@fmsim/machine 2.0.0-beta.94 → 2.0.0-beta.97
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/factories/machine-3d.js +14 -22
- package/dist/factories/machine-3d.js.map +1 -1
- package/dist/scene/root-container-override.js +55 -0
- package/dist/scene/root-container-override.js.map +1 -1
- package/dist/stocker-capacity-bar.js +145 -3
- package/dist/stocker-capacity-bar.js.map +1 -1
- package/dist/tsconfig.tsbuildinfo +1 -1
- package/dist/utils/stocker-gauge.js +62 -0
- package/dist/utils/stocker-gauge.js.map +1 -0
- package/package.json +3 -3
- package/src/factories/machine-3d.ts +18 -21
- package/src/scene/root-container-override.ts +57 -0
- package/src/stocker-capacity-bar.ts +173 -4
- package/src/utils/stocker-gauge.ts +81 -0
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@@ -6,6 +6,25 @@ import { LEGEND_CAPACITY } from './features/mcs-status-default';
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import { safeRound } from './utils/safe-round';
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import { getValueOnRanges } from './utils/get-value-on-ranges';
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import { ParentObjectMixin, ParentObjectMixinProperties } from './features/parent-object-mixin';
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import { carrierSegments, abnormalSegments } from './utils/stocker-gauge';
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/**
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* 스토커 게이지 (통합).
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*
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* 하나의 컴포넌트가 mode 에 따라 3가지 게이지를 표현한다:
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* - 'capacity' : 용량 사용률(usage%) 채움 게이지 + high/low watermark (기본)
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* - 'carrier' : 캐리어 상태비율 세그먼트 (Full / Empty / EmptyEmpty)
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* - 'abnormal' : 캐리어 정상/비정상 비율 세그먼트 (Normal / Abnormal)
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*
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* mode 소스: root.stockerGaugeMode (기본 'capacity').
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* RootContainer 의 **런타임 전용 transient 속성** — 모델에 저장하지 않고 항상 'capacity'
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* 로 시작하며 실행 중 동적으로만 변경된다(root-container-override.ts 정의). 3D 표현
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* (machine-3d.ts buildGauge)과 동일 소스라 2D/3D 게이지가 항상 일치한다.
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*
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* 데이터 필드(2D 기준, canonical):
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* - capacity : CURRENTCAPACITY / MAXCAPACITY / HIGHWATERMARK / LOWWATERMARK / FULLUP
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* - carrier : CARRIER_FULL / CARRIER_EMPTY / CARRIER_EMPTY_EMPTY
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* - abnormal : CARRIER_NORMAL / CARRIER_ABNORMAL
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*/
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const NATURE = {
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mutable: false,
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resizable: true,
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@@ -45,6 +64,31 @@ const NATURE = {
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name: 'fullup',
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label: 'fullup'
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},
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{
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type: 'number',
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name: 'carrierFull',
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label: 'carrier-full'
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},
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{
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type: 'number',
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name: 'carrierEmpty',
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label: 'carrier-empty'
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},
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{
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type: 'number',
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name: 'carrierEmptyEmpty',
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label: 'carrier-empty-empty'
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},
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{
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type: 'number',
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name: 'carrierNormal',
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label: 'carrier-normal'
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},
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{
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type: 'number',
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name: 'carrierAbnormal',
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label: 'carrier-abnormal'
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},
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{
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type: 'number',
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label: 'round',
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@@ -80,6 +124,11 @@ let StockerCapacityBar = class StockerCapacityBar extends ParentObjectMixin(MCSS
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get parentObjectTypes() {
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return ['STOCKER'];
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}
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/** 게이지 모드: RootContainer 런타임 transient 속성. 3D(machine-3d) 와 동일 소스. */
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get gaugeMode() {
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var _a;
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return ((_a = this.root) === null || _a === void 0 ? void 0 : _a.stockerGaugeMode) || 'capacity';
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}
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get controls() {
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var { left, top, width, round, height } = this.state;
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round = round == undefined ? 0 : safeRound(round, width, height);
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@@ -115,7 +164,13 @@ let StockerCapacityBar = class StockerCapacityBar extends ParentObjectMixin(MCSS
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return this.usage + '%';
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}
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render(context) {
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const
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const mode = this.gaugeMode;
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if (mode === 'carrier' || mode === 'abnormal') {
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this.renderSegmentGauge(context, this.segments(mode));
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return;
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}
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// capacity (기본)
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const { width, height } = this.bounds;
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if (width >= height) {
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this.renderLandscape(context);
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}
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@@ -123,6 +178,87 @@ let StockerCapacityBar = class StockerCapacityBar extends ParentObjectMixin(MCSS
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this.renderPortrait(context);
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}
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}
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/**
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* carrier/abnormal mode 의 세그먼트 목록 (공유 유틸 = 3D 와 동일 계산).
