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- -- ********************************************************************************** --
- -- ** ** --
- -- ** Minecraft Mining Turtle Ore Quarry v0.2 by AustinKK ** --
- -- ** --------------------------------------------------- ** --
- -- ** ** --
- -- ** For instructions on how to use: ** --
- -- ** ** --
- -- ** http://www.youtube.com/watch?v=DS1H4OY0yyg ** --
- -- ** ** --
- -- ********************************************************************************** --
- -- Enumeration to store the the different types of message that can be written
- messageLevel = { DEBUG=0, INFO=1, WARNING=2, ERROR=3, FATAL=4 }
- -- Enumeration to store names for the 6 directions
- direction = { FORWARD=0, RIGHT=1, BACK=2, LEFT=3, UP=4, DOWN=5 }
- local messageOutputLevel = messageLevel.INFO
- local fuelLevelToRefuelAt = 5
- local refuelItemsToUseWhenRefuelling = 1
- local emergencyFuelToRetain = 3
- local maximumGravelStackSupported = 25 -- The number of stacked gravel or sand blocks supported
- local nonSeamBlocks
- local bottomLayer = 5 -- The y co-ords of the layer immediately above bedrock
- local returningToStart = false
- local lookForChests = false -- Determines if chests should be located as part of the quarrying
- local lastEmptySlot -- The last inventory slot that was empty when the program started (is either 15 if not looking for chests or 14 if we are)
- local turtleId
- -- Variables to store the current location and orientation of the turtle. x is right, left, y is up, down and
- -- z is forward, back with relation to the starting orientation. Y is the actual turtle level, x and z are
- -- in relation to the starting point (i.e. the starting point is (0, 0))
- local currX
- local currY
- local currZ
- local currOrient
- -- Command line parameters
- local startHeight -- Represents the height (y co-ord) that the turtle started at
- local quarryWidth -- Represents the length of the mines that the turtle will dig
- -- ********************************************************************************** --
- -- Writes an output message
- -- ********************************************************************************** --
- function writeMessage(message, msgLevel)
- if (msgLevel >= messageOutputLevel) then
- print(message)
- if (turtleId == nil) then
- rednet.broadcast(message)
- else
- -- Broadcast the message (prefixed with the turtle's id)
- rednet.broadcast("[".. turtleId.."] "..message)
- end
- end
- end
- -- ********************************************************************************** --
- -- Ensures that the turtle has fuel
- -- ********************************************************************************** --
- function ensureFuel()
- -- Determine whether a refuel is required
- local fuelLevel = turtle.getFuelLevel()
- if (fuelLevel ~= "unlimited") then
- if (fuelLevel < fuelLevelToRefuelAt) then
- -- Need to refuel
- turtle.select(16)
- local fuelItems = turtle.getItemCount(16)
- -- Do we need to impact the emergency fuel to continue? (always
- -- keep one fuel item in slot 16)
- if (fuelItems == 0) then
- writeMessage("Completely out of fuel!", messageLevel.FATAL)
- elseif (fuelItems == 1) then
- writeMessage("Out of Fuel!", messageLevel.ERROR)
- elseif (fuelItems <= (emergencyFuelToRetain + 1)) then
- writeMessage("Consuming emergency fuel supply. "..(fuelItems - 2).." emergency fuel items remain", messageLevel.WARNING)
- turtle.refuel(1)
- else
- -- Refuel the lesser of the refuelItemsToUseWhenRefuelling and the number of items more than
- -- the emergency fuel level
- if (fuelItems - (emergencyFuelToRetain + 1) < refuelItemsToUseWhenRefuelling) then
- turtle.refuel(fuelItems - (emergencyFuelToRetain + 1))
- else
- turtle.refuel(refuelItemsToUseWhenRefuelling)
- end
- end
- end
- end
- end
- -- ********************************************************************************** --
- -- Checks that the turtle has inventory space by checking for spare slots and returning
- -- to the starting point to empty out if it doesn't.
