978 lines
41 KiB
JavaScript
978 lines
41 KiB
JavaScript
// ==UserScript==
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// @name Grepolis Remote Control
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// @namespace http://tampermonkey.net/
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// @version 3.5.9
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// @description Polls grepo.haunter-pets.top for remote commands and executes them in-game (Multi-Player)
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// @author Dimitrios
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// @match https://*.grepolis.com/game/*
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// @grant unsafeWindow
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// @updateURL https://git.haunter-pets.top/haunter/grepo-remote/raw/branch/main/GrepolisRemoteControl.user.js
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// @downloadURL https://git.haunter-pets.top/haunter/grepo-remote/raw/branch/main/GrepolisRemoteControl.user.js
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// ==/UserScript==
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(function () {
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'use strict';
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const uw = typeof unsafeWindow !== 'undefined' ? unsafeWindow : window;
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const BASE_URL = 'https://grepo.haunter-pets.top';
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// ---- Jitter helpers -----------------------------------------------
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// Returns a random integer between min and max (inclusive)
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function randInt(min, max) {
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return Math.floor(Math.random() * (max - min + 1)) + min;
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}
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// Schedules fn to run after a random ms delay, then reschedules itself
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function jitterLoop(fn, minMs, maxMs) {
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function schedule() {
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setTimeout(async () => {
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await fn();
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schedule(); // reschedule with a NEW random delay every time
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}, randInt(minMs, maxMs));
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}
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schedule();
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}
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// ----------------------------------------------------------------
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// Toolbar indicator button
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// ----------------------------------------------------------------
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const btnHtml = `
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<div class="divider"></div>
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<div class="activity" id="grc_btn"
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style="filter: brightness(70%) sepia(100%) hue-rotate(200deg) saturate(1000%) contrast(0.8);">
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<p id="grc_label" style="position:relative;top:-8px;font-weight:bold;z-index:6;">Remote</p>
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</div>`;
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let paused = false;
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function togglePause() {
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paused = !paused;
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const label = document.getElementById('grc_label');
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const btn = document.getElementById('grc_btn');
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if (paused) {
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label.textContent = 'Paused';
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btn.style.filter = 'brightness(70%) sepia(100%) hue-rotate(-50deg) saturate(1000%) contrast(0.8)';
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} else {
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label.textContent = 'Remote';
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btn.style.filter = 'brightness(294%) sepia(100%) hue-rotate(200deg) saturate(1000%) contrast(0.8)';
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}
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log(`Remote is now ${paused ? 'PAUSED' : 'ACTIVE'}`);
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}
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setTimeout(() => {
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if (!document.getElementById('grc_btn')) {
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uw.$('.tb_activities, .toolbar_activities').find('.middle').append(btnHtml);
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}
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}, 4000);
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uw.$(document).on('click', '#grc_btn', togglePause);
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// ----------------------------------------------------------------
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// Helpers
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// ----------------------------------------------------------------
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function log(msg) {
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console.log(`[GRC] ${msg}`);
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}
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function sleep(ms) {
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return new Promise(r => setTimeout(r, ms));
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}
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// ----------------------------------------------------------------
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// Push town state to relay
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// ----------------------------------------------------------------
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function gatherState() {
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const towns = uw.ITowns?.towns || {};
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const player = uw.Game?.player_name || '';
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const player_id = uw.Game?.player_id ?? null;
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const alliance_id = uw.Game?.alliance_id ?? null;
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let alliance_name = null;
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try {
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const pm = uw.MM.getModels().Player[player_id];
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if (pm && pm.attributes) alliance_name = pm.attributes.alliance_name;
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console.log("GrepoRemote: Extracted alliance_name =", alliance_name);
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} catch (e) {
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console.log("GrepoRemote: Failed to extract alliance_name", e);
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}
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const total_points = uw.Game?.player_points ?? 0;
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const world = uw.Game?.world_id || '';
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const townList = Object.values(towns).map(town => {
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const res = town.resources();
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const buildings = town.buildings()?.attributes ?? {};
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const unitsObj = {};
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try {
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const units = town.units();
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if (units) {
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Object.keys(units).forEach(k => {
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unitsObj[k] = typeof units[k] === 'number'
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? units[k]
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: (units[k]?.getAmount?.() ?? 0);
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});
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}
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} catch (e) { }
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let buildQueue = [];
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try {
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const bo = town.buildingOrders?.();
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if (bo?.models) buildQueue = bo.models.map(m => m.attributes);
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} catch (e) { }
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let buildDataMap = {};
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try {
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const buildDataRaw = uw.MM?.getModels?.()?.BuildingBuildData?.[town.id]?.attributes?.building_data || {};
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for (const k in buildDataRaw) {
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buildDataMap[k] = {
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buildable: buildDataRaw[k].buildable,
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dependencies: buildDataRaw[k].dependencies_fulfilled !== false,
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wood: buildDataRaw[k].resources_for?.wood || 0,
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stone: buildDataRaw[k].resources_for?.stone || 0,
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iron: buildDataRaw[k].resources_for?.iron || 0,
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pop: buildDataRaw[k].population_for || 0,
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build_time: buildDataRaw[k].building_time || '',
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can_upgrade: !!buildDataRaw[k].can_upgrade,
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enough_resources: !!buildDataRaw[k].enough_resources,
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missing_dependencies: buildDataRaw[k].missing_dependencies || [],
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has_max_level: !!buildDataRaw[k].has_max_level
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};
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}
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} catch (e) {
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log(`Failed to gather build data: ${e}`);
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}
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// ---- Storage capacity -----------------------------------------------
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// res.storage / res.storage_capacity are always 0 in Grepolis.
