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Cockroach copy target #2070

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15 changes: 15 additions & 0 deletions packages/garbo/src/index.ts
Original file line number Diff line number Diff line change
Expand Up @@ -86,6 +86,7 @@ import {
runGarboQuests,
SetupTargetCopyQuest,
} from "./tasks";
import { CockroachSetup } from "./tasks/cockroachPrep";

// Max price for tickets. You should rethink whether Barf is the best place if they're this expensive.
const TICKET_MAX_PRICE = 500000;
Expand All @@ -107,6 +108,15 @@ function ensureBarfAccess() {
}

function defaultTarget() {
// Can we account for re-entry if we only have certain amounts of copiers left in each of these?
if (
have($skill`Just the Facts`) &&
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we should have a function that boils down to "do we expect to fight gregs today"

have($skill`Meteor Lore`) &&
have($item`Powerful Glove`) &&
Comment on lines +114 to +115
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We should have a function that essentially boils down to "how many monster replacers are available"

(get("_prToday") || get("prAlways"))
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use realmAvailable

) {
return $monster`cockroach`;
}
if ($skills`Curse of Weaksauce, Saucegeyser`.every((s) => have(s))) {
return maxBy(
$monsters.all().filter((m) => m.wishable && isFreeAndCopyable(m)),
Expand Down Expand Up @@ -517,6 +527,11 @@ export function main(argString = ""): void {
// FIXME: Dynamically figure out pointer ring approach.
withStash(stashItems, () => {
withVIPClan(() => {
// Prepare pirate realm if our copy target is cockroach
// How do we handle if garbo was started without enough turns left without dieting to prep?
if (globalOptions.target === $monster`cockroach`) {
runGarboQuests([CockroachSetup]);
}
// 0. diet stuff.
if (
globalOptions.nodiet ||
Expand Down
283 changes: 283 additions & 0 deletions packages/garbo/src/tasks/cockroachPrep.ts
Original file line number Diff line number Diff line change
@@ -0,0 +1,283 @@
import { OutfitSpec, Quest } from "grimoire-kolmafia";
import { GarboTask } from "./engine";
import {
$effect,
$familiar,
$item,
$items,
$location,
$stat,
get,
have,
maxBy,
questStep,
uneffect,
} from "libram";
import {
abort,
adv1,
mallPrice,
myBuffedstat,
runChoice,
visitUrl,
} from "kolmafia";
import { garboValue } from "../garboValue";
import { freeFightFamiliar } from "../familiar";
import { freeFightOutfit } from "../outfit";
import { GarboStrategy, Macro } from "../combat";
import { acquire } from "../acquire";

// Just checking for the gummi effects for now, maybe can check other stuff later?
function checkAndFixOvercapStats(): void {
if (myBuffedstat($stat`Muscle`) >= 100) {
if (have($effect`Gummiheart`)) uneffect($effect`Gummiheart`);
}
if (myBuffedstat($stat`Mysticality`) >= 100) {
if (have($effect`Gummibrain`)) uneffect($effect`Gummibrain`);
}
if (myBuffedstat($stat`Moxie`) >= 100) {
if (have($effect`Gummiskin`)) uneffect($effect`Gummiskin`);
}
if (
myBuffedstat($stat`Moxie`) >= 100 ||
myBuffedstat($stat`Mysticality`) >= 100 ||
myBuffedstat($stat`Muscle`) >= 100
) {
uneffect($effect`Having a Ball!`);
}
if (
myBuffedstat($stat`Moxie`) >= 100 ||
myBuffedstat($stat`Mysticality`) >= 100 ||
myBuffedstat($stat`Muscle`) >= 100
) {
abort(
"Buffed stats are too high for PirateRealm! Check for equipment or buffs that we can add to prevent in the script",
);
}
}
Comment on lines +31 to +57
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This can be streamlined through iteration


function dessertIslandWorthIt(): boolean {
// guesstimating value of giant crab at 3*VOA
if (garboValue($item`cocoa of youth`) > 3 * get("valueOfAdventure")) {
return true;
}
return false;
}