- --
- -- Takes the position required to move to in order to empty the turtle's inventory
- -- should it be full as arguments
- -- ********************************************************************************** --
- function ensureInventorySpace()
- -- If already returning to start, then don't need to do anything
- if (returningToStart == false) then
- -- If the last inventory slot is full, then need to return to the start and empty
- if (turtle.getItemCount(lastEmptySlot) > 0) then
- -- Return to the starting point and empty the inventory, then go back to mining
- returnToStartAndUnload(true)
- end
- end
- end
- -- ********************************************************************************** --
- -- Function that is called when the turtle has returned to the start in order to
- -- empty its inventory into the chest and also pick up any fuel that is
- -- available
- -- ********************************************************************************** --
- function emptyInventory()
- local slotLoop = 1
- -- Face the chest
- turtleSetOrientation(direction.BACK)
- -- Loop over each of the slots (except the 16th one which stores fuel)
- while (slotLoop < 16) do
- -- If this is one of the slots that contains a noise block, empty all blocks except
- -- one
- turtle.select(slotLoop)
- if ((slotLoop <= nonSeamBlocks) or ((slotLoop == 15) and (lookForChests == true))) then
- turtle.drop(turtle.getItemCount(slotLoop) - 1)
- else
- -- Not a noise block, drop all of the items in this slot
- turtle.drop()
- end
- slotLoop = slotLoop + 1
- end
- -- While we are here, refill the fuel items
- turtleSetOrientation(direction.LEFT)
- turtle.select(16)
- local currFuelItems = turtle.getItemCount(16)
- turtle.suck()
- while ((currFuelItems ~= turtle.getItemCount(16)) and (turtle.getItemCount(16) < 64)) do
- currFuelItems = turtle.getItemCount(16)
- turtle.suck()
- end
- slotLoop = nonSeamBlocks + 1
- -- Have now picked up all the items that we can. If we have also picked up some
- -- additional fuel in some of the other slots, then drop it again
- while (slotLoop < lastEmptySlot) do
- -- Drop any items found in this slot
- turtle.select(slotLoop)
- turtle.drop()
- slotLoop = slotLoop + 1
- end
- -- Select the 1st slot because sometimes when leaving the 15th or 16th slots selected it can result
- -- in that slot being immediately filled (resulting in the turtle returning to base again too soon)
- turtle.select(1)
- end
- -- ********************************************************************************** --
- -- Function to move to the starting point, call a function that is passed in
- -- and return to the same location (if required)
- -- ********************************************************************************** --
- function returnToStartAndUnload(returnBackToMiningPoint)
- writeMessage("returnToStartAndUnload called", messageLevel.DEBUG)
- returningToStart = true
- -- Store the current location and orientation so that it can be returned to
- local storedX = currX
- local storedY = currY
- local storedZ = currZ
- local storedOrient = currOrient
- -- First direction to move is straight up. Do this because the inventory is full and
- -- therefore don't want to pass through any blocks that contain ores. Know that all
- -- blocks above don't contain ores, so is safe to go that way
- -- (Note, there is a rare edge case where the inventory becomes full after moving
- -- forward and before checking the block above, this is quite rare and given the
- -- likelihood of it not being able be added to the inventory (even though slot 15
- -- is full), and is deemed an acceptable risk)
- if (currY < startHeight) then
- while (currY < startHeight) do
- turtleUp()
- end
- elseif (currY > startHeight) then
- -- This should never happen
- writeMessage("Current height is greater than start height in returnToStartAndUnload", messageLevel.ERROR)
- end
- -- Move back to the correct X position
- if (currX > 0) then
- turtleSetOrientation(direction.LEFT)
- while (currX > 0) do
- turtleForward()
- end
- elseif (currX < 0) then
- -- This should never happen
- writeMessage("Current x is less than 0 in returnToStartAndUnload", messageLevel.ERROR)
- end
- -- Move back to the correct Z position
- if (currZ > 0) then
