feat: Improve exploration logic with enhanced stuck detection and direction prioritization

This commit is contained in:
MayaTheShy
2026-02-19 21:30:35 -05:00
parent d43887ed41
commit 7003620ef7

View File

@@ -606,7 +606,9 @@ local function exploreStep()
-- Check if stuck in same position
if isStuckInSamePosition() then
state.stuckInHoleCounter = state.stuckInHoleCounter + 1
print("Stuck counter: " .. state.stuckInHoleCounter)
if state.stuckInHoleCounter > 5 then
print("⚠️ Stuck for " .. state.stuckInHoleCounter .. " steps!")
end
else
state.stuckInHoleCounter = 0
end
@@ -620,126 +622,127 @@ local function exploreStep()
}
end
-- If stuck in hole for too long, try to climb out
if state.stuckInHoleCounter > 3 or isInHole() then
if tryClimbOut() then
return -- Successfully climbed out
end
end
-- Check all directions for valuable ores first (priority)
for _, direction in ipairs({"forward", "up", "down"}) do
local dug, valuable, blockName = smartDig(direction)
if valuable then
print("Found: " .. blockName)
print("💎 Found: " .. blockName)
broadcastStatus()
end
end
-- Smart movement decision making
local canGoUp = canMoveInDirection("up")
local canGoForward = canMoveInDirection("forward")
local canGoDown = canMoveInDirection("down")
-- If we're too deep (below y=0) or stuck, prioritize going up
if state.position and (state.position.y < 0 or state.stuckInHoleCounter > 1) then
if canGoUp then
if smartUp() then
print("Climbing up (too deep or stuck)")
return
end
else
smartDig("up")
if smartUp() then
print("Dug up and climbed")
return
end
-- Only try to climb out if REALLY stuck (not just after a few steps)
if state.stuckInHoleCounter > 8 then
print("Trying to escape - stuck for too long")
if tryClimbOut() then
return
end
end
-- Intelligent direction selection based on visited positions
-- Check what's around us
local hasBlockUp, dataUp = turtle.inspectUp()
local hasBlockForward, dataForward = turtle.inspect()
local hasBlockDown, dataDown = turtle.inspectDown()
-- Calculate positions for each direction
local forwardPos = nil
local upPos = nil
local downPos = nil
if state.position then
-- Forward position
forwardPos = {x = state.position.x, y = state.position.y, z = state.position.z}
if facing == 0 then forwardPos.z = forwardPos.z - 1
elseif facing == 1 then forwardPos.x = forwardPos.x + 1
elseif facing == 2 then forwardPos.z = forwardPos.z + 1
elseif facing == 3 then forwardPos.x = forwardPos.x - 1
end
-- Up and down positions
upPos = {x = state.position.x, y = state.position.y + 1, z = state.position.z}
downPos = {x = state.position.x, y = state.position.y - 1, z = state.position.z}
end
-- Prefer unvisited directions
-- Check which directions have been visited
local forwardVisited = hasVisited(forwardPos)
local upVisited = hasVisited(upPos)
local downVisited = hasVisited(downPos)
-- Decision tree for exploration
-- Main exploration logic - heavily favor horizontal movement
local r = math.random(1, 100)
if forwardVisited and r < 60 then
-- If forward is visited, turn to find new direction (60% chance)
local turnAttempts = 0
while turnAttempts < 4 do
if math.random() > 0.5 then
smartTurnRight()
else
smartTurnLeft()
end
-- Check new forward position
if state.position then
forwardPos = {x = state.position.x, y = state.position.y, z = state.position.z}
if facing == 0 then forwardPos.z = forwardPos.z - 1
elseif facing == 1 then forwardPos.x = forwardPos.x + 1
elseif facing == 2 then forwardPos.z = forwardPos.z + 1
elseif facing == 3 then forwardPos.x = forwardPos.x - 1
end
if not hasVisited(forwardPos) then
break -- Found unvisited direction
end
end
turnAttempts = turnAttempts + 1
end
elseif r < 20 and canGoUp then
-- Go up 20% of time to avoid getting too deep
if not smartUp() then
smartDig("up")
smartUp()
end
elseif r < 30 and canGoDown and state.position and state.position.y > 10 then
-- Go down only if not too deep (30% of time, above y=10)
if not smartDown() then
smartDig("down")
smartDown()
end
else
-- Try to move forward (main exploration)
if canGoForward then
if not smartForward() then
-- Blocked, try to dig
-- 75% of the time: horizontal exploration (forward movement + turns)
if r < 75 then
-- Try to move forward
if not hasBlockForward or not forwardVisited then
if hasBlockForward then
smartDig("forward")
if not smartForward() then
-- Still blocked, turn
if math.random() > 0.5 then
smartTurnRight()
else
smartTurnLeft()
end
if smartForward() then
-- Successfully moved forward
return
end
end
-- If forward is blocked or visited, try turning to find unvisited direction
if forwardVisited or hasBlockForward then
local turnAttempts = 0
local bestDirection = nil
-- Check all 4 directions to find best unvisited one
for i = 1, 4 do
if state.position then
local testPos = {x = state.position.x, y = state.position.y, z = state.position.z}
if facing == 0 then testPos.z = testPos.z - 1
elseif facing == 1 then testPos.x = testPos.x + 1
elseif facing == 2 then testPos.z = testPos.z + 1
elseif facing == 3 then testPos.x = testPos.x - 1
end
if not hasVisited(testPos) then
-- Found unvisited direction!
if not turtle.inspect() then
smartForward()
return
end
end
end
-- Turn and check next direction
smartTurnRight()
end
else
-- Can't move forward, dig and try
-- All directions visited, just pick one and go
smartDig("forward")
if not smartForward() then
-- Failed, turn to new direction
if math.random() > 0.5 then
smartTurnRight()
else
smartTurnLeft()
end
end
smartForward()
end
-- 15% down (only if safe and not too deep)
elseif r < 90 and state.position and state.position.y > 15 and not downVisited then
if hasBlockDown then
smartDig("down")
end
smartDown()
-- 10% up (only if needed - not visited or somewhat deep)
elseif r < 100 and (not upVisited or (state.position and state.position.y < 10)) then
if hasBlockUp then
smartDig("up")
end
smartUp()
-- Fallback: just move forward
else
if hasBlockForward then
smartDig("forward")
end
if not smartForward() then
-- Turn if can't move
smartTurnRight()
end
end
end
end
-- Command handling
local commands = {