14 Commits
2022 ... 2023

Author SHA1 Message Date
Douwe Ravers
91448edc0a fixed wrong vacancy generation bug. 2023-08-26 21:31:29 +02:00
Douwe Ravers
e294ad29fe Created miner, made harvester pick resources and added reset commands. 2023-08-26 16:57:38 +02:00
Douwe Ravers
76650e22ac Improved harvester behaviour, reworked the job register system and added auto roadbuilding. 2023-08-25 17:30:27 +02:00
Douwe Ravers
8c3528419a Implemented upgrader, source refill and builder functions to harvester. 2023-08-25 08:48:57 +02:00
Douwe Ravers
ccd0557339 Basic setup new system. 2023-08-24 01:48:31 +02:00
unknown
ae3812aa83 Simplyfied the code. Ready to rebuild on top of. 2023-08-20 16:31:21 +02:00
Gebruiker
15c86d3c14 reverse previous commit 2022-10-23 01:26:06 +02:00
Gebruiker
90448c79e4 changed git root 2022-10-23 01:23:27 +02:00
Gebruiker
ef9159260b Chanded some filenames
Removed automatic path placement.
Started command section.
2022-10-23 01:19:58 +02:00
DouweRavers
1806935c50 Slight improvements to movement. Started using regions. 2022-05-03 20:28:24 +02:00
DouweRavers
4e3ad07fff Improved performance of walking.
Switches to manual walking when close to target.
2022-05-01 00:52:48 +02:00
DouweRavers
744b4a2478 First working version of new system. 2022-04-30 14:23:44 +02:00
DouweRavers
3e962ed04a Rewriting from scratch. Fixing old code is just less fun. 2022-04-29 01:45:27 +02:00
DouweRavers
5494f6fb17 Reimplemented 5/7 roles. 2022-04-15 23:05:03 +02:00
26 changed files with 382 additions and 745 deletions

2
.sync
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1650024834746
5ce5d401e947ee7ab16cc8db

61
Commands.js Normal file
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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(room.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";
}

36
CreepClass.js Normal file
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const jobHarvester = require("JobHarvester");
const jobMiner = require("JobMiner");
module.exports = {
setup: function () {
Creep.prototype = _Creep.prototype;
global.Role = Role;
}
}
const Role = {
HARVESTER: 0,
MINER: 1,
SUPPLIER: 2,
UPGRADER: 3,
BUILDER: 4
}
class _Creep extends Creep {
begin(){
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;
}
tick(){
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;
}
}
}

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module.exports = {
// JOBS
JOB_HARVESTER: 0,
JOB_MINER: 1,
JOB_SUPPLIER: 2,
JOB_BUILDER:3,
JOB_UPGRADER: 4,
JOB_DEFENDER: 5,
JOB_RESERVER: 6,
JOB_RESERVED_HARVESTER: 7
// OTHER
};

8
JobBuilder.js Normal file
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module.exports = {
begin(creep){
},
tick(creep){
}
}

89
JobHarvester.js Normal file
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module.exports = {
begin(creep){
if(!creep.memory.harvesting) creep.memory.harvesting = false;
if(!creep.memory.counter) creep.memory.counter = 0;
},
tick(creep){
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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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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module.exports = {
begin(creep){
},
tick(creep){
}
}

8
JobUpgrader.js Normal file
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module.exports = {
begin(creep){
},
tick(creep){
}
}

7
Math.js Normal file
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module.exports = {
clamp: function(v, min, max){
if(v<min) v = min;
else if (max < v) v = max;
return v;
}
}

44
RoomClass.js Normal file
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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);
console.log(activeJobs.toString());
console.log(room.memory.jobs.toString());
const jobs = room.memory.jobs.filter((j)=>{
const index = activeJobs.findIndex(aj=> _.isEqual(aj,j));
if(index < 0) return true;
activeJobs.splice(index,1);
return false;
});
console.log(jobs.toString());
room.memory.vacancies = jobs;
}

21
Structure.js Normal file
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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;
}
}
}

43
StructureSpawnClass.js Normal file
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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();
if(this.store.getUsedCapacity(RESOURCE_ENERGY) < 300) return;
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];
}
}

