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13 changed files with 1669 additions and 179 deletions

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@@ -2,16 +2,20 @@ The purpose of this bot will be to assign targets to faction members during war
Features:
- Round Robin assignation of war targets
- ability to have members enroll and leave the queue
- check if the assigned enemy has been hit after 1 minute, if not reassign
- match targets up with members that have the appropriate stats
- dashboard to see who is supposed to hit who
- maybe also enemy stats
ToDo:
- move interval button to a neutral spot
- sections to list faction memebers
- needs to be movable objects
- Assignment pools depending on stats
- players will be round-robin queued their targets from here
- API Key section
- Have user enter their own API key, pass along to the functions that call APIs
- server side config storage
- have multiple managers logged in to make changes
- basic auth
- since control of the Discord bot would also be through there technically
- add status description to member cards
For now let's pivot to the Discord Bot functionality. What the bot is going to do is for each battle group it needs to assign a friendly member to an enemy member. That friendly will then get a ping in Discord by pulling the list of Discord users and matching the player id to the user in the Discord server. It will ping them and say "New target for @user , attack (link to enemy profile) in the next 60 seconds!" If the enemies status does not change to "In Hospital" in the next 60 seconds that enemy will be assigned to the next player in the group that has not received a hit yet. We will also need to keep track of how many hits a friendly has completed. That way if a new friendly enters a pool they will get a chance to attack before the ones that have not had a chance We also need a button on the webpage to start and stop the bot

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334
assignments.json Normal file
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@@ -0,0 +1,334 @@
{
"groups": {
"1": {
"friendly": [],
"enemy": []
},
"2": {
"friendly": [],
"enemy": []
},
"3": {
"friendly": [],
"enemy": []
},
"4": {
"friendly": [],
"enemy": []
},
"5": {
"friendly": [],
"enemy": []
}
},
"friendly": {
"2323265": {
"id": 2323265,
"name": "richard2130",
"level": 43,
"estimate": "117k",
"type": "friendly",
"group": null,
"hits": 0
},
"2643888": {
"id": 2643888,
"name": "CKDGr8",
"level": 19,
"estimate": "16.6k",
"type": "friendly",
"group": null,
"hits": 0
},
"2658249": {
"id": 2658249,
"name": "Saviour01",
"level": 39,
"estimate": "151k",
"type": "friendly",
"group": null,
"hits": 0
},
"2877889": {
"id": 2877889,
"name": "Larioon",
"level": 48,
"estimate": "2.11m",
"type": "friendly",
"group": null,
"hits": 0
},
"2996876": {
"id": 2996876,
"name": "Dextrooous",
"level": 49,
"estimate": "2.82m",
"type": "friendly",
"group": null,
"hits": 0
},
"3097390": {
"id": 3097390,
"name": "HendoAL",
"level": 12,
"estimate": "875",
"type": "friendly",
"group": null,
"hits": 0
},
"3119350": {
"id": 3119350,
"name": "DragonRoy",
"level": 41,
"estimate": "143k",
"type": "friendly",
"group": null,
"hits": 0
},
"3246078": {
"id": 3246078,
"name": "Az4sH",
"level": 40,
"estimate": "166k",
"type": "friendly",
"group": null,
"hits": 0
},
"3296065": {
"id": 3296065,
"name": "TvTBanshee",
"level": 43,
"estimate": "261k",
"type": "friendly",
"group": null,
"hits": 0
},
"3571528": {
"id": 3571528,
"name": "TannedOrange",
"level": 35,
"estimate": "157k",
"type": "friendly",
"group": null,
"hits": 0
},
"3572068": {
"id": 3572068,
"name": "Pasketti",
"level": 32,
"estimate": "111k",
"type": "friendly",
"group": null,
"hits": 0
},
"3585878": {
"id": 3585878,
"name": "Dougo",
"level": 41,
"estimate": "414k",
"type": "friendly",
"group": null,
"hits": 0
},
"3612970": {
"id": 3612970,
"name": "VitaSoyMilk10",
"level": 19,
"estimate": "14.9k",
"type": "friendly",
"group": null,
"hits": 0
},
"3615091": {
"id": 3615091,
"name": "CoinsOperated",
"level": 36,
"estimate": "1.04m",
"type": "friendly",
"group": null,
"hits": 0
},
"3627374": {
"id": 3627374,
"name": "Brouhaha",
"level": 33,
"estimate": "87.8k",
"type": "friendly",
"group": null,
"hits": 0
},
"3639240": {
"id": 3639240,
"name": "AAAG",
"level": 23,
"estimate": "127k",
"type": "friendly",
"group": null,
"hits": 0
},
"3779299": {
"id": 3779299,
"name": "arcflips",
"level": 22,
"estimate": "12.2k",
"type": "friendly",
"group": null,
"hits": 0
},
"3803470": {
"id": 3803470,
"name": "LioKey",
"level": 22,
"estimate": "21.6k",
"type": "friendly",
"group": null,
"hits": 0
},
"3925208": {
"id": 3925208,
"name": "Snakiter",
"level": 17,
"estimate": "905",
"type": "friendly",
"group": null,
"hits": 0
},
"3925604": {
"id": 3925604,
"name": "Vyktimizer",
"level": 20,
"estimate": "17.4k",
"type": "friendly",
"group": null,
"hits": 0
},
"3929969": {
"id": 3929969,
"name": "JayzBondz12",
"level": 23,
"estimate": "54.1k",
"type": "friendly",
"group": null,
"hits": 0
},
"3930001": {
"id": 3930001,
"name": "TopBiscuit",
"level": 21,
"estimate": "16k",
"type": "friendly",
"group": null,
"hits": 0
},
"3931799": {
"id": 3931799,
"name": "IVerbYourNoun",
"level": 26,
"estimate": "78.9k",
"type": "friendly",
"group": null,
"hits": 0
},
"3956441": {
"id": 3956441,
"name": "herfieez",
"level": 19,
"estimate": "12.4k",
"type": "friendly",
"group": null,
"hits": 0
},
"3999413": {
"id": 3999413,
"name": "Rarcham",
"level": 16,
"estimate": "1.71k",
"type": "friendly",
"group": null,
"hits": 0
}
},
"enemy": {
"2292261": {
"id": 2292261,
"name": "Dalil1ne",
"level": 31,
"estimate": "56.5k",
"type": "enemy",
"group": null,
"hits": 0
},
"2323821": {
"id": 2323821,
"name": "Celwind",
"level": 16,
"estimate": "2.2k",
"type": "enemy",
"group": null,
"hits": 0
},
"3876859": {
"id": 3876859,
"name": "sleezihax",
"level": 4,
"estimate": "51",
"type": "enemy",
"group": null,
"hits": 0
},
"3927657": {
"id": 3927657,
"name": "665monk17",
"level": 10,
"estimate": "787",
"type": "enemy",
"group": null,
"hits": 0
},
"3931946": {
"id": 3931946,
"name": "Jonaketski",
"level": 8,
"estimate": "550",
"type": "enemy",
"group": null,
"hits": 0
},
"3937815": {
"id": 3937815,
"name": "Babetch",
"level": 15,
"estimate": "1.35k",
"type": "enemy",
"group": null,
"hits": 0
},
"3972935": {
"id": 3972935,
"name": "_Fox__",
"level": 6,
"estimate": "301",
"type": "enemy",
"group": null,
"hits": 0
},
"3999582": {
"id": 3999582,
"name": "Azrien",
"level": 6,
"estimate": "481",
"type": "enemy",
"group": null,
"hits": 0
},
"4010926": {
"id": 4010926,
"name": "_blackFOX_",
"level": 3,
"estimate": "None",
"type": "enemy",
"group": null,
"hits": 0
}
}
}

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@@ -1,5 +1,5 @@
from discord.ext import commands
from services.torn_api import update_enemy_faction, update_friendly_faction
#from services.torn_api import update_enemy_faction, update_friendly_faction
class HitCommands(commands.Cog):

240
main.py
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@@ -1,3 +1,4 @@
# main.py (updated)
import discord
from discord.ext import commands
