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common.lic
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# quiet
=begin
Documentation: https://elanthipedia.play.net/Lich_script_development#common
=end
# Map of canonical town names to regular expressions that matches them.
# The regular expressions support colloquial shorthands.
# Utility to help identify the canonical town name based on arbitrary text.
# For example, "Theren" for "Therenborough" and "Haven" for "Riverhaven".
# It also handles missing apostrophes and the occasional space between names
# like "merkresh" or "Mer'Kresh" or "ainghazal" or "Ain Ghazal".
$HOMETOWN_REGEX_MAP = {
"Arthe Dale" => /^(arthe( dale)?)$/i,
"Crossing" => /^(cross(ing)?)$/i,
"Darkling Wood" => /^(darkling( wood)?)$/i,
"Dirge" => /^(dirge)$/i,
"Fayrin's Rest" => /^(fayrin'?s?( rest)?)$/i,
"Leth Deriel" => /^(leth( deriel)?)$/i,
"Shard" => /^(shard)$/i,
"Steelclaw Clan" => /^(steel( )?claw( clan)?|SCC)$/i,
"Stone Clan" => /^(stone( clan)?)$/i,
"Tiger Clan" => /^(tiger( clan)?)$/i,
"Wolf Clan" => /^(wolf( clan)?)$/i,
"Riverhaven" => /^(river|haven|riverhaven)$/i,
"Rossman's Landing" => /^(rossman'?s?( landing)?)$/i,
"Therenborough" => /^(theren(borough)?)$/i,
"Langenfirth" => /^(lang(enfirth)?)$/i,
"Fornsted" => /^(fornsted)$/i,
"Hvaral" => /^(hvaral)$/i,
"Ratha" => /^(ratha)$/i,
"Aesry" => /^(aesry)$/i,
"Mer'Kresh" => /^(mer'?kresh)$/i,
"Throne City" => /^(throne( city)?)$/i,
"Hibarnhvidar" => /^(hib(arnhvidar)?)$/i,
"Raven's Point" => /^(raven'?s?( point)?)$/i,
"Boar Clan" => /^(boar( clan)?)$/i,
"Fang Cove" => /^(fang( cove)?)$/i,
"Muspar'i" => /^(muspar'?i)$/i,
"Ain Ghazal" => /^(ain( )?ghazal)$/i
}
# List of canonical town names, like 'Therenborough' and 'Langenfirth'.
$HOMETOWN_LIST = $HOMETOWN_REGEX_MAP.keys
# Union of regular expressions that match town names, like /^(theren(borough)?)$/i
$HOMETOWN_REGEX = Regexp.union($HOMETOWN_REGEX_MAP.values)
$ORDINALS = %w[first second third fourth fifth sixth seventh eighth ninth tenth eleventh twelfth thirteenth fourteenth fifteenth sixteenth seventeenth eighteenth nineteenth twentieth]
$CURRENCIES = %w[Kronars Lirums Dokoras]
$ENC_MAP = {
'None' => 0,
'Light Burden' => 1,
'Somewhat Burdened' => 2,
'Burdened' => 3,
'Heavy Burden' => 4,
'Very Heavy Burden' => 5,
'Overburdened' => 6,
'Very Overburdened' => 7,
'Extremely Overburdened' => 8,
'Tottering Under Burden' => 9,
'Are you even able to move?' => 10,
'It\'s amazing you aren\'t squashed!' => 11
}
$NUM_MAP = {
'zero' => 0,
'one' => 1,
'two' => 2,
'three' => 3,
'four' => 4,
'five' => 5,
'six' => 6,
'seven' => 7,
'eight' => 8,
'nine' => 9,
'ten' => 10,
'eleven' => 11,
'twelve' => 12,
'thirteen' => 13,
'fourteen' => 14,
'fifteen' => 15,
'sixteen' => 16,
'seventeen' => 17,
'eighteen' => 18,
'nineteen' => 19,
'twenty' => 20,
'thirty' => 30,
'forty' => 40,
'fifty' => 50,
'sixty' => 60,
'seventy' => 70,
'eighty' => 80,
'ninety' => 90
}
$box_regex = /((?:brass|copper|deobar|driftwood|iron|ironwood|mahogany|oaken|pine|steel|wooden) (?:box|caddy|casket|chest|coffer|crate|skippet|strongbox|trunk))/
custom_require.call(%w[spellmonitor])
module DRC
$pause_all_lock ||= Mutex.new
$safe_pause_lock ||= Mutex.new
module_function
# Like `fput` but better because will wait for RT
# before performing command and do smart retries.
# Will wait for matching text up to 15 seconds then timeout.
# Also recovers from some limited failures wherein we want to
# simply fix the issue and retry the bput, like when we're prone
# and need to be standing. Complex handling should be done within
# the calling script.
def bput(message, *matches)
options = (matches.shift if matches.first.is_a?(Hash)) || {}
options['timeout'] ||= 15
options['ignore_rt'] ||= false
timeout = options['timeout']
ignore_rt = options['ignore_rt']
suppress = options['suppress_no_match']
if options['debug']
echo "bput.message=#{message}"
echo "bput.options=#{options}"
echo "bput.matches=#{matches}"
end
waitrt? unless ignore_rt
log = []
matches.flatten!
