Module: Lich::DragonRealms::DRC

Defined in:
documented/dragonrealms/commons/common.rb

Overview

DRC module containing methods for interacting with the game.

Examples:

Using DRC methods

DRC.bput("message")

Defined Under Namespace

Classes: Item

Class Method Summary collapse

Class Method Details

.assess_teachHash

Assesses the current teaching situation.

Examples:

teaching_info = DRC.assess_teach

Returns:

  • (Hash)

    A hash of teachers and their skills being taught.



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# File 'documented/dragonrealms/commons/common.rb', line 559

def assess_teach
  case bput('assess teach', 'is teaching a class', 'No one seems to be teaching', 'You are teaching a class')
  when 'No one seems to be teaching', 'You are teaching a class'
    waitrt?
    return {}
  end
  results = reget(20, 'is teaching a class')
  waitrt?

  results.each_with_object({}) do |line, hash|
    line.match(/(.*) is teaching a class on (.*) which is still open to new students/) do |match|
      teacher = match[1]
      skill = match[2]
      # Some classes match the first format, some have additional text in the 'skill' string that needs to be filtered
      skill.match(/.* \(compared to what you already know\) (.*)/) { |m| skill = m[1] }
      hash[teacher] = skill
    end
  end
end

.atmo(text, make_bold = true) ⇒ void

This method returns an undefined value.

Sends a message to the atmospherics window. By default the message is bold. DEPRECATED in favor of log_window Sends a message to the atmospherics window.

Examples:

DRC.atmo("It's a sunny day!")

Parameters:

  • text (String)

    The message to send.

  • make_bold (Boolean) (defaults to: true)

    Whether to make the message bold (default is true).



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# File 'documented/dragonrealms/commons/common.rb', line 1105

def atmo(text, make_bold = true)
  log_window(text, "atmospherics", make_bold)
end

.beepvoid

This method returns an undefined value.

windows only I believe. Emits a beep sound in the game.

Examples:

DRC.beep


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# File 'documented/dragonrealms/commons/common.rb', line 509

def beep
  echo("\a")
end

.bold(text) ⇒ String

Helper function to wrap text in the necessary markup to make it render as bold in a frontend client. This method has little use to other scripts and is designed for ‘atmo` and `message` methods in common.lic. Wraps text in markup to render it as bold in the frontend client.

Examples:

bold_text = DRC.bold("Important message")

Parameters:

  • text (String)

    The text to wrap.

Returns:

  • (String)

    The wrapped text.



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# File 'documented/dragonrealms/commons/common.rb', line 1145

def bold(text)
  string = ''

  $fake_stormfront ? string.concat("\034GSL\r\n ") : string.concat("<pushBold\/>")

  string.concat(text)

  $fake_stormfront ? string.concat("\034GSM\r\n ") : string.concat("<popBold\/>")

  string
end

.box_list_to_adj_and_noun(list) ⇒ Array

Take a game formated list of boxes “a reinforced wooden strongbox and a plain ironwood crate” And return an array [“wooden strongbox”, “ironwood crate”] Converts a formatted list of boxes into an array of adjectives and nouns.

Examples:

boxes = DRC.box_list_to_adj_and_noun("a reinforced wooden strongbox and a plain ironwood crate")

Parameters:

  • list (String)

    The formatted list of boxes.

Returns:

  • (Array)

    An array of boxes with adjectives.



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# File 'documented/dragonrealms/commons/common.rb', line 306

def box_list_to_adj_and_noun(list)
  list.strip
      .split($box_regex)
      .reject(&:empty?)
      .select { |item| item =~ $box_regex }
      .map { |box| box.gsub('ironwood', 'iron') } # make all ironwood into iron because "the parser"
end

.bput(message, *matches) ⇒ String

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. 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.

Examples:

response = DRC.bput("look around", /You see/, /nothing here/) 
puts response

Parameters:

  • message (String)

    The message to send.

  • matches (Array)

    The expected responses (can include regex).

