turtle gps rework
This commit is contained in:
@@ -17,12 +17,4 @@
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run = "scanningMiner.lua",
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requires = 'turtle',
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},
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[ "4486006f811b88cacd5f211fd579717e29b600cd" ] = {
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title = "Multi",
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category = "Turtle",
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icon = " \0315\\\030 \031 \
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\0304\031f _ \030 \031c/\0315\\\
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\0304 ",
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run = "multiMiner.lua",
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},
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}
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@@ -72,6 +72,9 @@ local function getNextPoint(member)
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chunkIndex = chunkIndex + 1
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while paused do
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if abort then
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return
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end
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os.sleep(3)
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end
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@@ -1,458 +0,0 @@
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local Event = require('event')
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local GPS = require('gps')
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local itemDB = require('core.itemDB')
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local Point = require('point')
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local Socket = require('socket')
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local Util = require('util')
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local UI = require('ui')
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local colors = _G.colors
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local device = _G.device
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local network = _G.network
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local os = _G.os
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UI:configure('multiMiner', ...)
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local scanner = device.neuralInterface
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if not scanner or not scanner.scan then
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error('Plethora scanner must be equipped')
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end
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local canvas = scanner.canvas and scanner.canvas()
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if canvas then
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canvas.group = canvas.addGroup({ 4, 90 })
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canvas.bg = canvas.group.addRectangle(0, 0, 60, 24, 0x00000033)
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canvas.text = canvas.group.addText({ 4, 5 }, '') -- , 0x202020FF)
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canvas.text.setShadow(true)
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canvas.text.setScale(.75)
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end
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local function locate()
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for _ = 1, 3 do
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local pt = GPS.getPoint()
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if pt then
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return pt
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end
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end
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end
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local spt = GPS.getPoint() or error('GPS failure')
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local chestPoint -- location of chest
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local blockTypes = { } -- blocks types requested to mine
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local turtles = { } -- active turtles
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local pool = { } -- all turtles
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local queue = { } -- actual blocks to mine
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local abort
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local function hijackTurtle(remoteId)
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local socket, msg = Socket.connect(remoteId, 188)
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if not socket then
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error(msg)
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end
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socket:write('turtle')
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local methods = socket:read()
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local hijack = { }
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for _,method in pairs(methods) do
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hijack[method] = function(...)
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socket:write({ fn = method, args = { ... } })
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local resp = socket:read()
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if not resp then
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error('timed out: ' .. method)
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end
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return table.unpack(resp)
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end
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end
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return hijack, socket
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end
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local function getNextPoint(turtle)
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local pt = Point.closest(turtle.getPoint(), queue)
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if pt then
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turtle.pt = pt
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queue[pt.pkey] = nil
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return pt
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end
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end
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local function run(member, point)
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Event.addRoutine(function()
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local turtle, socket
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local _, m = pcall(function()
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member.active = true
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turtle, socket = hijackTurtle(member.id)
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local function emptySlots(retain, pt)
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local slots = turtle.getFilledSlots()
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for _,slot in pairs(slots) do
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if not retain[slot.key] then
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turtle.select(slot.index)
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if pt then
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turtle.dropAt(pt, 64)
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else
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turtle.dropUp(64)
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end
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end
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end
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end
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local function dropOff()
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-- go to 2 above chest
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local topPoint = Point.copy(chestPoint)
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topPoint.y = topPoint.y + 2
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turtle.gotoY(topPoint.y)
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while not turtle.go(topPoint) do
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os.sleep(.5)
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end
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-- path to chest
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local box = Point.makeBox(
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{ x = chestPoint.x - 3, y = chestPoint.y + 3, z = chestPoint.z - 3 },
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{ x = chestPoint.x + 3, y = chestPoint.y, z = chestPoint.z + 3 }
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)
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turtle.set({
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movementStrategy = 'pathing',
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pathingBox = Point.normalizeBox(box),
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digPolicy = 'digNone',
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})
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while not turtle.moveAgainst(chestPoint) do
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os.sleep(.5)
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end
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emptySlots({ }, chestPoint)
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-- path to 3 above chest
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turtle.pathfind(Point.above(topPoint))
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turtle.set({
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movementStrategy = 'goto',
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digPolicy = 'turtleSafe',
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})
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end
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if turtle then