matches.map! { |item| item.is_a?(Regexp) ? item : /#{item}/i }
clear
put message
timer = Time.now
while (response = get?) || (Time.now - timer < timeout)
if response.nil?
pause 0.1
next
end
log += [response]
case response
when /(?:\.\.\.wait |Wait |\.\.\. wait )([0-9]+)/
unless ignore_rt
pause(Regexp.last_match(1).to_i - 0.5)
waitrt?
put message
timer = Time.now
end
next
when /Sorry, you may only type ahead/
pause 1
put message
timer = Time.now
next
when /^You can't do that while you are asleep./
put 'wake'
put message
timer = Time.now
next
when /^You are a bit too busy performing to do that/, /^You should stop playing before you do that/
put 'stop play'
put message
timer = Time.now
next
when /would give away your hiding place/
release_invisibility
put 'unhide'
put message
timer = Time.now
next
when /^You don't seem to be able to move to do that/
next unless matches.include?(response)
when /^You are still stunned/
pause 0.5 while stunned?
pause 0.5
put message
timer = Time.now
next
when /^You can't do that while entangled in a web/
pause 0.5 while webbed?
pause 0.5
put message
timer = Time.now
next
when /^You must be standing/, /^You should stand up first/, /^You'll need to stand up first/, /^You can't do that while (sitting|kneeling|lying)/, /^You should be sitting up/, /^You really should be standing to play/, /^After failing to draw a breath for what feels like forever/
fix_standing
waitrt?
put message
timer = Time.now
next
end
matches.each do |match|
if (result = response.match(match))
return result.to_a.first
end
end
end
unless suppress
echo "*** No match was found after #{timeout} seconds, dumping info"
echo "messages seen length: #{log.length}"
log.reverse.each { |logged_response| echo "message: #{logged_response}" }
echo "checked against #{matches}"
echo "for command #{message}"
end
''
end
def wait_for_script_to_complete(name, args = [], flags = {})
verify_script(name)
script_handle = start_script(name, args.map { |arg| arg.to_s =~ /\s/ ? "\"#{arg}\"" : arg }, flags)
if script_handle
pause 2
pause 0.5 while Script.running.include?(script_handle)
end
script_handle
end
def can_see_sky?
# If you are indoors and not able to see the sky.
inside_no_sky = "That's a bit hard to do while inside."
# If you are indoors but able to see the sky (e.g. a window or skylight).
inside_yes_sky = "You glance outside"
# If you are outdoors.
outside = "You glance up at the sky"
# Can we see the sky?
bput("weather", inside_no_sky, inside_yes_sky, outside) != inside_no_sky
end
def forage?(item, tries = 5)
snapshot = "#{right_hand}#{left_hand}"
while snapshot == "#{right_hand}#{left_hand}"
tries > 0 ? tries -= 1 : (return false)
case bput("forage #{item}", 'Roundtime', 'The room is too cluttered to find anything here', 'You really need to have at least one hand free to forage properly', 'You survey the area and realize that any foraging efforts would be futile')
when 'The room is too cluttered to find anything here'
return false unless kick_pile?
when 'You survey the area and realize that any foraging efforts would be futile'
return false
when 'You really need to have at least one hand free to forage properly'
echo 'WARNING: hands not emptied properly. Stowing...'
fput('stow right')
end
waitrt?
end
true
end
def collect(item)
messages = [
'As you rummage around',
'believe you would probably have better luck trying to find a dragon',
'if you had a bit more luck',
'The room is too cluttered',
'one hand free to properly collect',
'You are sure you knew',
'You begin to forage around,',
'You begin scanning the area before you',
'You find something dead and lifeless',
'You cannot collect anything',
'you fail to find anything',
'You forage around but are unable to find anything',
'You manage to collect a pile',
'You survey the area and realize that any collecting efforts would be futile',
'You wander around and poke your fingers',
'You forage around for a while and manage to stir up a small mound of fire ants!'
