-- Inventory Manager: Touch UI on monitor -- Main computer (networked). Computer 1 sits next to dropper_0 and auto-dispenses. local DROPPER_NAME = "minecraft:dropper_9" local BARREL_NAME = "minecraft:barrel_0" local POLL_INTERVAL = 2 -- seconds between barrel checks local MONITOR_SIDE = "left" local SCAN_INTERVAL = 3 -- seconds between background scans ------------------------------------------------- -- Cached data (updated by background scanner) ------------------------------------------------- local cache = { catalogue = {}, -- itemName -> { {chest=name, total=N}, ... } itemList = {}, -- sorted list of { name, total } grandTotal = 0, chestCount = 0, totalSlots = 0, usedSlots = 0, freeSlots = 0, usedRatio = 0, dropperOk = false, barrelOk = false, } ------------------------------------------------- -- Activity state (shown on monitor) ------------------------------------------------- local activity = { sorting = false, -- barrel sort in progress dispensing = false, -- order in progress scanning = false, -- background scan in progress } ------------------------------------------------- -- Inventory helpers ------------------------------------------------- local function getChests() local chests = {} for _, name in ipairs(peripheral.getNames()) do if peripheral.getType(name) == "minecraft:chest" then table.insert(chests, name) end end return chests end local function scanInventory(deviceName) local inv = peripheral.wrap(deviceName) if not inv then return {} end local result = {} for slot, item in pairs(inv.list()) do if not result[item.name] then result[item.name] = { total = 0, slots = {} } end result[item.name].total = result[item.name].total + item.count result[item.name].slots[slot] = { name = item.name, count = item.count } end return result end -- Full scan: updates the global cache local function refreshCache() activity.scanning = true local chests = getChests() local catalogue = {} local totalSlots = 0 local usedSlots = 0 for _, chest in ipairs(chests) do local inv = peripheral.wrap(chest) if inv then totalSlots = totalSlots + inv.size() local contents = inv.list() for slot, item in pairs(contents) do usedSlots = usedSlots + 1 if not catalogue[item.name] then catalogue[item.name] = {} end -- Accumulate per-chest totals local found = false for _, entry in ipairs(catalogue[item.name]) do if entry.chest == chest then entry.total = entry.total + item.count found = true break end end if not found then table.insert(catalogue[item.name], { chest = chest, total = item.count }) end end end end -- Build sorted item list local itemList = {} local grandTotal = 0 for itemName, sources in pairs(catalogue) do local total = 0 for _, s in ipairs(sources) do total = total + s.total end grandTotal = grandTotal + total table.insert(itemList, { name = itemName, total = total }) end table.sort(itemList, function(a, b) return a.total > b.total end) -- Update cache atomically cache.catalogue = catalogue cache.itemList = itemList cache.grandTotal = grandTotal cache.chestCount = #chests cache.totalSlots = totalSlots cache.usedSlots = usedSlots cache.freeSlots = totalSlots - usedSlots cache.usedRatio = totalSlots > 0 and (usedSlots / totalSlots) or 0 cache.dropperOk = peripheral.wrap(DROPPER_NAME) ~= nil cache.barrelOk = peripheral.wrap(BARREL_NAME) ~= nil activity.scanning = false end ------------------------------------------------- -- Monitor setup ------------------------------------------------- local mon = nil local function setupMonitor() mon = peripheral.wrap(MONITOR_SIDE) if not mon then return false end mon.setTextScale(0.5) mon.clear() return true end ------------------------------------------------- -- UI State ------------------------------------------------- local selectedAmount = 1 local amountOptions = {1, 4, 8, 16, 32, 64} local statusMessage = "" local statusColor = colors.white local statusTimer = 0 local touchZones = {} local pendingZones = {} local needsRedraw = true local function addZone(x1, y1, x2, y2, action, data) table.insert(pendingZones, { x1 = x1, y1 = y1, x2 = x2, y2 = y2, action = action, data = data }) end local function