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Minecraft Mining Turtle Ore Quarry with Resume by AustinKK, Aeolun, nick1n (untested) http://www.computercraft.info/forums2/index.php?/topic/7675-advanced-mining-turtle-ore-quarry/
-- ********************************************************************************** --
-- ** ** --
-- ** Minecraft Mining Turtle Ore Quarry v0.6c by AustinKK, Aeolun, nick1n ** --
-- ** --------------------------------------------------- ** --
-- ** ** --
-- ** For instructions on how to use: ** --
-- ** ** --
-- ** http://www.youtube.com/watch?v=PIugLVzUz3g ** --
-- ** ** --
-- ** Change Log: ** --
-- ** 27th Dec 2012: [v0.2] Initial Draft Release ** --
-- ** 29th Dec 2012: [v0.3] Minor Performance Improvements ** --
-- ** 30th Dec 2012: [v0.4] Further Performance Improvements ** --
-- ** 9th Jan 2013: [v0.5] Debug Version (dropping off chest) ** --
-- ** 10th Jan 2013: [v0.51] Further Debug (dropping off chest) ** --
-- ** 10th Jan 2013: [v0.52] Fix for dropping off chest bug ** --
-- ** 11th Jan 2013: [v0.53] Fix for dropping off chest bug (release) ** --
-- ** 12th Jan 2013: [v0.6] Added support for resume ** --
-- ** 14th Jan 2013: [v0.6a] Added waiting at starting location again ** --
-- ** 17th Jan 2013: [v0.6b] Added possibility of cancelling the resume ** --
-- ** 17th Jan 2013: [v0.6c] Added possibility of not starting at the bottom ** --
-- ** 17th Jan 2013: [v0.61] slight optimizations ** --
-- ** ** --
-- ********************************************************************************** --
-- 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 }
-- Enumeration of mining states
miningState = { START=0, LAYER=1, EMPTYCHESTDOWN=2, EMPTYINVENTORY=3 }
local messageOutputLevel = messageLevel.DEBUG
local messageOutputFileName = "log.txt"
local fuelLevelToRefuelAt = 5
local refuelItemsToUseWhenRefuelling = 63
local emergencyFuelToRetain = 3 -- Turtle will return to start once it reaches the emergency fuel levels
local fuelLevelToStartMiningAt = 8 -- Turtle will not leave start unless it has at least this amount of fuel
local maximumGravelStackSupported = 25 -- The number of stacked gravel or sand blocks supported
local noiseBlocksCount
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 miningOffset -- The offset to the mining layer. This is set depending on whether chests are being looked for or not
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
local currentlySelectedSlot = 0 -- The slot that the last noise block was found in
local lastMoveNeededDig = true -- Determines whether the last move needed a dig first
local haveBeenAtZeroZeroOnLayer -- Determines whether the turtle has been at (0, 0) in this mining layer
local orientationAtZeroZero -- The turtle's orientation when it was at (0, 0)
local levelToReturnTo -- The level that the turtle should return to in order to head back to the start to unload
-- Variables used to support a resume
local startupParamsFile = "OreQuarryParams.txt"
local oreQuarryLocation = "OreQuarryLocation.txt"
local returnToStartFile = "OreQuarryReturn.txt"
local startupBackup = "startup_bak"
local supportResume = true -- Determines whether the turtle is being run in the mode that supports resume
local resuming = false -- Determines whether the turtle is currently in the process of resuming
local resumeX
local resumeY
local resumeZ
local resumeOrient
local resumeMiningState
-- 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
local currMiningState = miningState.START
-- 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
if (messageOutputFileName ~= nil) then
-- Open file, write message and close file (flush doesn't seem to work!)
