Files
opus-apps/builder/apis/turtle.lua
2019-02-18 02:57:01 -05:00

1261 lines
30 KiB
Lua

local Adapter = require('core.inventoryAdapter')
local Builder = require('builder.builder')
local class = require('class')
local Event = require('event')
local itemDB = require('core.itemDB')
local Message = require('core.message')
local Point = require('point')
local UI = require('ui')
local Util = require('util')
local device = _G.device
local fs = _G.fs
local os = _G.os
local read = _G.read
local rs = _G.rs
local turtle = _G.turtle
local RESOURCE_SLOTS = 14
local FUEL_ITEM = { id = 'minecraft:coal', dmg = 0 }
local TurtleBuilder = class(Builder)
Util.merge(TurtleBuilder, {
slots = { },
})
-- Temp functions until conversion to new adapters is complete
local function convertSingleForward(item)
item.displayName = item.display_name
item.name = item.id
item.damage = item.dmg
item.count = item.qty
item.maxCount = item.max_size
return item
end
local function convertForward(t)
for _,v in pairs(t) do
convertSingleForward(v)
end
return t
end
local function convertSingleBack(item)
if item then
item.id = item.name
item.dmg = item.damage
item.qty = item.count
item.max_size = item.maxCount
item.display_name = item.displayName
end
return item
end
--[[-- SupplyPage --]]--
local supplyPage = UI.Page {
titleBar = UI.TitleBar {
title = 'Waiting for supplies',
previousPage = 'start'
},
menuBar = UI.MenuBar {
y = 2,
buttons = {
--{ text = 'Refresh', event = 'refresh', help = 'Refresh inventory' },
{ text = 'Continue', event = 'build', help = 'Continue building' },
{ text = 'Menu', event = 'menu', help = 'Return to main menu' },
-- { text = 'Force Craft', event = 'craft', help = 'Request crafting (again)' },
}
},
grid = UI.Grid {
columns = {
{ heading = 'Name', key = 'display_name', width = UI.term.width - 7 },
{ heading = 'Need', key = 'need', width = 4 },
},
sortColumn = 'display_name',
y = 3,
width = UI.term.width,
height = UI.term.height - 3
},
statusBar = UI.StatusBar {
columns = {
{ 'Help', 'help', UI.term.width - 13 },
{ 'Fuel', 'fuel', 11 }
}
},
accelerators = {
c = 'craft',
r = 'refresh',
b = 'build',
m = 'menu',
},
}
function supplyPage:eventHandler(event)
if event.type == 'build' then
UI:setPage('start')
self:sync()
self.builder:build()
elseif event.type == 'menu' then
self.builder:dumpInventory()
--Builder.status = 'idle'
UI:setPage('start')
turtle.setStatus('waiting')
elseif event.type == 'grid_focus_row' then
self.statusBar:setValue('help', event.selected.id .. ':' .. event.selected.dmg)
self.statusBar:draw()
elseif event.type == 'focus_change' then
self.statusBar:timedStatus(event.focused.help, 3)
end
return UI.Page.eventHandler(self, event)
end
function supplyPage:enable(builder)
self.builder = builder
self.grid:setIndex(1)
self.statusBar:setValue('fuel',
string.format('Fuel: %dk', math.floor(turtle.getFuelLevel() / 1024)))
Event.addNamedTimer('supplyRefresh', 6, true, function()
if self.enabled then
self.builder:autocraft(self.builder:getSupplies())
self:refresh()
self.statusBar:timedStatus('Refreshed ', 2)
self:sync()
end
end)
UI.Page.enable(self)
end
function supplyPage:disable()
Event.cancelNamedTimer('supplyRefresh')
end
