mirror of
https://github.com/unixtensor/Roblox-Elevator-Game.git
synced 2025-12-14 14:51:55 +00:00
Relay logic
This commit is contained in:
@@ -36,7 +36,9 @@ type Impl_Static_Props = {
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__DontLeakMemory: RBXScriptConnection?,
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Attributes: {
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Open: BoolValue
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Relay: {
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Open: BoolValue
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}
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}
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}
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type Constructor_Return_Props = {
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@@ -67,10 +69,12 @@ Doors.ElevatorDoorTime = 4
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Doors.ElevatorDoorStyle = Enum.EasingStyle.Quad
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Doors.Attributes = {
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Open = Instance.new("BoolValue") :: BoolValue
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Relay = {
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Open = Instance.new("BoolValue") :: BoolValue
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}
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}
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Doors.Attributes.Open.Value = false
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Doors.Attributes.Relay.Open.Value = false
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local Attributes = Doors.Attributes
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@@ -246,7 +250,7 @@ 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 Attributes.Open.Value then
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if Doors.Sensors and Attributes.Relay.Open.Value then
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raycastParams.FilterDescendantsInstances = {self.ElevatorBox, table.unpack(RayIgnoring)}
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Step = RS.Heartbeat:Connect(function(_dt)
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@@ -268,12 +272,12 @@ end
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function Doors:ToggleElevatorDoorsAsync(opening, floor)
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--short circuiting central
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if opening then
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if Attributes.Open.Value then
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if Attributes.Relay.Open.Value then
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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 Attributes.Open.Value then
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if not Attributes.Relay.Open.Value then
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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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@@ -288,10 +292,10 @@ function Doors:ToggleElevatorDoorsAsync(opening, floor)
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if Door2Tween then
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Door2Tween.Completed:Wait()
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Attributes.Open.Value = opening ~= nil and opening or false
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Attributes.Relay.Open.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.Open.Value = opening ~= nil and opening or false
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Attributes.Relay.Open.Value = opening ~= nil and opening or false
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end
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self.ElevatorDoor1.CanCollide = true
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@@ -15,4 +15,13 @@ local Leveling: {number} = {
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[10] = 239.245,
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}
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return Leveling
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local LevelingBetween: {number} = {}
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--Calculate between leveling
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for n: number = 1, #Leveling, 2 do
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LevelingBetween[n] = (Leveling[n]+Leveling[n+1])/2
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end
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return {
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Leveling = Leveling,
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LevelingBetween = LevelingBetween
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}
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144
src/server/main/Elevators/Otis1960/Relay.lua
Normal file
144
src/server/main/Elevators/Otis1960/Relay.lua
Normal file
@@ -0,0 +1,144 @@
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--!optimize 2
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--!native
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--!strict
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local RelayAlgorithmModule = require(script.Parent:WaitForChild("RelayAlgorithm"))
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type Leveling = {
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Leveling: {number},
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LevelingBetween: {number}
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}
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type ElevatorBox = BasePart
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type BoxAlignPosition = AlignPosition
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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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constructor: Constructor_Fun,
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--Class functions
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BulkConnect: (self: ClassConstructor) -> (),
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BulkDisconnect: (self: ClassConstructor) -> (),
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__Ready: (self: ClassConstructor) -> (),
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__Open: (self: ClassConstructor) -> (),
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__Goal: (self: ClassConstructor) -> (),
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__GoalYLevel: (self: ClassConstructor) -> (),
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}
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type Constructor_Fun = (RelayAlgorthm: RelayAlgorithmModule.RelayAlgorithmConstructor, ElevatorAttributes: ElevatorAttributes, DoorAttributes: DoorAttributes, Leveling: Leveling, BoxAlignPosition: BoxAlignPosition, ElevatorBox: ElevatorBox) -> ClassConstructor
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type Constructor_Return_Props = {
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RelayAlgorthm: RelayAlgorithmModule.RelayAlgorithmConstructor,
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ElevatorAttributes: ElevatorAttributes,
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DoorAttributes: DoorAttributes,
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LevelingModule: Leveling,
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BoxAlignPosition: BoxAlignPosition,
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ElevatorBox: ElevatorBox,
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__ReadyConnection: RBXScriptConnection?,
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__OpenConnection: RBXScriptConnection?,
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__GoalYLevelConnection: RBXScriptConnection?,
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__GoalConnection: RBXScriptConnection?,
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}
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type ElevatorAttributes = {
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Relay: {
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Ready: BoolValue,
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GoalYLevel: NumberValue,
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Goal: IntValue
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},
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Stopped: BoolValue
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}
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type DoorAttributes = {