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// Real capacity lives in GameData keyed by the storage building level.
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let storageCapacity = 0;
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try {
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// Strategy 1: dedicated getter (exists on some server versions)
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storageCapacity = town.getStorageCapacity?.() || 0;
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// Strategy 2: GameData.buildingData.storage.max_storage[level]
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if (!storageCapacity) {
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const storageLevel = buildings.storage ?? 0;
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const gd = uw.GameData?.buildingData?.storage;
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storageCapacity = gd?.max_storage?.[storageLevel]
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|| gd?.storage?.[storageLevel]
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|| 0;
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}
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// Strategy 3: resource object fallback keys
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if (!storageCapacity) {
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storageCapacity = res.capacity || res.storage_capacity || res.storage || 0;
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}
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} catch (e) {
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log(`storage capacity lookup failed: ${e}`);
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}
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// ---- Market / Trade capacity -----------------------------------------
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let marketCapacity = 0;
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try {
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const marketLevel = buildings.market ?? 0;
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const gd = uw.GameData?.buildingData?.market;
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marketCapacity = gd?.capacity_per_level?.[marketLevel] || 0;
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// Add Trade Office bonus if present
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if (buildings.trade_office && buildings.trade_office > 0) {
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marketCapacity += (uw.GameData?.buildingData?.trade_office?.capacity_extra_per_level || 500) * marketLevel;
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}
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} catch (e) {
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log(`market capacity lookup failed: ${e}`);
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}
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// ---- Coordinates & sea zone -----------------------------------------
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let x = null, y = null, sea = null;
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try {
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x = town.getIslandCoordinateX?.() ?? null;
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y = town.getIslandCoordinateY?.() ?? null;
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if (typeof x === 'number' && typeof y === 'number') {
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sea = Math.floor(x / 100) * 10 + Math.floor(y / 100);
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}
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} catch (e) { }
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// ---- Researches -----------------------------------------------------
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let researches = {};
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try {
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const r = town.researches?.();
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if (r) researches = r.attributes ?? (typeof r === 'object' ? r : {});
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} catch (e) { log(`[Debug] town.researches() failed: ${e}`); }
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// ---- Unit Data (Costs & Dependencies) -------------------------------
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let unitDataMap = {};
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try {
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const gdUnits = uw.GameData?.units || {};
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for (const u in gdUnits) {
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if (u === 'militia') continue;
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const reqBuildings = gdUnits[u].building_dependencies || {};
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const reqResearch = gdUnits[u].research_dependencies || [];
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let missing_deps = {};
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for (const reqB in reqBuildings) {
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if ((buildings[reqB] || 0) < reqBuildings[reqB]) {
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missing_deps[reqB] = { name: reqB, needed_level: reqBuildings[reqB] };
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}
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}
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for (const reqR of reqResearch) {
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if (!researches[reqR]) {
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missing_deps[reqR] = { name: reqR, needed_level: 'Έρευνα' };
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}
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}
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const cost = gdUnits[u].resources || {};
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const w = cost.wood || 0;
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const s = cost.stone || 0;
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const i = cost.iron || 0;
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let enough = true;
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if (res.wood < w || res.stone < s || res.iron < i) enough = false;
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unitDataMap[u] = {
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wood: w,
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stone: s,
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iron: i,
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pop: gdUnits[u].population || 0,
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build_time: gdUnits[u].build_time || 0,
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enough_resources: enough,
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missing_dependencies: missing_deps
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};
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}
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} catch (e) { log(`Failed to gather unit data: ${e}`); }
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// ---- Farm town data -----------------------------------------------
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let farms = [];
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try {
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const farmCollection = uw.MM.getOnlyCollectionByName('FarmTown');
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const relCollection = uw.MM.getOnlyCollectionByName('FarmTownPlayerRelation');
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if (farmCollection && relCollection) {
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const ix = town.getIslandCoordinateX?.();
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const iy = town.getIslandCoordinateY?.();
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farmCollection.models.forEach(farm => {
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if (farm.attributes.island_x !== ix || farm.attributes.island_y !== iy) return;
