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combat-trainer.lic
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combat-trainer.lic
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=begin
Documentation: https://elanthipedia.play.net/Lich_script_repository#combat-trainer
=end
custom_require.call(%w[common common-arcana common-healing common-items common-summoning common-theurgy common-moonmage common-travel drinfomon equipmanager events spellmonitor])
class SetupProcess
def initialize(settings, equipment_manager)
@equipment_manager = equipment_manager
echo('New SetupProcess') if $debug_mode_ct
@stance_override = settings.stance_override
echo(" @stance_override: #{@stance_override}") if $debug_mode_ct
@priority_defense = settings.priority_defense
echo(" @priority_defense: #{@priority_defense}") if $debug_mode_ct
@priority_weapons = settings.priority_weapons
echo(" @priority_weapons: #{@priority_weapons}") if $debug_mode_ct
@cycle_armors = settings.cycle_armors
echo(" @cycle_armors: #{@cycle_armors}") if $debug_mode_ct
@cycle_armors_time = settings.cycle_armors_time
echo(" @cycle_armors_time: #{@cycle_armors_time}") if $debug_mode_ct
@armor_hysteresis = settings.cycle_armors_hysteresis
echo(" @armor_hysteresis: #{@armor_hysteresis}") if $debug_mode_ct
@last_cycle_time = Time.now - @cycle_armors_time
@combat_training_abilities_target = settings.combat_training_abilities_target
echo(" @combat_training_abilities_target: #{@combat_training_abilities_target}") if $debug_mode_ct
@cycle_regalia = settings.cycle_armors_regalia
echo(" @cycle_regalia: #{@cycle_regalia}") if $debug_mode_ct
@default_armor = settings.default_armor_type
echo(" @default_armor: #{@default_armor}") if $debug_mode_ct
@ignore_weapon_mindstate = settings.combat_trainer_ignore_weapon_mindstate
echo(" @ignore_weapon_mindstate: #{@ignore_weapon_mindstate}") if $debug_mode_ct
@gearsets = settings.gear_sets
validate_regalia(settings)
end
def execute(game_state)
return true if game_state.done_cleaning_up?
if game_state.stowing?
echo('SetupProcess::clean_up') if $debug_mode_ct
DRC.retreat
if game_state.summoned_info(game_state.weapon_skill)
if DRStats.moon_mage?
DRCMM.wear_moon_weapon?
else
DRCS.break_summoned_weapon(game_state.weapon_name)
end
else
@equipment_manager.stow_weapon(game_state.weapon_name)
game_state.sheath_whirlwind_offhand
end
game_state.next_clean_up_step
return true
end
was_retreating = game_state.retreating?
game_state.update_room_npcs
if game_state.dancing?
game_state.dance
elsif game_state.retreating?
determine_next_to_train(game_state, game_state.retreat_weapons, false)
else
determine_next_to_train(game_state, game_state.weapon_training, was_retreating)
end
if game_state.parrying
# If parrying, determine your next stance (e.g. evasion or shield)
# then switch to your new weapon. This ensures you have a weapon in hand
# to parry with while you're stanced to parry.
check_stance(game_state)
check_weapon(game_state)
else
# And vice versa, if you're not parrying but you might stance to that next
# then ensure you have a weapon in hand then choose an appropriate stance.
# This also ensures the stance you choose respects any weapon-stance overrides.
check_weapon(game_state)
check_stance(game_state)
end
@cycle_regalia ? check_regalia_swap(game_state) : check_armor_swap(game_state)
false
end
private
def armor_hysteresis?
return false unless @armor_hysteresis
return false if @cycle_armors.keys.any? { |skill| DRSkill.getxp(skill) < 25 }
all_swap_pieces = @cycle_armors.keys.map { |armortype| @cycle_armors[armortype] }.flatten
if @cycle_armors.keys.all? { |skill| DRSkill.getxp(skill) > 32 }
if @last_worn_type != @default_armor && @cycle_armors.keys.include?(@default_armor)
@equipment_manager.worn_items(all_swap_pieces).each { |item| @equipment_manager.remove_item(item) }
@equipment_manager.wear_items(@equipment_manager.desc_to_items(@cycle_armors[@default_armor]))
@last_worn_type = @default_armor
end
end
true
end
def regalia_hysteresis?(game_state)
return false unless @armor_hysteresis
# Override hysteresis logic if regalia is about to expire.
return false if @cycle_regalia.any? { |skill| DRSkill.getxp(skill) < 22 } || game_state.last_regalia_type.nil? || Flags['ct-regalia-expired']
if @cycle_regalia.all? { |skill| DRSkill.getxp(skill) > 24 } && game_state.last_regalia_type != @default_armor
return false if Time.now - @last_cycle_time < @cycle_armors_time
game_state.swap_regalia_type = @cycle_regalia.include?(@default_armor) ? @default_armor : @cycle_regalia.max_by { |skill| DRSkill.getrank(skill) } # If no default type declared, go by the highest rank.
end
true
end
def check_armor_swap(game_state)
return if armor_hysteresis?
