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bescort.lic
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# Documentation: https://elanthipedia.play.net/Lich_script_repository#bescort
custom_require.call(%w[common common-arcana common-items common-travel common-money common-moonmage drinfomon equipmanager events skill-recorder])
$turns_since_bad = 0
class MazeRoom
$CARDINALS = { 'n' => 's', 's' => 'n', 'ne' => 'sw', 'sw' => 'ne', 'nw' => 'se', 'se' => 'nw', 'e' => 'w', 'w' => 'e' }
$ADJUSTMENTS = { 'n' => [0, 1], 's' => [0, -1], 'ne' => [1, 1], 'sw' => [-1, -1], 'nw' => [-1, 1], 'se' => [1, -1], 'e' => [1, 0], 'w' => [-1, 0] }
attr_accessor :desc, :exits, :checked, :parent, :coords
def initialize(came_from = nil, source_room = nil)
if came_from
@exits = { $CARDINALS[came_from] => source_room }
source_room.exits[came_from] = self
@coords = update_coords(source_room.coords, came_from)
else
@@room_list = []
@exits = {}
@coords = [0, 0]
end
populate_exits
@@room_list << self
end
def find_room_by_coords(coords)
@@room_list.find { |room| room.coords == coords }
end
def update_coords(coords, traveled)
[coords.first + $ADJUSTMENTS[traveled].first, coords.last + $ADJUSTMENTS[traveled].last]
end
def best_path
@@room_list.each do |room|
room.checked = false
room.parent = nil
end
@checked = true
queue = [self]
until queue.empty?
current = queue.shift
current.exits.each do |dir, child|
return current.parent || dir if child.nil?
next if child.checked
child.checked = true
child.parent = current.parent || dir
queue << child
end
end
end
def condense_direction(direction)
direction.gsub(/orth|est|ast|outh/i, '')
end
def populate_exits
remaining_exits = XMLData.room_exits.map { |exit| condense_direction(exit) } - @exits.keys
remaining_exits.each { |exit| @exits[exit] = nil }
end
def wander
dir_to_go = @exits.keys.first if @exits.size == 1
dir_to_go, = @exits.find { |_, room| room.nil? } unless dir_to_go
dir_to_go, = best_path unless dir_to_go
DRC.fix_standing
move(dir_to_go)
pause
return @exits[dir_to_go] if @exits[dir_to_go]
if (existing_room = find_room_by_coords(update_coords(@coords, dir_to_go)))
@exits[dir_to_go] = existing_room
existing_room.exits[$CARDINALS[dir_to_go]] = self
return existing_room
end
MazeRoom.new(dir_to_go, self)
end
end
class Bescort
$ICE_PATH_HIB = %w[nw ne ne e ne ne ne nw sw w w nw]
$ICE_PATH_SHARD = %w[se e e ne se sw sw sw w sw sw se]
def initialize
arg_definitions = [
[
{ name: 'wilds', regex: /wilds/i, description: 'The Leucro and Geni wilds on the NTR.' },
{ name: 'mode', options: %w[exit leucro1 leucro2 geni], description: 'Where do you need to get to?' }
],
[
{ name: 'oshu_manor', regex: /oshu_manor/i, description: "The Seordhevor kartais & grave worms in Oshu'ehhrsk Manor. Near germish'din on the STR." },
{ name: 'mode', options: %w[exit worms kartais], description: 'kartais: takes you to seordhevor kartais. worms: takes you to grave worms exit: exits.' }
],
[
{ name: 'faldesu', regex: /faldesu/i, description: 'The Faldesu river at the end of the NTR.' },
{ name: 'mode', options: %w[haven crossing], description: 'Where do you need to get to?' }
],
[
{ name: 'zaulfang', regex: /zaulfang/i, description: 'For crossing the Zaulfang swamp maze outside Haven' },
{ name: 'mode', options: %w[exit enter], description: 'Where do you need to get to?' }
],
[
{ name: 'gate_of_souls', regex: /gate_of_souls/i, description: 'For crossing the Blasted Plain between the Gate of Souls and Temple of Ushnish' },
{ name: 'mode', options: %w[exit blasted temple fangs fou], description: 'Where do you need to get to?' }
],
[
{ name: 'segoltha', regex: /segoltha/i, description: 'The Segoltha south of the crossing' },
{ name: 'mode', options: %w[north south west], description: 'Where do you need to get to?' }
],
[
{ name: 'crocs', regex: /crocs/i, description: 'Blue belly crocodiles on NTR' },
