Version 2.0019

1) Fixed conflict between searching in "id" mode and using an "id" query.  The search
   mode that shows object IDs is now named "objid" to differentiate it from a query
   searching for a specific ID.
2) Added capability for priorities to specify that an equipment set should not include
   weapons with specific damage types
3) Added "dinv weapon ..." mode that supports swapping weapons with specific damage types
master
Durel 7 years ago
parent 4ef47ec5f4
commit b242d9264a

@ -2,6 +2,24 @@
dbot.changelog = {}
dbot.changelog[2.0019] =
{
{ change = drlDbotChangeLogTypeNew,
desc = [[Added "dinv weapon ..." mode that supports swapping weapons with specific damage types]]
},
{ change = drlDbotChangeLogTypeFix,
desc = [[Fixed bug that allowed heroonly items in non-hero equipment sets]]
},
{ change = drlDbotChangeLogTypeFix,
desc = [[Fixed conflict between searching in "id" mode and using an "id" query. The search
mode that shows object IDs is now named "objid" to differentiate it from a query
searching for a specific ID.]]
},
{ change = drlDbotChangeLogTypeMisc,
desc = [[Updated built-in priorities]]
}
}
dbot.changelog[2.0018] =
{
{ change = drlDbotChangeLogTypeFix,

@ -43,6 +43,7 @@ inv.cache : Item cache management and access
inv.priority : How to prioritize / weight each stat for equipment sets
inv.score : Scoring items and sets based on an equipment set prioritization
inv.set : Equipment set management creation and management
inv.weapon : Weapon-only equipment sets, typically based on damage type(s)
inv.snapshot : Snapshots of specific equipment sets
inv.statBonus : Calculation and storage of character bonuses due to spells and equipment
inv.analyze : Calculation and storage of a priority's "optimal" equipment sets at each level
@ -124,7 +125,7 @@ Usage
Inventory table access
dinv build confirm
dinv refresh [on | off | eager | all] <minutes>
dinv search [id | full] <query>
dinv search [objid | full] <query>
Item management
dinv get <query>
@ -135,6 +136,7 @@ Usage
Equipment sets
dinv set [display | wear] <priority name> <level>
dinv weapon [next | <priority> <damType list>]
dinv snapshot [create | delete | list | display | wear] <snapshot name>
dinv priority [list | display | create | clone | delete | edit | copy | paste | compare] <name 1> <name 2>
@ -274,7 +276,7 @@ Feature Wishlist
<alias
script="inv.cli.search.fn"
match="^[ ]*dinv[ ]+search[ ]*(basic|id|full|raw|)[ ]*(.*?)$"
match="^[ ]*dinv[ ]+search[ ]*(basic|objid|full|raw|)[ ]*(.*?)$"
enabled="y"
regexp="y"
send_to="12"
@ -292,6 +294,26 @@ Feature Wishlist
>
</alias>
<alias
script="inv.cli.weapon.fn"
match="^[ ]*dinv[ ]+weapon[ ]+(next)[ ]*$"
enabled="y"
regexp="y"
send_to="12"
sequence="100"
>
</alias>
<alias
script="inv.cli.weapon.fn"
match="^[ ]*dinv[ ]+weapon[ ]+([^ ]+)[ ]+(.*?)[ ]*$"
enabled="y"
regexp="y"
send_to="12"
sequence="100"
>
</alias>
<alias
script="inv.cli.snapshot.fn"
match="^[ ]*dinv[ ]+snapshot[ ]+(create|delete|list|display|wear)[ ]*([^ ]+)?$"
@ -1436,6 +1458,9 @@ end -- inv.config.new
-- inv.cli.set.fn(name, line, wildcards)
-- inv.cli.set.usage()
-- inv.cli.set.examples()
-- inv.cli.weapon.fn(name, line, wildcards)
-- inv.cli.weapon.usage()
-- inv.cli.weapon.examples()
-- inv.cli.priority.fn(name, line, wildcards)
-- inv.cli.priority.fn2(name, line, wildcards)
-- inv.cli.priority.usage()
@ -1521,6 +1546,7 @@ function inv.cli.fullUsage()
dbot.print("\n@C Equipment sets@w")
inv.cli.set.usage()
inv.cli.weapon.usage()
inv.cli.snapshot.usage()
inv.cli.priority.usage()
@ -1791,7 +1817,7 @@ end -- inv.cli.search.fn
function inv.cli.search.usage()
dbot.print("@W " .. pluginNameCmd .. " search @Y[id | full] @G<query>@w")
dbot.print("@W " .. pluginNameCmd .. " search @Y[objid | full] @G<query>@w")
end -- inv.cli.search.usage
@ -1842,8 +1868,8 @@ its name. Also, queries will accept "key" instead of "keywords", "loc" instead
and "rloc" instead of "rlocation". Yeah, I'm lazy sometimes...
