Created miner, made harvester pick resources and added reset commands.

This commit is contained in:
Douwe Ravers
2023-08-26 16:57:38 +02:00
parent 76650e22ac
commit e294ad29fe
13 changed files with 310 additions and 136 deletions

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@@ -1,50 +0,0 @@
module.exports = {
setup: function () { Room.prototype = _Room.prototype; }
}
class _Room extends Room {
begin(){
this.setJobQueue();
this.roomScan();
this.buildRoads();
this.memory.init = true;
}
tick(){
if(!this.memory.init) this.begin();
}
setJobQueue(){
if(!this.memory.jobs) this.memory.jobs = [
{ role: Role.HARVESTER },
{ role: Role.HARVESTER },
{ role: Role.HARVESTER },
{ role: Role.HARVESTER },
{ role: Role.HARVESTER }
]
}
roomScan(){
this.memory.layout = {
sources: this.find(FIND_SOURCES).map(s=>s.id)
};
}
buildRoads(){
this.memory.layout.sources.forEach(
sId => {
const source = Game.getObjectById(sId);
this.buildRoad(source, this.controller);
this.buildRoad(source, this.find(FIND_MY_STRUCTURES, { filter:{ structureType:STRUCTURE_SPAWN }})[0]);
}
)
}
buildRoad(from, to){
const path = from.pos.findPathTo(to);
path.forEach(tile => this.createConstructionSite(tile.x, tile.y, STRUCTURE_ROAD))
}
}

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@@ -1,33 +0,0 @@
module.exports = {
setup: function () { StructureSpawn.prototype = _Spawn.prototype; }
}
class _Spawn extends StructureSpawn {
begin(){
if (!this.memory.creepCounter) this.memory.creepCounter = 0;
this.memory.init = true;
}
tick(){
if(!this.memory.init) this.begin();
if(this.room.memory.jobs.length){
const job = this.room.memory.jobs[0];
const body = [WORK, CARRY, MOVE];
const response = this.createCreep(body, "harvester", job);
if(response == OK) this.room.memory.jobs.splice(0, 1);
}
}
createHarvester() {
this.createCreep(body, "harvester", Role.HARVESTER);
}
createCreep(body, name, job) {
const response = this.spawnCreep(body, name + ": " + this.memory.creepCounter, {
memory: { job: job }
});
if (response == OK) this.memory.creepCounter++;
return response;
}
}

61
Commands.js Normal file
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@@ -0,0 +1,61 @@
module.exports = {
setup(){
global.fullReset = fullReset;
global.resetRooms = resetRooms;
global.resetStructures = resetStructures;
global.resetCreeps = resetCreeps;
global.resetConstruction = resetConstruction;
global.buildRoads = buildRoads;
}
}
function fullReset(){
resetRooms();
resetCreeps();
resetStructures();
resetConstruction();
global.started = false;
global.compiled = false;
return "OK";
}
function resetRooms(){
Object.values(Game.rooms).forEach(room => room.memory = {});
return "OK";
}
function resetStructures(){
Object.values(Game.structures).forEach(structure => structure.memory = {});
return "OK";
}
function resetCreeps(){
Object.values(Game.creeps).forEach(creep => creep.suicide());
return "OK";
}
function resetConstruction(){
Object.values(Game.rooms).forEach(room=>room.find(FIND_CONSTRUCTION_SITES).forEach(cs=>cs.remove()));
return "OK";
}
function buildRoads(){
Object.values(Game.rooms).forEach(room=>
{
room.memory.layout.sources.forEach(
sId => {
const source = Game.getObjectById(sId);
var roads = [];
roads = roads.concat(source.pos.findPathTo(this.controller));
roads.pop();
roads = roads.concat(source.pos.findPathTo(room.find(FIND_MY_STRUCTURES, { filter:{ structureType:STRUCTURE_SPAWN }})[0]));
roads.pop();
roads.forEach(tile => room.createConstructionSite(tile.x, tile.y, STRUCTURE_ROAD));
}
);
});
return "OK";
}

