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miner.lua
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miner.lua
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--[[
Branch mining program for OpenComputers robots.
This program is designed to dig out branches, in a fashion that allows
players to easily navigate the dug out tunnels. The primary concern was
not the performance of the mining, only a good detection rate, and nice
tunnels. Suggested upgrades for this are the geolyzer and inventory
controller upgrade, and depending on your world gen (ravines?) a hover
upgrade might be necessary. The rest is up to you (chunkloading, more
inventory, battery upgrades).
By Sangar, 2015
This program is licensed under the MIT license.
http://opensource.org/licenses/mit-license.php
]]
local component = require("component")
local computer = require("computer")
local robot = require("robot")
local shell = require("shell")
local sides = require("sides")
local event = require("event")
local args, options = shell.parse(...)
--[[ Config ]]-----------------------------------------------------------------
-- Every how many blocks to dig a side shaft. The default makes for a
-- two wide wall between tunnels, making sure we don't miss anything.
local shaftInterval = 3
-- Max recursion level for mining ore veins. We abort early because we
-- assume we'll encounter the same vein again from an adjacent tunnel.
local maxVeinRecursion = 8
-- Every how many blocks to place a torch when placing torches.
local torchInverval = 11
--[[ Constants ]]--------------------------------------------------------------
-- Quick look-up table for inverting directions.
local oppositeSides = {
[sides.north] = sides.south,
[sides.south] = sides.north,
[sides.east] = sides.west,
[sides.west] = sides.east,
[sides.up] = sides.down,
[sides.down] = sides.up
}
-- For pushTurn() readability.
local left = false
local right = not left
--[[ State ]]------------------------------------------------------------------
-- Slots we don't want to drop. Filled in during initialization, based
-- on items already in the inventory. Useful for stuff like /dev/null.
local keepSlot = {}
-- Slots that we keep torches in, updated when stocking up on torches.
local torchSlots = {}
--[[ "Passive" logic ]]--------------------------------------------------------
-- Keep track of moves we're away from our origin, and average energy used per
-- move. This is used to compute the threshold at which we have to return to
-- maintenance to recharge.
local preMoveEnergy, averageMoveCost, distanceToOrigin = 0, 15, 0
-- The actual callback called in postMove().
local onMove
-- Called whenever we're about to move, used to compute move cost.
local function preMove()
preMoveEnergy = computer.energy()
end
-- Called whenever we're done moving, used for automatic torch placement an digging.
local function postMove()
local moveCost = preMoveEnergy - computer.energy()
if moveCost > 0 then
averageMoveCost = (averageMoveCost + moveCost) / 2
end
if onMove then
onMove()
end
end
--[[ Utility ]]----------------------------------------------------------------
local function prompt(message)
io.write(message .. " [Y/n] ")
local result = io.read()
return result and (result == "" or result:lower() == "y")
end
-- Check if a block with the specified info should be mined.
local function shouldMine(info)
return info and info.name and (info.name:match(".*ore.*") or info.name:match(".*Ore.*"))
end
-- Number of stacks of torches to keep; default is 1 per inventory upgrade.
local function torchStacks()
return math.max(1, math.ceil(robot.inventorySize() / 16))
end
-- Look for the first empty slot in our inventory.
local function findEmptySlot()
for slot = 1, robot.inventorySize() do
if robot.count(slot) == 0 then
return slot
end
end
end
-- Find the first torch slot that still contains torches.
local function findTorchSlot()
for _, slot in ipairs(torchSlots) do
if robot.count(slot) > 0 then
return slot
end
end
end
-- Since robot.select() is an indirect call, we can speed things up a bit.
local selectedSlot
local function cachedSelect(slot)
if slot ~= selectedSlot then
robot.select(slot)
selectedSlot = slot
end
end
-- Place a single torch above the robot, if there are any torches left.
local function placeTorch()
local slot = findTorchSlot()
local result = false
if slot then
cachedSelect(slot)
result = robot.placeUp()
cachedSelect(1)
end
return result
end
-- Dig out a block on the specified side, without tool if possible.
local function dig(side, callback)
repeat
-- Check for maintenance first, to make sure we make the return trip when
-- our batteries are running low.
local emptySlot = findEmptySlot()
if callback then
callback(not emptySlot) -- Parameter: is inventory full.
emptySlot = findEmptySlot()
end
cachedSelect(1)
local something, what = component.robot.detect(side)
if not something or what == "replaceable" or what == "liquid" then
return true -- We can just move into whatever is there.