Returns:

  • (String)

    The matched response or an empty string if no match is found.

Raises:

  • (Timeout::Error)

    If the operation times out.



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# File 'documented/dragonrealms/commons/common.rb', line 31

def bput(message, *matches)
  options = (matches.shift if matches.first.is_a?(Hash)) || {}
  options['timeout'] ||= 15
  options['ignore_rt'] ||= false

  timeout = options['timeout']
  ignore_rt = options['ignore_rt']
  suppress = options['suppress_no_match']

  if options['debug']
    echo "bput.message=#{message}"
    echo "bput.options=#{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 message
  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 message
      timer = Time.now
      next
    when /(?:\.\.\.wait |Wait |\.\.\. wait )([0-9]+)/
      unless ignore_rt
        pause(Regexp.last_match(1).to_i - 0.5)
        waitrt?
        put message
        timer = Time.now
      end
      next
    when /Sorry, you may only type ahead/
      pause 1
      put message
      timer = Time.now
      next
    when /^You can't do that while you are asleep./
      put 'wake'
      put message
      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 message
      timer = Time.now
      next
    when /would give away your hiding place/
      release_invisibility
      put 'unhide'
      put message
      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 message
      timer = Time.now
      next
    when /^You can't do that while entangled in a web/
      pause 0.5 while webbed?
      pause 0.5
      put message
      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 message
      timer = Time.now
      next
    end

    matches.each do |match|
      if (result = response.match(match))
        return result.to_a.first
      end
    end
  end

  unless suppress
    echo "*** No match was found after #{timeout} seconds, dumping info"
    echo "messages seen length: #{log.length}"
    log.reverse.each { |logged_response| echo "message: #{logged_response}" }
    echo "checked against #{matches}"
    echo "for command #{message}"
  end

  ''
end

.can_see_sky?Boolean

Checks if the player can see the sky based on their location.

Examples:

if DRC.can_see_sky?
  puts "You can see the sky!"
end

Returns:

  • (Boolean)

    True if the player can see the sky, false otherwise.



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# File 'documented/dragonrealms/commons/common.rb', line 161

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) ⇒ String

Checks the player’s encumbrance status.

Examples:

status = DRC.check_encumbrance

Parameters:

  • refresh (Boolean) (defaults to: true)

    Whether to refresh the encumbrance status (default is true).

Returns:

  • (String)

    The encumbrance status.



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# File 'documented/dragonrealms/commons/common.rb', line 671

def check_encumbrance(refresh = true)
  encumbrance = DRStats.encumbrance
  if refresh
    encumbrance_pattern = /(?:Encumbrance)\s:\s(?<encumbrance>.*)/
    case bput('encumbrance', encumbrance_pattern)
    when encumbrance_pattern
      encumbrance = Regexp.last_match[:encumbrance]
    end
  end
  $ENC_MAP[encumbrance]
end

.clean_instrument(settings, worn = true) ⇒ Boolean

Cleans the instrument to ensure optimal performance.

Examples:

success = DRC.clean_instrument(settings)

Parameters:

  • settings (Object)

    The settings for cleaning the instrument.

  • worn (Boolean) (defaults to: true)

    Whether the instrument is worn (default is true).

Returns:

  • (Boolean)

    True if cleaning was successful, false otherwise.



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# File 'documented/dragonrealms/commons/common.rb', line 845

def clean_instrument(settings, worn = true)
  cloth = settings.cleaning_cloth
  instrument = worn ? settings.worn_instrument : settings.instrument

  unless DRCI.get_item?(cloth)
    DRC.message('You have no chamois cloth -- this could cause problems with playing an instrument!')
    DRC.beep
    return false
  end
  DRC.stop_playing

  if worn
    unless DRCI.remove_item?(instrument)
      DRC.message("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)
      DRC.message("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 from the environment.

Examples:

DRC.collect("flowers")

Parameters:

  • item (String)

    The item to collect.

  • practice (Boolean) (defaults to: true)

    Whether to practice collecting (default is true).



