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-- This file is the core of the Automatizer
-- Please do not touch unless you know what you are doing
__rules = {}
__rules_max = 0
rule_aux = {}
-- Rule apply function, does .. nothing
function auto_nothing(obj, item)
return
end
function auto_inscribe(obj, item, note)
if obj.note ~= 0 then return end
msg_print("<Auto-Inscribe {"..note.."}>")
obj.note = quark_add(note)
return TRUE
end
-- Rule apply function, pickup object
function auto_pickup(obj, item)
if item >= 0 then return end
if inven_carry_okay(obj) == FALSE then return end
msg_print("<Auto-pickup>")
object_pickup(-item)
return TRUE
end
-- Rule apply function, destroy item
function auto_destroy(obj, item)
-- be carefull to what we can destroy
-- Unaware things won't be destroyed.
if is_aware(obj) == FALSE then return end
-- Inscribed things won't be destroyed!
if obj.note ~= 0 then return end
-- Keep Artifacts -- they cannot be destroyed anyway
if is_artifact(obj) == TRUE then return end
-- Cannot destroy CURSE_NO_DROP objects
local f1, f2, f3, f4, f5, esp = object_flags(obj);
if band(f4, TR4_CURSE_NO_DROP) ~= 0 and band(obj.ident, IDENT_CURSED) then return end
msg_print("<Auto-destroy>")
-- Eliminate the item (from the pack)
if item >= 0 then
inven_item_increase(item, -obj.number)
inven_item_describe(item)
inven_item_optimize(item)
-- Eliminate the item (from the floor)
else
floor_item_increase(0 - item, -obj.number)
floor_item_describe(0 - item)
floor_item_optimize(0 - item)
end
return TRUE
end
-- Report the status of an object
function object_status(obj)
local sense =
{
[SENSE_CURSED] = "bad",
[SENSE_WORTHLESS] = "very bad",
[SENSE_AVERAGE] = "average",
[SENSE_GOOD_LIGHT] = "good",
[SENSE_GOOD_HEAVY] = "good",
[SENSE_EXCELLENT] = "very good",
[SENSE_SPECIAL] = "special",
[SENSE_TERRIBLE] = "terrible",
}
if is_known(obj) == FALSE then
if sense[obj.sense] then
return sense[obj.sense]
else
return ""
end
else
if nil then -- test
local osense = -1
local type = select_sense(obj, TRUE, TRUE)
if type == 1 then
osense = value_check_aux1(obj)
elseif type == 2 then
osense = value_check_aux1_magic(obj)
end
print("type : "..type)
if sense[osense] then
print("sense: "..sense[osense])
return sense[osense]
else
print("sense: ")
return ""
end
else -- the real one
local slot = wield_slot_ideal(obj, TRUE)
-- Arts items
if is_artifact(obj) == TRUE then
if band(obj.ident, IDENT_CURSED) == 0 then return "special"
else return "terrible" end
-- Ego items
elseif (obj.name2 > 0 or obj.name2b > 0) then
if band(obj.ident, IDENT_CURSED) == 0 then return "very good"
else return "very bad" end
-- weapon
elseif (slot == INVEN_WIELD) or (slot == INVEN_BOW) or (slot == INVEN_AMMO) or (slot == INVEN_TOOL) then
if obj.to_h + obj.to_d < 0 then
return "bad"
elseif obj.to_h + obj.to_d > 0 then
return "good"
else
return "average"
end
-- armor
elseif (slot >= INVEN_BODY) and (slot <= INVEN_FEET) then
if obj.to_a < 0 then
return "bad"
elseif obj.to_a > 0 then
return "good"
else
return "average"
end
-- ring
elseif slot == INVEN_RING then
if (obj.to_d + obj.to_h < 0) or (obj.to_a < 0) or (obj.pval < 0) then
return "bad"
else
return "average"
end
-- amulet
elseif slot == INVEN_NECK then
if (obj.pval < 0) then
return "bad"
else
return "average"
end
-- chests
elseif obj.tval == TV_CHEST then
if obj.pval == 0 then
return "empty"
elseif obj.pval < 0 then
return "disarmed"
else
return "average"
end
else
return "average"
end
end
end
end
-- Recursive function to generate a rule function tree
function gen_rule_fct(r)
-- It is a test rule (or, and, ...)
