Slight improvements to movement. Started using regions.

This commit is contained in:
DouweRavers
2022-05-03 20:28:24 +02:00
parent 4e3ad07fff
commit 1806935c50
4 changed files with 91 additions and 41 deletions

View File

@@ -1,23 +1,19 @@
// Replace creep class with _creep class
module.exports = {
setup: function () { Creep.prototype = _Creep.prototype; }
}
class _Creep extends Creep {
init() {
// if no role is assigned become harvester
if (this.memory.role == undefined) this.memory.role = ROLE_HARVESTER;
if (this.memory.recharge == undefined) this.memory.recharge = true;
}
toggleChargeMode() {
if (this.store.getFreeCapacity(RESOURCE_ENERGY) == 0) {
this.memory.recharge = false;
} else if (this.store.getUsedCapacity(RESOURCE_ENERGY) == 0) {
this.memory.recharge = true;
} else return;
this.memory.target = undefined;
this.memory.path = undefined;
// start by gathering new energy
if (this.memory.gathering == undefined) this.memory.gathering = true;
this.memory.init = true;
}
//#region Target detection
findTarget(TARGET) {
if (this.memory.target == undefined) {
const target = this.pos.findClosestByPath(TARGET);
@@ -36,26 +32,30 @@ class _Creep extends Creep {
return OK;
}
findBestTarget(TARGET, sort) {
if (this.memory.target == undefined) {
const targets = this.room.find(TARGET);
const target = targets.sort(sort).shift();
if (target == null) return ERR_NOT_FOUND;
else this.memory.target = target.id;
}
return OK;
}
//#endregion
//#region Gathering
harvestSource() {
if (this.findTarget(FIND_SOURCES, {
filter: (s) => {
const area = s.room.lookAtArea(s.pos.y - 1, s.pos.x - 1, s.pos.y + 1, s.pos.y + 1, true);
var free_space = 0;
area.forEach(entry => {
if (entry.type == "creep") free_space--;
else if (entry.type == "terrain" && entry.terrain == "plain") free_space++;
else if (entry.type == "terrain" && entry.terrain == "swamp") free_space++;
});
return free_space > 0;
}
}) == ERR_NOT_FOUND) return;
// search for source with highest energy level.
if (this.findBestTarget(FIND_SOURCES, function (s1, s2) { return s2.energy - s1.energy }) == ERR_NOT_FOUND) return;
const target = Game.getObjectById(this.memory.target);
if (this.moveToTarget() == OK) {
this.harvest(target);
this.toggleChargeMode();
}
}
//#endregion
//#region Roles
harvesterJobs() {
if (this.memory.counter == undefined) this.memory.counter = 0;
switch (this.memory.counter % 4) {
@@ -85,6 +85,11 @@ class _Creep extends Creep {
}
}) == ERR_NOT_FOUND) return;
const target = Game.getObjectById(this.memory.target);
if (target.store.getFreeCapacity(RESOURCE_ENERGY) == 0) {
this.memory.target = undefined;
this.supplyStructures();
return;
}
if (this.moveToTarget() == OK) {
this.transfer(target, RESOURCE_ENERGY);
this.toggleChargeMode();
@@ -100,56 +105,100 @@ class _Creep extends Creep {
}
repairStructures() {
if (this.findTarget(FIND_MY_STRUCTURES, {
this.findTarget(FIND_MY_STRUCTURES, {
filter: (s) => {
return s.hits < s.hitsMax &&
s.structureType != STRUCTURE_WALL &&
s.structureType != STRUCTURE_RAMPART;
}
}) == ERR_NOT_FOUND);
});
if (this.findTarget(FIND_MY_STRUCTURES, {
filter: (s) => {
return s.hits < s.hitsMax;
}
}) == ERR_NOT_FOUND) return;
const target = Game.getObjectById(this.memory.target.id);
const target = Game.getObjectById(this.memory.target);
if (target.hits == target.hitsMax) {
this.memory.target = undefined;
this.repairStructures();
return;
}
if (this.moveToTarget() == OK) {
this.repair(target);
if (this.repair(target) == OK) return;
this.toggleChargeMode();
}
}
buildConstructionSites() {
if (this.findTarget(FIND_MY_CONSTRUCTION_SITES) == ERR_NOT_FOUND) return;
const target = Game.getObjectById(this.memory.target.id);
const target = Game.getObjectById(this.memory.target);
if (target == null) {
this.memory.target = undefined;
this.buildConstructionSites();
return;
}
if (this.moveToTarget() == OK) {
this.build(target);
if (this.build(target) == OK) return;
this.toggleChargeMode();
}
}
//#endregion
//#region State
toggleChargeMode() {
if (this.store.getFreeCapacity(RESOURCE_ENERGY) == 0) {
this.memory.gathering = false;
} else if (this.store.getUsedCapacity(RESOURCE_ENERGY) == 0) {
this.memory.gathering = true;
} else return;
this.memory.target = undefined;
this.memory.path = undefined;
}
//#endregion
//#region Movement
moveToTarget() {
// Memory allocation
if (this.memory.move == undefined) this.memory.move = {};
// Get target to walk to.
const target = Game.getObjectById(this.memory.target)
if (target == null) return ERR_INVALID_TARGET;
// Check if arrived at target.
if (this.pos.inRangeTo(target.pos.x, target.pos.y, 1)) {
this.memory.path = undefined;
this.memory.move.path = undefined;
return OK;
}
if (this.pos.inRangeTo(target.pos.x, target.pos.y, 5)) {
this.moveTo(target)
return ERR_BUSY;
// Check if in locked position every 5 ticks
if (this.memory.move.last_pos == undefined) this.memory.move.last_pos = this.pos;
if (this.ticksToLive % 5 == 0) {
if (this.memory.move.last_pos.x == this.pos.x &&
this.memory.move.last_pos.y == this.pos.y) {
this.moveTo(target);
this.memory.move.path = undefined;
return ERR_BUSY;
}
this.memory.move.last_pos = this.pos;
}
if (this.memory.path == undefined) {
this.memory.path = this.pos.findPathTo(target.pos, {
// Check if a new path is required.
if (this.memory.move.path == undefined) {
this.memory.move.path = this.pos.findPathTo(target.pos, {
ignoreCreeps: true, range: 1
});
}
const response = this.moveByPath(this.memory.path);
// Perform move
const response = this.moveByPath(this.memory.move.path);
if (response == OK) return ERR_BUSY;
// If error occurs remove path and use moveTo to move.
if (response == ERR_INVALID_ARGS || response == ERR_NOT_FOUND) {
this.moveTo(target);
this.memory.path = undefined;
this.memory.move.path = undefined;
return ERR_BUSY;
}
}
//#endregion
}

View File

@@ -73,7 +73,7 @@ class _Room extends Room {
}
planStructures() {
this.memory.roadsPlanned = false;
}
//#endregion

View File

@@ -17,9 +17,10 @@ module.exports = {
delete Memory.creeps[creep_name];
return;
}
if (creep.memory.init == undefined) creep.init();
switch (creep.memory.role) {
case ROLE_HARVESTER:
if (creep.memory.recharge) creep.harvestSource();
if (creep.memory.gathering) creep.harvestSource();
else creep.harvesterJobs();
break;
default:

View File

@@ -9,7 +9,7 @@ module.exports = {
update: function () {
for (const room_name in Game.rooms) {
const room = Game.rooms[room_name];
if (Game.time % 1000 == 0) {
if (Game.time % 100 == 0) {
// Place new building types if the max construcion sites isn't achieved yet.
if (room.canConstruct()) {
room.planRoads();