Improved performance of walking.

Switches to manual walking when close to target.
This commit is contained in:
DouweRavers
2022-05-01 00:52:48 +02:00
parent 744b4a2478
commit 4e3ad07fff
5 changed files with 48 additions and 52 deletions

View File

@@ -18,31 +18,38 @@ class _Creep extends Creep {
this.memory.path = undefined;
}
findTarget(target) {
findTarget(TARGET) {
if (this.memory.target == undefined) {
this.memory.target = this.pos.findClosestByPath(target);
if (this.memory.target == null) {
this.memory.target = undefined;
return ERR_NOT_FOUND;
}
const target = this.pos.findClosestByPath(TARGET);
if (target == null) return ERR_NOT_FOUND;
else this.memory.target = target.id;
}
return OK;
}
findTarget(target, filter) {
findTarget(TARGET, filter) {
if (this.memory.target == undefined) {
this.memory.target = this.pos.findClosestByPath(target, filter);
if (this.memory.target == null) {
this.memory.target = undefined;
return ERR_NOT_FOUND;
}
const target = this.pos.findClosestByPath(TARGET, filter);
if (target == null) return ERR_NOT_FOUND;
else this.memory.target = target.id;
}
return OK;
}
harvestSource() {
if (this.findTarget(FIND_SOURCES) == ERR_NOT_FOUND) return;
const target = Game.getObjectById(this.memory.target.id);
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;
const target = Game.getObjectById(this.memory.target);
if (this.moveToTarget() == OK) {
this.harvest(target);
this.toggleChargeMode();
@@ -70,13 +77,14 @@ class _Creep extends Creep {
supplyStructures() {
if (this.findTarget(FIND_MY_STRUCTURES, {
filter: (s) => {
return s.structureType == STRUCTURE_SPAWN ||
return (s.structureType == STRUCTURE_SPAWN ||
s.structureType == STRUCTURE_EXTENSION ||
s.structureType == STRUCTURE_TOWER ||
s.structureType == STRUCTURE_STORAGE;
s.structureType == STRUCTURE_STORAGE)
&& 0 < s.store.getFreeCapacity();
}
}) == ERR_NOT_FOUND) return;
const target = Game.getObjectById(this.memory.target.id);
const target = Game.getObjectById(this.memory.target);
if (this.moveToTarget() == OK) {
this.transfer(target, RESOURCE_ENERGY);
this.toggleChargeMode();
@@ -84,14 +92,9 @@ class _Creep extends Creep {
}
upgradeRoom() {
if (this.findTarget(FIND_MY_STRUCTURES, {
filter: (s) => {
return s.structureType == STRUCTURE_CONTROLLER;
}
}) == ERR_NOT_FOUND) return;
const target = Game.getObjectById(this.memory.target.id);
this.memory.target = this.room.controller.id;
if (this.moveToTarget() == OK) {
this.upgradeController();
if (this.upgradeController(this.room.controller) == OK) return;
this.toggleChargeMode();
}
}
@@ -126,30 +129,27 @@ class _Creep extends Creep {
}
}
// Moves to the target.
moveToTarget() {
if (this.pos.inRangeTo(this.memory.target.pos.x, this.memory.target.pos.y, 1)) {
const target = Game.getObjectById(this.memory.target)
if (this.pos.inRangeTo(target.pos.x, target.pos.y, 1)) {
this.memory.path = undefined;
return OK;
}
if (this.pos.inRangeTo(target.pos.x, target.pos.y, 5)) {
this.moveTo(target)
return ERR_BUSY;
}
if (this.memory.path == undefined) {
var path = this.pos.findPathTo(this.memory.target.pos, {
this.memory.path = this.pos.findPathTo(target.pos, {
ignoreCreeps: true, range: 1
});
path.reverse();
this.memory.path = path;
}
const step = this.memory.path.pop();
var response = this.move(step.direction);
if (response == OK) {
if (this.pos.x == step.x &&
this.pos.y == step.y) return ERR_BUSY;
response = this.moveTo(this.memory.target.pos.x, this.memory.target.pos.y);
}
if (response == OK || response == ERR_INVALID_ARGS || response == ERR_NOT_FOUND) {
const response = this.moveByPath(this.memory.path);
if (response == OK) return ERR_BUSY;
if (response == ERR_INVALID_ARGS || response == ERR_NOT_FOUND) {
this.moveTo(target);
this.memory.path = undefined;
return ERR_BUSY;
}
this.memory.path.push(step);
}
}

View File

@@ -15,16 +15,8 @@ class _Room extends Room {
//#region Checks
// Is the level changed?
isNewLevel() {
if (this.memory.level == undefined) this.memory.level = -1;
const value = this.controller.my && this.controller.level != this.memory.level;
if (value) this.memory.level = this.controller.level;
return value;
}
// Is the max amount of construction sites achieved?
isConstructionQueueFull() { return this.find(FIND_CONSTRUCTION_SITES).length > 90; }
canConstruct() { return this.find(FIND_CONSTRUCTION_SITES).length < 90; }
//#endregion
//#region Construcion
@@ -62,7 +54,6 @@ class _Room extends Room {
});
// Build a road for every permutation of the targets.
// TODO: When performance to high make this loop recoverable.
for (let i = 0; i < target_array.length; i++) {
const begin = target_array[i];
for (let j = 0; j < target_array.length; j++) {

View File

@@ -14,7 +14,7 @@ class _Spawn extends StructureSpawn {
switch (role) {
case ROLE_HARVESTER:
return roleCount < 5;
return roleCount < 10;
break;
default:

View File

@@ -1,3 +1,5 @@
const { round } = require("lodash");
module.exports = {
// Gets called when recompiling and when Restart command is called.
start: function () {
@@ -11,7 +13,10 @@ module.exports = {
update: function () {
for (const creep_name in Memory.creeps) {
const creep = Game.creeps[creep_name];
if (creep == undefined) delete Memory.creeps[creep_name];
if (creep == undefined) {
delete Memory.creeps[creep_name];
return;
}
switch (creep.memory.role) {
case ROLE_HARVESTER:
if (creep.memory.recharge) creep.harvestSource();

View File

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