# == l1quidcryst4l Crawl Opts FOR GUESTS ==
always_show_zot = true
# Autoexplore
travel_key_stop = false
explore_wall_bias = 3
explore_auto_rest = true
# Autofight
# fire_order = launcher
# fire_order += javelin, boomerang, stone, return
autofight_stop = 60
# UI Tweaks
show_more=false
sort_menus = true
view_delay = 200
warn_hatches = true
equip_unequip = true
# view_max_height = 71
# msg_min_height = 12
# msg_max_height = 20
show_game_time = false
item_stack_summary_minimum = 6
hp_colour = 100:green, 99:lightgray, 75:yellow, 50:lightred, 25:red
# Misc options
default_manual_training = true
allow_self_target = false
drop_filter += forbidden
# Item slot assignments
# Treat a, b, i, t, r, w as taken so no wrong scrolls on familiar keys
item_slot ^= scroll:cdefghjklnopqsuvxyz
item_slot ^= blinking:b
item_slot ^= identify:i
item_slot ^= teleport:t
item_slot ^= remove curse:r
item_slot ^= enchant armour:m
item_slot ^= enchant weapon:w
item_slot ^= heal wounds:H
# All but H, capital letter because e(V)oke is caps
item_slot ^= wand:ABCDEFGIJKLMNOPQRSTUVWXYZ
item_slot ^= lightning rod:L
item_slot ^= paralysis:P
item_slot ^= flame:F
item_slot ^= digging:D
# from Yermak
is := item_slot
is ^= silver boomerang:u
is ^= silver javelin:x
is ^= (^|[0-9] )javelin:v
is ^= (^|[0-9] )boomerang:t
is ^= curare:C
# Class and god conditional options
: if you.god():find("Beogh") then
# force_more_message += Your orc.*dead
# force_more_message += Your orc.*dies
: end
: if you.god() == "No God" and you.class() == "Fighter" then
force_more_message += Found.*Okawaru
force_more_message += Found.*Trog
force_more_message += Found.*Shining One
: end
: if you.class() == "Fighter" then
# drop_filter += wizardry, magical power, amnesia, brilliance, intelligence
# drop_filter += stabbing, stealth
: end
# Force More messages for autoplaying quickly
force_more_message += MONSTERS ARE TOO THREATENING
force_more_message += Done exploring
force_more_message += Partly explored
# Force More messages from mobwarnings
force_more_message += YOU ARE IN FLIGHT VS. AIRSTRIKE!!!
# Macros
bindkey = [\{-233}] CMD_AUTOFIGHT_NOMOVE
# macros += M \{223} \{6}artefact\{32}||\{32}ego\{32}||\{32}whip\{32}||\{32}plate\{13}
# macros += M \{169} \{6}altar\{13}
macros += M p ===autoplay
macros += M - ===print_nearby_killhole
# macros += M _ ===walk_one_step_to_killhole
macros += M & ===toggle_expensive_calc
### BORROWED ###
# == Reddit force_mores ==
# https://www.reddit.com/r/dcss/comments/6brrs8/formatting_force_more_message_option/dhpu179/
# PORTALS
force_more_message += Found a frozen archway
force_more_message += Found a gateway leading out of the Abyss
force_more_message += Found a labyrinth entrance
force_more_message += Found a staircase to the Ecumenical Temple
force_more_message += The mighty Pandemonium lord.*resides here
force_more_message += distant snort
force_more_message += interdimensional caravan
force_more_message += invites you to visit
force_more_message += oppressive heat
force_more_message += roar of battle
force_more_message += sound of rushing water
force_more_message += The drain falls to bits
force_more_message += There is an entrance to a bailey on this level
force_more_message += tolling of a bell
force_more_message += wave of frost
# GODBITS
force_more_message += you are ready to make a new sacrifice
force_more_message += grants you a gift
force_more_message += mollified
force_more_message += wrath finds you
force_more_message += sends forces
force_more_message += sends monsters
force_more_message += Vehumet offers
# TIDBITS
force_more_message += You fall through a shaft
force_more_message += Your transformation is almost over
force_more_message += You are starting to lose your buoyancy
force_more_message += The blast of calcifying dust hits you
force_more_message += evaporates and reforms
force_more_message += sentinel's mark
force_more_message += Your lamp of fire has recharged.
force_more_message += You have got your breath back.
# ' end quote for lua syntax highlighting
# UNIQUE WARNINGS
force_more_message += Agnes .*into view.
force_more_message += Aizul .*into view.
force_more_message += Antaeus .*into view.
force_more_message += Arachne .*into view.
force_more_message += Asmodeus .*into view.
force_more_message += Asterion .*into view.
force_more_message += Azrael .*into view.
force_more_message += Bai Suzhen .*into view.
force_more_message += Blork .*into view.
force_more_message += Boris .*into view.
force_more_message += Cerebov .*into view.
force_more_message += Crazy Yiuf .*into view.
force_more_message += Dispater .*into view.
force_more_message += Dissolution .*into view.
force_more_message += Donald .*into view.
force_more_message += Dowan .*into view.
force_more_message += Duvessa .*into view.
force_more_message += Edmund .*into view.
force_more_message += Ereshkigal .*into view.
force_more_message += Erica .*into view.
force_more_message += Erolcha .*into view.
force_more_message += Eustachio .*into view.
force_more_message += Fannar .*into view.
force_more_message += Frances .*into view.
force_more_message += Frederick .*into view.
force_more_message += Gastronok .*into view.
force_more_message += Geryon .*into view.
force_more_message += Gloorx Vloq .*into view.
force_more_message += Grinder .*into view.
force_more_message += Grum .*into view.
force_more_message += Harold .*into view.
force_more_message += Ignacio .*into view.
force_more_message += Ijyb .*into view.
force_more_message += Ilsuiw .*into view.
force_more_message += Jorgrun .*into view.
force_more_message += Jory .*into view.
force_more_message += Jessica .*into view.
force_more_message += Joseph .*into view.
force_more_message += Josephine .*into view.
force_more_message += Khufu .*into view.
force_more_message += Kirke .*into view.
force_more_message += Lom Lobon .*into view.
force_more_message += Louise .*into view.
force_more_message += Mara .*into view.
force_more_message += Margery .*into view.
force_more_message += Maurice .*into view.
force_more_message += Menkaure .*into view.
force_more_message += Mennas .*into view.
force_more_message += Mnoleg .*into view.
force_more_message += Murray .*into view.
force_more_message += Natasha .*into view.
force_more_message += Nergalle .*into view.
force_more_message += Nessos .*into view.
force_more_message += Nikola .*into view.
force_more_message += Pikel .*into view.
force_more_message += slave .*into view.
force_more_message += Polyphemus .*into view.
force_more_message += Prince Ribbit .*into view.
force_more_message += Psyche .*into view.
force_more_message += Purgy .*into view.
force_more_message += Robin .*into view.
force_more_message += Roxanne .*into view.
force_more_message += Rupert .*into view.
force_more_message += Saint Roka .*into view.
force_more_message += Sigmund .*into view.
force_more_message += Snorg .*into view.
force_more_message += Sojobo .*into view.
force_more_message += Sonja .*into view.
force_more_message += Terence .*into view.
force_more_message += The Lernaean hydra .*into view.
force_more_message += you hear.*crashing.
force_more_message += The royal jelly .* into view.
force_more_message += The Serpent of Hell .*into view.
force_more_message += Tiamat .*into view.
force_more_message += Urug .*into view.
force_more_message += Vashnia .*into view.
force_more_message += Xtahua .*into view.
# HilariousDeathArtist
# Bad things happening to you
more := force_more_message
more += corrodes your equipment
more += Your corrosive artefact corrodes you
more += are blown away by the wind
more += dispelling energy hits you
more += infuriates you
more += lose consciousness
more += mark forms upon you
more += MASSIVE DAMAGE
more += Ouch! That really hurt!
more += silver sears you
more += Space bends around you
more += Space warps horribly around you
more += surroundings become eerily quiet
more += Terrible wounds (open|spread) all over you
more += The acid corrodes your
more += The air around.*erupts in flames
more += The air twists around and violently strikes you in flight
more += You shudder from the earth-shattering force
more += The arrow of dispersal hits you[^r]
more += The barbed spikes become lodged in your body
more += The barbed spikes dig painfully into your body as you move
more += The blast of calcifying dust hits you[^r]
more += The poison in your body grows stronger
more += The pull of.*song draws you forwards
more += The.*engulfs you in water
more += You (are|feel) drained
more += You are (blasted|electrocuted)
more += You are blown backwards
more += You are burned terribly
more += You are encased in ice
more += You are engulfed in calcifying dust
more += You are engulfed in dark miasma
more += You are engulfed in mutagenic fog
more += You are knocked back
more += You are mesmerised
more += You are slowing down
more += You are trampled
more += You convulse
more += You feel a (horrible|terrible) chill
more += You feel haunted
more += You feel less vulnerable to poison
more += You feel your attacks grow feeble
more += You feel your flesh.*rot
more += You feel your power drain away
# more += You feel your power leaking away
more += You feel yourself grow more vulnerable to poison
more += You stumble backwards
more += You.*re (confused|more confused|too confused)
more += You.*re (poisoned|more poisoned|lethally poisoned)
more += Your body is wracked with pain
more += Your damage is reflected back at you
more += Your limbs are stiffening
more += Your magical defenses are stripped away
more += Your?.*suddenly stops? moving
# Abyssal Rune
more += Found .* abyssal rune of Zot
# Entrances, Exits, and Arrivals
more += Found a frozen archway
more += Found a gateway leading out of the Abyss
more += Found a labyrinth entrance
more += Found a staircase to the Ecumenical Temple
more += The mighty Pandemonium lord.*resides here
# Portal Timers
more += distant snort
more += interdimensional caravan
more += invites you to visit
more += oppressive heat
more += roar of battle
more += sound of rushing water
more += The drain falls to bits
more += There is an entrance to a bailey on this level
more += tolling of a bell
more += wave of frost
more += You hear the drain falling apart
more += You hear.*crackle.*magical portal
more += You hear.*crackling.*archway
more += You hear.*creaking.*(oriflamme|portcullis)
more += You hear.*hiss.*sand
more += You hear.*rumble.*avalanche
more += You hear.*rusting.*drain
more += You hear.*ticking.*clock
# https://crawl.xtahua.com/crawl/rcfiles/crawl-0.19/quik.rc
force_more_message += Deactivating autopickup
force_more_message += You now have enough gold to buy
force_more_message += hits you.*distortion
# Gained mutation
force_more_message += Gained mutation
# A mob wielding a weapon of distortion shows up
force_more_message += is wielding a .* of distortion
# And flashes the screen
flash_screen_message += distortion
# == Autoinscribe ==
# Set alias for autoinscribe
ai := autoinscribe
# Do not automatically throw throwing nets
ai += throwing net:=f
# Do not list useless items on ground
ai += club:=k
ai += skeleton:=k
# HilariousDeathArtist
ai += dispersal:=f
ai += amulet of faith:Faith, !P
# Consumables to confirm before use
ai += (bad|dangerous)_item.*potion:!q
ai += potions? of berserk rage:!q
ai += potions? of cure mutation:!q
ai += potions? of heal wounds:!q
ai += (bad|dangerous)_item.*scroll:!r
ai += scrolls? of blinking:!r
ai += scrolls? of holy word:!r
ai += scrolls? of magic mapping:!r
ai += scrolls? of vulnerability:!r
ai += scrolls? of summoning:!r
ai += box of beasts:!r
# Body Armour
ai += fire dragon (armour|hide):rF++, rC-
ai += gold dragon (armour|hide):rC+, rF+, rPois
ai += ice dragon (armour|hide):rC++, rF-
ai += mottled dragon (armour|hide):rSticky
ai += pearl dragon (armour|hide):rN+
ai += quicksilver dragon armour:MR+
ai += shadow dragon (armour|hide):Stlth++++
ai += steam dragon (armour|hide):rSteam
ai += storm dragon (armour|hide):rElec
ai += swamp dragon (armour|hide):rPois
ai += troll (hide|leather armour):regen
: if not string.find(you.race(), "Troll") then
ai += troll (hide|leather armour):=k
: end
# Body Armour Egos
ai += ([^l] leather armour|mail|plate armour|robe|skin) of cold resistance:rC+
ai += ([^l] leather armour|mail|plate armour|robe|skin) of fire resistance:rF+
ai += (leather armour|mail|plate armour|robe) of magic resistance:MR+
ai += (leather armour|mail|plate armour|robe) of positive energy:rN+
ai += (leather armour|mail|plate armour) of poison resistance:rPois
ai += plate armour of ponderousness:Speed-
ai += robe of resistance:rC+, rF+
ai += robe of the archmagi:Spellpower+
ai += troll leather armour of cold resistance:, rC+
ai += troll leather armour of fire resistance:, rF+
# Accessory Egos
ai += (barding|boots|buckler|cloak|gloves|hat|helmet|shield) of cold resistance:rC+
ai += (barding|boots|buckler|cloak|gloves|hat|helmet|shield) of fire resistance:rF+
ai += (barding|boots) of flight:+Fly
ai += (barding|boots) of stealth:Stlth+
ai += (barding|boots) of running:Speed+
ai += (barding|boots) of jumping:+Jump
ai += (buckler|cloak|shield) of poison resistance:rPois
ai += (buckler|shield) of positive energy:rN+
ai += (buckler|shield) of protection:AC+3
ai += (buckler|shield) of reflection:Reflect
ai += (buckler|shield) of resistance:rC+, rF+
ai += (cloak|hat|helmet) of magic resistance:MR+
ai += (hat|helmet) of intelligence:Int+3
ai += (hat|helmet) of see invisible:sInv
ai += cloak of darkness:+Inv
ai += gloves of strength:Str+3
ai += gloves of dexterity:Dex+3
ai += gloves of archery:Ranged Slay+4
ai += hat of spirit shield:Spirit
{
-- Begin lua scripting --
local debug_log_level = 0
local LOG_LEVELS = {}
LOG_LEVELS["ERROR"] = 4
LOG_LEVELS["WARN"] = 3
LOG_LEVELS["INFO"] = 2
LOG_LEVELS["DEBUG"] = 1
debug_log_level = LOG_LEVELS["WARN"]
function error_log(str)
log_print(str, LOG_LEVELS["ERROR"])
end
function warn_log(str)
log_print(str, LOG_LEVELS["WARN"])
end
function info_log(str)
log_print(str, LOG_LEVELS["INFO"])
end
function debug_log(str)
log_print(str, LOG_LEVELS["DEBUG"])
end
function log_print(str, logline_level)
logline_level = logline_level or 1
if logline_level >= debug_log_level then
crawl.mpr("" .. tostring(str) .. "")
crawl.flush_prev_message()
end
end
local expensive_calc_on = true
function toggle_expensive_calc()
crawl.mpr("Expensive calculations were: " .. tostring(expensive_calc_on))
expensive_calc_on = not expensive_calc_on
crawl.mpr("Expensive calculations is now: " .. tostring(expensive_calc_on))
end
-- Dumps table to string
--
-- Useful for debugging
function dump(o)
if type(o) == 'table' then
local s = '{ '
for k,v in pairs(o) do
if type(k) == 'table' then
s = s .. '['..dump(k)..'] = ' .. dump(v) .. ','
else
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. '['..k..'] = ' .. dump(v) .. ','
end
end
return s .. '} '
else
return tostring(o)
end
end
local surrounding_coords = {}
surrounding_coords.y = {-1, -1}
surrounding_coords.k = { 0, -1}
surrounding_coords.u = { 1, -1}
surrounding_coords.h = {-1, 0}
surrounding_coords.l = { 1, 0}
surrounding_coords.b = {-1, 1}
surrounding_coords.j = { 0, 1}
surrounding_coords.n = { 1, 1}
local surrounding_tiles = {}
for k, v in pairs(surrounding_coords) do
table.insert(surrounding_tiles, {x=v[1],y=v[2]})
end
--[[ Priority Queue implemented in lua, based on a binary heap.