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@@ -1,4 +1,5 @@
const jobHarvester = require("JobHarvester");
const jobMiner = require("JobMiner");
module.exports = {
setup: function () {
@@ -8,7 +9,11 @@ module.exports = {
}
const Role = {
HARVESTER: 0
HARVESTER: 0,
MINER: 1,
SUPPLIER: 2,
UPGRADER: 3,
BUILDER: 4
}
class _Creep extends Creep {
@@ -16,6 +21,7 @@ class _Creep extends Creep {
if(!this.memory.job) this.memory.job = { role: Role.HARVESTER };
switch (this.memory.job.role) {
case Role.HARVESTER: jobHarvester.begin(this); break;
case Role.MINER: jobMiner.begin(this); break;
}
this.memory.init = true;
}
@@ -24,10 +30,7 @@ class _Creep extends Creep {
if(!this.memory.init) this.begin();
switch (this.memory.job.role) {
case Role.HARVESTER: jobHarvester.tick(this); break;
case Role.MINER: jobMiner.tick(this); break;
}
if(this.ticksToLive == 10)
this.room.memory.jobs.push(this.memory.job);
}
}

8
JobBuilder.js Normal file
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@@ -0,0 +1,8 @@
module.exports = {
begin(creep){
},
tick(creep){
}
}

View File

@@ -1,42 +1,89 @@
module.exports = {
begin(creep){
const jobMemory = creep.memory.job;
if(!jobMemory.harvesting) creep.memory.job.harvesting = false;
if(!jobMemory.counter) creep.memory.job.counter = 0;
creep.memory.init = true;
if(!creep.memory.harvesting) creep.memory.harvesting = false;
if(!creep.memory.counter) creep.memory.counter = 0;
},
tick(creep){
const jobMemory = creep.memory.job;
if(!jobMemory.init) this.begin(creep);
if(jobMemory.harvesting){
const roomSources = creep.room.memory.layout.sources
const source = Game.getObjectById(roomSources[jobMemory.counter%roomSources.length]);
if(creep.pos.isNearTo(source)) creep.harvest(source);
else creep.moveTo(source);
if(!creep.store.getFreeCapacity(RESOURCE_ENERGY)) jobMemory.harvesting = false;
} else{
var target;
switch (jobMemory.counter%3) {
case 0: target = creep.room.controller; break;
case 1: target = creep.pos.findClosestByRange(FIND_MY_STRUCTURES, {filter:{structureType:STRUCTURE_SPAWN}}); break;
case 2: target = creep.pos.findClosestByRange(FIND_MY_CONSTRUCTION_SITES); break;
}
var response;
if(creep.pos.isNearTo(target)) {
switch (jobMemory.counter%3) {
case 0: response = creep.upgradeController(target); break;
case 1: response = creep.transfer(target, RESOURCE_ENERGY); break;
case 2: response = creep.build(target); break;
}
if(response == ERR_FULL) creep.memory.job.counter += 1;
}
else creep.moveTo(target);
if(!creep.store.getUsedCapacity(RESOURCE_ENERGY)) {
jobMemory.harvesting = true;
creep.memory.job.counter += 1;
}
if(creep.memory.harvesting) {
pickUpEnergy(creep);
onEnergyFullTurnToJobMode(creep);
}
else {
performJobs(creep);
onOutOfEnergyTurnHarvestingMode(creep);
}
}
}
function pickUpEnergy(creep){
if(!creep.memory.target) {
const target = creep.pos.findClosestByRange(FIND_DROPPED_RESOURCES, {filter: {resourceType: RESOURCE_ENERGY}});
if(target) creep.memory.target = target.id;
}
const resource = Game.getObjectById(creep.memory.target);
if(!resource) creep.memory.target = undefined;
if(creep.pos.isNearTo(resource)) creep.pickup(resource);
else creep.moveTo(resource);
}
function harvestSource(creep){
if(!creep.memory.target) creep.memory.target = getSourceIdFromRoomTable(creep);
var source = Game.getObjectById(creep.memory.target);
if(creep.pos.isNearTo(source)) creep.harvest(source);
else creep.moveTo(source);
}
function onEnergyFullTurnToJobMode(creep){
if(!creep.store.getFreeCapacity(RESOURCE_ENERGY)) {
creep.memory.harvesting = false;
creep.memory.target = undefined;
}
}
function performJobs(creep){
if(!creep.memory.target) creep.memory.target = getJobTarget(creep);
var target = Game.getObjectById(creep.memory.target);
if(creep.pos.isNearTo(target)) doJob(creep, target);
else creep.moveTo(target);
}
function onOutOfEnergyTurnHarvestingMode(creep){
if(!creep.store.getUsedCapacity(RESOURCE_ENERGY)) {
creep.memory.harvesting = true;
creep.memory.target = undefined;
creep.memory.counter += 1;
}
}
function getSourceIdFromRoomTable(creep) {
const sourceTable = creep.room.memory.layout.sources;
const sourceIterator = creep.memory.counter%creep.room.memory.layout.sources.length;
const sourceId = sourceTable[sourceIterator];
return sourceId;
}
function getJobTarget(creep) {
var target;
switch (creep.memory.counter%3) {
case 0: target = creep.room.controller; break;
case 1: target = creep.pos.findClosestByRange(FIND_MY_STRUCTURES, {filter:{structureType:STRUCTURE_SPAWN}}); break;
case 2: target = creep.pos.findClosestByRange(FIND_MY_CONSTRUCTION_SITES); break;
}
if(target) return target.id;
creep.memory.counter++;
return undefined;
}
function doJob(creep, target){
var response;
switch (creep.memory.counter%3) {
case 0: response = creep.upgradeController(target); break;
case 1: response = creep.transfer(target, RESOURCE_ENERGY); break;
case 2: response = creep.build(target); break;
}
if(response == ERR_FULL) {
creep.memory.counter++;
creep.memory.target = undefined;
}
}

