├── tsconfig.json
├── index.d.ts
├── README.md
├── Traveler.ts
├── Traveler.js
└── LICENSE
/tsconfig.json:
--------------------------------------------------------------------------------
1 | {
2 | "compilerOptions": {
3 | "module": "commonjs",
4 | "target": "es6",
5 | "sourceMap": false
6 | }
7 | }
--------------------------------------------------------------------------------
/index.d.ts:
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1 | interface PathfinderReturn {
2 | path: RoomPosition[];
3 | ops: number;
4 | cost: number;
5 | incomplete: boolean;
6 | }
7 |
8 | interface TravelToReturnData {
9 | nextPos?: RoomPosition;
10 | pathfinderReturn?: PathfinderReturn;
11 | state?: TravelState;
12 | path?: string;
13 | }
14 |
15 | interface TravelToOptions {
16 | ignoreRoads?: boolean;
17 | ignoreCreeps?: boolean;
18 | ignoreStructures?: boolean;
19 | preferHighway?: boolean;
20 | highwayBias?: number;
21 | allowHostile?: boolean;
22 | allowSK?: boolean;
23 | range?: number;
24 | obstacles?: { pos: RoomPosition }[];
25 | roomCallback?: (roomName: string, matrix: CostMatrix) => CostMatrix | boolean;
26 | routeCallback?: (roomName: string) => number;
27 | returnData?: TravelToReturnData;
28 | restrictDistance?: number;
29 | useFindRoute?: boolean;
30 | maxOps?: number;
31 | movingTarget?: boolean;
32 | freshMatrix?: boolean;
33 | offRoad?: boolean;
34 | stuckValue?: number;
35 | maxRooms?: number;
36 | repath?: number;
37 | route?: { [roomName: string]: boolean };
38 | ensurePath?: boolean;
39 | }
40 |
41 | interface TravelData {
42 | state?: [
43 | STATE_PREV_X: number,
44 | STATE_PREV_Y: number,
45 | STATE_STUCK: number,
46 | STATE_CPU: number,
47 | STATE_DEST_X: number,
48 | STATE_DEST_Y: number,
49 | STATE_DEST_ROOMNAME: string
50 | ];
51 | path?: string;
52 | }
53 |
54 | interface TravelState {
55 | stuckCount: number;
56 | lastCoord: Coord;
57 | destination: RoomPosition;
58 | cpu: number;
59 | }
60 |
61 | interface Creep {
62 | travelTo(destination: HasPos | RoomPosition, ops?: TravelToOptions): number;
63 | }
64 |
65 | interface Coord {
66 | x: number;
67 | y: number;
68 | }
69 | interface HasPos {
70 | pos: RoomPosition;
71 | }
72 |
73 | interface CreepMemory {
74 | _travel?: never;
75 | _trav: TravelData;
76 | }
77 |
78 | interface RoomMemory {
79 | avoid?: 1;
80 | }
81 |
82 | interface Memory {
83 | empire: EmpireMemory;
84 | }
85 |
86 | interface EmpireMemory {
87 | hostileRooms?: string[];
88 | }
89 |
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/README.md:
--------------------------------------------------------------------------------
1 | # Traveler
2 |
3 | Traveler is a general-purpose tool for moving your creeps around. Feel free to fork and use in other projects.
4 |
5 | #### Features:
6 | * Efficient path-caching and CPU-use (you can see how it compares with `creep.moveTo()` [here](https://github.com/bonzaiferroni/bonzAI/wiki/Improving-on-moveTo's-efficiency))
7 | * Ignores creeps in pathing by default which allows for fewer PathFinder calls and [single-lane creep movement](https://github.com/bonzaiferroni/screepswiki/blob/master/gifs/s33-moveTo.gif)
8 | * Can detect hostile rooms and will [path around them once discovered](https://github.com/bonzaiferroni/bonzAI/wiki/Improving-on-moveTo's-efficiency#long-distances-path-length-400). More info on how to enable detection [here](https://github.com/bonzaiferroni/Traveler/wiki/Improving-Traveler:-Important-Changes#hostile-room-avoidance)
9 | * Effective [long-range pathing](https://github.com/bonzaiferroni/bonzAI/wiki/Improving-on-moveTo's-efficiency#very-long-distances-path-length-1200)
10 | * [Lots of options](https://github.com/bonzaiferroni/Traveler/wiki/Traveler-API)
11 | * [Visuals](https://github.com/bonzaiferroni/Traveler/wiki/Improving-Traveler:-Features#show-your-path)
12 |
13 | ## Installation
14 |
15 | 1. Download [Traveler.ts](https://github.com/bonzaiferroni/Traveler/blob/master/Traveler.ts) or [Traveler.js](https://github.com/bonzaiferroni/Traveler/blob/master/Traveler.js) or just copy/paste the code in [Traveler.js](https://raw.githubusercontent.com/bonzaiferroni/Traveler/master/Traveler.js) into a new file using the screeps console.
16 |
17 | 2. Add a require statement to `main.js`:
18 | * `var Traveler = require('Traveler');`
19 | * (in the sim or some private servers you might need to use `'Traveler.js'`)
20 | 3. Replace situations where you used `moveTo` with `travelTo`
21 | ```
22 | // creep.moveTo(myDestination);
23 | creep.travelTo(myDestination);
24 | ```
25 |
26 | 
27 |
28 | #### Performance considerations
29 | 1. `travelTo` creates a new object in creep memory, `_trav`, which is analogous to the object used by `moveTo()` for caching the creeps path. For this reason, it will save memory to use either `travelTo()` or `moveTo()` with a given creep, but not both.
30 | 2. As with any algorithm where creeps aren't a consideration for pathing by default, you'll have best results when their path has a low chance of including immobile creeps. My creeps rarely reach the "stuck threshold" because I take extra considerations to keep the roads clear.
31 |
32 | ## Documentation
33 |
34 | The file itself has comments, and you can also find documentation [in the wiki](https://github.com/bonzaiferroni/Traveler/wiki/Traveler-API). I'm also looking for feedback and collaboration to improve Traveler, pull requests welcome!
35 |
36 | ## Changelog
37 |
38 | 2017-06-26
39 | * Reorganized type definitions into index.d.ts
40 | * Fixed bug where public ramparts were not seen as pathable
41 | * Fixed bug that caused exceptions due to non-existant Memory.rooms
42 |
43 | 2017-06-16
44 | * Fixed bug that caused options.preferHighway to not prefer highways
45 |
46 | 2017-06-05
47 | * Fixed bug in the commented line of code that registered whether creeps were in a hostile room or not.
48 | * New version of Traveler! See what is different [here](https://github.com/bonzaiferroni/Traveler/wiki/Improving-Traveler). The old version can still be found [here](https://github.com/bonzaiferroni/bonzAI/wiki/Traveler-API).
49 |
50 | 2017-03-10
51 | * Fixed a bug where public ramparts were not set as valid positions for pathing in the costmatrix (thanks ricane!)
52 |
53 | 2017-03-06
54 | * Fixed a bug where pathfinder gets needlessly called when using `options.range` (thanks helam!)
