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spawn.js
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spawn.js
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tables = require('tables')
claimer = require('claimer')
find = require('find')
function sum_cost(body){
return _.sum(body.map(part => BODYPART_COST[part.type || part] ));
}
population_table_default = {
carrier: 5,
fixed_carrier: 1,
worker: 2,
fixed_worker: 1,
claimer: 3,
harvester: 5,
harvester_work: 30,
healer: 0,
attacker: 0,
fighter: 3,
visitor: 6,
}
population_table_colony = {
carrier: 3,
fixed_carrier: 1,
worker: 3,
fixed_worker: 2,
claimer: 2,
harvester: 4,
harvester_work: 24,
healer: 0,
attacker: 0,
fighter: 2,
visitor: 4,
}
population_table = {
Spawn1: {},
Spawn2: {},
Spawn3: {},
Spawn4: {},
Spawn5: {},
Spawn7: {},
}
Object.assign(population_table.Spawn1, population_table_default)
Object.assign(population_table.Spawn2, population_table_default)
Object.assign(population_table.Spawn3, population_table_colony)
Object.assign(population_table.Spawn4, population_table_colony)
Object.assign(population_table.Spawn5, population_table_colony)
Object.assign(population_table.Spawn7, population_table_colony)
//population_table.Spawn1.carrier += 1
//population_table.Spawn1.worker += 1
//population_table.Spawn1.fixed_carrier += 1
//population_table.Spawn1.fixed_worker += 1
// population_table.Spawn1.attacker += 31
// todo: condicional pra ativar isso quando lotar os source da sala
//population_table.Spawn3.fixed_carrier += 1
population_table.Spawn3.carrier += 1
//population_table.Spawn5.fixed_worker -= 1
//population_table.Spawn5.worker -= 1
population_table.Spawn5.carrier += 2
population_table.Spawn5.harvester_work += 6
population_table.Spawn5.harvester += 1
population_table.Spawn7.carrier += 1
population_table.Spawn7.fixed_worker = 3
population_table.Spawn7.claimer = 0
population_table.Spawn7.harvester -= 1
const upper_limit_ = [
0,
30E3,
70E3,
140E3,
280E3,
500E3,// lvl 5
800E3,
1.5E6,
2.0E6,
]
spawn_upper_limit = {
Spawn1: upper_limit_.slice(0),
Spawn2: upper_limit_.slice(0),
Spawn3: upper_limit_.slice(0),
Spawn4: upper_limit_.slice(0),
Spawn5: upper_limit_.slice(0),
Spawn7: upper_limit_.slice(0),
}
spawn_upper_limit.Spawn1[8] = 3.5E6
spawn_upper_limit.Spawn2[8] = 3.5E6
spawn_upper_limit.Spawn5[6] = upper_limit_[5]
spawn_upper_limit.Spawn5[7] = upper_limit_[5]
spawn_upper_limit.Spawn4[8] = upper_limit_[7]
room_to_spawn = {
W39S59: 'Spawn1',
W37S57: 'Spawn2',
W36S57: 'Spawn3',
W35S58: 'Spawn4',
W34S59: 'Spawn5',
W34S58: 'Spawn7',
}
spawn_to_spawns = {
Spawn1: ['Spawn1','Spawn11','Spawn12'],
Spawn2: ['Spawn2','Spawn21','Spawn6'],
Spawn3: ['Spawn3','Spawn31'],
Spawn4: ['Spawn4','Spawn41','Spawn42'],
Spawn5: ['Spawn5','Spawn51'],
Spawn7: ['Spawn7'],
}
spawn_to_link = {
Spawn1: '57b81dcd2aaf9f94430da26f',
Spawn2: '57c29e26d31a5f1d6767fdde',
Spawn3: '57d2f495d6eac16a7294db44',
Spawn4: '57da20f48e9ccf7c4ad84e0f',
Spawn5: '57f9b3cf5a04bef70bb06b9f',
Spawn7: '580c0663c4b4241c14787ae8',
}
const MIN_COST_FACTOR = 0.6
lower_ticks_limit = 300
upper_ticks_limit = 1480
maximum_general_e_cost = 100
minimum_general_cost = 1300
function look_for_flag(color, s){
let flags = s.pos.lookFor(LOOK_FLAGS)
if (flags.length){
flags = flags.filter(s => s.color === color)
if (flags.length){
return true
}
}
return false
}
look_for_flag = _.curry(look_for_flag)
function is_damaged_(s, rate, check_for_flag){
//return s && s.structureType !== STRUCTURE_CONTROLLER &&
return s && (!check_for_flag || !look_for_flag(COLOR_BROWN, s)) &&
s.structureType !== STRUCTURE_CONTROLLER &&
s.hits < Math.min(s.hitsMax,
s.hitsMax * rate,
Memory.upper_limit[s.room.name] * rate)
}
function is_damaged_up(s){
return is_damaged_(s, 1.02)