local outputFile = io.open(messageOutputFileName, "a")
outputFile:write(message)
outputFile:write("\n")
outputFile:close()
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)
currentlySelectedSlot = 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)
turtle.refuel()
if returningToStart == false then
returnToStartAndUnload(true)
end
elseif (fuelItems <= (emergencyFuelToRetain + 1)) then
writeMessage("Consuming emergency fuel supply. "..(fuelItems - 2).." emergency fuel items remain", messageLevel.WARNING)
turtle.refuel(1)
if returningToStart == false then
returnToStartAndUnload(true)
end
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 restoreResume()
fs.delete("startup")
if (fs.exists(startupBackup) == true) then
fs.move(startupBackup, "startup")
end
if (fs.exists(startupParamsFile) == true) then
fs.delete(startupParamsFile)
end
if (fs.exists(oreQuarryLocation) == true) then
fs.delete(oreQuarryLocation)
end
if (fs.exists(returnToStartFile) == true) then
fs.delete(returnToStartFile)
end
end
function refuelAtStart()
-- While we are here, refill the fuel items if there is capacity
if (turtle.getItemCount(16) < 64) then
writeMessage("Refueling", messageLevel.INFO);
turtleSetOrientation(direction.LEFT)
turtle.select(16) -- Don't bother updating selected slot variable as it will set later in this function
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
if currFuelItems < fuelLevelToStartMiningAt then
-- Turtle doesn't have enough fuel to even start mining
writeMessage("Turtle cannot retrieve enough fuel. Waiting until we have at least "..fuelLevelToStartMiningAt.." fuel", messageLevel.WARNING)
turtle.suck()
while currFuelItems < fuelLevelToStartMiningAt do
currFuelItems = turtle.getItemCount(16)
turtle.suck()
end
end
slotLoop = noiseBlocksCount + 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) -- Don't bother updating selected slot variable as it will set later in this function
turtle.drop()
slotLoop = slotLoop + 1
end
turtleSetOrientation(direction.FORWARD)
end
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
local storedX, storedY, storedZ, storedOrient
local prevMiningState = currMiningState
if (resuming == true) then
-- Get the stored parameters from the necessary file
local resumeFile = fs.open(returnToStartFile, "r")
if (resumeFile ~= nil) then
-- Restore the parameters from the file
local beenAtZero = resumeFile.readLine()
if (beenAtZero == "y") then
haveBeenAtZeroZeroOnLayer = true
else
haveBeenAtZeroZeroOnLayer = false
end
local miningPointFlag = resumeFile.readLine()
if (miningPointFlag == "y") then
returnBackToMiningPoint = true
else
returnBackToMiningPoint = false
end
currX = readNumber(resumeFile)
currY = readNumber(resumeFile)
currZ = readNumber(resumeFile)
currOrient = readNumber(resumeFile)
levelToReturnTo = readNumber(resumeFile)
prevMiningState = readNumber(resumeFile)
orientationAtZeroZero = readNumber(resumeFile)
resumeFile.close()
else
writeMessage("Failed to read return to start file", messageLevel.ERROR)
end
elseif (supportResume == true) then
local outputFile = io.open(returnToStartFile, "w")
if (haveBeenAtZeroZeroOnLayer == true) then
outputFile:write("y\n")
else
outputFile:write("n\n")
end
if (returnBackToMiningPoint == true) then
outputFile:write("y\n")
else
outputFile:write("n\n")
end
outputFile:write(currX)
outputFile:write("\n")
outputFile:write(currY)
outputFile:write("\n")
outputFile:write(currZ)
outputFile:write("\n")
outputFile:write(currOrient)
outputFile:write("\n")
outputFile:write(levelToReturnTo)
outputFile:write("\n")
outputFile:write(prevMiningState)
outputFile:write("\n")
outputFile:write(orientationAtZeroZero)
outputFile:write("\n")
outputFile:close()
end
storedX = currX
storedY = currY
storedZ = currZ
storedOrient = currOrient
-- Store the current location and orientation so that it can be returned to
currMiningState = miningState.EMPTYINVENTORY
writeMessage("last item count = "..turtle.getItemCount(lastEmptySlot), messageLevel.DEBUG)
if ((turtle.getItemCount(lastEmptySlot) > 0) or (returnBackToMiningPoint == false)) then
writeMessage("Heading back to surface", messageLevel.DEBUG)
-- Move down to the correct layer to return via
if (currY > levelToReturnTo) then
while (currY > levelToReturnTo) do
turtleDown()
end
elseif (currY < levelToReturnTo) then
while (currY < levelToReturnTo) do
turtleUp()
end
end
if ((haveBeenAtZeroZeroOnLayer == false) or (orientationAtZeroZero == direction.FORWARD)) then
-- Move back to the correct X position first
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
-- Then 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
else
-- Move back to the correct Z position first
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
-- Then 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
end
-- Return to the starting layer
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
-- 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) -- Don't bother updating selected slot variable as it will set later in this function
if ((slotLoop <= noiseBlocksCount) or ((slotLoop == 15) and (lastEmptySlot == 14))) then
writeMessage("Dropping (n-1) from slot "..slotLoop.." ["..turtle.getItemCount(slotLoop).."]", messageLevel.DEBUG)
turtle.drop(turtle.getItemCount(slotLoop) - 1)
else
-- Not a noise block, drop all of the items in this slot
writeMessage("Dropping (all) from slot "..slotLoop.." ["..turtle.getItemCount(slotLoop).."]", messageLevel.DEBUG)
turtle.drop()
end
slotLoop = slotLoop + 1
end
refuelAtStart()
-- 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)
currentlySelectedSlot = 1
end
-- If required, move back to the point that we were mining at before returning to the start
if (returnBackToMiningPoint == true) then
-- If resuming, refresh the starting point to be the top of the return shaft
if (resuming == true) then
currX = 0
currY = startHeight
currZ = 0
currOrient = resumeOrient
end
-- Return back to the required layer
while (currY > levelToReturnTo) do
turtleDown()