]
case bput("collect #{item}", messages)
when 'The room is too cluttered'
return unless kick_pile?
collect(item)
end
waitrt?
end
def kick_pile?(item = 'pile')
fix_standing
bput("kick #{item}", 'I could not find', 'take a step back and run up to', 'Now what did the .* ever do to you', 'You lean back and kick your feet,') == 'take a step back and run up to'
end
def rummage(parameter, container)
result = DRC.bput("rummage /#{parameter} my #{container}", 'but there is nothing in there like that\.', 'looking for .* and see .*', 'While it\'s closed', 'I don\'t know what you are referring to', 'You feel about', 'That would accomplish nothing')
case result
when 'You feel about'
release_invisibility
return rummage(parameter, container)
when 'but there is nothing in there like that.', 'While it\'s closed', 'I don\'t know what you are referring to', 'That would accomplish nothing'
return []
end
text = result.match(/looking for .* and see (.*)\.$/).to_a[1]
case parameter
when 'B'
box_list_to_adj_and_noun(text)
when 'SC'
scroll_list_to_adj_and_noun(text)
else
list_to_nouns(text)
end
end
def get_skins(container)
rummage('S', container)
end
def get_gems(container)
rummage('G', container)
end
def get_materials(container)
rummage('M', container)
end
# Take a game formatted list "an arrow, silver coins and a deobar strongbox"
# And return an array ["an arrow", "silver coins", "a deobar strongbox"]
# is this ever useful compared to the list_to_nouns?
def list_to_array(list)
list.strip.split(/(?:,|(?:, |\s)?and\s?)(?:\s?<pushBold\/>\s?)?(?=\s\ba\b|\s\ban\b|\s\bsome\b|\s\bthe\b)/i).reject(&:empty?)
end
# Take a game formated list of boxes "a reinforced wooden strongbox and a plain ironwood crate"
# And return an array ["wooden strongbox", "ironwood crate"]
def box_list_to_adj_and_noun(list)
list.strip
.split($box_regex)
.reject(&:empty?)
.select { |item| item =~ $box_regex }
.map { |box| box.gsub('ironwood', 'iron') } # make all ironwood into iron because "the parser"
end
def scroll_list_to_adj_and_noun(list)
list_to_array(list).map { |entry|
entry
.sub(/(an|some|a(?: piece of)?)\s/, '')
.sub(/\slabeled with.*/, '')
.sub(/icy blue vellum scroll/, 'icy scroll')
.sub(/green vellum scroll/, 'green scroll')
.sub(/fetid antelope vellum/, 'antelope vellum')
.sub(/papyrus roll/, 'papyrus.roll')
.sub(/pallid red scroll/, 'pallid scroll')
.sub(/\s(bark|leaf|ostracon|papyrus|parchment|roll|scroll|tablet|vellum|manuscript)\s.*/, ' \1')
.sub(/crumpled paper/, 'crumpled')
.sub(/pale ricepaper/, 'pale')
.sub(/stormy grey/, 'stormy')
.sub(/mossy green/, 'mossy')
.sub(/dark purple/, 'dark')
.sub(/vibrant red/, 'vibrant')
.sub(/bright green/, 'bright')
.sub(/icy blue/, 'blue')
.sub(/pearl-white silk/, 'silk')
.sub(/ghostly white/, 'white')
.sub(/crinkled violet/, 'crinkled')
.sub(/drawing paper/, 'drawing')
.strip
}
end
# Take a game formatted list "an arrow, silver coins and a deobar strongbox"
# And return an array of nouns ["arrow", "coins", "strongbox"]
def list_to_nouns(list)
list_to_array(list)
.map { |long_name| get_noun(long_name) }
.compact
.reject { |noun| noun == '' }
end
def get_noun(long_name)
remove_flavor_text(long_name).strip.scan(/[a-z\-']+$/i).first
end
def remove_flavor_text(item)
# link is to online regex expression tester
# https://regex101.com/r/4lGY6u/13
item.sub(/\s?\b(?:(?:colorfully and )?(?:artfully|artistically|attractively|beautifully|bl?ack-|cleverly|clumsily|crudely|deeply|delicately|edged|elaborately|faintly|flamboyantly|front-|fully|gracefully|heavily|held|intricately|lavishly|masterfully|plentifully|prominantly|roughly|securely|sewn|shabbily|shadow-|simply|somberly|skillfully|sloppily|starkly|stitched|tied and|tightly|well-)\s?)?(?:accented|accentuated|acid-etched|adorned|affixed|appliqued|assembled|attached|augmented|awash|backed|back-laced|balanced|banded|batiked|beaded|bearded|bearing|bedazzled|bedecked|bejeweled|beset|bestrewn|blazoned|bordered|bound|braided|branded|brocaded|bristling|brushed|buckled|burned|buttoned|caked|camouflaged|capped|carved|caught|centered|chased|chiseled|cinched|circled|clasped|cloaked|closed|coated|cobbled together|coiled|colored|composed|concealed|connected|constructed|countoured|covered|crafted|crested|crisscrossed|crowded|crowned|cuffed|cut|dangling|dappled|decked|decorated|deformed|depicting|designed|detailed|discolored|displaying|divided|done|dotted|draped|drawn|dressed|drizzled|dusted|edged|elaborately|embedded|embell?ished|emblazed|emblazoned|embossed|embroidered(?: all over| painstakingly)?