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# File 'documented/dragonrealms/commons/common.rb', line 202

def collect(item, practice = true)
  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!'
  ]

  practicing = "practice" if practice

  case bput("collect #{item} #{practicing}", messages)
  when 'The room is too cluttered'
    return unless kick_pile?

    collect(item)
  end
  waitrt?
end

.do_tune(instrument, tuning = "") ⇒ Boolean

Performs the tuning action on the specified instrument.

Examples:

success = DRC.do_tune("lute")

Parameters:

  • instrument (String)

    The name of the instrument to tune.

  • tuning (String) (defaults to: "")

    The tuning adjustment (default is empty).

Returns:

  • (Boolean)

    True if tuning was successful, false otherwise.



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# File 'documented/dragonrealms/commons/common.rb', line 945

def do_tune(instrument, tuning = "")
  unless instrument && DRCI.in_hands?(instrument)
    DRC.message("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/
    DRC.message("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

Cleans up a string by removing unnecessary parts.

Examples:

cleaned_string = DRC.fix_dr_bullshit("ball and chain")

Parameters:

  • string (String)

    The string to clean.

Returns:

  • (String)

    The cleaned string.



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# File 'documented/dragonrealms/commons/common.rb', line 608

def fix_dr_bullshit(string)
  return string if string.split.length <= 2

  string.sub!(' and chain', '') if string =~ /ball and chain/

  string =~ /(\S+) .* (\S+)/
  "#{Regexp.last_match(1)} #{Regexp.last_match(2)}"
end

.fix_standingvoid

This method returns an undefined value.

Fixes the player’s standing state if they are not standing.

Examples:

DRC.fix_standing


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# File 'documented/dragonrealms/commons/common.rb', line 517

def fix_standing
  loop do
    break if standing?

    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')
  end
end

.forage?(item, tries = 5) ⇒ Boolean

Attempts to forage for an item in the environment.

Examples:

success = DRC.forage?("berries")

Parameters:

  • item (String)

    The item to forage for.

  • tries (Integer) (defaults to: 5)

    The number of attempts to make (default is 5).

Returns:

  • (Boolean)

    True if foraging was successful, false otherwise.



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# File 'documented/dragonrealms/commons/common.rb', line 178

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'
      echo 'WARNING: hands not emptied properly. Stowing...'
      fput('stow right')
    end
    waitrt?
  end
  true
end

.get_gems(container) ⇒ Object



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# File 'documented/dragonrealms/commons/common.rb', line 279

def get_gems(container)
  rummage('G', container)
end

.get_materials(container) ⇒ Object



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# File 'documented/dragonrealms/commons/common.rb', line 283

def get_materials(container)
  rummage('M', container)
end

.get_noun(long_name) ⇒ String

Extracts the noun from a long name, removing any flavor text.

Examples:

noun = DRC.get_noun("a beautifully crafted sword")

Parameters:

  • long_name (String)

    The long name to extract the noun from.

Returns:

  • (String)

    The extracted noun.



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# File 'documented/dragonrealms/commons/common.rb', line 365

def get_noun(long_name)
  remove_flavor_text(long_name).strip.scan(/[a-z\-']+$/i).first
end

.get_skins(container) ⇒ Object



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# File 'documented/dragonrealms/commons/common.rb', line 275

def get_skins(container)
  rummage('S', container)
end

.get_town_name(text) ⇒ String?

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. Looks up the canonical name of the town based on the given text.

Examples:

town_name = DRC.get_town_name("Theren")

Parameters:

  • text (String)

    The text to match against town names.

Returns:

  • (String, nil)

    The canonical town name or nil if no match is found.



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# File 'documented/dragonrealms/commons/common.rb', line 494

def get_town_name(text)
  towns = $HOMETOWN_REGEX_MAP.select { |_town, regex| regex =~ text }.keys
  if towns.length > 1
    DRC.message("Found multiple towns that match '#{text}': #{towns}")
    DRC.message("Using first town that matched: #{towns.first}")
    DRC.message("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 the player if they are not already hiding.

