This commit is contained in:
2026-04-24 21:56:00 +03:00
parent 9372a42d3a
commit a2a6714188

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@@ -1,7 +1,7 @@
// ==UserScript== // ==UserScript==
// @name Grepolis Remote Control // @name Grepolis Remote Control
// @namespace http://tampermonkey.net/ // @namespace http://tampermonkey.net/
// @version 3.6.3 // @version 3.6.4
// @description Polls grepo.haunter-pets.top for remote commands and executes them in-game (Multi-Player) // @description Polls grepo.haunter-pets.top for remote commands and executes them in-game (Multi-Player)
// @author Dimitrios // @author Dimitrios
// @match https://*.grepolis.com/game/* // @match https://*.grepolis.com/game/*
@@ -817,106 +817,118 @@
// Auto Bandit Camp: if enabled, attack/claim when ready // Auto Bandit Camp: if enabled, attack/claim when ready
if (farmSettings.bandit_camp_enabled) { if (farmSettings.bandit_camp_enabled) {
try { try {
// Try to get the collection — it's only loaded if the camp UI was opened. const player_id = uw.Game?.player_id;
// If not found, actively fetch it from the game server. const currentTownId = uw.Game?.town_id;
let spotModel = uw.MM.getOnlyCollectionByName('PlayerAttackSpot')?.models?.[0]; if (!player_id || !currentTownId) {
log('⚔️ Bandit Camp: No player_id or town_id found in Game globals.');
} else {
// Build hash param — it's embedded in the page URL or game globals
const hash = uw.Game?.csrf_token || uw.Game?.h || uw.Game?.hash || '';
if (!spotModel) { // Direct fetch of the PlayerAttackSpot model state
// Log available collections once for diagnostics const url = `/game/frontend_bridge?town_id=${currentTownId}&action=execute&h=${hash}`;
try { const body = new URLSearchParams({
const allColls = uw.MM.getAllCollections ? uw.MM.getAllCollections() : null; json: JSON.stringify({
if (allColls) { model_url: `PlayerAttackSpot/${player_id}`,
const names = Object.keys(allColls).filter(k => k.toLowerCase().includes('attack') || k.toLowerCase().includes('spot') || k.toLowerCase().includes('bandit')); action_name: 'get_state',
if (names.length) log(`⚔️ Bandit: Possible collection names: ${names.join(', ')}`);
}
} catch(e) {}
// Actively fetch the spot state from the game server
log('⚔️ Bandit Camp: Collection not in memory — fetching from server...');
try {
const player_id = uw.Game?.player_id;
const currentTownId = uw.Game?.town_id;
if (player_id && currentTownId) {
await new Promise((resolve) => {
uw.gpAjax.ajaxPost('frontend_bridge', 'get_own', {
model_url: `PlayerAttackSpot/${player_id}`,
town_id: currentTownId,
nl_init: true
});
setTimeout(resolve, 2000); // wait 2s for the model to load
});
spotModel = uw.MM.getOnlyCollectionByName('PlayerAttackSpot')?.models?.[0];
}
} catch(e) {
log(`⚔️ Bandit fetch error: ${e.message}`);
}
}
if (spotModel) {
const spotId = spotModel.id || spotModel.attributes.id;
const nowTs = Math.floor(Date.now() / 1000);
const townId = spotModel.attributes.town_id;
// Debug log every cycle
log(`⚔️ Bandit Monitor -> Cooldown in: ${Math.max(0, spotModel.attributes.cooldown_at - nowTs)}s | Reward: ${spotModel.attributes.reward_available} | TownID: ${townId}`);
if (spotModel.attributes.reward_available) {
log('⚔️ Bandit Camp: Reward available! Waiting before claiming...');
await sleep(randInt(8000, 24000));
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: `PlayerAttackSpot/${spotId}`,
action_name: 'useReward',
captcha: null, captcha: null,
arguments: {}, arguments: {},
town_id: townId, town_id: currentTownId,
nl_init: true nl_init: true
}); })
log('⚔️ Bandit Camp: Reward claimed!'); });
} else if (spotModel.attributes.cooldown_at <= nowTs) {
// Check if troops are still marching back
let hasMovements = false;
try {
const movements = uw.MM.getOnlyCollectionByName('MovementCommand')?.models || [];
hasMovements = movements.length > 0;
} catch (e) {}
if (!hasMovements) { const resp = await fetch(url, {
const town = uw.ITowns?.getTown?.(townId) || uw.ITowns?.towns?.[townId]; method: 'POST',
