artifacts-dashboard/backend/app/engine/strategies/crafting.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

420 lines
17 KiB
Python

import logging
from enum import Enum
from app.engine.pathfinder import Pathfinder
from app.engine.strategies.base import ActionPlan, ActionType, BaseStrategy
from app.schemas.game import CharacterSchema, ItemSchema
logger = logging.getLogger(__name__)
class _CraftState(str, Enum):
"""Internal state machine states for the crafting loop."""
CHECK_MATERIALS = "check_materials"
GATHER_MATERIALS = "gather_materials"
MOVE_TO_BANK_WITHDRAW = "move_to_bank_withdraw"
WITHDRAW_MATERIALS = "withdraw_materials"
MOVE_TO_WORKSHOP = "move_to_workshop"
CRAFT = "craft"
CHECK_RESULT = "check_result"
MOVE_TO_BANK_DEPOSIT = "move_to_bank_deposit"
DEPOSIT = "deposit"
# Mapping from craft skill names to their workshop content codes
_SKILL_TO_WORKSHOP: dict[str, str] = {
"weaponcrafting": "weaponcrafting",
"gearcrafting": "gearcrafting",
"jewelrycrafting": "jewelrycrafting",
"cooking": "cooking",
"woodcutting": "woodcutting",
"mining": "mining",
"alchemy": "alchemy",
}
class CraftingStrategy(BaseStrategy):
"""Automated crafting strategy.
State machine flow::
CHECK_MATERIALS -> (missing?) -> MOVE_TO_BANK_WITHDRAW -> WITHDRAW_MATERIALS
|
-> GATHER_MATERIALS (if gather_materials=True) |
v
-> MOVE_TO_WORKSHOP -> CRAFT -> CHECK_RESULT
|
(recycle?) -> CRAFT (loop for XP)
(done?) -> MOVE_TO_BANK_DEPOSIT -> DEPOSIT
|
(more qty?) -> CHECK_MATERIALS (loop)
Configuration keys (see :class:`~app.schemas.automation.CraftingConfig`):
- item_code: str -- the item to craft
- quantity: int (default 1) -- how many to craft total
- gather_materials: bool (default False) -- auto-gather missing materials
- recycle_excess: bool (default False) -- recycle crafted items for XP
"""
def __init__(
self,
config: dict,
pathfinder: Pathfinder,
items_data: list[ItemSchema] | None = None,
) -> None:
super().__init__(config, pathfinder)
self._state = _CraftState.CHECK_MATERIALS
# Parsed config with defaults
self._item_code: str = config["item_code"]
self._quantity: int = config.get("quantity", 1)
self._gather_materials: bool = config.get("gather_materials", False)
self._recycle_excess: bool = config.get("recycle_excess", False)
# Runtime counters
self._crafted_count: int = 0
# Recipe data (resolved from game data)
self._recipe: list[dict[str, str | int]] = [] # [{"code": ..., "quantity": ...}]
self._craft_skill: str = ""
self._craft_level: int = 0
self._recipe_resolved: bool = False
# If items data is provided, resolve the recipe immediately
if items_data:
self._resolve_recipe(items_data)
# Cached locations
self._workshop_pos: tuple[int, int] | None = None
self._bank_pos: tuple[int, int] | None = None
# Sub-state for gathering
self._gather_resource_code: str | None = None
self._gather_pos: tuple[int, int] | None = None
def get_state(self) -> str:
return self._state.value
def set_items_data(self, items_data: list[ItemSchema]) -> None:
"""Set item data for recipe resolution (called by manager after creation)."""
if not self._recipe_resolved:
self._resolve_recipe(items_data)
async def next_action(self, character: CharacterSchema) -> ActionPlan:
# Check if we've completed the target quantity
if self._crafted_count >= self._quantity and not self._recycle_excess:
return ActionPlan(
ActionType.COMPLETE,
reason=f"Crafted {self._crafted_count}/{self._quantity} {self._item_code}",
)
# If recipe is not resolved, idle until it is
if not self._recipe_resolved:
return ActionPlan(
ActionType.IDLE,
reason=f"Recipe for {self._item_code} not yet resolved from game data",
)
# Resolve locations lazily
self._resolve_locations(character)
match self._state:
case _CraftState.CHECK_MATERIALS:
return self._handle_check_materials(character)
case _CraftState.GATHER_MATERIALS:
return self._handle_gather_materials(character)
case _CraftState.MOVE_TO_BANK_WITHDRAW:
return self._handle_move_to_bank_withdraw(character)
case _CraftState.WITHDRAW_MATERIALS:
return self._handle_withdraw_materials(character)
case _CraftState.MOVE_TO_WORKSHOP:
return self._handle_move_to_workshop(character)
case _CraftState.CRAFT:
return self._handle_craft(character)
case _CraftState.CHECK_RESULT:
return self._handle_check_result(character)
case _CraftState.MOVE_TO_BANK_DEPOSIT:
return self._handle_move_to_bank_deposit(character)
case _CraftState.DEPOSIT:
return self._handle_deposit(character)
case _:
return ActionPlan(ActionType.IDLE, reason="Unknown state")
# ------------------------------------------------------------------
# State handlers
# ------------------------------------------------------------------
def _handle_check_materials(self, character: CharacterSchema) -> ActionPlan:
"""Check if the character has all required materials in inventory."""
