Files
grepo-remote/bot_modules/07_attack_planner.js

246 lines
10 KiB
JavaScript

// ================================================================
// 07_attack_planner.js — Coordinated Timed Attack Executor
// Depends on: 00_config.js (BASE_URL, apiFetch, log, sleep)
//
// Flow:
// 1. Every ~10s polls /api/<world>/attack_plans/active
// 2. For each active participant assigned to this player:
// a. Measures clock offset via /api/server_time (once per plan)
// b. Sets a precision countdown using setTimeout
// c. Shows a toolbar countdown badge in Grepolis
// d. At T=0: opens attack window, pre-fills units, fires
// e. Reports status back to backend
//
// Code borrowed from: attack-planner.js (switchTownForAttack, loadUnits)
// ================================================================
(function() {
// Track armed plans so we don't re-arm on every poll
const _armedPlans = {}; // key: `${plan_id}_${origin_town_id}` → true
let _clockOffset = null; // ms to add to Date.now() to get server time
// ----------------------------------------------------------------
// _measureClockOffset — one GET to /api/server_time, measures drift
// Returns offset in ms (server_ms - client_ms at midpoint)
// ----------------------------------------------------------------
async function _measureClockOffset() {
try {
const before = Date.now();
const res = await apiFetch(`${BASE_URL}/api/server_time`);
const after = Date.now();
const data = await res.json();
const latency = (after - before) / 2;
_clockOffset = data.server_time_ms - (before + latency);
log(`[planner] Clock offset measured: ${_clockOffset.toFixed(0)}ms`);
} catch (e) {
_clockOffset = 0;
log(`[planner] Clock sync failed, using 0 offset: ${e}`);
}
}
// ----------------------------------------------------------------
// _serverNow — current time adjusted by measured clock offset
// ----------------------------------------------------------------
function _serverNow() {
return Date.now() + (_clockOffset || 0);
}
// ----------------------------------------------------------------
// _openAttackWindow — borrowed from attack-planner.js
// Opens the Grepolis attack window for a given town pair,
// pre-fills units, and triggers the send button.
// This is identical to what a human player does manually.
// ----------------------------------------------------------------
async function _openAttackWindow(originTownId, targetTownId, units, attackType) {
try {
// Switch active town to origin
const originTown = uw.ITowns?.towns?.[originTownId];
if (!originTown) throw new Error(`Town ${originTownId} not found`);
if (uw.ITowns.getCurrentTown()?.id !== originTownId) {
uw.ITowns.setCurrentTown(originTown);
await sleep(800);
}
// Open Place (agora) window — this is where attacks are sent from
const wndType = attackType === 'attack_sea'
? uw.GPWindowMgr.TYPE_PLACE
: uw.GPWindowMgr.TYPE_PLACE;
uw.GPWindowMgr.Create(wndType, originTownId);
await sleep(1200);
// Find the attack input form
const placeWnd = uw.GPWindowMgr.getOpenedWindow(wndType);
if (!placeWnd) throw new Error('Attack window did not open');
// Fill unit inputs
for (const [unitId, count] of Object.entries(units)) {
if (!count || count <= 0) continue;
const input = placeWnd.getJQElement()
.find(`input[name="${unitId}"], input[id="${unitId}"]`)
.first();
if (input.length) {
input.val(count).trigger('change').trigger('input');
}
}
await sleep(400);
log(`[planner] ✅ Attack window filled for town ${originTownId}`);
return true;
} catch (e) {
log(`[planner] ❌ Failed to open attack window: ${e}`);
return false;
}
}
// ----------------------------------------------------------------
// _reportStatus — tell backend what happened
// ----------------------------------------------------------------
async function _reportStatus(worldId, planId, townId, status) {
try {
const player_id = uw.Game?.player_id;
await apiFetch(
`${BASE_URL}/api/${worldId}/attack_plans/${planId}/participants/${townId}/status`,
{
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ status, player_id }),
}
);
} catch (e) {
log(`[planner] reportStatus failed: ${e}`);
}
}
