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opus/sys/apis/pathfind.lua

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local Grid = require('jumper.grid')
local Pathfinder = require('jumper.pathfinder')
local Point = require('point')
local Util = require('util')
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local turtle = _G.turtle
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local function addBlock(grid, b, dim)
if Point.inBox(b, dim) then
local node = grid:getNodeAt(b.x, b.y, b.z)
if node then
node.walkable = 1
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end
end
end
-- map shrinks/grows depending upon blocks encountered
-- the map will encompass any blocks encountered, the turtle position, and the destination
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local function mapDimensions(dest, blocks, boundingBox, dests)
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local box = Point.makeBox(turtle.point, turtle.point)
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Point.expandBox(box, dest)
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for _,d in pairs(dests) do
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Point.expandBox(box, d)
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end
for _,b in pairs(blocks) do
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Point.expandBox(box, b)
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end
-- expand one block out in all directions
if boundingBox then
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box.x = math.max(box.x - 1, boundingBox.x)
box.z = math.max(box.z - 1, boundingBox.z)
box.y = math.max(box.y - 1, boundingBox.y)
box.ex = math.min(box.ex + 1, boundingBox.ex)
box.ez = math.min(box.ez + 1, boundingBox.ez)
box.ey = math.min(box.ey + 1, boundingBox.ey)
else
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box.x = box.x - 1
box.z = box.z - 1
box.y = box.y - 1
box.ex = box.ex + 1
box.ez = box.ez + 1
box.ey = box.ey + 1
end
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return box
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end
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local function nodeToPoint(node)
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return { x = node.x, y = node.y, z = node.z, heading = node.heading }
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end
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local function heuristic(n, node)
return Point.calculateMoves(node, n)
-- { x = node.x, y = node.y, z = node.z, heading = node.heading },
-- { x = n.x, y = n.y, z = n.z, heading = n.heading })
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end
local function dimsAreEqual(d1, d2)
return d1.ex == d2.ex and
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d1.ey == d2.ey and
d1.ez == d2.ez and
d1.x == d2.x and
d1.y == d2.y and
d1.z == d2.z
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end
-- turtle sensor returns blocks in relation to the world - not turtle orientation
-- so cannot figure out block location unless we know our orientation in the world
-- really kinda dumb since it returns the coordinates as offsets of our location
-- instead of true coordinates
local function addSensorBlocks(blocks, sblocks)
for _,b in pairs(sblocks) do
if b.type ~= 'AIR' then
local pt = { x = turtle.point.x, y = turtle.point.y + b.y, z = turtle.point.z }
pt.x = pt.x - b.x
pt.z = pt.z - b.z -- this will only work if we were originally facing west
local found = false
for _,ob in pairs(blocks) do
if pt.x == ob.x and pt.y == ob.y and pt.z == ob.z then
found = true
break
end
end
if not found then
table.insert(blocks, pt)
end
end
end
end
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local function selectDestination(pts, box, grid)
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while #pts > 0 do
local pt = Point.closest(turtle.point, pts)
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if box and not Point.inBox(pt, box) then
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Util.removeByValue(pts, pt)
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else
if grid:isWalkableAt(pt.x, pt.y, pt.z) then
return pt
end
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Util.removeByValue(pts, pt)
end
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end
end
local function pathTo(dest, options)
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local blocks = options.blocks or turtle.getState().blocks or { }
local dests = options.dest or { dest } -- support alternative destinations
local box = options.box or turtle.getState().box
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local lastDim
local grid
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if box then
box = Point.normalizeBox(box)
end
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-- Creates a pathfinder object
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local finder = Pathfinder(heuristic)
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while turtle.point.x ~= dest.x or turtle.point.z ~= dest.z or turtle.point.y ~= dest.y do
-- map expands as we encounter obstacles
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local dim = mapDimensions(dest, blocks, box, dests)
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-- reuse map if possible
if not lastDim or not dimsAreEqual(dim, lastDim) then
-- Creates a grid object
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grid = Grid(dim)
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finder:setGrid(grid)
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lastDim = dim
end
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for _,b in pairs(blocks) do
addBlock(grid, b, dim)
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end
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dest = selectDestination(dests, box, grid)
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if not dest then
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return false, 'failed to reach destination'
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end
if turtle.point.x == dest.x and turtle.point.z == dest.z and turtle.point.y == dest.y then
break
end
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-- Define start and goal locations coordinates
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local startPt = turtle.point
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-- Calculates the path, and its length
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local path = finder:getPath(
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startPt.x, startPt.y, startPt.z, turtle.point.heading,
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dest.x, dest.y, dest.z, dest.heading)
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if not path then
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Util.removeByValue(dests, dest)
else
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path:filter()
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for node in path:nodes() do
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local pt = nodeToPoint(node)
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if turtle.isAborted() then
return false, 'aborted'
end
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--if this is the next to last node
--and we are traveling up or down, then the
--heading for this node should be the heading of the last node
--or, maybe..
--if last node is up or down (or either?)
-- use single turn method so the turtle doesn't turn around
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-- when encountering obstacles
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if not turtle.gotoSingleTurn(pt.x, pt.y, pt.z, pt.heading) then
--if not turtle.goto(pt) then
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local bpt = Point.nearestTo(turtle.point, pt)
table.insert(blocks, bpt)
-- really need to check if the block we ran into was a turtle.
-- if so, this block should be temporary (1-2 secs)
--local side = turtle.getSide(turtle.point, pt)
--if turtle.isTurtleAtSide(side) then
-- pt.timestamp = os.clock() + ?
--end
-- if dim has not changed, then need to update grid with
-- walkable = nil (after time has elapsed)
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--if device.turtlesensorenvironment then
-- addSensorBlocks(blocks, device.turtlesensorenvironment.sonicScan())
--end
break
end
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end
end
end
if dest.heading then
turtle.setHeading(dest.heading)
end
return dest
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end
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return {
pathfind = function(dest, options)
options = options or { }
--if not options.blocks and turtle.gotoPoint(dest) then
-- return dest
--end
return pathTo(dest, options)
end,
-- set a global bounding box
-- box can be overridden by passing box in pathfind options
setBox = function(box)
turtle.getState().box = box
end,
setBlocks = function(blocks)
turtle.getState().blocks = blocks
end,
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addBlock = function(block)
if turtle.getState().blocks then
table.insert(turtle.getState().blocks, block)
end
end,
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reset = function()
turtle.getState().box = nil
turtle.getState().blocks = nil
end,
}