{ name: 'mode', options: %w[enter exit], description: 'Where do you need to get to?' }
],
[
{ name: 'ways', regex: /ways/i, description: 'Astral travelling' },
{ name: 'mode', options: %w[shard crossing leth riverhaven merkresh fang raven throne muspari aesry taisgath theren steppes], description: 'Where do you need to get to?' }
],
[
{ name: 'mammoth', regex: /mammoth/i, description: 'The mammoths between Acenamacra, Fang Cove, and Ratha' },
{ name: 'mode', options: %w[acen fang ratha], description: 'Where do you need to get to?' }
],
[
{ name: 'iceroad', regex: /iceroad/i, description: 'The ice road between Shard and Hibarnhvidar' },
{ name: 'mode', options: %w[shard hibarnhvidar], description: 'Where do you need to get to?' }
],
[
{ name: 'basalt', regex: /basalt/i, description: 'The ferry between Ratha and Necromancer Island' },
{ name: 'mode', options: %w[island ratha], description: 'Where do you need to get to?' }
],
[
{ name: 'balloon', regex: /balloon/i, description: 'The air ship between Langenfirth and Mriss' },
{ name: 'mode', options: %w[langenfirth mriss], description: 'Where do you need to get to?' }
],
[
{ name: 'dirigible', regex: /dirigible/i, description: 'The air ship between Shard and Aesry' },
{ name: 'mode', options: %w[shard aesry], description: 'Where do you need to get to?' }
],
[
{ name: 'airship', regex: /airship/i, description: 'The airship between Crossing and Muspari' }
],
[
{ name: 'therenropebridge', regex: /therenropebridge/i, description: 'The rope bridge between Theren and Rossman\'s Landing' },
{ name: 'mode', options: %w[totheren torossman], description: 'Where do you need to get to?' }
],
[
{ name: 'gondola', regex: /gondola/i, description: 'Gondola between Shard and Leth Deriel' },
{ name: 'mode', options: %w[north south], description: 'Which direction are you going?' }
],
[
{ name: 'sandbarge', regex: /sandbarge/i, description: 'The sand barge between Hvaral, Oasis, and Muspari' },
{ name: 'start_location', options: %w[hvaral oasis muspari], description: 'Where are you coming from?' },
{ name: 'end_location', options: %w[hvaral oasis muspari], description: 'Where do you need to get to?' }
],
[
{ name: 'desert', regex: /desert/i, description: 'Hidasharon Desert on Mriss for hunting armadillos' },
{ name: 'mode', options: %w[adult juvenile elder oasis exit], description: 'Where to?' }
],
[
{ name: 'velaka', regex: /velaka/i, description: 'The Velaka desert, containing zombie nomads and westanuryn.' },
{ name: 'mode', options: %w[nomads westanuryn slavers exit], description: 'Where to?' }
],
[
{ name: 'ferry', regex: /ferry/i, description: 'Ferry between Leth Deriel and the Crossing' },
{ name: 'mode', options: %w[leth crossing], description: 'Which town are you going to?' }
],
[
{ name: 'ferry1', regex: /ferry1/i, description: 'Ferry between Hibarnhvidar and the Ain Ghazal' },
{ name: 'mode', options: %w[hibarnhvidar ainghazal], description: 'Which town are you going to?' }
],
[
{ name: 'lang_barge', regex: /lang/, description: 'Barge between Langenfirth and Riverhaven' }
],
[
{ name: 'shard_gates', regex: /shard/i, description: 'Use the Shard gates' }
],
[
{ name: 'thief_guild', regex: /thief_guild/i, description: 'Enter the Shard thieves guild' }
],
[
{ name: 'abyss', regex: /abyss/i, description: 'Use the Cleric entrance to the Abyss; requires Rezz' }
],
[
{ name: 'haven_throne', regex: /haven_throne/i, description: 'Ferry between Riverhaven and Throne City' }
],
[
{ name: 'hvaral_passport', regex: /hvaral_passport/i, description: 'Handles the gate between Hvaral and Muspari' }
],
[
{ name: 'brocket_young', regex: /brocket_young/i, description: 'Enter the young brocket deer hunting area.' },
{ name: 'mode', options: %w[enter exit], description: 'Enter or exit?' }
],
[
