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local component = require("component")
local robot = require("robot")
local sides = require("sides")
local io = require("io")
local recipes = require('recipes')
local crafting = component.crafting
local inventory = component.inventory_controller
RESULT_SLOT = 4
-- robots inventory is 4 wide and crafting uses the top left portion
SLOT_MAP = {
1, 2, 3,
5, 6, 7,
9, 10, 11
}
---"item" being pair string id and damage separated by ';' eg. "minecraft:wool;3"
---returns "minecraft:wool", 3
---@param str string
---@param delimiter string
---@return string|nil
---@return number|nil
local function parse_item(str, delimiter)
local pos = string.find(str, delimiter)
if not pos then
return nil, nil
end
return string.sub(str, 1, pos - 1), tonumber(string.sub(str, pos + 1))
end
---duplicate the table t
---@param t table
---@return table
local function clone(t)
local t2 = {}
for k, v in pairs(t) do
t2[k] = v
end
return t2
end
---add count to the selected key, or create it if it doesn't exist
---@param dict table
---@param key string
---@param count number
local function add(dict, key, count)
if dict[key] then
dict[key] = dict[key] + count
else
dict[key] = count
end
end
---append the array b to the end of array a
---@param a table
---@param b table
---@return table
local function append(a, b)
for i = 1, #b do
a[#a + 1] = b[i]
end
return a
end
---Ask the user if they want to proceed
---@return boolean
local function confirm()
while true do
print("Proceed? [Y/n]")
local ch = io.read()
if not ch then
return false -- interrupted
end
if ch == 'y' or ch == 'Y' or ch == '' then
return true
elseif ch == 'n' then
return false
end
end
end
---read the facing inventory and return a table of item names and their count or nil if not facing an inventory
---@return table|nil
local function read_chest_contents()
local contents = {}
local iter = inventory.getAllStacks(sides.forward)
if not iter then
return nil -- not facing an inventory
end
local stack = iter()
while stack do
if stack.name then -- check if the slot has an item in it
local name = stack.name .. ";" .. stack.damage
add(contents, name, stack.size)
end
stack = iter()
end
return contents
end
---store the item in the selected slot into the facing inventory
---@return boolean
local function store_item()
-- check if that item is present in the inventory
local item = inventory.getStackInInternalSlot()
local iter = inventory.getAllStacks(sides.forward)
local slot = 1
local empty_slot = -1
local stack = iter()
while stack do
if stack.name then
if stack.name == item.name then
inventory.dropIntoSlot(sides.forward, slot)
-- check if all items have been stored
local remaining = inventory.getStackInInternalSlot()
if not remaining then
-- print('Stored successfully')
return true
end
end
else
if empty_slot == -1 then
empty_slot = slot
end
end
stack = iter()
slot = slot + 1
end
-- item not present in inventory
if empty_slot ~= -1 then
-- store in first empty slot
local result, error = inventory.dropIntoSlot(sides.forward, empty_slot)
if not result then
print('Cannot store item: ' .. error .. "\n")
return false
else
-- print('Stored successfully')
return true
end
else
print('Cannot store item - Inventory full')
return false
end
end
---Search the facing chest for "item" and take "count" items and place them in "slot"
---"item" being pair string id and damage separated by ';' eg. "minecraft:wool;3"
---Returns number of items fetched
---@param item string
---@param output_slot number
---@param count number how many items to take
---@return boolean
local function fetch_item(item, output_slot, count)
if count == nil then
count = 1
end
local name, damage = parse_item(item, ";")
robot.select(output_slot)
local iter = inventory.getAllStacks(sides.forward)
if not iter then
print('Not facing a chest')
return false
end
local stack = iter()
local slot = 1
while stack do
if stack.name then
if stack.name == name and stack.damage == damage then
inventory.suckFromSlot(sides.forward, slot, count)
return true
end
end
stack = iter()
slot = slot + 1
end
print('Missing ' .. item)
return false
end
---clear the 3x3 grid of any leftover items
local function clear_crafting_space()
for _, slot in ipairs(SLOT_MAP) do
if inventory.getStackInInternalSlot(slot) then
robot.select(slot)
store_item()
end
end
if inventory.getStackInInternalSlot(RESULT_SLOT) then
robot.select(RESULT_SLOT)
store_item()
end
end
---accepts a recipe table containing result and ingredients
---@param recipe table
---@param count number how many items to craft
---@return boolean
local function craft_single_recipe(recipe, count)
if inventory.getStackInInternalSlot(RESULT_SLOT) then
print('Cannot craft - output slot occupied')
return false
end
for i, ingredient in pairs(recipe.shape) do
-- print('Fetching ' .. ingredient)
if not fetch_item(ingredient, SLOT_MAP[i], count) then
print('Failed to fetch ' .. ingredient)
confirm()
end
end
-- select slot for the result
robot.select(RESULT_SLOT)
-- craft the resulting item
local crafted = crafting.craft()
if not crafted then
print('Crafting failed')
return false
end
return store_item()
end
---comment
---@param recipe table
---@param available_items table available initially
---@param currently_available table available from previous crafring
---@return table total_required_items
---@return table recipe_crafting_order array of recipes
