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common-items.lic
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# quiet
=begin
Documentation: https://elanthipedia.play.net/Lich_script_development#common-items
=end
# This module should be 'bottom-level' and only depend on common.
# Any modules that deal with items and <something> should be somewhere else
custom_require.call(%w[common events])
module DRCI
module_function
## How to add new trash receptacles https://github.com/rpherbig/dr-scripts/wiki/Adding-new-trash-receptacles
TRASH_STORAGE = %w[arms barrel basin basket bin birdbath bucket chamberpot gloop hole log puddle statue stump tangle tree turtle urn gelapod]
DROP_TRASH_SUCCESS_PATTERNS = [
/^You drop/,
/^You put/,
/^You spread .* on the ground/,
/smashing it to bits/,
# The next message is when item crumbles when leaves your hand, like a moonblade.
/^As you open your hand to release the/,
/^You toss .* at the domesticated gelapod/,
/^You feed .* a bit warily to the domesticated gelapod/
]
DROP_TRASH_FAILURE_PATTERNS = [
/^What were you referring to/,
/^I could not find/,
/^But you aren't holding that/,
/^You're kidding, right/,
/^You can't do that/,
/^No littering/,
/^Where do you want to put that/,
/^You really shouldn't be loitering/,
/^You don't seem to be able to move/,
# You may get the next message if you've been cursed and unable to let go of items.
# Find a Cleric to uncurse you.
/^Oddly, when you attempt to stash it away safely/,
/^You need something in your right hand/,
/^You can't put that there/,
/^The domesticated gelapod glances warily at/, # deeds
/^You should empty it out, first./ # container with items
]
# Messages that when trying to drop an item you're warned.
# To continue you must retry the command.
DROP_TRASH_RETRY_PATTERNS = [
# You may get the next message if the item would be damaged upon dropping.
/^If you still wish to drop it/,
/would damage it/,
# You may get the next messages when an outdated item is updated upon use.
# "Something appears different about the <item>, perhaps try doing that again."
# Example: https://elanthipedia.play.net/Item:Leather_lotion
/^Something appears different about/,
/perhaps try doing that again/
]
WORN_TRASHCAN_VERB_PATTERNS = [
/^You drum your fingers/,
/^You pull a lever/,
/^You poke your finger around/
]
GET_ITEM_SUCCESS_PATTERNS = [
/you draw (?!\w+'s wounds)/i,
/^You get/,
/^You pick/,
/^You pluck/,
/^You slip/,
/^You deftly remove/,
/^You are already holding/,
/^You fade in for a moment as you/,
/^You carefully lift/,
/^You carefully remove .* from the bundle/
]
GET_ITEM_FAILURE_PATTERNS = [
/^You need a free hand/,
/^You can't pick that up with your hand that damaged/,
/^Your (left|right) hand is too injured/,
/^You just can't/,
/^You stop as you realize the .* is not yours/,
/^You can't reach that from here/, # on a mount like a flying carpet
/^You don't seem to be able to move/,
/^You should untie/,
/^Get what/,
/^I could not/,
/^What were you/,
/already in your inventory/, # wearing it
/needs to be tended to be removed/, # ammo lodged in you
/push you over the item limit/, # you're at item capacity
/rapidly decays away/, # item disappears when try to get it
/cracks and rots away/, # item disappears when try to get it
/^You should stop practicing your Athletics skill before you do that/
]
WEAR_ITEM_SUCCESS_PATTERNS = [
/^You put/,
/^You pull/,
/^You sling/,
/^You attach/,
/^You strap/,
/^You slide/,
/^You spin/,
/^You slip/,
/^You place/,
/^You hang/,
/^You tug/,
/^You struggle/,
/^You squeeze/,
/^You manage/,
/^You gently place/,
/^You toss one strap/,
