def sileris_event(now): player.sileris_event_last = now if player.keepup['sileris']: if player.afflictions['slickness'] \ or player.afflictions['sleep'] \ or player.stunned \ or player.afflictions['amnesia']: return if player.defences['sileris'] != 1 \ and player.waiting_for_sileris == 1: if now - player.sileris_last > 5.6 + player.latency: if player.multi_flay: player.waiting_for_sileris = 0 player.defences['sileris'] = 1 player.multi_flay = False else: player.waiting_for_sileris = 0 player.defences['sileris'] = 0 if player.defences['sileris'] == 0 \ and player.waiting_for_sileris == 0: if herbs.herbs['sileris'].inv <= 0: if player.is_hindered() is False and player.can_outr(): if now - player.sileris_lastoutr > 1: player.sileris_lastoutr = now herbs.herbs['sileris'].outr() else: core.enable_trigger('sileris_balance', 'balances') core.enable_trigger('failure_sileris_slickness', 'failures') player.waiting_for_sileris = .5 core.write('apply sileris')
def inv_event(): if player.can_outr() is False or player.is_hindered() or player.stunned: return for herb in herbs.herbs: obj = herbs.herbs[herb] if obj.keep_out != 0 and obj.waiting_for_outr() is False: diff = obj.keep_out - obj.inv if diff > 0: obj.outr(diff) break #only one at a time elif obj.inv > obj.keep_out: obj.inr(obj.inv - obj.keep_out)
def herb_event(now): # It's been too long.. should have gotten herb bal back now if now - player.herb_lastfire > 3.5 \ and (player.herb_balance == 0 or player.herb_balance == .5): player.herb_balance = 1 if now - player.herb_lastfire <= player.latency: return if queues.herb_queue.is_empty() == False: if player.afflictions['anorexia'] or \ player.afflictions['sleep'] or \ player.stunned or \ player.afflictions['amnesia']: return if player.herb_balance == 1: herb = queues.herb_queue.fire() if player.is_hindered() and herbs.herbs[herb].inv == 0: return core.enable_trigger('cure_enablers_' + herb, 'cure_enablers') core.enable_trigger('failure_eating', 'failures') core.enable_trigger('failure_eating_anorexia', 'failures') core.enable_trigger('failure_eating_mickey', 'failures') herbs.herbs[herb].eat() player.herb_lastfire = now if player.afflictions['blackout']: player.blackout_ate[herb] = True if herb == 'goldenseal': core.enable_trigger('failure_goldenseal_insomnia', 'failures') core.write('insomnia') player.herb_balance = .5 elif player.herb_balance == .5 \ and now - player.herb_lastfire > (player.latency * 4): herb = queues.herb_queue.fire() core.enable_trigger('cure_enablers_' + herb, 'cure_enablers') core.enable_trigger('failure_eating', 'failures') core.enable_trigger('failure_eating_anorexia', 'failures') core.enable_trigger('failure_eating_mickey', 'failures') core.enable_trigger('failure_eat_offbal', 'failures') herbs.herbs[herb].eat() player.herb_lastfire = now if player.afflictions['blackout']: player.blackout_ate[herb] = True if herb == 'goldenseal': core.write('insomnia')
def action_event(): if queues.action_queue.is_empty() == False: if player.ready() \ and player.is_hindered() is False \ and player.afflictions['sleep'] is False \ and player.afflictions['amnesia'] is False: action = queues.action_queue.fire() if 'reject' in action: core.enable_trigger('cures_lust', 'cures') core.enable_trigger('failure_reject', 'failures') elif 'lose' in action: core.enable_trigger('cures_emperor', 'cures') core.enable_trigger('failure_lose', 'failures') core.enable_trigger('failure_lose_follower', 'failures') core.write(action) if player.afflictions['blackout']: player.balance = False player.equilibrium = False