55 |
56 | 2017-01-17
57 | * Fixed bug in code that determines whether a room is SK from roomname
58 |
59 | 2017-01-15
60 | * Eliminated option `returnPosition` and added `returnData`
61 | * Fixed bug where preferHighway would not produce the intended results
62 | * Fixed bug where ignoreCreep behavior was reversed and creeps could not get unstuck
63 |
--------------------------------------------------------------------------------
/Traveler.ts:
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1 | // this might be higher than you wish, setting it lower is a great way to diagnose creep behavior issues. When creeps
2 | // need to repath to often or they aren't finding valid paths, it can sometimes point to problems elsewhere in your code
3 | const REPORT_CPU_THRESHOLD = 1000;
4 |
5 | const DEFAULT_MAXOPS = 20000;
6 | const DEFAULT_STUCK_VALUE = 2;
7 | const STATE_PREV_X = 0;
8 | const STATE_PREV_Y = 1;
9 | const STATE_STUCK = 2;
10 | const STATE_CPU = 3;
11 | const STATE_DEST_X = 4;
12 | const STATE_DEST_Y = 5;
13 | const STATE_DEST_ROOMNAME = 6;
14 |
15 | export class Traveler {
16 | private static structureMatrixCache: { [roomName: string]: CostMatrix } = {};
17 | private static creepMatrixCache: { [roomName: string]: CostMatrix } = {};
18 | private static creepMatrixTick: number;
19 | private static structureMatrixTick: number;
20 |
21 | /**
22 | * move creep to destination
23 | * @param creep
24 | * @param destination
25 | * @param options
26 | * @returns {number}
27 | */
28 |
29 | public static travelTo(creep: Creep, destination: HasPos | RoomPosition, options: TravelToOptions = {}): number {
30 | // uncomment if you would like to register hostile rooms entered
31 | // this.updateRoomStatus(creep.room);
32 |
33 | if (!destination) {
34 | return ERR_INVALID_ARGS;
35 | }
36 |
37 | if (creep.fatigue > 0) {
38 | Traveler.circle(creep.pos, 'aqua', 0.3);
39 | return ERR_TIRED;
40 | }
41 |
42 | destination = this.normalizePos(destination);
43 |
44 | // manage case where creep is nearby destination
45 | let rangeToDestination = creep.pos.getRangeTo(destination);
46 | if (options.range && rangeToDestination <= options.range) {
47 | return OK;
48 | } else if (rangeToDestination <= 1) {
49 | if (rangeToDestination === 1 && !options.range) {
50 | let direction = creep.pos.getDirectionTo(destination);
51 | if (options.returnData) {
52 | options.returnData.nextPos = destination;
53 | options.returnData.path = direction.toString();
54 | }
55 | return creep.move(direction);
56 | }
57 | return OK;
58 | }
59 |
60 | // initialize data object
61 | if (!creep.memory._trav) {
62 | delete creep.memory._travel;
63 | creep.memory._trav = {};
64 | }
65 | let travelData = creep.memory._trav as TravelData;
66 |
67 | let state = this.deserializeState(travelData, destination);
68 |
69 | // uncomment to visualize destination
70 | // this.circle(destination.pos, "orange");
71 |
72 | // check if creep is stuck
73 | if (this.isStuck(creep, state)) {
74 | state.stuckCount++;
75 | Traveler.circle(creep.pos, 'magenta', state.stuckCount * 0.2);
76 | } else {
77 | state.stuckCount = 0;
78 | }
79 |
80 | // handle case where creep is stuck
81 | if (!options.stuckValue) {
82 | options.stuckValue = DEFAULT_STUCK_VALUE;
83 | }
84 | if (state.stuckCount >= options.stuckValue && Math.random() > 0.5) {
85 | options.ignoreCreeps = false;
86 | options.freshMatrix = true;
87 | delete travelData.path;
88 | }
89 |
90 | // TODO:handle case where creep moved by some other function, but destination is still the same
91 |
92 | // delete path cache if destination is different
93 | if (!this.samePos(state.destination, destination)) {
94 | if (options.movingTarget && state.destination.isNearTo(destination)) {
95 | travelData.path ??= '';
96 | travelData.path += state.destination.getDirectionTo(destination);
97 | state.destination = destination;
98 | } else {
99 | delete travelData.path;
100 | }
101 | }
102 |
103 | if (options.repath && Math.random() < options.repath) {
104 | // add some chance that you will find a new path randomly
105 | delete travelData.path;
106 | }
107 |
108 | // pathfinding
109 | let newPath = false;
110 | if (!travelData.path) {
111 | newPath = true;
112 | if (creep.spawning) {
113 | return ERR_BUSY;
114 | }
115 |
116 | state.destination = destination;
117 |
118 | let cpu = Game.cpu.getUsed();
119 | let ret = this.findTravelPath(creep.pos, destination, options);
120 |
121 | let cpuUsed = Game.cpu.getUsed() - cpu;
122 | state.cpu = _.round(cpuUsed + state.cpu);
123 | if (state.cpu > REPORT_CPU_THRESHOLD) {
124 | // see note at end of file for more info on this
125 | console.log(
126 | `TRAVELER: heavy cpu use: ${creep.name}, cpu: ${state.cpu} origin: ${creep.pos}, dest: ${destination}`
127 | );
128 | }
129 |
130 | let color = 'orange';
131 | if (ret.incomplete) {
132 | // uncommenting this is a great way to diagnose creep behavior issues
133 | // console.log(`TRAVELER: incomplete path for ${creep.name}`);
134 | color = 'red';
135 | }
136 |
137 | if (options.returnData) {
138 | options.returnData.pathfinderReturn = ret;
139 | }
140 |
141 | travelData.path = Traveler.serializePath(creep.pos, ret.path, color);
142 | state.stuckCount = 0;
143 | }
144 |
145 | this.serializeState(creep, destination, state, travelData);
146 |
147 | if (!travelData.path || travelData.path.length === 0) {
148 | return ERR_NO_PATH;
149 | }
150 |
151 | // consume path
152 | if (state.stuckCount === 0 && !newPath) {
153 | travelData.path = travelData.path.substr(1);
154 | }
155 |
156 | let nextDirection = parseInt(travelData.path[0], 10) as DirectionConstant;
157 | if (options.returnData) {
158 | if (nextDirection) {
159 | let nextPos = Traveler.positionAtDirection(creep.pos, nextDirection);
160 | if (nextPos) {
161 | options.returnData.nextPos = nextPos;
162 | }
163 | }
164 | options.returnData.state = state;
165 | options.returnData.path = travelData.path;
166 | }
167 | return creep.move(nextDirection);
168 | }
169 |
170 | /**
171 | * make position objects consistent so that either can be used as an argument
172 | * @param destination
173 | * @returns {any}
174 | */
175 |
