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global.js
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global.js
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const reduceMemoryWhere = function(result, value, key) {
const setting = Memory.debugTrace[key];
if (!Memory.debugTrace.hasOwnProperty(key)) {
return result;
} else if (result) { // default result
// matches or for falsey values matches printed value
return setting === value || (!value && setting === `${value}`);
} else {
return false;
}
};
const noMemoryWhere = function(e) {
const setting = Memory.debugTrace.no[e[0]];
return setting === true || Memory.debugTrace.no.hasOwnProperty(e[0]) &&
(setting === e[1] || (!e[1] && setting === `${e[1]}`));
};
let mod = {};
module.exports = mod;
// base class for events
mod.LiteEvent = function() {
// registered subscribers
this.handlers = [];
// register a new subscriber
this.on = function(handler) {
this.handlers.push(handler);
}
// remove a registered subscriber
this.off = function(handler) {
this.handlers = this.handlers.filter(h => h !== handler);
}
// call all registered subscribers
this.trigger = function(data) {
try {
this.handlers.slice(0).forEach(h => h(data));
} catch (e) {
global.logError('Error in LiteEvent.trigger: ' + (e.stack || e));
}
}
};
// Flag colors, used throughout the code
//COLOR_RED
mod.FLAG_COLOR = {
invade: { // destroy everything enemy in the room
color: COLOR_RED,
secondaryColor: COLOR_RED,
exploit: { // send privateers to exploit sources
color: COLOR_RED,
secondaryColor: COLOR_GREEN,
},
robbing: { // take energy from foreign structures
color: COLOR_RED,
secondaryColor: COLOR_YELLOW,
},
attackController: { // attack enemy controller and then claim
color: COLOR_RED,
secondaryColor: COLOR_CYAN,
}
},
//COLOR_PURPLE - Reserved labs
labs: { // could be used to define certain lab commands
color: COLOR_PURPLE,
secondaryColor: COLOR_PURPLE,
filter: {'color': COLOR_PURPLE, 'secondaryColor': COLOR_PURPLE },
labTech: { // spawn lab tech when required
color: COLOR_PURPLE,
secondaryColor: COLOR_WHITE,
filter: {'color': COLOR_PURPLE, 'secondaryColor': COLOR_WHITE }
}
},
//COLOR_BLUE - Reserved (internal use)
//COLOR_CYAN - Reserved (build related)
construct: { // construct an extension at flag when available
color: COLOR_CYAN,
secondaryColor: COLOR_CYAN,
spawn: { // construct a spawn at flag when available
color: COLOR_CYAN,
secondaryColor: COLOR_RED,
},
tower: { // construct a tower at flag when available
color: COLOR_CYAN,
secondaryColor: COLOR_PURPLE,
},
link: { // construct a link at flag when available
color: COLOR_CYAN,
secondaryColor: COLOR_BLUE,
},
lab: { // construct a lab at flag when available
color: COLOR_CYAN,
secondaryColor: COLOR_GREEN,
},
storage: { // construct a storage at flag when available
color: COLOR_CYAN,
secondaryColor: COLOR_YELLOW,
},
terminal: { // construct a terminal at flag when available
color: COLOR_CYAN,
secondaryColor: COLOR_ORANGE,
},
observer: { // construct an observer at flag when available
color: COLOR_CYAN,
secondaryColor: COLOR_BROWN,
},
nuker: { // construct a nuker at flag when available
color: COLOR_CYAN,
secondaryColor: COLOR_GREY,
},
powerSpawn: { // construct a power spawn at flagwhen available
color: COLOR_CYAN,
secondaryColor: COLOR_WHITE,
}
},
//COLOR_GREEN
claim: { // claim this room, then build spawn at flag
color: COLOR_GREEN,
secondaryColor: COLOR_GREEN,
