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December 29, 2016 08:21
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Screeps.com Creep.prototype.moveTo replacement supporting completely custom CostMatrices
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/** | |
* Utility function turning a direction constant into a dx/dy difference. | |
*/ | |
const directionToDxDy = function (dir) { | |
switch (dir) { | |
case TOP: | |
return [0, -1]; | |
case TOP_RIGHT: | |
return [1, -1]; | |
case RIGHT: | |
return [1, 0]; | |
case BOTTOM_RIGHT: | |
return [1, 1]; | |
case BOTTOM: | |
return [0, 1]; | |
case BOTTOM_LEFT: | |
return [-1, 1]; | |
case LEFT: | |
return [-1, 0]; | |
case TOP_LEFT: | |
return [-1, -1]; | |
default: | |
return null; | |
} | |
}; | |
/** | |
* Utility function turning a dx/dy difference into a direction constant. | |
* | |
* Note: ignores magnitude of arguments, and only looks at sign. | |
*/ | |
const dxDyToDirection = function (dx, dy) { | |
if (dx < 0) { | |
if (dy < 0) { | |
return TOP_LEFT; | |
} else if (dy > 0) { | |
return BOTTOM_LEFT; | |
} else { | |
return LEFT; | |
} | |
} else if (dx > 0) { | |
if (dy < 0) { | |
return TOP_RIGHT; | |
} else if (dy > 0) { | |
return BOTTOM_RIGHT; | |
} else { | |
return RIGHT; | |
} | |
} else { | |
if (dy < 0) { | |
return TOP; | |
} else if (dy > 0) { | |
return BOTTOM; | |
} else { | |
// both dx and dy are 0! | |
return null; | |
} | |
} | |
}; | |
/** | |
* Searches for a path using PathFinder and the given opts, turns the path into a Room.findPath-compatible | |
* serialized result, and returns that result. | |
* | |
* Please ensure that all arguments have been validated when passing in, and that targetPos is a raw position | |
* (not a RoomObject with a pos property). | |
*/ | |
const findPathPathFinder = function (originPos, targetPos, options) { | |
const result = PathFinder.search( | |
originPos, | |
{ | |
pos: targetPos, | |
range: 'range' in options ? options.range : 1, | |
}, | |
options | |
); | |
const path = result.path; | |
var resultStringArray = []; // it's faster to use [...].join('') than to continuously add to a string. | |
var roomToConvert = originPos.roomName; | |
if (path.length < 1) { | |
return ''; | |
} | |
// The serialized format starts with the second position's x and y values, then the direction from the | |
// first pos to second, then direction from second to third, etc. | |
if (path[0].x > 9) { | |
resultStringArray.push(path[0].x); | |
} else { | |
resultStringArray.push(0, path[0].x); // 0-pad | |
} | |
if (path[0].y > 9) { | |
resultStringArray.push(path[0].y); | |
} else { | |
resultStringArray.push(0, path[0].y); // 0-pad | |
} | |
var last_x = originPos.x; | |
var last_y = originPos.y; | |
var pos, dx, dy, dir; | |
for (var i = 0; i < path.length; i++) { | |
pos = path[i]; | |
dx = pos.x - last_x; | |
dy = pos.y - last_y; | |
if (dx === -49) { | |
dx = 1; | |
} else if (dx === 49) { | |
dx = -1; | |
} | |
if (dy === -49) { | |
dy = 1; | |
} else if (dy === 49) { | |
dy = -1; | |
} | |
resultStringArray.push(dxDyToDirection(dx, dy)); | |
if (pos.roomName != roomToConvert) { | |
break; | |
} | |
last_x = pos.x; | |
last_y = pos.y; | |
} | |
return resultStringArray.join(''); | |
}; | |
Creep.prototype.defaultMoveTo = Creep.prototype.moveTo; | |
/** | |
* Custom replacement of moveTo, which just calls moveTo unless a 'roomCallback' argument is passed in in the | |
* options. The memory format this function uses is identical to the default moveTo's, so it is supported | |
* alternate* calling this function with and without the 'roomCallback' option. | |
* | |
* When passed roomCallback, this function is identical to moveTo, except it: | |
* - assumes that Creep.prototype.moveByPath has already been optimized to deal with | |
* serialized paths, and will pass it purely serialized paths. | |
* - does not accept the 'serializeMemory' option, and will always assume it is set to true | |
* - does not accept any of the 'costCallback', 'ignoreCreeps', 'ignoreRoads' or 'ignoreDestructibleStructures' | |
* options. (note: roomCallback is used by PathFinder instead of the costCallback used by findPath) | |
* - passes all arguments on to PathFinder.search as is. | |
* - accepts one additional option, 'range', which is passed into PathFinder as part of the target object. | |
*/ | |
Creep.prototype.moveTo = function (arg1, arg2, arg3) { | |
var x, y, roomName, opts; | |
if (arg3 === undefined) { | |
if (arg1.pos) { | |