Performing a search will display relevant information about the items whose characteristics match
the query. There are three modes of searches: "@Cbasic@W", "@Cid@W", and "@Cfull@W". A basic search displays
just basic information about the items -- surprise! An id search shows everything in the basic
the query. There are three modes of searches: "@Cbasic@W", "@Cobjid@W", and "@Cfull@W". A basic search displays
just basic information about the items -- surprise! An objid search shows everything in the basic
search in addition to the item's unique ID. A full search shows lots of info for each item and is
very verbose.
@ -1860,7 +1886,7 @@ Examples:
@W 40@w @YDagger of @RAardwolf@w @Wdagger @G100@W @G 10@W @G 5@W @G 5@W Mental sharp 0 0 0 0 0 0
@W
2) Show unique IDs and info for all level 91 ear and neck items
"@Gdinv search id wearable ear level 91 || wearable neck level 91@W"
"@Gdinv search objid wearable ear level 91 || wearable neck level 91@W"
@WLvl Name of Armor Type HR DR Int Wis Lck Str Dex Con Res HitP Mana Move
@W 91@w @c:@C:@W:@CSt@cerling @G(1851993170) @Wear 0 @G 12@W @G 4@W 0 @G 3@W 0 0 0 @G 9@W 0 @G 30@W @R -60
@ -2436,6 +2462,105 @@ Examples:
end -- inv.cli.set.examples
inv.cli.weapon = {}
function inv.cli.weapon.fn(name, line, wildcards)
local priority = wildcards[1] or ""
local damTypes = wildcards[2] or ""
local endTag = inv.tags.new(line)
if (not inv.init.initializedActive) then
dbot.info("Skipping weapon request: plugin is not yet initialized (are you AFK or sleeping?)")
return inv.tags.stop(invTagsSet, endTag, DRL_RET_UNINITIALIZED)
elseif dbot.gmcp.statePreventsActions() then
dbot.info("Skipping weapon request: character's state does not allow actions")
return inv.tags.stop(invTagsSet, endTag, DRL_RET_NOT_ACTIVE)
end -- if
if (priority == "next") then
inv.weapon.next(endTag)
else
inv.weapon.use(priority, damTypes, endTag)
end -- if
end -- inv.cli.weapon.fn
function inv.cli.weapon.usage()
dbot.print("@W " .. pluginNameCmd .. " weapon @G[next | <priority name> <damType list>]@w")
end -- inv.cli.weapon.usage()
function inv.cli.weapon.examples()
dbot.print("@W\nUsage:\n")
inv.cli.weapon.usage()
dbot.print(
[[@W
Equipment sets can specify which damage types are allowed on weapons in the set. However,
it would be tedious to create multiple priorities to target specific damage types. The
"@Cweapon@W" mode provides a simple and convenient way to indicate which damage types you
want to use (or do *not* want to use) as an extension to an existing priority. See the
helpfile at "@Gdinv help priority@W" for details on how to create and use a priority.
The first step is to specify which damage types you want to allow within a particular
priority by providing a list of specific damage types (e.g., "pierce" or "mental") and/or
damage type groups (e.g., "all", "physical", or "magic"). The plugin will determine the
optimal equipment set (including weapons) that matches the damage type requirements and
then wear the items in that equipment set.
