Module: Lich::DragonRealms::DRC
- Defined in:
- documented/dragonrealms/commons/common.rb
Overview
DragonRealms common library: shared utilities for item interaction, command execution, combat, music, and character state management.
Methods in this module are called as functions: DRC.bput(...), DRC.forage?(...),
etc. They wrap low-level Lich APIs (fput, get?, GameObj) and game-specific knowledge
into higher-level abstractions for scripting convenience.
Defined Under Namespace
Classes: Item
Constant Summary collapse
- XML_TAG_PATTERN =
Pattern for XML tags
/<[^>]+>/.freeze
- WAIT_RESPONSE_PATTERN =
Pattern for game wait/roundtime responses in bput
/(?:\.\.\.wait |Wait |\.\.\. wait )(?<seconds>[0-9]+)/.freeze
- COLLECT_MESSAGES =
Collect command response 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 begin exploring the area, searching for', '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!' ].freeze
- RETREAT_ESCAPE_MESSAGES =
Retreat command response patterns
[ /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/ ].freeze
- RETREAT_MESSAGES =
Response patterns that indicate a retreat or movement blocking event. Matched during retreat loop to detect when the character has broken combat, tried to retreat, or hit obstacles.
[ /retreat/, /sneak/, /grip on you/, /grip remains solid/, /You try to back/, /You must stand first/, /You stop advancing/, /You are already/ ].freeze
- ASSESS_TEACH_TEACHER_PATTERN =
Assess teach parsing patterns
/(?<teacher>.*) is teaching a class on (?<skill>.*) which is still open to new students/.freeze
- ASSESS_TEACH_SKILL_FILTER_PATTERN =
Regex to extract filtered skill names from assess teach output. Matches the portion after "(compared to what you already know)" in a teacher's skill line.
/.* \(compared to what you already know\) (?<filtered_skill>.*)/.freeze
- COMMON_RANGED_WEAPONS_PATTERN =
Common ranged weapon nouns
/^(bow|shortbow|longbow|crossbow|stonebow|latchbow|slurbow|lockbow|pelletbow|arbalest|sling|slingshot|blowgun)$/i.freeze
- RACIAL_RANGED_WEAPONS_PATTERN =
Gamgweth/racial ranged weapon nouns https://elanthipedia.play.net/Genie_racial_language_item_subs https://elanthipedia.play.net/Category:Language_Book
/^(jranoki|uku'uan|uku'uanstaho|chunenguti|hhr'ibu|guti|mahil|taisgwelduan|chyeb|sverfil|tangara|alaer|kari|wami|usus|srigos|href|vrope|falocisana|stof|dzelt)$/i.freeze
- FLAVOR_TEXT_PATTERN =
Flavor text pattern for item descriptions https://regex101.com/r/4lGY6u/13
/\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.*/.freeze
- CANNOT_STAND_PATTERN =
Game responses to STAND that mean standing cannot currently succeed, so fix_standing must stop instead of looping forever (issue #3668). These are already in the STAND match list, but matching one does not change posture, so without this guard the loop spams STAND endlessly (e.g. while unconscious, plummeting, held, or overburdened).
/unconscious|plummeting to your death|prevents you from standing|don't seem to be able to move|overburdened and cannot|weight of all your possessions|no room to do much of anything/.freeze
- DEFAULT_BOX_SUBSTITUTIONS =
Post-match box name rewrites (applied via gsub after a box is matched). "ironwood" -> "iron" because the game parser wants the shortened noun. Players extend this via the
custom_box_substitutionssetting; see box_list_to_adj_and_noun. [%w[ironwood iron]].freeze
- DEFAULT_SCROLL_SUBSTITUTIONS_PRE =
Item-specific scroll rewrites applied before SCROLL_KEYWORD_COLLAPSE. These full game descriptions contain keywords the collapse would otherwise mangle (e.g. "icy blue vellum scroll" -> "icy scroll", not "icy blue vellum"), or must be caught before the collapse can run. Order matters and is preserved. Players extend this list via the
custom_scroll_substitutionssetting; see scroll_list_to_adj_and_noun. [ ['large midnight-blue scale torn with symbols', 'midnight-blue scale'], ['icy blue vellum scroll', 'icy scroll'], ['green vellum scroll', 'green scroll'], ['fetid antelope vellum', 'antelope vellum'], ['papyrus roll', 'papyrus.roll'], ['pallid red scroll', 'pallid scroll'] ].freeze
- DEFAULT_SCROLL_SUBSTITUTIONS_POST =
Adjective-pair scroll rewrites applied after SCROLL_KEYWORD_COLLAPSE, reducing already-collapsed forms (e.g. "stormy grey" -> "stormy"). Order matters and is preserved. Not player-extensible (these operate on the collapsed noun, not the raw description).
[ ['crumpled paper', 'crumpled'], ['pale ricepaper', 'pale'], ['stormy grey', 'stormy'], ['mossy green', 'mossy'], ['dark purple', 'dark'], ['vibrant red', 'vibrant'], ['bright green', 'bright'], ['icy blue', 'blue'], ['pearl-white silk', 'silk'], ['ghostly white', 'white'], ['crinkled violet', 'crinkled'], ['drawing paper', 'drawing'] ].freeze
- SCROLL_KEYWORD_COLLAPSE =
Structural collapse: reduce "
<flavor...>" to " " by keeping the noun keyword and dropping trailing flavor. Sandwiched between the pre and post substitution passes. /\s(bark|leaf|ostracon|papyrus|parchment|roll|scroll|tablet|vellum|manuscript)\s.*/.freeze
Class Method Summary collapse
-
.assess_teach ⇒ Hash<String, String>
Runs an "assess teach" command and parses the output into a teacher=>skill hash.
