mirror of
https://github.com/kepler155c/opus
synced 2024-12-29 10:00:26 +00:00
1196 lines
27 KiB
Lua
1196 lines
27 KiB
Lua
if not _G.turtle then
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return
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end
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_G.requireInjector(_ENV)
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local Pathing = require('turtle.pathfind')
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local GPS = require('gps')
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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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local os = _G.os
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local peripheral = _G.peripheral
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local turtle = _G.turtle
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local function noop() end
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local headings = Point.headings
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local state = { }
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turtle.pathfind = Pathing.pathfind
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turtle.point = { x = 0, y = 0, z = 0, heading = 0 }
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function turtle.getPoint() return turtle.point end
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function turtle.getState() return state end
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function turtle.isAborted() return state.abort end
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function turtle.getStatus() return state.status end
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function turtle.setStatus(s) state.status = s end
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local function _defaultMove(action)
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while not action.move() do
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if not state.digPolicy(action) and not state.attackPolicy(action) then
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return false
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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.setPoint(pt, isGPS)
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turtle.point.x = pt.x
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turtle.point.y = pt.y
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turtle.point.z = pt.z
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if pt.heading then
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turtle.point.heading = pt.heading
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end
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turtle.point.gps = isGPS
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return true
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end
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function turtle.resetState()
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state.abort = false
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state.status = 'idle'
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state.attackPolicy = noop
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state.digPolicy = noop
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state.movePolicy = _defaultMove
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state.moveCallback = noop
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Pathing.reset()
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return true
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end
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function turtle.reset()
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turtle.point.x = 0
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turtle.point.y = 0
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turtle.point.z = 0
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turtle.point.heading = 0 -- should be facing
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turtle.point.gps = false
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turtle.resetState()
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return true
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end
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turtle.reset()
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local actions = {
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up = {
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detect = turtle.native.detectUp,
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dig = turtle.native.digUp,
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move = turtle.native.up,
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attack = turtle.native.attackUp,
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place = turtle.native.placeUp,
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drop = turtle.native.dropUp,
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suck = turtle.native.suckUp,
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compare = turtle.native.compareUp,
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inspect = turtle.native.inspectUp,
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side = 'top'
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},
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down = {
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detect = turtle.native.detectDown,
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dig = turtle.native.digDown,
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move = turtle.native.down,
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attack = turtle.native.attackDown,
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place = turtle.native.placeDown,
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drop = turtle.native.dropDown,
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suck = turtle.native.suckDown,
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compare = turtle.native.compareDown,
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inspect = turtle.native.inspectDown,
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side = 'bottom'
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},
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forward = {
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detect = turtle.native.detect,
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dig = turtle.native.dig,
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move = turtle.native.forward,
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attack = turtle.native.attack,
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place = turtle.native.place,
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drop = turtle.native.drop,
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suck = turtle.native.suck,
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compare = turtle.native.compare,
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inspect = turtle.native.inspect,
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side = 'front'
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},
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back = {
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detect = noop,
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dig = noop,
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move = turtle.native.back,
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attack = noop,
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place = noop,
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suck = noop,
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compare = noop,
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side = 'back'
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},
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}
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function turtle.getAction(direction)
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return actions[direction]
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end
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function turtle.getHeadingInfo(heading)
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heading = heading or turtle.point.heading
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return headings[heading]
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end
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-- hackish way to support unlimited fuel
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if type(turtle.getFuelLevel()) ~= 'number' then
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function turtle.getFuelLevel()
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return 10000000
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end
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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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-- [[ Attack ]] --
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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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return true
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end
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return false
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end
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turtle.attackPolicies = {
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none = noop,
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attack = function(action)
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return _attack(action)
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end,
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}
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function turtle.attack() return _attack(actions.forward) end
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function turtle.attackUp() return _attack(actions.up) end
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function turtle.attackDown() return _attack(actions.down) end
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function turtle.setAttackPolicy(policy) state.attackPolicy = policy end
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-- [[ Place ]] --
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local function _place(action, indexOrId)
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local slot
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if indexOrId then
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slot = turtle.getSlot(indexOrId)
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if not slot then
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return false, 'No items to place'
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end
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end
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if slot and slot.qty == 0 then
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return false, 'No items to place'
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end
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return Util.tryTimes(3, function()
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if slot then
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turtle.select(slot.index)
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end
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local result = { action.place() }
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if result[1] then
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return true
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end
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if not state.digPolicy(action) then
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state.attackPolicy(action)
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end
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return unpack(result)
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end)
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end
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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, qtyOrName, qty)
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if not qtyOrName or type(qtyOrName) == 'number' then
