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crossing-repair.lic
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crossing-repair.lic
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=begin
Documentation: https://elanthipedia.play.net/Lich_script_repository#crossing-repair
=end
custom_require.call(%w[common common-money common-travel equipmanager])
class CrossingRepair
def initialize
arg_definitions = [
[
{ name: 'town', regex: $HOMETOWN_REGEX, optional: true, description: 'Town to repair in' },
{ name: 'force', regex: /force/i, optional: true, description: 'Force repair gear, ignoring any wait timers' },
{ name: 'debug', regex: /debug/i, optional: true, description: 'Enable debug mode' }
]
]
args = parse_args(arg_definitions)
$debug_mode_crossing_repair = args.debug || UserVars.crossing_repair_debug
settings = get_settings
town = DRC.get_town_name(args.town || settings.force_repair_town || settings.fang_cove_override_town)
# If town argument is not recognized, choosing to exit the script with error
# instead of continue with the character's hometown because if the player
# wanted to repair in a specific town then they might be far away from their
# hometown and not want the script to suddenly rush them off,
# especially if it was a simple typo or the player suffers social outrage.
if args.town && !town
DRC.message("Could not identify town for argument: #{args.town}")
DRC.message("To avoid ambiguity, please use the town's full name: https://elanthipedia.play.net/Category:Cities")
exit
end
# If the user has specified a repair town via script call argument, set that here.
# This argument has already passed through the $HOMETOWN_REGEX check so we know it to be
# a valid town.
settings['hometown'] = town if town
# Check if we have the repair_heuristic_gear yaml settings. This uses appraise to assess
# condition of listed items, and if damaged to a certain thresshold, then run crossing-repair
# on _all_ items. In other words, try to repair all your gear if some key items show wear and tear.
@repair_heuristic_gear = settings.repair_heuristic_gear
@repair_heuristic_threshold = settings.repair_heuristic_threshold
# Set up a repair timer so we can use this metric to know whether to repair.
# User has option via script arg to force repair and ignore any repair timers.
# Also handle that here.
@repair_timer = settings.repair_timer
UserVars.repair_timer_snap ||= Time.now
unless args.force || should_repair?
DRC.message("Skipping repair") if $debug_mode_crossing_repair
exit
end
# Set up equipment manager. Wear our standard equipment set. Empty our hands.
@equipment_manager = EquipmentManager.new
@equipment_manager.wear_equipment_set?('standard')
@equipment_manager.empty_hands
# Handle some bank and money items. Set hometown data.
@skip_bank = settings.sell_loot_skip_bank
amount, denom = settings.sell_loot_money_on_hand.split(' ')
@keep_copper = DRCM.convert_to_copper(amount, denom)
@repair_withdrawal_amount = settings.repair_withdrawal_amount
@hometown_data = get_data('town')[settings.hometown]
# Start performance script for some sweet TDPs.
start_script('performance', ['noclean']) unless settings.instrument || DRSkill.getrank('Performance') >= 1750
# Call our main repair handler function.
repair_handler(town, settings)
end
# Handler method to do our repairs.
def repair_handler(town, settings)
# Calls the repair prep and validation method. Makes sure we're ready and able to repair.
# Grabs a hash of the items to repair at leather and metal, respectively.
repair_info = repair_prep(town, settings)
# Run through each item with respective metal or leather repairer, turning in items for repair.
repair_info.each do |repairer, items|
DRC.message("Repairing at #{repairer}") if $debug_mode_crossing_repair
repair_at(repairer['name'], repairer['id'], items)
end
# Deposit remaining coins unless we have setting to skip.
DRCM.deposit_coins(@keep_copper, settings) unless @skip_bank
# Handle turning in tickets to get repaired items back.
repair_info.to_a.reverse.each do |repairer, _items|
while tickets_left?(repairer)
