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disable the `TradeNetwork` by default or clear out default`TradePartners` list
The TradeNetwork
should either be disabled by default or the TradePartners
list should be empty in this public repository. The reasons are simple-
-
Some players may not realize they are automatically sharing their resources with other players. An "opt-in" system would be more fair, as it would prevent the people on the TradePartner list from essentially profiting off the ignorance of other players who have not read the entire code base.
-
The current setup means that non-coding players, and even zombie players, using this AI provide an unfair advantage to the people in the default TradePartners list.
Disabling it by default could be as simple as requiring a constant to be set to true
or having a memory point set to toggle this.
Wiping memory with a room with more than one spawn
When wiping memory more than one spawn in a room results in that room not finding the centerPosition.
It looks like in the initWithSpawn() in the ControllerOperations.ts is only looking for one spawn.
There should be a way to find the center of what is already built after a memory wipe. As in the distance from the top most structure to the bottom most, or left most and right most. This would assume there isn't some random road or something inline with the spawns.
Edit: Also great code. Very elegant and readable. ๐
headCount function: roleArray seems to sometimes return an empty array even if there are creeps
Misson.ts: function headCount
I found this through UpgradeMission.ts: Line 129 and this.linkUpgraders is sometimes an empty array even if there where upgraders already spawned.
Adding this to above return roleArray;
line 119 of Mission.ts
if(roleName == "upgrader"){
console.log(`Test ${roleArray}`);
}
Gets this:
[1:34:36 PM]Test
[1:34:36 PM]Test
[1:34:36 PM]Test [creep uBase1_upgrader_38]
[1:34:36 PM]Test [creep zBase1_upgrader_24],[creep zBase1_upgrader_57]
Upgraders are spawned for the two lines that don't have creeps, but they don't take further actions once spawned.
Nesting profiler calls
Cpu time does not seem to be tracked properly when nesting profiler calls like so:
profiler.start("AllCreeps");
profiler.start("FooCreeps");
profiler.end("FooCreeps");
profiler.start("BarCreeps");
profiler.end("BarCreeps");
profiler.end("AllCreeps");
A potential fix could be to store the cpu per identifier
ex: profiler.ts start() would do this:
if(!this[identifier]) this[identifier] = {};
this[identifier].cpu = Game.cpu.getUsed();
instead of this:
this.cpu = Game.cpu.getUsed();
creeps(long distance hareste) stay by the border
Typescript Lint Errors
I recently ran the TypeScript lint task, and it mentioned about 1700 errors.
Will you be accepting patches to fix these sorts of things? I can create pull requests that will only fix lint problems, and keep separate any new functionality or bug fixes that I have planned.
If you're not interested, you can just close this issue.
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