implement graceful handling of API errors
This commit is contained in:
parent
805e2dcabc
commit
8cd5fb44c8
@ -11,7 +11,9 @@ const assert = std.debug.assert;
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const SkillStats = @import("./skill_stats.zig");
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const CombatStats = @import("./combat_stats.zig");
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const Equipment = @import("./equipment.zig");
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const Inventory = @import("./inventory.zig");
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const BoundedSlotsArray = @import("./slot_array.zig").BoundedSlotsArray;
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const Inventory = BoundedSlotsArray(20);
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const Character = @This();
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@ -94,11 +96,7 @@ pub fn deinit(self: *Character) void {
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}
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pub fn getItemCount(self: *const Character) u64 {
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var count: u64 = 0;
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for (self.inventory.slots) |slot| {
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count += slot.quantity;
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}
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return count;
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return self.inventory.totalQuantity();
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}
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pub fn format(
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@ -1,96 +0,0 @@
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const std = @import("std");
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const json_utils = @import("json_utils.zig");
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const Server = @import("./server.zig");
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const ItemId = Server.ItemId;
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const assert = std.debug.assert;
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const json = std.json;
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const Inventory = @This();
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const slot_count = 20;
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pub const Slot = struct {
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id: ?ItemId,
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quantity: u64,
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fn parse(api: *Server, slot_obj: json.ObjectMap) !Slot {
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const quantity = try json_utils.getIntegerRequired(slot_obj, "quantity");
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if (quantity < 0) return error.InvalidQuantity;
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return Slot{
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.id = try api.getItemIdJson(slot_obj, "code"),
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.quantity = @intCast(quantity),
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};
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}
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};
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slots: [slot_count]Slot,
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pub fn parse(api: *Server, slots_array: json.Array) !Inventory {
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assert(slots_array.items.len == Inventory.slot_count);
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var inventory: Inventory = undefined;
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for (0.., slots_array.items) |i, slot_value| {
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const slot_obj = json_utils.asObject(slot_value) orelse return error.InvalidType;
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inventory.slots[i] = try Slot.parse(api, slot_obj);
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}
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return inventory;
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}
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fn findSlot(self: *Inventory, id: ItemId) ?*Slot {
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for (&self.slots) |*slot| {
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if (slot.id == id) {
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return slot;
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}
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}
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return null;
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}
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pub fn removeItem(self: *Inventory, id: ItemId, quantity: u64) void {
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const slot = self.findSlot(id) orelse unreachable;
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assert(slot.quantity >= quantity);
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slot.quantity -= quantity;
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if (slot.quantity == 0) {
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slot.id = null;
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}
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}
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pub fn addItem(self: *Inventory, id: ItemId, quantity: u64) void {
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if (self.findSlot(id)) |slot| {
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slot.quantity += quantity;
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} else {
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var empty_slot: ?*Slot = null;
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for (&self.slots) |*slot| {
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if (slot.id == null) {
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empty_slot = slot;
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}
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}
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assert(empty_slot != null);
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empty_slot.?.id = id;
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empty_slot.?.quantity = quantity;
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}
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}
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pub fn addItems(self: *Inventory, items: []const Server.ItemIdQuantity) void {
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for (items) |item| {
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self.addItem(item.id, item.quantity);
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}
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}
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pub fn removeItems(self: *Inventory, items: []const Server.ItemIdQuantity) void {
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for (items) |item| {
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self.removeItem(item.id, item.quantity);
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}
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}
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pub fn getItem(self: *Inventory, id: ItemId) u64 {
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if (self.findSlot(id)) |slot| {
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return slot.quantity;
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}
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return 0;
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}
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@ -8,6 +8,8 @@ pub const parseDateTime = @import("../date_time/parse.zig").parseDateTime;
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const json_utils = @import("json_utils.zig");
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pub const Character = @import("character.zig");
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const BoundedSlotsArray = @import("./slot_array.zig").BoundedSlotsArray;
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pub const Slot = @import("./slot.zig");
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// Specification: https://api.artifactsmmo.com/docs
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@ -252,16 +254,12 @@ pub const Cooldown = struct {
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pub const FightResult = struct {
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const Details = struct {
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const DroppedItem = struct {
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id: ItemId,
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quantity: i64