18
JobMiner.js Normal file
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@@ -0,0 +1,18 @@
module.exports = {
begin(creep){},
tick(creep){
const source = Game.getObjectById(creep.memory.job.source);
if(creep.memory.aboveContainer) creep.harvest(source);
if(!creep.pos.isNearTo(source)) { creep.moveTo(source); return; }
if(creep.memory.container) {
const container = Game.getObjectById(creep.memory.container);
if(container.pos.x === creep.pos.x, container.pos.y === creep.pos.y) creep.memory.aboveContainer = true;
else creep.moveTo(container);
} else{
const container = source.pos.findInRange(FIND_STRUCTURES, 1, {filter:{structureType:STRUCTURE_CONTAINER}})[0];
if(container) creep.memory.container = container.id;
else creep.harvest(source);
}
}
}

8
JobSupplier.js Normal file
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@@ -0,0 +1,8 @@
module.exports = {
begin(creep){
},
tick(creep){
}
}

8
JobUpgrader.js Normal file
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@@ -0,0 +1,8 @@
module.exports = {
begin(creep){
},
tick(creep){
}
}

39
RoomClass.js Normal file
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@@ -0,0 +1,39 @@
module.exports = {
setup: function () { Room.prototype = _Room.prototype; }
}
class _Room extends Room {
begin(){
roomScan(this);
jobScan(this);
vacancyScan(this);
this.memory.init = true;
}
tick(){
if(!this.memory.init) this.begin();
if(Game.time%100 === 1) vacancyScan(this);
}
}
function roomScan(room){
room.memory.layout = {
sources: room.find(FIND_SOURCES).map(s=>s.id)
};
}
function jobScan(room){
if(!room.memory.jobs) room.memory.jobs = Array(10).fill({role: Role.HARVESTER})
.concat(room.memory.layout.sources.map(s=> {return {role: Role.MINER, source: s}}));
}
function vacancyScan(room){
const activeJobs = room.find(FIND_MY_CREEPS).map(creep=>creep.memory.job);
const jobs = [].concat(room.memory.jobs);
activeJobs.forEach(job => {
const index = jobs.indexOf(job);
if(0 <= index) jobs.splice(index,1);
});
room.memory.vacancies = jobs;
}