Copyright (C) 2017 Lucas de Morais Siqueira
License: zlib
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgement in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
]]--
local floor = math.floor
local PriorityQueue = {}
PriorityQueue.__index = PriorityQueue
setmetatable(PriorityQueue, {
__call = function (self)
setmetatable({}, self)
self:initialize()
return self
end
})
function PriorityQueue:initialize()
--[[ Initialization.
Example:
PriorityQueue = require("priority_queue")
pq = PriorityQueue()
]]--
self.heap = {}
self.current_size = 0
end
function PriorityQueue:empty()
return self.current_size == 0
end
function PriorityQueue:size()
return self.current_size
end
function PriorityQueue:swim()
-- Swim up on the tree and fix the order heap property.
local heap = self.heap
local floor = floor
local i = self.current_size
while floor(i / 2) > 0 do
local half = floor(i / 2)
if heap[i][2] < heap[half][2] then
heap[i], heap[half] = heap[half], heap[i]
end
i = half
end
end
function PriorityQueue:put(v, p)
--[[ Put an item on the queue.
Args:
v: the item to be stored
p(number): the priority of the item
]]--
--
self.heap[self.current_size + 1] = {v, p}
self.current_size = self.current_size + 1
self:swim()
end
function PriorityQueue:sink()
-- Sink down on the tree and fix the order heap property.
local size = self.current_size
local heap = self.heap
local i = 1
while (i * 2) <= size do
local mc = self:min_child(i)
if heap[i][2] > heap[mc][2] then
heap[i], heap[mc] = heap[mc], heap[i]
end
i = mc
end
end
function PriorityQueue:min_child(i)
if (i * 2) + 1 > self.current_size then
return i * 2
else
if self.heap[i * 2][2] < self.heap[i * 2 + 1][2] then
return i * 2
else
return i * 2 + 1
end
end
end
function PriorityQueue:pop()
-- Remove and return the top priority item
local heap = self.heap
local retval = heap[1][1]
heap[1] = heap[self.current_size]
heap[self.current_size] = nil
self.current_size = self.current_size - 1
self:sink()
return retval
end
-- == end Lucas de Morais Siqueira's PriorityQueue implementation == --
-- == A Star by Jess Levine/l1quidcryst4l == --
--
-- Performs A* Pathfinding assuming x, y grid with all +/-1 neighbors having
-- an equal cost of travel, calling is_valid_tile to check if the tile is
-- traversable and not out of bounds. Uses PriorityQueue above.
-- Prototype for representing a Square
local Square = {}
function Square:new(x, y)
t = {}
setmetatable(t, Square)
self.__index = self
t.x = x
t.y = y
return t
end
function Square:equals(tile)
return tile.x == self.x and tile.y == self.y
end
function Square:str()
local cached_feature = self:get_cached_feature()
if cached_feature then
return ""
else
return ""
end
end
crawl_feature_cache = {}
function Square:get_feature()
local cached = self:get_cached_feature()
if cached ~= nil then
debug_log("Using cached feature: " .. cached)
return cached
else
crawl_feature_cache[self.x] = crawl_feature_cache[self.x] or {}
local feature = view.feature_at(self.x, self.y)
crawl_feature_cache[self.x][self.y] = feature
self.feature = feature
debug_log("Feature is: " .. feature)
return feature
end
end
function Square:get_cached_feature()
crawl_feature_cache[self.x] = crawl_feature_cache[self.x] or {}
return crawl_feature_cache[self.x][self.y]
end
-- Distance math functions
function manhattan_distance(start, goal)
return math.abs(start.x - goal.x) + math.abs(start.y - goal.y)
end
function heuristic(current, goal)
return dist(current, goal)
end
function dist(current, goal)
return math.sqrt(math.pow (goal.x - current.x, 2) + math.pow (goal.y - current.y, 2))
end
-- Tile adjacency and validity
function is_valid_tile(tile)
return math.abs(tile.x) < 9 and math.abs(tile.y) < 9 and valid_crawl_feature(tile)
end
function get_neighbors(current)
local neighbors = {}
for _, tile in ipairs (surrounding_tiles) do
neighbor = Square:new(current.x+tile.x, current.y+tile.y)
table.insert(neighbors, neighbor)
end
return neighbors
end
-- Duplicates some get_neighbors logic to avoid looping twice
function get_unsolid_known_neighbors(current)
local neighbors = {}
for _, tile in ipairs (surrounding_tiles) do
neighbor = Square:new(current.x+tile.x, current.y+tile.y)
local validity = is_valid_tile(neighbor)
if validity == nil then
return nil
end
if validity then
table.insert(neighbors, neighbor)
end
end
return neighbors
end
function clear_a_star_cache ()
crawl_feature_cache = {}
cannot_path_cache = {}
end
function valid_crawl_feature(tile)
local feature = tile:get_feature()
local validity = not (travel.feature_solid(feature) or feature == "unseen")
-- If they're trapped behind "clear" there might be no path & infinite loop!
if feature:find("clear") then
info_log("Uh oh, found clear feature at: " .. tile:str())
return nil
end
debug_log("feature validity: " .. tostring(validity))
return validity
end
-- A* pathing functions
function reconstruct_path(came_from, current, start, final_path)
if current:equals(start) then
return {start}
end
local came_from_x = came_from[current.x]
if not came_from_x then
return nil
end
local came_from_tile = came_from[current.x][current.y]
if came_from_tile then
local path = reconstruct_path(came_from, came_from_tile, start, final_path)
table.insert(path, current)
return path
else
return nil
end
end
local a_star_iter_count = 0
function reset_a_star_iter_count()
a_star_iter_count = 0
end
function a_star_iteration_too_expensive()
-- Stop trying to path if it is too expensive
-- 45 was chosen based on playtesting. 60 is a little lag, 100 is a lot of lag
-- NOTE Lowered to 20 for guest file so that guests definitely dont experience lag
return a_star_iter_count > 20
end
function a_star(start, goal)
-- If we already found we cannot path from this goal, don't try again
-- Probably due to a clear tile
if get_cannot_path_from_cache(goal) then
return nil
end
if a_star_iteration_too_expensive() then
return nil
end
local open_set = PriorityQueue()
local start_heuristic = heuristic(start, goal)
open_set:put(start, heuristic(start, goal))
local came_from = {}
local g_score = {}
local f_score = {}
g_score[start.x] = {}
f_score[start.x] = {}
g_score[start.x][start.y] = 0
f_score[start.x][start.y] = start_heuristic
local current = nil
while not open_set:empty() do
a_star_iter_count = a_star_iter_count + 1
if a_star_iteration_too_expensive() then
return nil
end
current = open_set:pop()
if current:equals(goal) then
return reconstruct_path(came_from, goal, start, {goal})
end
local neighbors = get_unsolid_known_neighbors(current)
if neighbors == nil then
-- nil neighbors signifies we found something invalid that might create
-- an impossible path and should just stop trying
info_log("Found something we don't think we can path at: " .. current:str())
set_cannot_path_in_cache(goal)
return nil
end
local tentative_g_score, tentative_f_score, neighbor_g_score = nil, nil, nil
for _, neighbor in ipairs(neighbors) do
g_score[current.x] = g_score[current.x] or {}
g_score[neighbor.x] = g_score[neighbor.x] or {}
neighbor_g_score = g_score[neighbor.x][neighbor.y]
tentative_g_score = g_score[current.x][current.y] + 1
debug_log("tent " .. tentative_g_score)
if not neighbor_g_score or tentative_g_score < neighbor_g_score then
came_from[neighbor.x] = came_from[neighbor.x] or {}
came_from[neighbor.x][neighbor.y] = current
g_score[neighbor.x][neighbor.y] = tentative_g_score
debug_log("n " .. neighbor:str())
debug_log("g " .. goal:str())
debug_log("heur " .. heuristic(neighbor, goal))
tentative_f_score = tentative_g_score + heuristic(neighbor, goal)
f_score[neighbor.x] = f_score[neighbor.x] or {}
f_score[neighbor.x][neighbor.y] = tentative_f_score
open_set:put(neighbor, tentative_f_score)
end
end
end
return nil
end
-- Functions for crawl pathing
-- @return list of tiles from adjacent to start at index 2 to goal
-- will return nil if start = goal
function path_to(start, goal)
if not expensive_calc_on then
return nil
end
-- start == goal returns nil via pathing anyway so just skip the math
if (start.x == goal.x) and (start.y == goal.y) then
return nil
end
local goal_feature = goal:get_feature()
if goal_feature == "unseen" or travel.feature_solid (goal_feature) then
return nil
end
info_log("Pathing from goal " .. fmt_coords(goal.x, goal.y) .. " to start " .. fmt_coords(start.x, start.y))
local a_star_res = a_star(Square:new(start.x, start.y), Square:new(goal.x, goal.y))
debug_log(dump(a_star_res))
return a_star_res
end
cannot_path_cache = {}
function get_cannot_path_from_cache(tile)
cannot_path_cache[tile.x] = cannot_path_cache[tile.x] or {}
local cached = cannot_path_cache[tile.x][tile.y]
if cached then
debug_log("Cache says cannot path from: " .. tile:str())
return cached
else
return false
end
end
-- Technically, this only indicates we can't path from a particular start
-- but the probability is that if there's glass in the way, we can't path
-- to anywhere we would want to anyway, and it's too inefficient to try
function set_cannot_path_in_cache(tile)
cannot_path_cache[tile.x] = cannot_path_cache[tile.x] or {}
info_log("Marking in cache that we cannot path from: " .. tile:str())
cannot_path_cache[tile.x][tile.y] = true
end
-- @return the tile adjacent to start in path, nil if no path
function adj_tile_from_path(start, goal)
local path = path_to(start, goal)
if not path then
return nil
else
return path[2]
end
end
function path_to_player(goal)
return path_to(Square:new(0,0), goal)
end
function path_from_player(goal)
return path_to(goal, Square:new(0,0))
end
-- == end A* Pathfinding implementation == --
function node_compare(left, right)
dleft = dist(Square:new(0, 0), left)
dright = dist(Square:new(0, 0), right)
return dleft < dright
end
ordered_potentially_visible_tiles = {}
for x=-8,8 do
for y=-8,8 do
table.insert(ordered_potentially_visible_tiles, Square:new(x, y))
end
end
table.sort(ordered_potentially_visible_tiles, node_compare)
-- From AnnounceDamage
-- (some also in use by autoplay)
local previous_hp = 0
local previous_mp = 0
local previous_form = ""
local was_berserk_last_turn = false
-- End AnnounceDamage locals
-- === l1quidcryst4l autoplay === --
local turns_waited = 0
local yelled_in_killhole = false
local was_in_killhole = false
-- Top level autoplay function
-- Handles updating state and setting options
function autoplay()
-- Don't animate when playing for speed
crawl.setopt("use_animations = 0")
did_exit_killhole()
if in_absolute_killhole() or get_monster_threat_level() < 2 then
crawl.setopt("autofight_stop = 40")
end
all_actions()
crawl.setopt("autofight_stop = 60")
crawl.setopt("use_animations = beam, range, hp, monster_in_sight, pickup, monster, player, branch_entry")
end
-- Main logic for taking actions during autoplay
function all_actions()
local mp, max_mp = you.mp()
local hp, max_hp = you.hp()
local need_to_recover = should_rest(hp, mp, max_hp, max_mp)
if you.feel_safe() then
if need_to_recover then
rest()
crawl.mpr("Resting to recover.")
