Module: Lich::DragonRealms::DRParser

Defined in:
documented/dragonrealms/drinfomon/drparser.rb

Overview

Parses server output from DragonRealms and updates game state objects.

Handles inventory scrapes, skill experience, spell/ability discovery, account info, room contents, and game shutdown announcements. Routes parsed data to DRStats, DRSkill, DRSpells, DRRoom, GameObj, and related game-state models.

See Also:

Defined Under Namespace

Modules: Pattern Classes: InventoryItemSax

Constant Summary collapse

@@parsing_exp_mods_output =

Class variables for parsing state (must be @@ not @ for module-level state)

false
@@parsing_inventory_get =
false
@@inventory_partial =

true while the active inventory scrape is PARTIAL (INV SEARCH / category) -> items are upserted; false for a COMPLETE INV LIST -> items replace.

false
@@shutdown_at =

Wall-clock time the game is expected to go down for maintenance, set from a shutdown announcement. nil when no shutdown is pending.

nil

Class Method Summary collapse

Class Method Details

.check_events(server_string) ⇒ String

Checks server output against registered Flag matchers. Updates Flags.flags hash when a pattern matches.

Parameters:

  • server_string (String) —

    A line of server output to check

Returns:

  • (String) —

    The unmodified server_string



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# File 'documented/dragonrealms/drinfomon/drparser.rb', line 123

def self.check_events(server_string)
  Flags.matchers.each do |key, regexes|
    regexes.each do |regex|
      if (matches = server_string.match(regex))
        Flags.flags[key] = matches
        break
      end
    end
  end
  server_string
end

.check_exp_mods(server_string) ⇒ String

Parses 'exp mods' output and updates DRSkill.exp_modifiers. Called for each line when @@parsing_exp_mods_output is true.

Parameters:

  • server_string (String) —

    A line of server output

Returns:

  • (String) —

    The unmodified server_string



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# File 'documented/dragonrealms/drinfomon/drparser.rb', line 367

def self.check_exp_mods(server_string)
  # This method parses the output from `exp mods` command
  # and updates the DRSkill.exp_modifiers hash with the skill and value.
  # This is primarily used by the `skill-recorder` script.
  #
  # Example output without any modifiers:
  #     The following skills are currently under the influence of a modifier:
  #     <output class="mono"/>
  #       None
  #     <output class=""/>
  #
  # Example output with modifiers (XML format):
  #     The following skills are currently under the influence of a modifier:
  #     <output class="mono"/>
  #     <preset id="speech">+75 Athletics</preset>
  #     <preset id="thought">--10 Evasion</preset>
  #     <output class=""/>
  #
  # Zero or more skills may be listed between the <output> tags
  # but exactly one skill and its skill modifier are listed per line.
  # Positive modifiers use <preset id="speech"> with single + sign.
  # Negative modifiers use <preset id="thought"> with double -- sign.
  #
  case server_string
  when Pattern::OutputClassEmpty
    if @@parsing_exp_mods_output
      @@parsing_exp_mods_output = false
    end
  else
    if @@parsing_exp_mods_output
      # Sample lines:
      # <preset id="speech">+79 Attunement</preset>  (positive, single +)
      # <preset id="thought">--10 Evasion</preset>   (negative, double --)
      if (match = server_string.strip.match(Pattern::ExpModLine))
        skill = match[:skill].strip
        sign = match[:sign]
        value = match[:value].to_i
        value = -value if sign == '--'
        DRSkill.update_mods(skill, value)
      end
    end
  end
  server_string
end

.check_game_shutdown(line) ⇒ void

This method returns an undefined value.

Detects scheduled maintenance shutdown notices and records the target time, so any script can read DRParser.shutting_down? and DRParser.shutdown_minutes to wind down cleanly before the disconnect. Recomputing the target on every announcement keeps the estimate accurate as the warnings count down; a nil count (a final notice with no number) means shutdown is now.