|enameled(?: across)?|encircled|encrusted|engraved|engulfed|enhanced|entwined|equipped|etched|fashioned(?: so)?|fastened|feathered|featuring|festooned|fettered|filed|filled|firestained|fit|fitted|fixed|flecked|fletched|forged|formed|framed|fringed|frosted|full|gathered|gleaming|glimmering|glittering|goldworked|growing|gypsy-set|hafted|hand-tooled|hanging|heavily(?:-beaded| covered)?|held fast|hemmed|hewn|hideously|highlighted|hilted|honed|hung|impressed|incised|ingeniously repurposed|inscribed|inlaid|inset|interlaced|interspersed|interwoven|jeweled|joined|laced(?: up)?|lacquered|laden|layered|limned|lined|linked|looped|knotted|made|marbled|marked|marred|meshed|mosaicked|mottled|mounted|oiled|oozing|outlined|ornamented|overlai(?:d|n)|padded|painted|paired|patched|pattern-welded|patterned|pinned|plumed|polished|printed|reinforced|reminiscent|rendered|revealing|riddled|ridged|rimed|ringed|riveted|sashed|scarred|scattered|scorched|sculpted|sealed|seamed|secured|securely|set|sewn|shaped|shimmering|shod|shot|shrouded|side-laced|slashed|slung|smeared|smudged|spangled|speckled|spiraled|splatter-dyed|splattered|spotted|sprinkled|stacked|surmounted|surrounded|suspended|stained|stamped|starred|stenciled|stippled|stitched(?: together)?|strapped|streaked|strengthened|strewn|striated|striped|strung|studded|swathed|swirled|tailored|tangled|tapered|tethered|textured|threaded|tied|tightly|tinged|tinted|tipped|tooled|topped|traced|trimmed|twined|veined|vivified|washed|webbed|weighted|whorled|worked|worn|woven|wrapped|wreathed|wrought)?\b ["]?\b(?:a hand-tooled|across|along|an|around|atop|bearing|belted|bright streaks|dangling|designed|detailing|down (?:each leg|one side)|dyed (?:a|and|deep|of|in|night|rust|shimmering|the|to|with)|engravings|entitled|errant pieces|featuring|flaunting|frescoed|from|Gnomish Pride|(?:encased |quartered )?in(?: the)?|into|labeled|leading|like|lining|matching|(?<!stick|slice|chunk|flask|hunk|series|set|pair|piece) of|on|out|overlayed gleaming silver|resembling|shades of color|sporting|surrounding|that|the|through|tinged somber black|titled|to|upon|WAR MONGER|with|within|\b(?:at|bearing|(?:accented |held |secured )?by|carrying|clutching|colored|cradling|dangling|depicting|(?:prominently )?displaying|embossed|etched|featuring|for(?:ming)?|holding|(?<!slice |chunk |flask |hunk |series |set |pair |piece )of|over|patterned|striped|suspending|textured|that)\b \b(?:a (?:band|beaded|brass|cascade|cluster|coral|crown|dead|.+ (?:ingot|boulder|stone|rock|nugget)|fierce|fanged|fringe|glowing|golden|grinning|howling|large|lotus|mosaic|pair|poorly|rainbow|roaring|row|silver(?:y|weave)?|small|snarling|spray|tailored|thick|tiny|trio|turquoise|yellowed)|(?:squared )?agonite (?:links|decorated)|alternating|an|(?:purple |blue )?and|ash|beaded fringe|blackened (?:steel(?: accents| bearing| with|$)|ironwood)|blue (?:gold|steel)|burnished golden|cascading layers|carved ivory|chain-lined|chitinous|(?:deep red|dull black|pale blue) cloth|cloudberry blossoms|colorful tightly|cotton candy|crimson steel|crisscrossed|curious design|curved|crystaline charm|dark (?:blue|green|grey|metals|windsteel) (?:and|exuding|glaes|hues|khor'vela|muracite|pennon|with)|dark supple|deepest|deeply blending|delicate|dusky (?:dreamweave|green-grey)|ebonwood$|emblazoned|enamel?led (?:steel|bronze)|etched|fine(?:-grained| black| crushed)|finely wrought|flame-kissed|forest|fused-together|fuzzy grey|gauze atop|gilded steel|glass eyeballs|glistening green|golden oak|grey fur|hammered|haralun|has|heavy (?:grey|pearl|silver)|horn|Ilithi cedar|inky black|interlocking silver|interwoven|iridescent|jagged interlocking plates|(?:soft dark|supple|thick|woven) (?:bolts|leather)|lightweight|long swaths|lustrous|kertig ravens|made|metal cogs|mirror-finished|mottled|multiple woods|naphtha|oak|oblong sanguine|one|onyx buttons|opposing images|overlapping|pale cerulean|pallid links|pastel-hued|pins|pitted (?:black iron|steel)|plush velvet|polished (?:bronze|hemlock|steel)|raccoon tails|ram's horns|rat pelts|raw|red and blue|rich (?:purple|golden)|riveted bindings|roughened|rowan|sanguine thornweave|scattered star|scorch marks|sculpted|shadows|shark cartilage|shifting (?:celadon|shades)|shipboard|(?:braided |cobalt |deep black |desert-tan |dusky red Taisidon |ebony |exquisite spider|fine leaf-green |flowing night|glimmering ebony |heavy |marigold |pale gold marquisette and virid |rich copper |spiral-braided |steel|unadorned black Musparan )?silk(?:cress)?