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17 Commits

Author SHA1 Message Date
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
15 changed files with 1285 additions and 115 deletions

View File

@@ -833,8 +833,8 @@
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 researchCmd = cmdData.research;
@@ -873,8 +873,16 @@
reportResult(cmd.id, finalStatus, result.msg); reportResult(cmd.id, finalStatus, result.msg);
}; };
// Run sequentially — humans cannot perform 3 actions simultaneously! // Execute ALL town build commands (one per town, sequential with inter-town delay)
await execute(buildCmd); for (let i = 0; i < buildCmds.length; i++) {
await execute(buildCmds[i]);
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(recruitCmd);
await execute(marketCmd); await execute(marketCmd);
await execute(researchCmd); await execute(researchCmd);

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.* . .

View File

@@ -78,7 +78,8 @@ async function executeFarmUpgrade(cmd) {
isLocked ? unlocked++ : upgraded++; isLocked ? unlocked++ : upgraded++;
} catch (e) { errors++; } } catch (e) { errors++; }
await sleep(randInt(1200, 2500)); await sleep(randInt(4000, 10000));
} }
} }
} }
@@ -204,17 +205,10 @@ async function executeFarmLoot(cmd) {
claimed++; claimed++;
} catch (e) { errors++; } } catch (e) { errors++; }
await sleep(randInt(1000, 2200)); await sleep(randInt(500, 1500));
} }
try { uw.WMap.removeFarmTownLootCooldownIconAndRefreshLootTimers(); } catch (e) {} try { uw.WMap.removeFarmTownLootCooldownIconAndRefreshLootTimers(); } catch (e) {}
if (i < islandList.length - 1) {
if (paused) return { ok: false, msg: 'Aborted due to pause/captcha' };
const gap = randInt(30000, 90000);
log(`Farm: island done. Waiting ${(gap / 1000).toFixed(0)}s before next island...`);
await sleep(gap);
}
} }
return { ok: true, msg: `Farm done: ${claimed} claimed, ${skipped} islands skipped, ${errors} errors` }; return { ok: true, msg: `Farm done: ${claimed} claimed, ${skipped} islands skipped, ${errors} errors` };

View File

@@ -0,0 +1,302 @@
// ================================================================
// 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, 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, 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;
if (!player_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;
if (isInstant && !isFavor) {
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: `PlayerAttackSpot/${player_id}`,
action_name: 'useReward',
arguments: {}
});
await botLog(player_id, 'bootcamp', `Reward used: ${reward.power_id}`);
} else if (stashable) {
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: `PlayerAttackSpot/${player_id}`,
action_name: 'stashReward',
arguments: {}
});
await botLog(player_id, 'bootcamp', `Reward stashed: ${reward.power_id}`);
} else {
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: `PlayerAttackSpot/${player_id}`,
action_name: 'useReward',
arguments: {}
});
await botLog(player_id, 'bootcamp', `Reward used (fallback): ${reward.power_id}`);
}
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, 'bootcamp', `Camp on cooldown — ${minRemaining} min remaining`);
return;
}
// Check no existing attack movement to/from camp
const movements = uw.MM.getModels()?.MovementsUnits;
if (movements) {
for (const mv of Object.values(movements)) {
if (mv.attributes.destination_is_attack_spot || mv.attributes.origin_is_attack_spot) {
await botLog(player_id, 'bootcamp', 'Attack already in flight — skipping');
return;
}
}
}
// Collect units from current town
const currentTownId = uw.Game?.townId;
if (!currentTownId) return;
const town = uw.ITowns?.towns?.[currentTownId];
if (!town) return;
const units = { ...town.units?.() };
delete units.militia;
// Remove naval
for (const unit in units) {
if (uw.GameData?.units?.[unit]?.is_naval) delete units[unit];
}
// Remove defensive if use_def is off
if (!settings.bootcamp_use_def) {
delete units.sword;
delete units.archer;
}
// Remove zero-count
for (const unit in units) {
if (!units[unit] || units[unit] <= 0) delete units[unit];
}
if (Object.keys(units).length === 0) {
await botLog(player_id, 'bootcamp', 'No available units — skipping attack');
return;
}
uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
model_url: `PlayerAttackSpot/${player_id}`,
action_name: 'attack',
arguments: units
});
const unitSummary = Object.entries(units).map(([u, n]) => `${n}x${u}`).join(', ');
await botLog(player_id, 'bootcamp', `Attack sent — ${unitSummary}`);
} catch (e) {
await botLog(player_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;
if (!player_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, 'rural_trade',
`Traded ${amount} ${missingResource}${farm.attributes.name} via ${town_obj.getName?.() ?? town_id_str}`);
tradesTotal++;
tradeMade = true;
} catch (e) {
await botLog(player_id, 'rural_trade', `Trade error: ${e}`);
}
await sleep(randInt(800, 1800));
}
if (tradeMade) break; // One trade per town per cycle is enough
}
if (!tradeMade && missingResource) {
await botLog(player_id, 'rural_trade',
`${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');
}
}

