Added a "Level Emitter" to Milo
This commit is contained in:
29
milo/plugins/emitterTask.lua
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29
milo/plugins/emitterTask.lua
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@@ -0,0 +1,29 @@
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local itemDB = require('core.itemDB')
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local Milo = require('milo')
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local device = _G.device
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local EmitterTask = {
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name = 'emitter',
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priority = 5,
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}
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local function filter(a)
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return a.emitter
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end
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function EmitterTask:cycle(context)
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for node in context.storage:filterActive('emitter', filter) do
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local config = node.emitter
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local item = Milo:getItem(itemDB:splitKey(config.item))
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config.signal = not not config.signal
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if item and item.count >= config.amount then
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device[node.name].setOutput(config.side, config.signal)
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else
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device[node.name].setOutput(config.side, not config.signal)
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end
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end
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end
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Milo:registerTask(EmitterTask)
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109
milo/plugins/emitterView.lua
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109
milo/plugins/emitterView.lua
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@@ -0,0 +1,109 @@
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local Milo = require('milo')
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local UI = require('opus.ui')
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local itemDB = require('core.itemDB')
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local colors = _G.colors
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local device = _G.device
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local context = Milo:getContext()
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local wizardPage = UI.WizardPage {
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title = 'Level Emitter',
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index = 2,
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backgroundColor = colors.cyan,
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[1] = UI.TextArea {
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x = 2, y = 1,
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height = 2,
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textColor = colors.yellow,
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value = 'Emit a redstone signal if an\nitem amount if over a threshold',
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},
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form = UI.Form {
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x = 1, ex = -1, y = 3, ey = -1,
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manualControls = true,
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itemName = UI.TextEntry {
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formLabel = 'Item', formKey = 'item', formIndex = 1,
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help = 'Item to monitor',
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required = true,
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},
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side = UI.Chooser {
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formLabel = 'Side', formKey = 'side', formIndex = 2,
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width = 10,
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choices = {
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{name = 'Down', value = 'down'},
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{name = 'Up', value = 'up'},
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{name = 'North', value = 'north'},
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{name = 'South', value = 'south'},
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{name = 'West', value = 'west'},
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{name = 'East', value = 'east'},
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},
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required = true,
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},
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amount = UI.TextEntry {
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formLabel = 'Amount', formKey = 'amount', formIndex = 3,
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width = 7,
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transform = 'number',
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help = 'Threshold value',
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required = true,
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},
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signal = UI.Checkbox {
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formLabel = 'Signal', formKey = 'signal', formIndex = 4,
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help = 'Enable redstone signal when over threshold',
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},
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scanItem = UI.Button {
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x = 15, y = 6,
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text = 'Scan item', event = 'scan_turtle',
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help = 'Scan an item from the turtle inventory',
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},
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},
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}
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function wizardPage:setNode(node)
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self.node = node
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if not self.node.emitter then
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self.node.emitter = {
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signal = { value = true }
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}
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end
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self.form:setValues(self.node.emitter)
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end
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function wizardPage:validate()
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return self.form:save()
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end
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function wizardPage:isValidType(node)
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local m = device[node.name]
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return m and m.type == 'redstone_integrator' and {
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name = 'Level Emitter',
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value = 'emitter',
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category = 'custom',
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help = 'Emit redstone signals',
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}
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end
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function wizardPage:isValidFor(node)
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return node.mtype == 'emitter'
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end
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function wizardPage:enable()
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Milo:pauseCrafting({ key = 'gridInUse', msg = 'Crafting paused' })
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UI.WizardPage.enable(self)
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end
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function wizardPage:disable()
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Milo:resumeCrafting({ key = 'gridInUse' })
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UI.WizardPage.disable(self)
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end
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function wizardPage:eventHandler(event)
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if event.type == 'scan_turtle' then
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local inventory = Milo:getTurtleInventory()
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for _,item in pairs(inventory) do
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self.form.itemName.value = itemDB:makeKey(item)
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break
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end
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self:draw()
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Milo:emptyInventory()
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end
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end
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UI:getPage('nodeWizard').wizard:add({ emiter = wizardPage })
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@@ -27,6 +27,9 @@ function infoTab:draw()
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value = value .. item.nbtHash .. '\n'
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end
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value = value .. string.format('\n%sCount:%s %s',
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Ansi.yellow, Ansi.reset, item.count)
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value = value .. string.format('\n%sDamage:%s %s',
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Ansi.yellow, Ansi.reset, item.damage)
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