Module: Lich::DragonRealms::DRC
- Defined in:
- documented/dragonrealms/commons/common.rb
Overview
Namespace for DragonRealms common utilities and helpers.
DRC (DragonRealms Common) provides shared methods for game interaction, item management, combat, music, and character state across Lich scripts.
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 indicating the game reacted to a retreat or movement command.
Used by #retreat to detect whether the character moved during combat or attempted to move. Matches indicate the game acknowledged the action, though not necessarily that the character successfully retreated.
[ /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 =
Pattern extracting the filtered skill name from assess teach output.
Matches lines showing a teacher's skill with a comparison clause, capturing the skill name in the
filtered_skillgroup. /.* \(compared to what you already know\) (?<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>
Parses the ASSESS TEACH command output and returns active teachers and their skills.
-
.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
Checks whether the character can see the sky at the current location.
-
.check_encumbrance(refresh = true) ⇒ Object
Checks the character's current encumbrance level.
-
.clean_instrument(settings, worn = true) ⇒ Boolean
Cleans an instrument using a chamois cloth via repeated wipe and wring cycles.
-
.collect(item, practice = true) ⇒ void
Attempts to collect an item, optionally in practice mode.
-
.do_tune(instrument, tuning = "") ⇒ Boolean
private
Recursively tunes an instrument by comparing game feedback and adjusting sharp/flat.
-
.fix_dr_bullshit(string) ⇒ String
private
Simplifies item names by dropping middle descriptive text, keeping only 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
Attempts to forage for an item, retrying up to the specified number of times.
-
.get_gems(container) ⇒ Array<String>
Returns gems from a rummage of the container.
-
.get_materials(container) ⇒ Array<String>
Returns materials from a rummage of the container.
-
.get_noun(long_name) ⇒ String?
Extracts the gettable noun from an item's long name.
-
.get_skins(container) ⇒ Array<String>
Returns skins from a rummage of the 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, with fallback handling for common errors.
-
.kick_pile?(item = 'pile') ⇒ Boolean
Attempts to kick a pile out of the way.
-
.left_hand ⇒ String?
Returns the name of the item in the character's left hand, or nil if empty.
-
.left_hand_noun ⇒ String?
Returns the noun of the item in the character's 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, checking skill appropriateness for the character.
-
.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
Pauses all other scripts (except the current one) and locks the pause state.
-
.play_song?(settings, song_list, worn = true, skip_clean = false, climbing = false, skip_tuning = false) ⇒ Boolean
Plays a song with smart retry logic and instrument maintenance.
-
.release_invisibility ⇒ void
private
Releases all active invisibility spells and Khri silence/Vanish meditations.
-
.remove_flavor_text(item) ⇒ String
Strips descriptive flavor text ("... adorned with ...") from an item name, leaving the gettable noun phrase.
-
.retreat(ignored_npcs = []) ⇒ Boolean
Retreats from combat if there are hostiles in the room (excluding ignored NPCs).
-
.right_hand ⇒ String?
Returns the name of the item in the character's right hand, or nil if empty.
-
.right_hand_noun ⇒ String?
Returns the noun of the item in the character's right hand, or nil if empty.
-
.rummage(parameter, container) ⇒ Array<String>
Rummages a container for items matching a category and returns parsed results.
-
.safe_pause_list ⇒ Array<String>, false
Safely pauses all other scripts while protecting the caller from deadlock.
-
.safe_unpause_list(scripts_to_unpause) ⇒ Boolean
Safely unpauses the specified scripts and releases the pause 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 combat stance distribution (evasion/parry/shield) by skill focus.
-
.smart_pause_all ⇒ Array<String>
Pauses all other unpaused scripts and returns their names for later resumption.
-
.stop_playing ⇒ void
Stops the current song.
-
.strip_xml(lines) ⇒ Array<String>
Strips XML tags and decodes common HTML entities from game output lines.
-
.text2num(text_num) ⇒ Integer?
Converts spoken number words to an integer.
-
.tune_instrument(settings) ⇒ Boolean
Tunes an instrument by iteratively adjusting flat/sharp until in tune.
-
.unpause_all ⇒ Boolean
Unpauses scripts that were paused by #pause_all, excluding those already paused before.
-
.unpause_all_list(scripts_to_unpause) ⇒ void
Unpauses the specified scripts and sends a completion message.
-
.verify_script(script_names) ⇒ Boolean
Checks that each script name in the list exists as a loadable script.
-
.wait_for_script_to_complete(name, args = [], flags = {}) ⇒ Object
Starts a script with the given arguments and blocks until it completes.
Class Method Details
.assess_teach ⇒ Hash<String, String>
Parses the ASSESS TEACH command output and returns active teachers and their skills.
