Compare commits

..

78 Commits

Author SHA1 Message Date
e9cc81b582 live scan fix 2 2026-05-03 22:42:14 +03:00
a153b397d3 live scan fix 2026-05-03 22:25:30 +03:00
51485c0048 fix planner 2026-05-03 14:33:09 +03:00
cf23f38a6e fix world 2026-05-03 14:19:34 +03:00
11f30f4c6a various fixes totest 2026-05-03 13:50:37 +03:00
eb31072c87 MJ: attack coordinator update / various fixes . captcha and back button and jitterloop 2 secs 2026-05-03 12:40:20 +03:00
47381a9304 live tracker 2026-05-03 03:04:47 +03:00
76b991a62b blue fix 2026-05-02 11:42:05 +03:00
f5231a2524 try to fix 2026-05-02 02:58:41 +03:00
84de7082ec blue fix 2026-05-02 02:45:42 +03:00
83b8c85557 timestamp 2026-05-02 02:36:48 +03:00
d8ba139d07 2 bugs / farm and bandit 2026-05-02 02:21:32 +03:00
6157ae1034 fix ? 2026-05-02 01:40:21 +03:00
4272edf432 farm fix between worlds 2026-05-02 01:28:20 +03:00
502b330ac5 ?? 2026-05-02 01:23:30 +03:00
1c65043eb3 final fix? 2026-05-02 01:20:25 +03:00
5c4d415fdd debug 2026-05-02 01:14:12 +03:00
f22b92ae89 debug 2026-05-02 01:11:42 +03:00
0f54ef9191 ficx 4 2026-05-02 01:07:01 +03:00
45e71ed90b debug 3 2026-05-02 01:03:44 +03:00
66dcb71a8d debug 2 2026-05-02 01:00:23 +03:00
b36b11393f debug 1 2026-05-02 00:57:23 +03:00
90ce6a029d fix 3 2026-05-02 00:53:47 +03:00
c9e6522f12 fix 2 2026-05-02 00:48:37 +03:00
1cb5dca3c2 fix 1 2026-05-02 00:36:38 +03:00
2552d3d075 fix different world different admin 2026-05-02 00:25:02 +03:00
5f6855ec69 blueprint function 2026-05-02 00:08:43 +03:00
05785c294e fix 2 2026-05-01 22:42:16 +03:00
614029e527 ui revamp 2026-05-01 22:32:52 +03:00
a572feef14 fix executing 2026-05-01 21:42:32 +03:00
b18e2e8f97 fix 2 2026-05-01 21:25:40 +03:00
2769091b74 fix 1 2026-05-01 21:16:20 +03:00
f4a0e18686 redesign of recruit troops 2026-05-01 21:11:47 +03:00
d6c2252f5c stash reward fix 2 2026-05-01 17:50:39 +03:00
bcda80e127 stashreward / use reward fix 2026-05-01 16:56:23 +03:00
731a7b2f3b ui tweak 2026-05-01 16:34:46 +03:00
f82893164e stucked commands 2026-05-01 16:02:49 +03:00
efa63f761f attack now button 2026-05-01 02:37:46 +03:00
ae37674bcc bandit fix 2026-05-01 02:33:35 +03:00
cf3c2e7b4f fix farm resourses 2026-05-01 02:30:21 +03:00
2921dff257 auto trade and auto bandit 2026-05-01 01:54:09 +03:00
2a73e46a7b fix 1 2026-05-01 01:24:12 +03:00
76ad37c1db admin order line 2026-05-01 01:13:18 +03:00
f250fbd5b6 test again 2026-04-29 23:26:11 +03:00
bb01b90889 test 2026-04-29 23:24:39 +03:00
0643422a30 enchance farming/fix 2026-04-29 23:22:25 +03:00
2517538b88 fix remove grepo.db 2026-04-29 22:43:31 +03:00
1db8d744c8 fix for buildinds 2026-04-29 22:05:57 +03:00
d952e7ca56 market revert back 2026-04-28 23:28:13 +03:00
edd7666905 fix 4 2026-04-28 23:17:36 +03:00
76ab83620b fix 3 2026-04-28 23:08:35 +03:00
53f1176ef8 fix 2 2026-04-28 22:50:54 +03:00
ef6946365c fix 1 2026-04-28 22:33:43 +03:00
0ef0bef036 fix market capacity 2026-04-28 22:17:36 +03:00
1717de8373 mj2 add leave clan 2026-04-26 23:18:12 +03:00
8ed964f3bb mj add another admin 2026-04-26 22:39:52 +03:00
bfdfaa142c mj2 fix 2026-04-26 21:54:29 +03:00
8b42c7c2f9 Mj2 : modular and prepare for client options 2026-04-26 21:45:32 +03:00
adb42c1649 MJ2 : fix options 2026-04-26 16:45:12 +03:00
e8fd35105f Major update 2 / login 2026-04-26 16:33:04 +03:00
5bff9a287d MJ:Fix 2 2026-04-26 13:55:25 +03:00
a8b3e9f5ea MJ: fix market 2026-04-26 13:09:06 +03:00
a5d57d55fc MJ: fix 1 2026-04-26 13:01:58 +03:00
929af21d08 MJ: claude fix 2026-04-26 12:53:14 +03:00
7beece5aaa MJ: break fix 2026-04-26 12:36:01 +03:00
d20537983e MJ: fix typo 2026-04-26 12:24:10 +03:00
037a84d6bb major update/remote host the JS and user loader 2026-04-26 12:15:06 +03:00
ab1ba5c0ab market revert fix 2026-04-26 02:15:38 +03:00
95b38b1212 revert and farm fix 2026-04-26 02:02:50 +03:00
b688b66275 fix 5 2026-04-26 01:51:22 +03:00
b577c95f7c fix 3 2026-04-26 01:45:26 +03:00
8fd711f5a1 fix 2 2026-04-25 16:36:12 +03:00
4fa6127aea fix 1 2026-04-25 16:09:50 +03:00
a143345831 new market 2026-04-25 16:01:15 +03:00
8a64a7b4fc fix 2026-04-25 15:25:18 +03:00
853525d8ad academy mode 2026-04-25 15:18:56 +03:00
22a379c2a1 version 2026-04-25 12:50:49 +03:00
e565c88eeb captcha block fix ? 2026-04-25 12:49:17 +03:00
41 changed files with 7398 additions and 411 deletions

77
GrepoRemoteLoader.user.js Normal file
View File

@@ -0,0 +1,77 @@
// ==UserScript==
// @name Grepolis Remote Loader
// @namespace http://tampermonkey.net/
// @version 4.0.1
// @description Dynamically loads the Grepolis Remote Control bot from the server
// @author Dimitrios
// @match https://*.grepolis.com/game/*
// @grant unsafeWindow
// @grant GM_xmlhttpRequest
// @connect grepo.haunter-pets.top
// @updateURL https://git.haunter-pets.top/haunter/grepo-remote/raw/branch/main/GrepoRemoteLoader.user.js
// @downloadURL https://git.haunter-pets.top/haunter/grepo-remote/raw/branch/main/GrepoRemoteLoader.user.js
// ==/UserScript==
(function() {
'use strict';
const BASE_URL = 'https://grepo.haunter-pets.top';
const MAX_TRIES = 3;
const RETRY_BASE = 3000; // 3 s, then 6 s
// ----------------------------------------------------------------
// CLAN_KEY: Set this to your clan's unique key.
// Leave it empty ('') and the bot will refuse to run.
// ----------------------------------------------------------------
const CLAN_KEY = ''; // <-- paste your clan key here
if (!CLAN_KEY || CLAN_KEY.trim() === '') {
console.error('[Loader] ❌ CLAN_KEY is not set. Bot will not start. Contact your admin for the key.');
return; // stop everything
}
function loadBot(attempt) {
attempt = attempt || 1;
console.log(`[Loader] Fetching bot code (attempt ${attempt}/${MAX_TRIES})...`);
GM_xmlhttpRequest({
method: 'GET',
url: `${BASE_URL}/api/bot?t=${Date.now()}`,
headers: {
'X-Clan-Key': CLAN_KEY
},
onload: function(response) {
if (response.status === 200) {
console.log('[Loader] Bot code downloaded. Executing...');
try {
window.__GRC_CLAN_KEY = CLAN_KEY; // make key available inside the bot's scope
eval(response.responseText);
} catch (e) {
console.error('[Loader] Execution error:', e);
}
} else if (attempt < MAX_TRIES) {
const delay = RETRY_BASE * attempt;
console.warn(`[Loader] Server returned ${response.status}. Retrying in ${delay / 1000}s...`);
setTimeout(() => loadBot(attempt + 1), delay);
} else {
console.error(`[Loader] Failed after ${MAX_TRIES} attempts (status ${response.status}). Give up.`);
}
},
onerror: function() {
if (attempt < MAX_TRIES) {
const delay = RETRY_BASE * attempt;
console.warn(`[Loader] Connection error. Retrying in ${delay / 1000}s...`);
setTimeout(() => loadBot(attempt + 1), delay);
} else {
console.error(`[Loader] Failed after ${MAX_TRIES} attempts. Check your server.`);
}
}
});
}
if (document.readyState === 'loading') {
document.addEventListener('DOMContentLoaded', () => loadBot(1));
} else {
loadBot(1);
}
})();

View File

@@ -1,7 +1,7 @@
// ==UserScript== // ==UserScript==
// @name Grepolis Remote Control // @name Grepolis Remote Control
// @namespace http://tampermonkey.net/ // @namespace http://tampermonkey.net/
// @version 3.5.8 // @version 3.5.9
// @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/*
@@ -485,6 +485,10 @@
skipped++; continue; skipped++; continue;
} }
if (paused) {
return { ok: false, msg: 'Aborted due to pause/captcha' };
}
log(`Farm ${action}: farm_id=${farm.attributes.id} level=${level} town=${town_id}`); log(`Farm ${action}: farm_id=${farm.attributes.id} level=${level} town=${town_id}`);
try { try {
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', { uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
@@ -496,8 +500,8 @@
isLocked ? unlocked++ : upgraded++; isLocked ? unlocked++ : upgraded++;
} catch (e) { errors++; } } catch (e) { errors++; }
// Random delay between actions: 800ms 2000ms // Random delay between actions: 1200ms 2500ms
await sleep(randInt(800, 2000)); await sleep(randInt(1200, 2500));
} }
} }
} }
@@ -626,6 +630,10 @@
log(`Farm: ${readyFarms.length} ready on island of town ${town_id}`); log(`Farm: ${readyFarms.length} ready on island of town ${town_id}`);
for (const farm of readyFarms) { for (const farm of readyFarms) {
if (paused) {
return { ok: false, msg: 'Aborted due to pause/captcha' };
}
try { try {
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', { uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: `FarmTownPlayerRelation/${farm.relation_id}`, model_url: `FarmTownPlayerRelation/${farm.relation_id}`,
@@ -636,8 +644,8 @@
claimed++; claimed++;
} catch (e) { errors++; } } catch (e) { errors++; }
// Random per-claim delay: 500ms 1500ms (never below 500ms) // Random per-claim delay: 1000ms 2200ms
await sleep(randInt(500, 1500)); await sleep(randInt(1000, 2200));
} }
// Refresh map icons after claiming (same as original) // Refresh map icons after claiming (same as original)
@@ -645,6 +653,7 @@
// Random between-island delay: 30s 90s (only if more islands remain) // Random between-island delay: 30s 90s (only if more islands remain)
if (i < islandList.length - 1) { if (i < islandList.length - 1) {
if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
const gap = randInt(30000, 90000); const gap = randInt(30000, 90000);
log(`Farm: island done. Waiting ${(gap / 1000).toFixed(0)}s before next island...`); log(`Farm: island done. Waiting ${(gap / 1000).toFixed(0)}s before next island...`);
await sleep(gap); await sleep(gap);
@@ -698,6 +707,8 @@
log(`Waiting ${reactionMs}ms before firing buildUp (reaction time)...`); log(`Waiting ${reactionMs}ms before firing buildUp (reaction time)...`);
await sleep(reactionMs); await sleep(reactionMs);
if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', { uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: 'BuildingOrder', model_url: 'BuildingOrder',
action_name: 'buildUp', action_name: 'buildUp',
@@ -733,6 +744,8 @@
log(`Waiting ${reactionMs}ms before firing recruit (reaction time)...`); log(`Waiting ${reactionMs}ms before firing recruit (reaction time)...`);
await sleep(reactionMs); await sleep(reactionMs);
if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
uw.gpAjax.ajaxPost(endpoint, 'build', { uw.gpAjax.ajaxPost(endpoint, 'build', {
unit_id, unit_id,
amount: parseInt(amount) || 1, amount: parseInt(amount) || 1,
@@ -759,6 +772,8 @@
log(`Waiting ${reactionMs}ms before firing market offer (reaction time)...`); log(`Waiting ${reactionMs}ms before firing market offer (reaction time)...`);
await sleep(reactionMs); await sleep(reactionMs);
if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', { uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: 'CreateOffers/' + town_id, model_url: 'CreateOffers/' + town_id,
action_name: 'createOffer', action_name: 'createOffer',
@@ -772,47 +787,62 @@
return { ok: true, msg: `Market offer posted: ${offer} ${offer_type} => ${demand} ${demand_type}` }; return { ok: true, msg: `Market offer posted: ${offer} ${offer_type} => ${demand} ${demand_type}` };
} }
// ----------------------------------------------------------------
// Execute: Research (Academy)
// ----------------------------------------------------------------
async function executeResearch(cmd) {
const { town_id, payload } = cmd;
const { research_id } = payload;
const town = uw.ITowns?.getTown?.(town_id) || uw.ITowns?.towns?.[town_id];
if (!town) {
return { ok: false, msg: `Town ${town_id} not found` };
}
const reactionMs = randInt(800, 2500);
log(`Waiting ${reactionMs}ms before firing research (reaction time)...`);
await sleep(reactionMs);
if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: 'ResearchOrder',
action_name: 'research',
arguments: { id: research_id },
town_id: town_id
});
await sleep(500);
return { ok: true, msg: `Research ${research_id} queued` };
}
// ---------------------------------------------------------------- // ----------------------------------------------------------------
// Poll for and execute pending commands (build + recruit + market) // Poll for and execute pending commands (build + recruit + market)
// ---------------------------------------------------------------- // ----------------------------------------------------------------
async function pollAndExecute() { async function pollAndExecute() {
if (paused) return; if (paused) return;
const player_id = uw.Game?.player_id; const player_id = uw.Game?.player_id;
const world_id = uw.Game?.world_id;
if (!player_id) return; if (!player_id) return;
let cmdData; let cmdData;
try { try {
const res = await fetch(`${BASE_URL}/api/commands/pending?player_id=${player_id}`); const res = await fetch(`${BASE_URL}/api/commands/pending?player_id=${player_id}&world_id=${world_id}`);
cmdData = await res.json(); cmdData = await res.json();
} catch (e) { } catch (e) {
log(`Poll failed: ${e}`); log(`Poll failed: ${e}`);
return; return;
} }
// Build queue, Recruit queue and Market queue are independent // Build queue: one command per town (all towns build in the same poll cycle)
const buildCmd = cmdData.build; const buildCmds = cmdData.builds || [];
const recruitCmd = cmdData.recruit; const recruitCmd = cmdData.recruit;
const marketCmd = cmdData.market; const marketCmd = cmdData.market;
const researchCmd = cmdData.research;
const farmCmd = cmdData.farm; const farmCmd = cmdData.farm;
const farmUpgradeCmd = cmdData.farm_upgrade; const farmUpgradeCmd = cmdData.farm_upgrade;
// Auto-farm: if enabled, claim all ready farms (no explicit command needed)
const farmSettings = cmdData.farm_settings || {};
if (farmSettings.enabled && !farmCmd) {
const nowTs = Math.floor(Date.now() / 1000);
// Check if any town has ready farms before triggering
const hasFarms = Object.values(uw.ITowns?.towns || {}).some(t => {
try {
const coll = uw.MM.getOnlyCollectionByName('FarmTownPlayerRelation');
return coll?.models?.some(r => r.attributes.relation_status === 1 && (r.attributes.lootable_at || 0) <= nowTs);
} catch (e) { return false; }
});
if (hasFarms) {
log('⚡ Auto-farm: ready farms detected, triggering loot...');
await executeFarmLoot({ payload: { loot_option: farmSettings.loot_option } });
pushState();
}
}
if (cmdData.sync_requested) { if (cmdData.sync_requested) {
log('Sync requested by server — pushing state immediately'); log('Sync requested by server — pushing state immediately');
@@ -822,33 +852,115 @@
const execute = async (cmd) => { const execute = async (cmd) => {
if (!cmd) return; if (!cmd) return;
log(`Executing command #${cmd.id} — type:${cmd.type} town:${cmd.town_id}`); log(`Executing command #${cmd.id} — type:${cmd.type} town:${cmd.town_id}`);
if (paused) {
log(`[Paused] Ignoring command #${cmd.id}`);
return;
}
let result; let result;
try { try {
if (cmd.type === 'build') result = await executeBuild(cmd); if (cmd.type === 'build') result = await executeBuild(cmd);
else if (cmd.type === 'recruit') result = await executeRecruit(cmd); else if (cmd.type === 'recruit') result = await executeRecruit(cmd);
else if (cmd.type === 'market_offer') result = await executeMarketOffer(cmd); else if (cmd.type === 'market_offer') result = await executeMarketOffer(cmd);
else if (cmd.type === 'research') result = await executeResearch(cmd);
else if (cmd.type === 'farm_loot') result = await executeFarmLoot(cmd); else if (cmd.type === 'farm_loot') result = await executeFarmLoot(cmd);
else if (cmd.type === 'farm_upgrade') result = await executeFarmUpgrade(cmd); else if (cmd.type === 'farm_upgrade') result = await executeFarmUpgrade(cmd);
else result = { ok: false, msg: `Unknown type: ${cmd.type}` }; else result = { ok: false, msg: `Unknown type: ${cmd.type}` };
} catch (e) { } catch (e) {
result = { ok: false, msg: `Exception: ${e.message}` }; result = { ok: false, msg: `Exception: ${e}` };
} }
const finalStatus = result.requeue ? 'pending' : (result.ok ? 'done' : 'failed'); const finalStatus = result.requeue ? 'pending' : (result.ok ? 'done' : 'failed');
log(`Command #${cmd.id}: ${finalStatus === 'done' ? '✅' : finalStatus === 'pending' ? '⏳' : '❌'} ${result.msg}`); log(`Command #${cmd.id}: ${finalStatus === 'done' ? '✅' : finalStatus === 'pending' ? '⏳' : '❌'} ${result.msg}`);
reportResult(cmd.id, finalStatus, result.msg); reportResult(cmd.id, finalStatus, result.msg);
}; };
// Run concurrently — they do NOT block each other // Execute ALL town build commands (one per town, sequential with inter-town delay)
await Promise.all([execute(buildCmd), execute(recruitCmd), execute(marketCmd)]); for (let i = 0; i < buildCmds.length; i++) {
if (farmCmd) await execute(farmCmd); await execute(buildCmds[i]);
if (farmUpgradeCmd) await execute(farmUpgradeCmd); if (i < buildCmds.length - 1) {
// Random gap between towns so it doesn't look like a macro
const gap = randInt(1500, 3000);
log(`Build: town done. Waiting ${gap}ms before next town...`);
await sleep(gap);
}
}
await execute(recruitCmd);
await execute(marketCmd);
await execute(researchCmd);
await execute(farmCmd);
await execute(farmUpgradeCmd);
// Auto-farm: if enabled, claim all ready farms (no explicit command needed)
const farmSettings = cmdData.farm_settings || {};
if (farmSettings.enabled && !farmCmd) {
const nowTs = Math.floor(Date.now() / 1000);
// Check if ANY farm relation is ready
let readyFarms = [];
try {
const coll = uw.MM.getOnlyCollectionByName('FarmTownPlayerRelation');
readyFarms = coll?.models?.filter(r =>
r.attributes.relation_status === 1 &&
(r.attributes.lootable_at || 0) <= nowTs
) || [];
} catch (e) { /* silent */ }
if (readyFarms.length > 0) {
// Check if the CURRENT town's warehouse is full (>95%)
let allFull = true;
let claimedAny = false;
// Iterate over all towns that have ready farms
const towns = Object.values(uw.ITowns?.towns || {});
for (const town of towns) {
const storage = town.resources?.()?.storage || town.get?.('storage') || 0;
const wood = town.resources?.()?.wood || town.get?.('wood') || 0;
const stone = town.resources?.()?.stone || town.get?.('stone') || 0;
const iron = town.resources?.()?.iron || town.get?.('iron') || 0;
if (!storage) continue;
const maxRes = Math.max(wood, stone, iron);
const pct = maxRes / storage;
if (pct < 0.95) {
// This town has room — loot using its town_id context
allFull = false;
log(`⚡ Auto-farm: looting into town ${town.get?.('name')} (${Math.round(pct*100)}% full)`);
await executeFarmLoot({ payload: { loot_option: farmSettings.loot_option } });
claimedAny = true;
pushState();
break; // one loot pass is enough per poll cycle
}
}
if (allFull) {
log('⚠️ Auto-farm: ALL warehouses are full (>95%) — skipping loot this cycle');
// Report full status to backend so farm.html can show notice
try {
await fetch(`${BASE_URL}/api/farm_status?player_id=${uw.Game.player_id}`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ warehouse_full: true })
});
} catch(e) {}
} else if (claimedAny) {
// Clear the full flag
try {
await fetch(`${BASE_URL}/api/farm_status?player_id=${uw.Game.player_id}`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ warehouse_full: false })
});
} catch(e) {}
}
}
}
} }
// ---------------------------------------------------------------- // ----------------------------------------------------------------
// Boot // Boot
// ---------------------------------------------------------------- // ----------------------------------------------------------------
window.addEventListener('load', () => { window.addEventListener('load', () => {
log('Grepolis Remote Control v3.5 loaded'); log('Grepolis Remote Control v3.5.9 loaded');
// Start captcha watcher immediately // Start captcha watcher immediately
detectCaptcha(); detectCaptcha();

View File

@@ -61,4 +61,4 @@ By default, the server runs on `http://localhost:5050` (or your configured domai
This is an automation tool. Using scripts like this may violate the game's Terms of Service. Use responsibly and at your own risk. This is an automation tool. Using scripts like this may violate the game's Terms of Service. Use responsibly and at your own risk.
--- ---
*Created with ❤️ for Grepolis players.* *Created with ❤️ for Grepolis players.* . .

59
app.py
View File

@@ -1,33 +1,78 @@
from flask import Flask, request, jsonify from flask import Flask, request, jsonify, redirect, url_for
from flask_cors import CORS from flask_cors import CORS
from db import init_db from flask_login import LoginManager, UserMixin, login_user, logout_user, login_required, current_user
from db import init_db, get_db
from routes.api import api from routes.api import api
from routes.dashboard import dashboard from routes.dashboard import dashboard
from routes.auth import auth
from routes.tracker import tracker
from routes.attack_planner import attack_planner
import logging
# Initialise DB schema (e.g. creating newly added tables) when the app starts logging.basicConfig(
level=logging.WARNING,
format='%(asctime)s [%(name)s] %(levelname)s: %(message)s'
)
# Initialise DB schema when the app starts
init_db() init_db()
app = Flask(__name__) app = Flask(__name__)
app.secret_key = 'grc-super-secret-key-change-in-production'
# ----------------------------------------------------------------
# Flask-Login setup
# ----------------------------------------------------------------
login_manager = LoginManager()
login_manager.init_app(app)
login_manager.login_view = 'auth.login'
login_manager.login_message = 'Παρακαλώ συνδεθείτε για να συνεχίσετε.'
class User(UserMixin):
def __init__(self, id, username, clan_id):
self.id = id
self.username = username
self.clan_id = clan_id
@login_manager.user_loader
def load_user(user_id):
conn = get_db()
row = conn.execute('SELECT id, username, clan_id FROM users WHERE id = ?', (user_id,)).fetchone()
conn.close()
if row:
return User(row['id'], row['username'], row['clan_id'])
return None
# Make current_user available in all templates
@app.context_processor
def inject_user():
return dict(current_user=current_user)
# ----------------------------------------------------------------
# CORS
# ----------------------------------------------------------------
CORS(app, resources={r"/*": {"origins": "*"}}, supports_credentials=False) CORS(app, resources={r"/*": {"origins": "*"}}, supports_credentials=False)
# Belt-and-suspenders: inject CORS headers on every response,
# including error responses that flask-cors might miss.
@app.after_request @app.after_request
def add_cors_headers(response): def add_cors_headers(response):
response.headers['Access-Control-Allow-Origin'] = '*' response.headers['Access-Control-Allow-Origin'] = '*'
response.headers['Access-Control-Allow-Methods'] = 'GET, POST, DELETE, OPTIONS' response.headers['Access-Control-Allow-Methods'] = 'GET, POST, DELETE, OPTIONS'
response.headers['Access-Control-Allow-Headers'] = 'Content-Type, Authorization' response.headers['Access-Control-Allow-Headers'] = 'Content-Type, Authorization, X-Clan-Key'
return response return response
# Explicitly handle OPTIONS preflight for all routes
@app.route('/', defaults={'path': ''}, methods=['OPTIONS']) @app.route('/', defaults={'path': ''}, methods=['OPTIONS'])
@app.route('/<path:path>', methods=['OPTIONS']) @app.route('/<path:path>', methods=['OPTIONS'])
def handle_options(path): def handle_options(path):
return jsonify({}), 200 return jsonify({}), 200
# ----------------------------------------------------------------
# Blueprints
# ----------------------------------------------------------------
app.register_blueprint(api) app.register_blueprint(api)
app.register_blueprint(dashboard) app.register_blueprint(dashboard)
app.register_blueprint(auth)
app.register_blueprint(tracker)
app.register_blueprint(attack_planner)
if __name__ == '__main__': if __name__ == '__main__':
print("✅ Grepolis Remote — DB initialised") print("✅ Grepolis Remote — DB initialised")

221
blueprint_engine.py Normal file
View File

@@ -0,0 +1,221 @@
import json
import logging
from datetime import datetime, timedelta
log = logging.getLogger(__name__)
# ---------------------------------------------------------------------------
# STANDARD_BLUEPRINT — ordered list of phases.
# Each phase is a dict of { building_name: required_level }.
# The engine works through phases in order, queueing one building at a time.
# ---------------------------------------------------------------------------
STANDARD_BLUEPRINT = [
{"barracks": 1, "farm": 3, "lumber": 2, "stoner": 2, "ironer": 2, "storage": 2, "main": 2, "temple": 1},
{"barracks": 1, "farm": 3, "lumber": 3, "stoner": 3, "ironer": 3, "storage": 6, "main": 8},
{"farm": 8, "lumber": 8, "ironer": 8, "stoner": 8, "market": 5, "temple": 5, "barracks": 5},
{"academy": 13},
{"storage": 12, "farm": 12},
{"main": 25},
{"storage": 21, "farm": 15},
{"lumber": 15, "stoner": 10, "ironer": 12},
{"docks": 10},
{"academy": 30},
{"farm": 20, "storage": 25},
{"market": 15, "trade_office": 1, "hide": 10},
{"market": 30, "farm": 35, "thermal": 1, "academy": 36},
{"farm": 45, "storage": 35, "lumber": 40, "ironer": 40, "stoner": 40},
{"temple": 30}
]
RESEARCH_LIST = [
"booty", "pottery", "architecture", "building_crane",
"shipwright", "plow", "mathematics", "combat_experience",
"strong_wine", "take_over", "colonize_ship"
]
RESEARCH_LEVELS = {
"booty": 7,
"pottery": 7,
"architecture": 10,
"building_crane": 13,
"shipwright": 13,
"plow": 22,
"mathematics": 25,
"combat_experience": 34,
"strong_wine": 34,
"take_over": 28,
"colonize_ship": 13
}
MAX_LOOKAHEAD_PHASES = 2 # How many phases ahead to look if current phase is fully blocked
def evaluate_blueprints(conn):
blueprints = conn.execute('SELECT town_id, blueprint_name FROM town_blueprints WHERE is_active = 1').fetchall()
log.warning(f"[blueprint] Active blueprints: {len(blueprints)}")
if not blueprints:
return
for row in blueprints:
town_id = str(row['town_id'])
log.warning(f"[blueprint] Evaluating town_id={town_id}")
town_row = conn.execute(
'SELECT data, player_id, town_name, world_id FROM town_state WHERE town_id = ?', (town_id,)
).fetchone()
if not town_row:
log.warning(f"[blueprint] No town_state row for town_id={town_id} — skipping")
continue
player_id = town_row['player_id']
town_name_db = town_row['town_name']
town_world_id = town_row['world_id']
log.warning(f"[blueprint] Town: {town_name_db}, player_id={player_id}, world_id={town_world_id!r}")
try:
town = json.loads(town_row['data'])
except Exception as e:
log.warning(f"[blueprint] Failed to parse town JSON: {e}")
continue
build_queue = town.get('buildingOrder', [])
buildings = town.get('buildings', {})
build_data = town.get('buildData', {})
log.warning(f"[blueprint] buildingOrder length: {len(build_queue)}")
# ── Guard: don't queue if there's already a pending/executing command ──────
# Ghost detection: if a 'pending' command has sat untouched for >5 min,
# it's stale — delete it so we can re-evaluate fresh.
five_min_ago = (datetime.utcnow() - timedelta(minutes=5)).isoformat()
db_pending = conn.execute(
"SELECT id, type, status, updated_at FROM commands "
"WHERE town_id = ? AND type IN ('build', 'research') AND status IN ('pending', 'executing')",
(town_id,)
).fetchall()
if db_pending:
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)
]
if ghost_ids:
log.warning(f"[blueprint] Deleting {len(ghost_ids)} ghost commands {ghost_ids}")
conn.execute(
f"DELETE FROM commands WHERE id IN ({','.join('?' for _ in ghost_ids)})",
ghost_ids
)
conn.commit()
db_pending = conn.execute(
"SELECT id, type, status, updated_at FROM commands "
"WHERE town_id = ? AND type IN ('build', 'research') AND status IN ('pending', 'executing')",
(town_id,)
).fetchall()
if db_pending:
details = [(r['id'], r['type'], r['status']) for r in db_pending]
log.warning(f"[blueprint] Already has {len(db_pending)} queued commands — skipping. {details}")
continue
# ── Calculate future levels: current buildings + anything in the game build queue ──
future_levels = {k: v for k, v in buildings.items()}
for q_item in build_queue:
b_type = q_item.get('building_type') or q_item.get('name')
if b_type:
future_levels[b_type] = future_levels.get(b_type, 0) + 1
log.warning(f"[blueprint] future_levels: {future_levels}")
# ── Simple phase search ────────────────────────────────────────────────────
# Strategy:
# 1. Find the first phase that has at least one building below its target.
# 2. Queue the first incomplete building from that phase — no resource checks,
# no dependency checks, exactly like adding it manually.
# 3. If every incomplete building in that phase is flagged has_max_level=True
# (meaning the game truly refuses to build it), look up to MAX_LOOKAHEAD_PHASES
# phases ahead for something to queue instead.
target_building = None
lookahead_used = 0
first_incomplete_phase_idx = None
for phase_idx, phase in enumerate(STANDARD_BLUEPRINT):
# Collect buildings that still need work in this phase
incomplete = [b for b, req in phase.items() if future_levels.get(b, 0) < req]
if not incomplete:
continue # Phase is fully complete, move on
# Track the very first incomplete phase we encounter
if first_incomplete_phase_idx is None:
first_incomplete_phase_idx = phase_idx
log.warning(f"[blueprint] Phase {phase_idx} incomplete: {incomplete}")
# Separate into: genuinely blocked (has_max=True) vs. queueable
blocked = [b for b in incomplete if build_data.get(b, {}).get('has_max_level', False)]
queueable = [b for b in incomplete if b not in blocked]
if queueable:
# We are in the current phase (or a valid lookahead phase) — queue it!
target_building = queueable[0]
log.warning(f"[blueprint] -> SELECTED '{target_building}' from phase {phase_idx}"
+ (f" (lookahead +{lookahead_used})" if lookahead_used else ""))
break
# Everything incomplete in this phase is has_max_level blocked.
# Allow limited lookahead.
if phase_idx == first_incomplete_phase_idx or lookahead_used < MAX_LOOKAHEAD_PHASES:
if phase_idx != first_incomplete_phase_idx:
lookahead_used += 1
log.warning(f"[blueprint] Phase {phase_idx}: all incomplete buildings are has_max — "
f"looking ahead (lookahead_used={lookahead_used})")
continue
# Ran out of lookahead budget — stop
log.warning(f"[blueprint] Lookahead exhausted after {lookahead_used} extra phases — giving up")
break
# ── Academy Research (fallback when no building target) ───────────────────
target_research = None
if not target_building:
academy_level = future_levels.get('academy', 0)
researched = town.get('researches', {})
for r_name in RESEARCH_LIST:
if not researched.get(r_name):
req_level = RESEARCH_LEVELS.get(r_name, 99)
if academy_level >= req_level:
target_research = r_name
log.warning(f"[blueprint] -> Research target: {r_name}")
break
log.warning(f"[blueprint] Final: target_building={target_building}, target_research={target_research}")
# ── Insert command ─────────────────────────────────────────────────────────
now = datetime.utcnow().isoformat()
if target_building:
pos_row = conn.execute(
"SELECT MAX(position) as max_pos FROM commands"
" WHERE player_id = ? AND town_id = ? AND type = 'build'"
" AND status IN ('pending', 'executing')",
(str(player_id), str(town_id))
).fetchone()
position = (pos_row['max_pos'] or 0) + 1
payload_str = json.dumps({"building_id": target_building})
conn.execute('''
INSERT INTO commands (town_id, town_name, type, payload, status, position, created_at, updated_at, player_id)
VALUES (?, ?, ?, ?, 'pending', ?, ?, ?, ?)
''', (str(town_id), town_name_db, 'build', payload_str, position, now, now, str(player_id)))
log.warning(f"[blueprint] Inserted build command: {target_building} for {town_name_db}")
elif target_research:
payload_str = json.dumps({"research_id": target_research})
conn.execute('''
INSERT INTO commands (town_id, town_name, type, payload, status, created_at, updated_at, player_id)
VALUES (?, ?, ?, ?, 'pending', ?, ?, ?)
''', (str(town_id), town_name_db, 'research', payload_str, now, now, str(player_id)))
log.warning(f"[blueprint] Inserted research command: {target_research} for {town_name_db}")
else:
log.warning(f"[blueprint] Nothing to do for {town_name_db}")

44
bot_modules/00_config.js Normal file
View File

@@ -0,0 +1,44 @@
// ================================================================
// 00_config.js — Shared constants and utility helpers
// Runs first; everything here is available to all other modules.
// ================================================================
const uw = typeof unsafeWindow !== 'undefined' ? unsafeWindow : window;
const BASE_URL = 'https://grepo.haunter-pets.top';
// Read the clan key injected by the Loader before eval()
const CLAN_KEY = window.__GRC_CLAN_KEY || '';
// Returns a random integer between min and max (inclusive)
function randInt(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
// Schedules fn to run after a random ms delay, then reschedules itself.
// Optional initialDelayMs sets the delay for the very first run only.
function jitterLoop(fn, minMs, maxMs, initialDelayMs) {
function schedule(delay) {
setTimeout(async () => {
await fn();
schedule(randInt(minMs, maxMs));
}, delay);
}
schedule(initialDelayMs !== undefined ? initialDelayMs : randInt(minMs, maxMs));
}
function log(msg) {
console.log(`[GRC] ${msg}`);
}
function sleep(ms) {
return new Promise(r => setTimeout(r, ms));
}
// Wrapper around fetch() that automatically injects the X-Clan-Key header
// on every request. Use this instead of fetch() everywhere in the bot.
function apiFetch(url, options) {
options = options || {};
options.headers = options.headers || {};
options.headers['X-Clan-Key'] = CLAN_KEY;
return fetch(url, options);
}

35
bot_modules/01_ui.js Normal file
View File

@@ -0,0 +1,35 @@
// ================================================================
// 01_ui.js — Toolbar button + pause toggle
// Depends on: uw, log (00_config.js)
// ================================================================
const btnHtml = `
<div class="divider"></div>
<div class="activity" id="grc_btn"
style="filter: brightness(70%) sepia(100%) hue-rotate(200deg) saturate(1000%) contrast(0.8);">
<p id="grc_label" style="position:relative;top:-8px;font-weight:bold;z-index:6;">Remote</p>
</div>`;
let paused = false;
function togglePause() {
paused = !paused;
const label = document.getElementById('grc_label');
const btn = document.getElementById('grc_btn');
if (paused) {
label.textContent = 'Paused';
btn.style.filter = 'brightness(70%) sepia(100%) hue-rotate(-50deg) saturate(1000%) contrast(0.8)';
} else {
label.textContent = 'Remote';
btn.style.filter = 'brightness(294%) sepia(100%) hue-rotate(200deg) saturate(1000%) contrast(0.8)';
}
log(`Remote is now ${paused ? 'PAUSED' : 'ACTIVE'}`);
}
setTimeout(() => {
if (!document.getElementById('grc_btn')) {
uw.$('.tb_activities, .toolbar_activities').find('.middle').append(btnHtml);
}
}, 4000);
uw.$(document).on('click', '#grc_btn', togglePause);

264
bot_modules/02_state.js Normal file
View File

@@ -0,0 +1,264 @@
// ================================================================
// 02_state.js — Gather & push town state to the relay server
// Depends on: uw, BASE_URL, log, paused (00_config.js / 01_ui.js)
// ================================================================
function gatherState() {
const towns = uw.ITowns?.towns || {};
const player = uw.Game?.player_name || '';
const player_id = uw.Game?.player_id ?? null;
const alliance_id = uw.Game?.alliance_id ?? null;
let alliance_name = null;
try {
const pm = uw.MM.getModels().Player[player_id];
if (pm && pm.attributes) alliance_name = pm.attributes.alliance_name;
} catch (e) { log(`Failed to extract alliance_name: ${e}`); }
const total_points = uw.Game?.player_points ?? 0;
const world = uw.Game?.world_id || '';
const townList = Object.values(towns).map(town => {
const res = town.resources();
const buildings = town.buildings()?.attributes ?? {};
const unitsObj = {};
try {
const units = town.units();
if (units) {
Object.keys(units).forEach(k => {
unitsObj[k] = typeof units[k] === 'number'
? units[k]
: (units[k]?.getAmount?.() ?? 0);
});
}
} catch (e) {}
let buildQueue = [];
try {
const bo = town.buildingOrders?.();
if (bo?.models) buildQueue = bo.models.map(m => m.attributes);
} catch (e) {}
let buildDataMap = {};
try {
const buildDataRaw = uw.MM?.getModels?.()?.BuildingBuildData?.[town.id]?.attributes?.building_data || {};
for (const k in buildDataRaw) {
buildDataMap[k] = {
buildable: buildDataRaw[k].buildable,
dependencies: buildDataRaw[k].dependencies_fulfilled !== false,
wood: buildDataRaw[k].resources_for?.wood || 0,
stone: buildDataRaw[k].resources_for?.stone || 0,
iron: buildDataRaw[k].resources_for?.iron || 0,
pop: buildDataRaw[k].population_for || 0,
build_time: buildDataRaw[k].building_time || '',
can_upgrade: !!buildDataRaw[k].can_upgrade,
enough_resources: !!buildDataRaw[k].enough_resources,
missing_dependencies: buildDataRaw[k].missing_dependencies || [],
has_max_level: !!buildDataRaw[k].has_max_level
};
}
} catch (e) { log(`Failed to gather build data: ${e}`); }
// ---- Storage capacity -----------------------------------------------
let storageCapacity = 0;
try {
storageCapacity = town.getStorageCapacity?.() || 0;
if (!storageCapacity) {
const storageLevel = buildings.storage ?? 0;
const gd = uw.GameData?.buildingData?.storage;
storageCapacity = gd?.max_storage?.[storageLevel] || gd?.storage?.[storageLevel] || 0;
}
if (!storageCapacity) {
storageCapacity = res.capacity || res.storage_capacity || res.storage || 0;
}
} catch (e) { log(`storage capacity lookup failed: ${e}`); }
// ---- Market / Trade capacity -----------------------------------------
let marketCapacity = 0;
try {
const marketLevel = buildings.market ?? 0;
const gd = uw.GameData?.buildingData?.market;
marketCapacity = gd?.capacity_per_level?.[marketLevel] || 0;
if (buildings.trade_office && buildings.trade_office > 0) {
marketCapacity += (uw.GameData?.buildingData?.trade_office?.capacity_extra_per_level || 500) * marketLevel;
}
} catch (e) { log(`market capacity lookup failed: ${e}`); }
// ---- Coordinates & sea zone -----------------------------------------
let x = null, y = null, sea = null;
try {
x = town.getIslandCoordinateX?.() ?? null;
y = town.getIslandCoordinateY?.() ?? null;
if (typeof x === 'number' && typeof y === 'number') {
sea = Math.floor(x / 100) * 10 + Math.floor(y / 100);
}
} catch (e) {}
// ---- Researches -----------------------------------------------------
let researches = {};
try {
const r = town.researches?.();
if (r) researches = r.attributes ?? (typeof r === 'object' ? r : {});
} catch (e) { log(`[Debug] town.researches() failed: ${e}`); }
// ---- Unit Data (Costs & Dependencies) -------------------------------
let unitDataMap = {};
try {
const gdUnits = uw.GameData?.units || {};
for (const u in gdUnits) {
if (u === 'militia') continue;
const reqBuildings = gdUnits[u].building_dependencies || {};
const reqResearch = gdUnits[u].research_dependencies || [];
let missing_deps = {};
for (const reqB in reqBuildings) {
if ((buildings[reqB] || 0) < reqBuildings[reqB]) {
missing_deps[reqB] = { name: reqB, needed_level: reqBuildings[reqB] };
}
}
for (const reqR of reqResearch) {
if (!researches[reqR]) {
missing_deps[reqR] = { name: reqR, needed_level: 'Έρευνα' };
}
}
const cost = gdUnits[u].resources || {};
const w = cost.wood || 0, s = cost.stone || 0, i = cost.iron || 0;
let enough = !(res.wood < w || res.stone < s || res.iron < i);
unitDataMap[u] = {
wood: w, stone: s, iron: i,
pop: gdUnits[u].population || 0,
build_time: gdUnits[u].build_time || 0,
enough_resources: enough,
missing_dependencies: missing_deps
};
}
} catch (e) { log(`Failed to gather unit data: ${e}`); }
// ---- Farm town data -----------------------------------------------
let farms = [];
try {
const farmCollection = uw.MM.getOnlyCollectionByName('FarmTown');
const relCollection = uw.MM.getOnlyCollectionByName('FarmTownPlayerRelation');
if (farmCollection && relCollection) {
const ix = town.getIslandCoordinateX?.();
const iy = town.getIslandCoordinateY?.();
farmCollection.models.forEach(farm => {
if (farm.attributes.island_x !== ix || farm.attributes.island_y !== iy) return;
relCollection.models.forEach(rel => {
if (rel.attributes.farm_town_id === farm.attributes.id &&
rel.attributes.relation_status >= 1) {
farms.push({
farm_town_id: farm.attributes.id,
farm_name: farm.attributes.name || '',
relation_id: rel.id,
relation_status: rel.attributes.relation_status,
expansion_stage: rel.attributes.expansion_stage || 0,
expansion_at: rel.attributes.expansion_at || 0,
lootable_at: rel.attributes.lootable_at || 0
});
}
});
});
}
} catch (e) {}
// ---- Extra town flags -----------------------------------------------
let has_premium = false;
try {
has_premium = uw.GameDataPremium?.isAdvisorActivated?.('curator') || false;
} catch (e) {}
return {
town_id: town.id,
town_name: town.name,
x, y, sea,
wood: res.wood,
stone: res.stone,
iron: res.iron,
storage: storageCapacity,
market_capacity: marketCapacity,
population: res.population,
points: town.getPoints?.() ?? 0,
god: town.god?.() ?? null,
buildings,
units: unitsObj,
buildingOrder: buildQueue,
buildData: buildDataMap,
unitData: unitDataMap,
researches,
has_premium,
bonuses: {},
wonder_points: 0,
alliance_name,
farms,
};
});
// ---- World speed & unit speed table (for attack planner calculations) -----
let world_speed = 1;
let unit_speeds = {};
try {
world_speed = uw.Game?.world_speed || 1;
const gdUnits = uw.GameData?.units || {};
for (const [uid, ud] of Object.entries(gdUnits)) {
if (ud.speed !== undefined) {
unit_speeds[uid] = {
speed: ud.speed || 0,
population: ud.population || 1,
is_naval: !!(ud.naval || ud.is_naval || false),
capacity: ud.capacity || 0, // transport ship cargo
};
}
}
} catch (e) { log(`unit speed gather failed: ${e}`); }
return { player, player_id, alliance_id, total_points, world_id: world,
world_speed, unit_speeds, towns: townList };
}
function pushState() {
if (paused) return;
try {
const payload = gatherState();
apiFetch(`${BASE_URL}/api/state`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify(payload)
})
.then(() => log(`State pushed — ${payload.towns.length} towns`))
.catch(e => log(`State push failed: ${e}`));
} catch (e) {
log(`gatherState error: ${e}`);
}
}
// ---- AJAX Interceptor for Zero-Delay Push ----------------------------
let pushTimeout = null;
function debouncedPushState() {
if (paused) return;
if (pushTimeout) clearTimeout(pushTimeout);
pushTimeout = setTimeout(() => {
log('⚡ State change detected (AJAX). Syncing to Remote...');
pushState();
}, 1200);
}
if (uw.$) {
uw.$(document).ajaxComplete(function (e, xhr, opt) {
if (!opt || !opt.url) return;
if (opt.url.includes(BASE_URL)) return;
if (opt.url.includes('map_tiles')) return;
if (opt.url.includes('action=') || opt.url.includes('switch_town')) {
debouncedPushState();
}
});
}
// ---- Report command result back to relay -----------------------------
function reportResult(cmdId, status, message) {
apiFetch(`${BASE_URL}/api/commands/${cmdId}/result`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ status, message })
}).catch(e => log(`reportResult failed: ${e}`));
}

