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Implement base TurtleController and simple VolumeExcavationController

This commit is contained in:
2025-10-05 19:08:45 +02:00
commit 3bb3790f1b
8 changed files with 690 additions and 0 deletions

7
.vscode/settings.json vendored Normal file
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{
"Lua.diagnostics.globals": [
"printError",
"turtle",
"shell"
]
}

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local Direction = require("lib.direction")
local TurtleController = require("controller.turtle_controller")
---@class TestingController
---@field controller TurtleController
local TestingController = {}
TestingController.__index = TestingController
---@return TestingController
function TestingController:Create()
local t = {}
setmetatable(t, TestingController)
t.controller = TurtleController:Create()
return t
end
-----------------------------------------------------------------------------------------------
-- Behavior Methods
-----------------------------------------------------------------------------------------------
function TestingController:TestSimpleMovement()
end
function TestingController:TestComplexMovement()
end
function TestingController:TestUnloading()
end
function TestingController:TestRefueling()
end
-----------------------------------------------------------------------------------------------
-- Main Method
-----------------------------------------------------------------------------------------------
function TestingController:Run()
self.controller:Configure()
self:TestSimpleMovement()
self:TestComplexMovement()
self:TestUnloading()
self:TestRefueling()
end
return TestingController

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local Position = require("lib.position")
local Direction = require("lib.direction")
local Stack = require("lib.stack")
---@alias TurtleControllerConfig {fuel_direction: Direction, fuel_name: string, refuel_amount: number, refuel_safety_margin: number, storage_direction: Direction}
---@class TurtleController
---@field config TurtleControllerConfig
---@field position Position
---@field last_positions Stack
---@field mine boolean
local TurtleController = {}
TurtleController.__index = TurtleController
-- TODO: Test if there's a chest when dropping/sucking/mining (don't mine chests!)
---@return TurtleController
function TurtleController:Create()
local t = {}
setmetatable(t, TurtleController)
-----------------------------------------------------------------------------------------------
-- Fields
-----------------------------------------------------------------------------------------------
t.config = {
fuel_direction = Direction.EAST,
fuel_name = turtle.getItemDetail(1) == nil and "" or turtle.getItemDetail(1).name,
refuel_amount = 500,
refuel_safety_margin = 160,
storage_direction = Direction.WEST,
}
t.position = Position:Empty()
t.last_positions = Stack:Create()
t.mine = false
return t
end
-----------------------------------------------------------------------------------------------
-- Movement Methods
-----------------------------------------------------------------------------------------------
---Positive numbers turn clockwise, negative numbers turn counterclockwise
---@param number_of_turns number
function TurtleController:TurnRelative(number_of_turns)
if number_of_turns == 0 then
return
end
print(("Turtle is turning by %d..."):format(number_of_turns))
self:RefuelIfEmpty()
-- Turn turtle
for _ = 1,math.abs(number_of_turns) do
if number_of_turns > 0 then
turtle.turnRight()
else
turtle.turnLeft()
end
end
-- Update current_position
self.position.dir = (self.position.dir + number_of_turns) % 4
end
---@param direction Direction
function TurtleController:TurnToDirection(direction)
if self.position.dir == direction then
return
end
print(("Turtle is turning to direction %d..."):format(direction))
self:RefuelIfEmpty()
local rotation = direction - self.position.dir
if math.abs(rotation) == 3 then
-- If we're rotating by 3, we could turn faster by rotating by 1 in the opposite direction
rotation = -1 * (rotation - 1)
end
self:TurnRelative(rotation)
end
---Move forward by a number of blocks depending on the current rotation
---@param number_of_blocks number
function TurtleController:MoveRelative(number_of_blocks)
if number_of_blocks == 0 then
return
end
print(("Turtle is moving forward by %d blocks..."):format(number_of_blocks))
for _ = 1,math.abs(number_of_blocks) do
self:RefuelIfEmpty()
self:UnstockIfFull()
-- Break blocks
if self.mine then
while not turtle.forward() do
turtle.dig()
end
turtle.digUp()
turtle.digDown()
else
if not turtle.forward() then
printError("Turtle wants to move without mining but is blocked!")
end
end
-- Update current_position
if self.position.dir == Direction.NORTH then
self.position.z = self.position.z + 1
elseif self.position.dir == Direction.SOUTH then
self.position.z = self.position.z - 1
elseif self.position.dir == Direction.EAST then
self.position.x = self.position.x + 1
elseif self.position.dir == Direction.WEST then
self.position.x = self.position.x - 1
end
end
end
---@param x number
---@param y number
---@param z number
---@param dir Direction
function TurtleController:MoveToPosition(x, y, z, dir)
print(("Turtle is moving to (%d, %d, %d)..."):format(x, y, z))
self:DisableMining()
self.last_positions:Push(Position:Copy(self.position))
-- Move south once (if possible) to not be blocked by the slice that is currently mined