-
.atmo(text, make_bold = true) ⇒ Object
Sends a message to the atmospherics window.
-
.beep ⇒ Object
windows only I believe.
-
.bold(text) ⇒ Object
Helper function to wrap text in the necessary markup to make it render as bold in a frontend client.
-
.box_list_to_adj_and_noun(list) ⇒ Array<String>
Take a game formatted list of boxes "a reinforced wooden strongbox and a plain ironwood crate" and return ["wooden strongbox", "iron crate"].
-
.bput(message, *matches) ⇒ Object
Like
fputbut better because will wait for RT before performing command and do smart retries. -
.can_see_sky? ⇒ Boolean
Returns true if the character can see the sky (outdoors or indoors with windows).
-
.check_encumbrance(refresh = true) ⇒ Integer, String
Returns the character's encumbrance level as a numeric constant or string.
-
.clean_instrument(settings, worn = true) ⇒ Boolean
Cleans and dries an instrument using a cleaning cloth (chamois).
-
.collect(item, practice = true) ⇒ void
Collects an item, optionally marking it as practice to gain skill.
-
.do_tune(instrument, tuning = "") ⇒ Boolean
Recursively tunes an instrument, adjusting for sharp/flat responses.
-
.fix_dr_bullshit(string) ⇒ String
private
Simplifies multi-word item names by extracting just first and last words.
-
.fix_standing ⇒ void
Issues STAND until the character is standing, giving up when the game reports a state from which standing cannot currently succeed.
-
.forage?(item, tries = 5) ⇒ Boolean
Forages for an item up to a maximum number of tries, returning true if successful.
-
.get_gems(container) ⇒ Array<String>
Rummages for gems in the given container.
-
.get_materials(container) ⇒ Array<String>
Rummages for materials in the given container.
-
.get_noun(long_name) ⇒ String?
Extracts the gettable noun from an item long name by stripping flavor text and returning the rightmost word.
-
.get_skins(container) ⇒ Array<String>
Rummages for skins in the given container.
-
.get_town_name(text) ⇒ Object
Looks up the canonical name of the town based on the given text.
-
.hide?(hide_type = 'hide') ⇒ Boolean
Attempts to hide or stalk until the character is successfully hiding.
-
.kick_pile?(item = 'pile') ⇒ Boolean
Attempts to kick a pile in the room, returning true if successfully knocked back.
-
.left_hand ⇒ String?
Returns the cleaned-up name of the item in the left hand, or nil if empty.
-
.left_hand_noun ⇒ String?
Returns the noun (gettable name) of the item in the left hand, or nil if empty.
-
.list_to_array(list) ⇒ Object
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?.
-
.list_to_nouns(list) ⇒ Object
Take a game formatted list "an arrow, silver coins and a deobar strongbox" And return an array of nouns ["arrow", "coins", "strongbox"].
-
.listen?(teacher, observe_flag = false) ⇒ Boolean
Attempts to listen to a teacher for skill training, handling class restrictions.
-
.log_window(text, window_name, make_bold = true, create_window = false, pre_clear_window = false) ⇒ Object
Sends a message to the specified window.
-
.message(text, make_bold = true) ⇒ Object
Sends a message to the game window.
-
.parse_assess_teach_lines(lines) ⇒ Object
Pure parsing method for assess teach output (unit-testable).
-
.pause_all ⇒ Boolean
private
Pauses all running scripts except the current one, using a global lock.
-
.play_song?(settings, song_list, worn = true, skip_clean = false, climbing = false, skip_tuning = false) ⇒ Boolean
Plays a song from a list, cycling to the next song if the current one fails.
-
.release_invisibility ⇒ void
Releases all active invisibility spells and khri abilities to become visible.
-
.remove_flavor_text(item) ⇒ String
Strips descriptive flavor text ("... adorned with ...") from an item name, leaving the gettable noun phrase.
-
.retreat(ignored_npcs = []) ⇒ Boolean, void
Attempts to retreat from combat, ignoring a list of NPCs (summoned allies or unavoidable enemies).
-
.right_hand ⇒ String?
Returns the cleaned-up name of the item in the right hand, or nil if empty.
-
.right_hand_noun ⇒ String?
Returns the noun (gettable name) of the item in the right hand, or nil if empty.
-
.rummage(parameter, container) ⇒ Array<String>
Rummages through a container with a search parameter, returning matching items as nouns.
-
.safe_pause_list ⇒ Array<OpenStruct>, Boolean
private
Pauses all running scripts except the current one using a global lock.
-
.safe_unpause_list(paused_scripts) ⇒ Boolean
private
Unpauses Script objects that were paused by safe_pause_list, restores the lock holder's previous pause immunity state, and releases the global lock.
-
.scroll_list_to_adj_and_noun(list) ⇒ Array<String>
Converts a game rummage scroll list into gettable adjective+noun forms.
-
.set_stance(skill) ⇒ void
Sets the character's defensive stance based on a skill name and computed defending ranks.
-
.smart_pause_all ⇒ Array<String>
Pauses all running scripts except the current one and logs which were paused.