Parameters:

  • line (String) —

    A line of server output to check



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# File 'documented/dragonrealms/drinfomon/drparser.rb', line 143

def self.check_game_shutdown(line)
  return unless (match = line.match(Pattern::GameShutdown))

  minutes = match[:minutes]&.to_i
  @@shutdown_at = minutes ? Time.now + (minutes * 60) : Time.now
end

.check_known_barbarian_abilities(server_string) ⇒ String

Parses 'ability' command output for Barbarians. Populates DRSpells.known_spells (abilities) and DRSpells.known_feats (masteries).

Parameters:

  • server_string (String) —

    A line of server output

Returns:

  • (String) —

    The unmodified server_string



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# File 'documented/dragonrealms/drinfomon/drparser.rb', line 519

def self.check_known_barbarian_abilities(server_string)
  # This method parses the output from `ability` command for Barbarians
  # and populates the known spells/feats based on the known abilities/masteries.
  #
  # The XML stream for DragonRealms is whack at best.
  #
  # Examples of the data we're looking for:
  #     You know the Berserks:<pushBold/> Avalanche, Drought.
  #     <popBold/>You know the Forms:<pushBold/> Monkey.
  #     <popBold/>You know the Roars:<pushBold/> Anger the Earth.
  #     <popBold/>You know the Meditations:<pushBold/> Flame, Power, Contemplation.
  #     <popBold/>You know the Masteries:<pushBold/> Juggernaut, Duelist.
  #     <popBold/>
  #     You recall that you have 0 training sessions remaining with the Guild.
  case server_string
  when Pattern::BarbarianAbility
    if DRSpells.check_known_barbarian_abilities
      server_string
        .sub(Pattern::BarbarianAbility, '')
        .sub('.', '')
        .split(',')
        .map(&:strip)
        .reject { |ability| ability.nil? || ability.empty? }
        .each { |ability| DRSpells.known_spells[ability] = true }
    end
  when Pattern::BarbarianMastery
    # Barbarian masteries are the equivalent of magical feats.
    if DRSpells.check_known_barbarian_abilities
      server_string
        .sub(Pattern::BarbarianMastery, '')
        .sub('.', '')
        .split(',')
        .map(&:strip)
        .reject { |mastery| mastery.nil? || mastery.empty? }
        .each { |mastery| DRSpells.known_feats[mastery] = true }
    end
  when Pattern::BarbarianTrainingRemaining
    DRSpells.check_known_barbarian_abilities = false
  end
  server_string
end

.check_known_spells(server_string) ⇒ String

Parses 'spells' command output for magic users. Populates DRSpells.known_spells and DRSpells.known_feats. Handles both column-formatted and non-column output formats.

Parameters:

  • server_string (String) —

    A line of server output

Returns:

  • (String) —

    The unmodified server_string



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# File 'documented/dragonrealms/drinfomon/drparser.rb', line 417