|(?:coiled |shimmering )?silver(?:steel| and |y)?|sirese blue spun glitter|six crossed|slender|small bones|smoothly interlocking|snow leopard|soft brushed|somber black|sprawled|sun-bleached|steel links|stones|strips of|sunny yellow|teardrop plates|telothian|the|tiny (?:golden|indurium|scales|skull)|tightly braided|tomiek|torn|twists|two|undyed|vibrant multicolored|viscous|waves of|weighted|well-cured|white ironwood|windstorm gossamer|wintry faeweave|woven diamondwood))\b.*/, '')
end
# Items class. Name is the noun of the object. Leather/metal boolean. Is the item worn (defaults to true). Does it hinder lockpicking? (false)
# Item.new(name:'gloves', leather:true, worn:true, hinders_locks:true, adjective:'ring', bound:true)
class Item
attr_accessor :name, :leather, :worn, :hinders_lockpicking, :container, :swappable, :tie_to, :adjective, :bound, :wield, :transforms_to, :transform_verb, :transform_text, :lodges, :skip_repair, :ranged, :needs_unloading
def initialize(name: nil, leather: nil, worn: false, hinders_locks: nil, container: nil, swappable: false, tie_to: nil, adjective: nil, bound: false, wield: false, transforms_to: nil, transform_text: nil, transform_verb: nil, lodges: true, skip_repair: false, ranged: nil, needs_unloading: nil)
@name = name
@leather = leather
@worn = worn
@hinders_lockpicking = hinders_locks
@container = container
@swappable = swappable
@tie_to = tie_to
@adjective = adjective
@bound = bound
@wield = wield
@transforms_to = transforms_to
@transform_verb = transform_verb
@transform_text = transform_text
@lodges = lodges.nil? ? true : lodges
@skip_repair = skip_repair
@ranged = ranged.nil? ? ranged_weapon?(name) : ranged
@needs_unloading = needs_unloading.nil? ? @ranged : needs_unloading
end
def short_name
@adjective ? "#{@adjective}.#{@name}" : @name
end
def short_regex
@adjective ? /\b#{adjective}.*\b#{@name}/i : /\b#{@name}/i
end
def ranged_weapon?(noun)
# Common ranged weapon names
return true if noun =~ /^(bow|shortbow|longbow|crossbow|stonebow|latchbow|slurbow|lockbow|pelletbow|arbalest|sling|slingshot|blowgun)$/i
# Gamgweth or racial ranged weapon names
# https://elanthipedia.play.net/Genie_racial_language_item_subs
# https://elanthipedia.play.net/Category:Language_Book
return true if noun =~ /^(jranoki|uku'uan|uku'uanstaho|chunenguti|hhr'ibu|guti|mahil|taisgwelduan|chyeb|sverfil|tangara|alaer|kari|wami|usus|srigos|href|vrope|falocisana|stof|dzelt)$/i
# Not a ranged weapon we're aware of
return false
end
# Convenience method to parse the text of an item as shown when in your hands, with or without an adjective,
# into an Item class instance. Originally designed to support DRCI and equipmanager methods.
def self.from_text(text)
text = text
.sub('.', ' ') # convert 'foo.bar' => 'foo bar' so more easily split into adjective and noun
.squeeze(' ') # condense repeated runs of whitespace with a single space
.strip # remove leading/trailing whitespace
parts = text.split
if text.nil? || text.empty?
nil
elsif parts.size > 1
DRC::Item.new(adjective: parts.first, name: parts.last)
else
DRC::Item.new(name: text)
end
end
end
# Looks up the canonical name of the town based on the given text.
# Utility to help identify the canonical town name based on arbitrary text.
# For example, "Theren" for "Therenborough" and "Haven" for "Riverhaven".
# It also handles missing apostrophes and the occasional space between names
# like "merkresh" or "Mer'Kresh" or "ainghazal" or "Ain Ghazal".
# Returns nil if unable to find a match.
def get_town_name(text)
towns = $HOMETOWN_REGEX_MAP.select { |_town, regex| regex =~ text }.keys
if towns.length > 1
DRC.message("Found multiple towns that match '#{text}': #{towns}")
DRC.message("Using first town that matched: #{towns.first}")
DRC.message("To avoid ambiguity, please use the town's full name: https://elanthipedia.play.net/Category:Cities")
end
towns.first
end
# windows only I believe.
def beep
echo("\a")
end
def fix_standing
loop do
break if standing?