self:TurnToDirection(Direction.SOUTH)
self:MoveRelative(1)
-- EAST/WEST axis (do first to not interfere with chests or unmined walls)
if self.position.x > x then
self:TurnToDirection(Direction.WEST)
elseif self.position.x < x then
self:TurnToDirection(Direction.EAST)
end
self:MoveRelative(math.abs(self.position.x - x))
-- NORTH/SOUTH axis
if self.position.z > z then
self:TurnToDirection(Direction.SOUTH)
elseif self.position.z < z then
self:TurnToDirection(Direction.NORTH)
end
self:MoveRelative(math.abs(self.position.z - z))
-- Direction
self:TurnToDirection(dir or Direction.NORTH)
-- Sanity check
if not(self.position.x == x and self.position.y == y and self.position.z == z and self.position.dir == dir) then
printError("TurtleController:MoveToPosition failed to move to target position!")
end
end
function TurtleController:MoveBack()
local target_position = self.last_positions:Pop()
self:MoveToPosition(target_position.x, target_position.y, target_position.z, target_position.dir)
self.last_positions:Pop()
end
-----------------------------------------------------------------------------------------------
-- Inventory Methods
-----------------------------------------------------------------------------------------------
---@param slot number
---@param count number
---@return boolean
function TurtleController:SuckItem(slot, count)
local previous_slot = turtle.getSelectedSlot()
turtle.select(slot or 1)
local sucked = turtle.suck(count)
turtle.select(previous_slot)
return sucked
end
---@param slot number
---@param count number
---@return boolean
function TurtleController:DropItem(slot, count)
local previous_slot = turtle.getSelectedSlot()
turtle.select(slot or 1)
local dropped = turtle.drop(count)
turtle.select(previous_slot)
return dropped
end
function TurtleController:DropInventory()
print("Dropping inventory into chest...")
for slot = 1,16 do
turtle.select(slot)
turtle.drop()
end
turtle.select(1)
end
function TurtleController:UnstockIfFull()
if self:HasInventorySpace() then
return
end
print("Turtle is unstocking...")
self:MoveToPosition(0, 0, 0, self.config.storage_direction)
self:DropInventory()
self:RefuelIfEmpty()
self:MoveBack()
end
function TurtleController:RefuelIfEmpty()
if self:HasFuel() then
return
end
print("Turtle is refueling...")
-- Clear our inventory into the storage chest
self:MoveToPosition(0, 0, 0, self.config.storage_direction)
self:DropInventory()
-- Prepare refueling
self:TurnToDirection(self.config.fuel_direction)
turtle.select(1)
-- Include the distance to the last position when refueling
-- to keep the amount of work done between refuelings constant
local last_position = self.last_positions:Peek()
local target_fuel_level = self.config.refuel_amount + last_position.x + last_position.y + last_position.z
-- Refuel until we hit the refuel_amount
local before_level = turtle.getFuelLevel()
repeat
if not self:SuckItem(1, 1) then
printError("Failed to suck fuel out of fuel chest!")
shell.exit()
end
turtle.refuel()
until turtle.getFuelLevel() >= target_fuel_level
local after_level = turtle.getFuelLevel()
self:MoveBack()
print(("Refuelled %d units, current level is %d (old level was %d)"):format(after_level - before_level, after_level, before_level))
end
-----------------------------------------------------------------------------------------------
-- Management Methods
-----------------------------------------------------------------------------------------------
function TurtleController:Configure()
local config_complete = false
while not config_complete do
-- Check for valid fuel
while self.config.fuel_name == "" do
print("Please put valid fuel into the first slot and press Enter!")
local _ = io.read()
self.config.fuel_name = turtle.getItemDetail(1) == nil and "" or turtle.getItemDetail(1).name
end
print("A chest with fuel has to be placed beside the turtle's starting position. Is this chest...")
print(("...right of the turtle (enter %d)?"):format(Direction.EAST))
print(("...behind the turtle (enter %d)?"):format(Direction.SOUTH))
print(("...left of the turtle (enter %d)?"):format(Direction.WEST))
print("By default, the chest is assumed on the left.")
self.config.fuel_direction = tonumber(io.read()) or Direction.WEST
print("A chest to store mined blocks has to be placed beside the turtle's starting position. Is this chest...")
print(("...right of the turtle (enter %d)?"):format(Direction.EAST))
print(("...behind the turtle (enter %d)?"):format(Direction.SOUTH))
print(("...left of the turtle (enter %d)?"):format(Direction.WEST))
print("By default, the chest is assumed on the right.")
self.config.storage_direction = tonumber(io.read()) or Direction.EAST
print("Configuration complete!")
print(("Turtle will consume \"%s\" for fuel. Put the desired fuel into the first slot to change."):format(self.config.fuel_name))
print("Do you want to accept the configuration (enter 1, otherwise 0)?")
config_complete = tonumber(io.read()) == 1
end
end
function TurtleController:EnableMining()
self.mine = true
end
function TurtleController:DisableMining()
self.mine = false
end
function TurtleController:HasFuel()
local level = turtle.getFuelLevel()
local distance_home = self.position.x + self.position.y + self.position.z
return level > distance_home + self.config.refuel_safety_margin
end
function TurtleController:HasInventorySpace()
for slot = 1,16 do
if turtle.getItemDetail(slot) == nil then
return true
end
end
return false
end
return TurtleController

