forked from VladThePaler/screeps.behaviour-action-pattern
-
Notifications
You must be signed in to change notification settings - Fork 0
/
task.pioneer.js
205 lines (199 loc) · 7.35 KB
/
task.pioneer.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
// This task will react on pioneer flags - 4 for Green/White, 1 for Green/Red
let mod = {};
module.exports = mod;
// hook into events
mod.register = () => {};
mod.handleRoomDied = room => {
const recoveryType = 'collapseWorker';
if (room.population && room.population.typeCount[recoveryType]) {
return;
}
// try to spawn a worker
let pioneer = true;
if( room.energyAvailable > 199 ) {
// flush high queue
room.spawnQueueHigh.splice(0, room.spawnQueueHigh.length);
pioneer = !Task.spawn(
Task.pioneer.creep.worker, // creepDefinition
{ // destiny
task: recoveryType, // taskName
targetName: room.name // targetName
},
{ // spawn room selection params
explicit: room.name
}
);
}
if( pioneer ){
// ensure room has a pioneer flag
let flag = FlagDir.find(FLAG_COLOR.claim.pioneer, room);
if( !flag ){
room.newFlag(FLAG_COLOR.claim.pioneer);
}
}
}
// for each flag
mod.handleFlagFound = flag => {
// if it is a pioneer single or spawn
if( flag.compareTo(FLAG_COLOR.claim.pioneer)){
// check if a new creep has to be spawned
Task.pioneer.checkForRequiredCreeps(flag);
}
};
// check if a new creep has to be spawned
mod.checkForRequiredCreeps = (flag) => {
//only when room is owned
if( !flag || (flag.room && !flag.room.my && !flag.room.reserved)) {
if (!PIONEER_UNOWNED) {
return console.log("Pioneer room not owned", Util.stack());
}
const owner = flag.room.owner || flag.room.reservation;
if (owner && !Task.reputation.isAlly(owner)) {
return logError(`Pioneer target room owned by ${owner}`);
}
}
// get task memory
let memory = Task.pioneer.memory(flag);
// decide number of pioneers required
let count = memory.queued.length + memory.spawning.length + memory.running.length;
// count creeps assigned to task
// if creep count below requirement spawn a new creep creep
if( count < 1 ) {
Task.spawn(
Task.pioneer.creep.pioneer, // creepDefinition
{ // destiny
task: 'pioneer', // taskName
targetName: flag.name, // targetName
flagName: flag.name // custom
},
{ // spawn room selection params
targetRoom: flag.pos.roomName,
minEnergyCapacity: 400, // weight of fixedBody
rangeRclRatio: 2 // stronger preference of higher RCL rooms
},
creepSetup => { // callback onQueued
let memory = Task.pioneer.memory(Game.flags[creepSetup.destiny.targetName]);
memory.queued.push({
room: creepSetup.queueRoom,
name: creepSetup.name,
targetName: flag.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 != 'pioneer' )
return;
// get flag which caused queueing of that creep
let flag = Game.flags[params.destiny.flagName];
if (flag) {
// get task memory
let memory = Task.pioneer.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.spawnQueueMedium.some( c => c.name == o.name)) || (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 != 'pioneer')
return;
// get flag which caused request of that creep
let flag = Game.flags[creep.data.destiny.flagName];
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.pioneer.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 != 'pioneer')
return;
// get flag which caused request of that creep
let flag = Game.flags[mem.destiny.flagName];
if (flag) {
// get task memory
let memory = Task.pioneer.memory(flag);
// clean/validate task memory running creeps
let running = []
let validateRunning = o => {
// invalidate dead or old creeps for predicted spawning
let creep = Game.creeps[o];
// invalidate old creeps for predicted spawning
if( !creep || !creep.data ) return
// TODO: better distance calculation
let prediction;
if( creep.data.predictedRenewal ) prediction = creep.data.predictedRenewal;
else if( creep.data.spawningTime ) prediction = (creep.data.spawningTime + (routeRange(creep.data.homeRoom, flag.pos.roomName)*50));
else prediction = (routeRange(creep.data.homeRoom, flag.pos.roomName)+1) * 50;
if( creep.name != name && creep.ticksToLive > prediction ) {
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.pioneer ) {
flag.memory.tasks.pioneer = {
queued: [],
spawning: [],
running: []
}
}
return flag.memory.tasks.pioneer;
};
mod.creep = {
pioneer: {
fixedBody: {
[CARRY]: 2,
[MOVE]: 2,
[WORK]: 2,
},
multiBody: [WORK, MOVE, CARRY],
name: "pioneer",
behaviour: "pioneer",
queue: 'Low'
},
worker: {
fixedBody: [MOVE, CARRY, WORK],
behaviour: 'collapseWorker',
queue: 'High'
}
};