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* 배열 순서 = portrait 아래→위 / landscape 왼→오.
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*/
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segments(mode) {
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if (mode === 'abnormal') {
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const { carrierNormal = 0, carrierAbnormal = 0 } = this.state;
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return abnormalSegments(carrierNormal, carrierAbnormal);
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}
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const { carrierFull = 0, carrierEmpty = 0, carrierEmptyEmpty = 0 } = this.state;
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return carrierSegments(carrierFull, carrierEmpty, carrierEmptyEmpty);
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}
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/** 세그먼트 게이지 렌더 (carrier/abnormal 공통). bounds 방향으로 landscape/portrait 자동. */
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renderSegmentGauge(context, segments) {
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const { left, top, width, height } = this.bounds;
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const { lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state;
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const landscape = width >= height;
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context.save();
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context.translate(left, top);
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// background
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context.beginPath();
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context.fillStyle = fillStyle;
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context.roundRect(0, 0, width, height, round);
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context.fill();
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context.clip();
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if (landscape) {
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// 왼→오
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let x = 0;
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for (const seg of segments) {
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const segWidth = width * seg.ratio;
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if (segWidth <= 0)
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continue;
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context.beginPath();
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context.fillStyle = seg.color;
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context.rect(x, 0, segWidth, height);
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context.fill();
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this._drawSegmentLabel(context, seg, x, 0, segWidth, height);
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x += segWidth;
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}
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}
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else {
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// 아래→위 (배열 첫 세그먼트가 바닥)
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let y = height;
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for (const seg of segments) {
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const segHeight = height * seg.ratio;
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if (segHeight <= 0)
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continue;
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y -= segHeight;
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context.beginPath();
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context.fillStyle = seg.color;
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context.rect(0, y, width, segHeight);