return
end
-- Greater turns for more safety, less for more speed
if turns_waited > 1 then
autoplay_act_from_safety()
crawl.mpr("Done waiting for monsters. Taking action.")
return
end
if maybe_yell_in_killhole_or_wait() then
return -- You already acted
end
end
autoplay_act_from_safety()
end
-- @return true if took action or waited
-- If false, caller should take actions
function maybe_yell_in_killhole_or_wait()
if you.feel_safe() then
if in_absolute_killhole() and not yelled_in_killhole then
crawl.sendkeys('tt')
yelled_in_killhole = true
return true
elseif in_absolute_killhole() and yelled_in_killhole then
if turns_waited > 3 then
crawl.mpr("Done waiting for monsters. Taking action.")
autoplay_act_from_safety()
return true
end
wait()
return true
end
end
return false
end
-- @return true if the biggest threats are trivial or easy bats
-- helps ensure we don't waste time waiting, instead approaching gnats
function just_gnats()
local threat_level = get_monster_threat_level()
local monster_names = get_all_monster_names()
if threat_level < 1 and #monster_names < 3 then
return true
elseif get_monster_threat_level() < 2 then
if util.exists(monster_names, function(i) return i == "bat" end) then
return true
end
end
return false
end
-- Encapsulates the logic for what action to take in safe situations so that
-- top level caller can invoke this logic conditionally
--
-- Checks to ensure you're safe, just in case
function autoplay_act_from_safety()
if you.feel_safe() then
autoexplore()
record_acted()
elseif monsters_too_threatening() and not in_any_killhole() then
print_nearby_killhole(true)
crawl.mpr("MONSTERS ARE TOO THREATENING! Retreat to a killhole or stairdance.")
elseif items.fired_item() and not can_see_reach_or_threatening_ranged_monsters() then
-- Only if something is quivered
hit_closest_nomove()
record_acted()
else
if not in_immediate_danger() and monster_will_enter_killhole() and not just_gnats() then
wait()
crawl.mpr("Waiting for monster approach.")
else
hit_closest()
record_acted()
end
end
end
-- Get list of all hostile monsters in view
--
-- Adapted from HDA getMonsterList
--
-- WARNING monsters_in_view_memoized is memoized for performance and MUST be
-- reset in ready() at the start of each turn
local monsters_in_view_memoized = nil
function get_all_monsters()
if monsters_in_view_memoized then
return monsters_in_view_memoized
end
local monsters = {}
for x = -8,8 do
for y = -8,8 do
m = monster.get_monster_at(x, y)
local attitude_hostile = 0
if m and (m:attitude() == attitude_hostile) and not (m:is_firewood()) then
table.insert(monsters, m)
end
end
end
monsters_in_view_memoized = monsters
return monsters
end
function reset_memoized_monster_list()
monsters_in_view_memoized = nil
end
function get_all_monster_names()
return util.map(function(monster) return monster:name() end, get_all_monsters())
end
function monster_will_enter_killhole()
ms = get_all_monsters()
local all_monsters_enter = true
if ms then
for _, m in ipairs(ms) do
local m_adj_tile = adj_tile_from_path(Square:new(0,0), Square:new(m:x_pos(), m:y_pos()))
--
if m_adj_tile and not in_any_killhole(m_adj_tile.x, m_adj_tile.y) then
return false
end
end
end
return true
end
function print_nearby_killhole(dont_print_message_if_not_found)
nearby_killhole = find_nearby_killhole()
if nearby_killhole then
print_suggestion("Use nearby killhole: " .. color_msg(fmt_coords(nearby_killhole.x, nearby_killhole.y),"yellow"))
elseif not dont_print_message_if_not_found then
-- Double negative cuz keybinding calls with no arguments
crawl.mpr("No visible killhole found.")
end
end
function path_to_nearby_killhole()
nearby_killhole = find_nearby_killhole()
if nearby_killhole then
return path_to_player(nearby_killhole)
else
return nil
end
end
function intersection_of_tiles(tiles1, tiles2)
local intersection = {}
for _, t1 in ipairs(tiles1) do
for _, t2 in ipairs(tiles2) do
if t1:equals(t2) then
table.insert(intersection, t1)
end
end
end
return intersection
end
function is_known_solid_feature(feature)
return feature ~= "unseen" and travel.feature_solid(feature)
end
function could_be_killhole(tile)
local neighbors = get_neighbors(tile)
local condition_one = false
-- In order for there to be a killhole, we must have at least 2 solid
-- features that are not in a straight line, so we track the unique
-- x and y positions represented among solid features and if we have at
-- least 2 of each we know we have 2 solids not in a line
local uniq_solid_x, uniq_solid_y = {}, {}
for _, neighbor in ipairs(neighbors) do
local feature = neighbor:get_feature()
if is_known_solid_feature(feature) then
uniq_solid_x[neighbor.x] = 1
uniq_solid_y[neighbor.y] = 1
if #util.keys(uniq_solid_x) > 1 and #util.keys(uniq_solid_y) > 1 then
debug_log("Could be killhole cond one? Yes: " .. tile:str())
condition_one = true
break
end
end
end
if not condition_one then
return false
end
-- To be potentially a killhole, there must be a nonsolid space a monster
-- could enter which is surrounded only by solid spaces and/or the player.
-- We can verify this by looking at each nonsolid tile, seeing which of its
-- neighbors overlap's with the neighbors of the hypothetical player (aka
-- the tile argument) and ensuring every one of them is solid. If we find a
-- nonsolid neighbor tile meeting that condition, this could be a killhole.
--
-- Do more expensive condition (requires intersection of neighbors for each
-- nonsolid neighbor) second
local nonsolid_tile_neighbors, intersecting_tiles = {}, {}
local is_potential_killhole
for _, neighbor in ipairs(neighbors) do
local feature = neighbor:get_feature()
if not is_known_solid_feature(feature) then
nonsolid_tile_neighbors = get_neighbors(neighbor)
-- All tiles adjacent to "tile" and adjacent to neighbor
intersecting_tiles = intersection_of_tiles(neighbors, nonsolid_tile_neighbors)
-- Assume it's a potential killhole until we find a nonsolid tile next
-- to it, at which point break and move on to the next potential tile
is_potential_killhole = true
for _, intersecting_tile in ipairs(intersecting_tiles) do
if not is_known_solid_feature(intersecting_tile:get_feature()) then
is_potential_killhole = false
break
end
end
if is_potential_killhole then
return true
end
end
end
return false
end
-- TODO Evaluates distance as the crow flies, meaning killhole may be far
-- away by foot or even unreachable. Improve the calculate by path distance
-- taking into account performance and unseen tiles
--
-- WARNING nearby_killhole_memoized and no_nearby_killhole are memoized for
-- performance and MUST be reset in ready() at the start of each turn
nearby_killhole_memoized = nil
no_nearby_killhole = nil
function find_nearby_killhole()
if nearby_killhole_memoized or no_nearby_killhole then
return nearby_killhole_memoized
end
if not expensive_calc_on then
debug_log("Expensive calculations off. Not finding killhole.")
return nil
end
local nonsolid_terrain = nonsolid_terrain_in_view()
for _, terrain in ipairs(nonsolid_terrain) do
-- info_log("Next killhole terrain loop")
if could_be_killhole(terrain) then
if in_absolute_killhole(terrain.x, terrain.y) or in_relative_killhole(terrain.x, terrain.y) then
nearby_killhole_memoized = terrain
return nearby_killhole_memoized
end
end
end
info_log("No nearby killhole found!")
no_nearby_killhole = true
return nil
end
function reset_memoized_nearby_killhole()
nearby_killhole_memoized = nil
no_nearby_killhole = nil
end
-- makes sure we dont yell and wait every step through a killhole
function did_exit_killhole()
-- reset yelled_in_killhole
if was_in_killhole and not in_absolute_killhole then
yelled_in_killhole = false
return true
end
was_in_killhole = in_absolute_killhole
return false
end
function wait()
crawl.mpr("Waiting. Turns waited so far: " .. turns_waited)
turns_waited = turns_waited + 1
crawl.sendkeys('.')
end
function record_acted()
turns_waited = 0
end
function hp_lost()
local hp, max_hp = you.hp()
-- previous_hp comes from imported script below
local lost_hp = previous_hp - hp
return lost_hp
end
function in_immediate_danger()
local current_hp, max_hp = you.hp()
local lost_big_chunk = (hp_lost() > (max_hp * 0.2))
local hp_too_low = (current_hp < (max_hp * 0.8))
local ranged = can_see_reach_or_threatening_ranged_monsters()
return monster_adjacent() or ((lost_big_chunk or hp_too_low) and not you.feel_safe) or ranged
end
-- TODO improve to check if reach is within 2 spaces
function can_see_reach_or_threatening_ranged_monsters()
local ranged_threat_count = 0
for _, m in ipairs(get_all_monsters()) do
if m:reach_range() > 1 then
return true
elseif m:name():find("priest") or m:name():find("wizard") then
ranged_threat_count = ranged_threat_count + m:threat()
end
-- TODO Solve attempt to call method 'has_ranged_attack' (a nil value)
end
return ranged_threat_count > 2
end
function monster_adjacent()
for k,v in pairs(surrounding_coords) do
local m = monster.get_monster_at(v[1], v[2])
if m then
return true
end
end
return false
end
-- Get map of terrain in view ordered by nearest
--
-- @return Array of Square tables, ascending by dist from player
--
-- WARNING terrain_in_view_memoized is memoized for performance and MUST be
-- reset in ready() at the start of each turn
local terrain_in_view_memoized = nil
function terrain_in_view()
if terrain_in_view_memoized then
return terrain_in_view_memoized
end
ordered_terrain_in_view = {}
for _, tile in ipairs(ordered_potentially_visible_tiles) do
if tile:get_feature() ~= "unseen" then
table.insert(ordered_terrain_in_view, tile)
end
end
terrain_in_view_memoized = ordered_terrain_in_view
return terrain_in_view_memoized
end
function reset_memoized_terrain_in_view()
terrain_in_view_memoized = nil
end
-- @return {feature, x, y} of closest matching terrain, nil if no match
function find_terrain_feature_in_view(feature)
for _, tile in ipairs(terrain_in_view()) do
if tile:get_feature():find(feature) then
debug_log("Found desired terrain: " .. feature)
return terrain_table
end
end
debug_log("Did not find desired terrain: " .. feature)
return nil
end
function nonsolid_terrain_in_view()
return util.filter(function(terrain)
return not travel.feature_solid(terrain:get_feature())
end, terrain_in_view())
end
function in_any_killhole(tile_rel_to_player_x, tile_rel_to_player_y)
-- Defaults to checking if player in killhole
if tile_rel_to_player_x == nil then
tile_rel_to_player_x = 0
tile_rel_to_player_y = 0
end
if in_absolute_killhole(tile_rel_to_player_x, tile_rel_to_player_y) then
return true
elseif in_relative_killhole(tile_rel_to_player_x, tile_rel_to_player_y) then
return true
end
return false
end
-- Player has max two open tiles around them (like a hallway)
-- TODO Fix for out of view but remembered tiles (Crawl Lua doesn't expose?)
function in_absolute_killhole(tile_rel_to_player_x, tile_rel_to_player_y)
-- Defaults to checking if player in killhole
if tile_rel_to_player_x == nil then
tile_rel_to_player_x = 0
tile_rel_to_player_y = 0
end
local check_tile = Square:new(tile_rel_to_player_x, tile_rel_to_player_y)
info_log("Checking abs killhole: " .. tile_rel_to_player_x .. ", " .. tile_rel_to_player_y)
local empty_spaces = 0
for _, tile in ipairs(get_neighbors(check_tile)) do
local feature = tile:get_feature()
-- debug_log("feature at: " ..
