Improved performance of walking.
Switches to manual walking when close to target.
This commit is contained in:
@@ -18,31 +18,38 @@ class _Creep extends Creep {
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this.memory.path = undefined;
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}
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findTarget(target) {
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findTarget(TARGET) {
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if (this.memory.target == undefined) {
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this.memory.target = this.pos.findClosestByPath(target);
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if (this.memory.target == null) {
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this.memory.target = undefined;
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return ERR_NOT_FOUND;
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}
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const target = this.pos.findClosestByPath(TARGET);
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if (target == null) return ERR_NOT_FOUND;
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else this.memory.target = target.id;
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}
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return OK;
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}
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findTarget(target, filter) {
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findTarget(TARGET, filter) {
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if (this.memory.target == undefined) {
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this.memory.target = this.pos.findClosestByPath(target, filter);
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if (this.memory.target == null) {
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this.memory.target = undefined;
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return ERR_NOT_FOUND;
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}
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const target = this.pos.findClosestByPath(TARGET, filter);
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if (target == null) return ERR_NOT_FOUND;
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else this.memory.target = target.id;
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}
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return OK;
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}
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harvestSource() {
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if (this.findTarget(FIND_SOURCES) == ERR_NOT_FOUND) return;
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const target = Game.getObjectById(this.memory.target.id);
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if (this.findTarget(FIND_SOURCES, {
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filter: (s) => {
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const area = s.room.lookAtArea(s.pos.y - 1, s.pos.x - 1, s.pos.y + 1, s.pos.y + 1, true);
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var free_space = 0;
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area.forEach(entry => {
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if (entry.type == "creep") free_space--;
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else if (entry.type == "terrain" && entry.terrain == "plain") free_space++;
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else if (entry.type == "terrain" && entry.terrain == "swamp") free_space++;
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});
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return free_space > 0;
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}
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}) == ERR_NOT_FOUND) return;
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const target = Game.getObjectById(this.memory.target);
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if (this.moveToTarget() == OK) {
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this.harvest(target);
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this.toggleChargeMode();
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@@ -70,13 +77,14 @@ class _Creep extends Creep {
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supplyStructures() {
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if (this.findTarget(FIND_MY_STRUCTURES, {
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filter: (s) => {
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return s.structureType == STRUCTURE_SPAWN ||
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return (s.structureType == STRUCTURE_SPAWN ||
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s.structureType == STRUCTURE_EXTENSION ||
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s.structureType == STRUCTURE_TOWER ||
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s.structureType == STRUCTURE_STORAGE;
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s.structureType == STRUCTURE_STORAGE)
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&& 0 < s.store.getFreeCapacity();
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}
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}) == ERR_NOT_FOUND) return;
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const target = Game.getObjectById(this.memory.target.id);
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const target = Game.getObjectById(this.memory.target);
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if (this.moveToTarget() == OK) {
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this.transfer(target, RESOURCE_ENERGY);
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this.toggleChargeMode();
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@@ -84,14 +92,9 @@ class _Creep extends Creep {
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}
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upgradeRoom() {
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if (this.findTarget(FIND_MY_STRUCTURES, {
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filter: (s) => {
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return s.structureType == STRUCTURE_CONTROLLER;
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}
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}) == ERR_NOT_FOUND) return;
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const target = Game.getObjectById(this.memory.target.id);
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this.memory.target = this.room.controller.id;
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if (this.moveToTarget() == OK) {
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this.upgradeController();
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if (this.upgradeController(this.room.controller) == OK) return;
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this.toggleChargeMode();
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}
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}
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@@ -126,30 +129,27 @@ class _Creep extends Creep {
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}
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}
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// Moves to the target.
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moveToTarget() {
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if (this.pos.inRangeTo(this.memory.target.pos.x, this.memory.target.pos.y, 1)) {
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const target = Game.getObjectById(this.memory.target)
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if (this.pos.inRangeTo(target.pos.x, target.pos.y, 1)) {
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this.memory.path = undefined;
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return OK;
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}
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if (this.pos.inRangeTo(target.pos.x, target.pos.y, 5)) {
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this.moveTo(target)
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return ERR_BUSY;
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}
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if (this.memory.path == undefined) {
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var path = this.pos.findPathTo(this.memory.target.pos, {
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this.memory.path = this.pos.findPathTo(target.pos, {
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ignoreCreeps: true, range: 1
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});
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path.reverse();
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this.memory.path = path;
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}
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const step = this.memory.path.pop();
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var response = this.move(step.direction);
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if (response == OK) {
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if (this.pos.x == step.x &&
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this.pos.y == step.y) return ERR_BUSY;
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response = this.moveTo(this.memory.target.pos.x, this.memory.target.pos.y);
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}
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if (response == OK || response == ERR_INVALID_ARGS || response == ERR_NOT_FOUND) {
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const response = this.moveByPath(this.memory.path);
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if (response == OK) return ERR_BUSY;
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if (response == ERR_INVALID_ARGS || response == ERR_NOT_FOUND) {
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this.moveTo(target);
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this.memory.path = undefined;
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return ERR_BUSY;
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}
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this.memory.path.push(step);
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}
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}
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11
ClassRoom.js
11
ClassRoom.js
@@ -15,16 +15,8 @@ class _Room extends Room {
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//#region Checks
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// Is the level changed?
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isNewLevel() {
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if (this.memory.level == undefined) this.memory.level = -1;
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const value = this.controller.my && this.controller.level != this.memory.level;
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if (value) this.memory.level = this.controller.level;
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return value;
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}
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// Is the max amount of construction sites achieved?
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isConstructionQueueFull() { return this.find(FIND_CONSTRUCTION_SITES).length > 90; }
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canConstruct() { return this.find(FIND_CONSTRUCTION_SITES).length < 90; }
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//#endregion
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//#region Construcion
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@@ -62,7 +54,6 @@ class _Room extends Room {
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});
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// Build a road for every permutation of the targets.
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// TODO: When performance to high make this loop recoverable.
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for (let i = 0; i < target_array.length; i++) {
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const begin = target_array[i];
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for (let j = 0; j < target_array.length; j++) {
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@@ -14,7 +14,7 @@ class _Spawn extends StructureSpawn {
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switch (role) {
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case ROLE_HARVESTER:
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return roleCount < 5;
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return roleCount < 10;
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break;
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default:
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@@ -1,3 +1,5 @@
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const { round } = require("lodash");
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module.exports = {
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// Gets called when recompiling and when Restart command is called.
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start: function () {
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@@ -11,7 +13,10 @@ module.exports = {
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update: function () {
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for (const creep_name in Memory.creeps) {
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const creep = Game.creeps[creep_name];
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if (creep == undefined) delete Memory.creeps[creep_name];
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if (creep == undefined) {
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delete Memory.creeps[creep_name];
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return;
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}
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switch (creep.memory.role) {
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case ROLE_HARVESTER:
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if (creep.memory.recharge) creep.harvestSource();
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@@ -9,9 +9,9 @@ module.exports = {
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update: function () {
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for (const room_name in Game.rooms) {
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const room = Game.rooms[room_name];
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if (room.isNewLevel()) {
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if (Game.time % 1000 == 0) {
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// Place new building types if the max construcion sites isn't achieved yet.
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if (!room.isConstructionQueueFull()) {
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if (room.canConstruct()) {
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room.planRoads();
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room.planStructures();
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}
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