}
function is_damaged(s){
return is_damaged_(s, 1)
}
function is_damaged_half(s){
return is_damaged_(s, 0.9)
}
function is_damaged_down(s){
return is_damaged_(s, 0.8)
}
// TODO: Existem 2 my_rooms, esse e o vetor em tables
function my_rooms(s){
return s && s.pos && tables.my_rooms().indexOf(s.pos.roomName) !== -1;
}
StructureSpawn.prototype.population = function (role){
return population_table[this.room_name()]
}
StructureSpawn.prototype.room_name = function (){
if (this.name in population_table){
return this.name
} else {
return room_to_spawn[this.room.name]
}
}
DEBUG = false
/*
DEBUG = true
population_table.Spawn5.carrier += 1
*/
StructureSpawn.prototype.create = function (role, bodies, memory){
let costs = bodies.map(sum_cost);
// console.log('costs', costs)
let body;
if (memory === undefined){
memory = {};
}
for (var i=costs.length - 1; i >= 0; i--){
if (costs[i] <= this.room.energyAvailable){
body = bodies[i];
break;
}
}
// TODO: Retestar essa condicao com s.pawns pequenos
// Talvez aconteça de não poder construir nenhum que
// passe no >=
// tambem seria bom aceitar sempre que for o unico < capacity
if (body &&
(costs[i] > MIN_COST_FACTOR * this.room.energyCapacityAvailable ||
i === bodies.length - 1 ||
this.counters()[role] === 0)){
if (i === (bodies.length - 1)){
memory.top_tier = true
}
let ret
if (DEBUG){
ret = 'Gasparzinho'
} else {
ret = this.createCreep(body)
}
if (typeof ret === 'string'){
this.counters()[role] += 1
console.log(this.name, 'spawning', ret, body.length, costs[i], body.map(s => s.slice(0,2)))
memory.role = role
Memory.creeps[ret] = memory
return ret
} else if (ret === ERR_BUSY){
//console.log('spawn busy')
} else if (ret === ERR_NOT_ENOUGH_ENERGY){
console.log('not enough energy to spawn', role)
} else {
console.log('cant spawn:', ret)
}
}
return -1
}
StructureSpawn.prototype.counters = function(){
return counters[this.room_name()]
}
function renew_filter(spawn, creep){
return creep.id &&
creep.memory.spawn === spawn.room_name() &&
creep.memory.role !== 'harvester' &&
creep.memory.role !== 'worker' &&
(creep.memory.roaming === false ||
creep.room.name === spawn.room.name ) &&
// (creep.room.name === spawn.room.name &&
// sum_cost(creep.body) / creep.body.length < maximum_general_e_cost)) &&
sum_cost(creep.body) > minimum_general_cost &&
!creep.has(CLAIM) &&
spawn_filled[spawn.room_name()]
}
Room.prototype.feel_hostile = function()
{
let level = 0
return this.find(FIND_HOSTILE_CREEPS).length
}
StructureSpawn.prototype.act = function()
{
let memory_ = {spawn: this.room_name()};
let towerless_rooms = tables.towerless_rooms()[this.room_name()]
let source_rooms = tables.source_rooms()[this.room_name()]
let spawn_fighter = false;
fighters = find(FIND_MY_CREEPS, {
filter: c => c.has(ATTACK),
})
if (Memory.room_last_seen === undefined) {
Memory.room_last_seen = {};
}
if (Memory.last_fighter === undefined) {
Memory.last_fighter = {};
}
if (Memory.last_claimer === undefined) {
Memory.last_claimer = {};
}
for (let i in towerless_rooms){
let name = towerless_rooms[i]
let room = Game.rooms[name]
if (room){
spawn_fighter = room.feel_hostile()
let fighters_ = _.filter(fighters, c => c.memory.spawn === this.room_name())
let engaged_fighters = _.filter(fighters_, c => c.memory.target_room === name)
if (spawn_fighter && (!engaged_fighters.length || engaged_fighters[0] === undefined)){
if (this.counters().fighter < this.population().fighter){
memory_.target_room = name;
memory_.done = false;
} else {
let idle_fighters = _.filter(fighters_, c => c.memory.done)
if (idle_fighters.length){
idle_fighters[0].memory.target_room = name
idle_fighters[0].memory.done = false
} else {
console.log('Fighter quota exceeded, all fighters engaging... Oh shit!')
