if not _G.turtle then return end _G.requireInjector(_ENV) local Pathing = require('turtle.pathfind') local GPS = require('gps') local Point = require('point') local synchronized = require('sync').sync local Util = require('util') local os = _G.os local peripheral = _G.peripheral local turtle = _G.turtle local function noop() end local headings = Point.headings local state = { } turtle.pathfind = Pathing.pathfind turtle.point = { x = 0, y = 0, z = 0, heading = 0 } function turtle.getPoint() return turtle.point end function turtle.getState() return state end function turtle.isAborted() return state.abort end function turtle.getStatus() return state.status end function turtle.setStatus(s) state.status = s end local function _defaultMove(action) while not action.move() do if not state.digPolicy(action) and not state.attackPolicy(action) then return false end end return true end function turtle.setPoint(pt, isGPS) turtle.point.x = pt.x turtle.point.y = pt.y turtle.point.z = pt.z if pt.heading then turtle.point.heading = pt.heading end turtle.point.gps = isGPS return true end function turtle.resetState() state.abort = false state.status = 'idle' state.attackPolicy = noop state.digPolicy = noop state.movePolicy = _defaultMove state.moveCallback = noop Pathing.reset() return true end function turtle.reset() turtle.point.x = 0 turtle.point.y = 0 turtle.point.z = 0 turtle.point.heading = 0 -- should be facing turtle.point.gps = false turtle.resetState() return true end turtle.reset() local actions = { up = { detect = turtle.native.detectUp, dig = turtle.native.digUp, move = turtle.native.up, attack = turtle.native.attackUp, place = turtle.native.placeUp, drop = turtle.native.dropUp, suck = turtle.native.suckUp, compare = turtle.native.compareUp, inspect = turtle.native.inspectUp, side = 'top' }, down = { detect = turtle.native.detectDown, dig = turtle.native.digDown, move = turtle.native.down, attack = turtle.native.attackDown, place = turtle.native.placeDown, drop = turtle.native.dropDown, suck = turtle.native.suckDown, compare = turtle.native.compareDown, inspect = turtle.native.inspectDown, side = 'bottom' }, forward = { detect = turtle.native.detect, dig = turtle.native.dig, move = turtle.native.forward, attack = turtle.native.attack, place = turtle.native.place, drop = turtle.native.drop, suck = turtle.native.suck, compare = turtle.native.compare, inspect = turtle.native.inspect, side = 'front' }, back = { detect = noop, dig = noop, move = turtle.native.back, attack = noop, place = noop, suck = noop, compare = noop, side = 'back' }, } function turtle.getAction(direction) return actions[direction] end function turtle.getHeadingInfo(heading) heading = heading or turtle.point.heading return headings[heading] end -- hackish way to support unlimited fuel if type(turtle.getFuelLevel()) ~= 'number' then function turtle.getFuelLevel() return 10000000 end end -- [[ Basic turtle actions ]] -- local function inventoryAction(fn, name, qty) local slots = turtle.getFilledSlots() local s for _,slot in pairs(slots) do if slot.key == name or slot.name == name then turtle.native.select(slot.index) if not qty then s = fn() else s = fn(math.min(qty, slot.count)) qty = qty - slot.count if qty < 0 then break end end end end if not s then return false, 'No items found' end return s end -- [[ Attack ]] -- local function _attack(action) if action.attack() then repeat until not action.attack() return true end return false end turtle.attackPolicies = { none = noop, attack = function(action) return _attack(action) end, } function turtle.attack() return _attack(actions.forward) end function turtle.attackUp() return _attack(actions.up) end function turtle.attackDown() return _attack(actions.down) end function turtle.setAttackPolicy(policy) state.attackPolicy = policy end -- [[ Place ]] -- local function _place(action, indexOrId) local slot if indexOrId then slot = turtle.getSlot(indexOrId) if not slot then return false, 'No items to place' end end if slot and slot.qty == 0 then return false, 'No items to place' end return Util.tryTimes(3, function() if slot then turtle.select(slot.index) end local result = { action.place() } if result[1] then return true end if not state.digPolicy(action) then state.attackPolicy(action) end return unpack(result) end) end function turtle.place(slot) return _place(actions.forward, slot) end function turtle.placeUp(slot) return _place(actions.up, slot) end function turtle.placeDown(slot) return _place(actions.down, slot) end local function _drop(action, qtyOrName, qty) if not qtyOrName or type(qtyOrName) == 'number' then return action.drop(qtyOrName or 64) end return inventoryAction(action.drop, qtyOrName, qty) end function turtle.drop(count, slot) return _drop(actions.forward, count, slot) end function turtle.dropUp(count, slot) return _drop(actions.up, count, slot) end function turtle.dropDown(count, slot) return _drop(actions.down, count, slot) end function turtle.refuel(qtyOrName, qty) if not qtyOrName or type(qtyOrName) == 'number' then return turtle.native.refuel(qtyOrName or 64) end return inventoryAction(turtle.native.refuel, qtyOrName, qty or 64) end function turtle.isTurtleAtSide(side) local sideType = peripheral.getType(side) return sideType and sideType == 'turtle' end turtle.digPolicies = { none = noop, dig = function(action) return action.dig() end, turtleSafe = function(action) if action.side == 'back' then return false end if not turtle.isTurtleAtSide(action.side) then return action.dig() end return Util.tryTimes(6, function() -- if not turtle.isTurtleAtSide(action.side) then -- return true --action.dig() -- end os.sleep(.25) if not action.detect() then return true end end) end, digAndDrop = function(action) if action.detect() then local slots = turtle.getInventory() if action.dig() then turtle.reconcileInventory(slots) return true end end return false end } turtle.movePolicies = { none = noop, default = _defaultMove, assured = function(action) if not _defaultMove(action) then if action.side == 'back' then return false end local oldStatus = state.status print('assured move: stuck') state.status = 'stuck' repeat os.sleep(1) until _defaultMove(action) state.status = oldStatus end return true end, } turtle.policies = { none = { dig = turtle.digPolicies.none, attack = turtle.attackPolicies.none }, digOnly = { dig = turtle.digPolicies.dig, attack = turtle.attackPolicies.none }, attackOnly = { dig = turtle.digPolicies.none, attack = turtle.attackPolicies.attack }, digAttack = { dig = turtle.digPolicies.dig, attack = turtle.attackPolicies.attack }, turtleSafe = { dig = turtle.digPolicies.turtleSafe, attack = turtle.attackPolicies.attack }, attack = { attack = turtle.attackPolicies.attack }, defaultMove = { move = turtle.movePolicies.default }, assuredMove = { move = turtle.movePolicies.assured }, } function turtle.setPolicy(...) local args = { ... } for _, policy in pairs(args) do if type(policy) == 'string' then policy = turtle.policies[policy] end if not policy then error('Invalid policy') -- return false, 'Invalid policy' end if policy.dig then state.digPolicy = policy.dig end if policy.attack then state.attackPolicy = policy.attack end if policy.move then state.movePolicy = policy.move end end return true end function turtle.setDigPolicy(policy) state.digPolicy = policy end function turtle.setMoveCallback(cb) state.moveCallback = cb end function turtle.clearMoveCallback() state.moveCallback = noop end function turtle.getMoveCallback() return state.moveCallback end -- [[ Heading ]] -- function turtle.getHeading() return turtle.point.heading end function turtle.turnRight() turtle.setHeading((turtle.point.heading + 1) % 4) return turtle.point end function turtle.turnLeft() turtle.setHeading((turtle.point.heading - 1) % 4) return turtle.point end function turtle.turnAround() turtle.setHeading((turtle.point.heading + 2) % 4) return turtle.point end function turtle.setHeading(heading) if not heading then return false, 'Invalid heading' end local fi = Point.facings[heading] if not fi then return false, 'Invalid heading' end heading = fi.heading % 4 if heading ~= turtle.point.heading then while heading < turtle.point.heading do heading = heading + 4 end if heading - turtle.point.heading == 3 then turtle.native.turnLeft() turtle.point.heading = (turtle.point.heading - 1) % 4 state.moveCallback('turn', turtle.point) else local turns = heading - turtle.point.heading while turns > 0 do turns = turns - 1 turtle.native.turnRight() turtle.point.heading = (turtle.point.heading + 1) % 4 state.moveCallback('turn', turtle.point) end end end return turtle.point end function turtle.headTowardsX(dx) if turtle.point.x ~= dx then if turtle.point.x > dx then turtle.setHeading(2) else turtle.setHeading(0) end end end function turtle.headTowardsZ(dz) if turtle.point.z ~= dz then if turtle.point.z > dz then turtle.setHeading(3) else turtle.setHeading(1) end end end function turtle.headTowards(pt) local xd = math.abs(turtle.point.x - pt.x) local zd = math.abs(turtle.point.z - pt.z) if xd > zd then turtle.headTowardsX(pt.x) else turtle.headTowardsZ(pt.z) end end -- [[ move ]] -- function turtle.up() if state.movePolicy(actions.up) then turtle.point.y = turtle.point.y + 1 state.moveCallback('up', turtle.point) return true, turtle.point end end function turtle.down() if state.movePolicy(actions.down) then turtle.point.y = turtle.point.y - 1 state.moveCallback('down', turtle.point) return true, turtle.point end end function turtle.forward() if state.movePolicy(actions.forward) then turtle.point.x = turtle.point.x + headings[turtle.point.heading].xd turtle.point.z = turtle.point.z + headings[turtle.point.heading].zd state.moveCallback('forward', turtle.point) return true, turtle.point end end function turtle.back() if state.movePolicy(actions.back) then turtle.point.x = turtle.point.x - headings[turtle.point.heading].xd turtle.point.z = turtle.point.z - headings[turtle.point.heading].zd state.moveCallback('back', turtle.point) return true, turtle.point end end local function moveTowardsX(dx) if not tonumber(dx) then error('moveTowardsX: Invalid arguments') end local direction = dx - turtle.point.x local move if direction == 0 then return true end if direction > 0 and turtle.point.heading == 0 or direction < 0 and turtle.point.heading == 2 then move = turtle.forward else move = turtle.back end repeat if not move() then return false end until turtle.point.x == dx return true end local function moveTowardsZ(dz) local direction = dz - turtle.point.z local move if direction == 0 then return true end if direction > 0 and turtle.point.heading == 1 or direction < 0 and turtle.point.heading == 3 then move = turtle.forward else move = turtle.back end repeat if not move() then return false end until turtle.point.z == dz return true end -- [[ go ]] -- -- 1 turn goto (going backwards if possible) function turtle.gotoSingleTurn(dx, dy, dz, dh) dx = dx or turtle.point.x dy = dy or turtle.point.y dz = dz or turtle.point.z local function gx() if turtle.point.x ~= dx then moveTowardsX(dx) end if turtle.point.z ~= dz then if dh and dh % 2 == 1 then turtle.setHeading(dh) else