diff --git a/GrepoRemoteLoader.user.js b/GrepoRemoteLoader.user.js new file mode 100644 index 0000000..d982662 --- /dev/null +++ b/GrepoRemoteLoader.user.js @@ -0,0 +1,51 @@ +// ==UserScript== +// @name Grepolis Remote Loader +// @namespace http://tampermonkey.net/ +// @version 4.0.0 +// @description Dynamically loads the Grepolis Remote Control bot from the server +// @author Dimitrios +// @match https://*.grepolis.com/game/* +// @grant unsafeWindow +// @grant GM_xmlhttpRequest +// @connect grepo.haunter-pets.top +// @updateURL https://git.haunter-pets.top/haunter/grepo-remote/raw/branch/main/GrepoRemoteLoader.user.js +// @downloadURL https://git.haunter-pets.top/haunter/grepo-remote/raw/branch/main/GrepoRemoteLoader.user.js +// ==/UserScript== + +(function() { + 'use strict'; + + // Set to your VPS domain + const BASE_URL = 'https://grepo.haunter-pets.top'; + + function loadBot() { + console.log('[Loader] Fetching bot code from server...'); + + GM_xmlhttpRequest({ + method: 'GET', + url: `${BASE_URL}/api/bot?t=${Date.now()}`, + onload: function(response) { + if (response.status === 200) { + console.log('[Loader] Bot code downloaded successfully! Executing...'); + try { + eval(response.responseText); + } catch (e) { + console.error('[Loader] Error executing bot code:', e); + } + } else { + console.error('[Loader] Failed to download bot. Server returned:', response.status); + } + }, + onerror: function(err) { + console.error('[Loader] Connection error while trying to reach the server.', err); + } + }); + } + + // Wait for page to be ready before loading the heavy bot logic + if (document.readyState === 'loading') { + document.addEventListener('DOMContentLoaded', loadBot); + } else { + loadBot(); + } +})(); diff --git a/bot_modules/00_config.js b/bot_modules/00_config.js new file mode 100644 index 0000000..2c4bfce --- /dev/null +++ b/bot_modules/00_config.js @@ -0,0 +1,21 @@ + + const uw = typeof unsafeWindow !== 'undefined' ? unsafeWindow : window; + const BASE_URL = 'https://grepo.haunter-pets.top'; + + // ---- Jitter helpers ----------------------------------------------- + // Returns a random integer between min and max (inclusive) + function randInt(min, max) { + return Math.floor(Math.random() * (max - min + 1)) + min; + } + // Schedules fn to run after a random ms delay, then reschedules itself + function jitterLoop(fn, minMs, maxMs) { + function schedule() { + setTimeout(async () => { + await fn(); + schedule(); // reschedule with a NEW random delay every time + }, randInt(minMs, maxMs)); + } + schedule(); + } + + // ---------------------------------------------------------------- diff --git a/bot_modules/01_ui.js b/bot_modules/01_ui.js new file mode 100644 index 0000000..f34f8a0 --- /dev/null +++ b/bot_modules/01_ui.js @@ -0,0 +1,45 @@ + // Toolbar indicator button + // ---------------------------------------------------------------- + const btnHtml = ` +
+
+

Remote

+
`; + + let paused = false; + + function togglePause() { + paused = !paused; + const label = document.getElementById('grc_label'); + const btn = document.getElementById('grc_btn'); + if (paused) { + label.textContent = 'Paused'; + btn.style.filter = 'brightness(70%) sepia(100%) hue-rotate(-50deg) saturate(1000%) contrast(0.8)'; + } else { + label.textContent = 'Remote'; + btn.style.filter = 'brightness(294%) sepia(100%) hue-rotate(200deg) saturate(1000%) contrast(0.8)'; + } + log(`Remote is now ${paused ? 'PAUSED' : 'ACTIVE'}`); + } + + setTimeout(() => { + if (!document.getElementById('grc_btn')) { + uw.$('.tb_activities, .toolbar_activities').find('.middle').append(btnHtml); + } + }, 4000); + + uw.$(document).on('click', '#grc_btn', togglePause); + + // ---------------------------------------------------------------- + // Helpers + // ---------------------------------------------------------------- + function log(msg) { + console.log(`[GRC] ${msg}`); + } + + function sleep(ms) { + return new Promise(r => setTimeout(r, ms)); + } + + // ---------------------------------------------------------------- diff --git a/bot_modules/02_state.js b/bot_modules/02_state.js new file mode 100644 index 0000000..9052e7c --- /dev/null +++ b/bot_modules/02_state.js @@ -0,0 +1,285 @@ + // Push town state to relay + // ---------------------------------------------------------------- + function gatherState() { + const towns = uw.ITowns?.towns || {}; + const player = uw.Game?.player_name || ''; + const player_id = uw.Game?.player_id ?? null; + const alliance_id = uw.Game?.alliance_id ?? null; + let alliance_name = null; + try { + const pm = uw.MM.getModels().Player[player_id]; + if (pm && pm.attributes) alliance_name = pm.attributes.alliance_name; + console.log("GrepoRemote: Extracted alliance_name =", alliance_name); + } catch (e) { + console.log("GrepoRemote: Failed to extract alliance_name", e); + } + + const total_points = uw.Game?.player_points ?? 