重构代码

This commit is contained in:
facat 2020-10-23 20:55:20 +08:00
parent 360d12cd86
commit 9328eee122
11 changed files with 346 additions and 124 deletions

16
.vscode/tasks.json vendored Normal file
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@ -0,0 +1,16 @@
{
// See https://go.microsoft.com/fwlink/?LinkId=733558
// for the documentation about the tasks.json format
"version": "2.0.0",
"tasks": [
{
"label": "Upload Script",
"type": "shell",
"command": "node",
"args": [
"d:/code/screeps/main.js"
],
"problemMatcher": []
}
]
}

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@ -1,13 +1,15 @@
const utils=require('utils')
module.exports = {
run(creep) {
if (creep.carry.energy < creep.carryCapacity){
if(ERR_NOT_IN_RANGE==creep.withdraw(Game.spawns.Spawn1,RESOURCE_ENERGY)){
creep.moveTo(Game.spawns.Spawn1);
}
}else{
let construction_site=creep.room.find(FIND_CONSTRUCTION_SITES);
if(ERR_NOT_IN_RANGE==creep.build(construction_site[0])){
creep.moveTo(construction_site[0]);
if (creep.working_target_id) {
let working_target_id = creep.working_target_id;
let working_target = Game.getObjectById(working_target_id);
if(utils.distance(creep.pos,working_target.pos)>1.5){
creep.moveTo(working_target);
}else{
creep.pickup(RESOURCE_ENERGY);
//TODO:需要适应不同的建筑
creep.upgradeController(working_target);
}
}
}

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@ -1,14 +1,18 @@
const path=require('path')
module.exports = {
run(creep) {
//分配source
if (creep.carry.energy < creep.carryCapacity) {
let sources = creep.room.find(FIND_SOURCES);
//TODO:只去一个地方
if (creep.harvest(sources[0]) == ERR_NOT_IN_RANGE) {
creep.moveTo(sources[0]);
path.visualPath(creep.pos,sources[0].pos);
}
} else {
if (creep.transfer(Game.spawns['Spawn1'], RESOURCE_ENERGY) == ERR_NOT_IN_RANGE) {
creep.moveTo(Game.spawns['Spawn1']);
path.visualPath(creep.pos,Game.spawns['Spawn1'].pos);
}
}
}

20
init.js
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@ -2,10 +2,22 @@
module.exports = {
init() {
if (!Memory.Source) {
Memory.Source = new Object();
Memory.Source.Energy = [];
}
// if (!Memory.Source) {
// Memory.Source = new Object();
// Memory.Source.Energy = [];
// }
// if (!Memory.Controller) {
// Memory.Controller = [];
// }
if (!Memory.Task) {
Memory.Task = {}
};
Memory.Task.HighPorioty = [];
Memory.Task.LowPorioty = [];
//WorkingTarget是被跟踪物可以是一个structure、energy、constructionSite也可以是一个creep
if (!Memory.WorkingTarget) {
Memory.WorkingTarget = []
};
}
}

