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main.js
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let roleHarvester = require('role.harvester');
let roleResourceMover = require('role.resource.mover');
let roleSalvager = require('role.salvager');
let roleUpgrader = require('role.upgrader');
let roleBuilder = require('role.builder');
let roleMiner = require('role.miner');
let roleWarrior = require('role.warrior');
let gatherEnergy = require('task.gather.energy')
let recycleCreep = require('creep.recycle')
let creepSpecs = require('creep.specs')
let buildCreep = require('buildCreep')
const Traveler = require('traveler')
const roleScout = require('role.scout');
const roleRepairer = require('role.repairer');
const renewCreep = require('renew.creep')
const renewCheck = require('renew.check')
// let idleCreep = require('idleCreep')
let roleClaimer = require('role.claimer')
let creepsFullPopulation = false
let numCreeps = 0
let taskTransferResources = require('task.resource.transfer');
for (let name in Game.creeps) {
console.log(`🚀 ~ file: main.js:23 ~ name:`, name)
numCreeps++
}
// explore Traveler.js
// let pos = Game.creeps['harvester-sameroom-level-3-26228040'].pos
// let sk = Game.getObjectById('5bbcac869099fc012e6359ec')
// let sks = Game.getObjectById('5bbcac869099fc012e6359eb')
// let skbot = Game.getObjectById('6047ebbafc4bbeed6eb13ac1')
// let aBuilder = Game.getObjectById('6047e312dc2f33540f6f449e')
// // let tp = pos.FindPathTo(Game.getObjectById['6047d7d7f201b67fa1efd0e8'])
// console.log(`:::---::: explore Traveler.js: source keeper::: ${sk} ${JSON.stringify(sk)}`)
// console.log(`:::---::: explore Traveler.js: SK source keeper::: ${sks} ${JSON.stringify(sks)}`)
// console.log(`:::---::: explore Traveler.js: SK fighter ::: ${skbot} ${JSON.stringify(skbot)}`)
// console.log(`:::---::: explore Traveler.js: my builder::: ${aBuilder} ${JSON.stringify(aBuilder)}`)
// console.log(`:::---::: explore Traveler.js: source keeper ${JSON.stringify(tp)}`)
let spawn = Game.spawns['Spawn1']
let home = spawn.room
let spawnPriority = "false"
let rc = home.controller
let rcl = rc.level
let creepLevelGroups = creepSpecs(rcl)
// !!! IMPORTANT !!! MUST ensure there is creep spec data before leveling up RCL, otherwise no new creeps will be spawned.
let creepGroups = creepLevelGroups[rcl - 1].specs
// priorities for energy harvester creeps: ["fillStorage", "fillRoomEnergy", "powerTowers", "upgradeController" ]
let energyHarvesterCreepsPriorities = ["fillStorage", "fillRoomEnergy", "powerTowers", "upgradeController"]
let emergencySpawn = false
let creepTaskPriority
let hostiles = home.find(FIND_HOSTILE_CREEPS);
// let hostiles = home.find(FIND_HOSTILE_CREEPS, {
// filter: (c) => c.owner.username != "cplive" && c.owner.username != "Brun1L" && c.owner.username != "mrmartinstreet"
// });
let hostilesInRoom
if (hostiles[0]) {
hostilesInRoom = true
}
// roleTower.run(home)
// for (let creepType in creepGroups) {
// let c = creepGroups[creepType]
// console.log(`${creepType} costs: ${c.cost}`)
// }
let everyHundredCounter = 100
let everyFiveCounter = 5
let renewCreepTimer = 0
require('prototype.tower')
module.exports.loop = function () {
spawn = Game.spawns['Spawn1']
home = spawn.room
let towers = home.find(FIND_MY_STRUCTURES, { filter: { structureType: STRUCTURE_TOWER } });
