MJ: claude fix
This commit is contained in:
@@ -1,148 +1,137 @@
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// Poll for and execute pending commands (build + recruit + market)
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// ----------------------------------------------------------------
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async function pollAndExecute() {
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if (paused) return;
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const player_id = uw.Game?.player_id;
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if (!player_id) return;
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// ================================================================
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// 05_main.js — Poll loop, command dispatch, boot
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// Depends on: everything above
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// ================================================================
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let cmdData;
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try {
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const res = await fetch(`${BASE_URL}/api/commands/pending?player_id=${player_id}`);
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cmdData = await res.json();
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} catch (e) {
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log(`Poll failed: ${e}`);
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async function pollAndExecute() {
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if (paused) return;
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const player_id = uw.Game?.player_id;
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if (!player_id) return;
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let cmdData;
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try {
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const res = await fetch(`${BASE_URL}/api/commands/pending?player_id=${player_id}`);
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cmdData = await res.json();
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} catch (e) {
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log(`Poll failed: ${e}`);
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return;
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}
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const buildCmd = cmdData.build;
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const recruitCmd = cmdData.recruit;
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const marketCmd = cmdData.market;
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const researchCmd = cmdData.research;
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const farmCmd = cmdData.farm;
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const farmUpgradeCmd = cmdData.farm_upgrade;
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if (cmdData.sync_requested) {
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log('Sync requested by server — pushing state immediately');
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pushState();
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}
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const execute = async (cmd) => {
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if (!cmd) return;
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log(`Executing command #${cmd.id} — type:${cmd.type} town:${cmd.town_id}`);
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if (paused) {
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log(`[Paused] Ignoring command #${cmd.id}`);
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return;
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}
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// Build queue, Recruit queue and Market queue are independent
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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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if (cmdData.sync_requested) {
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log('Sync requested by server — pushing state immediately');
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pushState();
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let result;
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try {
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if (cmd.type === 'build') result = await executeBuild(cmd);
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else if (cmd.type === 'recruit') result = await executeRecruit(cmd);
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else if (cmd.type === 'market_offer') result = await executeMarketOffer(cmd);
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else if (cmd.type === 'research') result = await executeResearch(cmd);
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else if (cmd.type === 'farm_loot') result = await executeFarmLoot(cmd);
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else if (cmd.type === 'farm_upgrade') result = await executeFarmUpgrade(cmd);
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else result = { ok: false, msg: `Unknown type: ${cmd.type}` };
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} catch (e) {
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result = { ok: false, msg: `Exception: ${e}` };
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}
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const execute = async (cmd) => {
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if (!cmd) return;
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log(`Executing command #${cmd.id} — type:${cmd.type} town:${cmd.town_id}`);
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if (paused) {
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log(`[Paused] Ignoring command #${cmd.id}`);
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return;
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const finalStatus = result.requeue ? 'pending' : (result.ok ? 'done' : 'failed');
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log(`Command #${cmd.id}: ${finalStatus === 'done' ? '✅' : finalStatus === 'pending' ? '⏳' : '❌'} ${result.msg}`);
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reportResult(cmd.id, finalStatus, result.msg);
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};
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// Run sequentially — humans cannot perform 3 actions simultaneously!
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await execute(buildCmd);
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await execute(recruitCmd);
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await execute(marketCmd);
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await execute(researchCmd);
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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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const farmSettings = cmdData.farm_settings || {};
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if (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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const coll = uw.MM.getOnlyCollectionByName('FarmTownPlayerRelation');
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readyFarms = coll?.models?.filter(r =>
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r.attributes.relation_status === 1 &&
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(r.attributes.lootable_at || 0) <= nowTs
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) || [];
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} catch (e) { /* silent */ }
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if (readyFarms.length > 0) {
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let allFull = true;
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let claimedAny = false;
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const towns = Object.values(uw.ITowns?.towns || {});
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for (const town of towns) {
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const storage = town.resources?.()?.storage || town.get?.('storage') || 0;
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const wood = town.resources?.()?.wood || town.get?.('wood') || 0;
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const stone = town.resources?.()?.stone || town.get?.('stone') || 0;
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const iron = town.resources?.()?.iron || town.get?.('iron') || 0;
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if (!storage) continue;
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const maxRes = Math.max(wood, stone, iron);
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const pct = maxRes / storage;
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if (pct < 0.95) {
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allFull = false;
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log(`⚡ Auto-farm: looting into town ${town.get?.('name')} (${Math.round(pct * 100)}% full)`);
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await executeFarmLoot({ payload: { loot_option: farmSettings.loot_option } });
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claimedAny = true;
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pushState();
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break;
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}
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}
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let result;
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try {
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if (cmd.type === 'build') result = await executeBuild(cmd);
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else if (cmd.type === 'recruit') result = await executeRecruit(cmd);
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else if (cmd.type === 'market_offer') result = await executeMarketOffer(cmd);
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else if (cmd.type === 'research') result = await executeResearch(cmd);
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else if (cmd.type === 'farm_loot') result = await executeFarmLoot(cmd);
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else if (cmd.type === 'farm_upgrade') result = await executeFarmUpgrade(cmd);
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else result = { ok: false, msg: `Unknown type: ${cmd.type}` };
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} catch (e) {
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result = { ok: false, msg: `Exception: ${e}` };
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}
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const finalStatus = result.requeue ? 'pending' : (result.ok ? 'done' : 'failed');
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log(`Command #${cmd.id}: ${finalStatus === 'done' ? '✅' : finalStatus === 'pending' ? '⏳' : '❌'} ${result.msg}`);
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reportResult(cmd.id, finalStatus, result.msg);
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};
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// Run sequentially — humans cannot perform 3 actions simultaneously!