{ name: 'brocket_mid', regex: /brocket_mid/i, description: 'Enter the mid brocket deer hunting area.' },
{ name: 'mode', options: %w[enter exit], description: 'Enter or exit?' }
],
[
{ name: 'brocket_elder', regex: /brocket_elder/i, description: 'Enter the elder brocket deer hunting area.' },
{ name: 'mode', options: %w[enter exit], description: 'Enter or exit?' }
],
[
{ name: 'hara_polo', regex: /hara_polo/i, description: 'Traverse Polo Maze.' },
{ name: 'mode', options: %w[up down hunt], description: 'Up Down or Hunt?' }
],
[
{ name: 'jolas', regex: /jolas/i, description: "Ride The Jolas between Hara'jaal and Mer'Kresh." },
{ name: 'mode', options: %w[harajaal merkresh], description: "harajaal or merkresh? Can be started while aboard the Jolas." }
],
[
{ name: 'currach', regex: /currach/i, description: "Row a currach between Halasa Temple and Aesry Surlaenis'a." },
{ name: 'mode', options: %w[halasa aesry], description: "halasa or aesry?" }
],
[
{ name: 'galley', regex: /galley/i, description: "Take the M'riss-Mer'Kresh galley." },
{ name: 'mode', options: %w[mriss merkresh], description: "mriss or merkresh? Can also be started on the galley." }
],
[
{ name: 'cave_trolls', regex: /cave_trolls/i, description: "Enter the cave trolls hunting area beyond the stream." },
{ name: 'mode', options: %w[enter exit], description: "Enter or exit?" }
],
[
{ name: 'asketis_mount', regex: /asketis_mount/i, description: "Climb up or down Asketi's Mount to Black Marble Gargoyles." },
{ name: 'mode', options: %w[up down], description: "Climb up or climb down?" }
],
[
{ name: 'coffin', regex: /coffin/i, description: "Enter the abyss via coffin for lanky grey lachs, et al." }
]
]
args = parse_args(arg_definitions)
@settings = get_settings
@equipment_manager = EquipmentManager.new(@settings)
pause
if args.wilds
wilds(args.mode)
elsif args.oshu_manor
oshu_manor(args.mode)
elsif args.faldesu
faldesu(args.mode)
elsif args.zaulfang
zaulfang(args.mode)
elsif args.gate_of_souls
gate_of_souls(args.mode)
elsif args.segoltha
segoltha(args.mode)
elsif args.crocs
croc_swamp(args.mode)
elsif args.ways
astral_walk(args.mode)
elsif args.mammoth
take_mammoth(args.mode)
elsif args.iceroad
iceroad(args.mode)
elsif args.basalt
take_crawling_plague(args.mode)
elsif args.balloon
take_balloon(args.mode)
elsif args.dirigible
take_dirigible(args.mode)
elsif args.airship
take_airship_muspari
elsif args.therenropebridge
take_theren_rope_bridge(args.mode)
elsif args.gondola
ride_gondola(args.mode)
elsif args.sandbarge
take_sandbarge(args.start_location, args.end_location)
elsif args.desert
desert(args.mode)
elsif args.velaka
velaka_desert(args.mode)
elsif args.ferry
take_xing_ferry(args.mode)
elsif args.ferry1
take_ain_ghazal_ferry(args.mode)
elsif args.abyss
abyss_enter
elsif args.lang_barge
take_rh_lang_barge
elsif args.shard_gates
use_shard_gates
elsif args.thief_guild
enter_thief_guild
elsif args.haven_throne
take_haven_throne_ferry
elsif args.hvaral_passport
hvaral_passport
elsif args.brocket_young
brocket_young(args.mode)
elsif args.brocket_mid
brocket_mid(args.mode)
elsif args.brocket_elder
brocket_elder(args.mode)
elsif args.hara_polo
hara_polo(args.mode)
elsif args.jolas
jolas(args.mode)
elsif args.currach
currach(args.mode)
elsif args.galley
take_m_m_galley(args.mode)
elsif args.cave_trolls
cave_trolls(args.mode)
elsif args.asketis_mount
asketis_mount(args.mode)
elsif args.coffin
coffin
end
end
private
def use_flying_mount(type, mode, speed = 'fly')
mode = mode.downcase
case mode
when 'mount'
DRC.bput("get my #{type}", /You get/, /You pick up/, /You are already holding/, /What were you referring/)
case type
when /broom|dirigible/i
case DRC.bput("mount my #{type}", /You mount your/, /You are already mounted/, /What were you referring/)
when /What were you referring/
DRC.message("Can't mount your #{type}, where is it?")