bput('stand', 'You stand', 'You are so unbalanced', 'As you stand', 'You are already', 'weight of all your possessions', 'You are overburdened and cannot', 'You\'re unconscious', 'You swim back up into a vertical position', "You don't seem to be able to move to do that", 'prevents you from standing', 'You\'re plummeting to your death', 'There\'s no room to do much of anything here')
end
end
def listen?(teacher, observe_flag = false)
return false if teacher.nil?
return false if teacher.empty?
bad_classes = %w[Thievery Sorcery]
bad_classes += ['Life Magic', 'Holy Magic', 'Lunar Magic', 'Elemental Magic', 'Arcane Magic', 'Targeted Magic', 'Arcana', 'Attunement'] if DRStats.barbarian? || DRStats.thief?
bad_classes += ['Utility'] if DRStats.barbarian?
observe = observe_flag ? 'observe' : ''
case bput("listen to #{teacher} #{observe}", 'begin to listen to \w+ teach the .* skill', 'already listening', 'could not find who', 'You have no idea', 'isn\'t teaching a class', 'don\'t have the appropriate training', 'Your teacher appears to have left', 'isn\'t teaching you anymore', 'experience differs too much from your own', 'but you don\'t see any harm in listening', 'invitation if you wish to join this class', 'You cannot concentrate to listen to .* while in combat')
when /begin to listen to \w+ teach the (.*) skill/
return true if bad_classes.grep(/#{Regexp.last_match(1)}/i).empty?
bput('stop listening', 'You stop listening')
when 'already listening'
return true
when 'but you don\'t see any harm in listening'
bput('stop listening', 'You stop listening')
end
false
end
def assess_teach
case bput('assess teach', 'is teaching a class', 'No one seems to be teaching', 'You are teaching a class')
when 'No one seems to be teaching', 'You are teaching a class'
waitrt?
return {}
end
results = reget(20, 'is teaching a class')
waitrt?
results.each_with_object({}) do |line, hash|
line.match(/(.*) is teaching a class on (.*) which is still open to new students/) do |match|
teacher = match[1]
skill = match[2]
# Some classes match the first format, some have additional text in the 'skill' string that needs to be filtered
skill.match(/.* \(compared to what you already know\) (.*)/) { |m| skill = m[1] }
hash[teacher] = skill
end
end
end
def hide?(hide_type = 'hide')
unless hiding?
case bput(hide_type, 'Roundtime', 'too busy performing', 'can\'t see any place to hide yourself', 'Stalk what', 'You\'re already stalking', 'Stalking is an inherently stealthy', 'You haven\'t had enough time', 'You search but find no place to hide')
when 'too busy performing'
bput('stop play', 'You stop playing', 'In the name of')
return hide?(hide_type)
when "You're already stalking"
put 'stop stalk'
return hide?(hide_type)
when 'You haven\'t had enough time'
pause 1
return hide?(hide_type)
end
pause
waitrt?
end
hiding?
end
def fix_dr_bullshit(string)
return string if string.split.length <= 2
string =~ /(\S+) .* (\S+)/
"#{Regexp.last_match(1)} #{Regexp.last_match(2)}"
end
def left_hand
GameObj.left_hand.name == 'Empty' ? nil : fix_dr_bullshit(GameObj.left_hand.name)
end
def right_hand
GameObj.right_hand.name == 'Empty' ? nil : fix_dr_bullshit(GameObj.right_hand.name)
end
def left_hand_noun
GameObj.left_hand == 'Empty' ? nil : GameObj.left_hand.noun
end
def right_hand_noun
GameObj.right_hand == 'Empty' ? nil : GameObj.right_hand.noun
end
def release_invisibility
get_data('spells')
.spell_data
.select { |_name, properties| properties['invisibility'] }
.select { |name, _properties| DRSpells.active_spells.keys.include?(name) }
.map { |_name, properties| properties['abbrev'] }
.each { |abbrev| fput("release #{abbrev}") }
# handle khri silence as it's not part of base-spells data, and method of ending it differs from spells
bput('khri stop silence', 'You attempt to relax') if DRSpells.active_spells.keys.include?('Khri Silence')
end
def check_encumbrance(refresh = true)
encumbrance = DRStats.encumbrance
if refresh
encumbrance_pattern = /(?:Encumbrance)\s:\s(?<encumbrance>.*)/
case bput('encumbrance', encumbrance_pattern)
when encumbrance_pattern
encumbrance = Regexp.last_match[:encumbrance]
end
end
$ENC_MAP[encumbrance]
end
def retreat(ignored_npcs = [])
return if (DRRoom.npcs - ignored_npcs).empty?