/^You carefully loop/,
/^You work your way into/,
/^You are already wearing/,
/^Gritting your teeth, you grip/,
/put it on/, # weird clerical collar thing, trying to make it a bit generic
/slide effortlessly onto your/,
/^You carefully arrange/,
/^A brisk chill rushes through you as you wear/, # some hiro bearskin gloves interlaced with strips of ice-veined leather
/^You drape/,
/You lean over and slip your feet into the boots./, # a pair of weathered barkcloth boots lined in flannel,
/^You reach down and step into/ # pair of enaada boots clasped by asharsh'dai
]
WEAR_ITEM_FAILURE_PATTERNS = [
/^You can't wear/,
/^You (need to|should) unload/,
/close the fan/,
/^You don't seem to be able to move/,
/^Wear what/,
/^I could not/,
/^What were you/
]
TIE_ITEM_SUCCESS_PATTERNS = [
/^You .* tie/,
/^You attach/,
/^You untie/
]
TIE_ITEM_FAILURE_PATTERNS = [
/^You don't seem to be able to move/,
/^There's no more free ties/,
/^You must be holding/,
/doesn't seem to fit/,
/^You are a little too busy/,
/^Your wounds hinder your ability to do that/,
/^Tie what/
]
UNTIE_ITEM_SUCCESS_PATTERNS = [
/^You remove/,
/You untie/i
]
UNTIE_ITEM_FAILURE_PATTERNS = [
/^You don't seem to be able to move/,
/^You fumble with the ties/,
/^Untie what/,
/^What were you referring/
]
REMOVE_ITEM_SUCCESS_PATTERNS = [
/^Dropping your shoulder/,
/^The .* slide/,
/^Without any effort/,
/^You .* slide/,
/^You detach/,
/^You loosen/,
/^You pull/,
/^You.*remove/,
/^You slide/,
/^You sling/,
/^You slip/,
/^You struggle/,
/^You take/,
/you tug/i,
/^You untie/,
/as you remove/,
/slide themselves off of your/,
/you manage to loosen/,
/you unlace/,
/^You slam the heels/
]
REMOVE_ITEM_FAILURE_PATTERNS = [
/^You need a free hand/,
/^You aren't wearing/,
/^You don't seem to be able to move/,
/^Remove what/,
/^I could not/,
/^What were you/
]
PUT_AWAY_ITEM_SUCCESS_PATTERNS = [
/^You put your .* in/,
/^You hold out/,
/^You tuck/,
/^You open your pouch and put/,
/^You guide your/i, # puppy storage
/^You hang/, # frog belt
/^You nudge your/i, # monkey storage
# The next message is when item crumbles when stowed, like a moonblade.
/^As you open your hand to release the/,
# You're a thief and you binned a stolen item.
/nods toward you as your .* falls into the .* bin/,
/^You add/,
/^You rearrange/,
/^You combine the stacks/,
/^You secure/,
# The following are success messages for putting an item in a container OFF your person.
/^You drop/i,
/^You set/i,
/You put/i,
/^You carefully fit .* into your bundle/,
/^You slip/,
/^You easily strap/,
/^You gently set/,
/^You toss .* into/ # You toss the alcohol into the bowl and mix it in thoroughly
]
PUT_AWAY_ITEM_FAILURE_PATTERNS = [
/^Stow what/,
/^Please rephrase that command/,
/^What were you referring to/,
/^I could not find what you were referring to/,
/^There isn't any more room in/,
/^There's no room/,
/^(The|That).* too heavy to go in there/,
/^You (need to|should) unload/,
/^You can't do that/,
/^You just can't get/,
/^You can't put items/,
/^You can only take items out/,
/^You don't seem to be able to move/,
/^Perhaps you should be holding that first/,
/^Containers can't be placed in/,
/^The .* is not designed to carry anything/,
/^You can't put that.*there/,
/even after stuffing it/,
/is too .* to (fit|hold)/,
/no matter how you arrange it/,
/close the fan/,
/to fit in the/,
# You may get the next message if you've been cursed and unable to let go of items.
# Find a Cleric to uncurse you.
/Oddly, when you attempt to stash it away safely/,
/completely full/,
/That doesn't belong in there!/,
/exerts a steady force preventing/
]