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await execute(buildCmd);
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await execute(recruitCmd);
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await execute(marketCmd);
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await execute(researchCmd);
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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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const farmSettings = cmdData.farm_settings || {};
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if (farmSettings.enabled && !farmCmd) {
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const nowTs = Math.floor(Date.now() / 1000);
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// Check if ANY farm relation is ready
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let readyFarms = [];
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try {
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const coll = uw.MM.getOnlyCollectionByName('FarmTownPlayerRelation');
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readyFarms = coll?.models?.filter(r =>
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r.attributes.relation_status === 1 &&
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(r.attributes.lootable_at || 0) <= nowTs
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) || [];
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} catch (e) { /* silent */ }
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if (readyFarms.length > 0) {
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// Check if the CURRENT town's warehouse is full (>95%)
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let allFull = true;
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let claimedAny = false;
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// Iterate over all towns that have ready farms
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const towns = Object.values(uw.ITowns?.towns || {});
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for (const town of towns) {
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const storage = town.resources?.()?.storage || town.get?.('storage') || 0;
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const wood = town.resources?.()?.wood || town.get?.('wood') || 0;
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const stone = town.resources?.()?.stone || town.get?.('stone') || 0;
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const iron = town.resources?.()?.iron || town.get?.('iron') || 0;
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if (!storage) continue;
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const maxRes = Math.max(wood, stone, iron);
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const pct = maxRes / storage;
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if (pct < 0.95) {
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// This town has room — loot using its town_id context
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allFull = false;
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log(`⚡ Auto-farm: looting into town ${town.get?.('name')} (${Math.round(pct*100)}% full)`);
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await executeFarmLoot({ payload: { loot_option: farmSettings.loot_option } });
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claimedAny = true;
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pushState();
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break; // one loot pass is enough per poll cycle
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}
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}
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if (allFull) {
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log('⚠️ Auto-farm: ALL warehouses are full (>95%) — skipping loot this cycle');
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// Report full status to backend so farm.html can show notice
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try {
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await fetch(`${BASE_URL}/api/farm_status?player_id=${uw.Game.player_id}`, {
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify({ warehouse_full: true })
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});
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} catch(e) {}
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} else if (claimedAny) {
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// Clear the full flag
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try {
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await fetch(`${BASE_URL}/api/farm_status?player_id=${uw.Game.player_id}`, {
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify({ warehouse_full: false })
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});
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} catch(e) {}
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}
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if (allFull) {
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log('⚠️ Auto-farm: ALL warehouses are full (>95%) — skipping loot this cycle');
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try {
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await fetch(`${BASE_URL}/api/farm_status?player_id=${uw.Game.player_id}`, {
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify({ warehouse_full: true })
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});
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} catch (e) {}
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} else if (claimedAny) {
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try {
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await fetch(`${BASE_URL}/api/farm_status?player_id=${uw.Game.player_id}`, {
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify({ warehouse_full: false })
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});
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} catch (e) {}
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}
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}
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}
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}
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// ----------------------------------------------------------------
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// Boot
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// ----------------------------------------------------------------
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window.addEventListener('load', () => {
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log('Grepolis Remote Control v3.5.9 loaded');
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// ----------------------------------------------------------------
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// Boot
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// ----------------------------------------------------------------
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window.addEventListener('load', () => {
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log('Grepolis Remote Control v4.0.0 (remote) loaded');
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// Start captcha watcher immediately
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detectCaptcha();
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// Push state once after load, then heartbeat every 1-2 minutes
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// The AJAX interceptor handles the real-time syncing!
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setTimeout(pushState, 5000);
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jitterLoop(pushState, 60000, 120000);
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// Poll for commands every 8–18 seconds (randomized jitter)
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jitterLoop(pollAndExecute, 8000, 18000);
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});
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detectCaptcha();
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setTimeout(pushState, 5000);
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jitterLoop(pushState, 60000, 120000);
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jitterLoop(pollAndExecute, 8000, 18000);
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});
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