-
.stop_playing ⇒ void
Stops playing the current song by issuing the "stop play" command.
-
.strip_xml(lines) ⇒ Array<String>
Strips XML tags and decodes common HTML entities from game output lines.
-
.text2num(text_num) ⇒ Integer?
Converts English text numbers (e.g. "forty-two") to integers using a global $NUM_MAP.
-
.tune_instrument(settings) ⇒ Boolean
Tunes an instrument to correct pitch, removing/getting it as needed.
-
.unpause_all ⇒ Boolean
private
Unpauses scripts that were paused by pause_all, but not those that were already paused.
-
.unpause_all_list(scripts_to_unpause) ⇒ void
Unpauses a specific list of scripts by name, logging the completion.
-
.verify_script(script_names) ⇒ Boolean
Checks that one or more scripts exist in the current game environment.
-
.wait_for_script_to_complete(name, args = [], flags = {}) ⇒ OpenStruct?
Starts a script and blocks until it finishes running, then returns its handle.
Class Method Details
.assess_teach ⇒ Hash<String, String>
Runs an "assess teach" command and parses the output into a teacher=>skill hash. Returns an empty hash if no one is teaching or if the character is teaching a class. Waits for roundtime after completion.
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# File 'documented/dragonrealms/commons/common.rb', line 790 def assess_teach lines = Lich::Util.issue_command( 'assess teach', /is teaching a class|No one seems to be teaching|You are teaching a class/, /Roundtime/, usexml: false, quiet: true, include_end: false ) waitrt? return {} if lines.nil? return {} if lines.any? { |l| l.match?(/No one seems to be teaching|You are teaching a class/) } parse_assess_teach_lines(lines.map(&:strip).reject(&:empty?)) end |
.atmo(text, make_bold = true) ⇒ Object
Sends a message to the atmospherics window. By default the message is bold. DEPRECATED in favor of log_window
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# File 'documented/dragonrealms/commons/common.rb', line 1495 def atmo(text, make_bold = true) log_window(text, "atmospherics", make_bold) end |
.beep ⇒ Object
windows only I believe.
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# File 'documented/dragonrealms/commons/common.rb', line 727 def beep echo("\a") end |
.bold(text) ⇒ Object
Helper function to wrap text in the necessary markup
to make it render as bold in a frontend client.
Used by atmo and log_window methods.
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# File 'documented/dragonrealms/commons/common.rb', line 1520 def bold(text) prefix = Frontend.supports_gsl? ? "\034GSL\r\n " : "<pushBold\/>" suffix = Frontend.supports_gsl? ? "\034GSM\r\n " : "<popBold\/>" "#{prefix}#{text}#{suffix}" end |
.box_list_to_adj_and_noun(list) ⇒ Array<String>
Take a game formatted list of boxes "a reinforced wooden strongbox and a plain ironwood crate" and return ["wooden strongbox", "iron crate"].
The recognized wood and container words are BOX_WOODS and
BOX_CONTAINERS merged with the player's custom_box_woods /
custom_box_containers settings, so a player can teach Lich about a box
material or container it does not yet know without a Lich release. The
global $box_regex (built from the same defaults) is left untouched for
third-party scripts. Post-match rewrites come from
DEFAULT_BOX_SUBSTITUTIONS merged with custom_box_substitutions.
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# File 'documented/dragonrealms/commons/common.rb', line 474 def box_list_to_adj_and_noun(list) woods = CustomSubstitutions.resolve(:custom_box_woods, BOX_WOODS, type: :names) containers = CustomSubstitutions.resolve(:custom_box_containers, BOX_CONTAINERS, type: :names) substitutions = CustomSubstitutions.resolve(:custom_box_substitutions, DEFAULT_BOX_SUBSTITUTIONS, type: :pairs) box_regex = /((?:#{woods.map { |wood| Regexp.escape(wood) }.join('|')}) (?:#{containers.map { |container| Regexp.escape(container) }.join('|')}))/ list.strip .split(box_regex) .reject(&:empty?) .select { |item| item =~ box_regex } .map { |box| substitutions.reduce(box) { |current, (from, to)| current.gsub(from, to) } } end |
.bput(message, *matches) ⇒ Object
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.
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# File 'documented/dragonrealms/commons/common.rb', line 130 def bput(, *matches) = (matches.shift if matches.first.is_a?(Hash)) || {} ['timeout'] ||= 15 ['ignore_rt'] ||= false timeout = ['timeout'] ignore_rt = ['ignore_rt'] suppress = ['suppress_no_match'] if ['debug'] echo "bput.message=#{}" echo "bput.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 timer = Time.now while (response = get?) || (Time.now - timer < timeout) if response.nil? pause 0.1 next end log += [response] case response when /^For some strange reason you are unable to do that\. The world somehow seems frozen in place/ # Zadraes - 13:32 It's a "You're in an area actively being updated" message pause 1 put timer = Time.now next when WAIT_RESPONSE_PATTERN unless ignore_rt wait_match = response.match(WAIT_RESPONSE_PATTERN) pause(wait_match[:seconds].to_i - 0.5) waitrt? put timer = Time.now end next when /Sorry, you may only type ahead/ pause 1 put timer = Time.now next when /^You can't do that while you are asleep./ put 'wake' put 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 timer = Time.now next when /would give away your hiding place/ release_invisibility put 'unhide' put 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 timer = Time.now next when /^You can't do that while entangled in a web/ pause 0.5 while webbed? pause 0.5 put 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 timer = Time.now next end matches.each do |match| if (result = response.match(match)) return result.to_a.first end end end unless suppress Lich::Messaging.msg("bold", "DRC: No match was found after #{timeout} seconds for command '#{}'") Lich::Messaging.msg("bold", "DRC: Messages seen: #{log.length}") log.reverse.each { |logged_response| Lich::Messaging.msg("bold", "DRC: > #{logged_response}") } Lich::Messaging.msg("bold", "DRC: Checked against: #{matches}") end '' end |
.can_see_sky? ⇒ Boolean
Returns true if the character can see the sky (outdoors or indoors with windows). Issues a "weather" command and examines the response.