# Messages that when trying to put away an item you're warned.
# To continue you must retry the command.
PUT_AWAY_ITEM_RETRY_PATTERNS = [
# You may get the next messages when an outdated item is updated upon use.
# "Something appears different about the <item>, perhaps try doing that again."
# Example: https://elanthipedia.play.net/Item:Leather_lotion
/Something appears different about/,
/perhaps try doing that again/
]
STOW_ITEM_SUCCESS_PATTERNS = [
*GET_ITEM_SUCCESS_PATTERNS,
*PUT_AWAY_ITEM_SUCCESS_PATTERNS
]
STOW_ITEM_FAILURE_PATTERNS = [
*GET_ITEM_FAILURE_PATTERNS,
*PUT_AWAY_ITEM_FAILURE_PATTERNS,
]
STOW_ITEM_RETRY_PATTERNS = [
*PUT_AWAY_ITEM_RETRY_PATTERNS
]
RUMMAGE_SUCCESS_PATTERNS = [
/^You rummage through .* and see (.*)\./,
/^In the .* you see (.*)\./,
/there is nothing/i
]
RUMMAGE_FAILURE_PATTERNS = [
/^You don't seem to be able to move/,
/^I could not find/,
/^I don't know what you are referring to/,
/^What were you referring to/
]
TAP_SUCCESS_PATTERNS = [
/^You tap\s(?!into).*/, # The `.*` is needed to capture entire phrase. Methods parse it to know if an item is worn, stowed, etc.
/^You (thump|drum) your finger/, # You tapped an item with fancy verbiage, ohh la la!
/^As you tap/, # As you tap a large ice-veined leather and flamewood surveyor's case
/^The orb is delicate/, # You tapped a favor orb
/^You .* on the shoulder/, # You tapped someone
/^You suddenly forget what you were doing/ # "tap my tessera" messaging when hands are full
]
TAP_FAILURE_PATTERNS = [
/^You don't seem to be able to move/,
/^I could not find/,
/^I don't know what you are referring to/,
/^What were you referring to/
]
OPEN_CONTAINER_SUCCESS_PATTERNS = [
/^You open/,
/^You slowly open/,
/^The .* opens/,
/^You unbutton/,
/(It's|is) already open/,
/^You spread your arms, carefully holding your bag well away from your body/
]
OPEN_CONTAINER_FAILURE_PATTERNS = [
/^Please rephrase that command/,
/^What were you referring to/,
/^I could not find what you were referring to/,
/^You don't want to ruin your spell just for that do you/,
/^It would be a shame to disturb the silence of this place for that/,
/^This is probably not the time nor place for that/,
/^You don't seem to be able to move/,
/^There is no way to do that/,
/^You can't do that/,
/^Open what/
]
CLOSE_CONTAINER_SUCCESS_PATTERNS = [
/^You close/,
/^You quickly close/,
/^You pull/,
/is already closed/
]
CLOSE_CONTAINER_FAILURE_PATTERNS = [
/^Please rephrase that command/,
/^What were you referring to/,
/^I could not find what you were referring to/,
/^You don't want to ruin your spell just for that do you/,
/^It would be a shame to disturb the silence of this place for that/,
/^This is probably not the time nor place for that/,
/^You don't seem to be able to move/,
/^There is no way to do that/,
/^You can't do that/
]
CONTAINER_IS_CLOSED_PATTERNS = [
/^But that's closed/,
/^That is closed/,
/^While it's closed/
]
LOWER_SUCCESS_PATTERNS = [
/^You lower/,
# The next message is when item crumbles when leaves your hand, like a moonblade.
/^As you open your hand to release the/
]
LOWER_FAILURE_PATTERNS = [
/^You don't seem to be able to move/,
/^But you aren't holding anything/,
/^Please rephrase that command/,
/^What were you referring to/,
/^I could not find what you were referring to/
]
LIFT_SUCCESS_PATTERNS = [
/^You pick up/
]
LIFT_FAILURE_PATTERNS = [
/^There are no items lying at your feet/,
/^What did you want to try and lift/,
/can't quite lift it/,
/^You are not strong enough to pick that up/
]
GIVE_ITEM_SUCCESS_PATTERNS = [
/has accepted your offer/,
/your ticket and are handed back/,
/Please don't lose this ticket!/,
/^You hand .* gives you back a repair ticket/,
/^You hand .* your ticket and are handed back/
]
GIVE_ITEM_FAILURE_PATTERNS = [
/I don't repair those here/,
/There isn't a scratch on that/,
/give me a few more moments/,
/I will not repair something that isn't broken/,
/I can't fix those/,
/has declined the offer/,
/^Your offer to .* has expired/,
/^You may only have one outstanding offer at a time/,