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};
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const Result = enum { win, lose };
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const Drops = BoundedSlotsArray(8);
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xp: i64,
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gold: i64,
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drops: std.BoundedArray(DroppedItem, 8),
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drops: Drops,
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result: Result,
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fn parse(api: *Server, obj: json.ObjectMap) !Details {
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@ -271,24 +269,16 @@ pub const FightResult = struct {
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result_enum = .win;
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} else if (std.mem.eql(u8, result, "win")) {
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result_enum = .lose;
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} else {
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return error.InvalidProperty;
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}
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var drops = std.BoundedArray(DroppedItem, 8).init(0) catch unreachable;
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const drops_obj = json_utils.getArray(obj, "drops") orelse return error.MissingProperty;
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for (drops_obj.items) |drop_value| {
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const drop_obj = json_utils.asObject(drop_value) orelse return error.MissingProperty;
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const code = try json_utils.getStringRequired(drop_obj, "code");
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try drops.append(DroppedItem{
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.id = try api.getItemId(code),
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.quantity = try json_utils.getIntegerRequired(drop_obj, "quantity")
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});
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}
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return Details{
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.xp = try json_utils.getIntegerRequired(obj, "xp"),
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.gold = try json_utils.getIntegerRequired(obj, "gold"),
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.drops = drops,
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.drops = try Drops.parse(api, drops_obj),
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.result = result_enum,
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};
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}
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@ -322,6 +312,7 @@ pub const FightResult = struct {
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}
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};
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// TODO: Replace this with ItemSlot struct
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pub const ItemIdQuantity = struct {
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id: ItemId,
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quantity: u64,
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@ -338,29 +329,18 @@ pub const ItemIdQuantity = struct {
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}
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};
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const BoundedItems = std.BoundedArray(ItemIdQuantity, 8);
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fn parseSimpleItemList(api: *Server, array: json.Array) !BoundedItems {
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var items = BoundedItems.init(0) catch unreachable;
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for (array.items) |item_value| {
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const item_obj = json_utils.asObject(item_value) orelse return error.MissingProperty;
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try items.append(try ItemIdQuantity.parse(api, item_obj));
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}
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return items;
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}
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pub const SkillResultDetails = struct {
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const Items = BoundedSlotsArray(8);
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xp: i64,
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items: BoundedItems,
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items: Items,
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fn parse(api: *Server, obj: json.ObjectMap) !SkillResultDetails {
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const items = json_utils.getArray(obj, "items") orelse return error.MissingProperty;
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return SkillResultDetails{
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.xp = try json_utils.getIntegerRequired(obj, "xp"),
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.items = try parseSimpleItemList(api, items),
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.items = try Items.parse(api, items),
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};
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}
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};
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@ -640,10 +620,12 @@ pub const MapResult = struct {
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pub const Item = struct {
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pub const Recipe = struct {
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const Items = BoundedSlotsArray(8);
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skill: Skill,
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level: u64,
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quantity: u64,
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items: BoundedItems,
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items: Items,
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pub fn parse(api: *Server, obj: json.ObjectMap) !Recipe {
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const skill = json_utils.getString(obj, "skill") orelse return error.MissingProperty;
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@ -659,7 +641,7 @@ pub const Item = struct {
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.skill = Skill.parse(skill) orelse return error.InvalidSkill,
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.level = @intCast(level),
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.quantity = @intCast(quantity),
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.items = try parseSimpleItemList(api, items)
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.items = try Items.parse(api, items)
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};
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}
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};
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@ -1094,6 +1076,15 @@ pub fn findCharacter(self: *const Server, name: []const u8) ?Character {
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return null;
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}
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pub fn findCharacterPtr(self: *Server, name: []const u8) ?*Character {
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if (self.findCharacterIndex(name)) |index| {
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return &self.characters.items[index];
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}
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return null;
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}
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pub fn findItem(self: *const Server, name: []const u8) ?Item {
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return self.items.get(name);
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}
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23
src/api/slot.zig
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23
src/api/slot.zig
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@ -0,0 +1,23 @@
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const std = @import("std");
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const json_utils = @import("json_utils.zig");
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const Server = @import("./server.zig");
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const ItemId = Server.ItemId;
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const json = std.json;