for (let i in towers) {
let tower = towers[i]
tower.defend()
}
for (let name in Memory.creeps) {
if (!Game.creeps[name]) {
delete Memory.creeps[name];
console.log('Clearing non-existing creep memory:', name);
}
}
// // some logs to look at what's in the room
let allMyStructures = spawn.room.find(FIND_MY_STRUCTURES)
// console.log(`🚀 ~ file: main.js:83 ~ allMyStructures:`, allMyStructures)
// let allHostileStructures = spawn.room.find(FIND_HOSTILE_STRUCTURES)
// console.log(`🚀 ~ file: main.js:86 ~ allHostileStructures:`, allHostileStructures)
// let allStructures = spawn.room.find(FIND_STRUCTURES)
// console.log(`🚀 ~ file: main.js:86 ~ allStructures:`, allStructures)
// let allRuins = spawn.room.find(FIND_RUINS)
// console.log(`🚀 ~ file: main.js:86 ~ allRuins:`, allRuins)
// let allMinerals = spawn.room.find(FIND_MINERALS)
// console.log(`🚀 ~ file: main.js:86 ~ allMinerals:`, allMinerals)
rc = home.controller
rcl = rc.level
let energy = spawn.room.energyAvailable;
let roomEnergyCapacity = spawn.room.energyCapacityAvailable;
let currentEnergyAvailable = spawn.room.energyAvailable
// let creepLevelGroups = buildCreep(roomEnergyCapacity)
let roomCreeps = Game.creeps
let creepGroups = buildCreep(roomEnergyCapacity, currentEnergyAvailable, numCreeps)
// console.log(`🚀 ~ file: main.js ~ line 94 ~ creepGroups`, Object.keys(creepGroups))
let unusedEnergyCapacity = roomEnergyCapacity - energy
console.log(`🚀 ~ file: main.js:113 ~ unusedEnergyCapacity ${unusedEnergyCapacity} = roomEnergyCapacity ${roomEnergyCapacity} - energy ${energy}`)
let RCLprogressRemains = home.controller.progressTotal - home.controller.progress
let minerals = home.find(FIND_MINERALS)
let mineralsAmount = minerals[0].mineralAmount
let mineralRegen = minerals[0].ticksToRegeneration
if (hostiles[0]) {
creepTaskPriority = "powerTowers"
} else {
creepTaskPriority = "upgradeController"
}
// renewCreepTimer++
// if (renewCreepTimer > 15) {
// for (let name in Game.creeps) {
// let creep = Game.creeps[name];
// console.log(`🚀 ~ file: main.js ~ line 85 ~ renewCreepTimer`, renewCreepTimer)
// renewCheck(creep, spawn)
// }
// renewCreepTimer = 0
// }
// console.log(`tick: controller level ${rcl}, ${RCLprogressRemains} remains`)
// Uncomment this to see current and max energy available in spawn and structures
// console.log(`***ENERGY TALLY*** available now ${energy} and maximum capacity ${roomEnergyCapacity}, leaving ${unusedEnergyCapacity} unfilled`)
let tally = 0
// if (everyFiveCounter == 5) {
for (let creepType in creepGroups) {
// console.log(`🚀 ~ file: main.js ~ line 131 ~ creepType`, creepType)
let creep = creepGroups[creepType]
creep.has = _.sum(Game.creeps, { memory: { role: creep.role } })
// let harvester = creepGroups["harvester"] || ''
// let salvager = creepGroups["salvager"] || ''
// if (harvester.has < 1) {
// spawnPriority = "harvester"
// } else if (salvager.has < 1) {
// spawnPriority = "salvager"
// } else {
// spawnPriority = "false"
// }
// console.log(`Tally creeps values: ${creepType} ${creepGroups[creepType].has}`)
tally += creepGroups[creepType].has
}
// }
// Automatically set whether we want to have any builders. This variable 'buildTargets' is also used
// to determine work priorities for other creep types.