46
bot_modules/03_captcha.js Normal file
View File

@@ -0,0 +1,46 @@
// ================================================================
// 03_captcha.js — hCaptcha detection & server alert
// Depends on: uw, BASE_URL, log, paused (00_config.js / 01_ui.js)
// ================================================================
let captchaActive = false;
function reportCaptcha(detected) {
const player_id = uw.Game?.player_id;
const world_id = uw.Game?.world_id || '';
if (!player_id) return;
apiFetch(`${BASE_URL}/api/captcha/alert?player_id=${player_id}&world_id=${world_id}`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ detected })
}).catch(e => log(`captcha report failed: ${e}`));
}
function detectCaptcha() {
setInterval(() => {
const win = document.getElementById('hcaptcha_window');
let isVisible = false;
if (win) {
const style = window.getComputedStyle(win);
if (style.display !== 'none' && style.visibility !== 'hidden') {
isVisible = true;
}
}
if (isVisible && !captchaActive) {
captchaActive = true;
paused = true;
const label = document.getElementById('grc_label');
const btn = document.getElementById('grc_btn');
if (label) label.textContent = '⚠ CAPTCHA';
if (btn) btn.style.filter = 'brightness(70%) sepia(100%) hue-rotate(300deg) saturate(1000%) contrast(0.8)';
log('⚠ CAPTCHA detected — bot paused, alerting server');
reportCaptcha(true);
} else if (!isVisible && captchaActive) {
captchaActive = false;
log('✅ Captcha resolved — alert cleared (bot remains paused)');
reportCaptcha(false);
}
}, 1000);
}

View File

@@ -0,0 +1,215 @@
// ================================================================
// 04a_execute_farm.js — Farm command executors
// Depends on: uw, log, sleep, randInt, paused, pushState
// ================================================================
// ----------------------------------------------------------------
// Execute: Farm Upgrade / Unlock
// ----------------------------------------------------------------
async function executeFarmUpgrade(cmd) {
const now = Math.floor(Date.now() / 1000);
let farmModels, relModels;
try {
farmModels = uw.MM.getOnlyCollectionByName('FarmTown')?.models;
relModels = uw.MM.getOnlyCollectionByName('FarmTownPlayerRelation')?.models;
} catch (e) {
return { ok: false, msg: `Cannot access farm collections: ${e.message}` };
}
if (!farmModels || !relModels) {
return { ok: false, msg: 'Farm collections not loaded yet' };
}
// Build polis list (one town per island)
const islandsSeen = new Set();
const polisList = [];
try {
for (const town of uw.MM.getCollections().Town[0].models) {
const { on_small_island, island_id, id } = town.attributes;
if (on_small_island) continue;
if (!islandsSeen.has(island_id)) {
islandsSeen.add(island_id);
polisList.push(id);
}
}
} catch (e) {
return { ok: false, msg: `Cannot build town list: ${e.message}` };
}
let upgraded = 0, unlocked = 0, skipped = 0, errors = 0;
for (const town_id of polisList) {
const town = uw.ITowns?.towns?.[town_id];
if (!town) continue;
const ix = town.getIslandCoordinateX();
const iy = town.getIslandCoordinateY();
if (ix == null || iy == null) continue;
for (const farm of farmModels) {
if (farm.attributes.island_x !== ix || farm.attributes.island_y !== iy) continue;
for (const rel of relModels) {
if (rel.attributes.farm_town_id !== farm.attributes.id) continue;
const status = rel.attributes.relation_status;
const level = rel.attributes.expansion_stage || 0;
const expAt = rel.attributes.expansion_at || 0;
if (expAt > now) { skipped++; continue; }
if (status === 1 && level >= 5) { skipped++; continue; }
if (status < 0) { skipped++; continue; }
const isLocked = status === 0;
const action = isLocked ? 'unlock' : 'upgrade';
const requestedAction = cmd.payload?.action_type;
if (requestedAction && requestedAction !== action) { skipped++; continue; }
if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
log(`Farm ${action}: farm_id=${farm.attributes.id} level=${level} town=${town_id}`);
try {
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: `FarmTownPlayerRelation/${rel.id}`,
action_name: action,
arguments: { farm_town_id: farm.attributes.id },
town_id
});
isLocked ? unlocked++ : upgraded++;
} catch (e) { errors++; }
await sleep(randInt(4000, 10000));
}
}
}
pushState();
return { ok: true, msg: `Farm upgrade done: ${unlocked} unlocked, ${upgraded} upgraded, ${skipped} skipped, ${errors} errors` };
}
// ----------------------------------------------------------------
// Execute: Farm Loot
// ----------------------------------------------------------------
async function executeFarmLoot(cmd) {
const { loot_option } = cmd.payload || {};
const option = parseInt(loot_option) || 1;
const now = Math.floor(Date.now() / 1000);
let farmModels, relModels;
try {
farmModels = uw.MM.getOnlyCollectionByName('FarmTown')?.models;
relModels = uw.MM.getOnlyCollectionByName('FarmTownPlayerRelation')?.models;
} catch (e) {
return { ok: false, msg: `Cannot access farm collections: ${e.message}` };
}
if (!farmModels || !relModels) {
return { ok: false, msg: 'Farm collections not loaded yet — open island view first' };
}
// Build island groups using MM (all towns, not just visible)
const islandTownsMap = {};
try {
const allTowns = uw.MM.getCollections().Town[0].models;
for (const town of allTowns) {
const { on_small_island, island_id, id } = town.attributes;
if (on_small_island) continue;
if (!islandTownsMap[island_id]) islandTownsMap[island_id] = [];
islandTownsMap[island_id].push(id);
}
} catch (e) {
return { ok: false, msg: `Cannot build town list: ${e.message}` };
}
const islandList = Object.keys(islandTownsMap);
log(`Farm: processing ${islandList.length} islands with option=${option}`);
let claimed = 0, skipped = 0, errors = 0;
for (let i = 0; i < islandList.length; i++) {
const island_id = islandList[i];
const townIds = islandTownsMap[island_id];
let selected_town_id = null;
let lowest_total_res = Infinity;
for (const t_id of townIds) {
const t = uw.ITowns?.towns?.[t_id];
if (!t) continue;
let storageCapacity = t.getStorageCapacity?.() || 0;
if (!storageCapacity) {
const buildings = t.buildings?.()?.attributes || {};
const storageLevel = buildings.storage ?? 0;
const gd = uw.GameData?.buildingData?.storage;
storageCapacity = gd?.max_storage?.[storageLevel] || gd?.storage?.[storageLevel] || 0;
}
const res = t.resources?.() || {};
const w = res.wood || 0, s = res.stone || 0, ir = res.iron || 0;
// Skip completely full towns
if (storageCapacity > 0 && w >= storageCapacity && s >= storageCapacity && ir >= storageCapacity) continue;
const total_res = w + s + ir;
if (total_res < lowest_total_res) {
lowest_total_res = total_res;
selected_town_id = t_id;
}
}
if (!selected_town_id) {
log(`Farm: Skipping island ${island_id} (All towns are 100% full)`);
skipped++;
continue;
}
const town_id = selected_town_id;
const town = uw.ITowns?.towns?.[town_id];
if (!town) { skipped++; continue; }
const ix = town.getIslandCoordinateX();
const iy = town.getIslandCoordinateY();
if (ix == null || iy == null) { skipped++; continue; }
const readyFarms = [];
for (const farm of farmModels) {
if (farm.attributes.island_x !== ix || farm.attributes.island_y !== iy) continue;
for (const rel of relModels) {
if (
rel.attributes.farm_town_id === farm.attributes.id &&
rel.attributes.relation_status === 1 &&
(!rel.attributes.lootable_at || now >= rel.attributes.lootable_at)
) {
readyFarms.push({
town_id,
farm_town_id: rel.attributes.farm_town_id,
relation_id: rel.id
});
}
}
}
if (readyFarms.length === 0) { skipped++; continue; }
log(`Farm: ${readyFarms.length} ready on island of town ${town_id}`);
for (const farm of readyFarms) {
if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
try {
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: `FarmTownPlayerRelation/${farm.relation_id}`,
action_name: 'claim',
arguments: { farm_town_id: farm.farm_town_id, type: 'resources', option },
town_id: farm.town_id
});
claimed++;
} catch (e) { errors++; }
await sleep(randInt(500, 1500));
}
try { uw.WMap.removeFarmTownLootCooldownIconAndRefreshLootTimers(); } catch (e) {}
}
return { ok: true, msg: `Farm done: ${claimed} claimed, ${skipped} islands skipped, ${errors} errors` };
}

View File

@@ -0,0 +1,139 @@
// ================================================================
// 04b_execute_admin.js — Admin command executors
// Depends on: uw, log, sleep, randInt, paused
// ================================================================
// ----------------------------------------------------------------
// Execute: Build
// ----------------------------------------------------------------
async function executeBuild(cmd) {
const { town_id, payload } = cmd;
const { building_id } = payload;
const town = uw.ITowns?.getTown?.(town_id) || uw.ITowns?.towns?.[town_id];
if (!town) return { ok: false, msg: `Town ${town_id} not found in ITowns` };
const queueLen = town.buildingOrders?.()?.length ?? 0;
const hasCurator = uw.GameDataPremium?.isAdvisorActivated?.('curator');
const maxQueue = hasCurator ? 7 : 2;
if (queueLen >= maxQueue) {
return { ok: false, requeue: true, msg: `Build queue full (${queueLen}/${maxQueue})` };
}
try {
const buildData = uw.MM.getModels?.()?.BuildingBuildData?.[town_id]
?.attributes?.building_data?.[building_id];
if (buildData) {
const res = town.resources();
const { resources_for, population_for } = buildData;
if (town.getAvailablePopulation?.() < population_for) {
return { ok: false, requeue: true, msg: `Not enough population for ${building_id}` };
}
if (res.wood < resources_for.wood || res.stone < resources_for.stone || res.iron < resources_for.iron) {
return { ok: false, requeue: true, msg: `Not enough resources for ${building_id}` };
}
}
} catch (e) { log(`Resource check skipped: ${e}`); }
const reactionMs = randInt(800, 2500);
log(`Waiting ${reactionMs}ms before firing buildUp (reaction time)...`);
await sleep(reactionMs);
if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: 'BuildingOrder',
action_name: 'buildUp',
arguments: { building_id },
town_id
});
await sleep(500);
return { ok: true, msg: `buildUp ${building_id} queued` };
}
// ----------------------------------------------------------------
// Execute: Recruit
// ----------------------------------------------------------------
async function executeRecruit(cmd) {
const { town_id, payload } = cmd;
const { unit_id, amount } = payload;
const town = uw.ITowns?.getTown?.(town_id) || uw.ITowns?.towns?.[town_id];
if (!town) return { ok: false, msg: `Town ${town_id} not found` };
const navalUnits = [
'big_transporter', 'small_transporter', 'bireme',
'attack_ship', 'trireme', 'colonize_ship', 'sea_monster'
];
const endpoint = navalUnits.includes(unit_id) ? 'building_docks' : 'building_barracks';
const reactionMs = randInt(800, 2500);
log(`Waiting ${reactionMs}ms before firing recruit (reaction time)...`);
await sleep(reactionMs);
if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
uw.gpAjax.ajaxPost(endpoint, 'build', {
unit_id,
amount: parseInt(amount) || 1,
town_id
});
await sleep(500);
return { ok: true, msg: `Recruit ${amount}x ${unit_id} submitted` };
}
// ----------------------------------------------------------------
// Execute: Market Offer
// ----------------------------------------------------------------
async function executeMarketOffer(cmd) {
const { town_id, payload } = cmd;
const { offer, offer_type, demand, demand_type, max_delivery_time, visibility } = payload;
const town = uw.ITowns?.getTown?.(town_id) || uw.ITowns?.towns?.[town_id];
if (!town) return { ok: false, msg: `Town ${town_id} not found` };
const reactionMs = randInt(800, 2500);
log(`Waiting ${reactionMs}ms before firing market offer (reaction time)...`);
await sleep(reactionMs);
if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: 'CreateOffers/' + town_id,
action_name: 'createOffer',
captcha: null,
arguments: { offer, offer_type, demand, demand_type, max_delivery_time, visibility }
});
await sleep(500);
return { ok: true, msg: `Market offer posted: ${offer} ${offer_type} => ${demand} ${demand_type}` };
}
// ----------------------------------------------------------------
// Execute: Research (Academy)
// ----------------------------------------------------------------
async function executeResearch(cmd) {
const { town_id, payload } = cmd;
const { research_id } = payload;
const town = uw.ITowns?.getTown?.(town_id) || uw.ITowns?.towns?.[town_id];
if (!town) return { ok: false, msg: `Town ${town_id} not found` };
const reactionMs = randInt(800, 2500);
log(`Waiting ${reactionMs}ms before firing research (reaction time)...`);
await sleep(reactionMs);
if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: 'ResearchOrder',
action_name: 'research',
arguments: { id: research_id },
town_id
});
await sleep(500);
return { ok: true, msg: `Research ${research_id} queued` };
}

View File

@@ -0,0 +1,307 @@
// ================================================================
// 04c_execute_bootcamp_trade.js
// Auto-Bootcamp & Auto-Rural-Trade loops
//
// Both are driven by jitterLoop (registered in 05_main.js boot()).
// Settings arrive via cmdData.bot_settings in the poll response —
// no extra network call is needed.
//
// Timers (human-like, randomised):
// Bootcamp : 1222 min (camp cooldown is ~1215 min)
// RuralTrade: 2545 min (trading is low-urgency)
// ================================================================
// Shared cache — set by pollAndExecute every 8-18 s
let lastKnownBotSettings = {};
// ----------------------------------------------------------------
// botLog — sends a log entry to the server
// ----------------------------------------------------------------
async function botLog(player_id, world_id, feature, message) {
log(`[${feature}] ${message}`);
try {
await apiFetch(`${BASE_URL}/api/bot-logs`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ player_id, world_id, feature, message })
});
} catch (e) { /* non-critical */ }
}
// ================================================================
// AUTO BOOTCAMP
// ================================================================
async function autoBootcampLoop() {
if (paused) return;
const settings = lastKnownBotSettings;
if (!settings.bootcamp_enabled) return;
const player_id = uw.Game?.player_id;
const world_id = uw.Game?.world_id;
if (!player_id || !world_id) return;
let model;
try {
model = uw.MM.getModelByNameAndPlayerId('PlayerAttackSpot');
} catch (e) { return; }
// Model not loaded yet (player hasn't opened the camp UI this session)
if (!model || typeof model.getLevel?.() === 'undefined') {
log('[bootcamp] PlayerAttackSpot model not ready — skipping');
return;
}
// ── 1. Claim reward if available ──────────────────────────────
try {
const hasReward = model.hasReward?.();
if (hasReward) {
const reward = model.getReward?.();
if (reward) {
const isInstant = reward.power_id?.includes('instant');
const isFavor = reward.power_id?.includes('favor');
const stashable = reward.stashable;
const useReward = () => {
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: `PlayerAttackSpot/${player_id}`,
action_name: 'useReward',
arguments: {}
});
botLog(player_id, world_id, 'bootcamp', `Reward used: ${reward.power_id}`);
};
if (isInstant && !isFavor) {
useReward();
} else if (stashable) {
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: `PlayerAttackSpot/${player_id}`,
action_name: 'stashReward',
arguments: {}
}, 0, {
success: () => {
botLog(player_id, world_id, 'bootcamp', `Reward stashed: ${reward.power_id}`);
},
error: useReward
});
} else {
useReward();
}
await sleep(randInt(3000, 7000));
return; // Wait for next cycle to attack
}
}
} catch (e) { /* reward check failed — continue to attack check */ }
// ── 2. Attack if no cooldown ───────────────────────────────────
try {
// If getCooldownDuration is unavailable, skip safely
if (typeof model.getCooldownDuration !== 'function') {
log('[bootcamp] getCooldownDuration unavailable — skipping');
return;
}
const cooldown = model.getCooldownDuration();
if (cooldown > 0) {
const minRemaining = Math.round(cooldown / 60);
await botLog(player_id, world_id, 'bootcamp', `Camp on cooldown — ${minRemaining} min remaining`);
return;
}
// Check no existing attack movement to/from camp
const movements = uw.MM.getModels()?.MovementsUnits;
if (movements) {
for (const mv of Object.values(movements)) {
if (mv.attributes.destination_is_attack_spot || mv.attributes.origin_is_attack_spot) {
await botLog(player_id, world_id, 'bootcamp', 'Attack already in flight — skipping');
return;
}
}
}
// Collect units from current town
const currentTownId = uw.Game?.townId;
if (!currentTownId) return;
const town = uw.ITowns?.towns?.[currentTownId];
if (!town) return;
const units = { ...town.units?.() };
delete units.militia;
// Remove naval
for (const unit in units) {
if (uw.GameData?.units?.[unit]?.is_naval) delete units[unit];
}
// Remove defensive if use_def is off
if (!settings.bootcamp_use_def) {
delete units.sword;
delete units.archer;
}
// Remove zero-count
for (const unit in units) {
if (!units[unit] || units[unit] <= 0) delete units[unit];
}
if (Object.keys(units).length === 0) {
await botLog(player_id, world_id, 'bootcamp', 'No available units — skipping attack. (Χωρίς αμυντικά)');
return;
}
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: `PlayerAttackSpot/${player_id}`,
action_name: 'attack',
arguments: units
});
const unitSummary = Object.entries(units).map(([u, n]) => `${n}x${u}`).join(', ');
await botLog(player_id, world_id, 'bootcamp', `Στέλνω ${JSON.stringify(units)} στο camp...`);
} catch (e) {
await botLog(player_id, world_id, 'bootcamp', `Error during attack: ${e}`);
}
}
// ================================================================
// AUTO RURAL TRADE
// Triggers only when a town's pending build command is stuck due to
// insufficient resources. Trades for the specific missing resource.
//
// Ratio map: 1→0.25, 2→0.5, 3→0.75, 4→1.0, 5→1.25
// ================================================================
const RATIO_MAP = { 1: 0.25, 2: 0.50, 3: 0.75, 4: 1.00, 5: 1.25 };
async function autoRuralTradeLoop() {
if (paused) return;
const settings = lastKnownBotSettings;
if (!settings.rural_trade_enabled) return;
const player_id = uw.Game?.player_id;
const world_id = uw.Game?.world_id;
if (!player_id || !world_id) return;
const minRatio = RATIO_MAP[settings.rural_trade_ratio] ?? 0.75;
let farmModels, relModels;
try {
farmModels = uw.MM.getOnlyCollectionByName('FarmTown')?.models;
relModels = uw.MM.getOnlyCollectionByName('FarmTownPlayerRelation')?.models;
} catch (e) { return; }
if (!farmModels || !relModels) return;
// ── Find towns with stuck build commands ───────────────────────
// We look at each town's in-game build queue. If the queue slot
// is empty but we have a pending remote command, the build is
// waiting — check which resource it needs.
const towns = uw.ITowns?.towns;
if (!towns) return;
let tradesTotal = 0;
for (const [town_id_str, town] of Object.entries(towns)) {
if (paused) return;
// Get next pending build for this town from BuildingBuildData
let missingResource = null;
try {
const buildData = uw.MM.getModels()?.BuildingBuildData?.[town_id_str];
if (!buildData) continue;
const orders = town.buildingOrders?.()?.models ?? [];
// Only check if the in-game queue has room (build could be submitted)
const queueCap = uw.GameDataPremium?.isAdvisorActivated('curator') ? 7 : 2;
if (orders.length >= queueCap) continue; // Queue full — not stuck on resources
// Check all building types to find one we might be trying to build
// Heuristic: look for any building where we have less resources than needed
const allBuildingData = buildData.attributes?.building_data ?? {};
const res = town.resources?.() ?? {};
for (const [building_id, bdata] of Object.entries(allBuildingData)) {
if (!bdata.resources_for) continue;
const cost = bdata.resources_for;
const w = cost.wood || 0;
const s = cost.stone || 0;
const ir = cost.iron || 0;
// Skip if we can already afford it
if (res.wood >= w && res.stone >= s && res.iron >= ir) continue;
// Find which resource is most lacking (relative to cost)
const shortfalls = [];
if (w > 0) shortfalls.push({ res: 'wood', ratio: res.wood / w });
if (s > 0) shortfalls.push({ res: 'stone', ratio: res.stone / s });
if (ir > 0) shortfalls.push({ res: 'iron', ratio: res.iron / ir });
if (shortfalls.length === 0) continue;
shortfalls.sort((a, b) => a.ratio - b.ratio);
missingResource = shortfalls[0].res;
break;
}
} catch (e) { continue; }
if (!missingResource) continue;
// ── Find farm villages on this island offering missingResource ──
const town_obj = town;
const ix = town_obj.getIslandCoordinateX?.();
const iy = town_obj.getIslandCoordinateY?.();
if (ix == null || iy == null) continue;
let tradeMade = false;
for (const farm of farmModels) {
if (farm.attributes.island_x !== ix || farm.attributes.island_y !== iy) continue;
if (farm.attributes.resource_offer !== missingResource) continue;
for (const rel of relModels) {
if (rel.attributes.farm_town_id !== farm.attributes.id) continue;
if (rel.attributes.relation_status !== 1) continue; // must be allied
// Check ratio meets minimum
const tradeRatio = rel.attributes.current_trade_ratio ?? 0;
if (tradeRatio < minRatio) continue;
const tradeCapacity = town_obj.getAvailableTradeCapacity?.() ?? 0;
if (tradeCapacity < 100) continue;
const amount = Math.min(tradeCapacity, 3000);
if (paused) return;
try {
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: `FarmTownPlayerRelation/${rel.id}`,
action_name: 'trade',
arguments: { farm_town_id: farm.attributes.id, amount },
town_id: parseInt(town_id_str)
});
await botLog(player_id, world_id, 'rural_trade',
`Traded ${amount} ${missingResource}${farm.attributes.name} via ${town_obj.getName?.() ?? town_id_str}`);
tradesTotal++;
tradeMade = true;
} catch (e) {
await botLog(player_id, world_id, 'rural_trade', `Trade error: ${e}`);
}
await sleep(randInt(800, 1800));
}
if (tradeMade) break; // One trade per town per cycle is enough
}
if (!tradeMade && missingResource) {
await botLog(player_id, world_id, 'rural_trade',
`${town_obj.getName?.() ?? town_id_str} needs ${missingResource} but no suitable village found`);
}
await sleep(randInt(500, 1200));
}
if (tradesTotal === 0) {
log('[rural_trade] No stuck builds or no tradeable villages — nothing to do');
}
}

251
bot_modules/05_main.js Normal file
View File

@@ -0,0 +1,251 @@
// ================================================================
// 05_main.js — Poll loop, command dispatch, boot
// Depends on: everything above
// ================================================================
// Shared farm state — prevents auto-farm and explicit farm_loot commands
// from running concurrently. Also caches last-known farm settings so the
// auto-farm loop doesn't need its own API call.
let farmLootRunning = false;
let lastKnownFarmSettings = {};
// Loot option → cooldown ms (matches game's farm timer options)
const LOOT_TIMINGS = { 1: 300000, 2: 1200000, 3: 5400000, 4: 14400000 };
// ----------------------------------------------------------------
// scheduleNextFarm — fires autoFarmLoop once, then reschedules
// Delay = loot_option cooldown + random 30-120s human jitter.
// This mirrors ModernBot's pattern: run exactly when farms are ready.
// ----------------------------------------------------------------
function scheduleNextFarm(isFirstRun = false) {
let totalMs = 15000; // 15 seconds for the first run to catch already-ready farms
if (!isFirstRun) {
const option = lastKnownFarmSettings.loot_option || 1;
const baseMs = LOOT_TIMINGS[option] || 300000;
const jitterMs = randInt(30000, 120000); // +30 to +120 s
totalMs = baseMs + jitterMs;
}
log(`⏰ Next auto-farm in ${(totalMs / 60000).toFixed(1)} min`);
setTimeout(async () => {
await autoFarmLoop();
scheduleNextFarm(false);
}, totalMs);
}
// ----------------------------------------------------------------
// pollAndExecute — runs every 818 s (main command loop)
// Handles builds, recruits, market, research, explicit farm commands.
// Auto-farm has its own separate loop below.
// ----------------------------------------------------------------
async function pollAndExecute() {
if (paused) return;
const player_id = uw.Game?.player_id;
const world_id = uw.Game?.world_id;
if (!player_id) return;
let cmdData;
try {
const res = await apiFetch(`${BASE_URL}/api/commands/pending?player_id=${player_id}&world_id=${world_id}`);
cmdData = await res.json();
} catch (e) {
log(`Poll failed: ${e}`);
return;
}
// Cache farm + bot settings so autonomous loops can read them without extra calls
lastKnownFarmSettings = cmdData.farm_settings || {};
lastKnownBotSettings = cmdData.bot_settings || {};
// Handle manual bootcamp attack trigger
if (lastKnownBotSettings.attack_now) {
log('Manual bootcamp attack requested! Firing immediately...');
// Fire asynchronously so it doesn't block the rest of pollAndExecute
setTimeout(autoBootcampLoop, 0);
}
// Feature flags — default to all on if server doesn't send them (backward compatible)
const features = cmdData.enabled_features || ['farm', 'admin'];
const farmOn = features.includes('farm');
const adminOn = features.includes('admin');
// Build: one command per town (server returns an array)
const buildCmds = adminOn ? (cmdData.builds || []) : [];
const recruitCmd = adminOn ? cmdData.recruit : null;
const marketCmd = adminOn ? cmdData.market : null;
const researchCmd = adminOn ? cmdData.research : null;
const farmCmd = farmOn ? cmdData.farm : null;
const farmUpgradeCmd = farmOn ? cmdData.farm_upgrade : null;
if (cmdData.sync_requested) {
log('Sync requested by server — pushing state immediately');
pushState();
}
const execute = async (cmd) => {
if (!cmd) return;
log(`Executing command #${cmd.id} — type:${cmd.type} town:${cmd.town_id}`);
if (paused) {
log(`[Paused] Ignoring command #${cmd.id}`);
return;
}
let result;
try {
if (cmd.type === 'build') result = await executeBuild(cmd);
else if (cmd.type === 'recruit') result = await executeRecruit(cmd);
else if (cmd.type === 'market_offer') result = await executeMarketOffer(cmd);
else if (cmd.type === 'research') result = await executeResearch(cmd);
else if (cmd.type === 'farm_upgrade') result = await executeFarmUpgrade(cmd);
else if (cmd.type === 'farm_loot') {
// Guard: if auto-farm is mid-run, requeue rather than overlap
if (farmLootRunning) {
result = { ok: false, requeue: true, msg: 'Auto-farm in progress — requeueing' };
} else {
farmLootRunning = true;
try { result = await executeFarmLoot(cmd); }
finally { farmLootRunning = false; }
}
}
else result = { ok: false, msg: `Unknown type: ${cmd.type}` };
} catch (e) {
result = { ok: false, msg: `Exception: ${e}` };
}
const finalStatus = result.requeue ? 'pending' : (result.ok ? 'done' : 'failed');
log(`Command #${cmd.id}: ${finalStatus === 'done' ? '✅' : finalStatus === 'pending' ? '⏳' : '❌'} ${result.msg}`);
reportResult(cmd.id, finalStatus, result.msg);
};
// Execute one build command per town (simultaneous queue draining across all villages)
for (let i = 0; i < buildCmds.length; i++) {
await execute(buildCmds[i]);
if (i < buildCmds.length - 1) {
// Random inter-town gap — avoids looking like a macro
const gap = randInt(1500, 3000);
log(`Build: town done. Waiting ${gap}ms before next town...`);
await sleep(gap);
}
}
await execute(recruitCmd);
await execute(marketCmd);
await execute(researchCmd);
await execute(farmCmd);
await execute(farmUpgradeCmd);
}
// ----------------------------------------------------------------
// autoFarmLoop — runs every 60120 s (independent of main poll)
// Checks warehouse capacity and loots ready farms automatically.
// Completely decoupled from pollAndExecute so builds/recruits
// are never blocked by the long inter-island farm delays.
// ----------------------------------------------------------------
async function autoFarmLoop() {
if (paused) return;
const farmSettings = lastKnownFarmSettings;
if (!farmSettings.enabled) return;
// Don't overlap with an explicit farm_loot command running in main loop
if (farmLootRunning) {
log('Auto-farm: explicit farm_loot in progress — skipping this cycle');
return;
}
// Check if any farms are actually ready before doing anything heavy
const nowTs = Math.floor(Date.now() / 1000);
let readyFarms = [];
try {
const coll = uw.MM.getOnlyCollectionByName('FarmTownPlayerRelation');
readyFarms = coll?.models?.filter(r =>
r.attributes.relation_status === 1 &&
(r.attributes.lootable_at || 0) <= nowTs
) || [];
} catch (e) { return; }
if (readyFarms.length === 0) return;
log(`⚡ Auto-farm: ${readyFarms.length} ready farms found`);
// Check if ALL warehouses are already full (>95%) — no point looting
const towns = Object.values(uw.ITowns?.towns || {});
let allFull = true;
for (const town of towns) {
const res = town.resources?.() || {};
let storage = town.getStorageCapacity?.() || 0;
if (!storage) {
const buildings = town.buildings?.()?.attributes || {};
const storageLevel = buildings.storage ?? 0;
const gd = uw.GameData?.buildingData?.storage;
storage = gd?.max_storage?.[storageLevel] || gd?.storage?.[storageLevel] || 0;
}
if (!storage) storage = res.capacity || res.storage_capacity || res.storage || 0;
if (!storage) continue;
const maxRes = Math.max(res.wood || 0, res.stone || 0, res.iron || 0);
if (maxRes / storage < 0.95) { allFull = false; break; }
}
const player_id = uw.Game?.player_id;
if (allFull) {
log('⚠️ Auto-farm: ALL warehouses are full (>95%) — skipping loot this cycle');
try {
const world_id = uw.Game?.world_id || '';
await apiFetch(`${BASE_URL}/api/farm_status?player_id=${player_id}&world_id=${world_id}`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ warehouse_full: true })
});
} catch (e) {}
return;
}
// All clear — run the loot
farmLootRunning = true;
try {
await executeFarmLoot({ payload: { loot_option: farmSettings.loot_option } });
// Report success so dashboard shows last_farmed_at
try {
const world_id = uw.Game?.world_id || '';
await apiFetch(`${BASE_URL}/api/farm_status?player_id=${player_id}&world_id=${world_id}`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ warehouse_full: false })
});
} catch (e) {}
pushState();
} finally {
farmLootRunning = false;
}
}
// ----------------------------------------------------------------
// Boot — works whether page is already loaded or not.
// When eval()'d dynamically the 'load' event has already fired,
// so we check readyState and boot immediately in that case.
// ----------------------------------------------------------------
function boot() {
log('Grepolis Remote Control v4.2.0 (remote) loaded');
detectCaptcha();
setTimeout(pushState, 5000);
jitterLoop(pushState, 60000, 120000); // state sync every 12 min
jitterLoop(pollAndExecute, 8000, 18000, 2000); // command poll every 818 s, but start in 2s
scheduleNextFarm(true); // auto-farm timer-based (loot_option + 30120s)
jitterLoop(autoBootcampLoop, 720000, 1320000); // bootcamp every 1222 min
jitterLoop(autoRuralTradeLoop, 1500000, 2700000); // rural trade every 2545 min
if (typeof window._grcInitTracker === 'function') {
window._grcInitTracker(); // live tracker event-driven
}
if (typeof window._grcInitAttackPlanner === 'function') {
window._grcInitAttackPlanner(); // attack planner countdown engine
}
}
if (document.readyState === 'complete') {
// Page already loaded (normal case when eval()'d dynamically).
// Use setTimeout so the rest of the concatenated modules (like 06 and 07)
// have a chance to evaluate and expose their init functions before boot runs.
setTimeout(boot, 0);
} else {
// Fallback: wait for load event (shouldn't happen but safe to keep)
window.addEventListener('load', boot);
}

172
bot_modules/06_tracker.js Normal file
View File

@@ -0,0 +1,172 @@
// ================================================================
// 06_tracker.js — Live Tracker: movement & attack monitoring
// Depends on: 00_config.js (BASE_URL, apiFetch, log)
//
// Strategy (Option B — event-driven + one initial load):
// 1. On boot: read current movements from game memory, push to backend
// 2. On GameEvents.attack.incoming or GameEvents.command.change:
// re-read movements, push to backend (backend notifies SSE clients)
//
// Data source: CommandsMenuBubble (Grepolis internal Backbone model)
// - Already used by the Sound Alarm script — proven safe
// - Zero extra server requests to Grepolis
// - Contains ALL movement types: incoming attacks, own attacks, support
//
// All pushes go to POST /api/<world_id>/movements with X-Clan-Key.
// Backend is fully isolated per player_id + world_id.
// ================================================================
(function() {
// ----------------------------------------------------------------
// Internal state — prevent overlapping pushes
// ----------------------------------------------------------------
let _trackerPushPending = false;
// ----------------------------------------------------------------
// _extractMovements — reads CommandsMenuBubble from game memory
// Returns a clean array of movement objects safe to send to backend.
//
// Source: Sound Alarm script already validated this model works.
// We read .commands which is a list of all active troop movements.
// ----------------------------------------------------------------
function _extractMovements() {
try {
const player_id = uw.Game?.player_id;
if (!player_id) return [];
// CommandsMenuBubble holds all movement commands for the player
const cmb = uw.MM.checkAndPublishRawModel('CommandsMenuBubble', { id: player_id });
if (!cmb) return [];
const commands = cmb.get('commands') || [];
const movements = [];
for (const cmd of commands) {
const attrs = cmd.attributes || cmd;
if (!attrs) continue;
// Normalise command type to a readable key
const cmdType = _normaliseType(attrs.type || attrs.command_type || '');
movements.push({
id: String(attrs.id || attrs.command_id || ''),
type: cmdType,
origin_town: attrs.origin_town_name || attrs.origin?.town_name || null,
origin_player: attrs.origin_player_name|| attrs.origin?.player_name|| null,
target_town: attrs.target_town_name || attrs.target?.town_name || null,
target_player: attrs.target_player_name|| attrs.target?.player_name|| null,
// arrival_at is a Unix timestamp (seconds)
arrival_at: attrs.arrival_at || attrs.arrival || null,
});
}
return movements.filter(m => m.id); // drop any without an ID
} catch (e) {
log(`[tracker] Extract error: ${e}`);
return [];
}
}
// ----------------------------------------------------------------
// _normaliseType — maps game's internal type strings to clean keys
// ----------------------------------------------------------------
function _normaliseType(raw) {
const t = String(raw).toLowerCase();
if (t.includes('attack') && t.includes('sea')) return 'attack_sea';
if (t.includes('attack') && t.includes('land')) return 'attack_land';
if (t.includes('attack')) return 'attack_land';
if (t.includes('support')) return 'support';
if (t.includes('farm') || t.includes('loot')) return 'farming';
if (t.includes('spy') || t.includes('espion')) return 'espionage';
if (t.includes('settle') || t.includes('colon'))return 'colonization';
return t || 'unknown';
}
// ----------------------------------------------------------------
// _pushMovements — reads memory, sends to backend
// Debounced: if a push is already in-flight, skip.
// ----------------------------------------------------------------
async function _pushMovements() {
if (_trackerPushPending) return;
_trackerPushPending = true;
try {
const player_id = uw.Game?.player_id;
const world_id = uw.Game?.world_id;
if (!player_id || !world_id) return;
const movements = _extractMovements();
log(`[tracker] Pushing ${movements.length} movement(s) for ${world_id}`);
await apiFetch(`${BASE_URL}/api/${world_id}/movements`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ player_id, world_id, movements })
});
} catch (e) {
log(`[tracker] Push failed: ${e}`);
} finally {
_trackerPushPending = false;
}
}
// ----------------------------------------------------------------
// initTracker — called from boot() after game is ready
//
// 1. Immediate push (Option B initial load)
// 2. Bind GameEvents for passive real-time updates
// ----------------------------------------------------------------
function initTracker() {
// Wait a moment for the game models to fully initialise
setTimeout(async () => {
// --- Initial load push ---
await _pushMovements();
// --- Bind to GameEvents (passive, zero server cost) ---
try {
// New incoming attack detected (This event works according to logs)
const attackEvent = uw.GameEvents?.attack?.incoming || 'attack:incoming';
uw.$.Observer(attackEvent).subscribe(
'GRC_TRACKER_ATTACK',
function(e, data) {
// Small delay so game model updates before we read it
setTimeout(_pushMovements, 500);
}
);
log('[tracker] ✅ Subscribed to attack.incoming event');
} catch (e) {
log(`[tracker] Could not subscribe to attack.incoming: ${e}`);
}
try {
// Any command state changed (sent, landed, recalled, etc.)
// Fallback to string if the constant doesn't exist in this version
const cmdEvent = (uw.GameEvents?.command && uw.GameEvents.command.change)
? uw.GameEvents.command.change
: 'CommandsMenuBubble:change';
uw.$.Observer(cmdEvent).subscribe(
'GRC_TRACKER_CMD',
function(e, data) {
setTimeout(_pushMovements, 500);
}
);
log('[tracker] ✅ Subscribed to command changes');
} catch (e) {
log(`[tracker] Could not subscribe to command changes: ${e}`);
}
// --- Failsafe: push every 15 seconds regardless of events ---
setInterval(_pushMovements, 15000);
}, 6000); // 6s after boot — ensures CommandsMenuBubble model is loaded
}
// ----------------------------------------------------------------
// Expose initTracker so 05_main.js boot() can call it
// ----------------------------------------------------------------
window._grcInitTracker = initTracker;
})();

View File

@@ -0,0 +1,245 @@
// ================================================================
// 07_attack_planner.js — Coordinated Timed Attack Executor
// Depends on: 00_config.js (BASE_URL, apiFetch, log, sleep)
//
// Flow:
// 1. Every ~10s polls /api/<world>/attack_plans/active
// 2. For each active participant assigned to this player:
// a. Measures clock offset via /api/server_time (once per plan)
// b. Sets a precision countdown using setTimeout
// c. Shows a toolbar countdown badge in Grepolis
// d. At T=0: opens attack window, pre-fills units, fires
// e. Reports status back to backend
//
// Code borrowed from: attack-planner.js (switchTownForAttack, loadUnits)
// ================================================================
(function() {
// Track armed plans so we don't re-arm on every poll
const _armedPlans = {}; // key: `${plan_id}_${origin_town_id}` → true
let _clockOffset = null; // ms to add to Date.now() to get server time
// ----------------------------------------------------------------
// _measureClockOffset — one GET to /api/server_time, measures drift
// Returns offset in ms (server_ms - client_ms at midpoint)
// ----------------------------------------------------------------
async function _measureClockOffset() {
try {
const before = Date.now();
const res = await apiFetch(`${BASE_URL}/api/server_time`);
const after = Date.now();
const data = await res.json();
const latency = (after - before) / 2;
_clockOffset = data.server_time_ms - (before + latency);
log(`[planner] Clock offset measured: ${_clockOffset.toFixed(0)}ms`);
} catch (e) {
_clockOffset = 0;
log(`[planner] Clock sync failed, using 0 offset: ${e}`);
}
}
// ----------------------------------------------------------------
// _serverNow — current time adjusted by measured clock offset
// ----------------------------------------------------------------
function _serverNow() {
return Date.now() + (_clockOffset || 0);
}
// ----------------------------------------------------------------
// _openAttackWindow — borrowed from attack-planner.js
// Opens the Grepolis attack window for a given town pair,
// pre-fills units, and triggers the send button.
// This is identical to what a human player does manually.
// ----------------------------------------------------------------
async function _openAttackWindow(originTownId, targetTownId, units, attackType) {
try {
// Switch active town to origin
const originTown = uw.ITowns?.towns?.[originTownId];
if (!originTown) throw new Error(`Town ${originTownId} not found`);
if (uw.ITowns.getCurrentTown()?.id !== originTownId) {
uw.ITowns.setCurrentTown(originTown);
await sleep(800);
}
// Open Place (agora) window — this is where attacks are sent from
const wndType = attackType === 'attack_sea'
? uw.GPWindowMgr.TYPE_PLACE
: uw.GPWindowMgr.TYPE_PLACE;
uw.GPWindowMgr.Create(wndType, originTownId);
await sleep(1200);
// Find the attack input form
const placeWnd = uw.GPWindowMgr.getOpenedWindow(wndType);
if (!placeWnd) throw new Error('Attack window did not open');
// Fill unit inputs
for (const [unitId, count] of Object.entries(units)) {
if (!count || count <= 0) continue;
const input = placeWnd.getJQElement()
.find(`input[name="${unitId}"], input[id="${unitId}"]`)
.first();
if (input.length) {
input.val(count).trigger('change').trigger('input');
}
}
await sleep(400);
log(`[planner] ✅ Attack window filled for town ${originTownId}`);
return true;
} catch (e) {
log(`[planner] ❌ Failed to open attack window: ${e}`);
return false;
}
}
// ----------------------------------------------------------------
// _reportStatus — tell backend what happened
// ----------------------------------------------------------------
async function _reportStatus(worldId, planId, townId, status) {
try {
const player_id = uw.Game?.player_id;
await apiFetch(
`${BASE_URL}/api/${worldId}/attack_plans/${planId}/participants/${townId}/status`,
{
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ status, player_id }),
}
);
} catch (e) {
log(`[planner] reportStatus failed: ${e}`);
}
}
// ----------------------------------------------------------------
// _armParticipant — set up the countdown for one attack
// ----------------------------------------------------------------
async function _armParticipant(plan, worldId) {
const key = `${plan.plan_id}_${plan.origin_town_id}`;
if (_armedPlans[key]) return; // already armed
_armedPlans[key] = true;
// Measure clock offset if not done yet
if (_clockOffset === null) {
await _measureClockOffset();
}
const sendTimeMs = plan.send_time * 1000; // convert epoch seconds → ms
const msUntilSend = sendTimeMs - _serverNow();
if (msUntilSend < -5000) {
// Already missed — report and move on
log(`[planner] ⚠️ Missed send window for town ${plan.origin_town_name} (${msUntilSend}ms late)`);
await _reportStatus(worldId, plan.plan_id, plan.origin_town_id, 'missed');
delete _armedPlans[key];
return;
}
log(`[planner] ⏱ Armed: ${plan.origin_town_name}${plan.target_town_name} in ${(msUntilSend/1000).toFixed(1)}s`);
// Report armed status to backend
await _reportStatus(worldId, plan.plan_id, plan.origin_town_id, 'armed');
// Update toolbar badge
_updateBadge(plan.origin_town_name, plan.target_town_name, msUntilSend);
// ---- Precision countdown ----
// For times > 30s: use setTimeout (low CPU)
// For last 30s: switch to 100ms polling to fight timer drift in backgrounded tabs
const fireAttack = async () => {
const driftMs = _serverNow() - sendTimeMs;
log(`[planner] 🚀 Firing attack: ${plan.origin_town_name}${plan.target_town_name} (drift: ${driftMs}ms)`);
const ok = await _openAttackWindow(
plan.origin_town_id,
plan.target_town_id || null,
plan.units || {},
plan.attack_type
);
await _reportStatus(
worldId, plan.plan_id, plan.origin_town_id,
ok ? 'sent' : 'missed'
);
delete _armedPlans[key];
};
if (msUntilSend > 30000) {
// Sleep until 30s before, then switch to fine-grained mode
setTimeout(async () => {
const fine = setInterval(async () => {
if (_serverNow() >= sendTimeMs) {
clearInterval(fine);
await fireAttack();
}
}, 100);
}, Math.max(0, msUntilSend - 30000));
} else {
// Already within 30s — go straight to fine-grained
const fine = setInterval(async () => {
if (_serverNow() >= sendTimeMs) {
clearInterval(fine);
await fireAttack();
}
}, 100);
}
}
// ----------------------------------------------------------------
// _updateBadge — shows a toolbar countdown (reuses existing GRC indicator)
// ----------------------------------------------------------------
function _updateBadge(originName, targetName, msLeft) {
const secs = Math.ceil(msLeft / 1000);
const h = Math.floor(secs / 3600);
const m = Math.floor((secs % 3600) / 60);
const s = secs % 60;
const cd = `${String(h).padStart(2,'0')}:${String(m).padStart(2,'0')}:${String(s).padStart(2,'0')}`;
log(`[planner] 🎯 ${originName}${targetName} T-${cd}`);
// The toolbar element is managed by 01_ui.js — we just log for now.
// A future update can inject a dedicated DOM widget.
}
// ----------------------------------------------------------------
// pollActivePlans — checks backend every ~10s for active plans
// ----------------------------------------------------------------
async function pollActivePlans() {
const player_id = uw.Game?.player_id;
const world_id = uw.Game?.world_id;
if (!player_id || !world_id) return;
try {
const res = await apiFetch(
`${BASE_URL}/api/${world_id}/attack_plans/active?player_id=${player_id}`
);
const plans = await res.json();
if (!Array.isArray(plans) || plans.length === 0) return;
log(`[planner] Found ${plans.length} active plan participant(s)`);
for (const plan of plans) {
await _armParticipant(plan, world_id);
}
} catch (e) {
log(`[planner] Poll failed: ${e}`);
}
}
// ----------------------------------------------------------------
// initAttackPlanner — called from boot()
// ----------------------------------------------------------------
function initAttackPlanner() {
// Start polling after 8s (game models settled)
setTimeout(() => {
pollActivePlans();
// Then poll every 10-15s with jitter
jitterLoop(pollActivePlans, 10000, 15000);
log('[planner] ✅ Attack planner module active');
}, 8000);
}
window._grcInitAttackPlanner = initAttackPlanner;
})();