if r.label == "and" or r.label == "or" then
local i
local fct_tbl = {}
for i = 1, getn(r) do
if r[i].label ~= "comment" then
tinsert(fct_tbl, gen_rule_fct(r[i]))
end
end
if r.label == "and" then
return function(object)
local fcts = %fct_tbl
local i
for i = 1, getn(fcts) do
if not fcts[i](object) then return end
end
return TRUE
end
elseif r.label == "or" then
return function(object)
local fcts = %fct_tbl
local i
for i = 1, getn(fcts) do
if fcts[i](object) then return TRUE end
end
end
end
-- It is a condition rule (name, type, level, ...)
else
if r.label == "not" then
local f
if not r[1] then
f = function (object) return TRUE end
else
f = gen_rule_fct(r[1])
end
return function(object) return not %f(object) end
elseif r.label == "inventory" then
local f
if not r[1] then
f = function(object) return end
else
f = gen_rule_fct(r[1])
end
return function(object)
local i = 0
while i < INVEN_WIELD do
if %f(player.inventory(i)) then
return TRUE
end
i = i + 1
end
end
elseif r.label == "equipment" then
local f
if not r[1] then
f = function(object) return end
else
f = gen_rule_fct(r[1])
end
return function(object)
local i = INVEN_WIELD
while i < INVEN_TOTAL do
if %f(player.inventory(i)) then
return TRUE
end
i = i + 1
end
end
elseif r.label == "name" then
return function(object) if strlower(object_desc(object, -1, 0)) == strlower(%r[1]) then return TRUE end end
elseif r.label == "contain" then
return function(object) if strfind(strlower(object_desc(object, -1, 0)), strlower(%r[1])) then return TRUE end end
elseif r.label == "symbol" then
return function(object) if strchar(get_kind(object).d_char) == %r[1] then return TRUE end end
elseif r.label == "inscribed" then
return function(object) if object.note ~= 0 and strfind(strlower(quark_str(object.note)), strlower(%r[1])) then return TRUE end end
elseif r.label == "discount" then
local d1 = r.args.min
local d2 = r.args.max
if tonumber(d1) == nil then d1 = getglobal(d1) else d1 = tonumber(d1) end
if tonumber(d2) == nil then d2 = getglobal(d2) else d2 = tonumber(d2) end
return function(object) if is_aware(object) == TRUE and object.discount >= %d1 and object.discount <= %d2 then return TRUE end end
elseif r.label == "tval" then
local tv = r[1]
if tonumber(tv) == nil then tv = getglobal(tv) else tv = tonumber(tv) end
return function(object) if object.tval == %tv then return TRUE end end
elseif r.label == "sval" then
assert(r.args.min and r.args.max, "sval rule lacks min or max")
local sv1 = r.args.min
local sv2 = r.args.max
if tonumber(sv1) == nil then sv1 = getglobal(sv1) else sv1 = tonumber(sv1) end
if tonumber(sv2) == nil then sv2 = getglobal(sv2) else sv2 = tonumber(sv2) end
return function(object) if is_aware(object) == TRUE and object.sval >= %sv1 and object.sval <= %sv2 then return TRUE end end
elseif r.label == "status" then
return function(object) if object_status(object) == strlower(%r[1]) then return TRUE end end
elseif r.label == "state" then
if r[1] == "identified" then
return function(object) if is_known(object) == TRUE then return TRUE end end
else
return function(object) if is_known(object) == FALSE then return TRUE end end
end
elseif r.label == "race" then
return function(object) if strlower(get_race_name()) == strlower(%r[1]) then return TRUE end end
elseif r.label == "subrace" then
return function(object) if strlower(get_subrace_name()) == strlower(%r[1]) then return TRUE end end
elseif r.label == "class" then
return function(object) if strlower(get_class_name()) == strlower(%r[1]) then return TRUE end end
elseif r.label == "level" then
assert(r.args.min and r.args.max, "level rule lacks min or max")
return function(object) if player.lev >= tonumber(%r.args.min) and player.lev <= tonumber(%r.args.max) then return TRUE end end
elseif r.label == "skill" then
assert(r.args.min and r.args.max, "skill rule lacks min or max")
local s = find_skill_i(r[1])
assert(s ~= -1, "no skill "..r[1])
return function(object) if get_skill(%s) >= tonumber(%r.args.min) and get_skill(%s) <= tonumber(%r.args.max) then return TRUE end end
elseif r.label == "ability" then
local s = find_ability(r[1])
assert(s ~= -1, "no ability "..r[1])
return function(object) if has_ability(%s) == TRUE then return TRUE end end
end
end
end
function auto_inscribe_maker(inscription)
return function(...)