hitTest(x, y) for _, zone in ipairs(touchZones) do if x >= zone.x1 and x <= zone.x2 and y >= zone.y1 and y <= zone.y2 then return zone.action, zone.data end end return nil, nil end ------------------------------------------------- -- Drawing helpers (write to draw target) ------------------------------------------------- local draw = nil local function monWrite(x, y, text, fg, bg) draw.setCursorPos(x, y) if fg then draw.setTextColor(fg) end if bg then draw.setBackgroundColor(bg) end draw.write(text) end local function monFill(y, color) local w, _ = draw.getSize() draw.setCursorPos(1, y) draw.setBackgroundColor(color) draw.write(string.rep(" ", w)) end local function monCenter(y, text, fg, bg) local w, _ = draw.getSize() local x = math.floor((w - #text) / 2) + 1 monWrite(x, y, text, fg, bg) end local function monBar(x, y, width, ratio, barColor, bgColor) local filled = math.floor(ratio * width) draw.setCursorPos(x, y) draw.setBackgroundColor(barColor) draw.write(string.rep(" ", filled)) draw.setBackgroundColor(bgColor) draw.write(string.rep(" ", width - filled)) end local function drawButton(x, y, text, fg, bg, padLeft, padRight) padLeft = padLeft or 1 padRight = padRight or 1 local full = string.rep(" ", padLeft) .. text .. string.rep(" ", padRight) monWrite(x, y, full, fg, bg) return x, y, x + #full - 1, y end ------------------------------------------------- -- Dashboard (reads ONLY from cache — no peripheral calls — instant) ------------------------------------------------- local function drawDashboard() if not mon then return end local w, h = mon.getSize() pendingZones = {} -- Offscreen buffer draw = window.create(mon, 1, 1, w, h, false) draw.setBackgroundColor(colors.black) draw.clear() -- ===== Title bar ===== monFill(1, colors.blue) monCenter(1, " ** INVENTORY MANAGER ** ", colors.white, colors.blue) -- ===== Status bar ===== monFill(2, colors.gray) local statusParts = {} table.insert(statusParts, string.format(" Chests: %d", cache.chestCount)) table.insert(statusParts, cache.dropperOk and "Dropper: OK" or "Dropper: --") table.insert(statusParts, cache.barrelOk and "Barrel: OK" or "Barrel: --") -- Activity indicators local actParts = {} if activity.sorting then table.insert(actParts, "SORTING") end if activity.dispensing then table.insert(actParts, "DISPENSING") end if activity.scanning then table.insert(actParts, "SCANNING") end monWrite(2, 2, table.concat(statusParts, " | "), colors.white, colors.gray) if #actParts > 0 then local actStr = " " .. table.concat(actParts, " | ") .. " " monWrite(w - #actStr, 2, actStr, colors.white, colors.orange) end -- ===== Divider ===== monFill(3, colors.lightBlue) monCenter(3, string.rep("-", math.min(w - 4, 60)), colors.cyan, colors.lightBlue) -- ===== Storage capacity ===== monFill(4, colors.black) local capLabel = string.format(" Storage: %d/%d slots (%d free)", cache.usedSlots, cache.totalSlots, cache.freeSlots) monWrite(2, 4, capLabel, colors.lightGray, colors.black) local barStart = #capLabel + 4 local barWidth = w - barStart - 2 if barWidth > 4 then local barColor = colors.lime if cache.usedRatio > 0.9 then barColor = colors.red elseif cache.usedRatio > 0.7 then barColor = colors.orange elseif cache.usedRatio > 0.5 then barColor = colors.yellow end monBar(barStart, 4, barWidth, cache.usedRatio, barColor, colors.gray) local pctStr = string.format(" %d%% ", math.floor(cache.usedRatio * 100)) local pctX = barStart + math.floor(barWidth / 2) - math.floor(#pctStr / 2) monWrite(pctX, 4, pctStr, colors.white, barColor) end -- ===== Amount selector (row 5) ===== monFill(5, colors.black) monWrite(2, 5, "Qty:", colors.lightGray, colors.black) local btnX = 7 for _, amt in ipairs(amountOptions) do local label = tostring(amt) local bg = (amt == selectedAmount) and colors.cyan or colors.gray local fg = (amt == selectedAmount) and colors.white or colors.lightGray local x1, y1, x2, y2 = drawButton(btnX, 5, label, fg, bg) addZone(x1, y1, x2, y2, "amount", amt) btnX = x2 + 2 end -- Refresh button local refreshBg = activity.scanning and colors.yellow or colors.green local refreshFg = activity.scanning and