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Automated the extraction and delivery loop for a ship

This commit is contained in:
Julien Dessaux 2023-05-26 00:04:16 +02:00
parent b1157af9cd
commit 19107b153e
Signed by: adyxax
GPG key ID: F92E51B86E07177E
4 changed files with 94 additions and 112 deletions

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@ -4,114 +4,85 @@ import * as contracts from './contracts.js';
import * as ships from './ships.js';
import * as systems from './systems.js';
// This starts a delivery loop with a ship which ends when the delivery is fullfilled
// ctx must must have multiple attributes: `ship`, `contract` (with the contractId), `good`, `destination` (the delivery waypoint), `field` (the asteroid field waypoint). The ship needs to be orbiting the asteroid field.
//export function deliver(ctx, response) {
// let next = {...ctx};
// next.action = deliver; // calling ourselves after the action is a good default
// if (response !== undefined) {
// if (response.error !== undefined) {
// console.log("ctx:", JSON.stringify(ctx, null, 2));
// console.log("response:", JSON.stringify(response, null, 2));
// switch(response.error.code) {
// case 4000: // ship is on cooldown
// setTimeout(deliver, response.error.data.cooldown.remainingSeconds * 1000, ctx);
// return;
// case 4228: // ship cannot extract because it is full. Running the ship inventory function to list the cargo so that we know if we need to sell
// ships.ship({ship: ctx.ship, next: next});
// return;
// default: // yet unhandled error
// throw response;
// }
// }
// if (response.data.extraction !== undefined && response.data.extraction.yield !== undefined) { // yield won't be defined if we reached this point from an inventory request
// console.log(`${ctx.ship}: extracted ${response.data.extraction.yield.units} of ${response.data.extraction.yield.symbol}`);
// }
// if (response.data.cargo !== undefined && response.data.cargo.capacity * 0.9 <= response.data.cargo.units) { // > 90% full
// const good = response.data.cargo.inventory.filter(i => i.symbol === ctx.good)[0];
// const inventory = response.data.cargo.inventory.filter(i => i.symbol !== ctx.good);
// if (good?.units >= response.data.cargo.capacity * 0.9) { // > 90% full
// console.log(`ship's cargo is full with ${good.units} of ${ctx.good}!`);
// next.units = good.units; // set the unit property so that we know how much to deliver
// ships.navigate({ship: ctx.ship, waypoint: ctx.destination, next: next});
// }
// let actions = [{ action: ships.dock, ship: ctx.ship }];
// inventory.forEach(i => actions.push({action: ships.sell, ship: ctx.ship, good: i.symbol, units: i.units}));
// actions.push({action: ships.orbit, ship: ctx.ship});
// actions.push({action: deliver, ship: ctx.ship, good: ctx.good});
// api.chain(actions);
// return;
// } else if (response.data.nav !== undefined) { // we are moving
// const delay = new Date(response.data.nav.route.arrival) - new Date();
// console.log(new Date(response.data.nav.route.arrival), new Date(), delay);
// if (delay > 0) { // the ship did not arrive yet, we wait
// setTimeout(deliver, delay+1000, ctx, response);
// return;
// }
// if (response.data.nav.route.destination.symbol === ctx.destination) { // we arrived to the delivery point
// api.chain([{ action: ships.dock, ship: ctx.ship },
// { action: ships.refuel, ship: ctx.ship },
// { action: ships.deliver, contract: ctx.contract, ship: ctx.ship, good: ctx.good, units: ctx.units },
// { action: ships.navigate, ship: ctx.ship, waypoint: ctx.field, next: next }]);
// return;
// } else if (next.units !== undefined) { // we arrived to the asteroid field
// delete next.units; // remove the unit property
// api.chain([{ action: ships.dock, ship: ctx.ship },
// { action: ships.refuel, ship: ctx.ship },
// { action: ships.orbit, ship: ctx.ship, next: next }]); // TODO we are on cooldown and cannot mine right now
// return;
// }
// } else { // we need to mine more
// if (response.data.cooldown) { // we are on cooldown, call ourselves again in a moment
// setTimeout(deliver, response.data.cooldown.remainingSeconds * 1000, ctx);
// return;
// }
// }
// }
// ships.extract({ship: ctx.ship, good: ctx.good, next: next});
//}
//
//// This starts an extraction loop with a ship which ends when the ship's cargo is at least 90% full with only one desired good
//// ctx must must have two attributes: `ship` and `good`. The ship needs to be orbiting an asteroid field
//export function extract(ctx, response) {
// if (response !== undefined) {
// if (response.error !== undefined) {
// switch(response.error.code) {
// case 4000: // ship is on cooldown
// setTimeout(extract, response.error.data.cooldown.remainingSeconds * 1000, ctx);
// return;
// case 4228: // ship is full. Running the ship inventory function to list the cargo so that know if we need to sell
// ships.ship({ship: ctx.ship, next:{action: extract, ship: ctx.ship, good: ctx.good}});
// return;
// default:
// throw response;
// }
// }
