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Screeps

2Do things

Globals

Modules

  • Create new module: findNotFullStructures(structures[spawn,extension,tower,storage],prio[which structure do I like to get first?])

Attacker / Defender

  • Implement ranged attack? archer?
  • stay within ramparts if possible
  • make ranked attack body parts (use cluster grenade style to harm close by ones)

Builder

  • when nothing to build, assign upgrader role

Courier

  • Make courier also deliver to towers when enemy is in room!
  • Assign container when spawning - only once. not every tick (- When available energy less than 500, then check for storages for energy and help distribute. dont go to containers. too slow!) This method is slowing down the energy harvesting. Need to find another method.

Miner

  • Make a state for miners
  • When there is link in the room, then make the miner also have carry body part to be able to drop energy into the link that is not directly beside him
  • Early Miner idea: drop energy to floor and make miner have 1 carry body part https://hastebin.com/rajihumoji.js

Spawning

  • before spawning new defenders, calculate amount of attack, heal parts in all enemy creeps. If higher than what my current defenders got, then only create a new defender

Tower

TowerCourier

  • make it go refill extensions when not busy...

Repairer

  • Save maximum hits for structures to be repaired in memory

Upgrader

  • When available energy less than 500, then check for storages for energy and help distribute. dont go to containers. too slow!
  • Check if controller is already set in memory!

Harvesting

  • actions.SelectSource : When closest source doesnt have energy then creeps just sit there and wait. need to implement some routine to check if closest resource has energy. if not look for another source.

new: Refiller

  • Refilling Spawns and Extensions
  • beginning form RCL 4 we can have a storage. Use new type creep to refill then.
  • before that use dropped energy or containers???

Creep States (thanks to Kamots from slack)

  • role
  • originSpawn
  • destRoom
  • state (harvesting, upgrading, )
  • homeRoomName
  • previousRoom
  • previousPosition {"x":11,"y":18,"roomName":"W54S19"}
  • totalCarried
  • nextDest

Things to save into memory to save CPU

  1. Energy Sources (Sources, Drops, Containers, Storages)
  2. Facilities that need energy (Spawn, Extensions, Towers, Labs)
  3. Construction Sites (not needed!)
  4. Repair Sites (maybe only get those every 10 ticks?)
  5. Upgrade-Sites (Controller)

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