exit
end
DRC.bput("command #{type} to #{speed}", /You command your/)
when /carpet|rug/i
DRC.bput(DRC.right_hand == type ? "lower ground right" : "lower ground left", /You lower/, /But you aren't holding/)
DRC.bput("unroll #{type}", /You carefully unroll/, /You can't unroll/, /What were you referring/)
case DRC.bput("mount #{type}", /You step onto your .* which comes to life and slowly raises up off of the ground/, /You are already mounted/, /What were you referring/)
when /What were you referring/
DRC.message("Can't mount your #{type}, where is it?")
exit
end
DRC.bput("command #{type} to #{speed}", /You command your/)
else
DRC.message("#{type} is not a valid type of flying mount.")
exit
end
when 'dismount'
case type
when /broom|dirigible/i
DRC.bput('dismount', /Your .* floats down to the ground/, /You climb off/)
@equipment_manager.empty_hands
when /carpet|rug/i
DRC.bput('dismount', /Your .* floats down to the ground/, /You climb off/)
DRC.bput("roll #{type}", /You roll up/, /You can't roll/)
DRC.bput("stow my #{type}", /You put/, /You pick up/, /Stow what?/)
else
DRC.message("#{type} is not a valid type of flying mount.")
exit
end
end
end
def coffin
# Check time of day
DRCMM.check_moonwatch
time = UserVars.sun['day']
time ? look_at = 'sunlight' : look_at = 'starlight'
# Hash of images along with the light and dark symbols
image_hash = {
'boar': ['longbow', 'berserking barbarian'],
'cat': ['grimacing woman', 'twin crossed swords with jagged blades'],
'cobra': ['shattered egg', 'the image of an erupting volcano'],
'dolphin': ['deer drinking from a flowing stream', 'great tidal wave'],
'lion': ['pack of well-groomed battle hounds', 'bloodstained stiletto'],
'panther': ['cluster of twinkling stars', 'child shivering fearfully in the throes of a nightmare'],
'ram': ['flourishing rose garden', 'jagged crystalline blade'],
'raven': ['bowl of striped peppermint', 'shattered caravan wheel'],
'wolf': ['charred black stave', 'long flowing skirt'],
'wren': ['plump opera singer', 'cracked mirror']
}
# Populate white and black tapestry images
white_tapestry = image_hash.map { |_key, value| value[0] }
black_tapestry = image_hash.map { |_key, value| value[1] }
lever_pulled = false
# There is a slight possibility that someone else is running the puzzle and resets
# the lever/coffin. This loop helps detect that.
until lever_pulled
DRCT.walk_to(13600)
DRC.bput('look behind satin tapestry', 'Peeking behind the tapestry')
DRC.bput('turn steel crank', 'Roundtime', 'You step behind the blood red tapestry')
# Find our primary image
image = DRC.bput("look #{look_at}", 'I could not find what', *image_hash.keys)
# Set our light and dark images based on primary image
light = image_hash[image.to_sym][0]
dark = image_hash[image.to_sym][1]
dseen = false
lseen = false
# Black tapestry
DRCT.walk_to(13602)
until dseen
wheel = DRC.bput("look wooden wheel", *black_tapestry)
if wheel == dark
dseen = true
break
end
end
# Light tapestry
DRCT.walk_to(13601)
until lseen == true
wheel = DRC.bput("look wooden wheel", *white_tapestry)
if wheel == light
lseen = true
break
end
end
# Back to coffin
DRCT.walk_to(13600)
DRC.bput('look behind satin tapestry', 'Peeking behind the tapestry')
lever = DRC.bput('pull iron lever', 'Roundtime', 'it won\'t budge')
if lever == 'Roundtime'
lever_pulled = true
else
echo "Someone reset the coffin."
end
end
waitrt?
@equipment_manager.empty_hands
DRC.bput('open coffin', 'You open the heavy lid', 'The coffin is already open')
DRC.bput('go coffin', 'Obvious exits', 'The lid of the coffin is closed')
waitfor 'You suddenly feel the presence of cold stone'
pause while stunned?