// if (response.data.extraction !== undefined && response.data.extraction.yield !== undefined) { // yield won't be defined if we reached this point from an inventory request
// console.log(`${ctx.ship}: extracted ${response.data.extraction.yield.units} of ${response.data.extraction.yield.symbol}`);
// }
// if (response.data.cargo !== undefined && response.data.cargo.capacity * 0.9 <= response.data.cargo.units) { // > 90% full
// const good = response.data.cargo.inventory.filter(i => i.symbol === ctx.good)[0];
// const inventory = response.data.cargo.inventory.filter(i => i.symbol !== ctx.good);
// if (good?.units >= response.data.cargo.capacity * 0.9) { // > 90% full
// console.log(`ship's cargo is full with ${response.data.cargo.units} of ${ctx.good}!`);
// return;
// }
// let actions = [{ action: ships.dock, ship: ctx.ship }];
// inventory.forEach(i => actions.push({action: ships.sell, ship: ctx.ship, good: i.symbol, units: i.units}));
// actions.push({action: ships.orbit, ship: ctx.ship});
// actions.push({action: extract, ship: ctx.ship, good: ctx.good});
// api.chain(actions);
// return;
// } else { // we need to mine more
// if (response.data.cooldown) { // we are on cooldown, call ourselves again in a moment
// setTimeout(extract, response.data.cooldown.remainingSeconds * 1000, ctx);
// return;
// }
// }
// }
// ships.extract({ship: ctx.ship, good: ctx.good, next: { action: extract, ship: ctx.ship, good: ctx.good }});
//}
export async function auto(ctx) {
let ship = await ships.ship({ship: ctx.ship});
// Fetch our contracts in the system the ship currently is in
let cs = await contracts.contracts();
cs = cs.data.filter(c => c.terms.deliver[0].destinationSymbol.startsWith(ship.data.nav.systemSymbol));
if (cs === []) throw `No contract at ${ctx.ship}'s location`;
let contract = cs[0];
if (!contract.accepted) {
console.log(new Date(), `accepting contract ${contract.id}`);
await contracts.accept({id: contract.id});
}
const good = contract.terms.deliver[0].tradeSymbol;
const deliveryPoint = contract.terms.deliver[0].destinationSymbol;
const asteroidFields = await systems.type({symbol: ship.data.nav.systemSymbol, type: 'ASTEROID_FIELD'});
const asteroidField = asteroidFields[0].symbol;
while (true) {
ship = await ships.ship({ship: ctx.ship}); // TODO we should not need to fetch this
// If we are in transit, we wait until we arrive
const delay = new Date(ship.data.nav.route.arrival) - new Date();
if (delay > 0) await api.sleep(delay);
// Then it depends on where we are
let goodCargo = ship.data.cargo.inventory.filter(i => i.symbol === good)[0];
// the switch makes this 'resumable'
switch (ship.data.nav.waypointSymbol) {
case asteroidField:
let response = await mineUntilFullOf({good: good, ship: ctx.ship});
//console.log(`${ctx.ship}'s cargo is full with ${response.units} of ${good}!`);
await ships.navigate({ship: ctx.ship, waypoint: deliveryPoint});
break;
case deliveryPoint:
await ships.dock({ship: ctx.ship});
await ships.refuel({ship: ctx.ship});
console.log(`delivering ${goodCargo.units} of ${good}`);
await contracts.deliver({contract: contract.id, ship: ctx.ship, good: good, units: goodCargo.units });
await ships.navigate({ship: ctx.ship, waypoint: asteroidField});
await ships.dock({ship: ctx.ship});
await ships.refuel({ship: ctx.ship});
await ships.orbit({ship: ctx.ship});
break;
default:
throw `where is the ship?`;
}
}
}
// example ctx { good: 'SILVER_ORE', ship: 'ADYXAX-2' }
// returns the number of units of the good the ship extracted
async function mineUntilFullOf(ctx) {
while(true) {
let response = await mineUntilFull({ship: ctx.ship});
if (response === null) response = await ships.ship({ship: ctx.ship}); // TODO we should not need to fetch this
let good = response.data.cargo.inventory.filter(i => i.symbol === ctx.good)[0];
const inventory = response.data.cargo.inventory.filter(i => i.symbol !== ctx.good);
const antimatter = response.data.cargo.inventory.filter(i => i.symbol === 'ANTIMATTER')[0];
if (good?.units + antimatter?.units >= response.data.cargo.capacity * 0.9) { // > 90% full of the valuable goods
return good.units;
} else { // we are full but need to sell junk
await ships.dock({ship: ctx.ship});
for (let i=0; i<inventory.length; ++i) {
if (inventory[i].symbol === 'ANTIMATTER') continue;
//console.log(`selling ${inventory[i].units} of ${inventory[i].symbol}`);
await ships.sell({ship: ctx.ship, good: inventory[i].symbol, units: inventory[i].units});
}
await ships.orbit({ship: ctx.ship});
}
}
}
// example ctx { ship: 'ADYXAX-2' }
// returns the last ship's extract api response
async function mineUntilFull(ctx) {
while(true) {
const response = await ships.extract(ctx);
if (response === null) return null;
//console.log(`${ctx.ship}: extracted ${response.data.extraction.yield.units} of ${response.data.extraction.yield.symbol}`);
await api.sleep(response.data.cooldown.remainingSeconds*1000);
if (response.data.cargo.units >= response.data.cargo.capacity * 0.9) return response;
}
}
// This function inits the database in case we have an already registered game
export function init(symbol, faction, token) {

