mirror of
https://github.com/unixtensor/Roblox-Elevator-Game.git
synced 2025-12-14 14:51:55 +00:00
Restructure and get a working state for the Haughton elevator
This commit is contained in:
387
src/server/main/Elevators/Elevator/init.luau
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387
src/server/main/Elevators/Elevator/init.luau
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@@ -0,0 +1,387 @@
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--!optimize 2
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--!native
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--!strict
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local Elevators = script.Parent
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local MainDir = Elevators.Parent
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local LoadDir = MainDir:WaitForChild("Load")
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local RunService = game:GetService("RunService")
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local StorageService = game:GetService("ReplicatedStorage")
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local Enums = require(StorageService:WaitForChild("Enums"))
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local Out = require(StorageService:WaitForChild("Output"))
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local Algebra = require(StorageService:WaitForChild("Algebra"))
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local ElevatorTypes = require(MainDir:WaitForChild("Types"):WaitForChild("Elevator"))
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local Tags = require(LoadDir:WaitForChild("Tags"))
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local RelayAlgorithm = require(script:WaitForChild("RelayAlgorithm"))
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type Tags = Tags.ExportedTags
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type TagsConstructor = Tags.TagsConstructor
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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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GetLevel: (self: ClassConstructor, Level: number) -> Vector3?,
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RequestLevelAsync: (self: ClassConstructor, RequestedLevel: number, Direction: Enums.ElevatorCallDirectionValues) -> boolean,
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StartTraveling: (self: ClassConstructor) -> (),
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__TravelToFloorAsync: (self: ClassConstructor, LevelInt: number, VEC3_Y_WRAP: Vector3) -> (),
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}
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type FloorLevelingPositions = {number}
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type Constructor_Fun = (ElevatorBoxModel: BasePart, ElevatorConfigurationTable: ElevatorTypes.ElevatorConfigurationTable, FloorLevelingPositions: FloorLevelingPositions) -> ClassConstructor
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type Constructor_Return_Props = {
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RelayAlgorithm: RelayAlgorithm.RelayAlgorithmConstructor,
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FloorLevelingPositions: FloorLevelingPositions,
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eprint: <T...>(T...) -> (),
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ewarn: <T...>(T...) -> (),
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eprintStudio: <T...>(T...) -> (),
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ewarnStudio: <T...>(T...) -> (),
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Elevator: {
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TravelingDirection: Enums.ElevatorCallDirectionValues,
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BoxModel: UnionOperation,
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AlignPosition: AlignPosition,
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Configuration: ElevatorTypes.ElevatorConfigurationTable
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},
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Attributes: {
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PreviousFloor: IntValue,
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CurrentFloor: IntValue,
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NextFloor: IntValue,
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Goal: IntValue,
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TravelingUpwards: BoolValue,
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Stopped: BoolValue
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},
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Events: {
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Progression: RBXScriptSignal<number, number, number>,
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Traveling: RBXScriptSignal<number, Vector3>,
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Parked: RBXScriptSignal,
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Leveling: RBXScriptSignal,
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Leveling3Phase: RBXScriptSignal,
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__eventInstances__: {
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Progression: BindableEvent,
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Traveling: BindableEvent,
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Parked: BindableEvent,
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Leveling: BindableEvent,
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Leveling3Phase: BindableEvent,
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}
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},
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__functionEvents: {
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StartTraveling: BindableEvent
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},
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__Connections: {
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Moving: RBXScriptConnection?,
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}
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}
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local Elevator = {} :: Impl_Constructor
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Elevator.__index = Elevator
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local function ElevatorGoingUpDirection(CurrentFloor: number, RequestedFloor: number): boolean
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-- -(CurrentFloor-RequestedFloor)>0
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-- -CurrentFloor+RequestedFloor>0
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return CurrentFloor<RequestedFloor
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end
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local function Mover(ElevatorBoxModel: BasePart, Responsiveness: number, MaxVelocity: number): (Attachment, AlignPosition, AlignOrientation)