missing = self._get_missing_materials(character)
if not missing:
# All materials in inventory, go craft
self._state = _CraftState.MOVE_TO_WORKSHOP
return self._handle_move_to_workshop(character)
# Materials are missing -- try to withdraw from bank first
self._state = _CraftState.MOVE_TO_BANK_WITHDRAW
return self._handle_move_to_bank_withdraw(character)
def _handle_move_to_bank_withdraw(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 = _CraftState.WITHDRAW_MATERIALS
return self._handle_withdraw_materials(character)
self._state = _CraftState.WITHDRAW_MATERIALS
return ActionPlan(
ActionType.MOVE,
params={"x": bx, "y": by},
reason=f"Moving to bank at ({bx}, {by}) to withdraw materials",
)
def _handle_withdraw_materials(self, character: CharacterSchema) -> ActionPlan:
"""Withdraw missing materials from the bank one at a time."""
missing = self._get_missing_materials(character)
if not missing:
# All materials acquired, go to workshop
self._state = _CraftState.MOVE_TO_WORKSHOP
return self._handle_move_to_workshop(character)
# Withdraw the first missing material
code, needed_qty = next(iter(missing.items()))
# If we should gather and we can't withdraw, switch to gather mode
if self._gather_materials:
# We'll try to withdraw; if it fails the runner will handle the error
# and we can switch to gathering mode. For now, attempt the withdraw.
pass
return ActionPlan(
ActionType.WITHDRAW_ITEM,
params={"code": code, "quantity": needed_qty},
reason=f"Withdrawing {needed_qty}x {code} for crafting {self._item_code}",
)
def _handle_gather_materials(self, character: CharacterSchema) -> ActionPlan:
"""Gather missing materials (if gather_materials is enabled)."""
if self._gather_resource_code is None or self._gather_pos is None:
# Cannot determine what to gather, fall back to check
self._state = _CraftState.CHECK_MATERIALS
return self._handle_check_materials(character)
gx, gy = self._gather_pos
if not self._is_at(character, gx, gy):
return ActionPlan(
ActionType.MOVE,
params={"x": gx, "y": gy},
reason=f"Moving to resource {self._gather_resource_code} at ({gx}, {gy})",
)
# Check if inventory is full
if self._inventory_free_slots(character) == 0:
# Need to deposit and try again
self._state = _CraftState.MOVE_TO_BANK_DEPOSIT
return self._handle_move_to_bank_deposit(character)
# Check if we still need materials
missing = self._get_missing_materials(character)
if not missing:
self._state = _CraftState.MOVE_TO_WORKSHOP
return self._handle_move_to_workshop(character)
return ActionPlan(
ActionType.GATHER,
reason=f"Gathering {self._gather_resource_code} for crafting materials",
)
def _handle_move_to_workshop(self, character: CharacterSchema) -> ActionPlan:
if self._workshop_pos is None:
return ActionPlan(
ActionType.IDLE,
reason=f"No workshop found for skill {self._craft_skill}",
)
wx, wy = self._workshop_pos
if self._is_at(character, wx, wy):
self._state = _CraftState.CRAFT
return self._handle_craft(character)
self._state = _CraftState.CRAFT
return ActionPlan(
ActionType.MOVE,
params={"x": wx, "y": wy},
reason=f"Moving to {self._craft_skill} workshop at ({wx}, {wy})",
)
def _handle_craft(self, character: CharacterSchema) -> ActionPlan:
# Verify we have materials before crafting
missing = self._get_missing_materials(character)
if missing:
# Somehow lost materials, go back to check
self._state = _CraftState.CHECK_MATERIALS
return self._handle_check_materials(character)
self._state = _CraftState.CHECK_RESULT
return ActionPlan(
ActionType.CRAFT,
params={"code": self._item_code, "quantity": 1},
reason=f"Crafting {self._item_code} ({self._crafted_count + 1}/{self._quantity})",
)
def _handle_check_result(self, character: CharacterSchema) -> ActionPlan:
self._crafted_count += 1
if self._recycle_excess:
# Check if we have the item to recycle
has_item = any(
slot.code == self._item_code for slot in character.inventory
)
if has_item:
# Recycle and go back to check materials for next craft
self._state = _CraftState.CHECK_MATERIALS
