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cb_trmo.txt
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cb_trmo.txt
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# TABLE OF CONTENTS:
#
# SECTION A: Crawl options.
# Self explanatory.
#
# Section B: Global variables you can change to tweak cb's behavior.
#
# SECTION C: Global varaibles you shouldn't change.
#
# SECTION D: Strategy functions.
# These fucntions implement specific strategies, such as:
# Quaff ID a potion. Travel to the lair. Rest. Progress.
# More general strategies might call on more specific strategies
# acording to the strategy tables.
#
# These tables govern which strategies have priority over which
# other strategies. For instance you would rather berserk than
# attack. However if there's no reason to beserk (because the
# situation doesn't pose enough of a threat) or if you can't go
# berserk for some reason, then attacking normally will be your
# fall back plan.
#
# If you're like to change the route (orc before lair for instance)
# or some other simplistic strategy change, then you may be able to
# do it here without having to be much of a programmer.
#
# SECTION E: Main functions.
# These functions include "hit_closest()" which is called when you
# press TAB. As well as "ready()" which is called when Crawl is
# ready to accept user input. In addition the heartbeat function
# "cb_main()" is included. These functions drive the bot, and are
# the entry points to everything else, so if you're curious how cb
# works, then this is the place you want to start reading.
#
# SECTION F: Autopickup functions.
# These functions control cb's dynamic autopickup functionality.
# There is the "autopickup()" entry point as well as related
# functions needed for item prioritization.
#
# SECTION G: Utility functions.
# These functions are called by all the above functions. They
# include general stuff used everywhere like "say(message)" which
# is called all over the place for feedback and debugging. As well
# as some functions that may only be used by one or two strategies.
#############
# SECTION A #
#############
view_delay = 0
use_animations =
clear_messages = true
travel_delay = -1
explore_delay = -1
travel_key_stop = false
default_manual_training = true
auto_exclude =
hp_warning = 0
show_more = false
show_newturn_mark = false
force_more_message =
show_travel_trail = false
skill_focus = false
flush.failure = false
char_set = default
use_fake_player_cursor = true
equip_unequip = true
dump_order = header,hiscore,stats,misc,mutations,skills,spells,inventory
dump_order += overview
dump_order += messages,screenshot,monlist,kills,notes,vaults,action_counts
note_hp_percent = 25
note_skill_levels = 1,3,6,9,12,15,18,21,24,27
# TODO: This section needs some serious work.
fire_order = stone
# We stop exploring here, because we might want to do something that preempts
# exploration, such as worshipping a god or unshafting ourselves.
explore_stop = portals,stairs,altars,greedy_pickup_smart
message_colour ^= mute:Unknown command
message_colour ^= mute:Sorry, you're not good enough to have a special ability.
bindkey = [Y] CMD_NO_CMD_DEFAULT
bindkey = [N] CMD_NO_CMD_DEFAULT
# Lua begins here.
{
---------------
-- Section B --
---------------
-- An important decision to make :)
-- This name needs to use the same capitalization as you.god() does.
local chosen_god = "Okawaru"
-- Another important decision.
-- "s" "d" "i"
local prefered_stat = "d"
-- When loading a saved game, we have no way of knowing for sure if we've been
-- "shafted" or not. If set to true we assume we have been, and go up three levels
-- before working our way down.
local attempt_unshaft_on_start = false
-- Assumes the temple hasn't been explored, even if you already worship a god.
-- Since exploring the temple if you have selected a god is a waste of time, this
-- should be set to true unless you are trying to test something.
local temple_explored = false
-- A number between 0 and 1 that signifies a dangerous percentage of hp.
local low_hp_percent = 0.5
---------------
-- Section C --
---------------
local LOS = 7
local max_shaft_depth = 3
local last_explored_level = -1
local max_reach_range = 2
local run_mode = false
local run_turn = 0
crawl.enable_more(false)
---------------
-- SECTION C --
---------------
function win()
local win_strategy = {
rest,
relax,
progress,
fight,
emergency}
-- Look before taking action.
update_monster_array()
local n = 1
local success = false
while not success do
if not win_strategy[n] then
-- We've reached the end of the strategy table.