/^What is it you're trying to give/,
/Lucky for you! That isn't damaged!/
]
#########################################
# TRASH ITEM
#########################################
def dispose_trash(item, worn_trashcan = nil, worn_trashcan_verb = nil)
return unless item
return unless DRCI.get_item_if_not_held?(item)
if worn_trashcan
case DRC.bput("put my #{item} in my #{worn_trashcan}", DROP_TRASH_RETRY_PATTERNS, DROP_TRASH_SUCCESS_PATTERNS, DROP_TRASH_FAILURE_PATTERNS, /^Perhaps you should be holding that first/)
when /^Perhaps you should be holding that first/
return (DRCI.get_item?(item) && DRCI.dispose_trash(item, worn_trashcan, worn_trashcan_verb))
when *DROP_TRASH_RETRY_PATTERNS
return DRCI.dispose_trash(item, worn_trashcan, worn_trashcan_verb)
when *DROP_TRASH_SUCCESS_PATTERNS
if worn_trashcan_verb
DRC.bput("#{worn_trashcan_verb} my #{worn_trashcan}", *WORN_TRASHCAN_VERB_PATTERNS)
DRC.bput("#{worn_trashcan_verb} my #{worn_trashcan}", *WORN_TRASHCAN_VERB_PATTERNS)
end
return true
end
end
trashcans = DRRoom.room_objs
.reject { |obj| obj =~ /azure \w+ tree/ }
.map { |long_name| DRC.get_noun(long_name) }
.select { |obj| TRASH_STORAGE.include?(obj) }
trashcans.each do |trashcan|
if trashcan == 'gloop'
trashcan = 'bucket' if DRRoom.room_objs.include?('bucket of viscous gloop')
trashcan = 'cauldron' if DRRoom.room_objs.include?('small bubbling cauldron of viscous gloop')
elsif trashcan == 'bucket'
trashcan = 'sturdy bucket' if DRRoom.room_objs.include?('sturdy bucket')
elsif trashcan == 'basket'
trashcan = 'waste basket' if DRRoom.room_objs.include?('waste basket')
elsif trashcan == 'bin'
trashcan = 'waste bin' if DRRoom.room_objs.include?('waste bin')
trashcan = 'small bin' if DRRoom.room_objs.include?('small bin concealed with some nearby brush')
elsif trashcan == 'arms'
trashcan = 'statue'
elsif trashcan == 'birdbath'
trashcan = 'alabaster birdbath'
elsif trashcan == 'turtle'
trashcan = 'stone turtle'
elsif trashcan == 'tree'
trashcan = 'hollow' if DRRoom.room_objs.include?('dead tree with a darkened hollow near its base')
elsif trashcan == 'basin'
trashcan = 'stone basin' if DRRoom.room_objs.include?('hollow stone basin')
elsif trashcan == 'tangle'
trashcan = 'dark gap' if DRRoom.room_objs.include?('tangle of thick roots forming a dark gap')
elsif XMLData.room_title == '[[A Junk Yard]]'
trashcan = 'bin'
elsif trashcan == 'gelapod'
trash_command = "feed my #{item} to gelapod"
end
trash_command = "put my #{item} in #{trashcan}" unless trashcan == 'gelapod'
case DRC.bput(trash_command, DROP_TRASH_SUCCESS_PATTERNS, DROP_TRASH_FAILURE_PATTERNS, DROP_TRASH_RETRY_PATTERNS, /^Perhaps you should be holding that first/)
when /^Perhaps you should be holding that first/
return (DRCI.get_item?(item) && DRCI.dispose_trash(item))
when *DROP_TRASH_RETRY_PATTERNS
# If still didn't dispose of trash after retry
# then don't return yet, will try to drop it later.
return true if dispose_trash(item)
when *DROP_TRASH_SUCCESS_PATTERNS
return true
end
end
# No trash bins or not able to put item in a bin, just drop it.
case DRC.bput("drop my #{item}", DROP_TRASH_SUCCESS_PATTERNS, DROP_TRASH_FAILURE_PATTERNS, DROP_TRASH_RETRY_PATTERNS, /^Perhaps you should be holding that first/, /^But you aren't holding that/)
when /^Perhaps you should be holding that first/, /^But you aren't holding that/
return (DRCI.get_item?(item) && DRCI.dispose_trash(item))
when *DROP_TRASH_RETRY_PATTERNS
return dispose_trash(item)
when *DROP_TRASH_SUCCESS_PATTERNS
return true
else
return false
end
end
#########################################
# SEARCH FOR ITEM
#########################################
def search?(item)
/Your .* is in/ =~ DRC.bput("inv search #{item}", /^You can't seem to find anything/, /Your .* is in/)
end
# Taps items to check if you're wearing it.
def wearing?(item)
tap(item) =~ /wearing/
end
# Taps item to determine if it's in the given container.
def inside?(item, container = nil)
tap(item, container) =~ /inside/
end
# Taps an item to confirm it exists.
def exists?(item, container = nil)
case tap(item, container)