function supplyPage:setSupplies(supplies)
local t = { }
for _,s in pairs(supplies) do
local key = s.id .. ':' .. s.dmg
local entry = t[key]
if not entry then
entry = Util.shallowCopy(s)
t[key] = entry
else
entry.need = entry.need + s.need
end
entry.need = entry.need - turtle.getItemCount(s.index)
end
self.grid:setValues(t)
end
function supplyPage:refresh()
self.statusBar:timedStatus('Refreshed ', 3)
local supplies = self.builder:getSupplies()
if #supplies == 0 then
UI:setPage('blank')
self:sync()
self.builder:build()
else
self:setSupplies(supplies)
self.grid:draw()
end
end
--[[-- Builder --]]--
function TurtleBuilder:getBlockCounts()
local blocks = Builder.getBlockCounts(self)
-- add a couple essential items to the supply list to allow replacements
local wrench = self.subDB:getSubstitutedItem('SubstituteAWrench', 0)
wrench.qty = 0
wrench.need = 1
blocks[wrench.id .. ':' .. wrench.dmg] = wrench
local fuel = self.subDB:getSubstitutedItem(FUEL_ITEM.id, FUEL_ITEM.dmg)
fuel.qty = 0
fuel.need = 1
blocks[fuel.id .. ':' .. fuel.dmg] = fuel
blocks['minecraft:piston:0'] = {
id = 'minecraft:piston',
dmg = 0,
qty = 0,
need = 1,
}
return blocks
end
function TurtleBuilder:selectItem(id, dmg)
for k,s in ipairs(self.slots) do
if s.qty > 0 and s.id == id and s.dmg == dmg then
-- check to see if someone pulled items from inventory
-- or we passed over a hopper
if turtle.getItemCount(s.index) > 0 then
if k > 1 and s.qty > 1 then
table.remove(self.slots, k)
table.insert(self.slots, 1, s)
end
turtle.select(s.index)
return s
end
end
end
end
function TurtleBuilder:getAirResupplyList(blockIndex)
local slots = { }
if self.mode == 'destroy' then
for i = 1, RESOURCE_SLOTS do
slots[i] = {
qty = 0,
need = 0,
index = i
}
end
else
slots = self:getGenericSupplyList(blockIndex)
end
local fuel = self.subDB:getSubstitutedItem(FUEL_ITEM.id, FUEL_ITEM.dmg)
slots[15] = {
id = 'minecraft:chest',
dmg = 0,
qty = 0,
need = 1,
index = 15,
}
slots[16] = {
id = fuel.id,
dmg = fuel.dmg,
qty = 0,
need = 64,
index = 16,
}
return slots
end
function TurtleBuilder:getSupplyList(blockIndex)
local slots, lastBlock = self:getGenericSupplyList(blockIndex)
slots[15] = {
id = 'minecraft:piston',
dmg = 0,
qty = 0,
need = 1,
index = 15,
}
local wrench = self.subDB:getSubstitutedItem('SubstituteAWrench', 0)
slots[16] = {
id = wrench.id,
dmg = wrench.dmg,
qty = 0,
need = 1,
index = 16,
}
self.slots = slots
return lastBlock
end
function TurtleBuilder:getGenericSupplyList(blockIndex)
local slots = { }
for i = 1, RESOURCE_SLOTS do
slots[i] = {
qty = 0,
need = 0,
index = i
}
end
local function getSlot(id, dmg)
-- find matching slot
local maxStack = itemDB:getMaxCount({ name = id, damage = dmg })
for _, s in ipairs(slots) do
if s.id == id and s.dmg == dmg and s.need < maxStack then
return s
end
end
-- return first available slot
for _, s in ipairs(slots) do
if not s.id then
s.key = id .. ':' .. dmg
s.id = id
s.dmg = dmg
return s
end
end
end
local lastBlock = blockIndex
for k = blockIndex, #self.schematic.blocks do
lastBlock = k
local b = self.schematic:getComputedBlock(k)
if b.id ~= 'minecraft:air' then
local slot = getSlot(b.id, b.dmg)
if not slot then
break
end
slot.need = slot.need + 1
end