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# File 'documented/dragonrealms/commons/common.rb', line 287 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 |
.check_encumbrance(refresh = true) ⇒ Integer, String
Returns the character's encumbrance level as a numeric constant or string. Optionally queries the game with an "encumbrance" command to refresh the status before looking it up in the encumbrance map.
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# File 'documented/dragonrealms/commons/common.rb', line 948 def check_encumbrance(refresh = true) encumbrance = DRStats.encumbrance if refresh encumbrance_pattern = /(?:Encumbrance)\s:\s(?<encumbrance>.*)/ result = bput('encumbrance', encumbrance_pattern) enc_match = result.match(encumbrance_pattern) encumbrance = enc_match[:encumbrance] if enc_match end $ENC_MAP[encumbrance] end |
.clean_instrument(settings, worn = true) ⇒ Boolean
Cleans and dries an instrument using a cleaning cloth (chamois). Removes the instrument if worn, gets it if not. Wipes and wrings the cloth until dry, then cleans the instrument until it needs no more cleaning. Re-wears if originally worn. Returns false if hands are not empty, cloth/instrument cannot be retrieved, or standing is needed.
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# File 'documented/dragonrealms/commons/common.rb', line 1137 def clean_instrument(settings, worn = true) cloth = settings.cleaning_cloth instrument = worn ? settings.worn_instrument : settings.instrument unless DRCI.get_item?(cloth) Lich::Messaging.msg("bold", "DRC: You have no chamois cloth -- this could cause problems with playing an instrument!") DRC.beep return false end DRC. if worn unless DRCI.remove_item?(instrument) Lich::Messaging.msg("bold", "DRC: 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) Lich::Messaging.msg("bold", "DRC: 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 |
.collect(item, practice = true) ⇒ void
This method returns an undefined value.
Collects an item, optionally marking it as practice to gain skill. Retries if the room is too cluttered after kicking the pile. Waits for roundtime after completion.
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# File 'documented/dragonrealms/commons/common.rb', line 342 def collect(item, practice = true) practicing = "practice" if practice case bput("collect #{item} #{practicing}", COLLECT_MESSAGES) when 'The room is too cluttered' return unless kick_pile? collect(item) end waitrt? end |
.do_tune(instrument, tuning = "") ⇒ Boolean
Recursively tunes an instrument, adjusting for sharp/flat responses.
Issues a "tune my
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# File 'documented/dragonrealms/commons/common.rb', line 1249 def do_tune(instrument, tuning = "") unless instrument && DRCI.in_hands?(instrument) Lich::Messaging.msg("bold", "DRC: No instrument found in hands. Not trying to tune.") DRC.beep return false end case DRC.bput("tune my #{instrument} #{tuning}", /^You should be sitting up/, /After a moment, you .* flat/, /After a moment, you .* sharp/, /After a moment, you .* tune/) when /After a moment, you .* tune/ Lich::Messaging.msg("plain", "DRC: Instrument tuned.") return true when /After a moment, you .* flat/ DRC.do_tune(instrument, "sharp") when /After a moment, you .* sharp/ DRC.do_tune(instrument, "flat") when /^You should be sitting up/ DRC.fix_standing DRC.do_tune(instrument) end end |
.fix_dr_bullshit(string) ⇒ String
This method is part of a private API. You should avoid using this method if possible, as it may be removed or be changed in the future.
Simplifies multi-word item names by extracting just first and last words. Removes " and chain" substring if present. Returns original string if fewer than 3 words. Used internally to normalize item names from GameObj (which can contain verbose descriptions).
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# File 'documented/dragonrealms/commons/common.rb', line 858 def fix_dr_bullshit(string) return string if string.split.length <= 2 string = string.sub(' and chain', '') if string =~ /ball and chain/ match = string.match(/(?<first>\S+) .* (?<last>\S+)/) return string unless match "#{match[:first]} #{match[:last]}" end |
.fix_standing ⇒ void
This method returns an undefined value.
Issues STAND until the character is standing, giving up when the game reports a state from which standing cannot currently succeed. Without the CANNOT_STAND_PATTERN guard these states loop forever spamming STAND, because matching the message never makes standing? true (issue #3668: safe-room spamming STAND while unconscious).
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# File 'documented/dragonrealms/commons/common.rb', line 737 def fix_standing loop do break if standing? result = 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') break if result =~ CANNOT_STAND_PATTERN end end |
.forage?(item, tries = 5) ⇒ Boolean
Forages for an item up to a maximum number of tries, returning true if successful. Stops early if the room is too cluttered, foraging is futile, or hands are full. Attempts to free the right hand if needed. Waits for roundtime between attempts.
