mirror of
https://github.com/kepler155c/opus
synced 2024-12-28 01:20:27 +00:00
437 lines
9.5 KiB
Lua
437 lines
9.5 KiB
Lua
require = requireInjector(getfenv(1))
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local Logger = require('logger')
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local Message = require('message')
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local Event = require('event')
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local Point = require('point')
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local TableDB = require('tableDB')
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local MEProvider = require('meProvider')
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--[[
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A supplier turtle for the builder turtle. For larger builds, use
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ender modems.
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Setup:
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1. chest or ME interface at level 0 (bottom of build area)
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2. builder turtle on top facing the build area
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3. If facing the build turtle, the supplier turtle is to the right
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pointing at the chest/interface
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]]--
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local ChestProvider = require('chestProvider')
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if os.getVersion() == 1.8 then
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ChestProvider = require('chestProvider18')
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end
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if not device.wireless_modem then
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error('No wireless modem detected')
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end
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Logger.filter('modem_send', 'event', 'ui')
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Logger.setWirelessLogging()
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local __BUILDER_ID = 6
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local itemInfoDB
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local Builder = {
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version = '1.70',
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ccVersion = nil,
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slots = { },
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index = 1,
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fuelItem = { id = 'minecraft:coal', dmg = 0 },
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resupplying = true,
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ready = true,
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}
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--[[-- maxStackDB --]]--
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local maxStackDB = TableDB({
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fileName = 'maxstack.db',
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tabledef = {
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autokeys = false,
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type = 'simple',
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columns = {
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{ label = 'Key', type = 'key', length = 8 },
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{ label = 'Quantity', type = 'number', length = 2 }
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}
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}
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})
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function maxStackDB:get(id, dmg)
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return self.data[id .. ':' .. dmg] or 64
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end
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function Builder:dumpInventory()
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local success = true
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for i = 1, 16 do
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local qty = turtle.getItemCount(i)
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if qty > 0 then
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self.itemProvider:insert(i, qty)
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end
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if turtle.getItemCount(i) ~= 0 then
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success = false
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end
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end
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turtle.select(1)
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return success
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end
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function Builder:dumpInventoryWithCheck()
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while not self:dumpInventory() do
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Builder:log('Unable to dump inventory')
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print('Provider is full or missing - make space or replace')
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print('Press enter to continue')
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--turtle.setHeading(0)
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self.ready = false
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read()
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end
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self.ready = true
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end
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function Builder:autocraft(supplies)
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local t = { }
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for i,s in pairs(supplies) do
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local key = s.id .. ':' .. s.dmg
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local item = t[key]
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if not item then
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item = {
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id = s.id,
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dmg = s.dmg,
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qty = 0,
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}
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t[key] = item
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end
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item.qty = item.qty + (s.need-s.qty)
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end
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Builder.itemProvider:craftItems(t)
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end
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function Builder:refuel()
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while turtle.getFuelLevel() < 4000 and self.fuelItem do
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Builder:log('Refueling')
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turtle.select(1)
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self.itemProvider:provide(self.fuelItem, 64, 1)
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if turtle.getItemCount(1) == 0 then
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Builder:log('Out of fuel, add coal to chest/ME system')
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--turtle.setHeading(0)
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os.sleep(5)
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else
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turtle.refuel(64)
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end
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end
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end
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function Builder:log(...)
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Logger.log('supplier', ...)
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Util.print(...)
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end
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function Builder:getSupplies()
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Builder.itemProvider:refresh()
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local t = { }
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for _,s in ipairs(self.slots) do
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if s.need > 0 then
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local item = Builder.itemProvider:getItemInfo(s.id, s.dmg)
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if item then
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if item.name then
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s.name = item.name
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end
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local qty = math.min(s.need-s.qty, item.qty)
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if qty + s.qty > item.max_size then
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maxStackDB:add({ s.id, s.dmg }, item.max_size)
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maxStackDB.dirty = true
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maxStackDB:flush()
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qty = item.max_size
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s.need = qty
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end
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if qty > 0 then
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self.itemProvider:provide(item, qty, s.index)
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s.qty = turtle.getItemCount(s.index)
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end
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end
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end
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if s.qty < s.need then
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table.insert(t, s)
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local name = s.name or s.id .. ':' .. s.dmg
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local item = itemInfoDB:get({ s.id, s.dmg })
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if item then
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name = item.displayName
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end
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Builder:log('Need %d %s', s.need - s.qty, name)
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end
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end
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return t
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end
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local function moveTowardsX(dx)
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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 false
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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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return move()
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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 false
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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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return move()
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end
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function Builder:finish()
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Builder.resupplying = true
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Builder.ready = false
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if turtle.gotoLocation('supplies') then
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turtle.setHeading(1)
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os.sleep(.1) -- random 'Computer is not connected' error...