Examples:

DRC.hide?('hide')

Parameters:

  • hide_type (String) (defaults to: 'hide')

    The type of hiding action (default is ‘hide’).

Returns:

  • (Boolean)

    True if hiding was successful, false otherwise.



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# File 'documented/dragonrealms/commons/common.rb', line 584

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

Kicks a pile to see if any items can be found.

Examples:

if DRC.kick_pile?
  puts "You found something!"
end

Parameters:

  • item (String) (defaults to: 'pile')

    The name of the pile (default is ‘pile’).

Returns:

  • (Boolean)

    True if the kick was successful, false otherwise.



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# File 'documented/dragonrealms/commons/common.rb', line 241

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_handString?

Returns the name of the item in the left hand.

Examples:

item_name = DRC.left_hand

Returns:

  • (String, nil)

    The name of the item or nil if empty.



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# File 'documented/dragonrealms/commons/common.rb', line 621

def left_hand
  GameObj.left_hand.name == 'Empty' ? nil : fix_dr_bullshit(GameObj.left_hand.name)
end

.left_hand_nounString?

Returns the noun of the item in the left hand.

Examples:

item_noun = DRC.left_hand_noun

Returns:

  • (String, nil)

    The noun of the item or nil if empty.



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# File 'documented/dragonrealms/commons/common.rb', line 637

def left_hand_noun
  GameObj.left_hand == 'Empty' ? nil : GameObj.left_hand.noun
end

.list_to_array(list) ⇒ Array

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? Converts a game formatted list into an array of items.

Examples:

items = DRC.list_to_array("an arrow, silver coins and a deobar strongbox")

Parameters:

  • list (String)

    The formatted list to convert.

Returns:

  • (Array)

    An array of items extracted from the list.



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# File 'documented/dragonrealms/commons/common.rb', line 295

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) ⇒ Array

Take a game formatted list “an arrow, silver coins and a deobar strongbox” And return an array of nouns [“arrow”, “coins”, “strongbox”] Converts a game formatted list into an array of nouns.

Examples:

nouns = DRC.list_to_nouns("an arrow, silver coins and a deobar strongbox")

Parameters:

  • list (String)

    The formatted list to convert.

Returns:

  • (Array)

    An array of nouns extracted from the list.



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# File 'documented/dragonrealms/commons/common.rb', line 353

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

Checks if the player can listen to a teacher.

Examples:

can_listen = DRC.listen?("Mr. Smith")

Parameters:

  • teacher (String)

    The name of the teacher.

  • observe_flag (Boolean) (defaults to: false)

    Whether to observe the class (default is false).

Returns:

  • (Boolean)

    True if the player can listen, false otherwise.



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# File 'documented/dragonrealms/commons/common.rb', line 531

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.barbarian? || DRStats.thief?
  bad_classes += ['Utility'] if DRStats.barbarian?

  observe = observe_flag ? 'observe' : ''

  case 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')
  when /begin to listen to \w+ teach the (.*) skill/
    return true if bad_classes.grep(/#{Regexp.last_match(1)}/i).empty?

    bput('stop listening', 'You stop listening')
  when 'already listening'
    return true
  when '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) ⇒ void

This method returns an undefined value.

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. Sends a message to the specified window.

Examples:

DRC.log_window("Hello, world!", "chat")

Parameters:

  • text (String)

    The message to send.

  • window_name (String)

    The name of the window to send the message to.

  • make_bold (Boolean) (defaults to: true)

    Whether to make the message bold (default is true).

  • create_window (Boolean) (defaults to: false)

    Whether to create the window if it doesn’t exist (default is false).

  • pre_clear_window (Boolean) (defaults to: false)

    Whether to pre-clear the window (default is false).



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# File 'documented/dragonrealms/commons/common.rb', line 1120

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}\">&gt;</prompt>"
  )
end

.message(text, make_bold = true) ⇒ void

This method returns an undefined value.

