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task.attackController.js
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task.attackController.js
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// This task will react on Red/Cyan flags, sending a giant (RCL7 Req) claiming creep to the flags position.
let mod = {};
module.exports = mod;
// hook into events
mod.register = () => {};
// for each flag
mod.handleFlagFound = flag => {
// if it is a Green/Purple flag
if( flag.compareTo(FLAG_COLOR.invade.attackController) ){
// check if a new creep has to be spawned
Task.attackController.checkForRequiredCreeps(flag);
}
};
// check if a new creep has to be spawned
mod.checkForRequiredCreeps = (flag) => {
const roomName = flag.pos.roomName;
const room = Game.rooms[roomName];
// get task memory
let memory = Task.attackController.memory(flag);
// count creeps assigned to task
let count = memory.queued.length + memory.spawning.length + memory.running.length;
// if creep count below requirement spawn a new creep creep
if( count < 1 ) {
Task.spawn(
Task.attackController.creep.attackController, // creepDefinition
{ // destiny
task: 'attackController', // taskName
targetName: flag.name, // targetName
},
{ // spawn room selection params
targetRoom: flag.pos.roomName,
minEnergyCapacity: 9750,
maxRange: 5
},
creepSetup => { // onQueued callback
memory.queued.push({
room: creepSetup.queueRoom,
name: creepSetup.name
});
}
);
}
};
// when a creep starts spawning
mod.handleSpawningStarted = params => { // params: {spawn: spawn.name, name: creep.name, destiny: creep.destiny}
// ensure it is a creep which has been queued by this task (else return)
if ( !params.destiny || !params.destiny.task || params.destiny.task != 'attackController' )
return;
// get flag which caused queueing of that creep
let flag = Game.flags[params.destiny.targetName];
if (flag) {
// get task memory
let memory = Task.attackController.memory(flag);
// save spawning creep to task memory
memory.spawning.push(params);
// clean/validate task memory queued creeps
let queued = []
let validateQueued = o => {
let room = Game.rooms[o.room];
if(room.spawnQueueLow.some( c => c.name == o.name)){
queued.push(o);
}
};
memory.queued.forEach(validateQueued);
memory.queued = queued;
}
};
// when a creep completed spawning
mod.handleSpawningCompleted = creep => {
// ensure it is a creep which has been requested by this task (else return)
if (!creep.data || !creep.data.destiny || !creep.data.destiny.task || creep.data.destiny.task != 'attackController')
return;
// get flag which caused request of that creep
let flag = Game.flags[creep.data.destiny.targetName];
if (flag) {
// calculate & set time required to spawn and send next substitute creep
// TODO: implement better distance calculation
creep.data.predictedRenewal = creep.data.spawningTime + (routeRange(creep.data.homeRoom, flag.pos.roomName)*50);
// get task memory
let memory = Task.attackController.memory(flag);
// save running creep to task memory
memory.running.push(creep.name);
// clean/validate task memory spawning creeps
let spawning = []
let validateSpawning = o => {
let spawn = Game.spawns[o.spawn];
if( spawn && ((spawn.spawning && spawn.spawning.name == o.name) || (spawn.newSpawn && spawn.newSpawn.name == o.name))) {
count++;
spawning.push(o);
}
};
memory.spawning.forEach(validateSpawning);
memory.spawning = spawning;
}
};
// when a creep died (or will die soon)
mod.handleCreepDied = name => {
// get creep memory
let mem = Memory.population[name];
// ensure it is a creep which has been requested by this task (else return)
if (!mem || !mem.destiny || !mem.destiny.task || mem.destiny.task != 'attackController')
return;
// get flag which caused request of that creep
let flag = Game.flags[mem.destiny.targetName];
if (flag) {
// get task memory
let memory = Task.attackController.memory(flag);
// clean/validate task memory running creeps
let running = []
let validateRunning = o => {
let creep = Game.creeps[o];
// invalidate old creeps for predicted spawning
// TODO: better distance calculation
if( creep && creep.name != name && creep.data !== undefined && creep.data.spawningTime !== undefined && creep.ticksToLive > (creep.data.spawningTime + (routeRange(creep.data.homeRoom, flag.pos.roomName)*50) ) ) {
running.push(o);
}
};
memory.running.forEach(validateRunning);
memory.running = running;
}
};
// get task memory
mod.memory = (flag) => {
if( !flag.memory.tasks )
flag.memory.tasks = {};
if( !flag.memory.tasks.attackController ) {
flag.memory.tasks.attackController = {
queued: [],
spawning: [],
running: []
}
}
return flag.memory.tasks.attackController;
};
mod.nextAction = creep => {
// override behaviours nextAction function
// this could be a global approach to manipulate creep behaviour
//Attack, then claim, then recycle
let priority = [
Creep.action.attackController,
Creep.action.recycling
];
for(var iAction = 0; iAction < priority.length; iAction++) {
var action = priority[iAction];
if(action.isValidAction(creep) &&
action.isAddableAction(creep) &&
action.assign(creep)) {
return;
}
}
};
mod.creep = {
attackController: {
fixedBody: [],
multiBody: {
[CLAIM]: 5,
[MOVE]: 5,
},
minMulti: 1,
maxMulti: 4,
name: "Atk-Contr",
behaviour: "claimer",
queue: "Low"
},
};