end
for _,s in pairs(slots) do
if s.id then
s.display_name = itemDB:getName({ name = s.id, damage = s.dmg })
end
end
return slots, lastBlock
end
function TurtleBuilder:dumpInventory()
local success = true
for i = 1, 16 do
local qty = turtle.getItemCount(i)
if qty > 0 then
self.itemAdapter:insert(i, qty)
end
if turtle.getItemCount(i) ~= 0 then
success = false
end
end
turtle.select(1)
return success
end
function TurtleBuilder:dumpInventoryWithCheck()
while not self:dumpInventory() do
print('Storage is full or missing - make space or replace')
print('Press enter to continue')
turtle.setHeading(0)
read()
end
end
function TurtleBuilder:autocraft(supplies)
if self.itemAdapter.craftItems then
local t = { }
for _,s in pairs(supplies) do
local key = s.id .. ':' .. s.dmg
local item = t[key]
if not item then
item = {
id = s.id,
dmg = s.dmg,
qty = 0,
}
t[key] = item
end
item.qty = item.qty + (s.need - s.qty)
end
self.itemAdapter:craftItems(convertForward(t))
end
end
function TurtleBuilder:getSupplies()
self.itemAdapter:refresh()
local t = { }
for _,s in ipairs(self.slots) do
if s.need > 0 then
local item = convertSingleBack(self.itemAdapter:getItemInfo({
name = s.id,
damage = s.dmg,
nbtHash = s.nbt_hash,
}))
if item then
s.display_name = item.display_name
local qty = math.min(s.need - s.qty, item.qty)
if qty + s.qty > item.max_size then
qty = item.max_size
s.need = qty
end
if qty > 0 then
self.itemAdapter:provide(convertSingleForward(item), qty, s.index)
s.qty = turtle.getItemCount(s.index)
end
else
s.display_name = itemDB:getName({ name = s.id, damage = s.dmg })
end
end
if s.qty < s.need then
table.insert(t, s)
end
end
return t
end
function TurtleBuilder:refuel()
while turtle.getFuelLevel() < 4000 do
print('Refueling')
turtle.select(1)
local fuel = self.subDB:getSubstitutedItem(FUEL_ITEM.id, FUEL_ITEM.dmg)
self.itemAdapter:provide(convertSingleForward(fuel), 64, 1)
if turtle.getItemCount(1) == 0 then
print('Out of fuel, add fuel to chest/ME system')
turtle.setHeading(0)
turtle.setStatus('waiting')
os.sleep(5)
else
turtle.refuel(64)
end
end
end
function TurtleBuilder:inAirDropoff()
if not device.wireless_modem then
return false
end
self:log('Requesting air supply drop for supply #: ' .. 1)
while true do
Message.broadcast('needSupplies', { point = turtle.getPoint(), uid = 1 })
local _, _, msg, _ = Message.waitForMessage('gotSupplies', 1)
if not msg or not msg.contents then
Message.broadcast('supplyList', { uid = 1, slots = self:getAirResupplyList() })
return false
end
turtle.setStatus('waiting')
if msg.contents.point then
local pt = msg.contents.point
self:log('Received supply location')
os.sleep(0)
turtle.go(pt)
os.sleep(.1) -- random computer is not connected error
local chestAdapter = Adapter.wrap({ direction = 'down', side = 'top' })
if not chestAdapter then
self:log('Chests above is not valid')
return false
end
local oldAdapter = self.itemAdapter
self.itemAdapter = chestAdapter
if not self:dumpInventory() then
self:log('Unable to dump inventory')
self.itemAdapter = oldAdapter
return false
end
self.itemAdapter = oldAdapter
Message.broadcast('thanks', { })
for _ = 1,12 do -- wait til supplier is idle before sending next request
