Mj2 : modular and prepare for client options
This commit is contained in:
@@ -1,6 +1,6 @@
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// ================================================================
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// 04_execute.js — All command executors
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// Depends on: uw, BASE_URL, log, sleep, randInt, paused, pushState
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// 04a_execute_farm.js — Farm command executors
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// Depends on: uw, log, sleep, randInt, paused, pushState
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// ================================================================
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// ----------------------------------------------------------------
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@@ -129,8 +129,8 @@ async function executeFarmLoot(cmd) {
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const island_id = islandList[i];
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const townIds = islandTownsMap[island_id];
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let selected_town_id = null;
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let lowest_total_res = Infinity;
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let selected_town_id = null;
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let lowest_total_res = Infinity;
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for (const t_id of townIds) {
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const t = uw.ITowns?.towns?.[t_id];
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@@ -152,8 +152,8 @@ async function executeFarmLoot(cmd) {
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const total_res = w + s + ir;
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if (total_res < lowest_total_res) {
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lowest_total_res = total_res;
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selected_town_id = t_id;
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lowest_total_res = total_res;
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selected_town_id = t_id;
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}
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}
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@@ -219,138 +219,3 @@ async function executeFarmLoot(cmd) {
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return { ok: true, msg: `Farm done: ${claimed} claimed, ${skipped} islands skipped, ${errors} errors` };
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}
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// ----------------------------------------------------------------
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// Execute: Build
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// ----------------------------------------------------------------
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async function executeBuild(cmd) {
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const { town_id, payload } = cmd;
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const { building_id } = payload;
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const town = uw.ITowns?.getTown?.(town_id) || uw.ITowns?.towns?.[town_id];
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if (!town) return { ok: false, msg: `Town ${town_id} not found in ITowns` };
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const queueLen = town.buildingOrders?.()?.length ?? 0;
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const hasCurator = uw.GameDataPremium?.isAdvisorActivated?.('curator');
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const maxQueue = hasCurator ? 7 : 2;
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if (queueLen >= maxQueue) {
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return { ok: false, requeue: true, msg: `Build queue full (${queueLen}/${maxQueue})` };
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}
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try {
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const buildData = uw.MM.getModels?.()?.BuildingBuildData?.[town_id]
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?.attributes?.building_data?.[building_id];
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if (buildData) {
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const res = town.resources();
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const { resources_for, population_for } = buildData;
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if (town.getAvailablePopulation?.() < population_for) {
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return { ok: false, requeue: true, msg: `Not enough population for ${building_id}` };
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}
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if (res.wood < resources_for.wood || res.stone < resources_for.stone || res.iron < resources_for.iron) {
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return { ok: false, requeue: true, msg: `Not enough resources for ${building_id}` };
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}
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}
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} catch (e) { log(`Resource check skipped: ${e}`); }
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const reactionMs = randInt(800, 2500);
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log(`Waiting ${reactionMs}ms before firing buildUp (reaction time)...`);
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await sleep(reactionMs);
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if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
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uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
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model_url: 'BuildingOrder',
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action_name: 'buildUp',
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arguments: { building_id },
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town_id
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});
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await sleep(500);
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return { ok: true, msg: `buildUp ${building_id} queued` };
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}
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// ----------------------------------------------------------------
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// Execute: Recruit
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// ----------------------------------------------------------------
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async function executeRecruit(cmd) {
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const { town_id, payload } = cmd;
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const { unit_id, amount } = payload;
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const town = uw.ITowns?.getTown?.(town_id) || uw.ITowns?.towns?.[town_id];
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if (!town) return { ok: false, msg: `Town ${town_id} not found` };
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const navalUnits = [