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Relay: {
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Open: BoolValue
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}
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}
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export type RelayConstructor = ClassConstructor
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local Relay = {} :: Impl_Constructor
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Relay.__index = Relay
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function Relay.constructor(RelayAlgorthm, ElevatorAttributes, DoorAttributes, LevelingModule, BoxAlignPosition, ElevatorBox)
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return setmetatable({
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RelayAlgorthm = RelayAlgorthm,
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ElevatorAttributes = ElevatorAttributes,
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DoorAttributes = DoorAttributes,
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LevelingModule = LevelingModule,
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BoxAlignPosition = BoxAlignPosition,
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ElevatorBox = ElevatorBox
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}, Relay)
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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.LevelingModule.Leveling[self.RelayAlgorthm.__FloorQueue[1]],
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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:__Open()
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self.ElevatorAttributes.Relay.Ready.Value = self.DoorAttributes.Relay.Open.Value
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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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end
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function Relay:__Goal()
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local Level: number? = self.LevelingModule.Leveling[self.ElevatorAttributes.Relay.Goal.Value]
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self.ElevatorAttributes.Relay.GoalYLevel.Value = Level or self.LevelingModule.Leveling[1] :: number
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end
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function Relay:BulkConnect()
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self.__ReadyConnection = self.ElevatorAttributes.Relay.Ready:GetPropertyChangedSignal("Value"):Connect(function()
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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.__OpenConnection = self.DoorAttributes.Relay.Open:GetPropertyChangedSignal("Value"):Connect(function()
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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.__GoalYLevelConnection = self.ElevatorAttributes.Relay.GoalYLevel:GetPropertyChangedSignal("Value"):Connect(function()
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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.__GoalConnection = self.ElevatorAttributes.Relay.Goal:GetPropertyChangedSignal("Value"):Connect(function()
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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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end)
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end
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function Relay:BulkDisconnect()
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if self.__ReadyConnection and self.__ReadyConnection.Connected then
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self.__ReadyConnection:Disconnect()
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end
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if self.__OpenConnection and self.__OpenConnection.Connected then
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self.__OpenConnection:Disconnect()
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end
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if self.__GoalYLevelConnection and self.__GoalYLevelConnection.Connected then
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self.__GoalYLevelConnection:Disconnect()
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end
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if self.__GoalConnection and self.__GoalConnection.Connected then
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self.__GoalConnection:Disconnect()
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end
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end
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return Relay
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@@ -32,10 +32,11 @@ local ButtonTags = require(TagsDir:WaitForChild("Buttons"))
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local Enums = require(Storage:WaitForChild("Enums"))
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local SoundEnums = require(EnumsDir:WaitForChild("Sounds"))
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local Leveling = require(script:WaitForChild("Leveling"))
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local LevelingModule = require(script:WaitForChild("Leveling"))
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local Doors = require(script:WaitForChild("Doors"))
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local MovingObjects = require(script:WaitForChild("MovingObjects"))
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local RelayAlgorithm = require(script:WaitForChild("RelayAlgorithm"))
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local Relay = require(script:WaitForChild("Relay"))
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local HallDisplays = require(Elevators:WaitForChild("HallDisplays"))
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local ElevatorMover = require(Elevators:WaitForChild("Mover"))
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@@ -123,6 +124,7 @@ type Constructor_Return_Props = {
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HallDisplays: {Instance},
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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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}
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@@ -233,7 +235,7 @@ local function HookButtons(self: ClassConstructor, ButtonNameType: Enums.ButtonT
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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), Leveling[self.RelayAlgorithmConstructor.__FloorQueue[1]])
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self:__MoveTo(ElevatorGoingUpDirection(Attributes.CurrentFloor.Value, Attributes.Relay.Goal.Value), LevelingModule.Leveling[self.RelayAlgorithmConstructor.__FloorQueue[1]])
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self.BoxAlignPosition.MaxVelocity = Elevator.MaxVelocity
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end
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end)
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@@ -251,50 +253,15 @@ end
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local function IterateButtons(self: ClassConstructor, ButtonsTagsConstructor: ButtonTags.ButtonsTagsConstructor)
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for ButtonNameType, ButtonList in ButtonsTagsConstructor.Buttons do
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for ButtonID, ButtonTree in ButtonList do
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if ButtonTree.Prompt then
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if ButtonTree.Inst then
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if ButtonTree.Attachment then
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HookButtons(self, ButtonNameType :: Enums.ButtonTreeValues, ButtonID, ButtonTree :: Tags.ButtonPropertiesSafe)
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else
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warn(`{ButtonTree} is missing the field "Attachment"`)
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end
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else
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warn(`{ButtonTree} is missing the field "Inst"`)
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end
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if ButtonTree.Prompt and ButtonTree.Inst and ButtonTree.Attachment then
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HookButtons(self, ButtonNameType :: Enums.ButtonTreeValues, ButtonID, ButtonTree :: Tags.ButtonPropertiesSafe)
