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https://github.com/unixtensor/Roblox-Elevator-Game.git
synced 2025-12-16 06:01:54 +00:00
Tag removal and new serverside structure
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198
src/server/main/Elevators/Otis1960/Doors.lua
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198
src/server/main/Elevators/Otis1960/Doors.lua
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--!optimize 2
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--!native
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--!strict
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local Doors = {
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Closed = true,
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Sensors = true,
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Door1Stopped_X = Vector3.xAxis*2.9,
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Door2Stopped_X = Vector3.xAxis*5.8,
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ElevatorDoorTime = 5,
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ElevatorDoorStyle = Enum.EasingStyle.Quad,
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__DontLeakMemory = nil
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}
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Doors.__index = Doors
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local RS = game:GetService("RunService")
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local Storage = game:GetService("ReplicatedStorage")
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local Tween = require(Storage:WaitForChild("Tween"))
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local Tags = require(Storage:WaitForChild("Tags"))
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local Floor10_Door1 = Tags.ElevatorDoor_1960_Floor10_1
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local Floor10_Door2 = Tags.ElevatorDoor_1960_Floor10_2
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type DoorSensors = {
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[string]: Instance
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}
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function Doors.constructor(ElevatorBox: BasePart, ElevatorDoor1: BasePart, ElevatorDoor2: BasePart, ElevatorDoorSensor: Folder)
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local DoorTween1 = Tween.constructor(nil, ElevatorDoor1)
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local DoorTween2 = Tween.constructor(nil, ElevatorDoor2)
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local DoorSensor: DoorSensors = {
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Start = ElevatorDoorSensor:WaitForChild("Start"),
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End = ElevatorDoorSensor:WaitForChild("End")
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}
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local DoorClosingClick = Instance.new("Sound") :: Sound
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DoorClosingClick.SoundId = "rbxassetid://16357740945"
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DoorClosingClick.Volume = .1
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DoorClosingClick.Parent = ElevatorDoor2
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return setmetatable({
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DoorTween1 = DoorTween1,
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DoorTween2 = DoorTween2,
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DoorSensor = DoorSensor,
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ElevatorBox = ElevatorBox,
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ElevatorDoor1 = ElevatorDoor1,
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ElevatorDoor2 = ElevatorDoor2,
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DoorClosingClick = DoorClosingClick
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}, Doors)
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end
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--speed
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local init_opened_door1: Vector3?,
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init_opened_door2: Vector3?,
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init_closed_door1: Vector3?,
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init_closed_door2: Vector3?
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--Solve[5/x==3.5,x]
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--Solve was unable to solve the system with inexact coefficients. The answer was obtained by solving a corresponding exact system and numericizing the result.
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local opening_speed = Doors.ElevatorDoorTime/1.4285714285714286
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local sensor_opening_speed = Doors.ElevatorDoorTime/2.5
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local function DoorsAnimationFloor(floor: number, opening: boolean?, activated_via_censor: boolean?, TweenTime: number): (Tween, Tween)
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local DoorTween1 = Tween.constructor(TweenInfo.new(
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TweenTime,
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activated_via_censor and Enum.EasingStyle.Linear or Doors.ElevatorDoorStyle,
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Enum.EasingDirection.InOut
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), Floor10_Door1)
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local DoorTween2 = Tween.constructor(TweenInfo.new(
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TweenTime,
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activated_via_censor and Enum.EasingStyle.Linear or Doors.ElevatorDoorStyle,
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Enum.EasingDirection.InOut
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), Floor10_Door2)
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local Door1Tween_Floor: Tween = DoorTween1:Start(nil, {
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Position = opening and init_closed_door1 or init_opened_door1
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})
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local Door2Tween_Floor: Tween = DoorTween2:Start(nil, {
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Position = opening and init_closed_door1 or init_opened_door1
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})
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return Door1Tween_Floor, Door2Tween_Floor
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end
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local function DoorsAnimation(self, opening: boolean?, activated_via_censor: boolean?)
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self.ElevatorBox.Anchored = true
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local ElevatorDoor1_P: Vector3 = self.ElevatorDoor1.Position
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local ElevatorDoor2_P: Vector3 = self.ElevatorDoor2.Position
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local TweenTime = activated_via_censor and sensor_opening_speed or opening and opening_speed or Doors.ElevatorDoorTime
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if opening then
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if not init_closed_door1 and not init_closed_door2 then
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init_closed_door1 = ElevatorDoor1_P+Doors.Door1Stopped_X
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init_closed_door2 = ElevatorDoor2_P+Doors.Door2Stopped_X
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end
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else
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if not init_opened_door1 and not init_opened_door2 then
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init_opened_door1 = ElevatorDoor1_P-Doors.Door1Stopped_X
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init_opened_door2 = ElevatorDoor2_P-Doors.Door2Stopped_X
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end
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end
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local Door1Tween: Tween = self.DoorTween1:Start(nil, {
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Position = opening and init_closed_door1 or init_opened_door1
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}, TweenInfo.new(
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TweenTime,
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activated_via_censor and Enum.EasingStyle.Linear or Doors.ElevatorDoorStyle,
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Enum.EasingDirection.InOut
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))
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local Door2Tween: Tween = self.DoorTween2:Start(nil, {
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Position = opening and init_closed_door2 or init_opened_door2
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}, TweenInfo.new(
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TweenTime,
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activated_via_censor and Enum.EasingStyle.Linear or Doors.ElevatorDoorStyle,
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Enum.EasingDirection.InOut
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))
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if not opening then
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--Door clicking noise
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task.delay(Doors.ElevatorDoorTime-.90, function()
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--is the door close enough to closing?