Once the weapon damage types are specified, you may use the "@Gdinv weapon next@W" command
to rotate through the types. Each time the "next" command is given the plugin will remove
one of the available damage types from the originally provided list and generate and wear
the best possible equipment set that is compatible with the remaining damage types. The
plugin's algorithm starts with highest scoring equipment set and then removes the damage
type of that set's primary weapon to find the next best equipment set.
In most cases, using the "@Cweapon@W" mode will just swap your weapons (and possibly your
shield and/or held item if that's your priority's preference). However, it is possible that
the optimal equipment set for a particular weapon also involves changing a few other pieces
of equipment. Remember that this plugin always looks at an entire set's score to gauge how
good a set is and the items in the "best" set will vary over time depending on your spellup.
Examples!
1) Oh noes! You are at The Demon's Flight and you need a weapon that does pierce damage.
You are using the psi-melee priority (because you are awesome enough to be a psi) and
you need to swap weapons -- quick!
@Gdinv weapon psi-melee pierce@W
2) You are pupping at the Earth Lords and run into one of those annoying void warriors
that are immune to all magical damage. Let's tell the plugin to only use weapons with
physical damage types. Because I'm lazy, and "physical" is such a long word *grin*
you can also abbreviate it to "phys" in the example below.
@Gdinv weapon psi-melee physical@W
3) Same as the above example, but you are fighting a mob immune to physical damage
@Gdinv weapon psi-melee magic@W
4) You are fighting a mob that seems to be immune to everything. Let's try to find a
weapon that will work for you.
@Gdinv weapon psi-melee all@W
If the first weapon set works, great :) If not, eliminate the damage type found on
your primary weapon, create a set with the remaining damage types, and try again.
@Gdinv weapon next@W
You can keep calling @Gdinv weapon next@W" until you run out of possible weapon set
combinations. At that point, you may want to flee :p
5) You are a 1337 PK-er and are fighting your arch-enemy clan composed of vampires,
eldar, and giants. You want to target their vulnerabilities so you turn to dinv.
@Gdinv weapon psi-melee light slash mental@W
6) You are fighting a mob that you think is vulnerable to shadow, poison, and all physical
damage types. Ok, that isn't really a realistic scenario but I'm a little too tired to
make all these examples realistic tonight...
@Gdinv weapon psi-melee phys shadow poison@W
@Gdinv weapon next@W
]])
end -- inv.cli.weapon.examples
inv.cli.priority = {}
function inv.cli.priority.fn(name, line, wildcards)
local command = Trim(wildcards[1] or "")
@ -2467,7 +2592,7 @@ function inv.cli.priority.fn(name, line, wildcards)
inv.priority.delete(priorityName1, endTag)
elseif (command == "clone") then
inv.priority.clone(priorityName1, priorityName2, endTag)
inv.priority.clone(priorityName1, priorityName2, true, endTag)
elseif (command == "copy") then
inv.priority.copy(priorityName1, endTag)
@ -4242,7 +4367,7 @@ Examples:
"@Gdinv consume add mana nachos@W"
2) Remove "nachos" from the "mana" consumable type table
