mirror of
https://github.com/unixtensor/Roblox-Elevator-Game.git
synced 2025-12-14 06:41:55 +00:00
work on doors and think of algorithm more
This commit is contained in:
@@ -8,8 +8,9 @@ local Storage: ReplicatedStorage = game:GetService("ReplicatedStorage")
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local Main = script.Parent.Parent.Parent
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local Load = Main:WaitForChild("Load")
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local Tween = require(Storage:WaitForChild("Tween"))
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local Tags = require(Load:WaitForChild("Tags"))
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local Tween = require(Storage:WaitForChild("Tween"))
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local Tags = require(Load:WaitForChild("Tags"))
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local SoundEnums = require(Main:WaitForChild("Enums"):WaitForChild("Sounds"))
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type DoorSensors = {
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[string]: BasePart
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@@ -27,13 +28,16 @@ type Impl_Constructor = {
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type Constructor_Fun = (FloorDoorsTags: Tags.LandingTags, ElevatorBox: BasePart, ElevatorDoor1: BasePart, ElevatorDoor2: BasePart, ElevatorDoorSensor: Folder) -> ClassConstructor
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type Impl_Static_Props = {
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Closed: boolean,
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Sensors: boolean,
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Door1Stopped_X: Vector3,
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Door2Stopped_X: Vector3,
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ElevatorDoorTime: number,
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ElevatorDoorStyle: Enum.EasingStyle,
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__DontLeakMemory: RBXScriptConnection?
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__DontLeakMemory: RBXScriptConnection?,
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Attributes: {
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DoorsOpen: BoolValue
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}
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}
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type Constructor_Return_Props = {
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FloorDoorsTags: Tags.LandingTags,
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@@ -56,13 +60,19 @@ export type DoorConstructor = ClassConstructor
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local Doors = {} :: Impl_Constructor
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Doors.__index = Doors
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Doors.Closed = true
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Doors.Sensors = true
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Doors.Door1Stopped_X = Vector3.xAxis*2.9
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Doors.Door2Stopped_X = Vector3.xAxis*5.8
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Doors.ElevatorDoorTime = 3
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Doors.ElevatorDoorStyle = Enum.EasingStyle.Quad
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Doors.__DontLeakMemory = nil
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Doors.Attributes = {
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DoorsOpen = Instance.new("BoolValue") :: BoolValue
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}
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Doors.Attributes.DoorsOpen.Value = false
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local Attributes = Doors.Attributes
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function Doors.constructor(FloorDoorsTags, ElevatorBox, ElevatorDoor1, ElevatorDoor2, ElevatorDoorSensor)
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local DoorTween1 = Tween.constructor(nil, ElevatorDoor1)
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@@ -73,7 +83,7 @@ function Doors.constructor(FloorDoorsTags, ElevatorBox, ElevatorDoor1, ElevatorD
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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.SoundId = SoundEnums.Otis1960.DoorClosingClick
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DoorClosingClick.Volume = .1
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DoorClosingClick.Parent = ElevatorDoor2
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@@ -164,7 +174,7 @@ local function DoorsAnimationFloor(FloorDoors: {Instance?}, Floor: number, openi
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return Door1Tween_Floor, Door2Tween_Floor
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end
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local function ElevatorDoorsAnimation(self: ClassConstructor, opening: boolean?, activated_via_censor: boolean?): Tween?
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local function ElevatorDoorsAnimation(self: ClassConstructor, opening: boolean?, activated_via_censor: boolean?): (Tween?, Tween?)
