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| 1 | -- 3D-Offset-Driven Ship Jump & Mining-Laser Align | |
| 2 | - | local lasers = peripheral.getNames() |
| 2 | + | -- Listens for { x, y, z } on Rednet protocol "3DOffsetBroadcast"
|
| 3 | -- and computes an offset jump point back toward the ship. | |
| 4 | ||
| 5 | -- 1) Configuration | |
| 6 | - | -- Filter for warpdriveLaserCamera peripherals and set beam frequency. |
| 6 | + | |
| 7 | - | for i = #lasers, 1, -1 do |
| 7 | + | |
| 8 | - | if peripheral.getType(lasers[i]) ~= "warpdriveLaserCamera" then |
| 8 | + | -- 2) Wrap your ship core |
| 9 | - | table.remove(lasers, i) |
| 9 | + | |
| 10 | - | else |
| 10 | + | assert(ship, "No warpdriveShipCore detected!") |
| 11 | - | peripheral.wrap(lasers[i]).beamFrequency(1420) |
| 11 | + | |
| 12 | -- 3) Pre-compute ship dimensions & status | |
| 13 | local ship_front, ship_right, ship_up = ship.dim_positive() | |
| 14 | local ship_back, ship_left, ship_down = ship.dim_negative() | |
| 15 | - | -- Get ship dimensions and status. |
| 15 | + | |
| 16 | - | ship_front, ship_right, ship_up = ship.dim_positive() |
| 16 | + | -- 4) Instructions |
| 17 | - | ship_back, ship_left, ship_down = ship.dim_negative() |
| 17 | + | print("Waiting for 3DOffsetBroadcast → Redstone 'front' must be ON to accept jumps")
|
| 18 | - | ship_isInHyper = ship.isInHyperspace() |
| 18 | + | |
| 19 | - | ship_movement = { ship.movement() }
|
| 19 | + | -- 5) Open Rednet on all modems |
| 20 | - | ship_rotationSteps = ship.rotationSteps() |
| 20 | + | for _, side in ipairs(peripheral.getNames()) do |
| 21 | if peripheral.getType(side) == "modem" then | |
| 22 | - | print("Emit Scanning Laser to Jump Ship and Aligning the Mining Laser")
|
| 22 | + | rednet.open(side) |
| 23 | end | |
| 24 | end | |
| 25 | - | local event, laserName, lx, ly, lz, block, _, _, _, type, metadata, resistance = os.pullEvent() |
| 25 | + | |
| 26 | - | |
| 26 | + | -- 6) Main loop: only react when redstone 'front' is high |
| 27 | - | if event == "laserScanning" then |
| 27 | + | |
| 28 | - | -- Convert laser scanning coordinates to numbers. |
| 28 | + | if redstone.getInput("front") then
|
| 29 | - | local lastLx = tonumber(lx) |
| 29 | + | -- wait up to 0.5s for a broadcast on 3DOffsetBroadcast |
| 30 | - | local lastLy = tonumber(ly) |
| 30 | + | local sender, message = rednet.receive("3DOffsetBroadcast", 0.5)
|
| 31 | - | local lastLz = tonumber(lz) |
| 31 | + | if sender and message.x and message.y and message.z then |
| 32 | - | |
| 32 | + | local lastLx, lastLy, lastLz = |
| 33 | - | -- Get current ship position. |
| 33 | + | tonumber(message.x), |
| 34 | - | local mx, my, mz = ship.getLocalPosition() |
| 34 | + | tonumber(message.y), |
| 35 | - | |
| 35 | + | tonumber(message.z) |
| 36 | - | print("Laser target: X:" .. lastLx .. " Y:" .. lastLy .. " Z:" .. lastLz)
|
| 36 | + | |
| 37 | - | |
| 37 | + | print(string.format( |
| 38 | - | -- Calculate vector from laser target (L) to ship (M) |
| 38 | + | "Received target from %d → X:%d Y:%d Z:%d", |
| 39 | - | local vx = mx - lastLx |
| 39 | + | sender, lastLx, lastLy, lastLz |
| 40 | - | local vy = my - lastLy |
| 40 | + | )) |
| 41 | - | local vz = mz - lastLz |
| 41 | + | |
| 42 | - | |
| 42 | + | -- ship current position |
| 43 | - | local dist = math.sqrt(vx*vx + vy*vy + vz*vz) |
| 43 | + | local mx, my, mz = ship.getLocalPosition() |
| 44 | - | |
| 44 | + | |
| 45 | - | if dist > 0 then |
| 45 | + | -- vector from laser target back toward ship |
| 46 | - | -- Normalize the vector. |
| 46 | + | local vx, vy, vz = mx - lastLx, my - lastLy, mz - lastLz |
| 47 | - | local ux = vx / dist |
| 47 | + | local dist = math.sqrt(vx*vx + vy*vy + vz*vz) |
| 48 | - | local uy = vy / dist |
| 48 | + | |
| 49 | - | local uz = vz / dist |
| 49 | + | if dist > 0 then |
| 50 | -- unit vector | |
| 51 | - | -- Calculate dx, dy, dz as the point offsetDistance away from the laser target along the vector toward the ship. |