end
local brokeSomething
local info = component.isAvailable("geolyzer") and
component.geolyzer.analyze(side)
if info and info.name == "OpenComputers:robot" then
brokeSomething = true -- Wait for other robot to go away.
os.sleep(0.5)
elseif component.isAvailable("inventory_controller") and emptySlot then
cachedSelect(emptySlot)
component.inventory_controller.equip() -- Save some tool durability.
cachedSelect(1)
brokeSomething = component.robot.swing(side)
cachedSelect(emptySlot)
component.inventory_controller.equip()
cachedSelect(1)
end
if not brokeSomething then
brokeSomething = component.robot.swing(side)
end
until not brokeSomething
end
-- Force a move towards in the specified direction.
local function forceMove(side, delta)
preMove()
local result = component.robot.move(side)
if result then
distanceToOrigin = distanceToOrigin + delta
postMove()
else
-- Obstructed, try to clear the way.
if side == sides.back then
-- Moving backwards, turn around.
component.robot.turn(left)
component.robot.turn(left)
repeat
dig(sides.forward)
preMove()
until robot.forward()
distanceToOrigin = distanceToOrigin + delta
component.robot.turn(left)
component.robot.turn(left)
postMove() -- Slightly falsifies move cost, but must ensure we're rotated
-- correctly in case postMove() triggers going to maintenance.
else
repeat
dig(side)
preMove()
until component.robot.move(side)
distanceToOrigin = distanceToOrigin + delta
postMove()
end
end
return true
end
--[[ Navigation ]]-------------------------------------------------------------
-- Keeps track of our moves to allow "undoing" them for returning to the
-- docking station. Format is a list of moves, represented as tables
-- containing the type of move and distance to move, e.g.
-- {move=sides.back, count=10},
-- {turn=true, count=2}
-- means we first moved back 10 blocks, then turned around.
local moves = {}
-- Undo a *single* move, i.e. reduce the count of the latest move type.
local function undoMove(move)
if move.move then
local side = oppositeSides[move.move]
forceMove(side, -1)
else
local direction = not move.turn
component.robot.turn(direction)
end
move.count = move.count - 1
end
-- Make a turn in the specified direction.
local function pushTurn(direction)
component.robot.turn(direction)
if moves[#moves] and moves[#moves].turn == direction then
moves[#moves].count = moves[#moves].count + 1
else
moves[#moves + 1] = {turn=direction, count=1}
end
return true -- Allows for `return pushMove() and pushTurn() and pushMove()`.
end
-- Try to make a move towards the specified side.
local function pushMove(side, force)
preMove()
local result, reason = (force and forceMove or component.robot.move)(side, 1)
if result then
if moves[#moves] and moves[#moves].move == side then
moves[#moves].count = moves[#moves].count + 1
else
moves[#moves + 1] = {move=side, count=1}
end
if not force then
distanceToOrigin = distanceToOrigin + 1
end
postMove()
end
return result, reason
end
-- Undo the most recent move *type*. I.e. will undo all moves of the most
-- recent type (say we moved forwards twice, this will go back twice).
local function popMove()
-- Deep copy the move for returning it.
local move = moves[#moves] and {move=moves[#moves].move,
turn=moves[#moves].turn,
count=moves[#moves].count}
while moves[#moves] and moves[#moves].count > 0 do
undoMove(moves[#moves])
end
moves[#moves] = nil
return move
end
-- Get the current top and count values, to be used as a position snapshot
-- that can be restored later on by calling setTop().
local function getTop()
if moves[#moves] then
return #moves, moves[#moves].count
else
return 0, 0
end
end
-- Undo some moves based on a stored top and count received from getTop().
local function setTop(top, count, unsafe)
assert(top >= 0)
assert(top <= #moves)
assert(count >= 0)
assert(top < #moves or count <= moves[#moves].count)
while #moves > top do
if unsafe then
if moves[#moves].move then
distanceToOrigin = distanceToOrigin - moves[#moves].count
end
moves[#moves] = nil
else
popMove()
end
end
local move = moves[#moves]
if move then
while move.count > count do
if unsafe then
move.count = move.count - 1
distanceToOrigin = distanceToOrigin - 1
else
undoMove(move)
end
end
if move.count < 1 then
moves[#moves] = nil
end
end
end
-- Undo *all* moves made since program start, return the list of moves.