}
spawn_fighter = false
}
break
} else {
spawn_fighter = false
}
}
}
for (let i in tables.visit_rooms()[this.room_name()]){
let name = tables.visit_rooms()[this.room_name()][i]
let room = Game.rooms[name]
let visitor = _.filter(Game.creeps, c => c.memory.role === 'visitor' &&
c.memory.target_room === name)
if (visitor.length){
let idx = Memory.to_visit[this.room_name()].indexOf(name)
if (idx !== -1){
Memory.to_visit[this.room_name()].splice(idx,1)
}
}
if (!room){
let last_seen = Memory.room_last_seen[name]
if ((last_seen === undefined || Game.time - last_seen >= 30) &&
visitor.length === 0 &&
Memory.to_visit[this.room_name()].indexOf(name) === -1){
Memory.to_visit[this.room_name()].push(name)
}
} else {
Memory.room_last_seen[name] = Game.time
}
}
carrier_bodies = [[CARRY,CARRY,MOVE],
[CARRY,CARRY,CARRY,CARRY,MOVE,MOVE],
[CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,MOVE,MOVE,MOVE],
[CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,MOVE,MOVE,MOVE,MOVE],
[CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,MOVE,MOVE,MOVE,MOVE,MOVE],
[CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE],
[CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE],
[CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE],
[CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE],
[CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE],
[CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE],
[CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,CARRY,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE]
]
let role = '';
if ((this.counters().fighter < this.population().attacker ||
(spawn_fighter && (Game.time - (Memory.last_fighter[this.room_name()] || 0) > 300))) &&
this.counters().fighter < this.population().fighter){
role = 'f'
ret = this.create('fighter',
[[TOUGH,TOUGH,TOUGH,TOUGH,ATTACK,ATTACK,ATTACK,ATTACK,MOVE,MOVE,MOVE,MOVE],
[TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,ATTACK,ATTACK,ATTACK,ATTACK,ATTACK,MOVE,MOVE,MOVE,MOVE,MOVE],
[TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,ATTACK,ATTACK,ATTACK,ATTACK,ATTACK,ATTACK,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE],
[TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,ATTACK,ATTACK,ATTACK,ATTACK,ATTACK,ATTACK,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,HEAL,HEAL,HEAL],
[TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,ATTACK,ATTACK,ATTACK,ATTACK,ATTACK,ATTACK,ATTACK,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,HEAL,HEAL,HEAL,HEAL],
[TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,ATTACK,ATTACK,ATTACK,ATTACK,ATTACK,ATTACK,ATTACK,ATTACK,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,HEAL,HEAL,HEAL,HEAL,HEAL],
// [TOUGH,TOUGH,TOUGH,TOUGH,TOUGH,ATTACK,ATTACK,ATTACK,ATTACK,ATTACK,ATTACK,ATTACK,ATTACK,ATTACK,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,HEAL,HEAL,HEAL,HEAL,HEAL,HEAL],
], memory_);
if (typeof ret === 'string'){
Memory.last_fighter[this.room_name()] = Game.time
}
} else if (this.counters().carrier < 1){
role = 'c'
ret = this.create('carrier', carrier_bodies, memory_);
} else if (this.counters().harvester_work < this.population().harvester_work &&
this.counters().harvester < this.population().harvester){
role = 'h';
ret = this.create('harvester',
[[WORK,WORK,MOVE],
[WORK,WORK,WORK,MOVE],
[WORK,WORK,WORK,WORK,MOVE],
[WORK,WORK,WORK,WORK,WORK,MOVE],
[WORK,WORK,WORK,WORK,WORK,MOVE,CARRY],
[WORK,WORK,WORK,WORK,WORK,MOVE,MOVE,CARRY],
[WORK,WORK,WORK,WORK,WORK,MOVE,MOVE,MOVE,CARRY],