arg.n = arg.n + 1
arg[getn(arg)] = %inscription
return call(auto_inscribe, arg)
end
end
-- Generate a rule from a table
function gen_full_rule(t)
-- only honor rules for this module
if not t.args.module then
t.args.module = "ToME"
end
if not ((t.args.module == "all") or (t.args.module == game_module)) then
return function() end
end
-- Check for which action to do
local apply_fct = auto_nothing
if t.args.type == "destroy" then apply_fct = auto_destroy
elseif t.args.type == "pickup" then apply_fct = auto_pickup
elseif t.args.type == "inscribe" then apply_fct = auto_inscribe_maker(t.args.inscription)
end
-- create the function tree
local rf
if t[1] then
rf = gen_rule_fct(t[1])
else
rf = function (object) end
end
-- create the final function
return function(...)
local rf = %rf
if rf(arg[1]) then
if call(%apply_fct, arg) == TRUE then return TRUE end
end
end
end
-- Create a function that checks for the rules(passed in xml form)
function add_ruleset(s)
local tbl = xml:collect(s)
local i
-- Add all rules
for i = 1, getn(tbl) do
local t = tbl[i]
if t.label == "rule" then
-- Create the function tree
local fct = gen_full_rule(t)
-- Create the test function
__rules[__rules_max] =
{
["table"] = t,
["fct"] = fct
}
__rules_max = __rules_max + 1
end
end
end
-- Apply the current rules to an object
-- call with at least (object, idx)
function apply_rules(...)
local i
for i = 0, __rules_max - 1 do
if call(__rules[i].fct, arg) then return TRUE end
end
return FALSE
end
-- Clear the current rules
function clean_ruleset()
__rules_max = 0
__rules = {}
end
------ helper fonctions for the GUI
auto_aux = {}
auto_aux.stack = { n = 0 }
auto_aux.idx = 1
auto_aux.rule = 1
function auto_aux:go_right()
if auto_aux.rule[1] and type(auto_aux.rule[1]) == "table" then
tinsert(auto_aux.stack, auto_aux.idx)
tinsert(auto_aux.stack, auto_aux.rule)
auto_aux.rule = auto_aux.rule[1]
auto_aux.idx = 1
end
end
function auto_aux:go_left(sel)
local n = getn(auto_aux.stack)
if n > 0 then
auto_aux.idx = auto_aux.stack[n - 1]
auto_aux.rule = auto_aux.stack[n]
tremove(auto_aux.stack)
tremove(auto_aux.stack)
end
end
function auto_aux:go_down()
if getn(auto_aux.stack) > 1 then
if auto_aux.stack[getn(auto_aux.stack)][auto_aux.idx + 1] then
auto_aux.idx = auto_aux.idx + 1
auto_aux.rule = auto_aux.stack[getn(auto_aux.stack)][auto_aux.idx]
end
end
end
function auto_aux:go_up()
if getn(auto_aux.stack) > 1 then
if auto_aux.stack[getn(auto_aux.stack)][auto_aux.idx - 1] then
auto_aux.idx = auto_aux.idx - 1
auto_aux.rule = auto_aux.stack[getn(auto_aux.stack)][auto_aux.idx]
end
end
end
function auto_aux:scroll_up()
xml.write_off_y = xml.write_off_y - 1
end
function auto_aux:scroll_down()
xml.write_off_y = xml.write_off_y + 1
end
function auto_aux:scroll_left()
xml.write_off_x = xml.write_off_x + 1
end
function auto_aux:scroll_right()
xml.write_off_x = xml.write_off_x - 1
end
function auto_aux:adjust_current(sel)
if __rules_max == 0 then return end
xml.write_off_y = 0
xml.write_off_x = 0
auto_aux.idx = 1
auto_aux.stack = { n = 0 }
auto_aux.rule = __rules[sel].table
end
function auto_aux:move_up(sel)
if sel > 0 then
local u = __rules[sel - 1]
local d = __rules[sel]
