Module: Lich::Stash
- Defined in:
- documented/stash.rb
Overview
Provides methods for managing items in the game, including stashing and retrieving items from containers.
Class Method Summary collapse
-
.add_to_bag(bag, item) ⇒ Boolean
Adds an item to a specified bag, handling special cases like vapor messages.
-
.container(param) ⇒ GameObj
Retrieves a container and ensures it is accessible.
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.equip_hands(left: false, right: false, both: false) ⇒ void
Equips items from the stash back into the hands based on user settings.
-
.find_bandolier_bag(item) ⇒ String?
Finds the bag associated with a specific item in the bandolier.
-
.find_container(param, loud_fail: true) ⇒ GameObj
Finds a container by its name.
-
.stash_hands(right: false, left: false, both: false) ⇒ void
Stashes items from the hands into appropriate containers based on user settings.
-
.try_or_fail(seconds: 2, command: nil) ⇒ void
Attempts to execute a command and waits for a condition to be met.
-
.wear_to_inv(item) ⇒ Boolean
Attempts to wear an item and checks if it is successfully worn.
Class Method Details
.add_to_bag(bag, item) ⇒ Boolean
Adds an item to a specified bag, handling special cases like vapor messages.
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# File 'documented/stash.rb', line 67 def self.add_to_bag(bag, item) bag = container(bag) try_or_fail(command: "_drag ##{item.id} ##{bag.id}") do |result| # Check for vapor message first (bandolier) if result =~ /As you drop .+ it dissolves into vapor\./ @bandolier_weapon[item.name] = "unknown" return true end 20.times { return true if @bandolier_weapon[item.name] return true if ![GameObj.right_hand, GameObj.left_hand].map(&:id).compact.include?(item.id) && @weapon_displayer.include?(bag.id) return true if (![GameObj.right_hand, GameObj.left_hand].map(&:id).compact.include?(item.id) && bag.contents.to_a.map(&:id).include?(item.id)) return true if item.name =~ /^ethereal \w+$/ && ![GameObj.right_hand, GameObj.left_hand].map(&:id).compact.include?(item.id) sleep 0.1 } return false end end |
.container(param) ⇒ GameObj
Retrieves a container and ensures it is accessible.
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# File 'documented/stash.rb', line 39 def self.container(param) container_to_check = find_container(param) unless @weapon_displayer.include?(container_to_check.id) result = Lich::Util.issue_command("look in ##{container_to_check.id}", /In the .*$|That is closed\.|^You glance at/, silent: true, quiet: true) if container_to_check.contents.nil? fput "open ##{container_to_check.id}" if result.include?('That is closed.') @weapon_displayer.push(container_to_check.id) if GameObj.containers.find { |item| item[0] == container_to_check.id }.nil? end return container_to_check end |
.equip_hands(left: false, right: false, both: false) ⇒ void
This method returns an undefined value.
Equips items from the stash back into the hands based on user settings.
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# File 'documented/stash.rb', line 309 def self.equip_hands(left: false, right: false, both: false) if both for action in $fill_hands_actions.pop action.call end elsif left for action in $fill_left_hand_actions.pop action.call end elsif right for action in $fill_right_hand_actions.pop action.call end else if $fill_right_hand_actions.length > 0 for action in $fill_right_hand_actions.pop action.call end elsif $fill_left_hand_actions.length > 0 for action in $fill_left_hand_actions.pop action.call end end end end |
.find_bandolier_bag(item) ⇒ String?
Finds the bag associated with a specific item in the bandolier.
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# File 'documented/stash.rb', line 107 def self.find_bandolier_bag(item) # Return cached value if valid and item exists in inventory cached_id = @bandolier_weapon[item.name] return cached_id if cached_id && cached_id != "unknown" && GameObj.inv.any? { |inv_item| inv_item.id == cached_id } # Regex patterns for parsing look_in_regex = Regexp.union( /^I could not find what you were referring to./, /^Surrounded by some swirling mist is /, /^In the /, /contains (?:DOSE|TINCTURE)s of the following /, /There is nothing in there\./, /<exposeContainer/, /<dialogData/, /<container/, /you glance/, /That is closed\./ ) item_regex = %r{<a exist="(?<id>[^"]+)" noun="(?<noun>[^"]+)">(?<name>[^<]+)</a>} # Collect all containers from inventory waitrt? results = Lich::Util.issue_command("inventory containers", /^You are holding /, timeout: 3, silent: true, quiet: true) containers = results.flat_map { |line| line.scan(item_regex).map { |id, _noun, _name| GameObj[id] } }.compact # Find container with the item using mist indicator item_noun_regex = /\b#{Regexp.escape(item.noun)}\b/ found_container = containers.find do |container| waitrt? results = Lich::Util.issue_command( "look in ##{container.id}", look_in_regex, timeout: 2, silent: true, quiet: true ) results.any? { |line| line.include?("Surrounded by some swirling mist is") && line.match?(item_noun_regex) } end @bandolier_weapon[item.name] = found_container&.id || "unknown" end |
.find_container(param, loud_fail: true) ⇒ GameObj
Finds a container by its name.
