mirror of
https://github.com/kepler155c/opus
synced 2025-11-19 00:25:19 +00:00
treefarm + turtle improvements + cleanup
This commit is contained in:
@@ -4,7 +4,10 @@ end
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requireInjector(getfenv(1))
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local Util = require('util')
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local Point = require('point')
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local synchronized = require('sync')
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local Util = require('util')
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turtle.pathfind = require('turtle.pathfind')
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local function noop() end
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@@ -147,6 +150,29 @@ function turtle.getHeadingInfo(heading)
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end
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-- [[ Basic turtle actions ]] --
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local function inventoryAction(fn, name, qty)
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local slots = turtle.getFilledSlots()
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local s
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for _,slot in pairs(slots) do
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if slot.key == name or slot.name == name then
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turtle.native.select(slot.index)
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if not qty then
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s = fn()
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else
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s = fn(math.min(qty, slot.count))
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qty = qty - slot.count
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if qty < 0 then
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break
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end
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end
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end
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end
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if not s then
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return false, 'No items found'
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end
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return s
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end
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local function _attack(action)
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if action.attack() then
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repeat until not action.attack()
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@@ -193,25 +219,24 @@ function turtle.place(slot) return _place(actions.forward, slot) end
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function turtle.placeUp(slot) return _place(actions.up, slot) end
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function turtle.placeDown(slot) return _place(actions.down, slot) end
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local function _drop(action, count, indexOrId)
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if indexOrId then
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local slot = turtle.getSlot(indexOrId)
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if not slot or slot.qty == 0 then
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return false, 'No items to drop'
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end
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turtle.select(slot.index)
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local function _drop(action, qtyOrName, qty)
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if not qtyOrName or type(qtyOrName) == 'number' then
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return action.drop(qtyOrName)
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end
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if not count then
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return action.drop() -- wtf
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end
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return action.drop(count)
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return inventoryAction(action.drop, qtyOrName, qty)
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end
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function turtle.drop(count, slot) return _drop(actions.forward, count, slot) end
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function turtle.dropUp(count, slot) return _drop(actions.up, count, slot) end
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function turtle.dropDown(count, slot) return _drop(actions.down, count, slot) end
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function turtle.refuel(qtyOrName, qty)
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if not qtyOrName or type(qtyOrName) == 'number' then
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return turtle.native.refuel(qtyOrName)
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end
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return inventoryAction(turtle.native.refuel, qtyOrName, qty)
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end
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--[[
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function turtle.dig() return state.dig(actions.forward) end
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function turtle.digUp() return state.dig(actions.up) end
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@@ -277,7 +302,7 @@ turtle.movePolicies = {
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return false
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end
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local oldStatus = turtle.status
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print('stuck')
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print('assured move: stuck')
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turtle.status = 'stuck'
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repeat
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os.sleep(1)
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@@ -328,6 +353,7 @@ function turtle.setDigPolicy(policy) state.digPolicy = policy end
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function turtle.setAttackPolicy(policy) state.attackPolicy = policy end
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function turtle.setMoveCallback(cb) state.moveCallback = cb end
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function turtle.clearMoveCallback() state.moveCallback = noop end
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function turtle.getMoveCallback() return state.moveCallback end
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-- [[ Locations ]] --
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function turtle.getLocation(name)
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@@ -751,31 +777,47 @@ function turtle.getSlot(indexOrId, slots)
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local detail = turtle.getItemDetail(indexOrId)
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if detail then
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return {
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name = detail.name,
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damage = detail.damage,
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count = detail.count,
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key = detail.name .. ':' .. detail.damage,
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index = indexOrId,
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-- deprecate
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qty = detail.count,
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dmg = detail.damage,
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id = detail.name,
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iddmg = detail.name .. ':' .. detail.damage,
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index = indexOrId,
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}
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end
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return {
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qty = 0,
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qty = 0, -- deprecate
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count = 0,
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index = indexOrId,
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}
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end
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function turtle.selectSlot(indexOrId)
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function turtle.select(indexOrId)
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if type(indexOrId) == 'number' then
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return turtle.native.select(indexOrId)
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end
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local s = turtle.getSlot(indexOrId)
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if s then
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turtle.select(s.index)
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turtle.native.select(s.index)
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return s
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end
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return false, 'Inventory does not contain item'
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end
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function turtle.selectSlot(indexOrId) -- deprecated
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return turtle.select(indexOrId)
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end
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function turtle.getInventory(slots)
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slots = slots or { }
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for i = 1, 16 do
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@@ -784,11 +826,38 @@ function turtle.getInventory(slots)
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return slots
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end
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function turtle.getSummedInventory()
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local slots = turtle.getFilledSlots()
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local t = { }
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for _,slot in pairs(slots) do
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local entry = t[slot.iddmg]
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if not entry then
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entry = {
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count = 0,
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damage = slot.damage,
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name = slot.name,
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key = slot.key,
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-- deprecate
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qty = 0,
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dmg = slot.dmg,
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id = slot.id,
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iddmg = slot.iddmg,
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}
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t[slot.iddmg] = entry
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end
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entry.qty = entry.qty + slot.qty
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entry.count = entry.qty
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end
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return t
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end
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function turtle.emptyInventory(dropAction)
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dropAction = dropAction or turtle.drop
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for i = 1, 16 do
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turtle.emptySlot(i, dropAction)
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end
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turtle.select(1)
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end
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function turtle.emptySlot(slot, dropAction)