when *TAP_SUCCESS_PATTERNS
true
else
false
end
end
# Taps an item and returns the match string.
# If no container specified then generically taps whatever's in your immediate inventory.
def tap(item, container = nil)
return nil unless item
from = container
from = "from #{container}" if container && !(container =~ /^(in|on|under|behind|from) /i)
DRC.bput("tap my #{item} #{from}", *TAP_SUCCESS_PATTERNS, *TAP_FAILURE_PATTERNS)
end
def in_hands?(item)
in_hand?(item, 'either')
end
def in_left_hand?(item)
in_hand?(item, 'left')
end
def in_right_hand?(item)
in_hand?(item, 'right')
end
# Checks if the item is in one or more hands.
# Hand options are: left, right, either, both.
def in_hand?(item, which_hand = 'either')
return false unless item
item = DRC::Item.from_text(item) if item.is_a?(String)
case which_hand.downcase
when 'left'
DRC.left_hand =~ item.short_regex
when 'right'
DRC.right_hand =~ item.short_regex
when 'either'
in_left_hand?(item) || in_right_hand?(item)
when 'both'
in_left_hand?(item) && in_right_hand?(item)
else
DRC.message("Unknown hand: #{which_hand}. Valid options are: left, right, either, both")
false
end
end
def have_item_by_look?(item, container)
return false unless item
item = item.delete_prefix('my ')
preposition = 'in my' if container && !(container =~ /^((in|on|under|behind|from) )?my /i)
case DRC.bput("look at my #{item} #{preposition} #{container}", item, /^You see nothing unusual/, /^I could not find/, /^What were you referring to/)
when /You see nothing unusual/, item
true
else
false
end
end
#########################################
# COUNT ITEMS
#########################################
def count_item_parts(item)
match_messages = [
/and see there (?:is|are) (.+) left\./,
/There (?:is|are) (?:only )?(.+) parts? left/,
/There's (?:only )?(.+) parts? left/,
/The (?:.+) has (.+) uses remaining./,
/There are enough left to create (.+) more/,
/You count out (.+) pieces? of material there/,
/There (?:is|are) (.+) scrolls? left for use with crafting/
]
count = 0
$ORDINALS.each do |ordinal|
case DRC.bput("count my #{ordinal} #{item}",
'I could not find what you were referring to.',
'tell you much of anything.',
*match_messages)
when 'I could not find what you were referring to.'
break
when 'tell you much of anything.'
echo "ERROR: count_item_parts called on non-stackable item: #{item}"
count = count_items(item)
break
when *match_messages
countval = Regexp.last_match(1).tr('-', ' ')
if countval.match?(/\A\d+\z/)
count += Integer(countval)
else
count += DRC.text2num(countval)
end
end
waitrt?
end
count
end
# Counts items in a container that is inferred by first tapping the item.
# If you want to count items in a specific container, use `count_items_in_container(item, container)`
def count_items(item)
/inside your (.*)/ =~ tap(item)
container = Regexp.last_match(1)
return 0 if container.nil?
count_items_in_container(item, container)
end
# Counts items in a container.
# If you don't know which container the items are in, use `count_items(item)` to infer it.
def count_items_in_container(item, container)
contents = DRC.bput("rummage /C #{item.split.last} in my #{container}", /^You rummage .*/, /That would accomplish nothing/)
# This regexp avoids counting the quoted item name in the message, as
# well as avoiding finding the item as a substring of other items.
contents.scan(/ #{item}\W/).size
end
# Identifies how many more lockpicks that the container can hold.
# Designed to work on lockpick stackers.
# https://elanthipedia.play.net/Lockpick_rings
def count_lockpick_container(container)
count = DRC.bput("appraise my #{container} quick", /it appears to be full/, /it might hold an additional \d+/, /\d+ lockpicks would probably fit/).scan(/\d+/).first.to_i
waitrt?
