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
|
---------------------------------------------------------------------------
-- stash.lua
-- Annotates items for the stash-tracker's search, and for autopickup
-- exception matches.
--
-- Available annotations:
-- {dropped} for dropped items.
-- {throwable} for items you can throw.
-- {artefact} for artefacts.
-- {ego} for identified branded items.
-- { <skill> } - the relevant weapon skill for weapons.
-- { <num>-handed } - the handedness of the weapon for weapons.
-- { <class> } - item class: gold, weapon, missile, wand, carrion,
-- scroll, jewellery, potion, book, magical staff, orb, misc,
-- <armourtype> armour
-- { <ego> } - short item ego description: rC+, rPois, SInv, freeze etc.
-- {god gift} for god gifts
--
-- Item annotations are always prefixed to the item name. For instance:
-- {artefact} the crystal ball of Wucad Mu
---------------------------------------------------------------------------
-- Annotate items for searches
function ch_stash_search_annotate_item(it)
local annot = ""
if it.dropped then
annot = annot .. "{dropped} "
end
if it.ininventory then
annot = annot .. "{inventory} "
end
if it.is_in_shop then
annot = annot .. "{in_shop} "
end
if it.is_throwable then
annot = annot .. "{throwable} "
end
if it.artefact then
annot = annot .. "{artefact} {artifact} "
elseif it.branded then
annot = annot .. "{ego} {branded} "
end
if it.is_xp_evoker then
annot = annot .. "{evoker} "
end
if it.god_gift then
annot = annot .. "{god gift} "
end
local skill = it.weap_skill
if skill then
local skills = crawl.split(skill, ",")
for i = 1, #skills, 1
do
annot = annot .. "{" .. skills[i] .. "} "
end
if skill ~= "Throwing" then
local hands = it.hands
local hands_adj
if hands == 2 then
hands_adj = "two-handed"
else
hands_adj = "one-handed"
end
annot = annot .. "{" .. hands_adj .. "} "
end
end
if it.ego_type_terse ~= "" and it.ego_type_terse ~= "unknown" then
if it.class(true) == "jewellery" then
annot = annot .. "{" .. it.ego_type_terse
if it.ego_type_terse == "Ice" then
annot = annot .. " rC+ rF-"
elseif it.ego_type_terse == "Fire" then
annot = annot .. " rF+ rC-"
elseif it.ego_type_terse == "Str" or it.ego_type_terse == "Int"
or it.ego_type_terse == "Dex" or it.ego_type_terse == "Slay"
or it.ego_type_terse == "EV" or it.ego_type_terse == "AC" then
if it.plus == nil then
annot = annot .. "+"
else
annot = annot .. string.format("%+d", it.plus)
end
end
annot = annot .. "} "
else
if it.ego_type_terse == "Fly" then
annot = annot .. "{flight} "
end
annot = annot .. "{" .. it.ego_type_terse .. "} "
end
end
if it.class(true) == "potion" or it.class(true) == "scroll" then
local props = {
["enlightenment"] = "Will+ flight Fly",
["lignification"] = "rPois rTorment rDrown",
["resistance"] = "rF+ rC+ rElec rPois rCorr",
["revelation"] = "sInv"
}
if props[it.subtype()] then
annot = annot .. "{" .. props[it.subtype()] .. "} "
end
end
if it.class(true) == "magical staff" and not it.artefact then
annot = annot .. "{weapon} "
local props = {
["air"] = "rElec",
["cold"] = "rC+",
["necromancy"] = "rN+",
["fire"] = "rF+",
["alchemy"] = "rPois"
}
if props[it.subtype()] then
annot = annot .. "{" .. props[it.subtype()] .. "} "
end
end
if it.class(true) == "armour" and not it.artefact then
local props = {
["troll"] = "Regen+",
["steam"] = "rSteam",
["acid"] = "rCorr",
["quicksilver"] = "Will+",
["swamp"] = "rPois",
["fire"] = "rF++ rC-",
["ice"] = "rC++ rF-",
["pearl"] = "rN+",
["storm"] = "rElec",
["shadow"] = "Stlth+",
["golden"] = "rF+ rC+ rPois"
}
local t = it.name("base"):match("%a+")
if props[t] then
annot = annot .. "{" .. props[t] .. "} "
end
end
if it.class(true) == "armour" then
annot = annot .. "{" .. it.subtype() .. " "
elseif it.class(true) == "weapon" then
if it.is_ranged then
annot = annot .. "{ranged "
else
annot = annot .. "{melee "
end
else
annot = annot .. "{"
end
annot = annot .. it.class(true) .. "}"
if it.class(true) == "armour" then
annot = annot .. " {" .. it.subtype() .. " armor}"
if it.subtype() ~= "body" then
annot = annot .. " {auxiliary armor} {auxiliary armour}"
end
if it.is_shield() then
annot = annot .. " {shield}"
end
end
local resistances = {
["Will+"] = "willpower",
["rC+"] = "cold",
["rCorr"] = "corrosion",
["rElec"] = "electricity",
["rF+"] = "fire",
["rMut"] = "mutation",
["rN+"] = "negative energy",
["rPois"] = "poison"
}
for inscription,res in pairs(resistances) do
if annot:find(inscription, 1, true) then
annot = annot .. " {resist " .. res .. "} {" .. res .. " resistance}"
end
end
-- Tag Willpower items as MR for back-compat.
if annot:find("Will+", 1, true) then
annot = annot .. " {MR} {resist magic} {magic resistance}"
end
-- Tag revelation as mapping for back-compat.
if it.class(true) == "scroll" and it.subtype() == "revelation" then
annot = annot .. " {magic mapping}"
end
return annot
end
--- If you want dumps (.lst files) to be annotated, uncomment this line:
-- ch_stash_dump_annotate_item = ch_stash_search_annotate_item
|