- turtleSetOrientation(direction.BACK)
- while (currZ > 0) do
- turtleForward()
- end
- elseif (currZ < 0) then
- -- This should never happen
- writeMessage("Current z is less than 0 in returnToStartAndUnload", messageLevel.ERROR)
- end
- -- Empty the inventory
- local slotLoop = 1
- -- Face the chest
- turtleSetOrientation(direction.BACK)
- -- Loop over each of the slots (except the 16th one which stores fuel)
- while (slotLoop < 16) do
- -- If this is one of the slots that contains a noise block, empty all blocks except
- -- one
- turtle.select(slotLoop)
- if ((slotLoop <= nonSeamBlocks) or ((slotLoop == 15) and (lookForChests == true))) then
- turtle.drop(turtle.getItemCount(slotLoop) - 1)
- else
- -- Not a noise block, drop all of the items in this slot
- turtle.drop()
- end
- slotLoop = slotLoop + 1
- end
- -- While we are here, refill the fuel items
- turtleSetOrientation(direction.LEFT)
- turtle.select(16)
- local currFuelItems = turtle.getItemCount(16)
- turtle.suck()
- while ((currFuelItems ~= turtle.getItemCount(16)) and (turtle.getItemCount(16) < 64)) do
- currFuelItems = turtle.getItemCount(16)
- turtle.suck()
- end
- slotLoop = nonSeamBlocks + 1
- -- Have now picked up all the items that we can. If we have also picked up some
- -- additional fuel in some of the other slots, then drop it again
- while (slotLoop <= lastEmptySlot) do
- -- Drop any items found in this slot
- turtle.select(slotLoop)
- turtle.drop()
- slotLoop = slotLoop + 1
- end
- -- Select the 1st slot because sometimes when leaving the 15th or 16th slots selected it can result
- -- in that slot being immediately filled (resulting in the turtle returning to base again too soon)
- turtle.select(1)
- -- If required, move back to the point that we were mining at before returning to the start
- if (returnBackToMiningPoint == true) then
- -- Return to the point that we were at so that quarrying may resume
- -- Move back to the correct Z position
- writeMessage("Stored Z: "..storedZ..", currZ: "..currZ, messageLevel.DEBUG)
- if (storedZ > currZ) then
- writeMessage("Orienting forward", messageLevel.DEBUG)
- writeMessage("Moving in z direction", messageLevel.DEBUG)
- turtleSetOrientation(direction.FORWARD)
- while (storedZ > currZ) do
- turtleForward()
- end
- elseif (storedZ < currZ) then
- -- This should never happen
- writeMessage("Stored z is less than current z in returnToStartAndUnload", messageLevel.ERROR)
- end
- -- Move back to the correct X position
- if (storedX > currX) then
- writeMessage("Stored X: "..storedX..", currX: "..currX, messageLevel.DEBUG)
- writeMessage("Orienting right", messageLevel.DEBUG)
- writeMessage("Moving in x direction", messageLevel.DEBUG)
- turtleSetOrientation(direction.RIGHT)
- while (storedX > currX) do
- turtleForward()
- end
- elseif (storedX < currX) then
- -- This should never happen
- writeMessage("Stored x is less than current x in returnToStartAndUnload", messageLevel.ERROR)
- end
- -- Move back to the correct Y position
- if (storedY < currY) then
- while (storedY < currY) do
- turtleDown()
- end
- elseif (storedY > currY) then
- -- This should never happen
- writeMessage("Stored y is greater than current y in returnToStartAndUnload", messageLevel.ERROR)
- end
- -- Finally, set the correct orientation
- turtleSetOrientation(storedOrient)
- writeMessage("Have returned to the mining point", messageLevel.DEBUG)
- end
- returningToStart = false
- end
- -- ********************************************************************************** --
- -- Empties a chest's contents
- -- ********************************************************************************** --
- function emptyChest(suckFn)
- local prevInventoryCount = {}
- local inventoryLoop
- local chestEmptied = false
- -- Record the number of items in each of the inventory slots
- for inventoryLoop = 1, 16 do
- prevInventoryCount[inventoryLoop] = turtle.getItemCount(inventoryLoop)
- end
- while (chestEmptied == false) do
- -- Pick up the next item
- suckFn()
- -- Determine the number of items in each of the inventory slots now
- local newInventoryCount = {}
- for inventoryLoop = 1, 16 do
- newInventoryCount[inventoryLoop] = turtle.getItemCount(inventoryLoop)
- end
- -- Now, determine whether there have been any items taken from the chest