spawn: { // send pioneers & build spawn here
color: COLOR_GREEN,
secondaryColor: COLOR_WHITE,
},
pioneer: { // send additional pioneers
color: COLOR_GREEN,
secondaryColor: COLOR_RED,
},
reserve: { // reserve this room
color: COLOR_GREEN,
secondaryColor: COLOR_GREY,
},
mining: {
color: COLOR_GREEN,
secondaryColor: COLOR_BROWN,
},
delivery: { // rob energy from friendly rooms and deliver here
color: COLOR_GREEN,
secondaryColor: COLOR_YELLOW,
},
},
//COLOR_YELLOW
defense: { // point to gather troops
color: COLOR_YELLOW,
secondaryColor: COLOR_YELLOW,
},
//COLOR_ORANGE
destroy: { // destroy whats standing here
color: COLOR_ORANGE,
secondaryColor: COLOR_ORANGE,
dismantle: {
color: COLOR_ORANGE,
secondaryColor: COLOR_YELLOW,
},
},
//COLOR_BROWN
pavementArt: {
color: COLOR_BROWN,
secondaryColor: COLOR_BROWN,
},
// COLOR_GREY
// COLOR_WHITE
command: { // command api
color: COLOR_WHITE,
drop: { // haulers drop energy in a pile here
color: COLOR_WHITE,
secondaryColor: COLOR_YELLOW,
},
_OCS: {
color: COLOR_WHITE,
secondaryColor: COLOR_PURPLE,
},
roomLayout: {
color: COLOR_WHITE,
secondaryColor: COLOR_CYAN,
},
invalidPosition: {
color: COLOR_WHITE,
secondaryColor: COLOR_RED,
}
},
};
mod.DECAY_AMOUNT = {
'rampart': RAMPART_DECAY_AMOUNT, // 300
'road': ROAD_DECAY_AMOUNT, // 100
'container': CONTAINER_DECAY, // 5000
};
mod.DECAYABLES = [
STRUCTURE_ROAD,
STRUCTURE_CONTAINER,
STRUCTURE_RAMPART
];
mod.LAB_IDLE = 'idle';
mod.LAB_BOOST = 'boost';
mod.LAB_SEED = 'seed';
mod.LAB_MASTER = 'master';
mod.LAB_SLAVE_1 = 'slave_1';
mod.LAB_SLAVE_2 = 'slave_2';
mod.LAB_SLAVE_3 = 'slave_3';
mod.REACTOR_TYPE_FLOWER = 'flower';
mod.REACTOR_MODE_IDLE = 'idle';
mod.REACTOR_MODE_BURST = 'burst';
mod.LAB_REACTIONS = {};
for (let a in REACTIONS) {
for (let b in REACTIONS[a]) {
mod.LAB_REACTIONS[REACTIONS[a][b]] = [a, b];
}
}
mod.MEM_SEGMENTS = {
COSTMATRIX_CACHE: {
start: 99,
end: 95
}
};
// used to log something meaningful instead of numbers
mod.translateErrorCode = function(code) {
var codes = {
0: 'OK',
1: 'ERR_NOT_OWNER',
2: 'ERR_NO_PATH',
3: 'ERR_NAME_EXISTS',
4: 'ERR_BUSY',
5: 'ERR_NOT_FOUND',
6: 'ERR_NOT_ENOUGH_RESOURCES',
7: 'ERR_INVALID_TARGET',
8: 'ERR_FULL',
9: 'ERR_NOT_IN_RANGE',
10: 'ERR_INVALID_ARGS',
11: 'ERR_TIRED',
12: 'ERR_NO_BODYPART',
14: 'ERR_RCL_NOT_ENOUGH',
15: 'ERR_GCL_NOT_ENOUGH'
};
return codes[code * -1];
};
// manipulate log output
// simply put a color as "style"
// or an object, containing any css
mod.dye = function(style, text) {
if (isObj(style)) {
var css = "";
var format = key => css += key + ":" + style[key] + ";";
_.forEach(Object.keys(style), format);
return ('<font style="' + css + '">' + text + '</font>');
}
if (style)
return ('<font style="color:' + style + '">' + text + '</font>');
else return text;
};
// predefined log colors
mod.CRAYON = {
death: {color: 'black', 'font-weight': 'bold'},
birth: '#e6de99',
error: '#e79da7',
system: {color: '#999', 'font-size': '10px'}
};
// log an error for a creeps action, given an error code
mod.logErrorCode = function(creep, code) {
if (code) {
var error = translateErrorCode(code);
if (creep) {
if (error) creep.say(error);
else creep.say(code);
}
var message = error + '\nroom: ' + creep.pos.roomName + '\ncreep: ' + creep.name + '\naction: ' + creep.data.actionName + '\ntarget: ' + creep.data.targetId;
console.log(dye(CRAYON.error, message), Util.stack());
Game.notify(message, 120);
} else {