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context.fill();
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this._drawSegmentLabel(context, seg, 0, y, width, segHeight);
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}
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}
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// outline
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context.beginPath();
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context.setLineDash([]);
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context.strokeStyle = strokeStyle;
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context.lineWidth = lineWidth;
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context.roundRect(0, 0, width, height, round);
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context.stroke();
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context.translate(-left, -top);
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context.restore();
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}
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_drawSegmentLabel(context, seg, x, y, w, h) {
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const percent = Math.round(seg.ratio * 100);
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const lines = seg.label.split('\n');
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lines.push(`${percent}%`);
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const fontSize = Math.max(9, Math.min(14, Math.min(w, h) * 0.22));
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context.font = `bold ${fontSize}px sans-serif`;
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context.fillStyle = '#333';
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context.textAlign = 'center';
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context.textBaseline = 'middle';
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const lineHeight = fontSize * 1.2;
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const totalHeight = lines.length * lineHeight;
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const startY = y + (h - totalHeight) / 2 + lineHeight / 2;
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for (let i = 0; i < lines.length; i++) {
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context.fillText(lines[i], x + w / 2, startY + i * lineHeight);
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}
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}
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renderLandscape(context) {
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const { left, top, width, height } = this.bounds;
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const { highWatermark, lowWatermark, lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state;
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// intentionally have done nothing
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}
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onchangeData(after, before) {
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const
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const data = this.data && typeof this.data == 'object' ? this.data : {};
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const { CURRENTCAPACITY = 0, MAXCAPACITY = 100, HIGHWATERMARK = 100, LOWWATERMARK = 0, FULLUP = 'F', CARRIER_FULL = 0, CARRIER_EMPTY = 0, CARRIER_EMPTY_EMPTY = 0, CARRIER_NORMAL = 0, CARRIER_ABNORMAL = 0 } = data;
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const currentUsage = Number(CURRENTCAPACITY) || 0;
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const maxCapacity = Number(MAXCAPACITY) || 100;
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const highWatermark = Number(HIGHWATERMARK) || 100;
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@@ -240,7 +377,12 @@ let StockerCapacityBar = class StockerCapacityBar extends ParentObjectMixin(MCSS
