mirror of
https://github.com/unixtensor/Roblox-Elevator-Game.git
synced 2025-12-14 14:51:55 +00:00
Floor algorithm needs big rework
This commit is contained in:
File diff suppressed because one or more lines are too long
@@ -22,8 +22,8 @@ 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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__DetectSensorHit: (self: ClassConstructor, DoorTween1: Tween, DoorTween2: Tween) -> RBXScriptConnection,
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ToggleElevatorDoors: (self: ClassConstructor, opening: boolean, floor: number) -> ()
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__DetectSensorHit: (self: ClassConstructor, DoorTween1: Tween, DoorTween2: Tween) -> RBXScriptConnection,
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ToggleElevatorDoorsAsync: (self: ClassConstructor, opening: boolean, floor: number) -> ()
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} & Impl_Static_Props
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type Constructor_Fun = (FloorDoorsTags: Tags.LandingTags, ElevatorBox: BasePart, ElevatorDoor1: BasePart, ElevatorDoor2: BasePart, ElevatorDoorSensor: Folder) -> ClassConstructor
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@@ -72,6 +72,10 @@ Doors.Attributes = {
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Doors.Attributes.DoorsOpen.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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end)
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local Attributes = Doors.Attributes
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function Doors.constructor(FloorDoorsTags, ElevatorBox, ElevatorDoor1, ElevatorDoor2, ElevatorDoorSensor)
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@@ -103,7 +107,6 @@ end
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local init_floors_opened: FloorDoors = {}
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local init_floors_closed: FloorDoors = {}
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local function DoorsAnimationFloor(FloorDoors: {Instance?}, Floor: number, opening: boolean?, activated_via_censor: boolean?): (Tween?, Tween?)
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local Door2Tween_Floor: Tween?
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local Door1Tween_Floor: Tween?
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@@ -249,7 +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 not Attributes.DoorsOpen.Value then
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if Doors.Sensors and Attributes.DoorsOpen.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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@@ -268,7 +271,7 @@ function Doors:__DetectSensorHit(DoorTween1, DoorTween2)
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return Step
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end
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function Doors:ToggleElevatorDoors(opening, floor)
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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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@@ -2,7 +2,39 @@
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--!native
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--!strict
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local RelayAlgorithm = {}
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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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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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}
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type Constructor_Fun = (BoxAlignPosition: AlignPosition, ElevatorAttributes: ElevatorAttributes, DoorAttributes: DoorAttributes) -> ClassConstructor
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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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}
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type Floors = {number}
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type ElevatorAttributes = {
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CurrentFloor: IntValue,
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GoingUp: BoolValue,
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GoalFloor: IntValue
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}
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type DoorAttributes = {
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DoorsOpen: BoolValue
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}
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export type RelayAlgorithmConstructor = ClassConstructor
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local RelayAlgorithm = {} :: Impl_Constructor
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RelayAlgorithm.__index = RelayAlgorithm
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function RelayAlgorithm.constructor(BoxAlignPosition, ElevatorAttributes, DoorAttributes)
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@@ -50,12 +82,7 @@ function RelayAlgorithm:Check(ElevatorGoingUp)
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table.remove(self.__FloorQueue, 1)
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end
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if #self.__FloorQueue ~= 0 then
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--local ElevatorGoingUp = ElevatorGoingUpDirection(self.Attributes.CurrentFloor.Value, self.__FloorQueue[1])
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--self.Attributes.GoingUp.Value = ElevatorGoingUp
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self:SortQueue(ElevatorGoingUp)
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--self:__GoToFloor(Leveling[self.__FloorQueue[1]], ElevatorGoingUp)
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self:Sort(ElevatorGoingUp)
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return true
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end
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@@ -64,26 +91,7 @@ end
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function RelayAlgorithm:Insert(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:SortQueue(ElevatorGoingUp)
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self:Sort(ElevatorGoingUp)
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end
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function RelayAlgorithm:Proceed(ElevatorGoingUp, RequestedLevel)
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self:Insert(RequestedLevel, ElevatorGoingUp)
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return self.ElevatorAttributes.GoingUp.Value and not self.DoorAttributes.DoorsOpen.Value
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end
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--[==[
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local function ToFloorQueue(self: ClassConstructor, ElevatorGoingUp: boolean, RequestedLevel: number, GoalLevelVEC: number)
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local ElevatorBoxCurrentPos = self.ElevatorBox_1960.Position
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InsertFloorQueue(self, RequestedLevel, ElevatorGoingUp)
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if ElevatorGoingUp == Attributes.GoingUp.Value and not Doors.Attributes.DoorsOpen.Value then
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self.BoxAlignPosition.Position = Vector3.new(ElevatorBoxCurrentPos.X, self.__FloorQueue[1], ElevatorBoxCurrentPos.Z)
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end
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end
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]==]--
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return RelayAlgorithm
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@@ -32,9 +32,10 @@ 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 Doors = require(script:WaitForChild("Doors"))
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local MovingObjects = require(script:WaitForChild("MovingObjects"))
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local Leveling = 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 HallDisplays = require(Elevators:WaitForChild("HallDisplays"))
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local ElevatorMover = require(Elevators:WaitForChild("Mover"))