-- fmt_coords(tile_rel_to_player_x+x, tile_rel_to_player_y+y) ..
-- " " .. feature)
--
if feature and (feature == "unseen" or not (travel.feature_solid(feature))) then
empty_spaces = empty_spaces + 1
end
end
if empty_spaces < 3 then
info_log("Is absolute killhole: " .. tile_rel_to_player_x .. ", " .. tile_rel_to_player_y)
return true
else
return false
end
end
function tile_in_tiles(tile, tiles)
for _, array_tile in ipairs(tiles) do
if array_tile.x == tile.x and array_tile.y == tile.y then
return true
end
end
return false
end
-- Ensures all monsters will path to a tile in which there are no open tiles
-- both around it and around player, and therefore all visible monsters will
-- approach single file, even if player has open tiles behind them
--
-- Returns false for farther adjacent from player because
-- it gets ridiculously inefficient to look outward from there. I could
-- refuse to call it with those args and technically that's more correct but
-- this is easier when we're calculating both abs and rel together often
function in_relative_killhole(tile_rel_to_player_x, tile_rel_to_player_y)
-- Defaults to checking if player in killhole
if tile_rel_to_player_x == nil then
tile_rel_to_player_x = 0
tile_rel_to_player_y = 0
end
info_log("Checking rel killhole: " .. tile_rel_to_player_x .. ", " .. tile_rel_to_player_y)
monsters = get_all_monsters()
if #monsters < 2 then
-- No such thing as a relative killhole against 0/1 monster, as all
-- pathing leads to single-file, but that doesn't actually mean you're
-- in a relative killhole if another monster comes up.
return false
end
local target_tile = Square:new(tile_rel_to_player_x, tile_rel_to_player_y)
-- To prevent pathing lag
--local total_distance = 0
--for _, monster in ipairs(monsters) do
-- total_distance = total_distance + manhattan_distance(target_tile, Square:new(monster:x_pos(), monster:y_pos()))
--end
-- if total_distance > 30 then
-- return false
--end
local adj_approach_x, adj_approach_y = nil, nil
for _, monster in ipairs(monsters) do
-- Find the tile adjacent to player that the monster will take if going
-- shortest path
local adj_tile_in_path = adj_tile_from_path(
target_tile,
Square:new(monster:x_pos(), monster:y_pos())
)
if adj_tile_in_path then
-- If the monster has no path, we're 'safe' enough and can skip iter
if not adj_approach_x then
-- On first iteration, store where that monster is going
adj_approach_x, adj_approach_y = adj_tile_in_path.x, adj_tile_in_path.y
else
-- If the monsters can approach at different tiles, you're not in a killhole
-- NOTE It's extra sensitive: they can't be on either side in a hallway
if adj_approach_x ~= adj_tile_in_path.x or adj_approach_y ~= adj_tile_in_path.y then
info_log("Monsters approach in different places")
return false
end
end
else
info_log("Monster has no path " .. monster:name())
end
end
if not adj_approach_x then
-- Couldn't path to any monster
return false
end
adj_approach_tile = Square:new(adj_approach_x, adj_approach_y)
-- The adjacent approach tile must not have open spaces also adjacent to
-- target tile (otherwise, this algo could miss non-shortest path approaches)
empty_spaces_arround_adj_approach = {}
for _, adj_to_adj_approach_tile in ipairs(get_neighbors(adj_approach_tile)) do
-- Is this tile, which is adjacent to the adjacent approach tile, also
-- adjacent to the target tile (usually player)?
if tile_in_tiles(adj_to_adj_approach_tile, get_neighbors(target_tile)) then
local feature = adj_to_adj_approach_tile:get_feature()
debug_log("Feature at adj_to_adj_approach_tile: " .. adj_to_adj_approach_tile:str())
if not travel.feature_solid(feature) then
-- Open space next to monster approach and player!
debug_log("Open space next to monster approach and player:" .. adj_to_adj_approach_tile:str())
return false
end
end
end
info_log("Is relative killhole: " .. target_tile:str())
return true
end
function walk_one_step_to_killhole()
if in_absolute_killhole() then
crawl.mpr("You're already in a killhole!")
return
end
nearby_killhole = find_nearby_killhole()
debug_log("nearby_killhole in walk killholle: " .. tostring(nearby_killhole))
if nearby_killhole then
local path_to = path_to_nearby_killhole()
debug_log("path_to in walk killholle: " .. tostring(path_to))
if path_to then
walk_one_step_to_tile(path_to[2])
return
else
crawl.mpr("Can't find path to killhole")
return
end
end
crawl.mpr("Can't walk when no nearby killhole!")
end
function walk_one_step_to_tile(target_tile)
for direction_button, tile in pairs(surrounding_coords) do
-- crawl.mpr(tile.x .. target_tile.x .. tile.y .. target_tile.y)
if tile[1] == target_tile.x and tile[2] == target_tile.y then
crawl.mpr("Walking towards killhole.")
crawl.sendkeys(direction_button)
end
end
end
function rest()
crawl.sendkeys('5')
end
function autoexplore()
crawl.sendkeys('o')
end
function monsters_too_threatening()
ms = get_all_monsters()
total_threat = 0
for _, m in ipairs(ms) do
if m:threat() > 2 then
return true
end
total_threat = total_threat + m:threat()
end
return total_threat > 4
end
function get_monster_threat_level()
ms = get_all_monsters()
total_threat = 0
for _, m in ipairs(ms) do
total_threat = total_threat + m:threat()
end
info_log("Monster threat: " .. total_threat)
return total_threat
end
-- Borrowed from HDATravel
function should_rest(hp, mp, max_hp, max_mp)
local you_are_mummy = string.find(you.race(), "Mummy")
local you_are_deep_dwarf = string.find(you.race(), "Deep Dwarf")
return (mp < (max_mp*0.50) or ((max_mp-mp) > 20)
or ((hp < (max_hp*0.80)) or ((max_hp-hp) > 30)
and not you_are_deep_dwarf)
or you.slowed()
or you.poisoned()
or you.confused()
or you.exhausted()
or (((hp < max_hp) or (mp < max_mp)) and you_are_mummy))
end
-- == AnnounceDamage == --
-- From HilariousDeathArtist HDamage
-- NOTE Some AnnounceDamage locals are defined before l1quidcryst4l autoplay
function AnnounceDamage()
local current_hp, max_hp = you.hp()
local current_mp, max_mp = you.mp()
--Things that increase hp/mp temporarily really mess with this
local current_form = you.transform()
local you_are_berserk = you.berserk()
local max_hp_increased = false
local max_hp_decreased = false
if (current_form ~= previous_form) then
if (previous_form:find("dragon") or
previous_form:find("statue") or
previous_form:find("tree") or
previous_form:find("ice")) then
max_hp_decreased = true
elseif (current_form:find("dragon") or
current_form:find("statue") or
current_form:find("tree") or
current_form:find("ice")) then
max_hp_increased = true
end
end
if (was_berserk_last_turn and not you_are_berserk) then
max_hp_decreased = true
elseif (you_are_berserk and not was_berserk_last_turn) then
max_hp_increased = true
end
--crawl.mpr(string.format("previous_form is: %s", previous_form))
--crawl.mpr(string.format("current_form is: %s", current_form))
--crawl.mpr(string.format("max_hp_increased is: %s", max_hp_increased and "True" or "False"))
--crawl.mpr(string.format("max_hp_decreased is: %s", max_hp_decreased and "True" or "False"))
--crawl.mpr(string:format("you_are_berserk is: %s", you_are_berserk and "True" or "False"))
--crawl.mpr(string:format("was_berserk_last_turn is: %s", was_berserk_last_turn and "True" or "False"))
--Skips message on initializing game
if previous_hp > 0 then
local hp_difference = previous_hp - current_hp
local mp_difference = previous_mp - current_mp
if max_hp_increased or max_hp_decreased then
if max_hp_increased then
crawl.mpr("You now have " .. current_hp .. "/" .. max_hp .. " hp.")
else
crawl.mpr("You now have " .. current_hp .. "/" .. max_hp .. " hp.")
end
else
--On losing health
if (current_hp < previous_hp) then
if current_hp <= (max_hp * 0.30) then
crawl.mpr("You take " .. hp_difference .. " damage, and have " .. current_hp .. "/" .. max_hp .. " hp.")
elseif current_hp <= (max_hp * 0.50) then
crawl.mpr("You take " .. hp_difference .. " damage, and have " .. current_hp .. "/" .. max_hp .. " hp.")
elseif current_hp <= (max_hp * 0.70) then
crawl.mpr("You take " .. hp_difference .. " damage, and have " .. current_hp .. "/" .. max_hp .. " hp.")
elseif current_hp <= (max_hp * 0.90) then
crawl.mpr("You take " .. hp_difference .. " damage, and have " .. current_hp .. "/" .. max_hp .. " hp.")
else
crawl.mpr("You take " .. hp_difference .. " damage, and have " .. current_hp .. "/" .. max_hp .. " hp.")
end
if hp_difference > (max_hp * 0.20) then
crawl.mpr("MASSIVE DAMAGE!!")
end
end
--On gaining more than 1 health
if (current_hp > previous_hp) then
--Removes the negative sign
local health_inturn = (0 - hp_difference)
if (health_inturn > 1) and not (current_hp == max_hp) then
if current_hp <= (max_hp * 0.30) then
crawl.mpr("You regained " .. health_inturn .. " hp, and now have " .. current_hp .. "/" .. max_hp .. " hp.")
elseif current_hp <= (max_hp * 0.50) then
crawl.mpr("You regained " .. health_inturn .. " hp, and now have " .. current_hp .. "/" .. max_hp .. " hp.")
elseif current_hp <= (max_hp * 0.70) then
crawl.mpr("You regained " .. health_inturn .. " hp, and now have " .. current_hp .. "/" .. max_hp .. " hp.")
elseif current_hp <= (max_hp * 0.90) then
crawl.mpr("You regained " .. health_inturn .. " hp, and now have " .. current_hp .. "/" .. max_hp .. " hp.")
else
crawl.mpr("You regained " .. health_inturn .. " hp, and now have " .. current_hp .. "/" .. max_hp .. " hp.")
end
end
if (current_hp == max_hp) then
crawl.mpr("Health restored: " .. current_hp .. "")
end
end
--On gaining more than 1 magic
if (current_mp > previous_mp) then
--Removes the negative sign
local mp_inturn = (0 - mp_difference)
if (mp_inturn > 1) and not (current_mp == max_mp) then
if current_mp < (max_mp * 0.25) then
crawl.mpr("You regained " .. mp_inturn .. " mp, and now have " .. current_mp .. "/" .. max_mp .. " mp.")
elseif current_mp < (max_mp * 0.50) then
crawl.mpr("You regained " .. mp_inturn .. " mp, and now have " .. current_mp .. "/" .. max_mp .. " mp.")
else
crawl.mpr("You regained " .. mp_inturn .. " mp, and now have " .. current_mp .. "/" .. max_mp .. " mp.")