end
if ((haveBeenAtZeroZeroOnLayer == false) or (orientationAtZeroZero == direction.FORWARD)) then
-- Move back to the correct Z position first
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
-- Then 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
else
-- Move back to the correct X position first
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
-- Then 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
end
-- Move back to the correct layer
if (storedY < currY) then
while (storedY < currY) do
turtleDown()
end
elseif (storedY > currY) then
while (storedY > currY) do
turtleUp()
end
end
-- Finally, set the correct orientation
turtleSetOrientation(storedOrient)
writeMessage("Have returned to the mining point", messageLevel.DEBUG)
end
-- Store the current location and orientation so that it can be returned to
currMiningState = prevMiningState
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
for inventoryLoop = 1, 16 do
if (prevInventoryCount[inventoryLoop] ~= newInventoryCount[inventoryLoop]) then
foundDifferentItemCount = true
break
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
-- ********************************************************************************** --
-- Write the current location to a file
-- ********************************************************************************** --
function saveLocation()
-- Write the x, y, z and orientation to the file
if ((supportResume == true) and (resuming == false)) then
local outputFile = io.open(oreQuarryLocation, "w")
outputFile:write(currMiningState)
outputFile:write("\n")
outputFile:write(currX)
outputFile:write("\n")
outputFile:write(currY)
outputFile:write("\n")
outputFile:write(currZ)
outputFile:write("\n")
outputFile:write(currOrient)
outputFile:write("\n")
outputFile:close()
end
end
-- ********************************************************************************** --
-- If the turtle is resuming and the current co-ordinates, orientation and
-- mining state have been matched, then no longer resuming
-- ********************************************************************************** --
function updateResumingFlag()
if (resuming == true) then
if ((resumeMiningState == currMiningState) and (resumeX == currX) and (resumeY == currY) and (resumeZ == currZ) and (resumeOrient == currOrient)) then
resuming = false
end
end
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
--
-- K, this is how I believe it should work:
-- 1. If turtle didn't dig last move, try to move, if successful exit
-- 2. Else check for chest first, if chest, empty, dig, move, if successful exit
-- 3. Else Dig until it returns false
-- 4. Attack until it returns false
-- 5. Move
-- 6. If we didn't move, its bedrock
--
-- ********************************************************************************** --
function moveTurtle(moveFn, detectFn, digFn, attackFn, compareFn, suckFn, maxDigCount, newX, newY, newZ)
local moveSuccess = false
local digSuccess = true
local attackSuccess = true
-- If we are resuming, then don't do anything in this function other than updating the
-- co-ordinates as if the turtle had moved
if (resuming == true) then
-- Set the move success to true (but don't move) - unless this is below bedrock level
-- in which case return false
if (currY <= 0) then
moveSuccess = false
else
moveSuccess = true
end
-- Update the co-ordinates to reflect the movement
currX = newX
currY = newY
currZ = newZ
else
ensureFuel()
-- 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
if (lastMoveNeededDig == false) then
-- Didn't need to dig last time the turtle moved, so try moving first
moveSuccess = moveFn()
-- If move succeeded, update the turtle's co-ords
if (moveSuccess == true) then
currX = newX
currY = newY
currZ = newZ
saveLocation()
end
-- Don't need to set the last move needed dig. It is already false, if
-- move success is now true, then it won't be changed
else
-- If we are looking for chests, then check that this isn't a chest before trying to dig it
if (lookForChests == true) then
--if (isNoiseBlock(compareFn) == false) then
--if (detectFn() == true) then
-- Determine if it is a chest before digging it
if (isChestBlock(compareFn) == true) then
-- Have found a chest, empty it before continuing
emptyChest(suckFn)
end
--end
--end
end
-- Try to dig (without doing a detect as it is quicker)
digSuccess = digFn()
--if (digSuccess == true) then
digCount = 1
--end
--lastDigSuccessful = digSuccess
moveSuccess = moveFn()
-- If move succeeded, update the turtle's co-ords
if (moveSuccess == true) then
currX = newX
currY = newY
currZ = newZ
saveLocation()
end
end
-- Loop until we've successfully moved
if (moveSuccess == false) then
while ((digSuccess == true) and (attackSuccess == true) and (moveSuccess == false) and (digCount <= maxDigCount)) do
-- If there is a block in front, dig it
--if (detectFn() == true) then
if (digSuccess == true) then
-- If we've already tried digging, then pause before digging again to let
-- any sand or gravel drop, otherwise check for a chest before digging
if (digCount == 0) then
-- Am about to dig a block - check that it is not a chest if necessary
-- If we are looking for chests, then check that this isn't a chest before moving
if (lookForChests == true) then
--if (isNoiseBlock(compareFn) == false) then
--if (detectFn() == true) then
-- Determine if it is a chest before digging it
if (isChestBlock(compareFn) == true) then
-- Have found a chest, empty it before continuing
emptyChest(suckFn)
end
--end
--end
end
else
sleep(0.1)
end
-- TODO: need to check inventory space... gravel/sand might of filled it up (if the maxDigCount is higher then 64)
digSuccess = digFn()
digCount = digCount + 1
else
-- Am being stopped from moving by a mob, attack it
-- TODO: this might fill up the inventory because skeletons and angry zombies can drop two different items
attackSuccess = attackFn()
end
-- TODO: shouldn't try to move everytime, unless it fails faster then actually moving...