return if Time.now - @last_cycle_time < @cycle_armors_time
return if game_state.loaded
armor_types = @cycle_armors.map { |skill, _| skill }
next_armor_type = game_state.sort_by_rate_then_rank(armor_types).first
return if next_armor_type == @last_worn_type
return if DRSkill.getxp(next_armor_type) >= @combat_training_abilities_target
@last_cycle_time = Time.now
game_state.sheath_whirlwind_offhand
if @last_worn_type
@equipment_manager.desc_to_items(@cycle_armors[@last_worn_type]).each { |item| @equipment_manager.remove_item(item) }
else
all_swap_pieces = @cycle_armors.map { |_, pieces| pieces }.flatten
@equipment_manager.worn_items(all_swap_pieces).each { |item| @equipment_manager.remove_item(item) }
end
@equipment_manager.wear_items(@equipment_manager.desc_to_items(@cycle_armors[next_armor_type]))
@last_worn_type = next_armor_type
game_state.wield_whirlwind_offhand
end
def check_regalia_swap(game_state)
return if regalia_hysteresis?(game_state)
return if Time.now - @last_cycle_time < @cycle_armors_time && !Flags['ct-regalia-expired']
# if CT is done with regalia (usually starlight depleted) don't process anymore until it starts to expire naturally, then close it down.
if game_state.regalia_cancel
regalia_shutdown(game_state) if Flags['ct-regalia-expired']
return
end
armor_types = @cycle_regalia
next_armor_type = game_state.sort_by_rate_then_rank(armor_types).first
return unless Flags['ct-regalia-expired'] || next_armor_type != @last_worn_type
return unless Flags['ct-regalia-expired'] || game_state.last_regalia_type.nil? || DRSkill.getxp(next_armor_type) < @combat_training_abilities_target
@last_cycle_time = Time.now
game_state.swap_regalia_type = next_armor_type # Mark for SpellProcess casting in check_regalia
end
def determine_next_to_train(game_state, weapon_training, ending_ranged)
return unless game_state.skill_done? || !weapon_training[game_state.weapon_skill] || ending_ranged
unless @ignore_weapon_mindstate
#check if all weapons are maxed exp to prevent rapid cycling
if weapon_training.reject { | skill,_ | DRSkill.getxp(skill) == 34 }.empty?
echo 'all weapons locked, not switching' if $debug_mode_ct
return
end
end
echo('new skill needed for training') if $debug_mode_ct
game_state.reset_action_count
# If you're training with summoned moon weapons but you haven't cast the moonblade spell yet
# then skip those weapon skills and train something else while we wait for moonblade spell to be cast.
if DRStats.moon_mage? && !game_state.summoned_weapons.empty? && DRCMM.moon_used_to_summon_weapon.nil?
echo('skipping summoned weapons because no moonblade available') if $debug_mode_ct
weapon_training = weapon_training.reject { |skill, _| game_state.summoned_info(skill) }
end
# Exclude current skill so that a new one is selected.
new_weapon_skills = weapon_training.keys.reject { |skill| skill == game_state.weapon_skill }
new_weapon_skill = game_state.sort_by_rate_then_rank(new_weapon_skills, @priority_weapons).first
# Update weapon skill to train next, if a new one was chosen.
# If you're training exactly one weapon then won't change.
game_state.update_weapon_info(new_weapon_skill) if new_weapon_skill
game_state.update_target_weapon_skill
end
def last_stance
Flags['last-stance'][0] =~ /(\d+)%.* (\d+)%.* (\d+)%.* (\d+)/
{ 'EVASION' => Regexp.last_match(1).to_i, 'PARRY' => Regexp.last_match(2).to_i, 'SHIELD' => Regexp.last_match(3).to_i, 'SPARE' => Regexp.last_match(4).to_i }
end
def build_stance_string(vals)
"stance set #{vals['EVASION']} #{vals['PARRY']} #{vals['SHIELD']}"
end
def check_stance(game_state, override = nil)
return if @override_done && !game_state.reset_stance
if @stance_override
game_state.reset_stance = false
pause
waitrt?
DRC.bput("stance set #{@stance_override}", 'Setting your')
@override_done = true
return
end
vals = { 'EVASION' => 0, 'PARRY' => 0, 'SHIELD' => 0, 'SPARE' => 0 }
skill_map = { 'Parry Ability' => 'Parry', 'Shield Usage' => 'Shield' }
previous = last_stance
points = override || previous.values.inject(&:+)
priority = if game_state.current_weapon_stance
if game_state.strict_weapon_stance
# Player wants their weapon stance strictly adhered to, no change.
game_state.current_weapon_stance
else
# Player has a preference for the first two stances for this weapon
# and is open to having them dynamically prioritized to optimize learning.
game_state.sort_by_rate_then_rank(game_state.current_weapon_stance[0..1]) + [game_state.current_weapon_stance.last]
end
elsif @priority_defense
# Player does not have a weapon specific stance but does want
# a preferred defense to always be 100%.
rest = ['Evasion', 'Parry Ability', 'Shield Usage'] - [@priority_defense]
[@priority_defense] + game_state.sort_by_rate_then_rank(rest)
else
# Player is a gambler and wants combat-trainer to dynamically
# prioritize the stances with the lowest learning rates/ranks.
game_state.sort_by_rate_then_rank(['Evasion', 'Parry Ability', 'Shield Usage'])
end
game_state.parrying = priority.index('Parry Ability') < 2
priority.each do |skill|
skill = skill_map[skill] if skill_map[skill]
vals[skill.upcase] = points >= 100 ? 100 : points
points -= vals[skill.upcase]
end
return if vals == previous
return unless /maximum number of points \((\d+)/ =~ DRC.bput(build_stance_string(vals), 'Setting your Evasion stance to', 'is above your maximum number of points \(\d+')
check_stance(game_state, Regexp.last_match(1).to_i)
end
def check_weapon(game_state)
return if @last_seen_weapon_skill == game_state.weapon_skill
@last_seen_weapon_skill = game_state.weapon_skill
echo("checking weapons as #{game_state.last_weapon_skill.inspect}!=#{game_state.weapon_skill}") if $debug_mode_ct
last_summoned = game_state.summoned_info(game_state.last_weapon_skill)
next_summoned = game_state.summoned_info(game_state.weapon_skill)
# Clean up the previous weapon
if !last_summoned
@equipment_manager.stow_weapon(game_state.last_weapon_name)
game_state.sheath_whirlwind_offhand
elsif !next_summoned && !DRStats.moon_mage?
