## References # http://crawl.akrasiac.org/docs/options_guide.txt # http://doc.dcss.io/modules/you.html # https://crawl.develz.org/wiki/doku.php?id=dcss:help:maps:lua:modules:you:start # https://webzook.net/soup/rcfiles/trunk/Alkatraz.rc # https://github.com/gammafunk/dcss-rc/blob/master/speedrun_rest.lua # https://webzook.net/soup/rcfiles/trunk/SpeedrunRest1.rc ## Dependency # Call 'speedrun_rest()' in your ready() function # Set the option 'macros += M 5 ===start_resting' : crawl.mpr("SpeedrunRest1.rc is included.") : is_included_SpeedrunRest1 = true { local num_rest_turns = 55 local before_weapon = nil local before_weapon_slot = nil local before_weapon_name = nil local rest_delay = 0 local los_range = 7 if you.race() == "Barachi" then los_range = 8 end status_messages = { ["poisoned"] = {"You feel sick%.", "You feel very sick%.", "You are no longer poisoned%."}, ["regenerating"] = {"You feel the effects of Trog's Hand fading%.", "Your skin is crawling a little less now%."} } --end status_messages ignore_messages = { "Your unstable footing causes you to fumble your attack." } -- end ignore_messages -- Wrapper of crawl.mpr() that prints text in white by default. if not mpr then mpr = function (msg, color) if not color then color = "white" end crawl.mpr("<" .. color .. ">" .. msg .. "") end end function control(c) return string.char(string.byte(c) - string.byte('a') + 1) end function delta_to_vi(dx, dy) local d2v = { [-1] = { [-1] = 'y', [0] = 'h', [1] = 'b'}, [0] = { [-1] = 'k', [1] = 'j'}, [1] = { [-1] = 'u', [0] = 'l', [1] = 'n'}, } -- hack return d2v[dx][dy] end function wield_weapon() --crawl.mpr("DEBUG : wield_weapon()") if get_rest_type() ~= "item" then return end if before_weapon_name == nil then crawl.sendkeys("w-") elseif before_weapon_name ~= items.equipped_at("Weapon").name then crawl.sendkeys("w*" .. before_weapon_slot) end before_weapon = nil before_weapon_slot = nil before_weapon_name = nil end function hostile_in_los() local have_t1 = false for x = -los_range,los_range do for y = -los_range,los_range do m = monster.get_monster_at(x, y) if m and not m:is_safe() then return true end end end return false end function reset_rest() if not rstate then rstate = { } rstate.set_slot = false rstate.dir_x = nil rstate.dir_y = nil end rstate.last_acted = nil rstate.wielding = false rstate.resting = false rstate.num_turns = nil rstate.rest_start = nil rstate.start_hp = nil rstate.start_status = { } rstate.start_message = nil before_weapon = nil before_weapon_slot = nil before_weapon_name = nil end reset_rest() function abort_rest(msg) if msg then mpr(msg, "lightred") end if not hostile_in_los() then wield_weapon() end crawl.sendkeys("5") reset_rest() end function crawl_message(i) local msg = crawl.messages(i):gsub("\n", "") msg = msg:gsub("^%c* *", "") msg = msg:gsub(" *%c*?$", "") return msg end function record_status() -- Record starting status to track any status changes. rstate.start_status = { } local status = you.status() for s,_ in pairs(status_messages) do if status:find(s) then rstate.start_status[s] = true end end rstate.start_message = get_last_message() end function in_water() return view.feature_at(0, 0):find("water") and not you.status("flying") end function get_last_message() local rest_type = get_rest_type() local in_water = in_water() -- Ignore these movement messages when walking. local move_patterns = {"There is a[^%.]+here.", "Things that are here:.*", "Items here:.*"} for i = 1,200 do local msg = crawl_message(i) for s,_ in pairs(rstate.start_status) do if type(status_messages[s]) == "table" then for _,p in ipairs(status_messages[s]) do msg = msg:gsub(p, "") end else msg = msg:gsub(status_messages[s], "") end end if rest_type == "walk" then for _,p in ipairs(move_patterns) do -- Also remove any whitespace. msg = msg:gsub(" *" .. p .. " *", "") end end msg = msg:gsub(" *Beep! [^%.]+%. *", "") for _,p in ipairs(ignore_messages) do msg = msg:gsub(p, "") end if msg ~= "" then return msg end end return nil end function wield_swing_item() -- crawl.mpr("DEBUG : wield_swing_weapon()") rstate.wielding = true rstate.last_acted = you.turns() record_status() crawl.sendkeys("w*" .. c_persist.swing_slot) end function find_swing_slot() rstate.set_slot = true c_persist.swing_slot = nil for _,item in ipairs(items.inventory()) do if item.class() == "Wands" or item.class() == "Potions" or item.class() == "Scrolls" or item.class() == "Missiles" or item.class() == "Miscellaneous" then if not (items.equipped_at("shield") ~= nil and item.hands == 2) then c_persist.swing_slot = items.index_to_letter(item.slot) break end end end if(c_persist.swing_slot == nil) then return false else return true end end function swing_item_wielded() local