blue fix
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@@ -4,6 +4,11 @@ from datetime import datetime, timedelta
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log = logging.getLogger(__name__)
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# ---------------------------------------------------------------------------
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# STANDARD_BLUEPRINT — ordered list of phases.
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# Each phase is a dict of { building_name: required_level }.
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# The engine works through phases in order, queueing one building at a time.
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# ---------------------------------------------------------------------------
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STANDARD_BLUEPRINT = [
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{"barracks": 1, "farm": 3, "lumber": 2, "stoner": 2, "ironer": 2, "storage": 2, "main": 2, "temple": 1},
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{"barracks": 1, "farm": 3, "lumber": 3, "stoner": 3, "ironer": 3, "storage": 6, "main": 8},
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@@ -42,6 +47,9 @@ RESEARCH_LEVELS = {
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"colonize_ship": 13
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}
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MAX_LOOKAHEAD_PHASES = 2 # How many phases ahead to look if current phase is fully blocked
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def evaluate_blueprints(conn):
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blueprints = conn.execute('SELECT town_id, blueprint_name FROM town_blueprints WHERE is_active = 1').fetchall()
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log.warning(f"[blueprint] Active blueprints: {len(blueprints)}")
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@@ -57,10 +65,10 @@ def evaluate_blueprints(conn):
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).fetchone()
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if not town_row:
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log.warning(f"[blueprint] No town_state row found for town_id={town_id} — skipping")
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log.warning(f"[blueprint] No town_state row for town_id={town_id} — skipping")
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continue
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player_id = town_row['player_id']
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player_id = town_row['player_id']
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town_name_db = town_row['town_name']
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town_world_id = town_row['world_id']
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log.warning(f"[blueprint] Town: {town_name_db}, player_id={player_id}, world_id={town_world_id!r}")
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@@ -68,43 +76,49 @@ def evaluate_blueprints(conn):
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try:
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town = json.loads(town_row['data'])
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except Exception as e:
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log.warning(f"[blueprint] Failed to parse town data JSON: {e}")
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log.warning(f"[blueprint] Failed to parse town JSON: {e}")
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continue
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build_queue = town.get('buildingOrder', [])
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buildings = town.get('buildings', {})
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build_data = town.get('buildData', {})
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buildings = town.get('buildings', {})
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build_data = town.get('buildData', {})
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log.warning(f"[blueprint] buildings keys: {list(buildings.keys())}")
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log.warning(f"[blueprint] buildData keys: {list(build_data.keys())}")
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log.warning(f"[blueprint] buildingOrder length: {len(build_queue)}")
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# Don't queue anything if there's already a valid pending/executing command in DB.
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# However, if a pending command has been sitting untouched for >5 minutes it's
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# a ghost (inserted by an old broken blueprint run) — delete it and re-evaluate.
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# ── Guard: don't queue if there's already a pending/executing command ──────
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# Ghost detection: if a 'pending' command has sat untouched for >5 min,
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# it's stale — delete it so we can re-evaluate fresh.