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# File 'documented/dragonrealms/commons/common.rb', line 309 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' Lich::Messaging.msg("bold", "DRC: Hands not emptied properly. Stowing right hand...") unless DRCI.stow_hand('right') Lich::Messaging.msg("bold", "DRC: Failed to stow right hand, cannot forage.") return false end end waitrt? end true end |
.get_gems(container) ⇒ Array<String>
Rummages for gems in the given container.
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# File 'documented/dragonrealms/commons/common.rb', line 427 def get_gems(container) rummage('G', container) end |
.get_materials(container) ⇒ Array<String>
Rummages for materials in the given container.
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# File 'documented/dragonrealms/commons/common.rb', line 438 def get_materials(container) rummage('M', container) end |
.get_noun(long_name) ⇒ String?
Extracts the gettable noun from an item long name by stripping flavor text and returning the rightmost word.
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# File 'documented/dragonrealms/commons/common.rb', line 576 def get_noun(long_name) remove_flavor_text(long_name).strip.scan(/[a-z\-']+$/i).first end |
.get_skins(container) ⇒ Array<String>
Rummages for skins in the given container.
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# File 'documented/dragonrealms/commons/common.rb', line 416 def get_skins(container) rummage('S', container) end |
.get_town_name(text) ⇒ Object
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.
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# File 'documented/dragonrealms/commons/common.rb', line 716 def get_town_name(text) towns = $HOMETOWN_REGEX_MAP.select { |_town, regex| regex =~ text }.keys if towns.length > 1 Lich::Messaging.msg("bold", "DRC: Found multiple towns that match '#{text}': #{towns}") Lich::Messaging.msg("bold", "DRC: Using first town that matched: #{towns.first}") Lich::Messaging.msg("bold", "DRC: To avoid ambiguity, please use the town's full name: https://elanthipedia.play.net/Category:Cities") end towns.first end |
.hide?(hide_type = 'hide') ⇒ Boolean
Attempts to hide or stalk until the character is successfully hiding. Recovers from common failures: stops playing music if too busy, stops stalking if already stalking, waits if not enough time has passed. Returns final hiding status.
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# File 'documented/dragonrealms/commons/common.rb', line 829 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 |
.kick_pile?(item = 'pile') ⇒ Boolean
Attempts to kick a pile in the room, returning true if successfully knocked back. First ensures the character is standing, then checks if a matching room object exists. Returns false if no piles match or the kick does not succeed.
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# File 'documented/dragonrealms/commons/common.rb', line 365 def kick_pile?(item = 'pile') fix_standing return unless DRRoom.room_objs.any? { |room_obj| room_obj.match?(/pile/) } 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 |
.left_hand ⇒ String?
Returns the cleaned-up name of the item in the left hand, or nil if empty. Applies fix_dr_bullshit to normalize verbose descriptions from GameObj.
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# File 'documented/dragonrealms/commons/common.rb', line 877 def left_hand GameObj.left_hand.name == 'Empty' ? nil : fix_dr_bullshit(GameObj.left_hand.name) end |
.left_hand_noun ⇒ String?
Returns the noun (gettable name) of the item in the left hand, or nil if empty. Returns the raw noun from GameObj without cleanup.
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# File 'documented/dragonrealms/commons/common.rb', line 901 def left_hand_noun GameObj.left_hand == 'Empty' ? nil : GameObj.left_hand.noun end |
.list_to_array(list) ⇒ Object
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?
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# File 'documented/dragonrealms/commons/common.rb', line 445 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 |
.list_to_nouns(list) ⇒ Object
Take a game formatted list "an arrow, silver coins and a deobar strongbox" And return an array of nouns ["arrow", "coins", "strongbox"]
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# File 'documented/dragonrealms/commons/common.rb', line 560 def list_to_nouns(list) list_to_array(list) .map { |long_name| get_noun(long_name) } .compact .reject { |noun| noun == '' } end |
.listen?(teacher, observe_flag = false) ⇒ Boolean
Attempts to listen to a teacher for skill training, handling class restrictions. Stops listening if the skill is forbidden for the character's class (e.g., Thief cannot learn Sorcery). Returns true if successfully listening or already listening to an allowed skill.
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# File 'documented/dragonrealms/commons/common.rb', line 757 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. || DRStats.thief? bad_classes += ['Utility'] if DRStats. observe = observe_flag ? 'observe' : '' result = 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') if (skill_match = result.match(/begin to listen to \w+ teach the (?<skill>.*) skill/)) return true if bad_classes.grep(/#{skill_match[:skill]}/i).empty? bput('stop listening', 'You stop listening') elsif result == 'already listening' return true elsif result == "but you don't see any harm in listening" bput('stop listening', 'You stop listening') end false end |
.log_window(text, window_name, make_bold = true, create_window = false, pre_clear_window = false) ⇒ Object
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.
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# File 'documented/dragonrealms/commons/common.rb', line 1501 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=\"#{XMLData.server_time.to_i}\">></prompt>" ) end |
.message(text, make_bold = true) ⇒ Object
Sends a message to the game window. By default the message is bold. Delegates to Lich::Messaging.msg for consistent multi-frontend support.