__rules[sel - 1] = d
__rules[sel] = u
return sel - 1
end
return sel
end
function auto_aux:move_down(sel)
if sel < __rules_max - 1 then
local u = __rules[sel]
local d = __rules[sel + 1]
__rules[sel + 1] = u
__rules[sel] = d
return sel + 1
end
return sel
end
function auto_aux:new_rule(sel, nam, typ, arg)
local r
-- nam can also directly be the table itself
if type(nam) == "table" then
r =
{
["table"] = nam,
["fct"] = function (object) end
}
elseif typ == "inscribe" then
if arg == "" then
arg = input_box("Inscription?", 79)
end
r =
{
["table"] =
{
label = "rule",
args = { name = nam, type = typ, inscription = arg, module = game_module },
},
["fct"] = function (object) end
}
else
r =
{
["table"] =
{
label = "rule",
args = { name = nam, type = typ, module = game_module },
},
["fct"] = function (object) end
}
end
tinsert(__rules, sel, r)
__rules_max = __rules_max + 1
end
function auto_aux:rename_rule(sel, nam)
if sel >= 0 and sel < __rules_max then
__rules[sel].table.args.name = nam
end
end
function auto_aux:save_ruleset()
xml.write = xml.write_file
print_hook("clean_ruleset()\nadd_ruleset\n[[\n")
local i
for i = 0, __rules_max - 1 do
xml:print_xml(__rules[i].table, '')
end
print_hook("]]\n")
xml.write = xml.write_screen
end
function auto_aux:del_self(sel)
if auto_aux.rule.label == "rule" then
tremove(__rules, sel)
__rules_max = __rules_max - 1
return sel - 1
else
local idx = auto_aux.idx
auto_aux:go_left(sel)
tremove(auto_aux.rule, idx)
return sel
end
end
auto_aux.types_desc =
{
["and"] =
{
"Check is true if all rules within it are true",
xml:collect([[<and><foo1>...</foo1><foo2>...</foo2><foo3>...</foo3></and>]]),
function ()
return xml:collect("<and></and>")
end,
},
["or"] =
{
"Check is true if at least one rule within it is true",
xml:collect([[<or><foo1>...</foo1><foo2>...</foo2><foo3>...</foo3></or>]]),
function ()
return xml:collect("<or></or>")
end,
},
["not"] =
{
"Invert the result of its child rule",
xml:collect([[<not><foo1>...</foo1></not>]]),
function ()
return xml:collect("<not></not>")
end,
},
["comment"] =
{
"Comments are meaningless",
xml:collect([[<comment>Comment explaining something</comment>]]),
function ()
local n = input_box("Comment?", 79)
if n == "" then return end
return xml:collect("<comment>"..n.."</comment>")
end,
},
["name"] =
{
"Check is true if object name matches name",
xml:collect([[<name>potion of healing</name>]]),
function ()
local n = input_box("Object name to match?", 79)
if n == "" then return end
return xml:collect("<name>"..n.."</name>")
end,
},
["contain"] =
{
"Check is true if object name contains word",
xml:collect([[<contain>healing</contain>]]),
function ()
local n = input_box("Word to find in object name?", 79)
if n == "" then return end
return xml:collect("<contain>"..n.."</contain>")
end,
},
["inscribed"] =
{
"Check is true if object inscription contains word",
xml:collect([[<inscribed>=g</inscribed>]]),
function ()
local n = input_box("Word to find in object inscription?", 79)
if n == "" then return end
return xml:collect("<inscribed>"..n.."</inscribed>")
end,
},
["discount"] =
{
"Check is true if object discount is between 2 values",
xml:collect([[<sval min='50' max='100'></sval>]]),