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/* ###########################
# Cross room managment AI #
########################### */
var GLOBAL = require("GLOBAL_VARIABLES");
module.exports = {
run_front: function()
{
if(Memory.AImain == null) Memory.AImain = {};
if(Memory.AImain.MainHub == null) Memory.AImain.MainHub = "insert name"
for(var n_flag in Game.flags){
var flag = Game.flags[n_flag];
if(flag.color == COLOR_YELLOW){
if(flag.room != undefined && flag.room.find(FIND_MY_CREEPS).length != flag.room.find(FIND_CREEPS).length){
Game.spawns[Memory.AImain.MainHub].spawnCreep([TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, ATTACK, ATTACK, ATTACK, MOVE],
"Defender", { memory: { role:GLOBAL.JOB_DEFENDER , flag: flag.name }});
break;
}
if(flag.room == undefined || flag.room.controller.reservation == undefined || (
flag.room.controller.reservation.username == "DouweRavers" && flag.room.controller.reservation.ticksToEnd < 3500))
{
if(Memory.AImain.MainHub != "insert name") Game.spawns[Memory.AImain.MainHub].spawnCreep([MOVE, CLAIM, CLAIM], "columbus", { memory: { role:GLOBAL.JOB_RESERVER, target: flag.name, home: Memory.AImain.MainHub}});
}
if(flag.room != undefined && flag.room.controller.reservation != undefined && flag.room.controller.reservation.username == "DouweRavers")
{
var containers = flag.room.find(FIND_STRUCTURES, { filter:(s) => ( s.structureType == STRUCTURE_CONTAINER )});
if(containers.length > 0){
var has_miner = false;
console.log("test");
var creeps = flag.room.find(FIND_CREEPS);
for(var cp in creeps){
console.log(creeps[cp]);
var creep = creeps[cp];
if(creep.memory.role == GLOBAL.JOB_MINER){
has_miner = true;
}
}
if(!has_miner) {
console.log("needs new miner")
Game.spawns[Memory.AImain.MainHub].spawnCreep([ WORK, WORK, WORK, WORK, WORK, MOVE ], "ForeignMiner", { memory: { role:GLOBAL.JOB_MINER, container_id: containers[0].id}});
}
}
var harvs = flag.room.find(FIND_MY_CREEPS).length;
var source_id = flag.room.find(FIND_SOURCES)[0].id;
if(harvs < 4){
var spawn = Game.spawns[Memory.AImain.MainHub];
var body = [];
for(let i=0;i<Math.floor(spawn.room.energyAvailable/200);i++){
body.push(WORK);
body.push(CARRY);
body.push(MOVE);
}
var name = "ForeignHarvy"+spawn.memory.creep_iterate;
spawn.spawnCreep( body, name, { memory:
{role: GLOBAL.JOB_RESERVED_HARVESTER, source_id: source_id}});
}
}
}
}
},
run_back: function(){}
};

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/* #######################################
# Controls the jobs of all the creeps #
#######################################*/
var GLOBAL = require("GLOBAL_VARIABLES");
var job_harvester = require("job_harvester");
var job_miner = require("job_miner");
var job_supplier = require("job_supplier");
var job_builder = require("job_builder");
var job_upgrader = require("job_upgrader");
var job_defender = require("job_defender");
var job_reserver = require("job_reserver");
var job_reserved_harvester = require("job_reserved_harvester");
module.exports = {
run: function(){
for(var cr in Game.creeps){
cr = Game.creeps[cr];
switch(cr.memory.role){
case GLOBAL.JOB_HARVESTER: job_harvester.do(cr);
break;
case GLOBAL.JOB_MINER: job_miner.do(cr);
break;
case GLOBAL.JOB_SUPPLIER: job_supplier.do(cr);
break;
case GLOBAL.JOB_BUILDER: job_builder.do(cr);
break;
case GLOBAL.JOB_UPGRADER: job_upgrader.do(cr);
break;
case GLOBAL.JOB_DEFENDER: job_defender.do(cr);
break;
case GLOBAL.JOB_RESERVER: job_reserver.do(cr);
break;
case GLOBAL.JOB_RESERVED_HARVESTER: job_reserved_harvester.do(cr);
break;
}
}
}
};