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if (init_closed_door2 :: Vector3).X-self.ElevatorDoor2.Position.X>5 then
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self.DoorClosingClick:Play()
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end
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end)
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end
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if Doors.__DontLeakMemory then
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Doors.__DontLeakMemory:Disconnect()
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end
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Doors.__DontLeakMemory = self:DetectSensorHit(Door1Tween, Door2Tween)
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return Door1Tween, Door2Tween
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end
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local raycastParams = RaycastParams.new()
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raycastParams.FilterType = Enum.RaycastFilterType.Exclude
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--heh..
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local RayIgnoring = {}
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local workspace_items = workspace:GetChildren()
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for n: number = 1, #workspace_items do
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if workspace_items[n]:IsA("Folder") then
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table.insert(RayIgnoring, workspace_items[n])
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end
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end
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type this = any --yeah,
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type PossibleStepConnection = any
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function Doors:DetectSensorHit(DoorTween1, DoorTween2): RBXScriptSignal
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local Step: PossibleStepConnection = nil
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if Doors.Sensors and Doors.Closed then
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raycastParams.FilterDescendantsInstances = {self.ElevatorBox, table.unpack(RayIgnoring)}
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Step = (RS :: RunService).Stepped:Connect(function(_delta, _dt)
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local DoorSensor = workspace:Raycast(self.DoorSensor.Start.Position, self.DoorSensor.End.Position, raycastParams)
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if DoorSensor and DoorSensor.Instance and DoorSensor.Instance:IsA("BasePart") then
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Step:Disconnect()
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DoorTween1:Pause()
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DoorTween2:Pause()
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task.wait(1) --elevators irl have this delay
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DoorsAnimation((self :: this), true, true)
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-- DoorTween1:Destroy()
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-- DoorTween2:Destroy()
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end
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end)
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end
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return Step
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end
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function Doors:Opening(opening: boolean?)
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--short circuiting central
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if opening then
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if Doors.Closed then
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Doors.Closed = not Doors.Closed
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else
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print("Doors are already closed, doing nothing")
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return
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end
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else
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if not Doors.Closed then
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Doors.Closed = not Doors.Closed
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else
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print("Doors are already open, doing nothing")
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return
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end
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end
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local Door1Tween, Door2Tween = DoorsAnimation(self, opening)
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Door2Tween.Completed:Wait()
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if Doors.__DontLeakMemory then
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Doors.__DontLeakMemory:Disconnect()
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end
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end
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return Doors
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54
src/server/main/Elevators/Otis1960/main.lua
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54
src/server/main/Elevators/Otis1960/main.lua
Normal file
@@ -0,0 +1,54 @@
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--!optimize 2
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--!native
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--!strict
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local Otis1960_main = {}
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Otis1960_main.__index = Otis1960_main
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local Elevator = script.Parent
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local Elevators = Elevator.Parent
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local RS = game:GetService("ReplicatedStorage")
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local TagsModule = require(RS:WaitForChild("Tags"))
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local Leveling = require(Elevators:WaitForChild("Leveling"))
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local Doors = require(Elevator:WaitForChild("Doors"))
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local ElevatorMover = require(Elevators:WaitForChild("Mover"))
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local Tags = TagsModule.constructor().Exports
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local ElevatorBox_1960 = Tags.ElevatorMover_1960
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local ElevatorBox = Tags.ElevatorMover_1960 :: BasePart
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local ElevatorDoor1 = Tags.ElevatorDoor_1960_1 :: BasePart
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local ElevatorDoor2 = Tags.ElevatorDoor_1960_2 :: BasePart
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local ElevatorDoorSensor = Tags.ElevatorDoor_Sensor_1960 :: Folder
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local ElevatorBoxStartPos = ElevatorBox_1960.Position
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local _BoxAttachment, BoxAlignPosition, _BoxAlignOrientation = ElevatorMover(ElevatorBox_1960, ElevatorBoxStartPos)
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local ElevatorDoors = Doors.constructor(ElevatorBox, ElevatorDoor1, ElevatorDoor2, ElevatorDoorSensor)
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local function MoveFloors(level: number)
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local ElevatorBoxCurrentPos = ElevatorBox.Position
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--Its gonna use raycasting inside of the shaft to detect when its near and when to stop
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BoxAlignPosition.Position = Vector3.new(ElevatorBoxCurrentPos.X, level, ElevatorBoxCurrentPos.Z)
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end
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local function GoTo_Level(requested_level: number)
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local level: number = Leveling[requested_level]
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if level then
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MoveFloors(level)
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end
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end
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print("[DEBUG]: Tags:",Tags)
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-- while true do
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-- task.wait(2)
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-- ElevatorDoors:Opening(true)
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-- task.wait(2)
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-- ElevatorDoors:Opening(false)
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-- end
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return Otis1960_main
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