DRCS.break_summoned_weapon(game_state.last_weapon_name)
elsif !next_summoned && DRStats.moon_mage?
DRCMM.wear_moon_weapon?
end
# Reset state that was specific to the prior weapon.
# This prevents, for example, attempting to do a powershot maneuver
# as soon as you equip another ranged weapon before you've had
# a chance to load it because the game_state thinks you're still holding a loaded weapon.
game_state.loaded = false
@firing_check = 0
# Prepare the next weapon
if next_summoned
game_state.prepare_summoned_weapon(last_summoned)
else
DRC.bput('aim stop', "But you're not aiming", 'You stop concentrating', 'You are already') if game_state.aimed_skill?
game_state.wield_weapon
if game_state.whirlwind_trainable?
game_state.currently_whirlwinding = true
determine_whirlwind_weapon(game_state)
echo("Combat-Trainer:: Whirlwinding with -=== MAIN: #{game_state.weapon_skill} OFF: #{game_state.whirlwind_offhand_skill} ===-") if $debug_mode_ct
else
game_state.currently_whirlwinding = false
end
end
# Invoke Focus
return unless game_state.weapon_skill == 'Targeted Magic' && game_state.weapon_name
DRC.bput("invoke #{game_state.weapon_name}", 'You')
waitrt?
end
def determine_whirlwind_weapon(game_state)
return if game_state.twohanded_weapon_skill?
offhand_skill = game_state.determine_whirlwind_weapon_skill
game_state.update_whirlwind_weapon_info(offhand_skill)
game_state.wield_whirlwind_offhand
end
def validate_regalia(settings)
return unless @cycle_regalia
if @cycle_armors
DRC.message 'ERROR - Regalia cycling and armorswap cycling at the same time not currently supported! Removing Regalia from combat-training!'
@cycle_regalia = nil
end
if settings.gear_sets['regalia'].empty? || settings.gear_sets['regalia'].nil?
DRC.message "ERROR - Regalia cycling requires a gear_set named 'regalia' that will be worn immediately before casting. Removing Regalia from combat-training!"
@cycle_regalia = nil
end
# reset swap clock if you start CT already wearing a regalia.
@last_cycle_time = Time.now unless DRCA.parse_regalia.empty?
end
def regalia_shutdown(game_state)
DRCA.shatter_regalia?
game_state.last_regalia_type = nil
game_state.swap_regalia_type = nil
game_state.regalia_cancel = nil
@cycle_regalia = nil
Flags.reset('ct-regalia-expired')
@equipment_manager.wear_equipment_set?('standard')
@equipment_manager.wield_weapon?(game_state.weapon_name, game_state.weapon_skill) if @gearsets['standard'].include?(game_state.weapon_name) # The above will put away worn weapons
end
end
class LootProcess
def initialize(settings, equipment_manager)
@equipment_manager = equipment_manager
echo('New LootProcess') if $debug_mode_ct
skinning = settings.skinning
@skin = skinning['skin'] || false
echo(" @skin: #{@skin}") if $debug_mode_ct
@dissect = skinning['dissect'] || false
echo(" @dissect: #{@dissect}") if $debug_mode_ct
@dissect_priority = skinning['dissect_priority']
echo(" @dissect_priority: #{@dissect_priority}") if $debug_mode_ct
@dissect_for_thanatology = skinning['dissect_for_thanatology'] || false
echo(" @dissect_for_thanatology: #{@dissect_for_thanatology}") if $debug_mode_ct
@dissect_cycle_skills = []
