Parses for death conditions (You have been slain, or a tell to .death).
If 4 deaths occur in 120 seconds, with no signs of life from the player (casting, meleeing, or communicating), it will trigger a response. The current response is to yell "Death Loop!" at the user and hope to gain their attention. A more helpful response might be to kill the eqgame.exe process, but I understand that is currently ruled as out of bounds.
A series of unit tests is included, to exercise various portions of the code.
Outstanding tasks can be shown by searching for "todo". There are currently three:
Make the 4 deaths and 120 second default values configurable in some manner.
Handle the sign-of-life communications edge case where tells show up as "{playername} ->", rather than "You tell". I never could figure out how to get at the playername.
Strip away all user buff timers when death is detected
Comments welcome. I made an attempt to match up coding styles, but that can be a highly personal thing, so if changes are needed in that regard, that's fine.
Parses for death conditions (You have been slain, or a tell to .death).
If 4 deaths occur in 120 seconds, with no signs of life from the player (casting, meleeing, or communicating), it will trigger a response. The current response is to yell "Death Loop!" at the user and hope to gain their attention. A more helpful response might be to kill the eqgame.exe process, but I understand that is currently ruled as out of bounds.
A series of unit tests is included, to exercise various portions of the code.
Outstanding tasks can be shown by searching for "todo". There are currently three:
Comments welcome. I made an attempt to match up coding styles, but that can be a highly personal thing, so if changes are needed in that regard, that's fine.