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local BoxAttachment = Instance.new("Attachment")
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BoxAttachment.Parent = ElevatorBoxModel
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local BoxAlignPosition = Instance.new("AlignPosition")
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BoxAlignPosition.Mode = Enum.PositionAlignmentMode.OneAttachment
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BoxAlignPosition.Attachment0 = BoxAttachment
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BoxAlignPosition.MaxForce = 1e6
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BoxAlignPosition.Position = ElevatorBoxModel.Position
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-- BoxAlignPosition.RigidityEnabled = true
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-- Lines below are disabled with RigidityEnabled true
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BoxAlignPosition.Responsiveness = Responsiveness
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BoxAlignPosition.MaxVelocity = MaxVelocity
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--
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BoxAlignPosition.Parent = ElevatorBoxModel
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local BoxAlignOrientation = Instance.new("AlignOrientation")
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BoxAlignOrientation.Mode = Enum.OrientationAlignmentMode.OneAttachment
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BoxAlignOrientation.Attachment0 = BoxAttachment
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BoxAlignOrientation.RigidityEnabled = true
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BoxAlignOrientation.CFrame = ElevatorBoxModel.CFrame
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BoxAlignOrientation.Parent = ElevatorBoxModel
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return BoxAttachment, BoxAlignPosition, BoxAlignOrientation
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end
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function Elevator.constructor(ElevatorBoxModel, ElevatorConfigurationTable, FloorLevelingPositions)
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assert(#FloorLevelingPositions>1, `"{ElevatorConfigurationTable.Name}" requires more floors to operate. Floors={FloorLevelingPositions}, #Floors={#FloorLevelingPositions}.`)
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local function eprint<T...>(...: T...)
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print(`[{ElevatorConfigurationTable.Name}]:`, ...)
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end
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local function ewarn<T...>(...: T...)
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warn(`[{ElevatorConfigurationTable.Name}]:`, ...)
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warn(debug.traceback())
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end
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local function eprintStudio<T...>(...: T...)
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Out.printStudio(`[{ElevatorConfigurationTable.Name}]:`, ...)
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end
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local function ewarnStudio<T...>(...: T...)
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Out.warnStudio(`[{ElevatorConfigurationTable.Name}]:`, ...)
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end
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local _BoxAttachment,
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BoxAlignPosition,
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_BoxAlignOrientation = Mover(ElevatorBoxModel, ElevatorConfigurationTable.Responsiveness, ElevatorConfigurationTable.MaxVelocity)
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local RelayAlgorithmConstructor = RelayAlgorithm.constructor(BoxAlignPosition)
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local CabProgression = Instance.new("BindableEvent") :: BindableEvent
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local CabTraveling = Instance.new("BindableEvent") :: BindableEvent
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local Parked = Instance.new("BindableEvent") :: BindableEvent
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local Leveling = Instance.new("BindableEvent") :: BindableEvent
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local Leveling3Phase = Instance.new("BindableEvent") :: BindableEvent
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local Attributes = {
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PreviousFloor = Instance.new("IntValue") :: IntValue,
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CurrentFloor = Instance.new("IntValue") :: IntValue,
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NextFloor = Instance.new("IntValue") :: IntValue,
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Goal = Instance.new("IntValue") :: IntValue,
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TravelingUpwards = Instance.new("BoolValue") :: BoolValue,
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Stopped = Instance.new("BoolValue") :: BoolValue
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}
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Attributes.CurrentFloor.Value = 1
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Attributes.PreviousFloor.Value = Attributes.CurrentFloor.Value
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Attributes.NextFloor.Value = Attributes.CurrentFloor.Value+1
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Attributes.TravelingUpwards.Value = true
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Attributes.Goal.Value = 1
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local ElevatorClass = setmetatable({
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RelayAlgorithm = RelayAlgorithmConstructor,
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FloorLevelingPositions = FloorLevelingPositions,
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eprint = eprint,
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ewarn = ewarn,
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eprintStudio = eprintStudio,
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ewarnStudio = ewarnStudio,
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Elevator = {
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TravelingDirection = Enums.ElevatorCallDirection.Up,
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BoxModel = ElevatorBoxModel,
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AlignPosition = BoxAlignPosition,
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Configuration = ElevatorConfigurationTable,
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},
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Events = {
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Progression = CabProgression.Event,
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Traveling = CabTraveling.Event,
