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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)
99 lines
3.1 KiB
Python
99 lines
3.1 KiB
Python
from abc import ABC, abstractmethod
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from dataclasses import dataclass, field
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from enum import Enum
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from app.engine.pathfinder import Pathfinder
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from app.schemas.game import CharacterSchema
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class ActionType(str, Enum):
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"""All possible actions the automation runner can execute."""
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MOVE = "move"
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FIGHT = "fight"
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GATHER = "gather"
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REST = "rest"
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EQUIP = "equip"
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UNEQUIP = "unequip"
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USE_ITEM = "use_item"
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DEPOSIT_ITEM = "deposit_item"
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WITHDRAW_ITEM = "withdraw_item"
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CRAFT = "craft"
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RECYCLE = "recycle"
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GE_BUY = "ge_buy"
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GE_SELL = "ge_sell"
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GE_CANCEL = "ge_cancel"
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TASK_NEW = "task_new"
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TASK_TRADE = "task_trade"
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TASK_COMPLETE = "task_complete"
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TASK_EXCHANGE = "task_exchange"
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IDLE = "idle"
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COMPLETE = "complete"
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@dataclass
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class ActionPlan:
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"""A single action to be executed by the runner."""
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action_type: ActionType
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params: dict = field(default_factory=dict)
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reason: str = ""
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class BaseStrategy(ABC):
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"""Abstract base class for all automation strategies.
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A strategy inspects the current character state and returns an
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:class:`ActionPlan` describing the next action the runner should execute.
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Subclasses must implement :meth:`next_action` and :meth:`get_state`.
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"""
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def __init__(self, config: dict, pathfinder: Pathfinder) -> None:
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self.config = config
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self.pathfinder = pathfinder
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@abstractmethod
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async def next_action(self, character: CharacterSchema) -> ActionPlan:
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"""Determine the next action based on the current character state.
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Returns an :class:`ActionPlan` for the runner to execute. Returning
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``ActionType.COMPLETE`` signals the runner to stop the automation
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loop gracefully. ``ActionType.IDLE`` causes the runner to skip
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execution and re-evaluate after a short delay.
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"""
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...
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@abstractmethod
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def get_state(self) -> str:
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"""Return a human-readable label describing the current strategy state.
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Used for logging and status reporting.
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"""
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...
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# ------------------------------------------------------------------
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# Shared helpers available to all strategies
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# ------------------------------------------------------------------
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@staticmethod
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def _inventory_used_slots(character: CharacterSchema) -> int:
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"""Count how many inventory slots are currently occupied."""
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return len(character.inventory)
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@staticmethod
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def _inventory_free_slots(character: CharacterSchema) -> int:
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"""Count how many inventory slots are free."""
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return character.inventory_max_items - len(character.inventory)
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@staticmethod
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def _hp_percent(character: CharacterSchema) -> float:
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"""Return the character's HP as a percentage of max HP."""
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if character.max_hp == 0:
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return 100.0
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return (character.hp / character.max_hp) * 100.0
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@staticmethod
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def _is_at(character: CharacterSchema, x: int, y: int) -> bool:
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"""Check whether the character is standing at the given tile."""
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return character.x == x and character.y == y
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