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mirror of https://github.com/kepler155c/opus synced 2024-12-29 10:00:26 +00:00
opus/sys/extensions/6.tl3.lua
2018-10-31 19:38:09 -04:00

1196 lines
27 KiB
Lua

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