from config import ALLOWED_CHANNEL_ID, HIT_CHECK_INTERVAL, REASSIGN_DELAY
@@ -6,54 +7,237 @@ from cogs.commands import HitCommands
import asyncio
import uvicorn
import json
from pathlib import Path
from typing import Optional
from fastapi import FastAPI, Request
from fastapi import FastAPI, Request, HTTPException
from fastapi.responses import HTMLResponse
from fastapi.staticfiles import StaticFiles
from fastapi.templating import Jinja2Templates
from pydantic import BaseModel
from services.torn_api import update_enemy_faction, update_friendly_faction
# import server state
from services.server_state import STATE, Member
# -----------------------------
# FastAPI setup
# -----------------------------
from services.torn_api import populate_friendly, populate_enemy, start_friendly_status_loop, start_enemy_status_loop
# ============================================================
# FastAPI Setup
# ============================================================
app = FastAPI()
templates = Jinja2Templates(directory="templates")
app.mount("/static", StaticFiles(directory="static"), name="static")
# -----------------------------
# Dashboard page
# -----------------------------
# ============================================================
# Dashboard Webpage
# ============================================================
@app.get("/", response_class=HTMLResponse)
async def dashboard(request: Request):
print(">>> DASHBOARD ROUTE LOADED")
return templates.TemplateResponse("dashboard.html", {"request": request})
# -----------------------------
# Pydantic model for JSON payloads
# -----------------------------
# ============================================================
# Pydantic models for JSON POST input
# ============================================================
class FactionRequest(BaseModel):
faction_id: int
interval: int
interval: int = 30
class AssignMemberRequest(BaseModel):
group_id: str # "1", "2", ... "5"
kind: str # "friendly" or "enemy"
member_id: int
class RemoveAssignmentRequest(BaseModel):
member_id: int
class BotControl(BaseModel):
action: str # "start" or "stop"
# ================================
# Helper: load JSON file into STATE
# ================================
def _load_json_list(path: Path):
if not path.exists():
return []
with open(path, "r", encoding="utf-8") as f:
return json.load(f)
async def sync_state_from_file(path: Path, kind: str):
"""
Read JSON file (list of members dicts) and upsert into STATE.
Expected member dict keys: id, name, level, estimate, optionally status/hits.
"""
arr = _load_json_list(path)
received_ids = []
for m in arr:
try:
await STATE.upsert_member(m, kind)
received_ids.append(int(m["id"]))
except Exception as e:
print(f"Skipping bad member entry while syncing: {m} -> {e}")
await STATE.remove_missing_members(received_ids, kind)
# -----------------------------
# API Endpoints
# Populate endpoints (populate JSON once)
# -----------------------------
@app.post("/api/update_enemy_faction")
async def api_enemy(data: FactionRequest):
await update_enemy_faction(data.faction_id, data.interval)
return {"status": "enemy loop running", "id": data.faction_id, "interval": data.interval}
@app.post("/api/populate_friendly")
async def api_populate_friendly(data: FactionRequest):
await populate_friendly(data.faction_id)
# sync STATE from file
await sync_state_from_file(Path("data/friendly_members.json"), "friendly")
return {"status": "friendly populated", "id": data.faction_id}
@app.post("/api/update_friendly_faction")
async def api_friendly(data: FactionRequest):
await update_friendly_faction(data.faction_id, data.interval)
return {"status": "friendly loop running", "id": data.faction_id, "interval": data.interval}
@app.post("/api/populate_enemy")
async def api_populate_enemy(data: FactionRequest):
await populate_enemy(data.faction_id)
await sync_state_from_file(Path("data/enemy_memberes.json"), "enemy")
return {"status": "enemy populated", "id": data.faction_id}
# -----------------------------
# Discord bot setup
# Start status refresh loops
# -----------------------------
@app.post("/api/start_friendly_status")
async def api_start_friendly_status(data: FactionRequest):
from services.torn_api import start_friendly_status_loop
await start_friendly_status_loop(data.faction_id, data.interval)
return {"status": "friendly status loop started", "id": data.faction_id, "interval": data.interval}
@app.post("/api/start_enemy_status")
async def api_start_enemy_status(data: FactionRequest):
from services.torn_api import start_enemy_status_loop
await start_enemy_status_loop(data.faction_id, data.interval)
return {"status": "enemy status loop started", "id": data.faction_id, "interval": data.interval}
# =============================
# Member JSON endpoints (unchanged)
# =============================
@app.get("/api/friendly_members")
async def get_friendly_members():
# Return list, but prefer STATE if populated
if STATE.friendly:
return [m.model_dump() for m in STATE.friendly.values()]
# fallback to file
path = Path("data/friendly_members.json")
return _load_json_list(path)
@app.get("/api/enemy_members")
async def get_enemy_members():
if STATE.enemy:
return [m.model_dump() for m in STATE.enemy.values()]
path = Path("data/enemy_members.json")
return _load_json_list(path)
# =============================
# Status JSON endpoints (unchanged)
# =============================
@app.get("/api/friendly_status")
async def api_friendly_status():
path = Path("data/friendly_status.json")
if not path.exists():
return {}
with open(path, "r", encoding="utf-8") as f:
return json.load(f)
@app.get("/api/enemy_status")
async def api_enemy_status():
path = Path("data/enemy_status.json")
if not path.exists():
return {}
with open(path, "r", encoding="utf-8") as f:
return json.load(f)
# =============================
# Assignment endpoints (server-side)
# =============================
@app.get("/api/assignments")
async def api_get_assignments():
"""
Return assignments snapshot:
{ "1": { "friendly": [...], "enemy": [...] }, "2": {...}, ... }
"""
snap = await STATE.get_assignments_snapshot()
return snap
@app.post("/api/assign_member")
async def api_assign_member(req: AssignMemberRequest):
group_id = req.group_id
kind = req.kind
member_id = req.member_id
# Validate group
if group_id not in STATE.groups:
raise HTTPException(status_code=400, detail="invalid group_id")
# Validate member exists in STATE (if not present, attempt to load from file)
if kind not in ("friendly", "enemy"):
raise HTTPException(status_code=400, detail="invalid kind")
coll = STATE.friendly if kind == "friendly" else STATE.enemy
if member_id not in coll:
# Try to load members from file into STATE and re-check
file_path = Path("data/friendly_members.json") if kind == "friendly" else Path("data/enemy_members.json")
await sync_state_from_file(file_path, kind)
if member_id not in coll:
raise HTTPException(status_code=404, detail="member not found")
await STATE.assign_member(member_id, kind, group_id)
return {"status": "ok", "group": group_id, "kind": kind, "member_id": member_id}
@app.post("/api/remove_member_assignment")
async def api_remove_member_assignment(req: RemoveAssignmentRequest):
