1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
|
-- 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
|