Module: Lich::Stash
- Defined in:
- lib/stash.rb
Class Method Summary collapse
-
.add_to_bag(bag, item) ⇒ Boolean
Adds an item to a specified bag.
-
.container(param) ⇒ GameObj
Retrieves a container and ensures it is displayed.
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.equip_hands(left: false, right: false, both: false) ⇒ void
Equips items in the hands based on the specified parameters.
-
.find_container(param, loud_fail: true) ⇒ GameObj?
Finds a container by its name.
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.missing_primary_sheath? ⇒ Boolean
Checks if the primary sheath is missing from the inventory.
-
.missing_secondary_sheath? ⇒ Boolean
Checks if the secondary sheath is missing from the inventory.
-
.sheath_bags ⇒ void
Checks and retrieves the settings for sheaths.
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.stash_hands(right: false, left: false, both: false) ⇒ void
Stashes items in the hands based on the specified parameters.
-
.try_or_fail(seconds: 2, command: nil) ⇒ Boolean
Executes a command and waits for a specified duration.
-
.wear_to_inv(item) ⇒ Boolean
Wears an item to the inventory.
Class Method Details
.add_to_bag(bag, item) ⇒ Boolean
Adds an item to a specified bag.
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# File 'lib/stash.rb', line 68 def self.add_to_bag(bag, item) bag = container(bag) try_or_fail(command: "_drag ##{item.id} ##{bag.id}") do 20.times { 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) and bag.contents.to_a.map(&:id).include?(item.id)) return true if item.name =~ /^ethereal \w+$/ && ![GameObj.right_hand, GameObj.left_hand].map(&:id).compact.include?(item.id) sleep 0.1 } return false end end |
.container(param) ⇒ GameObj
Retrieves a container and ensures it is displayed.
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# File 'lib/stash.rb', line 35 def self.container(param) @weapon_displayer ||= [] container_to_check = find_container(param) unless @weapon_displayer.include?(container_to_check.id) result = Lich::Util.issue_command("look in ##{container_to_check.id}", /In the .*$|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 in the hands based on the specified parameters.
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# File 'lib/stash.rb', line 285 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_container(param, loud_fail: true) ⇒ GameObj?
Finds a container by its name.
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# File 'lib/stash.rb', line 17 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 |
.missing_primary_sheath? ⇒ Boolean
Checks if the primary sheath is missing from the inventory.
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# File 'lib/stash.rb', line 131 def self.missing_primary_sheath? # check entry against actual inventory to catch inventory updatees @sheath.has_key?(:sheath) && !GameObj.inv.any? { |item| item.id == @sheath[:sheath].id } end |
.missing_secondary_sheath? ⇒ Boolean
Checks if the secondary sheath is missing from the inventory.
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# File 'lib/stash.rb', line 140 def self.missing_secondary_sheath? # check entry against actual inventory to catch inventory updates @sheath.has_key?(:secondary_sheath) && !GameObj.inv.any? { |item| item.id == @sheath[:secondary_sheath].id } end |
.sheath_bags ⇒ void
This method returns an undefined value.
Checks and retrieves the settings for sheaths.
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# File 'lib/stash.rb', line 103 def self.sheath_bags # find ready list settings for sheaths only; regex courtesy Eloot @sheath = {} @checked_sheaths = false sheath_list_match = /(?:sheath|secondary sheath):\s+<d\scmd="store\s(\w+)\sclear">[^<]+<a\sexist="(\d+)"\snoun="[^"]+">([^<]+)<\/a>(?:\s[^<]+)?<\/d>/ ready_lines = Lich::Util.issue_command("ready list", /Your current settings are/, /To change your default item for a category that is already set/, silent: true, quiet: true) ready_lines.each { |line| if line =~ sheath_list_match sheath_obj = Regexp.last_match(3).to_s.downcase sheath_type = Regexp.last_match(1).to_s.downcase.gsub('2', 'secondary_') found_container = Stash.find_container(sheath_obj, loud_fail: false) unless found_container.nil? @sheath.store(sheath_type.to_sym, found_container) else respond("Lich::Stash.sheath_bags Error: Could not find sheath(#{sheath_obj}) in inventory. Not using, possibly hidden, tucked, or missing.") Lich.log("Lich::Stash.sheath_bags Error: Could not find sheath(#{sheath_obj}) in inventory. Not using, possibly hidden, tucked, or missing.") end end } @checked_sheaths = true end |
.stash_hands(right: false, left: false, both: false) ⇒ void
This method returns an undefined value.