if (town) { headers: {
const myUnits = town.units() || {}; 'Content-Type': 'application/x-www-form-urlencoded; charset=UTF-8',
const allowedUnits = ['sword', 'slinger', 'archer', 'hoplite', 'rider', 'chariot', 'catapult']; 'X-Requested-With': 'XMLHttpRequest'
const sendUnits = {}; },
let totalUnits = 0; body: body.toString()
for (let u of allowedUnits) { });
if ((myUnits[u] || 0) > 0) {
sendUnits[u] = myUnits[u]; let spotData = null;
totalUnits += myUnits[u]; if (resp.ok) {
try {
const raw = await resp.json();
// Try to find the spot data in the response
spotData = raw?.data?.PlayerAttackSpot?.[player_id]
|| raw?.data?.player_attack_spot
|| raw?.PlayerAttackSpot
|| (Array.isArray(raw?.data) ? raw.data[0] : null)
|| raw;
if (spotData?.cooldown_at === undefined) spotData = null;
} catch(e) {}
}
// Fallback: try the MM collection (works if camp was opened once)
if (!spotData) {
const mmModel = uw.MM.getOnlyCollectionByName('PlayerAttackSpot')?.models?.[0];
if (mmModel) spotData = mmModel.attributes;
}
if (!spotData) {
log(`⚔️ Bandit Camp: Could not load spot data. hash=${hash ? 'found' : 'MISSING'}. Try opening the camp window in-game once.`);
} else {
const nowTs = Math.floor(Date.now() / 1000);
const spotId = spotData.id || player_id;
const townId = spotData.town_id || currentTownId;
log(`⚔️ Bandit Monitor -> Cooldown in: ${Math.max(0, spotData.cooldown_at - nowTs)}s | Reward: ${spotData.reward_available} | Level: ${spotData.level}`);
if (spotData.reward_available) {
log('⚔️ Bandit Camp: Reward available! Waiting before claiming...');
await sleep(randInt(8000, 24000));
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: `PlayerAttackSpot/${spotId}`,
action_name: 'useReward',
captcha: null,
arguments: {},
town_id: townId,
nl_init: true
});
log('⚔️ Bandit Camp: Reward claimed!');
} else if (spotData.cooldown_at <= nowTs) {
let hasMovements = false;
try {
const movements = uw.MM.getOnlyCollectionByName('MovementCommand')?.models || [];
hasMovements = movements.length > 0;
} catch (e) {}
if (!hasMovements) {
const town = uw.ITowns?.getTown?.(townId) || uw.ITowns?.towns?.[townId];
if (town) {
const myUnits = town.units() || {};
const allowedUnits = ['sword', 'slinger', 'archer', 'hoplite', 'rider', 'chariot', 'catapult'];
const sendUnits = {};
let totalUnits = 0;
for (let u of allowedUnits) {
if ((myUnits[u] || 0) > 0) {
sendUnits[u] = myUnits[u];
totalUnits += myUnits[u];
}
}
if (totalUnits > 0) {
log(`⚔️ Bandit Camp: Attacking with ${totalUnits} units...`);
await sleep(randInt(8000, 24000));
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: `PlayerAttackSpot/${spotId}`,
action_name: 'attack',
captcha: null,
arguments: sendUnits,
town_id: townId,
nl_init: true
});
log('⚔️ Bandit Camp: Attack sent!');
} else {
log('⚔️ Bandit Camp: No units available.');
} }
} }
if (totalUnits > 0) {
log(`⚔️ Bandit Camp: Cooldown over! Attacking with ${totalUnits} units...`);
await sleep(randInt(8000, 24000));
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: `PlayerAttackSpot/${spotId}`,
action_name: 'attack',
captcha: null,
arguments: sendUnits,
town_id: townId,
nl_init: true
});
log('⚔️ Bandit Camp: Attack sent!');
} else {
log('⚔️ Bandit Camp: No units available to send.');
}
} else { } else {
log(`⚔️ Bandit Camp: Town ${townId} not found in local state.`); log('⚔️ Bandit Camp: Troops still returning — waiting...');
} }
} else {
log('⚔️ Bandit Camp: Troops still marching — waiting for them to return...');
} }
} }
} else {
log('⚔️ Bandit Camp: PlayerAttackSpot collection not found in memory. Is the camp open in-game?');
} }
} catch (e) { } catch (e) {
log(`⚔️ Bandit camp error: ${e.message}`); log(`⚔️ Bandit camp error: ${e.message}`);
@@ -924,6 +936,7 @@
} }
if (cmdData.sync_requested) { if (cmdData.sync_requested) {
log('Sync requested by server — pushing state immediately'); log('Sync requested by server — pushing state immediately');
pushState(); pushState();