0; + const world = uw.Game?.world_id || ''; + + const townList = Object.values(towns).map(town => { + const res = town.resources(); + const buildings = town.buildings()?.attributes ?? {}; + + const unitsObj = {}; + try { + const units = town.units(); + if (units) { + Object.keys(units).forEach(k => { + unitsObj[k] = typeof units[k] === 'number' + ? units[k] + : (units[k]?.getAmount?.() ?? 0); + }); + } + } catch (e) { } + + let buildQueue = []; + try { + const bo = town.buildingOrders?.(); + if (bo?.models) buildQueue = bo.models.map(m => m.attributes); + } catch (e) { } + + let buildDataMap = {}; + try { + const buildDataRaw = uw.MM?.getModels?.()?.BuildingBuildData?.[town.id]?.attributes?.building_data || {}; + for (const k in buildDataRaw) { + buildDataMap[k] = { + buildable: buildDataRaw[k].buildable, + dependencies: buildDataRaw[k].dependencies_fulfilled !== false, + wood: buildDataRaw[k].resources_for?.wood || 0, + stone: buildDataRaw[k].resources_for?.stone || 0, + iron: buildDataRaw[k].resources_for?.iron || 0, + pop: buildDataRaw[k].population_for || 0, + build_time: buildDataRaw[k].building_time || '', + can_upgrade: !!buildDataRaw[k].can_upgrade, + enough_resources: !!buildDataRaw[k].enough_resources, + missing_dependencies: buildDataRaw[k].missing_dependencies || [], + has_max_level: !!buildDataRaw[k].has_max_level + }; + } + } catch (e) { + log(`Failed to gather build data: ${e}`); + } + + // ---- Storage capacity ----------------------------------------------- + // res.storage / res.storage_capacity are always 0 in Grepolis. + // Real capacity lives in GameData keyed by the storage building level. + let storageCapacity = 0; + try { + // Strategy 1: dedicated getter (exists on some server versions) + storageCapacity = town.getStorageCapacity?.() || 0; + + // Strategy 2: GameData.buildingData.storage.max_storage[level] + if (!storageCapacity) { + const storageLevel = buildings.storage ?? 0; + const gd = uw.GameData?.buildingData?.storage; + storageCapacity = gd?.max_storage?.[storageLevel] + || gd?.storage?.[storageLevel] + || 0; + } + + // Strategy 3: resource object fallback keys + if (!storageCapacity) { + storageCapacity = res.capacity || res.storage_capacity || res.storage || 0; + } + } catch (e) { + log(`storage capacity lookup failed: ${e}`); + } + + // ---- Market / Trade capacity ----------------------------------------- + let marketCapacity = 0; + try { + const marketLevel = buildings.market ?? 0; + const gd = uw.GameData?.buildingData?.market; + marketCapacity = gd?.capacity_per_level?.[marketLevel] || 0; + + // Add Trade Office bonus if present + if (buildings.trade_office && buildings.trade_office > 0) { + marketCapacity += (uw.GameData?.buildingData?.trade_office?.capacity_extra_per_level || 500) * marketLevel; + } + } catch (e) { + log(`market capacity lookup failed: ${e}`); + } + + // ---- Coordinates & sea zone ----------------------------------------- + let x = null, y = null, sea = null; + try { + x = town.getIslandCoordinateX?.() ?? null; + y = town.getIslandCoordinateY?.() ?? null; + if (typeof x === 'number' && typeof y === 'number') { + sea = Math.floor(x / 100) * 10 + Math.floor(y / 100); + } + } catch (e) { } + + // ---- Researches ----------------------------------------------------- + let researches = {}; + try { + const r = town.researches?.(); + if (r) researches = r.attributes ?? (typeof r === 'object' ? r : {}); + } catch (e) { log(`[Debug] town.researches() failed: ${e}`); } + + // ---- Unit Data (Costs & Dependencies) ------------------------------- + let unitDataMap = {}; + try { + const gdUnits = uw.GameData?.units || {}; + + for (const u in gdUnits) { + if (u === 'militia') continue; + + const reqBuildings = gdUnits[u].building_dependencies || {}; + const reqResearch = gdUnits[u].research_dependencies || []; + + let missing_deps = {}; + for (const reqB in reqBuildings) { + if ((buildings[reqB] || 0) < reqBuildings[reqB]) { + missing_deps[reqB] = { name: reqB, needed_level: reqBuildings[reqB] }; + } + } + for (const reqR of reqResearch) { + if (!researches[reqR]) { + missing_deps[reqR] = { name: reqR, needed_level: 'Έρευνα' }; + } + } + + const cost = gdUnits[u].resources || {}; + const w = cost.wood || 0; + const s = cost.stone || 0; + const i = cost.iron || 0; + + let enough = true; + if (res.wood < w || res.stone < s || res.iron < i) enough = false; + + unitDataMap[u] = { + wood: w, + stone: s, + iron: i, + pop: gdUnits[u].population || 0, + build_time: gdUnits[u].build_time || 0, + enough_resources: enough, + missing_dependencies: missing_deps + }; + } + } catch (e) { log(`Failed to gather unit data: ${e}`); } + + // ---- Farm town data ----------------------------------------------- + let farms = []; + try { + const farmCollection = uw.MM.getOnlyCollectionByName('FarmTown'); + const relCollection = uw.MM.getOnlyCollectionByName('FarmTownPlayerRelation'); + if (farmCollection && relCollection) { + const ix = town.getIslandCoordinateX?.