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main.js
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339 lines (307 loc) · 9.25 KB
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//require('util.functions')
//require('prototype.Spawn')
require('prototype.pos')
require('prototype.Room')
require('prototype.Resource')
require('prototype.Source')
require('prototype.RoomObject')
require('prototype.Spawn')
require('prototype.ConstructionSite')
require('prototype.Creep')
require('prototype.Structure')
let tower = require('tower')
let styles = require('styles')
global.genRoom = _.first(_.values(Game.rooms))
module.exports.loop = function () {
pruneMemory()
setUpMemory()
for(let room of _.values(Game.rooms)){
room.createRoads()
for(let tow of room.find(FIND_STRUCTURES, {
filter: s => {
return s.structureType == STRUCTURE_TOWER
}
})){
let t = new tower(tow)
t.run()
}
}
try{
genRoom.buildExtensions()
genRoom.buildContainers()
} catch (err) {
console.log(err)
}
try{
creepTasks()
} catch (err){
console.log(err)
}
try{
spawnTasks()
} catch (err) {
console.log(err)
}
createTasks()
runTasks()
}
function runTasks(){
for(let task of Memory.taskQueue){
runTask(task)
}
for(let creep of _.values(Game.creeps)){
if(creep.memory.task){
runTask(creep.memory.task)
}
}
}
function runTask(task){
let target = genRoom.getObject(task.target)
let dest = genRoom.getObject(task.dest)
try{
target.memory.task = task
let result = genRoom.perform(target, dest, task.type)
if(result == ERR_NOT_IN_RANGE){
result = genRoom.perform(target, dest, "move")
}
if(result != OK && result != ERR_TIRED){
delete target.memory.task
}
} catch(err) {
if(target && target.memory){
delete target.memory.task
}
//console.log("Error running task. target:" + task.target + ", dest:" + task.dest + " " + err)
}
}
function createTasks(){
if(Game.time - Memory.lastTaskTime < Memory.taskSmart){
return
}
if(Game.cpu.bucket < Memory.cpuBucket){
Memory.taskSmart++
} else if(Memory.taskSmart >= 0) {
Memory.taskSmart--
}
Memory.cpuBucket = Game.cpu.bucket
Memory.taskQueue = []
Memory.taskQueue = Memory.taskQueue.concat(miningTasks())
transportTasks()
workerTasks()
Memory.lastTaskTime = Game.time
}
function transportTasks(){
let allOptions = []
let deliverers = _.filter(globalTransport.find(), function(t){
return t.netEnergy >= 100 && !t.memory.task
})
let pickers = _.filter(globalTransport.find(), function(t){
return t.energyCapacity >= 50 && !t.memory.task
})
let recievers = _.filter(globalWorker.find(), function(t){
return t.energyCapacity >= 25 && !t.memory.task
})
let baseStorage = _.filter(genRoom.allBaseStorage(), function(s){
for(let resource of RESOURCES_ALL){
if(s.store.getFreeCapacity(resource) > 0){
return true
}
}
})
// Need to prioritize volitile. TODO: Add unique function so we can combine multiple lists.
let allEnergy = genRoom.allEnergy(100)
let high = generatePossibleTasks(allEnergy.volitile, pickers, "pickup")
let medium = generatePossibleTasks(allEnergy.stable, pickers, "pickup", 10)
let low = generatePossibleTasks(allEnergy.storage, pickers, "pickup", 1000)
let delHigh = generatePossibleTasks(baseStorage, deliverers, "deposit")
let delLow = generatePossibleTasks(allEnergy.storage, deliverers, "deposit", 1000)
let transfers = generatePossibleTasks(recievers, deliverers, "deposit", 10000)
//return sortCapacityTasks([...high, ...medium, ...low, ...delHigh, ...delLow, ...transfers])
let standardTasks = sortCapacityTasks([...high, ...medium, ...low, ...delLow, ...transfers])
let highTasks = sortCapacityTasks([...delHigh])
return uniqueTaskTargets([...highTasks, ...standardTasks])
}
function uniqueTaskTargets(taskList){
return _.unique(taskList, function(task){
return task.target
})
}
function generatePossibleTasks(dests, targets, taskType, handicap = 1){
let allOptions = []
for(let dest of dests){
for(let target of targets){
let task = {
type: taskType,
dest: dest.id,
target: target.id,
cost: PathFinder.search(dest.pos, target.pos).cost * handicap,
}
allOptions.push(task)
}
}
return allOptions
}
function workerTasks() {
let allOptions = []
let builders = _.filter(globalWorker.find(), function(t){
return t.netEnergy > 0 && !t.memory.task
})
let pickers = _.filter(globalWorker.find(), function(t){
return t.energyCapacity > 0 && !t.memory.task
})
let conSites = _.values(Game.constructionSites)