colors.black or colors.white local refreshTxt = activity.scanning and "Scanning" or "Refresh" local scanX = w - #refreshTxt - 3 local sx1, sy1, sx2, sy2 = drawButton(scanX, 5, refreshTxt, refreshFg, refreshBg, 1, 1) addZone(sx1, sy1, sx2, sy2, "scan", nil) -- ===== Row 6: blank spacer ===== monFill(6, colors.black) -- ===== Column headers (row 7) ===== local row = 7 monFill(row, colors.gray) monWrite(2, row, "#", colors.lightGray, colors.gray) monWrite(5, row, "Item", colors.lightGray, colors.gray) monWrite(w - 22, row, "Qty", colors.lightGray, colors.gray) monWrite(w - 14, row, "Stock", colors.lightGray, colors.gray) monWrite(w - 1, row, ">", colors.lightGray, colors.gray) row = row + 1 -- ===== Item rows ===== local itemList = cache.itemList local maxCount = 0 for _, item in ipairs(itemList) do if item.total > maxCount then maxCount = item.total end end if maxCount == 0 then maxCount = 1 end local maxRows = h - row - 3 for i, item in ipairs(itemList) do if i > maxRows then break end local y = row local short = item.name:gsub("^minecraft:", ""):gsub("_", " ") short = short:sub(1,1):upper() .. short:sub(2) local maxNameLen = w - 30 if #short > maxNameLen then short = short:sub(1, maxNameLen - 2) .. ".." end local rowBg = (i % 2 == 0) and colors.gray or colors.black monFill(y, rowBg) monWrite(2, y, string.format("%2d", i), colors.lightBlue, rowBg) monWrite(5, y, short, colors.white, rowBg) monWrite(w - 22, y, tostring(item.total), colors.yellow, rowBg) local ratio = item.total / maxCount local barColor = colors.lime if ratio < 0.25 then barColor = colors.red elseif ratio < 0.5 then barColor = colors.orange end monBar(w - 14, y, 12, ratio, barColor, rowBg == colors.gray and colors.lightGray or colors.gray) monWrite(w - 1, y, ">", colors.orange, rowBg) addZone(1, y, w, y, "order", i) row = row + 1 end -- ===== Status message ===== local msgY = h - 2 monFill(msgY, colors.black) if statusTimer > 0 and #statusMessage > 0 then monCenter(msgY, statusMessage, statusColor, colors.black) end -- ===== Footer ===== local footerY = h - 1 monFill(footerY, colors.gray) monWrite(2, footerY, string.format(" Total: %d items | %d types ", cache.grandTotal, #itemList), colors.white, colors.gray) local timeStr = textutils.formatTime(os.time(), true) monWrite(w - #timeStr - 1, footerY, timeStr, colors.lightGray, colors.gray) -- Bottom accent monFill(h, colors.blue) local bottomMsg = " Tap item to order " if activity.dispensing then bottomMsg = " DISPENSING... " elseif activity.sorting then bottomMsg = " SORTING BARREL... " end monCenter(h, bottomMsg, colors.lightBlue, colors.blue) -- Flush to monitor draw.setVisible(true) -- Swap zones touchZones = pendingZones end ------------------------------------------------- -- Barrel auto-sort ------------------------------------------------- local function sortBarrel() local barrel = peripheral.wrap(BARREL_NAME) if not barrel then return end local contents = barrel.list() if not contents or not next(contents) then return end activity.sorting = true needsRedraw = true local catalogue = cache.catalogue local chests = getChests() for slot, item in pairs(contents) do local moved = 0 if catalogue[item.name] then for _, entry in ipairs(catalogue[item.name]) do local n = barrel.pushItems(entry.chest, slot) if n and n > 0 then moved = moved + n print(string.format("[SORT] %s x%d -> %s", item.name, n, entry.chest)) end if moved >= item.count then break end end end if moved < item.count then for _, chest in ipairs(chests) do local n = barrel.pushItems(chest, slot) if n and n > 0 then moved = moved + n print(string.format("[SORT] %s x%d -> %s", item.name, n, chest)) end if moved >= item.count then break end end end if moved < item.count then print(string.format("[WARN] Could not sort %d remaining %s", item.count - moved, item.name)) end end activity.sorting = false needsRedraw = true end ------------------------------------------------- -- Order ------------------------------------------------- local function orderItem(itemName, amount) activity.dispensing = true needsRedraw = true local catalogue = cache.catalogue if not