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-- tools for seeing what's in a seed. For example use cases, see both
-- crawl-ref/source/scripts/seed_explorer.lua, and
-- crawl-ref/source/tests/seed_explorer.lua.
-- TODO: LDoc this
util.namespace('explorer')
-- matches pregeneration order
explorer.generation_order = {
"Temple",
"D:1",
"D:2", "D:3", "D:4", "D:5", "D:6", "D:7", "D:8", "D:9",
"D:10", "D:11", "D:12", "D:13", "D:14", "D:15",
"Lair:1", "Lair:2", "Lair:3", "Lair:4", "Lair:5",
"Orc:1", "Orc:2",
"Spider:1", "Spider:2", "Spider:3", "Spider:4",
"Snake:1", "Snake:2", "Snake:3", "Snake:4",
"Shoals:1", "Shoals:2", "Shoals:3", "Shoals:4",
"Swamp:1", "Swamp:2", "Swamp:3", "Swamp:4",
"Vaults:1", "Vaults:2", "Vaults:3", "Vaults:4", "Vaults:5",
"Crypt:1", "Crypt:2", "Crypt:3",
"Depths:1", "Depths:2", "Depths:3", "Depths:4",
"Hell",
"Elf:1", "Elf:2", "Elf:3",
"Zot:1", "Zot:2", "Zot:3", "Zot:4", "Zot:5",
"Slime:1", "Slime:2", "Slime:3", "Slime:4", "Slime:5",
"Tomb:1", "Tomb:2", "Tomb:3",
"Tar:1", "Tar:2", "Tar:3", "Tar:4", "Tar:5", "Tar:6", "Tar:7",
"Coc:1", "Coc:2", "Coc:3", "Coc:4", "Coc:5", "Coc:6", "Coc:7",
"Dis:1", "Dis:2", "Dis:3", "Dis:4", "Dis:5", "Dis:6", "Dis:7",
"Geh:1", "Geh:2", "Geh:3", "Geh:4", "Geh:5", "Geh:6", "Geh:7",
}
-- generation order continues: pan, zig. However, these are really only in the
-- official generation order so that entering them forces the rest of the
-- dungeon to generate first, so we ignore them here.
explorer.portal_order = {
"Sewer",
"Ossuary",
"IceCv",
"Volcano",
"Bailey",
"Gauntlet",
"Bazaar",
-- Trove is not pregenerated, so should be ignored here
"WizLab",
"Desolation"
}
function explorer.level_to_gendepth(lvl)
-- TODO could parse l, handle things like Hell:1
for i, l in ipairs(explorer.generation_order) do
if lvl:lower() == l:lower() then
return i
end
end
for i, l in ipairs(explorer.portal_order) do
if lvl:lower() == l:lower() then
return -i -- fairly hacky
end
end
return nil
end
function explorer.branch_to_gendepth(b)
if dgn.br_exists(b) then
local depth = dgn.br_depth(b)
if depth == 1 then
return explorer.level_to_gendepth(b)
else
return explorer.level_to_gendepth(b .. ":" .. depth)
end
end
return nil
end
function explorer.to_gendepth(depth)
if type(depth) == "number" then return depth end
if depth == "all" then return #explorer.generation_order end
local num = string.match(depth, "^%d+$")
if num ~= nil then return tonumber(depth) end
local result = explorer.level_to_gendepth(depth)
if result == nil then
result = explorer.branch_to_gendepth(depth)
end
return result
end
-- a useful depth preset
explorer.zot_depth = explorer.to_gendepth("Zot")
assert(explorer.zot_depth ~= 0)
-- TODO: generalize, allow changing?
local out = function(s) if not explorer.quiet then crawl.stderr(s) end end
------------------------------
-- some generic list/string manipulation code
function explorer.collapse_dups(l)
local result = {}
util.sort(l)
local cur = ""
local count = 0
for i, name in ipairs(l) do
if name == cur then
count = count + 1
else
if (cur ~= "") then
result[#result + 1] = { cur, count }
end
cur = name
count = 1
end
end
if (cur ~= "") then
result[#result + 1] = { cur, count }
end
for i, name in ipairs(result) do
if result[i][2] > 1 then
result[i] = result[i][1] .. " x" .. result[i][2]
else
result[i] = result[i][1]
end
end
return result
end
function explorer.fancy_join(l, indent, width, sep, initial_indent)
-- TODO: reflow around spaces?
if #l == 0 then
return ""
end
local lines = {}
local cur_line = string.rep(" ", indent)
for i, s in ipairs(l) do
local full_s = s
if (i ~= #l) then
full_s = full_s .. sep
end
if #cur_line + #full_s > width and i ~= 1 then
lines[#lines + 1] = cur_line
cur_line = string.rep(" ", indent)
end
cur_line = cur_line .. full_s
end
lines[#lines + 1] = cur_line
if not initial_indent and #lines > 0 and indent > 0 then
lines[1] = string.sub(lines[1], indent + 1, #lines[1])
end
return table.concat(lines, "\n")
end
------------------------------
-- code for looking at items
function explorer.arts_only(item)
return item.artefact
end
function explorer.item_ignore_boring(item)
-- TODO:
-- show gold totals?