@dissect_cycle_skills.append("Thanatology") if @dissect_for_thanatology
@dissect_cycle_skills.append("First Aid") if @dissect
@dissect_cycle_skills.append("Skinning") if @skin
echo(" @dissect_cycle_skills: #{@dissect_cycle_skills}") if $debug_mode_ct
# Setting to determine whether to always arrange, regardless of skinning, or dissecting
# Depending on the creature level, and the character's skinning skill, simply arranging will teach skinning
# Defaulting to true to keep existing behaviour.
@arrange_for_dissect = skinning['arrange_for_dissect'].nil? ? true : skinning['arrange_for_dissect']
echo(" @arrange_for_dissect: #{@arrange_for_dissect}") if $debug_mode_ct
@arrange_all = skinning['arrange_all'] || false
echo(" @arrange_all: #{@arrange_all}") if $debug_mode_ct
@arrange_count = if @arrange_all
1
else
skinning['arrange_count'] || 0
end
echo(" @arrange_count: #{@arrange_count}") if $debug_mode_ct
@tie_bundle = skinning['tie_bundle'] || false
echo(" @tie_bundle: #{@tie_bundle}") if $debug_mode_ct
@arrange_types = skinning['arrange_types'] || {}
echo(" @arrange_types: #{@arrange_types}") if $debug_mode_ct
@lootables = settings.lootables
echo(" @lootables: #{@lootables}") if $debug_mode_ct
thanatology = settings.thanatology
@ritual_type = thanatology['ritual_type'].downcase
echo(" @ritual_type: #{@ritual_type}") if $debug_mode_ct
@cycle_rituals = @ritual_type == 'cycle'
echo(" @cycle_rituals: #{@cycle_rituals}") if $debug_mode_ct
@dissect_and_butcher = settings.dissect_and_butcher
echo(" @dissect_and_butcher: #{@dissect_and_butcher}") if $debug_mode_ct
@rituals = get_data('spells').rituals
echo(" @rituals: #{@rituals}") if $debug_mode_ct
@redeemed = settings.necro_redeemed
echo(" @redeemed: #{@redeemed}") if $debug_mode_ct
@force_rituals = settings.necro_force_rituals
echo(" @force_rituals: #{@force_rituals}") if $debug_mode_ct
@last_ritual = nil
echo(" @last_ritual: #{@last_ritual}") if $debug_mode_ct
@necro_heal = thanatology['heal'] || false
echo(" @necro_heal: #{@necro_heal}") if $debug_mode_ct
@necro_store = thanatology['store'] || false
echo(" @necro_store: #{@necro_store}") if $debug_mode_ct
@necro_container = thanatology['harvest_container']
echo(" @necro_container: #{@necro_container}") if $debug_mode_ct
@current_harvest_count = DRC.rummage('C material', @necro_container).size if @necro_container
echo(" @current_harvest_count: #{@current_harvest_count}") if $debug_mode_ct
@necro_count = thanatology['harvest_count'] || 0
echo(" @necro_count: #{@necro_count}") if $debug_mode_ct
@make_zombie = settings.zombie['make']
echo(" @make_zombie: #{@make_zombie}") if $debug_mode_ct
@wound_level_threshold = settings.necromancer_healing['wound_level_threshold'] || 1
echo(" @wound_level_threshold: #{@wound_level_threshold}") if $debug_mode_ct
@gem_nouns = get_data('items').gem_nouns
echo(" @gem_nouns: #{@gem_nouns}") if $debug_mode_ct
@tie_pouch = settings.tie_gem_pouches
echo(" @tie_pouch: #{@tie_pouch}") if $debug_mode_ct
@spare_gem_pouch_container = settings.spare_gem_pouch_container
echo(" @spare_gem_pouch_container: #{@spare_gem_pouch_container}") if $debug_mode_ct
@full_pouch_container = settings.full_pouch_container
echo(" @full_pouch_container: #{@full_pouch_container}") if $debug_mode_ct
@gem_pouch_adjective = settings.gem_pouch_adjective
echo(" @gem_pouch_adjective: #{@gem_pouch_adjective}") if $debug_mode_ct
@gem_pouch_noun = settings.gem_pouch_noun
echo(" @gem_pouch_noun: #{@gem_pouch_noun}") if $debug_mode_ct
@loot_delay = settings.loot_delay
@loot_timer = Time.now - @loot_delay
echo(" @loot_delay: #{@loot_delay}") if $debug_mode_ct
echo(" @loot_timer: #{@loot_timer}") if $debug_mode_ct
@loot_bodies = settings.loot_bodies
echo(" @loot_bodies: #{@loot_bodies}") if $debug_mode_ct
@loot_specials = settings.loot_specials
echo(" @loot_specials: #{@loot_specials}") if $debug_mode_ct
@custom_loot_type = settings.custom_loot_type
echo(" @custom_loot_type: #{@custom_loot_type}") if $debug_mode_ct
@dump_junk = settings.dump_junk
echo(" @dump_junk: #{@dump_junk}") if $debug_mode_ct
@dump_timer = Time.now - 300
@dump_item_count = settings.dump_item_count
@last_rites = settings.last_rites
echo(" @last_rites: #{@last_rites}") if $debug_mode_ct
@last_rites_timer = Time.now - 600
if settings.box_loot_limit
@box_nouns = get_data('items').box_nouns
@box_loot_limit = settings.box_loot_limit
@current_box_count = DRCI.count_all_boxes(settings)
echo(" @current_box_count: #{@current_box_count}") if $debug_mode_ct
echo(" @box_loot_limit: #{@box_loot_limit}") if $debug_mode_ct
end
Flags.add('using-corpse', 'begins arranging', 'completes arranging', 'kneels down briefly and draws a knife', 'cruelly into the body and carving out a chunk', 'makes additional cuts, purposeful but seemingly at random')
Flags.add('pouch-full', 'You think the .* is too full to fit another gem into', 'You\'d better tie it up before putting')
Flags.add('container-full', 'There isn\'t any more room')
end
def execute(game_state)
if (Time.now - @dump_timer > 300) && @dump_junk && DRRoom.room_objs.count >= @dump_item_count
fput 'DUMP JUNK'
@dump_timer = Time.now
end
game_state.mob_died = false
dispose_body(game_state)
stow_lootables(game_state)
if (game_state.mob_died || game_state.npcs.empty?) && game_state.finish_killing?