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'big_transporter', 'small_transporter', 'bireme',
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'attack_ship', 'trireme', 'colonize_ship', 'sea_monster'
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];
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const endpoint = navalUnits.includes(unit_id) ? 'building_docks' : 'building_barracks';
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const reactionMs = randInt(800, 2500);
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log(`Waiting ${reactionMs}ms before firing recruit (reaction time)...`);
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await sleep(reactionMs);
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if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
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uw.gpAjax.ajaxPost(endpoint, 'build', {
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unit_id,
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amount: parseInt(amount) || 1,
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town_id
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});
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await sleep(500);
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return { ok: true, msg: `Recruit ${amount}x ${unit_id} submitted` };
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}
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// ----------------------------------------------------------------
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// Execute: Market Offer
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// ----------------------------------------------------------------
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async function executeMarketOffer(cmd) {
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const { town_id, payload } = cmd;
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const { offer, offer_type, demand, demand_type, max_delivery_time, visibility } = payload;
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const town = uw.ITowns?.getTown?.(town_id) || uw.ITowns?.towns?.[town_id];
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if (!town) return { ok: false, msg: `Town ${town_id} not found` };
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const reactionMs = randInt(800, 2500);
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log(`Waiting ${reactionMs}ms before firing market offer (reaction time)...`);
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await sleep(reactionMs);
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if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
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uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
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model_url: 'CreateOffers/' + town_id,
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action_name: 'createOffer',
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captcha: null,
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arguments: { offer, offer_type, demand, demand_type, max_delivery_time, visibility }
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});
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await sleep(500);
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return { ok: true, msg: `Market offer posted: ${offer} ${offer_type} => ${demand} ${demand_type}` };
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}
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// ----------------------------------------------------------------
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// Execute: Research (Academy)
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// ----------------------------------------------------------------
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async function executeResearch(cmd) {
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const { town_id, payload } = cmd;
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const { research_id } = payload;
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const town = uw.ITowns?.getTown?.(town_id) || uw.ITowns?.towns?.[town_id];
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if (!town) return { ok: false, msg: `Town ${town_id} not found` };
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const reactionMs = randInt(800, 2500);
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log(`Waiting ${reactionMs}ms before firing research (reaction time)...`);
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await sleep(reactionMs);
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if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
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uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
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model_url: 'ResearchOrder',
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action_name: 'research',
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arguments: { id: research_id },
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town_id
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});
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await sleep(500);
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return { ok: true, msg: `Research ${research_id} queued` };
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}
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139
bot_modules/04b_execute_admin.js
Normal file
139
bot_modules/04b_execute_admin.js
Normal file
@@ -0,0 +1,139 @@
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// ================================================================
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// 04b_execute_admin.js — Admin command executors
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// Depends on: uw, log, sleep, randInt, paused
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// ================================================================
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// ----------------------------------------------------------------
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// Execute: Build
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// ----------------------------------------------------------------
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async function executeBuild(cmd) {
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const { town_id, payload } = cmd;
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const { building_id } = payload;
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const town = uw.ITowns?.getTown?.(town_id) || uw.ITowns?.towns?.[town_id];
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if (!town) return { ok: false, msg: `Town ${town_id} not found in ITowns` };
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const queueLen = town.buildingOrders?.()?.length ?? 0;
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const hasCurator = uw.GameDataPremium?.isAdvisorActivated?.('curator');
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const maxQueue = hasCurator ? 7 : 2;
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if (queueLen >= maxQueue) {
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return { ok: false, requeue: true, msg: `Build queue full (${queueLen}/${maxQueue})` };