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highWatermark,
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lowWatermark,
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fullup: FULLUP == 'T',
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usage: Math.round((currentUsage / maxCapacity) * 100)
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usage: Math.round((currentUsage / maxCapacity) * 100),
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carrierFull: Number(CARRIER_FULL) || 0,
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carrierEmpty: Number(CARRIER_EMPTY) || 0,
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carrierEmptyEmpty: Number(CARRIER_EMPTY_EMPTY) || 0,
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carrierNormal: Number(CARRIER_NORMAL) || 0,
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carrierAbnormal: Number(CARRIER_ABNORMAL) || 0
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});
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}
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};
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@@ -1 +1 @@
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-
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{\n Component,\n ComponentNature,\n POSITION,\n Properties,\n RectPath,\n Shape,\n sceneComponent\n} from '@hatiolab/things-scene'\nimport { themesColorRange } from '@fmsim/api'\nimport { MCSStatusMixin } from './features/mcs-status-mixin'\nimport { LEGEND_CAPACITY, Legend } from './features/mcs-status-default'\nimport { safeRound } from './utils/safe-round'\nimport { getValueOnRanges } from './utils/get-value-on-ranges'\nimport { ParentObjectMixin, ParentObjectMixinProperties } from './features/parent-object-mixin'\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [\n ...ParentObjectMixinProperties,\n {\n type: 'select',\n label: 'legend-name',\n name: 'legendName',\n property: {\n options: themesColorRange\n }\n },\n {\n type: 'number',\n name: 'currentUsage',\n label: 'current-usage'\n },\n {\n type: 'number',\n name: 'highWatermark',\n label: 'high-watermark'\n },\n {\n type: 'number',\n name: 'lowWatermark',\n label: 'low-watermark'\n },\n {\n type: 'number',\n name: 'maxCapacity',\n label: 'max-capacity'\n },\n {\n type: 'boolean',\n name: 'fullup',\n label: 'fullup'\n },\n {\n type: 'number',\n label: 'round',\n name: 'round',\n property: {\n min: 0\n }\n },\n {\n type: 'hidden',\n name: 'usage',\n label: 'usage'\n }\n ],\n 'value-property': 'usage'\n}\n\nvar controlHandler = {\n ondragmove: function (point: POSITION, index: number, component: Component) {\n var { left, top, width, height } = component.model\n\n var transcoorded = component.transcoordP2S(point.x, point.y)\n var round = ((transcoorded.x - left) / (width / 2)) * 100\n\n round = safeRound(round, width, height)\n\n component.set({\n round\n })\n }\n}\n\n@sceneComponent('StockerCapacityBar')\n@sceneComponent('MCSGaugeCapacityBar')\nexport default class StockerCapacityBar extends ParentObjectMixin(MCSStatusMixin(RectPath(Shape))) {\n static get nature() {\n return NATURE\n }\n\n /** StockerCapacityBar / MCSGaugeCapacityBar 의 parentObject 는 STOCKER. */\n get parentObjectTypes(): string[] {\n return ['STOCKER']\n }\n\n get controls() {\n var { left, top, width, round, height } = this.state\n round = round == undefined ? 0 : safeRound(round, width, height)\n\n return [\n {\n x: left + (width / 2) * (round / 100),\n y: top,\n handler: controlHandler\n }\n ]\n }\n\n isIdentifiable() {\n return false\n }\n\n getTheme() {\n const { legendName } = this.state\n\n if (legendName) {\n return (this.root as any)?.style?.[legendName]\n }\n }\n\n get legend(): Legend {\n return this.getTheme() || this.getLegendFallback()\n }\n\n getLegendFallback() {\n return (this.root as any).stockerCapacityLegendTheme || LEGEND_CAPACITY\n }\n\n get statusColor() {\n const { fullup } = this.state\n return fullup ? 