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/* #####################################
# Controls the way creeps are spawn #
#####################################*/
var GLOBAL = require("GLOBAL_VARIABLES");
module.exports = {
run: function(){
for(var sp in Game.spawns){
sp = Game.spawns[sp]
// values
var creep_count = 0
for(var cr in Game.creeps){
if(Game.creeps[cr].room.name == sp.room.name) creep_count += 1;
}
var source_count = 0;
if(sp.memory.sources_ids != undefined) source_count = sp.memory.sources_ids.length;
// Memory setup
if(sp.memory.creep_iterate == undefined) sp.memory.creep_iterate = 0;
if(sp.memory.sources_ids == undefined){
sp.memory.sources_ids = [];
var sources = sp.room.find(FIND_SOURCES);
for(var source in sources){
source = sources[source];
sp.memory.sources_ids.push(source.id);
}
source_count = sp.memory.sources_ids.length;
}
if(sp.memory.containers_ids == undefined || sp.memory.containers_ids.length != source_count){
sp.memory.containers_ids = [];
var containers = sp.room.find(FIND_STRUCTURES, { filter:{ structureType: STRUCTURE_CONTAINER }});
if(containers.length > 0){
for(let i=0;i<containers.length;i+=1){
sp.memory.containers_ids.push(containers[i].id);
}
}
}
// Different spawning configurations
// Add improved versions at top of if-else statement
if(sp.memory.containers_ids.length >= source_count && sp.room.energyCapacityAvailable >= 550 && creep_count > source_count ){ // Miner method: Miners fille containers rest picks up from them
// Check current creep_jobs
var jobs = { miner: 0, supplier: 0, builder: 0, upgrader: 0, defender: 0};
var container_id = sp.memory.containers_ids[0];
for(var creep in Game.creeps){
var creep = Game.creeps[creep];
if(creep.room.name != sp.room.name) continue;
switch (creep.memory.role) {
case GLOBAL.JOB_MINER:
jobs.miner += 1;
for(let i=0;i<sp.memory.containers_ids.length;i++){
if(creep.memory.container_id != sp.memory.containers_ids[i]) container_id = sp.memory.containers_ids[i];
}
break;
case GLOBAL.JOB_SUPPLIER:
jobs.supplier += creep.body.length;
break;
case GLOBAL.JOB_BUILDER:
jobs.builder += creep.body.length;
break;
case GLOBAL.JOB_UPGRADER:
jobs.upgrader += creep.body.length;
break;
case GLOBAL.JOB_DEFENDER:
jobs.defender += 1;
break;
default:
break;
}
}
if(jobs.miner < source_count){
if(sp.room.energyAvailable >= 550) create_miner(sp, container_id);
}
else if(jobs.supplier < source_count * 15 && sp.room.energyAvailable >= 300 && jobs.miner > 0) create_supplier(sp);
else if(jobs.builder < source_count * 5 && sp.room.energyAvailable >= 300 && jobs.miner > 0) create_builder(sp);
else if(jobs.upgrader < source_count * 5 && sp.room.energyAvailable >= 300 && jobs.miner > 0) create_upgrader(sp);
else if(jobs.defender < 0 && sp.room.energyAvailable >= sp.room.energyCapacityAvailable*0.8 && jobs.miner > 0) create_defender(sp);
} else { // Harvesting method: everybody mines own sources
if (sp.room.find(FIND_MY_CREEPS).length < source_count * 5 && sp.room.energyAvailable >= 300){
var source_id = sp.memory.sources_ids[sp.memory.creep_iterate % source_count];
create_harvester(sp, source_id);
}
}
}
}
};
function create_harvester(sp, source_id){
var body = [];
for(let i=0;i<Math.floor(sp.room.energyAvailable/200);i++){
body.push(WORK);
body.push(CARRY);
body.push(MOVE);
}
var name = "Harvy"+sp.memory.creep_iterate;
sp.spawnCreep( body, name, { memory:
{role: GLOBAL.JOB_HARVESTER, source_id: source_id}});
sp.memory.creep_iterate += 1;
}
function create_miner(sp, container_id){
var body = [ WORK, WORK, WORK, WORK, WORK, MOVE ]; // (creep)5*work(2energy/tick)=10energy/tick -> (source)3000energy/300tick=10energy/tick
var name = "Mindy"+sp.memory.creep_iterate;
sp.spawnCreep( body, name, { memory:
{role: GLOBAL.JOB_MINER, container_id: container_id}});
sp.memory.creep_iterate += 1;
}
function create_supplier(sp){
var body = [WORK];
for(let i=0;i<Math.floor(sp.room.energyAvailable/100)-1 && i < 8;i++){ // as big as possible
body.push(CARRY);
body.push(MOVE);
}
var name = "Suppry"+sp.memory.creep_iterate;
sp.spawnCreep( body, name, { memory:
{role: GLOBAL.JOB_SUPPLIER}});
sp.memory.creep_iterate += 1;
}
function create_builder(sp){
var body = [];
for(let i=0;i<Math.floor(sp.room.energyAvailable/200);i++){ // as big as possible
body.push(CARRY);
body.push(MOVE);
body.push(WORK);
}
var name = "Bobby"+sp.memory.creep_iterate;
sp.spawnCreep( body, name, { memory:
{role: GLOBAL.JOB_BUILDER}});
sp.memory.creep_iterate += 1;
}
function create_upgrader(sp){
var body = [];
for(let i=0;i<Math.floor(sp.room.energyAvailable/300);i++){ // as big as possible
body.push(CARRY);
body.push(MOVE);
body.push(WORK);
body.push(WORK);
}
var name = "Undy"+sp.memory.creep_iterate;
sp.spawnCreep( body, name, { memory:
{role: GLOBAL.JOB_UPGRADER}});
sp.memory.creep_iterate += 1;
}
function create_defender(sp){
var body = [];
for(let i=0;i<Math.floor(sp.room.energyAvailable/150);i++){ // as big as possible
body.push(TOUGH);
body.push(TOUGH);
body.push(ATTACK);
body.push(MOVE);
}
var name = "Destroyer CODE"+sp.memory.creep_iterate;
sp.spawnCreep( body, name, { memory:
{role: GLOBAL.JOB_DEFENDER}});
sp.memory.creep_iterate += 1;
}