local function popMoves()
local result = {}
local move = popMove()
while move do
table.insert(result, 1, move)
move = popMove()
end
return result
end
-- Repeat the specified set of moves.
local function pushMoves(moves)
for _, move in ipairs(moves) do
if move.move then
for _ = 1, move.count do
pushMove(move.move, true)
end
else
for _ = 1, move.count do
pushTurn(move.turn)
end
end
end
end
--[[ Maintenance ]]------------------------------------------------------------
-- Energy required to return to docking bay.
local function costToReturn()
-- Overestimate a bit, to account for obstacles such as gravel or mobs.
return 5000 + averageMoveCost * distanceToOrigin * 1.25
end
-- Checks whether we need maintenance.
local function needsMaintenance()
return not robot.durability() or -- Tool broken?
computer.energy() < costToReturn() or -- Out of juice?
not findTorchSlot() -- No more torches?
end
-- Drops all inventory contents that are not marked for keeping.
local function dropMinedBlocks()
if component.isAvailable("inventory_controller") then
if not component.inventory_controller.getInventorySize(sides.down) then
io.write("There doesn't seem to be an inventory below me! Waiting to avoid spilling stuffs into the world.\n")
end
repeat os.sleep(5) until component.inventory_controller.getInventorySize(sides.down)
end
io.write("Dropping what I found.\n")
for slot = 1, robot.inventorySize() do
while not keepSlot[slot] and robot.count(slot) > 0 do
cachedSelect(slot)
robot.dropDown()
end
end
cachedSelect(1)
end
-- Ensures we have a tool with durability.
local function checkTool()
if not robot.durability() then
io.write("Tool is broken, getting a new one.\n")
if component.isAvailable("inventory_controller") then
cachedSelect(findEmptySlot()) -- Select an empty slot for working.
repeat
component.inventory_controller.equip() -- Drop whatever's in the tool slot.
while robot.count() > 0 do
robot.dropDown()
end
robot.suckUp(1) -- Pull something from above and equip it.
component.inventory_controller.equip()
until robot.durability()
cachedSelect(1)
else
-- Can't re-equip autonomously, wait for player to give us a tool.
io.write("HALP! I need a new tool.\n")
repeat
event.pull(10, "inventory_changed")
until robot.durability()
end
end
end
-- Ensures we have some torches.
local function checkTorches()
-- First, clean up our list and look for empty slots.
io.write("Getting my fill of torches.\n")
local oldTorchSlots = torchSlots
torchSlots = {}
for _, slot in ipairs(oldTorchSlots) do
keepSlot[slot] = nil
if robot.count(slot) > 0 then
torchSlots[#torchSlots + 1] = slot
end
end
while #torchSlots < torchStacks() do
local slot = findEmptySlot()
if not slot then
break -- This should never happen...
end
torchSlots[#torchSlots + 1] = slot
end
-- Then fill the slots with torches.
robot.turnLeft()
for _, slot in ipairs(torchSlots) do
keepSlot[slot] = true
if robot.space(slot) > 0 then
cachedSelect(slot)
repeat
local before = robot.space()
robot.suck(robot.space())
if robot.space() == before then
os.sleep(5) -- Don't busy idle.
end
until robot.space() < 1
cachedSelect(1)
end
end
robot.turnRight()
end
-- Recharge our batteries.
local function recharge()
io.write("Waiting until my batteries are full.\n")
while computer.maxEnergy() - computer.energy() > 100 do
os.sleep(1)
end
end
-- Go back to the docking bay for general maintenance if necessary.
local function gotoMaintenance(force)
if not force and not needsMaintenance() then
return -- No need yet.
end
-- Save some values for later, temporarily remove onMove callback.
local returnCost = costToReturn()
local moveCallback = onMove
onMove = nil
local top, count = getTop()
io.write("Going back for maintenance!\n")
local moves = popMoves()
assert(distanceToOrigin == 0)
dropMinedBlocks()
checkTool()
checkTorches()
recharge() -- Last so we can charge some during the other operations.
if moves and #moves > 0 then
if returnCost * 2 > computer.maxEnergy() and
not options.f and
not prompt("Going back will cost me half my energy. There's a good chance I will not return. Do you want to send me to my doom anyway?")
then
os.exit()
end
io.write("Returning to where I left off.\n")
pushMoves(moves)
end
local newTop, newCount = getTop()
assert(top == newTop)
assert(count == newCount)
onMove = moveCallback
end
--[[ Mining ]]-----------------------------------------------------------------
-- Move towards the specified direction, digging out blocks as necessary.