- local foundDifferentItemCount = false
- inventoryLoop = 1
- while ((foundDifferentItemCount == false) and (inventoryLoop <= 16)) do
- if (prevInventoryCount[inventoryLoop] ~= newInventoryCount[inventoryLoop]) then
- foundDifferentItemCount = true
- else
- inventoryLoop = inventoryLoop + 1
- end
- end
- -- If no items have been found with a different item count, then the chest has been emptied
- chestEmptied = not foundDifferentItemCount
- if (chestEmptied == false) then
- prevInventoryCount = newInventoryCount
- -- Check that there is sufficient inventory space as may have picked up a block
- ensureInventorySpace()
- end
- end
- writeMessage("Finished emptying chest", messageLevel.DEBUG)
- end
- -- ********************************************************************************** --
- -- Generic function to move the Turtle (pushing through any gravel or other
- -- things such as mobs that might get in the way).
- --
- -- The only thing that should stop the turtle moving is bedrock. Where this is
- -- found, the function will return after 15 seconds returning false
- -- ********************************************************************************** --
- function moveTurtle(moveFn, detectFn, digFn, attackFn, compareFn, suckFn, maxDigCount)
- ensureFuel()
- -- If we are looking for chests, then check that this isn't a chest before moving
- if (lookForChests == true) then
- if (isChestBlock(compareFn) == true) then
- -- Have found a chest, empty it before continuing
- emptyChest (suckFn)
- end
- end
- -- Flag to determine whether digging has been tried yet. If it has
- -- then pause briefly before digging again to allow sand or gravel to
- -- drop
- local digCount = 0
- local moveSuccess = moveFn()
- while ((moveSuccess == false) and (digCount < maxDigCount)) do
- -- If there is a block in front, dig it
- if (detectFn() == true) then
- -- If we've already tried digging, then pause before digging again to let
- -- any sand or gravel drop
- if(digCount > 0) then
- sleep(0.4)
- end
- digFn()
- digCount = digCount + 1
- else
- -- Am being stopped from moving by a mob, attack it
- attackFn()
- end
- -- Try the move again
- moveSuccess = moveFn()
- end
- -- Return the move success
- return moveSuccess
- end
- -- ********************************************************************************** --
- -- Move the turtle forward one block (updating the turtle's position)
- -- ********************************************************************************** --
- function turtleForward()
- local returnVal = moveTurtle(turtle.forward, turtle.detect, turtle.dig, turtle.attack, turtle.compare, turtle.suck, maximumGravelStackSupported)
- if (returnVal == true) then
- -- Update the current co-ordinates
- if (currOrient == direction.FORWARD) then
- currZ = currZ + 1
- elseif (currOrient == direction.LEFT) then
- currX = currX - 1
- elseif (currOrient == direction.BACK) then
- currZ = currZ - 1
- elseif (currOrient == direction.RIGHT) then
- currX = currX + 1
- else
- writeMessage ("Invalid currOrient in turtleForward function", messageLevel.ERROR)
- end
- -- Check that there is sufficient inventory space as may have picked up a block
- ensureInventorySpace()
- end
- return returnVal
- end
- -- ********************************************************************************** --
- -- Move the turtle up one block (updating the turtle's position)
- -- ********************************************************************************** --
- function turtleUp()
- local returnVal = moveTurtle(turtle.up, turtle.detectUp, turtle.digUp, turtle.attackUp, turtle.compareUp, turtle.suckUp, maximumGravelStackSupported)
- if (returnVal == true) then
- currY = currY + 1
- -- Check that there is sufficient inventory space as may have picked up a block
- ensureInventorySpace()
- end
- return returnVal
- end
- -- ********************************************************************************** --
- -- Move the turtle down one block (updating the turtle's position)
- -- ********************************************************************************** --
- function turtleDown()
- local returnVal
- -- Because the turtle is digging down, can fail fast (only allow 1 dig attempt).