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module.exports = {
run: function(){
for(var spawn in Game.spawns){
var room = Game.spawns[spawn].room;
var towers = room.find(FIND_MY_STRUCTURES,
{filter: (s)=>(s.structureType == STRUCTURE_TOWER)});
for(var tower in towers){
tower = towers[tower];
var enemy = tower.pos.findClosestByRange(FIND_HOSTILE_CREEPS);
if(enemy != null) tower.attack(enemy);
else {
var healt_creep = false;
for(var creep in Game.creeps){
creep = Game.creeps[creep];
if(creep.hits < creep.hitsMax) {
tower.heal(creep);
healt_creep = true;
}
}
if(!healt_creep && 500 < tower.energy){
var structure = tower.pos.findClosestByPath(FIND_STRUCTURES,
{filter: (s)=>( (s.structureType != STRUCTURE_RAMPART && s.structureType != STRUCTURE_WALL && s.hits < s.hitsMax )
|| ( s.structureType == STRUCTURE_RAMPART && s.hits < 10000 ))});
if(structure == null) structure = tower.pos.findClosestByRange(FIND_STRUCTURES,
{filter: (s)=>((s.structureType == STRUCTURE_RAMPART) && s.hits < 1000)});
if(structure == null) structure = tower.pos.findClosestByRange(FIND_STRUCTURES,
{filter: (s)=>((s.structureType == STRUCTURE_WALL) && s.hits < 1000)});
tower.repair(structure);
}
}
}
}
}
};