member_id = req.member_id
await STATE.remove_member_assignment(member_id)
return {"status": "ok", "member_id": member_id}
@app.post("/api/clear_assignments")
async def api_clear_assignments():
await STATE.clear_all_assignments()
return {"status": "ok"}
# =============================
# Bot control endpoint
# =============================
@app.post("/api/bot_control")
async def api_bot_control(req: BotControl):
if req.action not in ("start", "stop"):
raise HTTPException(status_code=400, detail="invalid action")
STATE.bot_running = (req.action == "start")
return {"status": "ok", "bot_running": STATE.bot_running}
# ============================================================
# Reset Groups Endpoint
# ============================================================
@app.post("/api/reset_groups")
async def reset_groups():
# Load existing data
data = load_json("assigned_groups.json")
# Clear group assignments
for g in data["groups"].values():
g.clear()
# Reset friendly assigned_group
for f in data["friendly_members"]:
f["assigned_group"] = None
# Reset enemy assigned_group
for e in data["enemy_members"]:
e["assigned_group"] = None
# Save back to file
save_json("assigned_groups.json", data)
return { "success": True }
# ============================================================
# Discord Bot Setup
# ============================================================
intents = discord.Intents.default()
intents.message_content = True
@@ -64,7 +248,6 @@ round_robin_index = 0
class HitDispatchBot(commands.Bot):
async def setup_hook(self):
# Load cogs with injected state
await self.add_cog(
Assignments(
self,
@@ -72,9 +255,10 @@ class HitDispatchBot(commands.Bot):
active_assignments=active_assignments,
enrolled_attackers=enrolled_attackers,
hit_check=HIT_CHECK_INTERVAL,
reassign_delay=REASSIGN_DELAY
reassign_delay=REASSIGN_DELAY,
)
)
await self.add_cog(
HitCommands(
self,
@@ -97,14 +281,14 @@ TOKEN = "YOUR_DISCORD_TOKEN"
async def start_bot():
await bot.start(TOKEN)
# -----------------------------
# Main entry
# -----------------------------
# ============================================================
# Main Entry Point
# ============================================================
if __name__ == "__main__":
loop = asyncio.get_event_loop()
# Start Discord bot in background
loop.create_task(start_bot())
# Run FastAPI (this will keep the loop alive)
# Run FastAPI app — keeps loop alive
uvicorn.run(app, host="127.0.0.1", port=8000)

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services/server_state.py Normal file
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@@ -0,0 +1,120 @@
# services/server_state.py
from typing import Dict, List, Optional
from pydantic import BaseModel
import asyncio
class Member(BaseModel):
id: int
name: str
level: int
estimate: str
type: str # "friendly" or "enemy"
group: Optional[str] = None # "1", "2", ...
hits: int = 0
status: str = "Unknown" # Added status field for Torn API status
class ServerState:
def __init__(self, group_count: int = 5):
# member maps
self.friendly: Dict[int, Member] = {}
self.enemy: Dict[int, Member] = {}
# initialize groups 1..group_count as strings "1","2",...
self.group_count = group_count
self.groups: Dict[str, Dict[str, List[int]]] = {}
for i in range(1, group_count + 1):
key = str(i)
self.groups[key] = {"friendly": [], "enemy": []}
# bot running flag
self.bot_running: bool = False
# concurrency lock for async safety
self.lock = asyncio.Lock()
# Assignment helpers
async def assign_member(self, member_id: int, kind: str, group_key: str):
async with self.lock:
if kind not in ("friendly", "enemy"):
raise ValueError("invalid kind")
if group_key not in self.groups:
raise ValueError("invalid group_key")
# remove from any existing group
for gk, buckets in self.groups.items():
if member_id in buckets[kind]:
buckets[kind].remove(member_id)
# add to new group
if member_id not in self.groups[group_key][kind]:
self.groups[group_key][kind].append(member_id)
# update member.group
coll = self.friendly if kind == "friendly" else self.enemy
if member_id in coll:
coll[member_id].group = group_key
async def remove_member_assignment(self, member_id: int):
async with self.lock:
for gk, buckets in self.groups.items():
if member_id in buckets["friendly"]:
buckets["friendly"].remove(member_id)
if member_id in buckets["enemy"]:
buckets["enemy"].remove(member_id)
# clear group attribute
if member_id in self.friendly:
self.friendly[member_id].group = None
if member_id in self.enemy:
self.enemy[member_id].group = None
async def clear_all_assignments(self):
async with self.lock:
for gk in self.groups:
self.groups[gk]["friendly"].clear()
self.groups[gk]["enemy"].clear()
for m in self.friendly.values():
m.group = None
for m in self.enemy.values():
m.group = None
async def get_assignments_snapshot(self) -> Dict[str, Dict[str, List[int]]]:
async with self.lock:
snap = {}
for gk, buckets in self.groups.items():
snap[gk] = {
"friendly": list(buckets["friendly"]),
"enemy": list(buckets["enemy"])
}
return snap
# member helpers
async def upsert_member(self, member_data: dict, kind: str):
async with self.lock:
if kind not in ("friendly", "enemy"):
raise ValueError("invalid kind")
coll = self.friendly if kind == "friendly" else self.enemy
mid = int(member_data["id"])
existing_group = coll.get(mid).group if (mid in coll) else None
member = Member(
id=mid,
name=member_data.get("name", "Unknown"),
level=int(member_data.get("level", 0)),
estimate=str(member_data.get("estimate", "?")),
type=kind,
group=existing_group,
hits=int(member_data.get("hits", 0)) if "hits" in member_data else 0,
status=member_data.get("status", "Unknown") # Initialize status if provided
)
coll[mid] = member
async def remove_missing_members(self, received_ids: List[int], kind: str):
async with self.lock:
coll = self.friendly if kind == "friendly" else self.enemy
to_remove = [mid for mid in coll.keys() if mid not in set(received_ids)]
for mid in to_remove:
await self.remove_member_assignment(mid)
del coll[mid]
# Single global state
STATE = ServerState(group_count=5)

View File

@@ -1,33 +1,34 @@
# services/torn_api.py
import aiohttp
import json
import asyncio
from pathlib import Path
from config import TORN_API_KEY, ENEMY_FACTION_ID, YOUR_FACTION_ID
from config import TORN_API_KEY
from .ffscouter import fetch_batch_stats
from .server_state import STATE
ENEMY_FILE = Path("data/enemy_faction.json")
FRIENDLY_FILE = Path("data/friendly_faction.json")
# -----------------------------
# Tasks
# -----------------------------
friendly_status_task = None
enemy_status_task = None
# Track running tasks + current faction IDs
enemy_task = None
friendly_task = None
# Locks for safe async updates
friendly_lock = asyncio.Lock()
enemy_lock = asyncio.Lock()
current_enemy_id = None
current_friendly_id = None
async def fetch_and_save_faction(faction_id: int, file_path: Path) -> bool:
# -----------------------------
# Populate faction (memory only)
# -----------------------------
async def populate_faction(faction_id: int, kind: str):
"""
Fetches faction members from Torn, fetches their estimated BS from FFScouter,
and saves everything to a JSON file.
