refactor: enhance ExploringState for chunk-based spiral exploration and improve navigation logic
This commit is contained in:
@@ -1,6 +1,11 @@
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/**
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* ExploringState - Autonomous exploration to discover the world map
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* Similar to mining but focused on discovering blocks rather than mining them
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* ExploringState - Chunk-based spiral exploration to discover the world map
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*
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* Instead of random walking, this systematically explores in a spiral pattern
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* outward from the starting position, chunk by chunk (16x16 areas).
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* Within each chunk, it does a strip-mine pattern to scan all blocks.
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*
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* Inspired by runi95/turtle-control-panel's exploration pattern.
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*/
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import { BaseState } from './BaseState.js';
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@@ -9,9 +14,19 @@ export class ExploringState extends BaseState {
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super(turtle, data);
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this.maxDistance = data.maxDistance || 200;
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this.minFuel = data.minFuel || 500;
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this.yLevel = data.yLevel || null; // null = stay at current Y
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this.blocksDiscovered = 0;
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this.stuckCounter = 0;
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this.visitedPositions = new Set();
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this.chunksExplored = 0;
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// Spiral state
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this.spiralRing = data.spiralRing || 0;
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this.spiralSide = data.spiralSide || 0;
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this.spiralStep = data.spiralStep || 0;
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this.spiralChunkX = data.spiralChunkX ?? null;
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this.spiralChunkZ = data.spiralChunkZ ?? null;
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this.startChunkX = data.startChunkX ?? null;
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this.startChunkZ = data.startChunkZ ?? null;
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this.exploredChunks = new Set(data.exploredChunks || []);
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}
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get name() {
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@@ -19,69 +34,235 @@ export class ExploringState extends BaseState {
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}
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get description() {
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return `Exploring - ${this.blocksDiscovered} blocks discovered`;
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return `Exploring - ${this.blocksDiscovered} blocks, ${this.chunksExplored} chunks (ring ${this.spiralRing})`;
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}
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async *act() {
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console.log(`[${this.turtle.id}] Starting exploration`);
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const pos = this.turtle.position;
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if (!pos) {
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console.log(`[${this.turtle.id}] No position, trying GPS...`);
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await this.turtle.gpsLocate();
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if (!this.turtle.position) {
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console.error(`[${this.turtle.id}] Cannot explore without position`);
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this.turtle.setState('idle');
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return;
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}
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}
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// Initialize start chunk from current position
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if (this.startChunkX === null) {
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this.startChunkX = Math.floor(this.turtle.position.x / 16);
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this.startChunkZ = Math.floor(this.turtle.position.z / 16);
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this.spiralChunkX = this.startChunkX;
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this.spiralChunkZ = this.startChunkZ;
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}
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// Set Y level for exploration
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if (!this.yLevel) {
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this.yLevel = this.turtle.position.y;
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}
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console.log(`[${this.turtle.id}] Starting chunk-based spiral exploration from chunk (${this.startChunkX}, ${this.startChunkZ}), Y=${this.yLevel}`);
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while (!this.cancelled) {
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try {
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// Safety checks
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// Safety: check fuel
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const fuel = await this.checkFuel();
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if (fuel !== 'unlimited' && fuel < this.minFuel) {
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const refueled = await this.tryRefuel();
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if (!refueled) {
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this.turtle.setState('goHome', { reason: 'low_fuel' });
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console.log(`[${this.turtle.id}] Low fuel, going home`);
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this.turtle.setState('goHome', { reason: 'low_fuel', returnState: 'exploring', returnData: this.getRecoveryData().data });
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return;
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}
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}
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// Check distance
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// Safety: check inventory
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const isFull = await this.isInventoryFull();
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if (isFull) {
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console.log(`[${this.turtle.id}] Inventory full, going home to dump`);
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this.turtle.setState('goHome', { reason: 'inventory_full', returnState: 'exploring', returnData: this.getRecoveryData().data });
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return;
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}
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// Safety: check distance
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if (this._isTooFar()) {
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console.log(`[${this.turtle.id}] Too far from home, returning`);
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this.turtle.setState('goHome', { reason: 'too_far' });
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return;
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}
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// Check inventory
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const isFull = await this.isInventoryFull();
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if (isFull) {
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this.turtle.setState('goHome', { reason: 'inventory_full', returnState: 'exploring' });
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return;
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// Get the current target chunk
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const chunkKey = `${this.spiralChunkX},${this.spiralChunkZ}`;
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if (!this.exploredChunks.has(chunkKey)) {
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// Explore this chunk
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console.log(`[${this.turtle.id}] Exploring chunk (${this.spiralChunkX}, ${this.spiralChunkZ}) [ring ${this.spiralRing}]`);
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yield* this._exploreChunk(this.spiralChunkX, this.spiralChunkZ);
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this.exploredChunks.add(chunkKey);
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this.chunksExplored++;
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}
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// Mark position
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const pos = this.turtle.position;
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if (pos) {
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this.visitedPositions.add(`${pos.x},${pos.y},${pos.z}`);
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}
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// Advance spiral to next chunk
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this._advanceSpiral();
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// Comprehensive scan
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const scanResult = await this.scanSurroundings();
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if (scanResult) {
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yield;
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} catch (error) {
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const isTimeout = error.message?.includes('timed out');
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if (isTimeout) {
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console.warn(`[${this.turtle.id}] Exploration timeout, retrying...`);
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await this._sleep(3000);
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} else {
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throw error;
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}
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}
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}
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}
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/**
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* Explore a single chunk by navigating to it and doing a strip-mine scan pattern.