[WORK,WORK,WORK,WORK,WORK,WORK,MOVE,MOVE,MOVE,MOVE,CARRY],
], memory_);
} else if (this.counters().carrier < this.population().carrier){
role = 'c'
ret = this.create('carrier', carrier_bodies, memory_);
} else if (this.counters().worker < this.population().worker){
role = 'w'
ret = this.create('worker',
[[WORK,WORK,CARRY,MOVE],
[WORK,WORK,CARRY,CARRY,MOVE,MOVE],
[WORK,WORK,WORK,CARRY,MOVE,MOVE],
[WORK,WORK,WORK,WORK,CARRY,CARRY,MOVE,MOVE,MOVE],
[WORK,WORK,WORK,WORK,WORK,WORK,CARRY,CARRY,MOVE,MOVE,MOVE,MOVE],
[WORK,WORK,WORK,WORK,WORK,WORK,WORK,CARRY,CARRY,CARRY,MOVE,MOVE,MOVE,MOVE,MOVE],
[WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,CARRY,CARRY,CARRY,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE],
[WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,CARRY,CARRY,CARRY,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE],
[WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,CARRY,CARRY,CARRY,CARRY,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE],
[WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,WORK,CARRY,CARRY,CARRY,CARRY,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE,MOVE],
], memory_);
} else if (claimer.spawn(this.name) ||
(this.counters().claimer < this.population().claimer &&
(Game.time - (Memory.last_claimer[this.room_name()] || 0) > 150))){
role = 'cl'
if (claimer.spawn(this.name)){
memory_.target_room = claimer.target
}
if (claimer.spawn()){
ret = this.create('claimer', [[CLAIM,CLAIM,MOVE,MOVE]], memory_);
} else {
ret = this.create('claimer', [[CLAIM,MOVE]], memory_);
}
if (typeof ret === 'string'){
Memory.last_claimer[this.room_name()] = Game.time
if (claimer.spawn(this.name)){
Memory.conqueror = ret
}
}
} else if (this.counters().healer < this.population().healer){
role = 'he'
ret = this.create('healer', healer.parts, memory_);
} else if (this.counters().visitor < this.population().visitor &&
Memory.to_visit[this.room_name()] && Memory.to_visit[this.room_name()].length && Memory.to_visit[this.room_name()][0]){
memory_.target_room = Memory.to_visit[this.room_name()][0]
role = 'v'
ret = this.create('visitor', [[MOVE],], memory_)
}
auto_recycle = true
if (!role &&
this.room.energyAvailable >= this.room.energyCapacityAvailable * 0.95){
for (let key in Game.creeps){
let creep = Game.creeps[key];
if (creep.memory.spawn === this.room_name()){
let cost = sum_cost(creep.body);
if (!creep.memory.top_tier &&
((cost < 650 &&
this.room.energyCapacityAvailable >= 650 &&
creep.memory.role === 'harvester') ||
(cost < 550 &&
this.room.energyCapacityAvailable >= 550 &&
creep.memory.role === 'harvester') ||
(auto_recycle &&
(cost < MIN_COST_FACTOR * this.room.energyCapacityAvailable) &&
(creep.memory.role === 'worker' ||
creep.memory.role === 'carrier')))){
if (!creep.memory.recycle){
// O if apenas evita printar varias vezes a mesma mensagem
// A mensagem só parava quando a energia caía, seja pelo spawn de um
// creep pra substituir o que será reciclado ou por algum outro motivo
// Caso a energia não caia, não tem problema passar várias vezes por aqui,
// exceto pela CPU desperdiçada
console.log(this.room_name(), 'recycling', creep.name, creep.body.length, cost)
creep.memory.recycle = true;
}
break
}
}
}
}
let to_renew = Memory.renewing[this.name] &&
Game.getObjectById(Memory.renewing[this.name])
if (to_renew &&
(!renew_filter(this, to_renew) ||
to_renew.ticksToLive >= upper_ticks_limit)){
to_renew = null
delete Memory.renewing[this.name]
}
if (this.spawning){
to_renew = null