end
end
if (current_mp == max_mp) then
crawl.mpr("MP restored: " .. current_mp .. "")
end
end
--On losing magic
if current_mp < previous_mp then
if current_mp <= (max_mp / 5) then
crawl.mpr("You now have " .. current_mp .. "/" ..max_mp .." mp.")
elseif current_mp <= (max_mp / 2) then
crawl.mpr("You now have " .. current_mp .. "/" ..max_mp .." mp.")
else
crawl.mpr("You now have " .. current_mp .. "/" ..max_mp .." mp.")
end
end
end
end
--Set previous hp/mp and form at end of turn
previous_hp = current_hp
previous_mp = current_mp
previous_form = current_form
was_berserk_last_turn = you_are_berserk
end
local force_mores_XL5 = false
local hell_branch_more_enabled = false
function l1quidcryst4l_dynamic_force_mores()
-- Don't care when we're grabbed early
if you.xl() > 5 and not force_mores_XL5 then
crawl.setopt("force_more_message += The.*grabs you[^r]")
force_mores_XL5 = true
end
if util.exists({"Coc","Dis","Geh","Tar"}, function(b) return you.branch() == b end) then
crawl.setopt("force_more_message += Found a stone staircase leading down.")
hell_branch_more_enabled = true
else
if hell_branch_more_enabled == true then
crawl.setopt("force_more_message -= Found a stone staircase leading down.")
end
end
end
function fmt_coords(x, y)
local x_coord
local y_coord
if x > 0 then
x_coord = x .. "E"
elseif x == 0 then
x_coord = "0"
else
x_coord = (-1 * x) .. "W"
end
if y > 0 then
y_coord = y .. "S"
elseif y == 0 then
y_coord = "0"
else
y_coord = (-1 * y) .. "N"
end
return "x: " .. x_coord .. ", y: " .. y_coord
end
function color_msg(msg, color)
return "<" .. color .. ">" .. msg .. "" .. color .. ">"
end
-- NOTE Depends on escape func from HDA mobwarnings
function is_message_sent_recently(str, how_recent)
string.find(crawl.messages(how_recent), escape(str))
end
function print_suggestion(suggestion_str)
local formatted_str = "SUGGESTION: " .. suggestion_str
if not is_message_sent_recently(formatted_str, 12) then
crawl.mpr(formatted_str)
end
end
function movement_strategy_reminders()
local threat = get_monster_threat_level()
local monsters = get_all_monsters()
if (threat > 1 and #monsters > 2) or #get_all_monsters() > 6 then
info_log("Monster threat high enough to look for terrain")
local terrain_table = find_terrain_feature_in_view("stairs_up")
if terrain_table then
stair_loc_str = color_msg(fmt_coords(terrain_table.x, terrain_table.y), "yellow")
print_suggestion("Why not stairdance?! Stairs at " .. stair_loc_str .. ".")
end
if threat > 2 and #monsters > 2 then
info_log("Monster threat high enough to look for killhole")
local killhole = find_nearby_killhole()
if killhole and not (killhole.x == 0 and killhole.y == 0) then
killhole_loc_str = color_msg(fmt_coords(killhole.x, killhole.y), "yellow")
print_suggestion("Use nearby killhole at " .. killhole_loc_str .. ".")
else
if killhole and (killhole.x == 0 and killhole.y == 0) then
info_log("In killhole already")
else
debug_log("No killhole found")
end
end
end
end
end
-- local tried_equip_once = {}
-- function try_autoequip(equip_letter, item_name)
-- if not tried_equip_once[item_name] and you.feel_safe() then
-- item = find_in_inventory(item_name)
--
-- if not item or item.equipped then
-- return
-- end
--
-- item_terse_name = item:name("plain", true)
--
-- crawl.mpr("Autoequipping " .. item_terse_name)
-- crawl.sendkeys(equip_letter .. items.index_to_letter(item.slot))
--
-- -- If we switch away, don't try to switch us back!
-- tried_equip_once[item_name] = true
-- -- crawl.mpr("Tried to equip item you don't have: " .. item_terse_name)
-- else
-- -- crawl.mpr("Can't equip " .. item_terse_name .. "because it's not safe. Do it yourself")
-- end
-- end
--
-- function maybe_equip_early()
-- if you.branch() == "D" and you.depth() < 5 and you.class() == "Fighter" then
-- try_autoequip("W", "plate")
--
-- if best_weapon_skill() == "Maces & Flails" then
-- try_autoequip("w", "whip")
-- end
-- end
-- end
--
-- function ch_stop_running(kind)
-- -- Runs on autoexplore stop or item pickup
-- if kind == "explore_greedy" then
-- maybe_equip_early()
-- end
-- end
function reset_memoized_variables()
debug_log("Resetting memoized variables.")
reset_a_star_iter_count()
reset_memoized_monster_list()
reset_memoized_terrain_in_view()
reset_memoized_nearby_killhole()
clear_a_star_cache()
end
function ready()
reset_memoized_variables()
just_gnats()
-- HDA functions
AnnounceDamage()
SpoilerAlert()
OpenSkills()
movement_strategy_reminders()
l1quidcryst4l_dynamic_force_mores()
end
-- == Opens skill menu == --
-- From HDA? and my mods
local need_skills_opened = true
function OpenSkills()
if you.turns() < 2 and need_skills_opened then
if you.class() == "Fighter" then
you.set_training_target("Maces & Flails", 12)
you.train_skill("Maces & Flails", 2)
you.set_training_target("Shields", 5)
you.train_skill("Shields", 2)
you.set_training_target("Throwing", 2)
you.train_skill("Throwing", 1)
end
need_skills_opened = false
crawl.sendkeys("m")
end
end
-- == Armour/Weapon autopickup by rwbarton, enhanced by HDA with fixes from Bloaxor == --
-- with l1quidcryst4l mods
function best_weapon_skill()
weapon_skills = {}
weapon_skills["Short Blades"] = you.skill("Short Blades")
weapon_skills["Long Blades"] = you.skill("Long Blades")
weapon_skills["Axes"] = you.skill("Axes")
weapon_skills["Maces & Flails"] = you.skill("Maces & Fails")
weapon_skills["Polearms"] = you.skill("Polearms")
weapon_skills["Staves"] = you.skill("Staves")
weapon_skills["Unarmed Combat"] = you.skill("Unarmed Combat")
local max_skill_name = next(weapon_skills)
local max_skill_int = weapon_skills[max_skill_name]
for k, v in pairs(weapon_skills) do
if weapon_skills[k] > max_skill_int then
max_skill_name, max_skill_int = k, v
end
end
return max_skill_name
end
function find_in_inventory(item_name)
for _, item in ipairs(items.inventory()) do
if item.name():find(item_name) then
return item
end
end
return nil
end
function maybe_early_pickup(found_item_name, desired_item_name)
local item_matches = found_item_name:find(desired_item_name)
return item_matches and you.xl() < 5 and not find_in_inventory(desired_item_name)
end
local acquired_gold_dragon = false
-- NOTE This is where autopickup would be but I removed it for guests
-- because my custom autopickup does weird unintuitive things
-- == HDA Mobwarning == --
--Returns a table where the key is the monster description and value is the total number of that mob in your vision
function getMonsterList()
local monsters = {}
for x = -8,8 do
for y = -8,8 do
m = monster.get_monster_at(x, y)
local attitude_hostile = 0
if m and (m:attitude() == attitude_hostile) and not (m:is_firewood()) then
desc = m:desc()
if (monsters[desc] == nil) then
monsters[desc] = 1
else
monsters[desc] = monsters[desc] + 1
end
end
end
end
return monsters
end
--Escapes the special characters in a string for pattern matching
function escape(str)
--Escapes parens and dash "()-"
local escaped = str:gsub('[%(%)%-]','\\%1')
--Removes any coloration parts of the string
return (escaped:gsub('<[^<]*>',''))
end
-- Uses the getMonsterList and escape functions above
function SpoilerAlert()
local mobwarnings = {}
--Add dangerous monsters to this table by using their name as the key, (as a lua pattern)
--Set the value to the warning string you want to display, where it will formatted like:
--"[The] Monster_Name Warning_Message"
--If the Monster_Name includes a capital letter, the message will be prepended with [The]
local xl = you.xl()
local no_rP = you.res_poison() == 0
local no_rF = you.res_fire() == 0
local no_rC = you.res_cold() == 0
local no_rN = you.res_draining() == 0
local no_rE = you.res_shock() == 0
local no_rMut = you.res_mutation() == 0
local you_are_flying = you.flying()
local no_see_invis = not you.see_invisible()
local no_rCorr = not you.res_corr()
local race = you.race()
local form = you.transform()
local you_are_undead = (race:find("ghoul") or race:find("vampire") or race:find("mummy") or form:find("lich"))
--Only hide Torment for races with full, permanent immunity
local you_perm_rTorment = (race:find("ghoul") or race:find("mummy"))
--crawl.mpr(string.format("you.res_mutation() is: %s", you.res_mutation()))
--crawl.mpr(string.format("no_rMut is: %s", no_rMut and "True" or "False"))
if xl < 3 then
if no_rP then
mobwarnings["giant mite"] = "can poison!"
end
mobwarnings["ball python"] = "can constrict!"
mobwarnings["giant cockroach"] = "is fast!"
mobwarnings["giant gecko"] = "is fast!"
mobwarnings["jackal"] = "is fast!"
end
if xl < 5 then
if no_rP then
mobwarnings["adder"] = "is fast and can poison!"
mobwarnings["scorpion"] = "can poison!"
end
mobwarnings["worm"] = "can hit for moderate damage in melee!"
end
if xl < 9 then
if no_rP then
mobwarnings["worker ant"] = "is fast and can poison!"
end
if no_see_invis then
if no_rP then
mobwarnings["Natasha"] = "can cast Slow, Mephitic Cloud, Call Imp, and go Invisible!"
else
mobwarnings["Natasha"] = "can cast Slow, Call Imp, and go Invisible!"
end
if no_rF and no_rC then
mobwarnings["Blork"] = "can cast Haste, Throw Frost, Throw Flame, and go Invisible!"
mobwarnings["orc wizard"] = "might cast Slow, Confuse, Throw Flame, Throw Frost, or go Invisible!"
mobwarnings["Sigmund"] = "can cast Slow, Confuse, Throw Flame, and go Invisible!"
elseif no_rF then
mobwarnings["Blork"] = "can cast Haste, Throw Flame, and go Invisible!"
mobwarnings["orc wizard"] = "might cast Slow, Confuse, Throw Flame, or go Invisible!"
mobwarnings["Sigmund"] = "can cast Slow, Confuse, Throw Flame, and go Invisible!"
elseif no_rC then
mobwarnings["Blork"] = "can cast Haste, Throw Frost, and go Invisible!"
mobwarnings["orc wizard"] = "might cast Slow, Confuse, Throw Frost, or go Invisible!"
mobwarnings["Sigmund"] = "can cast Slow, Confuse, and go Invisible!"
else
mobwarnings["Blork"] = "can cast Haste and go Invisible!"
mobwarnings["orc wizard"] = "might cast Slow, Confuse, or go Invisible!"
mobwarnings["Sigmund"] = "can cast Slow, Confuse, and go Invisible"
end
else
if no_rP then
mobwarnings["Natasha"] = "can cast Slow, Mephitic Cloud, and Call Imp!"
else
mobwarnings["Natasha"] = "can cast Slow and Call Imp!"
end
if no_rF and no_rC then
mobwarnings["Blork"] = "can cast Haste, Throw Frost, and Throw Flame!"
mobwarnings["orc wizard"] = "might cast Slow, Confuse, Throw Flame, or Throw Frost!"
mobwarnings["Sigmund"] = "can cast Slow, Confuse, and Throw Flame!"
elseif no_rF then
mobwarnings["Blork"] = "can cast Haste, and Throw Flame!"
mobwarnings["orc wizard"] = "might cast Slow, Confuse, or Throw Flame!"
mobwarnings["Sigmund"] = "can cast Slow, Confuse, and Throw Flame!"
elseif no_rC then
mobwarnings["Blork"] = "can cast Haste and Throw Frost!"
mobwarnings["orc wizard"] = "might cast Slow, Confuse, or Throw Frost!"
mobwarnings["Sigmund"] = "can cast Slow and Confuse!"
else
mobwarnings["Blork"] = "can cast Haste!"
mobwarnings["orc wizard"] = "might cast Slow or Confuse!"
mobwarnings["Sigmund"] = "can cast Slow and Confuse!"