View File

@@ -3,6 +3,37 @@
// Depends on: everything above // 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() {
const option = lastKnownFarmSettings.loot_option || 1;
const baseMs = LOOT_TIMINGS[option] || 300000;
const jitterMs = randInt(30000, 120000); // +30 to +120 s
const totalMs = baseMs + jitterMs;
log(`⏰ Next auto-farm in ${(totalMs / 60000).toFixed(1)} min (option ${option} + ${(jitterMs/1000).toFixed(0)}s jitter)`);
setTimeout(async () => {
await autoFarmLoop();
scheduleNextFarm();
}, 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() { async function pollAndExecute() {
if (paused) return; if (paused) return;
const player_id = uw.Game?.player_id; const player_id = uw.Game?.player_id;
@@ -17,12 +48,24 @@ async function pollAndExecute() {
return; 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) // Feature flags — default to all on if server doesn't send them (backward compatible)
const features = cmdData.enabled_features || ['farm', 'admin']; const features = cmdData.enabled_features || ['farm', 'admin'];
const farmOn = features.includes('farm'); const farmOn = features.includes('farm');
const adminOn = features.includes('admin'); const adminOn = features.includes('admin');
const buildCmd = adminOn ? cmdData.build : null; // Build: one command per town (server returns an array)
const buildCmds = adminOn ? (cmdData.builds || []) : [];
const recruitCmd = adminOn ? cmdData.recruit : null; const recruitCmd = adminOn ? cmdData.recruit : null;
const marketCmd = adminOn ? cmdData.market : null; const marketCmd = adminOn ? cmdData.market : null;
const researchCmd = adminOn ? cmdData.research : null; const researchCmd = adminOn ? cmdData.research : null;
@@ -48,8 +91,17 @@ async function pollAndExecute() {
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 === 'research') result = await executeResearch(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 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}` }; else result = { ok: false, msg: `Unknown type: ${cmd.type}` };
} catch (e) { } catch (e) {
result = { ok: false, msg: `Exception: ${e}` }; result = { ok: false, msg: `Exception: ${e}` };
@@ -60,95 +112,120 @@ async function pollAndExecute() {
reportResult(cmd.id, finalStatus, result.msg); reportResult(cmd.id, finalStatus, result.msg);
}; };
// Run sequentially — humans cannot perform 3 actions simultaneously! // Execute one build command per town (simultaneous queue draining across all villages)
await execute(buildCmd); 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(recruitCmd);
await execute(marketCmd); await execute(marketCmd);
await execute(researchCmd); await execute(researchCmd);
await execute(farmCmd); await execute(farmCmd);
await execute(farmUpgradeCmd); await execute(farmUpgradeCmd);
}
// Auto-farm: only if farm feature is enabled
const farmSettings = cmdData.farm_settings || {};
if (farmOn && farmSettings.enabled && !farmCmd) {
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) { /* silent */ }
if (readyFarms.length > 0) { // ----------------------------------------------------------------
let allFull = true; // autoFarmLoop — runs every 60120 s (independent of main poll)
let claimedAny = false; // 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 towns = Object.values(uw.ITowns?.towns || {}); const farmSettings = lastKnownFarmSettings;
for (const town of towns) { if (!farmSettings.enabled) return;
// Use same multi-strategy lookup as gatherState() — res.storage is often 0 in Grepolis
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;
const wood = res.wood || 0; // Don't overlap with an explicit farm_loot command running in main loop