// This approach seems terribly inefficient; it would be better to simply reassign the appropriate number of creeps
// from other tasks, as the creeps can be very general-purpose.
let buildTargets = Game.spawns['Spawn1'].room.find(FIND_CONSTRUCTION_SITES);
// if (buildTargets.length) {
// creepGroups['Engineer'].wants = 2
// // #todo reduce to 1 when the rebuild is complete
// // creepGroups['hauler'].wants = 2
// } else {
// creepGroups['Engineer'].wants = 0
// // creepGroups['hauler'].wants = 4
// }
// if (everyHundredCounter == 100) {
// if (mineralsAmount > 500 && mineralsAmount < 2000) {
// console.log(`(mineralsAmount > 500 && mineralsAmount < 2000) ~~~ mineralsAmount ${mineralsAmount} mineralRegen ${mineralRegen} creepGroups["miner"].wants ${creepGroups["miner"].wants}`)
// if (creepGroups["miner"].has > 1) {
// creepGroups["miner"].wants = 0
// console.log(`(mineralsAmount > 500 && mineralsAmount < 2000)(creepGroups["miner"].has > 1) ~~~ mineralsAmount ${mineralsAmount} mineralRegen ${mineralRegen} creepGroups["miner"].wants ${creepGroups["miner"].wants}`)
// } else {
// creepGroups["miner"].wants = 1
// console.log(`(mineralsAmount > 500 && mineralsAmount < 2000)(else) ~~~ mineralsAmount ${mineralsAmount} mineralRegen ${mineralRegen} creepGroups["miner"].wants ${creepGroups["miner"].wants}`)
// }
// } else if (mineralsAmount < 100 && mineralRegen > 150) {
// creepGroups["miner"].wants = 0
// console.log(`else if(mineralsAmount < 100 && mineralRegen > 150) ~~~ mineralsAmount ${mineralsAmount} mineralRegen ${mineralRegen} creepGroups["miner"].wants ${creepGroups["miner"].wants}`)
// } else {
// // #todo uncomment this once base is rebuilt
// // creepGroups["miner"].wants = 2
// console.log(`else ~~~ mineralsAmount ${mineralsAmount} mineralRegen ${mineralRegen} creepGroups["miner"].wants ${creepGroups["miner"].wants}`)
// }
// }
everyHundredCounter--
if (everyHundredCounter == 0) {
everyHundredCounter = 100
}
let towersNeedEnergy = home.find(FIND_MY_STRUCTURES, {
filter: (s) => (s.structureType == STRUCTURE_TOWER)
&& s.energy < s.roomEnergyCapacity
});
for (let name in Game.creeps) {
let creep = Game.creeps[name];
console.log(`🧧🧧🧧 ~ file: main.js:211 ~ creep: ${creep} type ${creep.type} role ${creep.memory.role} currentRole ${creep.memory.currentRole}`)
// explore actions with a single creep
// console.log(`🚀 ~ file: main.js:216 ~ Game.creeps:`, Game.creeps)
// let names = Object.keys(Game.creeps)
// let specialCreep = Game.creeps[names[0]]
// specialCreep.special = true
// specialCreep.memory.role = "harvester"
// specialCreep.memory.currentRole = "harvester"
// console.log(`🚀 ~ file: main.js:219 ~ specialCreep:`, specialCreep)
// console.log(`🚀 ~ file: main.js:218 ~ names:`, names)
// if(creep.special){
// console.log(`🚀 ~ file: main.js:225 ~ ${creep} creep.special:`, creep.special)
// creep.moveTo(14,35)
// }
// console.log(`creep: , ${creep}, HOME: ${creep.memory.home}, XFER: ${creep.memory.transferring}, ROLE: ${creep.memory.role}`);
// if(creep.memory.nextTask == "renew") {
// renewCreep(creep,spawn)
// }
// if(creep.memory.nextTask != "renew") {
if (creep.memory.role == 'harvester') {
console.log(`⛽ ~ file: main.js:227 ~ creep.memory.role == 'harvester':`, creep.name)