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@@ -52,9 +53,13 @@ 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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Leveled: (self: ClassConstructor, RequestedLevel: number) -> (),
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Leveling: (self: ClassConstructor, RequestedLevel: number) -> (),
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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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__MovingHeartbeat: (self: ClassConstructor, GoingUp: boolean) -> (),
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RequestLevelAsync: (self: ClassConstructor, RequestedLevel: number) -> boolean
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} & Impl_Static_Props
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type Impl_Static_Props = {
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@@ -90,30 +95,30 @@ type Impl_Static_Props = {
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type Constructor_Fun = (TagsConstructor: TagsConstructor, ButtonsTags: Tags.ElevatorButtons, LanternsTags: Tags.Lanterns, LandingDoors: Tags.LandingTags) -> ClassConstructor
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type Constructor_Return_Props = {
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Tags: Tags,
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MOConstructor: MovingObjects.MovingObjectsConstructor,
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LanternsConstructor: Lanterns.LanternsConstructor,
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HallDisplaysConstructor: HallDisplays.HallDisplaysConstructor,
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ElevatorBox_1960: UnionOperation,
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ElevatorDoor1: BasePart,
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ElevatorDoor2: BasePart,
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ElevatorDoorSensor: Folder,
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BoxAttachment: Attachment,
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BoxAlignPosition: AlignPosition,
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BoxAlignOrientation: AlignOrientation,
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ElevatorDoorsConstructor: Doors.DoorConstructor,
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Ropes: {Instance},
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TractionRopesConstructor: TractionRopes.TractionRopesConstructor,
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Pulley: UnionOperation,
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Pulley2: UnionOperation,
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Governor: UnionOperation,
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GovernorFlyballs: Part,
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PieplatePulley: UnionOperation,
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MachineRoom: MovingObjects.MachineRoom,
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HallDisplays: {Instance},
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ButtonsConstructor: Buttons.ButtonsConstructor,
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FloorQueue: {number},
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__MovingConnection: RBXScriptConnection?,
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Tags: Tags,
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MOConstructor: MovingObjects.MovingObjectsConstructor,
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LanternsConstructor: Lanterns.LanternsConstructor,
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HallDisplaysConstructor: HallDisplays.HallDisplaysConstructor,
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ElevatorBox_1960: UnionOperation,
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ElevatorDoor1: BasePart,
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ElevatorDoor2: BasePart,
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ElevatorDoorSensor: Folder,
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BoxAttachment: Attachment,
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BoxAlignPosition: AlignPosition,
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BoxAlignOrientation: AlignOrientation,
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ElevatorDoorsConstructor: Doors.DoorConstructor,
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Ropes: {Instance},
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TractionRopesConstructor: TractionRopes.TractionRopesConstructor,
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Pulley: UnionOperation,
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Pulley2: UnionOperation,
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Governor: UnionOperation,
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GovernorFlyballs: Part,
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PieplatePulley: UnionOperation,
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MachineRoom: MovingObjects.MachineRoom,
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HallDisplays: {Instance},
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ButtonsConstructor: Buttons.ButtonsConstructor,
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RelayAlgorithmConstructor: RelayAlgorithm.RelayAlgorithmConstructor,
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__MovingConnection: RBXScriptConnection?,
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}
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local Elevator = {} :: Impl_Constructor
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@@ -165,7 +170,7 @@ end
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local function _ActivatedFloorButton(self: ClassConstructor, ButtonFloor: number, ButtonTree: Tags.ButtonPropertiesSafe)
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ButtonTree.Prompt.Enabled = false
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local Some = self:RequestLevelAsync(ButtonFloor)
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local Some = self:RequestLevel(ButtonFloor)
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if Some then
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local FloorTracker: RBXScriptConnection
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@@ -292,23 +297,23 @@ 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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local ClassConstructor = setmetatable(self, Elevator)
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IterateButtons(ClassConstructor, ButtonsTagsConstructor)
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self.FloorQueue = {}
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--Open the elevator doors on server start
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task.spawn(function()
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self.LanternsConstructor:Toggle(true, Attributes.CurrentFloor.Value)
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self.HallDisplaysConstructor:SetHallDisplays(Attributes.CurrentFloor.Value)
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self.ElevatorDoorsConstructor:ToggleElevatorDoors(true, Attributes.CurrentFloor.Value)
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self.ElevatorDoorsConstructor:ToggleElevatorDoorsAsync(true, Attributes.CurrentFloor.Value)
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end)
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print(`🔝 {Elevator.Name} initialized and ready`)
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return ClassConstructor
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end
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local function FloorLeveled(self: ClassConstructor, RequestedLevel: number)
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function Elevator:Leveled(RequestedLevel)
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(self.__MovingConnection :: RBXScriptConnection):Disconnect()
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Attributes.Moving.Value = false
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Attributes.CurrentFloor.Value = RequestedLevel
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@@ -317,15 +322,22 @@ local function FloorLeveled(self: ClassConstructor, RequestedLevel: number)
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self.LanternsConstructor:Reset(Attributes.CurrentFloor.Value)
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task.wait(Elevator.QueueWaitTime)