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Builder:dumpInventory()
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Event.exitPullEvents()
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print('Finished')
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end
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end
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function Builder:gotoBuilder()
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if Builder.lastPoint then
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turtle.status = 'tracking'
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while true do
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local pt = Point.copy(Builder.lastPoint)
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pt.y = pt.y + 3
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if turtle.point.y ~= pt.y then
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turtle.gotoY(pt.y)
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else
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local distance = Point.turtleDistance(turtle.point, pt)
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if distance <= 3 then
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Builder:log('Synchronized')
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break
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end
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if turtle.point.heading % 2 == 0 then
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if turtle.point.x == pt.x then
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turtle.headTowardsZ(pt.z)
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moveTowardsZ(pt.z)
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else
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moveTowardsX(pt.x)
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end
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elseif turtle.point.z ~= pt.z then
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moveTowardsZ(pt.z)
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else
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turtle.headTowardsX(pt.x)
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moveTowardsX(pt.x)
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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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Message.addHandler('builder',
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function(h, id, msg, distance)
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if not id or id ~= __BUILDER_ID then
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return
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end
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if not Builder.resupplying then
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local pt = msg.contents
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pt.y = pt.y + 3
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turtle.status = 'supervising'
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turtle.gotoYfirst(pt)
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end
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end)
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Message.addHandler('supplyList',
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function(h, id, msg, distance)
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if not id or id ~= __BUILDER_ID then
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return
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end
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turtle.status = 'resupplying'
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Builder.resupplying = true
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Builder.slots = msg.contents.slots
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Builder.slotUid = msg.contents.uid
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Builder:log('Received supply list ' .. Builder.slotUid)
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os.sleep(0)
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if not turtle.gotoLocation('supplies') then
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Builder:log('Failed to go to supply location')
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self.ready = false
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Event.exitPullEvents()
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end
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turtle.setHeading(1)
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os.sleep(.2) -- random 'Computer is not connected' error...
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Builder:dumpInventoryWithCheck()
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Builder:refuel()
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while true do
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local supplies = Builder:getSupplies()
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if #supplies == 0 then
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break
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end
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Builder:autocraft(supplies)
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turtle.status = 'waiting'
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os.sleep(5)
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end
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Builder:log('Got all supplies')
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os.sleep(0)
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Builder:gotoBuilder()
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Builder.resupplying = false
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end)
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Message.addHandler('needSupplies',
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function(h, id, msg, distance)
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if not id or id ~= __BUILDER_ID then
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return
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end
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if Builder.resupplying or msg.contents.uid ~= Builder.slotUid then
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Builder:log('No supplies ready')
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Message.send(__BUILDER_ID, 'gotSupplies')
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else
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turtle.status = 'supplying'
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Builder:log('Supplying')
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os.sleep(0)
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local pt = msg.contents.point
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pt.y = turtle.getPoint().y
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pt.heading = nil
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if not turtle.gotoYfirst(pt) then -- location of builder
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Builder.resupplying = true
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Message.send(__BUILDER_ID, 'gotSupplies')
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os.sleep(0)
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if not turtle.gotoLocation('supplies') then
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Builder:log('failed to go to supply location')
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--self.ready = false
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Event.exitPullEvents()
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end
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turtle.setHeading(1)
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return
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end
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pt.y = pt.y - 2 -- location where builder should go for the chest to be above
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turtle.select(15)
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turtle.placeDown()
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os.sleep(.1) -- random computer not connected error
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local p = ChestProvider({ direction = 'up', wrapSide = 'bottom' })
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for i = 1, 16 do
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p:insert(i, 64)
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end
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Message.send(__BUILDER_ID, 'gotSupplies', { supplies = true, point = pt })
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Message.waitForMessage('thanks', 5, __BUILDER_ID)
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--os.sleep(0)
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--p.condenseItems()
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for i = 1, 16 do
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p:extract(i, 64)
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end
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turtle.digDown()
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turtle.status = 'waiting'
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end
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end)
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Message.addHandler('finished',
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function(h, id)
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if not id or id ~= __BUILDER_ID then
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return
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end
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Builder:finish()
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end)
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Event.on('turtle_abort',
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function()
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turtle.abort = false
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turtle.status = 'aborting'
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Builder:finish()
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end)
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local function onTheWay() -- parallel routine
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while true do
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local e, side, _id, id, msg, distance = os.pullEvent('modem_message')
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if Builder.ready then
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if id == __BUILDER_ID and msg and msg.type then
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if msg.type == 'needSupplies' then
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Message.send(__BUILDER_ID, 'gotSupplies', { supplies = true })
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elseif msg.type == 'builder' then
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Builder.lastPoint = msg.contents
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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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local args = {...}
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if #args < 2 then
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error('syntax: <builder id> <facing>')
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end
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__BUILDER_ID = tonumber(args[1])
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maxStackDB:load()
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itemInfoDB = TableDB({
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fileName = 'items.db'
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})
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itemInfoDB:load()
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Builder.itemProvider = MEProvider({ direction = args[2] })
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if not Builder.itemProvider:isValid() then
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local sides = {
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east = 'west',
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west = 'east',
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north = 'south',
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south = 'north',
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}
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Builder.itemProvider = ChestProvider({ direction = sides[args[2]], wrapSide = 'front' })
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if not Builder.itemProvider:isValid() then
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error('A chest or ME interface must be in front of turtle')
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end
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end
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turtle.run(function()
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turtle.setPoint({ x = -1, z = -2, y = -1, heading = 1 })
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turtle.saveLocation('supplies')
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Event.pullEvents(onTheWay)
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end)
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