mirror of
https://github.com/unixtensor/Roblox-Elevator-Game.git
synced 2025-12-14 06:41:55 +00:00
No work motiviation but hooked the relay algorithm to the elevator
This commit is contained in:
@@ -36,7 +36,7 @@ type Impl_Static_Props = {
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__DontLeakMemory: RBXScriptConnection?,
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Attributes: {
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DoorsOpen: BoolValue
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Open: BoolValue
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}
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}
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type Constructor_Return_Props = {
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@@ -67,13 +67,13 @@ Doors.ElevatorDoorTime = 4
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Doors.ElevatorDoorStyle = Enum.EasingStyle.Quad
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Doors.Attributes = {
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DoorsOpen = Instance.new("BoolValue") :: BoolValue
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Open = Instance.new("BoolValue") :: BoolValue
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}
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Doors.Attributes.DoorsOpen.Value = false
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Doors.Attributes.Open.Value = false
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Doors.Attributes.DoorsOpen:GetPropertyChangedSignal("Value"):Connect(function()
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print("DoorsOpen=",Doors.Attributes.DoorsOpen.Value)
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Doors.Attributes.Open:GetPropertyChangedSignal("Value"):Connect(function()
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print("Open=",Doors.Attributes.Open.Value)
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end)
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local Attributes = Doors.Attributes
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@@ -199,7 +199,7 @@ local function ElevatorDoorsAnimation(self: ClassConstructor, opening: boolean?,
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end
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end
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Attributes.DoorsOpen.Value = true
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Attributes.Open.Value = true
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else
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local Door1Tween = self.DoorTween1:Start(nil, {
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Position = ElevatorDoor1_P+Doors.Door1Stopped_X
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@@ -252,7 +252,7 @@ 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.DoorsOpen.Value then
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if Doors.Sensors and Attributes.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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@@ -274,15 +274,15 @@ 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 not Attributes.DoorsOpen.Value then
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Attributes.DoorsOpen.Value = not Attributes.DoorsOpen.Value
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if not Attributes.Open.Value then
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Attributes.Open.Value = not Attributes.Open.Value
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else
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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 Attributes.DoorsOpen.Value then
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Attributes.DoorsOpen.Value = not Attributes.DoorsOpen.Value
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if Attributes.Open.Value then
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Attributes.Open.Value = not Attributes.Open.Value
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else
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warn("Doors are already open, doing nothing")
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return
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@@ -298,10 +298,10 @@ function Doors:ToggleElevatorDoorsAsync(opening, floor)
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if Door2Tween then
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Door2Tween.Completed:Wait()
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Attributes.DoorsOpen.Value = opening ~= nil and opening or false
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Attributes.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.DoorsOpen.Value = opening ~= nil and opening or false
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Attributes.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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@@ -78,7 +78,7 @@ function MovingObjects:Frame_Pullies(Delta, ElevatorVelocity_Y)
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local PullAngle = math.rad(RotAngle)
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MR.Pulley.CFrame = MR_C.PulleyCFrame *CFrame.Angles(-PullAngle_2, 0, 0)
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MR.Pulley2.CFrame = MR_C.Pulley2CFrame *CFrame.Angles(PullAngle_2, 0, 0)
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MR.Pulley2.CFrame = MR_C.Pulley2CFrame *CFrame.Angles(PullAngle_2, 0, 0)
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MR.Governor.CFrame = MR_C.GovernorCFrame *CFrame.Angles(0, PullAngle_2, 0)
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MR.GovernorFlyballs.CFrame = MR_C.GovernorFlyballsCFrame*CFrame.Angles(PullAngle, 0, 0)
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MR.PiePlatePulley.CFrame = MR_C.PieplatePulleyCFrame *CFrame.Angles(PullAngle_2, 0, 0)
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@@ -7,9 +7,10 @@ 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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Sort: (self: ClassConstructor, ElevatorGoingUp: boolean) -> (),
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Check: (self: ClassConstructor, ElevatorGoingUp: boolean) -> (),
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Insert: (self: ClassConstructor, ElevatorGoingUp: boolean, RequestedLevel: number) -> (),
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Sort: (self: ClassConstructor, ElevatorGoingUp: boolean) -> (),
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Check: (self: ClassConstructor, ElevatorGoingUp: boolean) -> (),
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RawInsert: (self: ClassConstructor, ElevatorGoingUp: boolean, RequestedLevel: number) -> (),
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AddFloor: (self: ClassConstructor, ElevatorGoingUp: boolean, RequestedLevel: number) -> boolean
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}
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type Constructor_Fun = (BoxAlignPosition: AlignPosition, ElevatorAttributes: ElevatorAttributes, DoorAttributes: DoorAttributes) -> ClassConstructor
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@@ -17,19 +18,18 @@ type Constructor_Return_Props = {
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BoxAlignPosition: AlignPosition,
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ElevatorAttributes: ElevatorAttributes,
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DoorAttributes: DoorAttributes,
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__FloorQueue: Floors
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__FloorQueue: {number}
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}
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type Floors = {number}
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type ElevatorAttributes = {
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CurrentFloor: IntValue,