Fetch members + FFScouter estimates once and store in STATE.
kind: "friendly" or "enemy"
"""
url = f"https://api.torn.com/v2/faction/{faction_id}?selections=members&key={TORN_API_KEY}"
async with aiohttp.ClientSession() as session:
async with session.get(url) as resp:
if resp.status != 200:
print(f"Torn faction fetch error: {resp.status}")
print(f"Error fetching faction {faction_id}: {resp.status}")
return False
data = await resp.json()
@@ -35,91 +36,86 @@ async def fetch_and_save_faction(faction_id: int, file_path: Path) -> bool:
if not members_list:
return False
# Build list of IDs (Torn uses 'id', not 'player_id')
member_ids = [info.get("id") for info in members_list if "id" in info]
member_ids = [m.get("id") for m in members_list if "id" in m]
if not member_ids:
return False
# Fetch batch FFScouter stats
ff_data = await fetch_batch_stats(member_ids) # returns dict keyed by player_id
# Fetch FFScouter estimates
ff_data = await fetch_batch_stats(member_ids)
# Build final faction data
faction_data = []
for info in members_list:
pid = info.get("id")
if pid is None:
continue
received_ids = []
async with (friendly_lock if kind == "friendly" else enemy_lock):
for m in members_list:
pid = m["id"]
est = ff_data.get(str(pid), {}).get("bs_estimate_human", "?")
status = m.get("status", {}).get("state", "Unknown")
member_data = {
"id": pid,
"name": m.get("name", "Unknown"),
"level": m.get("level", 0),
"estimate": est,
"status": status
}
await STATE.upsert_member(member_data, kind)
received_ids.append(pid)
est = ff_data.get(str(pid), {}).get("bs_estimate_human", "?")
member = {
"id": pid,
"name": info.get("name", "Unknown"),
"level": info.get("level", 0),
"estimate": est
}
faction_data.append(member)
# Save to file
file_path.parent.mkdir(exist_ok=True, parents=True) # ensure folder exists
with open(file_path, "w", encoding="utf-8") as f:
json.dump(faction_data, f, indent=2)
# Remove missing members from STATE
await STATE.remove_missing_members(received_ids, kind)
return True
#Loop for the constant update of members and the stop function
async def stop_task_if_running(task: asyncio.Task | None):
"""Cancel an existing running task safely."""
if task and not task.done():
task.cancel()
try:
await task
except asyncio.CancelledError:
pass
async def faction_loop(faction_id: int, file_path: Path, interval: int):
# -----------------------------
# Status refresh loop
# -----------------------------
async def refresh_status_loop(faction_id: int, kind: str, lock: asyncio.Lock, interval: int):
"""
Runs fetch_and_save_faction() in a loop forever, waiting `interval`
seconds between iterations.
Periodically refresh member statuses in STATE.
"""
while True:
try:
await fetch_and_save_faction(faction_id, file_path)
url = f"https://api.torn.com/v2/faction/{faction_id}?selections=members&key={TORN_API_KEY}"
async with aiohttp.ClientSession() as session:
async with session.get(url) as resp:
if resp.status != 200:
print(f"Status fetch error {resp.status}")
await asyncio.sleep(interval)
continue
data = await resp.json()
members_list = data.get("members", [])
async with lock:
coll = STATE.friendly if kind == "friendly" else STATE.enemy
for m in members_list:
mid = m.get("id")
if mid in coll:
coll[mid].status = m.get("status", {}).get("state", "Unknown")
except Exception as e:
print(f"Error during faction loop for {faction_id}: {e}")
print(f"Error in status loop for {kind} faction {faction_id}: {e}")
await asyncio.sleep(interval)
# -----------------------------
# Public API helpers
# -----------------------------
async def populate_friendly(faction_id: int):
return await populate_faction(faction_id, "friendly")
async def populate_enemy(faction_id: int):
return await populate_faction(faction_id, "enemy")
#Functions to call the loop, maybe add one to just call once?
async def update_enemy_faction(new_faction_id: int, interval: int):
global enemy_task, current_enemy_id
# If faction ID changes → stop old loop
if new_faction_id != current_enemy_id:
print(f"[ENEMY] Changing faction from {current_enemy_id}{new_faction_id}")
await stop_task_if_running(enemy_task)
current_enemy_id = new_faction_id
# Start new loop
enemy_task = asyncio.create_task(
faction_loop(new_faction_id, ENEMY_FILE, interval)
async def start_friendly_status_loop(faction_id: int, interval: int):
global friendly_status_task
if friendly_status_task and not friendly_status_task.done():
friendly_status_task.cancel()
friendly_status_task = asyncio.create_task(
refresh_status_loop(faction_id, "friendly", friendly_lock, interval)
)
async def update_friendly_faction(new_faction_id: int, interval: int):
global friendly_task, current_friendly_id
if new_faction_id != current_friendly_id:
print(f"[FRIENDLY] Changing faction from {current_friendly_id}{new_faction_id}")
await stop_task_if_running(friendly_task)
current_friendly_id = new_faction_id
friendly_task = asyncio.create_task(
faction_loop(new_faction_id, FRIENDLY_FILE, interval)
async def start_enemy_status_loop(faction_id: int, interval: int):
global enemy_status_task
if enemy_status_task and not enemy_status_task.done():
enemy_status_task.cancel()
enemy_status_task = asyncio.create_task(
refresh_status_loop(faction_id, "enemy", enemy_lock, interval)
)

View File

@@ -1,36 +1,633 @@
async function updateEnemy() {
const factionId = parseInt(document.getElementById("enemyId").value);
const interval = parseInt(document.getElementById("refreshInterval").value);
// dashboard.js (Server-side assignments, polling-mode)
// - No more localStorage
// - Polls /api/assignments every 5s to keep all clients in sync
// - POST /api/assign_member on drop, POST /api/remove_member_assignment when returned to list
// - Prevents duplicates, preserves card objects and status updates
if (!factionId || !interval) {
alert("Please enter Enemy Faction ID and Refresh Interval!");
return;
// ---------------------------
// In-memory maps
// ---------------------------
const friendlyMembers = new Map(); // id -> { id, name, level, estimate, status, domElement }
const enemyMembers = new Map();
// DOM references
const friendlyContainer = document.getElementById("friendly-container");
const enemyContainer = document.getElementById("enemy-container");
// polling interval (ms) for assignments sync
const ASSIGNMENTS_POLL_MS = 5000;
// utility
function toInt(v) {
const n = Number(v);
return Number.isNaN(n) ? null : n;
}
// ---------------------------
// Status CSS helpers
// ---------------------------
function statusClass(status) {
if (!status) return "";
const s = String(status).toLowerCase();
if (s.includes("okay")) return "status-ok";
if (s.includes("travel") || s.includes("abroad")) return "status-traveling";
if (s.includes("hospital")) return "status-hospitalized";
return "";
}
function applyStatusClass(member) {