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--Roblox physics will freak out
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self.ElevatorDoor1.CanCollide = false
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self.ElevatorDoor2.CanCollide = false
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@@ -191,6 +201,8 @@ local function ElevatorDoorsAnimation(self: ClassConstructor, opening: boolean?,
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break
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end
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end
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Attributes.DoorsOpen.Value = true
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else
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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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@@ -223,7 +235,7 @@ local function ElevatorDoorsAnimation(self: ClassConstructor, opening: boolean?,
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end
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end)
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return Door2Tween
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return Door1Tween, Door2Tween
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end
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return nil
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@@ -245,10 +257,10 @@ end
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function Doors:__DetectSensorHit(DoorTween1, DoorTween2)
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local Step = nil
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if Doors.Sensors and Doors.Closed then
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if Doors.Sensors and not Attributes.DoorsOpen.Value then
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raycastParams.FilterDescendantsInstances = {self.ElevatorBox, table.unpack(RayIgnoring)}
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Step = RS.Heartbeat:ConnectParallel(function(_dt)
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Step = RS.Heartbeat:Connect(function(_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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@@ -270,14 +282,14 @@ function Doors:ToggleElevatorDoors(opening, floor)
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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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warn("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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warn("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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@@ -286,11 +298,17 @@ function Doors:ToggleElevatorDoors(opening, floor)
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if FloorDoorsObjects then
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DoorsAnimationFloor(FloorDoorsObjects, floor, opening)
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end
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local Door2Tween = ElevatorDoorsAnimation(self, opening)
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local Door2Tween, Door1Tween = ElevatorDoorsAnimation(self, opening)
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if Door2Tween then
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Door2Tween.Completed:Wait()
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Attributes.DoorsOpen.Value = opening ~= nil and opening or false
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elseif Door1Tween then
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Door1Tween.Completed:Wait()
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Attributes.DoorsOpen.Value = opening ~= nil and opening or false
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end
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self.ElevatorDoor1.CanCollide = true
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self.ElevatorDoor2.CanCollide = true
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@@ -61,7 +61,8 @@ type Impl_Static_Props = {
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Attributes: {
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PassingFloor: IntValue,
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CurrentFloor: IntValue,
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Moving: BoolValue
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Moving: BoolValue,
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GoingUp: BoolValue
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},
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Events: {
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ButtonActivated: BindableEvent
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@@ -70,28 +71,28 @@ type Impl_Static_Props = {
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type Constructor_Fun = (TagsConstructor: TagsConstructor, ButtonsTags: Tags.ElevatorButtons, LanternsTags: Tags.Lanterns, LandingDoors: Tags.LandingTags) -> ClassConstructor
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type Constructor_Return_Props = {
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Tags: Tags,
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MOConstructor: MovingObjects.MovingObjectsConstructor,
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LanternsConstructor: Lanterns.LanternsConstructor,
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HallDisplaysConstructor: HallDisplays.HallDisplaysConstructor,
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ElevatorBox_1960: UnionOperation,
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ElevatorDoor1: BasePart,
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ElevatorDoor2: BasePart,
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ElevatorDoorSensor: Folder,
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BoxAttachment: Attachment,
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BoxAlignPosition: AlignPosition,
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BoxAlignOrientation: AlignOrientation,
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ElevatorDoors: Doors.DoorConstructor,
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Ropes: {Instance},
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TractionRopes: TractionRopes.TractionRopesConstructor,
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Pulley: UnionOperation,
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Pulley2: UnionOperation,
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Governor: UnionOperation,
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GovernorFlyballs: Part,
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PieplatePulley: UnionOperation,
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MachineRoom: MovingObjects.MachineRoom,
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HallDisplays: {Instance},
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__MovingConnection: RBXScriptConnection?,
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Tags: Tags,