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const ItemSlot = @This();
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id: ItemId,
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quantity: u64,
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pub fn parse(api: *Server, slot_obj: json.ObjectMap) !?ItemSlot {
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const code = try json_utils.getStringRequired(slot_obj, "code");
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if (code.len == 0) return null;
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const quantity = try json_utils.getIntegerRequired(slot_obj, "quantity");
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if (quantity < 0) return error.InvalidQuantity;
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return ItemSlot{
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.id = try api.getItemId(code),
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.quantity = @intCast(quantity),
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};
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}
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115
src/api/slot_array.zig
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115
src/api/slot_array.zig
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@ -0,0 +1,115 @@
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const std = @import("std");
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const json_utils = @import("json_utils.zig");
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const Server = @import("./server.zig");
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const ItemId = Server.ItemId;
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const assert = std.debug.assert;
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const json = std.json;
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const Slot = @import("./slot.zig");
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pub fn BoundedSlotsArray(comptime slot_count: u32) type {
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const Slots = std.BoundedArray(Slot, slot_count);
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return struct {
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slots: Slots,
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fn init() @This() {
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return @This(){
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.slots = Slots.init(0) catch unreachable
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};
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}
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pub fn parse(api: *Server, slots_array: json.Array) !@This() {
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var slots = Slots.init(0) catch unreachable;
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for (slots_array.items) |slot_value| {
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const slot_obj = json_utils.asObject(slot_value) orelse return error.InvalidType;
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if (try Slot.parse(api, slot_obj)) |slot| {
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try slots.append(slot);
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}
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}
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return @This(){ .slots = slots };
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}
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fn findSlotIndex(self: *const @This(), id: ItemId) ?usize {
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for (0.., self.slots.slice()) |i, *slot| {
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if (slot.id == id) {
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return i;
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}
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}
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return null;
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}
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fn findSlot(self: *@This(), id: ItemId) ?*Slot {
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if (self.findSlotIndex(id)) |index| {
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return &self.slots.buffer[index];
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}
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return null;
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}
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pub fn remove(self: *@This(), id: ItemId, quantity: u64) void {
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const slot_index = self.findSlotIndex(id) orelse unreachable;
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const slot = self.slots.get(slot_index);
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assert(slot.quantity >= quantity);
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slot.quantity -= quantity;
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if (slot.quantity == 0) {
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self.slots.swapRemove(slot_index);
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}
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}
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pub fn add(self: *@This(), id: ItemId, quantity: u64) void {
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if (self.findSlot(id)) |slot| {
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slot.quantity += quantity;
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} else {
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var empty_slot: ?*Slot = null;
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for (&self.slots) |*slot| {
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if (slot.id == null) {
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empty_slot = slot;
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}
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}
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assert(empty_slot != null);
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empty_slot.?.id = id;
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empty_slot.?.quantity = quantity;
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}
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}
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pub fn addSlice(self: *@This(), items: []const Server.ItemIdQuantity) void {
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for (items) |item| {
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self.add(item.id, item.quantity);
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}
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}
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pub fn removeSlice(self: *@This(), items: []const Server.ItemIdQuantity) void {
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for (items) |item| {
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self.remove(item.id, item.quantity);
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}
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}
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pub fn getQuantity(self: *const @This(), id: ItemId) u64 {
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if (self.findSlotIndex(id)) |index| {
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return self.slots.get(index).quantity;
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}
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return 0;
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}
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pub fn totalQuantity(self: *const @This()) u64 {
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var count: u64 = 0;
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for (self.slots.constSlice()) |slot| {
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count += slot.quantity;
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}
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return count;
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}
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pub fn slice(self: *@This()) []Slot {
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return self.slots.slice();
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}
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};
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}
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470
src/main.zig
470
src/main.zig
@ -17,6 +17,89 @@ const QueuedAction = union(enum) {
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craft_item: Server.ItemIdQuantity,
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};
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const QueuedActionResult = union(enum) {
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move: Server.MoveError!Server.MoveResult,