281
main.js
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@ -1,21 +1,36 @@
const init = require('init')
const harvester = require('harvester');
const picker = require('picker');
const util = require('utils');
const transfer = require('transfer');
const mount = require('mount')
module.exports.loop = function () {
//clean creeps
cleanCreeps()
init.init();
// if (Game.time % 20 == 0) {
assign_creep_to_enery_source();//由于循环较多每20 tick执行一次
// }
Creep.prototype.action = action;
if ((_(Game.creeps).filter({ memory: { role: 'harvester' } }).size() + _(Game.creeps).filter({ memory: { role: 'picker' } }).size()) < 2) {
createHarvestCreep();
} else {
if (_(Game.creeps).filter({ memory: { role: 'transfer' } }).size() < 2) {
mount.mount()
assign_harvester_picker_to_enery_source();
assign_transfer_to_picker()
assign_builder_to_controller();
// assign_controller();
let isSpawning = false
let energy_source_number = _.filter(Game.spawns['Spawn1'].room.find(FIND_SOURCES_ACTIVE)).length;
let harvester_number = _(Game.creeps).filter({ memory: { role: 'harvester' } }).size();
let picker_number = _(Game.creeps).filter({ memory: { role: 'picker' } }).size();
if (!Game.spawns['Spawn1'].spawning) {
if ((harvester_number + picker_number) < energy_source_number) {
isSpawning = true
createHarvestCreep();
}
if (_(Game.creeps).filter({ memory: { role: 'transfer' } }).size() < 2 && !isSpawning) {
createTransferCreep();
}
let builder_number = _.filter(Game.creeps, { memory: { role: 'builder' } }).length
//创造一个builder升级room controller
if (Game.spawns['Spawn1'].room.controller && builder_number == 0 && !isSpawning) {
createBuilderCreep();
}
//判断是否需要再增加1个transfer
let transfer_number = _.filter(Game.creeps, { memory: { role: 'transfer' } }).length
if ((builder_number + harvester_number + picker_number) > transfer_number && !isSpawning) {
createTransferCreep();
}
}
chanage_role();
@ -23,22 +38,40 @@ module.exports.loop = function () {
}
function action() {
let role = this.memory.role;
// this.say(`${role}`);
switch (role) {
case "harvester":
harvester.run(this)
break;
case "picker":
picker.run(this)
break;
case "transfer":
transfer.run(this)
break;
function cleanCreeps() {
for (let i in Memory.creeps) {
if (!Game.creeps[i]) {
delete Memory.creeps[i];
}
}
}
function assign_transfer_to_picker() {
//判断有多少个picker的transfer为0
let all_picker = _.filter(Game.creeps, { memory: { role: 'picker' } })
let picker_has_no_creep = _.filter(all_picker, function (picker) {
return !_.find(Memory.WorkingTarget, target => target.id == picker.id)//Memory.WorkingTarget中没有这个picker目标
})
_.each(picker_has_no_creep, function (picker) {
Memory.WorkingTarget.push({ id: picker.id, working_creep_names: [], cate: 'picker' })//在Memory.WorkingTarget加入需要creep的Picker
})
let picker_memories = _.filter(Memory.WorkingTarget, picker_memory => picker_memory.working_creep_names.length == 0)
if (picker_memories.length > 0) {
let available_transfer = _.filter(Game.creeps, creep => !creep.working_target_id && (creep.memory.role == 'transfer'))
if (available_transfer.length > 0) {//一次只安排一个creep
let opt = {
memory: picker_memories,
creep_name_to_assgin_array: [available_transfer[0].name]
}
assign_creeps(opt)
}
}
}
function assign_task() {
for (const creep_id in Game.creeps) {
let creep = Game.creeps[creep_id];
@ -47,67 +80,123 @@ function assign_task() {
}
function assign_creep_to_enery_source() {
//清理Energy中已经没有的Source
if (Memory.Source.Energy) {
_(Memory.Source.Energy).remove(function (r) { return Game.getObjectById(r['id']) === undefined; });
function assign_controller() {
let builder_creep_array = _.filter(Game.creeps, { memory: { role: 'builder' } })
if (builder_creep_array.length == 0) {
return;
}
let sources = Game.spawns['Spawn1'].room.find(FIND_SOURCES);
for (let source of sources) {
let id = source.id