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# File 'documented/stash.rb', line 23 def self.find_container(param, loud_fail: true) param = param.name if param.is_a?(GameObj) # (Lich::Gemstone::GameObj) found_container = GameObj.inv.find do |container| container.name =~ %r[#{param.strip}]i || container.name =~ %r[#{param.sub(' ', ' .*')}]i end if found_container.nil? && loud_fail fail "could not find Container[name: #{param}]" else return found_container end end |
.stash_hands(right: false, left: false, both: false) ⇒ void
This method returns an undefined value.
Stashes items from the hands into appropriate containers based on user settings.
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# File 'documented/stash.rb', line 162 def self.stash_hands(right: false, left: false, both: false) $fill_hands_actions ||= Array.new $fill_left_hand_actions ||= Array.new $fill_right_hand_actions ||= Array.new actions = Array.new right_hand = GameObj.right_hand left_hand = GameObj.left_hand # extending to use sheath / 2sheath wherever possible unless ReadyList.valid? ReadyList.check(silent: true, quiet: true) end # extending to use default stow container wherever possible unless StowList.valid? StowList.check(silent: true, quiet: true) end if ReadyList.sheath unless ReadyList.secondary_sheath sheath = second_sheath = ReadyList.sheath else sheath = ReadyList.sheath if ReadyList.sheath second_sheath = ReadyList.secondary_sheath if ReadyList.secondary_sheath end elsif ReadyList.secondary_sheath sheath = second_sheath = ReadyList.secondary_sheath else sheath = second_sheath = nil end # weaponsack for both hands if UserVars.weapon.is_a?(String) && UserVars.weaponsack.is_a?(String) && !UserVars.weapon.empty? && !UserVars.weaponsack.empty? && (right_hand.name =~ /#{Regexp.escape(UserVars.weapon.strip)}/i || right_hand.name =~ /#{Regexp.escape(UserVars.weapon).sub(' ', ' .*')}/i) weaponsack = nil unless (weaponsack = find_container(UserVars.weaponsack, loud_fail: false)).is_a?(GameObj) # (Lich::Gemstone::GameObj) end # lootsack for both hands if !UserVars.lootsack.is_a?(String) || UserVars.lootsack.empty? lootsack = nil else lootsack = nil unless (lootsack = find_container(UserVars.lootsack, loud_fail: false)).is_a?(GameObj) # (Lich::Gemstone::GameObj) end # finding another container if needed other_containers_var = nil other_containers = proc { results = Lich::Util.issue_command('inventory containers', /^(?:You are (?:carrying nothing|holding no containers) at this time|You are wearing)/, silent: true, quiet: true) other_containers_ids = results.to_s.scan(/exist=\\"(.*?)\\"/).flatten - [lootsack.id] other_containers_var = GameObj.inv.find_all { |obj| other_containers_ids.include?(obj.id) } other_containers_var } if (left || both) && left_hand.id waitrt? if (left_hand.noun =~ /shield|buckler|targe|heater|parma|aegis|scutum|greatshield|mantlet|pavis|arbalest|bow|crossbow|yumi|arbalest/) && @worn_items[left_hand.name] != false && Lich::Stash::wear_to_inv(left_hand) actions.unshift proc { fput "remove ##{left_hand.id}" 20.times { break if GameObj.left_hand.id == left_hand.id || GameObj.right_hand.id == left_hand.id; sleep 0.1 } if GameObj.right_hand.id == left_hand.id dothistimeout 'swap', 3, /^You don't have anything to swap!|^You swap/ end } else actions.unshift proc { if left_hand.name =~ /^ethereal \w+$/ fput "rub #{left_hand.noun} tattoo" 20.times { break if (GameObj.left_hand.name == left_hand.name) || (GameObj.right_hand.name == left_hand.name); sleep 0.1 } elsif @bandolier_weapon[left_hand.name] fput "rub ##{find_bandolier_bag(left_hand)}" 20.times { break if (GameObj.left_hand.name == left_hand.name) || (GameObj.right_hand.name == left_hand.name); sleep 0.1 } else fput "get ##{left_hand.id}" 20.times { break if (GameObj.left_hand.id == left_hand.id) || (GameObj.right_hand.id == left_hand.id); sleep 0.1 } end if GameObj.right_hand.id == left_hand.id || (GameObj.right_hand.name == left_hand.name && left_hand.name =~ /^ethereal \w+$/) dothistimeout 'swap', 3, /^You don't have anything to swap!|^You swap/ end } if (ready_item = ReadyList.ready_list.find { |_k, v| v.id.eql?