// recycleCreep(creep, spawn)
if (unusedEnergyCapacity < 1 && tally > 3) {
console.log(`🚀 ~ file: main.js:230 ~ unusedEnergyCapacity < 1 && tally > 3:`, unusedEnergyCapacity < 1 && tally > 3)
if (buildTargets.length) {
console.log(`🚀 ~ file: main.js:233 ~ buildTargets.length:`, buildTargets.length)
// console.log('buildTargets: ', buildTargets);
roleBuilder.run(creep);
} else {
console.log(`roleHarvester run on harvester creep ${creep}`);
roleSalvager.run(creep);
// roleHarvester.run(creep, emergencySpawn, hostilesInRoom);
}
} else {
console.log(`⛽🚜 ~ file: main.js: 244 ~ run role harvester `, creep.name)
roleHarvester.run(creep, emergencySpawn, hostilesInRoom);
}
}
if (creep.memory.role == 'resources') {
console.log(`🚀 ~ file: main.js:247 ~ RESOURCES creep:`, creep)
// if (unusedEnergyCapacity < 1 && tally > 3) {
// if (buildTargets.length) {
// roleBuilder.run(creep);
// } else {
// roleUpgrader.run(creep);
// }
// } else {
taskTransferResources.run(creep)
// roleResourceMover.run(creep);
// }
}
if (creep.memory.role == 'hauler') {
// if (unusedEnergyCapacity < 1 && tally > 3) {
// if (buildTargets.length) {
// roleBuilder.run(creep);
// } else {
// roleUpgrader.run(creep);
// }
// } else {
roleHarvester.run(creep, emergencySpawn, hostilesInRoom);
// }
}
if (creep.memory.role == 'salvager') {
if (creepGroups['Dynamic-Harvester-Miner'].has < 2 && creepGroups['Static-Harvester-Miner'].has < 2) {
// console.log(`salvager => harvest role`)
roleHarvester.run(creep, emergencySpawn, hostilesInRoom);
} else {
roleSalvager.run(creep, creepTaskPriority);
}
}
let storageExists = allMyStructures.filter(s => s.structureType == "storage")
// console.log(`🚀 ~ file: main.js:265 ~ storageExists:`, storageExists)
if (creep.memory.role == 'miner') {
if (mineralsAmount && storageExists.length) {
roleMiner.run(creep);
// console.log(`a miner ${creep} is assigned miner role`)
} else if (unusedEnergyCapacity > 0) {
roleHarvester.run(creep)
// console.log(`a miner ${creep} is assigned harvester role`)
} else {
// console.log(`a miner ${creep} is assigned salvager role`)
roleSalvager.run(creep)
}
}
if (creep.memory.role == 'upgrader') {
if (buildTargets.length) {
roleBuilder.run(creep);
} else {
roleUpgrader.run(creep);
}
}
if (creep.memory.role == 'builder') {
if (buildTargets.length) {
roleBuilder.run(creep);
} else {
roleHarvester.run(creep)
}
}
if (creep.memory.role == 'repairer') {
// TODO NOTE remove this when refactoring. This is for game start when I don't need repairers
// if (mineralsAmount && storageExists.length) {
// roleMiner.run(creep);
// // console.log(`a miner ${creep} is assigned miner role`)
// } else
if (unusedEnergyCapacity > 0) {
roleHarvester.run(creep)
// console.log(`a miner ${creep} is assigned harvester role`)
} else {
// console.log(`a miner ${creep} is assigned salvager role`)
roleSalvager.run(creep)
}
roleRepairer.run(creep)
// roleHarvester.run(creep)
}
if (creep.memory.role == 'scout') {
// creep.memory.target = Game.rooms['E25S12']
// console.log(`checking scout creeps, current room name ${creep.room.name} and target ${creep.room.target}`)
roleScout.run(creep)
}
if (creep.memory.role == 'claimer') {
// creep.memory.target = Game.rooms['E25S12']