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# File 'documented/dragonrealms/commons/common.rb', line 1529 def (text, make_bold = true) Lich::Messaging.msg(make_bold ? "bold" : "plain", text, encode: false) end |
.parse_assess_teach_lines(lines) ⇒ Object
Pure parsing method for assess teach output (unit-testable)
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# File 'documented/dragonrealms/commons/common.rb', line 807 def parse_assess_teach_lines(lines) lines.each_with_object({}) do |line, hash| match = line.match(ASSESS_TEACH_TEACHER_PATTERN) next unless match teacher = match[:teacher] skill = match[:skill] skill_filter = skill.match(ASSESS_TEACH_SKILL_FILTER_PATTERN) skill = skill_filter[:filtered_skill] if skill_filter hash[teacher] = skill end end |
.pause_all ⇒ Boolean
This method is part of a private API. You should avoid using this method if possible, as it may be removed or be changed in the future.
Pauses all running scripts except the current one, using a global lock. Scripts already paused before this call are marked and not unpaused by unpause_all. Returns false if the lock cannot be acquired. Pauses for 1 second after pausing scripts.
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# File 'documented/dragonrealms/commons/common.rb', line 1285 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 |
.play_song?(settings, song_list, worn = true, skip_clean = false, climbing = false, skip_tuning = false) ⇒ Boolean
Plays a song from a list, cycling to the next song if the current one fails. Tracks the current song and climbing song separately in UserVars. Resets tracking when instrument changes. Handles common failures: missing/wrong instrument, out-of-tune, dirty instrument (cleans if Performance rank < 20), stunned, playing already, etc. Returns false if playing fails due to environment (in water, not the right time).
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# File 'documented/dragonrealms/commons/common.rb', line 1034 def play_song?(settings, song_list, worn = true, skip_clean = false, climbing = false, skip_tuning = false) instrument = worn ? settings.worn_instrument : settings.instrument if UserVars.instrument.nil? Lich::Messaging.msg("plain", "DRC: No previous instrument setting detected. Cleaning stored song data.") UserVars.song = nil UserVars.climbing_song = nil UserVars.instrument = instrument elsif UserVars.instrument != instrument Lich::Messaging.msg("plain", "DRC: 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/, /Your .* tuning is off, and may hinder your performance/) case result when 'Play on what instrument', 'Are you sure that\'s the right instrument' unless DRCI.get_item?(instrument) Lich::Messaging.msg("bold", "DRC: Failed to get #{instrument}.") return false end if worn && !DRCI.wear_item?(instrument) Lich::Messaging.msg("bold", "DRC: Failed to wear #{instrument}.") return false end play_song?(settings, song_list, worn, skip_clean, climbing, skip_tuning) 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, skip_tuning) when 'You cannot play' wait_for_script_to_complete('safe-room') when /Your .* tuning is off, and may hinder your performance/ Lich::Messaging.msg("bold", "DRC: Instrument out of tune. Attempting to tune it.") return true if DRSkill.getrank('Performance') < 20 return true if skip_tuning return true unless DRC.tune_instrument(settings) play_song?(settings, song_list, worn, skip_clean, climbing, skip_tuning) 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, skip_tuning) 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 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, skip_tuning) 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 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, skip_tuning) else false end end |
.release_invisibility ⇒ void
This method returns an undefined value.
Releases all active invisibility spells and khri abilities to become visible. Queries spell data for spells with the invisibility flag, then releases each active one. Also handles Khri Silence and Khri Vanish (thief-only) if active.
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# File 'documented/dragonrealms/commons/common.rb', line 925 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') bput('khri stop vanish', /^You would need to start Vanish/, /^Your control over the limited subversion of reality falters/, /^You are not trained in the Vanish meditation/) if (DRStats.guild == "Thief" && invisible?) end |
.remove_flavor_text(item) ⇒ String
Strips descriptive flavor text ("... adorned with ...") from an item name, leaving the gettable noun phrase.
Applies the built-in FLAVOR_TEXT_PATTERN first, then any player-defined
custom_flavor_text_patterns (regular expressions) for flavor the
built-in pattern misses -- letting a player strip a new flavor phrasing
without a Lich release. User patterns are compiled with a per-pattern
timeout and validated/guarded by CustomSubstitutions; an invalid or
runaway pattern is reported and skipped, never raising here.
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# File 'documented/dragonrealms/commons/common.rb', line 596 def remove_flavor_text(item) custom_patterns = CustomSubstitutions.resolve(:custom_flavor_text_patterns, [], type: :regexes) CustomSubstitutions.apply_regexes(item.sub(FLAVOR_TEXT_PATTERN, ''), custom_patterns) end |
.retreat(ignored_npcs = []) ⇒ Boolean, void
Attempts to retreat from combat, ignoring a list of NPCs (summoned allies or unavoidable enemies). Returns early if no hostile NPCs are present after filtering. Loops until retreat succeeds or the room becomes safe, fixing standing if needed between attempts.
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# File 'documented/dragonrealms/commons/common.rb', line 970 def retreat(ignored_npcs = []) return if (DRRoom.npcs - ignored_npcs).empty? loop do case DRC.bput("retreat", *RETREAT_ESCAPE_MESSAGES, *RETREAT_MESSAGES) when *RETREAT_ESCAPE_MESSAGES return true else DRC.fix_standing end end end |
.right_hand ⇒ String?
Returns the cleaned-up name of the item in the right hand, or nil if empty. Applies fix_dr_bullshit to normalize verbose descriptions from GameObj.
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# File 'documented/dragonrealms/commons/common.rb', line 889 def right_hand GameObj.right_hand.name == 'Empty' ? nil : fix_dr_bullshit(GameObj.right_hand.name) end |
.right_hand_noun ⇒ String?
