refactor + cleanup
This commit is contained in:
@@ -1,4 +1,4 @@
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requireInjector(getfenv(1))
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_G.requireInjector()
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local Event = require('event')
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local Logger = require('logger')
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@@ -8,6 +8,10 @@ local Point = require('point')
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local TableDB = require('tableDB')
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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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--[[
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A supplier turtle for the builder turtle. For larger builds, use
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ender modems.
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@@ -57,7 +61,7 @@ local maxStackDB = TableDB({
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}
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}
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})
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function maxStackDB:get(id, dmg)
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return self.data[id .. ':' .. dmg] or 64
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end
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@@ -87,7 +91,7 @@ function Builder:dumpInventoryWithCheck()
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print('Press enter to continue')
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--turtle.setHeading(0)
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self.ready = false
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read()
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_G.read()
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end
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self.ready = true
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end
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@@ -95,7 +99,7 @@ end
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function Builder:autocraft(supplies)
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local t = { }
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for i,s in pairs(supplies) do
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for _,s in pairs(supplies) do
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local key = s.id .. ':' .. s.dmg
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local item = t[key]
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if not item then
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@@ -108,7 +112,7 @@ function Builder:autocraft(supplies)
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end
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item.qty = item.qty + (s.need-s.qty)
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end
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Builder.itemProvider:craftItems(t)
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end
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@@ -133,9 +137,9 @@ function Builder:log(...)
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end
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function Builder:getSupplies()
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Builder.itemProvider:refresh()
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local t = { }
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for _,s in ipairs(self.slots) do
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if s.need > 0 then
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@@ -171,7 +175,7 @@ function Builder:getSupplies()
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Builder:log('Need %d %s', s.need - s.qty, name)
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end
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end
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return t
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end
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@@ -179,11 +183,11 @@ local function moveTowardsX(dx)
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local direction = dx - turtle.point.x
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local move
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if direction == 0 then
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return false
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end
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if direction > 0 and turtle.point.heading == 0 or
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direction < 0 and turtle.point.heading == 2 then
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move = turtle.forward
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@@ -202,7 +206,7 @@ local function moveTowardsZ(dz)
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if direction == 0 then
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return false
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end
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if direction > 0 and turtle.point.heading == 1 or
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direction < 0 and turtle.point.heading == 3 then
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move = turtle.forward
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@@ -214,7 +218,6 @@ local function moveTowardsZ(dz)
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end
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function Builder:finish()
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Builder.resupplying = true
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Builder.ready = false
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if turtle.gotoLocation('supplies') then
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@@ -227,9 +230,8 @@ function Builder:finish()
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end
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function Builder:gotoBuilder()
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if Builder.lastPoint then
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turtle.status = 'tracking'
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turtle.setStatus('tracking')
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while true do
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local pt = Point.copy(Builder.lastPoint)
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pt.y = pt.y + 3
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@@ -260,140 +262,137 @@ function Builder:gotoBuilder()
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end
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end
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Message.addHandler('builder',
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function(h, id, msg, distance)
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if not id or id ~= __BUILDER_ID then
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return
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end
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Message.addHandler('builder',
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function(_, id, msg)
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if not id or id ~= __BUILDER_ID then
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return
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end
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if not Builder.resupplying then
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local pt = msg.contents
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pt.y = pt.y + 3
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local pt = msg.contents
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pt.y = pt.y + 3
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turtle.status = 'supervising'
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turtle.gotoYfirst(pt)
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end
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turtle.setStatus('supervising')
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turtle.gotoYfirst(pt)
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end
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end)
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Message.addHandler('supplyList',
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function(h, id, msg, distance)
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if not id or id ~= __BUILDER_ID then
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return
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end
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Message.addHandler('supplyList',
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function(_, id, msg)
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if not id or id ~= __BUILDER_ID then
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return
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end
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turtle.status = 'resupplying'
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Builder.resupplying = true
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Builder.slots = msg.contents.slots
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Builder.slotUid = msg.contents.uid
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turtle.setStatus('resupplying')
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Builder.resupplying = true
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Builder.slots = msg.contents.slots
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Builder.slotUid = msg.contents.uid
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Builder:log('Received supply list ' .. Builder.slotUid)
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os.sleep(0)
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if not turtle.gotoLocation('supplies') then
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Builder:log('Failed to go to supply location')
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self.ready = false
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Event.exitPullEvents()
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end
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os.sleep(0)
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if not turtle.gotoLocation('supplies') then
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Builder:log('Failed to go to supply location')
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Builder.ready = false
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Event.exitPullEvents()
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end
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turtle.setHeading(1)
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os.sleep(.2) -- random 'Computer is not connected' error...
