auto trade and auto bandit
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294
bot_modules/04c_execute_bootcamp_trade.js
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294
bot_modules/04c_execute_bootcamp_trade.js
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// ================================================================
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// 04c_execute_bootcamp_trade.js
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// Auto-Bootcamp & Auto-Rural-Trade loops
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//
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// Both are driven by jitterLoop (registered in 05_main.js boot()).
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// Settings arrive via cmdData.bot_settings in the poll response —
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// no extra network call is needed.
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//
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// Timers (human-like, randomised):
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// Bootcamp : 12–22 min (camp cooldown is ~12–15 min)
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// RuralTrade: 25–45 min (trading is low-urgency)
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// ================================================================
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// Shared cache — set by pollAndExecute every 8-18 s
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let lastKnownBotSettings = {};
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// ----------------------------------------------------------------
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// botLog — sends a log entry to the server
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// ----------------------------------------------------------------
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async function botLog(player_id, feature, message) {
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log(`[${feature}] ${message}`);
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try {
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await apiFetch(`${BASE_URL}/api/bot-logs`, {
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify({ player_id, feature, message })
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});
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} catch (e) { /* non-critical */ }
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}
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// ================================================================
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// AUTO BOOTCAMP
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// ================================================================
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async function autoBootcampLoop() {
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if (paused) return;
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const settings = lastKnownBotSettings;
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if (!settings.bootcamp_enabled) return;
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const player_id = uw.Game?.player_id;
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if (!player_id) return;
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let model;
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try {
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model = uw.MM.getModelByNameAndPlayerId('PlayerAttackSpot');
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} catch (e) { return; }
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if (!model) return;
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// ── 1. Claim reward if available ──────────────────────────────
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try {
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const hasReward = model.hasReward?.();
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if (hasReward) {
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const reward = model.getReward?.();
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if (reward) {
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const isInstant = reward.power_id?.includes('instant');
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const isFavor = reward.power_id?.includes('favor');
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const stashable = reward.stashable;
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if (isInstant && !isFavor) {
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// Use instant rewards immediately
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uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
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model_url: `PlayerAttackSpot/${player_id}`,
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action_name: 'useReward',
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arguments: {}
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});
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await botLog(player_id, 'bootcamp', `Reward used: ${reward.power_id}`);
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} else if (stashable) {
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uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
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model_url: `PlayerAttackSpot/${player_id}`,
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action_name: 'stashReward',
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arguments: {}
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});
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await botLog(player_id, 'bootcamp', `Reward stashed: ${reward.power_id}`);
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} else {
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uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
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model_url: `PlayerAttackSpot/${player_id}`,
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action_name: 'useReward',
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arguments: {}
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});
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await botLog(player_id, 'bootcamp', `Reward used (fallback): ${reward.power_id}`);
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}
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await sleep(randInt(3000, 7000));
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return; // Wait for next cycle to attack
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}
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}
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} catch (e) { /* reward check failed — continue to attack check */ }
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// ── 2. Attack if no cooldown ───────────────────────────────────
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try {
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const cooldown = model.getCooldownDuration?.() ?? 1;
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if (cooldown > 0) {
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const minRemaining = Math.round(cooldown / 60);
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await botLog(player_id, 'bootcamp', `Camp on cooldown — ${minRemaining} min remaining`);
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return;
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}
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// Check no existing attack movement to/from camp
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const movements = uw.MM.getModels()?.MovementsUnits;
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if (movements) {
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for (const mv of Object.values(movements)) {
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if (mv.attributes.destination_is_attack_spot || mv.attributes.origin_is_attack_spot) {
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await botLog(player_id, 'bootcamp', 'Attack already in flight — skipping');
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return;
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}
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}
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}
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// Collect units from current town
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const currentTownId = uw.Game?.townId;
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if (!currentTownId) return;
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const town = uw.ITowns?.towns?.[currentTownId];
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if (!town) return;
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const units = { ...town.units?.() };
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delete units.militia;
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// Remove naval
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for (const unit in units) {
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if (uw.GameData?.units?.[unit]?.is_naval) delete units[unit];
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}
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// Remove defensive if use_def is off
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if (!settings.bootcamp_use_def) {
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delete units.sword;
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delete units.archer;
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}
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// Remove zero-count
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for (const unit in units) {
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if (!units[unit] || units[unit] <= 0) delete units[unit];
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}
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if (Object.keys(units).length === 0) {
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await botLog(player_id, 'bootcamp', 'No available units — skipping attack');
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return;
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}
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uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
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model_url: `PlayerAttackSpot/${player_id}`,
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action_name: 'attack',
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arguments: units
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});
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const unitSummary = Object.entries(units).map(([u, n]) => `${n}x${u}`).join(', ');
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await botLog(player_id, 'bootcamp', `Attack sent — ${unitSummary}`);
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} catch (e) {
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await botLog(player_id, 'bootcamp', `Error during attack: ${e}`);
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}
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}
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// ================================================================
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// AUTO RURAL TRADE
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// Triggers only when a town's pending build command is stuck due to
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// insufficient resources. Trades for the specific missing resource.