} else if (!role && !to_renew){
for (let key in Game.creeps){
let creep = Game.creeps[key];
if (renew_filter(this, creep) &&
creep.ticksToLive < lower_ticks_limit &&
!creep.renewing()){
to_renew = creep
Memory.renewing[this.name] = to_renew.id
break
}
}
}
if (this.room.energyAvailable < .5 * this.room.energyCapacityAvailable){
// Do nothing: Not enough energy
} else if (to_renew){
// console.log(this.name, 'renewing', to_renew.name)
if (!to_renew.pos.isNearTo(this)){
to_renew.moveTo(this)
}
this.renewCreep(to_renew)
if (to_renew.ticksToLive >= upper_ticks_limit){
delete Memory.renewing[this.name]
}
} else if (false){ // Desativado pra evitar sobrecarregar os carriers
// que repõem essa energia
if (Memory.renewing[this.name]){
delete Memory.renewing[this.name]
}
let near = this.pos.findInRange(FIND_MY_CREEPS, 1)
if (near.length && near[0] !== undefined){
for (let i in near){
if (near[i] && sum_cost(near[i].body) > 900){
this.renewCreep(near[i])
}
}
}
}
}
function update(){
module.exports.sites = {Spawn1:[],Spawn2:[],Spawn3:[],Spawn4:[],Spawn5:[],Spawn7:[]}
damaged = Object.keys(Game.structures).map(key => Game.structures[key])
let neutral = find(FIND_STRUCTURES);
damaged = damaged.concat(neutral.filter(my_rooms));
if (Memory.unwanted_structures !== undefined){
damaged = damaged.filter(s => Memory.unwanted_structures.indexOf(s.id) === -1)
}
damaged = damaged.filter(is_damaged);
damaged_half = damaged.filter(is_damaged_half);
damaged_down = damaged_half.filter(is_damaged_down);
for (let key in Game.constructionSites){
let site = Game.constructionSites[key]
if (site.room && site.room.name in room_to_spawn){
module.exports.sites[room_to_spawn[site.room.name]].push(site)
}
}
for (let site in damaged_down){
if (site.room && site.room.name in room_to_spawn){
module.exports.sites[room_to_spawn[site.room.name]].push(site)
}
}
if (Memory.upper_limit === undefined){
Memory.upper_limit = {};
}
for (let i in tables.my_rooms()){
let name = tables.my_rooms()[i]
if (Memory.upper_limit[name] === undefined){
Memory.upper_limit[name] = upper_limit_[3]
}
}
module.exports.counters = counters = {}
counters['Spawn7'] = {}
for (let name in Game.spawns){
counters[name] = {
creeps: 0,
idle: 0,
idle_delivering: 0,
idle_workers: 0,
worker: 0,
fixed_worker: 0,
carrier: 0,
fixed_carrier: 0,
harvester: 0,
fighter: 0,
claimer: 0,
healer: 0,
harvester_work: 0,
visitor: 0
}
}
let roaming_carriers = {Spawn1:[],Spawn2:[],Spawn3:[],Spawn4:[],Spawn5:[],Spawn7:[]}
roaming_carriers.Spawn11 = roaming_carriers.Spawn1
roaming_carriers.Spawn21 = roaming_carriers.Spawn2
let roaming_workers = {Spawn1:[],Spawn2:[],Spawn3:[],Spawn4:[],Spawn5:[],Spawn7:[]}
roaming_workers.Spawn11 = roaming_workers.Spawn1
roaming_workers.Spawn21 = roaming_workers.Spawn2
let fixed_carriers = {Spawn1:[],Spawn2:[],Spawn3:[],Spawn4:[],Spawn5:[],Spawn7:[]}
fixed_carriers.Spawn11 = fixed_carriers.Spawn1
fixed_carriers.Spawn21 = fixed_carriers.Spawn2
let fixed_workers = {Spawn1:[],Spawn2:[],Spawn3:[],Spawn4:[],Spawn5:[],Spawn7:[]}
fixed_workers.Spawn11 = fixed_workers.Spawn1
fixed_workers.Spawn21 = fixed_workers.Spawn2
for (let name in Game.creeps){
let creep = Game.creeps[name]
let spawn = Game.spawns[creep.memory.spawn]
let counters_ = counters[creep.memory.spawn]
if (!creep.id){
continue
}
if (creep.memory.recycle){
continue
}
counters_[creep.memory.role] += 1
counters_['creeps'] += 1
if (creep.memory.role === 'harvester'){
counters_.harvester_work += creep.has(WORK)
} else if (creep.memory.role === 'carrier'){