15.times do
break unless Flags['using-corpse']
break if DRRoom.dead_npcs.empty?
pause
end
stow_lootables(game_state)
echo('LootProcess::clean_up') if $debug_mode_ct
game_state.next_clean_up_step
end
return true if game_state.finish_spell_casting? || game_state.stowing?
false
end
def stow_loot(item, game_state)
Flags.reset('pouch-full')
Flags.reset('container-full')
special = @loot_specials.find { |x| x['name'] == item }
if special
if DRC.bput("get #{item}", 'You pick up', 'There isn\'t any more room', 'You get', 'You need a free hand', 'You just can\'t', 'push you over the item limit', 'You stop as you realize the .* is not yours', 'Stow what', 'already in your inventory') == 'already in your inventory'
DRC.bput("get other #{item}", 'You pick up', 'You get', 'You need a free hand', 'You just can\'t', 'push you over the item limit', 'You stop as you realize the .* is not yours', 'Stow what', 'already in your inventory')
end
pause 0.25
DRC.bput("put #{item} in my #{special['bag']}", 'you put')
return
end
case DRC.bput("stow #{item}", 'You pick up', 'You put', 'You get', 'You need a free hand', 'needs to be tended to be removed', 'There isn\'t any more room', 'You just can\'t', 'push you over the item limit', 'You stop as you realize the .* is not yours', 'Stow what', 'already in your inventory', 'The .* is not designed to carry anything', 'rapidly decays away', 'cracks and rots away')
when 'already in your inventory'
if @gem_nouns.include?(item)
DRC.bput('stow gem', 'You pick up', 'You get', 'You need a free hand', 'You just can\'t', 'push you over the item limit', 'You stop as you realize the .* is not yours', 'Stow what', 'already in your inventory')
elsif @box_nouns.include?(item)
item_reg = item.split.join('.*')
return stow_loot(DRRoom.room_objs.grep(/\b#{item_reg}$/).first.split.last(2).join(' '), game_state)
else
DRC.bput("stow other #{item}", 'You pick up', 'You put', 'You get', 'You need a free hand', 'needs to be tended to be removed', 'There isn\'t any more room', 'You just can\'t', 'push you over the item limit', 'You stop as you realize the .* is not yours', 'Stow what', 'already in your inventory', 'The .* is not designed to carry anything', 'rapidly decays away', 'cracks and rots away')
end
when 'You pick up', 'You get'
@current_box_count += 1 if @box_loot_limit && @box_nouns.include?(item)
end
pause 0.25
if Flags['container-full']
DRC.bput("drop #{item}", 'You drop')
game_state.unlootable(item)
end
return unless Flags['pouch-full']
DRC.bput("drop my #{item}", 'You drop', 'What were')
unless @spare_gem_pouch_container
game_state.unlootable(item)
return
end
DRC.bput("remove my #{@gem_pouch_adjective} #{@gem_pouch_noun}", 'You remove')
if @full_pouch_container
case DRC.bput("put my #{@gem_pouch_adjective} #{@gem_pouch_noun} in my #{@full_pouch_container}", 'You put','too heavy to go in there')
when 'too heavy to go in there'
DRC.bput("stow my #{@gem_pouch_adjective} #{@gem_pouch_noun}", 'You put')
end
else
DRC.bput("stow my #{@gem_pouch_adjective} #{@gem_pouch_noun}", 'You put')
end
DRC.bput("get #{@gem_pouch_adjective} #{@gem_pouch_noun} from my #{@spare_gem_pouch_container}", 'You get a')
DRC.bput("wear my #{@gem_pouch_adjective} #{@gem_pouch_noun}", 'You attach')
DRC.bput('stow gem', 'You pick up', 'You get', 'You need a free hand', 'You just can\'t', 'push you over the item limit', 'You stop as you realize the .* is not yours', 'Stow what', 'already in your inventory')
if @tie_pouch
DRC.bput("tie my #{@gem_pouch_noun}", 'You tie')
else
DRC.bput("close my #{@gem_pouch_noun}", 'You close')
end
end
def stow_lootables(game_state)
return unless @loot_bodies
pair = [DRC.left_hand, DRC.right_hand]
tried_loot = false
items_to_loot = []
@lootables
.select { |item| game_state.lootable?(item) }
.reject { |item| @box_nouns.include?(item) && @box_loot_limit && at_box_limit? }
.each do |item|
item_reg = item.split.join('.*')
matches = DRRoom.room_objs.grep(/\b#{item_reg}$/)
tried_loot ||= !matches.empty?
matches.each { |_| items_to_loot.push(item); }
end
if items_to_loot.any?
game_state.sheath_whirlwind_offhand
items_to_loot.each { |item| stow_loot(item, game_state) }
game_state.wield_whirlwind_offhand
end
return unless tried_loot
pause 1
if DRC.left_hand != pair.first || DRC.right_hand != pair.last
# Mitigating a race condition when wand-watcher or another script pauses
# combat-trainer while it's looting, then resumes in the middle of this function.
# Occassionally, the thread hasn't updated the left_hand/right_hand variables
# to know what's currently in your hand and will trash what's in your hand!
# Do a glance to force the variables to be refreshed before we take action.
DRC.bput('glance', 'You glance .*')
end
if DRC.left_hand != pair.first && !@equipment_manager.is_listed_item?(DRC.left_hand)
DRC.message("Out of room, failed to store: #{DRC.left_hand}")
game_state.unlootable(DRC.left_hand_noun.downcase)
DRCI.dispose_trash(DRC.left_hand)
end
if DRC.right_hand != pair.last && !@equipment_manager.is_listed_item?(DRC.right_hand)
DRC.message("Out of room, failed to store: #{DRC.right_hand}")
game_state.unlootable(DRC.right_hand_noun.downcase)
DRCI.dispose_trash(DRC.right_hand)
end
end
def at_box_limit?
return false unless @box_loot_limit
@current_box_count >= @box_loot_limit
end
def should_perform_ritual?(game_state)
return false unless DRStats.necromancer?