const stone = res.stone || 0; if (farmLootRunning) {
const iron = res.iron || 0; log('Auto-farm: explicit farm_loot in progress — skipping this cycle');
if (!storage) continue; return;
}
const maxRes = Math.max(wood, stone, iron); // Check if any farms are actually ready before doing anything heavy
const pct = maxRes / storage; 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 (pct < 0.95) { if (readyFarms.length === 0) return;
allFull = false; log(`⚡ Auto-farm: ${readyFarms.length} ready farms found`);
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;
}
}
if (allFull) { // Check if ALL warehouses are already full (>95%) — no point looting
log('⚠️ Auto-farm: ALL warehouses are full (>95%) — skipping loot this cycle'); const towns = Object.values(uw.ITowns?.towns || {});
try { let allFull = true;
await apiFetch(`${BASE_URL}/api/farm_status?player_id=${uw.Game.player_id}`, { for (const town of towns) {
method: 'POST', const res = town.resources?.() || {};
headers: { 'Content-Type': 'application/json' }, let storage = town.getStorageCapacity?.() || 0;
body: JSON.stringify({ warehouse_full: true }) if (!storage) {
}); const buildings = town.buildings?.()?.attributes || {};
} catch (e) {} const storageLevel = buildings.storage ?? 0;
} else if (claimedAny) { const gd = uw.GameData?.buildingData?.storage;
try { storage = gd?.max_storage?.[storageLevel] || gd?.storage?.[storageLevel] || 0;
await apiFetch(`${BASE_URL}/api/farm_status?player_id=${uw.Game.player_id}`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ warehouse_full: false })
});
} catch (e) {}
}
} }
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 {
await apiFetch(`${BASE_URL}/api/farm_status?player_id=${player_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 {
await apiFetch(`${BASE_URL}/api/farm_status?player_id=${player_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. // Boot — works whether page is already loaded or not.
// When eval()'d dynamically the 'load' event has already fired, // When eval()'d dynamically the 'load' event has already fired,
// so we check readyState and boot immediately in that case. // so we check readyState and boot immediately in that case.
// ---------------------------------------------------------------- // ----------------------------------------------------------------
function boot() { function boot() {
log('Grepolis Remote Control v4.0.0 (remote) loaded'); log('Grepolis Remote Control v4.2.0 (remote) loaded');
detectCaptcha(); detectCaptcha();
setTimeout(pushState, 5000); setTimeout(pushState, 5000);
jitterLoop(pushState, 60000, 120000); jitterLoop(pushState, 60000, 120000); // state sync every 12 min
jitterLoop(pollAndExecute, 8000, 18000); jitterLoop(pollAndExecute, 8000, 18000); // command poll every 818 s
scheduleNextFarm(); // 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 (document.readyState === 'complete') { if (document.readyState === 'complete') {

32
db.py
View File

@@ -25,6 +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'))
) )
@@ -67,6 +68,30 @@ 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)')
# 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',
@@ -75,6 +100,7 @@ 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 features TEXT NOT NULL DEFAULT 'farm,admin'",
'ALTER TABLE users ADD COLUMN clan_id INTEGER REFERENCES clans(id)', 'ALTER TABLE users ADD COLUMN clan_id INTEGER REFERENCES clans(id)',
@@ -84,6 +110,12 @@ def init_db():
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 # Users — website admin accounts
c.execute(''' c.execute('''
CREATE TABLE IF NOT EXISTS users ( CREATE TABLE IF NOT EXISTS users (

BIN
grepo.db

Binary file not shown.

