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-rw-r--r--lib/core/auto.lua859
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diff --git a/lib/core/auto.lua b/lib/core/auto.lua
deleted file mode 100644
index b758db52..00000000
--- a/lib/core/auto.lua
+++ /dev/null
@@ -1,859 +0,0 @@
--- 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