-- This means we've failed.
say("ERROR: CB failed to implement any of the strategies in the main table.")
say("ERROR: CB is out of ideas and is returning control to the user.")
return false
end
success = win_strategy[n]()
n = n + 1
end
end
function do_rest()
do_it("5")
end
function rest()
-- Reasons not to rest.
if danger() then
return false
end
-- Reasons to rest.
local hp, mhp = you.hp()
local mp, mmp = you.mp()
if hp < mhp or mp < mmp then
do_rest()
return true
end
if you.poisoned() or
you.berserk() or
you.confused() or
you.exhausted() or
you.slowed() or
you.corrosion() > 0 then
do_rest()
return true
end
return false
end
function relax()
local relax_strategy = {
shuffle_skills,
eat_chunk,
butcher_corpse,
find_nearby_corpse,
eat_permafood}
-- Reasons not to relax.
if danger() then
return false
end
local n = 1
local success = false
while not success do
if not relax_strategy[n] then
return false
end
success = relax_strategy[n]()
n = n + 1
end
return success
end
function shuffle_skills()
you.train_skill("Stealth", 0)
you.train_skill("Unarmed Combat", 1)
you.train_skill("Fighting", 1)
you.train_skill("Dodging", 1)
if you.god() ~= chosen_god and you.base_skill("Invocations") < 7 then
you.train_skill("Invocations", 1)
else
you.train_skill("Invocations", 0)
end
end
function do_eat_chunk()
do_it("ee")
end
function eat_chunk()
if have_chunk() and can_eat_chunk() then
do_eat_chunk()
return true
end
return false
end
function butcher_corpse()
local corpse_count = 0
for item in at_feet() do
-- We can't use item.class because skeletons have class corpse.
-- It's really fucking dumb.
if string.find(item.name(), "corpse") then
corpse_count = corpse_count + 1
end
end
if corpse_count == 1 then
do_it("c")
return true
elseif corpse_count > 1 then
do_it("ccq")
return true
end
return false
end
function find_nearby_corpse()
-- We just butcher everything indiscriminately because it's simple.
-- The final ESC is needed because it makes sure ready() is called again???
return try_it(control('f') .. "@corpse&&!!skel&&!!rot\ra\r" .. string.char(27))
end
function do_eat_permafood()
for item in inventory() do
if item.class(true) == "food" and
food.edible(item) and
not food.ischunk(item) then
say("NOTICE: Eating permafood: " .. item.name())
items.swap_slots(item.slot, items.letter_to_index("e"), false)
do_it("ee")
return
end
end
end
function eat_permafood()
if have_permafood() and need_to_eat() then
do_eat_permafood()
return true
end
return false
end
function progress()
local progress_strategy = {
ascend_with_orb,
worship_god,
depart_abyss,
unshaft,
-- It's important to take note of what we prioritize above exploration.
explore,
temple}
-- Reasons not to progress.
if danger() then
return false
end
local n = 1
local success = false
while not success do
if not progress_strategy[n] then
return false
end
success = progress_strategy[n]()
n = n + 1
end
return success
end
function ascend_with_orb()
return false
end
function worship_god()
if you.god() == chosen_god then
return false
end
if view.feature_at(0, 0) == "altar_" .. chosen_god:lower() then
do_it("pYY")
return true
end
return try_it(control('f') .. "@altar&&" .. chosen_god:lower() .. "\ra\r" .. string.char(27))
end
function depart_abyss()
return false
end
function unshaft()
branch, level = whereami()
if last_explored_level == -1 and not attempt_unshaft_on_start then
-- We make the assumpion that the previous level was the last explored one.
-- This means we're not shafted of course.
last_explored_level = level - 1
return false
end
if last_explored_level == -1 and attempt_unshaft_on_start then
-- We make the assumption that we were 3 floors up before we were shafted.
last_explored_level = level - max_shaft_depth - 1
-- A value of 0 means that no levels have been explored, so we will travel to branch:1.
if last_explored_level < 0 then
last_explored_level = 0
end
end
if level - 1 > last_explored_level then
-- The final ESC is needed because it makes sure ready() is called again???
return try_it("G<" .. string.char(27))
end
end
function explore()
-- One ESC key is needed to exit out of shops.
