Files
grepo-remote/blueprint_engine.py
2026-05-02 00:08:43 +03:00

115 lines
4.6 KiB
Python

import json
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
}
def evaluate_blueprints(conn):
blueprints = conn.execute('SELECT town_id, blueprint_name FROM town_blueprints WHERE is_active = 1').fetchall()
if not blueprints:
return
for row in blueprints:
town_id = str(row['town_id'])
town_row = conn.execute('SELECT data FROM town_state WHERE town_id = ?', (town_id,)).fetchone()
if not town_row:
continue
try:
town = json.loads(town_row['data'])
except Exception:
continue
build_queue = town.get('build_queue', [])
buildings = town.get('buildings', {})
build_data = town.get('build_data', {})
# Don't queue anything if there's already a pending/executing command in DB
db_pending = conn.execute("SELECT id FROM commands WHERE town_id = ? AND type IN ('build', 'research') AND status IN ('pending', 'executing')", (town_id,)).fetchall()
if db_pending:
continue
# Calculate Future Levels based on current + game 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
# Find next required building
target_building = None
for phase in STANDARD_BLUEPRINT:
incomplete = False
for b_name, req_level in phase.items():
if future_levels.get(b_name, 0) < req_level:
incomplete = True
b_info = build_data.get(b_name)
if b_info and not b_info.get('has_max_level'):
if b_info.get('enough_resources') != False:
target_building = b_name
break
if incomplete:
break
# Handle Academy Tech Research if no building was prioritized
target_research = None
if not target_building:
academy_level = future_levels.get('academy', 0)
researched = town.get('researches', {})
research_queue = town.get('research_queue', [])
for r_name in RESEARCH_LIST:
if not researched.get(r_name) and r_name not in [q.get('type') for q in research_queue]:
# Check if academy level is high enough
req_level = RESEARCH_LEVELS.get(r_name, 99)
if academy_level >= req_level:
target_research = r_name
break
if target_building:
payload_str = json.dumps({"building_id": target_building})
conn.execute('''
INSERT INTO commands (town_id, town_name, type, payload, status, player_id)
VALUES (?, ?, ?, ?, ?, ?)
''', (town_id, town.get('town_name'), 'build', payload_str, 'pending', town.get('player_id')))
elif target_research:
payload_str = json.dumps({"research_id": target_research})
conn.execute('''
INSERT INTO commands (town_id, town_name, type, payload, status, player_id)
VALUES (?, ?, ?, ?, ?, ?)
''', (town_id, town.get('town_name'), 'research', payload_str, 'pending', town.get('player_id')))