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local Direction = require("lib.direction")
local TurtleController = require("controller.turtle_controller")
---@alias VolumeExcavationControllerConfig {mine_forward: number, mine_left: number, mine_right: number}
---@class VolumeExcavationController
---@field controller TurtleController
---@field config VolumeExcavationControllerConfig
local VolumeExcavationController = {}
VolumeExcavationController.__index = VolumeExcavationController
---@return VolumeExcavationController
function VolumeExcavationController:Create()
local t = {}
setmetatable(t, VolumeExcavationController)
-----------------------------------------------------------------------------------------------
-- Fields
-----------------------------------------------------------------------------------------------
t.controller = TurtleController:Create()
t.config = {
mine_forward = 0,
mine_left = 0,
mine_right = 0,
}
return t
end
-----------------------------------------------------------------------------------------------
-- Behavior Methods
-----------------------------------------------------------------------------------------------
function VolumeExcavationController:Excavate()
print(("Turtle is mining layer at y=%d..."):format(self.controller.position.y))
-- Enter the excavation area
self.controller:EnableMining()
self.controller:MoveRelative(1)
-- Move to the bottom right corner of the layer
self.controller:TurnToDirection(Direction.EAST)
self.controller:MoveRelative(self.config.mine_right)
self.controller:TurnToDirection(Direction.WEST)
-- Zig zag mine back to front
-- The direction is important so we can travel to start without colliding with unminded walls
local turn_dir = 1
for i = 1,self.config.mine_forward do
self.controller:MoveRelative(self.config.mine_left + self.config.mine_right)
-- Skip the last turn, as we won't mine that slice
-- We want to stay in the mined area so we can move back freely
if i == self.config.mine_forward then
break
end
self.controller:TurnRelative(turn_dir)
self.controller:MoveRelative(1)
self.controller:TurnRelative(turn_dir)
turn_dir = -1 * turn_dir
end
self.controller:MoveToPosition(0, 0, 0, Direction.NORTH)
-- Unload before doing the next layer
self.controller:TurnToDirection(self.controller.config.storage_direction)
self.controller:DropInventory()
self.controller:TurnToDirection(Direction.NORTH)
end
-----------------------------------------------------------------------------------------------
-- Management Methods
-----------------------------------------------------------------------------------------------
function VolumeExcavationController:Configure()
local config_complete = false
while not config_complete do
print("How many blocks should the turtle mine forward?")
self.config.mine_forward = tonumber(io.read()) or 3
print("How many blocks should the turtle to its right?")
self.config.mine_right = tonumber(io.read()) or 3
print("How many blocks should the turtle mine to its left?")
self.config.mine_left = tonumber(io.read()) or 3
local width = self.config.mine_left + self.config.mine_right + 1
local height = 3
print("Configuration complete!")
print(("Turtle will mine an area of %d x %d x %d (forward x width x height) totalling %d blocks."):format(
self.config.mine_forward, width, height, self.config.mine_forward * width * height
))
print("Do you want to accept the configuration (enter 1, otherwise 0)?")
config_complete = tonumber(io.read()) == 1
end
end
-----------------------------------------------------------------------------------------------
-- Main Method
-----------------------------------------------------------------------------------------------
function VolumeExcavationController:Run()
self.controller:Configure()
self:Configure()
-- Consume our starting fuel and refuel to the full amount
turtle.select(1)
turtle.refuel()
self.controller:RefuelIfEmpty()
self:Excavate()
end
return VolumeExcavationController

