artifacts-dashboard/backend/app/engine/strategies/combat.py
Paweł Orzech 75313b83c0
Add multi-user workflows/pipelines and error tracking
Add multi-user automation features and per-user error tracking.

- Database migrations: add workflow_configs/workflow_runs (004), app_errors (005), pipeline_configs/pipeline_runs (006), and add user_token_hash to app_errors (007).
- Backend: introduce per-request token handling (X-API-Token) via app.api.deps and update many API routes (auth, automations, bank, characters, dashboard, events, exchange, logs) to use user-scoped Artifacts client and character scoping. Auth endpoints no longer store tokens server-side (validate-only); clear is a no-op on server.
- New Errors API and services: endpoint to list, filter, resolve, and report errors scoped to the requesting user; add error models, schemas, middleware/error handler and error_service for recording/hashing tokens.
- Pipelines & Workflows: add API routers, models, schemas and engine modules (pipeline/worker/coordinator, workflow runner/conditions) and action_executor updates to support workflow/pipeline execution.
- Logs: logs endpoint now prefers fetching recent action logs from the game API (with fallback to local DB), supports paging and filtering, and scopes results to the user.
- Frontend: add pipeline/workflow builders, lists, progress components and hooks (use-errors, use-pipelines, use-workflows), sentry client config, and updates to API client/constants/types.
- Misc: add middleware error handler, various engine strategy tweaks, tests adjusted.

Overall this change enables per-user API tokens, scopes DB queries to each user, introduces pipelines/workflows runtime support, and centralizes application error tracking.
2026-03-01 23:02:34 +01:00