if turtle.detectUp() then
os.sleep(.25)
end
end
os.sleep(.1)
Message.broadcast('supplyList', { uid = 1, slots = self:getAirResupplyList() })
return true
end
end
end
function TurtleBuilder:inAirResupply()
if not device.wireless_modem then
return false
end
local oldAdapter = self.itemAdapter
self:log('Requesting air supply drop for supply #: ' .. self.slotUid)
while true do
Message.broadcast('needSupplies', { point = turtle.getPoint(), uid = self.slotUid })
local _, _, msg, _ = Message.waitForMessage('gotSupplies', 1)
if not msg or not msg.contents then
self.itemAdapter = oldAdapter
return false
end
turtle.setStatus('waiting')
if msg.contents.point then
local pt = msg.contents.point
self:log('Received supply location')
os.sleep(0)
turtle.go(pt)
os.sleep(.1) -- random computer is not connected error
local chestAdapter = Adapter.wrap({ direction = 'down', side = 'top' })
if not chestAdapter then
Util.print('not valid')
read()
end
self.itemAdapter = chestAdapter
if not self:dumpInventory() then
self.itemAdapter = oldAdapter
return false
end
self:refuel()
local lastBlock = self:getSupplyList(self.index)
local supplies = self:getSupplies()
Message.broadcast('thanks', { })
self.itemAdapter = oldAdapter
if #supplies == 0 then
for _ = 1,12 do -- wait til supplier is idle before sending next request
if turtle.detectUp() then
os.sleep(.25)
end
end
os.sleep(.1)
if lastBlock < #self.schematic.blocks then
self:sendSupplyRequest(lastBlock)
else
Message.broadcast('finished')
end
return true
end
self:log('Missing supplies - manually resupplying')
return false
end
end
end
function TurtleBuilder:sendSupplyRequest(lastBlock)
if device.wireless_modem then
local slots = self:getAirResupplyList(lastBlock)
self.slotUid = os.clock()
Message.broadcast('supplyList', { uid = self.slotUid, slots = slots })
end
end
local function closestEdgePoint(pt, pts, rpt, y)
pt = Point.copy(pt)
pt.heading = rpt.heading
local pta = Point.closest(pt, pts)
Util.removeByValue(pts, pta)
local ptb = Point.closest(pt, pts)
local cpt = { }
if rpt.x < math.min(pta.x, ptb.x) then
cpt.x = math.min(pta.x, ptb.x)
elseif rpt.x > math.max(pta.x, ptb.x) then
cpt.x = math.max(pta.x, ptb.x)
else
cpt.x = rpt.x
end
if rpt.z < math.min(pta.z, ptb.z) then
cpt.z = math.min(pta.z, ptb.z)
elseif rpt.z > math.max(pta.z, ptb.z) then
cpt.z = math.max(pta.z, ptb.z)
else
cpt.z = rpt.z
end
cpt.y = y
return cpt
end
function TurtleBuilder:getBuildingCorner(y)
local pts = {
{ x = -1, z = -1, y = 0 },
{ x = -1, z = self.schematic.length, y = 0 },
{ x = self.schematic.width, z = -1, y = 0 },
{ x = self.schematic.width, z = self.schematic.length, y = 0 },
}
return closestEdgePoint(self.supplyPoint, pts, turtle.getPoint(), y)
end
function TurtleBuilder:gotoSupplyPoint()
if not Point.same(turtle.getPoint(), self.supplyPoint) then
-- so we don't end up pathfinding through a building
-- go to the corner closest to the supplies point
-- pathfind the rest of the way
local pt = self:getBuildingCorner(turtle.point.y)
turtle.go({ x = pt.x, z = pt.z })
turtle.set({
digPolicy = 'digNone',
attackPolicy = 'attackNone',
})
turtle.pathfind(self.supplyPoint)
os.sleep(.1) -- random 'Computer is not connected' error...