(); + const iy = town.getIslandCoordinateY?.(); + farmCollection.models.forEach(farm => { + if (farm.attributes.island_x !== ix || farm.attributes.island_y !== iy) return; + relCollection.models.forEach(rel => { + if (rel.attributes.farm_town_id === farm.attributes.id && + rel.attributes.relation_status >= 1) { + farms.push({ + farm_town_id: farm.attributes.id, + farm_name: farm.attributes.name || '', + relation_id: rel.id, + relation_status: rel.attributes.relation_status, + expansion_stage: rel.attributes.expansion_stage || 0, + expansion_at: rel.attributes.expansion_at || 0, + lootable_at: rel.attributes.lootable_at || 0 + }); + } + }); + }); + } + } catch (e) { } + + // ---- Extra town flags ----------------------------------------------- + let has_premium = false; + let bonuses = {}; + let wonder_points = 0; + try { + has_premium = uw.GameDataPremium?.isAdvisorActivated?.('curator') || false; + } catch (e) { } + + return { + town_id: town.id, + town_name: town.name, + x, y, sea, + wood: res.wood, + stone: res.stone, + iron: res.iron, + storage: storageCapacity, + market_capacity: marketCapacity, + population: res.population, + points: town.getPoints?.() ?? 0, + god: town.god?.() ?? null, + buildings, + units: unitsObj, + buildingOrder: buildQueue, + buildData: buildDataMap, + unitData: unitDataMap, + researches, + has_premium, + bonuses, + wonder_points, + alliance_name, + farms, + }; + }); + + return { player, player_id, alliance_id, total_points, world_id: world, towns: townList }; + } + + function pushState() { + if (paused) return; + try { + const payload = gatherState(); + fetch(`${BASE_URL}/api/state`, { + method: 'POST', + headers: { 'Content-Type': 'application/json' }, + body: JSON.stringify(payload) + }) + .then(() => log(`State pushed — ${payload.towns.length} towns`)) + .catch(e => log(`State push failed: ${e}`)); + } catch (e) { + log(`gatherState error: ${e}`); + } + } + + // ---------------------------------------------------------------- + // AJAX Interceptor for Zero-Delay Push + // ---------------------------------------------------------------- + let pushTimeout = null; + function debouncedPushState() { + if (paused) return; + if (pushTimeout) clearTimeout(pushTimeout); + pushTimeout = setTimeout(() => { + log('⚡ State change detected (AJAX). Syncing to Remote...'); + pushState(); + }, 1200); // Wait 1.2s for memory models to update after AJAX finishes + } + + if (uw.$) { + uw.$(document).ajaxComplete(function (e, xhr, opt) { + if (!opt || !opt.url) return; + + // Ignore requests to our own bot server or map data + if (opt.url.includes(BASE_URL)) return; + if (opt.url.includes('map_tiles')) return; + + // Most game actions use "action=" parameter + // Switching towns uses "switch_town" + if (opt.url.includes('action=') || opt.url.includes('switch_town')) { + debouncedPushState(); + } + }); + } + + // ---------------------------------------------------------------- + // Report command result back to relay + // ---------------------------------------------------------------- + function reportResult(cmdId, status, message) { + fetch(`${BASE_URL}/api/commands/${cmdId}/result`, { + method: 'POST', + headers: { 'Content-Type': 'application/json' }, + body: JSON.stringify({ status, message }) + }).catch(e => log(`reportResult failed: ${e}`)); + } + + // ---------------------------------------------------------------- diff --git a/bot_modules/03_captcha.js b/bot_modules/03_captcha.js new file mode 100644 index 0000000..4e649e0 --- /dev/null +++ b/bot_modules/03_captcha.js @@ -0,0 +1,48 @@ + // Captcha detection via MutationObserver + // Watches document.body for #hcaptcha_window being added/removed. + // Confirmed selector from live DOM: DIV#hcaptcha_window > DIV.h-captcha + // ---------------------------------------------------------------- + let captchaActive = false; + + function reportCaptcha(detected) { + const player_id = uw.Game?.player_id; + if (!player_id) return; + fetch(`${BASE_URL}/api/captcha/alert?player_id=${player_id}`, { + method: 'POST', + headers: { 'Content-Type': 'application/json' }, + body: JSON.stringify({ detected }) + }).catch(e => log(`captcha report failed: ${e}`)); + } + + function detectCaptcha() { + setInterval(() => { + const win = document.getElementById('hcaptcha_window'); + let isVisible = false; + + if (win) { + // Check if it's actually visible on screen (not display: none by the game) + const style = window.getComputedStyle(win); + if (style.display !