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/* #######################################################
# Deliver energy to spawns, controller and extencions #
####################################################### */
module.exports = {
do: function(creep){
//creep.memory.target = null;
// Memory creation
if(creep.memory.restock == undefined) creep.memory.restock = true;
if(creep.memory.target == undefined) creep.memory.target = null;
// Job implementation
if(creep.memory.restock){
if(creep.memory.target == null){
if(creep.room.storage != null && 1000 < creep.room.storage.store.getUsedCapacity(RESOURCE_ENERGY)) creep.memory.target = creep.room.storage.id;
else {
var container = creep.pos.findClosestByPath(FIND_STRUCTURES,
{filter: (s)=>(s.structureType == STRUCTURE_CONTAINER
&& 0 < s.store.getUsedCapacity(RESOURCE_ENERGY))});
if(container != null) creep.memory.target = container.id;
}
}
var target = Game.getObjectById(creep.memory.target);
if(creep.withdraw(target, RESOURCE_ENERGY) == ERR_NOT_IN_RANGE) creep.moveTo(target);
if(target != null && target.store.getUsedCapacity(RESOURCE_ENERGY) < creep.store.getFreeCapacity(RESOURCE_ENERGY)*0.4) creep.memory.target = null;
if(creep.store.getFreeCapacity(RESOURCE_ENERGY) == 0){
creep.memory.restock = false;
creep.memory.target = null;
}
} else {
if(creep.memory.target == null){ // aquire target
// constuction
var structure = creep.pos.findClosestByRange(FIND_MY_CONSTRUCTION_SITES);
// ramparts
if(structure == null){
var ramparts = creep.room.find(FIND_STRUCTURES,
{filter: (s)=>((s.structureType == STRUCTURE_RAMPART || s.structureType == STRUCTURE_WALL) && s.hits < s.hitsMax)});
for(var ramp in ramparts){
ramp = ramparts[ramp];
if(structure == null || structure.hits > ramp.hits) structure = ramp;
}
}
creep.memory.target = structure.id;
}
var target = Game.getObjectById(creep.memory.target);
if(target == null || target.hits == target.hitsMax) creep.memory.target = null;
if(creep.build(target) == ERR_NOT_IN_RANGE || creep.repair(target) == ERR_NOT_IN_RANGE) creep.moveTo(target);
if(creep.store.getUsedCapacity(RESOURCE_ENERGY) == 0){
creep.memory.restock = true;
creep.memory.target = null;
}
}
}
};

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@@ -1,22 +0,0 @@
/* #######################################################
# Deliver energy to spawns, controller and extencions #
####################################################### */
module.exports = {
do: function(creep){
if(creep.memory.flag != undefined && Game.flags[creep.memory.flag].room.name != creep.room.name) creep.moveTo(Game.flags[creep.memory.flag]);
if(creep.memory.target == undefined) creep.memory.target = null;
if(creep.memory.target == null){
var enemy = creep.pos.findClosestByPath(FIND_HOSTILE_CREEPS);
if(enemy != null) creep.memory.target = enemy.id;
}
var enemy = Game.getObjectById(creep.memory.target);
if(enemy != null){
creep.say("ATTACK");
if(creep.attack(enemy) == ERR_NOT_IN_RANGE) creep.moveTo(enemy);
} else {
creep.memory.target = null;
}
}
};