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Parked = Parked.Event,
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Leveling = Leveling.Event,
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Leveling3Phase = Leveling3Phase.Event,
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__eventInstances__ = {
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Progression = CabProgression,
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Traveling = CabTraveling,
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Parked = Parked,
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Leveling = Leveling,
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Leveling3Phase = Leveling3Phase,
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}
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},
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Attributes = Attributes,
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__functionEvents = {
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StartTraveling = Instance.new("BindableEvent") :: BindableEvent
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},
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__Connections = {}
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}, Elevator)
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RelayAlgorithmConstructor.Events.Sorted:Connect(function(AddedFloorDirection: Enums.ElevatorCallDirectionValues, FloorDirectionQueue: RelayAlgorithm.FloorDirectionQueue)
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if AddedFloorDirection == (ElevatorClass.Attributes.TravelingUpwards.Value and Enums.ElevatorCallDirection.Up or Enums.ElevatorCallDirection.Down) then
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local NextFloorAsTraveling = FloorDirectionQueue[1]
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if NextFloorAsTraveling then
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local Level = FloorLevelingPositions[NextFloorAsTraveling]
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ElevatorClass:__TravelToFloorAsync(Level, Vector3.new(0, Level, 0))
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end
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ElevatorClass.eprintStudio(`Floors sorted in proceeding direction. direction={AddedFloorDirection}, FloorDirectionQueue={FloorDirectionQueue}`)
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end
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end)
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print(`🛗 [{ElevatorConfigurationTable.Name}]: Initialized and ready`)
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return ElevatorClass
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end
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local function ProceedToNextLevel(self: ClassConstructor, Level_Int: number): Vector3?
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local VEC3_Y_WRAP = self:GetLevel(Level_Int)
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if VEC3_Y_WRAP then
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self:__TravelToFloorAsync(Level_Int, VEC3_Y_WRAP)
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self.eprintStudio(`Traveling to Level={Level_Int} VEC3_Y_WRAP={VEC3_Y_WRAP}`)
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else
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self.ewarn(`Failed to get the requested level's Y position. VEC3_Y_WRAP={VEC3_Y_WRAP} Level={Level_Int}`)
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end
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return VEC3_Y_WRAP
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end
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local function GoingUpDirectionToDirectionEnum(CurrentFloor: number, RequestedFloor: number): Enums.ElevatorCallDirectionValues
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return ElevatorGoingUpDirection(CurrentFloor, RequestedFloor) and Enums.ElevatorCallDirection.Up or Enums.ElevatorCallDirection.Down
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end
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local function CheckFloorQueue(self: ClassConstructor)
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local DirectionToDirectionQueue = self.Attributes.TravelingUpwards.Value and self.RelayAlgorithm.FloorQueue.Up or self.RelayAlgorithm.FloorQueue.Down
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local DirectionToOppositeDirectionQueue = self.Attributes.TravelingUpwards.Value and self.RelayAlgorithm.FloorQueue.Down or self.RelayAlgorithm.FloorQueue.Up
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if DirectionToDirectionQueue[1] ~= self.Attributes.CurrentFloor.Value then
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self.ewarn("The floor queue first index did not match the elevator's current floor, CurrentFloor=", self.Attributes.CurrentFloor.Value, "FloorQueue[1]=", DirectionToDirectionQueue[1])
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end
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table.remove(DirectionToDirectionQueue, 1)
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local IdenticalOpposite = table.find(DirectionToOppositeDirectionQueue, self.Attributes.CurrentFloor.Value)
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if IdenticalOpposite then
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table.remove(DirectionToOppositeDirectionQueue, IdenticalOpposite)
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self.eprintStudio(`Removed the current floor from the opposite direction, ElevatorTravelingUpwards={self.Attributes.TravelingUpwards.Value} CurrentFloor={self.Attributes.CurrentFloor.Value}`)
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end
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self.eprintStudio("Checking more floors in direction queue. DirectionToDirectionQueue=", DirectionToDirectionQueue)
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local NextFloorInQueue = DirectionToOppositeDirectionQueue[1]
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if NextFloorInQueue then
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local NewDirection = GoingUpDirectionToDirectionEnum(self.Attributes.CurrentFloor.Value, NextFloorInQueue)
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self.RelayAlgorithm:Sort(NewDirection :: Enums.ElevatorCallDirectionValues)
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local ProceedingToTheNextLevel = ProceedToNextLevel(self, NextFloorInQueue)
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if not ProceedingToTheNextLevel then
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self.RelayAlgorithm:Sort(Enums.ElevatorCallDirection.Down)
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ProceedToNextLevel(self, 1)
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end
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else
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--No more floors in the current direction?