== 'none' && style.visibility !== 'hidden') { + isVisible = true; + } + } + + if (isVisible && !captchaActive) { + captchaActive = true; + paused = true; + const label = document.getElementById('grc_label'); + const btn = document.getElementById('grc_btn'); + if (label) label.textContent = '⚠ CAPTCHA'; + if (btn) btn.style.filter = 'brightness(70%) sepia(100%) hue-rotate(300deg) saturate(1000%) contrast(0.8)'; + log('⚠ CAPTCHA detected — bot paused, alerting server'); + reportCaptcha(true); + } else if (!isVisible && captchaActive) { + captchaActive = false; + // Don't auto-resume — let the user click the button manually + log('✅ Captcha resolved — alert cleared (bot remains paused)'); + reportCaptcha(false); + } + }, 1000); + } + + // ---------------------------------------------------------------- diff --git a/bot_modules/04_execute.js b/bot_modules/04_execute.js new file mode 100644 index 0000000..c6dfaf3 --- /dev/null +++ b/bot_modules/04_execute.js @@ -0,0 +1,406 @@ + // Execute: Farm Upgrade / Unlock + // Iterates all farm relations. Locked villages (status 0) get + // unlocked; unlocked villages below max level get upgraded. + // Uses random 800ms–2000ms delay between each action. + // payload.threshold = minimum kill points to keep (default 0) + // ---------------------------------------------------------------- + async function executeFarmUpgrade(cmd) { + const threshold = parseInt(cmd.payload?.threshold ?? 0); + const now = Math.floor(Date.now() / 1000); + + let farmModels, relModels; + try { + farmModels = uw.MM.getOnlyCollectionByName('FarmTown')?.models; + relModels = uw.MM.getOnlyCollectionByName('FarmTownPlayerRelation')?.models; + } catch (e) { + return { ok: false, msg: `Cannot access farm collections: ${e.message}` }; + } + if (!farmModels || !relModels) { + return { ok: false, msg: 'Farm collections not loaded yet' }; + } + + // Build polis list (one town per island) + const islandsSeen = new Set(); + const polisList = []; + try { + for (const town of uw.MM.getCollections().Town[0].models) { + const { on_small_island, island_id, id } = town.attributes; + if (on_small_island) continue; + if (!islandsSeen.has(island_id)) { + islandsSeen.add(island_id); + polisList.push(id); + } + } + } catch (e) { + return { ok: false, msg: `Cannot build town list: ${e.message}` }; + } + + let upgraded = 0; + let unlocked = 0; + let skipped = 0; + let errors = 0; + + for (const town_id of polisList) { + const town = uw.ITowns?.towns?.[town_id]; + if (!town) continue; + const ix = town.getIslandCoordinateX(); + const iy = town.getIslandCoordinateY(); + if (ix == null || iy == null) continue; + + for (const farm of farmModels) { + if (farm.attributes.island_x !== ix || farm.attributes.island_y !== iy) continue; + + for (const rel of relModels) { + if (rel.attributes.farm_town_id !== farm.attributes.id) continue; + + const status = rel.attributes.relation_status; + const level = rel.attributes.expansion_stage || 0; + const expAt = rel.attributes.expansion_at || 0; + + // Skip if upgrade already in progress + if (expAt > now) { skipped++; continue; } + // Skip if already max level + if (status === 1 && level >= 5) { skipped++; continue; } + // Skip if locked and we can't unlock (status -1 means enemy) + if (status < 0) { skipped++; continue; } + + const isLocked = status === 0; + const action = isLocked ? 'unlock' : 'upgrade'; + + const requestedAction = cmd.payload?.action_type; + if (requestedAction && requestedAction !== action) { + skipped++; continue; + } + + if (paused) { + return { ok: false, msg: 'Aborted due to pause/captcha' }; + } + + log(`Farm ${action}: farm_id=${farm.attributes.id} level=${level} town=${town_id}`); + try { + uw.gpAjax.ajaxPost('frontend_bridge', 'execute', { + model_url: `FarmTownPlayerRelation/${rel.id}`, + action_name: action, + arguments: { farm_town_id: farm.attributes.id }, + town_id + }); + isLocked ? unlocked++ : upgraded++; + } catch (e) { errors++; } + + // Random delay between actions: 1200ms – 2500ms + await sleep(randInt(1200, 2500)); + } + } + } + + pushState(); // refresh farm data after upgrades + return { ok: true, msg: `Farm upgrade done: ${unlocked} unlocked, ${upgraded} upgraded, ${skipped} skipped, ${errors} errors` }; + } + + // ---------------------------------------------------------------- + // Execute: Farm Loot + // Claims all ready farm towns across all towns that match + // the cmd payload (town_ids list + loot_option). + // Between-claim delay: random 500ms–1500ms (never below 