-- Try the move again
moveSuccess = moveFn()
-- If move succeeded, update the turtle's co-ords
if (moveSuccess == true) then
currX = newX
currY = newY
currZ = newZ
saveLocation()
end
end
end
if (digCount == 0) then
lastMoveNeededDig = false
else
lastMoveNeededDig = true
end
end
-- If we are resuming and the current co-ordinates and orientation are the resume point
-- then are no longer resuming
if (moveSuccess == true) then
updateResumingFlag()
end
-- Return the move success
return moveSuccess
end
-- ********************************************************************************** --
-- Move the turtle forward one block (updating the turtle's position)
-- ********************************************************************************** --
function turtleForward()
-- Determine the new co-ordinate that the turtle will be moving to
local newX, newZ
-- Update the current co-ordinates
if (currOrient == direction.FORWARD) then
newZ = currZ + 1
newX = currX
elseif (currOrient == direction.LEFT) then
newX = currX - 1
newZ = currZ
elseif (currOrient == direction.BACK) then
newZ = currZ - 1
newX = currX
elseif (currOrient == direction.RIGHT) then
newX = currX + 1
newZ = currZ
else
writeMessage ("Invalid currOrient in turtleForward function", messageLevel.ERROR)
end
local returnVal = moveTurtle(turtle.forward, turtle.detect, turtle.dig, turtle.attack, turtle.compare, turtle.suck, maximumGravelStackSupported, newX, currY, newZ)
if (returnVal == true) then
-- 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, currX, currY + 1, currZ)
if (returnVal == true) then
-- 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 = moveTurtle(turtle.down, turtle.detectDown, turtle.digDown, turtle.attackDown, turtle.compareDown, turtle.suckDown, 1, currX, currY - 1, currZ)
if (returnVal == true) then
-- 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()
-- Assume that the turtle will move, and switch the co-ords back if it doesn't
-- (do this so that we can write the co-ords to a file before moving)
local newX, newZ
local prevX, prevZ
prevX = currX
prevZ = currZ
-- Update the current co-ordinates
if (currOrient == direction.FORWARD) then
newZ = currZ - 1
newX = currX
elseif (currOrient == direction.LEFT) then
newX = currX + 1
newZ = currZ
elseif (currOrient == direction.BACK) then
newZ = currZ + 1
newX = currX
elseif (currOrient == direction.RIGHT) then
newX = currX - 1
newZ = currZ
else
writeMessage ("Invalid currOrient in turtleBack function", messageLevel.ERROR)
end
-- First try to move back using the standard function
currX = newX
currZ = newZ
saveLocation()
local returnVal = turtle.back()
if (returnVal == false) then
-- Didn't move. Reset the co-ordinates to the previous value
currX = prevX
currZ = prevZ
-- Reset the location back to the previous location (because the turn takes 0.8 of a second
-- so could be stopped before getting to the forward function)
saveLocation()
turtle.turnRight()
turtle.turnRight()
-- Try to move by using the forward function (note, the orientation will be set as
-- the same way as this function started because if the function stops, that is the
-- direction that we want to consider the turtle to be pointing)
returnVal = moveTurtle(turtle.forward, turtle.detect, turtle.dig, turtle.attack, turtle.compare, turtle.suck, maximumGravelStackSupported, newX, currY, newZ)
turtle.turnRight()
turtle.turnRight()
end
if (returnVal == true) then
-- 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
elseif (currOrient == direction.LEFT) then
currOrient = direction.BACK
elseif (currOrient == direction.BACK) then
currOrient = direction.RIGHT
elseif (currOrient == direction.RIGHT) then
currOrient = direction.FORWARD
else
writeMessage ("Invalid currOrient in turtleTurn function", messageLevel.ERROR)
end
-- If we are resuming, just check to see whether have reached the resume point, otherwise
-- turn
if (resuming == true) then
updateResumingFlag()
else
-- Write the new orientation and turn
saveLocation()
turtle.turnLeft()
end
elseif (turnDir == direction.RIGHT) then
if (currOrient == direction.FORWARD) then
currOrient = direction.RIGHT
elseif (currOrient == direction.LEFT) then
currOrient = direction.FORWARD
elseif (currOrient == direction.BACK) then
currOrient = direction.LEFT
elseif (currOrient == direction.RIGHT) then
currOrient = direction.BACK
else
writeMessage ("Invalid currOrient in turtleTurn function", messageLevel.ERROR)
end
-- If we are resuming, just check to see whether have reached the resume point, otherwise
-- turn
if (resuming == true) then
updateResumingFlag()
writeMessage("["..currMiningState..", "..currX..", "..currY..", "..currZ..", "..currOrient.."]", messageLevel.DEBUG)
else
-- Write the new orientation and turn
saveLocation()
turtle.turnRight()
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
currOrient = newOrient
-- If resuming, check whether the resume point has been reached, otherwise turn
if (resuming == true) then
