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strategy.js
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309 lines (266 loc) · 7.64 KB
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/**
*
*/
// var population = require('population');
var planning = require('cityPlanning');
var util = require('common');
var _ = require('lodash');
Room.prototype.getLevel = function() {
return this.controller.level;
}
Room.prototype.coolEconStats = function() {
if (!util.def(this.memory.strategy)) {
this.bootstrap();
}
var econ = this.memory.strategy.economy;
if (!util.def(econ)) {
this.bootstrap();
}
econ.gatherMiss = (econ.gatherMiss > 0) ? econ.gatherMiss - 1 : 0;
econ.tankMiss = (econ.tankMiss > 0) ? econ.tankMiss - 1 : 0;
}
Room.prototype.tankMiss = function() {
if (!util.def(this.memory.strategy)) {
this.bootstrap();
}
var econ = this.memory.strategy.economy;
if (!util.def(econ)) {
this.bootstrap();
}
if (econ.tankMiss < 2000) {
econ.tankMiss++;
}
}
Room.prototype.gatherMiss = function() {
var econ = this.memory.strategy.economy;
if (!util.def(econ)) {
this.bootstrap();
}
econ.gatherMiss++;
}
// Basic strategy for building and fortifying a room
// Controller lvl 1
// --------------------
// Setup energy harvesting
// Create some low level soldiers
// Upgrade to lvl 2
// Controller lvl 2
// --------------------
// Create 5-6 extensions (need path checking)?
// Establish perimeter, build walls and ramparts
// fortify walls/ramparts
// upgrade to lvl3
// Controller lvl 3
// --------------------
// Create roads to source(s) and extensions
// Create beefier units, medics
// continue upgrading controller
// start scouting?
// Controller lvl 4
// --------------------
// Create energy storage
// Continue upgrading controller
// Controller lvl 5
// --------------------
// I don't know...never gotten this far.
// I suppose start creating links and have each room just store and transfer
// energy
// Move soldiers to outer rooms
//
//
// var population.design = {
// "miner" : [ WORK, WORK, MOVE ], Cost 300
// "workerBee" : [ CARRY, CARRY, CARRY, MOVE, MOVE, MOVE ], cost 300
// "construction" : [ WORK, WORK, WORK, MOVE, MOVE, CARRY, CARRY ], cost 500,
// Can't build til lvl 2
// "engineer" : [ WORK, WORK, MOVE, MOVE, CARRY, CARRY, CARRY, CARRY ], cost 500
// ''
// "footSoldier" : [ TOUGH, ATTACK, MOVE, MOVE ], cost 190
// "cavalry" : [ TOUGH, TOUGH, TOUGH, TOUGH, MOVE, MOVE, ATTACK, ATTACK,
// ATTACK ]
// // TODO: ranged units, medics
// };
//
// var goalDemographics = { // unit types will be built in order listed
// "workerBee" : 0.4,
// "construction" : 0.25,
// "engineer" : 0.25,
// "footSoldier" : 0.1
// }
//
// var minDemographics = { // Help bootstrap early game population
// 'miner' : 3,
// 'workerBee' : 3,
// 'footSoldier' : 2
// }
//
function dlog(msg) {
util.dlog('STRATEGY', msg);
}
// Basic caste definitions
//
// Come up with a base composition, and then scale to available energy capacity
//
Room.prototype.updateStrategy = function() {
var lvl = this.controller.level;
var strat = this.memory.strategy;
switch (lvl) {
case 1:
case 2:
strat.population.minWorker = 3;
break;
case 3:
strat.population.minWorker = 5;
break;
case 4:
strat.population.minWorker = 4;
break;
case 5:
strat.population.minWorker = 3;
break;
case 6:
strat.population.minWorker = 3;
break;
case 7:
strat.population.minWorker = 2;
break;
case 8:
strat.population.minWorker = 2;
break;
}
}
module.exports.strategery = function(room) {
// //////////////
// Debug
if (!util.def(room.memory.strategy) && room.controller && room.controller.my) {
room.log('Bootstrapping!')
