mirror of
https://github.com/kepler155c/opus
synced 2024-11-04 16:06:16 +00:00
224 lines
5.4 KiB
Lua
224 lines
5.4 KiB
Lua
if not turtle then
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return
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end
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require = requireInjector(getfenv(1))
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local Grid = require ("jumper.grid")
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local Pathfinder = require ("jumper.pathfinder")
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local Point = require('point')
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local WALKABLE = 0
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local function createMap(dim)
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local map = { }
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for z = 0, dim.ez do
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local row = {}
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for x = 0, dim.ex do
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local col = { }
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for y = 0, dim.ey do
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table.insert(col, WALKABLE)
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end
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table.insert(row, col)
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end
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table.insert(map, row)
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end
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return map
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end
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local function addBlock(map, dim, b)
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map[b.z + dim.oz][b.x + dim.ox][b.y + dim.oy] = 1
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end
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-- map shrinks/grows depending upon blocks encountered
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-- the map will encompass any blocks encountered, the turtle position, and the destination
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local function mapDimensions(dest, blocks, boundingBox)
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local sx, sz, sy = turtle.point.x, turtle.point.z, turtle.point.y
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local ex, ez, ey = turtle.point.x, turtle.point.z, turtle.point.y
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local function adjust(pt)
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if pt.x < sx then
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sx = pt.x
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end
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if pt.z < sz then
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sz = pt.z
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end
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if pt.y < sy then
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sy = pt.y
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end
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if pt.x > ex then
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ex = pt.x
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end
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if pt.z > ez then
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ez = pt.z
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end
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if pt.y > ey then
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ey = pt.y
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end
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end
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adjust(dest)
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for _,b in ipairs(blocks) do
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adjust(b)
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end
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-- expand one block out in all directions
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sx = math.max(sx - 1, boundingBox.sx)
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sz = math.max(sz - 1, boundingBox.sz)
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sy = math.max(sy - 1, boundingBox.sy)
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ex = math.min(ex + 1, boundingBox.ex)
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ez = math.min(ez + 1, boundingBox.ez)
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ey = math.min(ey + 1, boundingBox.ey)
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return {
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ex = ex - sx + 1,
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ez = ez - sz + 1,
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ey = ey - sy + 1,
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ox = -sx + 1,
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oz = -sz + 1,
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oy = -sy + 1
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}
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end
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local function nodeToString(n)
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return string.format('%d:%d:%d:%d', n._x, n._y, n._z, n.__heading or 9)
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end
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-- shifting and coordinate flipping
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local function pointToMap(dim, pt)
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return { x = pt.x + dim.ox, z = pt.y + dim.oy, y = pt.z + dim.oz }
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end
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local function nodeToPoint(dim, node)
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return { x = node:getX() - dim.ox, z = node:getY() - dim.oz, y = node:getZ() - dim.oy }
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end
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local heuristic = function(n, node)
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local m, h = Point.calculateMoves(
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{ x = node._x, z = node._y, y = node._z, heading = node._heading },
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{ x = n._x, z = n._y, y = n._z, heading = n._heading })
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return m, h
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end
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local function dimsAreEqual(d1, d2)
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return d1.ex == d2.ex and
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d1.ey == d2.ey and
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d1.ez == d2.ez and
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d1.ox == d2.ox and
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d1.oy == d2.oy and
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d1.oz == d2.oz
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end
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-- turtle sensor returns blocks in relation to the world - not turtle orientation
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-- so cannot figure out block location unless we know our orientation in the world
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-- really kinda dumb since it returns the coordinates as offsets of our location
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-- instead of true coordinates
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local function addSensorBlocks(blocks, sblocks)
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for _,b in pairs(sblocks) do
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if b.type ~= 'AIR' then
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local pt = { x = turtle.point.x, y = turtle.point.y + b.y, z = turtle.point.z }
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pt.x = pt.x - b.x
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pt.z = pt.z - b.z -- this will only work if we were originally facing west
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local found = false
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for _,ob in pairs(blocks) do
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if pt.x == ob.x and pt.y == ob.y and pt.z == ob.z then
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found = true
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break
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end
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end
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if not found then
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table.insert(blocks, pt)
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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 function pathTo(dest, blocks, maxRadius)
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blocks = blocks or { }
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maxRadius = maxRadius or 1000000
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local lastDim = nil
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local map = nil
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local grid = nil
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local boundingBox = {
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sx = math.min(turtle.point.x, dest.x) - maxRadius,
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sy = math.min(turtle.point.y, dest.y) - maxRadius,
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sz = math.min(turtle.point.z, dest.z) - maxRadius,
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ex = math.max(turtle.point.x, dest.x) + maxRadius,
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ey = math.max(turtle.point.y, dest.y) + maxRadius,
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ez = math.max(turtle.point.z, dest.z) + maxRadius,
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}
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-- Creates a pathfinder object
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local myFinder = Pathfinder(grid, 'ASTAR', walkable)
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myFinder:setMode('ORTHOGONAL')
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myFinder:setHeuristic(heuristic)
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while turtle.point.x ~= dest.x or turtle.point.z ~= dest.z or turtle.point.y ~= dest.y do
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-- map expands as we encounter obstacles
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local dim = mapDimensions(dest, blocks, boundingBox)
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-- reuse map if possible
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if not lastDim or not dimsAreEqual(dim, lastDim) then
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map = createMap(dim)
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-- Creates a grid object
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grid = Grid(map)
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myFinder:setGrid(grid)
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myFinder:setWalkable(WALKABLE)
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lastDim = dim
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end
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for _,b in ipairs(blocks) do
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addBlock(map, dim, b)
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end
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-- Define start and goal locations coordinates
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local startPt = pointToMap(dim, turtle.point)
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local endPt = pointToMap(dim, dest)
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-- Calculates the path, and its length
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local path = myFinder:getPath(startPt.x, startPt.y, startPt.z, turtle.point.heading, endPt.x, endPt.y, endPt.z, dest.heading)
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if not path then
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return false, 'failed to recalculate'
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end
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for node, count in path:nodes() do
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local pt = nodeToPoint(dim, node)
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if turtle.abort then
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return false, 'aborted'
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end
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-- use single turn method so the turtle doesn't turn around when encountering obstacles
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if not turtle.gotoSingleTurn(pt.x, pt.z, pt.y) then
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table.insert(blocks, pt)
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--if device.turtlesensorenvironment then
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-- addSensorBlocks(blocks, device.turtlesensorenvironment.sonicScan())
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--end
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break
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end
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end
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end
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if dest.heading then
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turtle.setHeading(dest.heading)
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end
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return true
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end
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turtle.pathfind = function(dest, blocks, maxRadius)
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if not blocks and turtle.gotoPoint(dest) then
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return true
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end
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return pathTo(dest, blocks, maxRadius)
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end
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