weapon = items.equipped_at("Weapon") if (weapon == nil) then return false end return weapon and c_persist.swing_slot ~= nil and weapon.slot == items.letter_to_index(c_persist.swing_slot) end function ponderous_level() local level = 0 for _,item in ipairs(items.inventory()) do local ego = item.ego() if item.equipped and ego == "ponderousness" then level = level + 1 end end return level end -- XXX See if we can move at least some of this into clua, since it's -- recreating play_movement_speed() and player_speed(). The aim is to determine -- if slow move is more regen-efficient and that the saving is worth the -- hassle, this calculates the minimum move speed, which can normally vary at -- random from randomized delay (e.g. water) and the many uses of -- div_rand_round(). function player_move_speed() if you.transform() == "tree" then return 0 end local in_water = in_water() local walk_water = you.race() == "Merfolk" or you.race() == "Octopode" or you.race() == "Barachi" or you.god() == "Beogh" and you.piety_rank() == 5 or you.transform() == "ice" -- This is player action speed, based on things that affect all actions. local player_speed = 10 if you.status("slowed") then player_speed = math.floor(player_speed * 3 / 2) end if you.status("berserking") and you.god() ~= "Cheibriados" or you.status("hasted") then player_speed = math.floor(player_speed * 2 / 3) end if you.transform() == "statue" or you.status("petrifying") then player_speed = math.floor(player_speed * 3 / 2) end if in_water and not walk_water then player_speed = math.floor(player_speed * 13 / 10) end -- This is the base player movement speed given all things that affect only -- movement. local move_speed = 10 if you.transform() == "bat" then move_speed = 5 elseif you.transform() == "pig" then move_speed = 7 elseif you.transform() == "porcupine" or you.transform() == "wisp" then move_speed = 8 elseif in_water and (you.transform() == "hydra" or you.race() == "Merfolk") then move_speed = 6 elseif you.race() == "Tengu" and you.status("flying") then move_speed = 9 end local boots = items.equipped_at("Boots") local running_level = 0 if boots and not boots.is_melded and boots.ego() and boots.ego() == "running" then running_level = 1 end move_speed = move_speed - running_level move_speed = move_speed + ponderous_level() if you.god() == "Cheibriados" then -- Calculate this based on the minimum piety at the observed rank, -- since we can't know the true piety level. local piety_breaks = { 1, 30, 50, 75, 100, 120, 160 } move_speed = move_speed + 2 + math.floor(math.min(piety_breaks[you.piety_rank() + 1] / 20, 8)) end if you.status("frozen") then move_speed = move_speed + 4 end if you.status("grasped by roots") then move_speed = move_speed + 3 end local speed_mut = you.mutation("speed") local slow_mut = you.mutation("slowness") if speed_mut > 0 then move_speed = move_speed - speed_mut - 1 elseif slow_mut > 0 then move_speed = math.floor(move_speed * (10 + slow_mut * 2) / 10) end if not in_water and you.status("sluggish") then if move_speed >= 8 then move_speed = math.floor(move_speed * 3 / 2) elseif move_speed == 7 then move_speed = math.floor(7 * 6 / 5) end elseif not in_water and you.status("swift") then move_speed = math.floor(move_speed * 3 / 4) end if move_speed < 6 then move_speed = 6 end return math.floor(player_speed * move_speed / 10) end function do_you_have_any_item() end function get_rest_type() local restType = "item" if you.race() == "Deep Dwarf" then restType = "autorest" elseif (you.race() == "Naga" or you.god() == "Cheibriados") and player_move_speed() >= 14 then restType = "walk" elseif (not swing_item_wielded() and not weapon_can_swap()) then restType = "autorest" else restType = "item" end return restType end function bad_to_act() local hp, mhp = you.hp() local rest_type = get_rest_type() -- Stop multiple turn action when our hp recovers. if rstate.rest_start and rstate.start_hp < mhp and hp == mhp then mpr("HP restored.") wield_weapon() reset_rest() return true end if you.status("manticore barbs") then abort_rest("You must remove the manticore barbs first.") return true end if crawl.messages(10):find("Something hits you") then abort_rest("There is an invisible monster!") return true end if crawl.messages(10):find("You are engulfed in") then abort_rest("You are standing on the cloud!") return true end if crawl.messages(10):find("Your magical contamination has completely faded away.") then abort_rest() return true end if hostile_in_los() then if not rstate.rest_start then abort_rest("You can't rest with a hostile monster in view!") else -- crawl.mpr("DEBUG : ??") abort_rest() end return true end return false end function feat_is_open(feat) local fname = feat:lower() -- Unique substrings that identify solid features. local solid_features = {"rock", "wall", "grate", "tree", "mangrove", "endless_lava", "open_sea", "statue", "idol", "malign_gateway", "sealed_door", "closed_door", "runed_door", "explore_horizon", "closed_clear_door", "endless_salt"} for i,p in ipairs(solid_features) do if fname:find(p) then return false end end return true end function safe_walk_pos(x, y) local in_water = in_water() local pos_is_water = view.feature_at(x, y):find("water") -- Don't allow walking out of water if we're in water return (in_water and pos_is_water -- Don't allow walking into water if we're not in it or not in_water and not pos_is_water) -- Require the destination to be safe. and view.is_safe_square(x, y) end function safe_swing_pos(x, y) return not monster.get_monster_at(x, y) and feat_is_open(view.feature_at(x,y)) end function safe_direction(x, y) if get_rest_type() == "walk" then return safe_walk_pos(x, y) else return safe_swing_pos(x, y) end end --crawl.mpr(tostring(items.equipped_at("weapon").name():find("staff"))) function weapon_can_swap() if not (you.transform() == nil or you.transform() == "" or you.transform() == "statue" or you.transform() == "lich") then return false end local weapon = items.equipped_at("Weapon") if not weapon then return true end if weapon.cursed then return false end if weapon.name():find("staff of power") or weapon.name():find("MP+") then return false end local ego = weapon.ego() -- Some unrands like Plut. sword have no ego. if ego and (ego == "distortion" and you.god() ~= "Lugonu") then return false end if weapon.artefact then local artp = weapon.artprops return not (artp["*Contam"] or artp["*Curse"] or artp["*Drain"]) end return true end function get_safe_direction() local have_t1 = false for x = -1,1 do for y = -1,1 do if (x ~= 0 or y ~= 0) and safe_direction(x, y) then return x, y end end end return nil end function do_resting() -- Our first turn of resting. if not rstate.rest_start then record_status() rstate.rest_start = you.turns() rstate.start_hp = you.hp() end rstate.last_acted = you.turns() local rest_type = get_rest_type() -- crawl.formatted_mpr("DEBUG : Speedrun resting... rest type = " .. rest_type) if rest_type == "item" then crawl.sendkeys(control(delta_to_vi(rstate.dir_x, rstate.dir_y))) crawl.delay(rest_delay) elseif rest_type == "walk" then local cur_x = rstate.dir_x local cur_y = rstate.dir_y -- Save the return direction as our next direction. rstate.dir_x = -rstate.dir_x rstate.dir_y = -rstate.dir_y crawl.sendkeys(delta_to_vi(cur_x, cur_y)) crawl.delay(rest_delay) elseif rest_type == "autorest" then crawl.sendkeys("5") reset_rest() end end function one_turn_rest() rstate.resting = true rstate.num_turns = 1 end function get_weapon_info() if before_weapon ~= nil then return end before_weapon = items.equipped_at("Weapon") if before_weapon ~= nil then before_weapon_slot = items.index_to_letter(before_weapon.slot) before_weapon_name = before_weapon.name() end end function start_resting() rstate.resting = true rstate.num_turns = num_rest_turns get_weapon_info() end function set_swing_slot() crawl.formatted_mpr("Enter an slot letter for the swing item: ", "prompt") local letter = crawl.c_input_line() local index = items.letter_to_index(letter) if not index or index < 0 then mpr("Must be a letter (a-z or A-Z)!", "lightred") return end c_persist.swing_slot = letter rstate.set_slot = true mpr("Set swing slot to " .. letter .. ".") end function speedrun_rest() local rest_type = get_rest_type() if rest_type == "item" and (not c_persist.swing_slot or you.turns() == 0 and not rstate.set_slot) then if(find_swing_slot() == false) then rest_type = "autorest" end end if not rstate.resting then return end -- Only act once per turn. if rstate.last_acted == you.turns() then -- An error happened with the 'w' command if rstate.wielding and not swing_item_wielded() then find_swing_slot() abort_rest("Unable to wield swing item on slot " .. c_persist.swing_slot .. "!") end return end if rstate.last_acted and rstate.rest_start and rstate.last_acted + 1 >= rstate.rest_start + rstate.num_turns then wield_weapon() reset_rest() return end if bad_to_act() then return end if rest_type == "item" and not swing_item_wielded() then wield_swing_item() return end rstate.wielding = false if not rstate.dir_x -- Don't try to reuse our position if we were walk resting and did -- something inbetween our last rest. or swing_type == "walk" and rstat.last_acted ~= you.turns() - 1 or not safe_direction(rstate.dir_x, rstate.dir_y) then rstate.dir_x, rstate.dir_y = get_safe_direction() if not rstate.dir_x then abort_rest("No safe direction found!") return end end do_resting() end }