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screeps-bot-tooangel

CircleCI npm version gitter

https://screeps.com/

For in game room visitors:

Happy to see you visiting one of my rooms. Visit FAQ to find answers

Info

This is the AI I'm using for screeps. I managed to reach Top 10 from November 2015 - March 2016. Main Goal is to automate everything, no manual interaction needed.

The AI can be deployed on a private screeps server, follow the information on Steam.

The AI automatically generated a layout for the room and builds the structures for the current RCL. With a scout creep or observer external harvest rooms are explored and used. If the number of rooms are less than the GCL a new room is acquired and build up. Also fallen rooms will be survived and basically defended. Some basic autoattacking is implemented. Minerals are fetched from the extractor and transported to the terminal. Reactions are basically implemented. Depending on a threshold minerals are sold on the market.

Note

This is not a good example for code quality or structure, many LOC are written while fighting or other occasions which needed quick fixes or in the ingame editor. But I think there are a couple of funny ideas. Every contribution is welcome.

Features

  • Automatic base building
  • External room harvesting
  • Basic mineral handling
  • Power harvesting
  • New rooms claiming on GCL level up
  • Automatic attack
  • Rebuild of fallen rooms

Tweaking

A src/friends.js can be used to add players which are ignored (hopefully) in and FIND_HOSTILE finds.

E.g.: module.exports = ['TooAngel'];

In src/config.js multiple config variables are available for tweaking. Copy config_local.js.example to src/config_local.js and use it to modify configs for your own bot rather than directly modifying src/config.js defaults.

Upload

npm install

export email=EMAIL
export password=PASSWORD

grunt screeps

Develop

grunt jshint
grunt jsbeautifier
grunt jscs

Design

Room

Setup

Positions:

  • upgrader creep next to the controller
  • storage structure next to the upgrader
  • filler creep next to the storage
  • pathStart position next to the storage

From pathStart all (sources, controller, mineral, mid of each exit) paths are calculated and saved. The longest path is used to place structures (spawn, extension, lab, observer, terminal, tower) next to it. Next to filler a link, tower and power_spawn is located. Links are placed next to the sources and at the paths to the exits. Layers of walls are placed at the exits, positions within the precalculated paths are replaced by ramparts.

Logic

The number of structures are checked and if applicable new constructionSites are places. Links are triggered to transfer energy to link near the storage. Towers attack incoming creeps or heal my creeps. If no spawn is available nextroomer from other rooms are called, to build up the room.

The basic creep is the harvester which can make sure, that enought energy will be available to build the rest of the creeps. For this we check if a harvester is within the room, otherwise spawn it. For the rest a priority queue is used.

Role

  • upgrader get energy from the storage, puts it into the controller.
  • filler get energy from a link and transfers it to the tower or storage.
  • sourcer get energy from source.
    • Controlled room: Transfers the energy to the link.
    • External room: Builds container, fills container, calls carry to get the energy.
  • reserver reservs an external controller and calls sourcer.
  • carry gets energy from the target container and fills structures and storage on the way back. If there is a creep in front the energy is transfered.
  • scout Breadth-first search based room exploring.
  • harvester moves on the harvester path, and transfers energy to free structures on the path. On low energy in storage, the harvester falls back to the start up phase without relying on anything (storage, links, other creeps).
  • nextroomer moves to target room and builds up that room.
  • repairer build walls and ramparts.

Routing

The routing from start to end is first done on room level:

  • Find Game.map.findRoute(start, end) plus the start room added as first entry in the array. This is stored together with the routePos in memory of the creep.
  • Inside a single room:
    • First room (routePos == 0): Own rooms have a layout set with a path to each exit pre-calculated. The first part of the path name is Start and the second the room to move to.
    • Last room (routePos == route.length -1): the targetId is stored in the memory of the creep. So the first part of the path name is the previous room and the second part is the targetId.
    • Rooms on the path: The previous room is the first part of the path name, the next room is the second part of the path name. The path is cached in the memory of the room with a created attributes to allow invalidation.

Alliance

If you manage to read this far it is likely that you started to test the AI, too. So if you are playing on the live server with the TooAngel AI you are welcome to join the The Angels Alliance. Ping one of the members, you can recognize us, because our rooms look like yours.

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