(GameObj.left_hand.id) }) && ReadyList.store_list[ready_item[0]] result = Lich::Stash.add_to_bag(sheath, GameObj.left_hand) if ReadyList.store_list[ready_item[0]].eql?("put in sheath") result = Lich::Stash.add_to_bag(second_sheath, GameObj.left_hand) if ReadyList.store_list[ready_item[0]].eql?("put in secondary sheath") result = Lich::Stash.add_to_bag(StowList.default, GameObj.left_hand) if ["worn if possible, stowed otherwise", "stowed"].include?(ReadyList.store_list[ready_item[0]]) elsif !second_sheath.nil? && GameObj.left_hand.type =~ /weapon/ result = Lich::Stash.add_to_bag(second_sheath, GameObj.left_hand) elsif weaponsack && GameObj.left_hand.type =~ /weapon/ result = Lich::Stash::add_to_bag(weaponsack, GameObj.left_hand) elsif lootsack result = Lich::Stash::add_to_bag(lootsack, GameObj.left_hand) else result = nil end if result.nil? || !result for container in other_containers.call result = Lich::Stash::add_to_bag(container, GameObj.left_hand) break if result end end end end if (right || both) && right_hand.id waitrt? actions.unshift proc { if right_hand.name =~ /^ethereal \w+$/ fput "rub #{right_hand.noun} tattoo" 20.times { break if GameObj.left_hand.name == right_hand.name || GameObj.right_hand.name == right_hand.name; sleep 0.1 } elsif @bandolier_weapon[right_hand.name] fput "rub ##{find_bandolier_bag(right_hand)}" 20.times { break if GameObj.left_hand.name == right_hand.name || GameObj.right_hand.name == right_hand.name; sleep 0.1 } else fput "get ##{right_hand.id}" 20.times { break if GameObj.left_hand.id == right_hand.id || GameObj.right_hand.id == right_hand.id; sleep 0.1 } end if GameObj.left_hand.id == right_hand.id || (GameObj.left_hand.name == right_hand.name && right_hand.name =~ /^ethereal \w+$/) dothistimeout 'swap', 3, /^You don't have anything to swap!|^You swap/ end } if (ready_item = ReadyList.ready_list.find { |_k, v| v.id.eql?(GameObj.right_hand.id) }) && ReadyList.store_list[ready_item[0]] result = Lich::Stash.add_to_bag(sheath, GameObj.right_hand) if ReadyList.store_list[ready_item[0]].eql?("put in sheath") result = Lich::Stash.add_to_bag(second_sheath, GameObj.right_hand) if ReadyList.store_list[ready_item[0]].eql?("put in secondary sheath") result = Lich::Stash.add_to_bag(StowList.default, GameObj.right_hand) if ["worn if possible, stowed otherwise", "stowed"].include?(ReadyList.store_list[ready_item[0]]) elsif !sheath.nil? && GameObj.right_hand.type =~ /weapon/ result = Lich::Stash.add_to_bag(sheath, GameObj.right_hand) elsif weaponsack && GameObj.right_hand.type =~ /weapon/ result = Lich::Stash::add_to_bag(weaponsack, GameObj.right_hand) elsif lootsack result = Lich::Stash::add_to_bag(lootsack, GameObj.right_hand) else result = nil end sleep 0.1 if result.nil? || !result for container in other_containers.call result = Lich::Stash::add_to_bag(container, GameObj.right_hand) break if result end end end $fill_hands_actions.push(actions) if both $fill_left_hand_actions.push(actions) if left $fill_right_hand_actions.push(actions) if right end |
.try_or_fail(seconds: 2, command: nil) ⇒ void
This method returns an undefined value.
Attempts to execute a command and waits for a condition to be met.
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# File 'documented/stash.rb', line 55 def self.try_or_fail(seconds: 2, command: nil) result = fput(command) expiry = Time.now + seconds wait_until do yield(result) || Time.now > expiry end fail "Error[command: #{command}, seconds: #{seconds}]" if Time.now > expiry end |
.wear_to_inv(item) ⇒ Boolean
Attempts to wear an item and checks if it is successfully worn.
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# File 'documented/stash.rb', line 91 def self.wear_to_inv(item) try_or_fail(command: "wear ##{item.id}") do |result| 20.times { return true if (![GameObj.right_hand, GameObj.left_hand].map(&:id).compact.include?(item.id) && GameObj.inv.to_a.map(&:id).include?(item.id)) return true if item.name =~ /^ethereal \w+$/ && ![GameObj.right_hand, GameObj.left_hand].map(&:id).compact.include?(item.id) sleep 0.1 } unless result =~ /You can only wear two items in that location\./ return @worn_items[item.name] = false end end |