176 | public static normalizePos(destination: HasPos | RoomPosition): RoomPosition {
177 | if (!(destination instanceof RoomPosition)) {
178 | return destination.pos;
179 | }
180 | return destination;
181 | }
182 |
183 | /**
184 | * check if room should be avoided by findRoute algorithm
185 | * @param roomName
186 | * @returns {1|undefined}
187 | */
188 |
189 | public static checkAvoid(roomName: string) {
190 | return Memory.rooms && Memory.rooms[roomName] && Memory.rooms[roomName].avoid;
191 | }
192 |
193 | /**
194 | * check if a position is an exit
195 | * @param pos
196 | * @returns {boolean}
197 | */
198 |
199 | public static isExit(pos: Coord): boolean {
200 | return pos.x === 0 || pos.y === 0 || pos.x === 49 || pos.y === 49;
201 | }
202 |
203 | /**
204 | * check two coordinates match
205 | * @param pos1
206 | * @param pos2
207 | * @returns {boolean}
208 | */
209 |
210 | public static sameCoord(pos1: Coord, pos2: Coord): boolean {
211 | return pos1.x === pos2.x && pos1.y === pos2.y;
212 | }
213 |
214 | /**
215 | * check if two positions match
216 | * @param pos1
217 | * @param pos2
218 | * @returns {boolean}
219 | */
220 |
221 | public static samePos(pos1: RoomPosition, pos2: RoomPosition) {
222 | return this.sameCoord(pos1, pos2) && pos1.roomName === pos2.roomName;
223 | }
224 |
225 | /**
226 | * draw a circle at position
227 | * @param pos
228 | * @param color
229 | * @param opacity
230 | */
231 |
232 | public static circle(pos: RoomPosition, color: string, opacity?: number) {
233 | new RoomVisual(pos.roomName).circle(pos, {
234 | radius: 0.45,
235 | fill: 'transparent',
236 | stroke: color,
237 | strokeWidth: 0.15,
238 | opacity
239 | });
240 | }
241 |
242 | /**
243 | * update memory on whether a room should be avoided based on controller owner
244 | * @param room
245 | */
246 |
247 | public static updateRoomStatus(room: Room) {
248 | if (!room) {
249 | return;
250 | }
251 | if (room.controller) {
252 | if (room.controller.owner && !room.controller.my) {
253 | room.memory.avoid = 1;
254 | } else {
255 | delete room.memory.avoid;
256 | }
257 | }
258 | }
259 |
260 | /**
261 | * find a path from origin to destination
262 | * @param origin
263 | * @param destination
264 | * @param options
265 | * @returns {PathfinderReturn}
266 | */
267 |
268 | public static findTravelPath(
269 | origin: RoomPosition | HasPos,
270 | destination: RoomPosition | HasPos,
271 | options: TravelToOptions = {}
272 | ): PathfinderReturn {
273 | _.defaults(options, {
274 | ignoreCreeps: true,
275 | maxOps: DEFAULT_MAXOPS,
276 | range: 1
277 | });
278 |
279 | if (options.movingTarget) {
280 | options.range = 0;
281 | }
282 |
283 | origin = this.normalizePos(origin);
284 | destination = this.normalizePos(destination);
285 | let originRoomName = origin.roomName;
286 | let destRoomName = destination.roomName;
287 |
288 | // check to see whether findRoute should be used
289 | let roomDistance = Game.map.getRoomLinearDistance(origin.roomName, destination.roomName);
290 | let allowedRooms = options.route;
291 | if (!allowedRooms && (options.useFindRoute || (options.useFindRoute === undefined && roomDistance > 2))) {
292 | let route = this.findRoute(origin.roomName, destination.roomName, options);
293 | if (route) {
294 | allowedRooms = route;
295 | }
296 | }
297 |
298 | // Its used in the callback
299 | // eslint-disable-next-line @typescript-eslint/no-unused-vars
300 | let roomsSearched = 0;
301 |
302 | let callback = (roomName: string): CostMatrix | boolean => {
303 | if (allowedRooms) {
304 | if (!allowedRooms[roomName]) {
305 | return false;
306 | }
307 | } else if (
308 | !options.allowHostile &&
309 | Traveler.checkAvoid(roomName) &&
310 | roomName !== destRoomName &&
311 | roomName !== originRoomName
312 | ) {
313 | return false;
314 | }
315 |
316 | roomsSearched++;
317 |
318 | let matrix;
319 | let room = Game.rooms[roomName];
320 | if (room) {
321 | if (options.ignoreStructures) {
322 | matrix = new PathFinder.CostMatrix();
323 | if (!options.ignoreCreeps) {
324 | Traveler.addCreepsToMatrix(room, matrix);
325 | }
326 | } else if (options.ignoreCreeps || roomName !== originRoomName) {
327 | matrix = this.getStructureMatrix(room, options.freshMatrix);
328 | } else {
329 | matrix = this.getCreepMatrix(room);
330 | }
331 |
332 | if (options.obstacles) {
333 | matrix = matrix.clone();
334 | for (let obstacle of options.obstacles) {
335 | if (obstacle.pos.roomName !== roomName) {
336 | continue;
337 | }
338 | matrix.set(obstacle.pos.x, obstacle.pos.y, 0xff);
339 | }
340 | }
341 | }
342 |
343 | if (options.roomCallback) {
344 | if (!matrix) {
345 | matrix = new PathFinder.CostMatrix();
346 | }
347 | let outcome = options.roomCallback(roomName, matrix.clone());
348 | if (outcome !== undefined) {
349 | return outcome;
350 | }
351 | }
352 |
353 | return matrix as CostMatrix;
354 | };
355 |
356 | let ret = PathFinder.search(
357 | origin,
358 | { pos: destination, range: options.range! },
359 | {
360 | maxOps: options.maxOps,
361 | maxRooms: options.maxRooms,
362 | plainCost: options.offRoad ? 1 : options.ignoreRoads ? 1 : 2,
363 | swampCost: options.offRoad ? 1 : options.ignoreRoads ? 5 : 10,
364 | roomCallback: callback
365 | }
366 | );
367 |
368 | if (ret.incomplete && options.ensurePath) {
369 | if (options.useFindRoute === undefined) {
370 | // handle case where pathfinder failed at a short distance due to not using findRoute
371 | // can happen for situations where the creep would have to take an uncommonly indirect path
372 | // options.allowedRooms and options.routeCallback can also be used to handle this situation
373 | if (roomDistance <= 2) {
374 | console.log(`TRAVELER: path failed without findroute, trying with options.useFindRoute = true`);
375 | console.log(`from: ${origin}, destination: ${destination}`);
376 | options.useFindRoute = true;
377 | ret = this.findTravelPath(origin, destination, options);
378 | console.log(`TRAVELER: second attempt was ${ret.incomplete ? 'not ' : ''}successful`);
379 | return ret;
380 | }
381 |
382 | // TODO: handle case where a wall or some other obstacle is blocking the exit assumed by findRoute
383 | } else {
384 | }
385 | }
386 |
387 | return ret;