escape_messages = [
/You are already as far away as you can get/,
/You retreat from combat/,
/You sneak back out of combat/,
/Retreat to where/,
/There's no place to retreat to/
]
retreat_messages = [
/retreat/,
/sneak/,
/grip on you/,
/grip remains solid/,
/You try to back/,
/You must stand first/,
/You stop advancing/,
/You are already/
]
loop do
case DRC.bput("retreat", *escape_messages, *retreat_messages)
when *escape_messages
return true
else
DRC.fix_standing
end
end
end
def text2num(text_num)
text_num = text_num.tr('-', ' ')
split_words = text_num.split(' ')
g = 0
split_words.each do |word|
x = $NUM_MAP.fetch(word, nil)
if word.eql?('hundred') && (g != 0)
g *= 100
elsif x.nil?
echo 'Unknown number'
return nil
else
g += x
end
end
g
end
def play_song?(settings, song_list, worn = true, skip_clean = false, climbing = false)
instrument = worn ? settings.worn_instrument : settings.instrument
if UserVars.instrument.nil?
UserVars.instrument = instrument
elsif UserVars.instrument != instrument
message("New instrument #{instrument} detected; old instrument: #{UserVars.instrument}. Resetting stored song data.")
UserVars.song = nil
UserVars.climbing_song = nil
UserVars.instrument = instrument
end
UserVars.song = song_list.first.first unless UserVars.song
UserVars.climbing_song = song_list.first.first unless UserVars.climbing_song
song_to_play = climbing ? UserVars.climbing_song : UserVars.song
play_command = "play #{song_to_play}"
if instrument
play_command = play_command + " on my #{instrument}"
end
fput('release ecry') if DRSpells.active_spells["Eillie's Cry"].to_i > 0
result = bput(play_command, 'too damaged to play', 'dirtiness may affect your performance', 'slightest hint of difficulty', 'fumble slightly', /Your .+ is submerged in the water/, 'You begin a', 'You struggle to begin', 'You\'re already playing a song', 'You effortlessly begin', 'You begin some', 'You cannot play', 'Play on what instrument', 'Are you sure that\'s the right instrument', 'now isn\'t the best time to be playing', 'Perhaps you should find somewhere drier before trying to play', 'You should stop practicing', /^You really need to drain/)
case result
when 'Play on what instrument', 'Are you sure that\'s the right instrument'
snapshot = "#{right_hand}#{left_hand}"
fput("get #{instrument}")
return false if snapshot == "#{right_hand}#{left_hand}"
fput("wear #{instrument}") if worn
play_song?(settings, song_list, worn, skip_clean, climbing)
when 'now isn\'t the best time to be playing', 'Perhaps you should find somewhere drier before trying to play', 'You should stop practicing'
false
when 'You\'re already playing a song'
fput('stop play')
play_song?(settings, song_list, worn, skip_clean, climbing)
when 'You cannot play'
wait_for_script_to_complete('safe-room')
when 'dirtiness may affect your performance', /^You really need to drain/
return true if DRSkill.getrank('Performance') < 20
return true if skip_clean
return true unless clean_instrument(settings, worn)
play_song?(settings, song_list, worn, skip_clean, climbing)
when 'slightest hint of difficulty', 'fumble slightly'
true
when 'You begin a', 'You effortlessly begin', 'You begin some'
return true if song_to_play == song_list.to_a.last.last
# Ignore difficulty messages if we have an offset
return true if climbing && UserVars.climbing_song_offset
stop_playing
UserVars.climbing_song = song_list[UserVars.climbing_song] || song_list.first.first if climbing
UserVars.song = song_list[UserVars.song] || song_list.first.first unless climbing
play_song?(settings, song_list, worn, skip_clean, climbing)
when 'You struggle to begin'
return true if song_to_play == song_list.first.first
# Ignore difficulty messages if we have an offset
return true if climbing && UserVars.climbing_song_offset
stop_playing
UserVars.climbing_song = song_list.first.first if climbing
UserVars.song = song_list.first.first unless climbing
play_song?(settings, song_list, worn, skip_clean, climbing)
else
false
end
end
def stop_playing
bput('stop play', 'You stop playing your song', 'In the name of', "But you're not performing")
end
def clean_instrument(settings, worn = true)
cloth = settings.cleaning_cloth
instrument = worn ? settings.worn_instrument : settings.instrument
unless DRCI.get_item?(cloth)
DRC.message('You have no chamois cloth -- this could cause problems with playing an instrument!')
DRC.beep
return false
end
DRC.stop_playing
if worn
unless DRCI.remove_item?(instrument)
DRC.message("Could not remove #{instrument} putting away cloth, and not trying to clean.")
DRCI.stow_item?(cloth)
DRC.beep
return false
end
else
unless DRCI.get_item?(instrument)
DRC.message("Could not get #{instrument} putting away cloth, and not trying to clean.")