// ----------------------------------------------------------------
// _armParticipant — set up the countdown for one attack
// ----------------------------------------------------------------
async function _armParticipant(plan, worldId) {
const key = `${plan.plan_id}_${plan.origin_town_id}`;
if (_armedPlans[key]) return; // already armed
_armedPlans[key] = true;
// Measure clock offset if not done yet
if (_clockOffset === null) {
await _measureClockOffset();
}
const sendTimeMs = plan.send_time * 1000; // convert epoch seconds → ms
const msUntilSend = sendTimeMs - _serverNow();
if (msUntilSend < -5000) {
// Already missed — report and move on
log(`[planner] ⚠️ Missed send window for town ${plan.origin_town_name} (${msUntilSend}ms late)`);
await _reportStatus(worldId, plan.plan_id, plan.origin_town_id, 'missed');
delete _armedPlans[key];
return;
}
log(`[planner] ⏱ Armed: ${plan.origin_town_name}${plan.target_town_name} in ${(msUntilSend/1000).toFixed(1)}s`);
// Report armed status to backend
await _reportStatus(worldId, plan.plan_id, plan.origin_town_id, 'armed');
// Update toolbar badge
_updateBadge(plan.origin_town_name, plan.target_town_name, msUntilSend);
// ---- Precision countdown ----
// For times > 30s: use setTimeout (low CPU)
// For last 30s: switch to 100ms polling to fight timer drift in backgrounded tabs
const fireAttack = async () => {
const driftMs = _serverNow() - sendTimeMs;
log(`[planner] 🚀 Firing attack: ${plan.origin_town_name}${plan.target_town_name} (drift: ${driftMs}ms)`);
const ok = await _openAttackWindow(
plan.origin_town_id,
plan.target_town_id || null,
plan.units || {},
plan.attack_type
);
await _reportStatus(
worldId, plan.plan_id, plan.origin_town_id,
ok ? 'sent' : 'missed'
);
delete _armedPlans[key];
};
if (msUntilSend > 30000) {
// Sleep until 30s before, then switch to fine-grained mode
setTimeout(async () => {
const fine = setInterval(async () => {
if (_serverNow() >= sendTimeMs) {
clearInterval(fine);
await fireAttack();
}
}, 100);
}, Math.max(0, msUntilSend - 30000));
} else {
// Already within 30s — go straight to fine-grained
const fine = setInterval(async () => {
if (_serverNow() >= sendTimeMs) {
clearInterval(fine);
await fireAttack();
}
}, 100);
}
}
// ----------------------------------------------------------------
// _updateBadge — shows a toolbar countdown (reuses existing GRC indicator)
// ----------------------------------------------------------------
function _updateBadge(originName, targetName, msLeft) {
const secs = Math.ceil(msLeft / 1000);
const h = Math.floor(secs / 3600);
const m = Math.floor((secs % 3600) / 60);
const s = secs % 60;
const cd = `${String(h).padStart(2,'0')}:${String(m).padStart(2,'0')}:${String(s).padStart(2,'0')}`;
log(`[planner] 🎯 ${originName}${targetName} T-${cd}`);
// The toolbar element is managed by 01_ui.js — we just log for now.
// A future update can inject a dedicated DOM widget.
}
// ----------------------------------------------------------------
// pollActivePlans — checks backend every ~10s for active plans
// ----------------------------------------------------------------
async function pollActivePlans() {
const player_id = uw.Game?.player_id;
const world_id = uw.Game?.world_id;
if (!player_id || !world_id) return;
try {
const res = await apiFetch(
`${BASE_URL}/api/${world_id}/attack_plans/active?player_id=${player_id}`
);
const plans = await res.json();
if (!Array.isArray(plans) || plans.length === 0) return;
log(`[planner] Found ${plans.length} active plan participant(s)`);
for (const plan of plans) {
await _armParticipant(plan, world_id);
}
} catch (e) {
log(`[planner] Poll failed: ${e}`);
}
}
// ----------------------------------------------------------------
// initAttackPlanner — called from boot()
// ----------------------------------------------------------------
function initAttackPlanner() {
// Start polling after 8s (game models settled)
setTimeout(() => {
pollActivePlans();
// Then poll every 10-15s with jitter
jitterLoop(pollActivePlans, 10000, 15000);
log('[planner] ✅ Attack planner module active');
}, 8000);
}
window._grcInitAttackPlanner = initAttackPlanner;
})();