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Goal: IntValue,
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GoingUp: BoolValue,
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GoalFloor: IntValue
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Moving: BoolValue
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}
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type DoorAttributes = {
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DoorsOpen: BoolValue
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Open: BoolValue
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}
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export type RelayAlgorithmConstructor = ClassConstructor
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@@ -49,23 +49,6 @@ end
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--The Otis relay based call logic
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--https://youtu.be/BCN9mQOT3RQ
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--Sort the queue based on direction
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--[[
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Up: {
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[1] = 5,
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[2] = 6,
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[3] = 7,
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[4] = 8,
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[5] = 9,
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[6] = 10
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}
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Down: {
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[1] = 5,
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[2] = 3,
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[3] = 2,
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[4] = 1
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}
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]]
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function RelayAlgorithm:Sort(ElevatorGoingUp)
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table.sort(self.__FloorQueue, function(a: number, b: number): boolean
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if ElevatorGoingUp then
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@@ -85,13 +68,26 @@ function RelayAlgorithm:Check(ElevatorGoingUp)
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self:Sort(ElevatorGoingUp)
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return true
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end
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return false
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end
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function RelayAlgorithm:Insert(ElevatorGoingUp, RequestedLevel)
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function RelayAlgorithm:RawInsert(ElevatorGoingUp, RequestedLevel)
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table.insert(self.__FloorQueue, ElevatorGoingUp == self.ElevatorAttributes.GoingUp.Value and 1 or #self.__FloorQueue+1, RequestedLevel)
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self:Sort(ElevatorGoingUp)
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end
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function RelayAlgorithm:AddFloor(ElevatorGoingUp, RequestedLevel)
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if self.ElevatorAttributes.Moving.Value then
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self:RawInsert(ElevatorGoingUp, RequestedLevel)
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else
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if self.DoorAttributes.Open.Value then
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self:RawInsert(ElevatorGoingUp, RequestedLevel)
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return true
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else
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self:RawInsert(ElevatorGoingUp, RequestedLevel)
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end
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end
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return false
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end
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return RelayAlgorithm
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@@ -58,7 +58,7 @@ 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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__GoToFloor: (self: ClassConstructor, Level: number, GoingUp: boolean) -> (),
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__Move: (self: ClassConstructor, Level: number, GoingUp: boolean) -> (),
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__MovingHeartbeat: (self: ClassConstructor, GoingUp: boolean) -> (),
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} & Impl_Static_Props
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@@ -83,7 +83,7 @@ type Impl_Static_Props = {
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},
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Attributes: {
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CurrentFloor: IntValue,
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GoalFloor: IntValue,
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Goal: IntValue,
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Moving: BoolValue,
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GoingUp: BoolValue,
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Stopped: BoolValue
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@@ -146,7 +146,7 @@ Elevator.Colors = {
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Elevator.Attributes = {
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CurrentFloor = Instance.new("IntValue") :: IntValue,
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GoalFloor = Instance.new("IntValue") :: IntValue,
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Goal = Instance.new("IntValue") :: IntValue,
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Moving = Instance.new("BoolValue") :: BoolValue,
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GoingUp = Instance.new("BoolValue") :: BoolValue,
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Stopped = Instance.new("BoolValue") :: BoolValue
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@@ -157,7 +157,7 @@ Elevator.Events = {
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}
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Elevator.Attributes.CurrentFloor.Value = 1
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Elevator.Attributes.GoalFloor.Value = 1
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Elevator.Attributes.Goal.Value = 1
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Elevator.Attributes.Moving.Value = false
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Elevator.Attributes.GoingUp.Value = false
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@@ -176,7 +176,7 @@ local function _ActivatedFloorButton(self: ClassConstructor, ButtonFloor: number
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local FloorTracker: RBXScriptConnection
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FloorTracker = Attributes.CurrentFloor:GetPropertyChangedSignal("Value"):Connect(function()
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if Attributes.CurrentFloor.Value == ButtonFloor and Attributes.GoalFloor.Value == ButtonFloor then
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if Attributes.CurrentFloor.Value == ButtonFloor and Attributes.Goal.Value == ButtonFloor then
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FloorTracker:Disconnect()
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self.ButtonsConstructor:__DeactivateButton(ButtonTree.Inst :: BasePart, (ButtonTree.Inst :: BasePart):FindFirstChild("Glass") :: BasePart?)