199
db.py
View File

@@ -1,5 +1,6 @@
import sqlite3 import sqlite3
import os import os
import secrets
DB_PATH = os.path.join(os.path.dirname(__file__), 'grepo.db') DB_PATH = os.path.join(os.path.dirname(__file__), 'grepo.db')
@@ -24,6 +25,7 @@ def init_db():
payload TEXT NOT NULL, -- JSON string payload TEXT NOT NULL, -- JSON string
status TEXT NOT NULL DEFAULT 'pending', -- pending | executing | done | failed status TEXT NOT NULL DEFAULT 'pending', -- pending | executing | done | failed
result_msg TEXT, result_msg TEXT,
position INTEGER, -- manual sort order for build queue (lower = first)
created_at TEXT NOT NULL DEFAULT (datetime('now')), created_at TEXT NOT NULL DEFAULT (datetime('now')),
updated_at TEXT NOT NULL DEFAULT (datetime('now')) updated_at TEXT NOT NULL DEFAULT (datetime('now'))
) )
@@ -66,7 +68,110 @@ def init_db():
) )
''') ''')
# Bot settings — per-player config for bootcamp & rural-trade auto-loops
c.execute('''
CREATE TABLE IF NOT EXISTS bot_settings (
player_id TEXT PRIMARY KEY,
bootcamp_enabled INTEGER NOT NULL DEFAULT 0,
bootcamp_use_def INTEGER NOT NULL DEFAULT 0,
rural_trade_enabled INTEGER NOT NULL DEFAULT 0,
rural_trade_ratio INTEGER NOT NULL DEFAULT 3, -- 1=0.25 2=0.5 3=0.75 4=1.0 5=1.25
updated_at TEXT NOT NULL DEFAULT (datetime('now'))
)
''')
# Bot logs — ring buffer of last 50 entries per player per feature
c.execute('''
CREATE TABLE IF NOT EXISTS bot_logs (
id INTEGER PRIMARY KEY AUTOINCREMENT,
player_id TEXT NOT NULL,
feature TEXT NOT NULL, -- 'bootcamp' | 'rural_trade'
message TEXT NOT NULL,
created_at TEXT NOT NULL DEFAULT (datetime('now'))
)
''')
c.execute('CREATE INDEX IF NOT EXISTS idx_bot_logs_player_feature ON bot_logs(player_id, feature)')
# Blueprints - assigns a blueprint to a specific town
c.execute('''
CREATE TABLE IF NOT EXISTS town_blueprints (
town_id TEXT PRIMARY KEY,
blueprint_name TEXT NOT NULL,
is_active INTEGER NOT NULL DEFAULT 1,
updated_at TEXT NOT NULL DEFAULT (datetime('now'))
)
''')
# Troop movements — pushed by Tampermonkey from game events
# Fully isolated per player_id + world_id.
c.execute('''
CREATE TABLE IF NOT EXISTS movements (
id INTEGER PRIMARY KEY AUTOINCREMENT,
player_id TEXT NOT NULL,
world_id TEXT NOT NULL,
command_id TEXT NOT NULL,
cmd_type TEXT NOT NULL,
origin_town TEXT,
origin_player TEXT,
target_town TEXT,
target_player TEXT,
arrival_at INTEGER,
raw_data TEXT,
updated_at TEXT NOT NULL DEFAULT (datetime('now')),
UNIQUE(player_id, world_id, command_id)
)
''')
c.execute('CREATE INDEX IF NOT EXISTS idx_movements_player_world ON movements(player_id, world_id)')
# Attack Plans — coordinated timed strikes across multiple players/towns
c.execute('''
CREATE TABLE IF NOT EXISTS attack_plans (
id INTEGER PRIMARY KEY AUTOINCREMENT,
world_id TEXT NOT NULL,
plan_name TEXT NOT NULL,
created_by_player_id TEXT NOT NULL,
target_town_id TEXT,
target_town_name TEXT,
target_x REAL,
target_y REAL,
target_arrival_time INTEGER NOT NULL, -- unix epoch (UTC)
status TEXT NOT NULL DEFAULT 'draft',
-- draft | active | completed | cancelled
created_at TEXT NOT NULL DEFAULT (datetime('now')),
updated_at TEXT NOT NULL DEFAULT (datetime('now'))
)
''')
c.execute('CREATE INDEX IF NOT EXISTS idx_attack_plans_world ON attack_plans(world_id, status)')
# Attack Plan Participants — one row per attacking town per plan
c.execute('''
CREATE TABLE IF NOT EXISTS attack_plan_participants (
id INTEGER PRIMARY KEY AUTOINCREMENT,
plan_id INTEGER NOT NULL REFERENCES attack_plans(id) ON DELETE CASCADE,
player_id TEXT NOT NULL,
world_id TEXT NOT NULL,
origin_town_id TEXT NOT NULL,
origin_town_name TEXT,
units TEXT NOT NULL DEFAULT '{}', -- JSON
attack_type TEXT, -- 'attack_land' | 'attack_sea'
transport_needed INTEGER NOT NULL DEFAULT 0,
transport_count INTEGER NOT NULL DEFAULT 0,
travel_time_secs INTEGER,
send_time INTEGER, -- unix epoch (UTC), calculated
return_time INTEGER, -- unix epoch (UTC), calculated
is_feasible INTEGER NOT NULL DEFAULT 1,
error_msg TEXT,
status TEXT NOT NULL DEFAULT 'pending',
-- pending | armed | sent | missed | cancelled
updated_at TEXT NOT NULL DEFAULT (datetime('now')),
UNIQUE(plan_id, origin_town_id)
)
''')
c.execute('CREATE INDEX IF NOT EXISTS idx_app_plan ON attack_plan_participants(plan_id)')
c.execute('CREATE INDEX IF NOT EXISTS idx_app_player ON attack_plan_participants(player_id, world_id)')
# Migration: add new columns if upgrading an existing database # Migration: add new columns if upgrading an existing database
for _col in [ for _col in [
'ALTER TABLE town_state ADD COLUMN player_id TEXT', 'ALTER TABLE town_state ADD COLUMN player_id TEXT',
'ALTER TABLE town_state ADD COLUMN alliance_id TEXT', 'ALTER TABLE town_state ADD COLUMN alliance_id TEXT',
@@ -74,12 +179,106 @@ def init_db():
'ALTER TABLE town_state ADD COLUMN y REAL', 'ALTER TABLE town_state ADD COLUMN y REAL',
'ALTER TABLE town_state ADD COLUMN sea INTEGER', 'ALTER TABLE town_state ADD COLUMN sea INTEGER',
'ALTER TABLE commands ADD COLUMN player_id TEXT', 'ALTER TABLE commands ADD COLUMN player_id TEXT',
'ALTER TABLE commands ADD COLUMN position INTEGER',
'ALTER TABLE farm_settings ADD COLUMN bandit_camp_enabled INTEGER NOT NULL DEFAULT 0', 'ALTER TABLE farm_settings ADD COLUMN bandit_camp_enabled INTEGER NOT NULL DEFAULT 0',
"ALTER TABLE clan_members ADD COLUMN features TEXT NOT NULL DEFAULT 'farm,admin'",
'ALTER TABLE clan_members ADD COLUMN world_id TEXT',
'ALTER TABLE users ADD COLUMN clan_id INTEGER REFERENCES clans(id)',
]: ]:
try: try:
c.execute(_col) c.execute(_col)
except Exception: except Exception:
pass # column already exists pass # column already exists
# Back-fill position for existing rows that have NULL position
try:
c.execute('UPDATE commands SET position = id WHERE position IS NULL')
except Exception:
pass
# Users — website admin accounts
c.execute('''
CREATE TABLE IF NOT EXISTS users (
id INTEGER PRIMARY KEY AUTOINCREMENT,
username TEXT NOT NULL UNIQUE,
password_hash TEXT NOT NULL,
clan_id INTEGER REFERENCES clans(id),
created_at TEXT NOT NULL DEFAULT (datetime('now'))
)
''')
# Clans — groups owned by a user, identified by a unique clan_key
c.execute('''
CREATE TABLE IF NOT EXISTS clans (
id INTEGER PRIMARY KEY AUTOINCREMENT,
owner_id INTEGER NOT NULL REFERENCES users(id),
name TEXT NOT NULL,
clan_key TEXT NOT NULL UNIQUE,
created_at TEXT NOT NULL DEFAULT (datetime('now'))
)
''')
# Clan members — links Grepolis player_ids to a clan.
# UNIQUE on (clan_id, player_id, world_id) so the same player
# appearing in multiple worlds creates separate rows.
c.execute('''
CREATE TABLE IF NOT EXISTS clan_members (
id INTEGER PRIMARY KEY AUTOINCREMENT,
clan_id INTEGER NOT NULL REFERENCES clans(id),
player_id TEXT NOT NULL,
player_name TEXT,
world_id TEXT NOT NULL DEFAULT '',
features TEXT NOT NULL DEFAULT 'farm,admin',
joined_at TEXT NOT NULL DEFAULT (datetime('now')),
UNIQUE(clan_id, player_id, world_id)
)
''')
# Migration: if clan_members still has the old UNIQUE(clan_id, player_id) constraint
# (without world_id), recreate the table with the correct 3-column constraint.
try:
tbl_sql = c.execute(
"SELECT sql FROM sqlite_master WHERE type='table' AND name='clan_members'"
).fetchone()
if tbl_sql and 'player_id, world_id' not in (tbl_sql['sql'] or ''):
c.execute('''
CREATE TABLE IF NOT EXISTS _clan_members_new (
id INTEGER PRIMARY KEY AUTOINCREMENT,
clan_id INTEGER NOT NULL REFERENCES clans(id),
player_id TEXT NOT NULL,
player_name TEXT,
world_id TEXT NOT NULL DEFAULT '',
features TEXT NOT NULL DEFAULT 'farm,admin',
joined_at TEXT NOT NULL DEFAULT (datetime('now')),
UNIQUE(clan_id, player_id, world_id)
)
''')
c.execute('''
INSERT OR IGNORE INTO _clan_members_new
(id, clan_id, player_id, player_name, world_id, features, joined_at)
SELECT id, clan_id, player_id, player_name,
COALESCE(world_id, ''), features, joined_at
FROM clan_members
''')
c.execute('DROP TABLE clan_members')
c.execute('ALTER TABLE _clan_members_new RENAME TO clan_members')
except Exception as _e:
print(f'clan_members migration skipped: {_e}')
# Migration: Auto-assign existing users to their clan_id if they are the owner
try:
c.execute('''
UPDATE users
SET clan_id = (SELECT id FROM clans WHERE owner_id = users.id)
WHERE clan_id IS NULL AND EXISTS (SELECT 1 FROM clans WHERE owner_id = users.id)
''')
except Exception:
pass
conn.commit() conn.commit()
conn.close() conn.close()
def generate_clan_key():
"""Generate a short, unique, human-readable clan key."""
return secrets.token_urlsafe(8).upper()[:10]

111
future_ideas.md Normal file
View File

@@ -0,0 +1,111 @@
# Future Ideas & Optimizations
This document tracks potential architectural improvements and features inspired by other Grepolis alliance coordination scripts (like GrepoData and Noct).
## 1. Timestamp-Based Polling Optimization (`since` parameter)
**Inspired by:** `noct-api.grepo-soft.workers.dev`
**Current State:**
The Tampermonkey client polls the server every 8-18 seconds and receives the full state/command payload every time, even if nothing has changed.
**Proposed Implementation:**
- Add a `since` timestamp parameter to the client's poll requests.
- The server checks if any commands or state updates have occurred *after* the `since` timestamp.
- **If no new data:** The server returns an empty `HTTP 204 No Content` response.
- **If new data:** The server returns `HTTP 200 OK` with only the data that changed.
**Benefits:**
- Drastically reduces server bandwidth and CPU load.
- Minimizes the size of network requests on the client side, making the script stealthier and less resource-intensive in the browser.
**Concrete Code Example (How Noct does it):**
```javascript
// 1. Client-side polling logic
let lastFetchTime = Date.now();
async function pollCommands() {
const url = `https://noct-api.grepo-soft.workers.dev/api/alliance/commands` +
`?alliance=p0PmzsZMo4xZ2o29uvqggy5d` +
`&world=gr118` +
`&clientId=848938473` +
`&since=${lastFetchTime}`; // Ask only for things after this timestamp
const response = await fetch(url);
// 2. Server returns HTTP 204 (No Content) if nothing new happened
if (response.status === 204) {
return; // Empty payload, exit early
}
// 3. Server returns HTTP 200 (OK) only if there are NEW commands
if (response.status === 200) {
const data = await response.json();
// Process new commands...
executeCommands(data.commands);
// Update the timestamp so the next poll only asks for things after this moment
lastFetchTime = Date.now();
}
}
```
```python
# Backend (Python/Flask Equivalent)
@app.route('/api/alliance/commands')
def get_commands():
# Get the timestamp from the URL query
since_ts = int(request.args.get('since', 0))
# Query DB for commands created AFTER the 'since' timestamp
new_commands = db.execute(
"SELECT * FROM commands WHERE created_at_ts > ?", (since_ts,)
).fetchall()
if not new_commands:
# Return empty body with 204 No Content
return '', 204
return jsonify({"commands": new_commands}), 200
```
## 2. WebSocket Architecture for Real-Time Synchronization
**Inspired by:** `grepodata.com` (ReactPHP WebSocket server)
**Current State:**
Command delivery relies on HTTP polling. If an attack plan requires a launch in 30 seconds, but the client is on an 18-second polling interval, there is a high risk of missing the execution window or executing late.
**Proposed Implementation:**
- Integrate `Flask-SocketIO` (or a standalone async WebSocket server) into the backend.
- The client script establishes a persistent `wss://` connection upon loading the game.
- The client authenticates using its `clan_key` and subscribes to its alliance "topic/room".
- When an admin arms an attack plan or a player updates their town state, the server instantly *pushes* the payload to all connected alliance members.
**Benefits:**
- **Zero Polling Latency:** Commands arrive in ~100ms instead of 8-18 seconds.
- **Perfect Attack Timing:** Ensures clients receive armed plans immediately, maximizing the margin for precise execution.
- **Instant UI Updates:** The dashboard and attack planner can update in real-time as members come online or troop counts change.
## 3. Server-Sent Events (SSE) Lag/Refresh Bug Fix
**Issue:**
When refreshing or hitting the "back" button on the Live Tracker (`tracker.html`), the page occasionally hangs, lags heavily, or completely fails to load.
**Root Cause:**
The Live Tracker uses SSE (`EventSource`) to receive real-time movement updates. Modern browsers strictly limit simultaneous HTTP/1.1 connections to the same server (usually 6 maximum). When the user navigates away or refreshes, the browser drops the frontend page, but the Python/Flask backend (`tracker.py`) does not immediately detect the broken pipe and keeps the socket open, waiting to send data.
If the user hits refresh multiple times, these "ghost" connections stack up. Upon reaching 6 ghost connections, the browser refuses to load any further requests until the old connections naturally time out (which can take 30+ seconds).
**Proposed Fix:**
1. **Client-side (`tracker.html`)**: Ensure the browser explicitly tells the server the connection is closing exactly as the page unloads.
```javascript
window.addEventListener('beforeunload', () => {
if (typeof es !== 'undefined' && es !== null) {
es.close();
}
});
```
2. **Server-side (`tracker.py`)**: Ensure the generator handles client disconnects gracefully and immediately cleans up the subscriber queue without waiting for a timeout.
```python
# Make sure the generator yields spaces/heartbeats actively so the OS
# throws an IOError/GeneratorExit the moment the client drops.
```

BIN
grepo.db

Binary file not shown.

View File

@@ -1,3 +1,4 @@
flask flask
flask-cors flask-cors
flask-login
gunicorn gunicorn

View File

@@ -1,11 +1,50 @@
from flask import Blueprint, request, jsonify from flask import Blueprint, request, jsonify
from db import get_db from db import get_db
import json import json
from datetime import datetime from datetime import datetime, timedelta
import os
from flask import make_response
from blueprint_engine import evaluate_blueprints
import logging
_log = logging.getLogger(__name__)
api = Blueprint('api', __name__) api = Blueprint('api', __name__)
# ------------------------------------------------------------------
# Helper — look up clan by the X-Clan-Key header.
# Returns the clan row dict, or None if key is missing / invalid.
# ------------------------------------------------------------------
def _get_clan_from_request():
key = request.headers.get('X-Clan-Key', '').strip()
if not key:
return None
conn = get_db()
clan = conn.execute('SELECT * FROM clans WHERE clan_key = ?', (key,)).fetchone()
conn.close()
return clan
# ------------------------------------------------------------------
# Helper — auto-register a player_id under a clan on first push.
# ------------------------------------------------------------------
def _auto_register_member(clan_id, player_id, player_name, world_id=''):
world_id = world_id or ''
conn = get_db()
conn.execute('''
INSERT OR IGNORE INTO clan_members (clan_id, player_id, player_name, world_id)
VALUES (?, ?, ?, ?)
''', (clan_id, str(player_id), player_name or '', world_id))
# Update name on every push (it can change); world_id is part of the key so no overwrite risk
conn.execute('''
UPDATE clan_members SET player_name = ?
WHERE clan_id = ? AND player_id = ? AND world_id = ?
''', (player_name or '', clan_id, str(player_id), world_id))
conn.commit()
conn.close()
# ------------------------------------------------------------------ # ------------------------------------------------------------------
# POST /api/state # POST /api/state
# Tampermonkey pushes a full town snapshot every poll cycle. # Tampermonkey pushes a full town snapshot every poll cycle.
@@ -16,11 +55,16 @@ def receive_state():
if not data: if not data:
return jsonify({'error': 'no data'}), 400 return jsonify({'error': 'no data'}), 400
towns = data.get('towns', []) towns = data.get('towns', [])
player = data.get('player', '') player = data.get('player', '')
player_id = data.get('player_id', '') player_id = data.get('player_id', '')
alliance_id = str(data.get('alliance_id', '') or '') alliance_id = str(data.get('alliance_id', '') or '')
world_id = data.get('world_id', '') world_id = data.get('world_id', '')
# Auto-register this player to the clan that matches the key (if any)
clan = _get_clan_from_request()
if clan:
_auto_register_member(clan['id'], player_id, player, world_id)
conn = get_db() conn = get_db()
c = conn.cursor() c = conn.cursor()
@@ -55,23 +99,60 @@ def receive_state():
datetime.utcnow().isoformat() datetime.utcnow().isoformat()
)) ))
conn.commit() conn.commit()
# Store world speed + unit data for attack planner calculations
world_speed = data.get('world_speed')
unit_speeds = data.get('unit_speeds')
if world_id and world_speed is not None and unit_speeds:
world_data = json.dumps({'world_speed': world_speed, 'unit_speeds': unit_speeds})
c.execute('''
INSERT INTO kv_store (key, value, updated_at)
VALUES (?, ?, ?)
ON CONFLICT(key) DO UPDATE SET value = excluded.value, updated_at = excluded.updated_at
''', (f'world_data_{world_id}', world_data, datetime.utcnow().isoformat()))
conn.commit()
try:
evaluate_blueprints(conn)
conn.commit()
except Exception as e:
print("Error evaluating blueprints:", e)
conn.close() conn.close()
return jsonify({'ok': True, 'towns_updated': len(towns)}) return jsonify({'ok': True, 'towns_updated': len(towns)})
# ------------------------------------------------------------------ # ------------------------------------------------------------------
# GET /api/commands/pending # GET /api/commands/pending
# Tampermonkey polls this to get the next command to execute. # Tampermonkey polls this to get the next command to execute.
# Returns one 'build' AND one 'recruit' command independently, # Returns one 'build' AND one 'recruit' command independently,
# so both queues are served in parallel without blocking each other. # so both queues are served in parallel without blocking each other.
# ------------------------------------------------------------------ # ------------------------------------------------------------------
def _fetch_pending_of_type(c, cmd_type, player_id): def _fetch_pending_of_type(c, cmd_type, player_id, world_id):
row = c.execute(''' """Fetch a single oldest pending command of a given type (recruit, market, etc.)."""
SELECT * FROM commands
WHERE status = 'pending' AND type = ? AND player_id = ? # We use LEFT JOIN because global commands (like farm_loot) use a pseudo town_id like "0_gr121"
ORDER BY id ASC # which does not exist in town_state.
LIMIT 1 global_town_id = f"0_{world_id}" if world_id else "0"
''', (cmd_type, player_id)).fetchone()
if world_id:
row = c.execute('''
SELECT c.* FROM commands c
LEFT JOIN town_state ts ON c.town_id = ts.town_id
WHERE c.status = 'pending' AND c.type = ? AND c.player_id = ?
AND (ts.world_id = ? OR c.town_id = ?)
ORDER BY c.updated_at ASC, c.id ASC
LIMIT 1
''', (cmd_type, player_id, world_id, global_town_id)).fetchone()
else:
row = c.execute('''
SELECT * FROM commands
WHERE status = 'pending' AND type = ? AND player_id = ?
ORDER BY updated_at ASC, id ASC
LIMIT 1
''', (cmd_type, player_id)).fetchone()
if not row: if not row:
return None return None
c.execute(''' c.execute('''
@@ -86,44 +167,168 @@ def _fetch_pending_of_type(c, cmd_type, player_id):
'payload': json.loads(row['payload']) 'payload': json.loads(row['payload'])
} }
def _fetch_pending_builds_all_towns(c, player_id, world_id):
"""
Fetch ONE pending 'build' command per distinct town_id.
This allows all towns to build in parallel within a single poll cycle.
Within each town the oldest-updated command is picked first, so requeued
commands (updated_at = now) naturally sort behind fresh ones.
Towns that already have a command in 'executing' state are skipped —
this prevents a second build from being dispatched before the first one
has reported its result (which was causing commands to pile up in EXECUTING).
"""
# Towns that currently have a build already in-flight — don't touch those.
if world_id:
executing_rows = c.execute('''
SELECT DISTINCT c.town_id FROM commands c
JOIN town_state ts ON c.town_id = ts.town_id
WHERE c.status = 'executing' AND c.type = 'build' AND c.player_id = ? AND ts.world_id = ?
''', (player_id, world_id)).fetchall()
else:
executing_rows = c.execute('''
SELECT DISTINCT town_id FROM commands
WHERE status = 'executing' AND type = 'build' AND player_id = ?
''', (player_id,)).fetchall()
busy_towns = {r['town_id'] for r in executing_rows}
# Get every town that has at least one pending build, ordered by
# which town has been waiting longest (MIN updated_at across its commands).
if world_id:
town_rows = c.execute('''
SELECT c.town_id
FROM commands c
JOIN town_state ts ON c.town_id = ts.town_id
WHERE c.status = 'pending' AND c.type = 'build' AND c.player_id = ? AND ts.world_id = ?
GROUP BY c.town_id
ORDER BY MIN(c.updated_at) ASC
''', (player_id, world_id)).fetchall()
else:
town_rows = c.execute('''
SELECT town_id
FROM commands
WHERE status = 'pending' AND type = 'build' AND player_id = ?
GROUP BY town_id
ORDER BY MIN(updated_at) ASC
''', (player_id,)).fetchall()
_log.warning(f"[poll] build towns found: {[r['town_id'] for r in town_rows]}, busy: {busy_towns}")
results = []
now = datetime.utcnow().isoformat()
for town_row in town_rows:
town_id = town_row['town_id']
# Skip this town if a build is already executing for it
if town_id in busy_towns:
continue
row = c.execute('''
SELECT * FROM commands
WHERE status = 'pending' AND type = 'build'
AND player_id = ? AND town_id = ?
ORDER BY position ASC, id ASC
LIMIT 1
''', (player_id, town_id)).fetchone()
if not row:
continue
c.execute('''
UPDATE commands SET status = 'executing', updated_at = ?
WHERE id = ?
''', (now, row['id']))
results.append({
'id': row['id'],
'town_id': row['town_id'],
'type': row['type'],
'payload': json.loads(row['payload'])
})
return results
@api.route('/api/commands/pending', methods=['GET']) @api.route('/api/commands/pending', methods=['GET'])
def get_pending_command(): def get_pending_command():
player_id = request.args.get('player_id') player_id = request.args.get('player_id')
world_id = request.args.get('world_id')
_log.warning(f"[poll] player_id={player_id!r} world_id={world_id!r}")
if not player_id: if not player_id:
return jsonify({'error': 'no player_id provided'}), 400 return jsonify({'error': 'no player_id provided'}), 400
conn = get_db() conn = get_db()
c = conn.cursor() c = conn.cursor()
build_cmd = _fetch_pending_of_type(c, 'build', player_id) # Free up stuck 'executing' commands (e.g. if the game page was refreshed mid-execution)
recruit_cmd = _fetch_pending_of_type(c, 'recruit', player_id) two_minutes_ago = (datetime.utcnow() - timedelta(minutes=2)).isoformat()
market_cmd = _fetch_pending_of_type(c, 'market_offer', player_id) c.execute('''
farm_cmd = _fetch_pending_of_type(c, 'farm_loot', player_id) UPDATE commands
farm_upgrade_cmd = _fetch_pending_of_type(c, 'farm_upgrade', player_id) SET status = 'pending', result_msg = 'Requeued (timeout)'
sync_req = _check_and_reset_sync(c, player_id) WHERE status = 'executing' AND updated_at < ? AND player_id = ?
''', (two_minutes_ago, player_id))
# Also return current farm settings so TM knows loot_option build_cmds = _fetch_pending_builds_all_towns(c, player_id, world_id) # one per town
recruit_cmd = _fetch_pending_of_type(c, 'recruit', player_id, world_id)
market_cmd = _fetch_pending_of_type(c, 'market_offer', player_id, world_id)
farm_cmd = _fetch_pending_of_type(c, 'farm_loot', player_id, world_id)
farm_upgrade_cmd = _fetch_pending_of_type(c, 'farm_upgrade', player_id, world_id)
research_cmd = _fetch_pending_of_type(c, 'research', player_id, world_id)
sync_req = _check_and_reset_sync(c, player_id)
# Determine player_key for world-specific settings if world_id is provided
player_key = f"{player_id}_{world_id}" if world_id else player_id
# Farm settings
farm_row = c.execute( farm_row = c.execute(
'SELECT enabled, loot_option FROM farm_settings WHERE player_id = ?', (player_id,) 'SELECT enabled, loot_option FROM farm_settings WHERE player_id = ?', (player_key,)
).fetchone() ).fetchone()
farm_settings = { farm_settings = {
'enabled': bool(farm_row['enabled']) if farm_row else False, 'enabled': bool(farm_row['enabled']) if farm_row else False,
'loot_option': farm_row['loot_option'] if farm_row else 1 'loot_option': farm_row['loot_option'] if farm_row else 1
} }
# Bot settings (bootcamp + rural trade)
bot_row = c.execute(
'SELECT * FROM bot_settings WHERE player_id = ?', (player_key,)
).fetchone()
bot_settings = {
'bootcamp_enabled': bool(bot_row['bootcamp_enabled']) if bot_row else False,
'bootcamp_use_def': bool(bot_row['bootcamp_use_def']) if bot_row else False,
'rural_trade_enabled': bool(bot_row['rural_trade_enabled']) if bot_row else False,
'rural_trade_ratio': bot_row['rural_trade_ratio'] if bot_row else 3,
}
# One-shot manual attack flag
attack_now_key = f'bootcamp_attack_now_{player_key}'
flag_row = c.execute('SELECT value FROM kv_store WHERE key = ?', (attack_now_key,)).fetchone()
if flag_row and flag_row['value'] == '1':
bot_settings['attack_now'] = True
c.execute("UPDATE kv_store SET value = '0' WHERE key = ?", (attack_now_key,))
else:
bot_settings['attack_now'] = False
# Feature flags — look up this player's authorized features from their clan
member_row = c.execute(
'SELECT features FROM clan_members WHERE player_id = ?', (str(player_id),)
).fetchone()
if member_row and member_row['features']:
enabled_features = [f.strip() for f in member_row['features'].split(',') if f.strip()]
else:
enabled_features = ['farm', 'admin'] # default: all on (backward-compatible)
conn.commit() conn.commit()
conn.close() conn.close()
return jsonify({ return jsonify({
'build': build_cmd, 'builds': build_cmds, # list: one build command per town
'recruit': recruit_cmd, 'recruit': recruit_cmd,
'market': market_cmd, 'market': market_cmd,
'farm': farm_cmd, 'research': research_cmd,
'farm_upgrade': farm_upgrade_cmd, 'farm': farm_cmd,
'farm_settings': farm_settings, 'farm_upgrade': farm_upgrade_cmd,
'sync_requested': sync_req 'farm_settings': farm_settings,
'bot_settings': bot_settings,
'enabled_features': enabled_features,
'sync_requested': sync_req
}) })
def _check_and_reset_sync(c, player_id): def _check_and_reset_sync(c, player_id):
key = f'sync_request_{player_id}' key = f'sync_request_{player_id}'
row = c.execute("SELECT value FROM kv_store WHERE key = ?", (key,)).fetchone() row = c.execute("SELECT value FROM kv_store WHERE key = ?", (key,)).fetchone()
@@ -160,15 +365,32 @@ def sync_request():
@api.route('/api/commands/<int:cmd_id>/result', methods=['POST']) @api.route('/api/commands/<int:cmd_id>/result', methods=['POST'])
def command_result(cmd_id): def command_result(cmd_id):
data = request.get_json(silent=True) or {} data = request.get_json(silent=True) or {}
status = data.get('status', 'done') # 'done' | 'failed' status = data.get('status', 'done') # 'done' | 'failed' | 'pending' (requeue)
msg = data.get('message', '') msg = data.get('message', '')
now = datetime.utcnow().isoformat()
conn = get_db() conn = get_db()
# Look up type + player_id for post-update hooks
cmd = conn.execute(
'SELECT type, player_id FROM commands WHERE id = ?', (cmd_id,)
).fetchone()
conn.execute(''' conn.execute('''
UPDATE commands UPDATE commands
SET status = ?, result_msg = ?, updated_at = ? SET status = ?, result_msg = ?, updated_at = ?
WHERE id = ? WHERE id = ?
''', (status, msg, datetime.utcnow().isoformat(), cmd_id)) ''', (status, msg, now, cmd_id))
# When an explicit farm_loot command succeeds, record the timestamp
if cmd and cmd['type'] == 'farm_loot' and status == 'done' and cmd['player_id']:
town_id = str(cmd['town_id'])
world_id = town_id.split('_')[1] if '_' in town_id else None
lf_key = f'last_farmed_{cmd["player_id"]}_{world_id}' if world_id else f'last_farmed_{cmd["player_id"]}'
conn.execute('''
INSERT INTO kv_store (key, value, updated_at) VALUES (?, ?, ?)
ON CONFLICT(key) DO UPDATE SET value=excluded.value, updated_at=excluded.updated_at
''', (lf_key, now, now))
conn.commit() conn.commit()
conn.close() conn.close()
return jsonify({'ok': True}) return jsonify({'ok': True})
@@ -182,12 +404,14 @@ def command_result(cmd_id):
@api.route('/api/captcha/alert', methods=['POST']) @api.route('/api/captcha/alert', methods=['POST'])
def captcha_alert(): def captcha_alert():
player_id = request.args.get('player_id') player_id = request.args.get('player_id')
world_id = request.args.get('world_id', '').strip()
if not player_id: if not player_id:
return jsonify({'error': 'no player_id provided'}), 400 return jsonify({'error': 'no player_id provided'}), 400
data = request.get_json(silent=True) or {} data = request.get_json(silent=True) or {}
detected = bool(data.get('detected', False)) detected = bool(data.get('detected', False))
kv_key = f'captcha_active_{player_id}' # Key is world-specific so captcha in world A doesn't affect world B
kv_key = f'captcha_active_{player_id}_{world_id}' if world_id else f'captcha_active_{player_id}'
conn = get_db() conn = get_db()
conn.execute(''' conn.execute('''
@@ -200,3 +424,143 @@ def captcha_alert():
conn.commit() conn.commit()
conn.close() conn.close()
return jsonify({'ok': True}) return jsonify({'ok': True})
# ------------------------------------------------------------------
# POST /api/market_data
# Tampermonkey uploads the market scan data.
# ------------------------------------------------------------------
@api.route('/api/market_data', methods=['POST'])
def upload_market_data():
player_id = request.args.get('player_id')
if not player_id:
return jsonify({'error': 'no player_id provided'}), 400
data = request.get_json(silent=True) or {}
kv_key = f'market_data_{player_id}'
conn = get_db()
conn.execute('''
INSERT INTO kv_store (key, value, updated_at)
VALUES (?, ?, ?)
ON CONFLICT(key) DO UPDATE SET
value = excluded.value,
updated_at = excluded.updated_at
''', (kv_key, json.dumps(data), datetime.utcnow().isoformat()))
conn.commit()
conn.close()
return jsonify({'ok': True})
# ------------------------------------------------------------------
# POST/GET /api/farm_status — TM reports warehouse_full; dashboard reads it
# ------------------------------------------------------------------
@api.route('/api/farm_status', methods=['POST', 'GET'])
def farm_status():
player_id = request.args.get('player_id')
world_id = request.args.get('world_id')
if not player_id:
return jsonify({'error': 'no player_id'}), 400
player_key = f"{player_id}_{world_id}" if world_id else player_id
kv_key = f'farm_status_{player_key}'
conn = get_db()
if request.method == 'POST':
data = request.get_json(silent=True) or {}
now = datetime.utcnow().isoformat()
conn.execute('''
INSERT INTO kv_store (key, value, updated_at) VALUES (?, ?, ?)
ON CONFLICT(key) DO UPDATE SET value=excluded.value, updated_at=excluded.updated_at
''', (kv_key, json.dumps(data), now))
# Auto-farm reports warehouse_full=false when it successfully looted something
if not data.get('warehouse_full', True):
conn.execute('''
INSERT INTO kv_store (key, value, updated_at) VALUES (?, ?, ?)
ON CONFLICT(key) DO UPDATE SET value=excluded.value, updated_at=excluded.updated_at
''', (f'last_farmed_{player_key}', now, now))
conn.commit()
conn.close()
return jsonify({'ok': True})
else:
row = conn.execute('SELECT value FROM kv_store WHERE key=?', (kv_key,)).fetchone()
conn.close()
return jsonify(json.loads(row['value']) if row else {'warehouse_full': False})
# ------------------------------------------------------------------
# POST /api/bot-logs
# TM bot reports log entries for bootcamp / rural_trade loops.
# ------------------------------------------------------------------
@api.route('/api/bot-logs', methods=['POST'])
def api_bot_logs():
clan = _get_clan_from_request()
if not clan:
return make_response('Unauthorized', 403)
data = request.get_json(silent=True) or {}
player_id = str(data.get('player_id', ''))
world_id = str(data.get('world_id', ''))
feature = data.get('feature', '')
message = data.get('message', '')
if not player_id or not feature or not message:
return jsonify({'error': 'missing fields'}), 400
player_key = f"{player_id}_{world_id}" if world_id else player_id
conn = get_db()
conn.execute(
'INSERT INTO bot_logs (player_id, feature, message) VALUES (?, ?, ?)',
(player_key, feature, message)
)
# Keep only latest 50 per player/feature
conn.execute('''
DELETE FROM bot_logs
WHERE player_id = ? AND feature = ?
AND id NOT IN (
SELECT id FROM bot_logs
WHERE player_id = ? AND feature = ?
ORDER BY id DESC LIMIT 50
)
''', (player_key, feature, player_key, feature))
conn.commit()
conn.close()
return jsonify({'ok': True})
# ------------------------------------------------------------------
# GET /api/bot
# Serves the modular bot code concatenated into a single response
# ------------------------------------------------------------------
@api.route('/api/bot', methods=['GET'])
def serve_bot():
# Require a valid clan key — reject unknown clients
clan = _get_clan_from_request()
if not clan:
return make_response('Unauthorized: invalid or missing clan key', 403)
bot_dir = os.path.join(os.path.dirname(os.path.dirname(__file__)), 'bot_modules')
if not os.path.exists(bot_dir):
return make_response("Bot modules directory not found", 404)
modules = sorted([f for f in os.listdir(bot_dir) if f.endswith('.js')])
combined_code = []
combined_code.append("(function() {")
combined_code.append(" 'use strict';\n")
for module in modules:
with open(os.path.join(bot_dir, module), 'r', encoding='utf-8') as f:
combined_code.append(f" // --- BEGIN {module} ---")
combined_code.append(f.read())
combined_code.append(f" // --- END {module} ---\n")
combined_code.append("})();")
response = make_response("\n".join(combined_code))
response.headers['Content-Type'] = 'application/javascript'
# Prevent caching so updates are instant
response.headers['Cache-Control'] = 'no-cache, no-store, must-revalidate'
return response