"@Gdinv consume remove mana nachos@W")
"@Gdinv consume remove mana nachos@W"
3) Remove the consumable type "mana" and everything that is that type
"@Gdinv consume remove mana@W"
@ -7788,7 +7913,7 @@ end -- inv.items.convertSetupFn
invDisplayVerbosityBasic = "basic" -- default mode
invDisplayVerbosityId = "id"
invDisplayVerbosityId = "objid"
invDisplayVerbosityFull = "full"
invDisplayVerbosityDiffAdd = "diffAdd" -- internal only (shows diff format for replaced items)
invDisplayVerbosityDiffRemove = "diffRemove" -- internal only (shows diff format for replaced items)
@ -10739,7 +10864,7 @@ end -- inv.cache.clearOld
-- inv.priority.reset()
--
-- inv.priority.create(priorityName, endTag)
-- inv.priority.clone(origPriorityName, clonedPriorityName, endTag)
-- inv.priority.clone(origPriorityName, clonedPriorityName, useVerbose, endTag)
-- inv.priority.delete(priorityName, endTag)
--
-- inv.priority.list(endTag)
@ -10760,6 +10885,7 @@ end -- inv.cache.clearOld
-- inv.priority.tableToString(priorityTable, doDisplayUnused, doDisplayColors, doDisplayDesc)
-- inv.priority.stringToTable(priorityString)
--
-- inv.priority.damTypeIsAllowed(damType, priorityName, level)
-- inv.priority.locIsAllowed(wearableLoc, priorityName, level)
--
-- inv.priority.addDefault() -- add some default priorities
@ -10896,7 +11022,7 @@ function inv.priority.create(priorityName, endTag)
end -- inv.priority.create
function inv.priority.clone(origPriorityName, clonedPriorityName, endTag)
function inv.priority.clone(origPriorityName, clonedPriorityName, useVerbose, endTag)
local retval
if (clonedPriorityName == nil) or (clonedPriorityName == "") then
@ -10922,8 +11048,10 @@ function inv.priority.clone(origPriorityName, clonedPriorityName, endTag)
-- Copy the priority into a new table entry
inv.priority.table[clonedPriorityName] = dbot.table.getCopy(inv.priority.table[origPriorityName])
dbot.info("Cloned priority \"@C" .. clonedPriorityName .. "@W\" from priority \"@C" ..
origPriorityName .."@W\"")
if useVerbose then
dbot.info("Cloned priority \"@C" .. clonedPriorityName .. "@W\" from priority \"@C" ..
origPriorityName .."@W\"")
end -- if
-- Save the table with the new priority. We're done! :)
retval = inv.priority.save()
@ -11592,6 +11720,44 @@ function inv.priority.stringToTable(priorityString)
end -- inv.priority.stringToTable
-- Priorities can have lines of the form "~pierce 1 0 0 1 1" to indicate that
-- weapons with the "pierce" damtype should be ignored when creating the priority
-- equipment sets
function inv.priority.damTypeIsAllowed(damType, priorityName, level)
if (damType == nil) or (damType == "") then
dbot.warn("inv.priority.damTypeIsAllowed: Missing damType parameter")
return false
end -- if
if (priorityName == nil) or (priorityName == "") then
dbot.warn("inv.priority.damTypeIsAllowed: Missing priority name parameter")
return false
end -- if
level = tonumber(level or "")
if (level == nil) or (level < 1) or (level > 291) then
dbot.warn("inv.priority.damTypeIsAllowed: Invalid level parameter")
return false
end -- if
-- Check if the specified priority exists for the specified level
local priorityTable, retval = inv.priority.get(priorityName, level)
if (priorityTable == nil) then
dbot.warn("inv.priority.damTypeIsAllowed: Priority \"" .. priorityName ..