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--Check the opposite
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self.eprintStudio(`No more floors in the direction TravelingUpwards="{self.Attributes.TravelingUpwards.Value}" checking the opposite direction floors`)
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if #DirectionToOppositeDirectionQueue ~= 0 then
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local NextLevelOpposite = DirectionToOppositeDirectionQueue[1]
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if NextLevelOpposite then
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local NewDirection = GoingUpDirectionToDirectionEnum(self.Attributes.CurrentFloor.Value, NextLevelOpposite)
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self.RelayAlgorithm:Sort(NewDirection :: Enums.ElevatorCallDirectionValues)
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self.eprint("Floors found in the opposite direction. Direction=", Enums.ElevatorCallDirection.Down, "NextLevel=", NextLevelOpposite)
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ProceedToNextLevel(self, NextLevelOpposite)
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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 FloorsClamp(self: ClassConstructor, n: number): number
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return Algebra.minmax(1, n, #self.FloorLevelingPositions)
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end
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local function CabTraveling(self: ClassConstructor, deltaTime: number, LEVEL_VEC3_Y_WRAP: Vector3)
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local ElevatorPosition = self.Elevator.BoxModel.Position
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local AtFloorY = self.FloorLevelingPositions[FloorsClamp(self, self.Attributes.TravelingUpwards.Value and self.Attributes.CurrentFloor.Value+1 or self.Attributes.CurrentFloor.Value-1)]
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if self.Attributes.TravelingUpwards.Value then
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--Detecting between the floors
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if ElevatorPosition.Y>=AtFloorY-self.Elevator.Configuration.FloorLevelingDistance then
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self.Attributes.PreviousFloor.Value = self.Attributes.CurrentFloor.Value
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self.Attributes.CurrentFloor.Value+=1
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self.Attributes.NextFloor.Value = FloorsClamp(self, self.Attributes.CurrentFloor.Value+1)
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self.Events.__eventInstances__.Progression:Fire(self.Attributes.PreviousFloor.Value, self.Attributes.CurrentFloor.Value, self.Attributes.NextFloor.Value)
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end
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--Elevator is riding upwards towards the destination
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if ElevatorPosition.Y>=LEVEL_VEC3_Y_WRAP.Y-self.Elevator.Configuration.FloorLevelingDistance then
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self.Events.__eventInstances__.Leveling:Fire()
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self.Elevator.AlignPosition.MaxVelocity = self.Elevator.Configuration.LevelingVelocity
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if ElevatorPosition.Y>=LEVEL_VEC3_Y_WRAP.Y-self.Elevator.Configuration.FloorLeveling3PhaseDistance then
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self.Events.__eventInstances__.Leveling3Phase:Fire()
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self.Elevator.AlignPosition.MaxVelocity = self.Elevator.Configuration.Phase3LevelingVelocity
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if ElevatorPosition.Y>=LEVEL_VEC3_Y_WRAP.Y-self.Elevator.Configuration.ParkedDistance then
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self.Events.__eventInstances__.Parked:Fire()
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CheckFloorQueue(self);
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(self.__Connections.Moving :: RBXScriptConnection):Disconnect()
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end
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end
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end
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else
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if ElevatorPosition.Y<=AtFloorY+self.Elevator.Configuration.FloorLevelingDistance then
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self.Attributes.PreviousFloor.Value = self.Attributes.CurrentFloor.Value
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self.Attributes.CurrentFloor.Value-=1
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self.Attributes.NextFloor.Value = FloorsClamp(self, self.Attributes.CurrentFloor.Value-1)
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self.Events.__eventInstances__.Progression:Fire(self.Attributes.PreviousFloor.Value, self.Attributes.CurrentFloor.Value, self.Attributes.NextFloor.Value)
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end
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--Elevator is riding upwards towards the destination
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if ElevatorPosition.Y<=LEVEL_VEC3_Y_WRAP.Y+self.Elevator.Configuration.FloorLevelingDistance then
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self.Events.__eventInstances__.Leveling:Fire()
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self.Elevator.AlignPosition.MaxVelocity = self.Elevator.Configuration.LevelingVelocity
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if ElevatorPosition.Y<=LEVEL_VEC3_Y_WRAP.Y+self.Elevator.Configuration.FloorLeveling3PhaseDistance then
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self.Events.__eventInstances__.Leveling3Phase:Fire()