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}
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try {
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const buildData = uw.MM.getModels?.()?.BuildingBuildData?.[town_id]
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?.attributes?.building_data?.[building_id];
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if (buildData) {
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const res = town.resources();
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const { resources_for, population_for } = buildData;
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if (town.getAvailablePopulation?.() < population_for) {
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return { ok: false, requeue: true, msg: `Not enough population for ${building_id}` };
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}
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if (res.wood < resources_for.wood || res.stone < resources_for.stone || res.iron < resources_for.iron) {
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return { ok: false, requeue: true, msg: `Not enough resources for ${building_id}` };
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}
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}
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} catch (e) { log(`Resource check skipped: ${e}`); }
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const reactionMs = randInt(800, 2500);
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log(`Waiting ${reactionMs}ms before firing buildUp (reaction time)...`);
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await sleep(reactionMs);
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if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
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uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
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model_url: 'BuildingOrder',
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action_name: 'buildUp',
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arguments: { building_id },
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town_id
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});
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await sleep(500);
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return { ok: true, msg: `buildUp ${building_id} queued` };
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}
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// ----------------------------------------------------------------
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// Execute: Recruit
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// ----------------------------------------------------------------
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async function executeRecruit(cmd) {
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const { town_id, payload } = cmd;
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const { unit_id, amount } = payload;
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const town = uw.ITowns?.getTown?.(town_id) || uw.ITowns?.towns?.[town_id];
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if (!town) return { ok: false, msg: `Town ${town_id} not found` };
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const navalUnits = [
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'big_transporter', 'small_transporter', 'bireme',
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'attack_ship', 'trireme', 'colonize_ship', 'sea_monster'
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];
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const endpoint = navalUnits.includes(unit_id) ? 'building_docks' : 'building_barracks';
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const reactionMs = randInt(800, 2500);
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log(`Waiting ${reactionMs}ms before firing recruit (reaction time)...`);
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await sleep(reactionMs);
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if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
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uw.gpAjax.ajaxPost(endpoint, 'build', {
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unit_id,
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amount: parseInt(amount) || 1,
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town_id
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});
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await sleep(500);
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return { ok: true, msg: `Recruit ${amount}x ${unit_id} submitted` };
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}
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// ----------------------------------------------------------------
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// Execute: Market Offer
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// ----------------------------------------------------------------
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async function executeMarketOffer(cmd) {
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const { town_id, payload } = cmd;
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const { offer, offer_type, demand, demand_type, max_delivery_time, visibility } = payload;
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const town = uw.ITowns?.getTown?.(town_id) || uw.ITowns?.towns?.[town_id];
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if (!town) return { ok: false, msg: `Town ${town_id} not found` };
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const reactionMs = randInt(800, 2500);
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log(`Waiting ${reactionMs}ms before firing market offer (reaction time)...`);
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await sleep(reactionMs);
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if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
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uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
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model_url: 'CreateOffers/' + town_id,
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action_name: 'createOffer',
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captcha: null,
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arguments: { offer, offer_type, demand, demand_type, max_delivery_time, visibility }
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});
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await sleep(500);
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return { ok: true, msg: `Market offer posted: ${offer} ${offer_type} => ${demand} ${demand_type}` };
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}
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// ----------------------------------------------------------------
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// Execute: Research (Academy)
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// ----------------------------------------------------------------
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async function executeResearch(cmd) {
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const { town_id, payload } = cmd;