-- missiles - early on?
-- unenchanted weapons/armour - early on?
if item.is_useless then
return false
elseif item.base_type == "gold"
or item.base_type == "missile" then
return false
elseif (item.base_type == "weapon" or item.base_type == "armour")
and item.pluses() <= 0 and not item.branded then
return false
end
return true
end
function explorer.catalog_items_setup()
wiz.identify_all_items()
end
function explorer.catalog_items(pos, notable)
local stack = dgn.items_at(pos.x, pos.y)
if #stack > 0 then
for i, item in ipairs(stack) do
if explorer.item_notable(item) then
notable[#notable + 1] = item.name()
end
end
end
stack = dgn.shop_inventory_at(pos.x, pos.y)
if stack ~= nil and #stack > 0 then
for i, item in ipairs(stack) do
if explorer.item_notable(item[1]) then
notable[#notable + 1] = item[1].name() .. " (cost: " .. item[2] ..")"
end
end
end
end
------------------------------
-- code for looking at features
explorer.hell_branches = util.set{ "Geh", "Coc", "Dis", "Tar" }
function explorer.in_hell()
return explorer.hell_branches[you.branch()]
end
function explorer.feat_interesting(feat_name)
-- most features are pretty boring...
if string.find(feat_name, "altar_") == 1 then
return true
elseif string.find(feat_name, "enter_") == 1 then -- could be more selective
return true
elseif feat_name == "transporter" or string.find(feat_name, "runed_") then
return true
end
return false
end
function explorer.catalog_features_setup()
you.enter_wizard_mode() -- necessary so that magic mapping behaves
-- correctly. this is implied by you.save = false,
-- so it shouldn't affect other tests in actual
-- test mode...
wiz.map_level() -- abyss will break this call...
end
function explorer.catalog_features(pos, notable)
local feat = dgn.grid(pos.x, pos.y)
if explorer.feat_notable(dgn.feature_name(feat)) then
notable[#notable + 1] = dgn.feature_desc_at(pos.x, pos.y, "A")
end
end
------------------------------
-- code for looking at monsters
function explorer.mons_ignore_boring(mons)
return (mons.unique
or explorer.always_interesting_mons[mons.name]
or mons.type_name == "player ghost"
or mons.type_name == "pandemonium lord")
end
function explorer.mons_always_native(m, mi)
return (mi:is_unique()
or m.type_name == "player ghost"
or mi:is_firewood())
end
function explorer.rare_ood(mi)
local depth = mi:avg_local_depth()
-- TODO: really, probability can't be interpreted without some sense of what
-- the overall distribution for the branch is, so this is fairly heuristic
local prob = mi:avg_local_prob()
local ood_threshold = math.max(2, dgn.br_depth() / 3)
return depth > you.depth() + ood_threshold and prob < 2
end
function explorer.feat_in_set(s)
return function (f) if s[f] then return f else return nil end end
end
function explorer.describe_mons(mons)
local mi = mons.get_info()
-- TODO: weird distribution of labour between mons and moninfo, can this be
-- cleaned up?
-- TODO: does it make sense to use the same item notability function here?
local feats = util.map(function (i) return "item:" .. i.name() end,
util.filter(explorer.item_notable, mons.get_inventory()))
local force_notable = false
if explorer.mons_feat_filter then
feats = util.map(explorer.mons_feat_filter, feats) -- TODO don't brute force this
end
if mons.type_name == "dancing weapon" and #feats > 0 then
-- don't repeat the dancing weapon's item, but if the item_notable check
-- has deemed the item notable, make sure to show it.
feats = { }
force_notable = true
end
-- may or may not ever be useful -- builder OOD is an indicator of builder
-- choices, not intrinsic monster quality, and it is possible for monsters
-- to be chosen as OOD that are within range, e.g. you can sometimes get
-- the same monster generating as OOD and not OOD at the same depth.
