Files
cc-haxe/src/lib/turtle/InvManager.hx

237 lines
5.4 KiB
Haxe

package lib.turtle;
import kernel.turtle.Types.ToolSide;
import kernel.log.Log;
import kernel.turtle.TurtleSlot;
import kernel.turtle.Types.InteractDirections;
import kernel.turtle.Turtle;
using Lambda;
using tink.CoreApi;
/**
A wrapper for the native turtle inventory functions. Adds usefullt helper functions.
**/
class InvManager {
public static function place(item:Item, dir:InteractDirections):Outcome<Noise, String> {
var invState = new InvState();
var slot = invState.getSlotWithMinCountForItem(item);
if (slot == null) {
return Failure("Item not in inventory");
}
Turtle.selectSlot(slot);
return Turtle.place(dir);
}
/**
Cleans up turtle inventory. Moves items together.
This should be run in a turtle thread.
**/
public static function defrag() {
var invState = new InvState();
var items = invState.getSlotsForItems();
for (item in items) {
defragItem(invState, item);
}
}
private static function defragItem(invState:InvState, slots:Array<TurtleSlot>) {
// Sort slots by items inside.
slots.sort((a, b) -> {
return invState.get(a).count - invState.get(b).count;
});
var maxInSlot = invState.get(slots[0]).max;
// Loop from both sides. Move the slots with the lowest count into the fullest.
var topIndex = slots.length - 1;
for (k => slot in slots) {
if (topIndex < k) {
return;
}
var count = invState.get(slot).count;
if (count == maxInSlot) {
return;
}
var loopProtect = 20;
while (loopProtect > 0) {
loopProtect--;
if (topIndex < k) {
return;
}
var topCount = invState.get(slots[topIndex]).count;
var spaceInTop = maxInSlot - topCount;
if (spaceInTop == 0) {
topIndex--;
continue;
}
var transferCount = MathI.min(count, spaceInTop);
if (!Turtle.transfer(slot, slots[topIndex], transferCount).isSuccess()) {
Log.error("Failed to transfer items");
}
var topState = invState.get(slots[topIndex]);
topState.count += transferCount;
invState.set(slots[topIndex], topState);
var botState = invState.get(slot);
botState.count -= transferCount;
invState.set(slot, botState);
count -= transferCount;
if (count <= 0) {
break;
}
}
if (loopProtect < 0) {
Log.silly("Loopprotection triggerd");
}
}
}
public static function equipTool(item:Item, side:ToolSide):Outcome<TurtleSlot, String> {
var invState = new InvState();
var toolSlot = invState.findItemSlot(item);
if (toolSlot == null) {
return Failure("Item not found");
}
Turtle.selectSlot(toolSlot);
var result = Turtle.equip(side);
switch result {
case Success(_):
return Success(toolSlot);
case Failure(failure):
return Failure(failure);
}
}
/**
Check what items in the inventory can be used as fuel.
**/
public static function getCombustableItems():Array<Item> {
var invState = new InvState();
var rtn = new Map<Item, Noise>();
for (slot => v in invState) {
if (rtn.exists(v.name)) {
continue;
}
Turtle.selectSlot(slot);
var result = Turtle.canRefultWithSlot();
if (result) {
rtn.set(v.name, true); // How do i set a Noise type???
}
}
return [for (k => _ in rtn) k];
}
/**
Refule to a specific value.
Use array items first (in order).
Set `useAll` to false to don't use items not listes in priority.
**/
public static function refuel(to:Int, priority:Array<Item>, useAll:Bool = true) {
var invState = new InvState();
var fuelTo = MathI.min(to, Turtle.getFuelLimit());
if (Turtle.getFuelLevel() >= fuelTo) {
return;
}
var items = invState.getSlotsForItems();
for (item in priority) {
if (!items.exists(item)) {
continue;
}
var allSlotsWithItemOrderd = items.get(item);
allSlotsWithItemOrderd.sort((a, b) -> {
return invState.get(a).count - invState.get(b).count;
});
var fuelPerItem = 0;
for (slot in allSlotsWithItemOrderd) {
var slotInfo = invState.get(slot);
Turtle.selectSlot(slot);
if (fuelPerItem == 0) {
fuelPerItem = refuelFromSelectedSlot(slotInfo.count, fuelTo);
if (fuelPerItem == 0) {
Log.warn('Item ${slotInfo.name} is not combustable');
continue;
}
} else {
var itemsToUse = MathI.min(Math.ceil((fuelTo - (Turtle.getFuelLevel())) / fuelPerItem), slotInfo.count);
Turtle.refuel(itemsToUse);
}
if (Turtle.getFuelLevel() >= fuelTo) {
return;
}
}
}
// If not reached our goal yet, check all other items to use as fuel.
if (!useAll) {
return;
}
for (slot => slotInfo in invState) {
// Skip items that we already checked
// Also the invstate might be invalid for these slots
if (priority.contains(slotInfo.name)) {
continue;
}
Turtle.selectSlot(slot);
refuelFromSelectedSlot(slotInfo.count, fuelTo);
if (Turtle.getFuelLevel() >= fuelTo) {
return;
}
}
}
/**
Refuel from selected slot. The ammount of items in the slot must be given.
The `to` arg should be the desired fuel level.
Returns the ammount of fuel on item of this kind refuels.
Returns 0 of item is not combustable.
**/
private static function refuelFromSelectedSlot(count:Int, to:Int):Int {
var fuelLevel = Turtle.getFuelLevel();
if (!Turtle.refuel(1).isSuccess()) {
return 0;
}
var fuelPerItem = Turtle.getFuelLevel() - fuelLevel;
var itemsToUse = MathI.min(Math.ceil((to - (fuelLevel + fuelPerItem)) / fuelPerItem), count - 1);
Turtle.refuel(itemsToUse);
return fuelPerItem;
}
}