// console.log(`checking scout creeps, current room name ${creep.room.name} and target ${creep.room.target}`)
roleClaimer.run(creep, 11, 34, 'E25S12')
}
if (creep.memory.role == 'warrior') {
// can make note of targets here
// let target = new RoomPosition(9, 45, 'W6N54')
roleWarrior.move(creep, spawn);
// roleWarrior.attack(creep, t2);
}
if (creep.memory.role == 'raider') {
// nearest SK thug: 9,45,W6N54
// 2021-03-25 invaderCore next door West: 24,9,W7N53
let moveTarget = new RoomPosition(9, 45, 'W6N54')
let attackTarget = new RoomPosition(24, 9, 'W7N53')
// let target = new RoomPosition(9, 45, 'W6N54')
roleWarrior.move(creep, attackTarget);
// roleWarrior.attack(creep, t2);
// recycleCreep(creep, spawn)
}
}
console.log(`***ENERGY TALLY*** available now ${currentEnergyAvailable} and maximum capacity ${roomEnergyCapacity}, leaving ${unusedEnergyCapacity} unfilled`)
console.log(`🚀 ~ file: main.js:364 ~ roomEnergyCapacity, currentEnergyAvailable, Game.creeps.length:`, roomEnergyCapacity, currentEnergyAvailable, Game.creeps.length)
if (spawnPriority != "false") {
creepType = spawnPriority
console.log('creepType: ', creepType);
c = buildCreep(roomEnergyCapacity, currentEnergyAvailable, numCreeps)
// console.log(`🚀 ~ file: main.js ~ line 292 ~ c`, c)
console.log(`Time to spawn a ${creepType}, ***${spawnPriority.toUpperCase()} priority***. Tally is ${c.has}. Energy cost will be ${c.cost}, available now ${energy}/${roomEnergyCapacity}`)
let comp = c.composition
// console.log(`🚀 ~ file: main.js:372 ~ c.composition:`, c.composition)
let name = `${creepType}-level-${rcl}-${Game.time}`
let mem = { memory: { role: creepType, home: home.name, level: rcl, working: false } }
let x = spawn.spawnCreep(comp, name, mem)
// console.log(`🚀 ~ file: main.js:375 ~ x:`, x)
} else {
for (let creepType in creepGroups) {
let c = creepGroups[creepType]
// Object.keys(c).forEach(key => {
// key
// console.log(`🚀 ~ file: main.js:382 ~ Object.keys ~ key:`, key)
// c[key]
// console.log(`🚀 ~ file: main.js:385 ~ Object.keys ~ c[key]:`, c[key])
// if(typeof c[key] == 'object' && c['name'] == 'Engineer-Salvager'){
// Object.keys(c[key]).forEach(key2 => {
// key2
// console.log(`🚀 ~ file: main.js:388 ~ Object.keys ~ key2:`, key2)
// c[key][key2]
// console.log(`🚀 ~ file: main.js:391 ~ Object.keys ~ c[key][key2]:`, c[key][key2])
// })
// }
// })
// console.log(`🚀 ~ file: main.js:380 ~ c:`, c)
// console.log(`🚀 ~ file: main.js ~ line 301 ~ c`, c.name)
// && creepType == 'hauler'
if (c.has < c.wants) {
console.log(`Time to spawn a ${creepType}, tally is ${c.has}. Energy cost will be ${c.cost}, available now ${energy}/${roomEnergyCapacity}`)
let comp = c.blueprint
// console.log(`🚀 ~ file: main.js:384 ~ c.blueprint:`, c.blueprint)
let name = `${creepType}-${c.cost}-${Game.time}`
let mem = { memory: { role: c.role, home: home.name, level: rcl, working: false } }
let x = spawn.spawnCreep(comp, name, mem)
// console.log(`🚀 ~ file: main.js:387 ~ x:`, x)
if (x == 0) {
console.log(`Spawning a ${creepType}`)
} else {
// console.log(`Error in spawning: ${x}`)
}
}
}
}
if (everyFiveCounter == 5) {
console.log('CPU used end main loop (checking once every five ticks): ', Game.cpu.getUsed())
}
everyFiveCounter--
if (everyFiveCounter == 0) {
everyFiveCounter = 5
}
}