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screepsutils.js
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screepsutils.js
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const screepUtils = {
getHarvesterRespawnAmount: function(screeps, CreepSpawnList) {
return _.filter(screeps, (creep) => creep.memory.role == 'harvester' && creep.memory.respawn == true).length +
_.filter(CreepSpawnList, (creep) => creep.creep.role == 'harvester' && creep.creep.respawn == true).length;
},
getUpgraderRespawnAmount: function(screeps, CreepSpawnList) {
return _.filter(screeps, (creep) => creep.memory.role == 'upgrader' && creep.memory.respawn == true).length +
_.filter(CreepSpawnList, (creep) => creep.creep.role == 'upgrader' && creep.creep.respawn == true).length;
},
getBuilderRespawnAmount: function(screeps, CreepSpawnList) {
return _.filter(screeps, (creep) => creep.memory.role == 'builder' && creep.memory.respawn == true).length +
_.filter(CreepSpawnList, (creep) => creep.creep.role == 'builder' && creep.creep.respawn == true).length;
},
getRepairerRespawnAmount: function(screeps, CreepSpawnList) {
return _.filter(screeps, (creep) => creep.memory.role == 'repairer' && creep.memory.respawn == true).length +
_.filter(CreepSpawnList, (creep) => creep.creep.role == 'repairer' && creep.creep.respawn == true).length;
},
getDefenderRespawnAmount: function(screeps, CreepSpawnList) {
return _.filter(screeps, (creep) => creep.memory.role == 'defender' && creep.memory.respawn == true).length +
_.filter(CreepSpawnList, (creep) => creep.creep.role == 'defender' && creep.creep.respawn == true).length;
},
getMoverRespawnAmount: function(screeps, CreepSpawnList) {
return _.filter(screeps, (creep) => creep.memory.role == 'mover' && creep.memory.respawn == true).length +
_.filter(CreepSpawnList, (creep) => creep.creep.role == 'mover' && creep.creep.respawn == true).length;
},
getScoutRespawnAmount: function(screeps, CreepSpawnList) {
return _.filter(screeps, (creep) => creep.memory.role == 'scout' && creep.memory.respawn == true).length +
_.filter(CreepSpawnList, (creep) => creep.creep.role == 'scout' && creep.creep.respawn == true).length;
},
getRoomClaimerRespawnAmount:function(screeps, CreepSpawnList) {
return _.filter(screeps, (creep) => creep.memory.role == 'roomclaimer' && creep.memory.respawn == true).length +
_.filter(CreepSpawnList, (creep) => creep.creep.role == 'roomclaimer' && creep.memory.respawn == true).length;
},
getAttackerAmount: function(screeps, CreepSpawnList) {
return _.filter(screeps, (creep) => creep.memory.role == 'attacker').length +
_.filter(CreepSpawnList, (creep) => creep.creep.role == 'attacker').length;
},
getDefenderAmount: function(screeps, CreepSpawnList) {
return _.filter(screeps, (creep) => creep.memory.role == 'defender').length +
_.filter(CreepSpawnList, (creep) => creep.creep.role == 'defender').length;
},
getHarvesterAmount: function(screeps, CreepSpawnList) {
return _.filter(screeps, (creep) => creep.memory.role == 'harvester').length +
_.filter(CreepSpawnList, (creep) => creep.creep.role == 'harvester').length;
},
getUpgraderAmount: function(screeps, CreepSpawnList) {
return _.filter(screeps, (creep) => creep.memory.role == 'upgrader').length +
_.filter(CreepSpawnList, (creep) => creep.creep.role == 'upgrader').length;
},
getBuilderAmount: function(screeps, CreepSpawnList) {
return _.filter(screeps, (creep) => creep.memory.role == 'builder').length +
_.filter(CreepSpawnList, (creep) => creep.creep.role == 'builder').length;
},
getRepairerAmount: function(screeps, CreepSpawnList) {
return _.filter(screeps, (creep) => creep.memory.role == 'repairer').length +
_.filter(CreepSpawnList, (creep) => creep.creep.role == 'repairer').length;
},
getMoverAmount: function(screeps, CreepSpawnList) {
return _.filter(screeps, (creep) => creep.memory.role == 'mover').length +
_.filter(CreepSpawnList, (creep) => creep.creep.role == 'mover').length;
},
getScoutAmount: function(screeps, CreepSpawnList) {
return _.filter(screeps, (creep) => creep.memory.role == 'scout').length +
_.filter(CreepSpawnList, (creep) => creep.creep.role == 'scout').length;
},
getRoomClaimerAmount:function(screeps, CreepSpawnList) {
return _.filter(screeps, (creep) => creep.memory.role == 'roomclaimer').length +
_.filter(CreepSpawnList, (creep) => creep.creep.role == 'roomclaimer').length;
},
getRangedBuilderAmount: function(screeps, CreepSpawnList) {
return _.filter(screeps, (creep) => creep.memory.role == 'rangedbuilder').length +
_.filter(CreepSpawnList, (creep) => creep.creep.role == 'rangedbuilder').length;
},
getTargetWithDestroy: function(creep, target) {
const path = PathFinder.search(creep.pos, { pos: target.pos, range: 3 });