Sends a message to the game window. By default the message is bold. Sends a message to the game window.

Examples:

DRC.message("Hello, player!")

Parameters:

  • text (String)

    The message to send.

  • make_bold (Boolean) (defaults to: true)

    Whether to make the message bold (default is true).



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# File 'documented/dragonrealms/commons/common.rb', line 1165

def message(text, make_bold = true)
  string = ''
  if text.index('\n')
    text.split('\n').each { |line| string.concat("#{line}") }
  else
    string.concat(text)
  end
  _respond(make_bold ? bold(string) : string)
end

.pause_allBoolean

Pauses all running scripts except the current one.

Examples:

DRC.pause_all

Returns:

  • (Boolean)

    True if all scripts were paused successfully, false otherwise.



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# File 'documented/dragonrealms/commons/common.rb', line 974

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 using the specified settings and song list.

Examples:

success = DRC.play_song?(settings, song_list)

Parameters:

  • settings (Object)

    The settings for playing the song.

  • song_list (Array)

    The list of songs to choose from.

  • worn (Boolean) (defaults to: true)

    Whether the instrument is worn (default is true).

  • skip_clean (Boolean) (defaults to: false)

    Whether to skip cleaning the instrument (default is false).

  • climbing (Boolean) (defaults to: false)

    Whether the song is for climbing (default is false).

  • skip_tuning (Boolean) (defaults to: false)

    Whether to skip tuning the instrument (default is false).

Returns:

  • (Boolean)

    True if the song was played successfully, false otherwise.



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# File 'documented/dragonrealms/commons/common.rb', line 755

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?
    message("No previous instrument setting detected. Cleaning stored song data.")
    UserVars.song = nil
    UserVars.climbing_song = nil
    UserVars.instrument = instrument
  elsif UserVars.instrument != instrument
    message("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'
    snapshot = "#{right_hand}#{left_hand}"
    fput("get #{instrument}")
    return false if snapshot == "#{right_hand}#{left_hand}"

    fput("wear #{instrument}") if worn
    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/
    DRC.message("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

    stop_playing
    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

    stop_playing
    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_invisibilityvoid

This method returns an undefined value.

Releases any invisibility spells affecting the player.

Examples:

DRC.release_invisibility


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# File 'documented/dragonrealms/commons/common.rb', line 653

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

Removes flavor text from an item description.

Examples:

clean_item = DRC.remove_flavor_text("a beautifully crafted sword")

Parameters:

  • item (String)

    The item description to clean.

Returns:

  • (String)

    The cleaned item description.



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# File 'documented/dragonrealms/commons/common.rb', line 374

def remove_flavor_text(item)
  # link is to online regex expression tester
  # https://regex101.com/r/4lGY6u/13
  item.sub(/\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.*/, '')
end

.retreat(ignored_npcs = []) ⇒ void

This method returns an undefined value.

Attempts to retreat from combat.

Examples:

DRC.retreat([npc1, npc2])

Parameters:

  • ignored_npcs (Array) (defaults to: [])

    An array of NPCs to ignore during retreat (default is empty).



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# File 'documented/dragonrealms/commons/common.rb', line 688

def retreat(ignored_npcs = [])
  return if (DRRoom.npcs - ignored_npcs).empty?

  escape_messages = [
    /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/
  ]

  retreat_messages = [
    /retreat/,
    /sneak/,
    /grip on you/,
    /grip remains solid/,
    /You try to back/,
    /You must stand first/,
    /You stop advancing/,
    /You are already/
  ]

  loop do
    case DRC.bput("retreat", *escape_messages, *retreat_messages)
    when *escape_messages
      return true
    else
      DRC.fix_standing
    end
  end
end

.right_handString?

Returns the name of the item in the right hand.

Examples:

item_name = DRC.right_hand

Returns:

  • (String, nil)

    The name of the item or nil if empty.



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# File 'documented/dragonrealms/commons/common.rb', line 629

def right_hand
  GameObj.right_hand.name == 'Empty' ? nil : fix_dr_bullshit(GameObj.right_hand.name)
end

.right_hand_nounString?