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fight: Server.FightError!Server.FightResult,
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gather: Server.GatherError!Server.GatherResult,
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deposit_gold: Server.BankDepositGoldError!Server.GoldTransactionResult,
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deposit_item: Server.BankDepositItemError!Server.ItemTransactionResult,
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withdraw_item: Server.BankWithdrawItemError!Server.ItemTransactionResult,
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craft_item: Server.CraftError!Server.CraftResult,
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const Tag = @typeInfo(QueuedActionResult).Union.tag_type.?;
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fn fieldType(comptime kind: Tag) type {
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const field_type = std.meta.fields(QueuedActionResult)[@intFromEnum(kind)].type;
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return @typeInfo(field_type).ErrorUnion.payload;
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}
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pub fn get(self: QueuedActionResult, comptime kind: Tag) ?fieldType(kind) {
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return switch (self) {
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kind => |v| v catch null,
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else => null
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};
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}
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fn getMove() Server.MoveResult {
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}
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};
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comptime {
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assert(@typeInfo(QueuedAction).Union.fields.len == @typeInfo(QueuedActionResult).Union.fields.len);
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}
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fn performAction(api: *Server, name: []const u8, action: QueuedAction) !QueuedActionResult {
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const log = std.log.default;
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switch (action) {
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.fight => {
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log.debug("[{s}] attack", .{name});
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return .{
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.fight = api.actionFight(name)
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};
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},
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.move => |pos| {
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log.debug("[{s}] move to ({}, {})", .{name, pos.x, pos.y});
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return .{
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.move = api.actionMove(name, pos.x, pos.y)
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};
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},
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.deposit_gold => |quantity| {
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log.debug("[{s}] deposit {} gold", .{name, quantity});
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return .{
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.deposit_gold = api.actionBankDepositGold(name, quantity)
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};
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},
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.deposit_item => |item| {
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const code = api.getItemCode(item.id) orelse return error.ItemNotFound;
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log.debug("[{s}] deposit {s} (x{})", .{name, code, item.quantity});
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return .{
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.deposit_item = api.actionBankDepositItem(name, code, item.quantity)
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};
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},
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.withdraw_item => |item| {
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const code = api.getItemCode(item.id) orelse return error.ItemNotFound;
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log.debug("[{s}] withdraw {s} (x{})", .{name, code, item.quantity});
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return .{
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.withdraw_item = api.actionBankWithdrawItem(name, code, item.quantity)
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};
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},
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.gather => {
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log.debug("[{s}] gather", .{name});
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return .{
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.gather = api.actionGather(name)
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};
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},
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.craft_item => |item| {
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const code = api.getItemCode(item.id) orelse return error.ItemNotFound;
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log.debug("[{s}] craft {s} (x{})", .{name, code, item.quantity});
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return .{
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.craft_item = api.actionCraft(name, code, item.quantity)
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};
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}
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}
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}
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const CharacterBrain = struct {
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name: []const u8,
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routine: union (enum) {
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@ -54,45 +137,285 @@ const CharacterBrain = struct {
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}
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|
||||
fn performNextAction(self: *CharacterBrain, api: *Server) !void {
|
||||
const log = std.log.default;
|
||||
assert(self.action_queue.items.len > 0);
|
||||
|
||||
const log = std.log.default;
|
||||
const APIError = Server.APIError;
|
||||
|
||||
switch (self.action_queue.items[0]) {
|
||||
.fight => {
|
||||
log.debug("{s} attacks", .{self.name});
|
||||
_ = try api.actionFight(self.name);
|
||||
const retry_delay = 0.5; // 500ms
|
||||
var character = api.findCharacterPtr(self.name).?;
|
||||
|
||||
const action_result = try performAction(api, self.name, self.action_queue.items[0]);
|
||||
switch (action_result) {
|
||||
.fight => |result| {
|
||||
const FightError = Server.FightError;
|
||||
_ = result catch |err| switch (err) {
|
||||
FightError.CharacterInCooldown,
|
||||
FightError.CharacterIsBusy => {
|
||||
// A bit too eager, retry action
|
||||
character.cooldown_expiration = currentTime() + retry_delay;
|
||||
log.warn("[{s}] retry fighting", .{self.name});
|
||||
return;
|
||||
},
|
||||
|
||||
FightError.CharacterIsFull,
|
||||
FightError.MonsterNotFound => {
|
||||
// Re-evaluate what the character should do, something is not right.
|
||||
log.warn("[{s}] clear action queue", .{self.name});
|
||||
self.action_queue.clearAndFree();
|
||||
return;
|
||||
},
|
||||
|
||||
FightError.CharacterNotFound,
|
||||
APIError.ServerUnavailable,
|
||||
APIError.RequestFailed,
|
||||
APIError.ParseFailed,
|
||||
APIError.OutOfMemory => {
|
||||
// Welp... Abondon ship. Bail. Bail
|
||||
return err;
|
||||
}
|
||||
};
|
||||
},
|
||||
.move => |pos| {
|
||||
log.debug("move {s} to ({}, {})", .{self.name, pos.x, pos.y});
|
||||
_ = try api.actionMove(self.name, pos.x, pos.y);
|
||||
.move => |result| {
|
||||
const MoveError = Server.MoveError;
|
||||
_ = result catch |err| switch (err) {
|
||||
MoveError.CharacterIsBusy,
|
||||
MoveError.CharacterInCooldown => {
|
||||
// A bit too eager, retry action
|
||||
character.cooldown_expiration = currentTime() + retry_delay;
|
||||
log.warn("[{s}] retry moving", .{self.name});
|
||||
return;
|
||||
},
|
||||
|
||||
MoveError.CharacterAtDestination => {
|
||||
// Not great, but I guess the goal achieved? The character is at the desired location.
|
||||
log.warn("[{s}] tried to move, but already at destination", .{self.name});
|
||||
},
|
||||
|
||||
MoveError.MapNotFound => {
|
||||
// Re-evaluate what the character should do, something is not right.