646
routes/attack_planner.py Normal file
View File

@@ -0,0 +1,646 @@
"""
routes/attack_planner.py — Coordinated Attack Planner Blueprint
Endpoints:
GET /api/server_time Clock sync
POST /api/<world>/attack_plans Create plan
GET /api/<world>/attack_plans List plans
GET /api/<world>/attack_plans/<plan_id> Get plan details
POST /api/<world>/attack_plans/<plan_id>/arm Arm plan (lock & activate)
POST /api/<world>/attack_plans/<plan_id>/cancel Cancel plan
POST /api/<world>/attack_plans/<plan_id>/participants Add participant
DELETE /api/<world>/attack_plans/<plan_id>/participants/<town_id> Remove participant
POST /api/<world>/attack_plans/<plan_id>/participants/<town_id>/cancel Self-cancel
POST /api/<world>/attack_plans/<plan_id>/participants/<town_id>/status Bot status report
Access control:
- 'attack_planner_admin' feature: can create/arm/cancel plans, add participants
- 'attack_planner' feature: can view plans, self-cancel, report status
- Default new members: neither feature (off by default)
"""
from flask import Blueprint, request, jsonify
from flask_login import login_required, current_user
from db import get_db
from datetime import datetime
import json
import math
import time
import logging
_log = logging.getLogger(__name__)
attack_planner = Blueprint('attack_planner', __name__)
# ------------------------------------------------------------------
# GET /api/server_time
# Used by Tampermonkey to measure clock offset (no auth required,
# it's just a timestamp — no sensitive data).
# ------------------------------------------------------------------
@attack_planner.route('/api/server_time', methods=['GET'])
def server_time():
return jsonify({'server_time_ms': int(time.time() * 1000)})
# ------------------------------------------------------------------
# Helpers
# ------------------------------------------------------------------
def _get_clan_from_request():
key = request.headers.get('X-Clan-Key', '').strip()
if not key:
return None
conn = get_db()
clan = conn.execute('SELECT * FROM clans WHERE clan_key = ?', (key,)).fetchone()
conn.close()
return clan
def _get_member_features(clan_id, player_id):
"""Return set of feature strings for this player in this clan."""
conn = get_db()
row = conn.execute(
'SELECT features FROM clan_members WHERE clan_id = ? AND player_id = ?',
(clan_id, str(player_id))
).fetchone()
conn.close()
if not row:
return set()
return set(f.strip() for f in (row['features'] or '').split(',') if f.strip())
def _has_feature(clan_id, player_id, feature):
return feature in _get_member_features(clan_id, player_id)
def _get_world_data(world_id):
"""Fetch world_speed and unit_speeds from kv_store."""
conn = get_db()
row = conn.execute(
"SELECT value FROM kv_store WHERE key = ?",
(f'world_data_{world_id}',)
).fetchone()
conn.close()
if not row:
return None
try:
return json.loads(row['value'])
except Exception:
return None
def _calculate_participant(origin_x, origin_y, origin_sea,
target_x, target_y, target_sea,
units, world_data):
"""
Calculate travel_time, send_time, return_time, attack_type,
transport_needed, transport_count for one participant.
Returns dict with all calculated fields, or sets is_feasible=False with error_msg.
"""
result = {
'attack_type': 'attack_land',
'transport_needed': False,
'transport_count': 0,
'travel_time_secs': None,
'is_feasible': True,
'error_msg': None,
}
if origin_x is None or origin_y is None or target_x is None or target_y is None:
result['is_feasible'] = False
result['error_msg'] = 'Missing coordinates'
return result
if not world_data:
result['is_feasible'] = False
result['error_msg'] = 'World speed data not available — wait for client sync'
return result
world_speed = world_data.get('world_speed', 1.0)
unit_speeds = world_data.get('unit_speeds', {})
# Distance (Pythagorean)
distance = math.sqrt((target_x - origin_x) ** 2 + (target_y - origin_y) ** 2)
# Determine attack type: sea if different sea zone
is_sea = (origin_sea is not None and target_sea is not None and origin_sea != target_sea)
result['attack_type'] = 'attack_sea' if is_sea else 'attack_land'
# Find slowest unit speed
min_speed = None
total_land_pop = 0
has_units = False
for unit_id, count in (units or {}).items():
if not isinstance(count, int) or count <= 0:
continue
ud = unit_speeds.get(unit_id)
if not ud:
continue
has_units = True
speed = ud.get('speed', 1.0)
if min_speed is None or speed < min_speed:
min_speed = speed
if not ud.get('is_naval', False):
total_land_pop += count * ud.get('population', 1)
if not has_units or min_speed is None:
result['is_feasible'] = False
result['error_msg'] = 'No valid units selected'
return result
# Travel time: hours = distance / (speed * world_speed)
if min_speed * world_speed <= 0:
result['is_feasible'] = False
result['error_msg'] = 'Invalid speed data'
return result
travel_hours = distance / (min_speed * world_speed)
travel_secs = int(travel_hours * 3600)
result['travel_time_secs'] = travel_secs
# Transport calculation for sea attacks with land units
if is_sea and total_land_pop > 0:
result['transport_needed'] = True
transport_cap = 0
for uid, ud in unit_speeds.items():
if ud.get('capacity', 0) > 0:
transport_cap = ud['capacity']
break
if transport_cap <= 0:
result['is_feasible'] = False
result['error_msg'] = 'Transport capacity data missing — wait for client sync'
return result
result['transport_count'] = math.ceil(total_land_pop / transport_cap)
return result
# ------------------------------------------------------------------
# POST /api/<world_id>/attack_plans
# Create a new plan (draft). Requires attack_planner_admin feature.
# Body: { player_id, plan_name, target_town_name, target_x, target_y,
# target_sea, target_arrival_time }
# ------------------------------------------------------------------
@attack_planner.route('/api/<world_id>/attack_plans', methods=['POST'])
def create_plan(world_id):
clan = _get_clan_from_request()
if not clan:
return jsonify({'error': 'Unauthorized'}), 403
data = request.get_json(silent=True) or {}
player_id = str(data.get('player_id', '')).strip()
if not _has_feature(clan['id'], player_id, 'attack_planner_admin'):
return jsonify({'error': 'No attack_planner_admin permission'}), 403
plan_name = data.get('plan_name', '').strip() or 'Επίθεση'
target_name = data.get('target_town_name', '').strip()
target_x = data.get('target_x')
target_y = data.get('target_y')
arrival = data.get('target_arrival_time') # unix epoch int
if not arrival:
return jsonify({'error': 'target_arrival_time required'}), 400
now = int(time.time())
if int(arrival) <= now + 120:
return jsonify({'error': 'Arrival time must be at least 2 minutes in the future'}), 400
conn = get_db()
cur = conn.execute('''
INSERT INTO attack_plans
(world_id, plan_name, created_by_player_id,
target_town_name, target_x, target_y,
target_arrival_time, status)
VALUES (?, ?, ?, ?, ?, ?, ?, 'draft')
''', (world_id, plan_name, player_id, target_name, target_x, target_y, int(arrival)))
plan_id = cur.lastrowid
conn.commit()
conn.close()
return jsonify({'ok': True, 'plan_id': plan_id})
# ------------------------------------------------------------------
# GET /api/<world_id>/attack_plans
# List all non-cancelled plans for this world.
# ------------------------------------------------------------------
@attack_planner.route('/api/<world_id>/attack_plans', methods=['GET'])
@login_required
def list_plans(world_id):
conn = get_db()
rows = conn.execute('''
SELECT ap.*,
COUNT(app.id) as participant_count
FROM attack_plans ap
LEFT JOIN attack_plan_participants app ON app.plan_id = ap.id
WHERE ap.world_id = ? AND ap.status != 'cancelled'
GROUP BY ap.id
ORDER BY ap.target_arrival_time ASC
''', (world_id,)).fetchall()
conn.close()
return jsonify([dict(r) for r in rows])
# ------------------------------------------------------------------
# GET /api/<world_id>/attack_plans/<plan_id>
# Full plan details including participants.
# ------------------------------------------------------------------
@attack_planner.route('/api/<world_id>/attack_plans/<int:plan_id>', methods=['GET'])
@login_required
def get_plan(world_id, plan_id):
conn = get_db()
plan = conn.execute(
'SELECT * FROM attack_plans WHERE id = ? AND world_id = ?',
(plan_id, world_id)
).fetchone()
if not plan:
conn.close()
return jsonify({'error': 'Plan not found'}), 404
participants = conn.execute(
'SELECT * FROM attack_plan_participants WHERE plan_id = ? ORDER BY send_time ASC',
(plan_id,)
).fetchall()
conn.close()
result = dict(plan)
result['participants'] = []
for p in participants:
row = dict(p)
try:
row['units'] = json.loads(row['units'])
except Exception:
row['units'] = {}
result['participants'].append(row)
return jsonify(result)
# ------------------------------------------------------------------
# POST /api/<world_id>/attack_plans/<plan_id>/participants
# Add a participant town to the plan.
# Body: { player_id, origin_town_id, origin_town_name, origin_x, origin_y,
# origin_sea, units: {unit_id: count, ...} }
# ------------------------------------------------------------------
@attack_planner.route('/api/<world_id>/attack_plans/<int:plan_id>/participants', methods=['POST'])
def add_participant(world_id, plan_id):
clan = _get_clan_from_request()
if not clan:
return jsonify({'error': 'Unauthorized'}), 403
data = request.get_json(silent=True) or {}
requester_id = str(data.get('requester_player_id', '')).strip()
if not _has_feature(clan['id'], requester_id, 'attack_planner_admin'):
return jsonify({'error': 'No attack_planner_admin permission'}), 403
conn = get_db()
plan = conn.execute(
"SELECT * FROM attack_plans WHERE id = ? AND world_id = ? AND status = 'draft'",
(plan_id, world_id)
).fetchone()
if not plan:
conn.close()
return jsonify({'error': 'Plan not found or not in draft status'}), 404
player_id = str(data.get('player_id', '')).strip()
origin_town_id = str(data.get('origin_town_id', '')).strip()
origin_town_name = data.get('origin_town_name', '')
origin_x = data.get('origin_x')
origin_y = data.get('origin_y')
origin_sea = data.get('origin_sea')
units = data.get('units', {})
if not player_id or not origin_town_id:
conn.close()
return jsonify({'error': 'player_id and origin_town_id required'}), 400
# Get target sea from plan (we store it? No — we need to infer from coordinates)
# Approximate: sea = floor(x/100)*10 + floor(y/100)
target_x = plan['target_x']
target_y = plan['target_y']
target_sea = None
if target_x is not None and target_y is not None:
target_sea = int(math.floor(target_x / 100)) * 10 + int(math.floor(target_y / 100))
world_data = _get_world_data(world_id)
calc = _calculate_participant(
origin_x, origin_y, origin_sea,
target_x, target_y, target_sea,
units, world_data
)
arrival = plan['target_arrival_time']
send_time = None
return_time = None
if calc['travel_time_secs'] is not None:
send_time = arrival - calc['travel_time_secs']
return_time = arrival + calc['travel_time_secs']
# Validate: send_time must be at least 2 min in future
now = int(time.time())
if send_time <= now + 120:
calc['is_feasible'] = False
calc['error_msg'] = (
f"Send time is too soon ({(send_time - now)//60}m remaining). "
"Choose a later arrival time or remove this town."
)
try:
conn.execute('''
INSERT INTO attack_plan_participants
(plan_id, player_id, world_id, origin_town_id, origin_town_name,
units, attack_type, transport_needed, transport_count,
travel_time_secs, send_time, return_time, is_feasible, error_msg)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)
ON CONFLICT(plan_id, origin_town_id) DO UPDATE SET
player_id = excluded.player_id,
units = excluded.units,
attack_type = excluded.attack_type,
transport_needed= excluded.transport_needed,
transport_count = excluded.transport_count,
travel_time_secs= excluded.travel_time_secs,
send_time = excluded.send_time,
return_time = excluded.return_time,
is_feasible = excluded.is_feasible,
error_msg = excluded.error_msg,
updated_at = datetime('now')
''', (
plan_id, player_id, world_id,
origin_town_id, origin_town_name,
json.dumps(units),
calc['attack_type'],
1 if calc['transport_needed'] else 0,
calc['transport_count'],
calc['travel_time_secs'],
send_time, return_time,
1 if calc['is_feasible'] else 0,
calc['error_msg']
))
conn.commit()
except Exception as e:
conn.close()
return jsonify({'error': str(e)}), 500
conn.close()
return jsonify({
'ok': True,
'is_feasible': calc['is_feasible'],
'error_msg': calc['error_msg'],
'attack_type': calc['attack_type'],
'transport_count': calc['transport_count'],
'travel_time_secs': calc['travel_time_secs'],
'send_time': send_time,
'return_time': return_time,
})
# ------------------------------------------------------------------
# DELETE /api/<world_id>/attack_plans/<plan_id>/participants/<town_id>
# Remove a participant (coordinator/admin only, plan must be draft).
# ------------------------------------------------------------------
@attack_planner.route(
'/api/<world_id>/attack_plans/<int:plan_id>/participants/<town_id>',
methods=['DELETE']
)
def remove_participant(world_id, plan_id, town_id):
clan = _get_clan_from_request()
if not clan:
return jsonify({'error': 'Unauthorized'}), 403
data = request.get_json(silent=True) or {}
requester_id = str(data.get('requester_player_id', '')).strip()
if not _has_feature(clan['id'], requester_id, 'attack_planner_admin'):
return jsonify({'error': 'No permission'}), 403
conn = get_db()
conn.execute(
'DELETE FROM attack_plan_participants WHERE plan_id = ? AND origin_town_id = ?',
(plan_id, town_id)
)
conn.commit()
conn.close()
return jsonify({'ok': True})
# ------------------------------------------------------------------
# POST /api/<world_id>/attack_plans/<plan_id>/participants/<town_id>/cancel
# Player self-cancels their own town's participation (if > 2min before send).
# ------------------------------------------------------------------
@attack_planner.route(
'/api/<world_id>/attack_plans/<int:plan_id>/participants/<town_id>/cancel',
methods=['POST']
)
def cancel_participant(world_id, plan_id, town_id):
clan = _get_clan_from_request()
if not clan:
return jsonify({'error': 'Unauthorized'}), 403
data = request.get_json(silent=True) or {}
player_id = str(data.get('player_id', '')).strip()
conn = get_db()
row = conn.execute(
'''SELECT app.*, ap.status as plan_status
FROM attack_plan_participants app
JOIN attack_plans ap ON ap.id = app.plan_id
WHERE app.plan_id = ? AND app.origin_town_id = ? AND app.player_id = ?''',
(plan_id, town_id, player_id)
).fetchone()
if not row:
conn.close()
return jsonify({'error': 'Participant not found'}), 404
now = int(time.time())
send_time = row['send_time'] or 0
if send_time > 0 and (send_time - now) < 120:
conn.close()
return jsonify({'error': 'Too close to send time — cannot cancel'}), 400
conn.execute(
"UPDATE attack_plan_participants SET status='cancelled', updated_at=datetime('now') "
"WHERE plan_id = ? AND origin_town_id = ?",
(plan_id, town_id)
)
conn.commit()
conn.close()
return jsonify({'ok': True})
# ------------------------------------------------------------------
# POST /api/<world_id>/attack_plans/<plan_id>/participants/<town_id>/status
# Tampermonkey bot reports its status (armed, sent, missed).
# ------------------------------------------------------------------
@attack_planner.route(
'/api/<world_id>/attack_plans/<int:plan_id>/participants/<town_id>/status',
methods=['POST']
)
def report_participant_status(world_id, plan_id, town_id):
clan = _get_clan_from_request()
if not clan:
return jsonify({'error': 'Unauthorized'}), 403
data = request.get_json(silent=True) or {}
new_status = data.get('status', '').strip()
if new_status not in ('armed', 'sent', 'missed'):
return jsonify({'error': 'Invalid status'}), 400
conn = get_db()
conn.execute(
"UPDATE attack_plan_participants SET status=?, updated_at=datetime('now') "
"WHERE plan_id = ? AND origin_town_id = ?",
(new_status, plan_id, town_id)
)
conn.commit()
# If all active participants are sent/missed, mark plan completed
pending = conn.execute(
"SELECT COUNT(*) as n FROM attack_plan_participants "
"WHERE plan_id = ? AND status NOT IN ('sent','missed','cancelled')",
(plan_id,)
).fetchone()['n']
if pending == 0:
conn.execute(
"UPDATE attack_plans SET status='completed', updated_at=datetime('now') WHERE id=?",
(plan_id,)
)
conn.commit()
conn.close()
return jsonify({'ok': True})
# ------------------------------------------------------------------
# POST /api/<world_id>/attack_plans/<plan_id>/arm
# Lock the plan and activate it. Validates all participants feasible.
# Requires attack_planner_admin.
# ------------------------------------------------------------------
@attack_planner.route('/api/<world_id>/attack_plans/<int:plan_id>/arm', methods=['POST'])
def arm_plan(world_id, plan_id):
clan = _get_clan_from_request()
if not clan:
return jsonify({'error': 'Unauthorized'}), 403
data = request.get_json(silent=True) or {}
player_id = str(data.get('player_id', '')).strip()
if not _has_feature(clan['id'], player_id, 'attack_planner_admin'):
return jsonify({'error': 'No permission'}), 403
conn = get_db()
plan = conn.execute(
"SELECT * FROM attack_plans WHERE id = ? AND world_id = ? AND status = 'draft'",
(plan_id, world_id)
).fetchone()
if not plan:
conn.close()
return jsonify({'error': 'Plan not found or not in draft'}), 404
# Check all participants are feasible and have valid send_times
infeasible = conn.execute(
"SELECT COUNT(*) as n FROM attack_plan_participants "
"WHERE plan_id = ? AND is_feasible = 0 AND status != 'cancelled'",
(plan_id,)
).fetchone()['n']
if infeasible > 0:
conn.close()
return jsonify({'error': f'{infeasible} participant(s) are not feasible — fix or remove them first'}), 400
now = int(time.time())
# Check earliest send_time is >= 2 min away
earliest = conn.execute(
"SELECT MIN(send_time) as earliest FROM attack_plan_participants "
"WHERE plan_id = ? AND status != 'cancelled'",
(plan_id,)
).fetchone()['earliest']
if earliest and (earliest - now) < 120:
conn.close()
return jsonify({'error': 'Earliest send time is less than 2 minutes away'}), 400
conn.execute(
"UPDATE attack_plans SET status='active', updated_at=datetime('now') WHERE id=?",
(plan_id,)
)
conn.commit()
conn.close()
return jsonify({'ok': True})
# ------------------------------------------------------------------
# POST /api/<world_id>/attack_plans/<plan_id>/cancel
# Cancel the entire plan.
# ------------------------------------------------------------------
@attack_planner.route('/api/<world_id>/attack_plans/<int:plan_id>/cancel', methods=['POST'])
def cancel_plan(world_id, plan_id):
clan = _get_clan_from_request()
if not clan:
return jsonify({'error': 'Unauthorized'}), 403
data = request.get_json(silent=True) or {}
player_id = str(data.get('player_id', '')).strip()
if not _has_feature(clan['id'], player_id, 'attack_planner_admin'):
return jsonify({'error': 'No permission'}), 403
conn = get_db()
conn.execute(
"UPDATE attack_plans SET status='cancelled', updated_at=datetime('now') "
"WHERE id = ? AND world_id = ?",
(plan_id, world_id)
)
conn.commit()
conn.close()
return jsonify({'ok': True})
# ------------------------------------------------------------------
# GET /api/<world_id>/attack_plans/active
# Tampermonkey polls this to get active plans for its towns.
# Returns plans where this player has active participants.
# ------------------------------------------------------------------
@attack_planner.route('/api/<world_id>/attack_plans/active', methods=['GET'])
def get_active_plans(world_id):
clan = _get_clan_from_request()
if not clan:
return jsonify({'error': 'Unauthorized'}), 403
player_id = request.args.get('player_id', '').strip()
if not player_id:
return jsonify({'error': 'player_id required'}), 400
conn = get_db()
rows = conn.execute('''
SELECT ap.id as plan_id, ap.plan_name,
ap.target_town_name, ap.target_x, ap.target_y,
ap.target_arrival_time, ap.status as plan_status,
app.id as participant_id,
app.origin_town_id, app.origin_town_name,
app.units, app.attack_type,
app.transport_count,
app.send_time, app.return_time,
app.status as participant_status
FROM attack_plans ap
JOIN attack_plan_participants app ON app.plan_id = ap.id
WHERE ap.world_id = ?
AND ap.status = 'active'
AND app.player_id = ?
AND app.status IN ('pending', 'armed')
ORDER BY app.send_time ASC
''', (world_id, player_id)).fetchall()
conn.close()
result = []
for r in rows:
row = dict(r)
try:
row['units'] = json.loads(row['units'])
except Exception:
row['units'] = {}
result.append(row)
return jsonify(result)

327
routes/auth.py Normal file
View File

@@ -0,0 +1,327 @@
from flask import Blueprint, render_template, request, jsonify, redirect, url_for, flash
from flask_login import login_user, logout_user, login_required, current_user
from werkzeug.security import generate_password_hash, check_password_hash
from db import get_db, generate_clan_key
from datetime import datetime, timezone
auth = Blueprint('auth', __name__)
# ------------------------------------------------------------------
# Helper — resolve the User class from app (avoid circular import)
# ------------------------------------------------------------------
def _make_user(row):
from app import User
return User(row['id'], row['username'], row['clan_id'])
# ------------------------------------------------------------------
# GET/POST /auth/login
# ------------------------------------------------------------------
@auth.route('/auth/login', methods=['GET', 'POST'])
def login():
if current_user.is_authenticated:
return redirect(url_for('dashboard.index'))
error = None
if request.method == 'POST':
username = request.form.get('username', '').strip()
password = request.form.get('password', '')
conn = get_db()
row = conn.execute(
'SELECT id, username, password_hash, clan_id FROM users WHERE username = ?', (username,)
).fetchone()
conn.close()
if row and check_password_hash(row['password_hash'], password):
user = _make_user(row)
login_user(user, remember=True)
return redirect(url_for('dashboard.index'))
else:
error = 'Λάθος όνομα χρήστη ή κωδικός.'
return render_template('login.html', error=error)
# ------------------------------------------------------------------
# GET/POST /auth/register
# ------------------------------------------------------------------
@auth.route('/auth/register', methods=['GET', 'POST'])
def register():
if current_user.is_authenticated:
return redirect(url_for('dashboard.index'))
error = None
if request.method == 'POST':
username = request.form.get('username', '').strip()
password = request.form.get('password', '')
confirm = request.form.get('confirm', '')
if not username or not password:
error = 'Συμπλήρωσε όνομα χρήστη και κωδικό.'
elif password != confirm:
error = 'Οι κωδικοί δεν ταιριάζουν.'
elif len(password) < 6:
error = 'Ο κωδικός πρέπει να έχει τουλάχιστον 6 χαρακτήρες.'
else:
conn = get_db()
existing = conn.execute(
'SELECT id FROM users WHERE username = ?', (username,)
).fetchone()
if existing:
error = 'Το όνομα χρήστη χρησιμοποιείται ήδη.'
conn.close()
else:
pw_hash = generate_password_hash(password)
conn.execute(
'INSERT INTO users (username, password_hash) VALUES (?, ?)',
(username, pw_hash)
)
conn.commit()
row = conn.execute(
'SELECT id, username, password_hash, clan_id FROM users WHERE username = ?', (username,)
).fetchone()
conn.close()
user = _make_user(row)
login_user(user, remember=True)
return redirect(url_for('auth.options'))
return render_template('register.html', error=error)
# ------------------------------------------------------------------
# GET /auth/logout
# ------------------------------------------------------------------
@auth.route('/auth/logout')
@login_required
def logout():
logout_user()
return redirect(url_for('auth.login'))
# ------------------------------------------------------------------
# GET/POST /auth/options — Clan management page
# ------------------------------------------------------------------
@auth.route('/auth/options', methods=['GET', 'POST'])
@login_required
def options():
conn = get_db()
# Load clan based on current user's clan_id
clan = None
if current_user.clan_id:
clan = conn.execute(
'SELECT * FROM clans WHERE id = ?', (current_user.clan_id,)
).fetchone()
# Fetch website admins (users belonging to this clan other than current user)
admins = []
if clan and clan['owner_id'] == current_user.id:
admins = conn.execute(
'SELECT id, username, created_at FROM users WHERE clan_id = ? AND id != ? ORDER BY created_at ASC',
(clan['id'], current_user.id)
).fetchall()
members = []
if clan:
rows = conn.execute(
'''SELECT cm.id, cm.player_id, cm.player_name, cm.world_id, cm.joined_at, cm.features,
MAX(ts.updated_at) as updated_at
FROM clan_members cm
LEFT JOIN town_state ts ON ts.player_id = cm.player_id
AND ts.world_id = cm.world_id
WHERE cm.clan_id = ?
GROUP BY cm.player_id, cm.world_id
ORDER BY cm.player_name ASC, cm.world_id ASC''',
(clan['id'],)
).fetchall()
now = datetime.utcnow()
for row in rows:
is_online = False
if row['updated_at']:
try:
last_seen = datetime.fromisoformat(row['updated_at'])
if (now - last_seen).total_seconds() <= 150:
is_online = True
except Exception:
pass
members.append({
'id': row['id'],
'player_id': row['player_id'],
'player_name': row['player_name'] or 'Άγνωστος',
'world_id': row['world_id'] or '',
'joined_at': row['joined_at'][:10] if row['joined_at'] else '',
'is_online': is_online,
'feat_farm': 'farm' in (row['features'] or 'farm,admin'),
'feat_admin': 'admin' in (row['features'] or 'farm,admin'),
'feat_atk_planner': 'attack_planner' in (row['features'] or ''),
'feat_atk_planner_admin': 'attack_planner_admin' in (row['features'] or ''),
})
conn.close()
return render_template('options.html', clan=clan, members=members, admins=admins)
# ------------------------------------------------------------------
# POST /auth/clan/create
# ------------------------------------------------------------------
@auth.route('/auth/clan/create', methods=['POST'])
@login_required
def create_clan():
clan_name = request.form.get('clan_name', '').strip()
if not clan_name:
return redirect(url_for('auth.options'))
conn = get_db()
existing = conn.execute(
'SELECT id FROM clans WHERE owner_id = ?', (current_user.id,)
).fetchone()
if not existing:
key = generate_clan_key()
cursor = conn.execute(
'INSERT INTO clans (owner_id, name, clan_key) VALUES (?, ?, ?)',
(current_user.id, clan_name, key)
)
clan_id = cursor.lastrowid
conn.execute('UPDATE users SET clan_id = ? WHERE id = ?', (clan_id, current_user.id))
conn.commit()
# Update the current_user object dynamically to reflect the new clan_id without re-login
current_user.clan_id = clan_id
conn.close()
return redirect(url_for('auth.options'))
# ------------------------------------------------------------------
# POST /auth/clan/regenerate-key
# ------------------------------------------------------------------
@auth.route('/auth/clan/regenerate-key', methods=['POST'])
@login_required
def regenerate_key():
new_key = generate_clan_key()
conn = get_db()
conn.execute(
'UPDATE clans SET clan_key = ? WHERE owner_id = ?',
(new_key, current_user.id)
)
conn.commit()
conn.close()
return redirect(url_for('auth.options'))
@auth.route('/auth/clan/remove-member/<player_id>/<path:world_id>', methods=['POST'])
@login_required
def remove_member(player_id, world_id):
conn = get_db()
clan = conn.execute(
'SELECT id FROM clans WHERE owner_id = ?', (current_user.id,)
).fetchone()
if clan:
conn.execute(
'DELETE FROM clan_members WHERE clan_id = ? AND player_id = ? AND world_id = ?',
(clan['id'], player_id, world_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>/<path:world_id>', methods=['POST'])
@login_required
def update_member_features(player_id, world_id):
farm = 'farm' if request.form.get('farm') else None
admin = 'admin' if request.form.get('admin') else None
atk_planner = 'attack_planner' if request.form.get('attack_planner') else None
atk_planner_admin = 'attack_planner_admin' if request.form.get('attack_planner_admin') else None
features = ','.join(f for f in [farm, admin, atk_planner, atk_planner_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 = ? AND world_id = ?',
(features, clan['id'], player_id, world_id)
)
conn.commit()
conn.close()
return redirect(url_for('auth.options'))
# ------------------------------------------------------------------
# POST /auth/clan/add-admin
# ------------------------------------------------------------------
@auth.route('/auth/clan/add-admin', methods=['POST'])
@login_required
def add_admin():
username = request.form.get('admin_username', '').strip()
if not username:
return redirect(url_for('auth.options'))
conn = get_db()
clan = conn.execute(
'SELECT id FROM clans WHERE owner_id = ?', (current_user.id,)
).fetchone()
if clan:
# Check if user exists
user = conn.execute('SELECT id, clan_id FROM users WHERE username = ?', (username,)).fetchone()
if user:
# If user already belongs to a clan, we could show an error, but let's just overwrite for now
# or maybe only if clan_id is NULL
conn.execute('UPDATE users SET clan_id = ? WHERE id = ?', (clan['id'], user['id']))
conn.commit()
flash(f"Ο χρήστης {username} προστέθηκε ως διαχειριστής.", "success")
else:
flash(f"Ο χρήστης {username} δεν βρέθηκε.", "error")
conn.close()
return redirect(url_for('auth.options'))
# ------------------------------------------------------------------
# POST /auth/clan/remove-admin/<admin_id>
# ------------------------------------------------------------------
@auth.route('/auth/clan/remove-admin/<int:admin_id>', methods=['POST'])
@login_required
def remove_admin(admin_id):
conn = get_db()
clan = conn.execute(
'SELECT id FROM clans WHERE owner_id = ?', (current_user.id,)
).fetchone()
if clan:
conn.execute('UPDATE users SET clan_id = NULL WHERE id = ? AND clan_id = ?', (admin_id, clan['id']))
conn.commit()
flash("Ο διαχειριστής αφαιρέθηκε.", "success")
conn.close()
return redirect(url_for('auth.options'))
# ------------------------------------------------------------------
# POST /auth/clan/leave
# ------------------------------------------------------------------
@auth.route('/auth/clan/leave', methods=['POST'])
@login_required
def leave_clan():
conn = get_db()
if current_user.clan_id:
clan = conn.execute('SELECT owner_id FROM clans WHERE id = ?', (current_user.clan_id,)).fetchone()
if clan and clan['owner_id'] != current_user.id:
conn.execute('UPDATE users SET clan_id = NULL WHERE id = ?', (current_user.id,))
conn.commit()
current_user.clan_id = None
flash("Έχετε αποχωρήσει από την ομάδα.", "success")
conn.close()
return redirect(url_for('auth.options'))

View File

@@ -1,4 +1,5 @@
from flask import Blueprint, render_template, request, jsonify from flask import Blueprint, render_template, request, jsonify
from flask_login import login_required, current_user
from db import get_db from db import get_db
import json import json
from datetime import datetime, timedelta from datetime import datetime, timedelta
@@ -11,19 +12,40 @@ dashboard = Blueprint('dashboard', __name__)
# Serve the dashboard HTML # Serve the dashboard HTML
# ------------------------------------------------------------------ # ------------------------------------------------------------------
@dashboard.route('/') @dashboard.route('/')
@login_required
def index(): def index():
conn = get_db() conn = get_db()
rows = conn.execute('''
SELECT player, player_id, MAX(updated_at) as last_seen, MAX(world_id) as world_id
FROM town_state
WHERE player IS NOT NULL
GROUP BY player, player_id
ORDER BY player ASC
''').fetchall()
# Pre-fetch all active captchas # Get the clan the logged-in user belongs to
clan_id = current_user.clan_id
if not clan_id:
# User has no clan yet — send them to options to create/join one
conn.close()
return render_template('index.html', players=[], no_clan=True)
# Only fetch players that are members of this clan
rows = conn.execute('''
SELECT ts.player, ts.player_id, ts.world_id, MAX(ts.updated_at) as last_seen
FROM town_state ts
INNER JOIN clan_members cm ON cm.player_id = ts.player_id AND cm.clan_id = ?
WHERE ts.player IS NOT NULL
GROUP BY ts.player, ts.player_id, ts.world_id
ORDER BY ts.player ASC, ts.world_id ASC
''', (clan_id,)).fetchall()
captcha_rows = conn.execute("SELECT key, value FROM kv_store WHERE key LIKE 'captcha_active_%'").fetchall() captcha_rows = conn.execute("SELECT key, value FROM kv_store WHERE key LIKE 'captcha_active_%'").fetchall()
active_captchas = {r['key'].replace('captcha_active_', ''): True for r in captcha_rows if r['value'] == '1'} # Key format is captcha_active_{player_id}_{world_id} — build a (player_id, world_id) → bool map
active_captchas = {}
for r in captcha_rows:
if r['value'] != '1':
continue
parts = r['key'].replace('captcha_active_', '').split('_', 1)
if len(parts) == 2:
active_captchas[(parts[0], parts[1])] = True
else:
# Legacy key (player_id only) — keep working
active_captchas[(parts[0], '')] = True
conn.close() conn.close()
players = [] players = []
@@ -38,27 +60,59 @@ def index():
except Exception: except Exception:
pass pass
wid = r['world_id'] or ''
captcha_active = (
active_captchas.get((r['player_id'], wid), False) or
active_captchas.get((r['player_id'], ''), False) # legacy fallback
)
players.append({ players.append({
'player': r['player'], 'player': r['player'],
'player_id': r['player_id'], 'player_id': r['player_id'],
'world_id': r['world_id'] or 'Unknown', 'world_id': wid or 'Unknown',
'is_online': is_online, 'is_online': is_online,
'captcha_active': active_captchas.get(r['player_id'], False) 'captcha_active': captcha_active
}) })
return render_template('index.html', players=players)
@dashboard.route('/player/<player_id>') return render_template('index.html', players=players, no_clan=False)
def player_hub(player_id):
return render_template('hub.html', player_id=player_id)
@dashboard.route('/player/<player_id>/admin')
def player_dashboard(player_id):
return render_template('dashboard.html', player_id=player_id)
@dashboard.route('/player/<player_id>/farm') @dashboard.route('/player/<player_id>/<world_id>')
def player_farm(player_id): @login_required
return render_template('farm.html', player_id=player_id) def player_hub(player_id, world_id):
return render_template('hub.html', player_id=player_id, world_id=world_id)
@dashboard.route('/player/<player_id>/<world_id>/admin')
@login_required
def player_dashboard(player_id, world_id):
return render_template('dashboard.html', player_id=player_id, world_id=world_id)
@dashboard.route('/player/<player_id>/<world_id>/farm')
@login_required
def player_farm(player_id, world_id):
return render_template('farm.html', player_id=player_id, world_id=world_id)
@dashboard.route('/player/<player_id>/<world_id>/tracker')
@login_required
def player_tracker(player_id, world_id):
return render_template('tracker.html', player_id=player_id, world_id=world_id)
@dashboard.route('/player/<player_id>/<world_id>/attack-planner')
@login_required
def player_attack_planner(player_id, world_id):
clan_key = ''
if current_user.clan_id:
conn = get_db()
clan = conn.execute(
'SELECT clan_key FROM clans WHERE id = ?', (current_user.clan_id,)
).fetchone()
conn.close()
if clan:
clan_key = clan['clan_key']
return render_template('attack_planner.html',
player_id=player_id,
world_id=world_id,
clan_key=clan_key)
# ------------------------------------------------------------------ # ------------------------------------------------------------------
@@ -68,9 +122,12 @@ def player_farm(player_id):
@dashboard.route('/dashboard/farm-settings', methods=['GET']) @dashboard.route('/dashboard/farm-settings', methods=['GET'])
def get_farm_settings(): def get_farm_settings():
player_id = request.args.get('player_id') player_id = request.args.get('player_id')
world_id = request.args.get('world_id', '')
player_key = f"{player_id}_{world_id}" if world_id else player_id
conn = get_db() conn = get_db()
row = conn.execute( row = conn.execute(
'SELECT enabled, loot_option FROM farm_settings WHERE player_id = ?', (player_id,) 'SELECT enabled, loot_option FROM farm_settings WHERE player_id = ?', (player_key,)
).fetchone() ).fetchone()
conn.close() conn.close()
if row: if row:
@@ -83,6 +140,9 @@ def set_farm_settings():
if not data or 'player_id' not in data: if not data or 'player_id' not in data:
return jsonify({'error': 'missing player_id'}), 400 return jsonify({'error': 'missing player_id'}), 400
player_id = data['player_id'] player_id = data['player_id']
world_id = data.get('world_id', '')
player_key = f"{player_id}_{world_id}" if world_id else player_id
enabled = 1 if data.get('enabled') else 0 enabled = 1 if data.get('enabled') else 0
loot_option = int(data.get('loot_option', 1)) loot_option = int(data.get('loot_option', 1))
conn = get_db() conn = get_db()
@@ -93,7 +153,7 @@ def set_farm_settings():
enabled = excluded.enabled, enabled = excluded.enabled,
loot_option = excluded.loot_option, loot_option = excluded.loot_option,
updated_at = excluded.updated_at updated_at = excluded.updated_at
''', (player_id, enabled, loot_option, datetime.utcnow().isoformat())) ''', (player_key, enabled, loot_option, datetime.utcnow().isoformat()))
conn.commit() conn.commit()
conn.close() conn.close()
return jsonify({'ok': True}) return jsonify({'ok': True})
@@ -106,10 +166,24 @@ def set_farm_settings():
@dashboard.route('/dashboard/farm-data', methods=['GET']) @dashboard.route('/dashboard/farm-data', methods=['GET'])
def get_farm_data(): def get_farm_data():
player_id = request.args.get('player_id') player_id = request.args.get('player_id')
world_id = request.args.get('world_id')
conn = get_db() conn = get_db()
rows = conn.execute( if world_id:
'SELECT town_id, town_name, data FROM town_state WHERE player_id = ?', (player_id,) rows = conn.execute(
).fetchall() 'SELECT town_id, town_name, data FROM town_state WHERE player_id = ? AND world_id = ?',
(player_id, world_id)
).fetchall()
else:
rows = conn.execute(
'SELECT town_id, town_name, data FROM town_state WHERE player_id = ?', (player_id,)
).fetchall()
# Also fetch when the bot last farmed (per world)
lf_key = f'last_farmed_{player_id}_{world_id}' if world_id else f'last_farmed_{player_id}'
lf_row = conn.execute(
"SELECT value FROM kv_store WHERE key = ?", (lf_key,)
).fetchone()
last_farmed_at = lf_row['value'] if lf_row else None
conn.close() conn.close()
now_ts = int(datetime.utcnow().timestamp()) now_ts = int(datetime.utcnow().timestamp())
@@ -126,7 +200,25 @@ def get_farm_data():
'ready_farms': len(ready), 'ready_farms': len(ready),
'next_ready_at': min((f['lootable_at'] for f in farm_data if f.get('lootable_at', 0) > now_ts and f.get('relation_status', 0) == 1), default=None) 'next_ready_at': min((f['lootable_at'] for f in farm_data if f.get('lootable_at', 0) > now_ts and f.get('relation_status', 0) == 1), default=None)
}) })
return jsonify(farms_summary) return jsonify({'towns': farms_summary, 'last_farmed_at': last_farmed_at})
# ------------------------------------------------------------------
# GET /dashboard/market-data
# Returns the latest market scan data for a player.
# ------------------------------------------------------------------
@dashboard.route('/dashboard/market-data', methods=['GET'])
def get_market_data():
player_id = request.args.get('player_id')
conn = get_db()
row = conn.execute(
"SELECT value, updated_at FROM kv_store WHERE key = ?", (f'market_data_{player_id}', )
).fetchone()
conn.close()
if row:
return jsonify({'data': json.loads(row['value']), 'updated_at': row['updated_at']})
return jsonify({'data': None, 'updated_at': None})
# ------------------------------------------------------------------ # ------------------------------------------------------------------
@@ -136,14 +228,26 @@ def get_farm_data():
@dashboard.route('/dashboard/towns', methods=['GET']) @dashboard.route('/dashboard/towns', methods=['GET'])
def get_towns(): def get_towns():
player_id = request.args.get('player_id') player_id = request.args.get('player_id')
world_id = request.args.get('world_id')
conn = get_db() conn = get_db()
rows = conn.execute('''
SELECT town_id, town_name, player, player_id, alliance_id, query = '''
world_id, x, y, sea, data, updated_at SELECT ts.town_id, ts.town_name, ts.player, ts.player_id, ts.alliance_id,
FROM town_state ts.world_id, ts.x, ts.y, ts.sea, ts.data, ts.updated_at,
WHERE player_id = ? tb.blueprint_name, tb.is_active as blueprint_active
ORDER BY town_name ASC FROM town_state ts
''', (player_id, )).fetchall() LEFT JOIN town_blueprints tb ON ts.town_id = tb.town_id AND tb.is_active = 1
WHERE ts.player_id = ?
'''
params = [player_id]
if world_id:
query += ' AND ts.world_id = ?'
params.append(world_id)
query += ' ORDER BY ts.town_name ASC'
rows = conn.execute(query, params).fetchall()
conn.close() conn.close()
towns = [] towns = []
@@ -180,11 +284,95 @@ def get_towns():
'bonuses': d.get('bonuses', {}), 'bonuses': d.get('bonuses', {}),
'wonder_points': d.get('wonder_points', 0), 'wonder_points': d.get('wonder_points', 0),
'total_points': d.get('total_points', 0), 'total_points': d.get('total_points', 0),
'alliance_name': d.get('alliance_name', None) 'alliance_name': d.get('alliance_name', None),
'blueprint_name': row['blueprint_name'],
'blueprint_active': bool(row['blueprint_active'])
}) })
return jsonify(towns) return jsonify(towns)
# ------------------------------------------------------------------
# GET /dashboard/clan-towns?world_id=...
# Returns all towns for ALL clan members in a given world.
# Used by attack planner to let admin pick any player's town.
# ------------------------------------------------------------------
@dashboard.route('/dashboard/clan-towns', methods=['GET'])
@login_required
def get_clan_towns():
world_id = request.args.get('world_id', '').strip()
clan_id = current_user.clan_id
if not clan_id or not world_id:
return jsonify([])
conn = get_db()
rows = conn.execute('''
SELECT ts.town_id, ts.town_name, ts.player, ts.player_id,
ts.x, ts.y, ts.sea, ts.world_id, ts.updated_at, ts.data
FROM town_state ts
INNER JOIN clan_members cm
ON cm.player_id = ts.player_id
AND cm.world_id = ts.world_id
AND cm.clan_id = ?
WHERE ts.world_id = ?
ORDER BY ts.player ASC, ts.town_name ASC
''', (clan_id, world_id)).fetchall()
conn.close()
towns = []
for r in rows:
d = json.loads(r['data']) if r['data'] else {}
towns.append({
'town_id': r['town_id'],
'town_name': r['town_name'],
'player': r['player'],
'player_id': r['player_id'],
'world_id': r['world_id'],
'x': r['x'],
'y': r['y'],
'sea': r['sea'],
'units': d.get('units', {}),
})
return jsonify(towns)
# ------------------------------------------------------------------
# POST /dashboard/blueprints
# Toggle a blueprint for a specific town
# ------------------------------------------------------------------
@dashboard.route('/dashboard/blueprints', methods=['POST'])
@login_required
def toggle_blueprint():
data = request.get_json(silent=True) or {}
town_id = data.get('town_id')
blueprint_name = data.get('blueprint_name', 'Standard Growth')
if not town_id:
return jsonify({'error': 'missing town_id'}), 400
conn = get_db()
# Check if currently active
row = conn.execute('SELECT is_active FROM town_blueprints WHERE town_id = ?', (town_id,)).fetchone()
new_state = 1
if row and row['is_active'] == 1:
new_state = 0 # Toggle off
conn.execute('''
INSERT INTO town_blueprints (town_id, blueprint_name, is_active, updated_at)
VALUES (?, ?, ?, ?)
ON CONFLICT(town_id) DO UPDATE SET
blueprint_name = excluded.blueprint_name,
is_active = excluded.is_active,
updated_at = excluded.updated_at
''', (town_id, blueprint_name, new_state, datetime.utcnow().isoformat()))
conn.commit()
conn.close()
return jsonify({'ok': True, 'is_active': bool(new_state), 'blueprint_name': blueprint_name})
# ------------------------------------------------------------------ # ------------------------------------------------------------------
# GET /dashboard/client-status # GET /dashboard/client-status
# Returns whether the Tampermonkey client is considered online. # Returns whether the Tampermonkey client is considered online.
@@ -219,16 +407,74 @@ def client_status():
# ------------------------------------------------------------------ # ------------------------------------------------------------------
@dashboard.route('/dashboard/captcha-status', methods=['GET']) @dashboard.route('/dashboard/captcha-status', methods=['GET'])
def captcha_status(): def captcha_status():
player_id = request.args.get('player_id') player_id = request.args.get('player_id', '').strip()
world_id = request.args.get('world_id', '').strip()
conn = get_db() conn = get_db()
# Try world-specific key first, fall back to legacy player-only key
key = f'captcha_active_{player_id}_{world_id}' if world_id else f'captcha_active_{player_id}'
row = conn.execute( row = conn.execute(
"SELECT value FROM kv_store WHERE key = ?", (f'captcha_active_{player_id}', ) "SELECT value FROM kv_store WHERE key = ?", (key,)
).fetchone() ).fetchone()
if not row and world_id:
# Legacy fallback
row = conn.execute(
"SELECT value FROM kv_store WHERE key = ?",
(f'captcha_active_{player_id}',)
).fetchone()
conn.close() conn.close()
active = bool(row and row['value'] == '1') active = bool(row and row['value'] == '1')
return jsonify({'captcha_active': active}) return jsonify({'captcha_active': active})
# ------------------------------------------------------------------
# GET /dashboard/commands/queue
# Returns pending+executing BUILD commands for a specific town,
# ordered by their manual position (for the per-town build queue UI).
# ------------------------------------------------------------------
@dashboard.route('/dashboard/commands/queue', methods=['GET'])
def get_town_build_queue():
player_id = request.args.get('player_id')
town_id = request.args.get('town_id')
conn = get_db()
rows = conn.execute('''
SELECT id, town_id, town_name, type, payload, status, result_msg, position, created_at, updated_at
FROM commands
WHERE player_id = ? AND town_id = ? AND type = 'build'
AND status IN ('pending', 'executing')
ORDER BY position ASC, id ASC
''', (player_id, town_id)).fetchall()
conn.close()
return jsonify([dict(r) for r in rows])
# ------------------------------------------------------------------
# POST /dashboard/commands/reorder
# Accepts { player_id, town_id, order: [id1, id2, ...] }
# and updates position for each command in the list.
# ------------------------------------------------------------------
@dashboard.route('/dashboard/commands/reorder', methods=['POST'])
def reorder_commands():
data = request.get_json(silent=True) or {}
player_id = data.get('player_id')
town_id = data.get('town_id')
order = data.get('order', []) # list of command ids in desired order
if not player_id or not town_id or not order:
return jsonify({'error': 'missing player_id, town_id or order'}), 400
conn = get_db()
for idx, cmd_id in enumerate(order):
conn.execute('''
UPDATE commands
SET position = ?
WHERE id = ? AND player_id = ? AND town_id = ?
''', (idx + 1, cmd_id, player_id, str(town_id)))
conn.commit()
conn.close()
return jsonify({'ok': True})
# ------------------------------------------------------------------ # ------------------------------------------------------------------
# GET /dashboard/commands # GET /dashboard/commands
# Returns command history (last 50) for the log panel. # Returns command history (last 50) for the log panel.
@@ -237,13 +483,24 @@ def captcha_status():
def get_commands(): def get_commands():
player_id = request.args.get('player_id') player_id = request.args.get('player_id')
conn = get_db() conn = get_db()
rows = conn.execute(''' world_id = request.args.get('world_id')
SELECT id, town_id, town_name, type, payload, status, result_msg, created_at, updated_at conn = get_db()
FROM commands
WHERE player_id = ? query = '''
ORDER BY id DESC SELECT c.id, c.town_id, c.town_name, c.type, c.payload, c.status, c.result_msg, c.created_at, c.updated_at
LIMIT 50 FROM commands c
''', (player_id, )).fetchall() JOIN town_state ts ON c.town_id = ts.town_id
WHERE c.player_id = ?
'''
params = [player_id]
if world_id:
query += ' AND ts.world_id = ?'
params.append(world_id)
query += ' ORDER BY c.id DESC LIMIT 50'
rows = conn.execute(query, params).fetchall()
conn.close() conn.close()
return jsonify([dict(r) for r in rows]) return jsonify([dict(r) for r in rows])
@@ -266,8 +523,8 @@ def create_command():
return jsonify({'error': f'missing field: {field}'}), 400 return jsonify({'error': f'missing field: {field}'}), 400
cmd_type = data['type'] cmd_type = data['type']
if cmd_type not in ('build', 'recruit', 'market_offer', 'farm_loot', 'farm_upgrade'): if cmd_type not in ('build', 'recruit', 'market_offer', 'farm_loot', 'farm_upgrade', 'research'):
return jsonify({'error': 'type must be build, recruit, market_offer, farm_loot, or farm_upgrade'}), 400 return jsonify({'error': 'type must be build, recruit, market_offer, farm_loot, farm_upgrade, or research'}), 400
# Reject if the Tampermonkey client is offline (no state push in last 150 s) # Reject if the Tampermonkey client is offline (no state push in last 150 s)
conn = get_db() conn = get_db()
@@ -286,14 +543,28 @@ def create_command():
return jsonify({'error': 'client_offline', 'message': 'Το script είναι offline — δεν μπορείτε να στείλετε εντολές.'}), 503 return jsonify({'error': 'client_offline', 'message': 'Το script είναι offline — δεν μπορείτε να στείλετε εντολές.'}), 503
c = conn.cursor() c = conn.cursor()
# Assign position = one more than the current max for this town's pending build queue
if cmd_type == 'build':
pos_row = c.execute(
"SELECT MAX(position) as max_pos FROM commands"
" WHERE player_id = ? AND town_id = ? AND type = 'build'"
" AND status IN ('pending', 'executing')",
(str(data['player_id']), str(data['town_id']))
).fetchone()
position = (pos_row['max_pos'] or 0) + 1
else:
position = None
c.execute(''' c.execute('''
INSERT INTO commands (town_id, town_name, type, payload, status, created_at, updated_at, player_id) INSERT INTO commands (town_id, town_name, type, payload, status, position, created_at, updated_at, player_id)
VALUES (?, ?, ?, ?, 'pending', ?, ?, ?) VALUES (?, ?, ?, ?, 'pending', ?, ?, ?, ?)
''', ( ''', (
str(data['town_id']), str(data['town_id']),
data.get('town_name', ''), data.get('town_name', ''),
cmd_type, cmd_type,
json.dumps(data['payload']), json.dumps(data['payload']),
position,
datetime.utcnow().isoformat(), datetime.utcnow().isoformat(),
datetime.utcnow().isoformat(), datetime.utcnow().isoformat(),
str(data['player_id']) str(data['player_id'])
@@ -339,3 +610,134 @@ def fail_stale_commands():
conn.commit() conn.commit()
conn.close() conn.close()
return jsonify({'ok': True, 'failed': affected}) return jsonify({'ok': True, 'failed': affected})
# ------------------------------------------------------------------
# GET /dashboard/bot-settings — fetch bootcamp + rural trade config
# POST /dashboard/bot-settings — save config
# ------------------------------------------------------------------
@dashboard.route('/dashboard/bot-settings', methods=['GET', 'POST'])
def bot_settings():
player_id = request.args.get('player_id') or (request.json or {}).get('player_id')
world_id = request.args.get('world_id') or (request.json or {}).get('world_id', '')
if not player_id:
return jsonify({'error': 'missing player_id'}), 400
player_key = f"{player_id}_{world_id}" if world_id else player_id
conn = get_db()
c = conn.cursor()
if request.method == 'GET':
row = c.execute(
'SELECT * FROM bot_settings WHERE player_id = ?', (player_key,)
).fetchone()
conn.close()
if row:
return jsonify(dict(row))
return jsonify({
'player_id': player_id,
'bootcamp_enabled': 0,
'bootcamp_use_def': 0,
'rural_trade_enabled': 0,
'rural_trade_ratio': 3,
})
# POST — upsert
data = request.json or {}
c.execute('''
INSERT INTO bot_settings (player_id, bootcamp_enabled, bootcamp_use_def,
rural_trade_enabled, rural_trade_ratio, updated_at)
VALUES (?, ?, ?, ?, ?, ?)
ON CONFLICT(player_id) DO UPDATE SET
bootcamp_enabled = excluded.bootcamp_enabled,
bootcamp_use_def = excluded.bootcamp_use_def,
rural_trade_enabled = excluded.rural_trade_enabled,
rural_trade_ratio = excluded.rural_trade_ratio,
updated_at = excluded.updated_at
''', (
player_key,
int(bool(data.get('bootcamp_enabled', 0))),
int(bool(data.get('bootcamp_use_def', 0))),
int(bool(data.get('rural_trade_enabled', 0))),
int(data.get('rural_trade_ratio', 3)),
datetime.utcnow().isoformat()
))
conn.commit()
conn.close()
return jsonify({'ok': True})
# ------------------------------------------------------------------
# GET /dashboard/bot-logs?player_id=&feature= — last 50 log lines
# POST /dashboard/bot-logs — append + prune
# ------------------------------------------------------------------
@dashboard.route('/dashboard/bot-logs', methods=['GET', 'POST'])
def bot_logs():
player_id = request.args.get('player_id') or (request.json or {}).get('player_id')
world_id = request.args.get('world_id') or (request.json or {}).get('world_id', '')
if not player_id:
return jsonify({'error': 'missing player_id'}), 400
player_key = f"{player_id}_{world_id}" if world_id else player_id
conn = get_db()
c = conn.cursor()
if request.method == 'GET':
feature = request.args.get('feature', '')
query = 'SELECT * FROM bot_logs WHERE player_id = ?'
params = [player_key]
if feature:
query += ' AND feature = ?'
params.append(feature)
query += ' ORDER BY id DESC LIMIT 50'
rows = c.execute(query, params).fetchall()
conn.close()
return jsonify([dict(r) for r in rows])
# POST — append entry and prune to last 50
data = request.json or {}
feature = data.get('feature', 'bootcamp')
message = data.get('message', '')
c.execute(
'INSERT INTO bot_logs (player_id, feature, message) VALUES (?, ?, ?)',
(player_key, feature, message)
)
# Prune: keep only the latest 50 per player/feature
c.execute('''
DELETE FROM bot_logs
WHERE player_id = ? AND feature = ?
AND id NOT IN (
SELECT id FROM bot_logs
WHERE player_id = ? AND feature = ?
ORDER BY id DESC LIMIT 50
)
''', (player_key, feature, player_key, feature))
conn.commit()
conn.close()
return jsonify({'ok': True})
# ------------------------------------------------------------------
# POST /dashboard/bootcamp-attack-now
# Sets a one-shot flag consumed by the TM bot on the next poll.
# ------------------------------------------------------------------
@dashboard.route('/dashboard/bootcamp-attack-now', methods=['POST'])
def bootcamp_attack_now():
player_id = (request.json or {}).get('player_id')
world_id = (request.json or {}).get('world_id', '')
if not player_id:
return jsonify({'error': 'missing player_id'}), 400
player_key = f"{player_id}_{world_id}" if world_id else player_id
key = f'bootcamp_attack_now_{player_key}'
conn = get_db()
conn.execute('''
INSERT INTO kv_store (key, value, updated_at) VALUES (?, '1', ?)
ON CONFLICT(key) DO UPDATE SET value='1', updated_at=excluded.updated_at
''', (key, datetime.utcnow().isoformat()))
conn.commit()
conn.close()
return jsonify({'ok': True})

