├── 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: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /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 | ![Installation animation](http://i.imgur.com/hUu0ozU.gif) 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: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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Patents. 472 | 473 | A "contributor" is a copyright holder who authorizes use under this 474 | License of the Program or a work on which the Program is based. The 475 | work thus licensed is called the contributor's "contributor version". 476 | 477 | A contributor's "essential patent claims" are all patent claims 478 | owned or controlled by the contributor, whether already acquired or 479 | hereafter acquired, that would be infringed by some manner, permitted 480 | by this License, of making, using, or selling its contributor version, 481 | but do not include claims that would be infringed only as a 482 | consequence of further modification of the contributor version. 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You may not convey a covered 525 | work if you are a party to an arrangement with a third party that is 526 | in the business of distributing software, under which you make payment 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 | --------------------------------------------------------------------------------