artifacts-dashboard/backend/app/engine/decision/monster_selector.py
Paweł Orzech f845647934
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Initial release: Artifacts MMO Dashboard & Automation Platform
Full-stack dashboard for controlling, automating, and analyzing
Artifacts MMO characters via the game's HTTP API.

Backend (FastAPI):
- Async Artifacts API client with rate limiting and retry
- 6 automation strategies (combat, gathering, crafting, trading, task, leveling)
- Automation engine with runner, manager, cooldown tracker, pathfinder
- WebSocket relay (game server -> frontend)
- Game data cache, character snapshots, price history, analytics
- 9 API routers, 7 database tables, 3 Alembic migrations
- 108 unit tests

Frontend (Next.js 15 + shadcn/ui):
- Live character dashboard with HP/XP bars and cooldowns
- Character detail with stats, equipment, inventory, skills, manual actions
- Automation management with live log streaming
- Interactive canvas map with content-type coloring and zoom/pan
- Bank management, Grand Exchange with price charts
- Events, logs, analytics pages with Recharts
- WebSocket auto-reconnect with query cache invalidation
- Settings page, error boundaries, dark theme

Infrastructure:
- Docker Compose (dev + prod)
- GitHub Actions CI/CD
- Documentation (Architecture, Automation, Deployment, API)
2026-03-01 19:46:45 +01:00

83 lines
2.5 KiB
Python

import logging
from app.schemas.game import CharacterSchema, MonsterSchema
logger = logging.getLogger(__name__)
# Maximum level difference when selecting an "optimal" monster
_MAX_LEVEL_DELTA: int = 5
class MonsterSelector:
"""Select the best monster for a character to fight.
The selection heuristic prefers monsters within +/- 5 levels of the
character's combat level. Among those candidates, higher-level monsters
are preferred because they yield more XP.
"""
def select_optimal(
self,
character: CharacterSchema,
monsters: list[MonsterSchema],
) -> MonsterSchema | None:
"""Return the best monster for the character, or ``None`` if the
list is empty or no suitable monster exists.
Parameters
----------
character:
The character that will be fighting.
monsters:
All available monsters (typically from the game data cache).
Returns
-------
The selected monster, or None.
"""
if not monsters:
return None
char_level = character.level
# First pass: prefer monsters within the level window
candidates = [
m
for m in monsters
if abs(m.level - char_level) <= _MAX_LEVEL_DELTA
]
if not candidates:
# No monster in the preferred window -- fall back to the
# highest-level monster that is still at or below the character
below = [m for m in monsters if m.level <= char_level]
if below:
candidates = below
else:
# All monsters are higher-level; pick the lowest available
candidates = sorted(monsters, key=lambda m: m.level)
return candidates[0] if candidates else None
# Among candidates, prefer higher level for better XP
candidates.sort(key=lambda m: m.level, reverse=True)
selected = candidates[0]
logger.debug(
"Selected monster %s (level %d) for character %s (level %d)",
selected.code,
selected.level,
character.name,
char_level,
)
return selected
def filter_by_code(
self,
monsters: list[MonsterSchema],
code: str,
) -> MonsterSchema | None:
"""Return the monster with the given code, or ``None``."""
for m in monsters:
if m.code == code:
return m
return None