if (_(Memory.Source.Energy).findIndex(f => f['id'] == id) == -1) {
Memory.Source.Energy.push({ 'id': id, 'working_creep_names': [] });
}
let builder_creep = builder_creep_array[0]
//TODO: 不能用0来判断否则经常不会进入判断
if (Game.spawns['Spawn1'].room.controller && Memory.WorkingTarget && Memory.WorkingTarget.Creep && Memory.WorkingTarget.Creep.length == 0) {
Memory.WorkingTarget.Creep.push({ 'id': builder_creep.id, 'working_creep_names': [] })
}
let harvester_creeps = _(Game.creeps).filter(function (r) { return r.memory.role == 'harvester' | r.memory.role == 'picker'; }).value();
// 从Memory.Source.Energy中移除已经没有的creep
for (let mem_source of Memory.Source.Energy) {
_(mem_source['working_creep_names']).each(function (creep_name) {
if (Game.creeps[creep_name] === undefined) {
console.log(`deleted ${creep_name}`);
return true;
}
return false;
})
_(mem_source['working_creep_names']).remove(creep_name => Game.creeps[creep_name] === undefined)
// let new_working_creeep_name_array=[];
// new_working_creeep_name_array.push(...mem_source['working_creep_names'])
// for(let creep_name of mem_source['working_creep_names']){
// if(Game.creeps[creep_name]===undefined){
// delete new_working_creeep_name_array[creep_name]
// console.log(`deleted ${creep_name}`);
// }
// }
// new_working_creeep_name_array=_(new_working_creeep_name_array).filter(r=>r!=undefined).value();
// mem_source['working_creep_names'].splice(0,mem_source['working_creep_names'].length);
// mem_source['working_creep_names'].push(...new_working_creeep_name_array);
// console.log(`Now it's ${mem_source['working_creep_names']}`);
if (Memory.WorkingTarget.Creep.length > 0) {
let opt = {}
opt.creep_name_to_assgin_array = [builder_creep.name]
opt.memory = Memory.WorkingTarget.Creep
assign_creeps(opt)
}
let unassigned_creeps_names = [];
for (let creep of harvester_creeps) {//统计哪些没有工作
// let assigned = false;
if (creep.working_target_id === undefined) {
unassigned_creeps_names.push(creep.name);
}
}
//开始安排
for (let unassigned_creep_name of unassigned_creeps_names) {
//能源矿已有creep的数量
let energy_working_creep_n = [];
for (let mem_source of Memory.Source.Energy) {
energy_working_creep_n.push(mem_source['working_creep_names'].length);
}
let energy_index = _(energy_working_creep_n).indexOf(_(energy_working_creep_n).min());
Memory.Source.Energy[energy_index]['working_creep_names'].push(unassigned_creep_name);
Game.creeps[unassigned_creep_name].working_target_id = Memory.Source.Energy[energy_index]['id'];
}
}
function removeUnusedMemoryItem(memory) {
//清理Memory中已经不存在的工作对象
let available_working_target_id_array = [];//还存在的target
_.remove(memory, function (r) {
if (Game.getObjectById(r.id) === undefined || Game.getObjectById(r.id) === null)
return true
else {
available_working_target_id_array.push(r.id)
}
})
return memory
}
function assign_creeps(opt) {
let memory = opt.memory
let creep_name_to_assgin_array = opt.creep_name_to_assgin_array//需要分配工作的creeps
//清理Memory中已经不存在的工作对象
removeUnusedMemoryItem(memory)
//清理Memroy中已经不存在的creep
_.each(memory, function (m) {
_.remove(m.working_creep_names, name => Game.creeps[name] === undefined || Game.creeps[name] === null)
})
_.each(creep_name_to_assgin_array, function (creep_name) {
//先计算每一个target目前有多少个creeps了
let working_creeps_of_target_array = []
_.each(memory, m => working_creeps_of_target_array.push(m.working_creep_names.length))
let target_to_add_creep = _.filter(memory, m => m.working_creep_names.length == _.min(working_creeps_of_target_array))//选择目前已有creep最少的对其添加creep
if (target_to_add_creep.length > 0) {
target_to_add_creep[0].working_creep_names.push(creep_name)//target记录自己安排的creep
Game.creeps[creep_name].working_target_id = target_to_add_creep[0].id//将target安排给creep
}
})
}
function assign_harvester_picker_to_enery_source() {
let sources = Game.spawns['Spawn1'].room.find(FIND_SOURCES_ACTIVE);