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return action.drop(qtyOrName or 64)
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end
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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 or 64)
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end
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return inventoryAction(turtle.native.refuel, qtyOrName, qty or 64)
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end
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function turtle.isTurtleAtSide(side)
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local sideType = peripheral.getType(side)
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return sideType and sideType == 'turtle'
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end
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turtle.digPolicies = {
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none = noop,
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dig = function(action)
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return action.dig()
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end,
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turtleSafe = function(action)
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if action.side == 'back' then
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return false
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end
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if not turtle.isTurtleAtSide(action.side) then
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return action.dig()
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end
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return Util.tryTimes(6, function()
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-- if not turtle.isTurtleAtSide(action.side) then
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-- return true --action.dig()
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-- end
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os.sleep(.25)
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if not action.detect() then
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return true
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end
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end)
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end,
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digAndDrop = function(action)
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if action.detect() then
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local slots = turtle.getInventory()
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if action.dig() then
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turtle.reconcileInventory(slots)
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return true
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end
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end
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return false
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end
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}
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turtle.movePolicies = {
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none = noop,
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default = _defaultMove,
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assured = function(action)
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if not _defaultMove(action) then
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if action.side == 'back' then
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return false
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end
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local oldStatus = state.status
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print('assured move: stuck')
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state.status = 'stuck'
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repeat
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os.sleep(1)
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until _defaultMove(action)
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state.status = oldStatus
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end
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return true
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end,
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}
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turtle.policies = {
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none = { dig = turtle.digPolicies.none, attack = turtle.attackPolicies.none },
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digOnly = { dig = turtle.digPolicies.dig, attack = turtle.attackPolicies.none },
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attackOnly = { dig = turtle.digPolicies.none, attack = turtle.attackPolicies.attack },
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digAttack = { dig = turtle.digPolicies.dig, attack = turtle.attackPolicies.attack },
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turtleSafe = { dig = turtle.digPolicies.turtleSafe, attack = turtle.attackPolicies.attack },
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attack = { attack = turtle.attackPolicies.attack },
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defaultMove = { move = turtle.movePolicies.default },
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assuredMove = { move = turtle.movePolicies.assured },
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}
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function turtle.setPolicy(...)
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local args = { ... }
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for _, policy in pairs(args) do
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if type(policy) == 'string' then
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policy = turtle.policies[policy]
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end
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if not policy then
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error('Invalid policy')
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-- return false, 'Invalid policy'
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end
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if policy.dig then
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state.digPolicy = policy.dig
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end
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if policy.attack then
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state.attackPolicy = policy.attack
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end
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if policy.move then
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state.movePolicy = policy.move
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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.setDigPolicy(policy) state.digPolicy = 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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-- [[ Heading ]] --
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function turtle.getHeading()
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return turtle.point.heading
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end
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function turtle.turnRight()
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turtle.setHeading((turtle.point.heading + 1) % 4)
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return turtle.point
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end
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function turtle.turnLeft()
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turtle.setHeading((turtle.point.heading - 1) % 4)
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return turtle.point
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end
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function turtle.turnAround()
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turtle.setHeading((turtle.point.heading + 2) % 4)
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return turtle.point
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end
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function turtle.setHeading(heading)
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if not heading then
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return false, 'Invalid heading'
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end
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local fi = Point.facings[heading]
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if not fi then
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return false, 'Invalid heading'
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end
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heading = fi.heading % 4
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if heading ~= turtle.point.heading then
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while heading < turtle.point.heading do
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heading = heading + 4
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end
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if heading - turtle.point.heading == 3 then
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turtle.native.turnLeft()
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turtle.point.heading = (turtle.point.heading - 1) % 4
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state.moveCallback('turn', turtle.point)
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else
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local turns = heading - turtle.point.heading
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while turns > 0 do
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turns = turns - 1
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turtle.native.turnRight()
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turtle.point.heading = (turtle.point.heading + 1) % 4
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state.moveCallback('turn', turtle.point)
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end
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end
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end
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return turtle.point
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end
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function turtle.headTowardsX(dx)
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if turtle.point.x ~= dx then
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if turtle.point.x > dx then
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turtle.setHeading(2)
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else
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turtle.setHeading(0)
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end
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end
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end
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function turtle.headTowardsZ(dz)
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if turtle.point.z ~= dz then
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if turtle.point.z > dz then
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turtle.setHeading(3)
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else
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turtle.setHeading(1)
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end
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end
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end
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function turtle.headTowards(pt)
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local xd = math.abs(turtle.point.x - pt.x)
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local zd = math.abs(turtle.point.z - pt.z)
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if xd > zd then
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turtle.headTowardsX(pt.x)
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else