Returns the noun (gettable name) of the item in the right hand, or nil if empty. Returns the raw noun from GameObj without cleanup.
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# File 'documented/dragonrealms/commons/common.rb', line 913 def right_hand_noun GameObj.right_hand == 'Empty' ? nil : GameObj.right_hand.noun end |
.rummage(parameter, container) ⇒ Array<String>
Rummages through a container with a search parameter, returning matching items as nouns. Handles closed containers, invisibility, and missing items. Parses the game response to extract a list of items, then applies type-specific list conversion: 'B' for boxes, 'SC' for scrolls, other parameters for generic items.
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# File 'documented/dragonrealms/commons/common.rb', line 387 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 |
.safe_pause_list ⇒ Array<OpenStruct>, Boolean
This method is part of a private API. You should avoid using this method if possible, as it may be removed or be changed in the future.
Pauses all running scripts except the current one using a global lock. Makes the lock holder immune to pause while it holds the lock, preventing deadlock from pause_script while holding the lock. Returns the actual paused Script objects (not names) for use with safe_unpause_list, ensuring exact restoration even if scripts have come and gone from Script.running. Returns false if the lock cannot be acquired.
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# File 'documented/dragonrealms/commons/common.rb', line 1388 def safe_pause_list return false unless $safe_pause_lock.try_lock # Pausing is cooperative: a paused script is a live thread that keeps # every mutex it holds (Ruby frees a mutex on thread death, not on # pause). So a script that gets pause_script'd while holding # $safe_pause_lock never releases it, and every peer spins forever on # try_lock -> false. Make the lock-holder immune to pause for as long as # it owns the lock, so this deadlock cannot form. Save the prior value # (and the holder itself) so we restore exactly what was there for a # caller that was already ignoring pauses, e.g. mid-travel. @safe_pause_holder = Script.self @safe_pause_prev_ignore_pause = @safe_pause_holder&.ignore_pause @safe_pause_holder&.ignore_pause = true # Capture the exact Script objects we pause -- not their names. The # matching safe_unpause_list restores from this list directly instead of # re-scanning Script.running by name. A name + live-rescan restore # silently drops any script that has left Script.running between pause # and unpause (gone hidden, or mid start/teardown) or whose pause flags # changed, stranding it paused forever while the log still claims it was # unpaused. Holding the objects makes the restore undo exactly what the # pause did. paused_scripts = [] Script.running.find_all { |s| !s.paused? && !s.no_pause_all && s.name != Script.self.name }.each do |s| s.pause paused_scripts << s end Lich::Messaging.msg("plain", "DRC: Pausing #{paused_scripts.map(&:name)} to run #{Script.self.name}") return paused_scripts end |
.safe_unpause_list(paused_scripts) ⇒ Boolean
This method is part of a private API. You should avoid using this method if possible, as it may be removed or be changed in the future.
Unpauses Script objects that were paused by safe_pause_list, restores the lock holder's previous pause immunity state, and releases the global lock. Skips any scripts already unpaused by a peer to avoid spurious noise. Returns false if the lock is not held.
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# File 'documented/dragonrealms/commons/common.rb', line 1433 def safe_unpause_list(paused_scripts) return false unless $safe_pause_lock.owned? if paused_scripts.empty? Lich::Messaging.msg("plain", "DRC: #{Script.self.name} has finished.") else Lich::Messaging.msg("plain", "DRC: Unpausing #{paused_scripts.map(&:name)}, #{Script.self.name} has finished.") # Unpause exactly the objects we paused, regardless of their current # Script.running visibility or flags. Skip any a peer already unpaused # so we neither emit spurious "is not paused" noise nor fight another # coordinator that has since taken ownership of the pause. paused_scripts.each { |s| s.unpause if s.paused? } end # Restore the holder's pre-lock pause immunity before releasing the lock, # so we never leave a script permanently unpausable. @safe_pause_holder&.ignore_pause = @safe_pause_prev_ignore_pause @safe_pause_holder = nil @safe_pause_prev_ignore_pause = nil $safe_pause_lock.unlock end |
.scroll_list_to_adj_and_noun(list) ⇒ Array<String>
Converts a game rummage scroll list into gettable adjective+noun forms.
Pipeline per entry: strip the leading article, strip "labeled with...",
apply the pre-collapse literal substitutions (DEFAULT_SCROLL_SUBSTITUTIONS_PRE
merged with the player's custom_scroll_substitutions), apply the
SCROLL_KEYWORD_COLLAPSE, then apply the post-collapse substitutions
(DEFAULT_SCROLL_SUBSTITUTIONS_POST).
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# File 'documented/dragonrealms/commons/common.rb', line 546 def scroll_list_to_adj_and_noun(list) pre_substitutions = CustomSubstitutions.resolve(:custom_scroll_substitutions, DEFAULT_SCROLL_SUBSTITUTIONS_PRE, type: :pairs) list_to_array(list).map do |entry| without_article = entry .sub(/(an|some|a(?: piece of)?)\s/, '') .sub(/\slabeled with.*/, '') with_pre = pre_substitutions.reduce(without_article) { |text, (from, to)| text.sub(from, to) } collapsed = with_pre.sub(SCROLL_KEYWORD_COLLAPSE, ' \1') DEFAULT_SCROLL_SUBSTITUTIONS_POST.reduce(collapsed) { |text, (from, to)| text.sub(from, to) }.strip end end |
.set_stance(skill) ⇒ void
This method returns an undefined value.