const span = member.domElement?.querySelector(".status-text");
if (!span) return;
span.className = "status-text " + statusClass(member.status);
span.textContent = member.status || "Unknown";
}
// ---------------------------
// Card creation & update
// ---------------------------
function createMemberCard(member, kind) {
// if domElement already exists, reuse it
if (member.domElement) return member.domElement;
const card = document.createElement("div");
card.classList.add("member-card");
card.setAttribute("draggable", "true");
card.dataset.id = member.id;
card.dataset.kind = kind;
const nameDiv = document.createElement("div");
nameDiv.className = "name";
nameDiv.textContent = member.name;
nameDiv.style.color = kind === "friendly" ? "#8fd38f" : "#ff6b6b";
const statsDiv = document.createElement("div");
statsDiv.className = "stats";
statsDiv.innerHTML = `
Lv: ${member.level} <br>
Est: ${member.estimate} <br>
Status: <span class="status-text">${member.status || "Unknown"}</span>
`;
card.appendChild(nameDiv);
card.appendChild(statsDiv);
// store reference
member.domElement = card;
// drag handlers: payload is JSON string
card.addEventListener("dragstart", (e) => {
e.dataTransfer.setData("text/plain", JSON.stringify({ kind, id: member.id }));
card.style.opacity = "0.5";
});
card.addEventListener("dragend", () => {
card.style.opacity = "1";
});
// apply initial status class
applyStatusClass(member);
return card;
}
function updateMemberCard(member) {
if (!member.domElement) return;
// name might have changed (rare)
const nameEl = member.domElement.querySelector(".name");
if (nameEl && nameEl.textContent !== member.name) nameEl.textContent = member.name;
// stats/status
const statsEl = member.domElement.querySelector(".stats");
if (statsEl) {
const statusSpan = statsEl.querySelector(".status-text");
if (statusSpan) {
statusSpan.textContent = member.status || "Unknown";
statusSpan.className = "status-text " + statusClass(member.status);
}
}
}
await fetch(`/api/update_enemy_faction`, {
method: "POST",
headers: {"Content-Type": "application/json"},
body: JSON.stringify({ faction_id: factionId, interval: interval })
// ---------------------------
// Load members from server
// ---------------------------
async function loadMembers(kind) {
const url = kind === "friendly" ? "/api/friendly_members" : "/api/enemy_members";
const container = kind === "friendly" ? friendlyContainer : enemyContainer;
const map = kind === "friendly" ? friendlyMembers : enemyMembers;
try {
const res = await fetch(url, { cache: "no-store" });
if (!res.ok) {
console.error("Failed to load members:", res.status);
return;
}
const list = await res.json();
// build set of received ids
const receivedIds = new Set(list.map(m => m.id));
// update or create
for (const m of list) {
let existing = map.get(m.id);
if (existing) {
// update fields (preserve dom & placement)
existing.name = m.name;
existing.level = m.level;
existing.estimate = m.estimate;
// keep existing.status if already set (status refreshes separately)
if (!existing.status) existing.status = "Unknown";
updateMemberCard(existing);
} else {
const newMember = {
id: m.id,
name: m.name,
level: m.level,
estimate: m.estimate,
status: m.status || "Unknown",
domElement: null
};
map.set(m.id, newMember);
// create card but DO NOT automatically append here;
// placement will be handled by loadAssignmentsFromServer()
createMemberCard(newMember, kind);
}
}
// remove obsolete members
for (const existingId of Array.from(map.keys())) {
if (!receivedIds.has(existingId)) {
const member = map.get(existingId);
if (member?.domElement?.parentElement) member.domElement.parentElement.removeChild(member.domElement);
map.delete(existingId);
}
}
} catch (err) {
console.error("loadMembers error", err);
}
}
// ---------------------------
// Server-side assignments API interactions
// ---------------------------
async function fetchAssignments() {
try {
const res = await fetch("/api/assignments", { cache: "no-store" });
if (!res.ok) {
console.warn("Failed to fetch assignments:", res.status);
return null;
}
return await res.json(); // expected { "1": { friendly: [...], enemy: [...] }, ... }
} catch (err) {
console.error("fetchAssignments error", err);
return null;
}
}
async function saveAssignmentToServer(groupId, kind, memberId) {
try {
const res = await fetch("/api/assign_member", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify({ group_id: groupId, kind, member_id: memberId })
});
if (!res.ok) {
console.warn("Failed to save assignment:", res.status);
}
} catch (err) {
console.error("saveAssignmentToServer error", err);
}
}
async function removeAssignmentFromServer(memberId) {
try {
const res = await fetch("/api/remove_member_assignment", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify({ member_id: memberId })
});
if (!res.ok) {
console.warn("Failed to remove assignment:", res.status);
}
} catch (err) {
console.error("removeAssignmentFromServer error", err);
}
}
async function clearAssignmentsOnServer() {
try {
const res = await fetch("/api/clear_assignments", { method: "POST" });
if (!res.ok) console.warn("clear_assignments failed:", res.status);
} catch (err) {
console.error("clearAssignmentsOnServer error", err);
}
}
// ---------------------------
// Apply server assignments to DOM
// ---------------------------
function ensureMainListContains(member, kind) {
const container = kind === "friendly" ? friendlyContainer : enemyContainer;
const parent = member.domElement?.parentElement;
// Detect group zone: ids like "group-1-friendly" or "group-2-enemy"
const isInGroupZone = parent && typeof parent.id === "string" && /^group-\d+-/.test(parent.id);
// If member has no parent yet, or is in a group zone, ensure it ends up in the main list
if (!parent || isInGroupZone) {
// If it's already in the right container, nothing to do
if (member.domElement && member.domElement.parentElement !== container) {
// remove from previous parent (if any) and append to main list
const prev = member.domElement.parentElement;
if (prev) prev.removeChild(member.domElement);
container.appendChild(member.domElement);
}
}
}
function applyAssignmentsToDOM(assignments) {
if (!assignments) return;
// First, move all assigned members into their group zones
Object.keys(assignments).forEach(groupKey => {
const group = assignments[groupKey];
// friendly list
(group.friendly || []).forEach(id => {
const member = friendlyMembers.get(id);
if (!member) return; // not loaded yet
const zoneId = `group-${groupKey}-friendly`;
const zone = document.getElementById(zoneId);
if (!zone) return;
if (member.domElement && member.domElement.parentElement !== zone) {
// remove from previous parent
const prev = member.domElement.parentElement;
if (prev) prev.removeChild(member.domElement);
zone.appendChild(member.domElement);
