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elevator.js
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function newElevStateHandler(elevator) { elevator.handleNewState(); }
function Elevator(speedFloorsPerSec, floorCount, floorHeight, maxUsers) {
newGuard(this, Elevator);
Movable.call(this);
var elevator = this;
elevator.ACCELERATION = floorHeight * 2.1;
elevator.DECELERATION = floorHeight * 2.6;
elevator.MAXSPEED = floorHeight * speedFloorsPerSec;
elevator.floorCount = floorCount;
elevator.floorHeight = floorHeight;
elevator.maxUsers = maxUsers || 4;
elevator.destinationY = 0.0;
elevator.velocityY = 0.0;
// isMoving flag is needed when going to same floor again - need to re-raise events
elevator.isMoving = false;
elevator.goingDownIndicator = true;
elevator.goingUpIndicator = true;
elevator.currentFloor = 0;
elevator.previousTruncFutureFloorIfStopped = 0;
elevator.buttonStates = _.map(_.range(floorCount), function(e, i){ return false; });
elevator.moveCount = 0;
elevator.removed = false;
elevator.userSlots = _.map(_.range(elevator.maxUsers), function(user, i) {
return { pos: [2 + (i * 10), 30], user: null};
});
elevator.width = elevator.maxUsers * 10;
elevator.destinationY = elevator.getYPosOfFloor(elevator.currentFloor);
elevator.on("new_state", newElevStateHandler);
elevator.on("change:goingUpIndicator", function(value){
elevator.trigger("indicatorstate_change", {up: elevator.goingUpIndicator, down: elevator.goingDownIndicator});
});
elevator.on("change:goingDownIndicator", function(value){
elevator.trigger("indicatorstate_change", {up: elevator.goingUpIndicator, down: elevator.goingDownIndicator});
});
};
Elevator.prototype = Object.create(Movable.prototype);
Elevator.prototype.setFloorPosition = function(floor) {
var destination = this.getYPosOfFloor(floor);
this.currentFloor = floor;
this.previousTruncFutureFloorIfStopped = floor;
this.moveTo(null, destination);
};
Elevator.prototype.userEntering = function(user) {
var randomOffset = _.random(this.userSlots.length - 1);
for(var i=0; i<this.userSlots.length; i++) {
var slot = this.userSlots[(i + randomOffset) % this.userSlots.length];
if(slot.user === null) {
slot.user = user;
return slot.pos;
}
}
return false;
};
Elevator.prototype.pressFloorButton = function(floorNumber) {
var prev;
floorNumber = limitNumber(floorNumber, 0, this.floorCount - 1);
prev = this.buttonStates[floorNumber];
this.buttonStates[floorNumber] = true;
if(!prev) {
this.trigger("floor_button_pressed", floorNumber);
this.trigger("floor_buttons_changed", this.buttonStates, floorNumber);
}
};
Elevator.prototype.userExiting = function(user) {
for(var i=0; i<this.userSlots.length; i++) {
var slot = this.userSlots[i];
if(slot.user === user) {
slot.user = null;
}
}
};
Elevator.prototype.updateElevatorMovement = function(dt) {
if(this.isBusy()) {
// TODO: Consider if having a nonzero velocity here should throw error..
return;
}
// Make sure we're not speeding
this.velocityY = limitNumber(this.velocityY, -this.MAXSPEED, this.MAXSPEED);
// Move elevator
this.moveTo(null, this.y + this.velocityY * dt);
var destinationDiff = this.destinationY - this.y;
var directionSign = Math.sign(destinationDiff);
var velocitySign = Math.sign(this.velocityY);
var acceleration = 0.0;
if(destinationDiff !== 0.0) {
if(directionSign === velocitySign) {
// Moving in correct direction
var distanceNeededToStop = distanceNeededToAchieveSpeed(this.velocityY, 0.0, this.DECELERATION);
if(distanceNeededToStop * 1.05 < -Math.abs(destinationDiff)) {
// Slow down
// Allow a certain factor of extra breaking, to enable a smooth breaking movement after detecting overshoot
var requiredDeceleration = accelerationNeededToAchieveChangeDistance(this.velocityY, 0.0, destinationDiff);
var deceleration = Math.min(this.DECELERATION*1.1, Math.abs(requiredDeceleration));
this.velocityY -= directionSign * deceleration * dt;
} else {
// Speed up (or keep max speed...)