let all_memory = Memory.WorkingTarget
for (let source of sources) {
let id = source.id
if (_(all_memory).findIndex(f => f['id'] == id) == -1) {
all_memory.push({ 'id': id, 'working_creep_names': [], "cate": 'ENERGY_SOURCE' });
}
}//向Memory.WorkingTarget里添加所有的Energy Source
removeUnusedMemoryItem(all_memory)//移除已经不存在的target
//寻找Energy Source的Memory
let energy_memory = _.filter(all_memory, { cate: 'ENERGY_SOURCE' })
//检查一下是否每一个energy至少有一个creep
//先移除已经失效的creep
_.each(energy_memory, function (m) {
_.remove(m.working_creep_names, creep_name => !Game.creeps[creep_name])//如果一个creep已经不存在了就从列表中移除
})
//寻找creep为0的energy source
let energy_source_need_creep_array = _.filter(energy_memory, m => m.working_creep_names.length == 0)
if (energy_source_need_creep_array.length > 0) {
//找到一个空闲的creep
let available_creep_array = _.filter(Game.creeps, creep => !creep.working_target_id && (creep.memory.role == 'harvester' || creep.memory.role == 'picker'))
if (available_creep_array.length > 0) {//每次只安排一个
let opt = {
memory: energy_memory,
creep_name_to_assgin_array: [available_creep_array[0].name]
}
assign_creeps(opt)
}
}
}
function assign_builder_to_controller() {
//判断room controller 是否有creep,没有则添加
if (!_.find(Memory.WorkingTarget, target => target.id == Game.spawns['Spawn1'].room.controller.id)) {
Memory.WorkingTarget.push({ id: Game.spawns['Spawn1'].room.controller.id, working_creep_names: [], cate: 'ROOM_CONTROLLER' })
}
let room_controller_mem = _.filter(Memory.WorkingTarget, { cate: 'ROOM_CONTROLLER' })
//先移除已经失效的creep
_.each(room_controller_mem, function (m) {
_.remove(m.working_creep_names, creep_name => !Game.creeps[creep_name])//如果一个creep已经不存在了就从列表中移除
})
//寻找creep为0的room controller
let room_controller_need_creep_array = _.filter(room_controller_mem, m => m.working_creep_names.length == 0)
if (room_controller_need_creep_array.length > 0) {
let builder_creep = _.filter(Game.creeps, creep => !creep.working_target_id || creep.memory.role == 'builder')
if (builder_creep.length > 0) {
let opt = {
memory: room_controller_mem,
creep_name_to_assgin_array: [builder_creep[0].name]
}
assign_creeps(opt)
}
}
}
function chanage_role() {
if (_(Game.creeps).filter({ memory: { role: 'transfer' } }).size() > 0) {
let harvester_array = _(Game.creeps).filter({ memory: { role: 'harvester' } }).value();
@ -124,21 +213,6 @@ function chanage_role() {
}
}
function get_creep_with_name(inlcude_string) {
let creeps = [];
for (const creep_id in Game.creeps) {
let creep = Game.creeps[creep_id];
if (creep.name.include(inlcude_string)) {
creeps.push(creep);
}
}
return creeps;
}
function count(hash_container) {
return Object.keys(hash_container).length
}
function createHarvestCreep() {
//create new creep
let new_creep_name = "AUTO_CREATE_Harvester_" + util.uuid();
@ -148,7 +222,7 @@ function createHarvestCreep() {
Game.creeps[new_creep_name].memory.role = 'harvester';
console.log('Create new creep name ' + new_creep_name);
} else {
console.log(`failed to create harvester with code ${Re_code}`);
// console.log(`failed to create harvester with code ${Re_code}`);
}
}
@ -161,6 +235,19 @@ function createTransferCreep() {
Game.creeps[new_creep_name].memory.role = 'transfer';
console.log('Create new creep name ' + new_creep_name);
} else {
console.log(`failed to create transfer with code ${Re_code}`);
// console.log(`failed to create transfer with code ${Re_code}`);
}
}
function createBuilderCreep() {
//create new creep
let new_creep_name = "AUTO_CREATE_Builder_" + util.uuid();
let Re_code;
Re_code = Game.spawns['Spawn1'].createCreep([MOVE, WORK, WORK], new_creep_name)
if (Re_code == new_creep_name) {
Game.creeps[new_creep_name].memory.role = 'builder';
console.log('Create new creep name ' + new_creep_name);
} else {
// console.log(`failed to create builder with code ${Re_code}`);
}
}