return false unless @ritual_type
return false if game_state.necro_casting?
return true if @force_rituals
return true if @ritual_type == 'cycle'
return true if @ritual_type == 'butcher' && DRSkill.getxp('Thanatology') < 32
return true if @ritual_type == 'dissect' && DRSkill.getxp('First Aid') < 32
return true if @ritual_type == 'harvest' && DRSkill.getxp('Skinning') < 32
return true if DRSkill.getxp('Thanatology') < 32
false
end
def determine_next_ritual
return unless @cycle_rituals
next_ritual = if DRSkill.getxp('Skinning') > 31 && DRSkill.getxp('First Aid') > 31 && DRSkill.getxp('Thanatology') > 31
if @dissect_and_butcher
'butcher'
else
'dissect'
end
elsif DRSkill.getxp('Skinning') < DRSkill.getxp('First Aid')
'harvest'
elsif @dissect_and_butcher
'butcher'
else
'dissect'
end
next_ritual
end
def check_rituals?(game_state)
return true unless DRStats.necromancer?
mob_noun = DRRoom.dead_npcs.first
return true if game_state.construct?(mob_noun)
echo " should_perform_ritual? #{should_perform_ritual?(game_state)}" if $debug_mode_ct
if @last_ritual.nil?
if @necro_heal && !game_state.necro_casting?
game_state.wounds = DRCH.check_health['wounds']
echo "Severity to Wounds: #{game_state.wounds}" if $debug_mode_ct
echo "wound_level_threshold: #{@wound_level_threshold}" if $debug_mode_ct
unless game_state.wounds.empty?
if @wound_level_threshold <= game_state.wounds.keys.max
do_necro_ritual(mob_noun, 'consume', game_state)
return false
end
end
end
if @make_zombie && !game_state.necro_casting? && !game_state.cfb_active?
echo 'Making zombie' if $debug_mode_ct
do_necro_ritual(mob_noun, 'arise', game_state)
return false
end
ritual = if @redeemed
'dissect'
elsif @current_harvest_count < @necro_count
'harvest'
elsif @cycle_rituals
determine_next_ritual
elsif @ritual_type.eql?('dissect') && @dissect_and_butcher
'butcher'
else
@ritual_type
end
do_necro_ritual(mob_noun, ritual, game_state) if should_perform_ritual?(game_state)
end
return false if %w[consume harvest dissect].include?(@last_ritual)
true
end
def do_necro_ritual(mob_noun, ritual, game_state)
return unless DRStats.necromancer?
return unless ritual
return if game_state.construct?(mob_noun)
echo "Attempting necromancer ritual #{ritual} on #{mob_noun}" if $debug_mode_ct
if ritual.eql?('butcher')
butcher_corpse(mob_noun, ritual, game_state)
@last_ritual = ritual
echo "Last ritual performed: #{@last_ritual}" if $debug_mode_ct
return
end
do_necro_ritual(mob_noun, 'preserve', game_state) if %w[consume harvest arise].include?(ritual)
perform_message = "perform #{ritual} on #{mob_noun}"
result = DRC.bput(perform_message, @rituals['arise'], @rituals['preserve'], @rituals['dissect'], @rituals['harvest'], @rituals['consume'], @rituals['construct'], @rituals['failures'])
echo result if $debug_mode_ct
case result
when @rituals['arise']
echo 'Detected arise messaging' if $debug_mode_ct
game_state.prepare_cfb = true if @make_zombie
@last_ritual = ritual
when @rituals['preserve'], @rituals['dissect']
echo 'Detected preserve or dissect messaging' if $debug_mode_ct
@last_ritual = ritual
when @rituals['consume']
echo 'Detected consume messaging' if $debug_mode_ct
@last_ritual = ritual
game_state.prepare_consume = true if @necro_heal
when @rituals['harvest']
echo 'Detected harvest messaging' if $debug_mode_ct
@last_ritual = ritual
waitrt?
necro_harvest_check
when @rituals['construct']
echo 'Detected an attempt to do ritual on a construct' if $debug_mode_ct
game_state.construct(mob_noun)
when *@rituals['failures']
echo 'Failure detected' if $debug_mode_ct
end
echo "Last ritual performed: #{@last_ritual}" if $debug_mode_ct
end
def butcher_corpse(mob_noun, ritual, game_state)
return unless ritual.eql?('butcher')
echo "Butchering the #{mob_noun}'s corpse!" if $debug_mode_ct
echo ' Only butchering it once!' if $debug_mode_ct && @dissect_and_butcher && !@ritual_type.eql?('butcher')
@equipment_manager.stow_weapon(game_state.weapon_name)
loop do
result = DRC.bput("perform #{ritual} on #{mob_noun}", @rituals['butcher'], @rituals['failures'])
break if result.empty? || @rituals['failures'].any? { |msg| result.include?(msg) }
DRC.bput("drop my #{DRC.right_hand}", 'You drop', 'You discard', 'Please rephrase')
break if @dissect_and_butcher && !@ritual_type.eql?('butcher')
end
do_necro_ritual(mob_noun, 'dissect', game_state) if @dissect_and_butcher && !@ritual_type.eql?('butcher')
@equipment_manager.wield_weapon?(game_state.weapon_name, game_state.weapon_skill)
end
def necro_harvest_check
unless @necro_store
echo 'Store material: false, dropping harvested material' if $debug_mode_ct
DRC.bput('drop material', 'you discard it')
return
end
quality = DRC.bput('glance','You glance down.*')
if quality['great'] || quality['excellent'] || quality['perfect'] || quality['flawless']
echo 'Harvested high quality material.' if $debug_mode_ct
else
DRC.bput('drop material', 'you discard it')
echo 'Dropped low quality material.' if $debug_mode_ct
return
end
echo 'Store material: true, checking count of stored material' if $debug_mode_ct
if @current_harvest_count >= @necro_count
DRC.bput('drop material', 'you discard it')
echo 'Already full on stored material, dropping harvested material.' if $debug_mode_ct
return
end
result = DRC.bput("put material in my #{@necro_container}", 'You put')
@current_harvest_count += 1 if result =~ /^You put/
end
def dispose_body(game_state)
return unless @loot_bodies
if DRRoom.dead_npcs.empty?