end
end
mobwarnings["big kobold"] = "will probably throw things at you!"
mobwarnings["Crazy Yiuf"] = "can hit for high damage in melee!"
mobwarnings["Dowan"] = "can Haste Duvessa, and will become Hasted and cast Throw Icicle when Duvessa dies!"
mobwarnings["Duvessa"] = "can hit for moderate damage in melee, and goes Berserk when Dowan dies!"
mobwarnings["Eustachio"] = "can summon minor creatures and blink!"
mobwarnings["gnoll"] = "can hit for moderate damage in melee, and throws nets!"
mobwarnings["Ijyb"] = "will often zap you with wands!"
mobwarnings["mummy"] = "can hit for moderate damage in melee!"
mobwarnings["ogre"] = "can hit for high damage in melee!"
mobwarnings["phantom"] = "can hit for moderate damage in melee and blinks!"
end
if xl < 14 then
if no_rN then
mobwarnings["Grinder"] = "can cast Paralyse and Pain!"
mobwarnings["shadow imp"] = "can cast Pain and Animate Dead!"
mobwarnings["wight"] = "can drain you in melee!"
else
mobwarnings["Grinder"] = "can cast Paralyse!"
mobwarnings["shadow imp"] = "can Animate Dead!"
mobwarnings["wight"] = "can hit for moderate damage in melee!"
end
if no_rC then
mobwarnings["ice beast"] = "can hit for moderate damage in melee!"
mobwarnings["simulacr"] = "can hit for high damage in melee!"
mobwarnings["white imp"] = "can cast Throw Frost!"
mobwarnings["white ugly thing"] = "is fast and can hit for high cold damage in melee!"
else
mobwarnings["simulacr"] = "can hit for moderate damage in melee!"
mobwarnings["white ugly thing"] = "is fast and can hit for moderate damage in melee!"
end
if no_rF then
mobwarnings["fire drake"] = "can breathe blasts of flame!"
mobwarnings["red ugly thing"] = "is fast and can hit for high fire damage in melee!"
mobwarnings["steam dragon"] = "breathes balls of steam!"
if no_see_invis and no_rP then
mobwarnings["Erica"] = "can hit for moderate fire damage in melee, can cast Venom Bolt, IMB, Confuse, Slow, go Invisible, and teleport away!"
elseif no_rP then
mobwarnings["Erica"] = "can hit for moderate fire damage in melee, can cast Venom Bolt, IMB, Confuse, Slow, and teleport away!"
elseif no_see_invis then
mobwarnings["Erica"] = "can hit for moderate fire damage in melee, can cast IMB, Confuse, Slow, go Invisible, and teleport away!"
else
mobwarnings["Erica"] = "can hit for moderate fire damage in melee, can cast IMB, Confuse, Slow, and teleport away!"
end
else
mobwarnings["red ugly thing"] = "is fast and can hit for moderate damage in melee!"
if no_see_invis and no_rP then
mobwarnings["Erica"] = "can cast Venom Bolt, IMB, Confuse, Slow, go Invisible, and teleport away!"
elseif no_rP then
mobwarnings["Erica"] = "can cast Venom Bolt, IMB, Confuse, Slow, and teleport away!"
elseif no_see_invis then
mobwarnings["Erica"] = "can cast IMB, Confuse, Slow, go Invisible, and teleport away!"
else
mobwarnings["Erica"] = "can cast IMB, Confuse, Slow, and teleport away!"
end
end
if no_rC or no_rF or no_rP then
mobwarnings["Joseph"] = "shoots branded sling bullets!"
end
if no_rP then
mobwarnings["black mamba"] = "is very fast, can hit for high damage in melee, and can poison!"
mobwarnings["green ugly thing"] = "is fast and can hit for high poison damage in melee!"
mobwarnings["killer bee"] = "is very fast and can poison!"
mobwarnings["naga"] = "can constrict and spit poison!"
mobwarnings["queen ant"] = "can berserk other ants, and can poison!"
mobwarnings["redback"] = "is fast and can poison!"
mobwarnings["soldier ant"] = "is fast and can poison!"
mobwarnings["spiny frog"] = "is fast, can hit for high damage in melee, and can poison!"
mobwarnings["swamp drake"] = "breathes Mephitic clouds!"
mobwarnings["water moccasin"] = "is fast and can poison!"
else
mobwarnings["black mamba"] = "is very fast and can hit for high damage in melee!"
mobwarnings["green ugly thing"] = "is fast and can hit for moderate damage in melee!"
mobwarnings["killer bee"] = "is very fast!"
mobwarnings["naga"] = "can constrict!"
mobwarnings["queen ant"] = "can berserk other ants!"
mobwarnings["redback"] = "is fast!"
mobwarnings["soldier ant"] = "is fast!"
mobwarnings["spiny frog"] = "is fast and can hit for high damage in melee!"
mobwarnings["water moccasin"] = "is fast!"
end
if no_rE then
mobwarnings["cyan ugly thing"] = "can hit for high electric damage in melee!"
mobwarnings["electric eel"] = "can hit for high damage at range!"
else
mobwarnings["cyan ugly thing"] = "is fast and can hit for moderate damage in melee!"
end
if no_rCorr then
mobwarnings["jelly"] = "can corrode equipment in melee!"
end
mobwarnings["blink frog"] = "is fast, can hit for moderate damage in melee, and blinks!"
mobwarnings["centaur"] = "is fast and can hit for moderate damage at range!"
mobwarnings["draconian"] = "can hit for high damage in melee!"
mobwarnings["elephant"] = "can hit for high damage in melee, and can trample!"
mobwarnings["gargoyle"] = "can cast Stone Arrow!"
mobwarnings["gnoll shaman"] = "can heal itself and can heal or Haste other gnolls!"
mobwarnings["goliath beetle"] = "can hit for high damage in melee!"
mobwarnings["hill giant"] = "can hit for high damage in melee!"
mobwarnings["hippogriff"] = "can hit for high damage in melee!"
mobwarnings["Maud"] = "can hit for high damage in melee!"
mobwarnings["orc warrior"] = "can hit for high damage!"
mobwarnings["Pikel"] = "can hit for high damage in melee!"
mobwarnings["Prince Ribbit"] = "is fast and can hit for high damage in melee!"
mobwarnings["Psyche"] = "might banish you in melee!"
mobwarnings["raven"] = "is very fast and can hit for moderate damage in melee!"
mobwarnings["slave"] = "means Pikel is nearby!"
mobwarnings["slime creature"] = "can hit for high damage in melee!"
mobwarnings["small abomination"] = "might be fast and can hit for high damage in melee!"
mobwarnings["troll"] = "can hit for high damage in melee, and regenerates quickly!"
mobwarnings["two-headed ogre"] = "can hit for high damage in melee!"
mobwarnings["warg"] = "is fast and can hit for moderate damage in melee!"
mobwarnings["wolf"] = "is very fast and can hit for moderate damage in melee!"
mobwarnings["wraith"] = "can slow you in melee!"
mobwarnings["wyvern"] = "is fast and can hit for high damage in melee!"
mobwarnings["yak"] = "can hit for moderate damage in melee!"
end
if you.xl() < 21 then
local orcsorcwarn = ""
local tenguconjwarn = ""
if no_rF then
if no_see_invis and no_rP then
mobwarnings["Erica"] = "can cast Venom Bolt, IMB, go Invisible, and teleport away!"
elseif no_rP then
mobwarnings["Erica"] = "can cast Venom Bolt, IMB, and teleport away!"
elseif no_see_invis then
mobwarnings["Erica"] = "can cast IMB, go Invisible, and teleport away!"
else
mobwarnings["Erica"] = "can cast IMB and teleport away!"
end
mobwarnings["deep elf mage"] = "can cast Fireball and Slow!"
mobwarnings["efreet"] = "can cast Bolt of Fire and Fireball!"
mobwarnings["Harold"] = "can throw nets and cast Bolt of Fire!"
mobwarnings["lindwurm"] = "has a nasty fire breath attack!"
mobwarnings["red very ugly thing"] = "can hit for high fire damage in melee!"
mobwarnings["salamander"] = "uses fire branded attacks!"
orcsorcwarn = orcsorcwarn .. ", Bolt of Fire"
tenguconjwarn = tenguconjwarn .. ", Bolt of Magma"
else
if no_see_invis and no_rP then
mobwarnings["Erica"] = "can cast Venom Bolt, IMB, go Invisible, and teleport away!"
elseif no_rP then
mobwarnings["Erica"] = "can cast Venom Bolt, IMB, and teleport away!"
elseif no_see_invis then
mobwarnings["Erica"] = "can cast IMB, go Invisible, and teleport away!"
else
mobwarnings["Erica"] = "can cast IMB, and teleport away!"
end
mobwarnings["deep elf mage"] = "can cast slow!"
mobwarnings["Harold"] = "can throw nets!"
mobwarnings["lindwurm"] = "can hit for high damage in melee!"
mobwarnings["red very ugly thing"] = "can hit for high damage in melee!"
end
if no_rP then
mobwarnings["green very ugly thing"] = "is fast and can hit for high poison damage in melee!"
mobwarnings["naga mage"] = "can cast IMB and Poison Arrow, and spits poison!"
mobwarnings["naga ritualist"] = "can give poison vulnerability, and do poison damage over time with toxic radiance!"
mobwarnings["naga warrior"] = "can constrict you and hit for high damage in melee, and spits poison!"
mobwarnings["redback"] = "is fast and can poison!"
mobwarnings["Sonja"] = "shoots Curare needles and will probably banish you in melee!"
mobwarnings["wolf spider"] = "is fast and can hit for high damage in melee, and can poison!"
tenguconjwarn = tenguconjwarn .. ", Venom Bolt"
else
mobwarnings["green very ugly thing"] = "is fast and can hit for high damage in melee!"
mobwarnings["naga mage"] = "can cast IMB and Poison Arrow!"
mobwarnings["naga ritualist"] = "can remove poison resistance, and do damage over time with toxic radiance!"
mobwarnings["naga warrior"] = "can constrict you and hit for high damage in melee!"
mobwarnings["Sonja"] = "will probably banish you in melee!"
mobwarnings["wolf spider"] = "is fast and can hit for high damage in melee!"
end
if no_rE then
mobwarnings["cyan very ugly thing"] = "is fast and can hit for high electric damage in melee!"
mobwarnings["raiju"] = "is fast and can Lightning Bolt itself at you!"
tenguconjwarn = tenguconjwarn .. ", Lightning Bolt"
else
mobwarnings["cyan very ugly thing"] = "is fast and can hit for high damage in melee!"
mobwarnings["raiju"] = "is fast and blinks around!"
end
if no_rC then
mobwarnings["bog body"] = "can cast Slow and Bolt of Cold!"
mobwarnings["Fannar"] = "can cast Bolt of Cold, Ozo's Refrigeration, Summon Ice Beast, and Blink!"
mobwarnings["freezing wraith"] = "can hit for high cold damage and slow you in melee!"
mobwarnings["simulacr"] = "can hit for high damage in melee!"
mobwarnings["white very ugly thing"] = "is fast and can hit for high cold damage in melee!"
else
mobwarnings["bog body"] = "can cast Slow!"
mobwarnings["Fannar"] = "can Blink and Summon Ice Beasts!"
mobwarnings["freezing wraith"] = "can slow you in melee!"
mobwarnings["white very ugly thing"] = "is fast and can hit for high damage in melee!"
end
if no_rN then
orcsorcwarn = orcsorcwarn .. ", Bolt of Draining"
mobwarnings["Nergalle"] = "can cast Bolt of Draining, Summon Spectral Orcs, Haste Other, and Death's Door!"
if you_are_undead then
mobwarnings["Josephine"] = "can cast Ghostly Fireball, Vampiric Draining, Animate Dead, and Dispel Undead!"
else
mobwarnings["Josephine"] = "can cast Ghostly Fireball, Vampiric Draining, and Animate Dead!"
end
else
mobwarnings["Nergalle"] = "can Summon Spectral Orcs, cast Haste Other, and Death's Door!"
if you_are_undead then
mobwarnings["Josephine"] = "can cast Animate Dead, and Dispel Undead!"
else
mobwarnings["Josephine"] = "can cast Animate Dead!"
end
end
if no_rCorr then
mobwarnings["brown ugly thing"] = "is fas and can hit for high damage in melee, corroding equipment!"
mobwarnings["brown very ugly thing"] = "is fast and can hit for high damage in melee, corroding equipment!"
mobwarnings["oklob"] = "can corrode equipment at range!"