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@ -1,3 +1,5 @@
import * as fs from 'fs';
import { getToken } from '../database/config.js';
import { PriorityQueue } from './priority_queue.js';
@ -58,10 +60,15 @@ function send_this(data) {
if (data.request.payload !== undefined) {
options['body'] = JSON.stringify(data.request.payload);
}
fs.writeFileSync('log', JSON.stringify({event: 'send', date: new Date(), data: data}) + '\n', {flag: 'a+'});
fetch(`https://api.spacetraders.io/v2${data.request.endpoint}`, options)
.then(response => response.json())
.then(response => data.resolve(response))
.catch(err => data.reject(err));
.then(response => {
fs.writeFileSync('log', JSON.stringify({event: 'response', date: new Date(), data: response}) + '\n', {flag: 'a+'});
return data.resolve(response);})
.catch(err => {
fs.writeFileSync('log', JSON.stringify({event: 'error', date: new Date(), data: err}) + '\n', {flag: 'a+'});
data.reject(err)});
setTimeout(send_next, 500);
}

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@ -5,7 +5,7 @@ export async function extract(ctx) {
if (response.error !== undefined) {
switch(response.error.code) {
case 4000: // ship is on cooldown
await api.sleep(response.error.data.remainingSeconds * 1000);
await api.sleep(response.error.data.cooldown.remainingSeconds * 1000);
return extract(ctx);
case 4228: // ship is full
return null;
@ -31,7 +31,9 @@ export async function dock(ctx) {
}
export async function navigate(ctx) {
return await api.send({endpoint: `/my/ships/${ctx.ship}/navigate`, method: 'POST', payload: { waypointSymbol: ctx.waypoint }});
const response = await api.send({endpoint: `/my/ships/${ctx.ship}/navigate`, method: 'POST', payload: { waypointSymbol: ctx.waypoint }});
const delay = new Date(response.data.nav.route.arrival) - new Date();
await api.sleep(delay);
}
export async function orbit(ctx) {

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@ -14,6 +14,8 @@ ships\t\t\tRetrieve all of your ships.`);
}
switch(process.argv[2]) {
case 'auto':
await agent.auto({ship: process.argv[3]});
break;
//case 'deliver':
// agent.deliver({