end
end
# Update when last repair completed
UserVars.repair_timer_snap = Time.now
# don't wear your boots on your head, silly
fput('sort auto head') if settings.sort_auto_head
end
# This method is designed to prep for repair by checking if we have a bank specified for the
# town in base-town.yaml, and checking if we have leather and/or metal items to repair and if
# there is a requisite metal or leather repair person specified in base-town.yaml.
# If we don't have the proper specifications in base-town.yaml, warn user, direct to submit issue.
# Returns: the hash of items to repair at either metal/leather repairer.
def repair_prep(town, settings)
DRC.message("Validating currency, bank and repairers...") if $debug_mode_crossing_repair
# Populate a hash of leather items to repair, and metal items to repair, based on user's
# yaml list of equipment. While having to repair different items at leather vs. metal
# repair is deprecated, we still need to support the legacy settings.
leather_items_to_repair = @equipment_manager.items.select(&:leather).reject(&:skip_repair)
metal_items_to_repair = @equipment_manager.items.reject(&:leather).reject(&:skip_repair)
# Updates to DR now allow all items to be repaired at any repairer - whether historically
# a metal or leather repairer. In order to maintain legacy code functionality, we'll still
# accept specification that an item is leather or metal, but we'll be smart about towns
# that have only one type of repairer, and repair all items when we can, even if only one
# repair type is specified for the target town.
leather_repairer = @hometown_data['leather_repair'] || @hometown_data['metal_repair']
metal_repairer = @hometown_data['metal_repair'] || @hometown_data['leather_repair']
# If we have no currency listed for our target town in base-town, we can't do anything, not even
# check if we have enough coin to exceed our yaml-specified repair_withdrawl_amount, since
# we don't know the requisite currency for the repair shop! Otherwise, if we know the currency,
# check if we have sell_loot_skip_bank set in our yaml AND we have enough coin on hand to exceed
# our yaml specifications. If so, don't care whether a bank is specified for this town.
# Otherwise we must do banking, and need the appropriate checks.
if !@hometown_data['currency']
DRC.message("No known currency for target town. Exiting.")
DRC.message("To add a currency for this town, please submit an issue on GitHub:")
DRC.message("https://github.com/elanthia-online/dr-scripts/issues")
exit
else
if DRCM.wealth(settings['hometown']) >= @repair_withdrawal_amount && @skip_bank
DRC.message("We have enough money and our yaml specifies not to deposit coins after repair.") if $debug_mode_crossing_repair
DRC.message("Continuing...") if $debug_mode_crossing_repair
else
DRC.message("Either we don't have enough money on hand, or we don't specify sell_loot_skip_bank.") if $debug_mode_crossing_repair
DRC.message("Must bank...") if $debug_mode_crossing_repair
if @hometown_data['deposit']
DRCM.ensure_copper_on_hand(@repair_withdrawal_amount, settings)
else
DRC.message("No bank specified for this town, AND we don't have enough money on hand,")
DRC.message("and/or we have not specified to skip depositing excess coins after repair.")
DRC.message("To add a bank for this town, please submit an issue on GitHub:")
DRC.message("https://github.com/elanthia-online/dr-scripts/issues")
exit
end
end
end
# If we have no repairers specified for this town, message user to specify a different town.
# If they believe a repairer should exist for this town, direct them to submit an issue. Exit.
unless leather_repairer || metal_repairer
DRC.message("No repairers found for #{town} in base-town.yaml. Please choose a different town.")
DRC.message("To add repairers for this town, please submit an issue on GitHub:")
DRC.message("https://github.com/elanthia-online/dr-scripts/issues")
exit
end
# If we've not exited above, we're validated ready to repair.
# Populate a hash of items to repair at either leather or metal repairer, or both.
leather_repair_info = { leather_repairer => leather_items_to_repair }
metal_repair_info = { metal_repairer => metal_items_to_repair }
repair_info = leather_repair_info.merge(metal_repair_info) { |_key, old, new| old + new }
# Return our above repair info hash: leather, metal, or both.
return repair_info
end
# Head to the appropriate repair spot. Return if we can't get there. Call the repair method.
def repair_at(repairer, target_room, items)
return if items.nil? || items.empty?
return unless DRCT.walk_to(target_room)
items.each { |item| repair(repairer, item) }
end
def repair(repairer, item, repeat = false)
return unless repairer
return unless item
DRC.release_invisibility
if repeat
fput('swap') unless DRC.right_hand
command = "give #{repairer}"
else
return unless @equipment_manager.get_item?(item)
command = "give my #{item.short_name} to #{repairer}"
end
case DRC.bput(command, "There isn't a scratch on that", "I don't work on those here", "I don't repair those here", 'Just give it to me again', "If you agree, give it to me again", "You don't need to specify the object", "I will not repair something that isn't broken", "Please don't lose this ticket!", "You hand.*#{repairer}", "Lucky for you! That isn't damaged!", 'You will need more coin if I am to be repairing that!', "You can't hand this weapon to another person!")
when "There isn't a scratch on that", "I will not repair something that isn't broken", "Lucky for you! That isn't damaged!", 'You will need more coin if I am to be repairing that!', "I don't repair those here", "You can't hand this weapon to another person!"