'red' : getValueOnRanges(this.usage, this.legend)\n }\n\n get text() {\n return this.usage + '%'\n }\n\n render(context: CanvasRenderingContext2D) {\n const { left, top, width, height } = this.bounds\n\n if (width >= height) {\n this.renderLandscape(context)\n } else {\n this.renderPortrait(context)\n }\n }\n\n renderLandscape(context: CanvasRenderingContext2D) {\n const { left, top, width, height } = this.bounds\n const { highWatermark, lowWatermark, lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state\n\n context.save()\n context.translate(left, top)\n\n // gauge background\n context.beginPath()\n\n context.fillStyle = fillStyle\n context.roundRect(0, 0, width, height, round)\n\n context.fill()\n\n context.clip()\n\n // gauge foreground\n context.beginPath()\n\n context.fillStyle = this.statusColor!\n\n context.rect(0, 0, (width / 100) * this.usage, height)\n context.fill()\n\n // high-watermark level\n\n if (highWatermark && highWatermark > 0 && highWatermark < 100) {\n context.beginPath()\n\n context.strokeStyle = 'black'\n context.lineWidth = 1\n context.setLineDash([3])\n\n const x = (width / 100) * highWatermark\n context.moveTo(x, 0)\n context.lineTo(x, height)\n\n context.stroke()\n }\n\n // low-watermark level\n\n if (lowWatermark && lowWatermark > 0 && lowWatermark < 100) {\n context.beginPath()\n\n context.strokeStyle = 'black'\n context.lineWidth = 1\n context.setLineDash([3])\n\n const x = (width / 100) * lowWatermark\n context.moveTo(x, 0)\n context.lineTo(x, height)\n\n context.stroke()\n }\n\n // gauge outline\n context.beginPath()\n\n context.setLineDash([])\n context.strokeStyle = strokeStyle\n context.lineWidth = lineWidth\n context.roundRect(0, 0, width, height, round)\n context.stroke()\n\n context.beginPath()\n\n context.translate(-left, -top)\n context.restore()\n }\n\n renderPortrait(context: CanvasRenderingContext2D) {\n const { left, top, width, height } = this.bounds\n const { highWatermark, lowWatermark, lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state\n\n context.save()\n context.translate(left, top)\n\n // gauge background\n context.beginPath()\n\n context.fillStyle = fillStyle\n context.roundRect(0, 0, width, height, round)\n\n context.fill()\n\n context.clip()\n\n // gauge foreground\n context.beginPath()\n\n context.fillStyle = this.statusColor!\n\n context.rect(0, height - (height / 100) * this.usage, width, (height / 100) * this.usage)\n context.fill()\n\n // high-watermark level\n\n if (highWatermark && highWatermark > 0 && highWatermark < 100) {\n context.beginPath()\n\n context.strokeStyle = 'black'\n context.lineWidth = 1\n context.setLineDash([3])\n\n const y = height - (height / 100) * highWatermark\n context.moveTo(0, y)\n context.lineTo(width, y)\n\n context.stroke()\n }\n\n // low-watermark level\n\n if (lowWatermark && lowWatermark > 0 && lowWatermark < 100) {\n context.beginPath()\n\n context.strokeStyle = 'black'\n context.lineWidth = 1\n context.setLineDash([3])\n\n const y = height - (height / 100) * lowWatermark\n context.moveTo(0, y)\n context.lineTo(width, y)\n\n context.stroke()\n }\n\n // gauge outline\n context.beginPath()\n\n context.setLineDash([])\n context.strokeStyle = strokeStyle\n context.lineWidth = lineWidth\n context.roundRect(0, 0, width, height, round)\n context.stroke()\n\n context.beginPath()\n\n context.translate(-left, -top)\n context.restore()\n }\n\n get usage() {\n const { currentUsage = 0, maxCapacity = 100 } = this.state\n return Math.round((currentUsage / maxCapacity) * 100)\n }\n\n set usage(usage: number) {\n // intentionally have done nothing\n }\n\n onchangeData(after: Record<string, any>, before: Record<string, any>): void {\n const {\n CURRENTCAPACITY = 0,\n MAXCAPACITY = 100,\n HIGHWATERMARK = 100,\n LOWWATERMARK = 0,\n FULLUP = 'F'\n } = this.data && typeof this.data == 'object' ? this.data : {}\n\n const currentUsage = Number(CURRENTCAPACITY) || 0\n const maxCapacity = Number(MAXCAPACITY) || 100\n const highWatermark = Number(HIGHWATERMARK) || 100\n const lowWatermark = Number(LOWWATERMARK) || 0\n\n this.setState({\n currentUsage,\n maxCapacity,\n highWatermark,\n lowWatermark,\n fullup: FULLUP == 'T',\n usage: Math.round((currentUsage / maxCapacity) * 100)\n })\n }\n}\n"]}