local function craft_recipe_recursion(recipe, available_items, currently_available)
local total_required_items = {}
local total_crafting_order = {}
-- print('Crafting ' .. recipe.result)
-- go through all the required ingredients
for item, count in pairs(recipe.requires) do
-- check if some crafting result provided this item
local available = currently_available[item]
if not available then
available = 0
end
-- print('Requires ' .. count .. 'x ' .. item )
-- print('I have ' .. available .. ' ' .. item .. ' from previous crafting')
if available >= count then
-- remove it from tracked available items so if other recipe requires it, it needs to craft it
currently_available[item] = currently_available[item] - count
else
-- remove the items it has from tracked available items so if other recipe requires it, it needs to craft it
currently_available[item] = 0
local required_count = count - available
-- check if there is enough in the main available storage
available = available_items[item]
if not available then
available = 0
end
if available >= required_count then
-- print('I have ' .. available .. ' ' .. item .. ' available')
-- add the required amount to required items
add(total_required_items, item, required_count)
-- remove it from tracked available items so if other recipe requires it, it needs to craft it
available_items[item] = available_items[item] - required_count
else
if available > 0 then
-- add what it has to required items
add(total_required_items, item, available)
-- remove it from tracked available items so if other recipe requires it, it needs to craft it
available_items[item] = 0
end
-- update count
required_count = required_count - available
-- print('Have ' .. available .. ' and is missing ' .. required_count .. ' ' .. item)
-- check if I can craft it
local sub_recipe = recipes[item]
if sub_recipe then
-- print('Trying to craft ' .. item)
local number_of_crafting_operations = math.ceil(required_count / sub_recipe.count)
local excess = number_of_crafting_operations * sub_recipe.count - required_count
-- print(' Will make ' .. number_of_crafting_operations .. ' crafting operations')
-- print(' That will produce ' .. excess .. ' items I can use later')
-- do the crafting
local current_crafting_order = {}
for _ = 1, number_of_crafting_operations do
local required_items, crafting_order = craft_recipe_recursion(sub_recipe, available_items, currently_available)
for k, v in pairs(required_items) do
add(total_required_items, k, v)
end
current_crafting_order = append(current_crafting_order, crafting_order)
end
total_crafting_order = append(total_crafting_order, current_crafting_order)
if excess > 0 then
add(currently_available, item, excess)
end
else
-- print('Need ' .. required_count .. ' more ' .. item)
add(total_required_items, item, required_count)
end
end
end
end
-- add the recipe it self to the end
total_crafting_order[#total_crafting_order+1] = recipe
return total_required_items, total_crafting_order
end
---accepts a recipe table
---@param search string search for an craftable item
---@param amount number how many items to craft
---@return boolean
local function craft_item(search, amount)
search = string.lower(search) -- convert to unified lowercase
local matches = {}
for key, value in pairs(recipes) do
if string.find(value.result, search) then
print(#matches+1 .. ") " .. value.result)
matches[#matches+1] = key
elseif value.name ~= nil then
if string.find(value.name, search) then
print(#matches+1 .. ") " .. value.result)
matches[#matches+1] = key
end
end
end
local selected
if #matches == 0 then
print(search .. ' not found')
return false
elseif #matches == 1 then
selected = matches[1]
else
local input = io.read()
if not input then
print('Interrupted')
return false
end
local index = tonumber(input)
if not index then
print('Invalid index')
return false
end
if index < 1 or index > #matches then
print('Invalid index')
return false
end
selected = matches[index]
end
clear_crafting_space()
local recipe = recipes[selected]
print('Trying to craft ' .. amount .. 'x ' .. recipe.result)
local repeating = false
local count = math.ceil(amount / recipe.count)
for _ = 1, count do
local available_items = read_chest_contents()
if not available_items then
print('Not facing a chest')
return false
end
local required_items, crafting_order = craft_recipe_recursion(recipe, clone(available_items), {})
print('\nRequires these items:')
local failed = false
for required_item, required_count in pairs(required_items) do
local available = available_items[required_item]
if not available then
available = 0
end
if available < required_count then
print(available .. "/" .. required_count .. "\t" .. required_item .. "\t- Missing " .. required_count - available)
failed = true
else
print(available .. "/" .. required_count .. "\t" .. required_item)
end
end
if failed then
return false
end
if not repeating then
if not confirm() then
print('Operation cancelled')
return false
end
end
-- proceed to crafting the things
local steps = #crafting_order
for i, rec in ipairs(crafting_order) do
print('Step ' .. i .. '/' .. steps .. ' - ' .. rec.result)
if not craft_single_recipe(rec, 1) then
print('Unexpected error')
return false
end
end
repeating = true
end
return true
end
local target, amount = ...
if not target then
print("Usage: craft <item> [count]")
return
end
if not amount then
amount = 1
end
craft_item(target, amount)