500ms) + // Between-town-group delay: random 30s–90s + // ---------------------------------------------------------------- + async function executeFarmLoot(cmd) { + const { loot_option } = cmd.payload || {}; + const option = parseInt(loot_option) || 1; + const now = Math.floor(Date.now() / 1000); + + let farmModels, relModels; + try { + farmModels = uw.MM.getOnlyCollectionByName('FarmTown')?.models; + relModels = uw.MM.getOnlyCollectionByName('FarmTownPlayerRelation')?.models; + } catch (e) { + return { ok: false, msg: `Cannot access farm collections: ${e.message}` }; + } + if (!farmModels || !relModels) { + return { ok: false, msg: 'Farm collections not loaded yet — open island view first' }; + } + + // Build island groups using MM (all towns, not just visible) + const islandTownsMap = {}; // island_id -> [town_id1, town_id2] + try { + const allTowns = uw.MM.getCollections().Town[0].models; + for (const town of allTowns) { + const { on_small_island, island_id, id } = town.attributes; + if (on_small_island) continue; + if (!islandTownsMap[island_id]) islandTownsMap[island_id] = []; + islandTownsMap[island_id].push(id); + } + } catch (e) { + return { ok: false, msg: `Cannot build town list: ${e.message}` }; + } + const islandList = Object.keys(islandTownsMap); + + log(`Farm: processing ${islandList.length} islands with option=${option}`); + + let claimed = 0; + let skipped = 0; + let errors = 0; + + for (let i = 0; i < islandList.length; i++) { + const island_id = islandList[i]; + const townIds = islandTownsMap[island_id]; + + let selected_town_id = null; + let lowest_total_res = Infinity; + + for (const t_id of townIds) { + const t = uw.ITowns?.towns?.[t_id]; + if (!t) continue; + + let storageCapacity = t.getStorageCapacity?.() || 0; + if (!storageCapacity) { + const buildings = t.buildings?.()?.attributes || {}; + const storageLevel = buildings.storage ?? 0; + const gd = uw.GameData?.buildingData?.storage; + storageCapacity = gd?.max_storage?.[storageLevel] || gd?.storage?.[storageLevel] || 0; + } + + const res = t.resources?.() || {}; + const w = res.wood || 0; + const s = res.stone || 0; + const ir = res.iron || 0; + + // If completely full (all 3 resources >= max storage), skip this town + if (storageCapacity > 0 && w >= storageCapacity && s >= storageCapacity && ir >= storageCapacity) { + continue; + } + + // Pick town with most space (lowest total resources) + const total_res = w + s + ir; + if (total_res < lowest_total_res) { + lowest_total_res = total_res; + selected_town_id = t_id; + } + } + + if (!selected_town_id) { + log(`Farm: Skipping island ${island_id} (All towns are 100% full)`); + skipped++; + continue; + } + + const town_id = selected_town_id; + const town = uw.ITowns?.towns?.[town_id]; + if (!town) { skipped++; continue; } + + // Use the same method as the original script + const ix = town.getIslandCoordinateX(); + const iy = town.getIslandCoordinateY(); + + if (ix == null || iy == null) { skipped++; continue; } + + // Find ready farms on this island (mirrors original getLootableFarms exactly) + const readyFarms = []; + for (const farm of farmModels) { + if (farm.attributes.island_x !== ix || farm.attributes.island_y !== iy) continue; + for (const rel of relModels) { + if ( + rel.attributes.farm_town_id === farm.attributes.id && + rel.attributes.relation_status === 1 && + (!rel.attributes.lootable_at || now >= rel.attributes.lootable_at) + ) { + readyFarms.push({ + town_id, + farm_town_id: rel.attributes.farm_town_id, + relation_id: rel.id + }); + } + } + } + + if (readyFarms.length === 0) { skipped++; continue; } + log(`Farm: ${readyFarms.length} ready on island of town ${town_id}`); + + for (const farm of readyFarms) { + if (paused) { + return { ok: false, msg: 'Aborted due to pause/captcha' }; + } + + try { + uw.gpAjax.ajaxPost('frontend_bridge', 'execute', { + model_url: `FarmTownPlayerRelation/${farm.relation_id}`, + action_name: 'claim', + arguments: { farm_town_id: farm.farm_town_id, type: 'resources', option }, + town_id: farm.town_id + }); + claimed++; + } catch (e) { errors++; } + + // Random per-claim delay: 1000ms – 2200ms + await sleep(randInt(1000, 2200)); + } + + // Refresh map icons after claiming (same as original) + try { uw.WMap.removeFarmTownLootCooldownIconAndRefreshLootTimers(); } catch (e) { } + + // Random between-island delay: 30s – 90s (only if more islands remain) + if (i < islandList.length - 1) { + if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' }; + const gap = randInt(30000, 90000); + log(`Farm: island done. Waiting ${(gap / 1000).toFixed(0)}s before next island...