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-rw-r--r--lib/agent.js84
1 files changed, 0 insertions, 84 deletions
diff --git a/lib/agent.js b/lib/agent.js
index 7360dd3..bf27e85 100644
--- a/lib/agent.js
+++ b/lib/agent.js
@@ -1,88 +1,4 @@
import { registerAgent } from '../database/config.js';
-import * as api from './api.js';
-import * as contracts from './contracts.js';
-import * as ships from './ships.js';
-import * as systems from './systems.js';
-
-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 ?? 0) >= 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) {