|
||||
log.warn("[{s}] clear action queue", .{self.name});
|
||||
self.action_queue.clearAndFree();
|
||||
return;
|
||||
},
|
||||
|
||||
MoveError.CharacterNotFound,
|
||||
APIError.ServerUnavailable,
|
||||
APIError.RequestFailed,
|
||||
APIError.ParseFailed,
|
||||
APIError.OutOfMemory => {
|
||||
// Welp... Abondon ship. Bail. Bail
|
||||
return err;
|
||||
}
|
||||
};
|
||||
},
|
||||
.deposit_gold => |quantity| {
|
||||
log.debug("deposit {} gold from {s}", .{quantity, self.name});
|
||||
_ = try api.actionBankDepositGold(self.name, quantity);
|
||||
.deposit_gold => |result| {
|
||||
const BankDepositGoldError = Server.BankDepositGoldError;
|
||||
_ = result catch |err| switch (err) {
|
||||
BankDepositGoldError.BankIsBusy,
|
||||
BankDepositGoldError.CharacterIsBusy,
|
||||
BankDepositGoldError.CharacterInCooldown => {
|
||||
// A bit too eager, retry action
|
||||
character.cooldown_expiration = currentTime() + retry_delay;
|
||||
log.warn("[{s}] retry depositing gold", .{self.name});
|
||||
return;
|
||||
},
|
||||
|
||||
BankDepositGoldError.NotEnoughGold,
|
||||
BankDepositGoldError.BankNotFound => {
|
||||
// Re-evaluate what the character should do, something is not right.
|
||||
log.warn("[{s}] clear action queue", .{self.name});
|
||||
self.action_queue.clearAndFree();
|
||||
return;
|
||||
},
|
||||
|
||||
BankDepositGoldError.CharacterNotFound,
|
||||
APIError.ServerUnavailable,
|
||||
APIError.RequestFailed,
|
||||
APIError.ParseFailed,
|
||||
APIError.OutOfMemory => {
|
||||
// Welp... Abondon ship. Bail. Bail
|
||||
return err;
|
||||
}
|
||||
};
|
||||
},
|
||||
.deposit_item => |item| {
|
||||
const code = api.getItemCode(item.id) orelse return error.ItemNotFound;
|
||||
log.debug("deposit {s} (x{}) from {s}", .{code, item.quantity, self.name});
|
||||
_ = try api.actionBankDepositItem(self.name, code, item.quantity);
|
||||
.deposit_item => |result| {
|
||||
const BankDepositItemError = Server.BankDepositItemError;
|
||||
_ = result catch |err| switch (err) {
|
||||
BankDepositItemError.BankIsBusy,
|
||||
BankDepositItemError.CharacterIsBusy,
|
||||
BankDepositItemError.CharacterInCooldown => {
|
||||
// A bit too eager, retry action
|
||||
character.cooldown_expiration = currentTime() + retry_delay;
|
||||
log.warn("[{s}] retry depositing item", .{self.name});
|
||||
return;
|
||||
},
|
||||
|
||||
BankDepositItemError.ItemNotFound,
|
||||
BankDepositItemError.NotEnoughItems,
|
||||
BankDepositItemError.BankNotFound => {
|
||||
// Re-evaluate what the character should do, something is not right.
|
||||
log.warn("[{s}] clear action queue", .{self.name});
|
||||
self.action_queue.clearAndFree();
|
||||
return;
|
||||
},
|
||||
|
||||
BankDepositItemError.CharacterNotFound,
|
||||
APIError.ServerUnavailable,
|
||||
APIError.RequestFailed,
|
||||
APIError.ParseFailed,
|
||||
APIError.OutOfMemory => {
|
||||
// Welp... Abondon ship. Bail. Bail
|
||||
return err;
|
||||
}
|
||||
};
|
||||
},
|
||||
.withdraw_item => |item| {
|
||||
const code = api.getItemCode(item.id) orelse return error.ItemNotFound;
|
||||
log.debug("withdraw {s} (x{}) from {s}", .{code, item.quantity, self.name});
|
||||
_ = try api.actionBankWithdrawItem(self.name, code, item.quantity);
|
||||
.withdraw_item => |result| {
|
||||
const BankWithdrawItemError = Server.BankWithdrawItemError;
|
||||
_ = result catch |err| switch (err) {
|
||||
BankWithdrawItemError.CharacterIsBusy,
|
||||
BankWithdrawItemError.CharacterInCooldown,
|
||||
BankWithdrawItemError.BankIsBusy => {
|
||||
// A bit too eager, retry action
|
||||
character.cooldown_expiration = currentTime() + retry_delay;
|
||||
log.warn("[{s}] retry withdrawing item", .{self.name});
|
||||
return;
|
||||
},
|
||||
|
||||
BankWithdrawItemError.ItemNotFound,
|
||||
BankWithdrawItemError.NotEnoughItems,
|
||||
BankWithdrawItemError.CharacterIsFull,
|
||||
BankWithdrawItemError.BankNotFound => {
|
||||
// Re-evaluate what the character should do, something is not right.