"\" does not have a priority table " .. "for level " .. level)
return false
end -- if
local value = tonumber(priorityTable["~" .. (string.lower(damType) or "")] or "") or 0
if (value == 0) then
return true
else
return false
end -- if
end -- inv.priority.damTypeIsAllowed
-- Priorities can have lines of the form "~hold 1 0 0 1 1" to indicate that the
-- "hold" location should be ignored when creating the priority equipment sets
function inv.priority.locIsAllowed(wearableLoc, priorityName, level)
@ -12294,41 +12460,41 @@ function inv.priority.addDefault()
------------------------
-- This prioritizes defensive aspects of an equipment set
local psiDefensePriority = {
str = 0.6,
int = 1.0,
wis = 1.0,
dex = 0.8,
con = 0.8,
luck = 1.0,
dam = 0.5,
hit = 0.5,
avedam = 1.0,
offhandDam = 0.0,
hp = 0.02,
mana = 0.01,
sanctuary = 10,
haste = 0,
flying = 0,
invis = 1,
regeneration = 5,
detectinvis = 0,
detecthidden = 0,
detectevil = 0,
detectgood = 0,
dualwield = 0,
irongrip = 50,
shield = 50,
maxint = 40,
maxwis = 40,
maxluck = 20,
allmagic = 0.05,
allphys = 0.10
}
str = 0.6,
int = 1.0,
wis = 1.0,
dex = 0.8,
con = 0.8,
luck = 1.0,
dam = 0.5,
hit = 0.5,
avedam = 1.0,
offhandDam = 0.0,
hp = 0.02,
mana = 0.01,
sanctuary = 10,
haste = 0,
flying = 0,
invis = 1,
regeneration = 5,
detectinvis = 0,
detecthidden = 0,
detectevil = 0,
detectgood = 0,
dualwield = 0,
irongrip = 50,
shield = 50,
maxint = 40,
maxwis = 40,
maxluck = 20,
allmagic = 0.05,
allphys = 0.10
}
psiDefensePriority["~second"] = 1 -- Minor hack since the "~" messes up table keys
retval = inv.priority.add(
"psi-defense",
@ -12459,7 +12625,8 @@ inv.priority.fieldTable = {
{ "sonic" , "Value of 1 point of sonic magical resistance" },
{ "water" , "Value of 1 point of water magical resistance" },
{ "~light" , "Set to 1 to disable the light location" },
-- Note: We use "~light" to ignore the light damType not to ignore the light wearable location
-- { "~light" , "Set to 1 to disable the light location" },
{ "~head" , "Set to 1 to disable the head location" },
{ "~eyes" , "Set to 1 to disable the eyes location" },
{ "~lear" , "Set to 1 to disable the left ear location" },
@ -12489,7 +12656,30 @@ inv.priority.fieldTable = {
{ "~float" , "Set to 1 to disable the float location" },
{ "~above" , "Set to 1 to disable the above location" },
{ "~portal" , "Set to 1 to disable the portal location" },
{ "~sleeping" , "Set to 1 to disable the sleeping location" }
{ "~sleeping" , "Set to 1 to disable the sleeping location" },
{ "~bash" , "Set to 1 to disable weapons with damtype bash" },
{ "~pierce" , "Set to 1 to disable weapons with damtype pierce" },
{ "~slash" , "Set to 1 to disable weapons with damtype slash" },
{ "~acid" , "Set to 1 to disable weapons with damtype acid" },
{ "~air" , "Set to 1 to disable weapons with damtype air" },
{ "~cold" , "Set to 1 to disable weapons with damtype cold" },
{ "~disease" , "Set to 1 to disable weapons with damtype disease" },
{ "~earth" , "Set to 1 to disable weapons with damtype earth" },
{ "~electric" , "Set to 1 to disable weapons with damtype electric" },
{ "~energy" , "Set to 1 to disable weapons with damtype energy" },
{ "~fire" , "Set to 1 to disable weapons with damtype fire" },
{ "~holy" , "Set to 1 to disable weapons with damtype holy" },
{ "~light" , "Set to 1 to disable weapons with damtype light" },
{ "~magic" , "Set to 1 to disable weapons with damtype magic" },
{ "~mental" , "Set to 1 to disable weapons with damtype mental" },
{ "~negative" , "Set to 1 to disable weapons with damtype negative" },
{ "~poison" , "Set to 1 to disable weapons with damtype poison" },
{ "~shadow" , "Set to 1 to disable weapons with damtype shadow" },
{ "~sonic" , "Set to 1 to disable weapons with damtype sonic" },
{ "~water" , "Set to 1 to disable weapons with damtype water" }
}
@ -13117,6 +13307,7 @@ function inv.set.createWithHandicap(priorityName, level, handicap)
local objLevel = tonumber(inv.items.getStatField(objId, invStatFieldLevel) or "")
local objWearable = inv.items.getStatField(objId, invStatFieldWearable) or ""
local objWeight = tonumber(inv.items.getStatField(objId, invStatFieldWeight) or 0)
local objDamType = inv.items.getStatField(objId, invStatFieldDamType) or ""
-- Strip out commas in the flags to make searching easier
local objFlags = inv.items.getStatField(objId, invStatFieldFlags) or ""
@ -13139,6 +13330,11 @@ function inv.set.createWithHandicap(priorityName, level, handicap)
dbot.debug("Skipping item: align=" .. (dbot.gmcp.getAlign() or "nil") ..
