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https://github.com/unixtensor/Roblox-Elevator-Game.git
synced 2025-12-14 06:41:55 +00:00
Work on relay algorthm
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@@ -5,11 +5,12 @@
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local RelayAlgorithm = {}
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RelayAlgorithm.__index = RelayAlgorithm
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function RelayAlgorithm.constructor(BoxAlignPosition, ElevatorAttributes)
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function RelayAlgorithm.constructor(BoxAlignPosition, ElevatorAttributes, DoorAttributes)
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return setmetatable({
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BoxAlignPosition = BoxAlignPosition,
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Attributes = ElevatorAttributes,
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FloorQueue = {}
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BoxAlignPosition = BoxAlignPosition,
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ElevatorAttributes = ElevatorAttributes,
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DoorAttributes = DoorAttributes,
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__FloorQueue = {}
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}, RelayAlgorithm)
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end
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@@ -33,27 +34,27 @@ end
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[4] = 1
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}
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]]
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function RelayAlgorithm:SortQueue(ElevatorGoingUp)
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table.sort(self.FloorQueue, function(a: number, b: number): boolean
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function RelayAlgorithm:Sort(ElevatorGoingUp)
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table.sort(self.__FloorQueue, function(a: number, b: number): boolean
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if ElevatorGoingUp then
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return a<b
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else
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return a>b
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end
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end)
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print(table.unpack(self.FloorQueue))
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print(table.unpack(self.__FloorQueue))
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end
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function RelayAlgorithm:CheckQueue()
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if self.FloorQueue[1] == self.Attributes.CurrentFloor.Value then
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table.remove(self.FloorQueue, 1)
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function RelayAlgorithm:Check(ElevatorGoingUp)
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if self.__FloorQueue[1] == self.ElevatorAttributes.CurrentFloor.Value then
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table.remove(self.__FloorQueue, 1)
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end
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if #self.FloorQueue ~= 0 then
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local ElevatorGoingUp = ElevatorGoingUpDirection(self.Attributes.CurrentFloor.Value, self.FloorQueue[1])
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self.Attributes.GoingUp.Value = ElevatorGoingUp
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if #self.__FloorQueue ~= 0 then
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--local ElevatorGoingUp = ElevatorGoingUpDirection(self.Attributes.CurrentFloor.Value, self.__FloorQueue[1])
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--self.Attributes.GoingUp.Value = ElevatorGoingUp
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self:SortQueue(self, ElevatorGoingUp)
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--self:__GoToFloor(Leveling[self.FloorQueue[1]], ElevatorGoingUp)
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self:SortQueue(ElevatorGoingUp)
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--self:__GoToFloor(Leveling[self.__FloorQueue[1]], ElevatorGoingUp)
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return true
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end
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@@ -61,33 +62,25 @@ function RelayAlgorithm:CheckQueue()
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return false
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end
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function RelayAlgorithm:Insert(ElevatorGoingUp, RequestedLevel)
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table.insert(self.__FloorQueue, ElevatorGoingUp == self.ElevatorAttributes.GoingUp.Value and 1 or #self.__FloorQueue+1, RequestedLevel)
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self:SortQueue(ElevatorGoingUp)
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end
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function RelayAlgorithm:Proceed(ElevatorGoingUp, RequestedLevel)
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self:Insert(RequestedLevel, ElevatorGoingUp)
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return self.ElevatorAttributes.GoingUp.Value and not self.DoorAttributes.DoorsOpen.Value
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end
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--[==[
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local function CheckQueue(self: ClassConstructor)
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if self.FloorQueue[1] == Attributes.CurrentFloor.Value then
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table.remove(self.FloorQueue, 1)
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end
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if #self.FloorQueue ~= 0 then
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local ElevatorGoingUp = ElevatorGoingUpDirection(Attributes.CurrentFloor.Value, self.FloorQueue[1])
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Attributes.GoingUp.Value = ElevatorGoingUp
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SortQueue(self, ElevatorGoingUp)
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self:__GoToFloor(Leveling[self.FloorQueue[1]], ElevatorGoingUp)
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end
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end
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local function InsertFloorQueue(self: ClassConstructor, RequestedLevel: number, ElevatorGoingUp: boolean)
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table.insert(self.FloorQueue, ElevatorGoingUp == Attributes.GoingUp.Value and 1 or #self.FloorQueue+1, RequestedLevel)
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SortQueue(self, ElevatorGoingUp)
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end
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local function ToFloorQueue(self: ClassConstructor, ElevatorGoingUp: boolean, RequestedLevel: number, GoalLevelVEC: number)
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local ElevatorBoxCurrentPos = self.ElevatorBox_1960.Position
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InsertFloorQueue(self, RequestedLevel, ElevatorGoingUp)
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if ElevatorGoingUp == Attributes.GoingUp.Value and not Doors.Attributes.DoorsOpen.Value then
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self.BoxAlignPosition.Position = Vector3.new(ElevatorBoxCurrentPos.X, self.FloorQueue[1], ElevatorBoxCurrentPos.Z)
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self.BoxAlignPosition.Position = Vector3.new(ElevatorBoxCurrentPos.X, self.__FloorQueue[1], ElevatorBoxCurrentPos.Z)
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end
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end
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