}
});
// enemy list
(group.enemy || []).forEach(id => {
const member = enemyMembers.get(id);
if (!member) return;
const zoneId = `group-${groupKey}-enemy`;
const zone = document.getElementById(zoneId);
if (!zone) return;
if (member.domElement && member.domElement.parentElement !== zone) {
const prev = member.domElement.parentElement;
if (prev) prev.removeChild(member.domElement);
zone.appendChild(member.domElement);
}
});
});
// Second, ensure all unassigned members are in their main lists
friendlyMembers.forEach(member => {
// check if member is referenced in assignments anywhere
const assigned = Object.values(assignments).some(g => (g.friendly || []).includes(member.id));
if (!assigned) ensureMainListContains(member, "friendly");
});
enemyMembers.forEach(member => {
const assigned = Object.values(assignments).some(g => (g.enemy || []).includes(member.id));
if (!assigned) ensureMainListContains(member, "enemy");
});
}
async function updateFriendly() {
const factionId = parseInt(document.getElementById("friendlyId").value);
// ---------------------------
// Polling assignments loop
// ---------------------------
let assignmentsPollHandle = null;
let lastAssignmentsSnapshot = null;
if (!factionId) {
alert("Please enter Friendly Faction ID!");
return;
async function pollAssignments() {
const assignments = await fetchAssignments();
if (!assignments) return;
// quick shallow compare to avoid full DOM updates if nothing changed
const snapshot = JSON.stringify(assignments);
if (snapshot !== lastAssignmentsSnapshot) {
lastAssignmentsSnapshot = snapshot;
applyAssignmentsToDOM(assignments);
}
}
const interval = parseInt(document.getElementById("refreshInterval").value);
if (!interval) {
alert("Please enter Refresh Interval!");
return;
function startAssignmentsPolling() {
if (assignmentsPollHandle) clearInterval(assignmentsPollHandle);
assignmentsPollHandle = setInterval(pollAssignments, ASSIGNMENTS_POLL_MS);
// run immediately
pollAssignments();
}
function stopAssignmentsPolling() {
if (assignmentsPollHandle) {
clearInterval(assignmentsPollHandle);
assignmentsPollHandle = null;
}
}
await fetch(`/api/update_friendly_faction`, {
method: "POST",
headers: {"Content-Type": "application/json"},
body: JSON.stringify({ faction_id: factionId, interval: interval })
// ---------------------------
// Dropzone wiring (sends assignment to server)
// ---------------------------
function setupDropZones() {
// attach handlers once
const zones = document.querySelectorAll(".drop-zone, .member-list");
zones.forEach(zone => {
// avoid double-binding by using a marker
if (zone.dataset._drag_listeners_attached) return;
zone.addEventListener("dragover", (e) => {
e.preventDefault();
// peek at payload to check validity
let raw = null;
try { raw = e.dataTransfer.getData("text/plain"); } catch {}
let valid = false;
if (raw) {
try {
const p = JSON.parse(raw);
const kind = p.kind;
const zoneType = zone.classList.contains("friendly-zone") ? "friendly" :
zone.classList.contains("enemy-zone") ? "enemy" :
zone.classList.contains("member-list") || zone.id === "friendly-container" || zone.id === "enemy-container"
? "main-list" : null;
// main-list accepts only same-kind cards
if (zoneType === "main-list") valid = true;
else if (zoneType && kind === zoneType) valid = true;
} catch {}
}
zone.classList.toggle("dragover-valid", valid);
zone.classList.toggle("dragover-invalid", !valid);
});
zone.addEventListener("dragleave", () => {
zone.classList.remove("dragover-valid", "dragover-invalid");
});
zone.addEventListener("drop", async (e) => {
e.preventDefault();
zone.classList.remove("dragover-valid", "dragover-invalid");
let payload;
try { payload = JSON.parse(e.dataTransfer.getData("text/plain")); } catch { return; }
if (!payload || !payload.kind || !payload.id) return;
const kind = payload.kind;
const id = payload.id;
const zoneIsFriendly = zone.classList.contains("friendly-zone");
const zoneIsEnemy = zone.classList.contains("enemy-zone");
const zoneIsMainList = zone.classList.contains("member-list") || zone.id === "friendly-container" || zone.id === "enemy-container";
// Validate mix of kinds
if (zoneIsFriendly && kind !== "friendly") {
// invalid drop
alert("Cannot drop enemy into friendly zone.");
return;
}
if (zoneIsEnemy && kind !== "enemy") {
alert("Cannot drop friendly into enemy zone.");
return;
}
// If dropping into a group zone -> save assignment to server
if (zoneIsFriendly || zoneIsEnemy) {
// zone id format expected: group-<groupKey>-friendly or group-<groupKey>-enemy
const parts = zone.id.split("-");
// expected ["group", "<groupKey>", "friendly"]
if (parts.length >= 3) {
const groupKey = parts[1];
await saveAssignmentToServer(groupKey, kind, id);
// Move in DOM (we still move locally so UX is instant)
const map = kind === "friendly" ? friendlyMembers : enemyMembers;
const member = map.get(id);
if (member && member.domElement && member.domElement.parentElement !== zone) {
const prev = member.domElement.parentElement;
if (prev) prev.removeChild(member.domElement);
zone.appendChild(member.domElement);
}
} else {
console.warn("Unexpected zone id format", zone.id);
}
} else if (zoneIsMainList) {
// Dropped back into main list - remove assignment on server
await removeAssignmentFromServer(id);
// Move card back to main list container
const map = kind === "friendly" ? friendlyMembers : enemyMembers;
const member = map.get(id);
const container = kind === "friendly" ? friendlyContainer : enemyContainer;
if (member && member.domElement && member.domElement.parentElement !== container) {
const prev = member.domElement.parentElement;
if (prev) prev.removeChild(member.domElement);
container.appendChild(member.domElement);
}
}
});
zone.dataset._drag_listeners_attached = "1";
});
}
// ---------------------------
// Populate & Status functions
// ---------------------------
async function populateFriendly() {
const id = toInt(document.getElementById("friendly-id").value);
if (!id) return alert("Enter Friendly Faction ID");
try {
const res = await fetch("/api/populate_friendly", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify({ faction_id: id, interval: 0 })
});
const data = await res.json();
// Update in-memory map & DOM
if (data.members) {
for (const m of data.members) {
let existing = friendlyMembers.get(m.id);
if (existing) {
existing.name = m.name;
existing.level = m.level;
existing.estimate = m.estimate;
existing.status = m.status || "Unknown";
updateMemberCard(existing);
} else {
const newMember = {
id: m.id,
name: m.name,
level: m.level,
estimate: m.estimate,
status: m.status || "Unknown",
domElement: null
};
friendlyMembers.set(m.id, newMember);
const card = createMemberCard(newMember, "friendly");
friendlyContainer.appendChild(card);
}
}
}
// Refresh assignments & status UI
