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Gettler‘s Screep World 笔记 Ⅰ

2024/10/24 23:22:47 来源:https://blog.csdn.net/qq_46039856/article/details/140520216  浏览:    关键词:Gettler‘s Screep World 笔记 Ⅰ

夏促时候刚刚入坑,写个笔记叭~

环境配置

参考 HoPGoldy 大佬的简书,先配置下开发环境

萌新去看大佬的详细教程,我这里比较简单,有前端基础的可以直接抄

VSCode 跳过

node 我配的是v18.18.2

换源

npm config set registry https://registry.npmmirror.com

安装依赖

npm install @types/screeps @types/lodash@3.10.1 # 代码提示
npm install -D rollup # 代码构建工具
npm install rollup-plugin-clear rollup-plugin-screeps rollup-plugin-copy -D # 代码上传工具
npm install source-map@0.6.1 # 异常信息映射
npm install -D @rollup/plugin-node-resolve @rollup/plugin-commonjs # 模块打包工具
# 下面的ts配不配就看心情了,建议配一下
npm install --save-dev typescript rollup-plugin-typescript2 # ts编译

根目录下创建代码构建工具的配置文件 rollup.config.js

import clear from 'rollup-plugin-clear'
import screeps from 'rollup-plugin-screeps'
import copy from 'rollup-plugin-copy'
import resolve from '@rollup/plugin-node-resolve'
import commonjs from '@rollup/plugin-commonjs'let config
// 根据指定的目标获取对应的配置项
if (!process.env.DEST) {console.log("未指定目标, 代码将被编译但不会上传")
} else if (!(config = require("./.secret.json")[process.env.DEST])) {throw new Error("无效目标,请检查 secret.json 中是否包含对应配置")
}// 根据指定的配置决定是上传还是复制到文件夹
const pluginDeploy = config && config.copyPath ? // 复制到指定路径copy({targets: [{src: 'dist/main.js', dest: config.copyPath}, {src: 'dist/main.js.map',dest: config.copyPath,rename: name => name + '.map.js',transform: contents => `module.exports = ${contents.toString()};`}], hook: 'writeBundle', verbose: true}) : // 更新 .map 到 .map.js 并上传screeps({config, dryRun: !config})export default {input: 'src/main.js', output: {file: 'dist/main.js', format: 'cjs', sourcemap: true}, plugins: [// 清除上次编译成果clear({targets: ["dist"]}), // 执行上传或者复制// 打包依赖resolve(),// 模块化依赖commonjs(),pluginDeploy]
};

package.json 配置

{"name": "sc","version": "1.0.0","description": "","main": "rollup.config.js","scripts": {"start": "rollup -cw --environment DEST:main","local": "rollup -cw --environment DEST:local","build": "rollup -cw"},"repository": {"type": "git","url": "http://xxxxxxxx:xxxx/Gettler/screeps.git"},"keywords": [],"author": "Gettler","license": "ISC","devDependencies": {"@rollup/plugin-commonjs": "^14.0.0","@rollup/plugin-node-resolve": "^8.4.0","@types/lodash": "^3.10.1","@types/node": "^14.0.24","@types/screeps": "^3.3.8","rollup": "^2.22.1","rollup-plugin-clear": "^2.0.7","rollup-plugin-copy": "^3.3.0","rollup-plugin-screeps": "^1.0.1","rollup-plugin-typescript2": "^0.27.1","typescript": "^3.9.7"},"dependencies": {"source-map": "^0.6.1"}
}

项目根目录下配置 .secret.json 用于发布代码到游戏,token地址:https://screeps.com/a/#!/account/auth-tokens

{"main": {"token": "你的token","protocol": "https","hostname": "screeps.com","port": 443,"path": "/","branch": "default"},"local": {"copyPath": "本地路径,如:C:\\Users\\Gettler\\AppData\\Local\\Screeps\\scripts\\screeps.com\\default"}
}

main.js

import {errorMapper} from "./modules/errorMapper";module.exports.loop = errorMapper(() => {// 代码在这里写即可console.log("Power!!!")}
)