count
end
def get_box_list_in_container(container)
DRC.rummage('B', container)
end
def get_scroll_list_in_container(container)
DRC.rummage('SC', container)
end
# Takes in the noun of the configured necro material stacker, and returns the current material item count.
def count_necro_stacker(necro_stacker)
DRC.bput("study my #{necro_stacker}", /currently holds \d+ items/).scan(/\d+/).first.to_i
end
def count_all_boxes(settings)
current_box_count = 0
[
settings.picking_box_source,
settings.pick['picking_box_sources'],
settings.pick['blacklist_container'],
settings.pick['too_hard_container']
].flatten.uniq.reject { |container|
container.to_s.empty?
}.each { |container|
current_box_count += get_box_list_in_container(container).size
}
current_box_count
end
#########################################
# STOW ITEM
#########################################
def stow_hands
(!DRC.left_hand || stow_hand('left')) &&
(!DRC.right_hand || stow_hand('right'))
end
def stow_hand(hand)
braid_regex = /The braided (.+) is too long/
case DRC.bput("stow #{hand}", braid_regex, CONTAINER_IS_CLOSED_PATTERNS, STOW_ITEM_SUCCESS_PATTERNS, STOW_ITEM_FAILURE_PATTERNS, STOW_ITEM_RETRY_PATTERNS)
when braid_regex
dispose_trash(DRC.get_noun(Regexp.last_match(1)))
when *STOW_ITEM_RETRY_PATTERNS
stow_hand(hand)
when *STOW_ITEM_SUCCESS_PATTERNS
true
else
false
end
end
#########################################
# GET ITEM
#########################################
# Gets an item unless you are already hold it.
# Use this method to avoid having two of an item
# in your hands when you only want one.
#
# Returns true if the item is in your hand
# or we were able to get it to your hand.
def get_item_if_not_held?(item, container = nil)
return false unless item
return true if in_hands?(item)
return get_item(item, container)
end
# Provide a predicate-named method to follow convention.
def get_item?(item, container = nil)
get_item(item, container)
end
# Gets an item, optionally from a specific container.
# If no container specified then generically grabs from the room/your person.
# Can provide an array of containers to try, too, in case some might be empty.
def get_item(item, container = nil)
if container.is_a?(Array)
container.each do |c|
return true if get_item_safe(item, c)
end
return false
end
get_item_safe(item, container)
end
# Same as 'get_item_unsafe' but ensures that
# the container argument is prefixed with 'my' qualifier.
def get_item_safe?(item, container = nil)
item = "my #{item}" if item && !(item =~ /^my /i)
container = "my #{container}" if container && !(container =~ /^((in|on|under|behind|from) )?my /i)
get_item_unsafe(item, container)
end
def get_item_safe(item, container = nil)
get_item_safe?(item, container)
end
# Gets an item, optionally from a specific container.
# If no container specified then generically grabs from the room/your person.
def get_item_unsafe(item, container = nil)
from = container
from = "from #{container}" if container && !(container =~ /^(in|on|under|behind|from) /i)
case DRC.bput("get #{item} #{from}", GET_ITEM_SUCCESS_PATTERNS, GET_ITEM_FAILURE_PATTERNS)
when *GET_ITEM_SUCCESS_PATTERNS
return true
else
if container =~ /\bportal\b/i
return get_item_from_eddy_portal?(item, container)
else
return false
end
end
end
# Workaround to game changes where you must periodically look in
# the portal for the contents to be available.
# http://forums.play.net/forums/DragonRealms/Discussions%20with%20DragonRealms%20Staff%20and%20Players/Game%20Master%20and%20Official%20Announcements/view/1899
def get_item_from_eddy_portal?(item, container)