Issues ASSESS TEACH and collects lines until roundtime. Filters out lines indicating no one is teaching or the character is teaching. Returns a hash mapping teacher names to their skill (filtered to the comparison skill if present).
801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 |
# File 'documented/dragonrealms/commons/common.rb', line 801 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
1471 1472 1473 |
# File 'documented/dragonrealms/commons/common.rb', line 1471 def atmo(text, make_bold = true) log_window(text, "atmospherics", make_bold) end |
.beep ⇒ Object
windows only I believe.
734 735 736 |
# File 'documented/dragonrealms/commons/common.rb', line 734 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.
1496 1497 1498 1499 1500 |
# File 'documented/dragonrealms/commons/common.rb', line 1496 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.
474 475 476 477 478 479 480 481 482 483 484 |
# 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.
126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 |
# File 'documented/dragonrealms/commons/common.rb', line 126 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
Checks whether the character can see the sky at the current location.
Issues the WEATHER command and interprets the response: characters indoors without sky access return false; outdoor locations and indoors with visible sky (windows, skylights) return true.
286 287 288 289 290 291 292 293 294 295 |
# File 'documented/dragonrealms/commons/common.rb', line 286 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) ⇒ Object
Checks the character's current encumbrance level.
If refresh is true, issues the ENCUMBRANCE command and parses the result;
otherwise uses the cached Lich::DragonRealms::DRStats.encumbrance value. Returns the encumbrance
level (e.g., 'lightly', 'heavily') mapped via $ENC_MAP to a game constant.
950 951 952 953 954 955 956 957 958 959 |
# File 'documented/dragonrealms/commons/common.rb', line 950 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 an instrument using a chamois cloth via repeated wipe and wring cycles.
Gets the cloth and instrument (removing it first if worn). Loops wiping and wringing until the cloth is dry. Then loops cleaning until the instrument is no longer dirty. Re-wears the instrument if it was worn. Returns false if the cloth or instrument cannot be retrieved, and sends a beep alert. Re-stands if needed.
1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 |
# File 'documented/dragonrealms/commons/common.rb', line 1142 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.
Attempts to collect an item, optionally in practice mode.
Issues the COLLECT command with optional 'practice' flag. If the room is too cluttered, attempts to kick piles and retry. Waits for roundtime before returning.
341 342 343 344 345 346 347 348 349 350 351 |
# File 'documented/dragonrealms/commons/common.rb', line 341 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
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.
Recursively tunes an instrument by comparing game feedback and adjusting sharp/flat.
Issues TUNE MY INSTRUMENT [TUNING] and reads the response. If tuned, returns true. If flat, recursively calls with "sharp"; if sharp, calls with "flat". If the character must stand first, calls #fix_standing and retries. Returns false if the instrument is not in hand.
1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 |
# File 'documented/dragonrealms/commons/common.rb', line 1255 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 item names by dropping middle descriptive text, keeping only first and last words.
Handles the game's verbose item naming by reducing multi-word names to a gettable form. Special case: removes ' and chain' from 'ball and chain'. Returns the string unchanged if it has 2 or fewer words, or if no match-and-last pattern is found.
872 873 874 875 876 877 878 879 880 881 |
# File 'documented/dragonrealms/commons/common.rb', line 872 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).
744 745 746 747 748 749 750 751 |
# File 'documented/dragonrealms/commons/common.rb', line 744 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
Attempts to forage for an item, retrying up to the specified number of times.
Compares hand contents before and after each forage attempt to confirm success. Handles cluttered rooms by attempting to kick piles, and handles full hands by stowing the right hand. Returns false if the room is too cluttered to recover, if foraging efforts are futile, or if stowing fails.
309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 |
# 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>
Returns gems from a rummage of the container.
Convenience method that calls #rummage with the 'G' parameter.
427 428 429 |
# File 'documented/dragonrealms/commons/common.rb', line 427 def get_gems(container) rummage('G', container) end |
.get_materials(container) ⇒ Array<String>
Returns materials from a rummage of the container.
Convenience method that calls #rummage with the 'M' parameter.
438 439 440 |
# 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's long name.
Removes flavor text using #remove_flavor_text, then scans for the last sequence of alphanumeric characters and hyphens/apostrophes (typically the noun). Returns nil or an empty string if no noun is found.
578 579 580 |
# File 'documented/dragonrealms/commons/common.rb', line 578 def get_noun(long_name) remove_flavor_text(long_name).strip.scan(/[a-z\-']+$/i).first end |
.get_skins(container) ⇒ Array<String>
Returns skins from a rummage of the container.
Convenience method that calls #rummage with the 'S' parameter.
416 417 418 |
# 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.
723 724 725 726 727 728 729 730 731 |
# File 'documented/dragonrealms/commons/common.rb', line 723 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, with fallback handling for common errors.