var message = 'unknown error code\nroom: ' + creep.pos.roomName + '\ncreep: ' + creep.name + '\naction: ' + creep.data.actionName + '\ntarget: ' + creep.data.targetId;
console.log(dye(CRAYON.error, message), Util.stack());
}
};
// log some text as error
mod.logError = function(message, entityWhere) {
if (entityWhere) {
trace('error', entityWhere, dye(CRAYON.error, message));
} else {
console.log(dye(CRAYON.error, message), Util.stack());
}
};
// trace an error or debug statement
mod.trace = function(category, entityWhere, ...message) {
if (!( Memory.debugTrace[category] === true || _(entityWhere).reduce(reduceMemoryWhere, 1) === true )) return;
if (Memory.debugTrace.no && _(entityWhere).pairs().some(noMemoryWhere) === true) return;
let msg = message;
let key = '';
if (message.length === 0 && category) {
let leaf = category;
do {
key = leaf;
leaf = entityWhere[leaf];
} while (entityWhere[leaf] && leaf != category);
if (leaf && leaf != category) {
if (typeof leaf === 'string') {
msg = [leaf];
} else {
msg = [key, '=', leaf];
}
}
}
console.log(Game.time, dye(CRAYON.error, category), ...msg, dye(CRAYON.birth, JSON.stringify(entityWhere)), Util.stack());
};
// log some text as "system message" showing a "referrer" as label
mod.logSystem = function(roomName, message) {
let text = dye(CRAYON.system, roomName);
console.log(dye(CRAYON.system, `<a href="/a/#!/room/${roomName}">${text}</a> > `) + message, Util.stack());
};
mod.isObj = function(val) {
if (val === null) {
return false;
}
return ( (typeof val === 'function') || (typeof val === 'object') );
};
// for notify mails: transform server time to local
mod.toLocalDate = function(date) {
if (!date) date = new Date();
var offset = TIME_ZONE;
if (USE_SUMMERTIME && isSummerTime(date)) offset++;
return new Date(date.getTime() + (3600000 * offset));
};
// for notify mails: format dateTime (as date & time)
mod.toDateTimeString = function(date) {
return (len(date.getDate()) + "." + len(date.getMonth() + 1) + "." + len(date.getFullYear()) + " " + len(date.getHours()) + ":" + len(date.getMinutes()) + ":" + len(date.getSeconds()));
};
// for notify mails: format dateTime (as time only)
mod.toTimeString = function(date) {
return (len(date.getHours()) + ":" + len(date.getMinutes()) + ":" + len(date.getSeconds()));
};
// prefix 1 digit numbers with an 0
mod.len = function(number) {
return ("00" + number).slice(-2);
};
// determine if a given dateTime is within daylight saving time (DST)
// you may need to adjust that to your local summer time rules
// default: Central European Summer Time (CEST)
mod.isSummerTime = function(date) {
var year = date.getFullYear();
// last sunday of march
var temp = new Date(year, 2, 31);
var begin = new Date(year, 2, temp.getDate() - temp.getDay(), 2, 0, 0);
// last sunday of october
temp = new Date(year, 9, 31);
var end = new Date(year, 9, temp.getDate() - temp.getDay(), 3, 0, 0);
return ( begin < date && date < end );
};
// add a game object, obtained from its id, to an array
mod.addById = function(array, id) {
if (array == null) array = [];
var obj = Game.getObjectById(id);
if (obj) array.push(obj);
return array;
};
// send up to REPORTS_PER_LOOP notify mails, which are cached in memory
mod.processReports = function() {
// if there are some in memory
if (!_.isUndefined(Memory.statistics) && !_.isUndefined(Memory.statistics.reports) && Memory.statistics.reports.length > 0) {
let mails;
// below max ?