388 | }
389 |
390 | /**
391 | * find a viable sequence of rooms that can be used to narrow down pathfinder's search algorithm
392 | * @param origin
393 | * @param destination
394 | * @param options
395 | * @returns {{}}
396 | */
397 |
398 | public static findRoute(
399 | origin: string,
400 | destination: string,
401 | options: TravelToOptions = {}
402 | ): { [roomName: string]: boolean } | void {
403 | let restrictDistance = options.restrictDistance || Game.map.getRoomLinearDistance(origin, destination) + 10;
404 | let allowedRooms = { [origin]: true, [destination]: true };
405 |
406 | let highwayBias = 1;
407 | if (options.preferHighway) {
408 | highwayBias = 2.5;
409 | if (options.highwayBias) {
410 | highwayBias = options.highwayBias;
411 | }
412 | }
413 |
414 | let ret = Game.map.findRoute(origin, destination, {
415 | routeCallback: (roomName: string) => {
416 | if (options.routeCallback) {
417 | let outcome = options.routeCallback(roomName);
418 | if (outcome !== undefined) {
419 | return outcome;
420 | }
421 | }
422 |
423 | let rangeToRoom = Game.map.getRoomLinearDistance(origin, roomName);
424 | if (rangeToRoom > restrictDistance) {
425 | // room is too far out of the way
426 | return Number.POSITIVE_INFINITY;
427 | }
428 |
429 | if (!options.allowHostile && Traveler.checkAvoid(roomName) && roomName !== destination && roomName !== origin) {
430 | // room is marked as "avoid" in room memory
431 | return Number.POSITIVE_INFINITY;
432 | }
433 |
434 | let parsed;
435 | if (options.preferHighway) {
436 | parsed = /^[WE]([0-9]+)[NS]([0-9]+)$/.exec(roomName) as any;
437 | let isHighway = parsed[1] % 10 === 0 || parsed[2] % 10 === 0;
438 | if (isHighway) {
439 | return 1;
440 | }
441 | }
442 | // SK rooms are avoided when there is no vision in the room, harvested-from SK rooms are allowed
443 | if (!options.allowSK && !Game.rooms[roomName]) {
444 | if (!parsed) {
445 | parsed = /^[WE]([0-9]+)[NS]([0-9]+)$/.exec(roomName) as any;
446 | }
447 | let fMod = parsed[1] % 10;
448 | let sMod = parsed[2] % 10;
449 | let isSK = !(fMod === 5 && sMod === 5) && fMod >= 4 && fMod <= 6 && sMod >= 4 && sMod <= 6;
450 | if (isSK) {
451 | return 10 * highwayBias;
452 | }
453 | }
454 |
455 | return highwayBias;
456 | }
457 | });
458 |
459 | if (typeof ret === 'number') {
460 | console.log(`couldn't findRoute to ${destination}`);
461 | return;
462 | }
463 | for (let value of ret) {
464 | allowedRooms[value.room] = true;
465 | }
466 |
467 | return allowedRooms;
468 | }
469 |
470 | /**
471 | * check how many rooms were included in a route returned by findRoute
472 | * @param origin
473 | * @param destination
474 | * @returns {number}
475 | */
476 |
477 | public static routeDistance(origin: string, destination: string): number | void {
478 | let linearDistance = Game.map.getRoomLinearDistance(origin, destination);
479 | if (linearDistance >= 32) {
480 | return linearDistance;
481 | }
482 |
483 | let allowedRooms = this.findRoute(origin, destination);
484 | if (allowedRooms) {
485 | return Object.keys(allowedRooms).length;
486 | }
487 | }
488 |
489 | /**
490 | * build a cost matrix based on structures in the room. Will be cached for more than one tick. Requires vision.
491 | * @param room
492 | * @param freshMatrix
493 | * @returns {any}
494 | */
495 |
496 | public static getStructureMatrix(room: Room, freshMatrix?: boolean): CostMatrix {
497 | if (!this.structureMatrixCache[room.name] || (freshMatrix && Game.time !== this.structureMatrixTick)) {
498 | this.structureMatrixTick = Game.time;
499 | let matrix = new PathFinder.CostMatrix();
500 | this.structureMatrixCache[room.name] = Traveler.addStructuresToMatrix(room, matrix, 1);
501 | }
502 | return this.structureMatrixCache[room.name];
503 | }
504 |
505 | /**
506 | * build a cost matrix based on creeps and structures in the room. Will be cached for one tick. Requires vision.
507 | * @param room
508 | * @returns {any}
509 | */
510 |
511 | public static getCreepMatrix(room: Room) {
512 | if (!this.creepMatrixCache[room.name] || Game.time !== this.creepMatrixTick) {
513 | this.creepMatrixTick = Game.time;
514 | this.creepMatrixCache[room.name] = Traveler.addCreepsToMatrix(room, this.getStructureMatrix(room, true).clone());
515 | }
516 | return this.creepMatrixCache[room.name];
517 | }
518 |
519 | /**
520 | * add structures to matrix so that impassible structures can be avoided and roads given a lower cost
521 | * @param room
522 | * @param matrix
523 | * @param roadCost
524 | * @returns {CostMatrix}
525 | */
526 |
527 | public static addStructuresToMatrix(room: Room, matrix: CostMatrix, roadCost: number): CostMatrix {
528 | let impassibleStructures: Structure[] = [];
529 | for (let structure of room.find(FIND_STRUCTURES)) {
530 | if (structure instanceof StructureRampart) {
531 | if (!structure.my && !structure.isPublic) {
532 | impassibleStructures.push(structure);
533 | }
534 | } else if (structure instanceof StructureRoad) {
535 | matrix.set(structure.pos.x, structure.pos.y, roadCost);
536 | } else if (structure instanceof StructureContainer) {
537 | matrix.set(structure.pos.x, structure.pos.y, 5);
538 | } else {
539 | impassibleStructures.push(structure);
540 | }
541 | }
542 |
543 | for (let site of room.find(FIND_MY_CONSTRUCTION_SITES)) {
544 | if (
545 | site.structureType === STRUCTURE_CONTAINER ||
546 | site.structureType === STRUCTURE_ROAD ||
547 | site.structureType === STRUCTURE_RAMPART
548 | ) {
549 | continue;
550 | }
551 | matrix.set(site.pos.x, site.pos.y, 0xff);
552 | }
553 |
554 | for (let structure of impassibleStructures) {
555 | matrix.set(structure.pos.x, structure.pos.y, 0xff);
556 | }
557 |
558 | return matrix;
559 | }
560 |
561 | /**
562 | * add creeps to matrix so that they will be avoided by other creeps
563 | * @param room
564 | * @param matrix
565 | * @returns {CostMatrix}
566 | */
567 |
568 | public static addCreepsToMatrix(room: Room, matrix: CostMatrix): CostMatrix {
569 | room.find(FIND_CREEPS).forEach((creep: Creep) => matrix.set(creep.pos.x, creep.pos.y, 0xff));
570 | return matrix;
571 | }
572 |
573 | /**
574 | * serialize a path, traveler style. Returns a string of directions.