Issues the hide command (HIDE, STALK, or custom). Handles cases where the character is playing music (stops it first), is stalking (stops stalking first), or needs more time. Stops after hiding? returns true. Does not throw; returns the result of hiding? even if the command failed.
842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 |
# File 'documented/dragonrealms/commons/common.rb', line 842 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 out of the way.
Verifies standing, then checks for a pile in the room using Lich::DragonRealms::DRRoom.room_objs. Returns true only if the character successfully moved the pile by running and kicking; other kick responses (item not found, futile kick) return false.
363 364 365 366 367 |
# File 'documented/dragonrealms/commons/common.rb', line 363 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 name of the item in the character's left hand, or nil if empty.
Applies #fix_dr_bullshit to the game's item name to simplify verbose descriptions.
890 891 892 |
# File 'documented/dragonrealms/commons/common.rb', line 890 def left_hand GameObj.left_hand.name == 'Empty' ? nil : fix_dr_bullshit(GameObj.left_hand.name) end |
.left_hand_noun ⇒ String?
Returns the noun of the item in the character's left hand, or nil if empty.
908 909 910 |
# File 'documented/dragonrealms/commons/common.rb', line 908 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?
445 446 447 |
# 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"]
560 561 562 563 564 565 |
# 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, checking skill appropriateness for the character.
Listens to a teacher for the skill they are teaching. For Barbarians and Thieves, blocks listening to certain magic schools and combat skills; for Barbarians only, also blocks Utility. Returns true if listening succeeded (either newly started or already listening), or if the skill was inappropriate so the listener disengaged. Returns false if the teacher was not found, is not teaching, has left, or teaching is incompatible with the character's class.
767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 |
# File 'documented/dragonrealms/commons/common.rb', line 767 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.
1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 |
# File 'documented/dragonrealms/commons/common.rb', line 1477 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.
1505 1506 1507 |
# File 'documented/dragonrealms/commons/common.rb', line 1505 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)
818 819 820 821 822 823 824 825 826 827 828 829 |
# File 'documented/dragonrealms/commons/common.rb', line 818 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
Pauses all other scripts (except the current one) and locks the pause state.
Acquires $pause_all_lock. Already-paused scripts are tracked in
@pause_all_no_unpause so they are not unpaused by #unpause_all.
Waits 1 second before returning. Returns false if the lock is already held.
1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 |
# File 'documented/dragonrealms/commons/common.rb', line 1288 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 with smart retry logic and instrument maintenance.
Attempts to play songs from song_list (an array of [song_name, next_song] tuples).
Tracks state in UserVars.song and UserVars.climbing_song per instrument. Detects
instrument changes and resets song state. Handles errors by: tuning if out of tune,
cleaning if dirty (if rank >= 20), waking/standing/stopping other actions, getting/wearing
the instrument if needed, or returning false for unrecoverable states. On success,
advances to the next song in the list unless at the end. Skips cleaning/tuning if
the respective flag is true or if rank < 20.
1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 |
# File 'documented/dragonrealms/commons/common.rb', line 1040 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 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.
This method returns an undefined value.
Releases all active invisibility spells and Khri silence/Vanish meditations.
Queries active spells for invisibility properties and releases each one by abbreviation. Also handles Khri silence and Vanish (Thief only) via their specific commands. Does not throw if meditations are not active or if the character is not invisible.
927 928 929 930 931 932 933 934 935 936 937 938 |
# File 'documented/dragonrealms/commons/common.rb', line 927 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.
598 599 600 601 |
# File 'documented/dragonrealms/commons/common.rb', line 598 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
Retreats from combat if there are hostiles in the room (excluding ignored NPCs).
Returns immediately if no hostiles are present. Otherwise, loops calling RETREAT until either the character successfully escapes (detected by RETREAT_ESCAPE_MESSAGES) or encounters an error (handled by calling #fix_standing). Halts the loop once escape is confirmed.
972 973 974 975 976 977 978 979 980 981 982 983 |
# File 'documented/dragonrealms/commons/common.rb', line 972 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 name of the item in the character's right hand, or nil if empty.
Applies #fix_dr_bullshit to the game's item name to simplify verbose descriptions.
901 902 903 |
# File 'documented/dragonrealms/commons/common.rb', line 901 def right_hand GameObj.right_hand.name == 'Empty' ? nil : fix_dr_bullshit(GameObj.right_hand.name) end |
.right_hand_noun ⇒ String?
Returns the noun of the item in the character's right hand, or nil if empty.
915 916 917 |
# File 'documented/dragonrealms/commons/common.rb', line 915 def right_hand_noun GameObj.right_hand == 'Empty' ? nil : GameObj.right_hand.noun end |
.rummage(parameter, container) ⇒ Array<String>
Rummages a container for items matching a category and returns parsed results.
