Debugging, improving, removing noise, improve logging and simplifing while
running test integration tests on a private server with infinite run time,
reaching RCL 6 and GCL 2.
!!! Autoattack had a bug, this is now working again !!!
Visualizer:
Fixing smaller bugs and exceptions
Fix so that the visualizer can be enabled via console
Creeps:
Increase creep Id length, due to collisions
Filler: Spawn earlier and fill tower also on lower RCLs
Upgrader: Remove random logic, change config to less move parts, more
work parts
Structurer: Make it work again
Claimer: Rename scoutnextroomer to claimer
Repairer: Better handle invalid targetId
Scout: Simplify and move logic with belongs in the room there
Defender: Simplify
SquadHeal: Fix if no Memory.squad is available
Improved repairer logic
Tests:
Use mongo and redis as database backend again for performance
Fix setTickDuration due to api change
Extend toolchain for running, restarting, logging, updating the
integration tests
Add market to integration tests
Add unit test for harvester special case
Moving:
moveRandom error handling
Fix error if spawn creates creeps on pathPos 0
Improve isStuck handling, 4 out of 7 positions need to be the same
Fix error in invalid adjacent positions
Improve rounting handling without or invalid targetId
Building:
better createConstructionSite handling (when on position)
Memory:
Simplify and improve dead creeps handling with with hostiles by
storing the number of hostile creeps in room memory
Room:
Improve handling of reserved rooms
Increase distance for reserved rooms rcl > 4
As the Spawns now only put creeps to the top, the walls around the
spawn are not necessary anymore
Introduce hostileReserved rooms and handle attacking/defending logic there instead of scout
Introduced Room.isStruggeling - misplaced spawn or storage lower than threshold
Imporve handleOccupiedRoom
Nextroom:
Claiming: Before the scoutnextroomer did random walk to find a suitable
room. Now sources and controller are stored in memory. On claiming a
suitable room is selected and the claimer is directly send there.
Add helpers to the revive method, simplify and use carries, without helpers attribute
Logging:
Introduce wildcards for creepLog
Quests:
Implement applying for quests for on a controller sign
Reduce quest message on controller, because of character limit
Reservation:
Redone reserving a new room
Autoattack:
Fix bug in trigger
Add role_attackunreserve to attack reserved rooms by other players
close to our rooms
Code Quality:
Extract getRoomLinearDistance function to helpers module
Cleanup prototype_room_my.revive
Extract all room.find call to room methods
Performance:
Reduce CPU cost of sourcer
Remove a lot of logging call with JSON.stringify which uses too much CPU
Debugging, improving, removing noise, improve logging and simplifing while running test integration tests on a private server with infinite run time, reaching RCL 6 and GCL 2.
!!! Autoattack had a bug, this is now working again !!!
Visualizer:
Creeps:
scoutnextroomer
toclaimer
Memory.squad
is availableTests:
setTickDuration
due to api changeMoving:
moveRandom
error handlingisStuck
handling, 4 out of 7 positions need to be the sametargetId
Building:
createConstructionSite
handling (when on position)Memory:
Room:
Spawn
s now only put creeps to the top, the walls around the spawn are not necessary anymoreNextroom:
scoutnextroomer
did random walk to find a suitable room. Nowsources
andcontroller
are stored in memory. On claiming a suitable room is selected and theclaimer
is directly send there.Logging:
creepLog
Quests:
Reservation:
Autoattack:
role_attackunreserve
to attack reserved rooms by other players close to our roomsCode Quality:
getRoomLinearDistance
function to helpers moduleprototype_room_my.revive
room.find
call to room methodsPerformance:
JSON.stringify
which uses too much CPUOther: