mirror of
https://github.com/unixtensor/Roblox-Elevator-Game.git
synced 2025-12-14 14:51:55 +00:00
Relays are broken
This commit is contained in:
@@ -74,12 +74,8 @@ function Relay.constructor(RelayAlgorthm, ElevatorAttributes, DoorAttributes, Le
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end
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function Relay:__Ready()
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if self.ElevatorAttributes.Relay.Ready.Value then
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self.BoxAlignPosition.Position = Vector3.new(
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self.ElevatorBox.Position.X,
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self.ElevatorAttributes.Relay.GoalYLevel.Value,
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self.ElevatorBox.Position.Z
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)
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if not self.ElevatorAttributes.Relay.Ready.Value then
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self:__GoalYLevel()
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end
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end
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@@ -88,11 +84,13 @@ function Relay:__Open()
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end
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function Relay:__GoalYLevel()
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self.BoxAlignPosition.Position = Vector3.new(
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self.ElevatorBox.Position.X,
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self.ElevatorAttributes.Relay.GoalYLevel.Value,
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self.ElevatorBox.Position.Z
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)
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if not self.ElevatorAttributes.Relay.Ready.Value then
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self.BoxAlignPosition.Position = Vector3.new(
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self.ElevatorBox.Position.X,
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self.ElevatorAttributes.Relay.GoalYLevel.Value,
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self.ElevatorBox.Position.Z
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)
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end
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end
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function Relay:__Goal()
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@@ -103,24 +101,28 @@ end
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function Relay:BulkConnect()
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self.__Connections.Ready = self.ElevatorAttributes.Relay.Ready:GetPropertyChangedSignal("Value"):Connect(function()
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print("Relay=Ready","State=", self.ElevatorAttributes.Relay.Ready.Value)
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if not self.ElevatorAttributes.Stopped.Value then
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self:__Ready()
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end
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end)
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self.__Connections.Open = self.DoorAttributes.Relay.Open:GetPropertyChangedSignal("Value"):Connect(function()
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print("Relay=Open","State=", self.DoorAttributes.Relay.Open.Value)
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if not self.ElevatorAttributes.Stopped.Value then
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self:__Open()
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end
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end)
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self.__Connections.GoalYLevel = self.ElevatorAttributes.Relay.GoalYLevel:GetPropertyChangedSignal("Value"):Connect(function()
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print("Relay=GoalYLevel","State=", self.ElevatorAttributes.Relay.GoalYLevel.Value)
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if not self.ElevatorAttributes.Stopped.Value then
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self:__GoalYLevel()
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end
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end)
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self.__Connections.Goal = self.ElevatorAttributes.Relay.Goal:GetPropertyChangedSignal("Value"):Connect(function()
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print("Relay=Goal","State=", self.ElevatorAttributes.Relay.Goal.Value)
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if not self.ElevatorAttributes.Stopped.Value then
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self:__Goal()
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end
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@@ -15,10 +15,14 @@ type Impl_Constructor = {
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type Constructor_Fun = (BoxAlignPosition: AlignPosition, ElevatorAttributes: ElevatorAttributes, DoorAttributes: DoorAttributes) -> ClassConstructor
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type Constructor_Return_Props = {
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BoxAlignPosition: AlignPosition,
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BoxAlignPosition: AlignPosition,
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ElevatorAttributes: ElevatorAttributes,
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DoorAttributes: DoorAttributes,
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__FloorQueue: {number}
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DoorAttributes: DoorAttributes,
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__FloorQueue: FloorQueue,
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Events: {
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Sorted: BindableEvent
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}
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}
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type ElevatorAttributes = {
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@@ -33,6 +37,8 @@ type DoorAttributes = {
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}
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}
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export type FloorQueue = {number?}
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export type RelayAlgorithmConstructor = ClassConstructor
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local RelayAlgorithm = {} :: Impl_Constructor
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@@ -40,10 +46,13 @@ RelayAlgorithm.__index = RelayAlgorithm
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function RelayAlgorithm.constructor(BoxAlignPosition, ElevatorAttributes, DoorAttributes)
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return setmetatable({
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Events = {
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Sorted = Instance.new("BindableEvent")
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},
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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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__FloorQueue = {},
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}, RelayAlgorithm)
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end
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@@ -51,14 +60,14 @@ end
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--https://youtu.be/BCN9mQOT3RQ
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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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table.sort(self.__FloorQueue, function(a, b): 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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self.Events.Sorted:Fire(self.__FloorQueue)
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end
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function RelayAlgorithm:Check(ElevatorGoingUp)
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@@ -59,8 +59,8 @@ type Impl_Constructor = {
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FloorPassingUp: (self: ClassConstructor, ElevatorPositionY: number, RequestedLevel: number) -> (),
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FloorPassingDown: (self: ClassConstructor, ElevatorPositionY: number, RequestedLevel: number) -> (),
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RequestLevel: (self: ClassConstructor, RequestedLevel: number) -> boolean,
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__MoveTo: (self: ClassConstructor, GoingUp: boolean, GoalFloor_Y: number) -> (),
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__MovingHeartbeat: (self: ClassConstructor, GoingUp: boolean, GoalFloor_Y: number) -> (),
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__MoveTo: (self: ClassConstructor, GoingUp: boolean, RequestedLevel: number) -> (),
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__MovingHeartbeat: (self: ClassConstructor, GoingUp: boolean, RequestedLevel: number) -> (),
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} & Impl_Static_Props
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type Impl_Static_Props = {
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@@ -125,7 +125,11 @@ type Constructor_Return_Props = {
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ButtonsConstructor: Buttons.ButtonsConstructor,
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RelayAlgorithmConstructor: RelayAlgorithm.RelayAlgorithmConstructor,
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RelayConstructor: Relay.RelayConstructor,
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__MovingConnection: RBXScriptConnection?,
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__Connections: {
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Moving: RBXScriptConnection?,
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FloorSorted: RBXScriptConnection?
