attack program - new
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@@ -9,7 +9,13 @@ local os = _G.os
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local turtle = _G.turtle
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local args = { ... }
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local mob = args[1] or error('Syntax: attack <mob name>')
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local mobType = args[1] or error('Syntax: attack <mob name>')
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local Runners = {
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Cow = true,
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Chicken = true,
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Blaze = false,
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}
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local function equip(side, item, rawName)
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local equipped = Peripheral.lookup('side/' .. side)
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@@ -64,14 +70,17 @@ local function dropOff()
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end
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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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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 b.name == mob then
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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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if b.name == mobType then
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normalize(b)
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return true
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end
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end)
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@@ -83,11 +92,27 @@ while true do
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if #mobs == 0 then
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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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if turtle.faceAgainst(b) then
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repeat until not turtle.attack()
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end
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end)
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if Runners[mobType] then
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-- if this mob runs away, just attack next closest
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Point.eachClosest(turtle.point, mobs, function(b)
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if turtle.faceAgainst(b) then
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repeat until not turtle.attack()
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end
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end)
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os.sleep(2) --- give a little time for mobs to calm down
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else
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-- this mob doesn't run, attack and follow until dead
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local mob = Point.closest(turtle.point, mobs)
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repeat
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if turtle.faceAgainst(mob) then
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repeat until not turtle.attack()
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end
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mob = sensor.getMetaByID(mob.id)
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if mob then
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normalize(mob)
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end
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until not mob
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end
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end
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dropOff()
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@@ -23,6 +23,7 @@ local activityWizardPage = UI.Window {
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marginRight = 0,
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value = string.format(template, Ansi.yellow, Ansi.reset),
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},
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timestamp = os.clock(),
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}
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function activityWizardPage:isValidType(node)
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