21
Structure.js Normal file
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@@ -0,0 +1,21 @@
const spawnClass = require("StructureSpawnClass");
module.exports = {
setup() {
spawnClass.setup();
},
begin(structure){
switch (structure.structureType) {
case STRUCTURE_SPAWN: structure.begin(); break;
default: break;
}
},
tick(structure){
switch (structure.structureType) {
case STRUCTURE_SPAWN: structure.tick(); break;
default: break;
}
}
}

42
StructureSpawnClass.js Normal file
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@@ -0,0 +1,42 @@
module.exports = {
setup: function () { StructureSpawn.prototype = _StructureSpawn.prototype; }
}
class _StructureSpawn extends StructureSpawn {
begin(){
if (!this.memory.creepCounter) this.memory.creepCounter = 0;
this.memory.init = true;
}
tick(){
if(!this.memory.init) this.begin();
const job = this.room.memory.vacancies.pop();
if(job){
const name = getJobName(job.role);
const body = getBodyByJob(job.role);
if(this.createCreep(job, name, body) != OK) this.room.memory.vacancies.push(job);
}
}
createCreep(job, name, body) {
const response = this.spawnCreep(body, name + ": " + this.memory.creepCounter, {
memory: { job: job }
});
if (response == OK) this.memory.creepCounter++;
return response;
}
}
function getJobName(role){
switch (role) {
case Role.HARVESTER: return "Harvy";
case Role.MINER: return "minny";
}
}
function getBodyByJob(role){
switch (role) {
case Role.HARVESTER: return [WORK, CARRY, MOVE, MOVE];
case Role.MINER: return [WORK, WORK, MOVE];
}
}

30
main.js
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@@ -1,11 +1,7 @@
// ########################################
// ########## MAIN ##########
// ########################################
const creepClass = require("ClassCreep");
const roomClass = require("ClassRoom");
const spawnClass = require("ClassSpawn");
const Commands = require("Commands");
const CreepClass = require("CreepClass");
const RoomClass = require("RoomClass");
const Structure = require("Structure");
module.exports.loop = function () {
if(!global.compiled) onRecompile();
@@ -13,28 +9,34 @@ module.exports.loop = function () {
else onTick();
}
function onRecompile(){
creepClass.setup();
roomClass.setup();
spawnClass.setup();
function onRecompile(){
setupClasses();
console.log("Script recompiled...");
global.compiled = true;
}
function onRestart(){
Object.values(Game.rooms).forEach(room => room.begin());
Object.values(Game.spawns).forEach(spawn => spawn.begin());
Object.values(Game.creeps).forEach(creep => creep.begin());
Object.values(Game.structures).forEach(structure => Structure.begin(structure));
global.started = true;
}
function onTick(){
Object.values(Game.rooms).forEach(room => room.tick());
Object.values(Game.spawns).forEach(spawn => spawn.tick());
Object.values(Game.creeps).forEach(creep => creep.tick());
Object.values(Game.structures).forEach(structure => Structure.tick(structure));
if(!(Game.time % 100)) cleanUp();
}
function setupClasses(){
Commands.setup();
CreepClass.setup();
RoomClass.setup();
Structure.setup();
}
function cleanUp(){
Object.keys(Memory.rooms).forEach(roomName => { if(!Game.rooms[roomName]) Memory.rooms[roomName] = undefined; });
Object.keys(Memory.creeps).forEach(creepName => { if(!Game.creeps[creepName]) Memory.creeps[creepName] = undefined; });