// ==UserScript==
// @name Grepolis Remote Control
// @namespace http://tampermonkey.net/
// @version 2.4
// @description Polls grepo.haunter-pets.top for remote commands and executes them in-game
// @author Dimitrios
// @match https://*.grepolis.com/game/*
// @grant unsafeWindow
// @updateURL https://git.haunter-pets.top/haunter/grepo-remote/raw/branch/main/GrepolisRemoteControl.user.js
// @downloadURL https://git.haunter-pets.top/haunter/grepo-remote/raw/branch/main/GrepolisRemoteControl.user.js
// ==/UserScript==
(function () {
'use strict';
const uw = typeof unsafeWindow !== 'undefined' ? unsafeWindow : window;
const BASE_URL = 'https://grepo.haunter-pets.top';
// ---- Jitter helpers -----------------------------------------------
// 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
function jitterLoop(fn, minMs, maxMs) {
function schedule() {
setTimeout(async () => {
await fn();
schedule(); // reschedule with a NEW random delay every time
}, randInt(minMs, maxMs));
}
schedule();
}
// ----------------------------------------------------------------
// Toolbar indicator button
// ----------------------------------------------------------------
const btnHtml = `
`;
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);
// ----------------------------------------------------------------
// Helpers
// ----------------------------------------------------------------
function log(msg) {
console.log(`[GRC] ${msg}`);
}
function sleep(ms) {
return new Promise(r => setTimeout(r, ms));
}
// ----------------------------------------------------------------
// Push town state to relay
// ----------------------------------------------------------------
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;
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 -----------------------------------------------
// res.storage / res.storage_capacity are always 0 in Grepolis.
// Real capacity lives in GameData keyed by the storage building level.
let storageCapacity = 0;
try {
// Strategy 1: dedicated getter (exists on some server versions)
storageCapacity = town.getStorageCapacity?.() || 0;
// Strategy 2: GameData.buildingData.storage.max_storage[level]
if (!storageCapacity) {
const storageLevel = buildings.storage ?? 0;
const gd = uw.GameData?.buildingData?.storage;
storageCapacity = gd?.max_storage?.[storageLevel]
|| gd?.storage?.[storageLevel]
|| 0;
}
// Strategy 3: resource object fallback keys
if (!storageCapacity) {
storageCapacity = res.capacity || res.storage_capacity || res.storage || 0;
}
} catch (e) {
log(`storage 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;
const s = cost.stone || 0;
const i = cost.iron || 0;
let enough = true;
if (res.wood < w || res.stone < s || res.iron < i) enough = false;
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: ${e}`); }
// ---- Extra town flags -----------------------------------------------
let has_premium = false;
let bonuses = {};
let wonder_points = 0;
try {
// Proper premium check for Admin/Curator
has_premium = uw.GameDataPremium?.isAdvisorActivated?.('curator') || false;
} catch (e) { }
return {
town_id: town.id,
town_name: town.name,
x, y, sea,
wood: res.wood,
stone: res.stone,
iron: res.iron,
storage: storageCapacity,
population: res.population,
points: town.getPoints?.() ?? 0,
god: town.god?.() ?? null,
buildings,
units: unitsObj,
buildingOrder: buildQueue,
buildData: buildDataMap,
unitData: unitDataMap,
researches,
has_premium,
bonuses,
wonder_points,
};
});
return { player, player_id, alliance_id, total_points, world_id: world, towns: townList };
}
function pushState() {
if (paused) return;
try {
const payload = gatherState();
fetch(`${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: ${e}`);
}
}
// ----------------------------------------------------------------
// Report command result back to relay
// ----------------------------------------------------------------
function reportResult(cmdId, status, message) {
fetch(`${BASE_URL}/api/commands/${cmdId}/result`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ status, message })
}).catch(e => log(`reportResult failed: ${e}`));
}
// ----------------------------------------------------------------
// 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 ${town_id} not found in ITowns` };
}
// Check build queue
const queueLen = town.buildingOrders?.()?.length ?? 0;
const hasCurator = uw.GameDataPremium?.isAdvisorActivated?.('curator');
const maxQueue = hasCurator ? 7 : 2;
if (queueLen >= maxQueue) {
return { ok: false, requeue: true, msg: `Build queue full (${queueLen}/${maxQueue})` };
}
// Check resources
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}`);
}
// Fire the build request — with a human-like reaction delay
const reactionMs = randInt(800, 2500);
log(`Waiting ${reactionMs}ms before firing buildUp (reaction time)...`);
await sleep(reactionMs);
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` };
}
// Determine endpoint based on unit type
const navalUnits = [
'big_transporter', 'small_transporter', 'bireme',
'attack_ship', 'trireme', 'colonize_ship', 'sea_monster'
];
const endpoint = navalUnits.includes(unit_id) ? 'building_docks' : 'building_barracks';
// Fire the recruit request — with a human-like reaction delay
const reactionMs = randInt(800, 2500);
log(`Waiting ${reactionMs}ms before firing recruit (reaction time)...`);
await sleep(reactionMs);
uw.gpAjax.ajaxPost(endpoint, 'build', {
unit_id,
amount: parseInt(amount) || 1,
town_id
});
await sleep(500);
return { ok: true, msg: `Recruit ${amount}x ${unit_id} submitted` };
}
// ----------------------------------------------------------------
// Poll for and execute pending commands (build + recruit in parallel)
// ----------------------------------------------------------------
async function pollAndExecute() {
if (paused) return;
let cmdData;
try {
const res = await fetch(`${BASE_URL}/api/commands/pending`);
cmdData = await res.json();
} catch (e) {
log(`Poll failed: ${e}`);
return;
}
// Build queue and Recruit queue are now independent
const buildCmd = cmdData.build;
const recruitCmd = cmdData.recruit;
const execute = async (cmd) => {
if (!cmd) return;
log(`Executing command #${cmd.id} — type:${cmd.type} town:${cmd.town_id}`);
let result;
try {
if (cmd.type === 'build') result = await executeBuild(cmd);
else if (cmd.type === 'recruit') result = await executeRecruit(cmd);
else result = { ok: false, msg: `Unknown type: ${cmd.type}` };
} catch (e) {
result = { ok: false, msg: `Exception: ${e.message}` };
}
const finalStatus = result.requeue ? 'pending' : (result.ok ? 'done' : 'failed');
log(`Command #${cmd.id}: ${finalStatus === 'done' ? '✅' : finalStatus === 'pending' ? '⏳' : '❌'} ${result.msg}`);
reportResult(cmd.id, finalStatus, result.msg);
};
// Run both queues concurrently — they do NOT block each other
await Promise.all([execute(buildCmd), execute(recruitCmd)]);
}
// ----------------------------------------------------------------
// Boot
// ----------------------------------------------------------------
window.addEventListener('load', () => {
log('Grepolis Remote Control v2.4 loaded');
// Push state once after load, then every 45–90 seconds (randomized)
setTimeout(pushState, 5000);
jitterLoop(pushState, 45000, 90000);
// Poll for commands every 8–18 seconds (randomized jitter)
jitterLoop(pollAndExecute, 8000, 18000);
});
})();