The EntitySystem object allows the state for a group of objects to be assigned.
An EntitySystem’s state is set to ‘Working’ if any of the objects in the system are working, and to ‘Idle’ if all the objects are idle. An optional keyword StateExpression allows user-defined states to be assigned to the EntitySystem depending on the states of the individual object in the system.
EntitySystem Inputs
Keyword |
Description |
Key Inputs |
|
Description |
A free-form string describing the object. |
StateExpression |
An expression returning a string that sets this object's present state. If left blank, the state will be set to Working if any of the entities specified by the WatchList input are working. It will be set to Idle if all of the entities in the WatchList are idle. |
WatchList |
A list of objects to monitor. The system's state will be re-calculated whenever one of the WatchList objects changes state. |
Options |
|
AttributeDefinitionList, CustomOutputList |
See Section 6.2. |
Maintenance |
|
WorkingStateList |
See Section 10.2. |
Graphics |
|
Position, Alignment, Size, Orientation, Region, RelativeEntity, DisplayModel, Show, Movable, VisibleViews, DrawRange |
See Section 11.1. |
EntitySystem Outputs
Output Name |
Description |
Entity and DisplayEntity |
|
Name, ObjectType, SimTime, Parent, Attributes, Custom Outputs, Position, Size, Orientation, Alignment, GraphicalLength, ObserverList, NextList, PreviousList |
See Section 10.1. |
StateEntity |
|
State, WorkingState, WorkingTime, StateTimes, TotalTime |
See Section 10.3. |
StateUserEntity |
|
Idle, Working, Setup, Maintenance, Breakdown, Stopped, Utilisation, Commitment, Availability, Reliability |
See Section 10.3. |
EntitySystem |
|
EntityList |
Entities included in this system. Consists of the entities in the WatchList for which a state can be obtained. |