- returnVal = moveTurtle(turtle.down, turtle.detectDown, turtle.digDown, turtle.attackDown, turtle.compareDown, turtle.suckDown, 1)
- if (returnVal == true) then
- currY = currY - 1
- -- Check that there is sufficient inventory space as may have picked up a block
- ensureInventorySpace()
- end
- return returnVal
- end
- -- ********************************************************************************** --
- -- Move the turtle back one block (updating the turtle's position)
- -- ********************************************************************************** --
- function turtleBack()
- -- First try to move back using the standard function
- local returnVal = turtle.back()
- -- Moving back didn't work (might be a block or a mob in the way). Turn round and move
- -- forward instead (whereby anything in the way can be cleared)
- if(returnVal == false) then
- turtle.turnRight()
- turtle.turnRight()
- returnVal = turtleForward()
- turtle.turnRight()
- turtle.turnRight()
- end
- if (returnVal == true) then
- -- Update the current co-ordinates
- if (currOrient == direction.FORWARD) then
- currZ = currZ - 1
- elseif (currOrient == direction.LEFT) then
- currX = currX + 1
- elseif (currOrient == direction.BACK) then
- currZ = currZ + 1
- elseif (currOrient == direction.RIGHT) then
- currX = currX - 1
- else
- writeMessage ("Invalid currOrient in turtleBack function", messageLevel.ERROR)
- end
- -- Check that there is sufficient inventory space as may have picked up a block
- ensureInventorySpace()
- end
- return returnVal
- end
- -- ********************************************************************************** --
- -- Turns the turtle (updating the current orientation at the same time)
- -- ********************************************************************************** --
- function turtleTurn(turnDir)
- if (turnDir == direction.LEFT) then
- if (currOrient == direction.FORWARD) then
- currOrient = direction.LEFT
- turtle.turnLeft()
- elseif (currOrient == direction.LEFT) then
- currOrient = direction.BACK
- turtle.turnLeft()
- elseif (currOrient == direction.BACK) then
- currOrient = direction.RIGHT
- turtle.turnLeft()
- elseif (currOrient == direction.RIGHT) then
- currOrient = direction.FORWARD
- turtle.turnLeft()
- else
- writeMessage ("Invalid currOrient in turtleTurn function", messageLevel.ERROR)
- end
- elseif (turnDir == direction.RIGHT) then
- if (currOrient == direction.FORWARD) then
- currOrient = direction.RIGHT
- turtle.turnRight()
- elseif (currOrient == direction.LEFT) then
- currOrient = direction.FORWARD
- turtle.turnRight()
- elseif (currOrient == direction.BACK) then
- currOrient = direction.LEFT
- turtle.turnRight()
- elseif (currOrient == direction.RIGHT) then
- currOrient = direction.BACK
- turtle.turnRight()
- else
- writeMessage ("Invalid currOrient in turtleTurn function", messageLevel.ERROR)
- end
- else
- writeMessage ("Invalid turnDir in turtleTurn function", messageLevel.ERROR)
- end
- end
- -- ********************************************************************************** --
- -- Sets the turtle to a specific orientation, irrespective of its current orientation
- -- ********************************************************************************** --
- function turtleSetOrientation(newOrient)
- if (currOrient ~= newOrient) then
- if (currOrient == direction.FORWARD) then
- if (newOrient == direction.RIGHT) then
- turtle.turnRight()
- currOrient = newOrient
- elseif (newOrient == direction.BACK) then
- turtle.turnRight()
- turtle.turnRight()
- currOrient = newOrient
- elseif (newOrient == direction.LEFT) then
- turtle.turnLeft()
- currOrient = newOrient
- else
- writeMessage ("Invalid newOrient in turtleSetOrientation function", messageLevel.ERROR)
