mine.lua: rewrite checkpoint 1
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4f0876fb64
commit
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1 changed files with 45 additions and 17 deletions
62
mine.lua
62
mine.lua
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@ -32,8 +32,6 @@ local bmetatable
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local Block = {
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-- orient our corner and offset to a vector
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orient = function (self, pos)
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-- TODO similar to "normalize"
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error("not yet implemented")
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local dims = {
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x = { self.v1.x, self.v1.x + self.v2.x }
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y = { self.v1.y, self.v1.y + self.v2.y }
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@ -42,7 +40,18 @@ local Block = {
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for dim, points in pairs(dims) do
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-- pick the closer point
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-- return to point-offset format
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local point, offset
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if math.abs(points[1]) <= math.abs(points[2]) then
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point = points[1]
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offset = points[2] - points[1]
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else
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point = points[2]
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offset = points[1] - points[2]
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end
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self.v1[dim] = point
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self.v2[dim] = offset
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end
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return self
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end,
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take = function (self, amt, dir)
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-- TODO
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@ -69,9 +78,10 @@ bmetatable = {
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}
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local new_block = function (v1, v2)
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return setmetatable( { v1 = v1, v2 = v2 }
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, bmetatable
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)
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return setmetatable(
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{ v1 = v1, v2 = v2 },
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bmetatable
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)
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end
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---------------------- BASIC MOVEMENT ---------------------
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@ -184,7 +194,6 @@ end
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function dropOffItems (starting_point, go_back)
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-- Turn off mining
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local mine_state = mode.mine
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mode.mine = { forward = true }
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-- Note current position (assuming facing FORWARD)
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local pos_state = vector.new(mode.v.x, mode.v.y, mode.v.z)
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@ -203,8 +212,6 @@ function dropOffItems (starting_point, go_back)
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moveAbs(starting_point)
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moveAbs(pos_state)
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end
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-- Turn mining back on, if it was on
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mode.mine = mine_state
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end
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function inventoryFull ()
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@ -212,34 +219,54 @@ function inventoryFull ()
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return turtle.getItemCount(FULL_CHECK_SLOT) > 0
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end
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function moveAndCheck (v, starting_point)
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move(v)
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function checkAndDropOff(starting_point)
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if inventoryFull() then dropOffItems(starting_point, true) end
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refuelUntil(FUEL_RESERVE)
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end
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function mine (block)
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-- TODO adjust for new paradigm
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-- assumptions: block is mineable in a single pass
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-- assumptions: block is mineable in a single pass and oriented to the
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-- currentPos
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-- rough algo draft:
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-- 1. go to "starting point" at one end of block
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-- a. don't move vertically if you don't have to
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-- b. refuel beforehand
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-- b. set mining mode beforehand
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-- 2. move to the ending point
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-- 3. drop off items if necessary
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local height = block.v2.y
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if height % 3 == 0 then
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mode.mine = { up = true, forward = true, down = true }
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elseif height == 2 then
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mode.mine = { forward = true, up = true }
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elseif height == -2 then
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mode.mine = { forward = true, down = true }
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end
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local start_v = copy_v(block.v1)
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local end_v = block.v1 + block.v2
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if height > 2 then
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start_v = start_v + UNIT_Y
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end_v = end_v + UNIT_Y
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elseif height < -2 then
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start_v = start_v - UNIT_Y
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end_v = end_v - UNIT_Y
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end
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move(start_v)
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move(end_v)
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end
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function canMine (block)
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local notTooHigh = block.v2.y > 3
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local tooHigh = block.v2.y > 3
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-- we can only mine in a 1-wide strip at a time
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local notTooWide = block.v2.x > 1 and block.v2.z > 1
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local tooWide = block.v2.x > 1 and block.v2.z > 1
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return not (tooHigh or tooWide)
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end
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function splitHorizontal (block)
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-- TODO make this less naive?
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-- Future work: potentially split a large block into smaller blocks
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-- based on currentPos (think splitting down the middle instead of
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-- splitting off of one end)
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-- Future work: decide whether to take a slice off of the x or z direction
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-- (criteria?)
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return block:take(1, "x")
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end
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@ -264,8 +291,9 @@ function process (stack, starting_point)
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-- END
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-- TODO
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if #stack == 0 then return nil end
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local working = table.remove(stack)
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local working = table.remove(stack):orient(getCurrentPos())
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if canMine(working) then
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checkAndDropOff(starting_point)
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mine(working)
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else
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local new, remainder = split(working, mode.v)
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