neural refactor
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@@ -1,17 +1,34 @@
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local Interface = { }
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local Angle = require('neural.angle')
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local Util = require('util')
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local os = _G.os
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local peripheral = _G.peripheral
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local ni = peripheral.find('neuralInterface') or { }
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for k,v in pairs(ni) do
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Interface[k] = v
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local Neural = { }
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function Neural.assertModules(modules)
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local all = {
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[ 'plethora:glasses' ] = 'Overlay glasses',
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[ 'plethora:sensor' ] = 'Entity sensor',
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[ 'plethora:scanner' ] = 'Block scanner',
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[ 'plethora:introspection' ] = 'Introspection module',
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[ 'plethora:kinetic' ] = 'Kinetic augment',
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[ 'plethora:laser' ] = 'Laser',
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}
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for _, m in pairs(modules) do
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if not Neural.hasModule(m) then
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print('Required:')
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for _, v in pairs(modules) do
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print(' * ' .. (modules[v] or v))
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end
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print('')
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error('Missing: ' .. (all[m] or m))
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end
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end
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end
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function Interface.yap(spt, dpt)
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function Neural.yap(spt, dpt)
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local x, y, z = dpt.x - spt.x, dpt.y - spt.y, dpt.z - spt.z
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local pitch = -math.atan2(y, math.sqrt(x * x + z * z))
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local yaw = math.atan2(-x, z)
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@@ -19,7 +36,7 @@ function Interface.yap(spt, dpt)
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return math.deg(yaw), math.deg(pitch)
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end
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function Interface.launchTo(pt, strength)
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function Neural.launchTo(pt, strength)
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local yaw = math.deg(math.atan2(pt.x, -pt.z))
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if not strength then
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local dist = math.sqrt(
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@@ -28,29 +45,34 @@ function Interface.launchTo(pt, strength)
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strength = math.sqrt(math.max(32, dist) / 3)
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debug(strength)
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end
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Interface.launch(yaw, 225, strength or 1)
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Neural.launch(yaw, 225, strength or 1)
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end
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function Interface.dropArmor()
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function Neural.dropArmor()
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for i = 3, 5 do
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Interface.unequip(i)
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Neural.unequip(i)
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end
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end
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function Interface.walkTo(pt)
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local s, m = ni.walk(pt.x, pt.y, pt.z)
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if not s then
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_G.printError(m)
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end
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os.sleep(.05)
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while ni.isWalking() do
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os.sleep(0)
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end
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function Neural.walkTo(pt, speed)
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Neural.walk(pt.x, pt.y, pt.z, speed)
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os.sleep(1)
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repeat until not Neural.isWalking()
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end
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function Neural.walkAgainst(pt, radius, speed)
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local angle = math.atan2(pt.x, pt.z)
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local x = pt.x - ((radius or 1) * math.sin(angle))
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local z = pt.z - ((radius or 1) * math.cos(angle))
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Neural.walk(x, 0, z, speed)
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os.sleep(1)
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repeat until not Neural.isWalking()
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end
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-- flatten equipment functions
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function Interface.getEquipmentList()
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local l = Interface.getEquipment and Interface.getEquipment().list() or { }
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function Neural.getEquipmentList()
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local l = Neural.getEquipment and Neural.getEquipment().list() or { }
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for k, v in pairs(l) do
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v.slot = k
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@@ -59,81 +81,56 @@ function Interface.getEquipmentList()
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return l
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end
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function Interface.equip(slot)
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return Interface.getEquipment and Interface.getEquipment().suck(slot) or 0
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function Neural.equip(slot)
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return Neural.getEquipment and Neural.getEquipment().suck(slot) or 0
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end
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function Interface.unequip(slot)
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return Interface.getEquipment and Interface.getEquipment().drop(slot)
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function Neural.unequip(slot)
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return Neural.getEquipment and Neural.getEquipment().drop(slot)
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end
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function Interface.getUniqueNames()
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function Neural.getUniqueNames()
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local t = { }
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for _,v in pairs(Interface.sense()) do
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for _,v in pairs(Neural.sense()) do
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t[v.name] = v.name
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end
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return Util.transpose(t)
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end
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function Interface.lookAt(pt)
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local yaw, pitch = Angle.towards(pt.x - .5, pt.y, pt.z - .5)
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return Interface.look(yaw, pitch)
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function Neural.lookAt(pt)
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if pt then
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local yaw, pitch = Angle.towards(pt.x, pt.y, pt.z)
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return Neural.look(yaw, pitch)
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end
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end
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function Interface.shootAt(entity, strength)
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Interface.lookAt(entity)
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return Interface.shoot(strength or 1)
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function Neural.fireAt(pt, strength)
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local yaw, pitch = Angle.towards(pt.x, pt.y, pt.z)
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return Neural.fire(yaw, pitch, strength or .5)
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end
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function Interface.shootAt2(entity, strength)
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local x, z = entity.x - .5, entity.z - .5
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local function quad(a, b, c)
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if math.abs(a) < 1e-6 then
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if math.abs(b) < 1e-6 then
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return math.abs(c) < 1e-6 and 0, 0
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else
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return -c/b, -c/b
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end
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else
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local disc = b*b - 4*a*c
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if disc >= 0 then
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disc = math.sqrt(disc)
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a = 2*a
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return (-b-disc)/a, (-b+disc)/a
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end
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end
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function Neural.shootAt(pt, strength)
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if Neural.fire then
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return Neural.fireAt(pt, strength)
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else
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Neural.lookAt(pt)
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return Neural.shoot(strength or 1)
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end
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local v = .025 -- velocity of arrow
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local tvx = entity.motionX
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local tvz = entity.motionZ
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local a = tvx*tvx + tvz*tvz - v*v
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local b = 2 * (tvx * x + tvz * z)
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local c = x * x + z * z
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local t0, t1 = quad(a, b, c)
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if t0 then
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local t = math.min(t0, t1)
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if t < 0 then
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t = math.max(t0, t1)
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end
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if t > 0 then
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--Util.print({ x, t, tvx, x + tvx * t })
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x = x + tvx * t
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z = z + tvz * t
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end
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end
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local yaw = math.deg(math.atan2(-(x - .5), z - .5))
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local pitch = -math.deg(math.atan2(entity.y, math.sqrt(x * x + z * z)))
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Interface.look(yaw, pitch) -- pitch is broken
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return Interface.shoot(strength or 1)
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end
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function Interface.setStatus(s)
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ni.status = s
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function Neural.setStatus(s)
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Neural.status = s
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end
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return Interface
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function Neural.reload()
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return setmetatable(Neural, {
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__index = peripheral.find('neuralInterface')
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})
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end
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function Neural.testWalk()
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local e = Neural.getMetaByName('kepler155c')
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Neural.walkAgainst(e)
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end
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return Neural.reload()
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