Returns the noun of the item in the right hand.

Examples:

item_noun = DRC.right_hand_noun

Returns:

  • (String, nil)

    The noun of the item or nil if empty.



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# File 'documented/dragonrealms/commons/common.rb', line 645

def right_hand_noun
  GameObj.right_hand == 'Empty' ? nil : GameObj.right_hand.noun
end

.rummage(parameter, container) ⇒ Array

Rummages through a container for a specified parameter.

Examples:

items = DRC.rummage("gold", "backpack")

Parameters:

  • parameter (String)

    The parameter to search for.

  • container (String)

    The container to rummage through.

Returns:

  • (Array)

    An array of found items.



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# File 'documented/dragonrealms/commons/common.rb', line 253

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_listArray

Safely pauses all scripts that can be paused.

Examples:

paused_scripts = DRC.safe_pause_list

Returns:

  • (Array)

    An array of paused script names.



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# File 'documented/dragonrealms/commons/common.rb', line 1041

def safe_pause_list
  return false unless $safe_pause_lock.try_lock

  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
  echo("Pausing #{paused_script_list} to run #{Script.self.name}")
  return paused_script_list
end

.safe_unpause_list(scripts_to_unpause) ⇒ void

This method returns an undefined value.

Safely unpauses a list of specified scripts.

Examples:

DRC.safe_unpause_list(paused_scripts)

Parameters:

  • scripts_to_unpause (Array)

    The list of script names to unpause.



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# File 'documented/dragonrealms/commons/common.rb', line 1058

def safe_unpause_list(scripts_to_unpause)
  return false unless $safe_pause_lock.owned?

  echo("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)
  $safe_pause_lock.unlock
end

.scroll_list_to_adj_and_noun(list) ⇒ Array

Converts a formatted list of scrolls into an array of adjectives and nouns.

Examples:

scrolls = DRC.scroll_list_to_adj_and_noun("a dusty scroll and a glowing scroll")

Parameters:

  • list (String)

    The formatted list of scrolls.

Returns:

  • (Array)

    An array of scrolls with adjectives.



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# File 'documented/dragonrealms/commons/common.rb', line 319

def scroll_list_to_adj_and_noun(list)
  list_to_array(list).map { |entry|
    entry
      .sub(/(an|some|a(?: piece of)?)\s/, '')
      .sub(/\slabeled with.*/, '')
      .sub(/icy blue vellum scroll/, 'icy scroll')
      .sub(/green vellum scroll/, 'green scroll')
      .sub(/fetid antelope vellum/, 'antelope vellum')
      .sub(/papyrus roll/, 'papyrus.roll')
      .sub(/pallid red scroll/, 'pallid scroll')
      .sub(/\s(bark|leaf|ostracon|papyrus|parchment|roll|scroll|tablet|vellum|manuscript)\s.*/, ' \1')
      .sub(/crumpled paper/, 'crumpled')
      .sub(/pale ricepaper/, 'pale')
      .sub(/stormy grey/, 'stormy')
      .sub(/mossy green/, 'mossy')
      .sub(/dark purple/, 'dark')
      .sub(/vibrant red/, 'vibrant')
      .sub(/bright green/, 'bright')
      .sub(/icy blue/, 'blue')
      .sub(/pearl-white silk/, 'silk')
      .sub(/ghostly white/, 'white')
      .sub(/crinkled violet/, 'crinkled')
      .sub(/drawing paper/, 'drawing')
      .strip
  }
end

.set_stance(skill) ⇒ void

This method returns an undefined value.

Sets the player’s stance based on their skill level.

Examples:

DRC.set_stance("parry")

Parameters:

  • skill (String)

    The skill to set the stance for.