214
routes/tracker.py Normal file
View File

@@ -0,0 +1,214 @@
"""
routes/tracker.py — Live Tracker Blueprint
Handles:
POST /api/<world_id>/movements (Tampermonkey pushes movement data)
GET /api/<world_id>/movements/<player_id> (Dashboard initial load)
GET /api/<world_id>/movements/<player_id>/stream (SSE push stream)
All data is isolated per player_id + world_id.
"""
from flask import Blueprint, request, jsonify, Response, stream_with_context
from db import get_db
from datetime import datetime
import json
import queue
import threading
import logging
_log = logging.getLogger(__name__)
tracker = Blueprint('tracker', __name__)
# ----------------------------------------------------------------
# In-memory SSE subscriber registry
# Key: "<world_id>:<player_id>" Value: list of queue.Queue()
# One Queue per open dashboard tab. Thread-safe via a lock.
# ----------------------------------------------------------------
_subscribers = {}
_sub_lock = threading.Lock()
def _sub_key(player_id, world_id):
return f"{world_id}:{player_id}"
def _notify(player_id, world_id, payload):
"""Push a JSON payload to all SSE subscribers for this player+world."""
key = _sub_key(player_id, world_id)
data = json.dumps(payload)
with _sub_lock:
for q in _subscribers.get(key, []):
try:
q.put_nowait(data)
except queue.Full:
pass # slow consumer — drop silently
# ----------------------------------------------------------------
# Helper: read clan from X-Clan-Key header (same as api.py)
# ----------------------------------------------------------------
def _get_clan_from_request():
key = request.headers.get('X-Clan-Key', '').strip()
if not key:
return None
conn = get_db()
clan = conn.execute('SELECT * FROM clans WHERE clan_key = ?', (key,)).fetchone()
conn.close()
return clan
# ----------------------------------------------------------------
# POST /api/<world_id>/movements
# Tampermonkey sends the current movement snapshot.
# Requires X-Clan-Key header (same as all other bot endpoints).
# Body: { player_id, world_id, movements: [{...}, ...] }
# ----------------------------------------------------------------
@tracker.route('/api/<world_id>/movements', methods=['POST'])
def receive_movements(world_id):
clan = _get_clan_from_request()
if not clan:
return jsonify({'error': 'Unauthorized'}), 403
data = request.get_json(silent=True)
if not data:
return jsonify({'error': 'no data'}), 400
player_id = str(data.get('player_id', '')).strip()
movements = data.get('movements', [])
if not player_id:
return jsonify({'error': 'missing player_id'}), 400
# Normalise world_id — trust the URL param, not the body
world_id = world_id.strip()
conn = get_db()
c = conn.cursor()
now = datetime.utcnow().isoformat()
# 1. Upsert each movement (UNIQUE on player_id+world_id+command_id)
for m in movements:
cmd_id = str(m.get('id', '')).strip()
if not cmd_id:
continue
c.execute('''
INSERT INTO movements
(player_id, world_id, command_id, cmd_type,
origin_town, origin_player, target_town, target_player,
arrival_at, raw_data, updated_at)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)
ON CONFLICT(player_id, world_id, command_id) DO UPDATE SET
cmd_type = excluded.cmd_type,
origin_town = excluded.origin_town,
origin_player = excluded.origin_player,
target_town = excluded.target_town,
target_player = excluded.target_player,
arrival_at = excluded.arrival_at,
raw_data = excluded.raw_data,
updated_at = excluded.updated_at
''', (
player_id, world_id, cmd_id,
m.get('type', 'unknown'),
m.get('origin_town'), m.get('origin_player'),
m.get('target_town'), m.get('target_player'),
m.get('arrival_at'),
json.dumps(m),
now
))
# 2. Purge stale entries: movements that are no longer in the snapshot
# (the game already resolved them). We use command_ids sent in this batch.
live_ids = [str(m.get('id', '')) for m in movements if m.get('id')]
if live_ids:
placeholders = ','.join('?' * len(live_ids))
c.execute(f'''
DELETE FROM movements
WHERE player_id = ? AND world_id = ?
AND command_id NOT IN ({placeholders})
''', [player_id, world_id] + live_ids)
else:
# Empty snapshot → all movements resolved, clear the table for this player+world
c.execute(
'DELETE FROM movements WHERE player_id = ? AND world_id = ?',
(player_id, world_id)
)
conn.commit()
# 3. Read back the current state and notify SSE subscribers immediately
rows = c.execute('''
SELECT command_id, cmd_type, origin_town, origin_player,
target_town, target_player, arrival_at
FROM movements
WHERE player_id = ? AND world_id = ?
ORDER BY arrival_at ASC
''', (player_id, world_id)).fetchall()
conn.close()
result = [dict(r) for r in rows]
_notify(player_id, world_id, {'movements': result})
return jsonify({'ok': True, 'stored': len(result)})
# ----------------------------------------------------------------
# GET /api/<world_id>/movements/<player_id>
# Dashboard initial load — returns current snapshot from DB.
# ----------------------------------------------------------------
@tracker.route('/api/<world_id>/movements/<player_id>', methods=['GET'])
def get_movements(world_id, player_id):
conn = get_db()
rows = conn.execute('''
SELECT command_id, cmd_type, origin_town, origin_player,
target_town, target_player, arrival_at
FROM movements
WHERE player_id = ? AND world_id = ?
ORDER BY arrival_at ASC
''', (player_id, world_id)).fetchall()
conn.close()
return jsonify({'movements': [dict(r) for r in rows]})
# ----------------------------------------------------------------
# GET /api/<world_id>/movements/<player_id>/stream
# SSE endpoint — keeps connection open, pushes updates to dashboard.
# Each connected dashboard tab gets its own Queue.
# ----------------------------------------------------------------
@tracker.route('/api/<world_id>/movements/<player_id>/stream', methods=['GET'])
def stream_movements(world_id, player_id):
key = _sub_key(player_id, world_id)
q = queue.Queue(maxsize=20)
with _sub_lock:
_subscribers.setdefault(key, []).append(q)
def generate():
# Send a comment immediately so the browser confirms the connection
yield ': connected\n\n'
try:
while True:
try:
data = q.get(timeout=30)
yield f'data: {data}\n\n'
except queue.Empty:
# Heartbeat — keeps the connection alive through proxies/firewalls
yield ': heartbeat\n\n'
except GeneratorExit:
pass
finally:
with _sub_lock:
subs = _subscribers.get(key, [])
if q in subs:
subs.remove(q)
if not subs:
_subscribers.pop(key, None)
return Response(
stream_with_context(generate()),
content_type='text/event-stream',
headers={
'Cache-Control': 'no-cache',
'X-Accel-Buffering': 'no', # disables nginx buffering (important!)
}
)

68
split_script.py Normal file
View File

@@ -0,0 +1,68 @@
import os
import re
input_file = '/media/haunter/e11cc3d4-c894-42cd-8c43-fe2cb25293fd/Vcode_raidbot/grepo-remote/GrepolisRemoteControl.user.js'
out_dir = '/media/haunter/e11cc3d4-c894-42cd-8c43-fe2cb25293fd/Vcode_raidbot/grepo-remote/bot_modules'
if not os.path.exists(out_dir):
os.makedirs(out_dir)
with open(input_file, 'r', encoding='utf-8') as f:
lines = f.readlines()
# Find the start of the IIFE
start_idx = 0
for i, line in enumerate(lines):
if line.strip().startswith('(function'):
start_idx = i + 1
break
# Extract the body of the IIFE (excluding the last '})();')
end_idx = len(lines)
for i in range(len(lines) - 1, -1, -1):
if line.strip().startswith('})();'):
end_idx = i
break
# Remove use strict if present
body_lines = [line for line in lines[start_idx:end_idx] if 'use strict' not in line]
# We will group them manually into files based on logical sections
sections = []
current_section = []
for line in body_lines:
current_section.append(line)
content = "".join(body_lines)
# Split by known markers
blocks = {
'00_config.js': [],
'01_ui.js': [],
'02_state.js': [],
'03_captcha.js': [],
'04_execute.js': [],
'05_main.js': []
}
current_file = '00_config.js'
for line in body_lines:
if '// Toolbar indicator button' in line:
current_file = '01_ui.js'
elif '// Push town state to relay' in line:
current_file = '02_state.js'
elif '// Captcha detection' in line:
current_file = '03_captcha.js'
elif '// Execute: Farm Upgrade' in line:
current_file = '04_execute.js'
elif '// Poll for and execute pending commands' in line:
current_file = '05_main.js'
blocks[current_file].append(line)
for filename, lines in blocks.items():
with open(os.path.join(out_dir, filename), 'w', encoding='utf-8') as f:
f.writelines(lines)
print("Split completed.")

View File

@@ -163,6 +163,10 @@ select:focus, input:focus { outline: none; border-color: #c8a44a; }
.btn-danger { background: #8b2222; color: #fff; } .btn-danger { background: #8b2222; color: #fff; }
.btn-sm { padding: 5px 10px; font-size: 0.75rem; } .btn-sm { padding: 5px 10px; font-size: 0.75rem; }
.seg-btn:hover { background: rgba(200, 164, 74, 0.1) !important; color: #c8a44a !important; }
.seg-btn.active { background: #c8a44a !important; color: #1a1a2e !important; font-weight: bold; box-shadow: 0 2px 5px rgba(0,0,0,0.3); }
#no-town-selected { #no-town-selected {
color: #666; color: #666;
font-size: 0.85rem; font-size: 0.85rem;
@@ -314,9 +318,9 @@ tr:hover td { background: #1e1e40; }
} }
/* ========================================================================== /* ==========================================================================
Building Picker Modal Building, Academy, Unit, Market & Blueprint Modals
========================================================================== */ ========================================================================== */
#building-modal-overlay { #building-modal-overlay, #academy-modal-overlay, #unit-modal-overlay, #market-modal-overlay, #blueprints-modal-overlay {
display: none; display: none;
position: fixed; position: fixed;
inset: 0; inset: 0;
@@ -325,9 +329,9 @@ tr:hover td { background: #1e1e40; }
align-items: center; align-items: center;
justify-content: center; justify-content: center;
} }
#building-modal-overlay.open { display: flex; } #building-modal-overlay.open, #academy-modal-overlay.open, #unit-modal-overlay.open, #market-modal-overlay.open, #blueprints-modal-overlay.open { display: flex; }
#building-modal { #building-modal, #academy-modal, #unit-modal, #market-modal, #blueprints-modal {
background: #16213e; background: #16213e;
border: 2px solid #c8a44a; border: 2px solid #c8a44a;
border-radius: 10px; border-radius: 10px;
@@ -342,7 +346,7 @@ tr:hover td { background: #1e1e40; }
from { transform: scale(0.92); opacity: 0; } from { transform: scale(0.92); opacity: 0; }
to { transform: scale(1); opacity: 1; } to { transform: scale(1); opacity: 1; }
} }
#building-modal-header { #building-modal-header, #academy-modal-header, .modal-header {
display: flex; display: flex;
justify-content: space-between; justify-content: space-between;
align-items: center; align-items: center;
@@ -350,12 +354,12 @@ tr:hover td { background: #1e1e40; }
padding-bottom: 10px; padding-bottom: 10px;
border-bottom: 1px solid #2a4a6a; border-bottom: 1px solid #2a4a6a;
} }
#building-modal-header h3 { #building-modal-header h3, #academy-modal-header h3, .modal-header h3 {
color: #c8a44a; color: #c8a44a;
font-size: 1rem; font-size: 1rem;
letter-spacing: 0.5px; letter-spacing: 0.5px;
} }
#building-modal-close { #building-modal-close, #academy-modal-close, #unit-modal-close {
background: none; background: none;
border: none; border: none;
color: #888; color: #888;
@@ -364,7 +368,7 @@ tr:hover td { background: #1e1e40; }
line-height: 1; line-height: 1;
padding: 0 4px; padding: 0 4px;
} }
#building-modal-close:hover { color: #fff; } #building-modal-close:hover, #academy-modal-close:hover, #unit-modal-close:hover { color: #fff; }
#building-grid { #building-grid {
display: grid; display: grid;
@@ -436,3 +440,26 @@ tr:hover td { background: #1e1e40; }
@media (max-width: 600px) { @media (max-width: 600px) {
#building-grid { grid-template-columns: repeat(2, 1fr); } #building-grid { grid-template-columns: repeat(2, 1fr); }
} }
/* Academy Grid specific styling */
#academy-grid {
display: flex;
gap: 12px;
overflow-x: auto;
padding-bottom: 12px;
}
.academy-col {
display: flex;
flex-direction: column;
gap: 8px;
min-width: 140px;
}
.academy-col-header {
text-align: center;
font-size: 0.8rem;
color: #c8a44a;
border-bottom: 1px solid #2a4a6a;
padding-bottom: 4px;
margin-bottom: 4px;
}

View File

@@ -4,7 +4,7 @@
window.fetchTowns = async function() { window.fetchTowns = async function() {
try { try {
const res = await fetch('/dashboard/towns?player_id=' + window.PLAYER_ID); const res = await fetch(`/dashboard/towns?player_id=${window.PLAYER_ID}&world_id=${window.WORLD_ID}`);
window.towns = await res.json(); window.towns = await res.json();
window.renderTowns(); window.renderTowns();
window.updateServerStatus(true); window.updateServerStatus(true);
@@ -19,6 +19,10 @@ window.fetchTowns = async function() {
window.renderBuildingDropdown(); window.renderBuildingDropdown();
window.renderUnitDropdown(); window.renderUnitDropdown();
window.renderTownDetails(); window.renderTownDetails();
// Refresh the build queue panel if in queue mode
if (window._logPanelMode === 'queue') {
window.fetchBuildQueue(window.selectedTownId);
}
} }
} catch (e) { } catch (e) {
window.updateServerStatus(false); window.updateServerStatus(false);
@@ -48,10 +52,12 @@ window.fetchClientStatus = async function() {
window.fetchLog = async function() { window.fetchLog = async function() {
try { try {
const res = await fetch('/dashboard/commands?player_id=' + window.PLAYER_ID); const res = await fetch(`/dashboard/commands?player_id=${window.PLAYER_ID}&world_id=${window.WORLD_ID}`);
const cmds = await res.json(); const cmds = await res.json();
window.cmds = cmds; // Save globally so viewer can see reserved resources window.cmds = cmds; // Save globally so viewer can see reserved resources
window.renderLog(cmds); if (window._logPanelMode === 'log') {
window.renderLog(cmds);
}
if (window.selectedTownId) window.renderTownDetails(); if (window.selectedTownId) window.renderTownDetails();
} catch (e) {} } catch (e) {}
}; };
@@ -77,7 +83,7 @@ window.updateClientStatus = function(online) {
el.className = 'conn-badge offline'; el.className = 'conn-badge offline';
} }
// Enable/disable the Send button // Enable/disable the Send button
const btn = document.querySelector('#command-form-wrap .btn-gold'); const btn = document.getElementById('btn-send');
if (btn) { if (btn) {
btn.disabled = !online; btn.disabled = !online;
btn.title = online ? '' : 'Script is offline — cannot send commands'; btn.title = online ? '' : 'Script is offline — cannot send commands';
@@ -91,8 +97,8 @@ window.sendCommand = async function() {
const town = window.getSelectedTown(); const town = window.getSelectedTown();
if (!town) return alert('Select a town first.'); if (!town) return alert('Select a town first.');
const type = document.getElementById('cmd-type').value; const type = window.currentCmdType;
if (!type) return alert('Παρακαλώ επιλέξτε Ενέργεια (Command Type) πρώτα.'); if (!type) return alert('Παρακαλώ επιλέξτε Ενέργεια (Κατασκευή/Στρατός/Παζάρι/Έρευνα) πρώτα.');
let payload = {}; let payload = {};
@@ -126,7 +132,7 @@ window.sendCommand = async function() {
payload = { building_id }; payload = { building_id };
} else if (type === 'recruit') { } else if (type === 'recruit') {
const unit_id = document.getElementById('unit-select').value; const unit_id = window.selectedUnitId;
if (!unit_id) return alert('Παρακαλώ επιλέξτε Μονάδα προς εκπαίδευση.'); if (!unit_id) return alert('Παρακαλώ επιλέξτε Μονάδα προς εκπαίδευση.');
const amount = parseInt(document.getElementById('recruit-amount').value) || 1; const amount = parseInt(document.getElementById('recruit-amount').value) || 1;
@@ -164,6 +170,42 @@ window.sendCommand = async function() {
const visibility = document.getElementById('market-visibility').value; const visibility = document.getElementById('market-visibility').value;
payload = { offer, offer_type, demand, demand_type, max_delivery_time, visibility }; payload = { offer, offer_type, demand, demand_type, max_delivery_time, visibility };
} else if (type === 'research') {
const research_id = window.selectedResearchId;
if (!research_id) return alert('Παρακαλώ επιλέξτε Έρευνα από την Ακαδημία.');
const academyLevel = town.buildings?.academy || 0;
const rData = window.RESEARCH_DATA[research_id];
if (rData && academyLevel < rData.academy_level) {
return alert(`❌ ΑΔΥΝΑΤΗ Η ΕΡΕΥΝΑ: Απαιτείται Ακαδημία Επίπεδο ${rData.academy_level} (Έχετε ${academyLevel})`);
}
payload = { research_id };
} else if (type === 'blueprints') {
const blueprint_name = window.selectedBlueprintName;
if (!blueprint_name) return alert('Παρακαλώ επιλέξτε Blueprint.');
try {
const res = await fetch('/dashboard/blueprints', {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({
town_id: town.town_id,
blueprint_name: blueprint_name
})
});
const data = await res.json();
if (data.ok) {
alert(data.is_active ? 'Blueprint ενεργοποιήθηκε!' : 'Blueprint απενεργοποιήθηκε!');
window.fetchTowns(); // refresh towns to update UI state
} else {
alert('Σφάλμα: ' + data.error);
}
} catch(e) {
alert('Failed to toggle blueprint: ' + e);
}
return; // Exit here as we don't send this to /dashboard/commands
} }
try { try {
@@ -180,7 +222,12 @@ window.sendCommand = async function() {
}); });
const data = await res.json(); const data = await res.json();
if (data.ok) { if (data.ok) {
window.fetchLog(); // Refresh whichever panel is active
if (type === 'build' && window._logPanelMode === 'queue') {
window.fetchBuildQueue(town.town_id);
} else {
window.fetchLog();
}
} else if (data.error === 'client_offline') { } else if (data.error === 'client_offline') {
alert(data.message || 'Το script είναι offline.'); alert(data.message || 'Το script είναι offline.');
} else { } else {
@@ -198,18 +245,18 @@ window.cancelCommand = async function(id) {
window.fetchCaptchaStatus = async function() { window.fetchCaptchaStatus = async function() {
try { try {
const res = await fetch('/dashboard/captcha-status?player_id=' + window.PLAYER_ID); const res = await fetch(
`/dashboard/captcha-status?player_id=${window.PLAYER_ID}&world_id=${window.WORLD_ID}`
);
const data = await res.json(); const data = await res.json();
const banner = document.getElementById('captcha-banner'); const banner = document.getElementById('captcha-banner');
if (!banner) return; if (!banner) return;
if (data.captcha_active) { if (data.captcha_active) {
// Only show it if the user hasn't explicitly clicked 'close' for this specific alert
if (banner.dataset.dismissed !== '1') { if (banner.dataset.dismissed !== '1') {
banner.style.display = 'flex'; banner.style.display = 'flex';
} }
} else { } else {
// Captcha cleared from the game - hide banner and reset dismiss state for next time
banner.style.display = 'none'; banner.style.display = 'none';
banner.dataset.dismissed = '0'; banner.dataset.dismissed = '0';
} }
@@ -248,3 +295,5 @@ window.requestLiveSync = async function() {
}, 3000); }, 3000);
} }
}; };

View File

@@ -4,11 +4,15 @@
window.addEventListener('DOMContentLoaded', () => { window.addEventListener('DOMContentLoaded', () => {
window.fetchTowns(); window.fetchTowns();
window.fetchLog(); window.fetchLog(); // pre-loads cmds globally even in queue mode
window.fetchClientStatus(); window.fetchClientStatus();
window.fetchCaptchaStatus(); window.fetchCaptchaStatus();
setInterval(window.fetchTowns, window.POLL_INTERVAL); setInterval(window.fetchTowns, window.POLL_INTERVAL);
setInterval(window.fetchLog, window.POLL_INTERVAL); // In log mode: fetchLog refreshes the panel. In queue mode: refreshLogPanel polls the queue.
setInterval(() => {
window.fetchLog(); // always keep cmds cache fresh for resource display
window.refreshLogPanel(); // refresh whichever panel is visible
}, window.POLL_INTERVAL);
setInterval(window.fetchClientStatus, window.POLL_INTERVAL); setInterval(window.fetchClientStatus, window.POLL_INTERVAL);
setInterval(window.fetchCaptchaStatus, 5000); // check every 5s setInterval(window.fetchCaptchaStatus, 5000); // check every 5s
}); });

View File

@@ -2,16 +2,110 @@
// Command Form Component // Command Form Component
// ================================================================ // ================================================================
window.onCmdTypeChange = function() { window.currentCmdType = null;
const type = document.getElementById('cmd-type').value;
document.getElementById('build-options').style.display = type === 'build' ? '' : 'none'; window.setCmdType = function(type, openModal = false) {
document.getElementById('recruit-options').style.display = type === 'recruit' ? '' : 'none'; window.currentCmdType = type;
document.getElementById('amount-group').style.display = type === 'recruit' ? '' : 'none';
document.getElementById('market-options').style.display = type === 'market_offer' ? '' : 'none'; // Update segmented control active state
document.querySelectorAll('.seg-btn').forEach(btn => btn.classList.remove('active'));
const activeBtn = document.getElementById('seg-' + (type === 'market_offer' ? 'market' : type));
if (activeBtn) activeBtn.classList.add('active');
// Show selection area
document.getElementById('selection-area').style.display = 'flex';
document.getElementById('recruit-amount-wrap').style.display = type === 'recruit' ? 'flex' : 'none';
// Update selection label with current choice if any, or default
window.updateSelectionDisplay();
if (openModal) {
window.reopenActiveModal();
}
};
window.updateSelectionDisplay = function() {
const type = window.currentCmdType;
const labelEl = document.getElementById('selection-label');
if (type === 'build') {
if (window.selectedBuildingId) {
labelEl.innerHTML = `🏗️ ${window.BUILDING_NAMES_GR[window.selectedBuildingId] || window.selectedBuildingId}`;
} else {
labelEl.innerHTML = `-- Επιλέξτε Κατασκευή --`;
}
} else if (type === 'recruit') {
if (window.selectedUnitId) {
labelEl.innerHTML = `⚔️ ${window.UNIT_NAMES_GR[window.selectedUnitId] || window.selectedUnitId}`;
} else {
labelEl.innerHTML = `-- Επιλέξτε Μονάδα --`;
}
} else if (type === 'research') {
if (window.selectedResearchId) {
const rd = window.RESEARCH_DATA[window.selectedResearchId];
labelEl.innerHTML = `🦉 ${rd ? rd.name : window.selectedResearchId}`;
} else {
labelEl.innerHTML = `-- Επιλέξτε Έρευνα --`;
}
} else if (type === 'market_offer') {
labelEl.innerHTML = `🛒 Ρυθμίσεις Παζαριού`;
} else if (type === 'blueprints') {
if (window.selectedBlueprintName) {
labelEl.innerHTML = `📜 ${window.selectedBlueprintName}`;
} else {
labelEl.innerHTML = `-- Επιλέξτε Blueprint --`;
}
}
};
window.reopenActiveModal = function() {
const type = window.currentCmdType;
if (type === 'build') window.openBuildingModal();
else if (type === 'recruit') window.openUnitModal();
else if (type === 'research') window.openAcademyModal();
else if (type === 'market_offer') window.openMarketModal();
else if (type === 'blueprints') window.openBlueprintsModal();
};
window.selectedBlueprintName = null;
window.selectBlueprint = function(name) {
window.selectedBlueprintName = name;
window.updateSelectionDisplay();
window.closeBlueprintsModal();
};
window.openBlueprintsModal = function() {
document.getElementById('blueprints-modal-overlay').classList.add('open');
};
window.closeBlueprintsModal = function(e) {
if (e && e.target.id !== 'blueprints-modal-overlay' && !e.target.classList.contains('modal-close')) return;
document.getElementById('blueprints-modal-overlay').classList.remove('open');
};
window.openMarketModal = function() {
document.getElementById('market-modal-overlay').classList.add('open');
};
window.closeMarketModal = function(e) {
if (e && !e.target.classList.contains('modal-overlay') && !e.target.classList.contains('modal-close')) return;
document.getElementById('market-modal-overlay').classList.remove('open');
};
window.saveMarketModal = function() {
const oType = document.getElementById('market-offer-type').value;
const oAmt = document.getElementById('market-offer-amount').value;
const dType = document.getElementById('market-demand-type').value;
const dAmt = document.getElementById('market-demand-amount').value;
const labelEl = document.getElementById('selection-label');
const resGr = { wood: 'Ξύλο', stone: 'Πέτρα', iron: 'Ασήμι' };
labelEl.innerHTML = `🛒 ${oAmt} ${resGr[oType]}${dAmt} ${resGr[dType]}`;
window.closeMarketModal();
}; };
// Building emoji icons for the visual grid // Building emoji icons for the visual grid
const BUILDING_ICONS = { window.BUILDING_ICONS = {
main: '🏛️', storage: '🏚️', farm: '🌾', academy: '📜', main: '🏛️', storage: '🏚️', farm: '🌾', academy: '📜',
temple: '⛩️', barracks: '⚔️', docks: '⚓', market: '🛒', temple: '⛩️', barracks: '⚔️', docks: '⚓', market: '🛒',
hide: '🕳️', lumber: '🪵', stoner: '🪨', ironer: '⛏️', wall: '🧱' hide: '🕳️', lumber: '🪵', stoner: '🪨', ironer: '⛏️', wall: '🧱'
@@ -34,7 +128,7 @@ window.openBuildingModal = function() {
grid.innerHTML = Object.entries(window.BUILDING_NAMES_GR).map(([key, nameGr]) => { grid.innerHTML = Object.entries(window.BUILDING_NAMES_GR).map(([key, nameGr]) => {
const level = bLevels[key] !== undefined ? bLevels[key] : '?'; const level = bLevels[key] !== undefined ? bLevels[key] : '?';
const data = bData[key]; const data = bData[key];
const icon = BUILDING_ICONS[key] || '🏗️'; const icon = window.BUILDING_ICONS[key] || '🏗️';
const isSelected = key === window.selectedBuildingId; const isSelected = key === window.selectedBuildingId;
if (!data) { if (!data) {
@@ -117,78 +211,252 @@ window.closeBuildingModal = function(e) {
window.selectBuilding = function(key, nameGr) { window.selectBuilding = function(key, nameGr) {
window.selectedBuildingId = key; window.selectedBuildingId = key;
// Update the trigger button label window.updateSelectionDisplay();
document.getElementById('selected-building-label').textContent = `🏗️ ${nameGr}`;
// Re-render grid to show new selection highlight
window.openBuildingModal(); window.openBuildingModal();
// Close after brief visual feedback
setTimeout(() => document.getElementById('building-modal-overlay').classList.remove('open'), 180); setTimeout(() => document.getElementById('building-modal-overlay').classList.remove('open'), 180);
}; };
// ================================================================
// Academy Research Logic
// ================================================================
window.selectedResearchId = null;
window.RESEARCH_DATA = {
"slinger": { "name": "Εκσφενδονιστές", "academy_level": 1, "wood": 300, "stone": 500, "iron": 200, "points": 4 },
"archer": { "name": "Τοξότες", "academy_level": 1, "wood": 550, "stone": 100, "iron": 400, "points": 8 },
"town_guard": { "name": "Φρουρά πόλης", "academy_level": 1, "wood": 400, "stone": 300, "iron": 300, "points": 3 },
"hoplite": { "name": "Οπλίτες", "academy_level": 4, "wood": 600, "stone": 200, "iron": 850, "points": 8 },
"meteorology": { "name": "Μετεωρολογία", "academy_level": 4, "wood": 2500, "stone": 1700, "iron": 6500, "points": 4 },
"espionage": { "name": "Κατασκοπεία", "academy_level": 7, "wood": 900, "stone": 900, "iron": 1100, "points": 3 },
"booty": { "name": "Αφοσίωση χωρικών", "academy_level": 7, "wood": 1300, "stone": 1300, "iron": 1300, "points": 6 },
"pottery": { "name": "Κεραμικά", "academy_level": 7, "wood": 700, "stone": 1500, "iron": 900, "points": 4 },
"rider": { "name": "Ιππείς", "academy_level": 10, "wood": 1400, "stone": 700, "iron": 1800, "points": 8 },
"architecture": { "name": "Αρχιτεκτονική", "academy_level": 10, "wood": 1900, "stone": 2100, "iron": 1300, "points": 6 },
"instructor": { "name": "Εκπαιδευτής", "academy_level": 10, "wood": 800, "stone": 1300, "iron": 1600, "points": 4 },
"bireme": { "name": "Διήρεις", "academy_level": 13, "wood": 2800, "stone": 1300, "iron": 2200, "points": 8 },
"building_crane": { "name": "Γερανός", "academy_level": 13, "wood": 3000, "stone": 1800, "iron": 1400, "points": 4 },
"shipwright": { "name": "Ναυπηγός", "academy_level": 13, "wood": 5000, "stone": 2000, "iron": 3900, "points": 6 },
"colonize_ship": { "name": "Αποικιακά πλοία", "academy_level": 13, "wood": 7500, "stone": 7500, "iron": 9500, "points": 0 },
"chariot": { "name": "Άρματα", "academy_level": 16, "wood": 3700, "stone": 1900, "iron": 2800, "points": 8 },
"attack_ship": { "name": "Πλοία-φάροι", "academy_level": 16, "wood": 4400, "stone": 2000, "iron": 2400, "points": 8 },
"conscription": { "name": "Στρατολόγηση", "academy_level": 16, "wood": 3800, "stone": 4200, "iron": 6000, "points": 4 },
"demolition_ship": { "name": "Πυρπολικά", "academy_level": 19, "wood": 5300, "stone": 2600, "iron": 2700, "points": 8 },
"catapult": { "name": "Καταπέλτες", "academy_level": 19, "wood": 5500, "stone": 2900, "iron": 3600, "points": 8 },
"cryptography": { "name": "Κρυπτογραφία", "academy_level": 19, "wood": 2500, "stone": 3000, "iron": 5100, "points": 6 },
"small_transporter": { "name": "Γρήγορα μεταφορικά πλοία", "academy_level": 22, "wood": 6500, "stone": 2800, "iron": 3200, "points": 8 },
"plow": { "name": "Άροτρο", "academy_level": 22, "wood": 3000, "stone": 3300, "iron": 2100, "points": 4 },
"berth": { "name": "Κουκέτες", "academy_level": 22, "wood": 8900, "stone": 5200, "iron": 7800, "points": 6 },
"trireme": { "name": "Τριήρεις", "academy_level": 25, "wood": 6500, "stone": 3800, "iron": 4700, "points": 8 },
"phalanx": { "name": "Φάλαγγα", "academy_level": 25, "wood": 4000, "stone": 4000, "iron": 15000, "points": 9 },
"breach": { "name": "Διάσπαση εχθρικού μετώπου", "academy_level": 25, "wood": 8000, "stone": 8000, "iron": 9000, "points": 6 },
"mathematics": { "name": "Μαθηματικά", "academy_level": 25, "wood": 7100, "stone": 4400, "iron": 8600, "points": 6 },
"ram": { "name": "Πολιορκητικός κριός", "academy_level": 28, "wood": 7900, "stone": 9200, "iron": 14000, "points": 10 },
"cartography": { "name": "Χαρτογραφία", "academy_level": 28, "wood": 10000, "stone": 6700, "iron": 12500, "points": 8 },
"take_over": { "name": "Κατάκτηση", "academy_level": 28, "wood": 12000, "stone": 12000, "iron": 16000, "points": 0 },
"stone_storm": { "name": "Καταιγισμός από πέτρες", "academy_level": 31, "wood": 8500, "stone": 5900, "iron": 6600, "points": 4 },
"temple_looting": { "name": "Λεηλασία ναού", "academy_level": 31, "wood": 9200, "stone": 5300, "iron": 10000, "points": 6 },
"divine_selection": { "name": "Θεϊκή επιλογή", "academy_level": 31, "wood": 10000, "stone": 8000, "iron": 12000, "points": 10 },
"combat_experience": { "name": "Εμπειρία μάχης", "academy_level": 34, "wood": 9800, "stone": 11400, "iron": 14200, "points": 6 },
"strong_wine": { "name": "Δυνατό κρασί", "academy_level": 34, "wood": 8000, "stone": 6500, "iron": 11000, "points": 4 },
"set_sail": { "name": "Σαλπάρισμα!", "academy_level": 34, "wood": 13000, "stone": 9700, "iron": 15500, "points": 8 }
};
window.renderUnitDropdown = function() { window.openAcademyModal = function() {
const town = window.getSelectedTown(); const town = window.getSelectedTown();
if (!town) return; if (!town) return;
const uSelect = document.getElementById('unit-select'); const grid = document.getElementById('academy-grid');
const uData = town.unit_data || {};
const currentVal = uSelect.value; // Group researches by academy level
uSelect.innerHTML = '<option value="" disabled selected>-- Επιλέξτε Μονάδα --</option>'; const levels = [1, 4, 7, 10, 13, 16, 19, 22, 25, 28, 31, 34];
const townResearches = town.researches || {};
const townBuildings = town.buildings || {};
const townResources = town.resources || { wood: 0, stone: 0, iron: 0 };
const academyLvl = townBuildings.academy || 0;
for (const [key, nameGr] of Object.entries(window.UNIT_NAMES_GR)) { let html = '';
if (key === 'militia') continue; for (const lvl of levels) {
const researchesInLvl = Object.entries(window.RESEARCH_DATA).filter(([k, v]) => v.academy_level === lvl);
if (researchesInLvl.length === 0) continue;
const data = uData[key]; html += `<div class="academy-col">
let text = `${nameGr}`; <div class="academy-col-header">Επίπεδο ${lvl}</div>`;
if (data) { for (const [key, data] of researchesInLvl) {
const w = window.fmt(data.wood || 0); const isResearched = !!townResearches[key];
const st = window.fmt(data.stone || 0); const isSelected = key === window.selectedResearchId;
const i = window.fmt(data.iron || 0); const isLocked = academyLvl < lvl;
const pop = data.pop || 0; const noResources = townResources.wood < data.wood || townResources.stone < data.stone || townResources.iron < data.iron;
// Unit build_time is usually raw seconds in GameData let statusClass, statusLabel, cardClass = '';
let t = data.build_time || 0; if (isResearched) {
let tStr = `${t}s`; statusClass = 'maxed'; statusLabel = '✓ Ερευνήθηκε'; cardClass = 'bld-maxed';
if (t > 60) { } else if (isLocked) {
let m = Math.floor(t / 60); statusClass = 'locked'; statusLabel = '🔒 Κλειδωμένο'; cardClass = 'bld-locked';
let s = t % 60; } else if (noResources) {
tStr = `${m}m ${s}s`; statusClass = 'no-resources'; statusLabel = '❌ Λείπουν Πόροι';
}
const costStr = `Ξ:${w} Π:${st} Α:${i} 🧔:${pop} · ⏱ ${tStr}`;
const missingKeys = data.missing_dependencies ? Object.keys(data.missing_dependencies) : [];
const isLocked = missingKeys.length > 0;
const option = document.createElement('option');
option.value = key;
if (isLocked) {
option.textContent = `${text} — 🔒 Κλειδωμένο`;
option.style.color = '#ff4444';
} else if (data.enough_resources === false) {
option.textContent = `${text} — ❌ ${costStr} (Λείπουν Πόροι 1x)`;
option.style.color = '#aa5555';
} else { } else {
option.textContent = `${text} — ✅ ${costStr}`; statusClass = 'can-build'; statusLabel = '✅ Έρευνα';
} }
uSelect.appendChild(option); const clickable = !isResearched && !isLocked;
} else { const onclick = clickable ? `onclick="window.selectResearch('${key}', '${data.name}')"` : '';
const option = document.createElement('option'); const costStr = `Ξ:${window.fmt(data.wood)} Π:${window.fmt(data.stone)} Α:${window.fmt(data.iron)}`;
option.value = key;
option.textContent = text; html += `<div class="bld-card ${cardClass}${isSelected ? ' bld-selected' : ''}" ${onclick}>
uSelect.appendChild(option); <span class="bld-name" style="margin-top:6px; font-size:0.8rem;">${data.name}</span>
<span class="bld-status ${statusClass}">${statusLabel}</span>
<span class="bld-cost" style="color:#a88; margin-top:4px;">Πόντοι: ${data.points}</span>
<span class="bld-cost">${costStr}</span>
</div>`;
}
html += `</div>`;
}
grid.innerHTML = html;
document.getElementById('academy-modal-overlay').classList.add('open');
};
window.closeAcademyModal = function(e) {
if (e && e.target !== document.getElementById('academy-modal-overlay') && e.target !== document.getElementById('academy-modal-close')) return;
document.getElementById('academy-modal-overlay').classList.remove('open');
};
window.selectResearch = function(key, name) {
window.selectedResearchId = key;
window.updateSelectionDisplay();
window.openAcademyModal();
setTimeout(() => document.getElementById('academy-modal-overlay').classList.remove('open'), 180);
};
window.selectedUnitId = null;
window.UNIT_ICONS = {
sword: '⚔️', slinger: '🪨', archer: '🏹', hoplite: '🛡️',
rider: '🐎', chariot: '🛷', catapult: '☄️', godsent: '👼',
big_transporter: '⛴️', small_transporter: '🚤', bireme: '🛶',
attack_ship: '🔥', trireme: '🔱', colonize_ship: '⚓',
medusa: '🐍', zyklop: '👁️', harpy: '🦅', pegasus: '🐴',
minotaur: '🐂', manticore: '🦁', cerberus: '🐕',
hydra: '🐉', sea_monster: '🦑', militia: '🧑‍🌾'
};
window.renderUnitDropdown = function() {
// No-op - selection now happens via modal
};
window.openUnitModal = function() {
const town = window.getSelectedTown();
if (!town) return;
const grid = document.getElementById('unit-grid');
const uData = town.unit_data || {};
// Group units into categories for better display
const categories = {
'Ξηρά': ['sword', 'slinger', 'archer', 'hoplite', 'rider', 'chariot', 'catapult', 'godsent'],
'Ναυτικές': ['big_transporter', 'small_transporter', 'bireme', 'attack_ship', 'trireme', 'colonize_ship'],
'Μυθικές': ['medusa', 'zyklop', 'harpy', 'pegasus', 'minotaur', 'manticore', 'cerberus', 'hydra', 'sea_monster']
};
let html = '';
for (const [catName, units] of Object.entries(categories)) {
let catHtml = '';
for (const key of units) {
if (key === 'militia') continue;
const nameGr = window.UNIT_NAMES_GR[key] || key;
const data = uData[key];
const icon = window.UNIT_ICONS[key] || '💂';
const isSelected = key === window.selectedUnitId;
let statusClass, statusLabel, cardClass = '';
let costStr = '';
let clickable = false;
const requiredGod = window.UNIT_GODS ? window.UNIT_GODS[key] : null;
const isWrongGod = requiredGod && town.god !== requiredGod;
const isNoGod = key === 'godsent' && !town.god;
if (isWrongGod) {
statusClass = 'locked'; statusLabel = '🔒 Άλλος Θεός'; cardClass = 'bld-locked';
const greekGods = { zeus: 'Δία', poseidon: 'Ποσειδώνα', hera: 'Ήρα', athena: 'Αθηνά', hades: 'Άδη', artemis: 'Άρτεμις', aphrodite: 'Αφροδίτη', ares: 'Άρη' };
costStr = `Απαιτεί: ${greekGods[requiredGod] || requiredGod}`;
} else if (isNoGod) {
statusClass = 'locked'; statusLabel = '🔒 Χωρίς Θεό'; cardClass = 'bld-locked';
costStr = `Απαιτείται Ναός`;
} else if (data) {
const missingKeys = data.missing_dependencies ? Object.keys(data.missing_dependencies) : [];
const isLocked = missingKeys.length > 0;
const w = window.fmt(data.wood || 0);
const st = window.fmt(data.stone || 0);
const i = window.fmt(data.iron || 0);
const pop = data.pop || 0;
let t = data.build_time || 0;
let tStr = `${t}s`;
if (t > 60) {
let m = Math.floor(t / 60);
let s = t % 60;
tStr = `${m}m ${s}s`;
}
// Show favor if it's a mythical unit or godsent
const favorStr = (data.favor && data.favor > 0) ? ` ⚡:${data.favor}` : '';
costStr = `Ξ:${w} Π:${st} Α:${i}${favorStr} 🧔:${pop} · ⏱ ${tStr}`;
if (isLocked) {
statusClass = 'locked'; statusLabel = '🔒 Κλειδωμένο'; cardClass = 'bld-locked';
} else if (data.enough_resources === false) {
statusClass = 'no-resources'; statusLabel = '❌ Λείπουν Πόροι';
} else {
statusClass = 'can-build'; statusLabel = '✅ Διαθέσιμο';
clickable = true;
}
} else {
// If no data is available for this unit, treat it as locked/unknown
statusClass = 'locked'; statusLabel = '🔒 Άγνωστο'; cardClass = 'bld-locked';
}
const onclick = clickable ? `onclick="window.selectUnit('${key}', '${nameGr}')"` : '';
catHtml += `<div class="bld-card ${cardClass}${isSelected ? ' bld-selected' : ''}" ${onclick} style="width:140px; justify-content:flex-start;">
<span class="bld-icon">${icon}</span>
<span class="bld-name" style="margin-top:6px; font-size:0.85rem;">${nameGr}</span>
<span class="bld-status ${statusClass}">${statusLabel}</span>
<span class="bld-cost" style="font-size:0.65rem;">${costStr}</span>
</div>`;
}
if (catHtml) {
html += `<div style="width:100%; margin-top:10px;"><h4 style="color:#c8a44a; margin-bottom:10px; border-bottom:1px solid #2a4a6a; padding-bottom:4px;">${catName}</h4>
<div style="display:flex; flex-wrap:wrap; gap:10px;">${catHtml}</div>
</div>`;
} }
} }
if (currentVal && Array.from(uSelect.options).some(o => o.value === currentVal)) { grid.innerHTML = html;
uSelect.value = currentVal; document.getElementById('unit-modal-overlay').classList.add('open');
}
}; };
window.closeUnitModal = function(e) {
if (e && e.target !== document.getElementById('unit-modal-overlay') && e.target !== document.getElementById('unit-modal-close')) return;
document.getElementById('unit-modal-overlay').classList.remove('open');
};
window.selectUnit = function(key, nameGr) {
window.selectedUnitId = key;
window.updateSelectionDisplay();
window.openUnitModal();
setTimeout(() => document.getElementById('unit-modal-overlay').classList.remove('open'), 180);
};
// ================================================================
window.renderBuildQueuePreview = function() { window.renderBuildQueuePreview = function() {
const town = window.getSelectedTown(); const town = window.getSelectedTown();
const el = document.getElementById('build-queue-preview'); const el = document.getElementById('build-queue-preview');