updateResumingFlag()
else
-- Write the new orientation and turn
saveLocation()
turtle.turnRight()
end
elseif (newOrient == direction.BACK) then
currOrient = newOrient
-- If resuming, check whether the resume point has been reached, otherwise turn
if (resuming == true) then
updateResumingFlag()
else
-- Write the new orientation and turn
saveLocation()
turtle.turnRight()
turtle.turnRight()
end
elseif (newOrient == direction.LEFT) then
currOrient = newOrient
-- If resuming, check whether the resume point has been reached, otherwise turn
if (resuming == true) then
updateResumingFlag()
else
-- Write the new orientation and turn
saveLocation()
turtle.turnLeft()
end
else
writeMessage ("Invalid newOrient in turtleSetOrientation function", messageLevel.ERROR)
end
elseif (currOrient == direction.RIGHT) then
if (newOrient == direction.BACK) then
currOrient = newOrient
-- If resuming, check whether the resume point has been reached, otherwise turn
if (resuming == true) then
updateResumingFlag()
else
-- Write the new orientation and turn
saveLocation()
turtle.turnRight()
end
elseif (newOrient == direction.LEFT) then
currOrient = newOrient
-- If resuming, check whether the resume point has been reached, otherwise turn
if (resuming == true) then
updateResumingFlag()
else
-- Write the new orientation and turn
saveLocation()
turtle.turnRight()
turtle.turnRight()
end
elseif (newOrient == direction.FORWARD) then
currOrient = newOrient
-- If resuming, check whether the resume point has been reached, otherwise turn
if (resuming == true) then
updateResumingFlag()
else
-- Write the new orientation and turn
saveLocation()
turtle.turnLeft()
end
else
writeMessage ("Invalid newOrient in turtleSetOrientation function", messageLevel.ERROR)
end
elseif (currOrient == direction.BACK) then
if (newOrient == direction.LEFT) then
currOrient = newOrient
-- If resuming, check whether the resume point has been reached, otherwise turn
if (resuming == true) then
updateResumingFlag()
else
-- Write the new orientation and turn
saveLocation()
turtle.turnRight()
end
elseif (newOrient == direction.FORWARD) then
currOrient = newOrient
-- If resuming, check whether the resume point has been reached, otherwise turn
if (resuming == true) then
updateResumingFlag()
else
-- Write the new orientation and turn
saveLocation()
turtle.turnRight()
turtle.turnRight()
end
elseif (newOrient == direction.RIGHT) then
currOrient = newOrient
-- If resuming, check whether the resume point has been reached, otherwise turn
if (resuming == true) then
updateResumingFlag()
else
-- Write the new orientation and turn
saveLocation()
turtle.turnLeft()
end
else
writeMessage ("Invalid newOrient in turtleSetOrientation function", messageLevel.ERROR)
end
elseif (currOrient == direction.LEFT) then
if (newOrient == direction.FORWARD) then
currOrient = newOrient
-- If resuming, check whether the resume point has been reached, otherwise turn
if (resuming == true) then
updateResumingFlag()
else
-- Write the new orientation and turn
saveLocation()
turtle.turnRight()
end
elseif (newOrient == direction.RIGHT) then
currOrient = newOrient
-- If resuming, check whether the resume point has been reached, otherwise turn
if (resuming == true) then
updateResumingFlag()
else
-- Write the new orientation and turn
saveLocation()
turtle.turnRight()
turtle.turnRight()
end
elseif (newOrient == direction.BACK) then
currOrient = newOrient
-- If resuming, check whether the resume point has been reached, otherwise turn
if (resuming == true) then
updateResumingFlag()
else
-- Write the new orientation and turn
saveLocation()
turtle.turnLeft()
end
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 as not being an ore. 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. Param is the function to use to compare the block for a noise block
-- ********************************************************************************** --
function isNoiseBlock(compareFn)
-- Consider air to be a noise block
local returnVal = false
if (resuming == true) then
returnVal = true
else
local seamLoop = 1
local prevSelectedSlot
-- If the currently selected slot is a noise block, then compare against this first
-- so that the slot doesn't need to be selected again (there is a 0.05s cost to do
-- this even if it is the currently selected slot)
if (currentlySelectedSlot <= noiseBlocksCount) then
returnVal = compareFn()
end
if (returnVal == false) then
prevSelectedSlot = currentlySelectedSlot
while((returnVal == false) and (seamLoop <= noiseBlocksCount)) do
if (seamLoop ~= prevSelectedSlot) then
turtle.select(seamLoop)
currentlySelectedSlot = seamLoop
returnVal = compareFn()
end
seamLoop = seamLoop + 1
end
end
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)
currentlySelectedSlot = 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 determineNoiseBlocksCountCount()
-- Determine the location of the first empty inventory slot. All items before this represent
-- noise items.