- end
- elseif (currOrient == direction.RIGHT) then
- if (newOrient == direction.BACK) then
- turtle.turnRight()
- currOrient = newOrient
- elseif (newOrient == direction.LEFT) then
- turtle.turnRight()
- turtle.turnRight()
- currOrient = newOrient
- elseif (newOrient == direction.FORWARD) then
- turtle.turnLeft()
- currOrient = newOrient
- else
- writeMessage ("Invalid newOrient in turtleSetOrientation function", messageLevel.ERROR)
- end
- elseif (currOrient == direction.BACK) then
- if (newOrient == direction.LEFT) then
- turtle.turnRight()
- currOrient = newOrient
- elseif (newOrient == direction.FORWARD) then
- turtle.turnRight()
- turtle.turnRight()
- currOrient = newOrient
- elseif (newOrient == direction.RIGHT) then
- turtle.turnLeft()
- currOrient = newOrient
- else
- writeMessage ("Invalid newOrient in turtleSetOrientation function", messageLevel.ERROR)
- end
- elseif (currOrient == direction.LEFT) then
- if (newOrient == direction.FORWARD) then
- turtle.turnRight()
- currOrient = newOrient
- elseif (newOrient == direction.RIGHT) then
- turtle.turnRight()
- turtle.turnRight()
- currOrient = newOrient
- elseif (newOrient == direction.BACK) then
- turtle.turnLeft()
- currOrient = newOrient
- else
- writeMessage ("Invalid newOrient in turtleSetOrientation function", messageLevel.ERROR)
- end
- else
- writeMessage ("Invalid currOrient in turtleTurn function", messageLevel.ERROR)
- end
- end
- end
- -- ********************************************************************************** --
- -- Determines if a particular block is considered a noise block or not. A noise
- -- block is one that is a standard block in the game (stone, dirt, gravel etc.) and
- -- is one to ignore when a seam is being dug out. Function works by comparing the block
- -- in question against a set of blocks in the turtle's inventory which are known not to
- -- be noise blocks. The first parameter is the number of slots containing noise blocks
- -- (these must be at the start of the turtle's inventory), and the second param is the
- -- function to use to compare the block for a noise block
- -- ********************************************************************************** --
- function isNoiseBlock(detectFn, compareFn)
- -- Consider air to be a noise block
- local returnVal = not detectFn()
- local seamLoop = 1
- while((returnVal == false) and (seamLoop <= nonSeamBlocks)) do
- turtle.select(seamLoop)
- returnVal = compareFn()
- seamLoop = seamLoop + 1
- end
- -- Return the calculated value
- return returnVal
- end
- -- ********************************************************************************** --
- -- Determines if a particular block is a chest. Returns false if it is not a chest
- -- or chests are not being detected
- -- ********************************************************************************** --
- function isChestBlock(compareFn)
- -- Check the block in the appropriate direction to see whether it is a chest. Only
- -- do this if we are looking for chests
- local returnVal = false
- if (lookForChests == true) then
- turtle.select(15)
- returnVal = compareFn()
- end
- -- Return the calculated value
- return returnVal
- end
- -- ********************************************************************************** --
- -- Function to calculate the number of non seam blocks in the turtle's inventory. This
- -- is all of the blocks at the start of the inventory (before the first empty slot is
- -- found
- -- ********************************************************************************** --
- function determineNonSeamBlocksCount()
- -- Determine the location of the first empty inventory slot. All items before this represent
- -- noise items.