Flags.reset('using-corpse')
@last_ritual = nil
return
end
return if Time.now - @loot_timer < @loot_delay
game_state.mob_died = true
waitrt?
return if Flags['using-corpse']
if (Time.now - @last_rites_timer > 600) && @last_rites && game_state.blessed_room
DRC.bput("pray #{DRRoom.dead_npcs.first}", 'You beseech your god for mercy', 'You pray fervently', 'You continue praying for guidance', 'Quietly touching your lips with the tips of your fingers', 'murmur a brief prayer for')
waitrt?
fput "recite Meraud, power the holy fires that unleash my righteous vengeance;Chadatru, guide my sword to swing in justice;Everild, give me the power to conquer my enemies;Truffenyi, let me not lose sight of compassion and mercy;Else, I will become like those I despise;Urrem'tier, receive into your fetid grasp these wicked souls;May the Tamsine's realms never know their evil ways again;May all the Immortals guide your faithful soldier #{checkname}."
waitrt?
@last_rites_timer = Time.now
return
end
game_state.sheath_whirlwind_offhand
echo("DRRoom.dead_npcs.first is: #{DRRoom.dead_npcs.first}") if $debug_mode_ct
skin_or_dissect(DRRoom.dead_npcs.first, game_state) if check_rituals?(game_state)
game_state.wield_whirlwind_offhand
unless game_state.necro_casting?
while DRC.bput("loot #{@custom_loot_type}".strip, 'You search', 'I could not find what you were referring to', 'and get ready to search it') == 'and get ready to search it'
pause
waitrt?
end
@last_ritual = nil
end
@loot_timer = Time.now
end
def arrange_mob(mob_noun, game_state)
return unless @skin
return unless @arrange_count > 0
return unless game_state.skinnable?(mob_noun)
return if game_state.necro_casting?
arranges = 0
type = @arrange_types[mob_noun] || 'skin'
arrange_message = @arrange_all ? "arrange all for #{type}" : "arrange for #{type}"
while arranges < @arrange_count
arranges += 1
case DRC.bput(arrange_message, 'You begin to arrange', 'You continue arranging', 'You make a mistake', 'You complete arranging', 'That creature cannot', 'That has already been arranged', 'Arrange what', 'cannot be skinned', 'You make a serious mistake in the arranging process', 'The .* is currently being arranged to produce')
when 'You complete arranging', 'That has already been arranged', 'You make a serious mistake in the arranging process', 'Arrange what'
break
when 'cannot be skinned'
game_state.unskinnable(mob_noun)
break
when 'That creature cannot'
arranges = 0
arrange_message = @arrange_all ? 'arrange all' : 'arrange'
end
end
end
def skin_or_dissect(mob_noun, game_state)
already_arranged = false
if @dissect && game_state.dissectable?(mob_noun)
if @arrange_for_dissect
arrange_mob(mob_noun, game_state)
already_arranged = true
end
skill_to_train = game_state.sort_by_rate_then_rank(@dissect_cycle_skills, @dissect_priority).first
if skill_to_train == 'First Aid' || skill_to_train == 'Thanatology'
unless dissected?(mob_noun, game_state)
arrange_mob(mob_noun, game_state) unless already_arranged
check_skinning(mob_noun, game_state) if @skin
end
elsif skill_to_train == 'Skinning'
arrange_mob(mob_noun, game_state) unless already_arranged
check_skinning(mob_noun, game_state) if @skin
end
elsif @skin && game_state.skinnable?(mob_noun)
arrange_mob(mob_noun, game_state) unless already_arranged
check_skinning(mob_noun, game_state)
else
return
end
end
def dissected?(mob_noun, game_state)
if @dissect_for_thanatology
return false if (DRSkill.getxp('Thanatology') == 34 && DRSkill.getxp('First Aid') == 34)
else
return false if DRSkill.getxp('First Aid') == 34
end
case DRC.bput("dissect #{mob_noun}","You'll gain no insights from this attempt", 'You succeed in dissecting the corpse','What exactly are you trying to dissect',"You'll learn nothing",'While likely a fascinating study','You cannot dissect','would probably object',"should be left alone.","That'd be a waste of time.",'A skinned creature is worthless','You do not yet possess the knowledge', 'This ritual may only be performed on a corpse', /You learn something/i, 'A failed or completed ritual has rendered', 'You realize after a few seconds')
when 'You succeed in dissecting the corpse', /You learn something/i
return true
when 'This ritual may only be performed on a corpse', 'A failed or completed ritual has rendered', 'You realize after a few seconds'
return false
when 'While likely a fascinating study',"That'd be a waste of time.",'You do not yet possess the knowledge'
game_state.undissectable(mob_noun)
return false
when 'would probably object', "should be left alone."