# Ensure the eddy is open then look in it to force the contents to be loaded.
return false unless DRCI.open_container?('my eddy') && DRCI.look_in_container(container)
from = container
from = "from #{container}" if container && !(container =~ /^(in|on|under|behind|from) /i)
case DRC.bput("get #{item} #{from}", GET_ITEM_SUCCESS_PATTERNS, GET_ITEM_FAILURE_PATTERNS)
when *GET_ITEM_SUCCESS_PATTERNS
return true
else
return false
end
end
#########################################
# TIE/UNTIE ITEM
#########################################
def tie_item?(item, container)
case DRC.bput("tie my #{item} to my #{container}", TIE_ITEM_SUCCESS_PATTERNS, TIE_ITEM_FAILURE_PATTERNS)
when *TIE_ITEM_SUCCESS_PATTERNS
true
else
false
end
end
def untie_item?(item, container = nil)
place = container ? "from my #{container}" : nil
case DRC.bput("untie my #{item} #{place}", UNTIE_ITEM_SUCCESS_PATTERNS, UNTIE_ITEM_FAILURE_PATTERNS)
when *UNTIE_ITEM_SUCCESS_PATTERNS
true
else
false
end
end
#########################################
# WEAR ITEM
#########################################
# Wears an item from your hands.
def wear_item?(item)
wear_item_safe?(item)
end
# Same as 'wear_item_unsafe?' but ensures that
# the item name is prefixed with 'my' qualifier.
def wear_item_safe?(item)
item = "my #{item}" if item && !(item =~ /^my /i)
wear_item_unsafe?(item)
end
# Wears an item from your hands.
def wear_item_unsafe?(item)
case DRC.bput("wear #{item}", WEAR_ITEM_SUCCESS_PATTERNS, WEAR_ITEM_FAILURE_PATTERNS)
when *WEAR_ITEM_SUCCESS_PATTERNS
return true
else
return false
end
end
#########################################
# REMOVE ITEM
#########################################
# Removes an item you're wearing.
def remove_item?(item)
remove_item_safe?(item)
end
# Same as 'remove_item_unsafe?' but ensures that
# the item name is prefixed with 'my' qualifier.
def remove_item_safe?(item)
item = "my #{item}" if item && !(item =~ /^my /i)
remove_item_unsafe?(item)
end
# Removes an item you're wearing.
def remove_item_unsafe?(item)
case DRC.bput("remove #{item}", REMOVE_ITEM_SUCCESS_PATTERNS, REMOVE_ITEM_FAILURE_PATTERNS)
when *REMOVE_ITEM_SUCCESS_PATTERNS
return true
else
return false
end
end
#########################################
# STOW ITEM
#########################################
# Stows an item into its default container. See STORE HELP for details.
# Same as 'stow_item_safe?'.
def stow_item?(item)
stow_item_safe?(item)
end
# Stows an item into its default container. See STORE HELP for details.
# Same as 'stow_item_unsafe?' but ensures that
# the item argument is prefixed with 'my '.
def stow_item_safe?(item)
item = "my #{item}" if item && !(item =~ /^my /i)
stow_item_unsafe?(item)
end
# Stows an item into its default container. See STORE HELP for details.
# Unless you include the 'my ' prefix in the item then this may
# try to stow an item on the ground rather than something in your inventory.
def stow_item_unsafe?(item)
case DRC.bput("stow #{item}", CONTAINER_IS_CLOSED_PATTERNS, STOW_ITEM_SUCCESS_PATTERNS, STOW_ITEM_FAILURE_PATTERNS, STOW_ITEM_RETRY_PATTERNS)
when *STOW_ITEM_RETRY_PATTERNS
return stow_item_unsafe?(item)
when *STOW_ITEM_SUCCESS_PATTERNS
return true
else
return false
end
end
#########################################
# LOWER ITEM
#########################################
# Lowers the item to the ground.
# Determines which hand is holding the item then lowers it to your feet slot.
def lower_item?(item)
return false unless in_hands?(item)
item_regex = /\b#{item}\b/
hand = (DRC.left_hand =~ item_regex) ? 'left' : 'right'
case DRC.bput("lower ground #{hand}", *LOWER_SUCCESS_PATTERNS, *LOWER_FAILURE_PATTERNS)
when *LOWER_SUCCESS_PATTERNS
true
else
false
end
end
## Implementing a suggestion by Gildaren for a simple predicate method
## You can pass this only an item and it will attempt to lift that item and return true/false
## You can pass this both an item and true and it will lift that item and return the result of stow_item? on that item
## You can pass this both an item and the name of a container and return the result of put_away_item? on that item and that container
def lift?(item = nil, stow = nil)
item = item.split.last # Necessary until adjectives are implemented for lift
case DRC.bput("lift #{item}", LIFT_SUCCESS_PATTERNS, LIFT_FAILURE_PATTERNS)
when *LIFT_SUCCESS_PATTERNS
if stow.is_a?(String)
put_away_item?(item, stow)
elsif stow
stow_item?(item)
else
true
end
else
false
end
end
#########################################
# CHECK CONTAINER CONTENTS
#########################################
# Checks if the container is empty.
# Returns true if certain the container is empty.
# Returns false if certain the container is not empty.
# Returns nil if unable to determine either way (e.g. can't open container or look in it).
def container_is_empty?(container)
look_in_container(container).empty?