DRCI.stow_item?(cloth)
DRC.beep
return false
end
end
loop do
case DRC.bput("wipe my #{instrument} with my #{cloth}", 'Roundtime', 'not in need of drying', 'You should be sitting up')
when 'not in need of drying'
break
when 'You should be sitting up'
DRC.fix_standing
next
end
pause 1
waitrt?
until /you wring a dry/i =~ DRC.bput("wring my #{cloth}", 'You wring a dry', 'You wring out')
pause 1
waitrt?
end
end
until /not in need of cleaning/i =~ DRC.bput("clean my #{instrument} with my #{cloth}", 'Roundtime', 'not in need of cleaning')
pause 1
waitrt?
end
DRCI.wear_item?(instrument) if worn
DRCI.stow_item?(cloth)
true
end
def pause_all
return false unless $pause_all_lock.try_lock
@pause_all_no_unpause = []
Script.running.find_all(&:paused?).each do |script|
@pause_all_no_unpause << script
end
Script.running.find_all do |script|
!script.paused? &&
!script.no_pause_all &&
script != Script.current
end
.each(&:pause)
pause 1
true
end
def unpause_all
return false unless $pause_all_lock.owned?
Script.running.find_all do |script|
script.paused? &&
!@pause_all_no_unpause.include?(script)
end
.each(&:unpause)
@pause_all_no_unpause = []
$pause_all_lock.unlock
true
end
def smart_pause_all
paused_script_list = []
Script.running.find_all { |s| !s.paused? && !s.no_pause_all && s.name != Script.self.name }.each do |s|
s.pause
paused_script_list << s.name
end
echo("Pausing #{paused_script_list} to run #{Script.self.name}")
return paused_script_list
end
def unpause_all_list(scripts_to_unpause)
echo("Unpausing #{scripts_to_unpause}, #{Script.self.name} has finished.")
Script.running.find_all { |s| s.paused? && !s.no_pause_all && scripts_to_unpause.include?(s.name) }.each(&:unpause)
end
def safe_pause_list
return false unless $safe_pause_lock.try_lock
paused_script_list = []
Script.running.find_all { |s| !s.paused? && !s.no_pause_all && s.name != Script.self.name }.each do |s|
s.pause
paused_script_list << s.name
end
echo("Pausing #{paused_script_list} to run #{Script.self.name}")
return paused_script_list
end
def safe_unpause_list(scripts_to_unpause)
return false unless $safe_pause_lock.owned?
echo("Unpausing #{scripts_to_unpause}, #{Script.self.name} has finished.")
Script.running.find_all { |s| s.paused? && !s.no_pause_all && scripts_to_unpause.include?(s.name) }.each(&:unpause)
$safe_pause_lock.unlock
end
def set_stance(skill)
div = if DRStats.guild == 'Paladin'
50
elsif %w[Barbarian Ranger Trader Commoner].include?(DRStats.guild)
60
else
70
end
points = 80 + DRSkill.getrank('Defending') / div
secondary = points > 100 ? 100 : points
tertiary = points > 100 ? points - 100 : 0
stance = case skill.downcase
when 'parry'
"100 #{secondary} #{tertiary}"
when 'shield'
"100 #{tertiary} #{secondary}"
else
"100 #{secondary} #{tertiary}"
end
DRC.bput("stance set #{stance}", /Setting your/)
end
# Sends a message to the atmospherics window.
# By default the message is bold.
# DEPRECATED in favor of log_window
def atmo(text, make_bold = true)
log_window(text, "atmospherics", make_bold)
end
# Sends a message to the specified window. Replaces the deprecated atmo method.
# By default the message is bold. Creates window upon request. Pre-clears window upon request.
def log_window(text, window_name, make_bold = true, create_window = false, pre_clear_window = false)
if create_window
_respond("<streamWindow id=\"#{window_name}\" title=\"#{window_name}\" location=\"center\" save=\"true\" />")
_respond("<exposeStream id=\"#{window_name}\"/>")
end
if pre_clear_window
_respond("<clearStream id=\"#{window_name}\"/>\r\n")
end
_respond(
"<pushStream id=\"#{window_name}\"/>" + (make_bold ? bold(text) : text),
"<popStream id=\"#{window_name}\" /><prompt time=\"#{Time.now.to_i}\">></prompt>"
)
end
# Helper function to wrap text in the necessary markup
# to make it render as bold in a frontend client.
# This method has little use to other scripts and is designed for
# `atmo` and `message` methods in common.lic.
def bold(text)
string = ''
$fake_stormfront ? string.concat("\034GSL\r\n ") : string.concat("<pushBold\/>")
string.concat(text)
$fake_stormfront ? string.concat("\034GSM\r\n ") : string.concat("<popBold\/>")
string
end
# Sends a message to the game window.
# By default the message is bold.
def message(text, make_bold = true)
string = ''
if text.index('\n')
text.split('\n').each { |line| string.concat("#{line}") }
else
string.concat(text)
end
_respond(make_bold ? bold(string) : string)
end
end