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Elevatorsaga
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| { | |
| init: function(elevators, floors) { | |
| var ups = {}; | |
| var downs = {}; | |
| elevators.forEach(function(elevator, ei) { | |
| /*if (ei > 0) // for move challenges | |
| return;*/ | |
| elevator.pressed = {}; | |
| elevator.on("idle", function() { | |
| var goFloor = Object.keys(ei % 2 == 0 ? ups : downs)[0] || Object.keys(ei % 2 != 0 ? ups : downs)[0] ||(ei % 4 != 0 ? 0 : floors.length - 1); | |
| elevator.goingUpIndicator(elevator.currentFloor() <= goFloor); | |
| elevator.goingDownIndicator(elevator.currentFloor() >= goFloor); | |
| elevator.goToFloor(goFloor); | |
| }); | |
| elevator.on("passing_floor", function(floorNum, direction) { | |
| if (elevator.getPressedFloors().indexOf(floorNum) == -1 && elevator.loadFactor() >= 0.7) | |
| return; | |
| else if (elevator.getPressedFloors().indexOf(floorNum) != -1) | |
| elevator.goToFloor(floorNum, true); | |
| else if (direction == "up" && (floorNum in ups)) | |
| elevator.goToFloor(floorNum, true); | |
| else if (direction == "down" && (floorNum in downs)) | |
| elevator.goToFloor(floorNum, true); | |
| }); | |
| elevator.on("stopped_at_floor", function(floorNum) { | |
| delete elevator.pressed[floorNum]; | |
| var goFloor = elevator.destinationQueue[0]; | |
| if (goFloor) { | |
| elevator.goingUpIndicator(floorNum <= goFloor); | |
| elevator.goingDownIndicator(floorNum >= goFloor); | |
| } | |
| else { | |
| elevator.goingUpIndicator(true); | |
| elevator.goingDownIndicator(true); | |
| } | |
| if (elevator.goingUpIndicator() && (floorNum in ups)) | |
| delete ups[floorNum]; | |
| else if (elevator.goingDownIndicator() && (floorNum in downs)) | |
| delete downs[floorNum]; | |
| elevators.forEach(function(elevator2) { | |
| if (elevator2.goingUpIndicator() == elevator.goingUpIndicator() && elevator2.goingDownIndicator() == elevator.goingDownIndicator()) { | |
| elevator2.destinationQueue = elevator2.destinationQueue.filter(function(floorNum2) { | |
| return floorNum != floorNum2 || (floorNum2 in elevator2.pressed); | |
| }); | |
| elevator2.checkDestinationQueue(); | |
| } | |
| }); | |
| }); | |
| elevator.on("floor_button_pressed", function(floorNum) { | |
| //console.log(elevator.getFirstPressedFloor()); | |
| elevator.pressed[floorNum] = true; | |
| elevator.goingUpIndicator(elevator.currentFloor() < floorNum); | |
| elevator.goingDownIndicator(elevator.currentFloor() > floorNum); | |
| elevator.goToFloor(floorNum, true); | |
| }); | |
| }); | |
| floors.forEach(function(floor) { | |
| floor.on("up_button_pressed", function() { | |
| ups[floor.floorNum()] = true; | |
| }); | |
| floor.on("down_button_pressed", function() { | |
| downs[floor.floorNum()] = true; | |
| }); | |
| }); | |
| }, | |
| update: function(dt, elevators, floors) { | |
| // We normally don't need to do anything here | |
| } | |
| } |
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