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---------------------------------------------------------------------------
-- autofight.lua:
-- One-key fighting.
--
-- To use these, it is *not* recommended to bind a key directly to the lua
-- functions, except for toggle_autothrow. Rather, bind a key to the associated
-- commands.
--
-- CMD_AUTOFIGHT (===hit_closest), tab on the default binding.
-- With autofight_throw = false: Attack with primary weapon, moving towards
-- enemy if needed. If the primary weapon is ranged, it will fire. Default.
-- With autofight_throw = true: Attack with primary weapon if within range.
-- Otherwise, fire quiver action if possible; only actions that do direct
-- damage will be considered. If no ranged attack is available, fall back on
-- movement. If a launcher is wielded, prioritize the launcher over the
-- quiver.
--
-- ===toggle_autothrow, not bound by default
-- toggle autofight_throw
--
-- CMD_AUTOFIRE (===hit_closest), shift-tab on the default binding
-- Fire the quiver action, including actions that don't do direct damage; never
-- moves.
--
-- CMD_AUTOFIGHT_NOMOVE (===hit_closest_nomove), not bound by default
-- Attack with primary weapon if within range, fire the quiver action if not;
-- never moves. Only fires quiver actions that do direct damage. If a launcher
-- is wielded, prioritize the launcher over the quiver.
--
-- This uses the very incomplete client monster and view bindings, and
-- is currently very primitive. Improvements welcome!
---------------------------------------------------------------------------
local ATT_HOSTILE = 0
local ATT_NEUTRAL = 1
AUTOFIGHT_STOP = 50
AUTOFIGHT_CAUGHT = false
AUTOFIGHT_THROW = false
AUTOFIGHT_THROW_NOMOVE = true
AUTOFIGHT_FIRE_STOP = false
AUTOFIGHT_WAIT = false
AUTOFIGHT_PROMPT_RANGE = true
AUTOMAGIC_ACTIVE = false
AUTOFIGHT_FORCE_FIRE = false
local function delta_to_cmd(dx, dy)
local d2v = {
[-1] = { [-1] = "CMD_MOVE_UP_LEFT", [0] = "CMD_MOVE_LEFT", [1] = "CMD_MOVE_DOWN_LEFT"},
[0] = { [-1] = "CMD_MOVE_UP", [1] = "CMD_MOVE_DOWN"},
[1] = { [-1] = "CMD_MOVE_UP_RIGHT", [0] = "CMD_MOVE_RIGHT", [1] = "CMD_MOVE_DOWN_RIGHT"},
}
return d2v[dx][dy]
end
local function target_delta_to_cmd(dx, dy)
local d2v = {
[-1] = { [-1] = "CMD_TARGET_UP_LEFT", [0] = "CMD_TARGET_LEFT", [1] = "CMD_TARGET_DOWN_LEFT"},
[0] = { [-1] = "CMD_TARGET_UP", [1] = "CMD_TARGET_DOWN"},
[1] = { [-1] = "CMD_TARGET_UP_RIGHT", [0] = "CMD_TARGET_RIGHT", [1] = "CMD_TARGET_DOWN_RIGHT"},
}
return d2v[dx][dy]
end
local function sign(a)
return a > 0 and 1 or a < 0 and -1 or 0
end
local function abs(a)
return a * sign(a)
end
local function adjacent(dx, dy)
return abs(dx) <= 1 and abs(dy) <= 1
end
local function vector_move(a, dx, dy)
for i = 1,abs(dx) do
a[#a+1] = target_delta_to_cmd(sign(dx), 0)
end
for i = 1,abs(dy) do
a[#a+1] = target_delta_to_cmd(0, sign(dy))
end
end
local function have_reaching()
return you.reach_range() > 1
end
local function have_ranged()
local wp = items.equipped_at("weapon")
return wp and wp.is_ranged and not wp.is_melded
end
local function have_quiver_action(no_move)
return (no_move and AUTOFIGHT_THROW_NOMOVE
or not no_move and AUTOFIGHT_THROW)
and you.quiver_valid(1) and you.quiver_enabled(1)
-- TODO: armataur roll passes the following check, which may be
-- counterintuitive for the nomove case.