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# File 'documented/dragonrealms/commons/common.rb', line 1071

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 'parry'
             "100 #{secondary} #{tertiary}"
           when 'shield'
             "100 #{tertiary} #{secondary}"
           else
             "100 #{secondary} #{tertiary}"
           end

  DRC.bput("stance set #{stance}", /Setting your/)
end

.smart_pause_allArray

Smartly pauses all scripts that can be paused.

Examples:

paused_scripts = DRC.smart_pause_all

Returns:

  • (Array)

    An array of paused script names.



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# File 'documented/dragonrealms/commons/common.rb', line 1017

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
  echo("Pausing #{paused_script_list} to run #{Script.self.name}")
  return paused_script_list
end

.stop_playingvoid

This method returns an undefined value.

Stops the currently playing song.

Examples:

DRC.stop_playing


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# File 'documented/dragonrealms/commons/common.rb', line 835

def stop_playing
  bput('stop play', 'You stop playing your song', 'In the name of', "But you're not performing")
end

.text2num(text_num) ⇒ Integer?

Converts a text representation of a number into an integer.

Examples:

number = DRC.text2num("three hundred")

Parameters:

  • text_num (String)

    The text representation of the number.

Returns:

  • (Integer, nil)

    The converted number or nil if unknown.



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# File 'documented/dragonrealms/commons/common.rb', line 725

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 x.nil?
      echo 'Unknown number'
      return nil
    else
      g += x
    end
  end

  g
end

.tune_instrument(settings) ⇒ Boolean

Tunes the instrument to ensure it is in proper condition.

Examples:

success = DRC.tune_instrument(settings)

Parameters:

  • settings (Object)

    The settings for tuning the instrument.

Returns:

  • (Boolean)

    True if tuning was successful, false otherwise.



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# File 'documented/dragonrealms/commons/common.rb', line 904

def tune_instrument(settings)
  instrument = settings.worn_instrument || settings.instrument

  unless instrument
    DRC.message("Neither worn_instrument, nor instrument set. Doing nothing.")
    return false
  end

  DRC.stop_playing

  unless (DRC.left_hand.nil? && DRC.right_hand.nil?) || DRCI.in_hands?(instrument)
    DRC.message("Need two free hands. Not tuning now.")
    return false
  end

  if settings.worn_instrument
    unless DRCI.remove_item?(instrument) || DRCI.in_hands?(instrument)
      DRC.message("Could not remove #{instrument}. Not trying to tune.")
      DRC.beep
      return false
    end
  else
    unless DRCI.get_item?(instrument) || DRCI.in_hands?(instrument)
      DRC.message("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_allBoolean

Unpauses all previously paused scripts.

Examples:

DRC.unpause_all

Returns:

  • (Boolean)

    True if all scripts were unpaused successfully, false otherwise.



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# File 'documented/dragonrealms/commons/common.rb', line 998

def unpause_all
  return false unless $pause_all_lock.owned?

  Script.running.find_all do |script|
    script.paused? &&
      !@pause_all_no_unpause.include?(script)
  end
        .each(&:unpause)

  @pause_all_no_unpause = []
  $pause_all_lock.unlock

  true
end

.unpause_all_list(scripts_to_unpause) ⇒ void

This method returns an undefined value.

Unpauses a list of specified scripts.

Examples:

DRC.unpause_all_list(paused_scripts)

Parameters:

  • scripts_to_unpause (Array)

    The list of script names to unpause.



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# File 'documented/dragonrealms/commons/common.rb', line 1032

def unpause_all_list(scripts_to_unpause)
  echo("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

.wait_for_script_to_complete(name, args = [], flags = {}) ⇒ Object

Waits for a script to complete before proceeding.

Examples:

handle = DRC.wait_for_script_to_complete("my_script", ["arg1", "arg2"])

Parameters:

  • name (String)

    The name of the script to wait for.

  • args (Array) (defaults to: [])

    Arguments to pass to the script.

  • flags (Hash) (defaults to: {})

    Additional flags for script execution.

Returns:

  • (Object)

    The handle of the script if it started successfully, otherwise nil.



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# File 'documented/dragonrealms/commons/common.rb', line 145

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