Sets the character's defensive stance based on a skill name and computed defending ranks. Stance distribution depends on guild: Paladins use 50x divisor, Barbarians/Rangers/Traders/Commoners use 60x, others use 70x. Excess points beyond 100 are distributed to secondary/tertiary.
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# File 'documented/dragonrealms/commons/common.rb', line 1465 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 'evasion' "100 #{secondary} #{tertiary}" when 'parry' "#{secondary} 100 #{tertiary}" when 'shield' "#{secondary} #{tertiary} 100" else "100 #{secondary} #{tertiary}" end DRC.bput("stance set #{stance}", /Setting your/) end |
.smart_pause_all ⇒ Array<String>
Pauses all running scripts except the current one and logs which were paused. Unlike pause_all, does not use a global lock and does not restore paused state. Returns an array of paused script names for later restoration.
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# File 'documented/dragonrealms/commons/common.rb', line 1344 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 Lich::Messaging.msg("plain", "DRC: Pausing #{paused_script_list} to run #{Script.self.name}") return paused_script_list end |
.stop_playing ⇒ void
This method returns an undefined value.
Stops playing the current song by issuing the "stop play" command. Waits for roundtime after stopping.
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# File 'documented/dragonrealms/commons/common.rb', line 1120 def bput('stop play', 'You stop playing your song', 'In the name of', "But you're not performing") end |
.strip_xml(lines) ⇒ Array<String>
Strips XML tags and decodes common HTML entities from game output lines.
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# File 'documented/dragonrealms/commons/common.rb', line 118 def strip_xml(lines) lines.map { |line| line.gsub(XML_TAG_PATTERN, '').gsub('>', '>').gsub('<', '<').strip } .reject(&:empty?) end |
.text2num(text_num) ⇒ Integer?
Converts English text numbers (e.g. "forty-two") to integers using a global $NUM_MAP. Handles multipliers like "hundred" and "thousand". Returns nil if an unknown number word is found.
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# File 'documented/dragonrealms/commons/common.rb', line 992 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 word.eql?('thousand') && (g != 0) g *= 1000 elsif x.nil? Lich::Messaging.msg("bold", "DRC: Unknown number word '#{word}' in '#{text_num}'") return nil else g += x end end g end |
.tune_instrument(settings) ⇒ Boolean
Tunes an instrument to correct pitch, removing/getting it as needed. Requires two free hands. Handles worn vs inventory instruments. Calls do_tune recursively to adjust sharp/flat. Re-wears the instrument after tuning if it was originally worn. Returns false if no instrument is configured, hands are full, or instrument cannot be retrieved.
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# File 'documented/dragonrealms/commons/common.rb', line 1204 def tune_instrument(settings) instrument = settings.worn_instrument || settings.instrument unless instrument Lich::Messaging.msg("bold", "DRC: Neither worn_instrument nor instrument set. Doing nothing.") return false end DRC. unless (DRC.left_hand.nil? && DRC.right_hand.nil?) || DRCI.in_hands?(instrument) Lich::Messaging.msg("bold", "DRC: Need two free hands. Not tuning now.") return false end if settings.worn_instrument unless DRCI.remove_item?(instrument) || DRCI.in_hands?(instrument) Lich::Messaging.msg("bold", "DRC: Could not remove #{instrument}. Not trying to tune.") DRC.beep return false end else unless DRCI.get_item?(instrument) || DRCI.in_hands?(instrument) Lich::Messaging.msg("bold", "DRC: Could not get #{instrument}. Not trying to tune.") DRC.beep return false end end DRC.do_tune(instrument) waitrt? pause 1 DRCI.wear_item?(instrument) if settings.worn_instrument true end |
.unpause_all ⇒ Boolean
This method is part of a private API. You should avoid using this method if possible, as it may be removed or be changed in the future.
Unpauses scripts that were paused by pause_all, but not those that were already paused. Clears the tracking list and releases the global lock. Returns false if the lock is not held by the current script.
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# File 'documented/dragonrealms/commons/common.rb', line 1318 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 |
.unpause_all_list(scripts_to_unpause) ⇒ void
This method returns an undefined value.
Unpauses a specific list of scripts by name, logging the completion. Returns silently if the list is empty.
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# File 'documented/dragonrealms/commons/common.rb', line 1364 def unpause_all_list(scripts_to_unpause) if scripts_to_unpause.empty? Lich::Messaging.msg("plain", "DRC: #{Script.self.name} has finished.") else Lich::Messaging.msg("plain", "DRC: 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 end |
.verify_script(script_names) ⇒ Boolean
Checks that one or more scripts exist in the current game environment. Logs a bold message for each missing script and returns false if any are not found.
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# File 'documented/dragonrealms/commons/common.rb', line 247 def verify_script(script_names) script_names = [script_names] unless script_names.is_a?(Array) state = true script_names .reject { |name| Script.exists?(name) } .each do |name| Lich::Messaging.msg("bold", "DRC: Failed to find a script named '#{name}'") state = false end state end |
.wait_for_script_to_complete(name, args = [], flags = {}) ⇒ OpenStruct?
Starts a script and blocks until it finishes running, then returns its handle. Verifies the script exists before starting. Pauses 2 seconds after start, then polls Script.running every 0.5 seconds until the handle disappears.
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# File 'documented/dragonrealms/commons/common.rb', line 271 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 |