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1
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{\n Component,\n ComponentNature,\n POSITION,\n Properties,\n RectPath,\n Shape,\n sceneComponent\n} from '@hatiolab/things-scene'\nimport { themesColorRange } from '@fmsim/api'\nimport { MCSStatusMixin } from './features/mcs-status-mixin'\nimport { LEGEND_CAPACITY, Legend } from './features/mcs-status-default'\nimport { safeRound } from './utils/safe-round'\nimport { getValueOnRanges } from './utils/get-value-on-ranges'\nimport { ParentObjectMixin, ParentObjectMixinProperties } from './features/parent-object-mixin'\nimport { carrierSegments, abnormalSegments, GaugeSegment } from './utils/stocker-gauge'\n\n/**\n * 스토커 게이지 (통합).\n *\n * 하나의 컴포넌트가 mode 에 따라 3가지 게이지를 표현한다:\n * - 'capacity' : 용량 사용률(usage%) 채움 게이지 + high/low watermark (기본)\n * - 'carrier' : 캐리어 상태비율 세그먼트 (Full / Empty / EmptyEmpty)\n * - 'abnormal' : 캐리어 정상/비정상 비율 세그먼트 (Normal / Abnormal)\n *\n * mode 소스: root.stockerGaugeMode (기본 'capacity').\n * RootContainer 의 **런타임 전용 transient 속성** — 모델에 저장하지 않고 항상 'capacity'\n * 로 시작하며 실행 중 동적으로만 변경된다(root-container-override.ts 정의). 3D 표현\n * (machine-3d.ts buildGauge)과 동일 소스라 2D/3D 게이지가 항상 일치한다.\n *\n * 데이터 필드(2D 기준, canonical):\n * - capacity : CURRENTCAPACITY / MAXCAPACITY / HIGHWATERMARK / LOWWATERMARK / FULLUP\n * - carrier : CARRIER_FULL / CARRIER_EMPTY / CARRIER_EMPTY_EMPTY\n * - abnormal : CARRIER_NORMAL / CARRIER_ABNORMAL\n */\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [\n ...ParentObjectMixinProperties,\n {\n type: 'select',\n label: 'legend-name',\n name: 'legendName',\n property: {\n options: themesColorRange\n }\n },\n {\n type: 'number',\n name: 'currentUsage',\n label: 'current-usage'\n },\n {\n type: 'number',\n name: 'highWatermark',\n label: 'high-watermark'\n },\n {\n type: 'number',\n name: 'lowWatermark',\n label: 'low-watermark'\n },\n {\n type: 'number',\n name: 'maxCapacity',\n label: 'max-capacity'\n },\n {\n type: 'boolean',\n name: 'fullup',\n label: 'fullup'\n },\n {\n type: 'number',\n name: 'carrierFull',\n label: 'carrier-full'\n },\n {\n type: 'number',\n name: 'carrierEmpty',\n label: 'carrier-empty'\n },\n {\n type: 'number',\n name: 'carrierEmptyEmpty',\n label: 'carrier-empty-empty'\n },\n {\n type: 'number',\n name: 'carrierNormal',\n label: 'carrier-normal'\n },\n {\n type: 'number',\n name: 'carrierAbnormal',\n label: 'carrier-abnormal'\n },\n {\n type: 'number',\n label: 'round',\n name: 'round',\n property: {\n min: 0\n }\n },\n {\n type: 'hidden',\n name: 'usage',\n label: 'usage'\n }\n ],\n 'value-property': 'usage'\n}\n\nvar controlHandler = {\n ondragmove: function (point: POSITION, index: number, component: Component) {\n var { left, top, width, height } = component.model\n\n var transcoorded = component.transcoordP2S(point.x, point.y)\n var round = ((transcoorded.x - left) / (width / 2)) * 100\n\n round = safeRound(round, width, height)\n\n component.set({\n round\n })\n }\n}\n\n@sceneComponent('StockerCapacityBar')\n@sceneComponent('MCSGaugeCapacityBar')\nexport default class StockerCapacityBar extends ParentObjectMixin(MCSStatusMixin(RectPath(Shape))) {\n static get nature() {\n return NATURE\n }\n\n /** StockerCapacityBar / MCSGaugeCapacityBar 의 parentObject 는 STOCKER. */\n get parentObjectTypes(): string[] {\n return ['STOCKER']\n }\n\n /** 게이지 모드: RootContainer 런타임 transient 속성. 3D(machine-3d) 와 동일 소스. */\n get gaugeMode(): string {\n return (this.root as any)?.stockerGaugeMode || 'capacity'\n }\n\n get controls() {\n var { left, top, width, round, height } = this.state\n round = round == undefined ? 