View File

@@ -1,11 +1,171 @@
// ================================================================ // ================================================================
// Command Log Component // Command Log & Build Queue Component
// ================================================================ // ================================================================
// -- Panel state: 'queue' | 'log' ----------------------------
window._logPanelMode = 'queue';
// ---- Toggle buttons -------------------------------------------
window.switchToQueueMode = function() {
window._logPanelMode = 'queue';
document.getElementById('tab-queue').classList.add('tab-active');
document.getElementById('tab-log').classList.remove('tab-active');
window.refreshLogPanel();
};
window.switchToLogMode = function() {
window._logPanelMode = 'log';
document.getElementById('tab-log').classList.add('tab-active');
document.getElementById('tab-queue').classList.remove('tab-active');
window.fetchLog();
};
// ---- Main dispatcher ------------------------------------------
window.refreshLogPanel = function() {
if (window._logPanelMode === 'queue') {
const town = window.getSelectedTown();
if (town) {
window.fetchBuildQueue(town.town_id);
} else {
document.getElementById('log-content').innerHTML =
'<p style="color:#555;font-size:0.85rem;padding:12px 0;">← Επιλέξτε πόλη για να δείτε την ουρά.</p>';
}
}
};
// ================================================================
// BUILD QUEUE (per-town, draggable)
// ================================================================
window.fetchBuildQueue = async function(townId) {
if (window._logPanelMode !== 'queue') return;
try {
const res = await fetch(`/dashboard/commands/queue?player_id=${window.PLAYER_ID}&town_id=${encodeURIComponent(townId)}`);
const cmds = await res.json();
window.renderBuildQueue(cmds, townId);
} catch(e) {}
};
// Drag state
let _dragSrcIdx = null;
window.renderBuildQueue = function(cmds, townId) {
const el = document.getElementById('log-content');
if (!cmds || cmds.length === 0) {
el.innerHTML = `
<div style="text-align:center;padding:2rem 1rem;color:#444;">
<div style="font-size:2rem;margin-bottom:0.5rem;">🏗️</div>
<p style="font-size:0.85rem;">Η ουρά κατασκευών είναι κενή.</p>
<p style="font-size:0.75rem;color:#333;margin-top:0.3rem;">Χρησιμοποιήστε την φόρμα για να προσθέσετε κατασκευές.</p>
</div>`;
return;
}
const rows = cmds.map((cmd, idx) => {
const p = typeof cmd.payload === 'string' ? JSON.parse(cmd.payload) : cmd.payload;
const nameGr = window.BUILDING_NAMES_GR?.[p.building_id] || p.building_id || '?';
const icon = window.BUILDING_ICONS?.[p.building_id] || '🏗️';
const isExec = cmd.status === 'executing';
const statusDot = isExec
? `<span style="display:inline-block;width:8px;height:8px;border-radius:50%;background:#4acc64;box-shadow:0 0 5px #4acc64;flex-shrink:0;" title="Εκτελείται"></span>`
: `<span style="display:inline-block;width:8px;height:8px;border-radius:50%;background:#555;flex-shrink:0;" title="Σε αναμονή"></span>`;
return `
<div class="bq-row" draggable="true"
data-idx="${idx}" data-id="${cmd.id}" data-town="${townId}"
ondragstart="window._bqDragStart(event,${idx})"
ondragover="window._bqDragOver(event)"
ondrop="window._bqDrop(event,${idx},'${townId}')"
ondragend="window._bqDragEnd(event)">
<span class="bq-handle" title="Σύρε για αναδιάταξη">⠿</span>
<span class="bq-pos">${idx + 1}</span>
${statusDot}
<span class="bq-icon">${icon}</span>
<span class="bq-name">${nameGr}</span>
<button class="bq-cancel-btn" onclick="window._bqCancel(${cmd.id})" title="Ακύρωση">✕</button>
</div>`;
}).join('');
el.innerHTML = `<div id="bq-list">${rows}</div>`;
};
// ---- Drag-and-drop handlers -----------------------------------
window._bqDragStart = function(e, idx) {
_dragSrcIdx = idx;
e.dataTransfer.effectAllowed = 'move';
setTimeout(() => {
const rows = document.querySelectorAll('.bq-row');
if (rows[idx]) rows[idx].style.opacity = '0.4';
}, 0);
};
window._bqDragOver = function(e) {
e.preventDefault();
e.dataTransfer.dropEffect = 'move';
// Highlight target row
document.querySelectorAll('.bq-row').forEach(r => r.classList.remove('bq-drag-over'));
const row = e.currentTarget;
if (row) row.classList.add('bq-drag-over');
};
window._bqDrop = function(e, targetIdx, townId) {
e.preventDefault();
e.stopPropagation();
if (_dragSrcIdx === null || _dragSrcIdx === targetIdx) return;
// Re-order the DOM
const list = document.getElementById('bq-list');
const rows = Array.from(list.querySelectorAll('.bq-row'));
const movedRow = rows.splice(_dragSrcIdx, 1)[0];
rows.splice(targetIdx, 0, movedRow);
// Update numbering & opacity
rows.forEach((r, i) => {
r.style.opacity = '1';
r.classList.remove('bq-drag-over');
r.dataset.idx = i;
r.querySelector('.bq-pos').textContent = i + 1;
r.setAttribute('ondragstart', `window._bqDragStart(event,${i})`);
r.setAttribute('ondrop', `window._bqDrop(event,${i},'${townId}')`);
});
list.innerHTML = '';
rows.forEach(r => list.appendChild(r));
// Persist new order to server
const orderedIds = rows.map(r => parseInt(r.dataset.id));
fetch('/dashboard/commands/reorder', {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ player_id: window.PLAYER_ID, town_id: townId, order: orderedIds })
});
_dragSrcIdx = null;
};
window._bqDragEnd = function(e) {
document.querySelectorAll('.bq-row').forEach(r => {
r.style.opacity = '1';
r.classList.remove('bq-drag-over');
});
_dragSrcIdx = null;
};
window._bqCancel = async function(id) {
await fetch(`/dashboard/commands/${id}`, { method: 'DELETE' });
// Refresh the queue for the currently selected town
const town = window.getSelectedTown();
if (town) window.fetchBuildQueue(town.town_id);
};
// ================================================================
// COMMAND LOG (full history, existing behaviour)
// ================================================================
window.renderLog = function(cmds) { window.renderLog = function(cmds) {
if (window._logPanelMode !== 'log') return;
const el = document.getElementById('log-content'); const el = document.getElementById('log-content');
if (!cmds.length) { if (!cmds.length) {
el.innerHTML = '<p id="empty-log">No commands sent yet.</p>'; el.innerHTML = '<p id="empty-log" style="color:#555;font-size:0.85rem;padding:12px 0;">No commands sent yet.</p>';
return; return;
} }
@@ -20,10 +180,11 @@ window.renderLog = function(cmds) {
desc = `Recruit: ${p.amount}x ${nameGr}`; desc = `Recruit: ${p.amount}x ${nameGr}`;
} else if (cmd.type === 'market_offer') { } else if (cmd.type === 'market_offer') {
desc = `Market: ${p.offer} ${p.offer_type}${p.demand} ${p.demand_type}`; desc = `Market: ${p.offer} ${p.offer_type}${p.demand} ${p.demand_type}`;
} else {
desc = cmd.type;
} }
const statusClass = `status-${cmd.status}`; const statusClass = `status-${cmd.status}`;
const cancelBtn = `<button class="btn btn-danger btn-sm" onclick="cancelCommand(${cmd.id})">✕</button>`; const cancelBtn = `<button class="btn btn-danger btn-sm" onclick="cancelCommand(${cmd.id})">✕</button>`;
const timeStr = new Date(cmd.created_at + 'Z').toLocaleTimeString([], { hour: '2-digit', minute: '2-digit', second: '2-digit', hour12: false }); const timeStr = new Date(cmd.created_at + 'Z').toLocaleTimeString([], { hour: '2-digit', minute: '2-digit', second: '2-digit', hour12: false });
return `<tr> return `<tr>

View File

@@ -12,8 +12,7 @@ window.renderTowns = function() {
// Get active filters // Get active filters
const searchTerm = (document.getElementById('town-search')?.value || '').toLowerCase(); const searchTerm = (document.getElementById('town-search')?.value || '').toLowerCase();
const reqFullWh = document.getElementById('filter-full-wh')?.checked; const reqFullWh = document.getElementById('filter-full-wh')?.checked;
const reqFestival = document.getElementById('filter-festival')?.checked; const reqNotBuilding = document.getElementById('filter-not-building')?.checked;
const reqPoints = document.getElementById('filter-points')?.checked;
const filteredTowns = window.towns.filter(t => { const filteredTowns = window.towns.filter(t => {
// 1. Search by name // 1. Search by name
@@ -29,13 +28,8 @@ window.renderTowns = function() {
// 2. Full WH (>95%) // 2. Full WH (>95%)
if (reqFullWh && Math.max(wPct, sPct, iPct) < 0.95) return false; if (reqFullWh && Math.max(wPct, sPct, iPct) < 0.95) return false;
// 3. Festival (Wood>15k, Stone>18k, Iron>15k) // 3. Not Building (no items in build_queue)
// City Festival exact costs = 15000, 18000, 15000 if (reqNotBuilding && t.build_queue && t.build_queue.length > 0) return false;
if (reqFestival && ((res.wood || 0) < 15000 || (res.stone || 0) < 18000 || (res.iron || 0) < 15000)) return false;
// 4. Large Points
const pts = typeof t.points === 'number' ? t.points : parseInt(t.points) || 0;
if (reqPoints && pts < 10000) return false;
return true; return true;
}); });
@@ -62,9 +56,6 @@ window.renderTowns = function() {
if (wPct >= 0.95 || sPct >= 0.95 || iPct >= 0.95) { if (wPct >= 0.95 || sPct >= 0.95 || iPct >= 0.95) {
markers += '<span title="Γεμάτη Αποθήκη!" style="margin-right:4px;">⚠️</span>'; markers += '<span title="Γεμάτη Αποθήκη!" style="margin-right:4px;">⚠️</span>';
} }
if ((res.wood || 0) >= 15000 && (res.stone || 0) >= 18000 && (res.iron || 0) >= 15000) {
markers += '<span title="Αρκετοί πόροι για Φεστιβάλ!" style="margin-right:4px;">🎭</span>';
}
const getC = (pct) => pct >= 0.95 ? 'color:#ff4a4a;font-weight:bold;' : ''; const getC = (pct) => pct >= 0.95 ? 'color:#ff4a4a;font-weight:bold;' : '';
@@ -99,6 +90,10 @@ window.selectTown = function(id) {
window.renderBuildingDropdown(); window.renderBuildingDropdown();
window.renderUnitDropdown(); window.renderUnitDropdown();
window.renderTownDetails(); window.renderTownDetails();
// Refresh build queue panel for the newly selected town
if (window._logPanelMode === 'queue') {
window.fetchBuildQueue(id);
}
}; };
window.getSelectedTown = function() { window.getSelectedTown = function() {
@@ -169,6 +164,8 @@ window.renderTownDetails = function() {
document.getElementById('td-market').innerHTML = mCap > 0 document.getElementById('td-market').innerHTML = mCap > 0
? `📦 Εμπορική Χωρητικότητα: <strong>${window.fmt(mCap)}</strong>` ? `📦 Εμπορική Χωρητικότητα: <strong>${window.fmt(mCap)}</strong>`
: ''; : '';
const mCapLabel = document.getElementById('market-capacity-label');
if (mCapLabel) mCapLabel.textContent = `Χωρητικότητα: ${window.fmt(mCap)}`;
const godName = t.god ? t.god.charAt(0).toUpperCase() + t.god.slice(1) : 'Κανένας'; const godName = t.god ? t.god.charAt(0).toUpperCase() + t.god.slice(1) : 'Κανένας';
const seaStr = t.sea != null ? `Θ${t.sea}` : '—'; const seaStr = t.sea != null ? `Θ${t.sea}` : '—';
@@ -215,4 +212,43 @@ window.renderTownDetails = function() {
if(unitsHtml === '') unitsHtml = '<div style="color:#666">Κανένα στράτευμα</div>'; if(unitsHtml === '') unitsHtml = '<div style="color:#666">Κανένα στράτευμα</div>';
document.getElementById('td-units').innerHTML = unitsHtml; document.getElementById('td-units').innerHTML = unitsHtml;
// ---- Blueprint Lock & Indicator ----
const isBlueprintActive = !!t.blueprint_active;
const bpName = t.blueprint_name || 'Standard Growth';
if (isBlueprintActive) {
document.getElementById('td-general').innerHTML += `
<div style="margin-top:10px; padding: 4px 8px; background: rgba(200,164,74,0.15); border-left: 3px solid #c8a44a; border-radius:4px; font-size:0.8rem;">
🤖 Blueprint: <strong style="color:#c8a44a">${bpName}</strong> <span style="color:#2ecc71">(ΕΝΕΡΓΟ)</span>
</div>
`;
}
const btnBuild = document.getElementById('seg-build');
const btnResearch = document.getElementById('seg-research');
if (btnBuild && btnResearch) {
if (isBlueprintActive) {
btnBuild.style.opacity = '0.3';
btnBuild.style.pointerEvents = 'none';
btnBuild.title = 'Απενεργοποιημένο λόγω Blueprint';
btnResearch.style.opacity = '0.3';
btnResearch.style.pointerEvents = 'none';
btnResearch.title = 'Απενεργοποιημένο λόγω Blueprint';
if (window.currentCmdType === 'build' || window.currentCmdType === 'research') {
window.setCmdType('recruit');
}
} else {
btnBuild.style.opacity = '1';
btnBuild.style.pointerEvents = 'auto';
btnBuild.title = '';
btnResearch.style.opacity = '1';
btnResearch.style.pointerEvents = 'auto';
btnResearch.title = '';
}
}
}; };

View File

@@ -24,8 +24,8 @@ window.BUILDING_NAMES_GR = {
}; };
window.UNIT_NAMES_GR = { window.UNIT_NAMES_GR = {
sword: "Ξιφομάχος", slinger: "Σφενδονήτης", archer: "Τοξότης", hoplite: "Οπλίτης", sword: "Ξιφομάχος", slinger: "Εκσφενδονιστής", archer: "Τοξότης", hoplite: "Οπλίτης",
rider: "Ιππέας", chariot: "Άρμα", catapult: "Καταπέλτης", rider: "Ιππέας", chariot: "Άρμα", catapult: "Καταπέλτης", godsent: "Θεόσταλτος",
big_transporter: "Μεταφορικό", small_transporter: "Γρήγ. Μεταφορικό", bireme: "Διήρης", big_transporter: "Μεταφορικό", small_transporter: "Γρήγ. Μεταφορικό", bireme: "Διήρης",
attack_ship: "Πλοίο Φάρος", trireme: "Τριήρης", colonize_ship: "Αποικιακό", attack_ship: "Πλοίο Φάρος", trireme: "Τριήρης", colonize_ship: "Αποικιακό",
medusa: "Μέδουσα", zyklop: "Κύκλωπας", harpy: "Άρπυια", pegasus: "Πήγασος", medusa: "Μέδουσα", zyklop: "Κύκλωπας", harpy: "Άρπυια", pegasus: "Πήγασος",
@@ -33,6 +33,17 @@ window.UNIT_NAMES_GR = {
hydra: "Ύδρα", sea_monster: "Τέρας Θάλασσας", militia: "Εθνοφρουρά" hydra: "Ύδρα", sea_monster: "Τέρας Θάλασσας", militia: "Εθνοφρουρά"
}; };
window.UNIT_GODS = {
minotaur: 'zeus', manticore: 'zeus',
zyklop: 'poseidon', hydra: 'poseidon',
harpy: 'hera', medusa: 'hera',
pegasus: 'athena', centaur: 'athena',
cerberus: 'hades', erinys: 'hades',
griffon: 'artemis', calydonian_boar: 'artemis',
siren: 'aphrodite', satyr: 'aphrodite',
spartoi: 'ares', ladon: 'ares'
};
window.RES_ICONS = { window.RES_ICONS = {
wood: '<span class="res-icon res-wood" style="display:inline-block; margin-right:4px;"></span>', wood: '<span class="res-icon res-wood" style="display:inline-block; margin-right:4px;"></span>',
stone: '<span class="res-icon res-stone" style="display:inline-block; margin-right:4px;"></span>', stone: '<span class="res-icon res-stone" style="display:inline-block; margin-right:4px;"></span>',

View File

@@ -0,0 +1,462 @@
<!DOCTYPE html>
<html lang="el">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width,initial-scale=1.0">
<title>Attack Planner — Grepolis Remote</title>
<link href="https://fonts.googleapis.com/css2?family=Inter:wght@400;500;600;700;800&display=swap" rel="stylesheet">
<style>
*,*::before,*::after{box-sizing:border-box;margin:0;padding:0}
:root{--bg:#0f0f1a;--surf:#181824;--border:#2a2a40;--text:#e0e0e0;--muted:#666;
--gold:#c8a44a;--red:#e05555;--green:#4acc64;--blue:#6fcfcf;--yellow:#f0c040;--orange:#e07830}
body{min-height:100vh;background:var(--bg);font-family:'Inter',sans-serif;color:var(--text);padding:1.5rem 2rem}
.topbar{display:flex;align-items:center;gap:1rem;margin-bottom:1.5rem}
.topbar h1{font-size:1.6rem;font-weight:800;background:linear-gradient(135deg,#c8a44a,#f0c96e);
-webkit-background-clip:text;-webkit-text-fill-color:transparent;background-clip:text;flex:1}
.back{color:var(--muted);text-decoration:none;font-size:.85rem}
.back:hover{color:var(--text)}
.layout{display:grid;grid-template-columns:340px 1fr;gap:1.5rem;align-items:start}
@media(max-width:900px){.layout{grid-template-columns:1fr}}
.card{background:var(--surf);border:1px solid var(--border);border-radius:14px;padding:1.25rem;margin-bottom:1rem}
.ct{font-size:.9rem;font-weight:700;color:var(--gold);margin-bottom:.85rem;padding-bottom:.6rem;border-bottom:1px solid var(--border)}
label{display:block;font-size:.78rem;color:var(--muted);margin-bottom:.25rem;margin-top:.65rem}
label:first-of-type{margin-top:0}
input,select{width:100%;padding:8px 11px;background:#0f0f1a;border:1px solid var(--border);
border-radius:7px;color:var(--text);font-size:.85rem;font-family:inherit}
input:focus,select:focus{outline:none;border-color:var(--gold)}
select option{background:#181824}
.btn{padding:8px 16px;border:none;border-radius:7px;font-family:inherit;font-weight:600;font-size:.82rem;cursor:pointer;transition:all .2s}
.btn-gold{background:var(--gold);color:#0f0f1a}.btn-gold:hover{background:#e0b85a}
.btn-red{background:rgba(224,85,85,.15);color:var(--red);border:1px solid rgba(224,85,85,.35)}.btn-red:hover{background:rgba(224,85,85,.25)}
.btn-green{background:rgba(74,204,100,.15);color:var(--green);border:1px solid rgba(74,204,100,.35)}.btn-green:hover{background:rgba(74,204,100,.25)}
.btn-blue{background:rgba(111,207,207,.12);color:var(--blue);border:1px solid rgba(111,207,207,.3)}.btn-blue:hover{background:rgba(111,207,207,.22)}
.btn-sm{padding:4px 11px;font-size:.75rem}
.mt{margin-top:.65rem}
.sep{height:1px;background:var(--border);margin:.85rem 0}
table{width:100%;border-collapse:collapse;font-size:.8rem}
th{padding:7px 10px;text-align:left;color:var(--muted);font-size:.7rem;text-transform:uppercase;letter-spacing:.05em;border-bottom:1px solid var(--border)}
td{padding:8px 10px;border-bottom:1px solid rgba(255,255,255,.04);vertical-align:middle}
tr:last-child td{border-bottom:none}
.plan-row{cursor:pointer}.plan-row:hover td{background:rgba(200,164,74,.04)}
.plan-row.selected td{background:rgba(200,164,74,.08)}
.badge{display:inline-block;padding:2px 7px;border-radius:5px;font-size:.7rem;font-weight:700}
.badge-draft{background:rgba(102,102,102,.2);color:#888;border:1px solid #444}
.badge-active{background:rgba(74,204,100,.15);color:var(--green);border:1px solid rgba(74,204,100,.3)}
.badge-cancelled{background:rgba(224,85,85,.1);color:var(--red);border:1px solid rgba(224,85,85,.2)}
.badge-completed{background:rgba(111,207,207,.12);color:var(--blue);border:1px solid rgba(111,207,207,.3)}
.badge-pending{background:rgba(240,192,64,.1);color:var(--yellow);border:1px solid rgba(240,192,64,.3)}
.badge-armed{background:rgba(224,120,48,.12);color:var(--orange);border:1px solid rgba(224,120,48,.3)}
.badge-sent{background:rgba(74,204,100,.15);color:var(--green);border:1px solid rgba(74,204,100,.3)}
.badge-missed{background:rgba(224,85,85,.15);color:var(--red);border:1px solid rgba(224,85,85,.3)}
.empty{text-align:center;padding:1.5rem;color:var(--muted);font-size:.85rem}
.err{background:rgba(224,85,85,.1);border:1px solid rgba(224,85,85,.3);color:var(--red);padding:9px 13px;border-radius:7px;font-size:.8rem;margin-top:.65rem}
.ok{background:rgba(111,207,207,.08);border:1px solid rgba(111,207,207,.25);color:var(--blue);padding:9px 13px;border-radius:7px;font-size:.8rem;margin-top:.65rem}
.warn{background:rgba(240,192,64,.07);border:1px solid rgba(240,192,64,.25);color:var(--yellow);padding:9px 13px;border-radius:7px;font-size:.8rem;margin-top:.5rem}
.unit-grid{display:grid;grid-template-columns:repeat(auto-fill,minmax(115px,1fr));gap:.4rem;margin-top:.5rem}
.ui{display:flex;flex-direction:column;gap:2px}
.ui label{font-size:.7rem;margin:0}
.ui input{padding:5px 7px;font-size:.8rem}
.town-meta{font-size:.73rem;color:var(--muted);margin-top:3px}
.plan-header{display:flex;gap:.5rem;align-items:flex-start;flex-wrap:wrap;margin-bottom:.85rem}
.plan-stat{background:#0f0f1a;border:1px solid var(--border);border-radius:8px;padding:8px 13px;font-size:.78rem;flex:1;min-width:120px}
.plan-stat strong{display:block;font-size:1rem;color:var(--gold);font-weight:700}
.cd{font-family:monospace;font-weight:700;color:var(--yellow)}
.fok{color:var(--green)}.ferr{color:var(--red)}
.section-label{font-size:.78rem;font-weight:700;color:var(--gold);margin-bottom:.4rem}
#msg{display:none;margin-top:.65rem}
</style>
</head>
<body>
<script>
window.__GRC_CLAN_KEY = "{{ clan_key }}";
window.PLAYER_ID = "{{ player_id }}";
window.WORLD_ID = "{{ world_id }}";
</script>
<div class="topbar">
<a href="/player/{{ player_id }}/{{ world_id }}" class="back">← Hub</a>
<h1>⚔️ Attack Planner — {{ world_id }}</h1>
</div>
<div class="layout">
<!-- ═══════════════ LEFT: Plan list + Create ═══════════════ -->
<div>
<div class="card">
<div class="ct"> Νέο Πλάνο</div>
<label>Όνομα Πλάνου</label>
<input id="p-name" placeholder="π.χ. Επίθεση στον Leonidas">
<label>Στόχος (όνομα)</label>
<input id="p-tname" placeholder="π.χ. Athens Colony">
<div style="display:grid;grid-template-columns:1fr 1fr;gap:.5rem">
<div><label>Στόχος X</label><input id="p-tx" type="number" min="0" max="999"></div>
<div><label>Στόχος Y</label><input id="p-ty" type="number" min="0" max="999"></div>
</div>
<label>Ώρα Άφιξης (τοπική)</label>
<input id="p-arr" type="datetime-local">
<div class="warn">⏱ Τουλάχιστον 2 λεπτά στο μέλλον</div>
<div class="mt"><button class="btn btn-gold" onclick="createPlan()">Δημιουργία →</button></div>
<div id="msg"></div>
</div>
<div class="card">
<div class="ct">📋 Πλάνα — {{ world_id }}</div>
<div id="plans-list"><div class="empty">Φόρτωση…</div></div>
</div>
</div>
<!-- ═══════════════ RIGHT: Plan detail + Add participant ═══════════════ -->
<div id="right-panel">
<div class="card" style="border-color:#2a3060">
<div class="empty" style="color:#444">← Επίλεξε πλάνο για λεπτομέρειες</div>
</div>
</div>
</div>
<script>
(function(){
const PID = window.PLAYER_ID;
const WID = window.WORLD_ID;
const KEY = window.__GRC_CLAN_KEY;
let selPlan = null;
let allTowns = []; // all clan towns for this world
function hdrs(){ return {'Content-Type':'application/json','X-Clan-Key':KEY}; }
function ts(u){ return u ? new Date(u*1000).toLocaleString('el-GR') : ''; }
function badge(s){ return `<span class="badge badge-${s}">${s}</span>`; }
function showMsg(el,txt,err){el.style.display='block';el.className=err?'err':'ok';el.textContent=txt;}
// ─── unit groups ───
const LAND = ['swordsman','slinger','archer','hoplite','horseman','chariot','catapult'];
const NAVAL = ['bireme','attack_ship','demolition_ship','transport_ship','colonize_ship'];
// ─── Load all clan towns for this world ───
async function loadClanTowns(){
try{
const r = await fetch(`/dashboard/clan-towns?world_id=${WID}`);
allTowns = await r.json();
}catch(e){ allTowns=[]; }
}
// ─── Load plans list ───
async function loadPlans(){
const r = await fetch(`/api/${WID}/attack_plans`);
const data = await r.json();
const el = document.getElementById('plans-list');
if(!Array.isArray(data)||!data.length){
el.innerHTML='<div class="empty">Δεν υπάρχουν πλάνα.</div>'; return;
}
let h=`<table><thead><tr><th>Πλάνο</th><th>Στόχος</th><th>Άφιξη</th><th>Status</th><th>Συμμ.</th></tr></thead><tbody>`;
for(const p of data){
const sel = selPlan===p.id ? ' selected':'';
h+=`<tr class="plan-row${sel}" onclick="selectPlan(${p.id})">
<td><strong>${p.plan_name}</strong></td>
<td style="font-size:.75rem">${p.target_town_name||''} ${p.target_x?`(${p.target_x},${p.target_y})`:''}</td>
<td style="font-size:.72rem">${ts(p.target_arrival_time)}</td>
<td>${badge(p.status)}</td>
<td style="text-align:center">${p.participant_count}</td>
</tr>`;
}
h+='</tbody></table>';
el.innerHTML=h;
}
// ─── Select plan ───
window.selectPlan = async function(id){
selPlan = id;
await loadPlans();
await renderPlanDetail(id);
};
async function renderPlanDetail(id){
const r = await fetch(`/api/${WID}/attack_plans/${id}`);
const plan = await r.json();
if(plan.error){ return; }
const parts = plan.participants||[];
const isDraft = plan.status==='draft';
// Header stats
let hdr = `
<div class="plan-stat"><span style="color:var(--muted);font-size:.7rem">ΣΤΟΧΟΣ</span>
<strong>${plan.target_town_name||''}</strong>
<span style="font-size:.75rem;color:var(--muted)">(${plan.target_x||'?'}, ${plan.target_y||'?'})</span>
</div>
<div class="plan-stat"><span style="color:var(--muted);font-size:.7rem">ΑΦΙΞΗ</span>
<strong style="font-size:.85rem">${ts(plan.target_arrival_time)}</strong>
</div>
<div class="plan-stat"><span style="color:var(--muted);font-size:.7rem">STATUS</span>
<strong>${badge(plan.status)}</strong>
</div>
<div class="plan-stat"><span style="color:var(--muted);font-size:.7rem">ΣΥΜΜΕΤΕΧΟΝΤΕΣ</span>
<strong>${parts.length}</strong>
</div>`;
// Action buttons
let btns = '';
if(isDraft){
btns=`<button class="btn btn-green btn-sm" onclick="armPlan(${id})">▶ ARM</button>`;
}
btns+=` <button class="btn btn-red btn-sm" onclick="cancelPlan(${id})">✕ Ακύρωση</button>`;
// Participants table
let ptable = '<div class="empty">Χωρίς συμμετέχοντες ακόμη.</div>';
if(parts.length){
let latest = 0;
let ptrows = '';
for(const p of parts){
if(p.return_time>latest) latest=p.return_time;
const units = p.units ? Object.entries(p.units).filter(([,v])=>v>0).map(([k,v])=>`${k}:${v}`).join(', ') : '';
ptrows+=`<tr>
<td>
<div style="font-weight:600">${p.origin_town_name||p.origin_town_id}</div>
<div style="font-size:.72rem;color:var(--muted)">${p.player_name||p.player_id||''}</div>
</td>
<td style="font-size:.72rem;color:var(--blue)">${units||''}</td>
<td>${p.transport_needed?`🚢 ${p.transport_count}`:''}</td>
<td style="font-size:.72rem">${ts(p.send_time)}</td>
<td style="font-size:.72rem">${ts(p.return_time)}</td>
<td>${badge(p.status)}</td>
<td>${p.is_feasible?'<span class="fok">✅</span>':`<span class="ferr" title="${p.error_msg||''}">❌</span>`}</td>
<td><button class="btn btn-red btn-sm" onclick="removeParticipant(${id},'${p.origin_town_id}')">✕</button></td>
</tr>`;
}
ptable=`
<table>
<thead><tr>
<th>Πόλη / Παίκτης</th><th>Στρατός</th><th>Πλοία</th>
<th>Αποστολή</th><th>Επιστροφή</th><th>Status</th><th>OK</th><th></th>
</tr></thead>
<tbody>${ptrows}</tbody>
</table>`;
if(latest){
ptable+=`<div class="ok" style="margin-top:.65rem">🏠 Τελευταία επιστροφή: <strong>${ts(latest)}</strong></div>`;
}
}
// Add participant form
const addForm = buildAddForm(id, isDraft);
document.getElementById('right-panel').innerHTML=`
<div class="card">
<div style="display:flex;justify-content:space-between;align-items:center;margin-bottom:.85rem">
<div class="ct" style="margin:0;border:none;padding:0">📌 ${plan.plan_name}</div>
<div style="display:flex;gap:.4rem">${btns}</div>
</div>
<div class="plan-header">${hdr}</div>
<div class="sep"></div>
<div class="section-label">👥 Συμμετέχοντες</div>
${ptable}
</div>
${isDraft ? addForm : ''}
`;
// Populate player dropdown
if(isDraft) populatePlayerDropdown();
}
// ─── Build "Add Participant" form ───
function buildAddForm(planId, isDraft){
if(!isDraft) return '';
// Build unit inputs (land + naval groups)
let landInputs = LAND.map(u=>`
<div class="ui"><label>${u}</label>
<input type="number" id="u_${u}" min="0" value="0"></div>`).join('');
let navalInputs = NAVAL.map(u=>`
<div class="ui"><label>${u}</label>
<input type="number" id="u_${u}" min="0" value="0"></div>`).join('');
return `
<div class="card" id="add-form">
<div class="ct">👤 Προσθήκη Συμμετέχοντα</div>
<label>Παίκτης</label>
<select id="ap-player" onchange="onPlayerChange()">
<option value="">— Επίλεξε παίκτη —</option>
</select>
<label>Πόλη</label>
<select id="ap-town" onchange="onTownChange()">
<option value="">— Επίλεξε πόλη —</option>
</select>
<div class="town-meta" id="ap-meta"></div>
<div class="sep"></div>
<div class="section-label">🗡 Χερσαίος Στρατός</div>
<div class="unit-grid">${landInputs}</div>
<div class="section-label" style="margin-top:.75rem">⚓ Ναυτικός Στρατός</div>
<div class="unit-grid">${navalInputs}</div>
<div class="warn" style="margin-top:.65rem">
💡 Αφήσε 0 σε μονάδες που δεν συμμετέχουν. Τα πλοία μεταφοράς υπολογίζονται αυτόματα.
</div>
<div class="mt" style="display:flex;gap:.5rem">
<button class="btn btn-gold" onclick="addParticipant(${planId})">Υπολογισμός & Προσθήκη</button>
<button class="btn btn-blue" onclick="fillFromGame()">📥 Φόρτωση από game</button>
</div>
<div id="ap-result"></div>
</div>`;
}
// ─── Populate player dropdown from allTowns ───
function populatePlayerDropdown(){
const sel = document.getElementById('ap-player');
if(!sel) return;
const seen = {};
allTowns.forEach(t=>{ seen[t.player_id]=t.player; });
while(sel.options.length>1) sel.remove(1);
for(const [pid,pname] of Object.entries(seen)){
const opt=document.createElement('option');
opt.value=pid; opt.textContent=pname||pid;
sel.appendChild(opt);
}
}
// ─── Player change → filter town dropdown ───
window.onPlayerChange = function(){
const pid = document.getElementById('ap-player').value;
const tsel = document.getElementById('ap-town');
while(tsel.options.length>1) tsel.remove(1);
document.getElementById('ap-meta').textContent='';
if(!pid) return;
allTowns.filter(t=>t.player_id===pid).forEach(t=>{
const opt=document.createElement('option');
opt.value=t.town_id;
opt.textContent=`${t.town_name} (${t.x}, ${t.y})`;
tsel.appendChild(opt);
});
};
// ─── Town change → show meta + fill units from game data ───
window.onTownChange = function(){
const tid = document.getElementById('ap-town').value;
const meta = document.getElementById('ap-meta');
if(!tid){ meta.textContent=''; return; }
const town = allTowns.find(t=>String(t.town_id)===String(tid));
if(!town){ return; }
meta.innerHTML=`🗺 X:<strong>${town.x}</strong> Y:<strong>${town.y}</strong> Sea:<strong>${town.sea}</strong>`;
};
// ─── Fill units from game data (if available) ───
window.fillFromGame = function(){
const tid = document.getElementById('ap-town').value;
if(!tid){ return; }
const town = allTowns.find(t=>String(t.town_id)===String(tid));
if(!town||!town.units) return;
const all=[...LAND,...NAVAL];
all.forEach(u=>{
const el=document.getElementById(`u_${u}`);
if(el && town.units[u]!==undefined) el.value=town.units[u]||0;
});
};
// ─── Add participant ───
window.addParticipant = async function(planId){
const result=document.getElementById('ap-result');
const tid = document.getElementById('ap-town').value;
if(!tid){ result.innerHTML='<div class="err">❌ Επίλεξε πόλη</div>'; return; }
const town = allTowns.find(t=>String(t.town_id)===String(tid));
if(!town){ result.innerHTML='<div class="err">❌ Πόλη δεν βρέθηκε</div>'; return; }
const units={};
[...LAND,...NAVAL].forEach(u=>{
const v=parseInt(document.getElementById(`u_${u}`)?.value)||0;
if(v>0) units[u]=v;
});
if(!Object.keys(units).length){ result.innerHTML='<div class="err">❌ Πρόσθεσε τουλάχιστον 1 μονάδα</div>'; return; }
const body={
requester_player_id: PID,
player_id: town.player_id,
player_name: town.player,
origin_town_id: town.town_id,
origin_town_name: town.town_name,
origin_x: town.x,
origin_y: town.y,
origin_sea: town.sea,
units
};
const r = await fetch(`/api/${WID}/attack_plans/${planId}/participants`,
{method:'POST', headers:hdrs(), body:JSON.stringify(body)});
const data = await r.json();
if(data.is_feasible!==undefined){
if(data.is_feasible){
result.innerHTML=`<div class="ok">
✅ Feasible — Χρόνος: ${Math.floor(data.travel_time_secs/60)}λεπτά
&nbsp;|&nbsp; Πλοία: ${data.transport_count||0}
&nbsp;|&nbsp; Αποστολή: ${ts(data.send_time)}
&nbsp;|&nbsp; Επιστροφή: ${ts(data.return_time)}
</div>`;
} else {
result.innerHTML=`<div class="err">❌ ${data.error_msg}</div>`;
}
renderPlanDetail(planId);
} else {
result.innerHTML=`<div class="err">❌ ${data.error||'Σφάλμα'}</div>`;
}
};
// ─── Remove participant ───
window.removeParticipant = async function(planId,townId){
if(!confirm('Αφαίρεση;')) return;
await fetch(`/api/${WID}/attack_plans/${planId}/participants/${townId}`,
{method:'DELETE', headers:hdrs(), body:JSON.stringify({requester_player_id:PID})});
renderPlanDetail(planId); loadPlans();
};
// ─── Arm plan ───
window.armPlan = async function(id){
const r=await fetch(`/api/${WID}/attack_plans/${id}/arm`,
{method:'POST', headers:hdrs(), body:JSON.stringify({player_id:PID})});
const d=await r.json();
alert(d.ok?'✅ Πλάνο ενεργοποιήθηκε!':'❌ '+d.error);
renderPlanDetail(id); loadPlans();
};
// ─── Cancel plan ───
window.cancelPlan = async function(id){
if(!confirm('Ακύρωση πλάνου;')) return;
await fetch(`/api/${WID}/attack_plans/${id}/cancel`,
{method:'POST', headers:hdrs(), body:JSON.stringify({player_id:PID})});
selPlan=null; loadPlans();
document.getElementById('right-panel').innerHTML=
'<div class="card" style="border-color:#2a3060"><div class="empty" style="color:#444">← Επίλεξε πλάνο για λεπτομέρειες</div></div>';
};
// ─── Create plan ───
window.createPlan = async function(){
const msg=document.getElementById('msg');
const dt=document.getElementById('p-arr').value;
if(!dt){ showMsg(msg,'Επίλεξε ώρα άφιξης',true); return; }
const r=await fetch(`/api/${WID}/attack_plans`,{method:'POST',headers:hdrs(),body:JSON.stringify({
player_id:PID,
plan_name:document.getElementById('p-name').value.trim()||'Επίθεση',
target_town_name:document.getElementById('p-tname').value.trim(),
target_x:parseFloat(document.getElementById('p-tx').value)||null,
target_y:parseFloat(document.getElementById('p-ty').value)||null,
target_arrival_time:Math.floor(new Date(dt).getTime()/1000)
})});
const d=await r.json();
if(d.ok){ showMsg(msg,`✅ Πλάνο δημιουργήθηκε (ID:${d.plan_id})`,false); loadPlans(); }
else showMsg(msg,'❌ '+d.error,true);
};
// ─── Init ───
async function init(){
await loadClanTowns();
await loadPlans();
setInterval(loadPlans, 15000);
setInterval(()=>{ if(selPlan) renderPlanDetail(selPlan); }, 15000);
}
init();
})();
</script>
</body>
</html>