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const { research_id } = payload;
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const town = uw.ITowns?.getTown?.(town_id) || uw.ITowns?.towns?.[town_id];
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if (!town) return { ok: false, msg: `Town ${town_id} not found` };
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const reactionMs = randInt(800, 2500);
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log(`Waiting ${reactionMs}ms before firing research (reaction time)...`);
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await sleep(reactionMs);
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if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
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uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
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model_url: 'ResearchOrder',
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action_name: 'research',
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arguments: { id: research_id },
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town_id
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});
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await sleep(500);
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return { ok: true, msg: `Research ${research_id} queued` };
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}
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@@ -17,12 +17,17 @@ async function pollAndExecute() {
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return;
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}
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const buildCmd = cmdData.build;
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const recruitCmd = cmdData.recruit;
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const marketCmd = cmdData.market;
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const researchCmd = cmdData.research;
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const farmCmd = cmdData.farm;
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const farmUpgradeCmd = cmdData.farm_upgrade;
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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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const farmOn = features.includes('farm');
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const adminOn = features.includes('admin');
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const buildCmd = adminOn ? cmdData.build : null;
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const recruitCmd = adminOn ? cmdData.recruit : null;
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const marketCmd = adminOn ? cmdData.market : null;
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const researchCmd = adminOn ? cmdData.research : null;
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const farmCmd = farmOn ? cmdData.farm : null;
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const farmUpgradeCmd = farmOn ? cmdData.farm_upgrade : null;
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if (cmdData.sync_requested) {
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log('Sync requested by server — pushing state immediately');
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@@ -63,9 +68,9 @@ async function pollAndExecute() {
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await execute(farmCmd);
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await execute(farmUpgradeCmd);
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// Auto-farm: if enabled, claim all ready farms (no explicit command needed)
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// Auto-farm: only if farm feature is enabled
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const farmSettings = cmdData.farm_settings || {};
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if (farmSettings.enabled && !farmCmd) {
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if (farmOn && farmSettings.enabled && !farmCmd) {
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const nowTs = Math.floor(Date.now() / 1000);
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let readyFarms = [];
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try {
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1
db.py
1
db.py
@@ -76,6 +76,7 @@ def init_db():
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'ALTER TABLE town_state ADD COLUMN sea INTEGER',
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'ALTER TABLE commands ADD COLUMN player_id TEXT',
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'ALTER TABLE farm_settings ADD COLUMN bandit_camp_enabled INTEGER NOT NULL DEFAULT 0',
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"ALTER TABLE clan_members ADD COLUMN features TEXT NOT NULL DEFAULT 'farm,admin'",
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]:
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try:
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c.execute(_col)
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@@ -134,37 +134,48 @@ def get_pending_command():
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conn = get_db()
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c = conn.cursor()
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build_cmd = _fetch_pending_of_type(c, 'build', player_id)
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recruit_cmd = _fetch_pending_of_type(c, 'recruit', player_id)
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market_cmd = _fetch_pending_of_type(c, 'market_offer', player_id)
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farm_cmd = _fetch_pending_of_type(c, 'farm_loot', player_id)
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build_cmd = _fetch_pending_of_type(c, 'build', player_id)
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recruit_cmd = _fetch_pending_of_type(c, 'recruit', player_id)
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market_cmd = _fetch_pending_of_type(c, 'market_offer', player_id)
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farm_cmd = _fetch_pending_of_type(c, 'farm_loot', player_id)
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farm_upgrade_cmd = _fetch_pending_of_type(c, 'farm_upgrade', player_id)
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research_cmd = _fetch_pending_of_type(c, 'research', player_id)
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sync_req = _check_and_reset_sync(c, player_id)
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research_cmd = _fetch_pending_of_type(c, 'research', player_id)
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sync_req = _check_and_reset_sync(c, player_id)
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# Also return current farm settings so TM knows loot_option
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# Farm settings
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farm_row = c.execute(
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'SELECT enabled, loot_option FROM farm_settings WHERE player_id = ?', (player_id,)
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).fetchone()
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farm_settings = {
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'enabled': bool(farm_row['enabled']) if farm_row else False,