DRC.fix_standing
fput('look')
fput('look')
end
def asketis_mount(mode)
if mode == "up"
while DRC.bput("climb up", /^You work your way/i, /^You climb over/, /^You can't do that/i) =~ /^You work your way/i
end
elsif mode == "down"
while DRC.bput("climb down", /^You work your way/i, /^You climb down/, /^You can't do that/i) =~ /^You work your way/i
end
end
end
def cave_trolls(mode)
case mode.downcase
when /enter/
start_room = 19089
moveset = %w[southeast southeast southeast]
when /exit/
start_room = 15759
moveset = %w[northwest northwest northwest]
end
manual_go2(start_room)
move('go stream bank')
# Once in the stream then you're in a safe room, get mount or remove gear.
flying_mount = @settings.flying_mount
@equipment_manager.empty_hands
have_changed_gear = flying_mount ? false : @equipment_manager.wear_equipment_set?('swimming')
if flying_mount
use_flying_mount(flying_mount, 'mount')
move(moveset.first) # mount travels all three rooms at once
else
moveset.each { |dir| swim(dir) }
end
use_flying_mount(flying_mount, 'dismount') if flying_mount
# While in the stream then you're in a safe room, dismount or wear gear.
@equipment_manager.empty_hands
@equipment_manager.wear_equipment_set?('standard') if have_changed_gear
move('go stream bank')
# You're now among cave trolls!
# The cave is dark; you'll need a light source!
end
def take_m_m_galley(mode)
unless [6555, 6656].include?(Room.current.id) || ["[[The Galley Cercorim]]", "[[The Galley Sanegazat]]"].include?(DRRoom.title)
echo 'You are not at the galley docks, or on the galley.'
return
end
# if you're on the mer'kresh side, check for money (no bank in m'riss. you're screwed without funds)
if (Room.current.id == 6555)
if DRCM.wealth("Mer'Kresh") < 120 # enough to go over and back 2x
echo('Get money you slob!')
return unless get_fare?(300, "Mer'Kresh", 6555)
end
end
loop do
echo 'at top of loop'
# at your destination
if (Room.current.id == 6555 && mode == 'merkresh') || (Room.current.id == 6656 && mode == 'mriss')
echo "You're there."
exit
# Not there, but at the transport waiting room
elsif Room.current.id == 6555 || Room.current.id == 6656
echo 'waiting for transport'
hide? unless DRRoom.room_objs.find { |obj| obj =~ /the galley (Sanegazat|Cercorim)/ }
pause 1 until DRRoom.room_objs.find { |obj| obj =~ /the galley (Sanegazat|Cercorim)/ }
case DRC.bput('go galley', 'You hand him your lirums and climb aboard', 'Come back when you can afford the fare', 'The galley has just left the harbor', 'You look around in vain for the')
when 'The galley has just left the harbor'
pause 1 until !DRRoom.room_objs.find { |obj| obj =~ /the galley (Sanegazat|Cercorim)/ }
when 'Come back when you can afford the fare'
echo('Get money you slob!')
return
when 'You hand him your lirums and climb aboard'
pause 1 # allow catch up
end
# Not there, but on the transport
elsif ["[[The Galley Cercorim]]", "[[The Galley Sanegazat]]"].include?(DRRoom.title)
echo 'waiting for dock'
if mode == 'merkresh'
echo "On transport, headed to merkresh"
hide? unless DRRoom.room_objs.find { |obj| obj =~ /Mer'Kresh dock/ }
echo "On transport, waiting for merkresh dock"
pause 1 until DRRoom.room_objs.find { |obj| obj =~ /Mer'Kresh dock/ }
echo "On transport, found merkresh dock!"
case DRC.bput('go dock', 'Obvious paths:', 'The galley has just pulled away from the dock', 'You see no dock', 'What were you referring to')
when 'The galley has just pulled away from the dock', 'You see no dock', 'What were you referring to'
pause 1 until !DRRoom.room_objs.find { |obj| obj =~ /Mer'Kresh dock/ }
end
elsif mode == 'mriss'
echo "on transport, headed to mriss"
hide? unless DRRoom.room_objs.find { |obj| obj =~ /M'Riss dock/ }
echo "On transport, waiting for mriss dock"
pause 1 until DRRoom.room_objs.find { |obj| obj =~ /M'Riss dock/ }
echo "On transport, found mriss dock!"