else
mobwarnings["brown ugly thing"] = "is fast and can hit for moderate damage in melee!"
mobwarnings["brown very ugly thing"] = "is fast and can hit for high damage in melee!"
end
if no_see_invis then
mobwarnings["Kirke"] = "can summon Monstrous Menageries, go invisible, turn you into a pig, and deflects missiles!"
mobwarnings["Maurice"] = "can steal items, go invisible, and teleport away!"
else
mobwarnings["Kirke"] = "can summon Monstrous Menageries, turn you into a pig, and deflects missiles!"
mobwarnings["Maurice"] = "can steal items, and teleport away!"
end
mobwarnings["anaconda"] = "is very fast and can constrict you!"
mobwarnings["centaur warrior"] = "can hit for high damage at range!"
mobwarnings["cyclops"] = "can throw large rocks!"
mobwarnings["death yak"] = "can hit for high damage in melee!"
mobwarnings["dire elephant"] = "can hit for high damage in melee, and can trample!"
mobwarnings["enormous slime creature"] = "can hit for high damage in melee!"
mobwarnings["Erolcha"] = "might cast banishment, paralyse, or LCS!"
mobwarnings["firefly"] = "is very fast, can hit for moderate damage, and flashes a warning beacon!"
mobwarnings["harpy"] = "is very fast and can hit for high damage in melee!"
mobwarnings["hydra"] = "can hit for high damage in melee!"
mobwarnings["kobold demonologist"] = "can summon minor demons!"
mobwarnings["komodo dragon"] = "can hit for high damage in melee!"
mobwarnings["large abomination"] = "might be fast and can hit for high damage in melee!"
mobwarnings["large slime creature"] = "can hit for high damage in melee!"
mobwarnings["manticore"] = "can hit for high damage at range, and Barbs causes damage when you move!"
mobwarnings["naga sharpshooter"] = "can shoot you with portal projectiles!"
mobwarnings["orc knight"] = "can hit for high damage!"
mobwarnings["orc sorcerer"] = "can cast Paralyse, Summon Demon, Animate Dead"..orcsorcwarn.."!"
mobwarnings["purple ugly thing"] = "can hit for high damage in melee!"
mobwarnings["skeletal warrior "] = "can hit for high damage in melee!"
mobwarnings["Snorg"] = "can berserk and hit for high damage!"
mobwarnings["spriggan"] = "is very fast and can hit for moderate damage!"
mobwarnings["tarantella"] = "is fast and can cause confusion in melee!"
mobwarnings["tengu conjurer"] = "is fast and can cast Force Lance, IMB"..tenguconjwarn.."!"
mobwarnings["tengu warrior"] = "is fast and can hit for high damage in melee!"
mobwarnings["thorn lotus"] = "can hit for high damage at range!"
end
if you.xl() < 27 then
local tengureaverwarn = ""
if no_rF then
mobwarnings["fire dragon"] = "has a nasty fire breath attack!"
mobwarnings["fire giant"] = "can cast Fireball and Bolt of Fire!"
mobwarnings["flaming corpse"] = "is fast, can cause sticky flames in melee!"
mobwarnings["mottled draconian"] = "can spit sticky flames at range!"
mobwarnings["red very ugly thing"] = "is fast, can cause sticky flames in melee!"
mobwarnings["salamander firebrand"] = "is fast and melee attacks will surround you with flame clouds!"
mobwarnings["salamander mystic"] = "can haste allies, and casts Bolt of Magma and IMB!"
tengureaverwarn = tengureaverwarn .. ", can cast Bolt of Magma, Fireball"
else
mobwarnings["fire dragon"] = "can hit for high damage in melee!"
mobwarnings["fire giant"] = "can hit for high damage in melee!"
mobwarnings["flaming corpse"] = "is fast!"
mobwarnings["red very ugly thing"] = "is fast!"
mobwarnings["salamander firebrand"] = "is fast and melee attacks will surround you with flame clouds!"
mobwarnings["salamander mystic"] = "can haste allies and casts IMB!"
end
if no_rC then
mobwarnings["frost giant"] = "can cast Bolt of Cold!"
mobwarnings["ice dragon"] = "has a nasty cold breath attack!"
tengureaverwarn = tengureaverwarn .. ", can cast Freezing Cloud"
else
mobwarnings["frost giant"] = "can hit for high damage in melee!"
mobwarnings["ice dragon"] = "can hit for high damage in melee!"
end
if no_rN then
mobwarnings["eidolon"] = "can cast Bolt of Draining and Fear!"
else
mobwarnings["eidolon"] = "can cast Fear!"
end
if no_rE then
tengureaverwarn = tengureaverwarn .. ", can cast Lightning Bolt"
end
if no_rP then
mobwarnings["Aizul"] = "is very fast and casts Sleep, Poison Arrow, and Venom Bolt!"
mobwarnings["greater naga"] = "is strong in melee, and casts Venom Bolt, Poison Arrow, IMB, and spits poison!"
else
mobwarnings["Aizul"] = "is very fast and casts Sleep and Poison Arrow!"
mobwarnings["greater naga"] = "is strong in melee, and can cast Poison Arrow and IMB!"
end
if no_see_invis then
mobwarnings["wizard"] = "might cast banishment, paralyse, LCS, or go Invisible!"
if no_rN then
if no_rC and no_rF then
mobwarnings["necromancer"] = "can cast Agony, Animate Dead, Bolt of Fire, Bolt of Cold, or go Invisible!"
elseif no_rF then
mobwarnings["necromancer"] = "can cast Agony, Animate Dead, Bolt of Fire, or go Invisible!"
elseif no_rC then
mobwarnings["necromancer"] = "can cast Agony, Animate Dead, Bolt of Cold, or go Invisible!"
else
mobwarnings["necromancer"] = "can cast Agony, Animate Dead, or go Invisible!"
end
end
else
mobwarnings["wizard"] = "might cast banishment, paralyse, or LCS!"
if no_rN then
if no_rC and no_rF then
mobwarnings["necromancer"] = "can cast Agony, Animate Dead, Bolt of Fire, or Bolt of Cold!"
elseif no_rF then
mobwarnings["necromancer"] = "can cast Agony, Animate Dead, or Bolt of Fire!"
elseif no_rC then
mobwarnings["necromancer"] = "can cast Agony, Animate Dead, or Bolt of Cold!"
else
mobwarnings["necromancer"] = "can cast Agony and Animate Dead!"
end
end
end
mobwarnings["deep troll earth mage"] = "can cast LRD and dig!"
mobwarnings["ettin"] = "can hit for very high damage in melee!"
mobwarnings["great orb of eyes"] = "can cast paralyse, disintegrate, slow, confuse, and teleport you!"
mobwarnings["ironheart preserver"] = "can absorb the damage of its allies and heal itself!"
mobwarnings["Lernaean hydra"] = "don't fight it in melee! Just don't!"
mobwarnings["Louise"] = "can cast banishment!"
mobwarnings["minotaur"] = "can hit for very high damage!"
mobwarnings["ogre mage"] = "might cast banishment, paralyse, or LCS!"
mobwarnings["orc warlord"] = "can hit for high damage!"
mobwarnings["purple draconian"] = "can dispel your buffs!"
mobwarnings["purple very ugly thing"] = "is fast and can cause rotting in melee!"
mobwarnings["Rupert"] = "can paralyse you in fear!"
mobwarnings["stone giant"] = "throws large rocks and can hit for very high damage!"
mobwarnings["tengu reaver"] = "is fast"..tengureaverwarn.."!"
mobwarnings["titanic slime creature"] = "can hit for high damage in melee!"
mobwarnings["vampire knight"] = "can cast paralyse!"
mobwarnings["vampire mage"] = "can Summon Undead and Animate Dead!"
mobwarnings["Vashnia"] = "can blink herself and allies away!"
mobwarnings["vault sentinel"] = "can mark you and blow a signal horn!"
mobwarnings["vault warden"] = "can lock down doors and staircases!"
mobwarnings["water nymph"] = "can create water, teleport to other water, and Waterstrike you!"
mobwarnings["Wiglaf"] = "can cast might and haste on himself!"
mobwarnings["yaktaur"] = "can hit for high damage at range!"
end
if no_rP then
mobwarnings["red wasp"] = "is very fast and can Paralyse and poison in melee!"
mobwarnings["yellow wasp"] = "is very fast and can Slow and poison in melee!"
else
mobwarnings["red wasp"] = "is very fast and can Slow in melee!"
end
if no_rF then
mobwarnings["deep elf mage"] = "can cast fireball and slow!"
mobwarnings["fire dragon"] = "has a nasty fire breath attack!"
mobwarnings["fire giant"] = "can cast fireball and bolt of fire!"
mobwarnings["merfolk aquamancer"] = "can cast Primal Wave, Steam Ball, Throw Icicle, and Blink!"
else
mobwarnings["merfolk aquamancer"] = "can cast Primal Wave, Throw Icicle, and Blink!"
end
if no_rN then
mobwarnings["shadow dragon"] = "has a nasty draining breath attack!"
end
mobwarnings["electric golem"] = "is fast, has electric attacks, and blinks!"
mobwarnings["Nikola"] = "casts Lightning Bolt, Chain Lightning and blinks!"
mobwarnings["shock serpent"] = "is fast, casts Bolt of Lightning, does electric damage, and causes electric damage when injured!"
mobwarnings["Sojobo"] = "is fast and can cast Airstrike and Lightning Bolt!"
mobwarnings["storm dragon"] = "can hit for high damage in melee and has a nasty electric breath attack!"
mobwarnings["titan"] = "can cast Lightning Bolt and Airstrike!"
local electricwarning = ""
if no_rE then
electricwarning = " You are not wearing rElec!"
mobwarnings["electric golem"] = mobwarnings["electric golem"] .. electricwarning
mobwarnings["Nikola"] = mobwarnings["Nikola"] .. electricwarning
mobwarnings["shock serpent"] = mobwarnings["shock serpent"] .. electricwarning
mobwarnings["Sojobo"] = mobwarnings["Sojobo"] .. electricwarning
mobwarnings["storm dragon"] = mobwarnings["storm dragon"] .. electricwarning
mobwarnings["titan"] = mobwarnings["titan"] .. electricwarning
end
mobwarnings["giant orange brain"] = "can cast Shadow Creatures, and drain your Int!"
mobwarnings["neqoxec"] = "can mutate you, and drain your Int!"
mobwarnings["Norris"] = "can cast Paralyse, Smite you, and drain your Int!"
mobwarnings["orange crystal statue"] = "can cast Confuse, Drain MP, and drain your Int!"
if no_Sustab then
local statdrainwarning = " You are not wearing SustAb!"
mobwarnings["brain worm"] = "can drain your Int!" .. statdrainwarning
mobwarnings["giant orange brain"] = mobwarnings["giant orange brain"] .. statdrainwarning
mobwarnings["neqoxec"] = mobwarnings["neqoxec"] .. statdrainwarning
mobwarnings["Norris"] = mobwarnings["Norris"] .. statdrainwarning
mobwarnings["orange crystal statue"] = mobwarnings["orange crystal statue"] .. statdrainwarning
end
mobwarnings["cacodemon"] = "can cast Energy bolts, Dig, and mutate you!"
mobwarnings["orb of fire"] = "can cast Fireball and Bolt of Fire, and mutate you!"
if no_rMut then
local mutationwarning = " You are not wearing rMut!"
mobwarnings["cacodemon"] = mobwarnings["cacodemon"] .. mutationwarning
mobwarnings["neqoxec"] = mobwarnings["neqoxec"] .. mutationwarning
mobwarnings["orb of fire"] = mobwarnings["orb of fire"] ..mutationwarning
mobwarnings["pulsating lump"] = "can mutate you in melee!" .. mutationwarning
mobwarnings["shining eye"] = "can temporarily mutate you!" .. mutationwarning
end
local gdwarn = "can hit for high damage in melee"
local alichwarn = ""
if (no_rF or no_rP or no_rC or no_rN or no_see_invis) then
if no_rF then
gdwarn = gdwarn .. ", breathe Bolts of Fire"
alichwarn = alichwarn .. ", cast Bolt of Fire"
end
if no_rC then
gdwarn = gdwarn .. ", breathe freezing blasts"
alichwarn = alichwarn .. ", cast Bolt of Cold"
end
if no_rN then
alichwarn = alichwarn .. ", cast Bolt of Draining"
end
if no_rP then
gdwarn = gdwarn .. ", breathe poison clouds"
end
if no_see_invis then
alichwarn = alichwarn .. ", or go Invisible"
end
end
mobwarnings["ancient lich"] = "might cast Banishment, Paralyse, SGD, IOOD, or LCS" .. alichwarn .. "!"
