enchance farming/fix

This commit is contained in:
2026-04-29 23:22:25 +03:00
parent 2517538b88
commit 0643422a30
4 changed files with 154 additions and 73 deletions

View File

@@ -3,6 +3,17 @@
// Depends on: everything above
// ================================================================
// Shared farm state — prevents auto-farm and explicit farm_loot commands
// from running concurrently. Also caches last-known farm settings so the
// auto-farm loop doesn't need its own API call.
let farmLootRunning = false;
let lastKnownFarmSettings = {};
// ----------------------------------------------------------------
// pollAndExecute — runs every 818 s (main command loop)
// Handles builds, recruits, market, research, explicit farm commands.
// Auto-farm has its own separate loop below.
// ----------------------------------------------------------------
async function pollAndExecute() {
if (paused) return;
const player_id = uw.Game?.player_id;
@@ -17,13 +28,16 @@ async function pollAndExecute() {
return;
}
// Cache farm settings so autoFarmLoop can read them without an extra call
lastKnownFarmSettings = cmdData.farm_settings || {};
// Feature flags — default to all on if server doesn't send them (backward compatible)
const features = cmdData.enabled_features || ['farm', 'admin'];
const farmOn = features.includes('farm');
const adminOn = features.includes('admin');
// Build: one command per town (server returns an array)
const buildCmds = adminOn ? (cmdData.builds || []) : [];
const buildCmds = adminOn ? (cmdData.builds || []) : [];
const recruitCmd = adminOn ? cmdData.recruit : null;
const marketCmd = adminOn ? cmdData.market : null;
const researchCmd = adminOn ? cmdData.research : null;
@@ -49,8 +63,17 @@ async function pollAndExecute() {
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 if (cmd.type === 'farm_loot') {
// Guard: if auto-farm is mid-run, requeue rather than overlap
if (farmLootRunning) {
result = { ok: false, requeue: true, msg: 'Auto-farm in progress — requeueing' };
} else {
farmLootRunning = true;
try { result = await executeFarmLoot(cmd); }
finally { farmLootRunning = false; }
}
}
else result = { ok: false, msg: `Unknown type: ${cmd.type}` };
} catch (e) {
result = { ok: false, msg: `Exception: ${e}` };
@@ -76,88 +99,103 @@ async function pollAndExecute() {
await execute(researchCmd);
await execute(farmCmd);
await execute(farmUpgradeCmd);
}
// Auto-farm: only if farm feature is enabled
const farmSettings = cmdData.farm_settings || {};
if (farmOn && farmSettings.enabled && !farmCmd) {
const nowTs = Math.floor(Date.now() / 1000);
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) {
let allFull = true;
let claimedAny = false;
// ----------------------------------------------------------------
// autoFarmLoop — runs every 60120 s (independent of main poll)
// Checks warehouse capacity and loots ready farms automatically.
// Completely decoupled from pollAndExecute so builds/recruits
// are never blocked by the long inter-island farm delays.
// ----------------------------------------------------------------
async function autoFarmLoop() {
if (paused) return;
const towns = Object.values(uw.ITowns?.towns || {});
for (const town of towns) {
// Use same multi-strategy lookup as gatherState() — res.storage is often 0 in Grepolis
const res = town.resources?.() || {};
let storage = town.getStorageCapacity?.() || 0;
if (!storage) {
const buildings = town.buildings?.()?.attributes || {};
const storageLevel = buildings.storage ?? 0;
const gd = uw.GameData?.buildingData?.storage;
storage = gd?.max_storage?.[storageLevel] || gd?.storage?.[storageLevel] || 0;
}
if (!storage) storage = res.capacity || res.storage_capacity || res.storage || 0;
const farmSettings = lastKnownFarmSettings;
if (!farmSettings.enabled) return;
const wood = res.wood || 0;
const stone = res.stone || 0;
const iron = res.iron || 0;
if (!storage) continue;
// Don't overlap with an explicit farm_loot command running in main loop
if (farmLootRunning) {
log('Auto-farm: explicit farm_loot in progress — skipping this cycle');
return;
}
const maxRes = Math.max(wood, stone, iron);
const pct = maxRes / storage;
// Check if any farms are actually ready before doing anything heavy
const nowTs = Math.floor(Date.now() / 1000);
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) { return; }
if (pct < 0.95) {
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;
}
}
if (readyFarms.length === 0) return;
log(`⚡ Auto-farm: ${readyFarms.length} ready farms found`);
if (allFull) {
log('⚠️ Auto-farm: ALL warehouses are full (>95%) — skipping loot this cycle');
try {
await apiFetch(`${BASE_URL}/api/farm_status?player_id=${uw.Game.player_id}`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ warehouse_full: true })
});
} catch (e) {}
} else if (claimedAny) {
try {
await apiFetch(`${BASE_URL}/api/farm_status?player_id=${uw.Game.player_id}`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ warehouse_full: false })
});
} catch (e) {}
}
// Check if ALL warehouses are already full (>95%) — no point looting
const towns = Object.values(uw.ITowns?.towns || {});
let allFull = true;
for (const town of towns) {
const res = town.resources?.() || {};
let storage = town.getStorageCapacity?.() || 0;
if (!storage) {
const buildings = town.buildings?.()?.attributes || {};
const storageLevel = buildings.storage ?? 0;
const gd = uw.GameData?.buildingData?.storage;
storage = gd?.max_storage?.[storageLevel] || gd?.storage?.[storageLevel] || 0;
}
if (!storage) storage = res.capacity || res.storage_capacity || res.storage || 0;
if (!storage) continue;
const maxRes = Math.max(res.wood || 0, res.stone || 0, res.iron || 0);
if (maxRes / storage < 0.95) { allFull = false; break; }
}
const player_id = uw.Game?.player_id;
if (allFull) {
log('⚠️ Auto-farm: ALL warehouses are full (>95%) — skipping loot this cycle');
try {
await apiFetch(`${BASE_URL}/api/farm_status?player_id=${player_id}`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ warehouse_full: true })
});
} catch (e) {}
return;
}
// All clear — run the loot
farmLootRunning = true;
try {
await executeFarmLoot({ payload: { loot_option: farmSettings.loot_option } });
// Report success so dashboard shows last_farmed_at
try {
await apiFetch(`${BASE_URL}/api/farm_status?player_id=${player_id}`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ warehouse_full: false })
});
} catch (e) {}
pushState();
} finally {
farmLootRunning = false;
}
}
// ----------------------------------------------------------------
// Boot — works whether page is already loaded or not.
// When eval()'d dynamically the 'load' event has already fired,
// so we check readyState and boot immediately in that case.
// ----------------------------------------------------------------
function boot() {
log('Grepolis Remote Control v4.0.0 (remote) loaded');
log('Grepolis Remote Control v4.1.0 (remote) loaded');
detectCaptcha();
setTimeout(pushState, 5000);
jitterLoop(pushState, 60000, 120000);
jitterLoop(pollAndExecute, 8000, 18000);
jitterLoop(pushState, 60000, 120000); // state sync every 1-2 min
jitterLoop(pollAndExecute, 8000, 18000); // command poll every 8-18 s
jitterLoop(autoFarmLoop, 60000, 120000); // auto-farm every 1-2 min (independent)
}
if (document.readyState === 'complete') {