-- This is a "soft" version of forceMove in that it will try to clear its path,
-- but fail if it can't.
local function move(side)
local result, reason, retry
repeat
retry = false
if side ~= sides.back then
retry = dig(side, gotoMaintenance)
else
gotoMaintenance()
end
result, reason = pushMove(side)
until result or not retry
return result, reason
end
-- Turn to face the specified, relative orientation.
local function turnTowards(side)
if side == sides.left then
pushTurn(left)
elseif side == sides.right then
pushTurn(right)
elseif side == sides.back then
pushTurn(left)
pushTurn(left)
end
end
--[[ On move callbacks ]]------------------------------------------------------
-- Start automatically placing torches in the configured interval.
local function beginPlacingTorches()
local counter = 2
onMove = function()
if counter < 1 then
if placeTorch() then
counter = torchInverval
end
else
counter = counter - 1
end
end
end
-- Start digging out the block below us after each move.
local function beginDigginTrench()
onMove = function()
dig(sides.down, gotoMaintenance)
end
end
-- Stop automatically placing torches.
local function clearMoveCallback()
onMove = nil
end
--[[ Moving ]]-----------------------------------------------------------------
-- Dig out any interesting ores adjacent to the current position, recursively.
-- POST: back to the starting position and facing.
local function digVein(maxDepth)
if maxDepth < 1 then return end
for _, side in ipairs(sides) do
local sideIdx = sides[side]
-- skip unknown side
if oppositeSides[side] and shouldMine(component.geolyzer.analyze(sideIdx)) then
local top, count = getTop()
turnTowards(sideIdx)
if sideIdx == sides.up or sideIdx == sides.down then
move(sideIdx)
else
move(sides.forward)
end
digVein(maxDepth - 1)
setTop(top, count)
end
end
end
-- Dig out any interesting ores adjacent to the current position, recursively.
-- Also checks blocks adjacent to above block in exhaustive mode.
-- POST: back at the starting position and facing.
local function digVeins(exhaustive)
if component.isAvailable("geolyzer") then
digVein(maxVeinRecursion)
if exhaustive and move(sides.up) then
digVein(maxVeinRecursion)
popMove()
end
end
end
-- Dig a 1x2 tunnel of the specified length. Checks for ores.
-- Also checks upper row for ores in exhaustive mode.
-- PRE: bottom front of tunnel to dig.
-- POST: at the end of the tunnel.
local function dig1x2(length, exhaustive)
while length > 0 and move(sides.forward) do
dig(sides.up, gotoMaintenance)
digVeins(exhaustive)
length = length - 1
end
return length < 1
end
-- Dig a 1x3 tunnel of the specified length.
-- PRE: center front of tunnel to dig.
-- POST: at the end of the tunnel.
local function dig1x3(length)
while length > 0 and move(sides.forward) do
dig(sides.up, gotoMaintenance)
dig(sides.down, gotoMaintenance)
length = length - 1
end
return length < 1
end
-- Dig out a main shaft.
-- PRE: bottom front of main shaft.
-- POST: bottom front of main shaft.
local function digMainShaft(length)
io.write("Digging main shaft.\n")
if not move(sides.up) then
return false
end
local top, count = getTop()
if not (dig1x3(length) and
pushTurn(left) and
dig1x3(1) and
pushTurn(left) and
dig1x3(length - 1) and
(placeTorch() or true) and -- Just keep going...
pushTurn(left) and
dig1x3(1))
then
return false
end
-- Create snapshot for shortcut below.
local midTop, midCount = getTop()
if not (dig1x3(1) and
pushTurn(left) and
dig1x3(length - 1))
then
return false
end
placeTorch()
-- Shortcut: manually move back to start, do an unsafe setTop.
-- Otherwise we'd have to retrace all three rows.
setTop(midTop, midCount)
if pushTurn(left) and move(sides.back) then
setTop(top, count, true)
return true
end
return false
end
-- Dig all shafts in one cardinal direction (the one we're facing).
-- PRE: bottom front of a main shaft.