-- if mons.has_prop("mons_is_ood") then
-- feats[#feats + 1] = "builder OOD"
-- end
if explorer.rare_ood(mi) then
feats[#feats + 1] = "OOD"
end
if not mons.in_local_population and not explorer.mons_always_native(mons, mi)
and not util.set(explorer.portal_order)[you.branch()] then
-- this is a different sense of "native" than used internally to crawl,
-- in that it includes anything that would normally generate in a
-- branch. The internal sense is just supposed to be about which
-- monsters "live" in a particular branch, which is covered as well.
--
-- portals are ignored because their monsters are mostly determined by
-- vaults, so too many things show up as "non-native".
feats[#feats + 1] = "non-native"
end
if explorer.mons_feat_filter then
feats = util.map(explorer.mons_feat_filter, feats)
end
-- the `item:` prefix is really only there for filtering purposes, remove it
feats = util.map(function (s)
return s:find("item:") == 1 and s:sub(6) or s
end, feats)
local feat_string = ""
if #feats > 0 then
feat_string = " (" .. table.concat(feats, ", ") .. ")"
end
local name_string = "bug"
if mons.type_name == "player ghost" then
name_string = mons.type_name
else
name_string = mons.name
end
if (force_notable or explorer.mons_notable(mons) or #feats > 0) then
return name_string .. feat_string
else
return nil
end
end
function explorer.catalog_monsters_setup()
wiz.identify_all_items()
end
function explorer.catalog_monsters(pos, notable)
local mons = dgn.mons_at(pos.x, pos.y)
if mons then
notable[#notable + 1] = explorer.describe_mons(mons)
end
end
------------------------------
-- code for looking at vaults
function explorer.catalog_vaults()
-- this list has already been joined into a string, split it
-- TODO: just pass the list directly to lua...
local vaults = debug.vault_names()
first_split = crawl.split(vaults, " and ")
if #first_split < 2 then
return first_split
end
second_split = crawl.split(first_split[1], ", ")
second_split[#second_split + 1] = first_split[2]
return second_split
end
function explorer.catalog_vaults_raw()
return { debug.vault_names() }
end
------------------------------
-- general code for building highlight descriptions
-- could do this by having each category register itself...
explorer.catalog_funs = {vaults = explorer.catalog_vaults,
vaults_raw= explorer.catalog_vaults_raw,
items = explorer.catalog_items_setup,
monsters = explorer.catalog_monsters_setup,
features = explorer.catalog_features_setup}
explorer.catalog_pos_funs = {items = explorer.catalog_items,
monsters = explorer.catalog_monsters,
features = explorer.catalog_features}
explorer.catalog_names = {vaults = " Vaults: ",
vaults_raw= " Vaults: ",
items = " Items: ",
monsters = " Monsters: ",
features = " Features: "}
-- fairly subjective, some of these should probably be relative to depth
explorer.dangerous_monsters = {
"ancient lich",
"dread lich",
"orb of fire",
"royal mummy",
"Hell Sentinel",
"Ice Fiend",
"Brimstone Fiend",
"Tzitzimitl",
"shard shrike",
"caustic shrike",
"iron giant",
"juggernaut",
"Killer Klown",
"Orb Guardian",
"curse toe",
}
function explorer.reset_to_defaults()
--explorer.mons_feat_filter = explorer.feat_in_set(util.set({ "OOD" }))
explorer.mons_feat_filter = nil
explorer.mons_notable = explorer.mons_ignore_boring
explorer.always_interesting_mons = util.set(explorer.dangerous_monsters)
explorer.item_notable = explorer.item_ignore_boring
explorer.feat_notable = explorer.feat_interesting
end
function explorer.make_highlight(h, key, hide_empty)
if not h[key] then
return ""
end
local name = explorer.catalog_names[key]
local l = h[key]
if key ~= "vaults" then
l = explorer.collapse_dups(l)
end
s = explorer.fancy_join(l, #name, 80, ", ")
if (#s == 0 and hide_empty) then
return ""
end
return name .. s
end
function explorer.catalog_all_positions(cats, highlights)
funs = { }
for _, c in ipairs(cats) do
if explorer.catalog_pos_funs[c] ~= nil then
if highlights[c] == nil then highlights[c] = { } end
funs[#funs + 1] = explorer.catalog_pos_funs[c]
end
end
-- don't bother if there are no positional funs to run
if #funs == 0 then return end
local gxm, gym = dgn.max_bounds()
for p in iter.rect_iterator(dgn.point(1,1), dgn.point(gxm-2, gym-2)) do
for _,c in ipairs(cats) do