if (!creep.memory.roaming){
counters_.fixed_carrier += 1;
fixed_carriers[creep.memory.spawn].push(creep)
} else {
roaming_carriers[creep.memory.spawn].push(creep)
}
} else if (creep.memory.role === 'worker'){
if (!creep.memory.roaming){
counters_.fixed_worker += 1;
fixed_workers[creep.memory.spawn].push(creep)
} else {
roaming_workers[creep.memory.spawn].push(creep)
}
}
/*
} else if (creep.memory.role === 'visitor'){
} else if (creep.memory.role === 'fighter'){
} else if (creep.memory.role === 'healer'){
} else if (creep.memory.role === 'claimer'){
}
*/
}
spawn_filled = {}
tower_filled = {}
link_filled = {}
for (let i in Game.spawns){
let spawn = Game.spawns[i]
let room = spawn.room
if (spawn.room_name() !== spawn.name ||
!Game.spawns[spawn.name]){
continue
}
if (Memory.to_visit === undefined){
Memory.to_visit = {}
}
if (Memory.room_filled === undefined){
Memory.room_filled = {}
}
if (Memory.to_visit[spawn.name] === undefined){
Memory.to_visit[spawn.name] = []
}
if (Memory.room_filled[spawn.name] === undefined){
Memory.room_filled[spawn.name] = {}
}
spawn_filled[spawn.name] = room.energyAvailable >= 0.65 * room.energyCapacityAvailable;
tower_filled[spawn.name] = true;
link_filled[spawn.name] = true;
let towers = room.find(FIND_MY_STRUCTURES, {
filter: s => s.structureType === STRUCTURE_TOWER
})
if (towers.length && towers[0]){
for (let i in towers){
let tower = towers[i]
if (tower.energy < tower.energyCapacity - 400){
tower_filled[spawn.name] = false
break
}
}
}
let link = Game.getObjectById(spawn_to_link[spawn.name])
if (link && link.energy < 650){
link_filled[spawn.name] = false;
}
room_filled_transition = {}
room_filled_transition[spawn.name] = (room_filled(spawn.name) && 1 || 0) - (Memory.room_filled[spawn.name] && 1 || 0)
Memory.room_filled[spawn.name] = room_filled(spawn.name)
room_filled_transition[spawn.name]
Memory.upper_limit[room.name] = spawn_upper_limit[spawn.name][room.controller.level];
let counters_ = counters[spawn.name]
if (counters_.fixed_carrier < spawn.population().fixed_carrier){
while(counters_.fixed_carrier < spawn.population().fixed_carrier &&
roaming_carriers[spawn.name].length && roaming_carriers[spawn.name][0]){
counters_.fixed_carrier += 1;
let creep = roaming_carriers[spawn.name].pop()
creep.memory.roaming = false
delete creep.memory.procure
delete creep.memory.move_
}
} else {
while(counters_.fixed_carrier > spawn.population().fixed_carrier &&
fixed_carriers[spawn.name].length && fixed_carriers[spawn.name][0]){
counters_.fixed_carrier -= 1;
let creep = fixed_carriers[spawn.name].pop()
creep.memory.roaming = true
delete creep.memory.procure
delete creep.memory.move_
}
}
if (counters_.fixed_worker < spawn.population().fixed_worker){
while (counters_.fixed_worker < spawn.population().fixed_worker &&
roaming_workers[spawn.name].length && roaming_workers[spawn.name][0]){
counters_.fixed_worker += 1;
let creep = roaming_workers[spawn.name].pop()
creep.memory.roaming = false
delete creep.memory.procure
delete creep.memory.maintenance
delete creep.memory.move_
}
} else {
while (counters_.fixed_worker > spawn.population().fixed_worker &&
fixed_workers[spawn.name].length && fixed_workers[spawn.name][0]){
counters_.fixed_worker -= 1;
let creep = fixed_workers[spawn.name].pop()
creep.memory.roaming = true
delete creep.memory.procure
delete creep.memory.maintenance
delete creep.memory.move_
}
}
}
}
function report(){
let elapsed_time = Memory.last_stats && (Date.now() - +Memory.last_stats.date) / 1000.
