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world.js
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world.js
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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;
};