Stashes items in the hands based on the specified parameters.
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# File 'lib/stash.rb', line 152 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 if !@checked_sheaths || missing_primary_sheath? || missing_secondary_sheath? Stash.sheath_bags # @checked_sheaths is set true when this method executes end if @sheath.has_key?(:sheath) unless @sheath.has_key?(:secondary_sheath) sheath = second_sheath = @sheath.fetch(:sheath) else sheath = @sheath.fetch(:sheath) if @sheath.has_key?(:sheath) second_sheath = @sheath.fetch(:secondary_sheath) if @sheath.has_key?(:secondary_sheath) end elsif @sheath.has_key?(:secondary_sheath) sheath = second_sheath = @sheath.fetch(:secondary_sheath) else sheath = second_sheath = nil end # weaponsack for both hands if UserVars.weapon.class == String and UserVars.weaponsack.class == String and not UserVars.weapon.empty? and not UserVars.weaponsack.empty? and (right_hand.name =~ /#{Regexp.escape(UserVars.weapon.strip)}/i or 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.class != 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 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/)\ and 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 or 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) or (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) or (GameObj.right_hand.id == left_hand.id); sleep 0.1 } end if GameObj.right_hand.id == left_hand.id or (GameObj.right_hand.name == left_hand.name && left_hand.name =~ /^ethereal \w+$/) dothistimeout 'swap', 3, /^You don't have anything to swap!|^You swap/ end } if !second_sheath.nil? && GameObj.left_hand.type =~ /weapon/ result = Lich::Stash.add_to_bag(second_sheath, GameObj.left_hand) elsif weaponsack && GameObj.left_hand.type =~ /weapon/ result = Lich::Stash::add_to_bag(weaponsack, GameObj.left_hand) elsif lootsack result = Lich::Stash::add_to_bag(lootsack, GameObj.left_hand) else result = nil end if result.nil? or !result for container in other_containers.call result = Lich::Stash::add_to_bag(container, GameObj.left_hand) break if result end end end end if (right || both) && right_hand.id waitrt? actions.unshift proc { if right_hand.name =~ /^ethereal \w+$/ fput "rub #{right_hand.noun} tattoo" 20.times { break if GameObj.left_hand.name == right_hand.name or 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 or GameObj.right_hand.id == right_hand.id; sleep 0.1 } end if GameObj.left_hand.id == right_hand.id or (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 !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? or !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 $fill_right_hand_actions.push(actions) if right end |
.try_or_fail(seconds: 2, command: nil) ⇒ Boolean
Executes a command and waits for a specified duration.
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# File 'lib/stash.rb', line 54 def self.try_or_fail(seconds: 2, command: nil) fput(command) expiry = Time.now + seconds wait_until do yield or Time.now > expiry end fail "Error[command: #{command}, seconds: #{seconds}]" if Time.now > expiry end |
.wear_to_inv(item) ⇒ Boolean
Wears an item to the inventory.
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# File 'lib/stash.rb', line 87 def self.wear_to_inv(item) try_or_fail(command: "wear ##{item.id}") do 20.times { return true if (![GameObj.right_hand, GameObj.left_hand].map(&:id).compact.include?(item.id) and GameObj.inv.to_a.map(&:id).include?(item.id)) return true if item.name =~ /^ethereal \w+$/ && ![GameObj.right_hand, GameObj.left_hand].map(&:id).compact.include?(item.id) sleep 0.1 } return false end end |