function ()
local s = "<discount "
local n = input_box("Min discount?", 79)
if n == "" then return end
s = s.."min='"..n.."' "
n = input_box("Max discount?", 79)
if n == "" then return end
s = s.."max='"..n.."'></discount>"
return xml:collect(s)
end,
},
["symbol"] =
{
"Check is true if object symbol is ok",
xml:collect([[<symbol>!</symbol>]]),
function ()
local n = input_box("Symbol to match?", 1)
if n == "" then return end
return xml:collect("<symbol>"..n.."</symbol>")
end,
},
["status"] =
{
"Check is true if object status is ok",
xml:collect([[<status>good</status>]]),
function ()
local n = msg_box("[t]errible, [v]ery bad, [b]ad, [a]verage, [G]ood, [V]ery good, [S]pecial?")
local t =
{
["t"] = "terrible",
["v"] = "very bad",
["b"] = "bad",
["a"] = "average",
["G"] = "good",
["V"] = "very good",
["S"] = "special",
}
if not t[strchar(n)] then return end
return xml:collect("<status>"..t[strchar(n)].."</status>")
end,
},
["state"] =
{
"Check is true if object is identified/unidentified",
xml:collect([[<state>identified</state>]]),
function ()
local n = msg_box("[i]dentified, [n]on identified?")
local t =
{
["i"] = "identified",
["n"] = "not identified",
}
if not t[strchar(n)] then return end
return xml:collect("<state>"..t[strchar(n)].."</state>")
end,
},
["tval"] =
{
"Check is true if object tval(from k_info.txt) is ok",
xml:collect([[<tval>55</tval>]]),
function ()
local n = input_box("Tval to match?", 79)
if n == "" then return end
return xml:collect("<tval>"..n.."</tval>")
end,
},
["sval"] =
{
{
"Check is true if object sval(from k_info.txt) is between",
"2 values",
},
xml:collect([[<sval min='0' max='100'></sval>]]),
function ()
local s = "<sval "
local n = input_box("Min sval?", 79)
if n == "" then return end
s = s.."min='"..n.."' "
n = input_box("Max sval?", 79)
if n == "" then return end
s = s.."max='"..n.."'></sval>"
return xml:collect(s)
end,
},
["race"] =
{
"Check is true if player race is ok",
xml:collect([[<race>dunadan</race>]]),
function ()
local n = input_box("Player race to match?", 79)
if n == "" then return end
return xml:collect("<race>"..n.."</race>")
end,
},
["subrace"] =
{
"Check is true if player subrace is ok",
xml:collect([[<subrace>vampire</subrace>]]),
function ()
local n = input_box("Player subrace to match?", 79)
if n == "" then return end
return xml:collect("<subrace>"..n.."</subrace>")
end,
},
["class"] =
{
"Check is true if player class is ok",
xml:collect([[<class>sorceror</class>]]),
function ()
local n = input_box("Player class to match?", 79)
if n == "" then return end
return xml:collect("<class>"..n.."</class>")
end,
},
["level"] =
{
"Check is true if player level is between 2 values",
xml:collect([[<level min='20' max='50'></level>]]),
function ()
local s = "<level "
local n = input_box("Min player level?", 79)
if n == "" then return end
s = s.."min='"..n.."' "
n = input_box("Max player level?", 79)
if n == "" then return end
s = s.."max='"..n.."'></level>"
return xml:collect(s)
end,
},
["skill"] =
{
"Check is true if player skill level is between 2 values",
xml:collect([[<skill min='10' max='20'>Divination</skill>]]),
function ()
local s = "<skill "
