512 lines
16 KiB
Lua
512 lines
16 KiB
Lua
-- Inventory Manager: Touch UI on monitor
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-- Main computer (networked). Computer 1 sits next to dropper_0 and auto-dispenses.
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local DROPPER_NAME = "minecraft:dropper_9"
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local BARREL_NAME = "minecraft:barrel_0"
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local POLL_INTERVAL = 2 -- seconds between barrel checks
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local MONITOR_SIDE = "left"
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local DASH_REFRESH = 3 -- seconds between dashboard refreshes
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-------------------------------------------------
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-- Inventory helpers
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-------------------------------------------------
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local function getChests()
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local chests = {}
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for _, name in ipairs(peripheral.getNames()) do
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if peripheral.getType(name) == "minecraft:chest" then
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table.insert(chests, name)
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end
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end
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return chests
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end
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local function scanInventory(deviceName)
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local inv = peripheral.wrap(deviceName)
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if not inv then return {} end
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local result = {}
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for slot, item in pairs(inv.list()) do
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if not result[item.name] then
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result[item.name] = { total = 0, slots = {} }
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end
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result[item.name].total = result[item.name].total + item.count
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result[item.name].slots[slot] = { name = item.name, count = item.count }
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end
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return result
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end
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local function buildCatalogue()
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local catalogue = {}
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for _, chest in ipairs(getChests()) do
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local contents = scanInventory(chest)
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for itemName, info in pairs(contents) do
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if not catalogue[itemName] then
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catalogue[itemName] = {}
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end
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table.insert(catalogue[itemName], { chest = chest, total = info.total })
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end
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end
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return catalogue
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end
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-------------------------------------------------
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-- Monitor setup
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-------------------------------------------------
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local mon = nil
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local function setupMonitor()
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mon = peripheral.wrap(MONITOR_SIDE)
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if not mon then return false end
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mon.setTextScale(0.5)
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mon.clear()
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return true
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end
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-------------------------------------------------
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-- UI State
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-------------------------------------------------
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local selectedAmount = 1
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local amountOptions = {1, 4, 8, 16, 32, 64}
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local statusMessage = ""
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local statusColor = colors.white
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local statusTimer = 0
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-- Touch zones: list of {x1, y1, x2, y2, action, data}
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local touchZones = {}
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local function addZone(x1, y1, x2, y2, action, data)
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table.insert(touchZones, {
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x1 = x1, y1 = y1, x2 = x2, y2 = y2,
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action = action, data = data
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})
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end
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local function hitTest(x, y)
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for _, zone in ipairs(touchZones) do
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if x >= zone.x1 and x <= zone.x2 and y >= zone.y1 and y <= zone.y2 then
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return zone.action, zone.data
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end
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end
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return nil, nil
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end
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-------------------------------------------------
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-- Drawing helpers
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-------------------------------------------------
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local function monWrite(x, y, text, fg, bg)
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mon.setCursorPos(x, y)
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if fg then mon.setTextColor(fg) end
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if bg then mon.setBackgroundColor(bg) end
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mon.write(text)
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end
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local function monFill(y, color)
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local w, _ = mon.getSize()
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mon.setCursorPos(1, y)
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mon.setBackgroundColor(color)
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mon.write(string.rep(" ", w))
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end
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local function monCenter(y, text, fg, bg)
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local w, _ = mon.getSize()
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local x = math.floor((w - #text) / 2) + 1
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monWrite(x, y, text, fg, bg)
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end
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local function monBar(x, y, width, ratio, barColor, bgColor)
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local filled = math.floor(ratio * width)
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mon.setCursorPos(x, y)
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mon.setBackgroundColor(barColor)
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mon.write(string.rep(" ", filled))
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mon.setBackgroundColor(bgColor)
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mon.write(string.rep(" ", width - filled))
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end
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local function drawButton(x, y, text, fg, bg, padLeft, padRight)
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padLeft = padLeft or 1
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padRight = padRight or 1
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local full = string.rep(" ", padLeft) .. text .. string.rep(" ", padRight)
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monWrite(x, y, full, fg, bg)
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return x, y, x + #full - 1, y
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end
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-------------------------------------------------
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-- Dashboard