if (!path && path.incomplete) return;
const pathLength = path.path.length;
let obstacles = [];
for (let i = 0; i < pathLength; i++) {
const step = path.path[i];
const objectRoomPos = new RoomPosition(step.x, step.y, step.roomName)
var objects = objectRoomPos.look();
for (let j = 0; j < objects.length; j++) {
const object = objects[j];
if (object.type == "structure" && (
object.structure.structureType === STRUCTURE_WALL ||
object.structure.structureType === STRUCTURE_RAMPART ) ) {
obstacles.push(object.structure);
}
}
}
if(obstacles.length == 0) return;
const objectsWithPathDistance = obstacles.map((objectVAL) => {
const pathDistance = PathFinder.search(creep.pos, { pos: objectVAL.pos, range: 1 }).path.length;
return { objectVAL, pathDistance };
});
return objectsWithPathDistance.reduce((prev, curr) => {return prev.pathDistance < curr.pathDistance ? prev : curr;}).objectVAL;
},
getBestSpawnLocation: function(room) {
const sources = room.find(FIND_SOURCES);
const controller = room.controller;
const minerals = room.find(FIND_MINERALS);
let bestLocation;
let bestScore = Number.NEGATIVE_INFINITY;
for (let x = 3; x < 47; x++) {
for (let y = 3; y < 47; y++) {
const pos = new RoomPosition(x, y, room.name);
var score = 0;
const terrain = room.lookForAt(LOOK_TERRAIN, pos);
const structures = room.lookForAt(LOOK_STRUCTURES, pos);
if (structures.length === 0) {
if( terrain == 'plain' || terrain == 'swamp' ) {
const sourceDistances = sources.map(source => pos.getRangeTo(source));
const totalSourceDist = _.sum(sourceDistances);
score += 10000 / (totalSourceDist + 1); // Add 1 to prevent division by zero
// Calculate distance to controller
const controllerDist = pos.getRangeTo(controller);
const controllerScore = controllerDist ? 5 / controllerDist : 0;
score += controllerScore;
// Calculate distance to minerals
const mineralDistances = minerals.map(mineral => pos.getRangeTo(mineral));
const minMineralDist = _.min(mineralDistances);
const mineralScore = minMineralDist ? 1 / minMineralDist : 0;
score += mineralScore;
// Penalize positions that are too close to the room boundaries
const distanceToEdge = Math.min(x - 10, 40 - x, y - 10, 40 - y);
const edgePenalty = distanceToEdge > 5 ? 0 : (5 - distanceToEdge) * 20;
score -= edgePenalty;
// Bonus score for positions closer to the center of the room
const distanceToCenter = Math.sqrt(Math.pow(pos.x - 25, 2) + Math.pow(pos.y - 25, 2));
const centerBonus = 10 / (distanceToCenter + 1); // Add 1 to prevent division by zero
score += centerBonus;
} else continue
} else continue ;
if (score > bestScore) {
bestLocation = pos;
bestScore = score;
}
}
}
// console.log(validPos)
bestLocation.createConstructionSite(STRUCTURE_SPAWN);
},
getBestSource: function(creep, room, target) {
// TODO: remember that u do use a pathfinding here so you could cache it and use it for later movement
const roomObject = Game.rooms[room];
let bestSource = null;
let bestScore = Infinity;
let fewestAssignedCreeps = Infinity;
let sourceWithFewestAssignedCreeps = null;
const creepsInRoom = _.filter(Game.creeps, (creep) => creep.memory.home == room);
const currentCreepStoreAmount = creep.store.getCapacity(RESOURCE_ENERGY);
for (let source in roomObject.memory.sources) {
const sourceId = source;
const sourceObject = Game.getObjectById(sourceId);
const sourceEnergy = sourceObject.energy;
const sourcePos = new RoomPosition(sourceObject.pos.x, sourceObject.pos.y, sourceObject.room.name);
// TODO: maybe a better filter that checks if the creeps have a sertain amount of stuff still avalible.
// let assignedCreeps = _.filter(creepsInRoom, (creep) => creep.memory.targetSource == sourceId && creep.store[RESOURCE_ENERGY] < 0.05 * currentCreepStoreAmount).length;
let assignedCreeps = _.filter(creepsInRoom, (creep) => creep.memory.targetSource == sourceId).length;
// if(room == "W9N8"){console.log(roomObject.memory.sources[source].validHarvesterPos.length, " :: ", assignedCreeps);}
if (assignedCreeps > roomObject.memory.sources[source].validHarvesterPos.length) {
continue;
}
const pathToSource = creep.pos.findPathTo(sourcePos, { ignoreCreeps: true, ignoreRoads: true }).length;
const pathToTarget = sourcePos.findPathTo(target, { ignoreCreeps: true, ignoreRoads: true }).length;
const totalDistance = pathToSource + pathToTarget;
let score = ((sourceEnergy + 1 / 200) + totalDistance) - ( assignedCreeps + 10) ;
if (sourceEnergy < 200) {
score = 1000000;
}
if (score < bestScore) {
bestSource = sourceId;
bestScore = score;
}
if (assignedCreeps < fewestAssignedCreeps) {
fewestAssignedCreeps = assignedCreeps;
sourceWithFewestAssignedCreeps = sourceId;
}
}
if (bestSource == null) {
bestSource = sourceWithFewestAssignedCreeps;
}
return bestSource;
},
}
module.exports = screepUtils;