def tree_event(now): if now - player.tree_lastfire > 10 and player.tree_balance == 0 and now - player.last_tree_echo > 1: core.echo('Tree balance regained') player.last_tree_echo = now if now - player.tree_lastfire > 10 + player.latency: player.tree_balance = 1 if player.tree_balance == 1: if player.fire_tree: if player.afflictions['sleep'] or \ player.stunned or \ player.afflictions['amnesia'] or \ player.afflictions['paralysis'] or \ player.is_hindered() or \ player.can_outr() is False or \ player.tattoos['tree'] <= 0: return player.tree_balance = .5 player.tree_lastfire = now core.enable_trigger('cure_enablers_tree', 'cure_enablers') core.write('touch tree')
def aeon_event(now): global aeon_currently_curing, next_cure, rr_auto if core.is_paused() is True: return if aeon_queue.is_empty(): next_cure = "" rr_auto = False return if player.waiting_for_aeon == 1 and player.afflictions['amnesia'] is True: player.waiting_for_aeon = 0 if player.waiting_for_aeon == 1: # if something more important becomes apparent, we force that instead of waiting if aeon_queue.get_index(aeon_currently_curing) != 0: # reset what we're curing here player.waiting_for_aeon = 0 if player.waiting_for_aeon == .5 and now - player.waiting_for_aeon_last > (1 + player.latency): player.waiting_for_aeon = 0 if player.waiting_for_aeon == 0 \ or now - player.waiting_for_aeon_last > 2 \ or (core.retardation_mode and rr_auto == False): action = aeon_queue.fire() affliction = aeon_queue.actions[0][1] if action[0] == 'writhe': writhe(now) elif action[0] == 'do': if action[1] == 'wake' and player.wake_balance == 1: sleep_cures = ('cures_sleep_waking', 'cures_sleep_1', 'cures_sleep_2', 'cures_sleep_3', 'cures_sleep_metawake') for cure in sleep_cures: core.enable_trigger(cure, 'cures') player.wake_balance = .5 output('wake') elif action[1] == 'touch tree': player.tree_balance = .5 core.enable_trigger('cure_enablers_tree', 'cure_enablers') elif action[1] == 'stand': core.enable_trigger('cures_prone', 'cures') core.enable_trigger('cures_prone_redundant', 'cures') if action[1] != 'wake': output(action[1]) elif action[0] == 'smoke': core.enable_trigger('smoke_puff', 'balances') core.enable_trigger('failure_smoking', 'failures') core.enable_trigger('failure_asthma_smoking', 'failures') pipe = action[1] player.puffs.append(pipe) if pipe == 'elm': if player.elm_puffs > 0: output('smoke ' + player.elm_pipe) else: if herbs.elm.inv == 0: if player.is_hindered(): writhe(now) else: output(herbs.elm.outr_action(herbs.elm.keep_out)) else: core.enable_trigger('elm', 'pipes') core.enable_trigger('pipe_full', 'pipes') player.elm_lastfill = now output('put elm in ' + player.elm_pipe) elif pipe == 'valerian': if player.valerian_puffs > 0: output('smoke ' + player.valerian_pipe) else: if herbs.valerian.inv == 0: if player.is_hindered(): writhe(now) else: output(herbs.valerian.outr_action(herbs.valerian.keep_out)) else: core.enable_trigger('valerian', 'pipes') core.enable_trigger('pipe_full', 'pipes') player.valerian_lastfill = now output('put valerian in ' + player.valerian_pipe) player.puffs.append(pipe) elif action[0] == 'herb': if player.herb_balance: herbname = action[1] core.enable_trigger('cure_enablers_' + herbname, 'cure_enablers') core.enable_trigger('failure_eating', 'failures') core.enable_trigger('failure_eating_anorexia', 'failures') core.enable_trigger('failure_eating_mickey', 'failures') herb = herbs.herbs[herbname] if herb.inv <= 0: if player.is_hindered(): writhe(now) else: output(herb.outr_action(herb.keep_out)) else: output(herb.eat_action()) elif action[0] == 'salve': salve = action[1] where = action[2] core.enable_trigger('cure_enablers_salves', 'cure_enablers') core.enable_trigger('failure_apply_slickness', 'failures') player.last_salve = salve output("apply " + salve + " to " + where) elif action[0] == 'focus': core.enable_trigger('survival_focusing', 'survival') #player.focus_balance = .5 #player.focus_lastfire = now output('focus') aeon_currently_curing = affliction player.waiting_for_aeon_last = now