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five_min_ago = (datetime.utcnow() - timedelta(minutes=5)).isoformat()
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db_pending = conn.execute(
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"SELECT id, type, status, updated_at FROM commands WHERE town_id = ? AND type IN ('build', 'research') AND status IN ('pending', 'executing')",
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"SELECT id, type, status, updated_at FROM commands "
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"WHERE town_id = ? AND type IN ('build', 'research') AND status IN ('pending', 'executing')",
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(town_id,)
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).fetchall()
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if db_pending:
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ghost_ids = [r['id'] for r in db_pending if r['status'] == 'pending' and (r['updated_at'] is None or r['updated_at'] < five_min_ago)]
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ghost_ids = [
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r['id'] for r in db_pending
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if r['status'] == 'pending' and (r['updated_at'] is None or r['updated_at'] < five_min_ago)
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]
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if ghost_ids:
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log.warning(f"[blueprint] Deleting {len(ghost_ids)} ghost pending commands {ghost_ids} for town {town_id}")
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conn.execute(f"DELETE FROM commands WHERE id IN ({','.join('?' for _ in ghost_ids)})", ghost_ids)
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log.warning(f"[blueprint] Deleting {len(ghost_ids)} ghost commands {ghost_ids}")
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conn.execute(
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f"DELETE FROM commands WHERE id IN ({','.join('?' for _ in ghost_ids)})",
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ghost_ids
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)
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conn.commit()
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db_pending = conn.execute(
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"SELECT id, type, status, updated_at FROM commands WHERE town_id = ? AND type IN ('build', 'research') AND status IN ('pending', 'executing')",
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"SELECT id, type, status, updated_at FROM commands "
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"WHERE town_id = ? AND type IN ('build', 'research') AND status IN ('pending', 'executing')",
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(town_id,)
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).fetchall()
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if db_pending:
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details = [(r['id'], r['type'], r['status']) for r in db_pending]
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log.warning(f"[blueprint] Already has {len(db_pending)} pending/executing commands — skipping. Commands: {details}")
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log.warning(f"[blueprint] Already has {len(db_pending)} queued commands — skipping. {details}")
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continue
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# Calculate Future Levels based on current + game queue
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# ── Calculate future levels: current buildings + anything in the game build queue ──
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future_levels = {k: v for k, v in buildings.items()}
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for q_item in build_queue:
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b_type = q_item.get('building_type') or q_item.get('name')
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@@ -113,76 +127,60 @@ def evaluate_blueprints(conn):
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log.warning(f"[blueprint] future_levels: {future_levels}")
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# Find next required building
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# ── Simple phase search ────────────────────────────────────────────────────
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# Strategy:
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# 1. Find the first phase that has at least one building below its target.
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# 2. Queue the first incomplete building from that phase — no resource checks,
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# no dependency checks, exactly like adding it manually.
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# 3. If every incomplete building in that phase is flagged has_max_level=True
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# (meaning the game truly refuses to build it), look up to MAX_LOOKAHEAD_PHASES
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# phases ahead for something to queue instead.
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target_building = None
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phase_incomplete = False
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blocked_phases = 0
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lookahead_used = 0
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first_incomplete_phase_idx = None
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for phase_idx, phase in enumerate(STANDARD_BLUEPRINT):
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incomplete_buildings = []
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for b_name, req_level in phase.items():
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if future_levels.get(b_name, 0) < req_level:
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incomplete_buildings.append(b_name)
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# Collect buildings that still need work in this phase
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incomplete = [b for b, req in phase.items() if future_levels.get(b, 0) < req]
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if incomplete_buildings:
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phase_incomplete = True
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log.warning(f"[blueprint] Phase {phase_idx} is incomplete. Missing: {incomplete_buildings}")
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waiting_for_resources = False
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if not incomplete:
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continue # Phase is fully complete, move on
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for b_name in incomplete_buildings:
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b_info = build_data.get(b_name)
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if b_info is None:
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log.warning(f"[blueprint] {b_name}: no buildData entry — skipping")
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continue
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has_max = b_info.get('has_max_level', False)
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deps = b_info.get('missing_dependencies')
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# Do not trust the frontend 'enough_resources' flag. Grepolis lazily loads this,
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# so for background towns it is almost always stale (False). We calculate it manually!