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turtles[member.id] = turtle
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turtle.reset()
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turtle.set({
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attackPolicy = 'attack',
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digPolicy = 'turtleSafe',
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movementStrategy = 'goto',
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point = point,
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})
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turtle.select(1)
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repeat
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local pt = getNextPoint(turtle)
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if pt then
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member.status = 'digging'
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if blockTypes[pt.key] == true then
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if turtle.moveAgainst(pt) then
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local index = turtle.selectOpenSlot()
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if turtle.digAt(pt, pt.name) then
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local slot = turtle.getSlot(index)
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if slot.count > 0 then
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blockTypes[pt.key] = slot.key
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if slot.key ~= pt.key then
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blockTypes[slot.key] = true
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end
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end
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end
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end
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turtle.select(1)
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else
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turtle.digAt(pt, pt.name)
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end
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if turtle.getItemCount(15) > 0 then
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member.status = 'ejecting trash'
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emptySlots(blockTypes)
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turtle.condense()
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if turtle.getItemCount(15) > 0 then
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member.status = 'dropping off'
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if not chestPoint then
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member.abort = true
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member.status = 'full'
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else
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dropOff()
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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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else
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member.status = 'waiting'
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os.sleep(1)
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end
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if member.fuel < 100 then
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member.status = 'out of fuel'
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break
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end
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until member.abort
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end
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emptySlots(blockTypes)
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if chestPoint then
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dropOff()
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while not turtle.go(Point.above(spt)) do
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os.sleep(.5)
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end
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turtle.set({ digPolicy = 'dig' })
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turtle.go(spt)
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else
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turtle.gotoY(spt.y)
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turtle.go(spt)
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end
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end)
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turtles[member.id] = nil
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member.status = m
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member.active = false
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if socket then
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socket:close()
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end
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end)
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end
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local blocksTab = UI.Tab {
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tabTitle = 'Blocks',
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grid = UI.ScrollingGrid {
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y = 1,
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columns = {
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{ heading = 'Count', key = 'count', width = 6, justify = 'right' },
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{ heading = 'Name', key = 'displayName' },
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},
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sortColumn = 'displayName',
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},
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}
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local turtlesTab = UI.Tab {
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tabTitle = 'Turtles',
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grid = UI.ScrollingGrid {
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y = 1,
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values = pool,
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columns = {
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{ heading = 'ID', key = 'id', width = 4, },
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{ heading = ' Fuel', key = 'fuel', width = 5, justify = 'right' },
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{ heading = ' Dist', key = 'distance', width = 5, justify = 'right' },
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{ heading = 'Status', key = 'status' },
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},
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sortColumn = 'label',
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},
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}
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local page = UI.Page {
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menuBar = UI.MenuBar {
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buttons = {
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{ text = 'Scan', event = 'scan' },
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{ text = 'Abort', event = 'abort' },
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},
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},
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tabs = UI.Tabs {
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y = 2, ey = -2,
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[1] = blocksTab,
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[2] = turtlesTab,
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},
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info = UI.Window {
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y = -1,
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backgroundColor = colors.blue,
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}
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}
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function page.info:draw()
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self:clear()
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self:write(2, 1, 'Turtles: ' .. Util.size(turtles))
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if not chestPoint then
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self:write(16, 1, 'No chest')
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end
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self:write(28, 1, 'Queue: ' .. Util.size(queue))
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end
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function turtlesTab.grid:getDisplayValues(row)
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row = Util.shallowCopy(row)
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row.distance = row.distance and Util.round(row.distance, 1)
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row.fuel = row.fuel and row.fuel > 0 and Util.toBytes(row.fuel) or ''
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return row
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end
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function page:scan()
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local gpt = GPS.getPoint()
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if not gpt then
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return
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end
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local rawBlocks = scanner:scan()
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local candidates = { }
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self.totals = Util.reduce(rawBlocks,
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function(acc, b)
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b.key = table.concat({ b.name, b.metadata }, ':')
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local entry = acc[b.key]
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if not entry then
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b.displayName = itemDB:getName(b.key)
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b.count = 1