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}
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}
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local Elevator = {} :: Impl_Constructor
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@@ -136,7 +140,7 @@ Elevator.FloorLevelingDistance = 2.5
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Elevator.DoorOpeningDistance = Elevator.FloorLevelingDistance/2.8
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Elevator.LeveledDistance = 0.5
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Elevator.Responsiveness = 10
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Elevator.MaxVelocity = 10
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Elevator.MaxVelocity = 8
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Elevator.QueueWaitTime = 5
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Elevator.Sounds = {
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@@ -178,10 +182,10 @@ Elevator.Attributes.Relay.Ready.Value = false
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local Attributes = Elevator.Attributes
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--My clever math function for determining if the elevator goal is to move upwards or not
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local function ElevatorGoingUpDirection(Floor: number, RequestedFloor: number): boolean
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--(Floor-RequestedFloor)>0
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return -Floor+RequestedFloor>0 --Simplified equation for less computation
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--Math function for determining if the elevator goal is to move upwards or not
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local function ElevatorGoingUpDirection(CurrentFloor: number, RequestedFloor: number): boolean
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--(CurrentFloor-RequestedFloor)>0
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return -CurrentFloor+RequestedFloor>0
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end
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local function _ActivatedFloorButton(self: ClassConstructor, ButtonFloor: number, ButtonTree: Tags.ButtonPropertiesSafe)
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@@ -245,15 +249,15 @@ local function HookButtons(self: ClassConstructor, ButtonNameType: Enums.ButtonT
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if Toggled then
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(ButtonTree.Inst :: BasePart).Position+=Vector3.new(0,0,.05)
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if self.__MovingConnection and self.__MovingConnection.Connected then
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self.__MovingConnection:Disconnect()
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if self.__Connections.Moving and self.__Connections.Moving.Connected then
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self.__Connections.Moving:Disconnect()
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end
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self.BoxAlignPosition.MaxVelocity = 0
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else
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(ButtonTree.Inst :: BasePart).Position-=Vector3.new(0,0,.05)
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self.LanternsConstructor:Reset()
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self:__MoveTo(ElevatorGoingUpDirection(Attributes.CurrentFloor.Value, Attributes.Relay.Goal.Value), Attributes.Relay.GoalYLevel.Value)
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self:__MoveTo(ElevatorGoingUpDirection(Attributes.CurrentFloor.Value, Attributes.Relay.Goal.Value))
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self.BoxAlignPosition.MaxVelocity = Elevator.MaxVelocity
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end
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end)
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@@ -295,7 +299,8 @@ end
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function Elevator.constructor(TagsConstructor, ButtonsTags, LanternsTags, LandingDoors)
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local self = {} :: Constructor_Return_Props
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self.MachineRoom = {_CFrame = {}} :: MovingObjects.MachineRoom
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self.__Connections = {}
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self.MachineRoom = {_CFrame = {}} :: MovingObjects.MachineRoom
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self.ElevatorBox_1960 = TagsConstructor:Request("ElevatorMover_1960") :: UnionOperation
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self.ElevatorDoor1 = TagsConstructor:Request("ElevatorDoor_1960_1") :: BasePart
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@@ -314,14 +319,15 @@ function Elevator.constructor(TagsConstructor, ButtonsTags, LanternsTags, Landin
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local LanternDisplay = TagsConstructor:Request("Otis1960_LanternDisplayMain") :: UnionOperation
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self.MOConstructor = MovingObjects.constructor({
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MachineRoom = self.MachineRoom
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} :: MovingObjects.InstanceTree)
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self.MOConstructor = MovingObjects.constructor({MachineRoom = self.MachineRoom} :: MovingObjects.InstanceTree)
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--Start the hall displays
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self.HallDisplaysConstructor = HallDisplays.constructor(Attributes.CurrentFloor, self.HallDisplays)
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--Init the doors
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self.ElevatorDoorsConstructor = Doors.constructor(LandingDoors, self.ElevatorBox_1960, self.ElevatorDoor1, self.ElevatorDoor2, self.ElevatorDoorSensor)
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--Init the ropes
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self.TractionRopesConstructor = TractionRopes.constructor(self.Ropes, self.ElevatorBox_1960, LevelingModule.Leveling)
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self.LanternsConstructor = Lanterns.constructor(LanternDisplay, LanternsTags, Elevator.Sounds, Elevator.Colors)