def pipe_event(now): if player.afflictions['sleep'] or \ player.afflictions['amnesia'] or \ player.stunned: return if player.elm_puffs <= 0: if herbs.herbs['elm'].inv > 0: if player.afflictions['paralysis'] is False and player.balance and player.equilibrium: if now - player.elm_lastfill > player.latency: core.enable_trigger('elm', 'pipes') core.enable_trigger('pipe_full', 'pipes') core.enable_trigger('pipes_paralysis_nofill', 'pipes') player.elm_lastfill = now core.write('put elm in ' + player.elm_pipe) else: if player.is_hindered() is False and player.can_outr(): if now - player.elm_lastoutr > player.latency: player.elm_lastoutr = now herbs.herbs['elm'].outr() if player.skullcap_puffs <= 0: if herbs.herbs['skullcap'].inv > 0: if player.afflictions['paralysis'] is False and player.balance and player.equilibrium: if now - player.skullcap_lastfill > player.latency: core.enable_trigger('skullcap', 'pipes') core.enable_trigger('pipe_full', 'pipes') core.enable_trigger('pipes_paralysis_nofill', 'pipes') player.skullcap_lastfill = now core.write('put skullcap in ' + player.skullcap_pipe) else: if player.is_hindered() is False and player.can_outr(): if now - player.skullcap_lastoutr > player.latency: player.skullcap_lastoutr = now herbs.herbs['skullcap'].outr() if player.valerian_puffs <= 0: if herbs.herbs['valerian'].inv > 0: if player.afflictions['paralysis'] is False and player.balance and player.equilibrium: if now - player.valerian_lastfill > player.latency: core.enable_trigger('valerian', 'pipes') core.enable_trigger('pipe_full', 'pipes') core.enable_trigger('pipes_paralysis_nofill', 'pipes') player.valerian_lastfill = now core.write('put valerian in ' + player.valerian_pipe) else: if player.is_hindered() is False and player.can_outr(): if now - player.valerian_lastoutr > player.latency: player.valerian_lastoutr = now herbs.herbs['valerian'].outr() if player.elm_puffs <= core.config['min_elm'] \ and player.elm_puffs > 0 \ and player.balance \ and player.equilibrium \ and player.is_hindered() is False \ and player.can_outr(): player.pipe_reloading = 'elm' core.enable_trigger('smoke_puff', 'balances') core.enable_trigger('failure_smoking', 'failures') core.enable_trigger('failure_asthma_smoking', 'failures') player.puffs.append('elm') core.write('smoke ' + player.elm_pipe) if player.skullcap_puffs <= core.config['min_skullcap'] \ and player.skullcap_puffs > 0 \ and player.balance \ and player.equilibrium \ and player.is_hindered() is False \ and player.can_outr(): player.pipe_reloading = 'skullcap' core.enable_trigger('smoke_puff', 'balances') core.enable_trigger('failure_smoking', 'failures') core.enable_trigger('failure_asthma_smoking', 'failures') player.puffs.append('skullcap') core.write('smoke ' + player.skullcap_pipe) if player.valerian_puffs <= core.config['min_valerian'] \ and player.valerian_puffs > 0 \ and player.balance \ and player.equilibrium \ and player.is_hindered() is False \ and player.can_outr(): player.pipe_reloading = 'valerian' core.enable_trigger('smoke_puff', 'balances') core.enable_trigger('failure_smoking', 'failures') core.enable_trigger('failure_asthma_smoking', 'failures') player.puffs.append('valerian') core.write('smoke ' + player.valerian_pipe)