-- The second ESC is needed because it makes sure ready() is called again???
return try_it("o" .. string.char(27) .. string.char(27))
end
function temple()
branch, level = whereami()
if you.god() == chosen_god and temple_explored == true then
return false
end
if branch == "Temple" then
temple_explored = true
return false
end
if travel.find_deepest_explored("Temple") == 0 then
if branch == "D" and level < 7 then
last_explored_level = level
-- The final ESC is needed because it makes sure ready() is called again???
do_it("G>" .. string.char(27))
return true
else
say("ERROR: We can't find the temple for some reason!")
return false
end
else
-- The final ESC is needed because it makes sure ready() is called again???
do_it("GT" .. string.char(27))
end
end
function fight()
local fight_strategy = {
stairdance_up,
retreat_to_upstairs,
hide,
whack,
shoot,
wait,
charge}
-- Nothing to fight...
if not danger() then
return false
end
local n = 1
local success = false
while not success do
if not fight_strategy[n] then
say("ERROR: Unable to fight for some reason.")
return false
end
success = fight_strategy[n]()
n = n + 1
end
return success
end
function stairdance_up()
local floor = view.feature_at(0,0)
if not floor:find("stone_stairs_up") and
floor ~= "escape_hatch_up" then
return false
end
if threat_level() < 10 then
return false
end
local result = try_it("<")
if result then
-- This is to stop us from going back down the dangerous stairs.
travel.set_exclude(0, 0, 0)
end
return result
end
function retreat_to_upstairs()
local current_threat = threat_level()
if current_threat < 10 then
return false
end
if you.slowed() then
return false
end
local branch, level = whereami()
if branch == "D" and level == 1 then
return false
end
for x = -LOS, LOS do
for y = -LOS, LOS do
local m = monster_array[x][y]
if (m and not m:is_safe())
or view.invisible_monster(x, y) then
local r = math.max(math.abs(x), math.abs(y)) - 1
travel.set_exclude(x, y, r)
end
end
end
run_mode = true
run_turn = you.turns()
local result = try_it("X<\r" .. string.char(27))
-- Clear the exclusions once we're done.
try_it("X" .. control('e') .. string.char(27).. string.char(27))
run_mode = false
if not result then
say("WARNING: We tried to run but couldn't!")
return true
end
return result
end
function hide()
return false
end
function whack()
local target_x = 0
local target_y = 0
local current_highest_threat = -1
local current_worst_injury = -1
for x = -1, 1 do
for y = -1, 1 do
local m = monster_array[x][y]
if m and not m:is_safe() then
if (m:threat() > current_highest_threat) or
-- -- -- -- --
(m:threat() == current_highest_threat and
m:damage_level() > current_worst_injury) or
-- -- -- -- --
current_highest_threat < 0 then
target_x = x
target_y = y
if m:is("summoned") then
current_highest_threat = -1
else
current_highest_threat = m:threat()
end
current_worst_injury = m:damage_level()
end
elseif view.invisible_monster(x, y) then
-- We'll consider invisible monsters top priority for now.
current_highest_threat = 4
target_x = x
target_y = y
end
end
end
if target_x == 0 and target_y == 0 then
return false
end
do_it(dtovi(target_x, target_y))
return true
end
function shoot()
return false
end
function wait()
-- We don't want to be waiting if something can hit us from range.
if not (archer_inrange())
and not (reacher_inrange())
and options.autopick_on then
do_it("s")
return true
end
return false
end
function charge()
local m, x, y = reacher_inrange()
if m and view.can_reach(x, y) then
do_it(dtovi(towards(x, y)))
return true
end
m, x, y = archer_inrange()
if m and view.can_reach(x, y) then
do_it(dtovi(towards(x, y)))
return true
end
m, x, y = shimmer_inrange()
if m and view.can_reach(x, y) then
do_it(dtovi(towards(x, y)))
return true
end
return false
end
function emergency()
-- These three situations are hardcoded to block autoexplore.
-- "You need to eat something NOW!"
-- "Calm down first, please."