arg1 = arg1.pos; | |
} | |
x = arg1.x; | |
y = arg1.y; | |
roomName = arg1.roomName; | |
opts = arg2 || {}; | |
} else { | |
x = arg1; | |
y = arg2; | |
roomName = this.pos.roomName; | |
opts = arg3 || {}; | |
} | |
if (!('roomCallback' in opts)) { | |
return this.defaultMoveTo(arg1, arg2, arg3); // Compatible memory format. | |
} | |
if (!_.isNumber(x) || !_.isNumber(y) || !_.isString(roomName)) { | |
return ERR_INVALID_TARGET; | |
} | |
if (!_.isObject(opts)) { | |
return ERR_INVALID_ARGS; | |
} | |
if (!this.my) { | |
return ERR_NOT_OWNER; | |
} | |
if (this.spawning) { | |
return ERR_BUSY | |
} | |
if (this.fatigue > 0) { | |
return ERR_TIRED | |
} | |
if (!this.hasActiveBodyparts(MOVE)) { | |
return ERR_NO_BODYPART; | |
} | |
const targetPos = new RoomPosition(x, y, roomName); | |
if (this.pos.isNearTo(targetPos)) { | |
if (this.pos.isEqualTo(targetPos)) { | |
return OK; | |
} else { | |
return this.move(this.pos.getDirectionTo(targetPos)); | |
} | |
} | |
const reusePath = _.isObject(this.memory) && ('reusePath' in opts ? opts.reusePath : 5); | |
if (reusePath) { | |
var _move = this.memory._move; | |
if (_.isObject(_move) | |
&& Game.time <= _move.time + Number(reusePath) | |
&& _move.room == this.pos.roomName | |
&& _move.dest.room == targetPos.roomName | |
&& _move.dest.x == targetPos.x | |
&& _move.dest.y == targetPos.y) { | |
// moveByPath is optimized to deal with serialized paths already, and it's more CPU to | |
// re-serialize each tick with a smaller string than it is to store the larger string the | |
// whole time. | |
var byPathResult = this.moveByPath(_move.path); | |
if (byPathResult !== ERR_NOT_FOUND && byPathResult !== ERR_INVALID_ARGS | |
&& byPathResult !== ERR_NO_PATH) { | |
return byPathResult; | |
} | |
} | |
} | |
if (opts.noPathFinding) { | |
return ERR_NOT_FOUND; | |
} | |
// This uses PathFinder, and returns the result as an already-serialized path. | |
const path = findPathPathFinder(this.pos, targetPos, opts); | |
if (reusePath) { | |
this.memory._move = { | |
dest: { | |
x: targetPos.x, | |
y: targetPos.y, | |
room: targetPos.roomName, | |
}, | |
time: Game.time, | |
path: path, | |
room: this.pos.roomName, | |
} | |
} | |
return this.moveByPath(path); | |
}; | |
Creep.prototype.defaultMoveByPath = Creep.prototype.moveByPath; | |
/** | |
* Version of moveByPath, built to read raw serialized path strings without deserializing. | |
* | |
* If passed a non-string argument, this will just invoke the default moveByPath code. | |
* | |
* When passed a string, it should behave identically to the default moveByPath, but hopefully slightly faster. | |
*/ | |
Creep.prototype.moveByPath = function (path) { | |
if (!_.isString(path)) { | |
return this.defaultMoveByPath(path); | |
} | |
var path_len = path.length; | |
if (path_len < 5) { | |
return ERR_NO_PATH; | |
} | |
var my_x = this.pos.x, my_y = this.pos.y; | |
var x_to_check = +path.slice(0, 2); | |
var y_to_check = +path.slice(2, 4); | |
var dir, dxdy; | |
// The path serialization format basically starts with the second position x, second position y, and then | |
// follows with a list of directions *to get to each position*. To clarify, the first direction, at idx=4, | |
// gives the direction *from the first position to the second position*. So, to find the first position, | |
// we subtract that! I do think this is actually more performant than trying to do any more complicated | |
// logic in the loop. | |
dxdy = directionToDxDy(+path[4]); | |
x_to_check -= dxdy[0]; | |
y_to_check -= dxdy[1]; | |
// Since we start at 4 again, we'll be re-adding what we just subtracted above - this lets us check both the | |
// first and second positions correctly! | |
for (var idx = 4; idx < path_len; idx++) { | |
// Essentially at this point, *_to_check represent the point reached by the *last* movement (the pos | |
// reached by the movement at (idx - 1) since idx just got incremented at the start of this loop) | |
// Also, if this is the first iteration and x/y_to_check match the first pos, idx is at 4, the fifth | |
// pos, directly after the initial x/y, and also the first direction to go! | |
if (x_to_check === my_x && y_to_check == my_y) { | |
dir = +path[idx]; | |
return this.move(dir); | |
} | |
dxdy = directionToDxDy(+path[idx]); | |
if (dxdy === null) { | |
return ERR_INVALID_ARGS; | |
} | |
x_to_check += dxdy[0]; | |
y_to_check += dxdy[1]; | |
} | |
return ERR_NOT_FOUND; | |
}; |
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