end
end
function TurtleBuilder:resupply()
if self.slotUid and self:inAirResupply() then
os.queueEvent('build')
return
end
turtle.setStatus('resupplying')
self:log('Resupplying')
self:gotoSupplyPoint()
self:dumpInventoryWithCheck()
self:refuel()
local lastBlock = self:getSupplyList(self.index)
if lastBlock < #self.schematic.blocks then
self:sendSupplyRequest(lastBlock)
elseif device.wireless_modem then
Message.broadcast('finished')
end
os.sleep(1)
local supplies = self:getSupplies()
if #supplies == 0 then
os.queueEvent('build')
else
turtle.setHeading(0)
self:autocraft(supplies)
supplyPage:setSupplies(supplies)
UI:setPage(supplyPage, self)
end
end
function TurtleBuilder:placeDown(slot)
return turtle.placeDown(slot.index)
end
function TurtleBuilder:placeUp(slot)
return turtle.placeUp(slot.index)
end
function TurtleBuilder:place(slot)
return turtle.place(slot.index)
end
function TurtleBuilder:getWrenchSlot()
local wrench = self.subDB:getSubstitutedItem('SubstituteAWrench', 0)
return self:selectItem(wrench.id, wrench.dmg)
end
-- figure out our orientation in the world
function TurtleBuilder:getTurtleFacing()
local directions = {
[5] = 2,
[3] = 3,
[4] = 0,
[2] = 1,
}
local function getItem(item)
turtle.select(1)
local msg = false
while true do
self.itemAdapter:provide(item, 1, 1)
if turtle.getItemCount(1) == 1 then
break
end
if not msg then
print('Place ' .. itemDB:getName(item) .. ' in supply chest')
msg = true
end
os.sleep(1)
end
end
getItem({ name = 'minecraft:piston', damage = 0 })
turtle.placeUp()
local _, bi = turtle.inspectUp()
turtle.digUp()
self:dumpInventoryWithCheck()
if directions[bi.metadata] then
self.facing = directions[bi.metadata]
return
end
-- if the piston faces up when placed above, then this version
-- has the stair bug
self.stairBug = true
getItem({ name = 'minecraft:chest', damage = 0 })
turtle.placeUp()
local _, bi2 = turtle.inspectUp()
turtle.digUp()
self:dumpInventoryWithCheck()
self.facing = directions[bi2.metadata]
end
function TurtleBuilder:wrenchBlock(side, facing, cache)
local s = self:getWrenchSlot()
if not s then
return false
end
local key = turtle.getPoint().heading .. '-' .. facing
if cache then
local count = cache[side][key]
if count then
turtle.select(s.index)
for _ = 1,count do
turtle.getAction(side).place()
end
return true
end
end
local directions = {
[5] = 'east',
[3] = 'south',
[4] = 'west',
[2] = 'north',
[0] = 'down',
[1] = 'up',
}
if turtle.getHeadingInfo(facing).heading < 4 then
local offsetDirection = (self.facing +
turtle.getHeadingInfo(facing).heading) % 4
facing = turtle.getHeadingInfo(offsetDirection).direction
end
local count = 0
print('determining wrench count')
for _ = 1, 6 do
local _, bi = turtle.getAction(side).inspect()
if facing == directions[bi.metadata] then
if cache then
cache[side][key] = count
end
return true
end
count = count + 1
turtle.getAction(side).place()
end
return false
end
function TurtleBuilder:rotateBlock(side, facing)
if self:getWrenchSlot() then
for _ = 1, facing do
turtle.getAction(side).place()
end
return true
end
end
-- place piston, wrench piston to face downward, extend, remove piston
function TurtleBuilder:placePiston(b)
local ps = self:selectItem('minecraft:piston', 0)
local ws = self:getWrenchSlot()
if not ps or not ws then
b.needResupply = true
-- a hopper may have eaten the piston
return
end
if not turtle.place(ps.index) then
return
end
if self.wrenchSucks then
turtle.turnRight()
turtle.forward()
turtle.turnLeft()
turtle.forward()
turtle.turnLeft()
end
--wrench piston to point downwards
local success = self:wrenchBlock('forward', 'down', self.pistonFacings)
rs.setOutput('front', true)
os.sleep(.25)
rs.setOutput('front', false)
os.sleep(.25)
turtle.select(ps.index)
turtle.dig()
if not success and not self.wrenchSucks then
self.wrenchSucks = true
success = self:placePiston(b)
end
return success
end