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-------------------------------------------------
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-- Cached item list for touch mapping
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local cachedItems = {}
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local function drawDashboard()
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if not mon then return end
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local w, h = mon.getSize()
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touchZones = {}
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mon.setBackgroundColor(colors.black)
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mon.clear()
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-- ===== Title bar =====
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monFill(1, colors.blue)
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monCenter(1, " ** INVENTORY MANAGER ** ", colors.white, colors.blue)
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-- ===== Status bar =====
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monFill(2, colors.gray)
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local chests = getChests()
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local dropperOk = peripheral.wrap(DROPPER_NAME) ~= nil
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local barrelOk = peripheral.wrap(BARREL_NAME) ~= nil
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local statusParts = {}
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table.insert(statusParts, string.format(" Chests: %d", #chests))
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table.insert(statusParts, dropperOk and "Dropper: OK" or "Dropper: --")
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table.insert(statusParts, barrelOk and "Barrel: OK" or "Barrel: --")
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monWrite(2, 2, table.concat(statusParts, " | "), colors.white, colors.gray)
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-- ===== Divider =====
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monFill(3, colors.lightBlue)
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monCenter(3, string.rep("-", math.min(w - 4, 60)), colors.cyan, colors.lightBlue)
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-- ===== Storage capacity =====
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local totalSlots = 0
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local usedSlots = 0
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for _, chestName in ipairs(chests) do
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local inv = peripheral.wrap(chestName)
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if inv then
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totalSlots = totalSlots + inv.size()
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for _ in pairs(inv.list()) do
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usedSlots = usedSlots + 1
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end
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end
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end
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local freeSlots = totalSlots - usedSlots
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local usedRatio = totalSlots > 0 and (usedSlots / totalSlots) or 0
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monFill(4, colors.black)
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local capLabel = string.format(" Storage: %d/%d slots (%d free)", usedSlots, totalSlots, freeSlots)
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monWrite(2, 4, capLabel, colors.lightGray, colors.black)
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local barStart = #capLabel + 4
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local barWidth = w - barStart - 2
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if barWidth > 4 then
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local barColor = colors.lime
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if usedRatio > 0.9 then barColor = colors.red
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elseif usedRatio > 0.7 then barColor = colors.orange
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elseif usedRatio > 0.5 then barColor = colors.yellow
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end
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monBar(barStart, 4, barWidth, usedRatio, barColor, colors.gray)
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local pctStr = string.format(" %d%% ", math.floor(usedRatio * 100))
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local pctX = barStart + math.floor(barWidth / 2) - math.floor(#pctStr / 2)
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monWrite(pctX, 4, pctStr, colors.white, barColor)
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end
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-- ===== Amount selector (row 5) =====
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monFill(5, colors.black)
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monWrite(2, 5, "Qty:", colors.lightGray, colors.black)
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local btnX = 7
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for _, amt in ipairs(amountOptions) do
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local label = tostring(amt)
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local bg = (amt == selectedAmount) and colors.cyan or colors.gray
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local fg = (amt == selectedAmount) and colors.white or colors.lightGray
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local x1, y1, x2, y2 = drawButton(btnX, 5, label, fg, bg)
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addZone(x1, y1, x2, y2, "amount", amt)
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btnX = x2 + 2
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end
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-- Scan button on the right
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local scanLabel = " Refresh "
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local scanX = w - #scanLabel - 1
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local sx1, sy1, sx2, sy2 = drawButton(scanX, 5, "Refresh", colors.white, colors.green, 1, 1)
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addZone(sx1, sy1, sx2, sy2, "scan", nil)
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-- ===== Column headers (row 6) =====
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local row = 7
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monFill(row, colors.gray)
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monWrite(2, row, "#", colors.lightGray, colors.gray)
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monWrite(5, row, "Item", colors.lightGray, colors.gray)
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monWrite(w - 22, row, "Qty", colors.lightGray, colors.gray)
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monWrite(w - 14, row, "Stock", colors.lightGray, colors.gray)
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monWrite(w - 1, row, ">", colors.lightGray, colors.gray)
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row = row + 1
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-- ===== Item catalogue =====
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local catalogue = buildCatalogue()
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local itemList = {}
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local grandTotal = 0
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for itemName, sources in pairs(catalogue) do
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local total = 0
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for _, s in ipairs(sources) do total = total + s.total end
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grandTotal = grandTotal + total
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table.insert(itemList, { name = itemName, total = total })
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end
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table.sort(itemList, function(a, b) return a.total > b.total end)
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cachedItems = itemList
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local maxCount = 0
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for _, item in ipairs(itemList) do
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if item.total > maxCount then maxCount = item.total end
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end
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if maxCount == 0 then maxCount = 1 end
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local maxRows = h - row - 3
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for i, item in ipairs(itemList) do
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if i > maxRows then break end
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local y = row
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local short = item.name:gsub("^minecraft:", ""):gsub("_", " ")
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short = short:sub(1,1):upper() .. short:sub(2)
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local maxNameLen = w - 30
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if #short > maxNameLen then
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short = short:sub(1, maxNameLen - 2) .. ".."