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self.Elevator.AlignPosition.MaxVelocity = self.Elevator.Configuration.Phase3LevelingVelocity
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if ElevatorPosition.Y<=LEVEL_VEC3_Y_WRAP.Y+self.Elevator.Configuration.ParkedDistance then
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self.Events.__eventInstances__.Parked:Fire()
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CheckFloorQueue(self);
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(self.__Connections.Moving :: RBXScriptConnection):Disconnect()
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end
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end
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end
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end
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self.Events.__eventInstances__.Traveling:Fire(deltaTime, ElevatorPosition)
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end
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function Elevator:GetLevel(Level_Int)
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local Level = self.FloorLevelingPositions[Level_Int]
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if Level then
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--local VEC3_Y_WRAP_LOSSY = Vector3.yAxis*Level
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return Vector3.new(0, Level, 0)
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end
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return nil
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end
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function Elevator:__TravelToFloorAsync(Level_Int, LEVEL_VEC3_Y_WRAP)
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if self.Elevator.Configuration.Functions.ManualTravelStart then
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self.__functionEvents.StartTraveling.Event:Wait()
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end
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if self.__Connections.Moving and self.__Connections.Moving.Connected then
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self.__Connections.Moving:Disconnect()
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end
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assert(not self.Elevator.BoxModel.Anchored, "The elevator cannot move! Its box model is Anchored.")
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local ElevatorTravelingUpwards = ElevatorGoingUpDirection(self.Attributes.CurrentFloor.Value, Level_Int)
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self.Attributes.Goal.Value = Level_Int
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self.Attributes.TravelingUpwards.Value = ElevatorTravelingUpwards
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self.__Connections.Moving = RunService.Heartbeat:Connect(function(deltaTime: number)
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CabTraveling(self, deltaTime, LEVEL_VEC3_Y_WRAP)
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end)
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--Set the elevator's AlignPosition to the floor Y vector
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self.Elevator.AlignPosition.Position = Vector3.new(self.Elevator.AlignPosition.Position.X, LEVEL_VEC3_Y_WRAP.Y, self.Elevator.AlignPosition.Position.Z)
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--Set the elevator's max velocity to its fastest speed when moving starts
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self.Elevator.AlignPosition.MaxVelocity = self.Elevator.Configuration.MaxVelocity
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end
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function Elevator:RequestLevelAsync(RequestedLevel, Direction)
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local Level = self:GetLevel(RequestedLevel)
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if Level then
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if (RequestedLevel == 1 and Direction == Enums.ElevatorCallDirection.Down) or (RequestedLevel == #self.FloorLevelingPositions and Direction == Enums.ElevatorCallDirection.Up) then
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self.ewarn(`Impossible direction requested, Direction={Direction}, RequestedLevel={Level}`)
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return false
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else
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local DirectionQueue = Direction == Enums.ElevatorCallDirection.Up and self.RelayAlgorithm.FloorQueue.Up or self.RelayAlgorithm.FloorQueue.Down
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-- local OppositeQueue = Direction == Enums.ElevatorCallDirection.Up and self.RelayAlgorithm.FloorQueue.Down or self.RelayAlgorithm.FloorQueue.Up
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self.RelayAlgorithm:AddFloor(Direction :: Enums.ElevatorCallDirectionValues, RequestedLevel)
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if #DirectionQueue == 1 then
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self:__TravelToFloorAsync(RequestedLevel, Level)
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end
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end
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return true
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end
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self.ewarn(`Requested floor: "{RequestedLevel}" does not exist for this elevator`)
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return false
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end
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function Elevator:StartTraveling()
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self.__functionEvents.StartTraveling:Fire()
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end
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return Elevator
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