`); + await sleep(gap); + } + } + + return { ok: true, msg: `Farm done: ${claimed} claimed, ${skipped} islands skipped, ${errors} errors` }; + } + + + // ---------------------------------------------------------------- + // Execute: Build + // ---------------------------------------------------------------- + async function executeBuild(cmd) { + const { town_id, payload } = cmd; + const { building_id } = payload; + + const town = uw.ITowns?.getTown?.(town_id) || uw.ITowns?.towns?.[town_id]; + if (!town) { + return { ok: false, msg: `Town ${town_id} not found in ITowns` }; + } + + // Check build queue + const queueLen = town.buildingOrders?.()?.length ?? 0; + const hasCurator = uw.GameDataPremium?.isAdvisorActivated?.('curator'); + const maxQueue = hasCurator ? 7 : 2; + if (queueLen >= maxQueue) { + return { ok: false, requeue: true, msg: `Build queue full (${queueLen}/${maxQueue})` }; + } + + // Check resources + try { + const buildData = uw.MM.getModels?.()?.BuildingBuildData?.[town_id] + ?.attributes?.building_data?.[building_id]; + if (buildData) { + const res = town.resources(); + const { resources_for, population_for } = buildData; + if (town.getAvailablePopulation?.() < population_for) { + return { ok: false, requeue: true, msg: `Not enough population for ${building_id}` }; + } + if (res.wood < resources_for.wood || res.stone < resources_for.stone || res.iron < resources_for.iron) { + return { ok: false, requeue: true, msg: `Not enough resources for ${building_id}` }; + } + } + } catch (e) { + log(`Resource check skipped: ${e}`); + } + + // Fire the build request — with a human-like reaction delay + const reactionMs = randInt(800, 2500); + log(`Waiting ${reactionMs}ms before firing buildUp (reaction time)...`); + await sleep(reactionMs); + + if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' }; + + uw.gpAjax.ajaxPost('frontend_bridge', 'execute', { + model_url: 'BuildingOrder', + action_name: 'buildUp', + arguments: { building_id }, + town_id + }); + + await sleep(500); + return { ok: true, msg: `buildUp ${building_id} queued` }; + } + + // ---------------------------------------------------------------- + // Execute: Recruit + // ---------------------------------------------------------------- + async function executeRecruit(cmd) { + const { town_id, payload } = cmd; + const { unit_id, amount } = payload; + + const town = uw.ITowns?.getTown?.(town_id) || uw.ITowns?.towns?.[town_id]; + if (!town) { + return { ok: false, msg: `Town ${town_id} not found` }; + } + + // Determine endpoint based on unit type + const navalUnits = [ + 'big_transporter', 'small_transporter', 'bireme', + 'attack_ship', 'trireme', 'colonize_ship', 'sea_monster' + ]; + const endpoint = navalUnits.includes(unit_id) ? 'building_docks' : 'building_barracks'; + + // Fire the recruit request — with a human-like reaction delay + const reactionMs = randInt(800, 2500); + log(`Waiting ${reactionMs}ms before firing recruit (reaction time)...`); + await sleep(reactionMs); + + if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' }; + + uw.gpAjax.ajaxPost(endpoint, 'build', { + unit_id, + amount: parseInt(amount) || 1, + town_id + }); + + await sleep(500); + return { ok: true, msg: `Recruit ${amount}x ${unit_id} submitted` }; + } + + // ---------------------------------------------------------------- + // Execute: Market + // ---------------------------------------------------------------- + async function executeMarketOffer(cmd) { + const { town_id, payload } = cmd; + const { offer, offer_type, demand, demand_type, max_delivery_time, visibility } = payload; + + const town = uw.ITowns?.getTown?.(town_id) || uw.ITowns?.towns?.[town_id]; + if (!town) { + return { ok: false, msg: `Town ${town_id} not found` }; + } + + const reactionMs = randInt(800, 2500); + log(`Waiting ${reactionMs}ms before firing market offer (reaction time)...`); + await sleep(reactionMs); + + if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' }; + + uw.gpAjax.ajaxPost('frontend_bridge', 'execute', { + model_url: 'CreateOffers/' + town_id, + action_name: 'createOffer', + captcha: null, + arguments: { + offer, offer_type, demand, demand_type, max_delivery_time, visibility + } + }); + + await sleep(500); + return { ok: true, msg: `Market offer posted: ${offer} ${offer_type} => ${demand} ${demand_type}` }; + } + + // ---------------------------------------------------------------- + // Execute: Research (Academy) + // ---------------------------------------------------------------- + async function executeResearch(cmd) { + const { town_id, payload } = cmd; + const { research_id } = payload; + + const town = uw.ITowns?.getTown?.(town_id) || uw.ITowns?.towns?.[town_id]; + if (!town) { + return { ok: false, msg: `Town ${town_id} not found` }; + } + + const reactionMs = randInt(800, 2500); + log(`Waiting ${reactionMs}ms before firing research (reaction time)...