View File

@@ -105,10 +105,11 @@ def receive_state():
# 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):
"""Fetch a single oldest pending command of a given type (recruit, market, etc.)."""
row = c.execute(''' row = c.execute('''
SELECT * FROM commands SELECT * FROM commands
WHERE status = 'pending' AND type = ? AND player_id = ? WHERE status = 'pending' AND type = ? AND player_id = ?
ORDER BY id ASC ORDER BY updated_at ASC, id ASC
LIMIT 1 LIMIT 1
''', (cmd_type, player_id)).fetchone() ''', (cmd_type, player_id)).fetchone()
if not row: if not row:
@@ -125,6 +126,49 @@ 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):
"""
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.
"""
# Get every town that has at least one pending build, ordered by
# which town has been waiting longest (MIN updated_at across its commands).
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()
results = []
now = datetime.utcnow().isoformat()
for town_row in town_rows:
town_id = town_row['town_id']
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')
@@ -134,7 +178,7 @@ def get_pending_command():
conn = get_db() conn = get_db()
c = conn.cursor() c = conn.cursor()
build_cmd = _fetch_pending_of_type(c, 'build', player_id) build_cmds = _fetch_pending_builds_all_towns(c, player_id) # one per town
recruit_cmd = _fetch_pending_of_type(c, 'recruit', player_id) recruit_cmd = _fetch_pending_of_type(c, 'recruit', player_id)
market_cmd = _fetch_pending_of_type(c, 'market_offer', player_id) market_cmd = _fetch_pending_of_type(c, 'market_offer', player_id)
farm_cmd = _fetch_pending_of_type(c, 'farm_loot', player_id) farm_cmd = _fetch_pending_of_type(c, 'farm_loot', player_id)
@@ -151,6 +195,26 @@ def get_pending_command():
'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 = ?', (str(player_id),)
).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_id}'
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 # Feature flags — look up this player's authorized features from their clan
member_row = c.execute( member_row = c.execute(
'SELECT features FROM clan_members WHERE player_id = ?', (str(player_id),) 'SELECT features FROM clan_members WHERE player_id = ?', (str(player_id),)
@@ -164,13 +228,14 @@ def get_pending_command():
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,
'research': research_cmd, 'research': research_cmd,
'farm': farm_cmd, 'farm': farm_cmd,
'farm_upgrade': farm_upgrade_cmd, 'farm_upgrade': farm_upgrade_cmd,
'farm_settings': farm_settings, 'farm_settings': farm_settings,
'bot_settings': bot_settings,
'enabled_features': enabled_features, 'enabled_features': enabled_features,
'sync_requested': sync_req 'sync_requested': sync_req
}) })
@@ -212,15 +277,29 @@ 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']:
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_{cmd["player_id"]}', now, now))
conn.commit() conn.commit()
conn.close() conn.close()
return jsonify({'ok': True}) return jsonify({'ok': True})
@@ -290,10 +369,17 @@ def farm_status():
conn = get_db() conn = get_db()
if request.method == 'POST': if request.method == 'POST':
data = request.get_json(silent=True) or {} data = request.get_json(silent=True) or {}
now = datetime.utcnow().isoformat()
conn.execute(''' conn.execute('''
INSERT INTO kv_store (key, value, updated_at) VALUES (?, ?, ?) INSERT INTO kv_store (key, value, updated_at) VALUES (?, ?, ?)
ON CONFLICT(key) DO UPDATE SET value=excluded.value, updated_at=excluded.updated_at ON CONFLICT(key) DO UPDATE SET value=excluded.value, updated_at=excluded.updated_at
''', (kv_key, json.dumps(data), datetime.utcnow().isoformat())) ''', (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_id}', now, now))
conn.commit() conn.commit()
conn.close() conn.close()
return jsonify({'ok': True}) return jsonify({'ok': True})
@@ -302,6 +388,46 @@ def farm_status():
conn.close() conn.close()
return jsonify(json.loads(row['value']) if row else {'warehouse_full': False}) 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', ''))
feature = data.get('feature', '')
message = data.get('message', '')
if not player_id or not feature or not message:
return jsonify({'error': 'missing fields'}), 400
conn = get_db()
conn.execute(
'INSERT INTO bot_logs (player_id, feature, message) VALUES (?, ?, ?)',
(player_id, 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_id, feature, player_id, feature))
conn.commit()
conn.close()
return jsonify({'ok': True})
# ------------------------------------------------------------------ # ------------------------------------------------------------------
# GET /api/bot # GET /api/bot
# Serves the modular bot code concatenated into a single response # Serves the modular bot code concatenated into a single response