dissected?('', game_state)
end
return false
end
def check_skinning(mob_noun, game_state)
if game_state.need_bundle
case DRC.bput('tap my bundle', 'You tap a \w+ bundle that you are wearing', 'I could not find what you were referring to', 'You tap a tight bundle inside')
when /lumpy/
if @tie_bundle
DRC.bput('tie my bundle', 'TIE the bundle again')
DRC.bput('tie my bundle', 'you tie the bundle')
DRC.bput('adjust my bundle', 'You adjust')
end
game_state.need_bundle = false
when /tight/
game_state.need_bundle = false
end
end
snap = [DRC.left_hand, DRC.right_hand]
case DRC.bput('skin', 'roundtime', 'skin what', 'cannot be skinned', 'carrying far too many items', 'need a more appropriate weapon', 'need to have a bladed instrument to skin', 'You must have one hand free to skin')
when 'You must have one hand free to skin'
temp_item = DRC.left_hand
if DRCI.lower_item?(temp_item)
check_skinning(mob_noun, game_state)
DRCI.get_item?(temp_item)
end
when 'need a more appropriate weapon', 'need to have a bladed instrument to skin'
DRC.message('BUY A SKINNING KNIFE')
@skin = false
return
when 'cannot be skinned', 'carrying far too many items'
game_state.unskinnable(mob_noun)
return
end
pause 1
waitrt?
if game_state.need_bundle && snap != [DRC.left_hand, DRC.right_hand]
stored_moon = false
if DRStats.moon_mage? && DRCMM.wear_moon_weapon?
stored_moon = true
elsif summoned = game_state.summoned_info(game_state.weapon_skill)
DRCS.break_summoned_weapon(game_state.weapon_name)
else
@equipment_manager.stow_weapon(game_state.weapon_name)
end
if DRC.bput('get bundling rope', 'You get', 'What were you referring to', 'You need a free hand') == 'You get'
DRC.bput('bundle', 'You bundle')
DRCI.wear_item?('bundle')
if @tie_bundle
DRC.bput('tie my bundle', 'TIE the bundle again')
DRC.bput('tie my bundle', 'you tie the bundle')
DRC.bput('adjust my bundle', 'You adjust')
end
else
DRCI.dispose_trash(DRC.left_hand) if snap.first != DRC.left_hand && !@equipment_manager.is_listed_item?(DRC.left_hand)
DRCI.dispose_trash(DRC.right_hand) if snap.last != DRC.right_hand && !@equipment_manager.is_listed_item?(DRC.right_hand)
end
game_state.need_bundle = false
unless stored_moon && DRCMM.hold_moon_weapon?
if summoned
game_state.prepare_summoned_weapon(false)
else
@equipment_manager.wield_weapon?(game_state.weapon_name, game_state.weapon_skill)
end
end
end
DRCI.dispose_trash(DRC.left_hand) if snap.first != DRC.left_hand && !@equipment_manager.is_listed_item?(DRC.left_hand)
DRCI.dispose_trash(DRC.right_hand) if snap.last != DRC.right_hand && !@equipment_manager.is_listed_item?(DRC.right_hand)
end
end
class SafetyProcess
include DRC
include DRCH
include DRCT
def initialize(settings, equipment_manager)
echo('New SafetyProcess') if $debug_mode_ct
Flags.add('ct-engaged', 'closes to pole weapon range on you', 'closes to melee range on you')
Flags.add('ct-lodged', 'from the .* lodged in your (?<body_part>.*)\.')
# When you drop an item due to loss of hand, the phrase is "Your <item> falls to your feet." (do recovery logic)
# When you shoot or throw something, the phrase is "The <item> falls to your feet!" (normal mechanics)
Flags.add('ct-itemdropped', '^Your (?<item>.*) falls to your feet\.', '^You cannot maintain your grip on the (?<item>.*), and it falls to the ground!')
Flags.add('ct-germshieldlost', 'It jerks the.* (?<shield>\w+) out of your hands')
Flags.add('active-mitigation', 'You believe you could \b(?<action>\w+) out of the way of the \b(?<obstacle>\w+)')
@equipment_manager = equipment_manager
@health_threshold = settings.health_threshold
echo(" @health_threshold: #{@health_threshold}") if $debug_mode_ct
@untendable_counter = 0
end
def execute(game_state)
if @untendable_counter > 0
echo('Skipping tendme check due to untendable backoff') if $debug_mode_ct
@untendable_counter -= 1
elsif bleeding? && !Script.running?('tendme')
echo('Checking for tendable bleeders...') if $debug_mode_ct
if DRCH.has_tendable_bleeders?
custom_require.call('tendme')
else
echo('Setting untendable wound backoff to prevent tendme spam...') if $debug_mode_ct
@untendable_counter = 20
end
end
fput 'exit' if DRStats.health < @health_threshold
fix_standing
check_item_recovery(game_state)
tend_lodged
active_mitigation
game_state.danger = in_danger?(game_state.danger)
keep_away if !game_state.danger && game_state.retreating?
end
private
def check_item_recovery(game_state)
if Flags['ct-germshieldlost']
recover_item(game_state, Flags['ct-germshieldlost'][:shield], 'wear')
Flags.reset('ct-germshieldlost')
end
if Flags['ct-itemdropped']
# You dropped an item because either your hand is too injured to hold it or stolen or *tingle*.
# Since one hand might be useless, free up the other hand so you can pick something up with it.
temp_left_item = DRC.left_hand
temp_right_item = DRC.right_hand
temp_item = [temp_left_item, temp_right_item].compact.first
if temp_item