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faction_war_dispatch_bot/services/bot_assignment.py

315 lines
12 KiB
Python

# services/bot_assignment.py
import asyncio
import json
from pathlib import Path
from typing import Dict, Optional
from datetime import datetime
from services.server_state import STATE
from config import ASSIGNMENT_TIMEOUT, ASSIGNMENT_REMINDER, ALLOWED_CHANNEL_ID
class BotAssignmentManager:
def __init__(self, bot):
self.bot = bot
self.discord_mapping: Dict[int, int] = {} # torn_id -> discord_id
self.active_targets: Dict[str, Dict] = {} # key: "group_id:enemy_id" -> assignment data
self.running = False
self.task = None
# Load Discord mapping
self.load_discord_mapping()
def load_discord_mapping(self):
"""Load Torn ID to Discord ID mapping from JSON file"""
path = Path("data/discord_mapping.json")
if not path.exists():
print("No discord_mapping.json found")
return
try:
with open(path, "r", encoding="utf-8") as f:
data = json.load(f)
# Convert string keys to int
self.discord_mapping = {int(k): int(v) for k, v in data.get("mappings", {}).items()}
print(f"Loaded {len(self.discord_mapping)} Discord mappings")
except Exception as e:
print(f"Error loading discord mapping: {e}")
def get_discord_id(self, torn_id: int) -> Optional[int]:
"""Get Discord user ID for a Torn player ID"""
return self.discord_mapping.get(torn_id)
async def start(self):
"""Start the bot assignment loop"""
if self.running:
print("WARNING: Bot assignment already running")
return
self.running = True
self.task = asyncio.create_task(self.assignment_loop())
print("Bot assignment loop started")
print(f"Loaded {len(self.discord_mapping)} Discord ID mappings")
async def stop(self):
"""Stop the bot assignment loop"""
if not self.running:
return
self.running = False
if self.task:
self.task.cancel()
try:
await self.task
except asyncio.CancelledError:
pass
print("Bot assignment stopped")
def friendly_has_active_target(self, friendly_id: int) -> bool:
"""Check if a friendly player already has an active target assigned"""
for target_data in self.active_targets.values():
if target_data["friendly_id"] == friendly_id:
return True
return False
def get_next_friendly_in_group(self, group_id: str, friendly_ids: list) -> Optional[int]:
"""
Get the next friendly in the group who should receive a target.
Prioritizes members with fewer hits.
Only returns friendlies who DON'T already have an active assignment.
"""
if not friendly_ids:
return None
# Get hit counts for all friendlies in this group who DON'T have active targets
friendly_hits = []
for fid in friendly_ids:
if fid in STATE.friendly:
# Skip if this friendly already has an active target
if self.friendly_has_active_target(fid):
continue
hits = STATE.friendly[fid].hits
friendly_hits.append((fid, hits))
if not friendly_hits:
return None
# Sort by hit count (ascending) - members with fewer hits first
friendly_hits.sort(key=lambda x: x[1])
# Return the friendly with the fewest hits who doesn't have an active target
return friendly_hits[0][0]
def get_next_enemy_in_group(self, group_id: str, enemy_ids: list) -> Optional[int]:
"""
Get the next enemy in the group who needs to be assigned.
Returns None if all enemies are already assigned or not attackable.
"""
for eid in enemy_ids:
key = f"{group_id}:{eid}"
# If enemy is already assigned, skip them
if key in self.active_targets:
continue
# Check if enemy is attackable (status must be "Okay")
enemy = STATE.enemy.get(eid)
if not enemy or enemy.status.lower() != "okay":
continue
# This enemy is available for assignment
return eid
return None
async def assignment_loop(self):
"""Main loop that assigns targets and monitors status"""
await self.bot.wait_until_ready()
print("Bot is ready, assignment loop running")
first_run = True
while self.running:
try:
# Check if bot is enabled via STATE
if not STATE.bot_running:
if first_run:
print("Bot paused - waiting for Start Bot button to be clicked")
first_run = False
await asyncio.sleep(5)
continue
if first_run:
print("Bot activated - processing assignments")
first_run = False
# Process each group
has_assignments = False
async with STATE.lock:
for group_id, assignments in STATE.groups.items():
friendly_ids = assignments.get("friendly", [])
enemy_ids = assignments.get("enemy", [])
if friendly_ids and enemy_ids:
has_assignments = True
if not friendly_ids or not enemy_ids:
continue
# Try to assign any unassigned enemies
enemy_id = self.get_next_enemy_in_group(group_id, enemy_ids)
if enemy_id:
friendly_id = self.get_next_friendly_in_group(group_id, friendly_ids)
if friendly_id:
await self.assign_target(group_id, friendly_id, enemy_id)
if not has_assignments and STATE.bot_running:
print("No group assignments found - drag members into groups first!")