575 | * @param startPos
576 | * @param path
577 | * @param color
578 | * @returns {string}
579 | */
580 |
581 | public static serializePath(startPos: RoomPosition, path: RoomPosition[], color = 'orange'): string {
582 | let serializedPath = '';
583 | let lastPosition = startPos;
584 | this.circle(startPos, color);
585 | for (let position of path) {
586 | if (position.roomName === lastPosition.roomName) {
587 | new RoomVisual(position.roomName).line(position, lastPosition, { color, lineStyle: 'dashed' });
588 | serializedPath += lastPosition.getDirectionTo(position);
589 | }
590 | lastPosition = position;
591 | }
592 | return serializedPath;
593 | }
594 |
595 | /**
596 | * returns a position at a direction relative to origin
597 | * @param origin
598 | * @param direction
599 | * @returns {RoomPosition}
600 | */
601 |
602 | public static positionAtDirection(origin: RoomPosition, direction: number): RoomPosition | void {
603 | let offsetX = [0, 0, 1, 1, 1, 0, -1, -1, -1];
604 | let offsetY = [0, -1, -1, 0, 1, 1, 1, 0, -1];
605 | let x = origin.x + offsetX[direction];
606 | let y = origin.y + offsetY[direction];
607 | if (x > 49 || x < 0 || y > 49 || y < 0) {
608 | return;
609 | }
610 | return new RoomPosition(x, y, origin.roomName);
611 | }
612 |
613 | /**
614 | * convert room avoidance memory from the old pattern to the one currently used
615 | * @param cleanup
616 | */
617 |
618 | public static patchMemory(cleanup = false) {
619 | if (!Memory.empire) {
620 | return;
621 | }
622 | if (!Memory.empire.hostileRooms) {
623 | return;
624 | }
625 | let count = 0;
626 | for (let roomName in Memory.empire.hostileRooms) {
627 | if (Memory.empire.hostileRooms[roomName]) {
628 | if (!Memory.rooms[roomName]) {
629 | Memory.rooms[roomName] = {} as any;
630 | }
631 | Memory.rooms[roomName].avoid = 1;
632 | count++;
633 | }
634 | if (cleanup) {
635 | delete Memory.empire.hostileRooms[roomName];
636 | }
637 | }
638 | if (cleanup) {
639 | delete Memory.empire.hostileRooms;
640 | }
641 |
642 | console.log(`TRAVELER: room avoidance data patched for ${count} rooms`);
643 | }
644 |
645 | private static deserializeState(travelData: TravelData, destination: RoomPosition): TravelState {
646 | let state = {} as TravelState;
647 | if (travelData.state) {
648 | state.lastCoord = { x: travelData.state[STATE_PREV_X], y: travelData.state[STATE_PREV_Y] };
649 | state.cpu = travelData.state[STATE_CPU];
650 | state.stuckCount = travelData.state[STATE_STUCK];
651 | state.destination = new RoomPosition(
652 | travelData.state[STATE_DEST_X],
653 | travelData.state[STATE_DEST_Y],
654 | travelData.state[STATE_DEST_ROOMNAME]
655 | );
656 | } else {
657 | state.cpu = 0;
658 | state.destination = destination;
659 | }
660 | return state;
661 | }
662 |
663 | private static serializeState(creep: Creep, destination: RoomPosition, state: TravelState, travelData: TravelData) {
664 | travelData.state = [
665 | creep.pos.x,
666 | creep.pos.y,
667 | state.stuckCount,
668 | state.cpu,
669 | destination.x,
670 | destination.y,
671 | destination.roomName
672 | ];
673 | }
674 |
675 | private static isStuck(creep: Creep, state: TravelState): boolean {
676 | let stuck = false;
677 | if (state.lastCoord !== undefined) {
678 | if (this.sameCoord(creep.pos, state.lastCoord)) {
679 | // didn't move
680 | stuck = true;
681 | } else if (this.isExit(creep.pos) && this.isExit(state.lastCoord)) {
682 | // moved against exit
683 | stuck = true;
684 | }
685 | }
686 |
687 | return stuck;
688 | }
689 | }
690 |
691 | // assigns a function to Creep.prototype: creep.travelTo(destination)
692 | Creep.prototype.travelTo = function (destination: RoomPosition | { pos: RoomPosition }, options?: TravelToOptions) {
693 | return Traveler.travelTo(this, destination, options);
694 | };
695 |
--------------------------------------------------------------------------------
/Traveler.js:
--------------------------------------------------------------------------------
1 | /**
2 | * To start using Traveler, require it in main.js:
3 | * Example: var Traveler = require('Traveler.js');
4 | */
5 | "use strict";
6 | Object.defineProperty(exports, "__esModule", { value: true });
7 | class Traveler {
8 | /**
9 | * move creep to destination
10 | * @param creep
11 | * @param destination
12 | * @param options
13 | * @returns {number}
14 | */
15 | static travelTo(creep, destination, options = {}) {
16 | // uncomment if you would like to register hostile rooms entered
17 | // this.updateRoomStatus(creep.room);
18 | if (!destination) {
19 | return ERR_INVALID_ARGS;
20 | }
21 | if (creep.fatigue > 0) {
22 | Traveler.circle(creep.pos, "aqua", .3);
23 | return ERR_TIRED;
24 | }
25 | destination = this.normalizePos(destination);
26 | // manage case where creep is nearby destination
27 | let rangeToDestination = creep.pos.getRangeTo(destination);
28 | if (options.range && rangeToDestination <= options.range) {
29 | return OK;
30 | }
31 | else if (rangeToDestination <= 1) {
32 | if (rangeToDestination === 1 && !options.range) {
33 | let direction = creep.pos.getDirectionTo(destination);
34 | if (options.returnData) {
35 | options.returnData.nextPos = destination;
36 | options.returnData.path = direction.toString();
37 | }
38 | return creep.move(direction);
39 | }
40 | return OK;
41 | }
42 | // initialize data object
43 | if (!creep.memory._trav) {
44 | delete creep.memory._travel;
45 | creep.memory._trav = {};
46 | }
47 | let travelData = creep.memory._trav;
48 | let state = this.deserializeState(travelData, destination);
49 | // uncomment to visualize destination
50 | // this.circle(destination, "orange");
51 | // check if creep is stuck
52 | if (this.isStuck(creep, state)) {
53 | state.stuckCount++;
54 | Traveler.circle(creep.pos, "magenta", state.stuckCount * .2);
55 | }
56 | else {
57 | state.stuckCount = 0;
58 | }
59 | // handle case where creep is stuck
60 | if (!options.stuckValue) {
61 | options.stuckValue = DEFAULT_STUCK_VALUE;
62 | }
63 | if (state.stuckCount >= options.stuckValue && Math.random() > .5) {
64 | options.ignoreCreeps = false;
65 | options.freshMatrix = true;
66 | delete travelData.path;
67 | }
68 | // TODO:handle case where creep moved by some other function, but destination is still the same
69 | // delete path cache if destination is different
70 | if (!this.samePos(state.destination, destination)) {
71 | if (options.movingTarget && state.destination.isNearTo(destination)) {
72 | travelData.path += state.destination.getDirectionTo(destination);
73 | state.destination = destination;
74 | }
75 | else {
76 | delete travelData.path;
77 | }
78 | }
79 | if (options.repath && Math.random() < options.repath) {
80 | // add some chance that you will find a new path randomly