`); + await sleep(reactionMs); + + if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' }; + + uw.gpAjax.ajaxPost('frontend_bridge', 'execute', { + model_url: 'ResearchOrder', + action_name: 'research', + arguments: { id: research_id }, + town_id: town_id + }); + + await sleep(500); + return { ok: true, msg: `Research ${research_id} queued` }; + } + + // ---------------------------------------------------------------- diff --git a/bot_modules/05_main.js b/bot_modules/05_main.js new file mode 100644 index 0000000..668f526 --- /dev/null +++ b/bot_modules/05_main.js @@ -0,0 +1,149 @@ + // Poll for and execute pending commands (build + recruit + market) + // ---------------------------------------------------------------- + async function pollAndExecute() { + if (paused) return; + const player_id = uw.Game?.player_id; + if (!player_id) return; + + let cmdData; + try { + const res = await fetch(`${BASE_URL}/api/commands/pending?player_id=${player_id}`); + cmdData = await res.json(); + } catch (e) { + log(`Poll failed: ${e}`); + return; + } + + // Build queue, Recruit queue and Market queue are independent + const buildCmd = cmdData.build; + const recruitCmd = cmdData.recruit; + const marketCmd = cmdData.market; + const researchCmd = cmdData.research; + const farmCmd = cmdData.farm; + const farmUpgradeCmd = cmdData.farm_upgrade; + + + + if (cmdData.sync_requested) { + log('Sync requested by server — pushing state immediately'); + pushState(); + } + + const execute = async (cmd) => { + if (!cmd) return; + log(`Executing command #${cmd.id} — type:${cmd.type} town:${cmd.town_id}`); + if (paused) { + log(`[Paused] Ignoring command #${cmd.id}`); + return; + } + + let result; + try { + if (cmd.type === 'build') result = await executeBuild(cmd); + else if (cmd.type === 'recruit') result = await executeRecruit(cmd); + else if (cmd.type === 'market_offer') result = await executeMarketOffer(cmd); + else if (cmd.type === 'research') result = await executeResearch(cmd); + else if (cmd.type === 'farm_loot') result = await executeFarmLoot(cmd); + else if (cmd.type === 'farm_upgrade') result = await executeFarmUpgrade(cmd); + else result = { ok: false, msg: `Unknown type: ${cmd.type}` }; + } catch (e) { + result = { ok: false, msg: `Exception: ${e}` }; + } + const finalStatus = result.requeue ? 'pending' : (result.ok ? 'done' : 'failed'); + log(`Command #${cmd.id}: ${finalStatus === 'done' ? '✅' : finalStatus === 'pending' ? '⏳' : '❌'} ${result.msg}`); + reportResult(cmd.id, finalStatus, result.msg); + }; + + // Run sequentially — humans cannot perform 3 actions simultaneously! + await execute(buildCmd); + await execute(recruitCmd); + await execute(marketCmd); + await execute(researchCmd); + await execute(farmCmd); + await execute(farmUpgradeCmd); + + // Auto-farm: if enabled, claim all ready farms (no explicit command needed) + const farmSettings = cmdData.farm_settings || {}; + if (farmSettings.enabled && !farmCmd) { + const nowTs = Math.floor(Date.now() / 1000); + // Check if ANY farm relation is ready + let readyFarms = []; + try { + const coll = uw.MM.getOnlyCollectionByName('FarmTownPlayerRelation'); + readyFarms = coll?.models?.filter(r => + r.attributes.relation_status === 1 && + (r.attributes.lootable_at || 0) <= nowTs + ) || []; + } catch (e) { /* silent */ } + + if (readyFarms.length > 0) { + // Check if the CURRENT town's warehouse is full (>95%) + let allFull = true; + let claimedAny = false; + + // Iterate over all towns that have ready farms + const towns = Object.values(uw.ITowns?.towns || {}); + for (const town of towns) { + const storage = town.resources?.()?.storage || town.get?.('storage') || 0; + const wood = town.resources?.()?.wood || town.get?.('wood') || 0; + const stone = town.resources?.()?.stone || town.get?.('stone') || 0; + const iron = town.resources?.()?.iron || town.get?.('iron') || 0; + if (!storage) continue; + + const maxRes = Math.max(wood, stone, iron); + const pct = maxRes / storage; + + if (pct < 0.95) { + // This town has room — loot using its town_id context + allFull = false; + log(`⚡ Auto-farm: looting into town ${town.get?.