View File

@@ -126,6 +126,12 @@ def get_farm_data():
rows = conn.execute( rows = conn.execute(
'SELECT town_id, town_name, data FROM town_state WHERE player_id = ?', (player_id,) 'SELECT town_id, town_name, data FROM town_state WHERE player_id = ?', (player_id,)
).fetchall() ).fetchall()
# Also fetch when the bot last farmed
lf_row = conn.execute(
"SELECT value FROM kv_store WHERE key = ?", (f'last_farmed_{player_id}',)
).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())
@@ -142,7 +148,7 @@ 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})
# ------------------------------------------------------------------ # ------------------------------------------------------------------
@@ -263,6 +269,54 @@ def captcha_status():
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.
@@ -320,14 +374,28 @@ 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'])
@@ -373,3 +441,125 @@ 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')
if not player_id:
return jsonify({'error': 'missing player_id'}), 400
conn = get_db()
c = conn.cursor()
if request.method == 'GET':
row = c.execute(
'SELECT * FROM bot_settings WHERE player_id = ?', (player_id,)
).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_id,
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')
if not player_id:
return jsonify({'error': 'missing player_id'}), 400
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_id]
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_id, 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_id, feature, player_id, 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')
if not player_id:
return jsonify({'error': 'missing player_id'}), 400
key = f'bootcamp_attack_now_{player_id}'
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})

View File

@@ -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);
@@ -51,7 +55,9 @@ window.fetchLog = async function() {
const res = await fetch('/dashboard/commands?player_id=' + window.PLAYER_ID); const res = await fetch('/dashboard/commands?player_id=' + window.PLAYER_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) {}
}; };
@@ -192,7 +198,12 @@ 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 {

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

@@ -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;
} }
@@ -20,12 +180,13 @@ 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(${cmd.id})">✕</button>`;
const timeStr = new Date(cmd.created_at + 'Z').toLocaleTimeString([], { hour: '2-digit', minute: '2-digit', second: '2-digit', hour12: false }); const timeStr = new Date(cmd.created_at + 'Z').toLocaleTimeString([], { hour: '2-digit', minute: '2-digit', second: '2-digit', hour12: false });
return `<tr> return `<tr>
<td style="color:#888;font-size:0.75rem">#${cmd.id}<br><span style="font-size:0.65rem;color:#555;">${timeStr}</span></td> <td style="color:#888;font-size:0.75rem">#${cmd.id}<br><span style="font-size:0.65rem;color:#555;">${timeStr}</span></td>
<td>${cmd.town_name || cmd.town_id}</td> <td>${cmd.town_name || cmd.town_id}</td>

View File

@@ -99,6 +99,10 @@ 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() {

View File

@@ -219,11 +219,15 @@
</div> </div>
</div> </div>
<!-- Bottom right: Command log --> <!-- Bottom right: Build Queue / Command Log (tabbed) -->
<div id="log-panel"> <div id="log-panel">
<h2>Command Log</h2> <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"> <div id="log-content">
<p id="empty-log">No commands sent yet.</p> <p style="color:#555;font-size:0.85rem;padding:12px 0;">← Επιλέξτε πόλη για να δείτε την ουρά.</p>
</div> </div>
</div> </div>
@@ -254,14 +258,78 @@
</div> </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> <script>
window.PLAYER_ID = "{{ player_id }}"; window.PLAYER_ID = "{{ player_id }}";
</script> </script>
<script src="/static/js/state.js"></script> <script src="/static/js/state.js?v=6"></script>
<script src="/static/js/components/townViewer.js"></script> <script src="/static/js/components/townViewer.js?v=6"></script>
<script src="/static/js/components/commandForm.js"></script> <script src="/static/js/components/commandForm.js?v=6"></script>
<script src="/static/js/components/commandLog.js"></script> <script src="/static/js/components/commandLog.js?v=6"></script>
<script src="/static/js/api.js"></script> <script src="/static/js/api.js?v=6"></script>
<script src="/static/js/app.js"></script> <script src="/static/js/app.js?v=6"></script>
</body> </body>
</html> </html>