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--Init the lanterns
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self.LanternsConstructor = Lanterns.constructor(LanternDisplay, LanternsTags, Elevator.Sounds, Elevator.Colors)
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local ButtonsTagsConstructor = ButtonTags.constructor(TagsConstructor, ButtonsTags)
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local Otis1960_Buttons = ButtonsTagsConstructor:CreatePromptButtons()
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@@ -351,6 +357,12 @@ function Elevator.constructor(TagsConstructor, ButtonsTags, LanternsTags, Landin
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self.RelayConstructor:BulkConnect()
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self.__Connections.FloorSorted = self.RelayAlgorithmConstructor.Events.Sorted.Event:Connect(function(FloorQueue: RelayAlgorithm.FloorQueue)
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if Attributes.Moving.Value and FloorQueue[1] then
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Attributes.Relay.Goal.Value = FloorQueue[1] :: number
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end
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end)
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local ClassConstructor = setmetatable(self, Elevator)
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IterateButtons(ClassConstructor, ButtonsTagsConstructor)
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@@ -361,10 +373,10 @@ function Elevator.constructor(TagsConstructor, ButtonsTags, LanternsTags, Landin
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end
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function Elevator:Leveled(RequestedLevel)
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(self.__MovingConnection :: RBXScriptConnection):Disconnect()
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(self.__Connections.Moving :: RBXScriptConnection):Disconnect()
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Attributes.Moving.Value = false
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Attributes.CurrentFloor.Value = RequestedLevel
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self.BoxAlignPosition.MaxVelocity = 0
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--self.BoxAlignPosition.MaxVelocity = 0
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self.LanternsConstructor:Reset(Attributes.CurrentFloor.Value)
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task.wait(Elevator.QueueWaitTime)
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@@ -373,7 +385,10 @@ function Elevator:Leveled(RequestedLevel)
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if self.RelayAlgorithmConstructor:Check(ElevatorGoingUp) then
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--More floors in the queue
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self:__MoveTo(ElevatorGoingUp, LevelingModule.Leveling[self.RelayAlgorithmConstructor.__FloorQueue[1]])
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self:__MoveTo(ElevatorGoingUp, RequestedLevel)
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else
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--The elevator is at a full park now
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Attributes.Relay.Ready.Value = false
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end
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end
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@@ -404,70 +419,67 @@ function Elevator:FloorPassingDown(ElevatorPositionY, RequestedLevel)
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end
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end
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function Elevator:__MovingHeartbeat(GoingUp, GoalFloor_Y)
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Attributes.GoingUp.Value = GoingUp
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function Elevator:__MovingHeartbeat(GoingUp, RequestedLevel)
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Attributes.GoingUp.Value = GoingUp
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Attributes.Relay.Goal.Value = RequestedLevel
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Attributes.Moving.Value = true
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if self.__MovingConnection and self.__MovingConnection.Connected then
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self.__MovingConnection:Disconnect()
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if self.__Connections.Moving and self.__Connections.Moving.Connected then
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self.__Connections.Moving:Disconnect()
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end
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self.MOConstructor:UpdateCFrame()
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self.BoxAlignPosition.MaxVelocity = Elevator.MaxVelocity
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local Delta = 0
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local DoorsOpeningDebounce = false
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self.MOConstructor:UpdateCFrame()
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self.__MovingConnection = RS.Heartbeat:Connect(function(_dt)
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self.__Connections.Moving = RS.Heartbeat:Connect(function(_dt)
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Delta+=1
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local FloorGoal: number = self.RelayAlgorithmConstructor.__FloorQueue[1]
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Attributes.Moving.Value = true
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Attributes.Relay.Goal.Value = FloorGoal
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local ElevatorPosition: Vector3 = self.ElevatorBox_1960.Position
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local ElevatorPositionY: number = ElevatorPosition.Y
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local BoxAlignY: number = self.BoxAlignPosition.Position.Y
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local ElevatorVelocityY: number = self.ElevatorBox_1960:GetVelocityAtPosition(ElevatorPosition).Y
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self.TractionRopesConstructor:Move(27, self.ElevatorBox_1960.Position)
