Revision 18659 of KoLmafia fixes a small parsing bug in record initialization in ASH.
Revision 97 of VeracityMeatFarm adds functions to choose a booze from a proffered set of items which will be most "profitable" to drink.
Using the value an adventure (as calculated by your historical Meat yield using this script, if you've used the script, valueOfAdventure, otherwise), "profit" is defined to be (expected Meat yield from the average adventures generated by the booze) - (mall cost of the booze).
I have experimental code which will look at ALL booze of a given size and calculate that value. Try this, for example:
to find the best 3-drunk booze, for example. (The first time you run that, there will be lots of mall searches, which are cached.)Code:ash import <VeracityMeatFarm.ash>; find_profitable_booze( 3 ).name ice-cold fotie (100 cost; 5111 expected_profit) is better than none (0) salty dog (247 cost; 9306 expected_profit) is better than ice-cold fotie (5111) screwdriver (130 cost; 9423 expected_profit) is better than salty dog (9306) extra-spicy bloody mary (470 cost; 12557 expected_profit) is better than screwdriver (9423) white lightning (101 cost; 12926 expected_profit) is better than extra-spicy bloody mary (12557) stinky mushroom wine (1999 cost; 18845 expected_profit) is better than white lightning (12926) pointy mushroom wine (1850 cost; 18994 expected_profit) is better than stinky mushroom wine (18845) knob mushroom wine (1800 cost; 19044 expected_profit) is better than pointy mushroom wine (18994) spooky mushroom wine (1797 cost; 19047 expected_profit) is better than knob mushroom wine (19044) shining goblet (3773 cost; 22282 expected_profit) is better than spooky mushroom wine (19047) perfect cosmopolitan (3300 cost; 28834 expected_profit) is better than shining goblet (22282) perfect mimosa (3290 cost; 28844 expected_profit) is better than perfect cosmopolitan (28834) perfect old-fashioned (3250 cost; 28884 expected_profit) is better than perfect mimosa (28844) Returned: perfect old-fashioned
Rather than looking at ALL boozes, for now, the code to drink up will select from:
"perfect" 3-drunk booze
"happy medium" 2-drunk booze
"robortender" 1-drunk booze
since those general categories are cost effective awesome or EPIC boozes.
I may build on this later to be willing to look at all boozes, although that is verbose and time consuming.
In any case, this release will now use your mime army shotglass to drink a robortender drink, if you haven't used it already.
I have to investigate the Stooper a bit. I can certainly use the code I just committed to handle it, but I am unclear on the mechanics. The Wiki says "gives you one extra liver while you have it equipped".
If I have the Stooper equipped and drink a one-drunk drink:
- Is it like the mime army shotglass: it does not actually increase my drunkenness, but the Stooper is now "used" for the day?
- Does it actually raise my max-drunk by one - allowing me to drink an extra drink and actually increasing my drunkenness - but if I equip another familiar, does my max-drunk drop again, possibly leaving me overdrunk?
If it's like the mime army shotglass, I could use it as part of drinking up to generate adventures which will be used at Barf Mountain, say.
But if you actually have to have the Stooper equipped while you adventure, I should probably treat it as part of your nightcap:
After all adventures are done:
- equip Stooper
- drink a one-drunk drink
- drink nightcap
I.e., save the extra adventures for tomorrow, when they can be used more profitably with a different familiar.
Perhaps I will have time to experiment with a multi tomorrow and submit whichever of those approaches is correct.
Regarding the boombox clips, I should probably activate my boombox and see how it works, one of these days. No opinions yet.