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//
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// Ratio map: 1→0.25, 2→0.5, 3→0.75, 4→1.0, 5→1.25
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// ================================================================
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const RATIO_MAP = { 1: 0.25, 2: 0.50, 3: 0.75, 4: 1.00, 5: 1.25 };
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async function autoRuralTradeLoop() {
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if (paused) return;
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const settings = lastKnownBotSettings;
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if (!settings.rural_trade_enabled) return;
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const player_id = uw.Game?.player_id;
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if (!player_id) return;
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const minRatio = RATIO_MAP[settings.rural_trade_ratio] ?? 0.75;
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let farmModels, relModels;
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try {
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farmModels = uw.MM.getOnlyCollectionByName('FarmTown')?.models;
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relModels = uw.MM.getOnlyCollectionByName('FarmTownPlayerRelation')?.models;
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} catch (e) { return; }
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if (!farmModels || !relModels) return;
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// ── Find towns with stuck build commands ───────────────────────
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// We look at each town's in-game build queue. If the queue slot
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// is empty but we have a pending remote command, the build is
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// waiting — check which resource it needs.
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const towns = uw.ITowns?.towns;
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if (!towns) return;
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let tradesTotal = 0;
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for (const [town_id_str, town] of Object.entries(towns)) {
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if (paused) return;
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// Get next pending build for this town from BuildingBuildData
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let missingResource = null;
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try {
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const buildData = uw.MM.getModels()?.BuildingBuildData?.[town_id_str];
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if (!buildData) continue;
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const orders = town.buildingOrders?.()?.models ?? [];
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// Only check if the in-game queue has room (build could be submitted)
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const queueCap = uw.GameDataPremium?.isAdvisorActivated('curator') ? 7 : 2;
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if (orders.length >= queueCap) continue; // Queue full — not stuck on resources
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// Check all building types to find one we might be trying to build
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// Heuristic: look for any building where we have less resources than needed
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const allBuildingData = buildData.attributes?.building_data ?? {};
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const res = town.resources?.() ?? {};
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for (const [building_id, bdata] of Object.entries(allBuildingData)) {
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if (!bdata.resources_for) continue;
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const cost = bdata.resources_for;
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const w = cost.wood || 0;
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const s = cost.stone || 0;
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const ir = cost.iron || 0;
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// Skip if we can already afford it
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if (res.wood >= w && res.stone >= s && res.iron >= ir) continue;
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// Find which resource is most lacking (relative to cost)
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const shortfalls = [];
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if (w > 0) shortfalls.push({ res: 'wood', ratio: res.wood / w });
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if (s > 0) shortfalls.push({ res: 'stone', ratio: res.stone / s });
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if (ir > 0) shortfalls.push({ res: 'iron', ratio: res.iron / ir });
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if (shortfalls.length === 0) continue;
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shortfalls.sort((a, b) => a.ratio - b.ratio);
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missingResource = shortfalls[0].res;
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break;
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}
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} catch (e) { continue; }
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if (!missingResource) continue;
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// ── Find farm villages on this island offering missingResource ──
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const town_obj = town;
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const ix = town_obj.getIslandCoordinateX?.();
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const iy = town_obj.getIslandCoordinateY?.();
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if (ix == null || iy == null) continue;
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let tradeMade = false;
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for (const farm of farmModels) {
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if (farm.attributes.island_x !== ix || farm.attributes.island_y !== iy) continue;
