205 lines
9.1 KiB
Python
205 lines
9.1 KiB
Python
import json
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import logging
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from datetime import datetime
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log = logging.getLogger(__name__)
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STANDARD_BLUEPRINT = [
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{"barracks": 1, "farm": 3, "lumber": 2, "stoner": 2, "ironer": 2, "storage": 2, "main": 2, "temple": 1},
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{"barracks": 1, "farm": 3, "lumber": 3, "stoner": 3, "ironer": 3, "storage": 6, "main": 8},
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{"farm": 8, "lumber": 8, "ironer": 8, "stoner": 8, "market": 5, "temple": 5, "barracks": 5},
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{"academy": 13},
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{"storage": 12, "farm": 12},
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{"main": 25},
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{"storage": 21, "farm": 15},
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{"lumber": 15, "stoner": 10, "ironer": 12},
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{"docks": 10},
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{"academy": 30},
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{"farm": 20, "storage": 25},
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{"market": 15, "trade_office": 1, "hide": 10},
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{"market": 30, "farm": 35, "thermal": 1, "academy": 36},
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{"farm": 45, "storage": 35, "lumber": 40, "ironer": 40, "stoner": 40},
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{"temple": 30}
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]
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RESEARCH_LIST = [
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"booty", "pottery", "architecture", "building_crane",
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"shipwright", "plow", "mathematics", "combat_experience",
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"strong_wine", "take_over", "colonize_ship"
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]
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RESEARCH_LEVELS = {
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"booty": 7,
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"pottery": 7,
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"architecture": 10,
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"building_crane": 13,
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"shipwright": 13,
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"plow": 22,
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"mathematics": 25,
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"combat_experience": 34,
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"strong_wine": 34,
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"take_over": 28,
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"colonize_ship": 13
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}
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def evaluate_blueprints(conn):
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blueprints = conn.execute('SELECT town_id, blueprint_name FROM town_blueprints WHERE is_active = 1').fetchall()
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log.warning(f"[blueprint] Active blueprints: {len(blueprints)}")
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if not blueprints:
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return
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for row in blueprints:
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town_id = str(row['town_id'])
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log.warning(f"[blueprint] Evaluating town_id={town_id}")
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town_row = conn.execute(
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'SELECT data, player_id, town_name, world_id FROM town_state WHERE town_id = ?', (town_id,)
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).fetchone()
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if not town_row:
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log.warning(f"[blueprint] No town_state row found for town_id={town_id} — skipping")
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continue
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player_id = town_row['player_id']
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town_name_db = town_row['town_name']
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town_world_id = town_row['world_id']
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log.warning(f"[blueprint] Town: {town_name_db}, player_id={player_id}, world_id={town_world_id!r}")
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try:
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town = json.loads(town_row['data'])
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except Exception as e:
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log.warning(f"[blueprint] Failed to parse town data JSON: {e}")
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continue
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build_queue = town.get('buildingOrder', [])
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buildings = town.get('buildings', {})
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build_data = town.get('buildData', {})
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log.warning(f"[blueprint] buildings keys: {list(buildings.keys())}")
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log.warning(f"[blueprint] buildData keys: {list(build_data.keys())}")
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log.warning(f"[blueprint] buildingOrder length: {len(build_queue)}")
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# Don't queue anything if there's already a valid pending/executing command in DB
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db_pending = conn.execute(
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"SELECT id, type, status, updated_at FROM commands WHERE town_id = ? AND type IN ('build', 'research') AND status IN ('pending', 'executing')",
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(town_id,)
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).fetchall()
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if db_pending:
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# Check if any of these are malformed (NULL updated_at = created by old broken blueprint engine)
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# Auto-delete those so we can re-insert them correctly
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broken_ids = [r['id'] for r in db_pending if r['updated_at'] is None]
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if broken_ids:
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log.warning(f"[blueprint] Deleting {len(broken_ids)} malformed stuck commands {broken_ids} for town {town_id}")
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conn.execute(f"DELETE FROM commands WHERE id IN ({','.join('?' for _ in broken_ids)})", broken_ids)
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conn.commit()
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# Re-check if there are still real pending commands
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db_pending = conn.execute(
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"SELECT id, type, status, updated_at FROM commands WHERE town_id = ? AND type IN ('build', 'research') AND status IN ('pending', 'executing')",
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(town_id,)
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).fetchall()
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if db_pending:
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details = [(r['id'], r['type'], r['status']) for r in db_pending]
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log.warning(f"[blueprint] Already has {len(db_pending)} pending/executing commands — skipping. Commands: {details}")