if (Game.time % 2000 === 0){
console.log('generating a new report')
let filled = {}
let storage = {}
let cp = {}
filled.spawn_filled = Object.assign({}, spawn_filled)
filled.tower_filled = Object.assign({}, tower_filled)
filled.link_filled = Object.assign({}, link_filled)
let counters_ = {}
for (let name in population_table){
counters_[name] = counters[name]
storage[name] = Game.spawns[name].room.storage.store[RESOURCE_ENERGY]
cp[name] = Game.spawns[name].room.controller.progress
}
// console.log(sub_2({a:[2]},{a:[1]}).a[0])
Memory.message = summary_stats(counters_, filled, storage, cp)
if (Memory.last_stats === undefined){
Memory.last_stats = {}
}
if (Memory.last_stats.counters === undefined){
Memory.last_stats.counters = {}
}
if (Memory.last_stats.filled === undefined){
Memory.last_stats.filled = {}
}
if (Memory.last_stats.storage === undefined){
Memory.last_stats.storage = {}
}
if (Memory.last_stats.cp === undefined){
Memory.last_stats.cp = {}
}
// message += '\n\nLast:\n' + summary_stats(Memory.last_stats.counters, Memory.last_stats.filled)
let counters_diff = sub_2(counters_, Memory.last_stats.counters)
let filled_diff = sub_2(filled, Memory.last_stats.filled)
let storage_diff = sub(storage, Memory.last_stats.storage)
let cp_diff = sub(cp, Memory.last_stats.cp)
Memory.message.push('Diferenças (depois de ' + (Game.time - +Memory.last_stats.time) + ' ticks ou ' +
elapsed_time + ' segundos):')
Memory.message = Memory.message.concat(summary_stats(counters_diff, filled_diff, storage_diff, cp_diff))
//console.log(message)
Memory.last_stats.counters = Object.assign({}, counters_)
Memory.last_stats.filled = Object.assign({}, filled)
Memory.last_stats.storage = Object.assign({}, storage)
Memory.last_stats.cp = Object.assign({}, cp)
Memory.last_stats.time = Game.time
Memory.last_stats.date = Date.now()
}
if (Memory.message === undefined){
Memory.message = []
}
let notify_count = 0
while (Memory.message.length && notify_count < 20){
let message = Memory.message.splice(0, 1)
Game.notify(message)
console.log(message)
notify_count++;
}
}
function sub_2(a, b){
let ret = {}
for (let key in a){
//if (key in a && key in b){
if (key in b){
ret[key] = sub(a[key], b[key])
}
/*
} else {
console.log('Erro', key, 'ausente')
console.log(a,b)
break
}*/
}
return ret
}
function sub(a, b) {
return _.mapValues(a, function(value,key){
return +(value) - +(b[key])
})
}
function summary_stats(counters, filled, storage, cp){
let TABULATION = 8
let message = [['','spawn', 'tower','link','storage','cp'].concat(_.keys(counters.Spawn1))
.map(to_fixed_size(TABULATION - 1)).join(' ')]
for (let name in counters){
let counters_ = counters[name]
message.push(['S' + name.slice(5,7),
+filled.spawn_filled[name],
+filled.tower_filled[name],
+filled.link_filled[name],
storage[name].toPrecision(3),
cp[name].toPrecision(3),
].concat(_.values(counters_))
.map(to_fixed_size(TABULATION)).join(''))
}
return message
}
function room_filled(spawn_name){
return spawn_filled[spawn_name] &&
tower_filled[spawn_name] &&
link_filled[spawn_name]
}
function to_fixed_size(size, s){
s = _(s).toString()
return _.padRight(s.slice(0,size), size)
}
to_fixed_size = _.curry(to_fixed_size)
sites = {}
spawn_filled = {}
tower_filled = {}
link_filled = {}
room_filled_transition = {}
damaged = []
damaged_down = []
damaged_half = []
module.exports = {
look_for_flag: look_for_flag,
report: report,
sum_cost: sum_cost,
counters: undefined,
sites: sites,
damaged: () => damaged,
damaged_half: () => damaged_half,
damaged_down: () => damaged_down,
is_damaged_up: is_damaged_up,
is_damaged: is_damaged,
is_damaged_half: is_damaged_half,
is_damaged_down: is_damaged_down,
room_to_spawn: room_to_spawn,
spawn_to_spawns: spawn_to_spawns,
my_rooms: my_rooms,
room_filled: room_filled,
spawn_filled: () => spawn_filled,
tower_filled: () => tower_filled,
link_filled: () => link_filled,
room_filled_transition: () => room_filled_transition,
update: update,
}