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@@ -857,28 +926,243 @@ function turtle.selectSlotWithQuantity(qty, startSlot)
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end
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end
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function turtle.condense(startSlot)
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startSlot = startSlot or 1
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local aslots = turtle.getInventory()
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for _,slot in ipairs(aslots) do
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if slot.qty < 64 then
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for i = slot.index + 1, 16 do
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local fslot = aslots[i]
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if fslot.qty > 0 then
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if slot.qty == 0 or slot.iddmg == fslot.iddmg then
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turtle.select(fslot.index)
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turtle.transferTo(slot.index, 64)
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local transferred = turtle.getItemCount(slot.index) - slot.qty
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slot.qty = slot.qty + transferred
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fslot.qty = fslot.qty - transferred
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slot.iddmg = fslot.iddmg
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if slot.qty == 64 then
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break
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end
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function turtle.condense()
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local slots = turtle.getInventory()
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for i = 16, 1, -1 do
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if slots[i].count > 0 then
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for j = 1, i - 1 do
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if slots[j].count == 0 or slots[i].key == slots[j].key then
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turtle.select(i)
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turtle.transferTo(j, 64)
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local transferred = slots[i].qty - turtle.getItemCount(i)
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slots[j].count = slots[j].count + transferred
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slots[i].count = slots[i].count - transferred
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slots[j].key = slots[i].key
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if slots[i].count == 0 then
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break
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end
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end
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end
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end
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end
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return true
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end
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function turtle.getItemCount(idOrName)
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if type(idOrName) == 'number' then
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return turtle.native.getItemCount(idOrName)
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end
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local slots = turtle.getFilledSlots()
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local count = 0
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for _,slot in pairs(slots) do
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if slot.iddmg == idOrName or slot.name == idOrName then
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count = count + slot.qty
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end
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end
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return count
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end
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function turtle.equip(side, item)
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if item then
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if not turtle.select(item) then
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return false, 'Unable to equip ' .. item
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end
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end
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if side == 'left' then
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return turtle.equipLeft()
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end
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return turtle.equipRight()
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end
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function turtle.run(fn, ...)
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local args = { ... }
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local s, m
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if type(fn) == 'string' then
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fn = turtle[fn]
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end
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synchronized(turtle, function()
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turtle.abort = false
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turtle.status = 'busy'
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turtle.resetState()
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s, m = pcall(function() fn(unpack(args)) end)
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turtle.abort = false
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turtle.status = 'idle'
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if not s and m then
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printError(m)
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end
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end)
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return s, m
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end
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function turtle.abortAction()
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if turtle.status ~= 'idle' then
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turtle.abort = true
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os.queueEvent('turtle_abort')
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end
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end
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-- [[ Pathing ]] --
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function turtle.faceAgainst(pt) -- 4 sided
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local pts = { }
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for i = 0, 3 do
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local hi = turtle.getHeadingInfo(i)
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table.insert(pts, {
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x = pt.x + hi.xd,
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z = pt.z + hi.zd,
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y = pt.y + hi.yd,
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heading = (hi.heading + 2) % 4,
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})
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end
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return turtle.pathfind(Point.closest(turtle.point, pts), { dest = pts })
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end
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function turtle.moveAgainst(pt) -- 6 sided
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local pts = { }
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for i = 0, 5 do
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local hi = turtle.getHeadingInfo(i)
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local heading, direction
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if i < 4 then
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heading = (hi.heading + 2) % 4
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direction = 'forward'
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elseif i == 4 then
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direction = 'down'
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elseif i == 5 then
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direction = 'up'
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end
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table.insert(pts, {
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x = pt.x + hi.xd,
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z = pt.z + hi.zd,
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y = pt.y + hi.yd,
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direction = direction,
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heading = heading,
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})
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end
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return turtle.pathfind(Point.closest(turtle.point, pts), { dest = pts })
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end
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local actionsAt = {
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detect = {
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up = turtle.detectUp,
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down = turtle.detectDown,
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forward = turtle.detect,
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},
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dig = {
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up = turtle.digUp,
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down = turtle.digDown,
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forward = turtle.dig,
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},
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move = {
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up = turtle.moveUp,
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down = turtle.moveDown,
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forward = turtle.move,
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},
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attack = {
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up = turtle.attackUp,
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down = turtle.attackDown,
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forward = turtle.attack,
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},
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place = {
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up = turtle.placeUp,
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down = turtle.placeDown,
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forward = turtle.place,
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},
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drop = {
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up = turtle.dropUp,
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down = turtle.dropDown,
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forward = turtle.drop,
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},
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suck = {
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up = turtle.suckUp,
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down = turtle.suckDown,
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forward = turtle.suck,
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},
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compare = {
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up = turtle.compareUp,
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down = turtle.compareDown,
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forward = turtle.compare,
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},
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inspect = {
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up = turtle.inspectUp,
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down = turtle.inspectDown,
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forward = turtle.inspect,
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},
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}
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local function _actionAt(action, pt, ...)