turtle.headTowardsZ(dz) end end end local function gz() if turtle.point.z ~= dz then moveTowardsZ(dz) end if turtle.point.x ~= dx then if dh and dh % 2 == 0 then turtle.setHeading(dh) else turtle.headTowardsX(dx) end end end repeat local x, z local y = turtle.point.y repeat x, z = turtle.point.x, turtle.point.z if turtle.point.heading % 2 == 0 then gx() gz() else gz() gx() end until x == turtle.point.x and z == turtle.point.z if turtle.point.y ~= dy then turtle.gotoY(dy) end if turtle.point.x == dx and turtle.point.z == dz and turtle.point.y == dy then return true end until x == turtle.point.x and z == turtle.point.z and y == turtle.point.y return false end local function gotoEx(dx, dy, dz) -- determine the heading to ensure the least amount of turns -- first check is 1 turn needed - remaining require 2 turns if turtle.point.heading == 0 and turtle.point.x <= dx or turtle.point.heading == 2 and turtle.point.x >= dx or turtle.point.heading == 1 and turtle.point.z <= dz or turtle.point.heading == 3 and turtle.point.z >= dz then -- maintain current heading -- nop elseif dz > turtle.point.z and turtle.point.heading == 0 or dz < turtle.point.z and turtle.point.heading == 2 or dx < turtle.point.x and turtle.point.heading == 1 or dx > turtle.point.x and turtle.point.heading == 3 then turtle.turnRight() else turtle.turnLeft() end if (turtle.point.heading % 2) == 1 then if not turtle.gotoZ(dz) then return false end if not turtle.gotoX(dx) then return false end else if not turtle.gotoX(dx) then return false end if not turtle.gotoZ(dz) then return false end end if dy then if not turtle.gotoY(dy) then return false end end return true end -- fallback goto - will turn around if was previously moving backwards local function gotoMultiTurn(dx, dy, dz) if gotoEx(dx, dy, dz) then return true end local moved repeat local x, y, z = turtle.point.x, turtle.point.y, turtle.point.z -- try going the other way if (turtle.point.heading % 2) == 1 then turtle.headTowardsX(dx) else turtle.headTowardsZ(dz) end if gotoEx(dx, dy, dz) then return true end if dy then turtle.gotoY(dy) end moved = x ~= turtle.point.x or y ~= turtle.point.y or z ~= turtle.point.z until not moved return false end -- go backwards - turning around if necessary to fight mobs / break blocks function turtle.goback() local hi = headings[turtle.point.heading] return turtle._goto({ x = turtle.point.x - hi.xd, y = turtle.point.y, z = turtle.point.z - hi.zd, heading = turtle.point.heading, }) end function turtle.gotoYfirst(pt) if turtle._gotoY(pt.y) then if turtle._goto(pt) then turtle.setHeading(pt.heading) return true end end end function turtle.gotoYlast(pt) if turtle._goto({ x = pt.x, z = pt.z, heading = pt.heading }) then if turtle.gotoY(pt.y) then turtle.setHeading(pt.heading) return true end end end function turtle._goto(pt) local dx, dy, dz, dh = pt.x, pt.y, pt.z, pt.heading if not turtle.gotoSingleTurn(dx, dy, dz, dh) then if not gotoMultiTurn(dx, dy, dz) then return false, 'Failed to reach location' end end turtle.setHeading(dh) return pt end -- avoid lint errors turtle['goto'] = turtle._goto function turtle.gotoX(dx) turtle.headTowardsX(dx) while turtle.point.x ~= dx do if not turtle.forward() then return false end end return true end function turtle.gotoZ(dz) turtle.headTowardsZ(dz) while turtle.point.z ~= dz do if not turtle.forward() then return false end end return true end function turtle.gotoY(dy) while turtle.point.y > dy do if not turtle.down() then return false end end while turtle.point.y < dy do if not turtle.up() then return false end end return true end -- [[ Slot management ]] -- function turtle.getSlot(indexOrId, slots) if type(indexOrId) == 'string' then slots = slots or turtle.getInventory() local _,c = string.gsub(indexOrId, ':', '') if c == 2 then -- combined id and dmg .. ie. minecraft:coal:0 return Util.find(slots, 'iddmg', indexOrId) end return Util.find(slots, 'id', indexOrId) end local detail = turtle.getItemDetail(indexOrId) if detail then return { name = detail.name, damage = detail.damage, count = detail.count, key = detail.name .. ':' .. detail.damage, index = indexOrId, -- deprecate qty = detail.count, dmg = detail.damage, id = detail.name, iddmg = detail.name .. ':' .. detail.damage, } end -- inconsistent return value -- null is returned if indexOrId is a string and no item is present return { qty = 0, -- deprecate count = 0, index = indexOrId, } end function turtle.select(indexOrId) if type(indexOrId) == 'number' then return turtle.native.select(indexOrId) end local s = turtle.getSlot(indexOrId) if s then turtle.native.select(s.index) return s end return false, 'Inventory does not contain item' end function turtle.getInventory(slots) slots = slots or { } for i = 1, 16 do slots[i] = turtle.getSlot(i) end return slots end function turtle.getSummedInventory() local slots = turtle.getFilledSlots() local t = { } for _,slot in pairs(slots) do local entry = t[slot.iddmg] if not entry then entry = { count = 0, damage = slot.damage, name = slot.name, key = slot.key, -- deprecate qty = 0, dmg = slot.dmg, id = slot.id, iddmg = slot.iddmg, } t[slot.iddmg] = entry end entry.qty = entry.qty + slot.qty entry.count = entry.qty end return t end function turtle.has(item, count) if item:match('.*:%d') then local slot = turtle.getSummedInventory()[item] return slot and slot.count >= (count or 1) end local slot = turtle.getSlot(item) return slot and slot.count > 0 end function turtle.getFilledSlots(startSlot) startSlot = startSlot or 1 local slots = { } for i = startSlot, 16 do local count = turtle.getItemCount(i) if count > 0 then slots[i] = turtle.getSlot(i) end end return slots end function turtle.eachFilledSlot(fn) local slots = turtle.getFilledSlots() for _,slot in pairs(slots) do fn(slot) end end function turtle.emptyInventory(dropAction) dropAction = dropAction or turtle.native.drop turtle.eachFilledSlot(function(slot) turtle.select(slot.index) dropAction() end) turtle.select(1) end function turtle.reconcileInventory(slots, dropAction) dropAction = dropAction or turtle.native.drop for _,s in pairs(slots) do local qty = turtle.getItemCount(s.index) if qty > s.qty then turtle.select(s.index) dropAction(qty-s.qty, s) end end end function turtle.selectSlotWithItems(startSlot) startSlot = startSlot or 1 for i = startSlot, 16 do if turtle.getItemCount(i) > 0 then turtle.select(i) return i end end end function turtle.selectSlotWithQuantity(qty, startSlot) startSlot = startSlot or 1 for i = startSlot, 16 do if turtle.getItemCount(i) == qty then turtle.select(i) return i end end end function turtle.selectOpenSlot(startSlot) return turtle.selectSlotWithQuantity(0, startSlot) end function turtle.condense() local slots = turtle.getInventory() for i = 16, 1, -1 do if slots[i].count > 0 then for j = 1, i - 1 do if slots[j].count == 0 or slots[i].key == slots[j].key then turtle.select(i) turtle.transferTo(j, 64) local transferred = slots[i].qty - turtle.getItemCount(i) slots[j].count = slots[j].count + transferred slots[i].count = slots[i].count - transferred slots[j].key = slots[i].key if slots[i].count == 0 then break end end end end end return true end function turtle.getItemCount(idOrName) if type(idOrName) == 'number' then return turtle.native.getItemCount(idOrName) end local slots = turtle.getFilledSlots() local count = 0 for _,slot in pairs(slots) do if slot.iddmg == idOrName or slot.name == idOrName then count = count + slot.qty end