# Monitor active targets for status changes or timeouts
await self.monitor_active_targets()
# Sleep before next iteration
await asyncio.sleep(5)
except Exception as e:
print(f"Error in assignment loop: {e}")
import traceback
traceback.print_exc()
await asyncio.sleep(5)
async def assign_target(self, group_id: str, friendly_id: int, enemy_id: int):
"""Assign an enemy target to a friendly player"""
# Get member data
friendly = STATE.friendly.get(friendly_id)
enemy = STATE.enemy.get(enemy_id)
if not friendly or not enemy:
print(f"Cannot assign: friendly {friendly_id} or enemy {enemy_id} not found")
return
# Only assign if enemy status is "Okay" (not traveling, hospitalized, etc.)
if enemy.status.lower() != "okay":
print(f"Skipping assignment: {enemy.name} status is '{enemy.status}' (must be 'Okay')")
return
# Get Discord user
discord_id = self.get_discord_id(friendly_id)
if not discord_id:
print(f"No Discord mapping for Torn ID {friendly_id} - skipping assignment")
# Record assignment to prevent infinite retries
key = f"{group_id}:{enemy_id}"
self.active_targets[key] = {
"group_id": group_id,
"friendly_id": friendly_id,
"enemy_id": enemy_id,
"discord_id": None,
"assigned_at": datetime.now(),
"reminded": False,
"failed": True
}
return
# Record assignment BEFORE attempting to send message
# This prevents infinite retries if message sending fails
key = f"{group_id}:{enemy_id}"
self.active_targets[key] = {
"group_id": group_id,
"friendly_id": friendly_id,
"enemy_id": enemy_id,
"discord_id": discord_id,
"assigned_at": datetime.now(),
"reminded": False,
"failed": False
}
# Fetch Discord user and send message
try:
discord_user = await self.bot.fetch_user(discord_id)
if not discord_user:
print(f"Discord user {discord_id} not found")
self.active_targets[key]["failed"] = True
return
# Send Discord message to channel
attack_link = f"https://www.torn.com/loader.php?sid=attack&user2ID={enemy_id}"
message = f"**New target for {discord_user.mention}!**\n\n[**{enemy.name}** (Level {enemy.level})]({attack_link})\n\nYou have {ASSIGNMENT_TIMEOUT} seconds!"
channel = self.bot.get_channel(ALLOWED_CHANNEL_ID)
if channel:
await channel.send(message)
print(f"Assigned {enemy.name} to {friendly.name} (Discord: {discord_user.name})")
else:
print(f"Assignment channel {ALLOWED_CHANNEL_ID} not found")
self.active_targets[key]["failed"] = True
except Exception as e:
print(f"Failed to send Discord message to channel: {e}")
self.active_targets[key]["failed"] = True
async def monitor_active_targets(self):
"""Monitor active targets for status changes or timeouts"""
now = datetime.now()
to_reassign = []
for key, data in list(self.active_targets.items()):
elapsed = (now - data["assigned_at"]).total_seconds()
# Remove failed assignments after a short delay (don't reassign them)
if data.get("failed", False):
if elapsed >= 30: # Clean up after 30 seconds
print(f"Removing failed assignment: {key}")
del self.active_targets[key]
continue
# Check enemy status
enemy_id = data["enemy_id"]
enemy = STATE.enemy.get(enemy_id)
if not enemy:
# Enemy no longer exists, remove assignment
del self.active_targets[key]
continue
# Check if enemy is hospitalized (success!)
if "hospital" in enemy.status.lower():
friendly_id = data["friendly_id"]
if friendly_id in STATE.friendly:
# Increment hit count
STATE.friendly[friendly_id].hits += 1
print(f"SUCCESS: {STATE.friendly[friendly_id].name} successfully hospitalized {enemy.name}")
# Remove from active targets
del self.active_targets[key]
continue
# Check if enemy is no longer attackable (traveling, etc.)
if enemy.status.lower() != "okay":
print(f"Target {enemy.name} is now '{enemy.status}' - removing assignment")
del self.active_targets[key]
continue
# Send reminder (only for successful assignments)
if elapsed >= ASSIGNMENT_REMINDER and not data["reminded"]:
discord_id = data["discord_id"]
try:
discord_user = await self.bot.fetch_user(discord_id)
remaining = ASSIGNMENT_TIMEOUT - ASSIGNMENT_REMINDER
channel = self.bot.get_channel(ALLOWED_CHANNEL_ID)
if channel:
await channel.send(f"**Reminder:** {discord_user.mention} - Target {enemy.name} - {remaining} seconds left!")
data["reminded"] = True
except:
pass
# Reassign after timeout
if elapsed >= ASSIGNMENT_TIMEOUT:
to_reassign.append((data["group_id"], enemy_id))
del self.active_targets[key]
# Reassign targets that timed out
for group_id, enemy_id in to_reassign:
friendly_ids = STATE.groups[group_id].get("friendly", [])
friendly_id = self.get_next_friendly_in_group(group_id, friendly_ids)
if friendly_id:
print(f"Reassigning enemy {enemy_id} (timeout)")
await self.assign_target(group_id, friendly_id, enemy_id)
# Global instance (will be initialized with bot in main.py)
assignment_manager: Optional[BotAssignmentManager] = None