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turtle.headTowardsZ(pt.z)
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end
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end
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-- [[ move ]] --
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function turtle.up()
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if state.movePolicy(actions.up) then
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turtle.point.y = turtle.point.y + 1
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state.moveCallback('up', turtle.point)
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return true, turtle.point
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end
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end
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function turtle.down()
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if state.movePolicy(actions.down) then
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turtle.point.y = turtle.point.y - 1
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state.moveCallback('down', turtle.point)
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return true, turtle.point
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end
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end
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function turtle.forward()
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if state.movePolicy(actions.forward) then
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turtle.point.x = turtle.point.x + headings[turtle.point.heading].xd
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turtle.point.z = turtle.point.z + headings[turtle.point.heading].zd
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state.moveCallback('forward', turtle.point)
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return true, turtle.point
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end
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end
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function turtle.back()
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if state.movePolicy(actions.back) then
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turtle.point.x = turtle.point.x - headings[turtle.point.heading].xd
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turtle.point.z = turtle.point.z - headings[turtle.point.heading].zd
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state.moveCallback('back', turtle.point)
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return true, turtle.point
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end
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end
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local function moveTowardsX(dx)
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if not tonumber(dx) then error('moveTowardsX: Invalid arguments') end
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local direction = dx - turtle.point.x
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local move
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if direction == 0 then
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return true
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end
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if direction > 0 and turtle.point.heading == 0 or
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direction < 0 and turtle.point.heading == 2 then
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move = turtle.forward
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else
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move = turtle.back
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end
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repeat
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if not move() then
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return false
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end
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until turtle.point.x == dx
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return true
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end
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local function moveTowardsZ(dz)
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local direction = dz - turtle.point.z
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local move
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if direction == 0 then
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return true
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end
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if direction > 0 and turtle.point.heading == 1 or
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direction < 0 and turtle.point.heading == 3 then
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move = turtle.forward
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else
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move = turtle.back
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end
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repeat
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if not move() then
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return false
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end
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until turtle.point.z == dz
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return true
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end
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-- [[ go ]] --
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-- 1 turn goto (going backwards if possible)
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function turtle.gotoSingleTurn(dx, dy, dz, dh)
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dx = dx or turtle.point.x
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dy = dy or turtle.point.y
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dz = dz or turtle.point.z
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local function gx()
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if turtle.point.x ~= dx then
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moveTowardsX(dx)
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end
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if turtle.point.z ~= dz then
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if dh and dh % 2 == 1 then
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turtle.setHeading(dh)
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else
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turtle.headTowardsZ(dz)
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end
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end
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end
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local function gz()
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if turtle.point.z ~= dz then
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moveTowardsZ(dz)
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end
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if turtle.point.x ~= dx then
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if dh and dh % 2 == 0 then
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turtle.setHeading(dh)
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else
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turtle.headTowardsX(dx)
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end
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end
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end
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repeat
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local x, z
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local y = turtle.point.y
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repeat
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x, z = turtle.point.x, turtle.point.z
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if turtle.point.heading % 2 == 0 then
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gx()
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gz()
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else
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gz()
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gx()
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end
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until x == turtle.point.x and z == turtle.point.z
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if turtle.point.y ~= dy then
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turtle.gotoY(dy)
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end
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if turtle.point.x == dx and turtle.point.z == dz and turtle.point.y == dy then
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return true
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end
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until x == turtle.point.x and z == turtle.point.z and y == turtle.point.y
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return false
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end
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|
|
local function gotoEx(dx, dy, dz)
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-- determine the heading to ensure the least amount of turns
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-- first check is 1 turn needed - remaining require 2 turns
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if turtle.point.heading == 0 and turtle.point.x <= dx or
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turtle.point.heading == 2 and turtle.point.x >= dx or
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turtle.point.heading == 1 and turtle.point.z <= dz or
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turtle.point.heading == 3 and turtle.point.z >= dz then
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-- maintain current heading
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-- nop
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elseif dz > turtle.point.z and turtle.point.heading == 0 or
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dz < turtle.point.z and turtle.point.heading == 2 or
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dx < turtle.point.x and turtle.point.heading == 1 or
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dx > turtle.point.x and turtle.point.heading == 3 then
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turtle.turnRight()
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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
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function turtle.suckAt(pt, qty) return _actionAt(actionsAt.suck, pt, qty or 64) end
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function turtle.suckDownAt(pt, qty) return _actionDownAt(actionsAt.suck, pt, qty or 64) end
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function turtle.suckForwardAt(pt, qty) return _actionForwardAt(actionsAt.suck, pt, qty or 64) end
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function turtle.suckUpAt(pt, qty) return _actionUpAt(actionsAt.suck, pt, qty or 64) 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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-- [[ GPS ]] --
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function turtle.enableGPS(timeout)
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local pt = GPS.getPointAndHeading(timeout)
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if pt then
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turtle.setPoint(pt, true)
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return turtle.point
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end
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end
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function turtle.addFeatures(...)
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for _,feature in pairs({ ... }) do
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require('turtle.' .. feature)
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end
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end
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