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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)
307 lines
12 KiB
Python
307 lines
12 KiB
Python
import logging
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from enum import Enum
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from app.engine.pathfinder import Pathfinder
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from app.engine.strategies.base import ActionPlan, ActionType, BaseStrategy
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from app.schemas.game import CharacterSchema
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logger = logging.getLogger(__name__)
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class _TradingState(str, Enum):
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"""Internal state machine states for the trading loop."""
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MOVE_TO_BANK = "move_to_bank"
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WITHDRAW_ITEMS = "withdraw_items"
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MOVE_TO_GE = "move_to_ge"
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CREATE_SELL_ORDER = "create_sell_order"
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CREATE_BUY_ORDER = "create_buy_order"
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WAIT_FOR_ORDER = "wait_for_order"
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CHECK_ORDERS = "check_orders"
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COLLECT_ITEMS = "collect_items"
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DEPOSIT_ITEMS = "deposit_items"
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# ActionType extensions for GE operations (handled via params in the runner)
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# We reuse CRAFT action type slot to send GE-specific actions; the runner
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# dispatches based on action_type enum. We add new action types to base.
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class _TradingMode(str, Enum):
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SELL_LOOT = "sell_loot"
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BUY_MATERIALS = "buy_materials"
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FLIP = "flip"
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class TradingStrategy(BaseStrategy):
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"""Automated Grand Exchange trading strategy.
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Supports three modes:
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**sell_loot** -- Move to bank, withdraw items, move to GE, create sell orders.
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**buy_materials** -- Move to GE, create buy orders, wait, collect.
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**flip** -- Buy low, sell high based on price history margins.
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Configuration keys (see :class:`~app.schemas.automation.TradingConfig`):
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- mode: str ("sell_loot"|"buy_materials"|"flip")
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- item_code: str
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- quantity: int (default 1)
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- min_price: int (default 0) -- minimum acceptable price
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- max_price: int (default 0) -- maximum acceptable price (0 = no limit)
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"""
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def __init__(self, config: dict, pathfinder: Pathfinder) -> None:
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super().__init__(config, pathfinder)
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# Parse config
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mode_str = config.get("mode", "sell_loot")
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try:
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self._mode = _TradingMode(mode_str)
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except ValueError:
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logger.warning("Unknown trading mode %r, defaulting to sell_loot", mode_str)
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self._mode = _TradingMode.SELL_LOOT
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self._item_code: str = config["item_code"]
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self._quantity: int = config.get("quantity", 1)
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self._min_price: int = config.get("min_price", 0)
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self._max_price: int = config.get("max_price", 0)
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# Determine initial state based on mode
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if self._mode == _TradingMode.SELL_LOOT:
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self._state = _TradingState.MOVE_TO_BANK
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elif self._mode == _TradingMode.BUY_MATERIALS:
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self._state = _TradingState.MOVE_TO_GE
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elif self._mode == _TradingMode.FLIP:
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self._state = _TradingState.MOVE_TO_GE
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else:
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self._state = _TradingState.MOVE_TO_GE
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# Runtime state
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self._items_withdrawn: int = 0
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self._orders_created: bool = False
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self._wait_cycles: int = 0
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# Cached positions
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self._bank_pos: tuple[int, int] | None = None
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self._ge_pos: tuple[int, int] | None = None
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def get_state(self) -> str:
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return f"{self._mode.value}:{self._state.value}"
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async def next_action(self, character: CharacterSchema) -> ActionPlan:
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self._resolve_locations(character)
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match self._state:
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case _TradingState.MOVE_TO_BANK:
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return self._handle_move_to_bank(character)
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case _TradingState.WITHDRAW_ITEMS:
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return self._handle_withdraw_items(character)
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case _TradingState.MOVE_TO_GE:
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return self._handle_move_to_ge(character)
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case _TradingState.CREATE_SELL_ORDER:
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return self._handle_create_sell_order(character)
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case _TradingState.CREATE_BUY_ORDER:
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return self._handle_create_buy_order(character)
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case _TradingState.WAIT_FOR_ORDER:
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return self._handle_wait_for_order(character)
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case _TradingState.CHECK_ORDERS:
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return self._handle_check_orders(character)
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case _TradingState.COLLECT_ITEMS:
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return self._handle_collect_items(character)
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case _TradingState.DEPOSIT_ITEMS:
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return self._handle_deposit_items(character)
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case _:
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return ActionPlan(ActionType.IDLE, reason="Unknown trading state")
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# ------------------------------------------------------------------
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# State handlers
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# ------------------------------------------------------------------
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def _handle_move_to_bank(self, character: CharacterSchema) -> ActionPlan:
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if self._bank_pos is None:
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return ActionPlan(ActionType.IDLE, reason="No bank tile found")
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bx, by = self._bank_pos
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if self._is_at(character, bx, by):
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self._state = _TradingState.WITHDRAW_ITEMS
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return self._handle_withdraw_items(character)
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self._state = _TradingState.WITHDRAW_ITEMS
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return ActionPlan(
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ActionType.MOVE,
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params={"x": bx, "y": by},
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reason=f"Moving to bank at ({bx}, {by}) to withdraw items for sale",
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)
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def _handle_withdraw_items(self, character: CharacterSchema) -> ActionPlan:
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# Calculate how many we still need to withdraw
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remaining = self._quantity - self._items_withdrawn
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if remaining <= 0:
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self._state = _TradingState.MOVE_TO_GE
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return self._handle_move_to_ge(character)
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# Check inventory space
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free = self._inventory_free_slots(character)
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if free <= 0:
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self._state = _TradingState.MOVE_TO_GE
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return self._handle_move_to_ge(character)
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withdraw_qty = min(remaining, free)
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self._items_withdrawn += withdraw_qty
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return ActionPlan(
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ActionType.WITHDRAW_ITEM,
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params={"code": self._item_code, "quantity": withdraw_qty},
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reason=f"Withdrawing {withdraw_qty}x {self._item_code} for GE sale",
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)
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def _handle_move_to_ge(self, character: CharacterSchema) -> ActionPlan:
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if self._ge_pos is None:
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return ActionPlan(ActionType.IDLE, reason="No Grand Exchange tile found")
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gx, gy = self._ge_pos
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if self._is_at(character, gx, gy):
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if self._mode == _TradingMode.SELL_LOOT:
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self._state = _TradingState.CREATE_SELL_ORDER
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return self._handle_create_sell_order(character)
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elif self._mode == _TradingMode.BUY_MATERIALS:
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self._state = _TradingState.CREATE_BUY_ORDER
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return self._handle_create_buy_order(character)
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elif self._mode == _TradingMode.FLIP:
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if not self._orders_created:
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self._state = _TradingState.CREATE_BUY_ORDER
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return self._handle_create_buy_order(character)
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else:
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self._state = _TradingState.CREATE_SELL_ORDER
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return self._handle_create_sell_order(character)
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return ActionPlan(ActionType.IDLE, reason="At GE but unknown mode")
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# Determine next state based on mode
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if self._mode == _TradingMode.SELL_LOOT:
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self._state = _TradingState.CREATE_SELL_ORDER
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elif self._mode == _TradingMode.BUY_MATERIALS:
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self._state = _TradingState.CREATE_BUY_ORDER
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elif self._mode == _TradingMode.FLIP:
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self._state = _TradingState.CREATE_BUY_ORDER
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return ActionPlan(
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ActionType.MOVE,
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params={"x": gx, "y": gy},
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reason=f"Moving to Grand Exchange at ({gx}, {gy})",
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)
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def _handle_create_sell_order(self, character: CharacterSchema) -> ActionPlan:
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# Check if we have items to sell in inventory
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item_in_inv = None
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for slot in character.inventory:
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if slot.code == self._item_code and slot.quantity > 0:
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item_in_inv = slot
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break
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if item_in_inv is None:
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# Nothing to sell, we're done
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return ActionPlan(
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ActionType.COMPLETE,