", flags=\"" .. (objFlags or "nil") .. "\"")
-- Check if the item is a weapon with a disallowed damage type
elseif (objDamType ~= nil) and (objDamType ~= "") and
(not inv.priority.damTypeIsAllowed(objDamType, priorityName, level)) then
-- Skip the current object because it is a weapon with a damtype we don't want
-- The alignment is acceptable. Check the other requirements...
elseif (objWearable ~= nil) and (objWearable ~= "") and (inv.wearables[objWearable] ~= nil) then
score, offhandScore = inv.score.item(objId, priorityName, handicap, level)
@ -14272,6 +14468,114 @@ function inv.set.covetCR()
end -- inv.set.covetCR
----------------------------------------------------------------------------------------------------
--
-- Module to manage weapon-only equipment sets
--
-- dinv weapon [next | <priority> <damType list>]
--
-- inv.weapon.use(priorityName, damTypes, endTag)
-- inv.weapon.next(endTag)
--
----------------------------------------------------------------------------------------------------
inv.weapon = {}
inv.weapon.priorityName = "weaponSet"
function inv.weapon.use(priorityName, damTypes, endTag)
local retval = DRL_RET_SUCCESS
local weaponPriority = {}
if (priorityName == nil) or (priorityName == "") then
dbot.warn("inv.weapon.use: Missing priority name")
return inv.tags.stop(invTagsSet, endTag, DRL_RET_INVALID_PARAM)
end -- if
if (damTypes == nil) or (damTypes == "") then
dbot.warn("inv.weapon.use: Missing list of requested damage types")
return inv.tags.stop(invTagsSet, endTag, DRL_RET_INVALID_PARAM)
end -- if
-- Remove any previous (and stale) weapon priority
if (inv.priority.table[inv.weapon.priorityName] ~= nil) then
retval = inv.priority.remove(inv.weapon.priorityName)
if (retval ~= DRL_RET_SUCCESS) then
dbot.warn("inv.weapon.use: Failed to remove weapon priority: " .. dbot.retval.getString(retval))
return inv.tags.stop(invTagsSet, endTag, retval)
end -- if
end -- if
-- Clone the specified priority so that we can tweak the clone and add damage type preferences
retval = inv.priority.clone(priorityName, inv.weapon.priorityName, false, nil)
if (retval ~= DRL_RET_SUCCESS) then
dbot.warn("inv.weapon.use: Failed to clone priority \"" .. priorityName .. "\": " ..
dbot.retval.getString(retval))
return inv.tags.stop(invTagsSet, endTag, retval)
end -- if
local damTypesToUse = string.lower(damTypes)
local allDamTypes = dbot.arrayConcat(dbot.physicalTypes, dbot.magicalTypes)
-- For each priority block in the priority, specify if each possible damage type is allowed
for _, priBlock in ipairs(inv.priority.table[inv.weapon.priorityName] or {}) do
for _, damType in ipairs(allDamTypes) do
if dbot.isWordInString(damType, damTypesToUse) or
dbot.isWordInString("all", damTypesToUse) or
(dbot.isWordInString("phys", damTypesToUse) and dbot.isPhysical(damType)) or
(dbot.isWordInString("magic", damTypesToUse) and dbot.isMagical(damType)) or
(dbot.isWordInString("physical", damTypesToUse) and dbot.isPhysical(damType)) or
(dbot.isWordInString("magical", damTypesToUse) and dbot.isMagical(damType)) then
priBlock.priorities["~" .. damType] = 0
else
priBlock.priorities["~" .. damType] = 1
end -- if
end -- for
end -- for
-- Wear the set that matches the weapon priority
return inv.set.createAndWear(inv.weapon.priorityName, dbot.gmcp.getLevel(),
inv.set.createIntensity, endTag)
end -- inv.weapon.use
function inv.weapon.next(endTag)
local retval
local level = dbot.gmcp.getLevel()
-- Check if the weapon priority exists and has an associated weapon set
if (inv.priority.table[inv.weapon.priorityName] == nil) or
(inv.set.table[inv.weapon.priorityName] == nil) or
