ComputerCraft/Modules/modules.lua

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--[[Function Module program by Al Sweigart
Provides useful utility functions.]]
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-- selectItem() selects the inventory
-- slot with the named item, returns
-- true if found and false if not
function select_item(name)
-- check all inventory slots
local item
for slot = 1, 16 do
item = turtle.getItemDetail(slot)
if item ~= nil and item['name'] == name then
turtle.select(slot)
return true
end
end
return false -- couldn't find item
end
-- selectEmptySlot() selects inventory
-- slot that is empty, returns true if
-- found, false if no empty spaces
function select_emptySlot()
-- loop through all slots
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for slot = 1, 16 do
if turtle.getItemCount(slot) == 0 then
turtle.select(slot)
return true
end
end
return false -- couldn't find empty space
end
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-- countInventory() returns the total
-- number of a given minecraft id item in the inventory
function count_inventory(minecraft_id, times)
local total = 0
for slot = 1, 16 do
item = turtle.getItemDetail(slot)
if item ~= nil and item['name'] == 'minecraft:' .. minecraft_id then
total = total + turtle.getItemCount(slot)
end
end
return total
end
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-- selectAndPlaceDown() selects a slot with given
-- minecraft id and places a block from it under the turtle
function select_and_place_down(minecraft_id)
for slot = 1, 16 do
item = turtle.getItemDetail(slot)
if item ~= nil and item['name'] == 'minecraft:' .. minecraft_id then
turtle.select(slot)
turtle.placeDown()
return
end
end
end
-- build_wall() creates a wall stretching
-- in front of the turtle
function build_wall(length, height)
if modules.count_inventory() > length * height then
return false --not enough block
end
turtle.up()
local movingForward = true
for currentHeight = 1, height do
for currentLength = 1, length do
select_and_place_down() -- Place the block
if movingForward and currentLength ~= length then
turtle.forward()
elseif not movingForward and currentLength ~= length then
turtle.back()
end
end
if currentHeight ~= height then
turtle.up()
end
movingForward = not movingForward
end
-- done building wall; move to end position
if movingForward then
-- turtle is near the start position
for currentLength = 1, length do
turtle.forward()
end
else
-- turtle is near the end position
turtle.forward()
end
-- move down to the ground
for currentHeight = 1, height do
turtle.down()
end
return true
end
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-- build_room() constructs four walls
-- and a ceiling
function build_room(length, width, height)
if modules.count_inventory() < (((length -1) * height * 2) +
((width -1) * height * 2)) then
return false -- not enough blocks
end
-- build the four walls
build_wall(length -1, height)
turtle.turnRight()
build_wall(width - 1, height)
turtle.turnRight()
build_wall(length - 1, height)
turtle.turnRight()
build_wall(width - 1, height)
turtle.turnRight()
return true
end
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-- sweepField() moves acress the rows
-- and columns of an area in front and
-- to the right of the turtle, calling
-- the provided sweepFunc at each space
function sweepField(length, width, sweepFunc)
local turnRightNext = true
for x = 1, width do
for y = 1, length do
sweepFunc()
-- don't move forward on the last row
if y ~= width then
turtle.forward()
end
end
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-- don't turn on the last column
if x ~= width then
-- turn to the next column
if turnRightNext then
turtle.turnRight()
turtle.forward()
turtle.turnRight()
else
turtle.turnLeft()
turtle.forward()
turtle.turnLeft()
end
turnRightNext = not turnRightNext
end
end
-- move back to the start position
if width % 2 == 0 then
turtle.turnRight()
else
for y = 1, length -1 do
turtle.back()
end
turtle.turnLeft()
end
turtle.turnRight()
return true
end
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--findBlock() spins around searching
--for the named block next to the turtle
function findBlock(name)
local result, block
for i = 1, 4 do
result, block = turtle.inspect()
if block ~= nil and block['name'] == name then
return true
end
turtle.turnRight()
end
return false
end
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-- puke() puke everything that is in the turtles
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-- inventory out in front of it (hopefully there is
-- a chest
function puke()
for i = 1, 16 do
turtle.select(i)
turtle.drop()
end
end
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-- Check Fuel checks if the turtle has enough fuel.
-- if not, it asks for fuel in slot 1 and refuels.
function check_fuel()
local refueled = false
while not refueled do
if turtle.getFuelLevel() == 0 then
print("Fuel is empty. Please put fuel in slot 1 and press a key.")
read()
turtle.select(1)
turtle.refuel()
else
refueled = true
end
end
end
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-- sort_items() stacks all items of the same ID
-- into one stack
function sort_items()
for i = 1, 16 do
turtle.select(i)
item1 = turtle.getItemDetail()
for j = i+1, 16 do
item2 = turtle.getItemDetail(j)
if item1 ~= nil and item2 ~= nil and item1['name'] == item2['name'] then
turtle.select(j)
turtle.transferTo(i)
end
end
end
end