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relCollection.models.forEach(rel => {
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if (rel.attributes.farm_town_id === farm.attributes.id &&
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rel.attributes.relation_status >= 1) {
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farms.push({
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farm_town_id: farm.attributes.id,
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farm_name: farm.attributes.name || '',
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relation_id: rel.id,
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relation_status: rel.attributes.relation_status,
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expansion_stage: rel.attributes.expansion_stage || 0,
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expansion_at: rel.attributes.expansion_at || 0,
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lootable_at: rel.attributes.lootable_at || 0
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});
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}
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});
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});
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}
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} catch (e) { }
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// ---- Extra town flags -----------------------------------------------
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let has_premium = false;
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let bonuses = {};
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let wonder_points = 0;
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try {
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has_premium = uw.GameDataPremium?.isAdvisorActivated?.('curator') || false;
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} catch (e) { }
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return {
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town_id: town.id,
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town_name: town.name,
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x, y, sea,
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wood: res.wood,
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stone: res.stone,
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iron: res.iron,
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storage: storageCapacity,
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market_capacity: marketCapacity,
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population: res.population,
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points: town.getPoints?.() ?? 0,
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god: town.god?.() ?? null,
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buildings,
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units: unitsObj,
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buildingOrder: buildQueue,
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buildData: buildDataMap,
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unitData: unitDataMap,
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researches,
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has_premium,
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bonuses,
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wonder_points,
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alliance_name,
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farms,
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};
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});
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return { player, player_id, alliance_id, total_points, world_id: world, towns: townList };
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}
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function pushState() {
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if (paused) return;
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try {
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const payload = gatherState();
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fetch(`${BASE_URL}/api/state`, {
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify(payload)
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})
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.then(() => log(`State pushed — ${payload.towns.length} towns`))
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.catch(e => log(`State push failed: ${e}`));
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} catch (e) {
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log(`gatherState error: ${e}`);
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}
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}
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// ----------------------------------------------------------------
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// AJAX Interceptor for Zero-Delay Push
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// ----------------------------------------------------------------
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let pushTimeout = null;
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function debouncedPushState() {
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if (paused) return;
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if (pushTimeout) clearTimeout(pushTimeout);
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pushTimeout = setTimeout(() => {
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log('⚡ State change detected (AJAX). Syncing to Remote...');
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pushState();
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}, 1200); // Wait 1.2s for memory models to update after AJAX finishes
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}
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if (uw.$) {
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uw.$(document).ajaxComplete(function (e, xhr, opt) {
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if (!opt || !opt.url) return;
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// Ignore requests to our own bot server or map data
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if (opt.url.includes(BASE_URL)) return;
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if (opt.url.includes('map_tiles')) return;
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// Most game actions use "action=" parameter
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// Switching towns uses "switch_town"
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if (opt.url.includes('action=') || opt.url.includes('switch_town')) {
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debouncedPushState();
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}
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});
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}
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// ----------------------------------------------------------------
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// Report command result back to relay
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// ----------------------------------------------------------------
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function reportResult(cmdId, status, message) {
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fetch(`${BASE_URL}/api/commands/${cmdId}/result`, {
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify({ status, message })
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}).catch(e => log(`reportResult failed: ${e}`));
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}
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// ----------------------------------------------------------------
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// Captcha detection via MutationObserver
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// Watches document.body for #hcaptcha_window being added/removed.