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else
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warn(`{ButtonTree} is missing the field "Prompt"`)
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warn(`{ButtonTree} is missing a field, {ButtonTree}`)
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end
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end
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end
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end
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local function ElevatorReactionEvents(self: ClassConstructor)
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--This is how the elevator logic works with the elevator itself
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Attributes.Relay.Ready:GetPropertyChangedSignal("Value"):Connect(function()
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if not Attributes.Stopped.Value and Attributes.Relay.Ready.Value then
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self.BoxAlignPosition.Position = Vector3.new(self.ElevatorBox_1960.Position.X, Leveling[self.RelayAlgorithmConstructor.__FloorQueue[1]], self.ElevatorBox_1960.Position.Z)
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end
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end)
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Doors.Attributes.Open:GetPropertyChangedSignal("Value"):Connect(function()
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if not Attributes.Stopped.Value then
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Attributes.Relay.Ready.Value = Doors.Attributes.Open.Value
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end
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end)
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Attributes.Relay.GoalYLevel:GetPropertyChangedSignal("Value"):Connect(function()
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if not Attributes.Stopped.Value then
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self.BoxAlignPosition.Position = Vector3.new(self.ElevatorBox_1960.Position.X, Attributes.Relay.GoalYLevel.Value, self.ElevatorBox_1960.Position.Z)
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end
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end)
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Attributes.Relay.Goal:GetPropertyChangedSignal("Value"):Connect(function()
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if not Attributes.Stopped.Value then
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local Level: number? = Leveling[Attributes.Relay.Goal.Value]
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Attributes.Relay.GoalYLevel.Value = Level or Leveling[1]
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end
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end)
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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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@@ -322,7 +289,7 @@ function Elevator.constructor(TagsConstructor, ButtonsTags, LanternsTags, Landin
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} :: MovingObjects.InstanceTree)
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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.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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@@ -337,7 +304,10 @@ function Elevator.constructor(TagsConstructor, ButtonsTags, LanternsTags, Landin
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self.BoxAlignPosition,
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self.BoxAlignOrientation = ElevatorMover(self.ElevatorBox_1960, self.ElevatorBox_1960.Position, Elevator.Responsiveness, Elevator.MaxVelocity)
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self.RelayAlgorithmConstructor = RelayAlgorithm.constructor(self.BoxAlignPosition, Attributes, Doors.Attributes)
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self.RelayAlgorithmConstructor = RelayAlgorithm.constructor(self.BoxAlignPosition, Attributes, Doors.Attributes.Relay)
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self.RelayConstructor = Relay.constructor(self.RelayAlgorithmConstructor, Attributes, Doors.Attributes, LevelingModule, self.BoxAlignPosition, self.ElevatorBox_1960)
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self.RelayConstructor:BulkConnect()
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local ClassConstructor = setmetatable(self, Elevator)
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IterateButtons(ClassConstructor, ButtonsTagsConstructor)
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@@ -349,10 +319,10 @@ function Elevator.constructor(TagsConstructor, ButtonsTags, LanternsTags, Landin
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self.ElevatorDoorsConstructor:ToggleElevatorDoorsAsync(true, Attributes.CurrentFloor.Value)
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--Some hacks
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Doors.Attributes.Open.Value = true
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Doors.Attributes.Relay.Open.Value = true
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end)
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ElevatorReactionEvents(self)
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print(LevelingModule.LevelingBetween)
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print(`🔝 {Elevator.Name} initialized and ready`)
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return ClassConstructor
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@@ -371,7 +341,7 @@ 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, Leveling[self.RelayAlgorithmConstructor.__FloorQueue[1]])
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self:__MoveTo(ElevatorGoingUp, LevelingModule.Leveling[self.RelayAlgorithmConstructor.__FloorQueue[1]])
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end
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end
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@@ -381,7 +351,7 @@ function Elevator:Leveling(RequestedLevel)
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end
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function Elevator:FloorPassingUp(ElevatorPositionY, RequestedLevel)
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if ElevatorPositionY>=Leveling[Attributes.CurrentFloor.Value+1] then
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if ElevatorPositionY>=LevelingModule.Leveling[Attributes.CurrentFloor.Value+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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@@ -390,7 +360,7 @@ function Elevator:FloorPassingUp(ElevatorPositionY, RequestedLevel)
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end
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function Elevator:FloorPassingDown(ElevatorPositionY, RequestedLevel)
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if ElevatorPositionY<=Leveling[Attributes.CurrentFloor.Value-1] then
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if ElevatorPositionY<=LevelingModule.Leveling[Attributes.CurrentFloor.Value-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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@@ -460,7 +430,7 @@ function Elevator:__MovingHeartbeat(GoingUp, GoalFloor_Y)
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end
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function Elevator:__MoveTo(GoingUp, GoalFloor_Y)
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if Doors.Attributes.Open.Value then
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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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if GoingUp then
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@@ -473,7 +443,7 @@ function Elevator:__MoveTo(GoingUp, GoalFloor_Y)
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end
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function Elevator:RequestLevel(RequestedLevel)
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local GoalFloor_Y: number? = Leveling[RequestedLevel]
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local GoalFloor_Y: number? = LevelingModule.Leveling[RequestedLevel]
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if GoalFloor_Y and RequestedLevel ~= Attributes.CurrentFloor.Value then
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local ElevatorGoingUp = ElevatorGoingUpDirection(Attributes.CurrentFloor.Value, RequestedLevel)
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Reference in New Issue
Block a user