Issues RUMMAGE /PARAMETER MY CONTAINER and parses the item list. The parameter determines how results are parsed: 'B' for boxes (adjective+noun via #box_list_to_adj_and_noun), 'SC' for scrolls (via #scroll_list_to_adj_and_noun), or any other value for generic nouns (via #list_to_nouns). Handles invisibility by releasing it and retrying. Returns an empty array if the container is closed, empty, doesn't exist, or the action is futile.
387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 |
# 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<String>, false
Safely pauses all other scripts while protecting the caller from deadlock.
Acquires $safe_pause_lock and sets the lock holder's ignore_pause flag
so it cannot be paused (preventing deadlock if another script tries to pause
the lock holder). Complementary to #safe_unpause_list, which restores
the flag and releases the lock. Returns false if the lock is already held.
1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 |
# File 'documented/dragonrealms/commons/common.rb', line 1379 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 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 |
.safe_unpause_list(scripts_to_unpause) ⇒ Boolean
Safely unpauses the specified scripts and releases the pause lock.
Unpauses only scripts in scripts_to_unpause. Restores the lock holder's
prior ignore_pause state before releasing $safe_pause_lock to prevent
leaving the script permanently unpausable. Sends completion messages.
Returns false if the lock is not held.
1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 |
# File 'documented/dragonrealms/commons/common.rb', line 1413 def safe_unpause_list(scripts_to_unpause) return false unless $safe_pause_lock.owned? 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 # 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).
546 547 548 549 550 551 552 553 554 555 556 |
# 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 combat stance distribution (evasion/parry/shield) by skill focus.
Calculates stance points based on guild and Defending skill rank. Paladins use a divisor of 50, Barbarians/Rangers/Traders/Commoners use 60, others use 70. Distributes 80 + (Defending rank / divisor) points: 100 to the chosen skill, remaining to secondary, and overflow (if any) to tertiary.
1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 |
# File 'documented/dragonrealms/commons/common.rb', line 1441 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 other unpaused scripts and returns their names for later resumption.
Does not use a lock. Sends a message to plain output listing paused scripts. Complementary to #unpause_all_list; the caller is responsible for tracking the returned list and passing it to unpause.
1341 1342 1343 1344 1345 1346 1347 1348 1349 |
# File 'documented/dragonrealms/commons/common.rb', line 1341 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 the current song.
Issues STOP PLAY and waits for a response. Handles the case where the character is not playing.
1125 1126 1127 |
# File 'documented/dragonrealms/commons/common.rb', line 1125 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.
114 115 116 117 |
# File 'documented/dragonrealms/commons/common.rb', line 114 def strip_xml(lines) lines.map { |line| line.gsub(XML_TAG_PATTERN, '').gsub('>', '>').gsub('<', '<').strip } .reject(&:empty?) end |
.text2num(text_num) ⇒ Integer?
Converts spoken number words to an integer.
Parses a text string like 'one hundred twenty-three' into its numeric value. Handles multipliers (hundred, thousand) and hyphens/spaces as separators. Returns nil and logs a message if an unknown word is encountered.
996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 |
# File 'documented/dragonrealms/commons/common.rb', line 996 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 by iteratively adjusting flat/sharp until in tune.
Stops any playing, verifies the instrument is in hand, and removes/gets it if needed. Delegates to #do_tune for the actual tuning loop. Re-wears the instrument if it was worn. Returns false if the instrument cannot be obtained or both hands are not free.
1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 |
# File 'documented/dragonrealms/commons/common.rb', line 1207 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
Unpauses scripts that were paused by #pause_all, excluding those already paused before.
Releases $pause_all_lock after unpausing. Returns false if the lock is not held.
1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 |
# File 'documented/dragonrealms/commons/common.rb', line 1314 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 the specified scripts and sends a completion message.
Unpauses only scripts in scripts_to_unpause (allowing caller control).
Sends different messages depending on whether any scripts are being unpaused.
1361 1362 1363 1364 1365 1366 1367 1368 |
# File 'documented/dragonrealms/commons/common.rb', line 1361 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 each script name in the list exists as a loadable script.
Sends a message to bold output for each missing script. Does not raise or stop execution; the caller must check the return value to decide whether to proceed.
244 245 246 247 248 249 250 251 252 253 254 |
# File 'documented/dragonrealms/commons/common.rb', line 244 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 = {}) ⇒ Object
Starts a script with the given arguments and blocks until it completes.
Verifies the script exists before starting. Waits 2 seconds after starting, then polls Script.running until the script is no longer in the list.
267 268 269 270 271 272 273 274 275 |
# File 'documented/dragonrealms/commons/common.rb', line 267 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 |