|
||||
log.warn("[{s}] clear action queue", .{self.name});
|
||||
self.action_queue.clearAndFree();
|
||||
return;
|
||||
},
|
||||
|
||||
BankWithdrawItemError.CharacterNotFound,
|
||||
APIError.ServerUnavailable,
|
||||
APIError.RequestFailed,
|
||||
APIError.ParseFailed,
|
||||
APIError.OutOfMemory => {
|
||||
// Welp... Abondon ship. Bail. Bail
|
||||
return err;
|
||||
}
|
||||
};
|
||||
},
|
||||
.gather => {
|
||||
log.debug("{s} gathers", .{self.name});
|
||||
_ = try api.actionGather(self.name);
|
||||
.gather => |result| {
|
||||
const GatherError = Server.GatherError;
|
||||
_ = result catch |err| switch (err) {
|
||||
GatherError.CharacterInCooldown,
|
||||
GatherError.CharacterIsBusy => {
|
||||
// A bit too eager, retry action
|
||||
character.cooldown_expiration = currentTime() + retry_delay;
|
||||
log.warn("[{s}] retry withdrawing item", .{self.name});
|
||||
return;
|
||||
},
|
||||
|
||||
GatherError.NotEnoughSkill,
|
||||
GatherError.CharacterIsFull,
|
||||
GatherError.ResourceNotFound => {
|
||||
// Re-evaluate what the character should do, something is not right.
|
||||
log.warn("[{s}] clear action queue", .{self.name});
|
||||
self.action_queue.clearAndFree();
|
||||
return;
|
||||
},
|
||||
|
||||
GatherError.CharacterNotFound,
|
||||
APIError.ServerUnavailable,
|
||||
APIError.RequestFailed,
|
||||
APIError.ParseFailed,
|
||||
APIError.OutOfMemory => {
|
||||
// Welp... Abondon ship. Bail. Bail
|
||||
return err;
|
||||
}
|
||||
};
|
||||
},
|
||||
.craft_item => |item| {
|
||||
const code = api.getItemCode(item.id) orelse return error.ItemNotFound;
|
||||
log.debug("craft {s} (x{}) from {s}", .{code, item.quantity, self.name});
|
||||
_ = try api.actionCraft(self.name, code, item.quantity);
|
||||
.craft_item => |result| {
|
||||
const CraftError = Server.CraftError;
|
||||
_ = result catch |err| switch (err) {
|
||||
CraftError.CharacterInCooldown,
|
||||
CraftError.CharacterIsBusy => {
|
||||
// A bit too eager, retry action
|
||||
character.cooldown_expiration = currentTime() + retry_delay;
|
||||
log.warn("[{s}] retry withdrawing item", .{self.name});
|
||||
return;
|
||||
},
|
||||
|
||||
CraftError.RecipeNotFound,
|
||||
CraftError.NotEnoughItems,
|
||||
CraftError.NotEnoughSkill,
|
||||
CraftError.CharacterIsFull,
|
||||
CraftError.WorkshopNotFound => {
|
||||
// Re-evaluate what the character should do, something is not right.