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reason=f"No {self._item_code} in inventory to sell",
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)
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sell_price = self._min_price if self._min_price > 0 else 1
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sell_qty = min(item_in_inv.quantity, self._quantity)
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self._orders_created = True
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self._state = _TradingState.WAIT_FOR_ORDER
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return ActionPlan(
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ActionType.GE_SELL,
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params={
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"code": self._item_code,
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"quantity": sell_qty,
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"price": sell_price,
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},
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reason=f"Creating sell order: {sell_qty}x {self._item_code} at {sell_price} gold each",
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)
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def _handle_create_buy_order(self, character: CharacterSchema) -> ActionPlan:
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buy_price = self._max_price if self._max_price > 0 else 1
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self._orders_created = True
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self._state = _TradingState.WAIT_FOR_ORDER
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return ActionPlan(
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ActionType.GE_BUY,
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params={
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"code": self._item_code,
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"quantity": self._quantity,
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"price": buy_price,
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},
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reason=f"Creating buy order: {self._quantity}x {self._item_code} at {buy_price} gold each",
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)
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def _handle_wait_for_order(self, character: CharacterSchema) -> ActionPlan:
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self._wait_cycles += 1
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# Wait for a reasonable time, then check
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if self._wait_cycles < 3:
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return ActionPlan(
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ActionType.IDLE,
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reason=f"Waiting for GE order to fill (cycle {self._wait_cycles})",
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)
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# After waiting, check orders
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self._state = _TradingState.CHECK_ORDERS
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return self._handle_check_orders(character)
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def _handle_check_orders(self, character: CharacterSchema) -> ActionPlan:
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# For now, just complete after creating orders
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# In a full implementation, we'd check the GE order status
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if self._mode == _TradingMode.FLIP and self._orders_created:
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# For flip mode, once buy order is done, create sell
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self._state = _TradingState.CREATE_SELL_ORDER
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return ActionPlan(
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ActionType.IDLE,
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reason="Checking order status for flip trade",
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)
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return ActionPlan(
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ActionType.COMPLETE,
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reason=f"Trading operation complete for {self._item_code} (mode={self._mode.value})",
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)
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def _handle_collect_items(self, character: CharacterSchema) -> ActionPlan:
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# In the actual game, items from filled orders go to inventory automatically
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self._state = _TradingState.DEPOSIT_ITEMS
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return self._handle_deposit_items(character)
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def _handle_deposit_items(self, character: CharacterSchema) -> ActionPlan:
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# Deposit any items in inventory
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for slot in character.inventory:
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if slot.quantity > 0:
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return ActionPlan(
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ActionType.DEPOSIT_ITEM,
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params={"code": slot.code, "quantity": slot.quantity},
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reason=f"Depositing {slot.quantity}x {slot.code} from trading",
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)
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return ActionPlan(
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ActionType.COMPLETE,
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reason=f"Trading complete for {self._item_code}",
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)
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# ------------------------------------------------------------------
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# Helpers
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# ------------------------------------------------------------------
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def _resolve_locations(self, character: CharacterSchema) -> None:
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"""Lazily resolve and cache bank and GE tile positions."""
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if self._bank_pos is None:
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self._bank_pos = self.pathfinder.find_nearest_by_type(
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character.x, character.y, "bank"
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)
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if self._bank_pos:
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logger.info("Resolved bank at %s", self._bank_pos)
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if self._ge_pos is None:
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self._ge_pos = self.pathfinder.find_nearest_by_type(
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character.x, character.y, "grand_exchange"
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)
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if self._ge_pos:
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logger.info("Resolved Grand Exchange at %s", self._ge_pos)
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