81 | delete travelData.path;
82 | }
83 | // pathfinding
84 | let newPath = false;
85 | if (!travelData.path) {
86 | newPath = true;
87 | if (creep.spawning) {
88 | return ERR_BUSY;
89 | }
90 | state.destination = destination;
91 | let cpu = Game.cpu.getUsed();
92 | let ret = this.findTravelPath(creep.pos, destination, options);
93 | let cpuUsed = Game.cpu.getUsed() - cpu;
94 | state.cpu = _.round(cpuUsed + state.cpu);
95 | if (state.cpu > REPORT_CPU_THRESHOLD) {
96 | // see note at end of file for more info on this
97 | console.log(`TRAVELER: heavy cpu use: ${creep.name}, cpu: ${state.cpu} origin: ${creep.pos}, dest: ${destination}`);
98 | }
99 | let color = "orange";
100 | if (ret.incomplete) {
101 | // uncommenting this is a great way to diagnose creep behavior issues
102 | // console.log(`TRAVELER: incomplete path for ${creep.name}`);
103 | color = "red";
104 | }
105 | if (options.returnData) {
106 | options.returnData.pathfinderReturn = ret;
107 | }
108 | travelData.path = Traveler.serializePath(creep.pos, ret.path, color);
109 | state.stuckCount = 0;
110 | }
111 | this.serializeState(creep, destination, state, travelData);
112 | if (!travelData.path || travelData.path.length === 0) {
113 | return ERR_NO_PATH;
114 | }
115 | // consume path
116 | if (state.stuckCount === 0 && !newPath) {
117 | travelData.path = travelData.path.substr(1);
118 | }
119 | let nextDirection = parseInt(travelData.path[0], 10);
120 | if (options.returnData) {
121 | if (nextDirection) {
122 | let nextPos = Traveler.positionAtDirection(creep.pos, nextDirection);
123 | if (nextPos) {
124 | options.returnData.nextPos = nextPos;
125 | }
126 | }
127 | options.returnData.state = state;
128 | options.returnData.path = travelData.path;
129 | }
130 | return creep.move(nextDirection);
131 | }
132 | /**
133 | * make position objects consistent so that either can be used as an argument
134 | * @param destination
135 | * @returns {any}
136 | */
137 | static normalizePos(destination) {
138 | if (!(destination instanceof RoomPosition)) {
139 | return destination.pos;
140 | }
141 | return destination;
142 | }
143 | /**
144 | * check if room should be avoided by findRoute algorithm
145 | * @param roomName
146 | * @returns {RoomMemory|number}
147 | */
148 | static checkAvoid(roomName) {
149 | return Memory.rooms && Memory.rooms[roomName] && Memory.rooms[roomName].avoid;
150 | }
151 | /**
152 | * check if a position is an exit
153 | * @param pos
154 | * @returns {boolean}
155 | */
156 | static isExit(pos) {
157 | return pos.x === 0 || pos.y === 0 || pos.x === 49 || pos.y === 49;
158 | }
159 | /**
160 | * check two coordinates match
161 | * @param pos1
162 | * @param pos2
163 | * @returns {boolean}
164 | */
165 | static sameCoord(pos1, pos2) {
166 | return pos1.x === pos2.x && pos1.y === pos2.y;
167 | }
168 | /**
169 | * check if two positions match
170 | * @param pos1
171 | * @param pos2
172 | * @returns {boolean}
173 | */
174 | static samePos(pos1, pos2) {
175 | return this.sameCoord(pos1, pos2) && pos1.roomName === pos2.roomName;
176 | }
177 | /**
178 | * draw a circle at position
179 | * @param pos
180 | * @param color
181 | * @param opacity
182 | */
183 | static circle(pos, color, opacity) {
184 | new RoomVisual(pos.roomName).circle(pos, {
185 | radius: .45, fill: "transparent", stroke: color, strokeWidth: .15, opacity: opacity
186 | });
187 | }
188 | /**
189 | * update memory on whether a room should be avoided based on controller owner
190 | * @param room
191 | */
192 | static updateRoomStatus(room) {
193 | if (!room) {
194 | return;
195 | }
196 | if (room.controller) {
197 | if (room.controller.owner && !room.controller.my) {
198 | room.memory.avoid = 1;
199 | }
200 | else {
201 | delete room.memory.avoid;
202 | }
203 | }
204 | }
205 | /**
206 | * find a path from origin to destination
207 | * @param origin
208 | * @param destination
209 | * @param options
210 | * @returns {PathfinderReturn}
211 | */
212 | static findTravelPath(origin, destination, options = {}) {
213 | _.defaults(options, {
214 | ignoreCreeps: true,
215 | maxOps: DEFAULT_MAXOPS,
216 | range: 1,
217 | });
218 | if (options.movingTarget) {
219 | options.range = 0;
220 | }
221 | origin = this.normalizePos(origin);
222 | destination = this.normalizePos(destination);
223 | let originRoomName = origin.roomName;
224 | let destRoomName = destination.roomName;
225 | // check to see whether findRoute should be used
226 | let roomDistance = Game.map.getRoomLinearDistance(origin.roomName, destination.roomName);
227 | let allowedRooms = options.route;
228 | if (!allowedRooms && (options.useFindRoute || (options.useFindRoute === undefined && roomDistance > 2))) {
229 | let route = this.findRoute(origin.roomName, destination.roomName, options);
230 | if (route) {
231 | allowedRooms = route;
232 | }
233 | }
234 | let roomsSearched = 0;
235 | let callback = (roomName) => {
236 | if (allowedRooms) {
237 | if (!allowedRooms[roomName]) {
238 | return false;
239 | }
240 | }
241 | else if (!options.allowHostile && Traveler.checkAvoid(roomName)
242 | && roomName !== destRoomName && roomName !== originRoomName) {
243 | return false;
244 | }
245 | roomsSearched++;
246 | let matrix;
247 | let room = Game.rooms[roomName];
248 | if (room) {
249 | if (options.ignoreStructures) {
250 | matrix = new PathFinder.CostMatrix();
251 | if (!options.ignoreCreeps) {
252 | Traveler.addCreepsToMatrix(room, matrix);
253 | }
254 | }
255 | else if (options.ignoreCreeps || roomName !== originRoomName) {
256 | matrix = this.getStructureMatrix(room, options.freshMatrix);
257 | }
258 | else {
259 | matrix = this.getCreepMatrix(room);
260 | }
261 | if (options.obstacles) {
262 | matrix = matrix.clone();
263 | for (let obstacle of options.obstacles) {
264 | if (obstacle.pos.roomName !== roomName) {
265 | continue;
266 | }
267 | matrix.set(obstacle.pos.x, obstacle.pos.y, 0xff);
268 | }
269 | }
270 | }
271 | if (options.roomCallback) {
272 | if (!matrix) {
273 | matrix = new PathFinder.CostMatrix();
274 | }
275 | let outcome = options.roomCallback(roomName, matrix.clone());
276 | if (outcome !== undefined) {
277 | return outcome;
278 | }
279 | }
280 | return matrix;
281 | };
282 | let ret = PathFinder.search(origin, { pos: destination, range: options.range }, {
283 | maxOps: options.maxOps,
284 | maxRooms: options.maxRooms,
285 | plainCost: options.offRoad ? 1 : options.ignoreRoads ? 1 : 2,
286 | swampCost: options.offRoad ? 1 : options.ignoreRoads ? 5 : 10,
287 | roomCallback: callback,
288 | });
289 | if (ret.incomplete && options.ensurePath) {
290 | if (options.useFindRoute === undefined) {
291 | // handle case where pathfinder failed at a short distance due to not using findRoute
