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

202 lines
7.5 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
logger = logging.getLogger(__name__)
class _GatherState(str, Enum):
"""Internal state machine states for the gathering loop."""
MOVE_TO_RESOURCE = "move_to_resource"
GATHER = "gather"
CHECK_INVENTORY = "check_inventory"
MOVE_TO_BANK = "move_to_bank"
DEPOSIT = "deposit"
class GatheringStrategy(BaseStrategy):
"""Automated gathering strategy.
State machine flow::
MOVE_TO_RESOURCE -> GATHER -> CHECK_INVENTORY
|
(full?) -> MOVE_TO_BANK -> DEPOSIT -> MOVE_TO_RESOURCE
(ok?) -> MOVE_TO_RESOURCE (loop)
|
(max_loops reached?) -> COMPLETE
Configuration keys (see :class:`~app.schemas.automation.GatheringConfig`):
- resource_code: str
- deposit_on_full: bool (default True)
- max_loops: int (default 0 = infinite)
"""
def __init__(self, config: dict, pathfinder: Pathfinder) -> None:
super().__init__(config, pathfinder)
self._state = _GatherState.MOVE_TO_RESOURCE
# Parsed config with defaults
self._resource_code: str = config["resource_code"]
self._deposit_on_full: bool = config.get("deposit_on_full", True)
self._max_loops: int = config.get("max_loops", 0)
# Runtime counters
self._loop_count: int = 0
# Cached locations (resolved lazily)
self._resource_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:
# Check loop limit
if self._max_loops > 0 and self._loop_count >= self._max_loops:
return ActionPlan(
ActionType.COMPLETE,
reason=f"Completed {self._loop_count}/{self._max_loops} gather-deposit cycles",
)
# Lazily resolve tile positions
self._resolve_locations(character)
match self._state:
case _GatherState.MOVE_TO_RESOURCE:
return self._handle_move_to_resource(character)
case _GatherState.GATHER:
return self._handle_gather(character)
case _GatherState.CHECK_INVENTORY:
return self._handle_check_inventory(character)
case _GatherState.MOVE_TO_BANK:
return self._handle_move_to_bank(character)
case _GatherState.DEPOSIT:
return self._handle_deposit(character)
case _:
return ActionPlan(ActionType.IDLE, reason="Unknown state")
# ------------------------------------------------------------------
# State handlers
# ------------------------------------------------------------------
def _handle_move_to_resource(self, character: CharacterSchema) -> ActionPlan:
if self._resource_pos is None:
return ActionPlan(
ActionType.IDLE,
reason=f"No map tile found for resource {self._resource_code}",
)
rx, ry = self._resource_pos
# Already at the resource tile
if self._is_at(character, rx, ry):
self._state = _GatherState.GATHER
return self._handle_gather(character)
self._state = _GatherState.GATHER # transition after move
return ActionPlan(
ActionType.MOVE,
params={"x": rx, "y": ry},
reason=f"Moving to resource {self._resource_code} at ({rx}, {ry})",
)
def _handle_gather(self, character: CharacterSchema) -> ActionPlan:
# Before gathering, check if inventory is full
if self._inventory_free_slots(character) == 0:
self._state = _GatherState.CHECK_INVENTORY
return self._handle_check_inventory(character)
self._state = _GatherState.CHECK_INVENTORY # after gather we check inventory
return ActionPlan(
ActionType.GATHER,
reason=f"Gathering {self._resource_code}",
)
def _handle_check_inventory(self, character: CharacterSchema) -> ActionPlan:
free_slots = self._inventory_free_slots(character)
if free_slots == 0 and self._deposit_on_full:
self._state = _GatherState.MOVE_TO_BANK
return self._handle_move_to_bank(character)
if free_slots == 0 and not self._deposit_on_full:
# Inventory full and not depositing -- complete the automation
return ActionPlan(
ActionType.COMPLETE,
reason="Inventory full and deposit_on_full is disabled",
)
# Inventory has space, go gather more
self._state = _GatherState.MOVE_TO_RESOURCE
return self._handle_move_to_resource(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 = _GatherState.DEPOSIT
return self._handle_deposit(character)
self._state = _GatherState.DEPOSIT # transition after move
return ActionPlan(
ActionType.MOVE,
params={"x": bx, "y": by},
reason=f"Moving to bank at ({bx}, {by}) to deposit items",
)
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 -- count the loop and go back to resource
self._loop_count += 1
logger.info(
"Gather-deposit cycle %d completed for %s",
self._loop_count,
self._resource_code,
)
self._state = _GatherState.MOVE_TO_RESOURCE
return self._handle_move_to_resource(character)
# ------------------------------------------------------------------
# Helpers
# ------------------------------------------------------------------
def _resolve_locations(self, character: CharacterSchema) -> None:
"""Lazily resolve and cache resource / bank tile positions."""
if self._resource_pos is None:
self._resource_pos = self.pathfinder.find_nearest(
character.x, character.y, "resource", self._resource_code
)
if self._resource_pos:
logger.info(
"Resolved resource %s at %s",
self._resource_code,
self._resource_pos,
)
if self._bank_pos is None and self._deposit_on_full:
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)