let controllers = _.reduce(Game.rooms, function (acc, val, key){
if(val && val.controller && val.controller.my){
acc.push(val.controller)
}
return acc
}, [] )
let allEnergy = genRoom.allEnergy(100)
allOptions = allOptions.concat(generatePossibleTasks(allEnergy.volitile, pickers, "pickup"))
allOptions = allOptions.concat(generatePossibleTasks(allEnergy.stable, pickers, "pickup"))
allOptions = allOptions.concat(generatePossibleTasks(allEnergy.storage, pickers, "pickup"))
allOptions = allOptions.concat(generatePossibleTasks(controllers, builders, "work"))
let highTasks = generatePossibleTasks(conSites, builders, "work", 0.5)
let standardTasks = sortCapacityTasks([...allOptions, ...highTasks], 0.5)
return uniqueTaskTargets([...highTasks, ...standardTasks])
}
function miningTasks(){
let allOptions = []
for(let source of genRoom.allSources()){
for(let miner of globalMiner.find()){
let task = {
type: "harvest",
dest: source.id,
target: miner.id,
cost: PathFinder.search(source.pos, miner.pos).cost,
}
allOptions.push(task)
}
}
let sorted = sortUniqueTasks(allOptions)
// Make miners move to containers if they exist near the source
return _.reduce(sorted, function(acc, task){
let container = genRoom.getObject(task.dest).pos.findInRange(FIND_STRUCTURES, 1, {
filter: s => {
return s.structureType == STRUCTURE_CONTAINER
}
})
let target = genRoom.getObject(task.target)
if(task.type == "harvest" && container.length > 0 && target && !target.pos.isEqualTo(container[0].pos)){
task.dest = container[0].id
task.type = "move"
}
acc.push(task)
return acc
}, [])
}
function sortCapacityTasks(taskList, coPenalty = 0){
if(taskList.length == 0){
return []
}
let returnList = []
let sorted = _.sortBy(taskList, function(t){
let targeted = _.filter(Memory.taskQueue, function(et){
return et.dest == t.dest
})
return t.cost + (t.cost * coPenalty * targeted.length)
})
let best = sorted.shift()
Memory.taskQueue.push(best)
sorted = _.reduce(sorted, function(acc, value) {
let valObject = genRoom.getObject(value.dest)
if(value.target != best.target && ((value.type == "deposit" && valObject.usage < 100) || (value.type == "pickup" && valObject.usage > 0) || value.type == "work")){
acc.push(value)
}
return acc
}, [])
return returnList.concat(sortCapacityTasks(sorted, coPenalty))
}
function sortUniqueTasks(taskList){
if(taskList.length == 0){
return []
}
let returnList = []
let sorted = _.sortBy(taskList, t => t.cost)
let best = sorted.shift()
sorted = _.reduce(sorted, function(acc, value) {
if(value.target != best.target && value.dest != best.dest){
acc.push(value)
}
return acc
}, [])
returnList.push(best)
return returnList.concat(sortUniqueTasks(sorted))
}
function roomTasks(){
for(let room of _.values(Game.rooms)){
room.buildExtensions()
room.createRoads()
}
}
function towerTasks(){
_.forEach(_.values(Game.rooms), function(room){
_.forEach(room.find(FIND_STRUCTURES, {
filter: (structure) => {
return structure.structureType == STRUCTURE_TOWER
}
}), function(t){
let towerObj = new tower(t)
towerObj.run()
})
})
}
function clearTowQueue(){
Memory.towQueue = {}
}
function creepTasks(){
for(let creepType in ['scout']){
let genCreep = new CREEP_TYPES['scout']["object"]()
//let genCreep = new CREEP_TYPES[creepType]["object"]()
for(let creep of genCreep.find()){
let creepModel = new CREEP_TYPES['scout']["object"](creep)
creepModel.run()
}
}
for(let creepType in ['attacker']){
let genCreep = new CREEP_TYPES['attacker']["object"]()
//let genCreep = new CREEP_TYPES[creepType]["object"]()
for(let creep of genCreep.find()){
let creepModel = new CREEP_TYPES['attacker']["object"](creep)
creepModel.run()
}
}
}
function spawnTasks(){
let bestSpawn = _.first(_.sortBy(_.values(Game.spawns), s => s.level))
_.forEach(Game.spawns, spawn => {
spawn.spawnInfo()
if(spawn.id == bestSpawn.id){
let result = spawn.spawnCreeps()
if(result != OK){
console.log("Error Spawning: " + result)
}
}
})
}
function pruneMemory(){
_.forEach(Memory.creeps, (memCreep, key) => {
if(!Game.creeps[key]){
delete Memory.creeps[key]
}
})
}
function setUpMemory() {
let memoryArrays = [ "ignoreRoom", "enemyRoom", "allies", "spawnQueue", "taskQueue" ]
let memoryObjects = [ "sources", "towQueue", "structures" ]
memoryArrays.forEach(memItem => {
if(Memory[memItem] === undefined){
Memory[memItem] = []
}
})
memoryObjects.forEach(memItem => {
if(Memory[memItem] === undefined){
Memory[memItem] = {}
}
})
}