case DRC.bput('go dock', 'Obvious paths:', 'The galley has just pulled away from the dock', 'You see no dock', 'What were you referring to')
when 'The galley has just pulled away from the dock', 'You see no dock', 'What were you referring to'
pause 1 until !DRRoom.room_objs.find { |obj| obj =~ /M'Riss dock/ }
end
end
end
end
end
def currach(mode)
if (mode.include?('aesry') && [5555, 5557, 5558].include?(Room.current.id))
echo "You're already there silly!"
exit
elsif (mode.include?('halasa') && [15863].include?(Room.current.id))
echo "You're already there silly!"
exit
elsif mode == 'aesry'
row_direction = 'pier'
elsif mode == 'halasa'
row_direction = 'rock'
else
echo("Unrecognized argument: #{mode}")
exit
end
if [5555, 5557, 5558, 15863].include?(Room.current.id)
move "go currach"
DRC.bput('get oars', 'You grab hold of the oars', 'But you already have a firm grip on the oars', 'What were you referring to', "You can't do that right now")
DRC.bput('untie currach', 'You untie the', "But it's not tied to anything!", 'What were you referring to', "You can't do that right now")
end
loop do
if DRC.bput("tie currach to #{row_direction}", "isn't close enough!", 'You pull at the oars', 'is already moored') == 'is already moored'
DRC.fix_standing
move "go #{row_direction}"
exit
else
DRC.bput("row #{row_direction}", 'You pull strongly', 'What were you referring to', "You can't do that right now")
end
end
end
def jolas(mode)
# Boat has multiple rooms: 15450, 15451, 15452, 15453, 15454
unless [15253, 6542, 15450, 15451, 15452, 15453, 15454].include?(Room.current.id)
echo "You are not at the correct dock to ride The Jolas."
return
end
if (mode.include?('merkresh') && Room.current.id == 6542) || (mode.include?('harajaal') && Room.current.id == 15253)
echo "You're already there silly!"
exit
elsif (mode.include?('merkresh') && Room.current.id == 15253) || (mode.include?('harajaal') && Room.current.id == 6542)
hide? unless DRRoom.room_objs.find { |x| x =~ /The Jolas/ }
pause 1 until DRRoom.room_objs.find { |x| x =~ /The Jolas/ }
DRC.bput('go Jolas', 'You climb', 'What were you referring')
waitfor 'The captain barks the order to tie off the Jolas to the docks'
DRCT.walk_to(15450) if Room.current.id != 15450
if DRRoom.room_objs.include?('Sumilo Dock') && mode.include?('harajaal')
move 'go dock'
exit
elsif DRRoom.room_objs.include?('Wharf End') && mode.include?('merkresh')
move 'go end'
exit
else
jolas(mode)
end
end
end
def hara_polo(mode)
hara_polo_direction(mode)
if mode.include?('up')
move 'climb slope' if Room.current.id == 11411
move 'ne' until DRRoom.room_objs.include?('rock')
move 's'
elsif mode.include?('down')
move 'n' if Room.current.id == 11416
move 'ne' until DRRoom.room_objs.include?('slope')
move 'climb slope'
else
find_room_list(%w[ne ne ne])
end
end
def hara_polo_direction(mode)
if mode == /up/i && (Room.current.id != 11411 || Room.current.id != 11412)
echo('Going up the maze to the Enclave must be started from 11411 or 11412.')
exit
elsif mode == /down/i && (Room.current.id != 11416 || Room.current.id != 11412)
echo('Going down the maze towards the cliff and boat to Ratha must be started from 11416 or 11412.')
exit
elsif mode == /hunt/i && (Room.current.id != 11416 || Room.current.id != 11412)
echo('Going hunting must begin in room 11416 or 11412.')
exit
else
move 'n' if mode.include?('hunt')
end
end
def enter_brocket(mode)
if mode !~ /exit/i && Room.current.id != 3462
echo('Brocket deer entrance must be started from 3462.')