errorMapper.js

/*** 校正异常的堆栈信息** 由于 rollup 会打包所有代码到一个文件,所以异常的调用栈定位和源码的位置是不同的* 本模块就是用来将异常的调用栈映射至源代码位置** @see https://github.com/screepers/screeps-typescript-starter/blob/master/src/utils/ErrorMapper.ts*/import {SourceMapConsumer} from 'source-map'// 缓存 SourceMap
let consumer = null// 第一次报错时创建 sourceMap
const getConsumer = function () {if (consumer == null) consumer = new SourceMapConsumer(require("main.js.map"))return consumer
}// 缓存映射关系以提高性能
const cache = {}/*** 使用源映射生成堆栈跟踪,并生成原始标志位* 警告 - global 重置之后的首次调用会产生很高的 cpu 消耗 (> 30 CPU)* 之后的每次调用会产生较低的 cpu 消耗 (~ 0.1 CPU / 次)** @param {Error | string} error 错误或原始追踪栈* @returns {string} 映射之后的源代码追踪栈*/
const sourceMappedStackTrace = function (error) {const stack = error instanceof Error ? error.stack : error// 有缓存直接用if (cache.hasOwnProperty(stack)) return cache[stack]const re = /^\s+at\s+(.+?\s+)?\(?([0-z._\-\\\/]+):(\d+):(\d+)\)?$/gmlet matchlet outStack = error.toString()console.log("ErrorMapper -> sourceMappedStackTrace -> outStack", outStack)while ((match = re.exec(stack))) {// 解析完成if (match[2] !== "main") break// 获取追踪定位const pos = getConsumer().originalPositionFor({column: parseInt(match[4], 10),line: parseInt(match[3], 10)})// 无法定位if (!pos.line) break// 解析追踪栈if (pos.name) outStack += `\n    at ${pos.name} (${pos.source}:${pos.line}:${pos.column})`else {// 源文件没找到对应文件名,采用原始追踪名if (match[1]) outStack += `\n    at ${match[1]} (${pos.source}:${pos.line}:${pos.column})`// 源文件没找到对应文件名并且原始追踪栈里也没有,直接省略else outStack += `\n    at ${pos.source}:${pos.line}:${pos.column}`}}cache[stack] = outStackreturn outStack
}/*** 错误追踪包装器* 用于把报错信息通过 source-map 解析成源代码的错误位置* 和原本 wrapLoop 的区别是,wrapLoop 会返回一个新函数,而这个会直接执行** @param next 玩家代码*/
export const errorMapper = function (next) {return () => {try {// 执行玩家代码next()} catch (e) {if (e instanceof Error) {// 渲染报错调用栈,沙盒模式用不了这个const errorMessage = Game.rooms.sim ?`沙盒模式无法使用 source-map - 显示原始追踪栈<br>${_.escape(e.stack)}` :`${_.escape(sourceMappedStackTrace(e))}`console.log(`<text style="color:#ef9a9a">${errorMessage}</text>`)}// 处理不了,直接抛出else throw e}}
}

tsconfig.json

{"compilerOptions": {"target": "es2017","moduleResolution": "Node","outDir": "dist/","baseUrl": "./","sourceMap": true,"allowSyntheticDefaultImports": true,"paths": {"@/*": ["./src/*"]}},"exclude": ["node_modules"],"include": ["src/**/*.ts"]
}

至此,环境配置完成(如有问题欢迎评论区指正)

我的项目结构(已经写了一部分代码了)

image-20240715134935011

入门

新手先把官方教程的代码跑起来,在这个基础上优化,前期官方教程的代码也还够用,一定要看懂教程代码再来往下看

对照着

挖采分离

这个是我第一个想要实现的,因为我的矿可以让三个爬爬一起采,如果三个以上就会有一个爬爬闲着,等到有爬爬才玩矿运回去的时候才能有空间采矿,如果多个一起运回去好像又会损失空间,嗯。。。很浪费

实现挖采分离,就可以有三个爬爬一直挖矿,然后挖完矿扔到脚下,让别的爬爬来捡回去

思路:修改教程harvester代码,去掉运送能量到建筑的代码,去掉carry部件,编写mover

mover 的代码

if (creep.memory.role === 'mover') {if ((creep.memory.moving !== undefined && creep.memory.moving === true) || creep.store.getFreeCapacity() === 0 || (sources.length === 0 && creep.store.getUsedCapacity() > 0)) {creep.say("I am moving!")creep.memory.moving = truevar targets = creep.room.find(FIND_STRUCTURES, { //找出需要补充能量的建筑filter: (structure) => {return (structure.structureType === STRUCTURE_EXTENSION || structure.structureType === STRUCTURE_SPAWN || structure.structureType === STRUCTURE_EXTENSION ||  structure.structureType === STRUCTURE_TOWER) && structure.store.getFreeCapacity(RESOURCE_ENERGY) > 0;}});for (var tmp in Game.creeps) {var tmpCreep = Game.creeps[tmp];if (tmpCreep.memory.role === 'upgrader' && tmpCreep.store.getFreeCapacity() > 0) {targets.push(tmpCreep)} else if (tmpCreep.memory.role === 'builder' && tmpCreep.memory.building === true) {targets.push(tmpCreep)}}if (targets.length > 0) { // 需要维护的建筑数目 > 0var res = creep.transfer(targets[creep.memory.idx % targets.length], RESOURCE_ENERGY)if (res === ERR_NOT_IN_RANGE) {creep.moveTo(targets[creep.memory.idx % targets.length], {visualizePathStyle: {stroke: '#ffffff'}});} else if (res === OK) {}}if (creep.store.getUsedCapacity() === 0) {creep.memory.moving = false}} else if (creep.store.getFreeCapacity() > 0) {creep.say("I am carrying!")creep.memory.moving = falselet res = creep.pickup(sources[creep.memory.idx % sources.length])if (res === ERR_NOT_IN_RANGE) {creep.moveTo(sources[creep.memory.idx % sources.length], {visualizePathStyle: {stroke: '#ffaa00'}});} else {}}
}

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