-
Notifications
You must be signed in to change notification settings - Fork 318
/
world.js
285 lines (251 loc) · 11.5 KB
/
world.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
var createWorldCreator = function() {
var creator = {};
creator.createFloors = function(floorCount, floorHeight, errorHandler) {
var floors = _.map(_.range(floorCount), function(e, i) {
var yPos = (floorCount - 1 - i) * floorHeight;
var floor = asFloor({}, i, yPos, errorHandler);
return floor;
});
return floors;
};
creator.createElevators = function(elevatorCount, floorCount, floorHeight, elevatorCapacities) {
elevatorCapacities = elevatorCapacities || [4];
var currentX = 200.0;
var elevators = _.map(_.range(elevatorCount), function(e, i) {
var elevator = new Elevator(2.6, floorCount, floorHeight, elevatorCapacities[i%elevatorCapacities.length]);
// Move to right x position
elevator.moveTo(currentX, null);
elevator.setFloorPosition(0);
elevator.updateDisplayPosition();
currentX += (20 + elevator.width);
return elevator;
});
return elevators;
};
creator.createRandomUser = function() {
var weight = _.random(55, 100);
var user = new User(weight);
if(_.random(40) === 0) {
user.displayType = "child";
} else if(_.random(1) === 0) {
user.displayType = "female";
} else {
user.displayType = "male";
}
return user;
};
creator.spawnUserRandomly = function(floorCount, floorHeight, floors) {
var user = creator.createRandomUser();
user.moveTo(105+_.random(40), 0);
var currentFloor = _.random(1) === 0 ? 0 : _.random(floorCount - 1);
var destinationFloor;
if(currentFloor === 0) {
// Definitely going up
destinationFloor = _.random(1, floorCount - 1);
} else {
// Usually going down, but sometimes not
if(_.random(10) === 0) {
destinationFloor = (currentFloor + _.random(1, floorCount - 1)) % floorCount;
} else {
destinationFloor = 0;
}
}
user.appearOnFloor(floors[currentFloor], destinationFloor);
return user;
};
creator.createWorld = function(options) {
console.log("Creating world with options", options);
var defaultOptions = { floorHeight: 50, floorCount: 4, elevatorCount: 2, spawnRate: 0.5 };
options = _.defaults(_.clone(options), defaultOptions);
var world = {floorHeight: options.floorHeight, transportedCounter: 0};
riot.observable(world);
var handleUserCodeError = function(e) {
world.trigger("usercode_error", e);
}
world.floors = creator.createFloors(options.floorCount, world.floorHeight, handleUserCodeError);
world.elevators = creator.createElevators(options.elevatorCount, options.floorCount, world.floorHeight, options.elevatorCapacities);
world.elevatorInterfaces = _.map(world.elevators, function(e) { return asElevatorInterface({}, e, options.floorCount, handleUserCodeError); });
world.users = [];
world.transportedCounter = 0;
world.transportedPerSec = 0.0;
world.moveCount = 0;
world.elapsedTime = 0.0;
world.maxWaitTime = 0.0;
world.avgWaitTime = 0.0;
world.challengeEnded = false;
var recalculateStats = function() {
world.transportedPerSec = world.transportedCounter / world.elapsedTime;
// TODO: Optimize this loop?
world.moveCount = _.reduce(world.elevators, function(sum, elevator) { return sum+elevator.moveCount; }, 0);
world.trigger("stats_changed");
};
var registerUser = function(user) {
world.users.push(user);
user.updateDisplayPosition(true);
user.spawnTimestamp = world.elapsedTime;
world.trigger("new_user", user);
user.on("exited_elevator", function() {
world.transportedCounter++;
world.maxWaitTime = Math.max(world.maxWaitTime, world.elapsedTime - user.spawnTimestamp);
world.avgWaitTime = (world.avgWaitTime * (world.transportedCounter - 1) + (world.elapsedTime - user.spawnTimestamp)) / world.transportedCounter;
recalculateStats();
});
user.updateDisplayPosition(true);
};
var handleElevAvailability = function(elevator) {
// Use regular loops for memory/performance reasons
// Notify floors first because overflowing users
// will press buttons again.
for(var i=0, len=world.floors.length; i<len; ++i) {
var floor = world.floors[i];
if(elevator.currentFloor === i) {
floor.elevatorAvailable(elevator);
}
}
for(var users=world.users, i=0, len=users.length; i < len; ++i) {
var user = users[i];
if(user.currentFloor === elevator.currentFloor) {
user.elevatorAvailable(elevator, world.floors[elevator.currentFloor]);
}
}
};
// Bind them all together
for(var i=0; i < world.elevators.length; ++i) {
world.elevators[i].on("entrance_available", handleElevAvailability);
}
var handleButtonRepressing = function(eventName, floor) {
// Need randomize iteration order or we'll tend to fill upp first elevator
for(var i=0, len=world.elevators.length, offset=_.random(len-1); i < len; ++i) {
var elevIndex = (i + offset) % len;
var elevator = world.elevators[elevIndex];
if( eventName === "up_button_pressed" && elevator.goingUpIndicator ||
eventName === "down_button_pressed" && elevator.goingDownIndicator) {
// Elevator is heading in correct direction, check for suitability
if(elevator.currentFloor === floor.level && elevator.isOnAFloor() && !elevator.isMoving && !elevator.isFull()) {
// Potentially suitable to get into
// Use the interface queue functionality to queue up this action
world.elevatorInterfaces[elevIndex].goToFloor(floor.level, true);
return;
}
}
}
}
// This will cause elevators to "re-arrive" at floors if someone presses an
// appropriate button on the floor before the elevator has left.