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continue
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# Calculate Future Levels based on current + game queue
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future_levels = {k: v for k, v in buildings.items()}
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for q_item in build_queue:
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b_type = q_item.get('building_type') or q_item.get('name')
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if b_type:
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future_levels[b_type] = future_levels.get(b_type, 0) + 1
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log.warning(f"[blueprint] future_levels: {future_levels}")
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# Find next required building
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target_building = None
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phase_incomplete = False
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blocked_phases = 0
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for phase_idx, phase in enumerate(STANDARD_BLUEPRINT):
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incomplete_buildings = []
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for b_name, req_level in phase.items():
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if future_levels.get(b_name, 0) < req_level:
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incomplete_buildings.append(b_name)
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if incomplete_buildings:
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phase_incomplete = True
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log.warning(f"[blueprint] Phase {phase_idx} is incomplete. Missing: {incomplete_buildings}")
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waiting_for_resources = False
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for b_name in incomplete_buildings:
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b_info = build_data.get(b_name)
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if b_info is None:
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log.warning(f"[blueprint] {b_name}: no buildData entry — skipping")
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continue
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has_max = b_info.get('has_max_level', False)
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deps = b_info.get('missing_dependencies')
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enough = b_info.get('enough_resources')
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log.warning(f"[blueprint] {b_name}: has_max={has_max}, deps={deps}, enough_resources={enough}")
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if not has_max:
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if not deps:
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if enough != False:
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target_building = b_name
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log.warning(f"[blueprint] -> SELECTED {b_name}")
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break
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else:
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log.warning(f"[blueprint] -> waiting for resources for {b_name}")
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waiting_for_resources = True
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if target_building:
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break
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elif waiting_for_resources:
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log.warning(f"[blueprint] Phase {phase_idx}: blocked by resources, stopping lookahead")
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break
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else:
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log.warning(f"[blueprint] Phase {phase_idx}: all blocked by deps, looking ahead (blocked_phases={blocked_phases+1})")
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blocked_phases += 1
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if blocked_phases > 2:
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log.warning(f"[blueprint] Too many blocked phases, giving up")
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break
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# Handle Academy Tech Research
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target_research = None
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if not target_building:
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academy_level = future_levels.get('academy', 0)
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researched = town.get('researches', {})
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for r_name in RESEARCH_LIST:
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if not researched.get(r_name):
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req_level = RESEARCH_LEVELS.get(r_name, 99)
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if academy_level >= req_level:
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target_research = r_name
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log.warning(f"[blueprint] -> Research target: {r_name}")
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break
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log.warning(f"[blueprint] Final: target_building={target_building}, target_research={target_research}")
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if target_building:
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now = datetime.utcnow().isoformat()
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# Get next position for this town's build queue
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pos_row = conn.execute(
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"SELECT MAX(position) as max_pos FROM commands"
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" WHERE player_id = ? AND town_id = ? AND type = 'build'"
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" AND status IN ('pending', 'executing')",
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(str(player_id), str(town_id))
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).fetchone()
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position = (pos_row['max_pos'] or 0) + 1
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payload_str = json.dumps({"building_id": target_building})
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conn.execute('''
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INSERT INTO commands (town_id, town_name, type, payload, status, position, created_at, updated_at, player_id)
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VALUES (?, ?, ?, ?, 'pending', ?, ?, ?, ?)
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''', (str(town_id), town_name_db, 'build', payload_str, position, now, now, str(player_id)))
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log.warning(f"[blueprint] Inserted build command: {target_building} for {town_name_db}")
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elif target_research:
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now = datetime.utcnow().isoformat()
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payload_str = json.dumps({"research_id": target_research})
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conn.execute('''
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INSERT INTO commands (town_id, town_name, type, payload, status, created_at, updated_at, player_id)
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VALUES (?, ?, ?, ?, 'pending', ?, ?, ?)
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''', (str(town_id), town_name_db, 'research', payload_str, now, now, str(player_id)))
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log.warning(f"[blueprint] Inserted research command: {target_research} for {town_name_db}")
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else:
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log.warning(f"[blueprint] Nothing to do for {town_name_db}")
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