-- POST: bottom front of a main shaft.
local function digShafts(length)
local top, count = getTop() -- Remember start of main shaft.
local ok = digMainShaft(length)
setTop(top, count)
if not ok then
io.write("Failed digging main shaft, skipping.\n")
return
end
io.write("Beginning work on side shafts.\n")
for i = shaftInterval, length, shaftInterval do
io.write("Working on shafts #" .. (i / shaftInterval) .. ".\n")
if not dig1x2(shaftInterval) then -- Move to height of shaft.
break
end
local sideTop, sideCount = getTop() -- Remember position.
pushTurn(left) -- Dig left shaft.
dig1x2(i + 2, true)
beginPlacingTorches()
setTop(sideTop, sideCount)
clearMoveCallback()
pushTurn(right) -- Dig right shaft.
dig1x2(i + 2, true)
beginPlacingTorches()
setTop(sideTop, sideCount)
clearMoveCallback()
end
-- Go back to start of main shaft. Dig out the center of the main shaft
-- while we're at it, so we break through the ceiling between levels.
beginDigginTrench()
setTop(top, count)
clearMoveCallback()
end
-- Moves to the next main shaft, clockwise.
-- PRE: bottom front of nth main shaft.
-- POST: bottom front of (n+1)th main shaft.
local function gotoNextMainShaft()
return pushTurn(right) and
dig1x2(2) and
pushTurn(right) and
dig1x2(2) and
pushTurn(left)
end
--[[ Main ]]-------------------------------------------------------------------
local function main(radius, levels, full)
-- We dig tunnels every three blocks, to have a spacing of
-- two blocks between them (so we don't really have to follow
-- veins but can just break the blocks in the wall that are
-- interesting to us). So adjust the length accordingly.
radius = radius - radius % shaftInterval
-- Flag slots that contain something as do-not-drop and check
-- that we have some free inventory space at all.
local freeSlots = robot.inventorySize()
for slot = 1, robot.inventorySize() do
if robot.count(slot) > 0 then
keepSlot[slot] = true
freeSlots = freeSlots - 1
end
end
if freeSlots < 2 + torchStacks() then -- Place for mined blocks + torches.
io.write("Sorry, but I need more empty inventory space to work.\n")
os.exit()
end
gotoMaintenance(true)
if not move(sides.forward) then
io.write("Exit from docking bay obstructed, aborting.\n")
os.exit()
end
for level = 1, levels do
if level > 1 then
for _ = 1, 4 do
if not move(sides.down) then
io.write("Access to level " .. level .. " obstructed, aborting.\n")
popMoves()
gotoMaintenance(true)
os.exit()
end
end
end
local top, count = getTop()
for shaft = 1, full and 4 or 1 do
if shaft > 1 and not gotoNextMainShaft() then
break
end
digShafts(radius)
end
if full then
gotoNextMainShaft() -- Finish the circle.
end
setTop(top, count)
end
io.write("All done! Going home to clean up.\n")
popMoves()
gotoMaintenance(true)
end
if options.h or options.help then
io.write("Usage: miner [-hsf] [radius [levels [full]]]\n")
io.write(" -h: this help listing.\n")
io.write(" -s: start without prompting.\n")
io.write(" -f: force mining to continue even if max\n")
io.write(" fuel may be insufficient to return.\n")
io.write(" radius: the radius in blocks of the area to\n")
io.write(" mine. Adjusted to be a multiple of\n")
io.write(" three. Default: 9.\n")
io.write(" levels: the number of vertical levels to mine.\n")
io.write(" Default: 1.\n")
io.write(" full: whether to mine a full level (all four\n")
io.write(" cardinal directions). Default: false.\n")
os.exit()
end
local radius = tonumber(args[1]) or 9
local levels = tonumber(args[2]) or 1
local full = args[3] and args[3] == "true" or args[3] == "yes"
io.write("Will mine " .. levels .. " levels in a radius of " .. radius .. ".\n")
if full then
io.write("Will mine all four cardinal directions.\n")
end
if not component.isAvailable("geolyzer") then
io.write("Installing a geolyzer upgrade is strongly recommended.\n")
end
if not component.isAvailable("inventory_controller") then
io.write("Installing an inventory controller upgrade is strongly recommended.\n")
end
io.write("I'll drop mined out stuff below me.\n")
io.write("I'll be looking for torches on my left.\n")
if component.isAvailable("inventory_controller") then
io.write("I'll try to get new tools from above me.\n")
else
io.write("You'll need to manually provide me with new tools if they break.\n")
end
io.write("Run with -h or --help for parameter info.\n")
if options.s or prompt("Shall we begin?") then
main(radius, levels, full)
end