def self.check_known_spells(server_string)
  # This method parses the output from `spells` command for magic users
  # and populates the known spells/feats based on the output.
  #
  # As of June 2022, There are two different output formats: column-formatted and non-column.
  # https://elanthipedia.play.net/Post:Tuesday_Tidings_-_120_-_Spells_-_06/07/2022_-_18:34
  #
  # The XML stream for DragonRealms is whack at best.
  #
  # Examples of non-column output:
  #     You recall the spells you have learned from your training.
  #     In the chapter entitled "Analogous Patterns", you have notes on the Manifest Force [maf] and Gauge Flow [gaf] spells.
  #     You have temporarily memorized the Tailwind [tw] spell.
  #     You recall proficiency with the magic feats of Sorcerous Patterns, Alternate Preparation and Augmentation Mastery.
  #     You are NOT currently set to recognize known spells when prepared by someone else in the area.  (Use SPELL RECOGNIZE ON to change this.)
  #     You are currently set to display full cast messaging.  (Use SPELL BRIEFMSG ON to change this.)
  #     You are currently attempting to hide your spell preparing.  (Use PREPARE /HIDE to change this.)
  #     You can use SPELL STANCE [HELP] to view or modify your spellcasting preferences.
  #
  # Examples of column-formatted output:
  #     You recall the spells you have learned from your training.
  #     <output class="mono"/>
  #     <pushBold/>
  #     Analogous Patterns:
  #     <popBold/>     maf  Manifest Force                  Slot(s): 1   Min Prep: 1     Max Prep: 100
  #          gaf  Gauge Flow                      Slot(s): 2   Min Prep: 5     Max Prep: 100
  #     <pushBold/>
  #     Synthetic Creation:
  #     <popBold/>     acs  Acid Splash                     Slot(s): 1   Min Prep: 1     Max Prep: 50
  #           vs  Viscous Solution                Slot(s): 2   Min Prep: 10    Max Prep: 66
  #     <output class=""/>
  #     <output class="mono"/>
  #     <pushBold/>
  #     Temporarily Memorized:
  #     <popBold/>      tw  Tailwind                        Slot(s): 1   Min Prep: 5     Max Prep: 100
  #     <output class=""/>
  #     You recall proficiency with the magic feats of Sorcerous Patterns, Alternate Preparation and Augmentation Mastery.
  #     You are NOT currently set to recognize known spells when prepared by someone else in the area.  (Use SPELL RECOGNIZE ON to change this.)
  #     You are currently set to display full cast messaging.  (Use SPELL BRIEFMSG ON to change this.)
  #     You are currently attempting to hide your spell preparing.  (Use PREPARE /HIDE to change this.)
  #     You can use SPELL STANCE [HELP] to view or modify your spellcasting preferences.
  #
  # One or more spells may be listed between a <popBold/> <pushBold/> pair,
  # but only one spell and its information are ever listed per line.
  case server_string
  when Pattern::OutputClassMono
    # Matched an xml tag while parsing spells, must be column-formatted output
    if DRSpells.grabbing_known_spells
      DRSpells.spellbook_format = 'column-formatted'
    end
  when Pattern::SpellbookName
    # Matched the spellbook name in column-formatted output, ignore
  when Pattern::SpellSlotInfo
    # Matched the spell info in column-formatted output, parse
    if DRSpells.grabbing_known_spells && DRSpells.spellbook_format == 'column-formatted'
      spell = server_string
              .sub(Pattern::PopBoldTag, '') # remove xml tag at start of some lines
              .slice(10, 32) # grab the spell name, after the alias and before Slots
              .strip
      DRSpells.known_spells[spell] = true unless spell.empty?
    end
    # Preserve the pop bold command we removed from start of spell line
    # otherwise lots of game text suddenly are highlighted yellow
  when Pattern::SpellChapterStart
    if DRSpells.grabbing_known_spells
      server_string
        .sub(Pattern::ChapterEntitled, '')
        .sub(Pattern::TemporarilyMemorized, '')
        .sub(Pattern::ApprenticeshipPractice, '')
        .sub(Pattern::SpellSuffix, '')
        .sub(Pattern::CommaAnd, ',')
        .split(',')
        .map { |mapped_spell| mapped_spell.include?('[') ? mapped_spell.slice(0, mapped_spell.index('[')) : mapped_spell }
        .map(&:strip)
        .reject { |rejected_spell| rejected_spell.nil? || rejected_spell.empty? }
        .each { |each_spell| DRSpells.known_spells[each_spell] = true }
    end
  when Pattern::SpellFeatsStart
    if DRSpells.grabbing_known_spells
      # The feats are listed without the Oxford comma separating the last item.
      # This makes splitting the string by comma difficult because the next to last and last
      # items would be captured together. The workaround is we'll replace ' and ' with a comma
      # and hope no feats ever have the word 'and' in them...
      server_string
        .sub(Pattern::SpellFeatsStart, '')
        .sub(Pattern::CommaAnd, ',')
        .sub('.', '')
        .split(',')
        .map(&:strip)
        .reject { |feat| feat.nil? || feat.empty? }
        .each { |feat| DRSpells.known_feats[feat] = true }
    end
  when Pattern::SpellsEnd
    DRSpells.grabbing_known_spells = false
  end
  server_string
end

.check_known_thief_khri(server_string) ⇒ String

Parses 'ability' command output for Thieves. Populates DRSpells.known_spells with known khri abilities.