@equipment_manager.empty_hands
when "I don't work on those here"
echo "*** ITEM HAS IMPROPER is_leather FLAG: #{item.short_name} ***"
@equipment_manager.empty_hands
when "You don't need to specify the object", 'Just give it to me again'
repair(repairer, item, true)
when "Please don't lose this ticket!", "You hand.*#{repairer}"
DRC.bput('stow my ticket', 'You put')
end
end
def tickets_left?(repairer)
if DRC.bput("get my #{repairer['name']} ticket", 'What were you referring', 'You get') == 'What were you referring'
return false
end
DRCT.walk_to(repairer['id'])
turn_in_ticket(repairer['name'])
@equipment_manager.empty_hands
true
end
def turn_in_ticket(repairer, failed = false)
if failed
fput('swap') unless DRC.right_hand
command = "give #{repairer}"
else
command = "give my ticket to #{repairer}"
end
case DRC.bput(command, 'You hand', 'takes your ticket', "You don't need to specify the object", 'almost done', "Well that isn't gonna be done")
when "You don't need to specify the object"
turn_in_ticket(repairer, true)
when 'almost done', "Well that isn't gonna be done"
pause 30
turn_in_ticket(repairer)
end
end
# Determines if you should go repair your gear,
# taking into consideration wait timers between visits
# and any heuristics to check for gear damage.
def should_repair?
return should_repair_by_time? || should_repair_by_heuristic?
end
# Returns true if enough time has elapsed since the last time
# you went to repair your gear, else false.
# Designed to be called from 'should_repair?'
def should_repair_by_time?
return false if @repair_timer.nil?
last_repair_time = UserVars.repair_timer_snap
current_repair_time = Time.now
elapsed_time = (current_repair_time - last_repair_time).to_i
should_repair = elapsed_time >= @repair_timer
if $debug_mode_crossing_repair
DRC.message("last repair time: #{last_repair_time}")
DRC.message("current time: #{current_repair_time}")
DRC.message("elapsed time (seconds): #{elapsed_time}")
DRC.message("repair timer (seconds): #{@repair_timer}")
DRC.message("does elapsed time exceed repair timer? #{should_repair}")
end
return should_repair
end
# Appraise one or more items and if their conditions
# are below a threshold then repair all gear.
def should_repair_by_heuristic?
return false if @repair_heuristic_threshold.nil?
# List of damage conditions in order of worst to best.
# The index position is important and is compared to the threshold.
# https://elanthipedia.play.net/Appraisal_skill#Condition
conditions = [
'battered and practically destroyed',
'badly damaged',
'heavily scratched and notched',
'several unsightly notches',
'a few dents and dings',
'some minor scratches',
'rather scuffed up',
'in good condition',
'practically in mint condition',
'in pristine condition'
]
conditions_regex = /^You [^\.]+ and is (?<condition>#{conditions.join('|')})/
@repair_heuristic_gear.any? do |item|
result = DRC.bput("appraise my #{item} quick",
# Damage conditions, what we hope to see
conditions_regex,
# Can't find the item to appraise
"Appraise what",
"I could not find",
"What were you referring",
# Item is in a container
"It's hard to appraise",
# You're in combat or otherwise busy
"You cannot appraise that",
# Catchall in case none of the other strings are matched
"Roundtime")
waitrt?
# Do regex then grab matches for condition details.
result =~ conditions_regex
condition_match = Regexp.last_match[:condition]
condition_value = conditions.index(condition_match) + 1
should_repair = condition_value <= @repair_heuristic_threshold
if $debug_mode_crossing_repair
DRC.message("item: #{item}")
DRC.message("condition: #{condition_value} (#{condition_match})")
DRC.message("threshold: #{@repair_heuristic_threshold}")
DRC.message("should repair? #{should_repair}")
end
should_repair
end
end
end
before_dying do
stop_script('performance') if Script.running?('performance')
end
CrossingRepair.new