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* Scans every 3rd row at the exploration Y level for good coverage.
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*/
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async *_exploreChunk(chunkX, chunkZ) {
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const startX = chunkX * 16;
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const startZ = chunkZ * 16;
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// Navigate to the start corner of the chunk
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const chunkStart = { x: startX, y: this.yLevel, z: startZ };
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yield* this._navigateToSafe(chunkStart);
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// Strip-mine scan pattern across the chunk
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// Every 3 blocks gives good coverage with turtle.inspect() range
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let forward = true;
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for (let row = 0; row < 16; row += 3) {
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if (this.cancelled) return;
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const rowZ = startZ + row;
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const rowStartX = forward ? startX : startX + 15;
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// Navigate to row start
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yield* this._navigateToSafe({ x: rowStartX, y: this.yLevel, z: rowZ });
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// Walk along the row, scanning as we go
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const direction = forward ? 1 : 3; // East or West
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await this.turnToFace(direction);
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for (let step = 0; step < 15; step++) {
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if (this.cancelled) return;
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// 3-direction scan
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const scanResult = await this.exec(`
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local results = {}
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local h, d
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h, d = turtle.inspect()
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if h then results.forward = d end
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h, d = turtle.inspectUp()
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if h then results.up = d end
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h, d = turtle.inspectDown()
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if h then results.down = d end
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return results
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`);
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if (scanResult && typeof scanResult === 'object') {
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this.turtle.processScanResults(scanResult);
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this.blocksDiscovered += Object.keys(scanResult).length;
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}
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// Mine any valuable ores we find
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yield* this._checkAndMineOres();
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// Exploration movement
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yield* this._exploreStep();
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} catch (error) {
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const isTimeout = error.message?.includes('timed out');
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if (isTimeout) {
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console.warn(`[${this.turtle.id}] Exploration exec timeout, will retry next iteration`);
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// Wait longer before retrying after a timeout
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await this._sleep(3000);
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} else {
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// Non-timeout errors still propagate
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throw error;
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// Move forward (digging through obstacles)
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const moved = await this.moveForward(true);
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if (!moved) {
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// Stuck - try to go over
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await this.moveUp(true);
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const movedOver = await this.moveForward(true);
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if (movedOver) {
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await this.moveDown(true);
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} else {
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// Really stuck, skip rest of row
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break;
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}
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}
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yield;
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await this._sleep(100);
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}
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// Alternate direction for serpentine pattern
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forward = !forward;
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}
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}
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/**
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* Navigate to a target position safely using pathfinding with simple fallback
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*/
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async *_navigateToSafe(target) {
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try {
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const success = yield* this.navigateTo(target, { canMine: true, maxAttempts: 500 });
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if (success) return;
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} catch (error) {
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// Pathfinding failed, use simple navigation
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}
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// Fallback: simple direct navigation
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yield* this._simpleNavigate(target);
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}
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/**
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* Simple direct navigation (X -> Z -> Y)
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*/
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async *_simpleNavigate(target) {
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const maxAttempts = 300;
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let attempts = 0;
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let stuckCount = 0;
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while (attempts < maxAttempts && !this.cancelled) {
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const pos = this.turtle.position;
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if (!pos) return;
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const dx = target.x - pos.x;
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const dy = target.y - pos.y;
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const dz = target.z - pos.z;
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// Close enough (within 2 blocks)
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if (Math.abs(dx) <= 1 && Math.abs(dy) <= 1 && Math.abs(dz) <= 1) return;
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attempts++;
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let moved = false;
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// Move in X direction
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if (Math.abs(dx) > 1) {
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const facing = dx > 0 ? 1 : 3;
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await this.turnToFace(facing);
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moved = await this.moveForward(true);
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}
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// Then Z direction
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else if (Math.abs(dz) > 1) {
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const facing = dz > 0 ? 2 : 0;
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await this.turnToFace(facing);
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moved = await this.moveForward(true);
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}
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// Then Y direction
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else if (dy > 0) {
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moved = await this.moveUp(true);
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} else if (dy < 0) {
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moved = await this.moveDown(true);
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}
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if (!moved) {
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stuckCount++;
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if (stuckCount > 5) {
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// Try going up and over
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await this.moveUp(true);
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await this.moveUp(true);
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stuckCount = 0;
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}
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} else {
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stuckCount = 0;