end
# Returns a list of item descriptions from the `INVENTORY <type|slot>` verb output.
# Where <type> can be armor, weapon, fluff, container, or combat.
# Where <slot> can be any phrase from INV SLOTS LIST command.
def get_inventory_by_type(type = 'combat', line_count = 40)
case DRC.bput("inventory #{type}", /Use INVENTORY HELP for more options/, /The INVENTORY command is the best way/, /You can't do that/)
when /The INVENTORY command is the best way/, /You can't do that/
DRC.message("Unrecognized inventory type: #{type}. Valid options are ARMOR, WEAPON, FLUFF, CONTAINER, COMBAT, or any slot from INVENTORY SLOTS LIST.")
return []
end
# Multiple lines may have been printed to the game window,
# grab the last several lines for analysis.
snapshot = reget(line_count)
# Unless you're looking for items at your feet, this is noise.
items_at_feet = snapshot.grep(/(^Lying at your feet)/).any?
# If the snapshot found all the inventory then begin processing.
if snapshot.grep(/^All of your (#{type}|items)|^You aren't wearing anything like that|Both of your hands are empty/).any? && snapshot.grep(/Use INVENTORY HELP/).any?
snapshot
.map(&:strip)
.reverse
.take_while { |line| [/^All of your (#{type}|items)/, /^You aren't wearing anything like that/, /Both of your hands are empty/].none? { |phrase| phrase =~ line } }
.drop_while { |line| !line.start_with?('[Use INVENTORY HELP for more options.]') }
.drop(1)
.reverse
.take_while { |line| !items_at_feet || !line.start_with?('Lying at your feet') }
.map { |item| item.gsub(/^(a|an|some)\s+/, '').gsub(/\s+\(closed\)/, '') }
else
# Otherwise, retry the command. Other actions may have flooded the game window.
get_inventory_by_type(type, line_count + 40)
end
end
# Gets a list of items found in a container via RUMMAGE or LOOK.
# Default is 'rummage' which returns the full item tap descriptions (e.g. some grey ice skates with black laces)
# You can pass in 'LOOK' to get back the short item names, which is easier to parse to know the adjective and noun (e.g. some grey ice skates)
def get_item_list(container, verb = 'rummage')
case verb
when /^(r|rummage)$/i
rummage_container(container)
when /^(l|look)$/i
look_in_container(container)
end
end
# Gets a list of items by RUMMAGE the container.
# Returns a list (empty or otherwise) if able to rummage the container.
# Returns nil if unable to determine if container's contents (e.g. can't open it or rummage it).
def rummage_container(container)
container = "my #{container}" unless container.nil? || container =~ /^my /i
contents = DRC.bput("rummage #{container}", CONTAINER_IS_CLOSED_PATTERNS, RUMMAGE_SUCCESS_PATTERNS, RUMMAGE_FAILURE_PATTERNS)
case contents
when *RUMMAGE_FAILURE_PATTERNS
return nil
when *CONTAINER_IS_CLOSED_PATTERNS
return nil unless open_container?(container)
rummage_container(container)
else
contents
.match(/You rummage through .* and see (?:a|an|some) (?<items>.*)\./)[:items] # Get string of just the comma separated item list
.sub(/ and (?=a|an|some)/, ", ") # replace " and " for the last item into " , "
.split(/, (?:a|an|some) /) # Split at a, an, or some, but only when it follows a comma
end
end
# Gets a list of items by LOOK in the container.
# Returns a list (empty or otherwise) if able to look in the container.
# Returns nil if unable to determine if container's contents (e.g. can't open it or look in it).
def look_in_container(container)
container = "my #{container}" unless container.nil? || container =~ /^my /i
contents = DRC.bput("look in #{container}", CONTAINER_IS_CLOSED_PATTERNS, RUMMAGE_SUCCESS_PATTERNS, RUMMAGE_FAILURE_PATTERNS)
case contents