await loadMembers("enemy"); // in case population changed cross lists
await pollAssignments();
} catch (err) {
console.error("populateFriendly error:", err);
}
}
async function populateEnemy() {
const id = toInt(document.getElementById("enemy-id").value);
if (!id) return alert("Enter Enemy Faction ID");
try {
const res = await fetch("/api/populate_enemy", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify({ faction_id: id, interval: 0 })
});
const data = await res.json();
if (data.members) {
for (const m of data.members) {
let existing = enemyMembers.get(m.id);
if (existing) {
existing.name = m.name;
existing.level = m.level;
existing.estimate = m.estimate;
existing.status = m.status || "Unknown";
updateMemberCard(existing);
} else {
const newMember = {
id: m.id,
name: m.name,
level: m.level,
estimate: m.estimate,
status: m.status || "Unknown",
domElement: null
};
enemyMembers.set(m.id, newMember);
const card = createMemberCard(newMember, "enemy");
enemyContainer.appendChild(card);
}
}
}
// Refresh assignments & status UI
await loadMembers("friendly");
await pollAssignments();
} catch (err) {
console.error("populateEnemy error:", err);
}
}
// status refresh (pulls from server status json)
async function refreshStatus(kind) {
const url = kind === "friendly" ? "/api/friendly_status" : "/api/enemy_status";
const map = kind === "friendly" ? friendlyMembers : enemyMembers;
try {
const res = await fetch(url, { cache: "no-store" });
if (!res.ok) return;
const statusData = await res.json();
for (const idStr of Object.keys(statusData)) {
const id = parseInt(idStr);
const member = map.get(id);
if (!member) continue;
member.status = statusData[idStr].status;
updateMemberCard(member);
}
} catch (err) {
console.error("refreshStatus error", err);
}
}
// Start/Stop status loops (buttons toggle)
let friendlyStatusIntervalHandle = null;
let enemyStatusIntervalHandle = null;
async function toggleFriendlyStatus() {
const btn = document.getElementById("friendly-status-btn");
if (friendlyStatusIntervalHandle) {
clearInterval(friendlyStatusIntervalHandle);
friendlyStatusIntervalHandle = null;
btn.textContent = "Start Refresh";
return;
}
const id = toInt(document.getElementById("friendly-id").value);
const interval = Math.max(1, toInt(document.getElementById("refresh-interval").value) || 10);
await fetch("/api/start_friendly_status", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify({ faction_id: id, interval })
});
friendlyStatusIntervalHandle = setInterval(() => refreshStatus("friendly"), interval * 1000);
refreshStatus("friendly");
btn.textContent = "Stop Refresh";
}
async function toggleEnemyStatus() {
const btn = document.getElementById("enemy-status-btn");
if (enemyStatusIntervalHandle) {
clearInterval(enemyStatusIntervalHandle);
enemyStatusIntervalHandle = null;
btn.textContent = "Start Refresh";
return;
}
const id = toInt(document.getElementById("enemy-id").value);
const interval = Math.max(1, toInt(document.getElementById("refresh-interval").value) || 10);
await fetch("/api/start_enemy_status", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify({ faction_id: id, interval })
});
enemyStatusIntervalHandle = setInterval(() => refreshStatus("enemy"), interval * 1000);
refreshStatus("enemy");
btn.textContent = "Stop Refresh";
}
// ---------------------------
// Reset groups (server-side)
// ---------------------------
async function resetGroups() {
if (!confirm("Reset all group assignments on the server?")) return;
await clearAssignmentsOnServer();
// reload assignments & UI
await pollAssignments();
}
// ---------------------------
// Wire up buttons & init
// ---------------------------
function wireUp() {
document.getElementById("friendly-populate-btn").addEventListener("click", populateFriendly);
document.getElementById("enemy-populate-btn").addEventListener("click", populateEnemy);
document.getElementById("friendly-status-btn").addEventListener("click", toggleFriendlyStatus);
document.getElementById("enemy-status-btn").addEventListener("click", toggleEnemyStatus);
const resetBtn = document.getElementById("reset-groups-btn");
if (resetBtn) resetBtn.addEventListener("click", resetGroups);
setupDropZones();
}
// ---------------------------
// Initial load
// ---------------------------
document.addEventListener("DOMContentLoaded", async () => {
wireUp();
// load members first
await loadMembers("friendly");
await loadMembers("enemy");
// load assignments and apply them
await pollAssignments();
startAssignmentsPolling();
// kick off status polling for initial UI (but status loops are triggered by Start Refresh buttons)
// immediate status pull so cards show current status
await refreshStatus("friendly");
await refreshStatus("enemy");
});

View File

@@ -1,55 +1,203 @@
/* --- base --- */
body {
font-family: Arial, sans-serif;
background-color: #1e1e2f;
color: #f0f0f0;
margin: 0;
padding: 0;
min-height: 100vh;
}
.container {
max-width: 800px;
margin: 2rem auto;
padding: 2rem;
background-color: #2c2c3e;
border-radius: 12px;
box-shadow: 0 0 20px rgba(0,0,0,0.5);
width: 96%;
max-width: 1400px;
margin: 1.5rem auto;
}
h1 {
text-align: center;
color: #ffcc00;
/* top bar */
.top-bar {
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 1rem;
}
.faction-section {
.interval-box {
background-color: #3a3a4d;
margin: 1.5rem 0;
padding: 1rem 1.5rem;
padding: 0.5rem 0.8rem;
border-radius: 8px;
display: flex;
gap: 0.5rem;
align-items: center;
}
.interval-box label { color: #ffcc66; font-size: 0.9rem; margin-right: 8px; }
.interval-box input { width: 80px; padding: 6px; border-radius: 6px; border: none; }
/* main split */
.main-row {
display: flex;
gap: 1.5rem;
}
.faction-section h2 {
color: #66ccff;
/* left column: stacked friendly / enemy */
.left-col {
width: 48%;
display: flex;
flex-direction: column;
gap: 1rem;
}
input[type="number"] {
padding: 0.5rem;
margin-right: 0.5rem;
border-radius: 6px;
border: none;
width: 150px;
/* right column: groups grid */
.right-col {
width: 52%;
}
.groups-grid {
display: flex;
flex-direction: column;
gap: 1rem;
}
/* group card */
.group {
background: #232331;
border-radius: 10px;
padding: 0.6rem;
min-height: 140px;
display: flex;
flex-direction: column;
gap: 0.5rem;
border: 1px solid rgba(255,255,255,0.03);
}
.group-title {
font-weight: bold;
color: #ffcc66;
margin-bottom: 4px;
}
/* zones layout inside group */
.group-zones {
display: flex;
gap: 0.5rem;
height: 100%;
}
/* drop zones */
.drop-zone {
flex: 1;
background: linear-gradient(180deg, rgba(255,255,255,0.02), rgba(0,0,0,0.02));
border-radius: 8px;
border: 2px dashed rgba(255,255,255,0.03);
padding: 8px;
display: flex;
flex-direction: column;
gap: 6px;
align-items: stretch;
overflow-y: auto;
min-width: 0;
}
/* subtle label */
.zone-label {
font-size: 0.9rem;
color: #99a7bf;
margin-bottom: 4px;