0 : safeRound(round, width, height)\n\n return [\n {\n x: left + (width / 2) * (round / 100),\n y: top,\n handler: controlHandler\n }\n ]\n }\n\n isIdentifiable() {\n return false\n }\n\n getTheme() {\n const { legendName } = this.state\n\n if (legendName) {\n return (this.root as any)?.style?.[legendName]\n }\n }\n\n get legend(): Legend {\n return this.getTheme() || this.getLegendFallback()\n }\n\n getLegendFallback() {\n return (this.root as any).stockerCapacityLegendTheme || LEGEND_CAPACITY\n }\n\n get statusColor() {\n const { fullup } = this.state\n return fullup ? 'red' : getValueOnRanges(this.usage, this.legend)\n }\n\n get text() {\n return this.usage + '%'\n }\n\n render(context: CanvasRenderingContext2D) {\n const mode = this.gaugeMode\n\n if (mode === 'carrier' || mode === 'abnormal') {\n this.renderSegmentGauge(context, this.segments(mode))\n return\n }\n\n // capacity (기본)\n const { width, height } = this.bounds\n if (width >= height) {\n this.renderLandscape(context)\n } else {\n this.renderPortrait(context)\n }\n }\n\n /**\n * carrier/abnormal mode 의 세그먼트 목록 (공유 유틸 = 3D 와 동일 계산).\n * 배열 순서 = portrait 아래→위 / landscape 왼→오.\n */\n segments(mode: string): GaugeSegment[] {\n if (mode === 'abnormal') {\n const { carrierNormal = 0, carrierAbnormal = 0 } = this.state\n return abnormalSegments(carrierNormal, carrierAbnormal)\n }\n const { carrierFull = 0, carrierEmpty = 0, carrierEmptyEmpty = 0 } = this.state\n return carrierSegments(carrierFull, carrierEmpty, carrierEmptyEmpty)\n }\n\n /** 세그먼트 게이지 렌더 (carrier/abnormal 공통). bounds 방향으로 landscape/portrait 자동. */\n renderSegmentGauge(context: CanvasRenderingContext2D, segments: GaugeSegment[]) {\n const { left, top, width, height } = this.bounds\n const { lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state\n const landscape = width >= height\n\n context.save()\n context.translate(left, top)\n\n // background\n context.beginPath()\n context.fillStyle = fillStyle\n context.roundRect(0, 0, width, height, round)\n context.fill()\n context.clip()\n\n if (landscape) {\n // 왼→오\n let x = 0\n for (const seg of segments) {\n const segWidth = width * seg.ratio\n if (segWidth <= 0) continue\n\n context.beginPath()\n context.fillStyle = seg.color\n context.rect(x, 0, segWidth, height)\n context.fill()\n\n this._drawSegmentLabel(context, seg, x, 0, segWidth, height)\n x += segWidth\n }\n } else {\n // 아래→위 (배열 첫 세그먼트가 바닥)\n let y = height\n for (const seg of segments) {\n const segHeight = height * seg.ratio\n if (segHeight <= 0) continue\n\n y -= segHeight\n\n context.beginPath()\n context.fillStyle = seg.color\n context.rect(0, y, width, segHeight)\n context.fill()\n\n this._drawSegmentLabel(context, seg, 0, y, width, segHeight)\n }\n }\n\n // outline\n context.beginPath()\n context.setLineDash([])\n context.strokeStyle = strokeStyle\n context.lineWidth = lineWidth\n context.roundRect(0, 0, width, height, round)\n context.stroke()\n\n context.translate(-left, -top)\n context.restore()\n }\n\n private _drawSegmentLabel(\n context: CanvasRenderingContext2D,\n seg: GaugeSegment,\n x: number,\n y: number,\n w: number,\n h: number\n ) {\n const percent = Math.round(seg.ratio * 100)\n const lines = seg.label.split('\\n')\n lines.push(`${percent}%`)\n\n const fontSize = Math.max(9, Math.min(14, Math.min(w, h) * 0.22))\n context.font = `bold ${fontSize}px sans-serif`\n context.fillStyle = '#333'\n context.textAlign = 'center'\n context.textBaseline = 'middle'\n\n const lineHeight = fontSize * 1.2\n const totalHeight = lines.length * lineHeight\n const startY = y + (h - totalHeight) / 2 + lineHeight / 2\n\n for (let i = 0; i < lines.length; i++) {\n context.fillText(lines[i], x + w / 2, startY + i * lineHeight)\n }\n }\n\n renderLandscape(context: CanvasRenderingContext2D) {\n const { left, top, width, height } = this.bounds\n const { highWatermark, lowWatermark, lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state\n\n context.save()\n context.translate(left, top)\n\n // gauge background\n context.beginPath()\n\n context.fillStyle = fillStyle\n context.roundRect(0, 0, width, height, round)\n\n context.fill()\n\n context.clip()\n\n // gauge foreground\n context.beginPath()\n\n context.fillStyle = this.statusColor!