Chanded some filenames

Removed automatic path placement.
Started command section.
This commit is contained in:
Gebruiker
2022-10-23 01:19:58 +02:00
parent 1806935c50
commit ef9159260b
9 changed files with 67 additions and 176 deletions

View File

@@ -1,19 +1,34 @@
// 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;
// start by gathering new energy
if (this.memory.gathering == undefined) this.memory.gathering = true;
this.memory.init = true;
if (this.memory.recharge == undefined) this.memory.recharge = true;
}
tick(){
switch (this.memory.role) {
case ROLE_HARVESTER:
if (this.memory.recharge) this.harvestSource();
else this.harvesterJobs();
break;
default:
break;
}
}
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;
}
//#region Target detection
findTarget(TARGET) {
if (this.memory.target == undefined) {
const target = this.pos.findClosestByPath(TARGET);
@@ -32,30 +47,26 @@ 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() {
// search for source with highest energy level.
if (this.findBestTarget(FIND_SOURCES, function (s1, s2) { return s2.energy - s1.energy }) == ERR_NOT_FOUND) return;
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();
}
}
//#endregion
//#region Roles
harvesterJobs() {
if (this.memory.counter == undefined) this.memory.counter = 0;
switch (this.memory.counter % 4) {
@@ -85,11 +96,6 @@ 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();
@@ -105,26 +111,22 @@ class _Creep extends Creep {
}
repairStructures() {
this.findTarget(FIND_MY_STRUCTURES, {
if (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);
if (target.hits == target.hitsMax) {
this.memory.target = undefined;
this.repairStructures();
return;
}
const target = Game.getObjectById(this.memory.target.id);
if (this.moveToTarget() == OK) {
if (this.repair(target) == OK) return;
this.repair(target);
this.toggleChargeMode();
}
}
@@ -132,73 +134,33 @@ class _Creep extends Creep {
buildConstructionSites() {
if (this.findTarget(FIND_MY_CONSTRUCTION_SITES) == ERR_NOT_FOUND) return;
const target = Game.getObjectById(this.memory.target);
if (target == null) {
this.memory.target = undefined;
this.buildConstructionSites();
return;
}
if (this.moveToTarget() == OK) {
if (this.build(target) == OK) return;
this.build(target);
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.move.path = undefined;
this.memory.path = undefined;
return OK;
}
// 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.pos.inRangeTo(target.pos.x, target.pos.y, 5)) {
this.moveTo(target)
return ERR_BUSY;
}
// Check if a new path is required.
if (this.memory.move.path == undefined) {
this.memory.move.path = this.pos.findPathTo(target.pos, {
if (this.memory.path == undefined) {
this.memory.path = this.pos.findPathTo(target.pos, {
ignoreCreeps: true, range: 1
});
}
// Perform move
const response = this.moveByPath(this.memory.move.path);
const response = this.moveByPath(this.memory.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.move.path = undefined;
this.memory.path = undefined;
return ERR_BUSY;
}
}
//#endregion
}

View File

@@ -12,70 +12,4 @@ class _Room extends Room {
// Start game when spawn is in neutral room make it the capital.
if (this.controller.my && this.memory.state == ROOMSTATE_NEUTRAL) this.memory.state = ROOMSTATE_CAPITAL;
}
//#region Checks
// Is the max amount of construction sites achieved?
canConstruct() { return this.find(FIND_CONSTRUCTION_SITES).length < 90; }
//#endregion
//#region Construcion
// Place construction sites for the road system.
planRoads() {
if (this.memory.roadsPlanned == undefined) this.memory.roadsPlanned = false;
if (this.memory.roadsPlanned) return;
var target_array = [];
var index = 0;
// For any structure of given type add to targets.
this.find(FIND_MY_STRUCTURES, {
filter: function (structure) {
var value = structure.structureType == STRUCTURE_SPAWN;
value = value || structure.structureType == STRUCTURE_CONTAINER;
value = value || structure.structureType == STRUCTURE_CONTROLLER;
value = value || structure.structureType == STRUCTURE_EXTENSION;
value = value || structure.structureType == STRUCTURE_STORAGE;
value = value || structure.structureType == STRUCTURE_TOWER;
return value;
}
}).forEach(structure => {
target_array[index++] = structure.pos;
});
// Add all sources to targets.
this.find(FIND_SOURCES).forEach(source => {
target_array[index++] = source.pos;
});
// Add minerals to targers
this.find(FIND_MINERALS).forEach(mineral => {
target_array[index++] = mineral.pos;
});
// Build a road for every permutation of the targets.
for (let i = 0; i < target_array.length; i++) {
const begin = target_array[i];
for (let j = 0; j < target_array.length; j++) {
const end = target_array[j];
if (j == i) continue;
var path = this.findPath(begin, end, { ignoreCreeps: true, swampCost: 2 });
// Remove the begin and end tile.
path = path.slice(1, path.length - 1);
// Build road on every step.
path.forEach(step => {
const response = this.createConstructionSite(step.x, step.y, STRUCTURE_ROAD);
if (response == ERR_FULL) return;
});
}
}
this.memory.roadsPlanned = true;
}
planStructures() {
this.memory.roadsPlanned = false;
}
//#endregion
}

11
_commandHandler.js Normal file
View File

@@ -0,0 +1,11 @@
module.exports = {
// Gets called when recompiling and when Restart command is called.
start: function () {
global.ClearConstructions = clearConstructions;
}
}
function clearConstructions(){
}

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View File

@@ -1,5 +1,3 @@
const { round } = require("lodash");
module.exports = {
// Gets called when recompiling and when Restart command is called.
start: function () {
@@ -17,15 +15,7 @@ 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.gathering) creep.harvestSource();
else creep.harvesterJobs();
break;
default:
break;
}
creep.tick();
}
}
}

View File

@@ -9,13 +9,6 @@ module.exports = {
update: function () {
for (const room_name in Game.rooms) {
const room = Game.rooms[room_name];
if (Game.time % 100 == 0) {
// Place new building types if the max construcion sites isn't achieved yet.
if (room.canConstruct()) {
room.planRoads();
room.planStructures();
}
}
}
}
}

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@@ -3,7 +3,7 @@
# Screeps 2022 #
######################*/
const system = require("_system");
const system = require("system");
module.exports.loop = function () {
if (global.compiled == undefined) {
@@ -27,7 +27,7 @@ const creepClass = require("ClassCreep");
const roomClass = require("ClassRoom");
const spawnClass = require("ClassSpawn");
// Overwrite all game defined classes by mine inherited ones.
// Overwrite all game defined classes by inherited ones.
function setupClasses() {
creepClass.setup();
roomClass.setup();
@@ -44,5 +44,4 @@ function setConstants() {
// The roles of creeps.
global.ROLE_HARVESTER = 0;
}

View File

@@ -1,9 +1,10 @@
/**
* Basis of the entire system. Everything will be managed from here on out.
*/
const rooms = require("_rooms")
const spawns = require("_spawns")
const creeps = require("_creeps")
const rooms = require("_roomsHandler")
const spawns = require("_spawnsHandler")
const creeps = require("_creepsHandler")
const commands = require("_commandHandler")
module.exports = {
// Gets called when recompiling and when Restart command is called.
@@ -11,6 +12,7 @@ module.exports = {
rooms.start();
spawns.start();
creeps.start();
commands.start();
},
// Gets called every tick.