catalogue[itemName] then statusMessage = "Not found: " .. itemName:gsub("^minecraft:", "") statusColor = colors.red statusTimer = 5 activity.dispensing = false needsRedraw = true return false end local dropper = peripheral.wrap(DROPPER_NAME) if not dropper then statusMessage = "Dropper offline!" statusColor = colors.red statusTimer = 5 activity.dispensing = false needsRedraw = true return false end local remaining = amount for _, entry in ipairs(catalogue[itemName]) do local chest = peripheral.wrap(entry.chest) if chest then for slot, slotItem in pairs(chest.list()) do if slotItem.name == itemName then local toMove = math.min(remaining, slotItem.count) local moved = chest.pushItems(DROPPER_NAME, slot, toMove) if moved and moved > 0 then remaining = remaining - moved print(string.format("[ORDER] %s x%d from %s", itemName, moved, entry.chest)) end if remaining <= 0 then break end end end end if remaining <= 0 then break end end local sent = amount - remaining local short = itemName:gsub("^minecraft:", ""):gsub("_", " ") if sent > 0 then statusMessage = string.format("Dispensing %s x%d", short, sent) statusColor = colors.lime print(string.format("[OK] Ordered %s x%d", short, sent)) else statusMessage = "Could not order " .. short statusColor = colors.red end statusTimer = 5 activity.dispensing = false needsRedraw = true return sent > 0 end ------------------------------------------------- -- Touch handler (no peripheral calls — instant) ------------------------------------------------- local function handleTouch(x, y) local action, data = hitTest(x, y) if not action then print("[TOUCH] No zone hit") return end if action == "amount" then selectedAmount = data print("[UI] Amount set to " .. data) -- Instant visual feedback: just redraw (no peripheral calls) needsRedraw = true elseif action == "order" then local idx = data if cache.itemList[idx] then local item = cache.itemList[idx] local short = item.name:gsub("^minecraft:", ""):gsub("_", " ") -- Immediate feedback statusMessage = string.format("Ordering %s x%d...", short, selectedAmount) statusColor = colors.cyan statusTimer = 10 activity.dispensing = true needsRedraw = true -- Actual order happens next — draw will flush before peripheral calls orderItem(item.name, selectedAmount) end elseif action == "scan" then statusMessage = "Refreshing..." statusColor = colors.cyan statusTimer = 3 needsRedraw = true print("[UI] Manual refresh") end end ------------------------------------------------- -- Main ------------------------------------------------- local function main() print("=================================") print(" Inventory Manager v2 (Touch)") print("=================================") print("") if peripheral.wrap(DROPPER_NAME) then print("[OK] Dropper: " .. DROPPER_NAME) else print("[WARN] Dropper not found: " .. DROPPER_NAME) end if peripheral.wrap(BARREL_NAME) then print("[OK] Barrel: " .. BARREL_NAME) else print("[WARN] Barrel not found: " .. BARREL_NAME) end if setupMonitor() then print("[OK] Monitor: " .. MONITOR_SIDE) else print("[WARN] No monitor on " .. MONITOR_SIDE) end print("") print("Console shows log. Use the monitor to interact.") print("") -- Initial scan before starting print("[INIT] Scanning inventories...") refreshCache() print("[INIT] Done. Found " .. #cache.itemList .. " item types.") print("") parallel.waitForAny( -- Task 1: Background inventory scanner function() while true do sleep(SCAN_INTERVAL) pcall(refreshCache) needsRedraw = true end end, -- Task 2: Barrel auto-sort function() while true do pcall(sortBarrel) sleep(POLL_INTERVAL) end end, -- Task 3: Dashboard redraw (event-driven, checks every 0.1s) function() needsRedraw = true while true do if needsRedraw then needsRedraw = false pcall(drawDashboard) end -- Decrement status timer if statusTimer > 0 then statusTimer = statusTimer - 0.1 if statusTimer <= 0 then statusTimer = 0 needsRedraw = true end end sleep(0.1) end end, -- Task 4: Touch event listener function() while true do local event, side, x, y = os.pullEvent("monitor_touch") print(string.format("[TOUCH] x=%d y=%d", x, y)) handleTouch(x, y) end end ) end main()