shooting gallery
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@@ -1,18 +1,35 @@
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local Angle = require('neural.angle')
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local Mobs = require('neural.mobs')
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local ni = require('neural.interface')
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local Point = require('point')
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local os = _G.os
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local device = _G.device
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local os = _G.os
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if not ni.look then
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error('neuralInterface required')
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local sensor = device['plethora:sensor'] or error('Sensor is required')
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local weapon = device['plethora:laser']
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local uid = ''
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local function shootAt(pt)
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local yaw, pitch = Angle.towards(pt.x, pt.y, pt.z)
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weapon.fire(yaw, pitch, 4)
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end
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local uid = ni.getID and ni.getID() or error('Introspection module is required')
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if not weapon then
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weapon = device['plethora:introspection']
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if not weapon or not weapon.shoot then
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error('Either a laser or a skeleton with introspection module is required')
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end
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uid = weapon.getID()
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shootAt = function(pt)
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local yaw, pitch = Angle.towards(pt.x, pt.y, pt.z)
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weapon.look(yaw, pitch)
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weapon.shoot(1)
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end
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end
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local function findTargets()
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local pos = { x = 0, y = 0, z = 0 }
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local l = ni.sense()
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local l = sensor.sense()
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table.sort(l, function(e1, e2)
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return Point.distance(e1, pos) < Point.distance(e2, pos)
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end)
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@@ -20,7 +37,7 @@ local function findTargets()
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local targets = { }
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for _,v in ipairs(l) do
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if v.id ~= uid and Mobs.getNames()[v.name] then
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if math.abs(v.y) < 2 then -- pitch is broken
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if v.y >= 0 and v.y < 1 then
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table.insert(targets, v)
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end
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end
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@@ -28,16 +45,11 @@ local function findTargets()
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return #targets > 0 and targets
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end
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print('Targets:')
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for _,v in pairs(ni.sense()) do
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print(v.name)
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end
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while true do
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local targets = findTargets()
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if targets then
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for _, entity in ipairs(targets) do
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ni.shootAt(entity, 1)
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shootAt(entity, 1)
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end
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end
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os.sleep(.5)
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