function crewRoleValue(crewmate: string): number {
// Cuisinier is highest value if cocoa of youth is more meat than expected from giant crab
if (dessertIslandWorthIt() && crewmate.includes("Cuisinier")) {
return 50;
}
// Coxswain helps save turns if we run from storms
if (crewmate.includes("Coxswain")) return 40;
// Harquebusier gives us extra fun from combats
if (crewmate.includes("Harquebusier")) return 30;
// Crypto, Cuisinier (if cocoa not worth it), and Mixologist have small bonuses we care about less
return 0;
}

function crewAdjectiveValue(crewmate: string): number {
// Wide-Eyed give us bonus fun when counting birds in smooth sailing, and we'll mostly be doing that rather than spending limited grub/grog
if (crewmate.includes("Wide-Eyed")) return 5;
// Gluttonous can help when running out of grub, even though we usually shouldn't?
if (crewmate.includes("Gluttonous")) return 4;
// Beligerent, Dipsomaniacal, and Pinch-Fisted don't make much difference
return 0;
}

function chooseCrew(): void {
const bestChoice = maxBy([1, 2, 3], (choiceOption) => {
const crewmatePref = `_pirateRealmCrewmate${choiceOption}`;
const crewmate = get(crewmatePref);
const roleValue = crewRoleValue(crewmate);
const adjectiveValue = crewAdjectiveValue(crewmate);
return roleValue + adjectiveValue;
});
runChoice(bestChoice);
}

