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resources.js
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resources.js
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"use strict";
const profiler = require('screeps-profiler');
function summarize_room_internal(room) {
if (_.isString(room)) { room = Game.rooms[room]; }
if (room == null) { return null; }
if (room.controller == null || !room.controller.my) { return null; }
const controller_level = room.controller.level;
const controller_progress = room.controller.progress;
const controller_needed = room.controller.progressTotal;
const controller_downgrade = room.controller.ticksToDowngrade;
const controller_blocked = room.controller.upgradeBlocked;
const controller_safemode = room.controller.safeMode ? room.controller.safeMode : 0;
const controller_safemode_avail = room.controller.safeModeAvailable;
const controller_safemode_cooldown = room.controller.safeModeCooldown;
const has_storage = room.storage != null;
const storage_energy = room.storage ? room.storage.store[RESOURCE_ENERGY] : 0;
const storage_minerals = room.storage ? _.sum(room.storage.store) - storage_energy : 0;
const energy_avail = room.energyAvailable;
const energy_cap = room.energyCapacityAvailable;
const containers = room.find(FIND_STRUCTURES, { filter: s => s.structureType == STRUCTURE_CONTAINER });
const num_containers = containers == null ? 0 : containers.length;
const container_energy = _.sum(containers, c => c.store.energy);
const sources = room.find(FIND_SOURCES);
const num_sources = sources == null ? 0 : sources.length;
const source_energy = _.sum(sources, s => s.energy);
const links = room.find(FIND_STRUCTURES, { filter: s => s.structureType == STRUCTURE_LINK && s.my });
const num_links = links == null ? 0 : links.length;
const link_energy = _.sum(links, l => l.energy);
const minerals = room.find(FIND_MINERALS);
const mineral = minerals && minerals.length > 0 ? minerals[0] : null;
const mineral_type = mineral ? mineral.mineralType : "";
const mineral_amount = mineral ? mineral.mineralAmount : 0;
const extractors = room.find(FIND_STRUCTURES, { filter: s => s.structureType == STRUCTURE_EXTRACTOR });
const num_extractors = extractors.length;
const creeps = _.filter(Game.creeps, c => c.memory.origin == room.name && c.my);
const num_creeps = creeps ? creeps.length : 0;
const enemy_creeps = room.find(FIND_HOSTILE_CREEPS);
const creep_energy = _.sum(Game.creeps, c => c.pos.roomName == room.name ? c.carry.energy : 0);
const num_enemies = enemy_creeps ? enemy_creeps.length : 0;
const spawns = room.find(FIND_MY_SPAWNS);
const num_spawns = spawns ? spawns.length : 0;
const spawns_spawning = _.sum(spawns, s => s.spawning ? 1 : 0);
const towers = room.find(FIND_STRUCTURES, { filter: s => s.structureType == STRUCTURE_TOWER && s.my });
const num_towers = towers ? towers.length : 0;
const tower_energy = _.sum(towers, t => t.energy);
const const_sites = Memory.empire.buildQueues[room.name];
const my_const_sites = const_sites;
const num_construction_sites = const_sites.length;
const num_my_construction_sites = my_const_sites.length;
const has_terminal = room.terminal != null;
const terminal_energy = room.terminal ? room.terminal.store[RESOURCE_ENERGY] : 0;
const terminal_minerals = room.terminal ? room.terminal.store : {};
if (room.terminal) {
for (let resType in room.terminal.store) {
if (room.terminal.store[resType]) {
if (!Memory.stats.mineralsAvailable[resType]) {
Memory.stats.mineralsAvailable[resType] = room.terminal.store[resType]
} else {
Memory.stats.mineralsAvailable[resType] += room.terminal.store[resType]
}
}
}
}
if (room.storage) {
for (let resType in room.storage.store) {
if (room.storage.store[resType]) {
if (!Memory.stats.mineralsAvailable[resType]) {
Memory.stats.mineralsAvailable[resType] = room.storage.store[resType]
} else {
Memory.stats.mineralsAvailable[resType] += room.storage.store[resType]
}
}
}
}
const structure_types = new Set(room.find(FIND_STRUCTURES).map(s => s.structureType));
const structure_info = {};
for (const s of structure_types) {
const ss = room.find(FIND_STRUCTURES, {filter: str => str.structureType == s});
structure_info[s] = {
count: ss.length,
min_hits: _.min(ss, 'hits').hits,
max_hits: _.max(ss, 'hits').hits,
};
}
const ground_resources = room.find(FIND_DROPPED_RESOURCES);
const reduced_resources = _.reduce(ground_resources, (acc, res) => { acc[res.resourceType] = _.get(acc, [res.resourceType], 0) + res.amount; return acc; }, {});
const creep_counts = _.countBy(creeps, c => c.memory.role);
let retval = {
room_name: room.name, // In case this gets taken out of context
controller_level,
controller_progress,
controller_needed,
controller_downgrade,
controller_blocked,
controller_safemode,
controller_safemode_avail,
controller_safemode_cooldown,
energy_avail,
energy_cap,
num_sources,
source_energy,
mineral_type,
mineral_amount,
num_extractors,
has_storage,
storage_energy,
storage_minerals,
has_terminal,
terminal_energy,
terminal_minerals,
num_containers,
container_energy,
num_links,
link_energy,
num_creeps,
creep_counts,
creep_energy,
num_enemies,
num_spawns,
spawns_spawning,
num_towers,
tower_energy,
structure_info,
num_construction_sites,
num_my_construction_sites,
ground_resources: reduced_resources,
};
return retval;
} // summarize_room
summarize_room_internal = profiler.registerFN(summarize_room_internal, 'summarize_room_internal');
function summarize_rooms() {
const now = Game.time;
// First check if we cached it
if (global.summarized_room_timestamp == now) {
return global.summarized_rooms;
}
let retval = {};
for (let r in Game.rooms) {
let summary = summarize_room_internal(Game.rooms[r]);
retval[r] = summary;
}
global.summarized_room_timestamp = now;
global.summarized_rooms = retval;
return retval;
} // summarize_rooms
summarize_rooms = profiler.registerFN(summarize_rooms, 'summarize_rooms');
function summarize_room(room) {
if (_.isString(room)) { room = Game.rooms[room]; }
if (room == null) { return null; }
const sr = summarize_rooms();
return sr[room.name];
}
summarize_room = profiler.registerFN(summarize_room, 'summarize_room');
module.exports = {
summarize_room,
summarize_rooms,
};