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MOConstructor: MovingObjects.MovingObjectsConstructor,
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LanternsConstructor: Lanterns.LanternsConstructor,
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HallDisplaysConstructor: HallDisplays.HallDisplaysConstructor,
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ElevatorBox_1960: UnionOperation,
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ElevatorDoor1: BasePart,
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ElevatorDoor2: BasePart,
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ElevatorDoorSensor: Folder,
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BoxAttachment: Attachment,
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BoxAlignPosition: AlignPosition,
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BoxAlignOrientation: AlignOrientation,
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ElevatorDoorsConstructor: Doors.DoorConstructor,
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Ropes: {Instance},
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TractionRopesConstructor: TractionRopes.TractionRopesConstructor,
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Pulley: UnionOperation,
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Pulley2: UnionOperation,
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Governor: UnionOperation,
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GovernorFlyballs: Part,
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PieplatePulley: UnionOperation,
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MachineRoom: MovingObjects.MachineRoom,
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HallDisplays: {Instance},
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__MovingConnection: RBXScriptConnection?,
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}
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export type Otis1960Constructor = ClassConstructor
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@@ -121,7 +122,8 @@ Otis1960.Colors = {
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Otis1960.Attributes = {
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PassingFloor = Instance.new("IntValue") :: IntValue,
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CurrentFloor = Instance.new("IntValue") :: IntValue,
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Moving = Instance.new("BoolValue") :: BoolValue
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Moving = Instance.new("BoolValue") :: BoolValue,
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GoingUp = Instance.new("BoolValue") :: BoolValue
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}
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Otis1960.Events = {
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@@ -131,9 +133,15 @@ Otis1960.Events = {
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Otis1960.Attributes.PassingFloor.Value = 1
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Otis1960.Attributes.CurrentFloor.Value = 1
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Otis1960.Attributes.Moving.Value = false
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Otis1960.Attributes.GoingUp.Value = false
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local Attributes = Otis1960.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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return -(Floor-RequestedFloor)>0
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end
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local ButtonsConstructor = Buttons.constructor(Otis1960.Attributes, Otis1960.Events, Otis1960.Colors)
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local function HookButtons(self: ClassConstructor, ButtonNameType: Enums.ButtonTreeValues, ButtonName: string, ButtonTree)
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@@ -197,9 +205,9 @@ function Otis1960.constructor(TagsConstructor, ButtonsTags, LanternsTags, Landin
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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.HallDisplaysConstructor = HallDisplays.constructor(Attributes.CurrentFloor, self.HallDisplays)
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self.ElevatorDoors = Doors.constructor(LandingDoors, self.ElevatorBox_1960, self.ElevatorDoor1, self.ElevatorDoor2, self.ElevatorDoorSensor)
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self.TractionRopes = TractionRopes.constructor(self.Ropes, self.ElevatorBox_1960, Leveling)
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self.HallDisplaysConstructor = HallDisplays.constructor(Attributes.CurrentFloor, self.HallDisplays)
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self.ElevatorDoorsConstructor = Doors.constructor(LandingDoors, self.ElevatorBox_1960, self.ElevatorDoor1, self.ElevatorDoor2, self.ElevatorDoorSensor)
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self.TractionRopesConstructor = TractionRopes.constructor(self.Ropes, self.ElevatorBox_1960, Leveling)
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self.LanternsConstructor = Lanterns.constructor(LanternDisplay, LanternsTags, Otis1960.Sounds, Otis1960.Colors)
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@@ -219,13 +227,19 @@ function Otis1960.constructor(TagsConstructor, ButtonsTags, LanternsTags, Landin
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task.spawn(function()
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self.LanternsConstructor:Toggle(true, Attributes.CurrentFloor.Value)
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self.HallDisplaysConstructor:SetHallDisplays(Attributes.CurrentFloor.Value)
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self.ElevatorDoors:ToggleElevatorDoors(true, Attributes.CurrentFloor.Value)
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self.ElevatorDoorsConstructor:ToggleElevatorDoors(true, Attributes.CurrentFloor.Value)
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end)
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print(`🔝 {Otis1960.Name} initialized and ready`)
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return ClassConstructor
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end
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local FloorQueue = {}
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local function CheckQueue()
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end
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local function FloorLeveling(self: ClassConstructor, RequestedLevel: number)
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self.BoxAlignPosition.MaxVelocity = 1
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self.LanternsConstructor:Toggle(true, RequestedLevel)
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@@ -239,10 +253,14 @@ local function FloorLeveled(self: ClassConstructor, RequestedLevel: number)
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self.BoxAlignPosition.MaxVelocity = Otis1960.MaxVelocity
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self.LanternsConstructor:Reset(Attributes.CurrentFloor.Value)