function TurtleBuilder:go(x, z, y, heading)
if not turtle.go({ x = x, z = z, y = y, heading = heading }) then
print('stuck')
print('Press enter to continue')
os.sleep(1)
turtle.setStatus('stuck')
read()
end
end
-- goto used when turtle could be below travel plane
-- if the distance is no more than 1 block, there's no need to pop back to the travel plane
function TurtleBuilder:gotoEx(x, z, y, h, travelPlane)
local pt = turtle.getPoint()
local distance = math.abs(pt.x - x) + math.abs(pt.z - z)
-- following code could be better
if distance == 0 then
turtle.gotoY(y)
elseif distance == 1 then
if pt.y < y then
turtle.gotoY(y)
end
elseif distance > 1 then
self:gotoTravelPlane(travelPlane)
end
self:go(x, z, y, h)
end
function TurtleBuilder:placeDirectionalBlock(b, slot, travelPlane)
local d = b.direction
local function getAdjacentPoint(pt, direction)
local hi = turtle.getHeadingInfo(direction)
return { x = pt.x + hi.xd, z = pt.z + hi.zd, y = pt.y + hi.yd, heading = (hi.heading + 2) % 4 }
end
local directions = {
[ 'north' ] = 'north',
[ 'south' ] = 'south',
[ 'east' ] = 'east',
[ 'west' ] = 'west',
}
if directions[d] then
self:gotoEx(b.x, b.z, b.y, turtle.getHeadingInfo(directions[d]).heading, travelPlane)
b.placed = self:placeDown(slot)
end
if d == 'top' then
self:gotoEx(b.x, b.z, b.y+1, nil, travelPlane)
if self:placeDown(slot) then
turtle.goback()
b.placed = self:placePiston(b)
end
end
if d == 'bottom' then
local t = {
[1] = getAdjacentPoint(b, 'east'),
[2] = getAdjacentPoint(b, 'south'),
[3] = getAdjacentPoint(b, 'west'),
[4] = getAdjacentPoint(b, 'north'),
}
local c = Point.closest(turtle.getPoint(), t)
self:gotoEx(c.x, c.z, c.y, c.heading, travelPlane)
if self:place(slot) then
turtle.up()
b.placed = self:placePiston(b)
end
end
local stairDownDirections = {
[ 'north-down' ] = 'north',
[ 'south-down' ] = 'south',
[ 'east-down' ] = 'east',
[ 'west-down' ] = 'west'
}
if stairDownDirections[d] then
self:gotoEx(b.x, b.z, b.y+1, turtle.getHeadingInfo(stairDownDirections[d]).heading, travelPlane)
if self:placeDown(slot) then
turtle.goback()
b.placed = self:placePiston(b)
end
end
local stairUpDirections = {
[ 'north-up' ] = 'south',
[ 'south-up' ] = 'north',
[ 'east-up' ] = 'west',
[ 'west-up' ] = 'east'
}
if stairUpDirections[d] then
local isSouth = (self.facing +
turtle.getHeadingInfo(stairUpDirections[d]).heading) % 4 == 1
if not self.stairBug then
isSouth = false
end
if isSouth then
-- for some reason, the south facing stair doesn't place correctly
-- jump through some hoops to place it
self:gotoEx(b.x, b.z, b.y, (turtle.getHeadingInfo(stairUpDirections[d]).heading + 2) % 4, travelPlane)
if self:placeUp(slot) then
turtle.goback()
turtle.gotoY(turtle.getPoint().y + 2)
b.placed = self:placePiston(b)
turtle.down()
b.placed = self:placePiston(b)
-- stop debug message below since we are pointing in wrong direction
b.heading = turtle.getPoint().heading
end
else
local hi = turtle.getHeadingInfo(stairUpDirections[d])
self:gotoEx(b.x - hi.xd, b.z - hi.zd, b.y, hi.heading, travelPlane)
if self:place(slot) then
turtle.up()
b.placed = self:placePiston(b)
end
end
end
local horizontalDirections = {
[ 'east-west-block' ] = { 'east', 'west' },
[ 'north-south-block' ] = { 'north', 'south' },
}
if horizontalDirections[d] then
local t = {
[1] = getAdjacentPoint(b, horizontalDirections[d][1]),
[2] = getAdjacentPoint(b, horizontalDirections[d][2]),
}
local c = Point.closest(turtle.getPoint(), t)
self:gotoEx(c.x, c.z, c.y, c.heading, travelPlane)
if self:place(slot) then
turtle.up()
b.placed = self:placePiston(b)
end
end
local pistonDirections = {
[ 'piston-north' ] = 'north',
[ 'piston-south' ] = 'south',
[ 'piston-west' ] = 'west',
[ 'piston-east' ] = 'east',
[ 'piston-down' ] = 'down',
[ 'piston-up' ] = 'up',
}
if pistonDirections[d] then
-- why are pistons so broke in cc 1.7 ??????????????????????