end return count end function turtle.equip(side, item) if item then if not turtle.select(item) then return false, 'Unable to equip ' .. item end end if side == 'left' then return turtle.equipLeft() end return turtle.equipRight() end function turtle.isEquipped(item) if peripheral.getType('left') == item then return 'left' elseif peripheral.getType('right') == item then return 'right' end end -- [[ ]] -- function turtle.run(fn, ...) local args = { ... } local s, m if type(fn) == 'string' then fn = turtle[fn] end synchronized(turtle, function() turtle.resetState() s, m = pcall(function() fn(unpack(args)) end) turtle.resetState() if not s and m then _G.printError(m) end end) return s, m end function turtle.abort(abort) state.abort = abort if abort then os.queueEvent('turtle_abort') end end -- [[ Pathing ]] -- function turtle.setPersistent(isPersistent) if isPersistent then Pathing.setBlocks({ }) else Pathing.setBlocks() end end function turtle.setPathingBox(box) Pathing.setBox(box) end function turtle.addWorldBlock(pt) Pathing.addBlock(pt) end local movementStrategy = turtle.pathfind function turtle.setMovementStrategy(strategy) if strategy == 'pathing' then movementStrategy = turtle.pathfind elseif strategy == 'goto' then movementStrategy = turtle._goto else error('Invalid movement strategy') end end function turtle.faceAgainst(pt, options) -- 4 sided options = options or { } options.dest = { } for i = 0, 3 do local hi = Point.facings[i] table.insert(options.dest, { x = pt.x + hi.xd, z = pt.z + hi.zd, y = pt.y + hi.yd, heading = (hi.heading + 2) % 4, }) end return movementStrategy(Point.closest(turtle.point, options.dest), options) end -- move against this point -- if the point does not contain a heading, then the turtle -- will face the block (if on same plane) -- if above or below, the heading is undetermined unless specified function turtle.moveAgainst(pt, options) -- 6 sided options = options or { } options.dest = { } for i = 0, 5 do local hi = turtle.getHeadingInfo(i) local heading, direction if i < 4 then heading = (hi.heading + 2) % 4 direction = 'forward' elseif i == 4 then direction = 'down' elseif i == 5 then direction = 'up' end table.insert(options.dest, { x = pt.x + hi.xd, z = pt.z + hi.zd, y = pt.y + hi.yd, direction = direction, heading = pt.heading or heading, }) end return movementStrategy(Point.closest(turtle.point, options.dest), options) end local actionsAt = { detect = { up = turtle.detectUp, down = turtle.detectDown, forward = turtle.detect, }, dig = { up = turtle.digUp, down = turtle.digDown, forward = turtle.dig, }, move = { up = turtle.moveUp, down = turtle.moveDown, forward = turtle.move, }, attack = { up = turtle.attackUp, down = turtle.attackDown, forward = turtle.attack, }, place = { up = turtle.placeUp, down = turtle.placeDown, forward = turtle.place, }, drop = { up = turtle.dropUp, down = turtle.dropDown, forward = turtle.drop, }, suck = { up = turtle.suckUp, down = turtle.suckDown, forward = turtle.suck, }, compare = { up = turtle.compareUp, down = turtle.compareDown, forward = turtle.compare, }, inspect = { up = turtle.inspectUp, down = turtle.inspectDown, forward = turtle.inspect, }, } -- pt = { x,y,z,heading,direction } -- direction should only be up or down if provided -- heading can be provided to tell which way to face during action -- ex: place a block at the point from above facing east local function _actionAt(action, pt, ...) if not pt.heading and not pt.direction then local msg pt, msg = turtle.moveAgainst(pt) if pt then return action[pt.direction](...) end return pt, msg end local reversed = { [0] = 2, [1] = 3, [2] = 0, [3] = 1, [4] = 5, [5] = 4, } local dir = reversed[headings[pt.direction or pt.heading].heading] local