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CheckQueue(self)
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local ElevatorGoingUp = ElevatorGoingUpDirection(Attributes.CurrentFloor.Value, 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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end
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end
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local function FloorLeveling(self: ClassConstructor, RequestedLevel: number)
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function Elevator:Leveling(RequestedLevel)
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self.BoxAlignPosition.MaxVelocity = 1
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self.LanternsConstructor:Toggle(true, RequestedLevel)
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end
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local function FloorPassingUp(self: ClassConstructor, ElevatorPositionY: number, RequestedLevel: number)
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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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Attributes.CurrentFloor.Value+=1
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@@ -334,7 +346,7 @@ local function FloorPassingUp(self: ClassConstructor, ElevatorPositionY: number,
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end
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end
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local function FloorPassingDown(self: ClassConstructor, ElevatorPositionY: number, RequestedLevel: number)
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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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Attributes.CurrentFloor.Value-=1
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@@ -343,7 +355,7 @@ local function FloorPassingDown(self: ClassConstructor, ElevatorPositionY: numbe
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end
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end
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function Elevator:__MovingHeartbeat(GoingUp: boolean)
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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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@@ -351,9 +363,12 @@ function Elevator:__MovingHeartbeat(GoingUp: boolean)
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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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self.__MovingConnection = RS.Heartbeat:Connect(function(_dt)
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Delta+=1
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local FloorGoal: number = self.FloorQueue[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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@@ -368,42 +383,44 @@ function Elevator:__MovingHeartbeat(GoingUp: boolean)
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--Kill the connection
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if GoingUp then
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FloorPassingUp(self, ElevatorPositionY, FloorGoal)
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self:FloorPassingUp(ElevatorPositionY, FloorGoal)
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if ElevatorPositionY>=BoxAlignY-Elevator.FloorLevelingDistance then
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FloorLeveling(self, FloorGoal)
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self:Leveling(FloorGoal)
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if not DoorsOpeningEvent and ElevatorPositionY>=BoxAlignY-Elevator.DoorOpeningDistance then
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DoorsOpeningEvent = true
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self.ElevatorDoorsConstructor:ToggleElevatorDoors(true, FloorGoal)
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self.ElevatorDoorsConstructor:ToggleElevatorDoorsAsync(true, FloorGoal)
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end
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end
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if ElevatorPositionY>=BoxAlignY-Elevator.LeveledDistance then
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FloorLeveled(self, FloorGoal)
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self:Leveled(FloorGoal)
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end
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else
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FloorPassingDown(self, ElevatorPositionY, FloorGoal)
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self:FloorPassingDown(ElevatorPositionY, FloorGoal)
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if ElevatorPositionY<=BoxAlignY+Elevator.FloorLevelingDistance then
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FloorLeveling(self, FloorGoal)
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self:Leveling(FloorGoal)
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if not DoorsOpeningEvent and ElevatorPositionY>=BoxAlignY-Elevator.DoorOpeningDistance then
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DoorsOpeningEvent = true
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self.ElevatorDoorsConstructor:ToggleElevatorDoors(true, FloorGoal)
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self.ElevatorDoorsConstructor:ToggleElevatorDoorsAsync(true, FloorGoal)
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end
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end
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if ElevatorPositionY<=BoxAlignY+Elevator.LeveledDistance then
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FloorLeveled(self, FloorGoal)
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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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self.ElevatorDoorsConstructor:ToggleElevatorDoors(false, Attributes.CurrentFloor.Value)
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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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@@ -413,28 +430,31 @@ function Elevator:__GoToFloor(GoalLevelVEC, GoingUp)
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end
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self.MOConstructor:UpdateCFrame()
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local ElevatorBoxCurrentPos = self.ElevatorBox_1960.Position
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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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end
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function Elevator:RequestLevelAsync(RequestedLevel)
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function Elevator:RequestLevel(RequestedLevel)
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local GoalLevelVEC: number? = Leveling[RequestedLevel]
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if GoalLevelVEC and GoalLevelVEC ~= Attributes.CurrentFloor.Value then
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local ElevatorGoingUp = ElevatorGoingUpDirection(Attributes.CurrentFloor.Value, RequestedLevel)
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if Attributes.Moving.Value then
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ToFloorQueue(self, ElevatorGoingUp, RequestedLevel, GoalLevelVEC)
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self.RelayAlgorithmConstructor:Insert(ElevatorGoingUp, RequestedLevel)
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else
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Attributes.GoingUp.Value = ElevatorGoingUp
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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.FloorQueue == 0 then
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self:__GoToFloor(GoalLevelVEC, 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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end
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InsertFloorQueue(self, RequestedLevel, ElevatorGoingUp)
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end
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else
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warn(`[{Elevator.Name}]: landing out of range or equals the same range as the goal, requested landing: {tostring(RequestedLevel)}`)
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Block a user