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local pt = turtle.moveAgainst(pt)
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if pt then
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return action[pt.direction](...)
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end
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end
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function _actionDownAt(action, pt, ...)
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if turtle.pathfind(Point.above(pt)) then
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return action.down(...)
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end
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end
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function _actionForwardAt(action, pt, ...)
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if turtle.faceAgainst(pt) then
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return action.forward(...)
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end
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end
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function _actionUpAt(action, pt, ...)
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if turtle.pathfind(Point.below(pt)) then
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return action.up(...)
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end
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end
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function turtle.detectAt(pt) return _actionAt(actionsAt.detect, pt) end
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function turtle.detectDownAt(pt) return _actionDownAt(actionsAt.detect, pt) end
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function turtle.detectForwardAt(pt) return _actionForwardAt(actionsAt.detect, pt) end
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function turtle.detectUpAt(pt) return _actionUpAt(actionsAt.detect, pt) end
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function turtle.digAt(pt) return _actionAt(actionsAt.dig, pt) end
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function turtle.digDownAt(pt) return _actionDownAt(actionsAt.dig, pt) end
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function turtle.digForwardAt(pt) return _actionForwardAt(actionsAt.dig, pt) end
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function turtle.digUpAt(pt) return _actionUpAt(actionsAt.dig, pt) end
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function turtle.attackAt(pt) return _actionAt(actionsAt.attack, pt) end
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function turtle.attackDownAt(pt) return _actionDownAt(actionsAt.attack, pt) end
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function turtle.attackForwardAt(pt) return _actionForwardAt(actionsAt.attack, pt) end
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function turtle.attackUpAt(pt) return _actionUpAt(actionsAt.attack, pt) end
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function turtle.placeAt(pt, arg) return _actionAt(actionsAt.place, pt, arg) end
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function turtle.placeDownAt(pt, arg) return _actionDownAt(actionsAt.place, pt, arg) end
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function turtle.placeForwardAt(pt, arg) return _actionForwardAt(actionsAt.place, pt, arg) end
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function turtle.placeUpAt(pt, arg) return _actionUpAt(actionsAt.place, pt, arg) end
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function turtle.dropAt(pt, ...) return _actionAt(actionsAt.drop, pt, ...) end
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function turtle.dropDownAt(pt, ...) return _actionDownAt(actionsAt.drop, pt, ...) end
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function turtle.dropForwardAt(pt, ...) return _actionForwardAt(actionsAt.drop, pt, ...) end
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function turtle.dropUpAt(pt, ...) return _actionUpAt(actionsAt.drop, pt, ...) end
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function turtle.suckAt(pt, qty) return _actionAt(actionsAt.suck, pt, qty) end
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function turtle.suckDownAt(pt, qty) return _actionDownAt(actionsAt.suck, pt, qty) end
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function turtle.suckForwardAt(pt, qty) return _actionForwardAt(actionsAt.suck, pt, qty) end
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function turtle.suckUpAt(pt, qty) return _actionUpAt(actionsAt.suck, pt, qty) end
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function turtle.compareAt(pt) return _actionAt(actionsAt.compare, pt) end
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function turtle.compareDownAt(pt) return _actionDownAt(actionsAt.compare, pt) end
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function turtle.compareForwardAt(pt) return _actionForwardAt(actionsAt.compare, pt) end
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function turtle.compareUpAt(pt) return _actionUpAt(actionsAt.compare, pt) end
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function turtle.inspectAt(pt) return _actionAt(actionsAt.inspect, pt) end
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function turtle.inspectDownAt(pt) return _actionDownAt(actionsAt.inspect, pt) end
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function turtle.inspectForwardAt(pt) return _actionForwardAt(actionsAt.inspect, pt) end
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function turtle.inspectUpAt(pt) return _actionUpAt(actionsAt.inspect, pt) end
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