}
/* highlight when a valid draggable is over */
.drop-zone.dragover-valid {
background: rgba(51,153,255,0.06);
border-color: rgba(102,204,255,0.4);
}
/* invalid dragover */
.drop-zone.dragover-invalid {
background: rgba(255,77,77,0.06);
border-color: rgba(255,77,77,0.4);
}
/* friendly/enemy specific coloring for zone headers */
.friendly-zone .zone-label { color: #8fd38f; }
.enemy-zone .zone-label { color: #ff9b9b; }
/* Faction card containers on left */
.faction-card.small {
background-color: #2c2c3e;
padding: 1rem;
border-radius: 10px;
box-shadow: 0 0 18px rgba(0,0,0,0.45);
display: flex;
flex-direction: column;
gap: 0.5rem;
}
.faction-card.small h2 { color: #66ccff; margin: 0; }
.faction-card .controls { display:flex; gap: 0.5rem; align-items:center; margin-bottom: 6px; }
.faction-card .controls input { padding: 0.5rem; border-radius:6px; border: none; }
/* member list in left column */
.member-list {
max-height: 380px;
overflow-y: auto;
background: #1a1a26;
padding: 0.6rem;
border-radius: 8px;
border: 1px solid rgba(255,255,255,0.02);
display: flex;
flex-direction: column;
gap: 0.5rem;
}
/* member card (used both in lists and zones) */
.member-card {
background-color: #3a3a4d;
color: #f0f0f0;
padding: 0.7rem;
border-radius: 8px;
display: flex;
flex-direction: row;
align-items: center;
gap: 0.8rem;
box-shadow: 0 0 10px rgba(0,0,0,0.45);
cursor: grab;
}
/* name and stat blocks */
.member-card .name { min-width: 110px; color: #66ccff; font-weight: bold; }
.member-card .stats { color: #f0f0f0; font-size: 0.9rem; line-height: 1.2; }
/* Friendly name color */
.member-card.friendly .name {
color: #4cff4c; /* Green */
}
/* Enemy name color */
.member-card.enemy .name {
color: #ff4c4c; /* Red */
}
/* small status span; color is applied by classes */
.status-text { font-weight: 700; padding-left: 6px; }
/* status color classes */
.status-ok { color: #28a745; text-shadow: 0 0 2px rgba(40,167,69,0.25); }
.status-traveling { color: #3399ff; text-shadow: 0 0 2px rgba(51,153,255,0.25); }
.status-hospitalized { color: #ff4d4d; text-shadow: 0 0 2px rgba(255,77,77,0.25); }
/* buttons */
button {
padding: 0.5rem 1rem;
padding: 0.5rem 0.7rem;
border-radius: 6px;
border: none;
background-color: #66ccff;
color: #1e1e2f;
font-weight: bold;
cursor: pointer;
transition: background-color 0.2s;
}
button:hover { background-color: #3399ff; }
button:hover {
background-color: #3399ff;
}
/* scrollbar niceties for drop zones and lists */
.member-list::-webkit-scrollbar, .drop-zone::-webkit-scrollbar { width: 8px; height: 8px; }
.member-list::-webkit-scrollbar-thumb, .drop-zone::-webkit-scrollbar-thumb { background: #66ccff; border-radius: 4px; }

View File

@@ -1,25 +1,132 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta charset="UTF-8" />
<title>War Dashboard</title>
<link rel="stylesheet" href="/static/styles.css">
<link rel="stylesheet" href="/static/styles.css" />
</head>
<body>
<div class="container">
<h1>War Dashboard</h1>
<div class="faction-section">
<h2>Enemy Faction</h2>
<input type="number" id="enemyId" placeholder="Enemy Faction ID">
<input type="number" id="refreshInterval" placeholder="Refresh Interval (sec)">
<button onclick="updateEnemy()">Refresh Enemy</button>
<!-- Top bar: Title + interval + Reset button -->
<div class="top-bar">
<h1>War Dashboard</h1>
<div class="top-controls">
<button id="reset-groups-btn" class="reset-btn">Reset Groups</button>
<div class="interval-box">
<label for="refresh-interval">Refresh Interval (seconds)</label>
<input type="number" id="refresh-interval" value="10" min="1" />
</div>
</div>
</div>
<div class="faction-section">
<h2>Friendly Faction</h2>
<input type="number" id="friendlyId" placeholder="Friendly Faction ID">
<button onclick="updateFriendly()">Refresh Friendly</button>
<div class="main-row">
<!-- LEFT COLUMN -->
<div class="left-col">
<!-- FRIENDLY -->
<div class="faction-card small">
<h2>Friendly Faction</h2>
<div class="controls">
<input type="number" id="friendly-id" placeholder="Faction ID" />
<button id="friendly-populate-btn">Populate</button>
<button id="friendly-status-btn">Start Refresh</button>
</div>
<div id="friendly-container"
class="member-list friendly-zone"
aria-label="Friendly members"></div>
</div>
<!-- ENEMY -->
<div class="faction-card small">
<h2>Enemy Faction</h2>
<div class="controls">
<input type="number" id="enemy-id" placeholder="Faction ID" />
<button id="enemy-populate-btn">Populate</button>
<button id="enemy-status-btn">Start Refresh</button>
</div>
<div id="enemy-container"
class="member-list enemy-zone"
aria-label="Enemy members"></div>
</div>
</div>
<!-- RIGHT COLUMN: BATTLE GROUPS -->
<div class="right-col">
<div class="groups-grid">
<!-- Group 1 -->
<div class="group" id="group-1" data-id="1">
<div class="group-title">Group 1</div>
<div class="group-zones">
<div class="drop-zone friendly-zone" data-zone="friendly" data-group="1" id="group-1-friendly">
<div class="zone-label">Friendly</div>
</div>
<div class="drop-zone enemy-zone" data-zone="enemy" data-group="1" id="group-1-enemy">
<div class="zone-label">Enemy</div>
</div>
</div>
</div>
<!-- Group 2 -->
<div class="group" id="group-2" data-id="2">
<div class="group-title">Group 2</div>
<div class="group-zones">
<div class="drop-zone friendly-zone" data-zone="friendly" data-group="2" id="group-2-friendly">
<div class="zone-label">Friendly</div>
</div>
<div class="drop-zone enemy-zone" data-zone="enemy" data-group="2" id="group-2-enemy">
<div class="zone-label">Enemy</div>
</div>
</div>
</div>
<!-- Group 3 -->
<div class="group" id="group-3" data-id="3">
<div class="group-title">Group 3</div>
<div class="group-zones">
<div class="drop-zone friendly-zone" data-zone="friendly" data-group="3" id="group-3-friendly">
<div class="zone-label">Friendly</div>
</div>
<div class="drop-zone enemy-zone" data-zone="enemy" data-group="3" id="group-3-enemy">
<div class="zone-label">Enemy</div>
</div>
</div>
</div>
<!-- Group 4 -->
<div class="group" id="group-4" data-id="4">
<div class="group-title">Group 4</div>
<div class="group-zones">
<div class="drop-zone friendly-zone" data-zone="friendly" data-group="4" id="group-4-friendly">
<div class="zone-label">Friendly</div>
</div>
<div class="drop-zone enemy-zone" data-zone="enemy" data-group="4" id="group-4-enemy">
<div class="zone-label">Enemy</div>
</div>
</div>
</div>
<!-- Group 5 -->
<div class="group" id="group-5" data-id="5">
<div class="group-title">Group 5</div>
<div class="group-zones">
<div class="drop-zone friendly-zone" data-zone="friendly" data-group="5" id="group-5-friendly">
<div class="zone-label">Friendly</div>
</div>
<div class="drop-zone enemy-zone" data-zone="enemy" data-group="5" id="group-5-enemy">
<div class="zone-label">Enemy</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>