and you.quiver_allows_autofight()
and (not you.quiver_uses_mp()
or not AUTOMAGIC_FIGHT
or not af_mp_is_low())
end
local function is_safe_square(dx, dy)
if view.feature_at(dx, dy) == "trap_web" and not you.is_web_immune() then
return false
end
return view.is_safe_square(dx, dy)
end
local function can_move_maybe(dx, dy)
if view.feature_at(dx,dy) ~= "unseen" and view.is_safe_square(dx,dy) then
local m = monster.get_monster_at(dx, dy)
if not m or not m:is_firewood() then
return true
end
end
return false
end
local function can_move_now(dx, dy)
local m = monster.get_monster_at(dx, dy)
-- attitude > ATT_NEUTRAL should mean you can push past the monster
return (is_safe_square(dx, dy) and (not m or m:attitude() > ATT_NEUTRAL))
end
local function choose_move_towards(ax, ay, bx, by, square_func)
local los_radius = you.los()
local move = nil
local dx = bx - ax
local dy = by - ay
local function try_move(mx, my)
if mx == 0 and my == 0 then
return nil
elseif abs(ax+mx) > los_radius or abs(ay+my) > los_radius then
return nil
elseif not view.cell_see_cell(ax + mx, ay + my, ax + dx, ay + dy) then
-- we know that dx,dy is currently in view, so if there is a path at all,
-- there must be a path where it remains in view.
return nil
elseif square_func(ax+mx, ay+my) then
return {mx,my}
else
return nil
end
end
if abs(dx) > abs(dy) then
if abs(dy) == 1 then
-- at distance one, there's no need to adjust y position
move = try_move(sign(dx), 0)
end
-- first try diagonal. Not sure why? Also, sign(0)=0, so these two checks
-- are equivalent in that case.
if move == nil then move = try_move(sign(dx), sign(dy)) end
if move == nil then move = try_move(sign(dx), 0) end
if move == nil and abs(dx) > abs(dy)+1 then
move = try_move(sign(dx), 1)
end
if move == nil and abs(dx) > abs(dy)+1 then
move = try_move(sign(dx), -1)
end
if move == nil then move = try_move(0, sign(dy)) end
elseif abs(dx) == abs(dy) then
-- exact diagonal
move = try_move(sign(dx), sign(dy))
if move == nil then move = try_move(sign(dx), 0) end
if move == nil then move = try_move(0, sign(dy)) end
else
-- symmetric case to first condition, i.e. abs(dy) > abs(dx)
if abs(dx) == 1 then
move = try_move(0, sign(dy))
end
if move == nil then move = try_move(sign(dx), sign(dy)) end
if move == nil then move = try_move(0, sign(dy)) end
if move == nil and abs(dy) > abs(dx)+1 then
move = try_move(1, sign(dy))
end
if move == nil and abs(dy) > abs(dx)+1 then
move = try_move(-1, sign(dy))
end
if move == nil then move = try_move(sign(dx), 0) end
end
return move
end
local function move_towards(dx, dy)
local move = choose_move_towards(0, 0, dx, dy, can_move_now)
if move == nil then
crawl.mpr("Failed to move towards target.")
elseif you.status("immotile") then
if AUTOFIGHT_WAIT then
crawl.do_commands({"CMD_WAIT"})
else
crawl.mpr("Failed to move towards target because you cannot move.")
end
else
crawl.do_commands({delta_to_cmd(move[1],move[2])})
end
end
local function will_tab(ax, ay, bx, by)
local range = you.reach_range()
if abs(bx-ax) <= range and abs(by-ay) <= range then
return true
end
local move = choose_move_towards(ax, ay, bx, by, can_move_maybe)
if move == nil then
return false
end
return will_tab(ax+move[1], ay+move[2], bx, by)
end
-- attack types for get_monster_info return value
local AF_FAILS = -1
local AF_MOVES = 0 -- target not in range, can move towards it
local AF_REACHING = 1 -- target in range for a reaching attack + reaching available
local AF_MELEE = 2 -- target in melee range + melee attack available
local AF_FIRE = 3 -- target in fire range + ranged attack available
local function get_monster_info(dx,dy,no_move)
m = monster.get_monster_at(dx,dy)
name = m:name()
if not m then
return nil
end
info = {}
info.distance = (abs(dx) > abs(dy)) and -abs(dx) or -abs(dy)
if have_ranged() then
info.attack_type = you.see_cell_no_trans(dx, dy) and AF_FIRE or AF_MOVES
elseif not have_reaching() then
info.attack_type = (-info.distance < 2) and AF_MELEE or AF_MOVES
else
local range = you.reach_range()
-- Assume extended reach (i.e. Rift) gets smite targeting.
local can_reach = range > 2 and you.see_cell_no_trans or view.can_reach
if -info.distance > range then
info.attack_type = AF_MOVES
elseif -info.distance < 2 then
info.attack_type = AF_MELEE
else
info.attack_type = can_reach(dx, dy) and AF_REACHING or AF_MOVES
end
end
if info.attack_type == 0 and have_quiver_action(no_move) and you.see_cell_no_trans(dx, dy) then
info.attack_type = AF_FIRE
end
if info.attack_type ~= AF_FIRE and AUTOFIGHT_FORCE_FIRE then
-- firing can often be preempted by melee etc, but we have been called by
-- CMD_AUTOFIRE, so force firing.