apt = { x = pt.x + headings[dir].xd, y = pt.y + headings[dir].yd, z = pt.z + headings[dir].zd, } local direction -- ex: place a block at this point, from above, facing east if dir < 4 then apt.heading = (dir + 2) % 4 direction = 'forward' elseif dir == 4 then apt.heading = pt.heading direction = 'down' elseif dir == 5 then apt.heading = pt.heading direction = 'up' end if movementStrategy(apt) then return action[direction](...) end end local function _actionDownAt(action, pt, ...) pt = Util.shallowCopy(pt) pt.direction = Point.DOWN return _actionAt(action, pt, ...) end local function _actionUpAt(action, pt, ...) pt = Util.shallowCopy(pt) pt.direction = Point.UP return _actionAt(action, pt, ...) end local function _actionForwardAt(action, pt, ...) if turtle.faceAgainst(pt) then return action.forward(...) end end function turtle.detectAt(pt) return _actionAt(actionsAt.detect, pt) end function turtle.detectDownAt(pt) return _actionDownAt(actionsAt.detect, pt) end function turtle.detectForwardAt(pt) return _actionForwardAt(actionsAt.detect, pt) end function turtle.detectUpAt(pt) return _actionUpAt(actionsAt.detect, pt) end function turtle.digAt(pt) return _actionAt(actionsAt.dig, pt) end function turtle.digDownAt(pt) return _actionDownAt(actionsAt.dig, pt) end function turtle.digForwardAt(pt) return _actionForwardAt(actionsAt.dig, pt) end function turtle.digUpAt(pt) return _actionUpAt(actionsAt.dig, pt) end function turtle.attackAt(pt) return _actionAt(actionsAt.attack, pt) end function turtle.attackDownAt(pt) return _actionDownAt(actionsAt.attack, pt) end function turtle.attackForwardAt(pt) return _actionForwardAt(actionsAt.attack, pt) end function turtle.attackUpAt(pt) return _actionUpAt(actionsAt.attack, pt) end function turtle.placeAt(pt, arg, dir) return _actionAt(actionsAt.place, pt, arg, dir) end function turtle.placeDownAt(pt, arg) return _actionDownAt(actionsAt.place, pt, arg) end function turtle.placeForwardAt(pt, arg) return _actionForwardAt(actionsAt.place, pt, arg) end function turtle.placeUpAt(pt, arg) return _actionUpAt(actionsAt.place, pt, arg) end function turtle.dropAt(pt, ...) return _actionAt(actionsAt.drop, pt, ...) end function turtle.dropDownAt(pt, ...) return _actionDownAt(actionsAt.drop, pt, ...) end function turtle.dropForwardAt(pt, ...) return _actionForwardAt(actionsAt.drop, pt, ...) end function turtle.dropUpAt(pt, ...) return _actionUpAt(actionsAt.drop, pt, ...) end function turtle.suckAt(pt, qty) return _actionAt(actionsAt.suck, pt, qty or 64) end function turtle.suckDownAt(pt, qty) return _actionDownAt(actionsAt.suck, pt, qty or 64) end function turtle.suckForwardAt(pt, qty) return _actionForwardAt(actionsAt.suck, pt, qty or 64) end function turtle.suckUpAt(pt, qty) return _actionUpAt(actionsAt.suck, pt, qty or 64) end function turtle.compareAt(pt) return _actionAt(actionsAt.compare, pt) end function turtle.compareDownAt(pt) return _actionDownAt(actionsAt.compare, pt) end function turtle.compareForwardAt(pt) return _actionForwardAt(actionsAt.compare, pt) end function turtle.compareUpAt(pt) return _actionUpAt(actionsAt.compare, pt) end function turtle.inspectAt(pt) return _actionAt(actionsAt.inspect, pt) end function turtle.inspectDownAt(pt) return _actionDownAt(actionsAt.inspect, pt) end function turtle.inspectForwardAt(pt) return _actionForwardAt(actionsAt.inspect, pt) end function turtle.inspectUpAt(pt) return _actionUpAt(actionsAt.inspect, pt) end -- [[ GPS ]] -- function turtle.enableGPS(timeout) local pt = GPS.getPointAndHeading(timeout) if pt then turtle.setPoint(pt, true) return turtle.point end end function turtle.addFeatures(...) for _,feature in pairs({ ... }) do require('turtle.' .. feature) end end