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end
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local rowBg = (i % 2 == 0) and colors.gray or colors.black
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monFill(y, rowBg)
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-- Index
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monWrite(2, y, string.format("%2d", i), colors.lightBlue, rowBg)
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-- Name
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monWrite(5, y, short, colors.white, rowBg)
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-- Quantity
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monWrite(w - 22, y, tostring(item.total), colors.yellow, rowBg)
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-- Stock bar
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local ratio = item.total / maxCount
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local barColor = colors.lime
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if ratio < 0.25 then barColor = colors.red
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elseif ratio < 0.5 then barColor = colors.orange
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end
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monBar(w - 14, y, 12, ratio, barColor, rowBg == colors.gray and colors.lightGray or colors.gray)
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-- Order button
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monWrite(w - 1, y, ">", colors.orange, rowBg)
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-- Entire row is a touch zone
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addZone(1, y, w, y, "order", i)
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row = row + 1
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end
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-- ===== Status message (above footer) =====
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local msgY = h - 2
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monFill(msgY, colors.black)
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if statusTimer > 0 and #statusMessage > 0 then
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monCenter(msgY, statusMessage, statusColor, colors.black)
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end
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-- ===== Footer =====
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local footerY = h - 1
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monFill(footerY, colors.gray)
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monWrite(2, footerY,
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string.format(" Total: %d items | %d types ", grandTotal, #itemList),
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colors.white, colors.gray)
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local timeStr = textutils.formatTime(os.time(), true)
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monWrite(w - #timeStr - 1, footerY, timeStr, colors.lightGray, colors.gray)
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-- Bottom accent
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monFill(h, colors.blue)
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monCenter(h, " Tap item to order ", colors.lightBlue, colors.blue)
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end
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-------------------------------------------------
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-- Barrel auto-sort
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-------------------------------------------------
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local function sortBarrel()
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local barrel = peripheral.wrap(BARREL_NAME)
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if not barrel then return end
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local contents = barrel.list()
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if not contents or not next(contents) then return end
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local catalogue = buildCatalogue()
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local chests = getChests()
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for slot, item in pairs(contents) do
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local moved = 0
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if catalogue[item.name] then
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for _, entry in ipairs(catalogue[item.name]) do
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local n = barrel.pushItems(entry.chest, slot)
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if n and n > 0 then
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moved = moved + n
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print(string.format("[SORT] %s x%d -> %s", item.name, n, entry.chest))
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end
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if moved >= item.count then break end
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end
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end
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if moved < item.count then
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for _, chest in ipairs(chests) do
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local n = barrel.pushItems(chest, slot)
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if n and n > 0 then
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moved = moved + n
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print(string.format("[SORT] %s x%d -> %s", item.name, n, chest))
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end
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if moved >= item.count then break end
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end
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end
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if moved < item.count then
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print(string.format("[WARN] Could not sort %d remaining %s", item.count - moved, item.name))
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end
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end
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end
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-------------------------------------------------
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-- Order
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-------------------------------------------------
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local function orderItem(itemName, amount)
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local catalogue = buildCatalogue()
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if not catalogue[itemName] then
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statusMessage = "Not found: " .. itemName:gsub("^minecraft:", "")
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statusColor = colors.red
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statusTimer = 3
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print("[ERR] Item not found: " .. itemName)
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return false
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end
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local dropper = peripheral.wrap(DROPPER_NAME)
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if not dropper then
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statusMessage = "Dropper offline!"