local foundFirstBlankInventorySlot = false
noiseBlocksCount = 1
while ((noiseBlocksCount < 16) and (foundFirstBlankInventorySlot == false)) do
if (turtle.getItemCount(noiseBlocksCount) > 0) then
noiseBlocksCount = noiseBlocksCount + 1
else
foundFirstBlankInventorySlot = true
end
end
noiseBlocksCount = noiseBlocksCount - 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
miningOffset = 0
writeMessage("Looking for chests...", messageLevel.DEBUG)
else
lastEmptySlot = 15
miningOffset = 1
writeMessage("Ignoring chests...", messageLevel.DEBUG)
end
end
-- ********************************************************************************** --
-- Creates a quarry mining out only ores and leaving behind any noise blocks
-- ********************************************************************************** --
function createQuarry()
-- Before doing anything, check whether there is any extra fuel for us
if resuming == false then
refuelAtStart()
end
-- Determine the top mining layer 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 topMiningLayer = startHeight + ((bottomLayer - startHeight - 2) % 3) - 1 + miningOffset
-- If the top layer is up, then ignore it and move to the next layer
if (topMiningLayer > currY) then
topMiningLayer = topMiningLayer - 3
end
local startedLayerToRight = true -- Only used where the quarry is of an odd width
-- Loop over each mining row
local miningLevel
for miningLevel = (bottomLayer + miningOffset), topMiningLayer, 3 do
writeMessage("Mining Layer: "..miningLevel, messageLevel.INFO)
haveBeenAtZeroZeroOnLayer = false
-- While the initial shaft is being dug out, set the level to return to in order to unload
-- to the just take the turtle straight back up
if (miningLevel == (bottomLayer + miningOffset)) then
levelToReturnTo = startHeight
end
-- Move to the correct level to start mining
if (currY > miningLevel) then
while (currY > miningLevel) do
turtleDown()
end
elseif (currY < miningLevel) then
while (currY < miningLevel) do
turtleUp()
end
end
-- Am now mining the levels (update the mining state to reflect that fact)
currMiningState = miningState.LAYER
-- Set the layer to return via when returning to the surface as the one below the currently
-- mined one
if (miningLevel == (bottomLayer + miningOffset)) then
levelToReturnTo = (bottomLayer + miningOffset)
else
levelToReturnTo = miningLevel - 3
end
-- Move turtle into the correct orientation to start mining (if this is the
-- first row to be mined, then don't need to turn, otherwise turn towards the next
-- mining section)
writeMessage("Mining Level: "..miningLevel..", Bottom Layer: "..bottomLayer..", Mining Offset: "..miningOffset, messageLevel.DEBUG)
if (miningLevel > (bottomLayer + miningOffset)) then
-- Turn towards the next mining layer
if (quarryWidth % 2 == 0) then
-- An even width quarry, always turn right
turtleTurn(direction.RIGHT)
else
-- Turn the opposite direction to that which we turned before
if (startedLayerToRight == true) then
turtleTurn(direction.LEFT)
startedLayerToRight = false
else
turtleTurn(direction.RIGHT)
startedLayerToRight = true
end
end
end
local mineRows
local onNearSideOfQuarry = true
local diggingAway = true
for mineRows = 1, quarryWidth do
-- If this is not the first row, then get into position to mine the next row
if ((mineRows == 1) and (lookForChests == false)) then
-- Not looking for chests, check the block below for being an ore. Only do this
-- if we're not looking for chests since the program doesn't support chests in
-- bedrock
if (isNoiseBlock(turtle.compareDown) == false) then
turtle.digDown()
ensureInventorySpace()
end
elseif (mineRows > 1) then
-- Move into position for mining the next row
if (onNearSideOfQuarry == diggingAway) then
if (startedLayerToRight == true) then
turtleTurn(direction.LEFT)
else
turtleTurn(direction.RIGHT)
end
else
if (startedLayerToRight == true) then
turtleTurn(direction.RIGHT)
else
turtleTurn(direction.LEFT)
end
end
turtleForward()
-- Before making the final turn, check the block below. Do this
-- now because if it is a chest, then we want to back up and
-- approach it from the side (so that we don't lose items if we
-- have to return to the start through it).
--
-- This is the point at which it is safe to back up without moving
-- out of the quarry area (unless at bedrock in which case don't bother
-- as we'll be digging down anyway)
if (miningLevel ~= bottomLayer) then
if (isNoiseBlock(turtle.compareDown) == false) then
-- If we are not looking for chests, then just dig it (it takes
-- less time to try to dig and fail as it does to do detect and
-- only dig if there is a block there)
if (lookForChests == false) then
turtle.digDown()
ensureInventorySpace()
elseif (turtle.detectDown() == true) then
if (isChestBlock(turtle.compareDown) == true) then
-- There is a chest block below. 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()
--turtleDown()
--currMiningState = miningState.EMPTYCHESTDOWN
emptyChest(turtle.suckDown)
--currMiningState = miningState.LAYER
--turtleUp()
--turtleForward()
end
turtle.digDown()
ensureInventorySpace()
end
end
end
-- Move into final position for mining the next row
if (onNearSideOfQuarry == diggingAway) then
if (startedLayerToRight == true) then
turtleTurn(direction.LEFT)
else
turtleTurn(direction.RIGHT)
end
else
if (startedLayerToRight == true) then
turtleTurn(direction.RIGHT)
else
turtleTurn(direction.LEFT)
end
end
end
-- Dig to the other side of the quarry
local blocksMined
for blocksMined = 0, (quarryWidth - 1) do
if (blocksMined > 0) then
-- Only move forward if this is not the first space
turtleForward()
end
-- If the current block is (0,0), then record the fact that the
-- turtle has been through this block and what it's orientation was and update the layer
-- that it should return via to get back to the surface (it no longer needs to go down
-- a level to prevent losing ores).
