The game updates the price and owned text at once but the affordable flag only at its next redraw, so a second purchase in the same visit used a stale flag. Buying at most one product per visit cut the failed purchases from about 40 percent to 1 of 49 and raised the CPS from 16.6 to 29 in the 300 second Docker run. README, screenshots and the wiki in en, da and ms show the new result. Task: MIL-006#1 Task: MIL-006#2 Task: MIL-006#3 Task: MIL-006#4 Task: MIL-006#5
1.6 KiB
1.6 KiB
Step 4: buy upgrades
🌐 English · Dansk · Bahasa Melayu
get_store_items reads the 20 store products, choose_upgrade picks the most expensive one the bot can afford, and buy_upgrade clicks it. The screenshot shows the first cursor bought.
Screenshot
Function
def choose_upgrade(items: Sequence[StoreItem]) -> StoreItem | None:
affordable = [item for item in items if item.is_affordable]
if not affordable:
return None
return max(affordable, key=lambda item: (item.price, item.index))
What we gained
- Keep the decision pure.
choose_upgradetakes plainStoreItemvalues and returns one, so it is tested with no game at all (ties, none affordable, empty list). - Confirm the result, do not assume it.
buy_upgradechecks that the owned amount (productOwned<N>) went up. Checking the cookie count first was wrong: the count keeps rising while the bot clicks. - The page lags behind. The first release lost about 40 percent of its purchases: the game updates the price and owned text at once but the affordable flag only at its next redraw, so a second purchase in the same visit used a stale flag. Buying at most one product per store visit cut the failures to 1 of 49.
- The real game finds what fakes cannot. The stale-element retry and the owned-amount check both came from running in Docker.