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// Confirmed selector from live DOM: DIV#hcaptcha_window > DIV.h-captcha
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// ----------------------------------------------------------------
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let captchaActive = false;
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function reportCaptcha(detected) {
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const player_id = uw.Game?.player_id;
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if (!player_id) return;
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fetch(`${BASE_URL}/api/captcha/alert?player_id=${player_id}`, {
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify({ detected })
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}).catch(e => log(`captcha report failed: ${e}`));
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}
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function detectCaptcha() {
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setInterval(() => {
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const win = document.getElementById('hcaptcha_window');
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let isVisible = false;
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if (win) {
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// Check if it's actually visible on screen (not display: none by the game)
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const style = window.getComputedStyle(win);
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if (style.display !== 'none' && style.visibility !== 'hidden') {
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isVisible = true;
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}
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}
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if (isVisible && !captchaActive) {
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captchaActive = true;
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paused = true;
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const label = document.getElementById('grc_label');
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const btn = document.getElementById('grc_btn');
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if (label) label.textContent = '⚠ CAPTCHA';
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if (btn) btn.style.filter = 'brightness(70%) sepia(100%) hue-rotate(300deg) saturate(1000%) contrast(0.8)';
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log('⚠ CAPTCHA detected — bot paused, alerting server');
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reportCaptcha(true);
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} else if (!isVisible && captchaActive) {
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captchaActive = false;
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// Don't auto-resume — let the user click the button manually
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log('✅ Captcha resolved — alert cleared (bot remains paused)');
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reportCaptcha(false);
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}
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}, 1000);
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}
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// ----------------------------------------------------------------
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// Execute: Farm Upgrade / Unlock
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// Iterates all farm relations. Locked villages (status 0) get
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// unlocked; unlocked villages below max level get upgraded.
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// Uses random 800ms–2000ms delay between each action.
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// payload.threshold = minimum kill points to keep (default 0)
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// ----------------------------------------------------------------
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async function executeFarmUpgrade(cmd) {
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const threshold = parseInt(cmd.payload?.threshold ?? 0);
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const now = Math.floor(Date.now() / 1000);
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let farmModels, relModels;
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try {
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farmModels = uw.MM.getOnlyCollectionByName('FarmTown')?.models;
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relModels = uw.MM.getOnlyCollectionByName('FarmTownPlayerRelation')?.models;
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} catch (e) {
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return { ok: false, msg: `Cannot access farm collections: ${e.message}` };
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}
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if (!farmModels || !relModels) {
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return { ok: false, msg: 'Farm collections not loaded yet' };
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}
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// Build polis list (one town per island)
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const islandsSeen = new Set();
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const polisList = [];
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try {
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for (const town of uw.MM.getCollections().Town[0].models) {
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const { on_small_island, island_id, id } = town.attributes;
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if (on_small_island) continue;
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if (!islandsSeen.has(island_id)) {
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islandsSeen.add(island_id);
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polisList.push(id);
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}
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}
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} catch (e) {
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return { ok: false, msg: `Cannot build town list: ${e.message}` };
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}
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let upgraded = 0;
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let unlocked = 0;
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let skipped = 0;
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let errors = 0;
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for (const town_id of polisList) {
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const town = uw.ITowns?.towns?.[town_id];
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if (!town) continue;
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const ix = town.getIslandCoordinateX();
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const iy = town.getIslandCoordinateY();
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if (ix == null || iy == null) continue;
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for (const farm of farmModels) {
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if (farm.attributes.island_x !== ix || farm.attributes.island_y !== iy) continue;
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for (const rel of relModels) {
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if (rel.attributes.farm_town_id !== farm.attributes.id) continue;
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const status = rel.attributes.relation_status;
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const level = rel.attributes.expansion_stage || 0;
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const expAt = rel.attributes.expansion_at || 0;
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// Skip if upgrade already in progress
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if (expAt > now) { skipped++; continue; }
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// Skip if already max level
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if (status === 1 && level >= 5) { skipped++; continue; }
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// Skip if locked and we can't unlock (status -1 means enemy)
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if (status < 0) { skipped++; continue; }
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const isLocked = status === 0;
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const action = isLocked ? 'unlock' : 'upgrade';
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const requestedAction = cmd.payload?.action_type;
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if (requestedAction && requestedAction !== action) {
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skipped++; continue;
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}
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if (paused) {
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return { ok: false, msg: 'Aborted due to pause/captcha' };
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}
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log(`Farm ${action}: farm_id=${farm.attributes.id} level=${level} town=${town_id}`);
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try {
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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++; }
|
||
|
||
// Random delay between actions: 1200ms – 2500ms
|
||
await sleep(randInt(1200, 2500));
|
||
}
|
||
}
|
||
}
|
||
|
||
pushState(); // refresh farm data after upgrades
|
||
return { ok: true, msg: `Farm upgrade done: ${unlocked} unlocked, ${upgraded} upgraded, ${skipped} skipped, ${errors} errors` };
|
||
}
|
||
|
||
// ----------------------------------------------------------------
|
||
// Execute: Farm Loot
|
||
// Claims all ready farm towns across all towns that match
|
||
// the cmd payload (town_ids list + loot_option).