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enough = b_info.get('enough_resources')
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res = town.get('resources')
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if res:
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b_wood = b_info.get('wood', 0)
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b_stone = b_info.get('stone', 0)
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b_iron = b_info.get('iron', 0)
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b_pop = b_info.get('pop', 0)
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enough = (
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res.get('wood', 0) >= b_wood and
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res.get('stone', 0) >= b_stone and
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res.get('iron', 0) >= b_iron and
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res.get('population', 0) >= b_pop
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)
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# Track the very first incomplete phase we encounter
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if first_incomplete_phase_idx is None:
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first_incomplete_phase_idx = phase_idx
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log.warning(f"[blueprint] {b_name}: has_max={has_max}, deps={deps}, enough_resources={enough}")
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log.warning(f"[blueprint] Phase {phase_idx} incomplete: {incomplete}")
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if not has_max:
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if not deps:
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if enough != False:
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target_building = b_name
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log.warning(f"[blueprint] -> SELECTED {b_name}")
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break
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else:
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log.warning(f"[blueprint] -> waiting for resources for {b_name}")
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waiting_for_resources = True
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# Separate into: genuinely blocked (has_max=True) vs. queueable
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blocked = [b for b in incomplete if build_data.get(b, {}).get('has_max_level', False)]
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queueable = [b for b in incomplete if b not in blocked]
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if target_building:
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break
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elif waiting_for_resources:
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log.warning(f"[blueprint] Phase {phase_idx}: blocked by resources, stopping lookahead")
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break
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else:
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log.warning(f"[blueprint] Phase {phase_idx}: all blocked by deps, looking ahead (blocked_phases={blocked_phases+1})")
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blocked_phases += 1
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if blocked_phases > 2:
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log.warning(f"[blueprint] Too many blocked phases, giving up")
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break
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if queueable:
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# We are in the current phase (or a valid lookahead phase) — queue it!
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target_building = queueable[0]
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log.warning(f"[blueprint] -> SELECTED '{target_building}' from phase {phase_idx}"
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+ (f" (lookahead +{lookahead_used})" if lookahead_used else ""))
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break
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# Handle Academy Tech Research
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# Everything incomplete in this phase is has_max_level blocked.
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# Allow limited lookahead.
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if phase_idx == first_incomplete_phase_idx or lookahead_used < MAX_LOOKAHEAD_PHASES:
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if phase_idx != first_incomplete_phase_idx:
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lookahead_used += 1
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log.warning(f"[blueprint] Phase {phase_idx}: all incomplete buildings are has_max — "
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f"looking ahead (lookahead_used={lookahead_used})")
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continue
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# Ran out of lookahead budget — stop
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log.warning(f"[blueprint] Lookahead exhausted after {lookahead_used} extra phases — giving up")
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break
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# ── Academy Research (fallback when no building target) ───────────────────
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target_research = None
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if not target_building:
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academy_level = future_levels.get('academy', 0)
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researched = town.get('researches', {})
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researched = town.get('researches', {})
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for r_name in RESEARCH_LIST:
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if not researched.get(r_name):
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req_level = RESEARCH_LEVELS.get(r_name, 99)
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@@ -193,29 +191,31 @@ def evaluate_blueprints(conn):
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log.warning(f"[blueprint] Final: target_building={target_building}, target_research={target_research}")
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# ── Insert command ─────────────────────────────────────────────────────────
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now = datetime.utcnow().isoformat()
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if target_building:
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now = datetime.utcnow().isoformat()
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# Get next position for this town's build queue
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pos_row = conn.execute(
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"SELECT MAX(position) as max_pos FROM commands"
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" WHERE player_id = ? AND town_id = ? AND type = 'build'"
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" AND status IN ('pending', 'executing')",
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(str(player_id), str(town_id))
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).fetchone()
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position = (pos_row['max_pos'] or 0) + 1
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position = (pos_row['max_pos'] or 0) + 1
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payload_str = json.dumps({"building_id": target_building})
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conn.execute('''
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INSERT INTO commands (town_id, town_name, type, payload, status, position, created_at, updated_at, player_id)
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VALUES (?, ?, ?, ?, 'pending', ?, ?, ?, ?)
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''', (str(town_id), town_name_db, 'build', payload_str, position, now, now, str(player_id)))
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log.warning(f"[blueprint] Inserted build command: {target_building} for {town_name_db}")
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elif target_research:
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now = datetime.utcnow().isoformat()
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payload_str = json.dumps({"research_id": target_research})
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conn.execute('''
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INSERT INTO commands (town_id, town_name, type, payload, status, created_at, updated_at, player_id)
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VALUES (?, ?, ?, ?, 'pending', ?, ?, ?)
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''', (str(town_id), town_name_db, 'research', payload_str, now, now, str(player_id)))
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log.warning(f"[blueprint] Inserted research command: {target_research} for {town_name_db}")
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else:
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log.warning(f"[blueprint] Nothing to do for {town_name_db}")
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