('name')} (${Math.round(pct*100)}% full)`); + await executeFarmLoot({ payload: { loot_option: farmSettings.loot_option } }); + claimedAny = true; + pushState(); + break; // one loot pass is enough per poll cycle + } + } + + if (allFull) { + log('⚠️ Auto-farm: ALL warehouses are full (>95%) — skipping loot this cycle'); + // Report full status to backend so farm.html can show notice + try { + await fetch(`${BASE_URL}/api/farm_status?player_id=${uw.Game.player_id}`, { + method: 'POST', + headers: { 'Content-Type': 'application/json' }, + body: JSON.stringify({ warehouse_full: true }) + }); + } catch(e) {} + } else if (claimedAny) { + // Clear the full flag + try { + await fetch(`${BASE_URL}/api/farm_status?player_id=${uw.Game.player_id}`, { + method: 'POST', + headers: { 'Content-Type': 'application/json' }, + body: JSON.stringify({ warehouse_full: false }) + }); + } catch(e) {} + } + } + } + } + + // ---------------------------------------------------------------- + // Boot + // ---------------------------------------------------------------- + window.addEventListener('load', () => { + log('Grepolis Remote Control v3.5.9 loaded'); + + // Start captcha watcher immediately + detectCaptcha(); + + // Push state once after load, then heartbeat every 1-2 minutes + // The AJAX interceptor handles the real-time syncing! + setTimeout(pushState, 5000); + jitterLoop(pushState, 60000, 120000); + + // Poll for commands every 8–18 seconds (randomized jitter) + jitterLoop(pollAndExecute, 8000, 18000); + }); + +})(); diff --git a/routes/api.py b/routes/api.py index 9da1e85..989a838 100644 --- a/routes/api.py +++ b/routes/api.py @@ -2,6 +2,8 @@ from flask import Blueprint, request, jsonify from db import get_db import json from datetime import datetime +import os +from flask import make_response api = Blueprint('api', __name__) @@ -255,3 +257,34 @@ def farm_status(): row = conn.execute('SELECT value FROM kv_store WHERE key=?', (kv_key,)).fetchone() conn.close() return jsonify(json.loads(row['value']) if row else {'warehouse_full': False}) + +# ------------------------------------------------------------------ +# GET /api/bot +# Serves the modular bot code concatenated into a single response +# ------------------------------------------------------------------ +@api.route('/api/bot', methods=['GET']) +def serve_bot(): + bot_dir = os.path.join(os.path.dirname(os.path.dirname(__file__)), 'bot_modules') + if not os.path.exists(bot_dir): + return make_response("Bot modules directory not found", 404) + + modules = sorted([f for f in os.listdir(bot_dir) if f.endswith('.js')]) + + combined_code = [] + combined_code.append("(function() {") + combined_code.append(" 'use strict';\n") + + for module in modules: + with open(os.path.join(bot_dir, module), 'r', encoding='utf-8') as f: + combined_code.append(f" // --- BEGIN {module} ---") + combined_code.append(f.read()) + combined_code.append(f" // --- END {module} ---\n") + + combined_code.append("})();") + + response = make_response("\\n".join(combined_code)) + response.headers['Content-Type'] = 'application/javascript' + # Prevent caching so updates are instant + response.headers['Cache-Control'] = 'no-cache, no-store, must-revalidate' + return response + diff --git a/split_script.py b/split_script.py new file mode 100644 index 0000000..4808289 --- /dev/null +++ b/split_script.py @@ -0,0 +1,68 @@ +import os +import re + +input_file = '/media/haunter/e11cc3d4-c894-42cd-8c43-fe2cb25293fd/Vcode_raidbot/grepo-remote/GrepolisRemoteControl.user.js' +out_dir = '/media/haunter/e11cc3d4-c894-42cd-8c43-fe2cb25293fd/Vcode_raidbot/grepo-remote/bot_modules' + +if not os.path.exists(out_dir): + os.makedirs(out_dir) + +with open(input_file, 'r', encoding='utf-8') as f: + lines = f.readlines() + +# Find the start of the IIFE +start_idx = 0 +for i, line in enumerate(lines): + if line.strip().startswith('(function'): + start_idx = i + 1 + break + +# Extract the body of the IIFE (excluding the last '})();') +end_idx = len(lines) +for i in range(len(lines) - 1, -1, -1): + if line.strip().startswith('})();'): + end_idx = i + break + +# Remove use strict if present +body_lines = [line for line in lines[start_idx:end_idx] if 'use strict' not in line] + +# We will group them manually into files based on logical sections +sections = [] +current_section = [] +for line in body_lines: + current_section.append(line) + +content = "".join(body_lines) + +# Split by known markers +blocks = { + '00_config.js': [], + '01_ui.js': [], + '02_state.js': [], + '03_captcha.js': [], + '04_execute.js': [], + '05_main.js': [] +} + +current_file = '00_config.js' + +for line in body_lines: + if '// Toolbar indicator button' in line: + current_file = '01_ui.js' + elif '// Push town state to relay' in line: + current_file = '02_state.js' + elif '// Captcha detection' in line: + current_file = '03_captcha.js' + elif '// Execute: Farm Upgrade' in line: + current_file = '04_execute.js' + elif '// Poll for and execute pending commands' in line: + current_file = '05_main.js' + + blocks[current_file].append(line) + +for filename, lines in blocks.items(): + with open(os.path.join(out_dir, filename), 'w', encoding='utf-8') as f: + f.writelines(lines) + +print("Split completed.")