if ((currX == 0) and (currZ == 0)) then
-- Am at (0, 0). Remember this, and what direction I was facing so that the quickest route
-- to the surface can be taken
levelToReturnTo = miningLevel
haveBeenAtZeroZeroOnLayer = true
orientationAtZeroZero = currOrient
end
-- If currently at bedrock, just move down until the turtle can't go any
-- further. This allows the blocks within the bedrock to be mined
if (miningLevel == bottomLayer) then
-- Temporarily turn off looking for chests to increase bedrock mining speed (this
-- means that the program doesn't support chests below level 5 - but I think
-- they they don't exist anyway)
local lookForChestsPrev = lookForChests
lookForChests = false
-- Manually set the flag to determine whether the turtle should try to move first or
-- dig first. At bedrock, is very rarely any space
-- Just above bedrock layer, dig down until can't dig any lower, and then
-- come back up. This replicates how the quarry functions
lastMoveNeededDig = true
local moveDownSuccess = turtleDown()
while (moveDownSuccess == true) do
moveDownSuccess = turtleDown()
end
-- Know that we are moving back up through air, therefore set the flag to force the
-- turtle to try moving first
lastMoveNeededDig = false
-- Have now hit bedrock, move back to the mining layer
while (currY < bottomLayer) do
turtleUp()
end
-- Now back at the level above bedrock, again reset the flag to tell the turtle to
-- try digging again (because it is rare to find air at bedrock level)
lastMoveNeededDig = true
-- Reset the look for chests value
lookForChests = lookForChestsPrev
elseif ((blocksMined > 0) and ((currX ~= 0) or (currZ ~= 0))) then
-- This isn't the first block of the row, nor are we at (0, 0) so we need to check the
-- block below
-- Check the block down for being a noise block (don't need to check the first
-- block as it has already been checked in the outer loop)
if (isNoiseBlock(turtle.compareDown) == false) then
-- If we are not looking for chests, then just dig it (it takes
-- less time to try to dig and fail as it does to do detect and
-- only dig if there is a block there)
if (lookForChests == false) then
turtle.digDown()
ensureInventorySpace()
elseif (turtle.detectDown() == true) then
if (isChestBlock(turtle.compareDown) == true) then
-- There is a chest block below. 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()
--turtleDown()
--currMiningState = miningState.EMPTYCHESTDOWN
emptyChest(turtle.suckDown)
--currMiningState = miningState.LAYER
--turtleUp()
--turtleForward()
end
turtle.digDown()
ensureInventorySpace()
end
end
end
-- Check the block above for ores (if we're not a (0, 0) in which case
-- we know it's air)
if ((currX ~= 0) or (currZ ~= 0)) then
if (isNoiseBlock(turtle.compareUp) == false) then
-- If we are not looking for chests, then just dig it (it takes
-- less time to try to dig and fail as it does to do detect and
-- only dig if there is a block there)
if (lookForChests == false) then
turtle.digUp()
ensureInventorySpace()
elseif (turtle.detectUp() == true) then
-- Determine if it is a chest before digging it
if (isChestBlock(turtle.compareUp) == true) then
-- There is a chest block above. Empty it before digging it
emptyChest(turtle.suckUp)
end
turtle.digUp()
ensureInventorySpace()
end
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
-- ********************************************************************************** --
-- Reads the next number from a given file
-- ********************************************************************************** --
function readNumber(inputFile)
local returnVal
local nextLine = inputFile.readLine()
if (nextLine ~= nil) then
returnVal = tonumber(nextLine)
end
return returnVal
end
-- ********************************************************************************** --
-- Startup function to support resuming mining turtle
-- ********************************************************************************** --
function isResume()
local returnVal = false
-- Try to open the resume file
local resumeFile = fs.open(startupParamsFile, "r")
if (resumeFile == nil) then
-- No resume file (presume that we are not supporting it)
supportResume = false
else
function waitForABit()
writeMessage("Press C to cancel resume", messageLevel.INFO)
writeMessage("Continuing in 5 seconds...", messageLevel.INFO)
os.sleep(5)
end
function ifKeyPress()
while true do
local event, param1 = os.pullEvent ("char") -- limit os.pullEvent to the char event
if param1 == "c" then -- if the returned value was 'c'
return
end
end
end
cancel = parallel.waitForAny(waitForABit, ifKeyPress)
writeMessage(cancel, messageLevel.INFO)
if cancel == 2 then
writeMessage("Resume will be cancelled. Rebooting...", messageLevel.INFO)
resumeFile.close()
restoreResume()
sleep(0.5)
os.reboot()
end
writeMessage("Found startup params file", messageLevel.DEBUG)
-- Read in the startup params
quarryWidth = readNumber(resumeFile)
startHeight = readNumber(resumeFile)
noiseBlocksCount = readNumber(resumeFile)
lastEmptySlot = readNumber(resumeFile)
bottomLayer = readNumber(resumeFile)
resumeFile.close()