Parameters:

  • server_string (String) —

    A line of server output

Returns:

  • (String) —

    The unmodified server_string



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# File 'documented/dragonrealms/drinfomon/drparser.rb', line 565

def self.check_known_thief_khri(server_string)
  # This method parses the output from `ability` command for Thieves
  # and populates the known spells/feats based on the known khri.
  #
  # The XML stream for DragonRealms is whack at best.
  #
  # Examples of the data we're looking for:
  #     From the Subtlety tree, you know the following khri: Darken (Aug), Dampen (Util/Ward), Strike (Aug), Silence (Util), Shadowstep (Util), Harrier (Aug)
  #     From the Finesse tree, you know the following khri: Hasten (Util), Safe (Aug), Avoidance (Aug), Plunder (Aug), Flight (Aug/Ward), Elusion (Aug), Slight (Util)
  #     From the Potence tree, you know the following khri: Focus (Aug), Prowess (Debil), Sight (Aug), Calm (Util), Steady (Aug), Eliminate (Debil), Serenity (Ward), Sagacity (Ward), Terrify (Debil)
  #     You have 7 available slots.
  case server_string
  when Pattern::ThiefKhriTree
    if DRSpells.grabbing_known_khri
      server_string
        .sub(Pattern::ThiefKhriTree, '')
        .sub('.', '')
        .gsub(Pattern::KhriType, '')
        .split(',')
        .map(&:strip)
        .reject { |ability| ability.nil? || ability.empty? }
        .each { |ability| DRSpells.known_spells[ability] = true }
    end
  when Pattern::ThiefAvailableSlots
    DRSpells.grabbing_known_khri = false
  end
  server_string
end

.parse(line) ⇒ void

This method returns an undefined value.

Main parser entry point. Processes a line of server output and updates various game state objects (DRStats, DRRoom, DRSkill, etc.).

Parameters:

  • line (String) —

    A line of server output to parse



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# File 'documented/dragonrealms/drinfomon/drparser.rb', line 598