return ActionPlan(
ActionType.RECYCLE,
params={"code": self._item_code, "quantity": 1},
reason=f"Recycling {self._item_code} for XP (crafted {self._crafted_count})",
)
# Check if we need to craft more
if self._crafted_count >= self._quantity:
# Done crafting, deposit results
self._state = _CraftState.MOVE_TO_BANK_DEPOSIT
return self._handle_move_to_bank_deposit(character)
# Check if inventory is getting full
if self._inventory_free_slots(character) <= 2:
self._state = _CraftState.MOVE_TO_BANK_DEPOSIT
return self._handle_move_to_bank_deposit(character)
# Craft more
self._state = _CraftState.CHECK_MATERIALS
return self._handle_check_materials(character)
def _handle_move_to_bank_deposit(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 = _CraftState.DEPOSIT
return self._handle_deposit(character)
self._state = _CraftState.DEPOSIT
return ActionPlan(
ActionType.MOVE,
params={"x": bx, "y": by},
reason=f"Moving to bank at ({bx}, {by}) to deposit crafted items",
)
def _handle_deposit(self, character: CharacterSchema) -> ActionPlan:
# Deposit the first non-empty inventory slot
for slot in character.inventory:
if slot.quantity > 0:
return ActionPlan(
ActionType.DEPOSIT_ITEM,
params={"code": slot.code, "quantity": slot.quantity},
reason=f"Depositing {slot.quantity}x {slot.code}",
)
# All deposited
if self._crafted_count >= self._quantity and not self._recycle_excess:
return ActionPlan(
ActionType.COMPLETE,
reason=f"Crafted and deposited {self._crafted_count}/{self._quantity} {self._item_code}",
)
# More to craft
self._state = _CraftState.CHECK_MATERIALS
return self._handle_check_materials(character)
# ------------------------------------------------------------------
# Helpers
# ------------------------------------------------------------------
def _resolve_recipe(self, items_data: list[ItemSchema]) -> None:
"""Look up the item's crafting recipe from game data."""
for item in items_data:
if item.code == self._item_code:
if item.craft is None:
logger.warning(
"Item %s has no crafting recipe", self._item_code
)
return
self._craft_skill = item.craft.skill or ""
self._craft_level = item.craft.level or 0
self._recipe = [
{"code": ci.code, "quantity": ci.quantity}
for ci in item.craft.items
]
self._recipe_resolved = True
logger.info(
"Resolved recipe for %s: skill=%s, level=%d, materials=%s",
self._item_code,
self._craft_skill,
self._craft_level,
self._recipe,
)
return
logger.warning("Item %s not found in game data", self._item_code)
def _get_missing_materials(self, character: CharacterSchema) -> dict[str, int]:
"""Return a dict of {material_code: needed_quantity} for materials
not currently in the character's inventory."""
inventory_counts: dict[str, int] = {}
for slot in character.inventory:
inventory_counts[slot.code] = inventory_counts.get(slot.code, 0) + slot.quantity
missing: dict[str, int] = {}
for mat in self._recipe:
code = str(mat["code"])
needed = int(mat["quantity"])
have = inventory_counts.get(code, 0)
if have < needed:
missing[code] = needed - have
return missing
def _resolve_locations(self, character: CharacterSchema) -> None:
"""Lazily resolve and cache workshop and bank tile positions."""
if self._workshop_pos is None and self._craft_skill:
workshop_code = _SKILL_TO_WORKSHOP.get(self._craft_skill, self._craft_skill)
self._workshop_pos = self.pathfinder.find_nearest(
character.x, character.y, "workshop", workshop_code
)
if self._workshop_pos:
logger.info(
"Resolved workshop for %s at %s",
self._craft_skill,
self._workshop_pos,
)
if self._bank_pos is None:
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)
if (
self._gather_materials
and self._gather_resource_code is not None
and self._gather_pos is None
):
self._gather_pos = self.pathfinder.find_nearest(
character.x, character.y, "resource", self._gather_resource_code
)
if self._gather_pos:
logger.info(
"Resolved gather resource %s at %s",
self._gather_resource_code,
self._gather_pos,
)