefComponent)
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}
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// 创建world time 实体
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func CreateWorldTimeEntity(w ecs.World) *ecs.Entry {
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return w.Create(components.SystemTimerComponent)
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}
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// 创建道岔实体
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func CreateSwitchEntity(w ecs.World) *ecs.Entry {
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return w.Create(components.DeviceIdentityComponent, components.SwitchRelayStateComponent, components.PercentageDeviceStateComponent, components.MovableDeviceStateComponent)
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}
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// 创建信号机实体
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func CreateSignalEntity(w ecs.World) *ecs.Entry {
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return w.Create(components.DeviceIdentityComponent, components.SignalStateComponent)
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}
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// 创建物理区段实体
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func CreatePhysicalSectionEntity(w ecs.World) *ecs.Entry {
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return w.Create(components.DeviceIdentityComponent, components.PhysicalSectionStateComponent)
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}
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// 屏蔽门与其cell关系tag定义
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type PsdCellTag struct{}
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// 创建站台单侧屏蔽门实体
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func CreatePsdEntity(w ecs.World) *ecs.Entry {
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e := w.Create(components.DeviceIdentityComponent, components.PsdStateComponent, components.EntityTagHandlerComponent)
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components.EntityTagHandlerComponent.Set(e, &cstate.EntityTagHandler{Tag: ecs.NewComponentType[PsdCellTag]()})
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return e
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}
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// 创建屏蔽门cell实体
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func CreatePsdCellEntity(w ecs.World, psdEntry *ecs.Entry) *ecs.Entry {
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return w.Create(components.DeviceIdentityComponent, components.PercentageDeviceStateComponent, components.MovableDeviceStateComponent, components.EntityTagHandlerComponent.Get(psdEntry).Tag)
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}
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// 创建应答器实体
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func CreateBaliseEntity(w ecs.World) *ecs.Entry {
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return w.Create(components.DeviceIdentityComponent, components.BaliseStateComponent)
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}
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// 创建列车实体
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func CreateTrainEntity(w ecs.World) *ecs.Entry {
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return w.Create(components.DeviceIdentityComponent, components.TrainStateComponent)
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}
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// 创建两档位按钮实体
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func CreateTowPosButtonEntity(w ecs.World) *ecs.Entry {
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return w.Create(components.DeviceIdentityComponent, components.TowPositionButtonStateComponent)
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}
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// 创建继电器实体
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func CreateRelayEntity(w ecs.World) *ecs.Entry {
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return w.Create(components.DeviceIdentityComponent, components.RelayStateComponent)
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}
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