if (Memory.statistics.reports.length <= REPORTS_PER_LOOP) {
// send all
mails = Memory.statistics.reports;
Memory.statistics.reports = [];
}
else {
// send first chunk
let chunks = _.chunk(Memory.statistics.reports, REPORTS_PER_LOOP);
mails = chunks[0];
Memory.statistics.reports = _(chunks).tail().concat();
}
let send = mail => Game.notify(mail);
_.forEach(mails, send);
}
};
// get movement range between rooms
// respecting environmental walls
// uses memory to cache for ever
mod.routeRange = function(fromRoom, toRoom) {
if (fromRoom === toRoom) return 0;
if (_.isUndefined(Memory.routeRange)) {
Memory.routeRange = {};
}
if (_.isUndefined(Memory.routeRange[fromRoom])) {
Memory.routeRange[fromRoom] = {};
}
if (_.isUndefined(Memory.routeRange[fromRoom][toRoom])) {
// ensure start room object
let room = null;
if (fromRoom instanceof Room) room = fromRoom;
else room = Game.rooms[fromRoom];
if (_.isUndefined(room)) return Room.roomDistance(fromRoom, toRoom, false);
// get valid route to room (respecting environmental walls)
let route = room.findRoute(toRoom, false, false);
if (_.isUndefined(route)) return Room.roomDistance(fromRoom, toRoom, false);
// store path length for ever
Memory.routeRange[fromRoom][toRoom] = route == ERR_NO_PATH ? Infinity : route.length;
}
return Memory.routeRange[fromRoom][toRoom];
};
// turn brown flags into wall construction sites
// save positions in memory (to ignore them for repairing)
mod.pave = function(roomName) {
let flags = _.values(Game.flags).filter(flag => flag.pos.roomName == roomName && flag.color == COLOR_BROWN);
let val = Memory.pavementArt[roomName] === undefined ? '' : Memory.pavementArt[roomName];
let posMap = flag => 'x' + flag.pos.x + 'y' + flag.pos.y;
Memory.pavementArt[roomName] = val + flags.map(posMap).join('') + 'x';
let setSite = flag => flag.room.createConstructionSite(flag, STRUCTURE_WALL);
flags.forEach(setSite);
let remove = flag => flag.remove();
flags.forEach(remove);
};
mod.unpave = function(roomname) {
if (!Memory.pavementArt || !Memory.pavementArt[roomname]) return false;
let room = Game.rooms[roomname];
if (!room) return false;
let unpaved = structure => Memory.pavementArt[roomname].indexOf('x' + structure.pos.x + 'y' + structure.pos.y + 'x') >= 0;
let structures = room.structures.all.filter(unpaved);
let destroy = structure => structure.destroy();
if (structures) structures.forEach(destroy);
delete Memory.pavementArt[roomname];
return true;
};
mod.guid = function() {
return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function(c) {
var r = Math.random() * 16 | 0, v = c == 'x' ? r : (r & 0x3 | 0x8);
return v.toString(16);
});
};
Object.defineProperty(global, 'observerRequests', {
configurable: true,
get: function() {
return Util.get(global, '_observerRequests', []);
},
/**
* Pass an object containing room information to the requests
* @param {Object} request - `roomName` property required
*/
set: function(request) {
Util.get(global, '_observerRequests', []).push(request);
},
});
mod = _.bindAll(mod);