def self.parse(line)
  check_events(line)
  begin
    check_game_shutdown(line)
    if Pattern::InventoryListStart.match?(line)
      # COMPLETE inventory (INV LIST): stage a full replacement and publish
      # it only on the clean terminator (see populate_inventory_get). The
      # live model stays visible until then, so an interrupted listing keeps
      # the previous inventory instead of wiping it.
      GameObj.begin_inv
      GameObj.begin_all_containers
      @@parsing_inventory_get = true
      @@inventory_partial = false
    elsif Pattern::InventorySearchStart.match?(line)
      # PARTIAL inventory (INV SEARCH <word> / INV <category> full): only
      # matching items are listed, so upsert them and leave the rest of the
      # GameObj model intact -- no clear.
      @@parsing_inventory_get = true
      @@inventory_partial = true
    elsif (match = line.match(Pattern::GenderAgeCircle))
      DRStats.gender = match[:gender]
      DRStats.age = match[:age].to_i
      DRStats.circle = match[:circle].to_i
    elsif (match = line.match(Pattern::NameRaceGuild))
      DRStats.race = match[:race]
      DRStats.guild = match[:guild]
    elsif (match = line.match(Pattern::EncumbranceValue))
      DRStats.encumbrance = match[:encumbrance]
    elsif (match = line.match(Pattern::LuckValue))
      DRStats.luck = match[:luck].to_i
    elsif Pattern::StatValue.match?(line)
      line.scan(Pattern::StatValue) do |stat, value|
        DRStats.send("#{stat.downcase}=", value.to_i)
      end
    elsif (match = line.match(Pattern::TDPValue))
      DRStats.tdps = match[:tdp].to_i
    elsif (match = line.match(Pattern::BalanceValue))
      DRStats.balance = DR_BALANCE_VALUES.index(match[:balance])
      if (position_match = line.match(Pattern::PositionValue))
        DRStats.position = DR_POSITION_VALUES[position_match[:position]]
      end
    elsif Pattern::RoomPlayersEmpty.match?(line)
      DRRoom.pcs = []
    elsif (match = line.match(Pattern::RoomPlayers))
      players = match[:players]&.dup || ''
      DRRoom.pcs = find_pcs(players)
      DRRoom.pcs_prone = find_pcs_prone(players)
      DRRoom.pcs_sitting = find_pcs_sitting(players)
    elsif (match = line.match(Pattern::RoomObjs))
      objs = match[:objs]&.dup || ''
      DRRoom.npcs = find_npcs(objs)
      UserVars.npcs = DRRoom.npcs
      DRRoom.dead_npcs = find_dead_npcs(objs)
      DRRoom.room_objs = find_objects(objs)
    elsif Pattern::RoomObjsEmpty.match?(line)
      DRRoom.npcs = []
      DRRoom.dead_npcs = []
      DRRoom.room_objs = []
    elsif Pattern::GroupMembersEmpty.match?(line)
      DRRoom.group_members = []
    elsif (match = line.match(Pattern::GroupMembers))
      DRRoom.group_members << match[:member]
    elsif (match = line.match(Pattern::BriefExpOn)) || (match = line.match(Pattern::BriefExpOff))
      skill    = match[:skill]
      rank     = match[:rank].to_i
      rate_raw = match[:rate]
      rate     = rate_raw.to_i > 0 ? rate_raw : DR_LEARNING_RATES.index(rate_raw)
      percent  = match[:percent]
      DRSkill.update(skill, rank, rate, percent)