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@@ -1,92 +0,0 @@
/* ###########################################
# Mine energy and do all fundamental jobs #
###########################################*/
module.exports = {
do: function(creep){
//memory setup
if(creep.memory.harvesting == undefined) creep.memory.harvesting = true;
if(creep.memory.counter == undefined) creep.memory.counter = 0;
if(creep.memory.target == undefined) creep.memory.target = null;
if (creep.memory.harvesting){
var source = Game.getObjectById(creep.memory.source_id);
var result = creep.harvest(source);
if (result == ERR_NOT_IN_RANGE){
creep.moveTo(source);
}
if (result == ERR_NOT_ENOUGH_RESOURCES || creep.store.getFreeCapacity(RESOURCE_ENERGY) == 0){
creep.memory.harvesting = false;
creep.memory.target = null;
}
} else {
if(creep.memory.target == null){
switch(creep.memory.counter%10){
case 0: // upgrading
creep.memory.target = creep.room.controller.id;
break;
case 1: // suppling
case 2:
case 3:
case 4:
creep.memory.target = creep.pos.findClosestByRange(FIND_MY_STRUCTURES,{
filter:(s) => ( s.structureType == STRUCTURE_SPAWN || s.structureType == STRUCTURE_EXTENSION ) && s.store.getFreeCapacity(RESOURCE_ENERGY) > 0});
if(creep.memory.target != null) creep.memory.target = creep.memory.target.id;
else creep.memory.counter += 1;
break;
case 5:
case 6:
case 7:
case 8:
creep.memory.target = creep.pos.findClosestByRange(FIND_CONSTRUCTION_SITES);
if(creep.memory.target != null) creep.memory.target = creep.memory.target.id;
else creep.memory.counter += 1;
break;
case 9: // repairing (no walls or ramparts)
creep.memory.target = creep.pos.findClosestByRange(FIND_STRUCTURES,{
filter:(s) => ( s.structureType != STRUCTURE_WALL && s.structureType != STRUCTURE_RAMPART) && s.hits < s.hitsMax});
if(creep.memory.target != null) creep.memory.target = creep.memory.target.id;
else creep.memory.counter += 1;
break;
}
}
var target = Game.getObjectById(creep.memory.target);
var response = OK;
switch(creep.memory.counter%10){
case 0:
response = creep.transfer(target, RESOURCE_ENERGY);
break;
case 1:
case 2:
case 3:
case 4:
response = creep.transfer(target, RESOURCE_ENERGY);
if(target != null && target.store.getFreeCapacity(RESOURCE_ENERGY) == 0) creep.memory.target = null;
break;
case 5:
case 6:
case 7:
case 8:
response = creep.build(target);
if(target != null && target.progress == target.progressTotal) creep.memory.target = null;
break;
case 9:
response = creep.repair(target);
if(target != null && target.hits == target.hitsMax) creep.memory.target = null;
break;
}
if(response == ERR_NOT_IN_RANGE){
creep.moveTo(target);
} else if(response == ERR_FULL || response == ERR_INVALID_TARGET){
creep.memory.target = null;
}
if (creep.store.getUsedCapacity(RESOURCE_ENERGY) == 0){
creep.memory.harvesting = true;
creep.memory.target = null;
creep.memory.counter += 1;
}
}
}
};

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@@ -1,16 +0,0 @@
/* ########################################
# Mine energy and drop it in container #
########################################*/
module.exports = {
do: function(creep){
var container = Game.getObjectById(creep.memory.container_id);
if(container != null && creep.pos.isEqualTo(container.pos)){
if(creep.memory.source_id == undefined) creep.memory.source_id = creep.pos.findClosestByPath(FIND_SOURCES).id;
creep.harvest(Game.getObjectById(creep.memory.source_id));
} else {
creep.moveTo(Game.getObjectById(creep.memory.container_id));
}
}
};

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@@ -1,93 +0,0 @@
/* ###########################################
# Mine energy and do all fundamental jobs #
###########################################*/
module.exports = {
do: function(creep){
creep.memory.home = "Central"
//memory setup
if(creep.memory.harvesting == undefined) creep.memory.harvesting = true;
if(creep.memory.counter == undefined) creep.memory.counter = 0;
if(creep.memory.target == undefined) creep.memory.target = null;
if (creep.memory.harvesting){
var source = Game.getObjectById(creep.memory.source_id);
if(source != undefined && creep.room.name == source.room.name){
var container = creep.pos.findClosestByPath(FIND_STRUCTURES, { filter:(s) => ( s.structureType == STRUCTURE_CONTAINER && s.store.getUsedCapacity(RESOURCE_ENERGY) > creep.store.getFreeCapacity(RESOURCE_ENERGY))});
if(container == null) {
var source = Game.getObjectById(creep.memory.source_id);
result = creep.harvest(source);
if (result == ERR_NOT_IN_RANGE){
creep.moveTo(source);
}
} else {
var result = creep.withdraw(container, RESOURCE_ENERGY);
if (result == ERR_NOT_IN_RANGE){
creep.moveTo(container);
}
}
if (creep.store.getFreeCapacity(RESOURCE_ENERGY) == 0){
creep.memory.harvesting = false;
creep.memory.target = null;
}
} else {
creep.moveTo(source);
}
} else {
if(creep.memory.target == null){
switch(creep.memory.counter%3){
case 0: // building
creep.memory.target = creep.pos.findClosestByRange(FIND_CONSTRUCTION_SITES);
if(creep.memory.target != null) creep.memory.target = creep.memory.target.id;
else creep.memory.counter += 1;
break;
case 1: // repairing (no walls or ramparts)
creep.memory.target = creep.pos.findClosestByRange(FIND_STRUCTURES,{
filter:(s) => ( s.structureType != STRUCTURE_WALL && s.structureType != STRUCTURE_RAMPART) && s.hits < s.hitsMax-creep.store.getUsedCapacity(RESOURCE_ENERGY)*3/4});
if(creep.memory.target != null) creep.memory.target = creep.memory.target.id;
else creep.memory.counter += 1;
break;
case 2:
var home = Game.spawns[creep.memory.home];
if(creep.room.name == home.room.name){
creep.memory.target = creep.pos.findClosestByRange(FIND_MY_STRUCTURES,{
filter:(s) => ( s.structureType == STRUCTURE_SPAWN || s.structureType == STRUCTURE_EXTENSION || s.structureType == STRUCTURE_STORAGE ) && s.store.getFreeCapacity(RESOURCE_ENERGY) > 0});
if(creep.memory.target != null) creep.memory.target = creep.memory.target.id;
else creep.memory.counter += 1;
} else {
creep.moveTo(home);
}
break;
}
}
var target = Game.getObjectById(creep.memory.target);
var response = OK;
switch(creep.memory.counter%3){
case 0: // building
response = creep.build(target);
if(target != null && target.progress == target.progressTotal) creep.memory.target = null;
break;
case 1:
response = creep.repair(target);
if(target != null && target.hits == target.hitsMax) creep.memory.target = null;
break;
case 2:
response = creep.transfer(target, RESOURCE_ENERGY);
if(target != null && target.store.getFreeCapacity(RESOURCE_ENERGY) == 0) creep.memory.target = null;
break;
}
if(response == ERR_NOT_IN_RANGE){
creep.moveTo(target);
} else if(response == ERR_FULL || response == ERR_INVALID_TARGET){
creep.memory.target = null;
}
if (creep.store.getUsedCapacity(RESOURCE_ENERGY) == 0){
creep.memory.harvesting = true;
creep.memory.target = null;
creep.memory.counter += 1;
}
}
}
};