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}
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yield;
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await this._sleep(300);
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}
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}
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@@ -89,6 +270,13 @@ export class ExploringState extends BaseState {
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const valuableOres = new Set([
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'minecraft:diamond_ore', 'minecraft:emerald_ore',
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'minecraft:deepslate_diamond_ore', 'minecraft:deepslate_emerald_ore',
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'minecraft:gold_ore', 'minecraft:deepslate_gold_ore',
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'minecraft:iron_ore', 'minecraft:deepslate_iron_ore',
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'minecraft:lapis_ore', 'minecraft:deepslate_lapis_ore',
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'minecraft:redstone_ore', 'minecraft:deepslate_redstone_ore',
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'minecraft:copper_ore', 'minecraft:deepslate_copper_ore',
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'minecraft:coal_ore', 'minecraft:deepslate_coal_ore',
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'minecraft:ancient_debris',
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]);
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const directions = [
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@@ -113,61 +301,54 @@ export class ExploringState extends BaseState {
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}
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}
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async *_exploreStep() {
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const pos = this.turtle.position;
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if (!pos) return;
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// Favor horizontal movement heavily (85%)
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const r = Math.random() * 100;
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if (r < 85) {
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// Try to find unvisited direction
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let moved = false;
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for (let i = 0; i < 4; i++) {
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const fwdPos = this.turtle.getBlockPositionInDirection('forward');
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if (fwdPos && !this.visitedPositions.has(`${fwdPos.x},${fwdPos.y},${fwdPos.z}`)) {
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const canMove = await this.exec('local h = turtle.inspect(); return not h');
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if (canMove) {
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await this.moveForward(false);
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moved = true;
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this.stuckCounter = 0;
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break;
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} else {
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// Block in the way - dig through if exploring
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const success = await this.moveForward(true);
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if (success) {
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moved = true;
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this.stuckCounter = 0;
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break;
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}
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}
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}
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await this.exec('turtle.turnRight()');
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this.turtle.facing = (this.turtle.facing + 1) % 4;
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}
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if (!moved) {
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this.stuckCounter++;
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const success = await this.moveForward(true);
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if (!success) {
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await this.exec('turtle.turnRight()');
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this.turtle.facing = (this.turtle.facing + 1) % 4;
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}
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}
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} else if (r < 93 && pos.y > 10) {
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await this.moveDown(true);
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} else {
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await this.moveUp(true);
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/**
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* Advance the spiral to the next chunk position.
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* Standard clockwise spiral: start at center, go E, then S, W, N with increasing lengths.
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* Ring 0: just center
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* Ring 1: side lengths = 1,2,2,1 (total 6 chunks)
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* Ring R: 8*R chunks around the ring
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*/
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_advanceSpiral() {
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if (this.spiralRing === 0) {
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// Center done, start ring 1 going East
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this.spiralRing = 1;
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this.spiralSide = 0;
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this.spiralStep = 0;
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this.spiralChunkX = this.startChunkX + 1;
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this.spiralChunkZ = this.startChunkZ - (this.spiralRing - 1);
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return;
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}
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if (this.stuckCounter > 6) {
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await this.moveUp(true);
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this.stuckCounter = 0;
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// Side directions: S, W, N, E
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const sideDirs = [
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{ dx: 0, dz: 1 }, // South
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{ dx: -1, dz: 0 }, // West
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{ dx: 0, dz: -1 }, // North
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{ dx: 1, dz: 0 }, // East
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];
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this.spiralStep++;
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const sideLength = this.spiralRing * 2;
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if (this.spiralStep >= sideLength) {
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this.spiralStep = 0;
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this.spiralSide++;
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if (this.spiralSide >= 4) {
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// Done with this ring, move to next
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this.spiralRing++;
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this.spiralSide = 0;
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// Jump to start of new ring (one East, one North from current)
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this.spiralChunkX = this.startChunkX + this.spiralRing;
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this.spiralChunkZ = this.startChunkZ - (this.spiralRing - 1);
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return;
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}
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}
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yield;
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// Move in current side direction
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const dir = sideDirs[this.spiralSide];
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this.spiralChunkX += dir.dx;
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this.spiralChunkZ += dir.dz;
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}
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_isTooFar() {
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@@ -184,6 +365,15 @@ export class ExploringState extends BaseState {
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data: {
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maxDistance: this.maxDistance,
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minFuel: this.minFuel,
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yLevel: this.yLevel,
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spiralRing: this.spiralRing,
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spiralSide: this.spiralSide,
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spiralStep: this.spiralStep,
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spiralChunkX: this.spiralChunkX,
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spiralChunkZ: this.spiralChunkZ,
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startChunkX: this.startChunkX,
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startChunkZ: this.startChunkZ,
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exploredChunks: [...this.exploredChunks],
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},
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};
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}
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