292 | // can happen for situations where the creep would have to take an uncommonly indirect path
293 | // options.allowedRooms and options.routeCallback can also be used to handle this situation
294 | if (roomDistance <= 2) {
295 | console.log(`TRAVELER: path failed without findroute, trying with options.useFindRoute = true`);
296 | console.log(`from: ${origin}, destination: ${destination}`);
297 | options.useFindRoute = true;
298 | ret = this.findTravelPath(origin, destination, options);
299 | console.log(`TRAVELER: second attempt was ${ret.incomplete ? "not " : ""}successful`);
300 | return ret;
301 | }
302 | // TODO: handle case where a wall or some other obstacle is blocking the exit assumed by findRoute
303 | }
304 | else {
305 | }
306 | }
307 | return ret;
308 | }
309 | /**
310 | * find a viable sequence of rooms that can be used to narrow down pathfinder's search algorithm
311 | * @param origin
312 | * @param destination
313 | * @param options
314 | * @returns {{}}
315 | */
316 | static findRoute(origin, destination, options = {}) {
317 | let restrictDistance = options.restrictDistance || Game.map.getRoomLinearDistance(origin, destination) + 10;
318 | let allowedRooms = { [origin]: true, [destination]: true };
319 | let highwayBias = 1;
320 | if (options.preferHighway) {
321 | highwayBias = 2.5;
322 | if (options.highwayBias) {
323 | highwayBias = options.highwayBias;
324 | }
325 | }
326 | let ret = Game.map.findRoute(origin, destination, {
327 | routeCallback: (roomName) => {
328 | if (options.routeCallback) {
329 | let outcome = options.routeCallback(roomName);
330 | if (outcome !== undefined) {
331 | return outcome;
332 | }
333 | }
334 | let rangeToRoom = Game.map.getRoomLinearDistance(origin, roomName);
335 | if (rangeToRoom > restrictDistance) {
336 | // room is too far out of the way
337 | return Number.POSITIVE_INFINITY;
338 | }
339 | if (!options.allowHostile && Traveler.checkAvoid(roomName) &&
340 | roomName !== destination && roomName !== origin) {
341 | // room is marked as "avoid" in room memory
342 | return Number.POSITIVE_INFINITY;
343 | }
344 | let parsed;
345 | if (options.preferHighway) {
346 | parsed = /^[WE]([0-9]+)[NS]([0-9]+)$/.exec(roomName);
347 | let isHighway = (parsed[1] % 10 === 0) || (parsed[2] % 10 === 0);
348 | if (isHighway) {
349 | return 1;
350 | }
351 | }
352 | // SK rooms are avoided when there is no vision in the room, harvested-from SK rooms are allowed
353 | if (!options.allowSK && !Game.rooms[roomName]) {
354 | if (!parsed) {
355 | parsed = /^[WE]([0-9]+)[NS]([0-9]+)$/.exec(roomName);
356 | }
357 | let fMod = parsed[1] % 10;
358 | let sMod = parsed[2] % 10;
359 | let isSK = !(fMod === 5 && sMod === 5) &&
360 | ((fMod >= 4) && (fMod <= 6)) &&
361 | ((sMod >= 4) && (sMod <= 6));
362 | if (isSK) {
363 | return 10 * highwayBias;
364 | }
365 | }
366 | return highwayBias;
367 | },
368 | });
369 | if (!_.isArray(ret)) {
370 | console.log(`couldn't findRoute to ${destination}`);
371 | return;
372 | }
373 | for (let value of ret) {
374 | allowedRooms[value.room] = true;
375 | }
376 | return allowedRooms;
377 | }
378 | /**
379 | * check how many rooms were included in a route returned by findRoute
380 | * @param origin
381 | * @param destination
382 | * @returns {number}
383 | */
384 | static routeDistance(origin, destination) {
385 | let linearDistance = Game.map.getRoomLinearDistance(origin, destination);
386 | if (linearDistance >= 32) {
387 | return linearDistance;
388 | }
389 | let allowedRooms = this.findRoute(origin, destination);
390 | if (allowedRooms) {
391 | return Object.keys(allowedRooms).length;
392 | }
393 | }
394 | /**
395 | * build a cost matrix based on structures in the room. Will be cached for more than one tick. Requires vision.
396 | * @param room
397 | * @param freshMatrix
398 | * @returns {any}
399 | */
400 | static getStructureMatrix(room, freshMatrix) {
401 | if (!this.structureMatrixTick) this.structureMatrixTick = {};
402 | if (!this.structureMatrixCache[room.name] || (freshMatrix && Game.time !== this.structureMatrixTick[room.name])) {
403 | this.structureMatrixTick[room.name] = Game.time;
404 | let matrix = new PathFinder.CostMatrix();
405 | this.structureMatrixCache[room.name] = Traveler.addStructuresToMatrix(room, matrix, 1);
406 | }
407 | return this.structureMatrixCache[room.name];
408 | }
409 | /**
410 | * build a cost matrix based on creeps and structures in the room. Will be cached for one tick. Requires vision.
411 | * @param room
412 | * @returns {any}
413 | */
414 | static getCreepMatrix(room) {
415 | if (!this.creepMatrixTick) this.creepMatrixTick = {};
416 | if (!this.creepMatrixCache[room.name] || Game.time !== this.creepMatrixTick[room.name]) {
417 | this.creepMatrixTick[room.name] = Game.time;
418 | this.creepMatrixCache[room.name] = Traveler.addCreepsToMatrix(room, this.getStructureMatrix(room, true).clone());
419 | }
420 | return this.creepMatrixCache[room.name];
421 | }
422 | /**
423 | * add structures to matrix so that impassible structures can be avoided and roads given a lower cost
424 | * @param room
425 | * @param matrix
426 | * @param roadCost
427 | * @returns {CostMatrix}
428 | */
429 | static addStructuresToMatrix(room, matrix, roadCost) {
430 | let impassibleStructures = [];
431 | for (let structure of room.find(FIND_STRUCTURES)) {
432 | if (structure instanceof StructureRampart) {
433 | if (!structure.my && !structure.isPublic) {
434 | impassibleStructures.push(structure);
435 | }
436 | }
437 | else if (structure instanceof StructureRoad) {
438 | matrix.set(structure.pos.x, structure.pos.y, roadCost);
439 | }
440 | else if (structure instanceof StructureContainer) {
441 | matrix.set(structure.pos.x, structure.pos.y, 5);
442 | }
443 | else {
444 | impassibleStructures.push(structure);
445 | }
446 | }
447 | for (let site of room.find(FIND_MY_CONSTRUCTION_SITES)) {
448 | if (site.structureType === STRUCTURE_CONTAINER || site.structureType === STRUCTURE_ROAD
449 | || site.structureType === STRUCTURE_RAMPART) {
450 | continue;
451 | }
452 | matrix.set(site.pos.x, site.pos.y, 0xff);
453 | }
454 | for (let structure of impassibleStructures) {
455 | matrix.set(structure.pos.x, structure.pos.y, 0xff);
456 | }
457 | return matrix;
458 | }
459 | /**
460 | * add creeps to matrix so that they will be avoided by other creeps
461 | * @param room
462 | * @param matrix
463 | * @returns {CostMatrix}
464 | */
465 | static addCreepsToMatrix(room, matrix) {
466 | room.find(FIND_CREEPS).forEach((creep) => matrix.set(creep.pos.x, creep.pos.y, 0xff));
467 | return matrix;
468 | }
469 | /**
470 | * serialize a path, traveler style. Returns a string of directions.