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@@ -1,16 +0,0 @@
/* ###########################################
# Go to a controller and reserve the room #
###########################################*/
module.exports = {
do: function(creep){
if(Game.flags[creep.memory.target].room != undefined && Game.flags[creep.memory.target].room == creep.room){
if(creep.reserveController(creep.room.controller) == ERR_NOT_IN_RANGE){
creep.moveTo(creep.room.controller);
}
} else {
creep.moveTo(Game.flags[creep.memory.target]);
}
}
};

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@@ -1,54 +0,0 @@
/* #######################################################
# Deliver energy to spawns, controller and extencions #
####################################################### */
module.exports = {
do: function(creep){
// Memory creation
if(creep.memory.restock == undefined) creep.memory.restock = true;
if(creep.memory.target == undefined) creep.memory.target = null;
// Job implementation
if(creep.memory.restock){
if(creep.memory.target == null){ // aquire target
var containers = creep.room.find(FIND_STRUCTURES,
{filter: (s)=>(s.structureType == STRUCTURE_CONTAINER
&& s.store.getUsedCapacity(RESOURCE_ENERGY) >= creep.store.getFreeCapacity(RESOURCE_ENERGY)/2)});
var container = containers[0];
for(var c in containers){
c = containers[c];
if(c.store.getUsedCapacity(RESOURCE_ENERGY) > container.store.getUsedCapacity(RESOURCE_ENERGY)) container = c;
}
if(container != null) creep.memory.target = container.id;
else creep.memory.target = creep.room.storage.id;
}
var target = Game.getObjectById(creep.memory.target);
if(creep.withdraw(target, RESOURCE_ENERGY) == ERR_NOT_IN_RANGE) creep.moveTo(target);
if(target != null && target.store.getUsedCapacity(RESOURCE_ENERGY) < creep.store.getFreeCapacity(RESOURCE_ENERGY)*0.4) creep.memory.target = null;
if(creep.store.getFreeCapacity(RESOURCE_ENERGY) == 0){
creep.memory.restock = false;
creep.memory.target = null;
}
} else {
if(creep.memory.target == null){ // aquire target
var structure = creep.pos.findClosestByPath(FIND_MY_STRUCTURES,
{filter: (s)=>(s.structureType == STRUCTURE_TOWER && s.store.getUsedCapacity(RESOURCE_ENERGY) < 900)});
if(structure == null) structure = creep.pos.findClosestByPath(FIND_MY_STRUCTURES,
{filter: (s)=>(( s.structureType == STRUCTURE_SPAWN || s.structureType == STRUCTURE_EXTENSION)
&& s.store.getFreeCapacity(RESOURCE_ENERGY) > s.store.getCapacity(RESOURCE_ENERGY)*0.1)});
if(structure == null) structure = creep.pos.findClosestByPath(FIND_MY_STRUCTURES,
{filter: (s)=>(( s.id == "5f3e44e1014017c66fc5df10") && s.store.getFreeCapacity() > 100)});
if(structure == null) structure = creep.room.storage;
if(structure == null) return;
creep.memory.target = structure.id;
}
var target = Game.getObjectById(creep.memory.target);
if(creep.transfer(target, RESOURCE_ENERGY) == ERR_NOT_IN_RANGE) creep.moveTo(target);
if(target != null && target.store.getFreeCapacity(RESOURCE_ENERGY) == 0) creep.memory.target = null;
if(creep.store.getUsedCapacity(RESOURCE_ENERGY) == 0){
creep.memory.restock = true;
creep.memory.target = null;
}
}
}
};