-- If the parameters were successfully read, then set the resuming flag to true
if ((quarryWidth ~= nil) and (startHeight ~= nil) and (noiseBlocksCount ~= nil) and (lastEmptySlot ~= nil)) then
resuming = true
writeMessage("Read params", messageLevel.DEBUG)
-- Determine the look for chest and mining offset
if (lastEmptySlot == 14) then
lookForChests = true
miningOffset = 0
else
lookForChests = false
miningOffset = 1
end
-- Get the turtle resume location
resumeFile = fs.open(oreQuarryLocation, "r")
if (resumeFile ~= nil) then
resumeMiningState = readNumber(resumeFile)
resumeX = readNumber(resumeFile)
resumeY = readNumber(resumeFile)
resumeZ = readNumber(resumeFile)
resumeOrient = readNumber(resumeFile)
resumeFile.close()
-- Ensure that the resume location has been found
if ((resumeMiningState ~= nil) and (resumeX ~= nil) and (resumeY ~= nil) and (resumeZ ~= nil) and (resumeOrient ~= nil)) then
returnVal = true
local emptiedInventory = false
-- Perform any mining state specific startup
if (resumeMiningState == miningState.EMPTYINVENTORY) then
-- Am mid way through an empty inventory cycle. Complete it before
-- starting the main Quarry function
returnToStartAndUnload(true)
resuming = true
-- Continue from the current position
resumeX = currX
resumeY = currY
levelToReturnTo = resumeY
resumeZ = currZ
resumeOrient = currOrient
writeMessage("Resuming with state of "..currMiningState, messageLevel.DEBUG)
resumeMiningState = currMiningState
emptiedInventory = true
end
-- If was emptying a chest when the program stopped, then move back
-- to a point which the Quarry
if (resumeMiningState == miningState.EMPTYCHESTDOWN) then
-- Set the current X, Y, Z and orientation to the true position that
-- the turtle is at
if (emptiedInventory == false) then
currX = resumeX
currY = resumeY
currZ = resumeZ
currOrient = resumeOrient
end
-- Set the mining state as layer, assume haven't been through zero
-- zero and set the level to return to as the one below the current one
currMiningState = miningState.LAYER
levelToReturnTo = currY - 2
haveBeenAtZeroZeroOnLayer = false
-- Temporarily disable resuming (so that the new location is written to the file
-- in case the program stops again)
resuming = false
turtleUp()
resuming = true
resumeY = currY
resumeMiningState = miningState.LAYER
end
end
end
end
if (returnVal == false) then
writeMessage("Failed to resume", messageLevel.ERROR)
end
end
return returnVal
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 == 0) then
-- Is this a resume?
if (isResume() == false) then
paramsOK = false
end
elseif (#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
if (args[2] == "/r") then
quarryWidth = tonumber(args[1])
supportResume = false
else
quarryWidth = tonumber(args[1])
startHeight = tonumber(args[2])
end
elseif (#args == 3) then
quarryWidth = tonumber(args[1])
startHeight = tonumber(args[2])
if (args[3] == "/r") then
supportResume = false
else
bottomLayer = tonumber(args[3])
end
end
if ((paramsOK == false) and (resuming == false)) then
writeMessage("Usage: "..shell.getRunningProgram().." <diameter> [turtleY] [/r|bottomLayer]", 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
if ((bottomLayer > startHeight) or (bottomLayer < 5)) then
writeMessage("bottomLayer must be between 5 and turtleY", messageLevel.FATAL)
paramsOK = false
end
end
if (paramsOK == true) then
writeMessage("----------------------------------", messageLevel.INFO)
writeMessage("** Ore Quarry v0.6c by AustinKK **", messageLevel.INFO)
writeMessage("----------------------------------", messageLevel.INFO)
if (resuming == true) then
writeMessage("Resuming...", messageLevel.INFO)
end
-- Set the turtle's starting position
currX = 0
currY = startHeight
currZ = 0
currOrient = direction.FORWARD
-- Calculate which blocks in the inventory signify noise blocks
if (resuming == false) then
determineNoiseBlocksCountCount()
end
if ((noiseBlocksCount == 0) or (noiseBlocksCount > 13)) 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
-- If we are supporting resume (and are not currently in the process of resuming)
-- then store startup parameters in appropriate files
if ((supportResume == true) and (resuming == false)) then
-- Write the startup parameters to file
local outputFile = io.open(startupParamsFile, "w")
outputFile:write(quarryWidth)
outputFile:write("\n")
outputFile:write(startHeight)
outputFile:write("\n")
outputFile:write(noiseBlocksCount)
outputFile:write("\n")
outputFile:write(lastEmptySlot)
outputFile:write("\n")
outputFile:write(bottomLayer)
outputFile:write("\n")
outputFile:close()
-- Setup the startup file
-- Take a backup of the current startup file
if (fs.exists("startup") == true) then
fs.copy("startup", startupBackup)
end
-- Write a new startup file to resume the turtle
outputFile = io.open("startup", "a")
outputFile:write("\nshell.run(\"")
outputFile:write(shell.getRunningProgram())
outputFile:write("\")\n")
outputFile:close()
end
-- Create a Quarry
turtle.select(1)
currentlySelectedSlot = 1
createQuarry()
-- Restore the file system to its original configuration
if (supportResume == true) then
restoreResume()
end
end
end
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