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self.MOConstructor:Frame_Pullies(Delta, ElevatorVelocityY)
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--Kill the connection
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if Attributes.GoingUp.Value then
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self:FloorPassingUp(ElevatorPositionY, FloorGoal)
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self:FloorPassingUp(ElevatorPositionY, Attributes.Relay.Goal.Value)
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if ElevatorPositionY>=BoxAlignY-Elevator.FloorLevelingDistance then
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self:Leveling(FloorGoal)
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self:Leveling(Attributes.Relay.Goal.Value)
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if not DoorsOpeningDebounce and ElevatorPositionY>=BoxAlignY-Elevator.DoorOpeningDistance then
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DoorsOpeningDebounce = true
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self.ElevatorDoorsConstructor:ToggleElevatorDoorsAsync(true, FloorGoal)
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self.ElevatorDoorsConstructor:ToggleElevatorDoorsAsync(true, Attributes.Relay.Goal.Value)
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end
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end
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if ElevatorPositionY>=BoxAlignY-Elevator.LeveledDistance then
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self:Leveled(FloorGoal)
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self:Leveled(Attributes.Relay.Goal.Value)
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end
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else
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self:FloorPassingDown(ElevatorPositionY, FloorGoal)
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self:FloorPassingDown(ElevatorPositionY, Attributes.Relay.Goal.Value)
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if ElevatorPositionY<=BoxAlignY+Elevator.FloorLevelingDistance then
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self:Leveling(FloorGoal)
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self:Leveling(Attributes.Relay.Goal.Value)
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if not DoorsOpeningDebounce and ElevatorPositionY>=BoxAlignY-Elevator.DoorOpeningDistance then
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DoorsOpeningDebounce = true
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self.ElevatorDoorsConstructor:ToggleElevatorDoorsAsync(true, FloorGoal)
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self.ElevatorDoorsConstructor:ToggleElevatorDoorsAsync(true, Attributes.Relay.Goal.Value)
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end
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end
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if ElevatorPositionY<=BoxAlignY+Elevator.LeveledDistance then
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self:Leveled(FloorGoal)
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self:Leveled(Attributes.Relay.Goal.Value)
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end
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end
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end)
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end
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function Elevator:__MoveTo(GoingUp, GoalFloor_Y)
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function Elevator:__MoveTo(GoingUp, RequestedLevel)
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if Doors.Attributes.Relay.Open.Value then
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self.ElevatorDoorsConstructor:ToggleElevatorDoorsAsync(false, Attributes.CurrentFloor.Value)
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end
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@@ -477,18 +489,18 @@ function Elevator:__MoveTo(GoingUp, GoalFloor_Y)
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self.LanternsConstructor:DirectionDown(true)
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end
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self:__MovingHeartbeat(GoingUp, GoalFloor_Y)
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self:__MovingHeartbeat(GoingUp, RequestedLevel)
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end
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function Elevator:RequestLevel(RequestedLevel)
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local GoalFloor_Y: number? = LevelingModule.Leveling[RequestedLevel]
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local FloorExist: number? = LevelingModule.Leveling[RequestedLevel]
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if GoalFloor_Y and RequestedLevel ~= Attributes.CurrentFloor.Value then
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if FloorExist and RequestedLevel ~= Attributes.CurrentFloor.Value then
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local ElevatorGoingUp = ElevatorGoingUpDirection(Attributes.CurrentFloor.Value, RequestedLevel)
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local Proceeding = self.RelayAlgorithmConstructor:AddFloor(ElevatorGoingUp, RequestedLevel)
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if Proceeding then
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self:__MoveTo(ElevatorGoingUp, GoalFloor_Y)
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self:__MoveTo(ElevatorGoingUp, RequestedLevel)
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end
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return true
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else
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@@ -13,8 +13,6 @@ local TweenModule = require(Storage:WaitForChild("Tween"))
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local PromptsConstructor = require(MapDir:WaitForChild("Prompts"))
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type LightCallback = (Player: Player) -> ()
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type ClassConstructor = typeof(setmetatable({} :: Constructor_Return_Props, {} :: Impl_Constructor))
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type Impl_Constructor = {
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__index: Impl_Constructor,
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Reference in New Issue
Block a user