Refactored the code to separate automation code from the lib handling the api
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4 changed files with 96 additions and 109 deletions
84
lib/agent.js
84
lib/agent.js
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@ -1,88 +1,4 @@
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import { registerAgent } from '../database/config.js';
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import * as api from './api.js';
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import * as contracts from './contracts.js';
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import * as ships from './ships.js';
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import * as systems from './systems.js';
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export async function auto(ctx) {
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let ship = await ships.ship({ship: ctx.ship});
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// Fetch our contracts in the system the ship currently is in
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let cs = await contracts.contracts();
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cs = cs.data.filter(c => c.terms.deliver[0].destinationSymbol.startsWith(ship.data.nav.systemSymbol));
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if (cs === []) throw `No contract at ${ctx.ship}'s location`;
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let contract = cs[0];
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if (!contract.accepted) {
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console.log(new Date(), `accepting contract ${contract.id}`);
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await contracts.accept({id: contract.id});
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}
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const good = contract.terms.deliver[0].tradeSymbol;
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const deliveryPoint = contract.terms.deliver[0].destinationSymbol;
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const asteroidFields = await systems.type({symbol: ship.data.nav.systemSymbol, type: 'ASTEROID_FIELD'});
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const asteroidField = asteroidFields[0].symbol;
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while (true) {
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ship = await ships.ship({ship: ctx.ship}); // TODO we should not need to fetch this
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// If we are in transit, we wait until we arrive
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const delay = new Date(ship.data.nav.route.arrival) - new Date();
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if (delay > 0) await api.sleep(delay);
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// Then it depends on where we are
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let goodCargo = ship.data.cargo.inventory.filter(i => i.symbol === good)[0];
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// the switch makes this 'resumable'
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switch (ship.data.nav.waypointSymbol) {
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case asteroidField:
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let response = await mineUntilFullOf({good: good, ship: ctx.ship});
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//console.log(`${ctx.ship}'s cargo is full with ${response.units} of ${good}!`);
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await ships.navigate({ship: ctx.ship, waypoint: deliveryPoint});
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break;
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case deliveryPoint:
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await ships.dock({ship: ctx.ship});
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await ships.refuel({ship: ctx.ship});
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console.log(`delivering ${goodCargo.units} of ${good}`);
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await contracts.deliver({contract: contract.id, ship: ctx.ship, good: good, units: goodCargo.units });
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await ships.navigate({ship: ctx.ship, waypoint: asteroidField});
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await ships.dock({ship: ctx.ship});
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await ships.refuel({ship: ctx.ship});
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await ships.orbit({ship: ctx.ship});
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break;
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default:
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throw `where is the ship?`;
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}
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}
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}
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// example ctx { good: 'SILVER_ORE', ship: 'ADYXAX-2' }
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// returns the number of units of the good the ship extracted
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async function mineUntilFullOf(ctx) {
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while(true) {
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let response = await mineUntilFull({ship: ctx.ship});
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if (response === null) response = await ships.ship({ship: ctx.ship}); // TODO we should not need to fetch this
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let good = response.data.cargo.inventory.filter(i => i.symbol === ctx.good)[0];
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const inventory = response.data.cargo.inventory.filter(i => i.symbol !== ctx.good);
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const antimatter = response.data.cargo.inventory.filter(i => i.symbol === 'ANTIMATTER')[0];
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if (good?.units + (antimatter?.units ?? 0) >= response.data.cargo.capacity * 0.9) { // > 90% full of the valuable goods
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return good.units;
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} else { // we are full but need to sell junk
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await ships.dock({ship: ctx.ship});
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for (let i=0; i<inventory.length; ++i) {
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if (inventory[i].symbol === 'ANTIMATTER') continue;
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//console.log(`selling ${inventory[i].units} of ${inventory[i].symbol}`);
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await ships.sell({ship: ctx.ship, good: inventory[i].symbol, units: inventory[i].units});
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}
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await ships.orbit({ship: ctx.ship});
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}
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}
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}
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// example ctx { ship: 'ADYXAX-2' }
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// returns the last ship's extract api response
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async function mineUntilFull(ctx) {
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while(true) {
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const response = await ships.extract(ctx);
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if (response === null) return null;
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//console.log(`${ctx.ship}: extracted ${response.data.extraction.yield.units} of ${response.data.extraction.yield.symbol}`);
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await api.sleep(response.data.cooldown.remainingSeconds*1000);
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if (response.data.cargo.units >= response.data.cargo.capacity * 0.9) return response;
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}
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}
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// This function inits the database in case we have an already registered game
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export function init(symbol, faction, token) {
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