local ws = self:getWrenchSlot()
if not ws then
b.needResupply = true
-- a hopper may have eaten the piston
return false
end
-- piston turns relative to turtle position :)
local rotatedPistonDirections = {
[ 'piston-east' ] = 0,
[ 'piston-south' ] = 1,
[ 'piston-west' ] = 2,
[ 'piston-north' ] = 3,
}
self:gotoEx(b.x, b.z, b.y, nil, travelPlane)
local heading = rotatedPistonDirections[d]
if heading and turtle.getPoint().heading % 2 ~= heading % 2 then
turtle.setHeading(heading)
end
if self:placeDown(slot) then
b.placed = self:wrenchBlock('down', pistonDirections[d], self.pistonFacings)
end
end
local wrenchDirections = {
[ 'wrench-down' ] = 'down',
[ 'wrench-up' ] = 'up',
}
if wrenchDirections[d] then
local ws = self:getWrenchSlot()
if not ws then
b.needResupply = true
-- a hopper may have eaten the piston
return false
end
self:gotoEx(b.x, b.z, b.y, nil, travelPlane)
if self:placeDown(slot) then
b.placed = self:wrenchBlock('down', wrenchDirections[d])
end
end
local doorDirections = {
[ 'east-door' ] = 'east',
[ 'south-door' ] = 'south',
[ 'west-door' ] = 'west',
[ 'north-door' ] = 'north',
}
if doorDirections[d] then
local hi = turtle.getHeadingInfo(doorDirections[d])
self:gotoEx(b.x - hi.xd, b.z - hi.zd, b.y - 1, hi.heading, travelPlane)
b.placed = self:place(slot)
end
local blockDirections = {
[ 'north-block' ] = 'north',
[ 'south-block' ] = 'south',
[ 'east-block' ] = 'east',
[ 'west-block' ] = 'west',
}
if blockDirections[d] then
local hi = turtle.getHeadingInfo(blockDirections[d])
self:gotoEx(b.x - hi.xd, b.z - hi.zd, b.y-1, hi.heading, travelPlane)
b.placed = self:place(slot)
end
if b.facing then
self:rotateBlock('down', b.facing)
end
-- debug
if d ~= 'top' and d ~= 'bottom' and not horizontalDirections[d] and not pistonDirections[d] then
if not b.heading or turtle.getHeading() ~= b.heading then
self:log(d .. ' - ' .. turtle.getHeading() .. ' - ' .. (b.heading or 'nil'))
--read()
end
end
return b.placed
end
-- find the highest y in the last 2 planes
function TurtleBuilder:findTravelPlane(index)
local travelPlane
for i = index, 1, -1 do
local b = self.schematic.blocks[i]
local y = b.y
if b.twoHigh then
y = y + 1
end
if not travelPlane or y > travelPlane then
travelPlane = y
elseif travelPlane and travelPlane - y > 2 then
break
end
end
return travelPlane or 0
end
function TurtleBuilder:gotoTravelPlane(travelPlane)
if travelPlane > turtle.getPoint().y then
turtle.gotoY(travelPlane)
end
end
function TurtleBuilder:build()
local direction = 1
local last = #self.schematic.blocks
local minFuel = self.schematic.height + self.schematic.width + self.schematic.length + 100
local throttle = Util.throttle()
if self.mode == 'destroy' then
direction = -1
last = 1
turtle.setStatus('destroying')
else
turtle.setStatus('building')
end
local travelPlane = self:findTravelPlane(self.index)
local pt = self:getBuildingCorner(travelPlane)
turtle.pathfind({ x = pt.x, z = pt.z, y = travelPlane })