(inv.set.table[inv.weapon.priorityName][level] == nil) then
dbot.info("Skipped weapon request: Use \"@Gdinv weapon <priority> <damage types>@W\" to specify types")
return DRL_RET_UNINITIALIZED
end -- if
local wielded = inv.set.table[inv.weapon.priorityName][level].wielded
local second = inv.set.table[inv.weapon.priorityName][level].second
local currentDamType = ""
if (wielded ~= nil) then
currentDamType = inv.items.getStatField(wielded.id, invStatFieldDamType)
elseif (second ~= nil) then
currentDamType = inv.items.getStatField(second.id, invStatFieldDamType)
else
dbot.info("Skipping next weapon request: No allowable weapon sets remain")
return inv.tags.stop(invTagsSet, endTag, DRL_RET_MISSING_ENTRY)
end -- if
dbot.debug("inv.weapon.next: Current dam type is: \"" .. currentDamType .. "\"")
-- Remove the current primary dam type for each priority block in the weapon set priority
for _, priBlock in ipairs(inv.priority.table[inv.weapon.priorityName] or {}) do
priBlock.priorities["~" .. string.lower(currentDamType)] = 1
end -- for
-- Wear the set that matches the updated weapon priority
return inv.set.createAndWear(inv.weapon.priorityName, level, inv.set.createIntensity, endTag)
end -- inv.weapon.next
----------------------------------------------------------------------------------------------------
--
-- Module to manage snapshots of equipment sets
@ -17338,6 +17642,61 @@ function dbot.mergeFields(field1, field2)
end -- dbot.mergeFields
----------------------------------------------------------------------------------------------------
-- dbot.arrayConcat: Returns an array generated by concatenating the two input arrays
--
-- For example: concatenating { "a", "b", "c" } and { "d", "e" } yields { "a", "b", "c", "d", "e" }
----------------------------------------------------------------------------------------------------
function dbot.arrayConcat(array1, array2)
local mergedArray = {}
for _, entry in ipairs(array1) do
table.insert(mergedArray, entry)
end -- for
for _, entry in ipairs(array2) do
table.insert(mergedArray, entry)
end -- for
return mergedArray
end -- dbot.arrayConcat
----------------------------------------------------------------------------------------------------
-- dbot.isPhysical and dbot.isMagical return booleans indicating if the input parameter string is
-- one of the known physical or magical damage types
----------------------------------------------------------------------------------------------------
--FIXME: use these throughout the plugin --v
dbot.physicalTypes = { invStatFieldBash, invStatFieldPierce, invStatFieldSlash }
dbot.magicalTypes = { invStatFieldAcid, invStatFieldCold, invStatFieldEnergy,
invStatFieldHoly, invStatFieldElectric, invStatFieldNegative,
invStatFieldShadow, invStatFieldMagic, invStatFieldAir,
invStatFieldEarth, invStatFieldFire, invStatFieldLight,
invStatFieldMental, invStatFieldSonic, invStatFieldWater,
invStatFieldDisease, invStatFieldPoison }
function dbot.isPhysical(damType)
for _, physType in ipairs(dbot.physicalTypes) do
if (physType == damType) then
return true
end -- if
end -- for
return false
end -- dbot.isPhysical
function dbot.isMagical(damType)
for _, magType in ipairs(dbot.magicalTypes) do
if (magType == damType) then
return true
end -- if
end -- for
return false
end -- dbot.isMagical
----------------------------------------------------------------------------------------------------
-- dbot.deleteTrigger: Wrapper around DeleteTrigger that checks the mush error codes
----------------------------------------------------------------------------------------------------

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