opus/sys/apis/turtle/level.lua

166 lines
3.7 KiB
Lua

local Point = require('point')
local Util = require('util')
local checkedNodes = { }
local nodes = { }
local box = { }
local oldCallback
local function toKey(pt)
return table.concat({ pt.x, pt.y, pt.z }, ':')
end
local function addNode(node)
for i = 0, 5 do
local hi = turtle.getHeadingInfo(i)
local testNode = { x = node.x + hi.xd, y = node.y + hi.yd, z = node.z + hi.zd }
if Point.inBox(testNode, box) then
local key = toKey(testNode)
if not checkedNodes[key] then
nodes[key] = testNode
end
end
end
end
local function dig(action)
local directions = {
top = 'up',
bottom = 'down',
}
-- convert to up, down, north, south, east, west
local direction = directions[action.side] or
turtle.getHeadingInfo(turtle.point.heading).direction
local hi = turtle.getHeadingInfo(direction)
local node = { x = turtle.point.x + hi.xd, y = turtle.point.y + hi.yd, z = turtle.point.z + hi.zd }
if Point.inBox(node, box) then
local key = toKey(node)
checkedNodes[key] = true
nodes[key] = nil
if action.dig() then
addNode(node)
repeat until not action.dig() -- sand, etc
return true
end
end
end
local function move(action)
if action == 'turn' then
dig(turtle.getAction('forward'))
elseif action == 'up' then
dig(turtle.getAction('up'))
dig(turtle.getAction('forward'))
elseif action == 'down' then
dig(turtle.getAction('down'))
dig(turtle.getAction('forward'))
elseif action == 'back' then
dig(turtle.getAction('up'))
dig(turtle.getAction('down'))
end
if oldCallback then
oldCallback(action)
end
end
-- find the closest block
-- * favor same plane
-- * going backwards only if the dest is above or below
function closestPoint(reference, pts)
local lpt, lm -- lowest
for _,pt in pairs(pts) do
local m = Point.turtleDistance(reference, pt)
local h = Point.calculateHeading(reference, pt)
local t = Point.calculateTurns(reference.heading, h)
if pt.y ~= reference.y then -- try and stay on same plane
m = m + .01
end
if t ~= 2 or pt.y == reference.y then
m = m + t
if t > 0 then
m = m + .01
end
end
if not lm or m < lm then
lpt = pt
lm = m
end
end
return lpt
end
local function getAdjacentPoint(pt)
local t = { }
table.insert(t, pt)
for i = 0, 5 do
local hi = turtle.getHeadingInfo(i)
local heading
if i < 4 then
heading = (hi.heading + 2) % 4
end
table.insert(t, { x = pt.x + hi.xd, z = pt.z + hi.zd, y = pt.y + hi.yd, heading = heading })
end
return closestPoint(turtle.getPoint(), t)
end
return function(startPt, endPt, firstPt, verbose)
checkedNodes = { }
nodes = { }
box = { }
box.x = math.min(startPt.x, endPt.x)
box.y = math.min(startPt.y, endPt.y)
box.z = math.min(startPt.z, endPt.z)
box.ex = math.max(startPt.x, endPt.x)
box.ey = math.max(startPt.y, endPt.y)
box.ez = math.max(startPt.z, endPt.z)
if not turtle.pathfind(firstPt) then
error('failed to reach starting point')
end
turtle.setPolicy("attack", { dig = dig }, "assuredMove")
oldCallback = turtle.getMoveCallback()
turtle.setMoveCallback(move)
repeat
local key = toKey(turtle.point)
checkedNodes[key] = true
nodes[key] = nil
dig(turtle.getAction('down'))
dig(turtle.getAction('up'))
dig(turtle.getAction('forward'))
if verbose then
print(string.format('%d nodes remaining', Util.size(nodes)))
end
if Util.size(nodes) == 0 then
break
end
local node = closestPoint(turtle.point, nodes)
node = getAdjacentPoint(node)
if not turtle.gotoPoint(node) then
break
end
until turtle.abort
turtle.resetState()
turtle.setMoveCallback(oldCallback)
end