- local foundFirstBlankInventorySlot = false
- nonSeamBlocks = 1
- while ((nonSeamBlocks < 16) and (foundFirstBlankInventorySlot == false)) do
- if (turtle.getItemCount(nonSeamBlocks) > 0) then
- nonSeamBlocks = nonSeamBlocks + 1
- else
- foundFirstBlankInventorySlot = true
- end
- end
- nonSeamBlocks = nonSeamBlocks - 1
- -- Determine whether a chest was provided, and hence whether we should support
- -- looking for chests
- if (turtle.getItemCount(15) > 0) then
- lookForChests = true
- lastEmptySlot = 14
- writeMessage("Looking for chests...", messageLevel.DEBUG)
- else
- lastEmptySlot = 15
- writeMessage("Ignoring chests...", messageLevel.DEBUG)
- end
- end
- -- ********************************************************************************** --
- -- Creates a quarry mining out only ores and leaving behind any noise blocks
- -- ********************************************************************************** --
- function createQuarry()
- -- Determine the starting layer. The turtle mines in layers of 3, and the bottom layer
- -- is the layer directly above bedrock.
- --
- -- The actual layer that the turtle operates in is the middle of these three layers,
- -- so determine the top layer
- local firstMiningLayer = startHeight + ((bottomLayer - startHeight - 2) % 3) - 1
- -- If the top layer is up, then ignore it and move to the next layer
- if (firstMiningLayer > currY) then
- firstMiningLayer = firstMiningLayer - 3
- end
- local miningLoop
- local firstTimeThru = true
- local onNearSideOfQuarry = true
- local diggingAway = true
- -- Loop over each mining row
- for miningLoop = firstMiningLayer, bottomLayer, -3 do
- writeMessage("Mining Layer: "..miningLoop, messageLevel.INFO)
- -- Move to the correct level to start mining
- if (currY > miningLoop) then
- while (currY > miningLoop) do
- turtleDown()
- end
- end
- -- Move turtle into the correct orientation to start mining
- if (firstTimeThru == true) then
- turtleTurn(direction.RIGHT)
- firstTimeThru = false
- else
- turtleTurn(direction.LEFT)
- turtleTurn(direction.LEFT)
- end
- local firstRow = true
- local mineRows
- for mineRows = 1, quarryWidth do
- -- If this is not the first row, then get into position to mine the next row
- if (firstRow == true) then
- firstRow = false
- else
- -- Move into position for mining the next row
- if (onNearSideOfQuarry == diggingAway) then
- turtleTurn(direction.RIGHT)
- else
- turtleTurn(direction.LEFT)
- end
- turtleForward()
- if (isChestBlock(turtle.compareUp) == true) then
- -- There is a chest block above. Move back and approach
- -- from the side to ensure that we don't need to return to
- -- start through the chest itself (potentially losing items)
- turtleBack()
- turtleUp()
- emptyChest(turtle.suck)
- turtleDown()
- turtleForward()
- end
- -- Move into final position for mining the next row
- if (onNearSideOfQuarry == diggingAway) then
- turtleTurn(direction.RIGHT)
- else
- turtleTurn(direction.LEFT)
- end
- end
- -- Dig to the other side of the quarry
- local blocksMined
- for blocksMined = 0, (quarryWidth - 1) do
- -- Move forward and check for ores
- if(blocksMined > 0) then
- -- Only move forward if this is not the first space
- turtleForward()
- end
- -- Check upwards for a chest block if this is not the first block of the
- -- row (in which case it will have already been checked)
- if(blocksMined > 0) then
- if (isChestBlock(turtle.compareUp) == true) then
- -- There is a chest block above. Move back and approach
- -- from the side to ensure that we don't need to return to
- -- start through the chest itself (potentially losing items)
- turtleBack()
- turtleUp()
- emptyChest(turtle.suck)
- turtleDown()
- turtleForward()
- end
- end
- if (isNoiseBlock(turtle.detectUp, turtle.compareUp) == false) then
- turtle.digUp()
- ensureInventorySpace()
- end
- -- Check down, if this is the bedrock layer, use an alternate approach.