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statusColor = colors.red
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statusTimer = 3
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print("[ERR] Dropper not found")
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return false
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end
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local remaining = amount
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for _, entry in ipairs(catalogue[itemName]) do
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local chest = peripheral.wrap(entry.chest)
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if chest then
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for slot, slotItem in pairs(chest.list()) do
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if slotItem.name == itemName then
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local toMove = math.min(remaining, slotItem.count)
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local moved = chest.pushItems(DROPPER_NAME, slot, toMove)
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if moved and moved > 0 then
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remaining = remaining - moved
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print(string.format("[ORDER] %s x%d from %s", itemName, moved, entry.chest))
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end
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if remaining <= 0 then break end
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end
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end
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end
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if remaining <= 0 then break end
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end
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local sent = amount - remaining
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local short = itemName:gsub("^minecraft:", ""):gsub("_", " ")
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if sent > 0 then
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statusMessage = string.format("Ordered %s x%d", short, sent)
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statusColor = colors.lime
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print(string.format("[OK] Ordered %s x%d", short, sent))
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else
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statusMessage = "Could not order " .. short
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statusColor = colors.red
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end
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statusTimer = 3
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return sent > 0
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end
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-------------------------------------------------
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-- Touch handler
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-------------------------------------------------
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local function handleTouch(x, y)
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local action, data = hitTest(x, y)
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if not action then return end
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if action == "amount" then
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selectedAmount = data
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print("[UI] Amount set to " .. data)
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elseif action == "order" then
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local idx = data
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if cachedItems[idx] then
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local item = cachedItems[idx]
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orderItem(item.name, selectedAmount)
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end
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elseif action == "scan" then
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statusMessage = "Refreshing..."
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statusColor = colors.cyan
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statusTimer = 2
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print("[UI] Manual refresh")
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end
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-- Redraw immediately after touch
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pcall(drawDashboard)
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end
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-------------------------------------------------
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-- Main
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-------------------------------------------------
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local function main()
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print("=================================")
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print(" Inventory Manager v2 (Touch)")
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print("=================================")
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print("")
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if peripheral.wrap(DROPPER_NAME) then
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print("[OK] Dropper: " .. DROPPER_NAME)
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else
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print("[WARN] Dropper not found: " .. DROPPER_NAME)
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end
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if peripheral.wrap(BARREL_NAME) then
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print("[OK] Barrel: " .. BARREL_NAME)
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else
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print("[WARN] Barrel not found: " .. BARREL_NAME)
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end
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if setupMonitor() then
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print("[OK] Monitor: " .. MONITOR_SIDE)
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else
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print("[WARN] No monitor on " .. MONITOR_SIDE)
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end
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print("")
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print("Console shows log output. Use the monitor to order items.")
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print("")
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parallel.waitForAny(
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-- Task 1: Barrel auto-sort
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function()
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while true do
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pcall(sortBarrel)
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sleep(POLL_INTERVAL)
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end
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end,
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-- Task 2: Dashboard refresh + status timer
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function()
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while true do
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pcall(drawDashboard)
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if statusTimer > 0 then
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statusTimer = statusTimer - DASH_REFRESH
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end
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sleep(DASH_REFRESH)
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end
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end,
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-- Task 3: Touch event listener
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function()
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while true do
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local event, side, x, y = os.pullEvent("monitor_touch")
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print(string.format("[TOUCH] x=%d y=%d", x, y))
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handleTouch(x, y)
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end
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end
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)
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end
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main()
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