_G.requireInjector() local Grid = require('jumper.grid') local Pathfinder = require('jumper.pathfinder') local Point = require('point') local Util = require('util') local turtle = _G.turtle 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 end end end -- map shrinks/grows depending upon blocks encountered -- the map will encompass any blocks encountered, the turtle position, and the destination local function mapDimensions(dest, blocks, boundingBox, dests) local box = Point.makeBox(turtle.point, turtle.point) Point.expandBox(box, dest) for _,d in pairs(dests) do Point.expandBox(box, d) end for _,b in pairs(blocks) do Point.expandBox(box, b) end -- expand one block out in all directions if boundingBox then 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 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 return box end local function nodeToPoint(node) return { x = node.x, y = node.y, z = node.z, heading = node.heading } end 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 }) end local function dimsAreEqual(d1, d2) return d1.ex == d2.ex and d1.ey == d2.ey and d1.ez == d2.ez and d1.x == d2.x and d1.y == d2.y and d1.z == d2.z 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 local function selectDestination(pts, box, grid) while #pts > 0 do local pt = Point.closest(turtle.point, pts) if box and not Point.inBox(pt, box) then Util.removeByValue(pts, pt) else if grid:isWalkableAt(pt.x, pt.y, pt.z) then return pt end Util.removeByValue(pts, pt) end end end local function pathTo(dest, options) 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 local lastDim local grid if box then box = Point.normalizeBox(box) end -- Creates a pathfinder object local finder = Pathfinder(heuristic) 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 local dim = mapDimensions(dest, blocks, box, dests) -- reuse map if possible if not lastDim or not dimsAreEqual(dim, lastDim) then -- Creates a grid object grid = Grid(dim) finder:setGrid(grid) lastDim = dim end for _,b in pairs(blocks) do addBlock(grid, b, dim) end dest = selectDestination(dests, box, grid) if not dest then return false, 'failed to reach destination' end if turtle.point.x == dest.x and turtle.point.z == dest.z and turtle.point.y == dest.y then break end -- Define start and goal locations coordinates local startPt = turtle.point local endPt = dest -- Calculates the path, and its length local path = finder:getPath( startPt.x, startPt.y, startPt.z, turtle.point.heading, endPt.x, endPt.y, endPt.z, dest.heading) if not path then Util.removeByValue(dests, dest) else path:filter() for node in path:nodes() do local pt = nodeToPoint(node) if turtle.isAborted() then return false, 'aborted' end --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 -- when encountering obstacles if not turtle.gotoSingleTurn(pt.x, pt.z, pt.y, pt.heading) then 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) --if device.turtlesensorenvironment then -- addSensorBlocks(blocks, device.turtlesensorenvironment.sonicScan()) --end break end end end end if dest.heading then turtle.setHeading(dest.heading) end return dest end 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, addBlock = function(block) if turtle.getState().blocks then table.insert(turtle.getState().blocks, block) end end, reset = function() turtle.getState().box = nil turtle.getState().blocks = nil end, }