\n\n context.rect(0, 0, (width / 100) * this.usage, height)\n context.fill()\n\n // high-watermark level\n\n if (highWatermark && highWatermark > 0 && highWatermark < 100) {\n context.beginPath()\n\n context.strokeStyle = 'black'\n context.lineWidth = 1\n context.setLineDash([3])\n\n const x = (width / 100) * highWatermark\n context.moveTo(x, 0)\n context.lineTo(x, height)\n\n context.stroke()\n }\n\n // low-watermark level\n\n if (lowWatermark && lowWatermark > 0 && lowWatermark < 100) {\n context.beginPath()\n\n context.strokeStyle = 'black'\n context.lineWidth = 1\n context.setLineDash([3])\n\n const x = (width / 100) * lowWatermark\n context.moveTo(x, 0)\n context.lineTo(x, height)\n\n context.stroke()\n }\n\n // gauge outline\n context.beginPath()\n\n context.setLineDash([])\n context.strokeStyle = strokeStyle\n context.lineWidth = lineWidth\n context.roundRect(0, 0, width, height, round)\n context.stroke()\n\n context.beginPath()\n\n context.translate(-left, -top)\n context.restore()\n }\n\n renderPortrait(context: CanvasRenderingContext2D) {\n const { left, top, width, height } = this.bounds\n const { highWatermark, lowWatermark, lineWidth, strokeStyle, round, fillStyle = 'white' } = this.state\n\n context.save()\n context.translate(left, top)\n\n // gauge background\n context.beginPath()\n\n context.fillStyle = fillStyle\n context.roundRect(0, 0, width, height, round)\n\n context.fill()\n\n context.clip()\n\n // gauge foreground\n context.beginPath()\n\n context.fillStyle = this.statusColor!\n\n context.rect(0, height - (height / 100) * this.usage, width, (height / 100) * this.usage)\n context.fill()\n\n // high-watermark level\n\n if (highWatermark && highWatermark > 0 && highWatermark < 100) {\n context.beginPath()\n\n context.strokeStyle = 'black'\n context.lineWidth = 1\n context.setLineDash([3])\n\n const y = height - (height / 100) * highWatermark\n context.moveTo(0, y)\n context.lineTo(width, y)\n\n context.stroke()\n }\n\n // low-watermark level\n\n if (lowWatermark && lowWatermark > 0 && lowWatermark < 100) {\n context.beginPath()\n\n context.strokeStyle = 'black'\n context.lineWidth = 1\n context.setLineDash([3])\n\n const y = height - (height / 100) * lowWatermark\n context.moveTo(0, y)\n context.lineTo(width, y)\n\n context.stroke()\n }\n\n // gauge outline\n context.beginPath()\n\n context.setLineDash([])\n context.strokeStyle = strokeStyle\n context.lineWidth = lineWidth\n context.roundRect(0, 0, width, height, round)\n context.stroke()\n\n context.beginPath()\n\n context.translate(-left, -top)\n context.restore()\n }\n\n get usage() {\n const { currentUsage = 0, maxCapacity = 100 } = this.state\n return Math.round((currentUsage / maxCapacity) * 100)\n }\n\n set usage(usage: number) {\n // intentionally have done nothing\n }\n\n onchangeData(after: Record<string, any>, before: Record<string, any>): void {\n const data = this.data && typeof this.data == 'object' ? this.data : {}\n const {\n CURRENTCAPACITY = 0,\n MAXCAPACITY = 100,\n HIGHWATERMARK = 100,\n LOWWATERMARK = 0,\n FULLUP = 'F',\n CARRIER_FULL = 0,\n CARRIER_EMPTY = 0,\n CARRIER_EMPTY_EMPTY = 0,\n CARRIER_NORMAL = 0,\n CARRIER_ABNORMAL = 0\n } = data\n\n const currentUsage = Number(CURRENTCAPACITY) || 0\n const maxCapacity = Number(MAXCAPACITY) || 100\n const highWatermark = Number(HIGHWATERMARK) || 100\n const lowWatermark = Number(LOWWATERMARK) || 0\n\n this.setState({\n currentUsage,\n maxCapacity,\n highWatermark,\n lowWatermark,\n fullup: FULLUP == 'T',\n usage: Math.round((currentUsage / maxCapacity) * 100),\n carrierFull: Number(CARRIER_FULL) || 0,\n carrierEmpty: Number(CARRIER_EMPTY) || 0,\n carrierEmptyEmpty: Number(CARRIER_EMPTY_EMPTY) || 0,\n carrierNormal: Number(CARRIER_NORMAL) || 0,\n carrierAbnormal: Number(CARRIER_ABNORMAL) || 0\n })\n }\n}\n"]}
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