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@@ -1,43 +0,0 @@
/* #######################################################
# Deliver energy to spawns, controller and extencions #
####################################################### */
module.exports = {
do: function(creep){
// Memory creation
if(creep.memory.restock == undefined) creep.memory.restock = true;
if(creep.memory.target == undefined) creep.memory.target = null;
// Job implementation
if(creep.memory.restock){
if(creep.memory.target == null){
if(creep.room.storage != null && 1000 < creep.room.storage.store.getUsedCapacity(RESOURCE_ENERGY)) creep.memory.target = creep.room.storage.id;
else {
var container = creep.pos.findClosestByPath(FIND_STRUCTURES,
{filter: (s)=>(s.structureType == STRUCTURE_CONTAINER
&& 0 < s.store.getUsedCapacity(RESOURCE_ENERGY))});
if(container != null) creep.memory.target = container.id;
}
}
var target = Game.getObjectById(creep.memory.target);
if(creep.withdraw(target, RESOURCE_ENERGY) == ERR_NOT_IN_RANGE) creep.moveTo(target);
if(target != null && target.store.getUsedCapacity(RESOURCE_ENERGY) < creep.store.getFreeCapacity(RESOURCE_ENERGY)*0.4) creep.memory.target = null;
if(creep.store.getFreeCapacity(RESOURCE_ENERGY) == 0){
creep.memory.restock = false;
creep.memory.target = null;
}
} else {
if(creep.memory.target == null){ // aquire target
var structure = structure = creep.room.controller;
creep.memory.target = structure.id;
}
var target = Game.getObjectById(creep.memory.target);
if(creep.transfer(target, RESOURCE_ENERGY) == ERR_NOT_IN_RANGE) creep.moveTo(target);
if(creep.store.getUsedCapacity(RESOURCE_ENERGY) == 0){
creep.memory.restock = true;
creep.memory.target = null;
}
}
}
};

60
main.js
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@@ -1,26 +1,44 @@
var controller_spawns = require("controller_spawns");
var controller_creeps = require("controller_creeps");
var controller_towers = require("controller_towers");
var ai_main = require("ai_main");
const Commands = require("Commands");
const CreepClass = require("CreepClass");
const RoomClass = require("RoomClass");
const Structure = require("Structure");
module.exports.loop = function () {
ai_main.run_front();
controller_creeps.run();
controller_towers.run();
controller_spawns.run();
if (Game.time % 60 == 30) clear_dead_creeps_from_memory();
ai_main.run_back();
if(!global.compiled) onRecompile();
else if (!global.started) onRestart();
else onTick();
}
/*
GLOBAL FUNCTIONS
*/
function onRecompile(){
setupClasses();
console.log("Script recompiled...");
global.compiled = true;
}
function onRestart(){
Object.values(Game.rooms).forEach(room => room.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.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; });
}
function clear_dead_creeps_from_memory() {
for (var cr in Memory.creeps) {
if (Game.creeps[cr] == null) {
delete (Memory.creeps[cr]);
}
}
}