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@indutny
Last active November 7, 2016 05:24
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{
init: function(elevators, floors) {
var floorButtons = new Array(floors.length);
var floorTime = new Array(floors.length);
var UP = 1;
var DOWN = 2;
var DISABLED = 4;
for (var i = 0; i < floorButtons.length; i++) {
floorButtons[i] = 0;
floorTime[i] = 0;
}
var global = this;
this.time = 0;
var freeElevators = [];
floors.forEach(function(floor) {
function press(floor, button) {
var num = floor.floorNum();
if (floorButtons[num] & button)
return;
floorButtons[num] |= button;
if (floorTime[num] === 0)
floorTime[num] = global.time;
summonElevator(floor);
}
floor.on('up_button_pressed', function() {
press(floor, UP);
});
floor.on('down_button_pressed', function() {
press(floor, DOWN);
});
});
function summonElevator(floor) {
var elevator = freeElevators.shift();
// All elevators busy
if (!elevator)
return;
elevator.move(floor);
}
var megaElevators = elevators.map(function(elevator, i) {
return new Elevator(elevator, i);
});
function Elevator(elevator, index) {
this.proxy = elevator;
this.dir = 0;
this.buttons = new Array(floors.length);
for (var i = 0; i < this.buttons.length; i++)
this.buttons[i] = false;
this.index = index;
this.defaultFloor = floors[
Math.floor((index / elevators.length) * floors.length)];
this.pickTime = 0;
var self = this;
this.proxy.on('floor_button_pressed', function(floorNum) {
if (floorNum !== self.proxy.currentFloor())
self.buttons[floorNum] = true;
});
this.proxy.on('stopped_at_floor', function(floorNum) {
self.onStoppedAt(floors[floorNum]);
});
this.proxy.on('passing_floor', function(floorNum) {
self.onPassingFloor(floors[floorNum]);
});
this.proxy.on('idle', function idle() {
self.onidle();
});
}
Elevator.prototype.onidle = function onidle() {
// No people - wait for a button press
if (this.proxy.loadFactor() === 0)
return this.onEmpty();
this.onFull();
};
Elevator.prototype.updateDir = function updateDir(floor) {
var cur = this.proxy.currentFloor();
var floorNum = floor.floorNum();
this.dir = floorNum > cur ? 1 : floorNum < cur ? -1 : 0;
this.updateIndicators();
};
Elevator.prototype.updateIndicators = function updateIndicators() {
if (this.dir === 0) {
// Accept everyone!
this.proxy.goingUpIndicator(true);
this.proxy.goingDownIndicator(true);
} else {
this.proxy.goingUpIndicator(this.dir > 0);
this.proxy.goingDownIndicator(this.dir < 0);
}
};
Elevator.prototype.move = function move(floor) {
floorButtons[floor.floorNum()] |= DISABLED;
this.buttons[floor.floorNum()] = false;
this.updateDir(floor);
this.proxy.goToFloor(floor.floorNum());
};
Elevator.prototype.findButton = function findButton() {
// Move to the closest floor button in current direction
var currentFloor = this.proxy.currentFloor();
var dir = this.dir;
// Try both directions
if (dir === 0)
dir = 1;
// Find floor with the best fitness
var now = global.time;
var minFit = Infinity;
var floor = null;
for (var j = 0; j < 2; j++) {
for (var i = currentFloor; i < floors.length && i >= 0; i += dir) {
if (this.proxy.loadFactor() >= 0.7) {
// Full elevator, ignore wall buttons
if (!this.buttons[i])
continue;
} else {
// Either of buttons if there is space in elevator
if (!floorButtons[i] && !this.buttons[i])
continue;
if ((floorButtons[i] & DISABLED) && !this.buttons[i])
continue;
}
var fit = Math.abs(i - currentFloor);
fit = 1 + fit * fit;
var dt = Math.max(0, floorTime[i] - now);
dt = dt * dt;
fit /= (1 + dt);
// Check that direction matches
if (this.dir !== 0) {
if (dir > 0 && !(floorButtons[i] & UP))
fit *= 8;
else if (dir < 0 && !(floorButtons[i] & DOWN))
fit *= 8;
}
// Boost elevator buttons if not empty
if (this.buttons[i])
fit /= (0.1 + this.proxy.loadFactor()) * 10;
// Boost same direction
if (this.dir !== 0 && dir === this.dir)
fit *= 0.75;
if (fit >= minFit)
continue;
minFit = fit;
floor = floors[i];
}
// Swap the direction
dir = -dir;
}
return floor;
};
// Modes
Elevator.prototype.onEmpty = function onEmpty() {
// Move to the closest floor button
var floor = this.findButton();
if (floor)
return this.move(floor);
/*
// Already on default floor
if (this.defaultFloor.floorNum() === this.proxy.currentFloor()) {
*/
this.updateDir(floors[this.proxy.currentFloor()]);
freeElevators.push(this);
return;
/*
}
// Move to default floor
this.move(this.defaultFloor);
*/
};
Elevator.prototype.onFull = function onFull() {
// Move to the closest elevator button in current direction
var floor = this.findButton();
// Stupid passengers
if (!floor)
return this.onEmpty();
this.move(floor);
};
Elevator.prototype.onPassingFloor = function onPassingFloor(floor) {
var button = floorButtons[floor.floorNum()];
if (button === 0)
return;
if (button & DISABLED)
return;
// The direction should match (if any is present)
if (this.dir > 0 && !(button & UP))
return;
if (this.dir < 0 && !(button & DOWN))
return;
// Full elevator
if (this.proxy.loadFactor() > 0.7)
return;
// Do not stop, we are running out of time!
if (Math.max(0, this.pickTime - global.time) > 7)
return;
// Stop!
this.proxy.destinationQueue.unshift(floor.floorNum());
this.proxy.checkDestinationQueue();
floorButtons[floor.floorNum()] |= DISABLED;
};
Elevator.prototype.onStoppedAt = function onStoppedAt(floor) {
// Clear direction if this is the final destination
if (this.proxy.destinationQueue.length === 0)
this.updateDir(floors[this.proxy.currentFloor()]);
else
this.updateIndicators();
var num = floor.floorNum();
if (this.pickTime === 0 && floorTime[num] !== 0)
this.pickTime = floorTime[num];
else
this.pickTime = Math.min(this.pickTime, floorTime[num]);
floorButtons[num] = 0;
floorTime[num] = 0;
this.buttons[num] = false;
};
},
update: function(dt, elevators, floors) {
// We normally don't need to do anything here
this.time += dt;
}
}
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