spawner v1
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155
farms/spawner.lua
Normal file
155
farms/spawner.lua
Normal file
@@ -0,0 +1,155 @@
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local Peripheral = require('peripheral')
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local Point = require('point')
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local Util = require('util')
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local device = _G.device
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local os = _G.os
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local turtle = _G.turtle
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local mobTypes = Util.transpose({ ... })
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local function equip(side, item, rawName)
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local equipped = Peripheral.lookup('side/' .. side)
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if equipped and equipped.type == item then
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return true
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end
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if not turtle.equip(side, rawName or item) then
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if not turtle.selectSlotWithQuantity(0) then
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error('No slots available')
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end
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turtle.equip(side)
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if not turtle.equip(side, item) then
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error('Unable to equip ' .. item)
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end
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end
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turtle.select(1)
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end
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equip('left', 'minecraft:diamond_sword')
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equip('right', 'plethora:scanner', 'plethora:module:2')
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local scanner = device['plethora:scanner']
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turtle.reset()
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local facing = scanner.getBlockMeta(0, 0, 0).state.facing
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turtle.point.heading = Point.facings[facing].heading
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local data = scanner.scan()
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local spawners = Util.findAll(data, 'name', 'minecraft:mob_spawner')
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local spawner = Point.closest(turtle.point, spawners) or error('spawner not in range')
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turtle._goto(Point.below(spawner))
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Util.filterInplace(data, function(b)
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return b.name == 'minecraft:chest' or
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b.name == 'minecraft:dispenser' or
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b.name == 'minecraft:hopper'
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end)
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local chest = Point.closest(spawner, data) or error('missing drop off chest')
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turtle._goto(Point.above(chest))
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equip('right', 'plethora:sensor', 'plethora:module:3')
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local sensor = device['plethora:sensor']
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turtle.setMovementStrategy('goto')
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turtle.setPolicy(turtle.policies.attack)
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local function dropOff()
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local inv = turtle.getSummedInventory()
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for _, slot in pairs(inv) do
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if slot.count >= 16 then
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if turtle.getFuelLevel() < 5000 then
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turtle.refuel(slot.name, 16)
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end
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end
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end
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inv = turtle.getSummedInventory()
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for _, slot in pairs(inv) do
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if slot.count >= 16 or turtle.getSlot(8).count > 0 then
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turtle.eachFilledSlot(function(s)
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if s.name ~= 'plethora:module' then
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turtle.dropDownAt(chest, s.name, s.count)
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end
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end)
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break
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end
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end
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turtle.select(1)
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end
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local function normalize(b)
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b.x = Util.round(b.x) + turtle.point.x
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b.y = Util.round(b.y) + turtle.point.y
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b.z = Util.round(b.z) + turtle.point.z
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return b.x >= spawner.x - 4 and b.x <= spawner.x + 4 and
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b.y >= spawner.y - 4 and b.y <= spawner.y + 4 and
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b.z >= spawner.z - 4 and b.z <= spawner.z + 4
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end
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local function aboveAttack(b)
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if turtle.attackDownAt(b) then
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repeat until not turtle.attackDown()
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end
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end
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local function moveAgainst(b)
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if turtle.faceAgainst(b) then
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return turtle.attack()
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end
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end
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local function getAttackStrategy(name)
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local Strategies = {
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Pig = {
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attack = aboveAttack,
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},
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Default = {
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attack = moveAgainst,
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}
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}
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return Strategies[name] or Strategies.Default
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end
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while true do
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local blocks = sensor.sense()
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local mobs = Util.filterInplace(blocks, function(b)
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if mobTypes[b.name] then
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return normalize(b)
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end
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end)
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if turtle.getFuelLevel() == 0 then
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error('Out of fuel')
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end
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print(#mobs)
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if #mobs == 0 then
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print('sleeping')
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os.sleep(3)
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else
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Point.eachClosest(turtle.point, mobs, function(b)
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print('attack: ' .. b.id)
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local strategy = getAttackStrategy(b.name)
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if strategy.attack(b) then
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while true do
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local mob = sensor.getMetaByID(b.id)
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if not mob or Util.empty(mob) then
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break
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end
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normalize(mob)
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if not strategy.attack(mob) then
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break
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end
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end
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end
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end)
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end
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dropOff()
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end
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