room.bootstrap();
}
else { return false;}
var roomConfig = room.memory.strategy;
// /////////////
// State check
if (!util.def(room.controller)) {
// room not owned yet. bail for now
return;
}
if (roomConfig.curlvl != room.controller.level) {
roomConfig.curlvl = room.controller.level;
planning.controlLevelChange(room);
room.updateStrategy();
// Contact the city council
//planning.designRoom(room)
}
var selectStrat = [lvl0room, lvl1room, lvl2room, lvl3room, lvl4room,
lvl5room, lvl6room, lvl7room
];
// selectStrat[roomConfig.curlvl](room);
}
Room.prototype.bootstrap = function() {
var strategy = {
castes: {
'worker': [CARRY, WORK, MOVE, CARRY, MOVE, MOVE, WORK, MOVE],
"miner": [MOVE, WORK, WORK, WORK, WORK],
"soldier": [MOVE, ATTACK, TOUGH, MOVE, ATTACK, TOUGH, MOVE, RANGED_ATTACK, RANGED_ATTACK, MOVE, TOUGH, MOVE],
"medic": [MOVE, HEAL, TOUGH, MOVE],
"seedling": [CLAIM, MOVE],
"scout": [MOVE, TOUGH, "end"]
},
curlvl: 0,
rulesOfEngagement: 'guard',
defcon: 5,
population: {
maxPop: 30,
popPerLvl: 10,
minWorker: 3,
minerWeight: 55,
medicWeight: 35 // Aim for one medic per three soldiers. TODO: code medic behavior
},
construction: {
maxBuildSites: 5,
roadWeight: 10
},
economy: {
gatherMiss: 0,
tankMiss: 0,
energyReservePerLevel: 20000 // Rainy Day Fund
}
}
this.memory.strategy = strategy;
this.memory.nextSpawn = 1;
}
Room.prototype.getCastes = function() {
if (!util.def(this.memory.strategy)) {
this.bootstrap();
}
return this.memory.strategy.castes;
}
var lvl1room = function(room) {
var roomConfig = room.memory.strategy;
if (!util.def(roomConfig)) {
return false
}
}
var lvl0room = function(room) {
var roomConfig = room.memory.strategy;
if (!util.def(roomConfig)) {
return false
}
}
var lvl2room = function(room) {
var shafts = _.keys(room.memory.shafts).length;
var roomConfig = room.memory.strategy;
// Setup population goals
roomConfig.latestModels = {
"miner": [WORK, WORK, MOVE],
"workerBee": [CARRY, CARRY, CARRY, MOVE, MOVE, MOVE],
"private": [TOUGH, TOUGH, TOUGH, TOUGH, ATTACK, ATTACK, MOVE, MOVE],
"pfc": [TOUGH, TOUGH, TOUGH, TOUGH, TOUGH, RANGED_ATTACK,
RANGED_ATTACK, RANGED_ATTACK, MOVE, MOVE
],
"medic": [TOUGH, TOUGH, TOUGH, HEAL, HEAL, MOVE, MOVE],
"technician": [MOVE, MOVE, WORK, CARRY, CARRY],
"builder": [MOVE, MOVE, CARRY, CARRY, CARRY, WORK, WORK, WORK]
};
// demographics effect build order
roomConfig.goalDemographics = {
"workerBee": 0.25,
"private": 0.2,
"technician": 0.23,
"builder": 0.4,
"pfc": 0.3,
"medic": 0.1
};
roomConfig.minDemographics = {
"workerBee": shafts,
"miner": shafts,
"builder": 4
}
roomConfig.maxDemographics = {
"miner": shafts,
// "workerBee" : shafts,
"private": 7,
"technician": 15
}
}
function lvl3room(room) {
var roomConfig = room.memory.strategy;
var shafts = _.keys(room.memory.shafts).length;
roomConfig.minDemographics = {
"workerBee": shafts,
"miner": shafts,
} // No mins, the goalDemo and max will
// control build order this early in room
roomConfig.maxDemographics = {
"miner": shafts,
// "workerBee" : shafts,
"private": 7,
"technician": 15
}
}
function lvl4room(room) { // build storage
}
function lvl5room(room) {}
function lvl6room(room) {}
function lvl7room(room) {}
function lvl8room(room) {}