-- "No exploration algorithm can help you here."
-- Because of that we need to solve them in order to keep playing
-- the game in a sensible fashion.
local emergency_strategy = {
emergency_starvation,
emergency_berserk,
emergency_labyrinth}
-- We're not going to actually implement this ever because it's
-- fucking stupid as hell. The resting segment will rest off
-- berserking. The relaxing segment will eat. As for labyrinths
-- I have no fucking clue how you got in a labyrinth lmao.
-- Still keeping this around as a reminder just in case.
return false
end
---------------
-- SECTION D --
---------------
local current_turn
-- cb takes action, spending one or more turns.
-- Hopefully this brings us closer to victory!
local cb = coroutine.create(win)
-- hit_closest is run when you press tab.
local first_time = true
function hit_closest()
if(not first_time) then
if(coroutine.status(cb) == "dead") then
cb = coroutine.create(win)
coroutine.resume(cb)
end
else
coroutine.resume(cb)
first_time = false
end
end
-- ready is run when crawl is ready for user input.
function ready()
current_turn = you.turns()
if(not first_time and coroutine.status(cb) == "suspended") then
coroutine.resume(cb)
end
end
-- choose_stat_gain is run on level ups that cause stat gain.
function choose_stat_gain()
return prefered_stat
end
local vault_safe = {["moth of wrath"] = true}
function ch_mon_is_safe(m, default_is_safe, moving, dist)
if you.turns() ~= run_turn then
run_mode = false
end
if(run_mode == true) then
return true
end
-- Melee monsters that can't reach us aren't a threat.
if not m:has_known_ranged_attack() and not monster_can_charge(m) then
return true
end
return default_is_safe
end
---------------
-- SECTION E --
---------------
function autopickup(item, name)
local c = item.class(true)
if item.is_useless then
return false
end
if c == "food" and food.edible(item) then
return true
elseif c == "gold" then
return true
elseif c == "potion" then
return true
elseif c == "scroll" then
return true
elseif c == "armour" then
return false
elseif c == "jewellery" then
return true
elseif c == "wand" then
return true
elseif c == "missile" then
return false
end
return false
end
clear_autopickup_funcs()
add_autopickup_func(autopickup)
---------------
-- SECTION F --
---------------
function do_it(command)
local old_turn = you.turns()
crawl.process_keys(command)
-- We yield, waiting for us to be ready to accept input again.
-- When we're ready again, the current_turn may be different.
coroutine.yield()
if(current_turn == old_turn) then
say("ERROR: The action " .. string.format("%q", command) .. " failed unexpectedly.")
end
end
function try_it(command)
local old_turn = you.turns()
crawl.process_keys(command)
-- We yield, waiting for us to be ready to accept input again.
-- When we're ready again, the current_turn may be different.
coroutine.yield()
if(current_turn == old_turn) then
return false
end
return true
end
function say(x)
crawl.mpr(x)
--crawl.take_note(x)
end
function control(c)
return string.char(string.byte(c) - string.byte('a') + 1)
end
function initialize_monster_array()
if not monster_array_init then
monster_array = {}
local x
for x = -LOS, LOS do
monster_array[x] = {}
end
monster_array_init = true
end
end
function update_monster_array()
initialize_monster_array()
local x,y
for x = -LOS, LOS do
for y = -LOS, LOS do
monster_array[x][y] = monster.get_monster_at(x, y)
end
end
end
function danger()
if not options.autopick_on then
return true
end
local danger = false
for x = -LOS, LOS do
for y = -LOS, LOS do
local m = monster_array[x][y]
if m and not m:is_safe() then
danger = true
end
end
end
if (shimmer_inrange()) then
return true
end
return danger
end
function dtovi(x, y)
local d2v = {[-1] = { [-1] = 'y', [0] = 'k', [1] = 'u'},
[0] = { [-1] = 'h', [1] = 'l'},
[1] = { [-1] = 'b', [0] = 'j', [1] = 'n'}}
if x == 0 and y == 0 then
say("ERROR: We're trying to stand still when we want to be moving!")
