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- -- Define ANSI color codes and setup
- local colors = {
- Reset = colors.white,
- Black = colors.black,
- Red = colors.red,
- Green = colors.green,
- Yellow = colors.yellow,
- Blue = colors.blue,
- Magenta = colors.magenta,
- Cyan = colors.cyan,
- White = colors.white,
- }
- local DEBUG_MODE = true -- Toggle this to enable/disable debug messages
- local visited = {} -- Map to track visited coordinates
- local x, y, z = 0, 0, 0 -- Current position of the turtle
- local facing = 0 -- Current facing of the turtle: 0=north, 1=east, 2=south, 3=west
- -- Helper functions
- local function debugPrint(message, color)
- if DEBUG_MODE then
- print(colors[color] .. message .. colors.Reset)
- end
- end
- local function saveKnowledge(data, filename)
- local file = fs.open(filename, "w")
- if file then
- file.write(textutils.serialize(data))
- file.close()
- debugPrint("Data saved to " .. filename, "Green")
- return true
- else
- debugPrint("Failed to save data to " .. filename, "Red")
- return false
- end
- end
- local function isVisited(x, y, z)
- return visited[x .. "," .. y .. "," .. z] or false
- end
- local function markVisited(x, y, z)
- visited[x .. "," .. y .. "," .. z] = true
- debugPrint("Marked visited: (" .. x .. ", " .. y .. ", " .. z .. ")", "Yellow")
- end
- local function getNextMove()
- -- Simple heuristic: prioritize unvisited directions
- local directions = {
- {dx = 1, dy = 0, dz = 0}, {dx = -1, dy = 0, dz = 0}, -- East, West
- {dx = 0, dy = 1, dz = 0}, {dx = 0, dy = -1, dz = 0}, -- North, South
- {dx = 0, dy = 0, dz = 1}, {dx = 0, dy = 0, dz = -1} -- Up, Down
- }
- for _, direction in ipairs(directions) do
- local newX = x + direction.dx
- local newY = y + direction.dy
- local newZ = z + direction.dz
- if not isVisited(newX, newY, newZ) then
- return direction.dx, direction.dy, direction.dz
- end
- end
- debugPrint("No unvisited moves available.", "Red")
- return nil, nil, nil
- end
- local function moveTurtle(dx, dy, dz)
- -- Adjust the direction before moving
- if dz ~= 0 then
- if dz > 0 then turtle.up() else turtle.down() end
- elseif dx ~= 0 then
- while facing ~= (dx > 0 and 1 or 3) do
- turtle.turnRight()
- facing = (facing + 1) % 4
- end
- turtle.forward()
- elseif dy ~= 0 then
- while facing ~= (dy > 0 and 0 or 2) do
- turtle.turnRight()
- facing = (facing + 1) % 4
- end
- turtle.forward()
- end
- markVisited(x + dx, y + dy, z + dz)
- end
- -- Main function to start scanning
- local function startScanning()
- markVisited(x, y, z) -- Mark the starting position as visited
- while true do
- local dx, dy, dz = getNextMove()
- if dx or dy or dz then
- moveTurtle(dx, dy, dz)
- else
- break -- No moves available, finish scanning
- end
- end
- saveKnowledge(visited, "visitedLocations.dat")
- end
- -- Call to start scanning
- startScanning()
- -- Function to fill the turtle's inventory
- local function fillInventory()
- debugPrint("Filling inventory...", colors.Green)
- for slot = 1, 16 do
- turtle.select(slot)
- turtle.suck()
- end
- debugPrint("Inventory filled.", colors.Green)
- end
- -- Function to learn what blocks are in what slots
- local function learnInventory()
- debugPrint("Learning inventory...", colors.Yellow)
- local inventory = {}
- for slot = 1, 16 do
- local item = turtle.getItemDetail(slot)
- if item then
- inventory[slot] = item.name
- end
- end
- debugPrint("Inventory learned.", colors.Yellow)
- return inventory
- end
- -- Function to save block names to an output file
- local function saveBlockNames(inventory)
- debugPrint("Saving block names to output file...", colors.Blue)
- local file = fs.open("output.txt", "w")
- if file then
- for slot, blockName in pairs(inventory) do
- file.writeLine("Slot " .. slot .. ": " .. blockName)
- end
- file.close()
- end
- debugPrint("Block names saved to output file.", colors.Blue)
- end
- -- Function to load block names from a file
- local function loadBlockNames(filename)
- debugPrint("Loading block names from file...", colors.Magenta)
- local blockNames = {}
- local file = fs.open(filename, "r")
- if file then
- while true do
- local line = file.readLine()
- if line == nil then
- break
- end
- local slot, blockName = line:match("Slot (%d+): (.+)")
- if slot and blockName then
- blockNames[tonumber(slot)] = blockName
- end
- end
- file.close()
- end
- debugPrint("Block names loaded from file.", colors.Magenta)
- return blockNames
- end
- -- Function to assign each block a chest and save chest information
- local function assignChests(inventory)
- debugPrint("Assigning chests...", colors.Magenta)
- local chestInfo = {}
- for slot, blockName in pairs(inventory) do
- local chest = {
- x = math.random(1, STORAGE_WIDTH),
- y = math.random(1, STORAGE_HEIGHT),
- z = math.random(1, STORAGE_LENGTH)
- }
- chestInfo[blockName] = chest
- end
- saveKnowledge(chestInfo, "chest_info.txt")
- debugPrint("Chests assigned.", colors.Magenta)
- end
- -- Function to place blocks in assigned chests
- local function placeBlocks(inventory, chestInfo)
- debugPrint("Placing blocks in assigned chests...", colors.Red)
- for slot, blockName in pairs(inventory) do
- local chest = chestInfo[blockName]
- if chest then
- -- Go to the assigned chest location
- -- Place the block in the chest
- -- Update knowledge with new information
- else
- debugPrint("No chest assigned for block: " .. blockName, colors.Red)
- end
- end
- debugPrint("Blocks placed in assigned chests.", colors.Red)
- end
- -- Function to return the turtle to its initial position
- local function returnToInitialPosition()
- -- Implement this function as per your requirements
- end
- -- Function to check for items in the chest below and retrieve them
- local function checkAndRetrieveItems()
- -- Implement this function as per your requirements
- end
- -- Main function to control the turtle's actions
- local function main()
- debugPrint("Starting program...", colors.Cyan)
- -- Perform initial startup task if needed
- if not fs.exists("chest_locations.txt") then
- initialStartup()
- else
- debugPrint("Chest locations file found. Skipping initial startup task.", colors.Cyan)
- end
- -- Fill the turtle's inventory
- fillInventory()
- -- Learn block names from an existing file
- local blockNames = loadBlockNames("block_names.txt")
- -- Learn what blocks are in what slots
- local inventory = learnInventory()
- -- Save block names to an output file
- saveBlockNames(inventory)
- -- Assign each block a chest and save chest information
- assignChests(inventory)
- -- Place blocks in assigned chests
- local chestInfo = loadKnowledge("chest_info.txt")
- placeBlocks(inventory, chestInfo)
- -- Check for restarts
- while true do
- local event, key = os.pullEvent("key")
- if event == "key" and key == keys.r then
- print("Restart detected. Do you want to 'Go to home' or 'Terminate'?")
- local choice = io.read()
- if choice == "Go to home" then
- returnToInitialPosition()
- elseif choice == "Terminate" then
- return -- End the program
- end
- end
- end
- end
- -- Call the main function to start the process
- main()
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