268 lines
10 KiB
Python

from __future__ import annotations
import logging
from enum import Enum
from typing import TYPE_CHECKING
from app.engine.pathfinder import Pathfinder
from app.engine.strategies.base import ActionPlan, ActionType, BaseStrategy
from app.schemas.game import CharacterSchema
if TYPE_CHECKING:
from app.engine.decision.equipment_optimizer import EquipmentOptimizer
from app.engine.decision.monster_selector import MonsterSelector
from app.schemas.game import ItemSchema, MonsterSchema
logger = logging.getLogger(__name__)
class _CombatState(str, Enum):
"""Internal state machine states for the combat loop."""
MOVE_TO_MONSTER = "move_to_monster"
FIGHT = "fight"
CHECK_HEALTH = "check_health"
HEAL = "heal"
CHECK_INVENTORY = "check_inventory"
MOVE_TO_BANK = "move_to_bank"
DEPOSIT = "deposit"
class CombatStrategy(BaseStrategy):
"""Automated combat strategy.
State machine flow::
MOVE_TO_MONSTER -> FIGHT -> CHECK_HEALTH
|
(HP low?) -> HEAL -> CHECK_HEALTH
|
(HP OK?) -> CHECK_INVENTORY
|
(full?) -> MOVE_TO_BANK -> DEPOSIT -> MOVE_TO_MONSTER
(ok?) -> MOVE_TO_MONSTER (loop)
Configuration keys (see :class:`~app.schemas.automation.CombatConfig`):
- monster_code: str
- auto_heal_threshold: int (default 50) -- percentage
- heal_method: str (default "rest") -- "rest" or "consumable"
- consumable_code: str | None
- min_inventory_slots: int (default 3)
- deposit_loot: bool (default True)
"""
def __init__(
self,
config: dict,
pathfinder: Pathfinder,
monster_selector: MonsterSelector | None = None,
monsters_data: list[MonsterSchema] | None = None,
equipment_optimizer: EquipmentOptimizer | None = None,
available_items: list[ItemSchema] | None = None,
) -> None:
super().__init__(
config, pathfinder,
equipment_optimizer=equipment_optimizer,
available_items=available_items,
)
self._state = _CombatState.MOVE_TO_MONSTER
# Parsed config with defaults
self._monster_code: str = config.get("monster_code", "")
self._heal_threshold: int = config.get("auto_heal_threshold", 50)
self._heal_method: str = config.get("heal_method", "rest")
self._consumable_code: str | None = config.get("consumable_code")
self._min_inv_slots: int = config.get("min_inventory_slots", 3)
self._deposit_loot: bool = config.get("deposit_loot", True)
# Decision modules
self._monster_selector = monster_selector
self._monsters_data = monsters_data or []
# Cached locations (resolved lazily)
self._monster_pos: tuple[int, int] | None = None
self._bank_pos: tuple[int, int] | None = None
def get_state(self) -> str:
return self._state.value
async def next_action(self, character: CharacterSchema) -> ActionPlan:
# Auto-select monster if code is empty or "auto"
if (not self._monster_code or self._monster_code == "auto") and self._monster_selector and self._monsters_data:
selected = self._monster_selector.select_optimal(character, self._monsters_data)
if selected:
self._monster_code = selected.code
logger.info("Auto-selected monster %s for character %s", selected.code, character.name)
# Check auto-equip on first tick
equip_action = self._check_auto_equip(character)
if equip_action is not None:
return equip_action
# Lazily resolve monster and bank positions
self._resolve_locations(character)
match self._state:
case _CombatState.MOVE_TO_MONSTER:
return self._handle_move_to_monster(character)
case _CombatState.FIGHT:
return self._handle_fight(character)
case _CombatState.CHECK_HEALTH:
return self._handle_check_health(character)
case _CombatState.HEAL:
return self._handle_heal(character)
case _CombatState.CHECK_INVENTORY:
return self._handle_check_inventory(character)
case _CombatState.MOVE_TO_BANK:
return self._handle_move_to_bank(character)
case _CombatState.DEPOSIT:
return self._handle_deposit(character)
case _:
return ActionPlan(ActionType.IDLE, reason="Unknown state")
# ------------------------------------------------------------------
# State handlers
# ------------------------------------------------------------------
def _handle_move_to_monster(self, character: CharacterSchema) -> ActionPlan:
if self._monster_pos is None:
return ActionPlan(
ActionType.IDLE,
reason=f"No map tile found for monster {self._monster_code}",
)
mx, my = self._monster_pos
# Already at the monster tile
if self._is_at(character, mx, my):
self._state = _CombatState.FIGHT
return self._handle_fight(character)
self._state = _CombatState.FIGHT # transition after move
return ActionPlan(
ActionType.MOVE,
params={"x": mx, "y": my},
reason=f"Moving to monster {self._monster_code} at ({mx}, {my})",
)
def _handle_fight(self, character: CharacterSchema) -> ActionPlan:
# Before fighting, check health first
if self._hp_percent(character) < self._heal_threshold:
self._state = _CombatState.HEAL
return self._handle_heal(character)
self._state = _CombatState.CHECK_HEALTH # after fight we check health
return ActionPlan(
ActionType.FIGHT,
reason=f"Fighting {self._monster_code}",
)
def _handle_check_health(self, character: CharacterSchema) -> ActionPlan:
if self._hp_percent(character) < self._heal_threshold:
self._state = _CombatState.HEAL
return self._handle_heal(character)
# Health is fine, check inventory
self._state = _CombatState.CHECK_INVENTORY
return self._handle_check_inventory(character)
def _handle_heal(self, character: CharacterSchema) -> ActionPlan:
# If already at full health, go back to the inventory check
if self._hp_percent(character) >= 100.0:
self._state = _CombatState.CHECK_INVENTORY
return self._handle_check_inventory(character)
if self._heal_method == "consumable" and self._consumable_code:
# Check if the character has the consumable in inventory
has_consumable = any(
slot.code == self._consumable_code for slot in character.inventory
)
if has_consumable:
# Stay in HEAL state to re-check HP after using the item
self._state = _CombatState.CHECK_HEALTH
return ActionPlan(
ActionType.USE_ITEM,
params={"code": self._consumable_code, "quantity": 1},
reason=f"Using consumable {self._consumable_code} to heal",
)
else:
# Fallback to rest if no consumable available
logger.info(
"No %s in inventory, falling back to rest",
self._consumable_code,
)
# Default: rest to restore HP
self._state = _CombatState.CHECK_HEALTH
return ActionPlan(
ActionType.REST,
reason=f"Resting to heal (HP {character.hp}/{character.max_hp})",
)
def _handle_check_inventory(self, character: CharacterSchema) -> ActionPlan:
free_slots = self._inventory_free_slots(character)
if self._deposit_loot and free_slots <= self._min_inv_slots:
self._state = _CombatState.MOVE_TO_BANK
return self._handle_move_to_bank(character)
# Inventory is fine, go fight
self._state = _CombatState.MOVE_TO_MONSTER
return self._handle_move_to_monster(character)
def _handle_move_to_bank(self, character: CharacterSchema) -> ActionPlan:
if self._bank_pos is None:
return ActionPlan(
ActionType.IDLE,
reason="No bank tile found on map",
)
bx, by = self._bank_pos
if self._is_at(character, bx, by):
self._state = _CombatState.DEPOSIT
return self._handle_deposit(character)
self._state = _CombatState.DEPOSIT # transition after move
return ActionPlan(
ActionType.MOVE,
params={"x": bx, "y": by},
reason=f"Moving to bank at ({bx}, {by}) to deposit loot",
)
def _handle_deposit(self, character: CharacterSchema) -> ActionPlan:
# Deposit the first non-empty inventory slot
for slot in character.inventory:
if slot.quantity > 0:
# Stay in DEPOSIT state to deposit the next item on the next tick
return ActionPlan(
ActionType.DEPOSIT_ITEM,
params={"code": slot.code, "quantity": slot.quantity},
reason=f"Depositing {slot.quantity}x {slot.code}",
)
# All items deposited -- go back to monster
self._state = _CombatState.MOVE_TO_MONSTER
return self._handle_move_to_monster(character)
# ------------------------------------------------------------------
# Helpers
# ------------------------------------------------------------------
def _resolve_locations(self, character: CharacterSchema) -> None:
"""Lazily resolve and cache monster / bank tile positions."""
if self._monster_pos is None:
self._monster_pos = self.pathfinder.find_nearest(
character.x, character.y, "monster", self._monster_code
)
if self._monster_pos:
logger.info(
"Resolved monster %s at %s", self._monster_code, self._monster_pos
)
if self._bank_pos is None and self._deposit_loot:
self._bank_pos = self.pathfinder.find_nearest_by_type(
character.x, character.y, "bank"
)
if self._bank_pos:
logger.info("Resolved bank at %s", self._bank_pos)