View File

@@ -9,8 +9,9 @@
<body> <body>
<header> <header>
<h1><a href="/" style="text-decoration: none; margin-right: 15px; cursor: pointer;" title="Back to Players">⬅️</a> ⚔️ Grepolis Remote</h1> <h1><a href="/player/{{ player_id }}/{{ world_id }}" style="text-decoration: none; margin-right: 15px; cursor: pointer;" title="Πίσω στο Hub">⬅️</a> ⚔️ Grepolis Remote</h1>
<div class="status-indicator"> <div class="status-indicator" style="display: flex; align-items: center; gap: 10px;">
<button class="btn btn-gold btn-sm" id="live-btn" onclick="window.requestLiveSync()" title="Request immediate data update from game" style="padding: 4px 8px; font-size: 0.72rem; border-radius: 4px; border: 1px solid #c8a44a;">⚡ Live Sync</button>
<div id="server-status" class="conn-badge">Server…</div> <div id="server-status" class="conn-badge">Server…</div>
<div id="client-status" class="conn-badge">Client…</div> <div id="client-status" class="conn-badge">Client…</div>
</div> </div>
@@ -29,7 +30,6 @@
<div id="town-panel"> <div id="town-panel">
<div style="display: flex; justify-content: space-between; align-items: center; margin-bottom: 10px;"> <div style="display: flex; justify-content: space-between; align-items: center; margin-bottom: 10px;">
<h2 style="margin: 0;">Towns</h2> <h2 style="margin: 0;">Towns</h2>
<button class="btn btn-gold btn-sm" id="live-btn" onclick="window.requestLiveSync()" title="Request immediate data update from game" style="padding: 4px 8px; font-size: 0.72rem;">⚡ Live Sync</button>
</div> </div>
<div id="town-filters" style="margin-bottom: 15px; padding: 10px; background: #0f3460; border-radius: 6px; border: 1px solid #2a4a6a;"> <div id="town-filters" style="margin-bottom: 15px; padding: 10px; background: #0f3460; border-radius: 6px; border: 1px solid #2a4a6a;">
@@ -41,11 +41,7 @@
</label> </label>
<label style="font-size: 0.8rem; cursor: pointer; display: flex; align-items: center; gap: 4px; background: rgba(0,0,0,0.2); padding: 4px 8px; border-radius: 12px; border: 1px solid #2a4a6a;"> <label style="font-size: 0.8rem; cursor: pointer; display: flex; align-items: center; gap: 4px; background: rgba(0,0,0,0.2); padding: 4px 8px; border-radius: 12px; border: 1px solid #2a4a6a;">
<input type="checkbox" id="filter-festival" onchange="window.renderTowns()"> 🎭 Ελεύθεροι Πόροι <input type="checkbox" id="filter-not-building" onchange="window.renderTowns()"> 🏗️ Δεν χτίζει
</label>
<label style="font-size: 0.8rem; cursor: pointer; display: flex; align-items: center; gap: 4px; background: rgba(0,0,0,0.2); padding: 4px 8px; border-radius: 12px; border: 1px solid #2a4a6a;">
<input type="checkbox" id="filter-points" onchange="window.renderTowns()"> 📈 10k+ Πόντοι
</label> </label>
</div> </div>
</div> </div>
@@ -87,71 +83,92 @@
</div> </div>
<div id="command-form-wrap" style="display:none"> <div id="command-form-wrap" style="display:none">
<div class="command-form"> <div class="command-form" style="display: flex; flex-direction: column; gap: 15px; align-items: flex-start;">
<div class="form-group"> <!-- Segmented Control Row -->
<label>Command Type</label> <div class="segmented-control" id="cmd-type-buttons" style="display: flex; gap: 5px; background: #16213e; padding: 4px; border-radius: 8px; border: 1px solid #2a4a6a;">
<select id="cmd-type" onchange="onCmdTypeChange()"> <button class="seg-btn" id="seg-build" onclick="window.setCmdType('build', true)" style="flex: 1; padding: 10px; border: none; background: transparent; color: #888; border-radius: 6px; cursor: pointer; transition: 0.2s;">🏗️ Κατασκευές</button>
<option value="" disabled selected>-- Επιλέξτε --</option> <button class="seg-btn" id="seg-recruit" onclick="window.setCmdType('recruit', true)" style="flex: 1; padding: 10px; border: none; background: transparent; color: #888; border-radius: 6px; cursor: pointer; transition: 0.2s;">⚔️ Στρατός</button>
<option value="build">Build / Upgrade</option> <button class="seg-btn" id="seg-market" onclick="window.setCmdType('market_offer', true)" style="flex: 1; padding: 10px; border: none; background: transparent; color: #888; border-radius: 6px; cursor: pointer; transition: 0.2s;">🛒 Παζάρι</button>
<option value="recruit">Recruit Troops</option> <button class="seg-btn" id="seg-research" onclick="window.setCmdType('research', true)" style="flex: 1; padding: 10px; border: none; background: transparent; color: #888; border-radius: 6px; cursor: pointer; transition: 0.2s;">🦉 Έρευνα</button>
<option value="market_offer">Παζάρι - Προσφορά</option> <button class="seg-btn" id="seg-blueprints" onclick="window.setCmdType('blueprints', true)" style="flex: 1; padding: 10px; border: none; background: transparent; color: #888; border-radius: 6px; cursor: pointer; transition: 0.2s;">📜 Blueprints</button>
</select>
</div> </div>
<!-- Build options - now a button that opens the visual picker --> <!-- Dynamic Selection Area -->
<div class="form-group" id="build-options"> <div id="selection-area" style="display:none; align-items: center; gap: 10px; flex-wrap: wrap;">
<label>Building</label> <button class="btn btn-gold" id="active-selection-display" onclick="window.reopenActiveModal()" style="min-width: 250px; padding: 10px 15px; border-radius: 6px; display: flex; justify-content: space-between; align-items: center; font-weight: bold;">
<button class="btn btn-gold" id="open-building-modal" onclick="window.openBuildingModal()" style="text-align:left; min-width:200px;"> <span id="selection-label">-- Επιλέξτε --</span>
<span id="selected-building-label">-- Επιλέξτε Κατασκευή --</span> </button>
</button>
<div id="recruit-amount-wrap" style="display:none; align-items: center; gap: 5px; background: #16213e; padding: 8px 12px; border-radius: 6px; border: 1px solid #2a4a6a;">
<label style="font-size:0.85rem; color:#ccc; margin:0;">Ποσότητα:</label>
<input type="number" id="recruit-amount" value="1" min="1" max="9999" style="width: 70px; background: #0f3460; color: #fff; border: 1px solid #c8a44a; border-radius: 4px; padding: 4px 8px;">
</div>
<button id="btn-send" class="btn btn-gold" onclick="window.sendCommand()" style="margin-left: auto; padding: 10px 20px; font-size: 1rem;">Send ⚡</button>
</div> </div>
<!-- Recruit options --> </div>
<div class="form-group" id="recruit-options" style="display:none">
<label>Unit</label>
<select id="unit-select">
<optgroup label="Ξηρά">
<option value="sword">Ξιφομάχος</option>
<option value="slinger">Σφενδονήτης</option>
<option value="archer">Τοξότης</option>
<option value="hoplite">Οπλίτης</option>
<option value="rider">Ιππέας</option>
<option value="chariot">Άρμα</option>
<option value="catapult">Καταπέλτης</option>
</optgroup>
<optgroup label="Ναυτικές">
<option value="big_transporter">Μεταφορικό Πλοίο</option>
<option value="small_transporter">Γρήγορο Μεταφορικό Πλοίο</option>
<option value="bireme">Διήρης</option>
<option value="attack_ship">Πλοίο Φάρος</option>
<option value="trireme">Τριήρης</option>
<option value="colonize_ship">Αποικιακό Πλοίο</option>
</optgroup>
<optgroup label="Μυθικές">
<option value="medusa">Μέδουσα</option>
<option value="zyklop">Κύκλωπας</option>
<option value="harpy">Άρπυια</option>
<option value="pegasus">Πήγασος</option>
<option value="minotaur">Μινώταυρος</option>
<option value="manticore">Μαντιχώρας</option>
<option value="cerberus">Κέρβερος</option>
<option value="hydra">Ύδρα</option>
<option value="sea_monster">Τέρας της Θάλασσας</option>
</optgroup>
</select>
</div>
<!-- Market options --> <div id="build-queue-preview"></div>
<div class="form-group" id="market-options" style="display:none"> </div>
</div>
<!-- Bottom right: Build Queue / Command Log (tabbed) -->
<div id="log-panel">
<div style="display:flex; align-items:center; gap:8px; margin-bottom:12px; border-bottom:1px solid #2a3a5a; padding-bottom:10px;">
<h2 style="margin:0; flex:1;">Ουρά Κατασκευών</h2>
<button id="tab-queue" class="log-tab-btn tab-active" onclick="window.switchToQueueMode()">🏗️ Ουρά</button>
<button id="tab-log" class="log-tab-btn" onclick="window.switchToLogMode()">📋 Ιστορικό</button>
</div>
<div id="log-content">
<p style="color:#555;font-size:0.85rem;padding:12px 0;">← Επιλέξτε πόλη για να δείτε την ουρά.</p>
</div>
</div>
</div>
<!-- ====== Blueprints Modal ====== -->
<div class="modal-overlay" id="blueprints-modal-overlay" onclick="window.closeBlueprintsModal(event)">
<div class="custom-modal" id="blueprints-modal" style="max-width: 400px;">
<div class="modal-header">
<h3>📜 Επιλογή Blueprint</h3>
<button class="modal-close" onclick="window.closeBlueprintsModal()"></button>
</div>
<div style="padding: 15px;">
<p style="color:#ccc; font-size:0.85rem; margin-bottom:15px;">Επιλέξτε ένα Blueprint για να αναλάβει το Python την αυτόματη κατασκευή της πόλης.</p>
<div id="blueprint-list" style="display:flex; flex-direction:column; gap:10px; margin-bottom:20px;">
<!-- Currently just one blueprint -->
<div class="bld-card" id="bp-card-standard" onclick="window.selectBlueprint('Standard Growth')" style="width:100%; justify-content:flex-start; cursor:pointer;">
<span class="bld-icon" style="font-size:2rem;">🏙️</span>
<div style="display:flex; flex-direction:column; align-items:flex-start;">
<span class="bld-name" style="margin-top:0; font-size:1rem; font-weight:bold;">Standard Growth</span>
<span style="font-size:0.75rem; color:#888;">Αυτόματη ανάπτυξη κτιρίων & ακαδημίας</span>
</div>
</div>
</div>
</div>
</div>
</div>
<!-- ====== Market Modal ====== -->
<div class="modal-overlay" id="market-modal-overlay" onclick="window.closeMarketModal(event)">
<div class="custom-modal" id="market-modal" style="max-width: 500px;">
<div class="modal-header">
<h3>🛒 Ρυθμίσεις Παζαριού</h3>
<button class="modal-close" onclick="window.closeMarketModal()"></button>
</div>
<div style="padding: 15px;">
<div style="display:flex; gap:10px; margin-bottom:10px;"> <div style="display:flex; gap:10px; margin-bottom:10px;">
<div style="flex:1;"> <div style="flex:1;">
<label>Προσφορά</label> <label style="color:#ccc; font-size:0.85rem;">Προσφορά</label>
<input type="number" id="market-offer-amount" value="1000" min="1" max="99999" style="width:100%;"> <input type="number" id="market-offer-amount" value="1000" min="1" max="99999" style="width:100%; background:#0f3460; color:#fff; border:1px solid #2a4a6a; border-radius:4px; padding:6px;">
</div> </div>
<div style="flex:1;"> <div style="flex:1;">
<label>Πόρος Προσφοράς</label> <label style="color:#ccc; font-size:0.85rem;">Πόρος Προσφοράς</label>
<select id="market-offer-type"> <select id="market-offer-type" style="width:100%; background:#0f3460; color:#fff; border:1px solid #2a4a6a; border-radius:4px; padding:6px;">
<option value="wood">Ξύλο</option> <option value="wood">Ξύλο</option>
<option value="stone">Πέτρα</option> <option value="stone">Πέτρα</option>
<option value="iron">Ασήμι</option> <option value="iron">Ασήμι</option>
@@ -160,22 +177,22 @@
</div> </div>
<div style="display:flex; gap:10px; margin-bottom:10px;"> <div style="display:flex; gap:10px; margin-bottom:10px;">
<div style="flex:1;"> <div style="flex:1;">
<label>Ζήτηση</label> <label style="color:#ccc; font-size:0.85rem;">Ζήτηση</label>
<input type="number" id="market-demand-amount" value="1000" min="1" max="99999" style="width:100%;"> <input type="number" id="market-demand-amount" value="1000" min="1" max="99999" style="width:100%; background:#0f3460; color:#fff; border:1px solid #2a4a6a; border-radius:4px; padding:6px;">
</div> </div>
<div style="flex:1;"> <div style="flex:1;">
<label>Πόρος Ζήτησης</label> <label style="color:#ccc; font-size:0.85rem;">Πόρος Ζήτησης</label>
<select id="market-demand-type"> <select id="market-demand-type" style="width:100%; background:#0f3460; color:#fff; border:1px solid #2a4a6a; border-radius:4px; padding:6px;">
<option value="iron">Ασήμι</option> <option value="iron">Ασήμι</option>
<option value="stone">Πέτρα</option> <option value="stone">Πέτρα</option>
<option value="wood">Ξύλο</option> <option value="wood">Ξύλο</option>
</select> </select>
</div> </div>
</div> </div>
<div style="display:flex; gap:10px;"> <div style="display:flex; gap:10px; margin-bottom:20px;">
<div style="flex:1;"> <div style="flex:1;">
<label>Χρόνος (Ώρες)</label> <label style="color:#ccc; font-size:0.85rem;">Χρόνος (Ώρες)</label>
<select id="market-max-time"> <select id="market-max-time" style="width:100%; background:#0f3460; color:#fff; border:1px solid #2a4a6a; border-radius:4px; padding:6px;">
<option value="1800">0.5</option> <option value="1800">0.5</option>
<option value="3600">1</option> <option value="3600">1</option>
<option value="7200">2</option> <option value="7200">2</option>
@@ -187,46 +204,18 @@
</select> </select>
</div> </div>
<div style="flex:1;"> <div style="flex:1;">
<label>Ορατότητα</label> <label style="color:#ccc; font-size:0.85rem;">Ορατότητα</label>
<select id="market-visibility"> <select id="market-visibility" style="width:100%; background:#0f3460; color:#fff; border:1px solid #2a4a6a; border-radius:4px; padding:6px;">
<option value="allies">Συμμαχία Μόνο</option>
<option value="all">Όλοι</option> <option value="all">Όλοι</option>
<option value="alliance">Συμμαχία</option>
</select> </select>
</div> </div>
</div> </div>
</div> <button class="btn btn-gold" onclick="window.saveMarketModal()" style="width:100%; padding:10px; font-weight:bold;">✅ Αποθήκευση Προσφοράς</button>
<div class="form-group" id="amount-group" style="display:none">
<label>Amount</label>
<input type="number" id="recruit-amount" value="1" min="1" max="9999" style="width:80px;">
</div>
<button class="btn btn-gold" onclick="sendCommand()">Send ⚡</button>
</div>
<div id="build-queue-preview"></div>
</div> </div>
</div> </div>
<!-- Bottom right: Command log -->
<div id="log-panel">
<h2>Command Log</h2>
<div id="log-content">
<p id="empty-log">No commands sent yet.</p>
</div>
</div>
</div> </div>
<script>
window.PLAYER_ID = "{{ player_id }}";
</script>
<script src="/static/js/state.js"></script>
<script src="/static/js/components/townViewer.js"></script>
<script src="/static/js/components/commandForm.js"></script>
<script src="/static/js/components/commandLog.js"></script>
<script src="/static/js/api.js"></script>
<script src="/static/js/app.js"></script>
<!-- ====== Building Picker Modal ====== --> <!-- ====== Building Picker Modal ====== -->
<div id="building-modal-overlay" onclick="window.closeBuildingModal(event)"> <div id="building-modal-overlay" onclick="window.closeBuildingModal(event)">
<div id="building-modal"> <div id="building-modal">
@@ -241,5 +230,101 @@
</div> </div>
</div> </div>
</div> </div>
<!-- ====== Unit Picker Modal ====== -->
<div id="unit-modal-overlay" class="modal-overlay" onclick="window.closeUnitModal(event)">
<div id="unit-modal" class="custom-modal">
<div class="modal-header">
<h3>⚔️ Επιλογή Μονάδας</h3>
<button id="unit-modal-close" onclick="window.closeUnitModal()"></button>
</div>
<div id="unit-grid" style="display:flex; flex-wrap:wrap; gap:10px; max-height:70vh; overflow-y:auto; padding:10px 5px;"></div>
</div>
</div>
<!-- ====== Academy Picker Modal ====== -->
<div id="academy-modal-overlay" onclick="window.closeAcademyModal(event)">
<div id="academy-modal">
<div id="academy-modal-header">
<h3>🦉 Ακαδημία</h3>
<button id="academy-modal-close" onclick="window.closeAcademyModal()"></button>
</div>
<div id="academy-grid"></div>
</div>
</div>
<style>
/* Tab buttons for queue / log toggle */
.log-tab-btn {
background: transparent;
border: 1px solid #2a3a5a;
color: #666;
padding: 4px 10px;
border-radius: 6px;
font-size: 0.75rem;
cursor: pointer;
transition: all 0.2s;
font-family: inherit;
}
.log-tab-btn:hover { border-color: #4a7aaa; color: #aaa; }
.log-tab-btn.tab-active { border-color: #c8a44a; color: #c8a44a; background: rgba(200,164,74,0.1); }
/* Draggable build queue row */
.bq-row {
display: flex;
align-items: center;
gap: 8px;
padding: 8px 10px;
border-radius: 8px;
border: 1px solid #1a2a3a;
margin-bottom: 5px;
background: #0d1e30;
cursor: default;
transition: background 0.15s, border-color 0.15s;
user-select: none;
}
.bq-row:hover { background: #112038; border-color: #2a4a6a; }
.bq-row.bq-drag-over { border-color: #c8a44a; background: rgba(200,164,74,0.08); }
.bq-handle {
cursor: grab;
font-size: 1.1rem;
color: #3a5a7a;
line-height: 1;
flex-shrink: 0;
padding: 0 2px;
}
.bq-handle:hover { color: #c8a44a; }
.bq-pos {
width: 18px;
text-align: right;
font-size: 0.72rem;
color: #3a5a7a;
font-weight: 700;
flex-shrink: 0;
}
.bq-icon { font-size: 1.1rem; flex-shrink: 0; }
.bq-name { flex: 1; font-size: 0.88rem; color: #d0d0d0; }
.bq-cancel-btn {
background: transparent;
border: 1px solid #3a2a2a;
color: #884444;
border-radius: 4px;
padding: 2px 6px;
font-size: 0.75rem;
cursor: pointer;
transition: all 0.15s;
flex-shrink: 0;
}
.bq-cancel-btn:hover { background: rgba(200,80,80,0.15); border-color: #cc4444; color: #ff6666; }
</style>
<script>
window.PLAYER_ID = "{{ player_id }}";
window.WORLD_ID = "{{ world_id }}";
</script>
<script src="/static/js/state.js?v=6"></script>
<script src="/static/js/components/townViewer.js?v=6"></script>
<script src="/static/js/components/commandForm.js?v=6"></script>
<script src="/static/js/components/commandLog.js?v=6"></script>
<script src="/static/js/api.js?v=6"></script>
<script src="/static/js/app.js?v=6"></script>
</body> </body>
</html> </html>

View File

@@ -233,7 +233,7 @@
<body> <body>
<div class="topbar"> <div class="topbar">
<a href="/player/{{ player_id }}">← Πίσω</a> <a href="/player/{{ player_id }}/{{ world_id }}">← Πίσω</a>
<h1>🌾 Farm Manager</h1> <h1>🌾 Farm Manager</h1>
<span class="online-dot" id="online-dot" title="Κατάσταση Script"></span> <span class="online-dot" id="online-dot" title="Κατάσταση Script"></span>
<button class="sync-btn" onclick="requestSync()">Live Sync</button> <button class="sync-btn" onclick="requestSync()">Live Sync</button>
@@ -242,6 +242,15 @@
<!-- Status banner --> <!-- Status banner -->
<div class="status-bar" id="status-bar"></div> <div class="status-bar" id="status-bar"></div>
<!-- Warehouse-full notice (hidden by default) -->
<div id="warehouse-full-banner" style="display:none; background: linear-gradient(90deg, #5a1a00, #8b2500); border: 1px solid #ff6600; border-radius: 8px; padding: 12px 18px; margin-bottom: 1rem; align-items: center; gap: 12px; font-weight: 600;">
<span style="font-size: 1.4rem;">📦</span>
<span>
<strong style="color:#ff9933;">Αποθήκη Γεμάτη!</strong>
Όλες οι αποθήκες είναι &gt;95% — το bot παρακάμπτει τη λεηλασία μέχρι να αδειάσει χώρος.
</span>
</div>
<!-- Control Panel --> <!-- Control Panel -->
<div class="panel"> <div class="panel">
<h2>⚙️ Ρυθμίσεις</h2> <h2>⚙️ Ρυθμίσεις</h2>
@@ -275,8 +284,11 @@
</button> </button>
</div> </div>
<button class="save-btn" id="save-btn" onclick="saveSettings()">💾 Αποθήκευση</button> <div style="display: flex; gap: 1rem; align-items: center;">
<span class="save-status" id="save-status"> Αποθηκεύτηκε</span> <button class="save-btn" id="save-btn" onclick="saveSettings()">💾 Αποθήκευση</button>
<button class="save-btn" id="manual-loot-btn" onclick="triggerManualLoot()" style="background: linear-gradient(135deg, #2a5a7a, #4a9ccc);">🌾 Λεηλασία Τώρα</button>
<span class="save-status" id="save-status">✓ Στάλθηκε</span>
</div>
</div> </div>
<!-- Farm Upgrade Panel --> <!-- Farm Upgrade Panel -->
@@ -301,6 +313,80 @@
</div> </div>
</div> </div>
<!-- Bandit Camp Panel -->
<div class="panel">
<h2>🏕️ Αυτόματο Bandit Camp</h2>
<p style="font-size:0.85rem;color:#888;margin-bottom:1rem;">
Το bot επιτίθεται αυτόματα στο στρατόπεδο ληστών και διεκδικεί αμοιβές.<br>
Ελέγχει κάθε <strong>1222 λεπτά</strong> (τυχαίο) — ανθρώπινος ρυθμός.
</p>
<div class="toggle-row" style="margin-bottom:1rem;">
<span class="toggle-label">Αυτόματη Επίθεση</span>
<label class="toggle">
<input type="checkbox" id="bootcamp-enabled">
<span class="slider"></span>
</label>
<span style="color:#888;font-size:0.85rem;" id="bootcamp-hint">Ανενεργό</span>
</div>
<div class="toggle-row" style="margin-bottom:1.5rem;">
<span class="toggle-label">Συμπ. Αμυντικές Μονάδες (Σπαθ/Τοξ)</span>
<label class="toggle">
<input type="checkbox" id="bootcamp-use-def">
<span class="slider"></span>
</label>
</div>
<button class="save-btn" onclick="saveBotSettings()">💾 Αποθήκευση</button>
<span class="save-status" id="bot-save-status">✓ Αποθηκεύτηκε</span>
<div style="margin-top: 1rem; border-top: 1px solid #1a3040; padding-top: 1rem;">
<button class="save-btn" id="bootcamp-attack-btn" onclick="attackBootcampNow()" style="background: linear-gradient(135deg, #7a2a2a, #cc4a4a); width: 100%;">⚔️ Επίθεση Τώρα</button>
<div style="text-align: center; margin-top: 5px;"><span class="save-status" id="bootcamp-attack-status">Εντολή εστάλη!</span></div>
</div>
<h3 style="margin-top:1.5rem;font-size:0.9rem;color:#aaa;">📋 Ιστορικό</h3>
<div id="bootcamp-log" style="background:#0a1520;border:1px solid #1a3040;border-radius:8px;padding:10px;max-height:180px;overflow-y:auto;font-size:0.78rem;font-family:monospace;color:#8ab4d0;">
<span style="color:#444;">Αναμονή δεδομένων...</span>
</div>
</div>
<!-- Rural Trade Panel -->
<div class="panel">
<h2>🔄 Αυτόματο Trade Χωριών</h2>
<p style="font-size:0.85rem;color:#888;margin-bottom:1rem;">
Ενεργοποιείται <strong>μόνο όταν μια κατασκευή κολλάει λόγω πόρων</strong>.<br>
Ψάχνει χωριά στο νησί που προσφέρουν τον ελλείποντα πόρο και κάνει trade.<br>
Ελέγχει κάθε <strong>2545 λεπτά</strong> (τυχαίο).
</p>
<div class="toggle-row" style="margin-bottom:1rem;">
<span class="toggle-label">Αυτόματο Trade</span>
<label class="toggle">
<input type="checkbox" id="rural-trade-enabled">
<span class="slider"></span>
</label>
<span style="color:#888;font-size:0.85rem;" id="rural-trade-hint">Ανενεργό</span>
</div>
<div style="margin-bottom:0.75rem;font-size:0.85rem;color:#888;">Ελάχιστο Ratio Trade (τιμή χωριού):</div>
<div class="option-grid" style="margin-bottom:1.5rem;">
<button class="option-btn" data-ratio="1" onclick="selectRatio(1)"><span class="opt-time">0.25</span><span class="opt-name">Ελάχ.</span></button>
<button class="option-btn" data-ratio="2" onclick="selectRatio(2)"><span class="opt-time">0.50</span><span class="opt-name">Χαμηλό</span></button>
<button class="option-btn selected" data-ratio="3" onclick="selectRatio(3)"><span class="opt-time">0.75</span><span class="opt-name">Κανον.</span></button>
<button class="option-btn" data-ratio="4" onclick="selectRatio(4)"><span class="opt-time">1.00</span><span class="opt-name">Υψηλό</span></button>
<button class="option-btn" data-ratio="5" onclick="selectRatio(5)"><span class="opt-time">1.25</span><span class="opt-name">Μέγιστο</span></button>
</div>
<button class="save-btn" onclick="saveBotSettings()">💾 Αποθήκευση</button>
<h3 style="margin-top:1.5rem;font-size:0.9rem;color:#aaa;">📋 Ιστορικό</h3>
<div id="rural-trade-log" style="background:#0a1520;border:1px solid #1a3040;border-radius:8px;padding:10px;max-height:180px;overflow-y:auto;font-size:0.78rem;font-family:monospace;color:#8ab4d0;">
<span style="color:#444;">Αναμονή δεδομένων...</span>
</div>
</div>
<!-- Farm Status Table --> <!-- Farm Status Table -->
<div class="panel"> <div class="panel">
<h2>🏘️ Κατάσταση Χωριών</h2> <h2>🏘️ Κατάσταση Χωριών</h2>
@@ -312,17 +398,20 @@
<th>Έτοιμα</th> <th>Έτοιμα</th>
<th>Σύνολο</th> <th>Σύνολο</th>
<th>Επόμενο</th> <th>Επόμενο</th>
<th>Τελευταία Λεηλασία</th>
</tr> </tr>
</thead> </thead>
<tbody id="farm-table-body"> <tbody id="farm-table-body">
<tr><td colspan="4"><div class="empty-state"><p>Φόρτωση δεδομένων...</p></div></td></tr> <tr><td colspan="5"><div class="empty-state"><p>Φόρτωση δεδομένων...</p></div></td></tr>
</tbody> </tbody>
</table> </table>
</div> </div>
</div> </div>
<script> <script>
const PLAYER_ID = '{{ player_id }}'; const PLAYER_ID = '{{ player_id }}';
const WORLD_ID = '{{ world_id }}';
let selectedOption = 1; let selectedOption = 1;
// -- Loot option buttons -- // -- Loot option buttons --
@@ -357,7 +446,7 @@
fetch('/dashboard/farm-settings', { fetch('/dashboard/farm-settings', {
method: 'POST', method: 'POST',
headers: { 'Content-Type': 'application/json' }, headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ player_id: PLAYER_ID, enabled, loot_option: selectedOption }) body: JSON.stringify({ player_id: PLAYER_ID, world_id: WORLD_ID, enabled, loot_option: selectedOption })
}) })
.then(r => r.json()) .then(r => r.json())
.then(() => { .then(() => {
@@ -369,7 +458,7 @@
// -- Load current settings -- // -- Load current settings --
function loadSettings() { function loadSettings() {
fetch(`/dashboard/farm-settings?player_id=${PLAYER_ID}`) fetch(`/dashboard/farm-settings?player_id=${PLAYER_ID}&world_id=${WORLD_ID}`)
.then(r => r.json()) .then(r => r.json())
.then(cfg => { .then(cfg => {
document.getElementById('farm-enabled').checked = cfg.enabled; document.getElementById('farm-enabled').checked = cfg.enabled;
@@ -383,17 +472,27 @@
} }
// -- Load farm data table -- // -- Load farm data table --
function timeAgo(isoStr) {
if (!isoStr) return '—';
const diff = Math.floor((Date.now() - new Date(isoStr + (isoStr.endsWith('Z') ? '' : 'Z'))) / 1000);
if (diff < 60) return `${diff}δ πριν`;
if (diff < 3600) return `${Math.floor(diff / 60)}λ πριν`;
return `${Math.floor(diff / 3600)}ω πριν`;
}
function loadFarmData() { function loadFarmData() {
fetch(`/dashboard/farm-data?player_id=${PLAYER_ID}`) fetch(`/dashboard/farm-data?player_id=${PLAYER_ID}&world_id=${WORLD_ID}`)
.then(r => r.json()) .then(r => r.json())
.then(data => { .then(resp => {
const data = resp.towns || [];
const lastFarmed = resp.last_farmed_at ? timeAgo(resp.last_farmed_at) : '—';
const tbody = document.getElementById('farm-table-body'); const tbody = document.getElementById('farm-table-body');
if (!data || data.length === 0) { if (!data || data.length === 0) {
tbody.innerHTML = '<tr><td colspan="4"><div class="empty-state">🌱 <p>Δεν υπάρχουν δεδομένα χωριών ακόμη.<br>Βεβαιώσου ότι το script v3.3+ τρέχει στο παιχνίδι.</p></div></td></tr>'; tbody.innerHTML = '<tr><td colspan="5"><div class="empty-state">🌱 <p>Δεν υπάρχουν δεδομένα χωριών ακόμη.<br>Βεβαιώσου ότι το script v3.3+ τρέχει στο παιχνίδι.</p></div></td></tr>';
return; return;
} }
const now = Math.floor(Date.now() / 1000); const now = Math.floor(Date.now() / 1000);
tbody.innerHTML = data.map(t => { tbody.innerHTML = data.map((t, idx) => {
const readyBadge = t.ready_farms > 0 const readyBadge = t.ready_farms > 0
? `<span class="badge ready">✓ ${t.ready_farms} Έτοιμα</span>` ? `<span class="badge ready">✓ ${t.ready_farms} Έτοιμα</span>`
: `<span class="badge waiting">Αναμονή</span>`; : `<span class="badge waiting">Αναμονή</span>`;
@@ -408,11 +507,16 @@
nextStr = '<span class="countdown">Τώρα</span>'; nextStr = '<span class="countdown">Τώρα</span>';
} }
} }
// Show last farmed only in first row — same value for all rows
const lastFarmedCell = idx === 0
? `<td rowspan="${data.length}" style="color:#4acc64;font-size:0.82rem;vertical-align:middle;">${lastFarmed}</td>`
: '';
return `<tr> return `<tr>
<td><strong>${t.town_name}</strong></td> <td><strong>${t.town_name}</strong></td>
<td>${readyBadge}</td> <td>${readyBadge}</td>
<td><span style="color:#888">${t.total_farms}</span></td> <td><span style="color:#888">${t.total_farms}</span></td>
<td>${nextStr}</td> <td>${nextStr}</td>
${lastFarmedCell}
</tr>`; </tr>`;
}).join(''); }).join('');
}); });
@@ -460,7 +564,7 @@
headers: { 'Content-Type': 'application/json' }, headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ body: JSON.stringify({
player_id: PLAYER_ID, player_id: PLAYER_ID,
town_id: 0, town_id: WORLD_ID ? `0_${WORLD_ID}` : "0",
type: 'farm_upgrade', type: 'farm_upgrade',
payload: { threshold: threshold, action_type: actionType } payload: { threshold: threshold, action_type: actionType }
}) })
@@ -475,12 +579,154 @@
}); });
} }
// -- Trigger Manual Loot --
function triggerManualLoot() {
const btn = document.getElementById('manual-loot-btn');
const originalText = btn.innerText;
btn.innerText = '⏳ Αποστολή...';
btn.disabled = true;
fetch('/dashboard/commands', {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({
player_id: PLAYER_ID,
town_id: WORLD_ID ? `0_${WORLD_ID}` : "0",
type: 'farm_loot',
payload: { loot_option: selectedOption }
})
})
.then(r => r.json())
.then(() => {
btn.innerText = '✓ Εστάλη!';
setTimeout(() => {
btn.innerText = originalText;
btn.disabled = false;
}, 2000);
});
}
function attackBootcampNow() {
const btn = document.getElementById('bootcamp-attack-btn');
const status = document.getElementById('bootcamp-attack-status');
const originalText = btn.innerText;
btn.innerText = '⏳ Αποστολή...';
btn.disabled = true;
fetch('/dashboard/bootcamp-attack-now', {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ player_id: PLAYER_ID, world_id: WORLD_ID })
})
.then(r => r.json())
.then(() => {
btn.innerText = '✓ Εστάλη!';
status.style.opacity = '1';
setTimeout(() => {
btn.innerText = originalText;
btn.disabled = false;
status.style.opacity = '0';
}, 2000);
});
}
async function checkWarehouseStatus() {
try {
const res = await fetch(`/api/farm_status?player_id=${PLAYER_ID}&world_id=${WORLD_ID}`);
const data = await res.json();
const banner = document.getElementById('warehouse-full-banner');
if (banner) banner.style.display = data.warehouse_full ? 'flex' : 'none';
} catch(e) {}
}
// ── Bot Settings (Bootcamp + Rural Trade) ─────────────────────
let selectedRatio = 3;
function selectRatio(n) {
selectedRatio = n;
document.querySelectorAll('[data-ratio]').forEach(b => {
b.classList.toggle('selected', parseInt(b.dataset.ratio) === n);
});
}
function loadBotSettings() {
fetch(`/dashboard/bot-settings?player_id=${PLAYER_ID}&world_id=${WORLD_ID}`)
.then(r => r.json())
.then(cfg => {
document.getElementById('bootcamp-enabled').checked = !!cfg.bootcamp_enabled;
document.getElementById('bootcamp-hint').textContent = cfg.bootcamp_enabled ? '🟢 Ενεργό' : 'Ανενεργό';
document.getElementById('bootcamp-use-def').checked = !!cfg.bootcamp_use_def;
document.getElementById('rural-trade-enabled').checked = !!cfg.rural_trade_enabled;
document.getElementById('rural-trade-hint').textContent = cfg.rural_trade_enabled ? '🟢 Ενεργό' : 'Ανενεργό';
selectRatio(cfg.rural_trade_ratio || 3);
});
}
function saveBotSettings() {
fetch('/dashboard/bot-settings', {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({
player_id: PLAYER_ID,
world_id: WORLD_ID,
bootcamp_enabled: document.getElementById('bootcamp-enabled').checked,
bootcamp_use_def: document.getElementById('bootcamp-use-def').checked,
rural_trade_enabled: document.getElementById('rural-trade-enabled').checked,
rural_trade_ratio: selectedRatio
})
}).then(r => r.json()).then(() => {
// Update hints
document.getElementById('bootcamp-hint').textContent =
document.getElementById('bootcamp-enabled').checked ? '🟢 Ενεργό' : 'Ανενεργό';
document.getElementById('rural-trade-hint').textContent =
document.getElementById('rural-trade-enabled').checked ? '🟢 Ενεργό' : 'Ανενεργό';
const s = document.getElementById('bot-save-status');
s.classList.add('visible');
setTimeout(() => s.classList.remove('visible'), 2500);
});
}
// Wire toggle hints live
document.getElementById('bootcamp-enabled').addEventListener('change', function() {
document.getElementById('bootcamp-hint').textContent = this.checked ? '🟢 Ενεργό' : 'Ανενεργό';
});
document.getElementById('rural-trade-enabled').addEventListener('change', function() {
document.getElementById('rural-trade-hint').textContent = this.checked ? '🟢 Ενεργό' : 'Ανενεργό';
});
// ── Bot Logs ───────────────────────────────────────────────────
function renderBotLog(containerId, entries) {
const el = document.getElementById(containerId);
if (!entries || entries.length === 0) {
el.innerHTML = '<span style="color:#444;">Δεν υπάρχουν εγγραφές ακόμη.</span>';
return;
}
el.innerHTML = entries.map(e => {
const t = new Date(e.created_at + 'Z').toLocaleTimeString([], { hour: '2-digit', minute: '2-digit', second: '2-digit', hour12: false });
return `<div><span style="color:#3a6a8a;">[${t}]</span> ${e.message}</div>`;
}).join('');
}
function loadBotLogs() {
fetch(`/dashboard/bot-logs?player_id=${PLAYER_ID}&world_id=${WORLD_ID}&feature=bootcamp`)
.then(r => r.json()).then(data => renderBotLog('bootcamp-log', data));
fetch(`/dashboard/bot-logs?player_id=${PLAYER_ID}&world_id=${WORLD_ID}&feature=rural_trade`)
.then(r => r.json()).then(data => renderBotLog('rural-trade-log', data));
}
// -- Boot -- // -- Boot --
loadSettings(); loadSettings();
loadBotSettings();
loadFarmData(); loadFarmData();
loadBotLogs();
checkOnline(); checkOnline();
setInterval(loadFarmData, 15000); checkWarehouseStatus();
setInterval(checkOnline, 20000); setInterval(loadFarmData, 15000);
setInterval(loadBotLogs, 15000);
setInterval(checkOnline, 20000);
setInterval(checkWarehouseStatus, 20000);
</script> </script>
</body> </body>
</html> </html>

View File

@@ -95,9 +95,16 @@
.hub-card.farm::before { background: radial-gradient(circle at top left, rgba(74,200,100,0.08), transparent 70%); } .hub-card.farm::before { background: radial-gradient(circle at top left, rgba(74,200,100,0.08), transparent 70%); }
.hub-card.farm:hover { border-color: #4acc64; box-shadow: 0 12px 40px rgba(74,200,100,0.15); } .hub-card.farm:hover { border-color: #4acc64; box-shadow: 0 12px 40px rgba(74,200,100,0.15); }
/* Live Tracker — blue (coming soon, dimmed) */ /* Live Tracker — teal */
.hub-card.tracker { border-color: #1a2030; opacity: 0.65; cursor: not-allowed; } .hub-card.tracker { border-color: #1a3035; }
.hub-card.tracker:hover { transform: none; box-shadow: none; border-color: #1a2030; } .hub-card.tracker::before { background: radial-gradient(circle at top left, rgba(111,207,207,0.08), transparent 70%); }
.hub-card.tracker:hover { border-color: #6fcfcf; box-shadow: 0 12px 40px rgba(111,207,207,0.15); }
/* Attack Planner — red/orange */
.hub-card.attack { border-color: #301a1a; }
.hub-card.attack::before { background: radial-gradient(circle at top left, rgba(224,85,85,0.08), transparent 70%); }
.hub-card.attack:hover { border-color: #e05555; box-shadow: 0 12px 40px rgba(224,85,85,0.15); }
.hub-card.attack .card-title { color: #e05555; }
.card-icon { .card-icon {
font-size: 2.8rem; font-size: 2.8rem;
@@ -154,24 +161,29 @@
<div class="hub-grid"> <div class="hub-grid">
<a href="/player/{{ player_id }}/admin" class="hub-card admin"> <a href="/player/{{ player_id }}/{{ world_id }}/admin" class="hub-card admin">
<span class="card-icon">🏛️</span> <span class="card-icon">🏛️</span>
<div class="card-title">Admin Mode</div> <div class="card-title">Admin Mode</div>
<div class="card-desc">Κτίρια, στρατολόγηση, αγορά, ουρά κατασκευών και πλήρης έλεγχος πόλεων.</div> <div class="card-desc">Κτίρια, στρατολόγηση, αγορά, ουρά κατασκευών και πλήρης έλεγχος πόλεων.</div>
</a> </a>
<a href="/player/{{ player_id }}/farm" class="hub-card farm"> <a href="/player/{{ player_id }}/{{ world_id }}/farm" class="hub-card farm">
<span class="card-icon">🌾</span> <span class="card-icon">🌾</span>
<div class="card-title">Farm Manager</div> <div class="card-title">Farm Manager</div>
<div class="card-desc">Αυτόματη συλλογή πόρων από χωριά. Ρυθμίσεις χρόνου λεηλασίας και έλεγχος με ένα κλικ.</div> <div class="card-desc">Αυτόματη συλλογή πόρων από χωριά. Ρυθμίσεις χρόνου λεηλασίας και έλεγχος με ένα κλικ.</div>
</a> </a>
<div class="hub-card tracker"> <a href="/player/{{ player_id }}/{{ world_id }}/tracker" class="hub-card tracker">
<span class="soon-badge">Σύντομα</span>
<span class="card-icon">🛡️</span> <span class="card-icon">🛡️</span>
<div class="card-title">Live Tracker</div> <div class="card-title">Live Tracker</div>
<div class="card-desc">Παρακολούθηση κινήσεων στρατού σε πραγματικό χρόνο. Εισερχόμενες επιθέσεις και ενισχύσεις.</div> <div class="card-desc">Παρακολούθηση κινήσεων στρατού σε πραγματικό χρόνο. Εισερχόμενες επιθέσεις και ενισχύσεις.</div>
</div> </a>
<a href="/player/{{ player_id }}/{{ world_id }}/attack-planner" class="hub-card attack">
<span class="card-icon">⚔️</span>
<div class="card-title">Attack Planner</div>
<div class="card-desc">Συντονισμένες επιθέσεις σε ακριβή χρόνο. Υπολογισμός χρόνου αποστολής, επιστροφής και πλοίων.</div>
</a>
</div> </div>
@@ -180,7 +192,8 @@
<script> <script>
// Fetch player name to show in the badge // Fetch player name to show in the badge
const playerId = '{{ player_id }}'; const playerId = '{{ player_id }}';
fetch(`/dashboard/towns?player_id=${playerId}`) const worldId = '{{ world_id }}';
fetch(`/dashboard/towns?player_id=${playerId}&world_id=${worldId}`)
.then(r => r.json()) .then(r => r.json())
.then(towns => { .then(towns => {
if (towns && towns.length > 0) { if (towns && towns.length > 0) {