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'loot_option': farm_row['loot_option'] if farm_row else 1
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'enabled': bool(farm_row['enabled']) if farm_row else False,
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'loot_option': farm_row['loot_option'] if farm_row else 1
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}
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# Feature flags — look up this player's authorized features from their clan
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member_row = c.execute(
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'SELECT features FROM clan_members WHERE player_id = ?', (str(player_id),)
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).fetchone()
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if member_row and member_row['features']:
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enabled_features = [f.strip() for f in member_row['features'].split(',') if f.strip()]
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else:
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enabled_features = ['farm', 'admin'] # default: all on (backward-compatible)
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conn.commit()
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conn.close()
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return jsonify({
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'build': build_cmd,
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'recruit': recruit_cmd,
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'market': market_cmd,
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'research': research_cmd,
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'farm': farm_cmd,
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'farm_upgrade': farm_upgrade_cmd,
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'farm_settings': farm_settings,
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'sync_requested': sync_req
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'build': build_cmd,
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'recruit': recruit_cmd,
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'market': market_cmd,
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'research': research_cmd,
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'farm': farm_cmd,
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'farm_upgrade': farm_upgrade_cmd,
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'farm_settings': farm_settings,
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'enabled_features': enabled_features,
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'sync_requested': sync_req
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})
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def _check_and_reset_sync(c, player_id):
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key = f'sync_request_{player_id}'
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row = c.execute("SELECT value FROM kv_store WHERE key = ?", (key,)).fetchone()
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@@ -140,7 +140,9 @@ def options():
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'player_id': row['player_id'],
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'player_name': row['player_name'] or 'Άγνωστος',
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'joined_at': row['joined_at'][:10] if row['joined_at'] else '',
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'is_online': is_online
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'is_online': is_online,
|
||||
'feat_farm': 'farm' in (row['features'] or 'farm,admin'),
|
||||
'feat_admin': 'admin' in (row['features'] or 'farm,admin'),
|
||||
})
|
||||
|
||||
conn.close()
|
||||
@@ -191,9 +193,6 @@ def regenerate_key():
|
||||
return redirect(url_for('auth.options'))
|
||||
|
||||
|
||||
# ------------------------------------------------------------------
|
||||
# POST /auth/clan/remove-member/<player_id>
|
||||
# ------------------------------------------------------------------
|
||||
@auth.route('/auth/clan/remove-member/<player_id>', methods=['POST'])
|
||||
@login_required
|
||||
def remove_member(player_id):
|
||||
@@ -209,3 +208,28 @@ def remove_member(player_id):
|
||||
conn.commit()
|
||||
conn.close()
|
||||
return redirect(url_for('auth.options'))
|
||||
|
||||
|
||||
# ------------------------------------------------------------------
|
||||
# POST /auth/clan/update-features/<player_id>
|
||||
# ------------------------------------------------------------------
|
||||
@auth.route('/auth/clan/update-features/<player_id>', methods=['POST'])
|
||||
@login_required
|
||||
def update_member_features(player_id):
|
||||
farm = 'farm' if request.form.get('farm') else None
|
||||
admin = 'admin' if request.form.get('admin') else None
|
||||
features = ','.join(f for f in [farm, admin] if f) or ''
|
||||
|
||||
conn = get_db()
|
||||
clan = conn.execute(
|
||||
'SELECT id FROM clans WHERE owner_id = ?', (current_user.id,)
|
||||
).fetchone()
|
||||
if clan:
|
||||
conn.execute(
|
||||
'UPDATE clan_members SET features = ? WHERE clan_id = ? AND player_id = ?',
|
||||
(features, clan['id'], player_id)
|
||||
)
|
||||
conn.commit()
|
||||
conn.close()
|
||||
return redirect(url_for('auth.options'))
|
||||
|
||||
|
||||
@@ -134,6 +134,24 @@
|
||||
color: #8b949e; font-size: 0.9rem;
|
||||
}
|
||||
|
||||
.toggle-group { display: flex; gap: 10px; align-items: center; flex-wrap: wrap; }
|
||||
.toggle-label {
|
||||
display: flex; align-items: center; gap: 6px;
|
||||
font-size: 0.8rem; color: #8b949e; cursor: pointer;
|
||||
background: #0d1117; border: 1px solid #30363d;
|
||||
padding: 4px 10px; border-radius: 20px;
|
||||
transition: border-color 0.2s, color 0.2s;
|
||||
}
|
||||
.toggle-label:has(input:checked) { border-color: #3fb950; color: #3fb950; }
|
||||
.toggle-label input[type=checkbox] { display: none; }
|
||||
.btn-apply {
|
||||
background: #21262d; color: #8b949e;
|
||||
border: 1px solid #30363d; border-radius: 6px;
|
||||
padding: 4px 10px; font-size: 0.78rem; font-family: inherit;
|
||||
cursor: pointer; transition: background 0.2s, color 0.2s;
|
||||
}
|
||||
.btn-apply:hover { background: #30363d; color: #e6edf3; }
|
||||
|
||||
.warn-box {
|
||||
background: rgba(210,153,34,0.1);
|
||||
border: 1px solid rgba(210,153,34,0.3);
|
||||
@@ -186,6 +204,7 @@
|
||||
<tr>
|
||||
<th>Παίκτης</th>
|
||||
<th>Κατάσταση</th>
|
||||
<th>Δυνατότητες</th>
|
||||
<th>Προστέθηκε</th>
|
||||
<th></th>
|
||||
</tr>
|
||||
@@ -204,6 +223,18 @@
|
||||
<span class="status-offline">● Offline</span>
|
||||
{% endif %}
|
||||
</td>
|
||||
<td>
|
||||
<form method="POST" action="/auth/clan/update-features/{{ m.player_id }}" style="display:inline;">
|
||||
<div class="toggle-group">
|
||||
<label class="toggle-label">
|
||||
<input type="checkbox" name="farm" onchange="this.form.submit()" {{ 'checked' if m.feat_farm }}> 🌾 Farm
|
||||
</label>
|
||||
<label class="toggle-label">
|
||||
<input type="checkbox" name="admin" onchange="this.form.submit()" {{ 'checked' if m.feat_admin }}> 🏛 Admin
|
||||
</label>
|
||||
</div>
|
||||
</form>
|
||||
</td>
|
||||
<td style="color:#8b949e; font-size:0.8rem;">{{ m.joined_at }}</td>
|
||||
<td style="text-align:right;">
|
||||
<form method="POST" action="/auth/clan/remove-member/{{ m.player_id }}"
|
||||
|
||||
Reference in New Issue
Block a user