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grepo-remote/blueprint_engine.py
2026-05-02 11:42:05 +03:00

222 lines
10 KiB
Python

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