|
||
// Between-claim delay: random 500ms–1500ms (never below 500ms)
|
||
// Between-town-group delay: random 30s–90s
|
||
// ----------------------------------------------------------------
|
||
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 = {}; // island_id -> [town_id1, town_id2]
|
||
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;
|
||
let skipped = 0;
|
||
let 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;
|
||
const s = res.stone || 0;
|
||
const ir = res.iron || 0;
|
||
|
||
// If completely full (all 3 resources >= max storage), skip this town
|
||
if (storageCapacity > 0 && w >= storageCapacity && s >= storageCapacity && ir >= storageCapacity) {
|
||
continue;
|
||
}
|
||
|
||
// Pick town with most space (lowest total resources)
|
||
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; }
|
||
|
||
// Use the same method as the original script
|
||
const ix = town.getIslandCoordinateX();
|
||
const iy = town.getIslandCoordinateY();
|
||
|
||
if (ix == null || iy == null) { skipped++; continue; }
|
||
|
||
// Find ready farms on this island (mirrors original getLootableFarms exactly)
|
||
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++; }
|
||
|
||
// Random per-claim delay: 1000ms – 2200ms
|
||
await sleep(randInt(1000, 2200));
|
||
}
|
||
|
||
// Refresh map icons after claiming (same as original)
|
||
try { uw.WMap.removeFarmTownLootCooldownIconAndRefreshLootTimers(); } catch (e) { }
|
||
|
||
// Random between-island delay: 30s – 90s (only if more islands remain)
|
||
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` };
|
||
}
|
||
|
||
|
||
// ----------------------------------------------------------------
|
||
// 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);
|
||
|
||
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` };
|
||
}
|
||
|
||
// 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);
|
||
|
||
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
|
||
// ----------------------------------------------------------------
|
||
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: town_id
|
||
});
|
||
|
||
await sleep(500);
|
||
return { ok: true, msg: `Research ${research_id} queued` };
|
||
}
|
||
|
||
// ----------------------------------------------------------------
|
||
// Poll for and execute pending commands (build + recruit + market)
|
||
// ----------------------------------------------------------------
|
||
async function pollAndExecute() {
|
||
if (paused) return;
|
||
const player_id = uw.Game?.player_id;
|
||
const world_id = uw.Game?.world_id;
|
||
if (!player_id) return;
|
||
|
||
let cmdData;
|
||
try {
|
||
const res = await fetch(`${BASE_URL}/api/commands/pending?player_id=${player_id}&world_id=${world_id}`);
|
||
cmdData = await res.json();
|
||
} catch (e) {
|
||
log(`Poll failed: ${e}`);
|
||
return;
|
||
}
|
||
|
||
// Build queue: one command per town (all towns build in the same poll cycle)
|
||
const buildCmds = cmdData.builds || [];
|
||
const recruitCmd = cmdData.recruit;
|
||
const marketCmd = cmdData.market;
|
||
const researchCmd = cmdData.research;
|
||
const farmCmd = cmdData.farm;
|
||
const farmUpgradeCmd = cmdData.farm_upgrade;
|
||
|
||
|
||
|
||
if (cmdData.sync_requested) {
|
||
log('Sync requested by server — pushing state immediately');
|
||
pushState();
|
||
}
|
||
|
||
const execute = async (cmd) => {
|
||
if (!cmd) return;
|
||
log(`Executing command #${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_loot') result = await executeFarmLoot(cmd);
|
||
else if (cmd.type === 'farm_upgrade') result = await executeFarmUpgrade(cmd);
|
||
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 ALL town build commands (one per town, sequential with inter-town delay)
|
||
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(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
|
||
// ----------------------------------------------------------------
|
||
window.addEventListener('load', () => {
|
||
log('Grepolis Remote Control v3.5.9 loaded');
|
||
|
||
// Start captcha watcher immediately
|
||
detectCaptcha();
|
||
|
||
// Push state once after load, then heartbeat every 1-2 minutes
|
||
// The AJAX interceptor handles the real-time syncing!
|
||
setTimeout(pushState, 5000);
|
||
jitterLoop(pushState, 60000, 120000);
|
||
|
||
// Poll for commands every 8–18 seconds (randomized jitter)
|
||
jitterLoop(pollAndExecute, 8000, 18000);
|
||
});
|
||
|
||
})();
|