View File

@@ -243,7 +243,7 @@
<div class="status-bar" id="status-bar"></div> <div class="status-bar" id="status-bar"></div>
<!-- Warehouse-full notice (hidden by default) --> <!-- 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; display: flex; align-items: center; gap: 12px; font-weight: 600;"> <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 style="font-size: 1.4rem;">📦</span>
<span> <span>
<strong style="color:#ff9933;">Αποθήκη Γεμάτη!</strong> <strong style="color:#ff9933;">Αποθήκη Γεμάτη!</strong>
@@ -313,6 +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>
@@ -324,15 +398,17 @@
<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 }}';
let selectedOption = 1; let selectedOption = 1;
@@ -395,17 +471,27 @@
} }
// -- 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}`)
.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">✓ ${t.ready_farms} Έτοιμα</span>`
: `<span class="badge waiting">Αναμονή</span>`; : `<span class="badge waiting">Αναμονή</span>`;
@@ -420,11 +506,16 @@
nextStr = '<span class="countdown">Τώρα</span>'; nextStr = '<span class="countdown">Τώρα</span>';
} }
} }
// Show last farmed only in first row — same value for all rows
const lastFarmedCell = idx === 0
? `<td rowspan="${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>
${lastFarmedCell}
</tr>`; </tr>`;
}).join(''); }).join('');
}); });
@@ -514,7 +605,31 @@
}); });
} }
// -- Warehouse full notice -- function attackBootcampNow() {
const btn = document.getElementById('bootcamp-attack-btn');
const status = document.getElementById('bootcamp-attack-status');
const originalText = btn.innerText;
btn.innerText = '⏳ Αποστολή...';
btn.disabled = true;
fetch('/dashboard/bootcamp-attack-now', {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ player_id: PLAYER_ID })
})
.then(r => r.json())
.then(() => {
btn.innerText = '✓ Εστάλη!';
status.style.opacity = '1';
setTimeout(() => {
btn.innerText = originalText;
btn.disabled = false;
status.style.opacity = '0';
}, 2000);
});
}
async function checkWarehouseStatus() { async function checkWarehouseStatus() {
try { try {
const res = await fetch(`/api/farm_status?player_id=${PLAYER_ID}`); const res = await fetch(`/api/farm_status?player_id=${PLAYER_ID}`);
@@ -524,14 +639,92 @@
} catch(e) {} } catch(e) {}
} }
// ── Bot Settings (Bootcamp + Rural Trade) ─────────────────────
let selectedRatio = 3;
function selectRatio(n) {
selectedRatio = n;
document.querySelectorAll('[data-ratio]').forEach(b => {
b.classList.toggle('selected', parseInt(b.dataset.ratio) === n);
});
}
function loadBotSettings() {
fetch(`/dashboard/bot-settings?player_id=${PLAYER_ID}`)
.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,
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}&feature=bootcamp`)
.then(r => r.json()).then(data => renderBotLog('bootcamp-log', data));
fetch(`/dashboard/bot-logs?player_id=${PLAYER_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();
checkWarehouseStatus(); checkWarehouseStatus();
setInterval(loadFarmData, 15000); setInterval(loadFarmData, 15000);
setInterval(checkOnline, 20000); setInterval(loadBotLogs, 15000);
setInterval(checkOnline, 20000);
setInterval(checkWarehouseStatus, 20000); setInterval(checkWarehouseStatus, 20000);
</script> </script>
</body> </body>
</html> </html>