- -- If this is not the bedrock layer, then just check down
- if (miningLoop == bottomLayer) then
- -- Just above bedrock layer, dig down until can't dig any lower, and then
- -- come back up. This replicates how the quarry functions
- local moveDownSuccess = turtleDown()
- while (moveDownSuccess == true) do
- moveDownSuccess = turtleDown()
- end
- -- Have now hit bedrock, move back to the mining layer
- writeMessage("Moving back to mining layer", messageLevel.DEBUG)
- writeMessage("currY: "..currY..", bottomLayer: "..bottomLayer, messageLevel.DEBUG)
- while (currY < bottomLayer) do
- turtleUp()
- end
- else
- -- Check the block down for being a chest
- if (isChestBlock(turtle.compareDown) == true) then
- emptyChest(turtle.suckDown)
- end
- -- Check the block down and mine if necessary
- if (isNoiseBlock(turtle.detectDown, turtle.compareDown) == false) then
- turtle.digDown()
- ensureInventorySpace()
- end
- end
- end
- -- Am now at the other side of the quarry
- onNearSideOfQuarry = not onNearSideOfQuarry
- end
- -- If we were digging away from the starting point, will be digging
- -- back towards it on the next layer
- diggingAway = not diggingAway
- end
- -- Return to the start
- returnToStartAndUnload(false)
- -- Face forward
- turtleSetOrientation(direction.FORWARD)
- end
- -- ********************************************************************************** --
- -- Main Function
- -- ********************************************************************************** --
- -- Process the input arguments - storing them to global variables
- local args = { ... }
- local paramsOK = true
- turtleId = os.getComputerLabel()
- rednet.open("right")
- if (#args == 1) then
- quarryWidth = tonumber(args[1])
- local x, y, z = gps.locate(5)
- startHeight = y
- if (startHeight == nil) then
- writeMessage("Can't locate GPS", messageLevel.FATAL)
- paramsOK = false
- end
- elseif (#args == 2) then
- quarryWidth = tonumber(args[1])
- startHeight = tonumber(args[2])
- else
- writeMessage("Usage: OreQuarry <diameter> <turtleY>", messageLevel.FATAL)
- paramsOK = false
- end
- if (paramsOK == true) then
- if ((startHeight < 6) or (startHeight > 128)) then
- writeMessage("turtleY must be between 6 and 128", messageLevel.FATAL)
- paramsOK = false
- end
- if ((quarryWidth < 2) or (quarryWidth > 64)) then
- writeMessage("diameter must be between 2 and 64", messageLevel.FATAL)
- paramsOK = false
- end
- end
- if (paramsOK == true) then
- writeMessage("---------------------------------", messageLevel.INFO)
- writeMessage("** Ore Quarry v0.2 by AustinKK **", messageLevel.INFO)
- writeMessage("---------------------------------", messageLevel.INFO)
- -- Set the turtle's starting position
- currX = 0
- currY = startHeight
- currZ = 0
- currOrient = direction.FORWARD
- -- Calculate which blocks in the inventory signify noise blocks
- determineNonSeamBlocksCount()
- if ((nonSeamBlocks == 0) or (nonSeamBlocks == 15)) then
- writeMessage("No noise blocks have been been added. Please place blocks that the turtle should not mine (e.g. Stone, Dirt, Gravel etc.) in the first few slots of the turtle\'s inventory. The first empty slot signifies the end of the noise blocks.", messageLevel.FATAL)
- else
- -- Create a Quary
- createQuarry()
- end
- end
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