spaces->tabs + cleanup + pathing fixes
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@@ -131,8 +131,11 @@ end
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function Point.calculateMoves(pta, ptb, distance)
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local heading = pta.heading
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local moves = distance or Point.turtleDistance(pta, ptb)
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local weighted = moves
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if (pta.heading % 2) == 0 and pta.z ~= ptb.z then
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moves = moves + 1
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weighted = weighted + .9
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if ptb.heading and (ptb.heading % 2 == 1) then
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heading = ptb.heading
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elseif ptb.z > pta.z then
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@@ -142,6 +145,7 @@ function Point.calculateMoves(pta, ptb, distance)
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end
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elseif (pta.heading % 2) == 1 and pta.x ~= ptb.x then
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moves = moves + 1
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weighted = weighted + .9
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if ptb.heading and (ptb.heading % 2 == 0) then
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heading = ptb.heading
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elseif ptb.x > pta.x then
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@@ -152,15 +156,18 @@ function Point.calculateMoves(pta, ptb, distance)
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end
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if not ptb.heading then
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return moves, heading, moves
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return moves, heading, weighted
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end
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-- need to know if we are in digging mode
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-- if so, we need to face blocks -- need a no-backwards flag
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-- calc turns as slightly less than moves
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local weighted = moves
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-- local weighted = moves
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if heading ~= ptb.heading then
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local turns = Point.calculateTurns(heading, ptb.heading)
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moves = moves + turns
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local wturns = { [0] = 0, [1] = .9, [2] = 1.9 }
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local wturns = { [0] = 0, [1] = .9, [2] = 1.8 }
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weighted = weighted + wturns[turns]
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heading = ptb.heading
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end
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@@ -233,7 +240,7 @@ end
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function Point.nearestTo(pta, ptb)
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local heading
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if pta.x < ptb.x then
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if pta.x < ptb.x then
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heading = 0
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elseif pta.z < ptb.z then
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heading = 1
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