acceleration = Math.min(Math.abs(destinationDiff*5), this.ACCELERATION);
this.velocityY += directionSign * acceleration * dt;
}
} else if(velocitySign === 0) {
// Standing still - should accelerate
acceleration = Math.min(Math.abs(destinationDiff*5), this.ACCELERATION);
this.velocityY += directionSign * acceleration * dt;
} else {
// Moving in wrong direction - decelerate as much as possible
this.velocityY -= velocitySign * this.DECELERATION * dt;
// Make sure we don't change direction within this time step - let standstill logic handle it
if(Math.sign(this.velocityY) !== velocitySign) {
this.velocityY = 0.0;
}
}
}
if(this.isMoving && Math.abs(destinationDiff) < 0.5 && Math.abs(this.velocityY) < 3) {
// Snap to destination and stop
this.moveTo(null, this.destinationY);
this.velocityY = 0.0;
this.isMoving = false;
this.handleDestinationArrival();
}
};
Elevator.prototype.handleDestinationArrival = function() {
this.trigger("stopped", this.getExactCurrentFloor());
if(this.isOnAFloor()) {
this.buttonStates[this.currentFloor] = false;
this.trigger("floor_buttons_changed", this.buttonStates, this.currentFloor);
this.trigger("stopped_at_floor", this.currentFloor);
// Need to allow users to get off first, so that new ones
// can enter on the same floor
this.trigger("exit_available", this.currentFloor, this);
this.trigger("entrance_available", this);
}
};
Elevator.prototype.goToFloor = function(floor) {
this.makeSureNotBusy();
this.isMoving = true;
this.destinationY = this.getYPosOfFloor(floor);
};
Elevator.prototype.getFirstPressedFloor = function() {
deprecationWarning("getFirstPressedFloor");
for(var i=0; i<this.buttonStates.length; i++) {
if(this.buttonStates[i]) { return i; }
}
return 0;
};
Elevator.prototype.getPressedFloors = function() {
for(var i=0, arr=[]; i<this.buttonStates.length; i++) {
if(this.buttonStates[i]) {
arr.push(i);
}
}
return arr;
};
Elevator.prototype.isSuitableForTravelBetween = function(fromFloorNum, toFloorNum) {
if(fromFloorNum > toFloorNum) { return this.goingDownIndicator; }
if(fromFloorNum < toFloorNum) { return this.goingUpIndicator; }
return true;
};
Elevator.prototype.getYPosOfFloor = function(floorNum) {
return (this.floorCount - 1) * this.floorHeight - floorNum * this.floorHeight;
};
Elevator.prototype.getExactFloorOfYPos = function(y) {
return ((this.floorCount - 1) * this.floorHeight - y) / this.floorHeight;
};
Elevator.prototype.getExactCurrentFloor = function() {
return this.getExactFloorOfYPos(this.y);
};
Elevator.prototype.getDestinationFloor = function() {
return this.getExactFloorOfYPos(this.destinationY);
};
Elevator.prototype.getRoundedCurrentFloor = function() {
return Math.round(this.getExactCurrentFloor());
};
Elevator.prototype.getExactFutureFloorIfStopped = function() {
var distanceNeededToStop = distanceNeededToAchieveSpeed(this.velocityY, 0.0, this.DECELERATION);
return this.getExactFloorOfYPos(this.y - Math.sign(this.velocityY) * distanceNeededToStop);
};
Elevator.prototype.isApproachingFloor = function(floorNum) {
var floorYPos = this.getYPosOfFloor(floorNum);
var elevToFloor = floorYPos - this.y;
return this.velocityY !== 0.0 && (Math.sign(this.velocityY) === Math.sign(elevToFloor));
};
Elevator.prototype.isOnAFloor = function() {
return epsilonEquals(this.getExactCurrentFloor(), this.getRoundedCurrentFloor());
};
Elevator.prototype.getLoadFactor = function() {
var load = _.reduce(this.userSlots, function(sum, slot) { return sum + (slot.user ? slot.user.weight : 0); }, 0);
return load / (this.maxUsers * 100);
};
Elevator.prototype.isFull = function() {
for(var i=0; i<this.userSlots.length; i++) { if(this.userSlots[i].user === null) { return false; } }
return true;
};
Elevator.prototype.isEmpty = function() {
for(var i=0; i<this.userSlots.length; i++) { if(this.userSlots[i].user !== null) { return false; } }
return true;
};
Elevator.prototype.handleNewState = function() {
// Recalculate the floor number etc
var currentFloor = this.getRoundedCurrentFloor();
if(currentFloor !== this.currentFloor) {
this.moveCount++;
this.currentFloor = currentFloor;
this.trigger("new_current_floor", this.currentFloor);
}
// Check if we are about to pass a floor
var futureTruncFloorIfStopped = Math.trunc(this.getExactFutureFloorIfStopped());
if(futureTruncFloorIfStopped !== this.previousTruncFutureFloorIfStopped) {
// The following is somewhat ugly.
// A formally correct solution should iterate and generate events for all passed floors,
// because the elevator could theoretically have such a velocity that it would
// pass more than one floor over the course of one state change (update).
// But I can't currently be arsed to implement it because it's overkill.
var floorBeingPassed = Math.round(this.getExactFutureFloorIfStopped());
// Never emit passing_floor event for the destination floor
// Because if it's the destination we're not going to pass it, at least not intentionally
if(this.getDestinationFloor() !== floorBeingPassed && this.isApproachingFloor(floorBeingPassed)) {
var direction = this.velocityY > 0.0 ? "down" : "up";
this.trigger("passing_floor", floorBeingPassed, direction);
}
}
this.previousTruncFutureFloorIfStopped = futureTruncFloorIfStopped;
};