Files
opus-apps/farms/attack.lua
2018-11-28 16:03:59 -05:00

176 lines
3.8 KiB
Lua

_G.requireInjector(_ENV)
local Peripheral = require('peripheral')
local Point = require('point')
local Util = require('util')
local device = _G.device
local os = _G.os
local turtle = _G.turtle
local args = { ... }
local mobType = args[1] or error('Syntax: attack <mob names>')
local chest -- a chest/dispenser that is accessible
local mobTypes = Util.transpose(args)
local Runners = {
Cow = true,
Chicken = true,
Blaze = false,
}
local function equip(side, item, rawName)
local equipped = Peripheral.lookup('side/' .. side)
if equipped and equipped.type == item then
return true
end
if not turtle.equip(side, rawName or item) then
if not turtle.selectSlotWithQuantity(0) then
error('No slots available')
end
turtle.equip(side)
if not turtle.equip(side, item) then
error('Unable to equip ' .. item)
end
end
turtle.select(1)
end
equip('left', 'minecraft:diamond_sword')
equip('right', 'plethora:scanner', 'plethora:module:2')
local scanner = device['plethora:scanner']
local facing = scanner.getBlockMeta(0, 0, 0).state.facing
turtle.point.heading = Point.facings[facing].heading
equip('right', 'plethora:sensor', 'plethora:module:3')
local sensor = device['plethora:sensor']
turtle.setMovementStrategy('goto')
turtle.setPolicy(turtle.policies.attack)
function Point.iterateClosest(spt, ipts)
local pts = Util.shallowCopy(ipts)
return function()
local pt = Point.closest(spt, pts)
if pt then
Util.removeByValue(pts, pt)
return pt
end
end
end
local function findChests()
if chest then
return { chest }
end
equip('right', 'plethora:scanner', 'plethora:module:2')
local chests = scanner.scan()
equip('right', 'plethora:sensor', 'plethora:module:3')
Util.filterInplace(chests, function(b)
if b.name == 'minecraft:chest' or
b.name == 'minecraft:dispenser' or
b.name == 'minecraft:hopper' then
b.x = Util.round(b.x) + turtle.point.x
b.y = Util.round(b.y) + turtle.point.y
b.z = Util.round(b.z) + turtle.point.z
return true
end
end)
return chests
end
local function dropOff()
local inv = turtle.getSummedInventory()
for _, slot in pairs(inv) do
if slot.count >= 16 then
if turtle.getFuelLevel() < 1000 then
turtle.refuel(slot.name, 16)
end
end
end
inv = turtle.getSummedInventory()
for _, slot in pairs(inv) do
if slot.count >= 16 then
local chests = findChests()
for c in Point.iterateClosest(turtle.point, chests) do
if turtle.dropDownAt(c, slot.name) then
chest = c
break
end
end
end
end
end
local function normalize(b)
b.x = Util.round(b.x) + turtle.point.x
b.y = Util.round(b.y) + turtle.point.y
b.z = Util.round(b.z) + turtle.point.z
end
while true do
local blocks = sensor.sense()
local mobs = Util.filterInplace(blocks, function(b)
if mobTypes[b.name] then
normalize(b)
return true
end
end)
if turtle.getFuelLevel() == 0 then
error('Out of fuel')
end
if #mobs == 0 then
os.sleep(3)
else
if Runners[mobType] then
-- if this mob runs away, just attack next closest
Point.eachClosest(turtle.point, mobs, function(b)
if turtle.faceAgainst(b) then
repeat until not turtle.attack()
end
end)
os.sleep(2) --- give a little time for mobs to calm down
else
local attacked = false
local function attack()
if turtle.attack() then
attacked = true
return attacked
end
end
for mob in Point.iterateClosest(turtle.point, mobs) do
-- this mob doesn't run, attack and follow until dead
if turtle.faceAgainst(mob) then
repeat
repeat until not turtle.attack()
mob = sensor.getMetaByID(mob.id)
if not mob or Util.empty(mob) then
break
end
normalize(mob)
if not turtle.faceAgainst(mob) then
break
end
until not mob
end
if attacked then
break
end
end
end
end
dropOff()
end