|
||||
log.warn("[{s}] clear action queue", .{self.name});
|
||||
self.action_queue.clearAndFree();
|
||||
return;
|
||||
},
|
||||
|
||||
CraftError.CharacterNotFound,
|
||||
APIError.ServerUnavailable,
|
||||
APIError.RequestFailed,
|
||||
APIError.ParseFailed,
|
||||
APIError.OutOfMemory => {
|
||||
// Welp... Abondon ship. Bail. Bail
|
||||
return err;
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
_ = self.action_queue.orderedRemove(0);
|
||||
|
||||
self.onActionCompleted(action_result);
|
||||
}
|
||||
|
||||
fn onActionCompleted(self: *CharacterBrain, result: QueuedActionResult) void {
|
||||
switch (self.routine) {
|
||||
.idle => {},
|
||||
|
||||
.fight => |*args| {
|
||||
if (result.get(.fight)) |r| {
|
||||
const fight_result: Server.FightResult = r;
|
||||
const drops = fight_result.fight.drops;
|
||||
|
||||
args.progress += drops.getQuantity(args.target.id);
|
||||
}
|
||||
},
|
||||
.gather => |*args| {
|
||||
if (result.get(.gather)) |r| {
|
||||
const gather_resutl: Server.GatherResult = r;
|
||||
const items = gather_resutl.details.items;
|
||||
|
||||
args.progress += items.getQuantity(args.target.id);
|
||||
}
|
||||
},
|
||||
.craft => |*args| {
|
||||
if (result.get(.craft_item)) |r| {
|
||||
const craft_result: Server.CraftResult = r;
|
||||
const items = craft_result.details.items;
|
||||
|
||||
args.progress += items.getQuantity(args.target.id);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn isRoutineFinished(self: *CharacterBrain) bool {
|
||||
return switch (self.routine) {
|
||||
.idle => false,
|
||||
|
||||
.fight => |args| {
|
||||
return args.progress >= args.target.quantity;
|
||||
},
|
||||
.gather => |args| {
|
||||
return args.progress >= args.target.quantity;
|
||||
},
|
||||
.craft => |args| {
|
||||
return args.progress >= args.target.quantity;
|
||||
}
|
||||
};
|
||||
}
|
||||
};
|
||||
|
||||
@ -185,7 +508,7 @@ fn moveIfNeeded(api: *Server, brain: *CharacterBrain, pos: Position) !bool {
|
||||
}
|
||||
|
||||
fn depositItemsToBank(api: *Server, brain: *CharacterBrain) !bool {
|
||||
const character = api.findCharacter(brain.name).?;
|
||||
var character = api.findCharacter(brain.name).?;
|
||||
const action_queue = &brain.action_queue;
|
||||
|
||||
// Deposit items and gold to bank if full
|
||||
@ -197,14 +520,10 @@ fn depositItemsToBank(api: *Server, brain: *CharacterBrain) !bool {
|
||||
try action_queue.append(.{ .move = bank_position });
|
||||
}
|
||||
|
||||
for (character.inventory.slots) |slot| {
|
||||
if (slot.quantity == 0) continue;
|
||||
|
||||
if (slot.id) |item_id| {
|
||||
try action_queue.append(.{
|
||||
.deposit_item = .{ .id = item_id, .quantity = @intCast(slot.quantity) }
|
||||
});
|
||||
}
|
||||
for (character.inventory.slice()) |slot| {
|
||||
try action_queue.append(.{
|
||||
.deposit_item = .{ .id = slot.id, .quantity = slot.quantity }
|
||||
});
|
||||
}
|
||||
|
||||
return true;
|
||||
@ -249,12 +568,12 @@ fn gatherRoutine(api: *Server, brain: *CharacterBrain, resource_position: Positi
|
||||
try brain.action_queue.append(.{ .gather = {} });
|
||||
}
|
||||
|
||||
fn withdrawFromBank(api: *Server, brain: *CharacterBrain, items: []const Server.ItemIdQuantity) !bool {
|
||||
fn withdrawFromBank(api: *Server, brain: *CharacterBrain, items: []const Server.Slot) !bool {
|
||||
var character = api.findCharacter(brain.name).?;
|
||||
|
||||
var has_all_items = true;
|
||||
for (items) |item_quantity| {
|
||||
const inventory_quantity = character.inventory.getItem(item_quantity.id);
|
||||
const inventory_quantity = character.inventory.getQuantity(item_quantity.id);
|
||||
if(inventory_quantity < item_quantity.quantity) {
|
||||
has_all_items = false;
|
||||
break;
|
||||
@ -267,7 +586,7 @@ fn withdrawFromBank(api: *Server, brain: *CharacterBrain, items: []const Server.
|
||||
}
|
||||
|
||||
for (items) |item_quantity| {
|
||||
const inventory_quantity = character.inventory.getItem(item_quantity.id);
|
||||
const inventory_quantity = character.inventory.getQuantity(item_quantity.id);
|
||||
if(inventory_quantity < item_quantity.quantity) {
|
||||
try brain.action_queue.append(.{ .withdraw_item = .{
|
||||
.id = item_quantity.id,
|
||||
@ -282,7 +601,7 @@ fn withdrawFromBank(api: *Server, brain: *CharacterBrain, items: []const Server.