if explorer.catalog_pos_funs[c] ~= nil then
explorer.catalog_pos_funs[c](p, highlights[c])
end
end
end
for _, c in ipairs(cats) do
if #highlights[c] == 0 then highlights[c] = nil end
end
end
function explorer.catalog_current_place(lvl, to_show, hide_empty)
highlights = {}
-- setup functions and anything that doesn't require looking at positions
for _, cat in ipairs(to_show) do
if explorer.catalog_funs[cat] ~= nil then
highlights[cat] = explorer.catalog_funs[cat]()
end
end
-- explorer categories that collect information from map positions
explorer.catalog_all_positions(to_show, highlights)
-- output
if not explorer.quiet then
h_l = { }
for _, cat in ipairs(to_show) do
if crawl.seen_hups() > 0 then
break
end
h_l[#h_l+1] = explorer.make_highlight(highlights, cat, hide_empty)
end
h_l = util.filter(function (a) return #a > 0 end, h_l)
if #h_l > 0 or not hide_empty then
out(lvl .. " highlights:")
for _, h in ipairs(h_l) do
out(h)
end
end
end
return highlights
end
function explorer.catalog_place(i, lvl, cats_to_show, show_level_fun)
local result = nil
if (dgn.br_exists(string.match(lvl, "[^:]+"))) then
debug.goto_place(lvl)
debug.generate_level()
local old_quiet = explorer.quiet
if show_level_fun ~= nil and not show_level_fun(i) then
explorer.quiet = true
end
result = explorer.catalog_current_place(lvl, cats_to_show, true)
explorer.quiet = old_quiet
end
return result
end
function explorer.catalog_portals(i, lvl, cats_to_show, show_level_fun)
local result = { }
current_where = you.where()
for j,port in ipairs(explorer.portal_order) do
if crawl.seen_hups() > 0 then
break
end
if you.where() == dgn.level_name(dgn.br_entrance(port)) then
result[port] = explorer.catalog_place(-j, port, cats_to_show, show_level_fun)
-- restore the level, in case there are multiple portals from a
-- single level
debug.goto_place(current_where)
end
end
return result
end
-- a bit redundant with mapstat?
function explorer.catalog_dungeon(max_depth, cats_to_show, show_level_fun)
local result = {}
dgn.reset_level()
debug.reset_player_data()
debug.dungeon_setup()
for i,lvl in ipairs(explorer.generation_order) do
if i > max_depth then break end
result[lvl] = explorer.catalog_place(i, lvl, cats_to_show, show_level_fun)
if crawl.seen_hups() > 0 then
break
end
if result[lvl] ~= nil then
-- only check portals if the place was built
local portals = explorer.catalog_portals(i, lvl, cats_to_show, show_level_fun)
for port, cat in pairs(portals) do
result[port] = cat
end
end
end
return result
end
function explorer.catalog_seed(seed, depth, cats, show_level_fun, describe_cat)
seed_used = debug.reset_rng(seed)
if describe_cat then
out(describe_cat(seed))
else
out("Catalog for seed " .. seed ..
" (" .. table.concat(cats, ", ") .. "):")
end
-- this will return early on hup, so the caller should consider checking
-- for hups and printing an appropriate message
return explorer.catalog_dungeon(depth, cats, show_level_fun)
end
explorer.internal_categories = { "vaults_raw" }
explorer.available_categories = { "vaults", "items", "features", "monsters" }
function explorer.is_category(c)
return util.set(explorer.available_categories)[c] or
util.set(explorer.internal_categories)[c]
end
-- `seeds` is an array of seeds. If you pass numbers in with this, keep in mind
-- that the max int limit is rather complicated and less than 64bits, because
-- these are doubles behind the scenes. This code will accept strings of digits
-- instead, which is always safe.
function explorer.catalog_seeds(seeds, depth, cats, show_level_fun, describe_cat)
if depth == nil then depth = #explorer.generation_order end
if cats == nil then
cats = util.set(explorer.available_cats)
end
for _, i in ipairs(seeds) do
if crawl.seen_hups() > 0 then
break
end
if _ > 1 then out("") end -- generates a newline for stderr output
explorer.catalog_seed(i, depth, cats, show_level_fun, describe_cat)
end
end
-- example custom catalog function
function explorer.catalog_arts(seeds, depth)
explorer.item_notable = explorer.arts_only
local run1 = explorer.catalog_dungeon(seeds, depth, { "items" },
function(seed) out("Artefact catalog for seed " .. seed .. ":") end)
explorer.item_notable = explorer.ignore_boring
end
explorer.reset_to_defaults()
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