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Builder:dumpInventoryWithCheck()
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Builder:refuel()
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while true do
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local supplies = Builder:getSupplies()
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if #supplies == 0 then
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break
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end
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Builder:autocraft(supplies)
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turtle.status = 'waiting'
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os.sleep(5)
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end
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Builder:log('Got all supplies')
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os.sleep(0)
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Builder:gotoBuilder()
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Builder.resupplying = false
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local supplies = Builder:getSupplies()
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if #supplies == 0 then
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break
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end
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Builder:autocraft(supplies)
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turtle.setStatus('waiting')
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os.sleep(5)
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end
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Builder:log('Got all supplies')
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os.sleep(0)
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Builder:gotoBuilder()
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Builder.resupplying = false
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end)
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Message.addHandler('needSupplies',
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function(h, id, msg, distance)
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if not id or id ~= __BUILDER_ID then
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return
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end
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Message.addHandler('needSupplies',
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function(_, id, msg)
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if not id or id ~= __BUILDER_ID then
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return
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end
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if Builder.resupplying or msg.contents.uid ~= Builder.slotUid then
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Builder:log('No supplies ready')
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if Builder.resupplying or msg.contents.uid ~= Builder.slotUid then
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Builder:log('No supplies ready')
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Message.send(__BUILDER_ID, 'gotSupplies')
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else
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turtle.setStatus('supplying')
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Builder:log('Supplying')
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os.sleep(0)
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Message.send(__BUILDER_ID, 'gotSupplies')
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else
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turtle.status = 'supplying'
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Builder:log('Supplying')
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os.sleep(0)
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local pt = msg.contents.point
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pt.y = turtle.getPoint().y
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pt.heading = nil
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if not turtle.gotoYfirst(pt) then -- location of builder
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Builder.resupplying = true
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Message.send(__BUILDER_ID, 'gotSupplies')
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os.sleep(0)
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if not turtle.gotoLocation('supplies') then
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Builder:log('failed to go to supply location')
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--self.ready = false
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Event.exitPullEvents()
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end
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local pt = msg.contents.point
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pt.y = turtle.getPoint().y
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pt.heading = nil
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if not turtle.gotoYfirst(pt) then -- location of builder
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Builder.resupplying = true
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Message.send(__BUILDER_ID, 'gotSupplies')
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os.sleep(0)
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if not turtle.gotoLocation('supplies') then
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Builder:log('failed to go to supply location')
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Event.exitPullEvents()
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end
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turtle.setHeading(1)
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return
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end
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pt.y = pt.y - 2 -- location where builder should go for the chest to be above
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return
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end
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pt.y = pt.y - 2 -- location where builder should go for the chest to be above
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turtle.select(15)
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turtle.placeDown()
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os.sleep(.1) -- random computer not connected error
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turtle.select(15)
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turtle.placeDown()
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os.sleep(.1) -- random computer not connected error
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local p = ChestProvider({ direction = 'up', wrapSide = 'bottom' })
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for i = 1, 16 do
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p:insert(i, 64)
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end
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for i = 1, 16 do
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p:insert(i, 64)
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end
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Message.send(__BUILDER_ID, 'gotSupplies', { supplies = true, point = pt })
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Message.send(__BUILDER_ID, 'gotSupplies', { supplies = true, point = pt })
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Message.waitForMessage('thanks', 5, __BUILDER_ID)
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--os.sleep(0)
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Message.waitForMessage('thanks', 5, __BUILDER_ID)
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--os.sleep(0)
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--p.condenseItems()
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for i = 1, 16 do
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p:extract(i, 64)
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end
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turtle.digDown()
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turtle.status = 'waiting'
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end
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--p.condenseItems()
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for i = 1, 16 do
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p:extract(i, 64)
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end
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turtle.digDown()
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turtle.setStatus('waiting')
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end
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end)
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Message.addHandler('finished',
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function(h, id)
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if not id or id ~= __BUILDER_ID then
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return
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end
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function(_, id)
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if not id or id ~= __BUILDER_ID then
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return
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end
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Builder:finish()
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end)
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Event.on('turtle_abort',
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function()
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turtle.abort = false
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turtle.status = 'aborting'
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turtle.abort(false)
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turtle.setStatus('aborting')
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Builder:finish()
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end)
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local function onTheWay() -- parallel routine
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while true do
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local e, side, _id, id, msg, distance = os.pullEvent('modem_message')
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local _, _, _, id, msg, _ = os.pullEvent('modem_message')
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if Builder.ready then
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if id == __BUILDER_ID and msg and msg.type then
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if msg.type == 'needSupplies' then
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Message.send(__BUILDER_ID, 'gotSupplies', { supplies = true })
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elseif msg.type == 'builder' then
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Builder.lastPoint = msg.contents
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end
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if msg.type == 'needSupplies' then
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Message.send(__BUILDER_ID, 'gotSupplies', { supplies = true })
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elseif msg.type == 'builder' then
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Builder.lastPoint = msg.contents
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end
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end
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end
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end
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