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@@ -185,6 +185,7 @@ local function _ActivatedFloorButton(self: ClassConstructor, ButtonFloor: number
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end)
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else
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warn(`Failed to call floor: {ButtonFloor}`)
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ButtonTree.Prompt.Enabled = true
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end
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end
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@@ -220,7 +221,7 @@ 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:__GoToFloor(Leveling[Attributes.CurrentFloor.Value], ElevatorGoingUpDirection(Attributes.CurrentFloor.Value, Attributes.GoalFloor.Value))
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self:__GoToFloor(Leveling[Attributes.CurrentFloor.Value], ElevatorGoingUpDirection(Attributes.CurrentFloor.Value, Attributes.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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@@ -318,7 +319,6 @@ function Elevator:Leveled(RequestedLevel)
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Attributes.Moving.Value = false
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Attributes.CurrentFloor.Value = RequestedLevel
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self.BoxAlignPosition.MaxVelocity = Elevator.MaxVelocity
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self.LanternsConstructor:Reset(Attributes.CurrentFloor.Value)
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task.wait(Elevator.QueueWaitTime)
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@@ -327,8 +327,7 @@ 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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Attributes.GoingUp.Value = ElevatorGoingUp
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self:__GoToFloor(Leveling[self.RelayAlgorithmConstructor.__FloorQueue[1]], ElevatorGoingUp)
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self:__Move(Leveling[self.RelayAlgorithmConstructor.__FloorQueue[1]], ElevatorGoingUp)
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end
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end
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@@ -356,22 +355,21 @@ function Elevator:FloorPassingDown(ElevatorPositionY, RequestedLevel)
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end
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function Elevator:__MovingHeartbeat(GoingUp)
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local Delta = 0
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local DoorsOpeningEvent = false
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Attributes.GoingUp.Value = GoingUp
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if self.__MovingConnection and self.__MovingConnection.Connected then
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self.__MovingConnection:Disconnect()
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end
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--Only used for the X and Z axis
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local ElevatorPositionInit: Vector3 = self.ElevatorBox_1960.Position
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local Delta = 0
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local DoorsOpeningEvent = false
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self.__MovingConnection = 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.GoalFloor.Value = FloorGoal
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Attributes.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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@@ -413,16 +411,13 @@ function Elevator:__MovingHeartbeat(GoingUp)
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self:Leveled(FloorGoal)
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end
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end
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self.BoxAlignPosition.Position = Vector3.new(ElevatorPositionInit.X, Leveling[FloorGoal], ElevatorPositionInit.Z)
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end)
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end
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function Elevator:__GoToFloor(GoalLevelVEC, GoingUp)
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if Doors.Attributes.DoorsOpen.Value then
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function Elevator:__Move(GoalLevelVEC, GoingUp)
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if Doors.Attributes.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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self.LanternsConstructor:DirectionUp(true)
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else
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@@ -431,9 +426,9 @@ function Elevator:__GoToFloor(GoalLevelVEC, GoingUp)
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self.MOConstructor:UpdateCFrame()
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self:__MovingHeartbeat(GoingUp)
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local ElevatorBoxCurrentPos = self.ElevatorBox_1960.Position
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self.BoxAlignPosition.Position = Vector3.new(ElevatorBoxCurrentPos.X, GoalLevelVEC, ElevatorBoxCurrentPos.Z)
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local ElevatorPositionInit = self.ElevatorBox_1960.Position
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self.BoxAlignPosition.Position = Vector3.new(ElevatorPositionInit.X, GoalLevelVEC, ElevatorPositionInit.Z)
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end
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function Elevator:RequestLevel(RequestedLevel)
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@@ -441,19 +436,15 @@ function Elevator:RequestLevel(RequestedLevel)
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if GoalLevelVEC and GoalLevelVEC ~= 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 Attributes.Moving.Value then
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self.RelayAlgorithmConstructor:Insert(ElevatorGoingUp, RequestedLevel)
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if Proceeding then
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self:__Move(GoalLevelVEC, ElevatorGoingUp)
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else
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if Doors.Attributes.DoorsOpen then
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Attributes.GoingUp.Value = ElevatorGoingUp
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if Doors.Attributes.DoorsOpen and #self.RelayAlgorithmConstructor.__FloorQueue == 0 then
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self:__GoToFloor(GoalLevelVEC, ElevatorGoingUp)
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end
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self.RelayAlgorithmConstructor:Insert(ElevatorGoingUp, RequestedLevel)
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else
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self.RelayAlgorithmConstructor:Insert(ElevatorGoingUp, RequestedLevel)
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if not Doors.Attributes.Open.Value then
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local ElevatorPositionInit = self.ElevatorBox_1960.Position
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self.BoxAlignPosition.Position = Vector3.new(ElevatorPositionInit.X, Leveling[self.RelayAlgorithmConstructor.__FloorQueue[1]], ElevatorPositionInit.Z)
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print(Doors.Attributes.Open.Value)
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end
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end
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else
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Block a user