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lib/direction.lua Normal file
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---@enum Direction
local Direction = {
NORTH = 0,
EAST = 1,
SOUTH = 2,
WEST = 3
}
return Direction

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lib/position.lua Normal file
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local Direction = require("lib.direction")
---@class Position
---@field x number
---@field y number
---@field z number
---@field dir Direction
local Position = {}
Position.__index = Position
---@return Position
function Position:Empty()
local t = {}
setmetatable(t, Position)
t.x = 0
t.y = 0
t.z = 0
t.dir = Direction.NORTH
return t
end
---@param x number
---@param y number
---@param z number
---@param dir Direction
---@return Position
function Position:Create(x, y, z, dir)
local t = {}
setmetatable(t, Position)
t.x = x
t.y = y
t.z = z
t.dir = dir or Direction.NORTH
return t
end
---@param other Position
---@return Position
function Position:Copy(other)
local t = {}
setmetatable(t, Position)
t.x = other.x
t.y = other.y
t.z = other.z
t.dir = other.dir
return t
end
---@param other Position
function Position:Add(other)
self.x = self.x + other.x
self.y = self.y + other.y
self.z = self.z + other.z
end
---@param other Position
function Position:Subtract(other)
self.x = self.x - other.x
self.y = self.y - other.y
self.z = self.z - other.z
end
return Position

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lib/stack.lua Normal file
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---@class Stack
---@field elements table[]
local Stack = {}
Stack.__index = Stack
---@return Stack
function Stack:Create()
-- stack table
local t = {}
setmetatable(t, Stack)
-- entry table
t.elements = {}
return t
end
---@param element table
function Stack:Push(element)
if element == nil or element == {} then
return
end
table.insert(self.elements, element)
end
---@return table
function Stack:Pop()
return table.remove(self.elements)
end
---@return table
function Stack:Peek()
return table[#self.elements]
end
---@return number
function Stack:Count()
return #self.elements
end
return Stack

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main.lua Normal file
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local TestingController = require("controller.testing_controller")
local VolumeExcavationController = require("controller.volume_excavation_controller")
local controllers = {
TestingController:Create(),
VolumeExcavationController:Create(),
}
print("Multiple controllers are available:")
print("1: Testing Mode")
print("2: Volume Excavation")
local choice = 0
while choice < 1 or choice > #controllers do
print("Choose a controller by entering its number:")
choice = tonumber(io.read()) or 0
end
controllers[choice]:Run()