      # Inline display of cumulative gained experience (from DRExpMonitor)
      if DRExpMonitor.inline_display?
        if rate_raw.to_i > 0
          # BRIEFEXP ON format (rate is numeric)
          line.replace(DRExpMonitor.format_briefexp_on(line, skill))
        else
          # BRIEFEXP OFF format (rate is word like "learning", "pondering")
          line.replace(DRExpMonitor.format_briefexp_off(line, skill, rate_raw.strip))
        end
      end
    elsif (match = line.match(Pattern::ExpClearMindstate))
      skill = match[:skill]
      DRSkill.clear_mind(skill)
    elsif Pattern::ExpColumns.match?(line)
      line.scan(Pattern::ExpColumns) do |skill_value, rank_value, percent_value, rate_as_word|
        rate_as_number = DR_LEARNING_RATES.index(rate_as_word) # convert word to number
        DRSkill.update(skill_value, rank_value, rate_as_number, percent_value)
      end
    elsif Pattern::ExpModsStart.match?(line)
      @@parsing_exp_mods_output = true
      DRSkill.exp_modifiers.clear
    elsif (match = line.match(Pattern::SpellBookFormat))
      # Parse `toggle spellbook` command
      DRSpells.spellbook_format = match[:format]
    elsif Pattern::KnownSpellsStart.match?(line)
      DRSpells.grabbing_known_spells = true
      DRSpells.known_spells.clear
      DRSpells.known_feats.clear
      DRSpells.spellbook_format = 'non-column' # assume original format
    elsif Pattern::BarbarianAbilitiesStart.match?(line)
      DRSpells.check_known_barbarian_abilities = true
      DRSpells.known_spells.clear
      DRSpells.known_feats.clear
    elsif Pattern::ThiefKhriStart.match?(line)
      DRSpells.grabbing_known_khri = true
      DRSpells.known_spells.clear
      DRSpells.known_feats.clear
    elsif (match = line.match(Pattern::PlayedAccount))
      if Lich::Common::Account.name.nil?
        Lich::Common::Account.name = match[:account].upcase
      end
    elsif (match = line.match(Pattern::PlayedSubscription))
      if Lich::Common::Account.subscription.nil?
        Lich::Common::Account.subscription = match[:subscription].gsub('Basic', 'Normal').gsub('F2P', 'Free').gsub('Platinum', 'Premium').upcase
      end
      UserVars. = match[:subscription].gsub('Basic', 'Normal').gsub('F2P', 'Free').upcase
      if Lich::Common::Account.subscription == 'PREMIUM' || XMLData.game == 'DRX' || XMLData.game == 'DRF'
        UserVars.premium = true
      else
        UserVars.premium = false
      end
    elsif (match = line.match(Pattern::LastLogoff))
      month = Date::ABBR_MONTHNAMES.find_index(match[:month])
      weekdays = [nil, 'Mon', 'Tue', 'Wed', 'Thu', 'Fri', 'Sat', 'Sun']
      weekday_index = weekdays.find_index(match[:weekday])
      # Guard: only process if weekday is recognized
      if weekday_index
        dst_check = match[:day].to_i - weekday_index
        if month.between?(4, 10) || (month == 3 && dst_check >= 7) || (month == 11 && dst_check < 0)
          tz = '-0400'
        else
          tz = '-0500'
        end
        $last_logoff = Time.new(match[:year].to_i, month, match[:day].to_i, match[:hour].to_i, match[:minute].to_i, match[:second].to_i, tz).getlocal
      end
    elsif (match = line.match(Pattern::Rested_EXP))
      DRSkill.update_rested_exp(match[:stored].strip, match[:usable].strip, match[:refresh].strip)
    elsif Pattern::Rested_EXP_F2P.match?(line)
      # f2p characters without brain boost don't get rested exp
      DRSkill.update_rested_exp('none', 'none', 'none')
    elsif (match = line.match(Pattern::TDPValue_XPWindow))
      DRStats.tdps = match[:tdp].to_i
    elsif (match = line.match(Pattern::FavorValue_XPWindow))
      DRStats.favors = match[:favor].to_i
    end

    # Safety valve: a scrape that never saw its closing <output class=""/>
    # (interrupted or truncated stream) must not stay open and hijack later
    # <d cmd> links in ordinary output. Any <prompt> ends the exchange, so
    # reset there. In normal flow the flag is already false by the prompt.
    if @@parsing_inventory_get && line.start_with?('<prompt')
      # Reaching the prompt with the flag still set means the closing tag was
      # never seen -- the listing was interrupted/truncated. For a COMPLETE
      # INV LIST that means the staged full replacement is incomplete, so
      # discard it (keeping the previously published model) and tell the user
      # rather than silently leaving inventory half-updated.
      unless @@inventory_partial
        GameObj.discard_inv_refresh
        Lich::Messaging.msg('warn', "DRParser: 'inv list' did not finish; keeping previous inventory. Re-run 'inv list' to refresh.")
      end
      @@parsing_inventory_get = false
      @@inventory_partial = false
    end

    populate_inventory_get(line) if @@parsing_inventory_get
    check_exp_mods(line) if @@parsing_exp_mods_output
    check_known_barbarian_abilities(line) if DRSpells.check_known_barbarian_abilities
    check_known_thief_khri(line) if DRSpells.grabbing_known_khri
    check_known_spells(line) if DRSpells.grabbing_known_spells

    # Parse bank transactions passively
    Lich::DragonRealms::DRBanking.parse(line)
  rescue StandardError => e
    Lich::Messaging.msg("bold", "DRParser: error in parse: #{e.message}")
    Lich::Messaging.msg("bold", "DRParser: line: #{line}")
    Lich.log "error: DRParser.parse: #{e.message}\n\t#{e.backtrace.join("\n\t")}"
    Lich.log "error: line: #{line}\n\t"
  end
end

.populate_inventory_get(server_string) ⇒ String

Parses inventory search output and populates GameObj inventory. Called for each line when @@parsing_inventory_get is true.