-- TODO: refactor so that this is less hacky
info.attack_type = you.see_cell_no_trans(dx,dy) and AF_FIRE or AF_FAILS
end
-- We can possibly move towards warded enemies, but not attack them while immune
if m:is_damage_immune() and m:is("warding") then
info.attack_type = AF_MOVES
end
if info.attack_type == AF_MOVES and not will_tab(0,0,dx,dy) then
info.attack_type = AF_FAILS
end
info.can_attack = (info.attack_type > 0) and 1 or info.attack_type
info.safe = m:is_safe() and -1 or 0
info.constricting_you = m:is_constricting_you() and 1 or 0
info.good_stab = you.has_good_stab() and m:stabbability() or 0
info.poor_stab = (m:stabbability() >= 1) and 1 or 0
info.injury = m:damage_level()
info.threat = m:threat()
info.orc_priest_wizard = (name == "orc priest" or name == "orc wizard") and 1 or 0
info.bullseye_target = (info.attack_type == AF_FIRE and m:status("targeted by your dimensional bullseye")) and -1 or 0
return info
end
local function compare_monster_info(m1, m2)
flag_order = autofight_flag_order
if flag_order == nil then
flag_order = {"bullseye_target", "can_attack", "safe", "good_stab",
"distance", "constricting_you", "poor_stab", "injury",
"threat", "orc_priest_wizard"}
end
for i,flag in ipairs(flag_order) do
if m1[flag] > m2[flag] then
return true
elseif m1[flag] < m2[flag] then
return false
end
end
return false
end
local function is_candidate_for_attack(x,y, no_move)
m = monster.get_monster_at(x, y)
--if m then crawl.mpr("Checking: (" .. x .. "," .. y .. ") " .. m:name()) end
if not m then
return false
end
if m:name() == "butterfly"
or m:name() == "orb of destruction" then
return false
end
if m:is_firewood() then
--crawl.mpr("... is firewood.")
if string.find(m:name(), "ballistomycete") then
return true
end
return false
end
if m:is_damage_immune() and (no_move or not m:is("warding")) then
return false
end
if m:attitude() == ATT_HOSTILE
or m:attitude() == ATT_NEUTRAL and m:is("frenzied") then
return true
end
return false
end
local function get_target(no_move)
local los_radius = you.los()
local x, y, bestx, besty, best_info, new_info
bestx = 0
besty = 0
best_info = nil
for x = -los_radius,los_radius do
for y = -los_radius,los_radius do
if is_candidate_for_attack(x, y, no_move) then
new_info = get_monster_info(x, y, no_move)
if (not best_info) or compare_monster_info(new_info, best_info) then
bestx = x
besty = y
best_info = new_info
end
end
end
end
return bestx, besty, best_info
end
local function attack_fire(x,y)
if AUTOFIGHT_FORCE_FIRE or not have_ranged() then
-- fire from quiver
crawl.do_targeted_command("CMD_FIRE", x, y, AUTOFIGHT_FIRE_STOP)
else
-- fire a wielded launcher
crawl.do_targeted_command("CMD_PRIMARY_ATTACK", x, y, AUTOFIGHT_FIRE_STOP)
end
end
local function attack_reach(x,y)
crawl.do_targeted_command("CMD_PRIMARY_ATTACK", x, y, true)
end
local function attack_melee(x,y)
crawl.do_commands({delta_to_cmd(x, y)})
end
local function set_stop_level(key, value, mode)
AUTOFIGHT_STOP = tonumber(value)
end
local function set_af_caught(key, value, mode)
AUTOFIGHT_CAUGHT = string.lower(value) ~= "false"
end
local function set_af_throw(key, value, mode)
AUTOFIGHT_THROW = string.lower(value) ~= "false"
end
local function set_af_throw_nomove(key, value, mode)
AUTOFIGHT_THROW_NOMOVE = string.lower(value) ~= "false"
end
local function set_af_fire_stop(key, value, mode)
AUTOFIGHT_FIRE_STOP = string.lower(value) ~= "false"
end
-- is there a better way to get lua options from c++ than defining a function?