export const CockroachSetup: Quest<GarboTask> = {
name: "Setup Cockroach Target",
completed: () => get("_lastPirateRealmIsland") === $location`Trash Island`,
tasks: [
// Tasks to progress pirate realm up to selecting Trash Island go here
// We'll have to be careful about things like max stats becoming too high (bofa is annoying for this!)
// To be optimal we would progress up until we're about to fight the giant giant crab, and then after buffing and fighting it, we then select trash island.
// We might need some restructuring to do this nicely?
{
name: "Get PirateRealm Eyepatch",
completed: () => have($item`PirateRealm eyepatch`),
do: () => visitUrl("place.php?whichplace=realm_pirate&action=pr_port"),
limit: { tries: 1 },
spendsTurn: false,
},
{
name: "Start PirateRealm Journey",
ready: () => have($item`PirateRealm eyepatch`),
completed: () => questStep("_questPirateRealm") > 0,
prepare: () => checkAndFixOvercapStats(),
do: () => {
visitUrl("place.php?whichplace=realm_pirate&action=pr_port");
runChoice(1); // Head to Groggy's
chooseCrew(); // Choose our crew
runChoice(4); // Choose anemometer for trash island
runChoice(4); // Choose swift clipper, fastest ship
runChoice(1); // Head for the sea
},
outfit: { equip: $items`PirateRealm eyepatch` },
limit: { tries: 1 },
spendsTurn: false,
},
{
name: "Choose First Island",
ready: () => questStep("_questPirateRealm") === 1,
completed: () => questStep("_questPirateRealm") > 1,
prepare: () => checkAndFixOvercapStats(),
do: () => adv1($location`Sailing the PirateRealm Seas`),
outfit: { equip: $items`PirateRealm eyepatch` },
choices: () => ({
1352:
dessertIslandWorthIt() &&
get("_pirateRealmCrewmate").includes("Cuisinier")
? 6
: 1,
}),
limit: { tries: 1 },
spendsTurn: false,
},
{
name: "Sail to first Island",
ready: () => questStep("_questPirateRealm") === 2,
completed: () => questStep("_questPirateRealm") > 2,
prepare: () => checkAndFixOvercapStats(),
do: () => adv1($location`Sailing the PirateRealm Seas`),
outfit: {
equip: $items`PirateRealm eyepatch, PirateRealm party hat, Red Roger's red right foot`,
},
choices: () => ({
1365: 1,
1364: 2,
1361: 1,
1357: get("_pirateRealmGold") >= 50 ? 3 : 4,
1360: 6, // Will need to add shop handling, perhaps to choice adventure script
1356: 3,
1362:
get("_pirateRealmShipSpeed") - get("_pirateRealmSailingTurns") >= 2
? 2
: 1,
1363: 2,
1359: 1, // Emergency grog adventure, choice one seems more consistent?
1358: 1, // Emergency grub adventure, choice one seems more consistent?
1367: 1, // Wrecked ship, this uses glue, need a pref for glue to make this not break if we don't have glue
}),
limit: { tries: 8 },
spendsTurn: true,
},
{
name: "Land Ho (First Island)",
ready: () => questStep("_questPirateRealm") === 3,
completed: () => questStep("_questPirateRealm") > 3,
prepare: () => checkAndFixOvercapStats(),
do: () => {
// Should give us the Land-Ho adventure
if (visitUrl("adventure.php?snarfblat=530").includes("Land Ho!")) {
runChoice(1);
} else {
abort("Expected Land Ho! but didn't get it!");
}
},
outfit: {
equip: $items`PirateRealm eyepatch`,
},
limit: { tries: 1 },
spendsTurn: false,
},
{
name: "Standard Island Combats (Island 1)",
ready: () => questStep("_questPirateRealm") === 4,
completed: () => questStep("_questPirateRealm") > 4,
prepare: () => {
checkAndFixOvercapStats();
if (
mallPrice($item`windicle`) < 3 * get("valueOfAdventure") &&
!get("_pirateRealmWindicleUsed")
) {
acquire(1, $item`windicle`, 3 * get("valueOfAdventure"), true);
}
},
do: () => adv1(get("_lastPirateRealmIsland", $location`none`)),
outfit: () =>
freeFightOutfit({
equip: $items`PirateRealm eyepatch, PirateRealm party hat, carnivorous potted plant, Red Roger's red left foot, Space Trip safety headphones`,
familiar: freeFightFamiliar({
canChooseMacro: false,
location: get("_lastPirateRealmIsland", $location`none`),
allowAttackFamiliars: true,
mode: "free",
}),
}),
combat: new GarboStrategy(() =>
Macro.externalIf(
mallPrice($item`windicle`) < 3 * get("valueOfAdventure") &&
!get("_pirateRealmWindicleUsed") &&
get("_pirateRealmIslandMonstersDefeated") <= 1,
Macro.item($item`windicle`),
).basicCombat(),
),
limit: { tries: 8 },
spendsTurn: true,
},
{
name: "Final Island Encounter (Island 1)", // Ideally we delay this to do it before our copy target fights for meat but here for now
ready: () => questStep("_questPirateRealm") === 5,
completed: () => questStep("_questPirateRealm") > 5,
prepare: () => {
checkAndFixOvercapStats();
},
do: () => {
if (get("_lastPirateRealmIsland") === $location`Dessert Island`) {
// Should give us cocoa of youth
if (
visitUrl("adventure.php?snarfblat=531").includes(
"Chocolate Fountain of Youth",
)
) {
runChoice(1);
} else {
abort("Expected cocoa of youth but got something else!");
}
} else {
adv1($location`Crab Island`);
}
},
outfit: () => {
if (get("_lastPirateRealmIsland") === $location`Crab Island`) {
const spec: OutfitSpec = {
modifier: ["meat"],
equip: $items`PirateRealm eyepatch`,
avoid: $items`cursed pirate cutlass`, // Gives +25 muscle which often overcaps
familiar: $familiar`Hobo Monkey`, // We haven't done familiar prep yet so robort isn't fed yet, something to fix later
};
return spec;
}
return { equip: $items`PirateRealm eyepatch` };
},
choices: { 1385: 1, 1368: 1 }, // Take cocoa of youth, fight crab
combat: new GarboStrategy(() => Macro.delevel().meatKill()),
limit: { tries: 1 },
spendsTurn: true,
},
{
name: "Choose Trash Island",
ready: () => questStep("_questPirateRealm") === 6,
completed: () => questStep("_questPirateRealm") > 6,
prepare: () => checkAndFixOvercapStats(),
do: () => adv1($location`Sailing the PirateRealm Seas`),
outfit: { equip: $items`PirateRealm eyepatch` },
choices: { 1353: 5 }, // Trash Island
limit: { tries: 1 },
spendsTurn: false,
},
],
};
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