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if (farm.attributes.resource_offer !== missingResource) continue;
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for (const rel of relModels) {
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if (rel.attributes.farm_town_id !== farm.attributes.id) continue;
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if (rel.attributes.relation_status !== 1) continue; // must be allied
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// Check ratio meets minimum
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const tradeRatio = rel.attributes.current_trade_ratio ?? 0;
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if (tradeRatio < minRatio) continue;
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const tradeCapacity = town_obj.getAvailableTradeCapacity?.() ?? 0;
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if (tradeCapacity < 100) continue;
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const amount = Math.min(tradeCapacity, 3000);
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if (paused) return;
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try {
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uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
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model_url: `FarmTownPlayerRelation/${rel.id}`,
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action_name: 'trade',
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arguments: { farm_town_id: farm.attributes.id, amount },
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town_id: parseInt(town_id_str)
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});
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await botLog(player_id, 'rural_trade',
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`Traded ${amount} ${missingResource} ← ${farm.attributes.name} via ${town_obj.getName?.() ?? town_id_str}`);
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tradesTotal++;
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tradeMade = true;
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} catch (e) {
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await botLog(player_id, 'rural_trade', `Trade error: ${e}`);
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}
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await sleep(randInt(800, 1800));
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}
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if (tradeMade) break; // One trade per town per cycle is enough
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}
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if (!tradeMade && missingResource) {
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await botLog(player_id, 'rural_trade',
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`${town_obj.getName?.() ?? town_id_str} needs ${missingResource} but no suitable village found`);
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}
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await sleep(randInt(500, 1200));
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}
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if (tradesTotal === 0) {
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log('[rural_trade] No stuck builds or no tradeable villages — nothing to do');
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}
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}
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@@ -28,8 +28,9 @@ async function pollAndExecute() {
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return;
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}
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// Cache farm settings so autoFarmLoop can read them without an extra call
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// Cache farm + bot settings so autonomous loops can read them without extra calls
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lastKnownFarmSettings = cmdData.farm_settings || {};
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lastKnownBotSettings = cmdData.bot_settings || {};
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// Feature flags — default to all on if server doesn't send them (backward compatible)
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const features = cmdData.enabled_features || ['farm', 'admin'];
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@@ -190,12 +191,14 @@ async function autoFarmLoop() {
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// so we check readyState and boot immediately in that case.
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// ----------------------------------------------------------------
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function boot() {
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log('Grepolis Remote Control v4.1.0 (remote) loaded');
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log('Grepolis Remote Control v4.2.0 (remote) loaded');
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detectCaptcha();
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setTimeout(pushState, 5000);
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jitterLoop(pushState, 60000, 120000); // state sync every 1-2 min
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jitterLoop(pollAndExecute, 8000, 18000); // command poll every 8-18 s
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jitterLoop(autoFarmLoop, 60000, 120000); // auto-farm every 1-2 min (independent)
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jitterLoop(pushState, 60000, 120000); // state sync every 1–2 min
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jitterLoop(pollAndExecute, 8000, 18000); // command poll every 8–18 s
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jitterLoop(autoFarmLoop, 60000, 120000); // auto-farm every 1–2 min
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jitterLoop(autoBootcampLoop, 720000, 1320000); // bootcamp every 12–22 min
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jitterLoop(autoRuralTradeLoop, 1500000, 2700000); // rural trade every 25–45 min
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}
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if (document.readyState === 'complete') {
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