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4 Commits
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a9f6adcd9d
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a9f6adcd9d
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757d7098cf
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4e69bda3c8
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755e5ff6b4
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@@ -48,6 +48,53 @@ class TurtleCtl extends CLIAppBase {
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handle.writeLine('${lvl}/${limit} (${(lvl / limit) * 100}%)');
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return true;
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});
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registerAsyncSubcommand("fuel-sources", (args) -> {
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return asynPerform(() -> {
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var items = InvManager.getCombustableItems();
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for (i in items) {
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handle.writeLine(i);
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}
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return Success(null);
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}, 1);
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});
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registerAsyncSubcommand("refuel", (args) -> {
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var refuelTo = Turtle.getFuelLimit();
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if (args.length > 0) {
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var split = args[0].split("%");
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if (split.length > 1) {
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// Is percentage
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var parsed = Std.parseFloat(split[0]);
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if (parsed == null) {
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handle.writeLine("Failed to parse ammount");
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return Future.sync(false);
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}
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refuelTo = Math.round(refuelTo * (parsed / 100));
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} else {
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// Is absolute
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var parsed = Std.parseInt(args[0]);
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if (parsed == null) {
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handle.writeLine("Failed to parse ammount");
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return Future.sync(false);
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}
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refuelTo = parsed;
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}
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}
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return asynPerform(() -> {
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InvManager.refuel(refuelTo, []);
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return Success(null);
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}, 1);
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}, "<to|to%>");
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}
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private function asynPerform(op:Void->Outcome<Noise, String>, times:Int):Future<Bool> {
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@@ -3,7 +3,7 @@ package lib;
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/**
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Represents an item in the game.
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**/
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abstract Item(String) to String {
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enum abstract Item(String) to String {
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public inline function new(name:String) {
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// Check if the name is valid. in the format `mod:item_name` e.g. `minecraft:apple`
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// TODO: implement
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@@ -19,4 +19,7 @@ abstract Item(String) to String {
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function getBase():String {
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return this.split(":")[0];
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}
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var Coal = "minecraft:coal";
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var Charcoal = "minecraft:charcoal";
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}
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@@ -120,4 +120,117 @@ class InvManager {
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return Failure(failure);
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}
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}
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/**
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Check what items in the inventory can be used as fuel.
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**/
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public static function getCombustableItems():Array<Item> {
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var invState = new InvState();
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var rtn = new Map<Item, Noise>();
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for (slot => v in invState) {
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if (rtn.exists(v.name)) {
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continue;
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}
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Turtle.selectSlot(slot);
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var result = Turtle.canRefultWithSlot();
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if (result) {
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rtn.set(v.name, true); // How do i set a Noise type???
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}
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}
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return [for (k => _ in rtn) k];
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}
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/**
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Refule to a specific value.
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Use array items first (in order).
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Set `useAll` to false to don't use items not listes in priority.
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**/
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public static function refuel(to:Int, priority:Array<Item>, useAll:Bool = true) {
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var invState = new InvState();
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var fuelTo = MathI.min(to, Turtle.getFuelLimit());
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if (Turtle.getFuelLevel() >= fuelTo) {
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return;
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}
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var items = invState.getSlotsForItems();
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for (item in priority) {
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if (!items.exists(item)) {
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continue;
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}
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var allSlotsWithItemOrderd = items.get(item);
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allSlotsWithItemOrderd.sort((a, b) -> {
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return invState.get(a).count - invState.get(b).count;
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});
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var fuelPerItem = 0;
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for (slot in allSlotsWithItemOrderd) {
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var slotInfo = invState.get(slot);
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Turtle.selectSlot(slot);
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if (fuelPerItem == 0) {
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fuelPerItem = refuelFromSelectedSlot(slotInfo.count, fuelTo);
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if (fuelPerItem == 0) {
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Log.warn('Item ${slotInfo.name} is not combustable');
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continue;
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}
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} else {
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var itemsToUse = MathI.min(Math.ceil((fuelTo - (Turtle.getFuelLevel())) / fuelPerItem), slotInfo.count);
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Turtle.refuel(itemsToUse);
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}
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if (Turtle.getFuelLevel() >= fuelTo) {
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return;
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}
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}
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}
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// If not reached our goal yet, check all other items to use as fuel.
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if (!useAll) {
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return;
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}
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for (slot => slotInfo in invState) {
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// Skip items that we already checked
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// Also the invstate might be invalid for these slots
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if (priority.contains(slotInfo.name)) {
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continue;
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}
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Turtle.selectSlot(slot);
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refuelFromSelectedSlot(slotInfo.count, fuelTo);
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if (Turtle.getFuelLevel() >= fuelTo) {
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return;
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}
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}
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}
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/**
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Refuel from selected slot. The ammount of items in the slot must be given.
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The `to` arg should be the desired fuel level.
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Returns the ammount of fuel on item of this kind refuels.
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Returns 0 of item is not combustable.
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**/
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private static function refuelFromSelectedSlot(count:Int, to:Int):Int {
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var fuelLevel = Turtle.getFuelLevel();
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if (!Turtle.refuel(1).isSuccess()) {
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return 0;
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}
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var fuelPerItem = Turtle.getFuelLevel() - fuelLevel;
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var itemsToUse = MathI.min(Math.ceil((to - (fuelLevel + fuelPerItem)) / fuelPerItem), count - 1);
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Turtle.refuel(itemsToUse);
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return fuelPerItem;
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}
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}
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@@ -96,4 +96,16 @@ abstract InvState(Map<TurtleSlot, {count:Int, name:Item, max:Int}>) {
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return null;
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}
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/**
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Get all slots with items sorted from low to high.
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**/
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public function getSlotsSortedByCount():Array<TurtleSlot> {
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var keys = [for (k in this.keys()) k];
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keys.sort((a, b) -> {
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return this.get(a).count - this.get(b).count;
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});
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return keys;
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}
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}
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Block a user