Parameters:

  • server_string (String) —

    A line of server output

Returns:

  • (String) —

    The unmodified server_string



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# File 'documented/dragonrealms/drinfomon/drparser.rb', line 246

def self.populate_inventory_get(server_string)
  case server_string
  when Pattern::OutputClassEmpty
    if @@parsing_inventory_get
      # Clean terminator: a COMPLETE INV LIST finished, so publish the
      # staged full replacement atomically. PARTIAL scrapes upsert as they
      # go and stage nothing, so there is nothing to commit for them.
      unless @@inventory_partial
        GameObj.commit_inv
        GameObj.commit_all_containers_full
      end
      @@parsing_inventory_get = false
      @@inventory_partial = false
    end
  else
    # This block parses a single line from the output of the `inv search <string>` verb,
    # which lists items on your character. Each line is an XML-like string.
    # Example: <d cmd='get #12345'>a small pouch</d>
    # INV LIST nests a container's contents beneath it and prefixes each
    # nested line with a dash (e.g. "   -<d cmd='get #1 in #2'>..."), while
    # INV SEARCH output is flat. Strip a leading dash so both forms parse.
    if @@parsing_inventory_get && (stripped = server_string.strip.sub(/\A-\s*/, '')).start_with?('<d cmd=')
      # Pull the cmd attribute and item name out of the line's leading <d> element
      # with a SAX handler. The element is captured as it streams in, before any
      # trailing prose (e.g. "... is in your right hand.") -- which is not valid XML
      # and would break a tree parse -- is reached.
      handler = InventoryItemSax.new
      # convert_special: false matches Game.process_xml_data: Ox never turns a
      # numeric entity into UTF-8. Ox leaves the standard entities literal, so
      # XmlEntities.decode restores them in the item name below.
      Ox.sax_parse(handler, stripped, convert_special: false, symbolize: false, skip: :skip_none)

      return server_string unless handler.cmd

      # Normalize the item name by removing a leading article ('a', 'an',
      # 'some'), case-insensitively: some inventory verbs lowercase the
      # article ("a dirty inkpot") while others capitalize it ("A soft gem
      # pouch"), and the same item must normalize identically either way.
      item_name = Lich::Common::XmlEntities.decode(handler.name.to_s).sub(/^(?:a|an|some)\s/i, '').strip

      # Extract the command and the unique item ID from the 'cmd' attribute.
      cmd = handler.cmd.to_s.downcase.strip
      # INV SEARCH links every item with a GET command. INV LIST links
      # worn (top-level) items with a REMOVE command and their contents
      # with GET, so accept either verb: worn items (no container) go back
      # into GameObj.inv, nested items into their container's contents.
      id_match = /(?:get|remove) (?<itemID>#\d+)(?: in (?<container1>#\d+|[^']+))?(?: in (?<container2>#\d+|[^']+))?/.match(cmd)
      # <!-- Regex to capture item and container IDs: cmd='(?:get|remove) (?<itemID>#\d+)(?: in (?<container1>#\d+|[^']+))?(?: in (?<container2>#\d+|[^']+))?' -->
      # <d cmd='get #8286821 in #8286816 in #8286762'>A papyrus parchment</d> is in a black winter cloak crafted from thick cashmere, which is in a scuffed traveler's pack.
      # <d cmd='get #8735861 in #8735860 in watery portal'>Some arzumodine cloth</d> is in a lumpy canvas sack, which is in an effervescent eddy of honey-hued light captured by a sungold frame.
      # <d cmd='get #8761784'>A seagull feather quill with dyed snowy white barbs</d> is lying at your feet.
      # <d cmd='get #8761784'>A seagull feather quill with dyed snowy white barbs</d> is in your right hand.