471 | * @param startPos
472 | * @param path
473 | * @param color
474 | * @returns {string}
475 | */
476 | static serializePath(startPos, path, color = "orange") {
477 | let serializedPath = "";
478 | let lastPosition = startPos;
479 | this.circle(startPos, color);
480 | for (let position of path) {
481 | if (position.roomName === lastPosition.roomName) {
482 | new RoomVisual(position.roomName)
483 | .line(position, lastPosition, { color: color, lineStyle: "dashed" });
484 | serializedPath += lastPosition.getDirectionTo(position);
485 | }
486 | lastPosition = position;
487 | }
488 | return serializedPath;
489 | }
490 | /**
491 | * returns a position at a direction relative to origin
492 | * @param origin
493 | * @param direction
494 | * @returns {RoomPosition}
495 | */
496 | static positionAtDirection(origin, direction) {
497 | let offsetX = [0, 0, 1, 1, 1, 0, -1, -1, -1];
498 | let offsetY = [0, -1, -1, 0, 1, 1, 1, 0, -1];
499 | let x = origin.x + offsetX[direction];
500 | let y = origin.y + offsetY[direction];
501 | if (x > 49 || x < 0 || y > 49 || y < 0) {
502 | return;
503 | }
504 | return new RoomPosition(x, y, origin.roomName);
505 | }
506 | /**
507 | * convert room avoidance memory from the old pattern to the one currently used
508 | * @param cleanup
509 | */
510 | static patchMemory(cleanup = false) {
511 | if (!Memory.empire) {
512 | return;
513 | }
514 | if (!Memory.empire.hostileRooms) {
515 | return;
516 | }
517 | let count = 0;
518 | for (let roomName in Memory.empire.hostileRooms) {
519 | if (Memory.empire.hostileRooms[roomName]) {
520 | if (!Memory.rooms[roomName]) {
521 | Memory.rooms[roomName] = {};
522 | }
523 | Memory.rooms[roomName].avoid = 1;
524 | count++;
525 | }
526 | if (cleanup) {
527 | delete Memory.empire.hostileRooms[roomName];
528 | }
529 | }
530 | if (cleanup) {
531 | delete Memory.empire.hostileRooms;
532 | }
533 | console.log(`TRAVELER: room avoidance data patched for ${count} rooms`);
534 | }
535 | static deserializeState(travelData, destination) {
536 | let state = {};
537 | if (travelData.state) {
538 | state.lastCoord = { x: travelData.state[STATE_PREV_X], y: travelData.state[STATE_PREV_Y] };
539 | state.cpu = travelData.state[STATE_CPU];
540 | state.stuckCount = travelData.state[STATE_STUCK];
541 | state.destination = new RoomPosition(travelData.state[STATE_DEST_X], travelData.state[STATE_DEST_Y], travelData.state[STATE_DEST_ROOMNAME]);
542 | }
543 | else {
544 | state.cpu = 0;
545 | state.destination = destination;
546 | }
547 | return state;
548 | }
549 | static serializeState(creep, destination, state, travelData) {
550 | travelData.state = [creep.pos.x, creep.pos.y, state.stuckCount, state.cpu, destination.x, destination.y,
551 | destination.roomName];
552 | }
553 | static isStuck(creep, state) {
554 | let stuck = false;
555 | if (state.lastCoord !== undefined) {
556 | if (this.sameCoord(creep.pos, state.lastCoord)) {
557 | // didn't move
558 | stuck = true;
559 | }
560 | else if (this.isExit(creep.pos) && this.isExit(state.lastCoord)) {
561 | // moved against exit
562 | stuck = true;
563 | }
564 | }
565 | return stuck;
566 | }
567 | }
568 | Traveler.structureMatrixCache = {};
569 | Traveler.creepMatrixCache = {};
570 | exports.Traveler = Traveler;
571 | // this might be higher than you wish, setting it lower is a great way to diagnose creep behavior issues. When creeps
572 | // need to repath to often or they aren't finding valid paths, it can sometimes point to problems elsewhere in your code
573 | const REPORT_CPU_THRESHOLD = 1000;
574 | const DEFAULT_MAXOPS = 20000;
575 | const DEFAULT_STUCK_VALUE = 2;
576 | const STATE_PREV_X = 0;
577 | const STATE_PREV_Y = 1;
578 | const STATE_STUCK = 2;
579 | const STATE_CPU = 3;
580 | const STATE_DEST_X = 4;
581 | const STATE_DEST_Y = 5;
582 | const STATE_DEST_ROOMNAME = 6;
583 | // assigns a function to Creep.prototype: creep.travelTo(destination)
584 | Creep.prototype.travelTo = function (destination, options) {
585 | return Traveler.travelTo(this, destination, options);
586 | };
587 |
--------------------------------------------------------------------------------
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527 | to the third party based on the extent of your activity of conveying
528 | the work, and under which the third party grants, to any of the
529 | parties who would receive the covered work from you, a discriminatory
530 | patent license (a) in connection with copies of the covered work
531 | conveyed by you (or copies made from those copies), or (b) primarily
532 | for and in connection with specific products or compilations that
533 | contain the covered work, unless you entered into that arrangement,
534 | or that patent license was granted, prior to 28 March 2007.
535 |
536 | Nothing in this License shall be construed as excluding or limiting
537 | any implied license or other defenses to infringement that may
538 | otherwise be available to you under applicable patent law.
539 |
540 | 12. No Surrender of Others' Freedom.
541 |
542 | If conditions are imposed on you (whether by court order, agreement or
543 | otherwise) that contradict the conditions of this License, they do not
544 | excuse you from the conditions of this License. If you cannot convey a
545 | covered work so as to satisfy simultaneously your obligations under this
546 | License and any other pertinent obligations, then as a consequence you may
547 | not convey it at all. For example, if you agree to terms that obligate you
548 | to collect a royalty for further conveying from those to whom you convey
549 | the Program, the only way you could satisfy both those terms and this
550 | License would be to refrain entirely from conveying the Program.
551 |
552 | 13. Use with the GNU Affero General Public License.
553 |
554 | Notwithstanding any other provision of this License, you have
555 | permission to link or combine any covered work with a work licensed
556 | under version 3 of the GNU Affero General Public License into a single
557 | combined work, and to convey the resulting work. The terms of this
558 | License will continue to apply to the part which is the covered work,
559 | but the special requirements of the GNU Affero General Public License,
560 | section 13, concerning interaction through a network will apply to the
561 | combination as such.
562 |
563 | 14. Revised Versions of this License.
564 |
565 | The Free Software Foundation may publish revised and/or new versions of
566 | the GNU General Public License from time to time. Such new versions will
567 | be similar in spirit to the present version, but may differ in detail to
568 | address new problems or concerns.
569 |
570 | Each version is given a distinguishing version number. If the
571 | Program specifies that a certain numbered version of the GNU General
572 | Public License "or any later version" applies to it, you have the
573 | option of following the terms and conditions either of that numbered
574 | version or of any later version published by the Free Software
575 | Foundation. If the Program does not specify a version number of the
576 | GNU General Public License, you may choose any version ever published
577 | by the Free Software Foundation.
578 |
579 | If the Program specifies that a proxy can decide which future
580 | versions of the GNU General Public License can be used, that proxy's
581 | public statement of acceptance of a version permanently authorizes you
582 | to choose that version for the Program.
583 |
584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
586 | author or copyright holder as a result of your choosing to follow a
587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
599 |
600 | 16. Limitation of Liability.
601 |
602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
610 | SUCH DAMAGES.
611 |
612 | 17. Interpretation of Sections 15 and 16.
613 |
614 | If the disclaimer of warranty and limitation of liability provided
615 | above cannot be given local legal effect according to their terms,
616 | reviewing courts shall apply local law that most closely approximates
617 | an absolute waiver of all civil liability in connection with the
618 | Program, unless a warranty or assumption of liability accompanies a
619 | copy of the Program in return for a fee.
620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
631 | state the exclusion of warranty; and each file should have at least
632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 | {one line to give the program's name and a brief idea of what it does.}
635 | Copyright (C) {year} {name of author}
636 |
637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
639 | the Free Software Foundation, either version 3 of the License, or
640 | (at your option) any later version.
641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | {project} Copyright (C) {year} {fullname}
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
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