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Use constants for movement fatigue #133

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18 changes: 9 additions & 9 deletions src/game/rooms.js
Original file line number Diff line number Diff line change
Expand Up @@ -46,14 +46,14 @@ function makePathfindingGrid(id, opts, endNodesKey) {
for(var y=0; y<50; y++) {
rows[y] = new Array(50);
for(var x=0; x<50; x++) {
rows[y][x] = x == 0 || y == 0 || x == 49 || y == 49 ? 11 : 2;
rows[y][x] = x == 0 || y == 0 || x == 49 || y == 49 ? 11 : C.MOVE_FATIGUE_PLAINS;
//var terrainCode = register.terrainByRoom.spatial[id][y][x];
var terrainCode = runtimeData.staticTerrainData[id][y*50+x];
if(terrainCode & C.TERRAIN_MASK_WALL) {
rows[y][x] = 0;
}
if ((terrainCode & C.TERRAIN_MASK_SWAMP) && rows[y][x] == 2) {
rows[y][x] = 10;
if ((terrainCode & C.TERRAIN_MASK_SWAMP) && rows[y][x] == C.MOVE_FATIGUE_PLAINS) {
rows[y][x] = C.MOVE_FATIGUE_SWAMP;
}
}
}
Expand Down Expand Up @@ -183,11 +183,11 @@ function makePathfindingGrid2(id, opts) {
}

if (object.type == 'swamp' && costs.get(object.x, object.y) == 0) {
costs.set(object.x, object.y, opts.ignoreRoads ? 5 : 10);
costs.set(object.x, object.y, opts.ignoreRoads ? ~~(C.MOVE_FATIGUE_SWAMP / C.MOVE_FATIGUE_PLAINS) : C.MOVE_FATIGUE_SWAMP);
}

if (!opts.ignoreRoads && object.type == 'road' && costs.get(object.x, object.y) < 0xFF) {
costs.set(object.x, object.y, 1);
costs.set(object.x, object.y, C.MOVE_FATIGUE_ROAD);
}
});
}
Expand Down Expand Up @@ -255,8 +255,8 @@ function _findPath2(id, fromPos, toPos, opts) {
maxRooms: opts.maxRooms
};
if(!opts.ignoreRoads) {
searchOpts.plainCost = 2;
searchOpts.swampCost = 10;
searchOpts.plainCost = C.MOVE_FATIGUE_PLAINS;
searchOpts.swampCost = C.MOVE_FATIGUE_SWAMP;
}
if(opts.plainCost) {
searchOpts.plainCost = opts.plainCost;
Expand Down Expand Up @@ -352,8 +352,8 @@ function _findClosestByPath2(fromPos, objects, opts) {
maxRooms: 1
};
if(!opts.ignoreRoads) {
searchOpts.plainCost = 2;
searchOpts.swampCost = 10;
searchOpts.plainCost = C.MOVE_FATIGUE_PLAINS;
searchOpts.swampCost = C.MOVE_FATIGUE_SWAMP;
}
var ret = globals.PathFinder.search(fromPos, goals, searchOpts);

Expand Down
6 changes: 3 additions & 3 deletions src/processor/common/fake-runtime.js
Original file line number Diff line number Diff line change
Expand Up @@ -129,7 +129,7 @@ const defaultCostMatrix = function defaultCostMatrix(roomId, opts, creep, roomOb
}

if (object.type == 'swamp' && costs.get(object.x, object.y) == 0) {
costs.set(object.x, object.y, opts.ignoreRoads ? 5 : 10);
costs.set(object.x, object.y, opts.ignoreRoads ? ~~(C.MOVE_FATIGUE_SWAMP / C.MOVE_FATIGUE_PLAINS) : C.MOVE_FATIGUE_SWAMP);
}

if (!opts.ignoreRoads && object.type == 'road' && costs.get(object.x, object.y) < Infinity) {
Expand Down Expand Up @@ -160,8 +160,8 @@ const findPath = function findPath(source, target, opts, scope) {
searchOpts.maxRooms = 1;
searchOpts.roomCallback = roomCallback;
if(!searchOpts.ignoreRoads) {
searchOpts.plainCost = 2;
searchOpts.swampCost = 10;
searchOpts.plainCost = C.MOVE_FATIGUE_PLAINS;
searchOpts.swampCost = C.MOVE_FATIGUE_SWAMP;
}

const fromPos = new RoomPosition(source.x, source.y, source.room);
Expand Down
6 changes: 3 additions & 3 deletions src/processor/intents/movement.js
Original file line number Diff line number Diff line change
Expand Up @@ -201,17 +201,17 @@ exports.execute = function(object, scope) {

var cellObjects = _.filter(roomObjects, (i) => i.x == move.x && i.y == move.y);

var fatigueRate = 2;
var fatigueRate = C.MOVE_FATIGUE_PLAINS;

if(_.any(cellObjects, {type: 'swamp'}) ||
utils.checkTerrain(roomTerrain, move.x, move.y, C.TERRAIN_MASK_SWAMP)) {
fatigueRate = 10;
fatigueRate = C.MOVE_FATIGUE_SWAMP;
}

var road = _.find(cellObjects, {type: 'road'});

if(road) {
fatigueRate = 1;
fatigueRate = C.MOVE_FATIGUE_ROAD;
if(object.type == 'powerCreep') {
road.nextDecayTime -= C.ROAD_WEAROUT_POWER_CREEP;
}
Expand Down