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README.md
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README.md
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# CC crafter
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Given a layout of items, the turtle will reaarrange everything in its inventory
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so it would be able to craft the target item.
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Example:
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```lua
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local craft = require("craft")
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local piston_recipe = {
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"minecraft:oak_planks", "minecraft:oak_planks", "minecraft:oak_planks",
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"minecraft:cobblestone", "minecraft:iron_ingot", "minecraft:cobblestone",
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"minecraft:cobblestone", "minecraft:redstone", "minecraft:cobblestone"
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}
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-- This will craft 8 pistons and return how many were successfully crafted
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print(craft(piston_recipe, 8))
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```
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craft.lua
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craft.lua
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assert(turtle, "The library is for turtles only")
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local expect = require("cc.expect")
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local crafting_grid = {1, 2, 3, 5, 6, 7, 9, 10, 11}
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local non_crafting_grid = {4, 8, 12, 13, 14, 15, 16}
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local function countAllItems()
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local itemCounts = {}
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for i=1, 16 do
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local detail = turtle.getItemDetail(i)
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if detail then
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itemCounts[detail.name] = itemCounts[detail.name] or 0
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itemCounts[detail.name] = itemCounts[detail.name] + detail.count
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end
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end
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return itemCounts
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end
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local function calculcateMaxCraftsAmount(storedItems, minRequiredItems)
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local amount = 64
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for name, minAmount in pairs(minRequiredItems) do
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amount = math.min(amount, math.floor((storedItems[name] or 0) / minAmount))
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end
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return math.max(amount, 1)
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end
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local function transferToAnySlot(from_slot, available_slots, target_left_amount)
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target_left_amount = target_left_amount or 0
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turtle.select(from_slot)
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for _, to_slot in pairs(available_slots) do
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turtle.transferTo(to_slot, turtle.getItemCount(from_slot) - target_left_amount)
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if turtle.getItemCount(from_slot) == target_left_amount then break end
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end
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end
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local function countItems(items)
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local count = {}
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for _, name in pairs(items) do
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count[name] = (count[name] or 0) + 1
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end
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return count
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end
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local function dropUnneededItems(slot, stored_items, needed_items)
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-- If there are no items in this slot, do nothing
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local detail = turtle.getItemDetail(slot)
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if not detail then return end
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-- Check how many items are unneeded
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-- If there are enough items, do nothing
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local name = detail.name
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local unneeded = stored_items[name] - needed_items[name]
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if unneeded <= 0 then return end
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-- Drop the unneeded amount and update stored items table
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turtle.select(slot)
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stored_items[name] = stored_items[name] - math.min(unneeded, turtle.getItemCount())
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turtle.drop(unneeded)
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end
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local function getItemName(slot)
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local detail = turtle.getItemDetail(slot)
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return detail and detail.name
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end
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local function craft(recipe, craft_amount)
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if not turtle.craft then
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return false, "crafting table not found"
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end
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if craft_amount ~= nil then
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expect.expect(craft_amount, "number", "nil")
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craft_amount = math.floor(craft_amount)
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expect.range(craft_amount, 1, 64)
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end
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local min_required_items = countItems(recipe)
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local stored_items = countAllItems()
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local needed_items
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-- Ensure that there are enough items before doing anything
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do
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-- If amount was not given, calculate how many items can be crafted
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if not craft_amount then
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craft_amount = calculcateMaxCraftsAmount(stored_items, min_required_items)
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end
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-- Calculate the needed amounts of each item
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needed_items = {}
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for name, min_amount in pairs(min_required_items) do
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needed_items[name] = min_amount * craft_amount
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end
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-- Check if there are enough items for crafting the amount of items wanted
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for name, needed_amount in pairs(needed_items) do
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local missing_amount = needed_amount - (stored_items[name] or 0)
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if missing_amount > 0 then
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return false, ("not enough %s, missing %s"):format(name, missing_amount)
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end
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end
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end
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-- Remove every item that is not going to be used up in the recipe
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do
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-- 1. First prioritize removing items from non crafting slots
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for _, slot in ipairs(non_crafting_grid) do
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dropUnneededItems(slot, stored_items, needed_items)
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end
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-- 2. If there are still items that need to be removed remove them from crafting slots
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for _, slot in ipairs(crafting_grid) do
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dropUnneededItems(slot, stored_items, needed_items)
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end
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end
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-- Rearrange items into their correct slots
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for i, slot in pairs(crafting_grid) do
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local recipe_item = recipe[i]
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-- If the slot is supposed to be empty, remove move all items to
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-- a temporary slot
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if not recipe_item then
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if turtle.getItemCount(slot) > 0 then
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transferToAnySlot(slot, non_crafting_grid)
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end
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else
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-- Place item in temporary slot if it's name does not match
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local current_item = getItemName(slot)
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if current_item and current_item ~= recipe_item then
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transferToAnySlot(slot, non_crafting_grid)
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end
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-- If current slot is empty or not full, find items from other slots
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-- First grab items from temporary slots
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if turtle.getItemCount(slot) < craft_amount then
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for _, search_slot in pairs(non_crafting_grid) do
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if getItemName(search_slot) == recipe_item then
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local missing_amount = craft_amount - turtle.getItemCount(slot)
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turtle.select(search_slot)
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turtle.transferTo(slot, missing_amount)
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-- If there are enough items, search can be stopped
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if turtle.getItemCount(slot) == craft_amount then break end
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end
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end
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end
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-- If current slot is empty or not full, find items from other slots
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-- Then grab items from other crafting grid slots
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if turtle.getItemCount(slot) < craft_amount then
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for j, search_slot in pairs(crafting_grid) do
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local slot_item_name = getItemName(search_slot)
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if slot_item_name == recipe_item then
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local missing_amount = craft_amount - turtle.getItemCount(slot)
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-- Determine how many items can be taken from this slot
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-- 1. If the item present in this slot is correct with the recipe
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-- Only take as many items that are extra in that slot
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-- 2. If the item present in this slot is not correct with the recipe
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-- Take as much as you need
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local transfer_amount
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if recipe[j] ~= slot_item_name then
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transfer_amount = missing_amount
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else
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local extra_amount = turtle.getItemCount(search_slot) - craft_amount
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transfer_amount = math.min(missing_amount, extra_amount)
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end
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if transfer_amount > 0 then
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turtle.select(search_slot)
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turtle.transferTo(slot, transfer_amount)
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-- If there are enough items, search can be stopped
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if turtle.getItemCount(slot) == craft_amount then break end
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end
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end
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end
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end
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end
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end
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-- Try crafting
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return turtle.craft(craft_amount)
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end
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return craft
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