rts-sim-module/examples/main.go
2023-08-18 11:26:12 +08:00

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package main
import (
"fmt"
"time"
"joylink.club/ecs"
"joylink.club/rtsssimulation/components"
"joylink.club/rtsssimulation/memory"
"joylink.club/rtsssimulation/state"
"joylink.club/rtsssimulation/system"
)
func main() {
world := ecs.NewWorld(300)
worlTime := time.Now()
//外界与world交互的门面
face := memory.InitializeWorld(world, worlTime)
//
initDevicesStatus(world)
//
initSystems(world)
//
world.StartUp()
time.Sleep(2 * time.Second)
//外界与world交互
//testSwitchTurn(world, face)
//testSignalOpt(world, face)
//testPsdCellOpt(world, face)
testPsdOpt(world, face)
//
fmt.Println("==>>world 当前时间:", face.WorldTime().GoString())
//
time.Sleep(40 * time.Second)
world.Close()
}
// /////////////////////////////////////////////////////////////////////////
func testPsdOpt(world ecs.World, face *system.FaceSystem) {
face.Call(func(w ecs.World) any {
return system.FirePsdMove(w, "psd1", true)
})
time.Sleep(5 * time.Second)
face.Call(func(w ecs.World) any {
return system.FirePsdMove(w, "psd1", false)
})
}
func testPsdCellOpt(world ecs.World, face *system.FaceSystem) {
face.Call(func(w ecs.World) any {
return system.FirePsdCellMove(w, "psd1", "psd1Cell1", 0)
})
face.Call(func(w ecs.World) any {
return system.FirePsdCellMove(w, "psd1", "psd1Cell2", 0)
})
time.Sleep(5 * time.Second)
face.Call(func(w ecs.World) any {
return system.FirePsdCellMove(w, "psd1", "psd1Cell1", 100)
})
face.Call(func(w ecs.World) any {
return system.FirePsdCellMove(w, "psd1", "psd1Cell2", 100)
})
}
func testSwitchTurn(world ecs.World, face *system.FaceSystem) {
reslult, _ := face.Call(func(w ecs.World) any {
fmt.Println("==>>1触发转动道岔 ...")
return system.FireSwitchTurn(w, "switch1", false)
})
fmt.Println("==>>1触发转动道岔 。。。", reslult)
time.Sleep(8 * time.Second)
reslult2, _ := face.Call(func(w ecs.World) any {
fmt.Println("==>>2触发转动道岔 ...")
return system.FireSwitchTurn(w, "switch1", true)
})
fmt.Println("==>>2触发转动道岔 。。。", reslult2)
}
func testSignalOpt(world ecs.World, face *system.FaceSystem) {
face.Call(func(w ecs.World) any {
return system.SetSignalDisplay(w, "siganl1", state.SignalAspect_B)
})
}
// ////////////////////////////////////////////////////////////////////////
func initDevicesStatus(world ecs.World) {
//当组件未显式set值时world会初始化组件的零值
switch1Entry := memory.CreateSwitchEntity(world)
components.DeviceIdentityComponent.Set(switch1Entry, &state.DeviceIdentity{Id: "switch1"})
//components.SwitchStateComponent.Set(switch1Entry, &state.SwitchState{NormalRelay: false, ReverseRelay: false, NormalTable: true, ReverseTable: false})
//
signal1Entry := memory.CreateSignalEntity(world)
components.DeviceIdentityComponent.Set(signal1Entry, &state.DeviceIdentity{Id: "siganl1"})
components.SignalStateComponent.Set(signal1Entry, &state.SignalState{Display: state.SignalAspect_No})
//psd1两个cell
psd1Entry := memory.CreatePsdEntity(world)
components.DeviceIdentityComponent.Set(psd1Entry, &state.DeviceIdentity{Id: "psd1"})
components.PsdStateComponent.Set(psd1Entry, &state.PsdState{AllClosed: true, AllOpened: false, InterlockReleased: false})
psd1Cell1Entry := memory.CreatePsdCellEntity(world, psd1Entry)
components.DeviceIdentityComponent.Set(psd1Cell1Entry, &state.DeviceIdentity{Id: "psd1Cell1"})
components.PsdCellStateComponent.Set(psd1Cell1Entry, &state.PsdCellState{CloseRate: 100})
psd1Cell2Entry := memory.CreatePsdCellEntity(world, psd1Entry)
components.DeviceIdentityComponent.Set(psd1Cell2Entry, &state.DeviceIdentity{Id: "psd1Cell2"})
components.PsdCellStateComponent.Set(psd1Cell2Entry, &state.PsdCellState{CloseRate: 100})
}
func initSystems(world ecs.World) {
world.AddSystem(system.NewSwitchSystem())
world.AddSystem(system.NewSignalSystem())
world.AddSystem(system.NewPsdSystem())
}