for(var i=0; i<world.floors.length; ++i) {
world.floors[i].on("up_button_pressed down_button_pressed", handleButtonRepressing);
};
var elapsedSinceSpawn = 1.001/options.spawnRate;
var elapsedSinceStatsUpdate = 0.0;
// Main update function
world.update = function(dt) {
world.elapsedTime += dt;
elapsedSinceSpawn += dt;
elapsedSinceStatsUpdate += dt;
while(elapsedSinceSpawn > 1.0/options.spawnRate) {
elapsedSinceSpawn -= 1.0/options.spawnRate;
registerUser(creator.spawnUserRandomly(options.floorCount, world.floorHeight, world.floors));
}
// Use regular for loops for performance and memory friendlyness
for(var i=0, len=world.elevators.length; i < len; ++i) {
var e = world.elevators[i];
e.update(dt);
e.updateElevatorMovement(dt);
}
for(var users=world.users, i=0, len=users.length; i < len; ++i) {
var u = users[i];
u.update(dt);
world.maxWaitTime = Math.max(world.maxWaitTime, world.elapsedTime - u.spawnTimestamp);
};
for(var users=world.users, i=world.users.length-1; i>=0; i--) {
var u = users[i];
if(u.removeMe) {
users.splice(i, 1);
}
}
recalculateStats();
};
world.updateDisplayPositions = function() {
for(var i=0, len=world.elevators.length; i < len; ++i) {
world.elevators[i].updateDisplayPosition();
}
for(var users=world.users, i=0, len=users.length; i < len; ++i) {
users[i].updateDisplayPosition();
}
};
world.unWind = function() {
console.log("Unwinding", world);
_.each(world.elevators.concat(world.elevatorInterfaces).concat(world.users).concat(world.floors).concat([world]), function(obj) {
obj.off("*");
});
world.challengeEnded = true;
world.elevators = world.elevatorInterfaces = world.users = world.floors = [];
};
world.init = function() {
// Checking the floor queue of the elevators triggers the idle event here
for(var i=0; i < world.elevatorInterfaces.length; ++i) {
world.elevatorInterfaces[i].checkDestinationQueue();
}
};
return world;
};
return creator;
};
var createWorldController = function(dtMax) {
var controller = riot.observable({});
controller.timeScale = 1.0;
controller.isPaused = true;
controller.start = function(world, codeObj, animationFrameRequester, autoStart) {
controller.isPaused = true;
var lastT = null;
var firstUpdate = true;
world.on("usercode_error", controller.handleUserCodeError);
var updater = function(t) {
if(!controller.isPaused && !world.challengeEnded && lastT !== null) {
if(firstUpdate) {
firstUpdate = false;
// This logic prevents infite loops in usercode from breaking the page permanently - don't evaluate user code until game is unpaused.
try {
codeObj.init(world.elevatorInterfaces, world.floors);
world.init();
} catch(e) { controller.handleUserCodeError(e); }
}
var dt = (t - lastT);
var scaledDt = dt * 0.001 * controller.timeScale;
scaledDt = Math.min(scaledDt, dtMax * 3 * controller.timeScale); // Limit to prevent unhealthy substepping
try {
codeObj.update(scaledDt, world.elevatorInterfaces, world.floors);
} catch(e) { controller.handleUserCodeError(e); }
while(scaledDt > 0.0 && !world.challengeEnded) {
var thisDt = Math.min(dtMax, scaledDt);
world.update(thisDt);
scaledDt -= dtMax;
}
world.updateDisplayPositions();
world.trigger("stats_display_changed"); // TODO: Trigger less often for performance reasons etc
}
lastT = t;
if(!world.challengeEnded) {
animationFrameRequester(updater);
}
};
if(autoStart) {
controller.setPaused(false);
}
animationFrameRequester(updater);
};
controller.handleUserCodeError = function(e) {
controller.setPaused(true);
console.log("Usercode error on update", e);
controller.trigger("usercode_error", e);
};
controller.setPaused = function(paused) {
controller.isPaused = paused;
controller.trigger("timescale_changed");
};
controller.setTimeScale = function(timeScale) {
controller.timeScale = timeScale;
controller.trigger("timescale_changed");
};
return controller;
};