      if id_match
        id = id_match[:itemID].strip.delete('#').to_s
        noun = nil # This isn't exposed in the DR XML stream
        name = item_name
        # An item reported "... is in your right/left hand" is held, not worn
        # or in a container: its placement is the hand slot, tracked
        # separately by the <right>/<left> stream. Storing it here (cmd has no
        # "in #container", so container=nil -> worn inv) would recreate the
        # held/worn duplicate that hand reconciliation removes on pickup. Drop
        # any stale placement and skip the worn/container store.
        if stripped =~ /\bis in your (?:right|left) hand\b/i
          GameObj.remove_inv_item(id)
          return server_string
        end
        # Only container1 (the item's immediate parent) is used -- it is the
        # single placement each line establishes. The regex still captures
        # container2 (the grandparent in a doubly-nested line) because it is
        # needed to bound container1 correctly, but we do not read it: see
        # the note below store_inv_item.
        container1 = id_match[:container1].strip.delete('#') if id_match[:container1]
        container = container1 || nil
        before = cmd
        after = nil

        # Store the parsed item into its immediate container (or worn inv).
        # DRItems.update_item(item, id, cmd, full_description)
        Lich.log("DRParser: Adding inventory item - ID: #{id}, Noun: #{noun}, Name: #{name}, Container: #{container}, Before: #{before}, After: #{after}")
        store_inv_item(id, noun, name, container, before, after)
        # A doubly-nested line (get #item in #mid in <parent>) also reveals
        # that the middle container #mid sits inside <parent>, but we do NOT
        # synthesize that placement here. A COMPLETE INV LIST is a recursive
        # scrape, and #mid always carries its own id (the only idless item in
        # DR is the portal, which only ever appears as <parent>), so #mid is
        # always emitted on its own line -- "get #mid in <parent>" -- which
        # registers it into <parent> with its REAL name via store_inv_item
        # above. Re-deriving that edge from a child line could only add a
        # second copy of #mid with name=nil (the child line never carries the
        # middle container's name); because find_or_create keys on
        # "id|noun|name", the nil-name copy never collides with the real one,
        # leaving a phantom duplicate in GameObj.containers[<parent>]. A
        # PARTIAL (INV SEARCH / category) scrape never listed the middle
        # container either -- routing it through upsert_inv would blank its
        # name and yank a worn parent out of GameObj.inv -- so both modes
        # agree: only an item's own line establishes its placement.
      end
    end
  end
  server_string
end

.shutdown_minutes ⇒ Integer?

Minutes remaining until the announced shutdown, counted down in real time (never negative). nil when no shutdown is pending.

Returns:

  • (Integer, nil)


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# File 'documented/dragonrealms/drinfomon/drparser.rb', line 158

def self.shutdown_minutes
  return nil unless @@shutdown_at

  [(@@shutdown_at - Time.now) / 60.0, 0].max.ceil
end

.shutting_down? ⇒ Boolean

Returns true once a maintenance shutdown has been announced.

Returns:

  • (Boolean) —

    true once a maintenance shutdown has been announced



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# File 'documented/dragonrealms/drinfomon/drparser.rb', line 151

def self.shutting_down?
  !@@shutdown_at.nil?
end

.store_inv_item(id, noun, name, container, before, after) ⇒ void

This method returns an undefined value.

Routes a parsed inventory item into GameObj according to the active scrape's completeness: a COMPLETE INV LIST replaces (items were cleared up front, so a plain add rebuilds the model), while a PARTIAL INV SEARCH / category scrape upserts by id so it refreshes only the matched items and never wipes unrelated inventory.



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# File 'documented/dragonrealms/drinfomon/drparser.rb', line 355

def self.store_inv_item(id, noun, name, container, before, after)
  if @@inventory_partial
    GameObj.upsert_inv(id, noun, name, container, before, after)
  else
    GameObj.new_inv(id, noun, name, container, before, after)
  end
end