|
||||
fn craftItem(api: *Server, brain: *CharacterBrain, id: Server.ItemId, quantity: u64) !bool {
|
||||
var character = api.findCharacter(brain.name).?;
|
||||
|
||||
const inventory_quantity = character.inventory.getItem(id);
|
||||
const inventory_quantity = character.inventory.getQuantity(id);
|
||||
if (inventory_quantity >= quantity) {
|
||||
return false;
|
||||
}
|
||||
@ -319,7 +638,7 @@ fn craftItem(api: *Server, brain: *CharacterBrain, id: Server.ItemId, quantity:
|
||||
|
||||
fn craftRoutine(api: *Server, brain: *CharacterBrain, id: Server.ItemId, quantity: u64) !void {
|
||||
var character = api.findCharacter(brain.name).?;
|
||||
const inventory_quantity = character.inventory.getItem(id);
|
||||
const inventory_quantity = character.inventory.getQuantity(id);
|
||||
if (inventory_quantity >= quantity) {
|
||||
if (try depositItemsToBank(api, brain)) {
|
||||
return;
|
||||
@ -340,7 +659,7 @@ fn craftRoutine(api: *Server, brain: *CharacterBrain, id: Server.ItemId, quantit
|
||||
needed_item.quantity *= quantity;
|
||||
}
|
||||
|
||||
if (try withdrawFromBank(api, brain, needed_items.constSlice())) {
|
||||
if (try withdrawFromBank(api, brain, needed_items.slice())) {
|
||||
return;
|
||||
}
|
||||
|
||||
@ -375,64 +694,89 @@ pub fn main() !void {
|
||||
goal_manager.characters.items[0].routine = .{
|
||||
.fight = .{
|
||||
.at = Position.init(0, 1),
|
||||
.target = undefined
|
||||
.target = .{
|
||||
.id = try api.getItemId("egg"),
|
||||
.quantity = 1
|
||||
}
|
||||
},
|
||||
};
|
||||
|
||||
goal_manager.characters.items[1].routine = .{
|
||||
.gather = .{
|
||||
.at = Position.init(-1, 0),
|
||||
.target = undefined
|
||||
.target = .{
|
||||
.id = try api.getItemId("ash_wood"),
|
||||
.quantity = 3
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
goal_manager.characters.items[2].routine = .{
|
||||
.gather = .{
|
||||
.at = Position.init(2, 0),
|
||||
.target = undefined
|
||||
.target = .{
|
||||
.id = try api.getItemId("copper_ore"),
|
||||
.quantity = 3
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
goal_manager.characters.items[3].routine = .{
|
||||
.gather = .{
|
||||
.at = Position.init(4, 2),
|
||||
.target = undefined
|
||||
.target = .{
|
||||
.id = try api.getItemId("gudgeon"),
|
||||
.quantity = 3
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
goal_manager.characters.items[4].routine = .{
|
||||
.fight = .{
|
||||
.at = Position.init(0, 1),
|
||||
.target = undefined
|
||||
.target = .{
|
||||
.id = try api.getItemId("raw_chicken"),
|
||||
.quantity = 1
|
||||
}
|
||||
},
|
||||
};
|
||||
|
||||
// goal_manager.characters.items[2].routine = .{
|
||||
// .craft = .{
|
||||
// .target = .{
|
||||
// .quantity = 3,
|
||||
// .id = try api.getItemId("copper"),
|
||||
// }
|
||||
// }
|
||||
// };
|
||||
|
||||
const APIError = Server.APIError;
|
||||
std.log.info("Starting main loop", .{});
|
||||
while (true) {
|
||||
try goal_manager.runNextAction();
|
||||
goal_manager.runNextAction() catch |err| switch (err) {
|
||||
APIError.ServerUnavailable => {
|
||||
// If the server is down, wait for a moment and try again.
|
||||
std.time.sleep(std.time.ns_per_min * 5);
|
||||
continue;
|
||||
},
|
||||
|
||||
for (goal_manager.characters.items) |*character| {
|
||||
if (character.action_queue.items.len > 0) continue;
|
||||
// TODO: Log all other error to a file or something. So it could be review later on.
|
||||
else => return err
|
||||
};
|
||||
|
||||
switch (character.routine) {
|
||||
.idle => {},
|
||||
for (goal_manager.characters.items) |*brain| {
|
||||
if (brain.action_queue.items.len > 0) continue;
|
||||
|
||||
if (brain.isRoutineFinished()) {
|
||||
if (!try depositItemsToBank(&api, brain)) {
|
||||
brain.routine = .idle;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
switch (brain.routine) {
|
||||
.idle => {
|
||||
std.log.debug("[{s}] idle", .{brain.name});
|
||||
},
|
||||
.fight => |args| {
|
||||
try fightRoutine(&api, character, args.at);
|
||||
try fightRoutine(&api, brain, args.at);
|
||||
},
|
||||
.gather => |args| {
|
||||
try gatherRoutine(&api, character, args.at);
|
||||
try gatherRoutine(&api, brain, args.at);
|
||||
},
|
||||
.craft => |args| {
|
||||
try craftRoutine(&api, character, args.target.id, args.target.quantity);
|
||||
try craftRoutine(&api, brain, args.target.id, args.target.quantity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user