| 51 | + | local ux, uy, uz = vx/dist, vy/dist, vz/dist |
| 52 | - | local dx = lastLx + ux * offsetDistance |
| 52 | + | |
| 53 | - | local dy = lastLy + uy * offsetDistance |
| 53 | + | -- offset point |
| 54 | - | local dz = lastLz + uz * offsetDistance |
| 54 | + | local dx = math.floor(lastLx + ux*offsetDistance + 0.5) |
| 55 | - | |
| 55 | + | local dy = math.floor(lastLy + uy*offsetDistance + 0.5) |
| 56 | - | -- Round the coordinates to whole numbers. |
| 56 | + | local dz = math.floor(lastLz + uz*offsetDistance + 0.5) |
| 57 | - | dx = math.floor(dx + 0.5) |
| 57 | + | |
| 58 | - | dy = math.floor(dy + 0.5) |
| 58 | + | print(string.format( |
| 59 | - | dz = math.floor(dz + 0.5) |
| 59 | + | "Jump coords → X:%d Y:%d Z:%d", |
| 60 | - | |
| 60 | + | dx, dy, dz |
| 61 | - | print("Calculated jump coordinates: (" .. dx .. ", " .. dy .. ", " .. dz .. ")")
|
| 61 | + | )) |
| 62 | - | |
| 62 | + | |
| 63 | - | -- Retrieve ship orientation and compute minimum movement thresholds. |
| 63 | + | -- orientation & thresholds |
| 64 | - | local rx, ry, rz = ship.getOrientation() |
| 64 | + | local rx, ry, rz = ship.getOrientation() |
| 65 | - | local minForwardBack = math.abs(ship_front + ship_back + 1) |
| 65 | + | local minFB = math.abs(ship_front + ship_back + 1) |
| 66 | - | local minLeftRight = math.abs(ship_left + ship_right + 1) |
| 66 | + | local minLR = math.abs(ship_left + ship_right + 1) |
| 67 | - | local minUpDown = math.abs(ship_up + ship_down + 1) |
| 67 | + | local minUD = math.abs(ship_up + ship_down + 1) |
| 68 | - | |
| 68 | + | |
| 69 | - | -- Compute the movement difference between target jump point and ship. |
| 69 | + | -- desired move in world-space |
| 70 | - | local jx = dx - mx |
| 70 | + | local jx, jy, jz = dx - mx, dy - my, dz - mz |
| 71 | - | local jy = dy - my |
| 71 | + | |
| 72 | - | local jz = dz - mz |
| 72 | + | -- map to ship axes |
| 73 | - | |
| 73 | + | local fb, lr = 0, 0 |
| 74 | - | -- For horizontal movement, adjust based on ship orientation. |
| 74 | + | local ud = jy |
| 75 | - | local forwardBackMov = 0 |
| 75 | + | if rx == 1 then fb, lr = jx, jz |
| 76 | - | local leftRightMov = 0 |
| 76 | + | elseif rx == -1 then fb, lr = -jx, -jz |
| 77 | - | -- For vertical movement, use the raw difference. |
| 77 | + | elseif rz == 1 then fb, lr = jz, -jx |
| 78 | - | local upDownMov = jy |
| 78 | + | elseif rz == -1 then fb, lr = -jz, jx |
| 79 | - | |
| 79 | + | |
| 80 | - | if rx == 1 then |
| 80 | + | |
| 81 | - | forwardBackMov = jx |
| 81 | + | -- threshold check |
| 82 | - | leftRightMov = jz |
| 82 | + | if math.abs(fb) < minFB |
| 83 | - | elseif rx == -1 then |
| 83 | + | and math.abs(ud) < minUD |
| 84 | - | forwardBackMov = -jx |
| 84 | + | and math.abs(lr) < minLR then |
| 85 | - | leftRightMov = -jz |
| 85 | + | print("Movement too small—skipping jump.")
|
| 86 | - | elseif rz == 1 then |
| 86 | + | |
| 87 | - | forwardBackMov = jz |
| 87 | + | ship.movement(fb, ud, lr) |
| 88 | - | leftRightMov = -jx |
| 88 | + | ship.rotationSteps(0) |
| 89 | - | elseif rz == -1 then |
| 89 | + | ship.command("MANUAL", true)
|
| 90 | - | forwardBackMov = -jz |
| 90 | + | |
| 91 | - | leftRightMov = jx |
| 91 | + | else |
| 92 | - | end |
| 92 | + | print("Error: ship and target coincide—no movement.")
|
| 93 | end | |
| 94 | - | -- Check if movement is large enough in each axis. |
| 94 | + | |
| 95 | - | if math.abs(forwardBackMov) < minForwardBack and math.abs(upDownMov) < minUpDown and math.abs(leftRightMov) < minLeftRight then |
| 95 | + | else |
| 96 | - | print("The movement is too small!")
|
| 96 | + | -- redstone is off, pause briefly |
| 97 | - | else |
| 97 | + | os.sleep(0.1) |
| 98 | - | ship.movement(forwardBackMov, upDownMov, leftRightMov) |
| 98 | + | end |
| 99 | - | ship.rotationSteps(0) |
| 99 | + | |
| 100 | - | ship.command("MANUAL", true)
|
| 100 | + |