mobwarnings["golden dragon"] = gdwarn .. "!"
mobwarnings["lich"] = "might cast Banishment, Paralyse, Summon Demon, IOOD, or LCS!"
if no_rF then
mobwarnings["Xtahua"] = "does high damage in melee and has a nasty fire breath attack"
else
mobwarnings["Xtahua"] = "does high damage in melee!"
end
mobwarnings["air mage"] = "can cast Airstrike!"
mobwarnings["blizzard demon"] = "can cast Airstrike!"
mobwarnings["Gastronok"] = "can cast Airstrike!"
mobwarnings["wind drake"] = "can cast Airstrike and push you away!"
if you_are_flying then
local flightwarning = " YOU ARE IN FLIGHT VS. AIRSTRIKE!!!"
mobwarnings["air mage"] = mobwarnings["air mage"] .. flightwarning
mobwarnings["blizzard demon"] = mobwarnings["blizzard demon"]..flightwarning
mobwarnings["Gastronok"] = mobwarnings["Gastronok"]..flightwarning
mobwarnings["Sojobo"] = mobwarnings["Sojobo"]..flightwarning
mobwarnings["titan"] = mobwarnings["titan"]..flightwarning
mobwarnings["wind drake"] = mobwarnings["wind drake"]..flightwarning
end
if no_see_invis then
mobwarnings["boggart"] = "can cast Shadow Creatures and go Invisible!"
else
mobwarnings["boggart"] = "can cast Shadow Creatures!"
end
if no_rCorr then
mobwarnings["yellow draconian"] = "can corrode your equipment at range!"
end
if no_rP and no_rE then
mobwarnings["draconian annihilator"] = "can cast LCS, Poison Arrow, Lightning Bolt, and Iron Shot!"
elseif no_rP then
mobwarnings["draconian annihilator"] = "can cast LCS, Poison Arrow, and Iron Shot!"
elseif no_rE then
mobwarnings["draconian annihilator"] = "can cast LCS, Lightning Bolt, and Iron Shot!"
else
mobwarnings["draconian annihilator"] = "can cast Lehudib's Crystal Spear or Iron Shot!"
end
if you_perm_rTorment then
mobwarnings["Brimstone Fiend"] = "can cast line-of-sight Hellfire!"
mobwarnings["curse skull"] = "can cast Summon Undead!"
mobwarnings["curse toe"] = "can cast Summon Fungus!"
mobwarnings["Ereshkigal"] = "can cast Paralyse!"
mobwarnings["greater mummy"] = "can smite you!"
mobwarnings["Khufu"] = "can smite you!"
mobwarnings["mummy priest"] = "can smite you!"
mobwarnings["Shadow Fiend"] = "can cast Dispel Undead!"
else
mobwarnings["Brimstone Fiend"] = "can cast Torment and line-of-sight Hellfire!"
mobwarnings["curse skull"] = "can cast Torment and Summon Undead!"
mobwarnings["curse toe"] = "can cast Torment and Summon Fungus!"
mobwarnings["Ereshkigal"] = "can cast Torment and Paralyse!"
mobwarnings["Gloorx Vloq"] = "can cast Torment!"
mobwarnings["greater mummy"] = "can cast Torment and smite you!"
mobwarnings["Ice Fiend"] = "can cast Torment!"
mobwarnings["Khufu"] = "can cast Torment and smite you!"
mobwarnings["Menkaure"] = "can cast Torment!"
mobwarnings["mummy priest"] = "can cast Torment and smite you!"
mobwarnings["Shadow Fiend"] = "can cast Torment and Dispel Undead!"
mobwarnings["tormentor"] = "can cast Torment!"
end
mobwarnings["apocalypse crab"] = "is fast and has a chaos cloud breath attack!"
mobwarnings["Arachne"] = "can ensnare you in her webs!"
mobwarnings["Asmodeus"] = "can cast line-of-sight Hellfire and Summon Greater Demons!"
mobwarnings["Azrael"] = "can cast smite-targeted Hellfire!"
mobwarnings["balrug"] = "can smite you, and cast fireball!"
mobwarnings["black sun"] = "can give allies a dangerous black mark which gives melee effects!"
mobwarnings["blood saint"] = "can cast LCS and other Legendary Destruction!"
mobwarnings["catoblepas"] = "can petrify you with its breath!"
mobwarnings["Cerebov"] = "can cast Fire Storm, Iron Shot, and Summon Greater Demons!"
mobwarnings["chaos champion"] = "can dispel buffs, entrap you, and other chaotic effects!"
mobwarnings["corrupter"] = "can summon allies from various branches!"
mobwarnings["daeva"] = "can smite you!"
mobwarnings["deep elf annihilator"] = "can cast Lehudib's Crystal Spear or Iron Shot!"
mobwarnings["deep elf demonologist"] = "can cast banishment or summon Greater Demons!"
mobwarnings["deep elf high priest"] = "can cast smite-targeted Hellfire or smite you!"
mobwarnings["deep elf priest"] = "can smite you!"
mobwarnings["deep elf sorcerer"] = "can cast banishment or line-of-sight Hellfire!"
mobwarnings["deep troll shaman"] = "can cast haste and might on allies!"
mobwarnings["Dispater"] = "can cast line-of-sight Hellfire, Iron Shot, and summon Greater Demons!"
mobwarnings["draconian caller"] = "can summon Dragons and Death Drakes!"
mobwarnings["draconian scorcher"] = "can cast smite-targeted Hellfire!"
mobwarnings["draconian shifter"] = "can block teleports, blink allies encircling you, or cause you to blink!"
mobwarnings["draconian zealot"] = "can cast smite-targeted Hellfire or smite you!"
mobwarnings["Enchantress"] = "is very fast and can cast Dimension Anchor, Slow, Haste, Mass Confusion, and Strip Resistance!"
mobwarnings["eye of draining"] = "will drain your Magic!"
mobwarnings["flayed ghost"] = "can Flay you to shreds!"
mobwarnings["Frances"] = "can smite you!"
mobwarnings["Frederick"] = "can cast Iron Shot!"
mobwarnings["ghost moth"] = "will drain your Magic!"
mobwarnings["giant eyeball"] = "can paralyse you!"
mobwarnings["golden eyeball"] = "can confuse you!"
mobwarnings["guardian serpent"] = "can blink allies encircling you!"
mobwarnings["Hell Sentinel"] = "can cast line-of-sight Hellfire and Iron Shot!"
mobwarnings["hellion"] = "can cast smite-targeted Hellfire!"
mobwarnings["Ignacio"] = "can cast Agony!"
mobwarnings["ironbrand convoker"] = "can recall allies and cast might on them!"
mobwarnings["Jorgrun"] = "can cast petrify and shatter!"
mobwarnings["Jory"] = "can mesmerise, cast LCS and blink close!"
mobwarnings["jumping spider"] = "is fast and can ensnare you in webs!"
mobwarnings["mana viper"] = "is fast and has an antimagic bite!"
mobwarnings["Mennas"] = "can cast silence and confuse!"
mobwarnings["Mnoleg"] = "cast Summon Eyes and smite you!"
mobwarnings["moth of wrath"] = "is fast and can enrage both enemies and you!"
mobwarnings["octopode crusher"] = "can cast Iron Shot and throw you in melee!"
mobwarnings["orb spider"] = "is fast and can cast Orb of Destruction!"
mobwarnings["orc high priest"] = "can smite you!"
mobwarnings["orc priest"] = "can smite you!"
mobwarnings["phantasmal warrior"] = "can bypass armour and shields, and lowers MR!"
mobwarnings["quicksilver dragon"] = "can dispel your buffs!"
mobwarnings["rakshasa"] = "can cast IMB, Phantom Mirror, duplicating itself and allies, and blinks!"
mobwarnings["Roxanne"] = "can cast LCS and Iron Shot at you, or shift your position!"
mobwarnings["shadow demon"] = "can cast Shadow Creatures!"
mobwarnings["smoke demon"] = "can smite you, and cast ranged sticky flame!"
mobwarnings["sphinx"] = "can cast paralyse, slow, confuse, and smite you!"
mobwarnings["spriggan druid"] = "is very fast, can awaken trees, recall animals, and cast Stone Arrow!"
mobwarnings["starcursed mass"] = "can smite you!"
mobwarnings["tentacled monstrosity"] = "has dangerous constriction in melee!"
mobwarnings["thorn hunter"] = "can throw a nasty volley of thorns, and create brambles!"
mobwarnings["warmonger"] = "can sap your magic and summon a grand avatar!"
mobwarnings["ynoxinul"] = "can cast Iron Shot!"
-- Holds the overall alert message and count of dangers
local alerts = ""
local short_alert = " "
local total_dangers = 0
-- For each type of monster you can see, using getMonsterList()
-- This goes through each monster in the mobwarnings table above and
-- Checks to see if it matches the description of each mob in sight
-- Excluding forms that can't cast: zombie, skeleton, simulcrum, but not incapacitated forms
for mons, count in pairs(getMonsterList()) do
for mob, message in pairs(mobwarnings) do
if string.find(mons, mob)
and not string.find(mons, "zombie")
and not string.find(mons, "skeleton")
and not string.find(mons, "shaped block of ice")
and not string.find(mons, "spectral")
and not (string.find(mons, "simulacr") and mob ~= "simulacr")
and not (string.find(mons, "orc") and mob == "wizard")
and not (string.find(mons, "ancient lich") and mob == "lich")
and not (string.find(mons, "death yak") and mob == "yak")
and not (string.find(mons, "gnoll shaman") and mob == "gnoll")
and not (string.find(mons, "gnoll captain") and mob == "gnoll")
and not (string.find(mons, "mottled draconian") and mob == "mottled")
and not (string.find(mons, "dire elephant") and mob == "elephant")
and not (string.find(mons, "elephant slug") and mob == "elephant")
and not (string.find(mons, "salamander mystic") and mob == "salamander")
and not (string.find(mons, "Josephine") and mob == "Joseph") then
--Used to format the string for Unique/Named mobs
local is_fiend = (string.find(mons, "Fiend") ~= nil)
local is_uppercase = (string.find(mons, "%u") ~= nil)
local is_unique = is_uppercase and not is_fiend
--Holds this mobs alert message
local alert = ""
local mob_name = ""
--Formatting for uniques
if is_unique then
alert = "" .. mons .. " " .. message
mob_name = mons
--For more than 1 of the same monster
elseif (count > 1) then
alert = "The ".. mons .. " " .. message .. " x" .. count
mob_name = mons .. " x" .. count
--For a single non-unique monster
else
alert = "The " .. mons .. " " .. message
mob_name = mons
end
--Keeps a count of all the found matches
total_dangers = total_dangers + count
--Adds the created alert string to the full string of alerts
alerts = alerts .. " " .. alert
short_alert = short_alert .. mob_name .. ", "
end
end
end
short_alert = string.sub(short_alert, 1, -3) .. "!"
--If there is an alert and it was not displayed in the last six messages then display the warning
if not ((alerts == "")
or string.find(crawl.messages(6), escape(alerts))) then
--For a single monster
if total_dangers == 1 then
crawl.mpr("Spoiler Alert:" .. alerts .. "")
--For 2 or 3
elseif total_dangers < 4 then
crawl.mpr("Warning x"..total_dangers .. ":" .. alerts .. "")
--For 4 to 7
elseif total_dangers < 8 and (not string.find(crawl.messages(6), escape(short_alert))) then
crawl.mpr("Danger x" ..total_dangers .. ":" .. short_alert .. "")
--For 8 or more
elseif not string.find(crawl.messages(6), escape(short_alert)) then
crawl.mpr("PANIC x" ..total_dangers .. ":" .. short_alert .. "")
end
end
end
}
##################
# Character Dump #
##################
dump_item_origins = all
dump_item_origin_price = 100
dump_message_count = 100
#dump_order = header,hiscore,stats,misc,mutations,skills,spells,overview,inventory
#dump_order += screenshot,monlist,messages,action_counts,vaults,notes,kills
dump_order += vaults, turns_by_place, kills_by_place
dump_book_spells = false
ood_interesting = 6
note_hp_percent = 25
note_all_skill_levels = true
note_xom_effects = true
note_items += of Zot,rod,acquirement
note_messages += Your scales start
note_messages += protects you from harm
note_messages += You fall through a shaft
note_messages += [bB]anish.*Abyss
note_monsters += orb of fire,silver star,pearl dragon,ancient lich