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end
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local function FloorPassingUp(self: ClassConstructor, ElevatorPositionY: number, RequestedLevel: number)
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if ElevatorPositionY>=Leveling[Attributes.CurrentFloor.Value+1] then
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local CF = Attributes.CurrentFloor.Value
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if ElevatorPositionY>=Leveling[CF+1] then
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Attributes.CurrentFloor.Value+=1
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self.LanternsConstructor:Toggle(true, Attributes.CurrentFloor.Value)
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@@ -259,10 +277,8 @@ local function FloorPassingDown(self: ClassConstructor, ElevatorPositionY: numbe
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end
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end
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local FloorQueue = {}
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function Otis1960:__RequestFloor(GoalLevelVEC, RequestedLevel, GoingUp)
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self.ElevatorDoors:ToggleElevatorDoors(false, Attributes.CurrentFloor.Value)
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self.ElevatorDoorsConstructor:ToggleElevatorDoors(false, Attributes.CurrentFloor.Value)
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if self.__MovingConnection and self.__MovingConnection.Connected then
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self.__MovingConnection:Disconnect()
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@@ -289,7 +305,7 @@ function Otis1960:__RequestFloor(GoalLevelVEC, RequestedLevel, GoingUp)
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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.TractionRopes:Move(27, self.ElevatorBox_1960.Position)
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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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@@ -301,7 +317,7 @@ function Otis1960:__RequestFloor(GoalLevelVEC, RequestedLevel, GoingUp)
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if not DoorsOpeningEvent and ElevatorPositionY>=BoxAlignY-Otis1960.DoorOpeningDistance then
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DoorsOpeningEvent = true
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self.ElevatorDoors:ToggleElevatorDoors(true, RequestedLevel)
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self.ElevatorDoorsConstructor:ToggleElevatorDoors(true, RequestedLevel)
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end
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end
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@@ -316,7 +332,7 @@ function Otis1960:__RequestFloor(GoalLevelVEC, RequestedLevel, GoingUp)
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if not DoorsOpeningEvent and ElevatorPositionY>=BoxAlignY-Otis1960.DoorOpeningDistance then
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DoorsOpeningEvent = true
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self.ElevatorDoors:ToggleElevatorDoors(true, RequestedLevel)
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self.ElevatorDoorsConstructor:ToggleElevatorDoors(true, RequestedLevel)
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end
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end
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@@ -329,19 +345,17 @@ function Otis1960:__RequestFloor(GoalLevelVEC, RequestedLevel, GoingUp)
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self.BoxAlignPosition.Position = Vector3.new(ElevatorBoxCurrentPos.X, GoalLevelVEC, ElevatorBoxCurrentPos.Z)
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end
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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 ElevatorDirectionGoingUp(Floor: number, RequestedFloor: number): boolean
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return -(Floor-RequestedFloor)>0
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end
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function Otis1960:RequestLevel(RequestedLevel)
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local GoalLevelVEC: number = Leveling[RequestedLevel]
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if GoalLevelVEC and GoalLevelVEC ~= Attributes.CurrentFloor.Value then
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local GoingUp = ElevatorGoingUpDirection(Attributes.CurrentFloor.Value, RequestedLevel)
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if Attributes.Moving.Value then
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else
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self:__RequestFloor(GoalLevelVEC, RequestedLevel, ElevatorDirectionGoingUp(Attributes.CurrentFloor.Value, RequestedLevel))
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Attributes.GoingUp.Value = GoingUp
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self:__RequestFloor(GoalLevelVEC, RequestedLevel, GoingUp)
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end
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else
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warn(`[{Otis1960.Name}]: landing out of range or equals the same range as the goal, requested landing: {tostring(RequestedLevel)}`)
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@@ -8,12 +8,16 @@ export type Otis1960Sounds = typeof(SoundEnums.Otis1960)
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export type Otis1960LanternChimeDirection = "rbxassetid://16990287228"
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export type Otis1960LanternChimeLanding = "rbxassetid://16990290265"
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export type Otis1960DoorClosingClick = "rbxassetid://16357740945"
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export type Otis1960SoundValues = Otis1960LanternChimeDirection | Otis1960LanternChimeLanding
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export type Otis1960SoundValues = Otis1960LanternChimeDirection |
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Otis1960LanternChimeLanding |
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Otis1960DoorClosingClick
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SoundEnums.Otis1960 = {
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LanternChimeDirection = "rbxassetid://16990287228" :: Otis1960LanternChimeDirection,
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LanternChimeLanding = "rbxassetid://16990290265" :: Otis1960LanternChimeLanding
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LanternChimeLanding = "rbxassetid://16990290265" :: Otis1960LanternChimeLanding,
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DoorClosingClick = "rbxassetid://16357740945" :: Otis1960DoorClosingClick
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}
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return SoundEnums
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