40
mount.js Normal file
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@ -0,0 +1,40 @@
const harvester = require('harvester');
const picker = require('picker');
const transfer = require('transfer');
const builder = require('builder');
module.exports = {
mount() {
Creep.prototype.action = action;
if (!(Creep.prototype.hasOwnProperty('working_target_id'))) {
Object.defineProperty(Creep.prototype, 'working_target_id', {
get: function () {
return this.memory.working_target_id
},
set: function (id) {
this.memory.working_target_id = id
}
}
)
}
}
}
function action() {
let role = this.memory.role;
// this.say(`${role}`);
switch (role) {
case "harvester":
harvester.run(this)
break;
case "picker":
picker.run(this)
break;
case "transfer":
transfer.run(this)
break;
case "builder":
builder.run(this)
break;
}
}

8
path.js Normal file
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@ -0,0 +1,8 @@
module.exports = {
visualPath(my_pos, target_pos) {
// visualize the path
const path = PathFinder.search(my_pos, target_pos).path;
// console.log(path)
Game.map.visual.poly(path, { stroke: '#ffffff', strokeWidth: .8, opacity: .2, lineStyle: 'dashed' });
}
}

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@ -1,16 +1,18 @@
//只收集,不运输
module.exports = {
run(creep) {
// let sources = creep.room.find(FIND_SOURCES);
let working_target_id=creep.working_target_id;
let working_target=Game.getObjectById(working_target_id);
let Re_code=creep.harvest(working_target);
if ( Re_code== ERR_NOT_IN_RANGE) {
let working_target_id = creep.working_target_id;
let working_target = Game.getObjectById(working_target_id);
let Re_code = creep.harvest(working_target);
if (Re_code == ERR_NOT_IN_RANGE) {
creep.moveTo(working_target);
}else{
if(OK==Re_code){
} else {
if (OK == Re_code) {
creep.harvest(working_target);
creep.drop(RESOURCE_ENERGY);
} else {
console.log(`${creep.name} ${creep.memory.role} working target ${working_target_id}`)
console.log(`${creep.name} ${creep.memory.role} err: ${Re_code}`)
}
}
}

5
task.js Normal file
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@ -0,0 +1,5 @@
module.exports = {
upgradeController(){
}
}

41
test.js Normal file
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@ -0,0 +1,41 @@
function Person(age, name) {
this.name = name;
this.age = age;
};
Object.defineProperty(Person.prototype, "age", {
get: function() {
return this._age;
},
// Added a few things to demonstrate additional logic on the setter
set: function(num) {
num = parseInt(num, 10);
if(num > 0) {
this._age = num;
}
}
});
console.log(Person.prototype.hasOwnProperty('age'))
console.log(Person.hasOwnProperty('age'))
if(!(Person.prototype.hasOwnProperty('age'))){
Object.defineProperty(Person.prototype, "age", {
get: function() {
return this._age;
},
// Added a few things to demonstrate additional logic on the setter
set: function(num) {
num = parseInt(num, 10);
if(num > 0) {
this._age = num;
}
}
});
}
a= new Person(1,2)
a.name=10
console.log(a.age)

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@ -1,20 +1,24 @@
const utils=require('utils')
const path=require('path')
// const harvester = require("./harvester");
module.exports = {
run(creep) {
if (creep.carry.energy < creep.carryCapacity) {
let harvester_array = _(Game.creeps).filter({ memory: { role: 'picker' } }).value();
let harvester_creep=harvester_array[0];
let target_harvester_pos=harvester_creep.pos;
let working_target_id=creep.working_target_id
let working_target=Game.getObjectById(working_target_id)
if(!working_target){
// console.log(`${creep.name} working target vanished. Turn to unassigned.`)
return
}
let working_target_pos=working_target.pos
let my_pos=creep.pos;
// console.log("distance "+utils.distance(target_harvester_pos,my_pos))
if(utils.distance(target_harvester_pos,my_pos)>1.5){//在附近就是1或者1.414
creep.moveTo(target_harvester_pos);
if(utils.distance(working_target_pos,my_pos)>1.5){//在附近就是1或者1.414
creep.moveTo(working_target_pos);
path.visualPath(creep.pos,working_target_pos);
}else{
//find dropped source
let found=creep.room.lookForAt(LOOK_ENERGY,target_harvester_pos);
let found=creep.room.lookForAt(LOOK_ENERGY,working_target_pos);
if(found.length>0){
creep.pickup(found[0])
}
@ -24,6 +28,7 @@ module.exports = {
}else{
if (creep.transfer(Game.spawns['Spawn1'], RESOURCE_ENERGY) == ERR_NOT_IN_RANGE) {
creep.moveTo(Game.spawns['Spawn1']);
path.visualPath(creep.pos,Game.spawns['Spawn1'].pos);
}
}
}