exit
end
move 'climb fence' if mode.include?('enter')
end
def brocket_young(mode)
enter_brocket(mode)
if mode.include?('enter')
find_room_list(%w[w w w])
else
move 'e' until DRRoom.room_objs.include?('log fence')
move 'climb fence'
end
end
def brocket_mid(mode)
enter_brocket(mode)
if mode.include?('enter')
move 'w' until DRRoom.room_objs.include?('gentle hill')
move 'climb hill'
find_room_list(%w[e e e])
else
move 'w' until DRRoom.room_objs.include?('gentle hill')
move 'climb hill'
move 'e' until DRRoom.room_objs.include?('log fence')
move 'climb fence'
end
end
def brocket_elder(mode)
enter_brocket(mode)
if mode.include?('enter')
move 'w' until DRRoom.room_objs.include?('gentle hill')
move 'climb hill'
move 'e' until DRRoom.room_objs.include?('rolling hill')
move 'climb hill'
find_room_list(%w[w w w])
else
move 'e' until DRRoom.room_objs.include?('rolling hill')
move 'climb hill'
move 'w' until DRRoom.room_objs.include?('gentle hill')
move 'climb hill'
move 'e' until DRRoom.room_objs.include?('log fence')
move 'climb fence'
end
end
def do_map_move(movement)
if movement.is_a?(StringProc) || movement.is_a?(Proc)
movement.call
else
move movement
end
end
def manual_go2(goal_room)
return if Room.current.id == goal_room
path = Map.findpath(Room.current.id, Map[goal_room])
path.each { |step| do_map_move(Room.current.wayto[step.to_s]) }
do_map_move(Room.current.wayto[goal_room.to_s])
end
def search
fput('search')
pause
waitrt?
DRCT.retreat
end
def search_path(pathname, visible = true, movetype = 'go')
if visible
loop do
loop do
search
# 'other stuff' indicates the room is full - any paths could be rolled up into that collection
break if DRRoom.room_objs.find { |obj| obj.include?(pathname) || obj.include?('other stuff') }
end
break if move "#{movetype} #{pathname}"
pause
end
pause
else
search
until move "#{movetype} #{pathname}"
pause
search
end
end
end
def move_direction?(dir_priority, force_match = nil)
if (choice = dir_priority.find { |dir| XMLData.room_exits.include?(dir) })
$turns_since_bad = 0
move choice
true
elsif force_match
dir_priority.each do |dir|
if force_match.find { |msg| XMLData.room_description.include?(msg) }
return false
end
move(dir)
pause 0.5
waitrt?
end
true
elsif XMLData.room_exits.empty?
# fog?
move dir_priority[$turns_since_bad % dir_priority.size]
$turns_since_bad += 1
$turns_since_bad < 15
else
false
end
end
def find_room_maze(valid_move = proc { |_| true }, error_rooms = {}, target = nil)
loop do
error_rooms[Room.current.id].call if error_rooms[Room.current.id]
return if DRRoom.pcs.empty? && DRRoom.npcs.empty? && (target.nil? || XMLData.room_title.include?(target))
return if !DRRoom.pcs.empty? && (DRRoom.pcs - UserVars.friends).empty? && DRRoom.pcs.size <= 2 && (target.nil? || XMLData.room_title.include?(target))
exits = XMLData.room_exits.dup.shuffle
exits = %w[nw n ne e se s sw w].shuffle if exits.empty?
exits.rotate! until valid_move.call(exits.first)
move exits.first
end
end
def find_room_list(moves, min = 0)
count = 0
moves.each do |dir|
count += 1
break if DRRoom.pcs.empty? && DRRoom.npcs.empty? && count > min
move dir
pause 0.5
end
end
def oshu_manor(mode)
if mode !~ /exit/i && Room.current.id != 2317
echo('Oshu manor script must be started from 2317')
exit
end
case mode
when /exit/i
DRCT.walk_to(2317)
when /worms/i
DRC.wait_for_script_to_complete('oshu_manor', ['worms'])
find_room_list(%w[sw w w w w n n s s e s e s se ne e w n n ne])
when /kartais/i
DRC.wait_for_script_to_complete('oshu_manor', ['kartais'])
find_room_list(%w[e e w w w n n n])
end
end
def take_sandbarge(start_location, end_location)
if start_location == end_location
echo('You entered the same locations.')
exit
end
case start_location # determines what room to find the barge
when 'muspari'
manual_go2(6872)
when 'oasis'
if end_location == 'hvaral'
manual_go2(7578)
elsif end_location == 'muspari'
manual_go2(7579)
end
when 'hvaral'
manual_go2(3766)
end
case end_location # determines how and when to exit the barge
when 'muspari'
port_type = 'platform'
port_call = 'The sand barge pulls into dock'
when 'oasis'
port_type = 'oasis'
port_call = 'The sand barge pulls up to a desert oasis'
when 'hvaral'
port_type = 'dock'
port_call = 'The sand barge pulls into dock'
end
case DRC.bput('go barge', 'What were you referring to', "One of the barge's crew members watching", "You can't do that right now")
when /What were you referring to/, /You can't do that right now/
hide?