return string.char(27)
end
return d2v[y][x]
end
function inventory()
return iter.invent_iterator:new(items.inventory())
end
function at_feet()
return iter.invent_iterator:new(you.floor_items())
end
function have_permafood()
for item in inventory() do
if item.class(true) == "food" and
food.edible(item) and
not food.ischunk(item) then
return true
end
end
return false
end
function have_chunk()
for item in inventory() do
if item.class(true) == "food" and
food.edible(item) and
not food.dangerous(item) and
food.ischunk(item) then
return true
end
end
-- Also check the floor.
for item in at_feet() do
if item.class(true) == "food" and
food.edible(item) and
not food.dangerous(item) and
food.ischunk(item) then
return true
end
end
return false
end
function can_eat_chunk()
if you.hunger() < 4 then
return true
elseif you.hunger() < 7 and you.gourmand() then
return true
end
return false
end
function need_to_eat()
-- Triggers if you're "very hungry" or hungrier.
if you.hunger() < 3 then
return true
end
return false
end
function whereami()
local branch
local level
branch, level = you.where():match("([a-zA-Z]+):([0-9]+)")
level = tonumber(level)
if not level then
branch = you.where()
level = 1
end
return branch, level
end
function archer_inrange()
local m
for x = -LOS, LOS do
for y = -LOS, LOS do
m = monster_array[x][y]
if m then
if m:has_known_ranged_attack() and not m:is_safe() then
return m, x, y
end
end
end
end
end
function reacher_inrange()
local m
for x = -max_reach_range, max_reach_range do
for y = -max_reach_range, max_reach_range do
m = monster_array[x][y]
if m then
if m:reach_range() > 1 and not m:is_safe() then
return m, x, y
end
end
end
end
end
function shimmer_inrange()
for x = -LOS, LOS do
for y = -LOS, LOS do
if view.invisible_monster(x, y) then
return true, x, y
end
end
end
return false
end
function towards(input_x, input_y)
local x, y
if input_x < 0 then x = -1 end
if input_x == 0 then x = 0 end
if input_x > 0 then x = 1 end
if input_y < 0 then y = -1 end
if input_y == 0 then y = 0 end
if input_y > 0 then y = 1 end
if math.abs(input_x) > math.abs(input_y) then
if not travel.feature_traversable(view.feature_at(x,y)) then
if travel.feature_traversable(view.feature_at(x,0)) then
y = 0
else
x = 0
end
end
else
if not travel.feature_traversable(view.feature_at(x,y)) then
if travel.feature_traversable(view.feature_at(0,y)) then
x = 0
else
y = 0
end
end
end
return x, y
end
function threat_level()
local total_threat = 0
local monster_threat = 0
local m
for x = -LOS, LOS do
for y = -LOS, LOS do
m = monster_array[x][y]
if m then
if m:is_safe() then
break
end
monster_threat = m:threat() * 3
if monster_threat == 0 then
monster_threat = 1
end
total_threat = total_threat + monster_threat
end
end
end
hp, mhp = you.hp()
if hp/mhp < low_hp_percent then
total_threat = total_threat * 2
end
return total_threat
end
-- A monster can charge you if it can move closer to you.
function monster_can_charge(m)
local x, y = m:pos()
-- There's always three squares that move them "closer."
local ax, ay, bx, by, cx, cy
if math.abs(x) == math.abs(y) then
ax = x - (x / math.abs(x))
ay = y - (y / math.abs(y))
bx = x - (x / math.abs(x))
by = y
cx = x
cy = y - (y / math.abs(y))
elseif math.abs(x) > math.abs(y) then
ax = x - (x / math.abs(x))
ay = y
bx = x - (x / math.abs(x))
by = y + 1
cx = x - (x / math.abs(x))
cy = y - 1
else
ax = x
ay = y - (y / math.abs(y))
bx = x + 1
by = y - (y / math.abs(y))
cx = x - 1
cy = y - (y / math.abs(y))
end
local feature_a = view.feature_at(ax, ay)
local feature_b = view.feature_at(bx, by)
local feature_c = view.feature_at(cx, cy)
if travel.feature_solid(feature_a)
and travel.feature_solid(feature_b)
and travel.feature_solid(feature_c) then
return false
end
return true
end
}