147 lines
3.1 KiB
Lua
147 lines
3.1 KiB
Lua
_G.requireInjector(_ENV)
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local Peripheral = require('peripheral')
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local Point = require('point')
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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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local args = { ... }
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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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if equipped and equipped.type == item then
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return true
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end
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if not turtle.equip(side, rawName or item) then
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if not turtle.selectSlotWithQuantity(0) then
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error('No slots available')
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end
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turtle.equip(side)
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if not turtle.equip(side, item) then
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error('Unable to equip ' .. item)
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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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equip('left', 'minecraft:diamond_sword')
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equip('right', 'plethora:scanner', 'plethora:module:2')
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local scanner = device['plethora:scanner']
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local facing = scanner.getBlockMeta(0, 0, 0).state.facing
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turtle.point.heading = Point.facings[facing].heading
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local scanned = scanner.scan()
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local chest = Util.find(scanned, 'name', 'minecraft:chest')
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if chest then
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chest.x = Util.round(chest.x) + turtle.point.x
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chest.y = Util.round(chest.y) + turtle.point.y
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chest.z = Util.round(chest.z) + turtle.point.z
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end
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equip('right', 'plethora:sensor', 'plethora:module:3')
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local sensor = device['plethora:sensor']
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turtle.setMovementStrategy('goto')
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function Point.iterateClosest(spt, ipts)
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local pts = Util.shallowCopy(ipts)
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return function()
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local pt = Point.closest(spt, pts)
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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 function dropOff()
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if not chest then
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return
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end
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local inv = turtle.getSummedInventory()
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for _, slot in pairs(inv) do
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if slot.count >= 16 then
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turtle.dropDownAt(chest, slot.name)
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end
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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 == 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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if turtle.getFuelLevel() == 0 then
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error('Out of fuel')
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end
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if #mobs == 0 then
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os.sleep(3)
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else
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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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local attacked = false
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local function attack()
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if turtle.attack() then
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attacked = true
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return attacked
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end
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end
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for mob in Point.iterateClosest(turtle.point, mobs) do
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-- this mob doesn't run, attack and follow until dead
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if turtle.faceAgainst(mob) then
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repeat
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repeat until not turtle.attack()
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mob = sensor.getMetaByID(mob.id)
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if not mob then
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break
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end
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normalize(mob)
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if not turtle.faceAgainst(mob) then
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break
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end
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until not mob
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end
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if attacked then
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break
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end
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end
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end
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end
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dropOff()
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end
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