waitfor 'A sand barge pulls'
take_sandbarge(start_location, end_location)
when /One of the barge's crew members watching/
hide?
waitfor port_call
move("go #{port_type}")
end
end
def desert_enter
DRCT.walk_to(12_581)
move 'down'
end
def desert(mode)
priority_directions = %w[northeast east north northwest south southeast west southwest]
if mode !~ /exit/i && Room.current.id != 6760
echo('Desert script must be started in 6760')
exit
end
case mode
when /oasis/
loop do
desert_enter
path = %w[s ne ne s s ne e]
path.each do |movement|
if DRRoom.room_objs.include?('shimmering oasis')
move 'go oasis'
exit
else
move(movement)
end
end
move 'go trail'
path = %w[ne n ne n ne n n ne n ne n]
path.each do |movement|
if DRRoom.room_objs.include?('shimmering oasis')
move 'go oasis'
exit
else
move(movement)
end
end
move 'go path'
path = %w[sw e s s ne s se n ne ne ne]
path.each do |movement|
if DRRoom.room_objs.include?('shimmering oasis')
move 'go oasis'
exit
else
move(movement)
end
end
move 'go trail'
path = %w[n sw ne s sw n up n s s n n down n s s sw s]
path.each do |movement|
if DRRoom.room_objs.include?('shimmering oasis')
move 'go oasis'
exit
else
move(movement)
end
end
path = %w[n ne up e s ne nw ne e nw]
path.each do |movement|
if DRRoom.room_objs.include?('shimmering oasis')
move 'go oasis'
exit
else
move(movement)
end
end
move 'go road'
end
when /juvenile/
desert_enter
find_room_maze
when /adult/
desert_enter
move_direction?(priority_directions) until DRRoom.room_objs.include?('faint trail that stretches towards a sand-filled valley')
move 'go trail'
find_room_maze
when /elder/
desert_enter
move_direction?(priority_directions) until DRRoom.room_objs.include?('faint trail that stretches towards a sand-filled valley')
move 'go trail'
move_direction?(priority_directions) until DRRoom.room_objs.include?('faint path leading to some nearby dunes')
move 'go path'
find_room_maze
exit
when /exit/
if XMLData.room_title.include?('Sanctuary') # Oasis
DRC.release_invisibility
DRC.bput('ask Sand Elf about desert', 'The Sand Elf laughs and glances at you playfully')
DRC.fix_standing
desert(mode)
end
if XMLData.room_title.include?('Sand Valley') # Adult Area
move_direction?(priority_directions) until DRRoom.room_objs.include?('faint trail leading to some nearby dunes')
move 'go trail'
desert(mode)
end
if XMLData.room_title.include?('High Dunes') # Juvie Area or Elder
move_direction?(priority_directions) until DRRoom.room_objs.include?('faint trail that stretches towards a sand-filled valley') || DRRoom.room_objs.include?('faint path that stretches towards a sand-filled valley')
unless DRRoom.room_objs.include?('faint trail that stretches towards a sand-filled valley')
move 'go path'
desert(mode)
exit
end
move 'south'
move 'northeast'
DRCT.walk_to(6760)
end
end
end
def velaka_desert_enter
DRCT.walk_to(247)
move 'go trail'
end
def velaka_desert(mode)
case mode
when /nomads/
velaka_desert_enter
wander_maze_until('high plateau', 'climb plateau')
when /westanuryn/
velaka_desert_enter
find_room_maze
when /slavers/
velaka_desert_enter
find_room_maze(proc { |_| true }, {}, 'Rock Circle')
when /exit/
unless XMLData.room_title.include?('Velaka Desert')
echo 'This must be started in the Velaka Desert!'
return
end
if XMLData.room_title.include?('Walk of Bones') # Nomad Area
manual_go2(15_052)
move 'climb trail'
return velaka_desert(mode)
else
wander_maze_until('rocky trail', 'go trail')
end
end
end
def wilds(mode)
if mode !~ /exit/i && Room.current.id != 7958
echo('Wilds script must be started from 7958')
exit
end
case mode
when /exit/i
wilds_leave
when /leucro1/i