turtle.set({
digPolicy = 'dig',
attackPolicy = 'attack',
})
for i = self.index, last, direction do
self.index = i
local b = self.schematic:getComputedBlock(i)
if b.id ~= 'minecraft:air' then
if self.mode == 'destroy' then
b.heading = nil -- don't make the supplier follow the block heading
self:logBlock(self.index, b)
if b.y ~= turtle.getPoint().y then
turtle.gotoY(b.y)
end
self:go(b.x, b.z, b.y)
turtle.digDown()
-- if no supplier, then should fill all slots
if turtle.getItemCount(RESOURCE_SLOTS) > 0 or turtle.getFuelLevel() < minFuel then
if turtle.getFuelLevel() < minFuel or not self:inAirDropoff() then
self:gotoSupplyPoint()
self:dumpInventoryWithCheck()
self:refuel()
end
turtle.setStatus('destroying')
end
else -- Build mode
local slot = self:selectItem(b.id, b.dmg)
if not slot or turtle.getFuelLevel() < minFuel then
self:gotoTravelPlane(travelPlane)
self:resupply()
return
end
local y = b.y
if b.twoHigh then
y = b.y + 1
end
if y > travelPlane then
travelPlane = y
end
self:logBlock(self.index, b)
if b.direction then
b.needResupply = false
self:placeDirectionalBlock(b, slot, travelPlane)
if b.needResupply then -- lost our piston in a hopper probably
self:gotoTravelPlane(travelPlane)
self:resupply()
return
end
else
self:gotoTravelPlane(travelPlane)
self:go(b.x, b.z, b.y)
b.placed = self:placeDown(slot)
end
if b.placed then
slot.qty = slot.qty - 1
else
print('failed to place block')
end
end
if self.mode == 'destroy' then
self:saveProgress(math.max(self.index, 1))
else
self:saveProgress(self.index + 1)
end
else
throttle() -- sleep in case there are a large # of skipped blocks
end
if turtle.isAborted() then
turtle.setStatus('aborting')
turtle.abort(false)
self:gotoTravelPlane(travelPlane)
self:gotoSupplyPoint()
turtle.setHeading(0)
self:dumpInventory()
Event.exitPullEvents()
print('Aborted')
return
end
end
if device.wireless_modem then
Message.broadcast('finished')
end
self:gotoTravelPlane(travelPlane)
self:gotoSupplyPoint()
turtle.setHeading(0)
self:dumpInventory()
for _ = 1, 4 do
turtle.turnRight()
end
fs.delete(self.schematic.filename .. '.progress')
print('Finished')
Event.exitPullEvents()
end
function TurtleBuilder:begin()
turtle.reset()
self:dumpInventory()
self:refuel()
self:getTurtleFacing()
if self.loc.x then
self.supplyPoint = {
x = self.loc.x - self.loc.rx - 1,
y = self.loc.y - self.loc.ry,
z = self.loc.z - self.loc.rz - 1,
}
Point.rotate(self.supplyPoint, self.facing)
else
self.supplyPoint = { x = -1, y = 0, z = -1 }
end
turtle.setPoint(self.supplyPoint)
-- reset piston cache in case wrench was substituted
self.pistonFacings = {
down = { },
forward = { },
}
if self.mode == 'destroy' then
if device.wireless_modem then
Message.broadcast('supplyList', { uid = 1, slots = self:getAirResupplyList() })
end
print('Beginning destruction')
self:build()
else
print('Starting build')
self:resupply()
end
end
return TurtleBuilder