function get_af_fire_stop()
return AUTOFIGHT_FIRE_STOP
end
local function set_af_wait(key, value, mode)
AUTOFIGHT_WAIT = string.lower(value) ~= "false"
end
local function set_af_prompt_range(key, value, mode)
AUTOFIGHT_PROMPT_RANGE = string.lower(value) ~= "false"
end
function set_automagic(key, value, mode)
AUTOMAGIC_ACTIVE = string.lower(value) ~= "false"
end
function af_hp_is_low()
local hp, mhp = you.hp()
return (100*hp <= AUTOFIGHT_STOP*mhp)
end
function af_mp_is_low()
local mp, mmp
if you.race() == "Djinni" then
mp, mmp = you.hp()
else
mp, mmp = you.mp()
end
-- AUTOMAGIC_STOP is currently in automagic.lua
return (100*mp <= AUTOMAGIC_STOP*mmp)
end
function autofight_check_preconditions(check_caught)
local caught = you.caught()
if af_hp_is_low() then
crawl.mpr("You are too injured to fight recklessly!")
return false
elseif you.confused() then
crawl.mpr("You are too confused!")
return false
elseif caught and check_caught and not AUTOFIGHT_CAUGHT then
crawl.mpr("You are " .. caught .. "!")
return false
end
return true
end
function attack(allow_movement, check_caught)
local x, y, info = get_target(not allow_movement)
if not autofight_check_preconditions(check_caught) then
return
end
if check_caught and you.caught() then
crawl.do_commands({delta_to_cmd(1, 0)}) -- Direction doesn't matter.
return
end
if info == nil then
if AUTOFIGHT_WAIT and not allow_movement then
crawl.do_commands({"CMD_WAIT"})
else
crawl.mpr("No target in view!")
end
elseif info.attack_type == AF_FIRE then
attack_fire(x,y)
elseif info.attack_type == AF_MELEE then
attack_melee(x,y)
elseif info.attack_type == AF_REACHING then
attack_reach(x,y)
elseif info.attack_type == AF_FAILS then
crawl.mpr("No reachable target in view!")
elseif allow_movement then
if not AUTOFIGHT_PROMPT_RANGE or you.quiver_valid(0) or crawl.weapon_check() then
move_towards(x,y)
end
elseif AUTOFIGHT_WAIT then
crawl.do_commands({"CMD_WAIT"})
else
crawl.mpr("No target in range!")
end
end
function hit_closest()
if AUTOMAGIC_ACTIVE and you.spell_table()[AUTOMAGIC_SPELL_SLOT] then
mag_attack(true)
else
attack(true, true)
end
end
function hit_closest_nomove()
if AUTOMAGIC_ACTIVE and you.spell_table()[AUTOMAGIC_SPELL_SLOT] then
mag_attack(false)
else
attack(false, true)
end
end
function fire_closest()
if AUTOMAGIC_ACTIVE and you.spell_table()[AUTOMAGIC_SPELL_SLOT] then
mag_attack(false)
else
local old = AUTOFIGHT_FORCE_FIRE
AUTOFIGHT_FORCE_FIRE = true
attack(false, false)
AUTOFIGHT_FORCE_FIRE = old
end
end
function hit_nonmagic()
attack(true, true)
end
function hit_nonmagic_nomove()
attack(false, true)
end
function hit_magic()
if you.spell_table()[AUTOMAGIC_SPELL_SLOT] then
mag_attack(true)
else
crawl.mpr("No spell in slot " .. AUTOMAGIC_SPELL_SLOT .. "!")
end
end
function hit_magic_nomove()
if you.spell_table()[AUTOMAGIC_SPELL_SLOT] then
mag_attack(false)
else
crawl.mpr("No spell in slot " .. AUTOMAGIC_SPELL_SLOT .. "!")
end
end
function toggle_autothrow()
AUTOFIGHT_THROW = not AUTOFIGHT_THROW
crawl.mpr(AUTOFIGHT_THROW and "Enabling autothrow." or "Disabling autothrow.")
end
chk_lua_option.autofight_stop = set_stop_level
chk_lua_option.autofight_caught = set_af_caught
chk_lua_option.autofight_fires = set_af_throw
chk_lua_option.autofight_nomove_fires = set_af_throw_nomove
-- the following two options are here for backwards compatibility
chk_lua_option.autofight_throw = set_af_throw
chk_lua_option.autofight_throw_nomove = set_af_throw_nomove
chk_lua_option.autofight_fire_stop = set_af_fire_stop
chk_lua_option.autofight_wait = set_af_wait
chk_lua_option.autofight_prompt_range = set_af_prompt_range
chk_lua_option.automagic_enable = set_automagic
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