274 lines
10 KiB
JavaScript
274 lines
10 KiB
JavaScript
// ==UserScript==
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// @name Grepolis Remote Control
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// @namespace http://tampermonkey.net/
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// @version 1.0
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// @description Polls grepo.haunter-pets.top for remote commands and executes them in-game
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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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const POLL_INTERVAL_MS = 5000; // poll for commands
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const STATE_INTERVAL_MS = 30000; // push town state
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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 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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return {
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town_id: town.id,
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town_name: town.name,
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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: res.storage || res.storage_capacity || 0,
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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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};
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});
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return { player, 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: ${e}`);
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}
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}
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// ----------------------------------------------------------------
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// Report command result back to relay
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// ----------------------------------------------------------------
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function reportResult(cmdId, status, message) {
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fetch(`${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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// Execute: Build
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// ----------------------------------------------------------------
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async function executeBuild(cmd) {
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const { town_id, payload } = cmd;
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const { building_id } = payload;
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const town = uw.ITowns?.getTown?.(town_id) || uw.ITowns?.towns?.[town_id];
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if (!town) {
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return { ok: false, msg: `Town ${town_id} not found in ITowns` };
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}
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// Check build queue
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const queueLen = town.buildingOrders?.()?.length ?? 0;
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const hasCurator = uw.GameDataPremium?.isAdvisorActivated?.('curator');
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const maxQueue = hasCurator ? 7 : 2;
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if (queueLen >= maxQueue) {
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return { ok: false, requeue: true, msg: `Build queue full (${queueLen}/${maxQueue})` };
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}
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// Check resources
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try {
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const buildData = uw.MM.getModels?.()?.BuildingBuildData?.[town_id]
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?.attributes?.building_data?.[building_id];
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if (buildData) {
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const res = town.resources();
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const { resources_for, population_for } = buildData;
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if (town.getAvailablePopulation?.() < population_for) {
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return { ok: false, msg: `Not enough population for ${building_id}` };
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}
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if (res.wood < resources_for.wood || res.stone < resources_for.stone || res.iron < resources_for.iron) {
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return { ok: false, msg: `Not enough resources for ${building_id}` };
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}
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}
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} catch (e) {
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log(`Resource check skipped: ${e}`);
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}
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// Fire the build request
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uw.gpAjax.ajaxPost('frontend_bridge', 'execute', {
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model_url: 'BuildingOrder',
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action_name: 'buildUp',
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arguments: { building_id },
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town_id
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});
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await sleep(500);
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return { ok: true, msg: `buildUp ${building_id} queued` };
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}
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// ----------------------------------------------------------------
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// Execute: Recruit
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// ----------------------------------------------------------------
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async function executeRecruit(cmd) {
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const { town_id, payload } = cmd;
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const { unit_id, amount } = payload;
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const town = uw.ITowns?.getTown?.(town_id) || uw.ITowns?.towns?.[town_id];
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if (!town) {
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return { ok: false, msg: `Town ${town_id} not found` };
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}
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// Determine endpoint based on unit type
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const navalUnits = [
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'big_transporter', 'small_transporter', 'bireme',
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'attack_ship', 'trireme', 'colonize_ship', 'sea_monster'
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];
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const endpoint = navalUnits.includes(unit_id) ? 'building_docks' : 'building_barracks';
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uw.gpAjax.ajaxPost(endpoint, 'build', {
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unit_id,
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amount: parseInt(amount) || 1,
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town_id
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});
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await sleep(500);
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return { ok: true, msg: `Recruit ${amount}x ${unit_id} submitted` };
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}
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// ----------------------------------------------------------------
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// Poll for and execute a pending command
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// ----------------------------------------------------------------
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async function pollAndExecute() {
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if (paused) return;
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let cmdData;
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try {
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const res = await fetch(`${BASE_URL}/api/commands/pending`);
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cmdData = await res.json();
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} catch (e) {
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log(`Poll failed: ${e}`);
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return;
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}
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const cmd = cmdData.command;
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if (!cmd) return; // nothing pending
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log(`Executing command #${cmd.id} — type:${cmd.type} town:${cmd.town_id}`);
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let result;
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try {
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if (cmd.type === 'build') {
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result = await executeBuild(cmd);
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} else if (cmd.type === 'recruit') {
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result = await executeRecruit(cmd);
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} else {
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result = { ok: false, msg: `Unknown command type: ${cmd.type}` };
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}
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} catch (e) {
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result = { ok: false, msg: `Exception: ${e.message}` };
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}
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const finalStatus = result.requeue ? 'pending' : (result.ok ? 'done' : 'failed');
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log(`Command #${cmd.id} result: ${finalStatus === 'done' ? '✅' : (finalStatus === 'pending' ? '⏳' : '❌')} ${result.msg}`);
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reportResult(cmd.id, finalStatus, result.msg);
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}
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// ----------------------------------------------------------------
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// Boot
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// ----------------------------------------------------------------
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window.addEventListener('load', () => {
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log('Grepolis Remote Control loaded');
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// Push state immediately, then on interval
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setTimeout(pushState, 5000);
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setInterval(pushState, STATE_INTERVAL_MS);
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// Poll for commands
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setInterval(pollAndExecute, POLL_INTERVAL_MS);
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});
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})();
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