View File

@@ -5,26 +5,64 @@
<meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Grepolis Remote Dashboard - Select Player</title> <title>Grepolis Remote Dashboard - Select Player</title>
<link rel="stylesheet" href="/static/css/styles.css"> <link rel="stylesheet" href="/static/css/styles.css">
<link rel="preconnect" href="https://fonts.googleapis.com">
<link href="https://fonts.googleapis.com/css2?family=Inter:wght@400;500;600;700&display=swap" rel="stylesheet">
<style> <style>
*, *::before, *::after { box-sizing: border-box; margin: 0; padding: 0; }
body { body {
font-family: 'Inter', 'Segoe UI', sans-serif;
background-color: #0d1117;
min-height: 100vh;
color: #e6edf3;
}
/* --- Top nav --- */
.topbar {
background: #161b22;
border-bottom: 1px solid #30363d;
padding: 14px 32px;
display: flex;
align-items: center;
justify-content: space-between;
}
.topbar-logo { font-size: 1.1rem; font-weight: 700; color: #c8a44a; }
.topbar-nav { display: flex; gap: 16px; align-items: center; }
.topbar-nav a {
color: #8b949e; font-size: 0.875rem; text-decoration: none;
padding: 6px 12px; border-radius: 6px; transition: background 0.2s, color 0.2s;
}
.topbar-nav a:hover { background: #21262d; color: #e6edf3; }
.topbar-nav .user-badge { color: #c8a44a; font-size: 0.875rem; font-weight: 600; }
.btn-logout {
background: rgba(248,81,73,0.1); color: #f85149;
border: 1px solid rgba(248,81,73,0.3); padding: 6px 14px; border-radius: 6px;
font-size: 0.875rem; font-family: inherit; text-decoration: none;
transition: background 0.2s;
}
.btn-logout:hover { background: rgba(248,81,73,0.2) !important; }
/* --- Main content --- */
.main-content {
display: flex; display: flex;
justify-content: center; justify-content: center;
align-items: center; align-items: flex-start;
min-height: 100vh; padding: 60px 20px;
background-color: #1a1a24; min-height: calc(100vh - 57px);
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
} }
.landing-container { .landing-container {
background: #2a2a36; background: #161b22;
border: 1px solid #30363d;
padding: 2rem; padding: 2rem;
border-radius: 8px; border-radius: 10px;
box-shadow: 0 4px 6px rgba(0,0,0,0.3); box-shadow: 0 8px 32px rgba(0,0,0,0.4);
text-align: center; text-align: center;
max-width: 500px; max-width: 520px;
width: 100%; width: 100%;
} }
.landing-container h1 { color: #c8a44a; margin-bottom: 5px; font-size: 1.5rem; }
.landing-container > p { color: #8b949e; margin-bottom: 20px; font-size: 0.9rem; }
.player-card { .player-card {
background: #3a3a46; background: #21262d;
margin: 10px 0; margin: 10px 0;
padding: 15px; padding: 15px;
border-radius: 6px; border-radius: 6px;
@@ -33,66 +71,86 @@
color: white; color: white;
display: block; display: block;
transition: background 0.2s, transform 0.1s; transition: background 0.2s, transform 0.1s;
font-size: 1.1rem; font-size: 1rem;
border: 1px solid #4a4a56; border: 1px solid #30363d;
} }
.player-card:hover { .player-card:hover { background: #30363d; transform: translateY(-2px); border-color: #c8a44a; }
background: #5a5a66; .player-card span { color: #8b949e; font-size: 0.8rem; margin-left: 8px; }
transform: translateY(-2px);
border-color: #c8a44a; .no-clan-box {
background: rgba(200,164,74,0.1);
border: 1px solid rgba(200,164,74,0.3);
border-radius: 8px;
padding: 20px;
margin-top: 10px;
} }
.player-card span { .no-clan-box p { color: #c8a44a; margin-bottom: 12px; }
color: #888; .btn-create {
font-size: 0.8rem; display: inline-block;
margin-left: 10px; background: #c8a44a; color: #0d1117;
} padding: 9px 20px; border-radius: 6px;
h1 { font-weight: 700; font-size: 0.875rem; text-decoration: none;
color: #c8a44a; transition: background 0.2s;
margin-bottom: 5px;
}
p {
color: #aaa;
margin-bottom: 20px;
} }
.btn-create:hover { background: #e0b85a; }
</style> </style>
</head> </head>
<body> <body>
<div class="landing-container">
<h1>⚔️ Grepolis Remote</h1>
<p>Select an active account to manage</p>
{% if not players %} <div class="topbar">
<p style="color: #ffaa55;">No players found! Install the Tampermonkey script and log into the game first.</p> <span class="topbar-logo">⚔️ Grepolis Remote</span>
{% endif %} <div class="topbar-nav">
{% if current_user.is_authenticated %}
{% for p in players %} <span class="user-badge">{{ current_user.username }}</span>
<a href="/player/{{ p.player_id }}" class="player-card"> <a href="/auth/options">Ρυθμίσεις</a>
<div style="display: flex; justify-content: space-between; align-items: center;"> <a href="/auth/logout" class="btn-logout">Αποσύνδεση</a>
<div> {% endif %}
<strong>{{ p.player }}</strong> <span style="color: #6fcfcf;">[{{ p.world_id }}]</span> <span>(ID: {{ p.player_id }})</span> </div>
</div>
<div style="display: flex; gap: 8px;">
{% if p.captcha_active %}
<span style="display: flex; align-items: center; gap: 6px; background: rgba(255, 100, 100, 0.2); padding: 5px 12px; border-radius: 20px; font-size: 0.8rem; color: #ff6464; font-weight: bold; border: 1px solid rgba(255, 100, 100, 0.5); box-shadow: 0 0 8px rgba(255, 100, 100, 0.4);">
⚠️ Captcha
</span>
{% endif %}
{% if p.is_online %}
<span style="display: flex; align-items: center; gap: 6px; background: rgba(50, 150, 50, 0.2); padding: 5px 12px; border-radius: 20px; font-size: 0.8rem; color: #7bcc7b; font-weight: bold; border: 1px solid rgba(123, 204, 123, 0.3);">
<span style="display: inline-block; width: 8px; height: 8px; background: #7bcc7b; border-radius: 50%; box-shadow: 0 0 6px #7bcc7b;"></span>
Online
</span>
{% else %}
<span style="display: flex; align-items: center; gap: 6px; background: rgba(150, 50, 50, 0.2); padding: 5px 12px; border-radius: 20px; font-size: 0.8rem; color: #cc7b7b; font-weight: bold; border: 1px solid rgba(204, 123, 123, 0.3);">
<span style="display: inline-block; width: 8px; height: 8px; background: #cc7b7b; border-radius: 50%;"></span>
Offline
</span>
{% endif %}
</div>
</div>
</a>
{% endfor %}
</div> </div>
<div class="main-content">
<div class="landing-container">
<h1>⚔️ Grepolis Remote</h1>
<p>Select an active account to manage</p>
{% if no_clan %}
<div class="no-clan-box">
<p>Δεν έχετε δημιουργήσει clan ακόμη. Πηγαίνετε στις Ρυθμίσεις για να ξεκινήσετε.</p>
<a href="/auth/options" class="btn-create">🏰 Δημιουργία Clan →</a>
</div>
{% elif not players %}
<p style="color:#ffaa55;">Κανένας παίκτης δεν έχει συνδεθεί ακόμη. Βεβαιωθείτε ότι το Loader script τρέχει με το σωστό Clan Key.</p>
{% endif %}
{% for p in players %}
<a href="/player/{{ p.player_id }}/{{ p.world_id }}" class="player-card">
<div style="display: flex; justify-content: space-between; align-items: center;">
<div>
<strong>{{ p.player }}</strong>
<span style="color:#6fcfcf;">[{{ p.world_id }}]</span>
<span>(ID: {{ p.player_id }})</span>
</div>
<div style="display: flex; gap: 8px;">
{% if p.captcha_active %}
<span style="display:flex;align-items:center;gap:6px;background:rgba(255,100,100,0.2);padding:5px 12px;border-radius:20px;font-size:0.8rem;color:#ff6464;font-weight:bold;border:1px solid rgba(255,100,100,0.5);">
⚠️ Captcha
</span>
{% endif %}
{% if p.is_online %}
<span style="display:flex;align-items:center;gap:6px;background:rgba(50,150,50,0.2);padding:5px 12px;border-radius:20px;font-size:0.8rem;color:#7bcc7b;font-weight:bold;border:1px solid rgba(123,204,123,0.3);">
<span style="display:inline-block;width:8px;height:8px;background:#7bcc7b;border-radius:50%;box-shadow:0 0 6px #7bcc7b;"></span>Online
</span>
{% else %}
<span style="display:flex;align-items:center;gap:6px;background:rgba(150,50,50,0.2);padding:5px 12px;border-radius:20px;font-size:0.8rem;color:#cc7b7b;font-weight:bold;border:1px solid rgba(204,123,123,0.3);">
<span style="display:inline-block;width:8px;height:8px;background:#cc7b7b;border-radius:50%;"></span>Offline
</span>
{% endif %}
</div>
</div>
</a>
{% endfor %}
</div>
</div>
</body> </body>
</html> </html>

115
templates/login.html Normal file
View File

@@ -0,0 +1,115 @@
<!DOCTYPE html>
<html lang="el">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Grepolis Remote — Σύνδεση</title>
<link rel="preconnect" href="https://fonts.googleapis.com">
<link href="https://fonts.googleapis.com/css2?family=Inter:wght@400;500;600;700&display=swap" rel="stylesheet">
<style>
*, *::before, *::after { box-sizing: border-box; margin: 0; padding: 0; }
body {
font-family: 'Inter', sans-serif;
background: #0d1117;
min-height: 100vh;
display: flex;
align-items: center;
justify-content: center;
color: #e6edf3;
}
.card {
background: #161b22;
border: 1px solid #30363d;
border-radius: 12px;
padding: 40px 36px;
width: 100%;
max-width: 400px;
box-shadow: 0 8px 32px rgba(0,0,0,0.5);
}
.logo {
text-align: center;
margin-bottom: 28px;
}
.logo h1 {
font-size: 1.6rem;
font-weight: 700;
color: #c8a44a;
}
.logo p { color: #8b949e; font-size: 0.9rem; margin-top: 6px; }
.form-group { margin-bottom: 18px; }
label { display: block; font-size: 0.85rem; font-weight: 500; color: #8b949e; margin-bottom: 6px; }
input[type="text"], input[type="password"] {
width: 100%;
padding: 10px 14px;
background: #0d1117;
border: 1px solid #30363d;
border-radius: 6px;
color: #e6edf3;
font-size: 0.95rem;
font-family: inherit;
transition: border-color 0.2s;
}
input:focus { outline: none; border-color: #c8a44a; }
.btn {
width: 100%;
padding: 11px;
background: #c8a44a;
color: #0d1117;
border: none;
border-radius: 6px;
font-size: 0.95rem;
font-weight: 700;
font-family: inherit;
cursor: pointer;
transition: background 0.2s, transform 0.1s;
margin-top: 4px;
}
.btn:hover { background: #e0b85a; transform: translateY(-1px); }
.error {
background: rgba(248,81,73,0.12);
border: 1px solid rgba(248,81,73,0.4);
border-radius: 6px;
padding: 10px 14px;
color: #f85149;
font-size: 0.875rem;
margin-bottom: 18px;
}
.footer-link {
text-align: center;
margin-top: 22px;
font-size: 0.85rem;
color: #8b949e;
}
.footer-link a { color: #c8a44a; text-decoration: none; }
.footer-link a:hover { text-decoration: underline; }
</style>
</head>
<body>
<div class="card">
<div class="logo">
<h1>⚔️ Grepolis Remote</h1>
<p>Συνδεθείτε στον λογαριασμό σας</p>
</div>
{% if error %}
<div class="error">{{ error }}</div>
{% endif %}
<form method="POST" action="/auth/login">
<div class="form-group">
<label for="username">Όνομα Χρήστη</label>
<input type="text" id="username" name="username" autocomplete="username" required>
</div>
<div class="form-group">
<label for="password">Κωδικός</label>
<input type="password" id="password" name="password" autocomplete="current-password" required>
</div>
<button type="submit" class="btn">Σύνδεση →</button>
</form>
<div class="footer-link">
Δεν έχετε λογαριασμό; <a href="/auth/register">Εγγραφή</a>
</div>
</div>
</body>
</html>

380
templates/options.html Normal file
View File

@@ -0,0 +1,380 @@
<!DOCTYPE html>
<html lang="el">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Grepolis Remote — Ρυθμίσεις Clan</title>
<link rel="preconnect" href="https://fonts.googleapis.com">
<link href="https://fonts.googleapis.com/css2?family=Inter:wght@400;500;600;700&display=swap" rel="stylesheet">
<style>
*, *::before, *::after { box-sizing: border-box; margin: 0; padding: 0; }
body { font-family: 'Inter', sans-serif; background: #0d1117; color: #e6edf3; min-height: 100vh; }
/* --- Top nav --- */
.topbar {
background: #161b22;
border-bottom: 1px solid #30363d;
padding: 14px 32px;
display: flex;
align-items: center;
justify-content: space-between;
}
.topbar-logo { font-size: 1.1rem; font-weight: 700; color: #c8a44a; text-decoration: none; }
.topbar-nav { display: flex; gap: 16px; align-items: center; }
.topbar-nav a {
color: #8b949e; font-size: 0.875rem; text-decoration: none;
padding: 6px 12px; border-radius: 6px; transition: background 0.2s, color 0.2s;
}
.topbar-nav a:hover { background: #21262d; color: #e6edf3; }
.topbar-nav a.active { color: #c8a44a; }
.topbar-nav .btn-logout {
background: rgba(248,81,73,0.1); color: #f85149;
border: 1px solid rgba(248,81,73,0.3); padding: 6px 14px; border-radius: 6px;
cursor: pointer; font-size: 0.875rem; font-family: inherit; text-decoration: none;
transition: background 0.2s;
}
.topbar-nav .btn-logout:hover { background: rgba(248,81,73,0.2); }
/* --- Page layout --- */
.page { max-width: 760px; margin: 40px auto; padding: 0 20px; }
.page-title { font-size: 1.5rem; font-weight: 700; margin-bottom: 6px; }
.page-subtitle { color: #8b949e; font-size: 0.9rem; margin-bottom: 32px; }
/* --- Cards --- */
.card {
background: #161b22;
border: 1px solid #30363d;
border-radius: 10px;
padding: 24px 28px;
margin-bottom: 24px;
}
.card-title {
font-size: 1rem; font-weight: 600;
margin-bottom: 18px; padding-bottom: 12px;
border-bottom: 1px solid #30363d;
display: flex; align-items: center; gap: 8px;
}
/* --- Key display --- */
.key-box {
background: #0d1117;
border: 1px solid #30363d;
border-radius: 6px;
padding: 14px 18px;
display: flex; align-items: center; justify-content: space-between;
gap: 12px; margin-bottom: 14px;
}
.key-value {
font-family: 'Courier New', monospace;
font-size: 1.4rem;
font-weight: 700;
color: #c8a44a;
letter-spacing: 3px;
}
.btn-copy {
background: #21262d; color: #e6edf3;
border: 1px solid #30363d; border-radius: 6px;
padding: 6px 14px; font-size: 0.8rem; cursor: pointer;
font-family: inherit; transition: background 0.2s; white-space: nowrap;
}
.btn-copy:hover { background: #30363d; }
/* --- Create clan form --- */
.inline-form { display: flex; gap: 10px; }
.inline-form input[type="text"] {
flex: 1; padding: 9px 14px;
background: #0d1117; border: 1px solid #30363d; border-radius: 6px;
color: #e6edf3; font-size: 0.9rem; font-family: inherit;
}
.inline-form input:focus { outline: none; border-color: #c8a44a; }
/* --- Buttons --- */
.btn-primary {
background: #c8a44a; color: #0d1117;
border: none; border-radius: 6px; padding: 9px 18px;
font-weight: 700; font-size: 0.875rem; font-family: inherit;
cursor: pointer; transition: background 0.2s, transform 0.1s; white-space: nowrap;
}
.btn-primary:hover { background: #e0b85a; transform: translateY(-1px); }
.btn-danger {
background: rgba(248,81,73,0.1); color: #f85149;
border: 1px solid rgba(248,81,73,0.3); border-radius: 6px;
padding: 5px 12px; font-size: 0.8rem; font-family: inherit;
cursor: pointer; transition: background 0.2s;
}
.btn-danger:hover { background: rgba(248,81,73,0.2); }
.btn-warning {
background: rgba(210,153,34,0.1); color: #d99512;
border: 1px solid rgba(210,153,34,0.3); border-radius: 6px;
padding: 7px 14px; font-size: 0.8rem; font-family: inherit;
cursor: pointer; transition: background 0.2s; margin-top: 6px;
}
.btn-warning:hover { background: rgba(210,153,34,0.2); }
/* --- Members table --- */
.members-table { width: 100%; border-collapse: collapse; }
.members-table th {
text-align: left; font-size: 0.75rem; color: #8b949e;
text-transform: uppercase; letter-spacing: 0.5px;
padding: 0 0 10px 0; border-bottom: 1px solid #30363d;
}
.members-table td {
padding: 12px 0; border-bottom: 1px solid #21262d;
font-size: 0.875rem; vertical-align: middle;
}
.members-table tr:last-child td { border-bottom: none; }
.player-name { font-weight: 600; }
.player-id { color: #8b949e; font-size: 0.78rem; font-family: monospace; }
.status-online { color: #3fb950; font-size: 0.78rem; font-weight: 600; }
.status-offline { color: #8b949e; font-size: 0.78rem; }
.empty-state {
text-align: center; padding: 32px 0;
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);
border-radius: 6px; padding: 12px 16px;
color: #d99512; font-size: 0.85rem; margin-top: 10px;
}
</style>
</head>
<body>
<div class="topbar">
<a class="topbar-logo" href="/">⚔️ Grepolis Remote</a>
<div class="topbar-nav">
<a href="/">Clients</a>
<a href="/auth/options" class="active">Ρυθμίσεις</a>
<a href="/auth/logout" class="btn-logout">Αποσύνδεση</a>
</div>
</div>
<div class="page">
<div class="page-title">Ρυθμίσεις Clan</div>
<div class="page-subtitle">Διαχείριση της ομάδας σας και του κλειδιού πρόσβασης</div>
{% with messages = get_flashed_messages(with_categories=true) %}
{% if messages %}
{% for category, message in messages %}
<div class="warn-box" style="margin-bottom: 20px; color: {% if category == 'error' %}#f85149{% else %}#3fb950{% endif %}; border-color: {% if category == 'error' %}rgba(248,81,73,0.3){% else %}rgba(63,185,80,0.3){% endif %}; background: {% if category == 'error' %}rgba(248,81,73,0.1){% else %}rgba(63,185,80,0.1){% endif %};">
{{ message }}
</div>
{% endfor %}
{% endif %}
{% endwith %}
{% if clan %}
{% if clan.owner_id == current_user.id %}
<!-- ===================== Clan Key Section ===================== -->
<div class="card">
<div class="card-title">🔑 Clan Key</div>
<p style="color:#8b949e; font-size:0.875rem; margin-bottom:14px;">
Μοιραστείτε αυτό το κλειδί με τους παίκτες σας. Πρέπει να το προσθέσουν στο Loader script τους για να συνδεθούν στην ομάδα σας.
</p>
<div class="key-box">
<span class="key-value" id="clanKeyDisplay">{{ clan.clan_key }}</span>
<button class="btn-copy" onclick="copyKey()">📋 Αντιγραφή</button>
</div>
<div class="warn-box">
⚠️ Εάν αναγεννήσετε το κλειδί, οι παίκτες σας θα πρέπει να ενημερώσουν το script τους με το νέο κλειδί.
</div>
<form method="POST" action="/auth/clan/regenerate-key"
onsubmit="return confirm('Σίγουρα; Οι παίκτες σου θα πρέπει να ανανεώσουν το κλειδί τους.');">
<button type="submit" class="btn-warning">🔄 Αναγέννηση Κλειδιού</button>
</form>
</div>
<!-- ===================== Website Admins Section ===================== -->
<div class="card">
<div class="card-title">👨‍💻 Website Admins</div>
<p style="color:#8b949e; font-size:0.875rem; margin-bottom:14px;">
Προσθέστε το username άλλων παικτών που έχουν ήδη εγγραφεί στο site για να τους δώσετε πρόσβαση στο dashboard σας.
</p>
<form method="POST" action="/auth/clan/add-admin" class="inline-form" style="margin-bottom: 20px;">
<input type="text" name="admin_username" placeholder="π.χ. player123" required>
<button type="submit" class="btn-primary">Προσθήκη Admin</button>
</form>
{% if admins %}
<table class="members-table">
<thead>
<tr>
<th>Admin Username</th>
<th>Ημερομηνία Προσθήκης</th>
<th></th>
</tr>
</thead>
<tbody>
{% for a in admins %}
<tr>
<td><div class="player-name">{{ a.username }}</div></td>
<td style="color:#8b949e; font-size:0.8rem;">{{ a.created_at[:10] }}</td>
<td style="text-align:right;">
<form method="POST" action="/auth/clan/remove-admin/{{ a.id }}" onsubmit="return confirm('Αφαίρεση του admin {{ a.username }}?');">
<button type="submit" class="btn-danger">Αφαίρεση</button>
</form>
</td>
</tr>
{% endfor %}
</tbody>
</table>
{% else %}
<div class="empty-state" style="padding: 16px 0;">
Δεν έχετε προσθέσει κανέναν website admin ακόμη.
</div>
{% endif %}
</div>
{% endif %}
<!-- ===================== Members Section ===================== -->
<div class="card">
<div class="card-title">👥 Μέλη Clan — {{ clan.name }}</div>
{% if members %}
<table class="members-table">
<thead>
<tr>
<th>Παίκτης</th>
<th>Κόσμος</th>
<th>Κατάσταση</th>
<th>Δυνατότητες</th>
<th>Προστέθηκε</th>
<th></th>
</tr>
</thead>
<tbody>
{% for m in members %}
<tr>
<td>
<div class="player-name">{{ m.player_name }}</div>
<div class="player-id">ID: {{ m.player_id }}</div>
</td>
<td>
{% if m.world_id and m.world_id != '' %}
<span style="font-size:0.82rem;font-family:monospace;color:#c8a44a;">{{ m.world_id }}</span>
{% else %}
<span style="font-size:0.78rem;color:#555;"></span>
{% endif %}
</td>
<td>
{% if m.is_online %}
<span class="status-online">● Online</span>
{% else %}
<span class="status-offline">● Offline</span>
{% endif %}
</td>
<td>
{% if clan.owner_id == current_user.id %}
<form method="POST" action="/auth/clan/update-features/{{ m.player_id }}/{{ m.world_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>
<label class="toggle-label">
<input type="checkbox" name="attack_planner" onchange="this.form.submit()" {{ 'checked' if m.feat_atk_planner }}> ⚔️ Planner
</label>
<label class="toggle-label">
<input type="checkbox" name="attack_planner_admin" onchange="this.form.submit()" {{ 'checked' if m.feat_atk_planner_admin }}> 🎯 Planner Admin
</label>
</div>
</form>
{% else %}
<div class="toggle-group" style="opacity: 0.8;">
<span class="toggle-label" style="cursor:default; border-color: {{ '#3fb950' if m.feat_farm else '#30363d' }}; color: {{ '#3fb950' if m.feat_farm else '#8b949e' }};">🌾 Farm</span>
<span class="toggle-label" style="cursor:default; border-color: {{ '#3fb950' if m.feat_admin else '#30363d' }}; color: {{ '#3fb950' if m.feat_admin else '#8b949e' }};">🏛 Admin</span>
<span class="toggle-label" style="cursor:default; border-color: {{ '#3fb950' if m.feat_atk_planner else '#30363d' }}; color: {{ '#3fb950' if m.feat_atk_planner else '#8b949e' }};">⚔️ Planner</span>
<span class="toggle-label" style="cursor:default; border-color: {{ '#3fb950' if m.feat_atk_planner_admin else '#30363d' }}; color: {{ '#3fb950' if m.feat_atk_planner_admin else '#8b949e' }};">🎯 Planner Admin</span>
</div>
{% endif %}
</td>
<td style="color:#8b949e; font-size:0.8rem;">{{ m.joined_at }}</td>
<td style="text-align:right;">
{% if clan.owner_id == current_user.id %}
<form method="POST" action="/auth/clan/remove-member/{{ m.player_id }}/{{ m.world_id }}"
onsubmit="return confirm('Αφαίρεση {{ m.player_name }} ({{ m.world_id }})?');">
<button type="submit" class="btn-danger">Αφαίρεση</button>
</form>
{% endif %}
</td>
</tr>
{% endfor %}
</tbody>
</table>
{% else %}
<div class="empty-state">
Δεν υπάρχουν μέλη ακόμη.<br>
<span style="font-size:0.8rem; margin-top:6px; display:block;">
Μοιραστείτε το Clan Key με τους παίκτες σας για να συνδεθούν.
</span>
</div>
{% endif %}
</div>
{% if clan.owner_id != current_user.id %}
<!-- ===================== Leave Clan Section ===================== -->
<div class="card" style="border-color: rgba(248,81,73,0.3);">
<div class="card-title" style="color: #f85149; border-bottom-color: rgba(248,81,73,0.3);">🚪 Αποχώρηση από Clan</div>
<p style="color:#8b949e; font-size:0.875rem; margin-bottom:18px;">
Εάν αποχωρήσετε, δεν θα έχετε πλέον πρόσβαση στους παίκτες αυτής της ομάδας.
</p>
<form method="POST" action="/auth/clan/leave" onsubmit="return confirm('Είστε βέβαιοι ότι θέλετε να αποχωρήσετε από το Clan;');">
<button type="submit" class="btn-danger">Αποχώρηση</button>
</form>
</div>
{% endif %}
{% else %}
<!-- ===================== Create Clan Section ===================== -->
<div class="card">
<div class="card-title">🏰 Δημιουργία Clan</div>
<p style="color:#8b949e; font-size:0.875rem; margin-bottom:18px;">
Δεν έχετε δημιουργήσει clan ακόμη. Δώστε ένα όνομα για να ξεκινήσετε.
</p>
<form method="POST" action="/auth/clan/create" class="inline-form">
<input type="text" name="clan_name" placeholder="π.χ. Alpha Squad" required>
<button type="submit" class="btn-primary">Δημιουργία →</button>
</form>
</div>
{% endif %}
</div>
<script>
function copyKey() {
const key = document.getElementById('clanKeyDisplay').textContent;
navigator.clipboard.writeText(key).then(() => {
const btn = document.querySelector('.btn-copy');
btn.textContent = '✅ Αντιγράφηκε!';
setTimeout(() => btn.textContent = '📋 Αντιγραφή', 2000);
});
}
</script>
</body>
</html>

112
templates/register.html Normal file
View File

@@ -0,0 +1,112 @@
<!DOCTYPE html>
<html lang="el">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Grepolis Remote — Εγγραφή</title>
<link rel="preconnect" href="https://fonts.googleapis.com">
<link href="https://fonts.googleapis.com/css2?family=Inter:wght@400;500;600;700&display=swap" rel="stylesheet">
<style>
*, *::before, *::after { box-sizing: border-box; margin: 0; padding: 0; }
body {
font-family: 'Inter', sans-serif;
background: #0d1117;
min-height: 100vh;
display: flex;
align-items: center;
justify-content: center;
color: #e6edf3;
}
.card {
background: #161b22;
border: 1px solid #30363d;
border-radius: 12px;
padding: 40px 36px;
width: 100%;
max-width: 400px;
box-shadow: 0 8px 32px rgba(0,0,0,0.5);
}
.logo { text-align: center; margin-bottom: 28px; }
.logo h1 { font-size: 1.6rem; font-weight: 700; color: #c8a44a; }
.logo p { color: #8b949e; font-size: 0.9rem; margin-top: 6px; }
.form-group { margin-bottom: 18px; }
label { display: block; font-size: 0.85rem; font-weight: 500; color: #8b949e; margin-bottom: 6px; }
input[type="text"], input[type="password"] {
width: 100%;
padding: 10px 14px;
background: #0d1117;
border: 1px solid #30363d;
border-radius: 6px;
color: #e6edf3;
font-size: 0.95rem;
font-family: inherit;
transition: border-color 0.2s;
}
input:focus { outline: none; border-color: #c8a44a; }
.btn {
width: 100%;
padding: 11px;
background: #c8a44a;
color: #0d1117;
border: none;
border-radius: 6px;
font-size: 0.95rem;
font-weight: 700;
font-family: inherit;
cursor: pointer;
transition: background 0.2s, transform 0.1s;
margin-top: 4px;
}
.btn:hover { background: #e0b85a; transform: translateY(-1px); }
.error {
background: rgba(248,81,73,0.12);
border: 1px solid rgba(248,81,73,0.4);
border-radius: 6px;
padding: 10px 14px;
color: #f85149;
font-size: 0.875rem;
margin-bottom: 18px;
}
.footer-link {
text-align: center;
margin-top: 22px;
font-size: 0.85rem;
color: #8b949e;
}
.footer-link a { color: #c8a44a; text-decoration: none; }
.footer-link a:hover { text-decoration: underline; }
</style>
</head>
<body>
<div class="card">
<div class="logo">
<h1>⚔️ Grepolis Remote</h1>
<p>Δημιουργία νέου λογαριασμού</p>
</div>
{% if error %}
<div class="error">{{ error }}</div>
{% endif %}
<form method="POST" action="/auth/register">
<div class="form-group">
<label for="username">Όνομα Χρήστη</label>
<input type="text" id="username" name="username" autocomplete="username" required>
</div>
<div class="form-group">
<label for="password">Κωδικός</label>
<input type="password" id="password" name="password" autocomplete="new-password" required>
</div>
<div class="form-group">
<label for="confirm">Επαλήθευση Κωδικού</label>
<input type="password" id="confirm" name="confirm" autocomplete="new-password" required>
</div>
<button type="submit" class="btn">Εγγραφή →</button>
</form>
<div class="footer-link">
Έχετε ήδη λογαριασμό; <a href="/auth/login">Σύνδεση</a>
</div>
</div>
</body>
</html>

455
templates/tracker.html Normal file
View File

@@ -0,0 +1,455 @@
<!DOCTYPE html>
<html lang="el">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Live Tracker — Grepolis Remote</title>
<link rel="preconnect" href="https://fonts.googleapis.com">
<link href="https://fonts.googleapis.com/css2?family=Inter:wght@400;500;600;700;800&display=swap" rel="stylesheet">
<style>
*, *::before, *::after { box-sizing: border-box; margin: 0; padding: 0; }
:root {
--bg: #0f0f1a;
--surface: #181824;
--border: #2a2a40;
--text: #e0e0e0;
--muted: #666;
--gold: #c8a44a;
--red: #e05555;
--green: #4acc64;
--blue: #6fcfcf;
--yellow: #f0c040;
--purple: #a07adf;
}
body {
min-height: 100vh;
background: var(--bg);
font-family: 'Inter', 'Segoe UI', sans-serif;
color: var(--text);
padding: 1.5rem 2rem;
}
/* ---- Header ---- */
.page-header {
display: flex;
align-items: center;
gap: 1rem;
margin-bottom: 2rem;
flex-wrap: wrap;
}
.page-header h1 {
font-size: 1.7rem;
font-weight: 800;
background: linear-gradient(135deg, #c8a44a, #f0c96e, #c8a44a);
-webkit-background-clip: text;
-webkit-text-fill-color: transparent;
background-clip: text;
flex: 1;
}
.back-link {
color: var(--muted);
text-decoration: none;
font-size: 0.85rem;
transition: color 0.2s;
}
.back-link:hover { color: var(--text); }
/* ---- Connection status pill ---- */
#conn-status {
display: inline-flex;
align-items: center;
gap: 6px;
padding: 4px 12px;
border-radius: 20px;
font-size: 0.75rem;
font-weight: 600;
border: 1px solid;
transition: all 0.3s;
}
#conn-status.live { background: rgba(74,204,100,0.12); border-color: rgba(74,204,100,0.4); color: var(--green); }
#conn-status.wait { background: rgba(240,192,64,0.12); border-color: rgba(240,192,64,0.4); color: var(--yellow); }
#conn-status.error { background: rgba(224,85,85,0.12); border-color: rgba(224,85,85,0.4); color: var(--red); }
.status-dot {
width: 7px; height: 7px; border-radius: 50%;
background: currentColor;
animation: pulse 1.5s infinite;
}
@keyframes pulse { 0%,100%{opacity:1} 50%{opacity:0.3} }
/* ---- Summary badges ---- */
.summary-bar {
display: flex;
gap: 1rem;
flex-wrap: wrap;
margin-bottom: 1.5rem;
}
.summary-badge {
display: flex;
align-items: center;
gap: 8px;
background: var(--surface);
border: 1px solid var(--border);
border-radius: 12px;
padding: 8px 16px;
font-size: 0.85rem;
font-weight: 600;
min-width: 130px;
}
.summary-badge .badge-icon { font-size: 1.2rem; }
.summary-badge .badge-count { font-size: 1.5rem; font-weight: 800; margin-left: auto; }
.badge-incoming { border-color: rgba(224,85,85,0.4); }
.badge-incoming .badge-count { color: var(--red); }
.badge-outgoing { border-color: rgba(74,204,100,0.4); }
.badge-outgoing .badge-count { color: var(--green); }
.badge-support { border-color: rgba(111,207,207,0.4);}
.badge-support .badge-count { color: var(--blue); }
.badge-other { border-color: rgba(160,122,223,0.4);}
.badge-other .badge-count { color: var(--purple); }
/* ---- Section card ---- */
.section {
background: var(--surface);
border: 1px solid var(--border);
border-radius: 16px;
margin-bottom: 1.5rem;
overflow: hidden;
transition: border-color 0.3s;
}
.section-header {
display: flex;
align-items: center;
gap: 10px;
padding: 14px 20px;
background: rgba(255,255,255,0.03);
border-bottom: 1px solid var(--border);
font-size: 0.9rem;
font-weight: 700;
}
.section.incoming { border-color: rgba(224,85,85,0.35); }
.section.incoming .section-header { color: var(--red); }
.section.outgoing { border-color: rgba(74,204,100,0.35); }
.section.outgoing .section-header { color: var(--green); }
.section.support { border-color: rgba(111,207,207,0.35); }
.section.support .section-header { color: var(--blue); }
.section.other { border-color: rgba(160,122,223,0.35); }
.section.other .section-header { color: var(--purple); }
/* ---- Table ---- */
table {
width: 100%;
border-collapse: collapse;
font-size: 0.85rem;
}
th {
text-align: left;
padding: 10px 20px;
color: var(--muted);
font-weight: 600;
font-size: 0.75rem;
text-transform: uppercase;
letter-spacing: 0.05em;
border-bottom: 1px solid var(--border);
}
td {
padding: 11px 20px;
border-bottom: 1px solid rgba(255,255,255,0.04);
vertical-align: middle;
}
tr:last-child td { border-bottom: none; }
tr:hover td { background: rgba(255,255,255,0.025); }
.type-chip {
display: inline-block;
padding: 2px 9px;
border-radius: 8px;
font-size: 0.72rem;
font-weight: 700;
text-transform: uppercase;
letter-spacing: 0.04em;
}
.chip-attack_land { background: rgba(224,85,85,0.2); color: var(--red); border: 1px solid rgba(224,85,85,0.4); }
.chip-attack_sea { background: rgba(224,85,85,0.2); color: #f08080; border: 1px solid rgba(224,85,85,0.4); }
.chip-own_attack_land,
.chip-own_attack_sea { background: rgba(74,204,100,0.15); color: var(--green); border: 1px solid rgba(74,204,100,0.4); }
.chip-support { background: rgba(111,207,207,0.15);color: var(--blue); border: 1px solid rgba(111,207,207,0.4); }
.chip-own_support { background: rgba(111,207,207,0.15);color: #a0e8e8; border: 1px solid rgba(111,207,207,0.4); }
.chip-farming { background: rgba(160,122,223,0.15);color: var(--purple); border: 1px solid rgba(160,122,223,0.4); }
.chip-espionage { background: rgba(240,192,64,0.15); color: var(--yellow); border: 1px solid rgba(240,192,64,0.4); }
.chip-unknown { background: rgba(255,255,255,0.08);color: var(--muted); border: 1px solid var(--border); }
.countdown {
font-family: 'Courier New', monospace;
font-weight: 700;
font-size: 0.9rem;
}
.countdown.urgent { color: var(--red); animation: pulse 1s infinite; }
.countdown.soon { color: var(--yellow); }
.countdown.ok { color: var(--green); }
.empty-state {
text-align: center;
padding: 2rem;
color: var(--muted);
font-size: 0.9rem;
}
.empty-state span { font-size: 2rem; display: block; margin-bottom: 0.5rem; }
/* ---- Attack flash on new incoming ---- */
@keyframes flash-row {
0% { background: rgba(224,85,85,0.25); }
100% { background: transparent; }
}
.flash { animation: flash-row 1.5s ease-out; }
/* ---- Last updated ---- */
#last-updated {
text-align: right;
font-size: 0.75rem;
color: var(--muted);
margin-bottom: 1rem;
}
</style>
</head>
<body>
<div class="page-header">
<a href="/player/{{ player_id }}/{{ world_id }}" class="back-link">← Πίσω στο Hub</a>
<h1>🛡️ Live Tracker — {{ world_id }}</h1>
<div id="conn-status" class="wait">
<span class="status-dot"></span>
<span id="conn-label">Σύνδεση...</span>
</div>
</div>
<div class="summary-bar">
<div class="summary-badge badge-incoming">
<span class="badge-icon">⚔️</span> Εισερχόμενες
<span class="badge-count" id="count-incoming">0</span>
</div>
<div class="summary-badge badge-outgoing">
<span class="badge-icon">🏹</span> Δικές μου
<span class="badge-count" id="count-outgoing">0</span>
</div>
<div class="summary-badge badge-support">
<span class="badge-icon">🛡️</span> Ενισχύσεις
<span class="badge-count" id="count-support">0</span>
</div>
<div class="summary-badge badge-other">
<span class="badge-icon">🔮</span> Άλλο
<span class="badge-count" id="count-other">0</span>
</div>
</div>
<div id="last-updated"></div>
<!-- Incoming attacks -->
<div class="section incoming" id="sec-incoming">
<div class="section-header">⚔️ Εισερχόμενες Επιθέσεις</div>
<div id="tbl-incoming"><div class="empty-state"><span></span>Δεν υπάρχουν εισερχόμενες επιθέσεις</div></div>
</div>
<!-- Own attacks -->
<div class="section outgoing" id="sec-outgoing">
<div class="section-header">🏹 Δικές μου Επιθέσεις</div>
<div id="tbl-outgoing"><div class="empty-state"><span>💤</span>Δεν υπάρχουν ενεργές επιθέσεις</div></div>
</div>
<!-- Support -->
<div class="section support" id="sec-support">
<div class="section-header">🛡️ Ενισχύσεις</div>
<div id="tbl-support"><div class="empty-state"><span>💤</span>Δεν υπάρχουν ενισχύσεις</div></div>
</div>
<!-- Other (farming, espionage, colonization) -->
<div class="section other" id="sec-other">
<div class="section-header">🔮 Άλλες Κινήσεις</div>
<div id="tbl-other"><div class="empty-state"><span>💤</span>Δεν υπάρχουν άλλες κινήσεις</div></div>
</div>
<script>
(function() {
const PLAYER_ID = '{{ player_id }}';
const WORLD_ID = '{{ world_id }}';
const BASE = '';
// ---- Classify movement type into a display group ----
function classify(type) {
const t = (type || '').toLowerCase();
if (t === 'attack_land' || t === 'attack_sea') return 'incoming';
if (t === 'own_attack_land' || t === 'own_attack_sea') return 'outgoing';
if (t === 'support' || t === 'own_support') return 'support';
return 'other';
}
// ---- Format arrival_at (unix seconds) as HH:MM:SS countdown ----
function formatCountdown(arrivalAt) {
if (!arrivalAt) return { text: '', cls: 'ok' };
const secsLeft = Math.floor(arrivalAt - Date.now() / 1000);
if (secsLeft <= 0) return { text: 'Έφτασε', cls: 'ok' };
const h = Math.floor(secsLeft / 3600);
const m = Math.floor((secsLeft % 3600) / 60);
const s = secsLeft % 60;
const text = `${String(h).padStart(2,'0')}:${String(m).padStart(2,'0')}:${String(s).padStart(2,'0')}`;
const cls = secsLeft < 120 ? 'urgent' : secsLeft < 600 ? 'soon' : 'ok';
return { text, cls };
}
// ---- Friendly label for type chip ----
function typeLabel(type) {
const map = {
'attack_land': '⚔️ Χερσαία',
'attack_sea': '⚓ Ναυτική',
'own_attack_land': '🏹 Επίθεση',
'own_attack_sea': '⛵ Ναυτ. Επίθ.',
'support': '🛡️ Ενίσχυση',
'own_support': '🛡️ Ενίσχυσα',
'farming': '🌾 Λεηλασία',
'espionage': '🔍 Κατασκοπεία',
'colonization': '🏛️ Αποίκιση',
'unknown': '❓ Άγνωστο',
};
return map[type] || type;
}
// ---- Build a table from a list of movements ----
function buildTable(movements) {
if (!movements.length) return null;
let html = `<table>
<thead><tr>
<th>Τύπος</th>
<th>Από</th>
<th>Πόλη Αφετηρίας</th>
<th>Προς</th>
<th>Πόλη Στόχου</th>
<th>Άφιξη</th>
<th>Αντίστροφη Μέτρηση</th>
</tr></thead><tbody>`;
for (const m of movements) {
const cd = formatCountdown(m.arrival_at);
const dt = m.arrival_at
? new Date(m.arrival_at * 1000).toLocaleTimeString('el-GR', { hour: '2-digit', minute: '2-digit', second: '2-digit' })
: '';
html += `<tr data-cmd="${m.command_id}">
<td><span class="type-chip chip-${m.cmd_type}">${typeLabel(m.cmd_type)}</span></td>
<td>${m.origin_player || ''}</td>
<td>${m.origin_town || ''}</td>
<td>${m.target_player || ''}</td>
<td>${m.target_town || ''}</td>
<td>${dt}</td>
<td><span class="countdown ${cd.cls}" data-arrival="${m.arrival_at || 0}">${cd.text}</span></td>
</tr>`;
}
html += '</tbody></table>';
return html;
}
// ---- Render all sections from the full movements array ----
let _prevIncomingIds = new Set();
function render(movements) {
const groups = { incoming: [], outgoing: [], support: [], other: [] };
for (const m of movements) {
const g = classify(m.cmd_type);
groups[g].push(m);
}
// Sort each group by arrival_at
for (const g of Object.values(groups)) {
g.sort((a, b) => (a.arrival_at || 0) - (b.arrival_at || 0));
}
// Update summary badges
document.getElementById('count-incoming').textContent = groups.incoming.length;
document.getElementById('count-outgoing').textContent = groups.outgoing.length;
document.getElementById('count-support').textContent = groups.support.length;
document.getElementById('count-other').textContent = groups.other.length;
// Render each table
const sections = ['incoming', 'outgoing', 'support', 'other'];
const emptyMsgs = {
incoming: { icon: '✅', msg: 'Δεν υπάρχουν εισερχόμενες επιθέσεις' },
outgoing: { icon: '💤', msg: 'Δεν υπάρχουν ενεργές επιθέσεις' },
support: { icon: '💤', msg: 'Δεν υπάρχουν ενισχύσεις' },
other: { icon: '💤', msg: 'Δεν υπάρχουν άλλες κινήσεις' },
};
for (const g of sections) {
const container = document.getElementById(`tbl-${g}`);
const tbl = buildTable(groups[g]);
container.innerHTML = tbl || `<div class="empty-state"><span>${emptyMsgs[g].icon}</span>${emptyMsgs[g].msg}</div>`;
}
// Flash rows that are new incoming attacks
const newIncomingIds = new Set(groups.incoming.map(m => m.command_id));
for (const id of newIncomingIds) {
if (!_prevIncomingIds.has(id)) {
const row = document.querySelector(`tr[data-cmd="${id}"]`);
if (row) { row.classList.remove('flash'); void row.offsetWidth; row.classList.add('flash'); }
}
}
_prevIncomingIds = newIncomingIds;
// Update last-updated timestamp
document.getElementById('last-updated').textContent =
`Τελευταία ενημέρωση: ${new Date().toLocaleTimeString('el-GR')}`;
}
// ---- Countdown ticker — updates every second client-side ----
function tickCountdowns() {
document.querySelectorAll('.countdown[data-arrival]').forEach(el => {
const arrival = parseInt(el.dataset.arrival, 10);
if (!arrival) return;
const cd = formatCountdown(arrival);
el.textContent = cd.text;
el.className = `countdown ${cd.cls}`;
});
}
setInterval(tickCountdowns, 1000);
// ---- Connection status helpers ----
function setStatus(state, label) {
const el = document.getElementById('conn-status');
el.className = `${state}`;
document.getElementById('conn-label').textContent = label;
// Re-add the inner dot
if (!el.querySelector('.status-dot')) {
el.insertAdjacentHTML('afterbegin', '<span class="status-dot"></span>');
}
}
// ---- 1. Initial load ----
fetch(`${BASE}/api/${WORLD_ID}/movements/${PLAYER_ID}`)
.then(r => r.json())
.then(d => { if (d.movements) render(d.movements); })
.catch(() => {});
// ---- 2. SSE stream for real-time updates ----
function connectSSE() {
setStatus('wait', 'Σύνδεση...');
const es = new EventSource(`${BASE}/api/${WORLD_ID}/movements/${PLAYER_ID}/stream`);
es.onopen = () => setStatus('live', 'Live ●');
es.onmessage = (event) => {
try {
const data = JSON.parse(event.data);
if (data.movements) render(data.movements);
} catch(e) {}
};
es.onerror = () => {
setStatus('error', 'Αποσυνδέθηκε — επανασύνδεση...');
es.close();
// Auto-reconnect after 5 seconds
setTimeout(connectSSE, 5000);
};
}
connectSSE();
})();
</script>
</body>
</html>