local n = input_box("Min skill level?", 79)
if n == "" then return end
s = s.."min='"..n.."' "
n = input_box("Max skill level?", 79)
if n == "" then return end
s = s.."max='"..n.."'>"
n = input_box("Skill name?", 79)
if n == "" then return end
if find_skill_i(n) == -1 then return end
s = s..n.."</skill>"
return xml:collect(s)
end,
},
["ability"] =
{
"Check is true if player has the ability",
xml:collect([[<ability>Ammo creation</ability>]]),
function()
local n = input_box("Ability name?", 79)
if n == "" then return end
if find_ability(n) == -1 then return end
return xml:collect("<ability>"..n.."</ability>")
end,
},
["inventory"] =
{
{
"Check is true if something in player's inventory matches",
"the contained rule",
},
xml:collect([[<inventory><foo1>...</foo1></inventory>]]),
function ()
return xml:collect("<inventory></inventory>")
end,
},
["equipment"] =
{
{
"Check is true if something in player's equipment matches",
"the contained rule",
},
xml:collect([[<equipment><foo1>...</foo1></equipment>]]),
function ()
return xml:collect("<equipment></equipment>")
end,
},
}
function auto_aux:display_desc(sel)
local d = auto_aux.types_desc[sel][1]
if type(d) == "string" then
c_prt(TERM_WHITE, d, 1, 17)
else
local k, e, i
i = 0
for k, e in d do
c_prt(TERM_WHITE, e, 1 + i, 17)
i = i + 1
end
end
end
function auto_aux:add_child(sel)
-- <rule> and <not> contain only one match
if (auto_aux.rule.label == "rule" or auto_aux.rule.label == "not") and auto_aux.rule[1] then return end
if (auto_aux.rule.label == "rule" or auto_aux.rule.label == "equipment") and auto_aux.rule[1] then return end
if (auto_aux.rule.label == "rule" or auto_aux.rule.label == "inventory") and auto_aux.rule[1] then return end
-- Only <and> and <or> can contain
if auto_aux.rule.label ~= "rule" and auto_aux.rule.label ~= "and" and auto_aux.rule.label ~= "or" and auto_aux.rule.label ~= "not" and auto_aux.rule.label ~= "equipment" and auto_aux.rule.label ~= "inventory" then return end
-- get it
local r = auto_aux.types_desc[sel][3]()
if not r then return end
-- Ok add it
tinsert(auto_aux.rule, r[1])
end
function auto_aux.regen_ruleset()
local i
for i = 0, __rules_max - 1 do
__rules[i].fct = gen_full_rule(__rules[i].table)
end
end
-- Easily add new rules
function easy_add_rule(typ, mode, do_status, obj)
local detect_rule
if mode == "tval" then
detect_rule = "<tval>"..obj.tval.."</tval>"
elseif mode == "tsval" then
detect_rule = "<and><tval>"..obj.tval.."</tval><sval min='"..obj.sval.."' max='"..obj.sval.."'></sval></and>"
elseif mode == "name" then
detect_rule = "<name>"..strlower(object_desc(obj, -1, 0)).."</name>"
end
if do_status == TRUE then
local status = object_status(obj)
if status and not (status == "") then
detect_rule = "<and>"..detect_rule.."<status>"..status.."</status></and>"
end
end
local rule = "<rule module='"..game_module.."' name='"..typ.."' type='"..typ.."'>"..detect_rule.."</rule>"
auto_aux:new_rule(0, xml:collect(rule)[1], '')
auto_aux.regen_ruleset()
msg_print("Rule added. Please go to the Automatizer screen (press = then T)")
msg_print("to save the modified ruleset.")
end
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