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https://github.com/unixtensor/Roblox-Elevator-Game.git
synced 2025-12-15 21:41:53 +00:00
Relay logic
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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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