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acc[b.key] = b
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else
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entry.count = entry.count + 1
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end
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if b.name == 'computercraft:turtle_advanced' or
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b.name == 'computercraft:turtle' then
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table.insert(candidates, b)
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end
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if b.name == 'minecraft:chest' or b.name:find('shulker') then
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chestPoint = b
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end
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-- add relevant blocks to queue
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b.x = gpt.x + b.x
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b.y = gpt.y + b.y
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b.z = gpt.z + b.z
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b.pkey = table.concat({ b.x, b.y, b.z }, ':')
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if blockTypes[b.key] then
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if not Util.any(turtles, function(t)
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return t.pt and t.pt.pkey == b.pkey
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end) then
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queue[b.pkey] = b
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end
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else
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queue[b.pkey] = nil
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end
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end,
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{ })
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for _, b in pairs(candidates) do
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local v = scanner.getBlockMeta(b.x - gpt.x, b.y - gpt.y, b.z - gpt.z)
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if v and v.computer then
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local member = pool[v.computer.id]
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if not member then
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member = {
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id = v.computer.id,
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label = v.computer.label,
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}
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pool[v.computer.id] = member
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end
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member.fuel = v.turtle.fuel
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member.distance = 0
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if not v.computer.isOn then
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member.status = 'Powered off'
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elseif v.turtle.fuel < 100 and not member.active then
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member.status = 'Not enough fuel'
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elseif not member.active and not member.abort then
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local pt = Point.copy(b)
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pt.heading = Point.facings[v.state.facing].heading
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run(member, pt)
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end
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end
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end
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end
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function blocksTab.grid:getDisplayValues(row)
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row = Util.shallowCopy(row)
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row.count = Util.toBytes(row.count) .. ' '
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return row
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end
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function blocksTab.grid:getRowTextColor(row, selected)
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return blockTypes[row.key] and
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colors.yellow or
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UI.Grid.getRowTextColor(self, row, selected)
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end
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function blocksTab:eventHandler(event)
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if event.type == 'grid_select' then
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local key = event.selected.key
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if blockTypes[key] then
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for k,v in pairs(queue) do
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if v.key == key then
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queue[k] = nil
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end
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end
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blockTypes[key] = nil
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else
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blockTypes[key] = true
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end
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self.grid:draw()
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end
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end
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function page:eventHandler(event)
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if event.type == 'scan' then
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blocksTab.grid:setValues(self.totals)
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blocksTab.grid:draw()
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self.tabs:selectTab(blocksTab)
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elseif event.type == 'abort' then
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for _, v in pairs(pool) do
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v.abort = true
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v.status = 'aborting'
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end
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spt = Point.above(locate())
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abort = true
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end
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UI.Page.eventHandler(self, event)
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end
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Event.onInterval(3, function()
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if not abort then
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page:scan()
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end
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end)
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Event.onInterval(1, function()
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for id,v in pairs(network) do
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if v.fuel then
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if pool[id] then
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pool[id].fuel = v.fuel
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pool[id].distance = v.distance
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end
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end
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end
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if abort and Util.size(turtles) == 0 then
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Event.exitPullEvents()
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end
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if turtlesTab.enabled then
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turtlesTab.grid:update()
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turtlesTab.grid:draw()
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end
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page.info:draw()
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page.info:sync()
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if canvas then
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local text = string.format('Turtles: %s\nQueue: %s',
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Util.size(turtles), Util.size(queue))
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canvas.text.setText(text)
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end
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end)
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Event.onTimeout(.1, function()
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page:scan()
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blocksTab.grid:setValues(page.totals)
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blocksTab.grid:draw()
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page:sync()
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end)
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UI:setPage(page)
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Event.onTerminate(function()
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spt = Point.above(locate())
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for _, v in pairs(pool) do
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v.status = 'aborting'
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v.abort = true
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end
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abort = true
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end)
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Event.pullEvents()
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if canvas then
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canvas.group.remove()
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end
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Reference in New Issue
Block a user