Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* src/constants.js
* Screeps AI 定数定義モジュール
* ゲーム全体で使用する定数・設定値を一元管理する
*/
'use strict';
// Screeps Global Constants (Testing environment fallback)
Eif (typeof MOVE === 'undefined') {
global.MOVE = 'move';
global.WORK = 'work';
global.CARRY = 'carry';
global.ATTACK = 'attack';
global.RANGED_ATTACK = 'ranged_attack';
global.HEAL = 'heal';
global.CLAIM = 'claim';
global.TOUGH = 'tough';
}
// ============================================================
// クリープロール定数
// ============================================================
/** クリープロール識別子 */
const ROLES = {
HARVESTER: 'harvester',
UPGRADER: 'upgrader',
BUILDER: 'builder',
REPAIRER: 'repairer',
DEFENDER: 'defender',
MINER: 'miner',
TRANSPORTER: 'transporter',
SCOUT: 'scout',
CLAIMER: 'claimer',
REMOTE_HARVESTER: 'remoteHarvester',
};
// ============================================================
// ボディパーツコスト(Screeps公式値)
// ============================================================
/** 各ボディパーツのエネルギーコスト */
const BODY_COSTS = {
[MOVE]: 50,
[WORK]: 100,
[CARRY]: 50,
[ATTACK]: 80,
[RANGED_ATTACK]: 150,
[HEAL]: 250,
[CLAIM]: 600,
[TOUGH]: 10,
};
// ============================================================
// ボディ構成プリセット
// ============================================================
/** ロール別ボディ構成(コスト昇順)*/
const BODY_PRESETS = {
[ROLES.HARVESTER]: [
{ body: [WORK, CARRY, MOVE], cost: 200 },
{ body: [WORK, WORK, CARRY, MOVE], cost: 300 },
{ body: [WORK, WORK, CARRY, CARRY, MOVE, MOVE], cost: 500 },
{ body: [WORK, WORK, WORK, CARRY, CARRY, MOVE, MOVE, MOVE], cost: 750 },
],
[ROLES.UPGRADER]: [
{ body: [WORK, CARRY, MOVE], cost: 200 },
{ body: [WORK, WORK, CARRY, MOVE], cost: 350 },
{ body: [WORK, WORK, WORK, CARRY, MOVE, MOVE], cost: 550 },
{ body: [WORK, WORK, WORK, WORK, CARRY, CARRY, MOVE, MOVE], cost: 800 },
],
[ROLES.BUILDER]: [
{ body: [WORK, CARRY, MOVE], cost: 200 },
{ body: [WORK, CARRY, CARRY, MOVE, MOVE], cost: 350 },
{ body: [WORK, WORK, CARRY, CARRY, MOVE, MOVE], cost: 500 },
],
[ROLES.REPAIRER]: [
{ body: [WORK, CARRY, MOVE], cost: 200 },
{ body: [WORK, CARRY, CARRY, MOVE], cost: 300 },
],
[ROLES.DEFENDER]: [
{ body: [TOUGH, ATTACK, MOVE], cost: 140 },
{ body: [TOUGH, TOUGH, ATTACK, ATTACK, MOVE, MOVE], cost: 280 },
{ body: [TOUGH, TOUGH, TOUGH, ATTACK, ATTACK, ATTACK, MOVE, MOVE, MOVE], cost: 420 },
{ body: [TOUGH, TOUGH, RANGED_ATTACK, RANGED_ATTACK, MOVE, MOVE], cost: 420 },
],
[ROLES.MINER]: [
{ body: [WORK, WORK, MOVE], cost: 250 },
{ body: [WORK, WORK, WORK, MOVE], cost: 350 },
{ body: [WORK, WORK, WORK, WORK, WORK, MOVE], cost: 550 },
],
[ROLES.TRANSPORTER]: [
{ body: [CARRY, CARRY, MOVE, MOVE], cost: 200 },
{ body: [CARRY, CARRY, CARRY, CARRY, MOVE, MOVE], cost: 400 },
{ body: [CARRY, CARRY, CARRY, CARRY, CARRY, CARRY, MOVE, MOVE, MOVE], cost: 600 },
],
[ROLES.SCOUT]: [
{ body: [MOVE], cost: 50 },
],
[ROLES.CLAIMER]: [
{ body: [CLAIM, MOVE], cost: 650 },
],
[ROLES.REMOTE_HARVESTER]: [
{ body: [WORK, CARRY, MOVE, MOVE], cost: 250 },
{ body: [WORK, WORK, CARRY, MOVE, MOVE], cost: 400 },
{ body: [WORK, WORK, WORK, CARRY, MOVE, MOVE, MOVE], cost: 600 },
],
};
// ============================================================
// スポーン優先度
// ============================================================
/** ロールごとのスポーン優先度(低い数値 = 高優先度)*/
const SPAWN_PRIORITY = {
[ROLES.HARVESTER]: 1,
[ROLES.UPGRADER]: 2,
[ROLES.BUILDER]: 3,
[ROLES.REPAIRER]: 4,
[ROLES.TRANSPORTER]: 5,
[ROLES.MINER]: 6,
[ROLES.DEFENDER]: 7,
[ROLES.SCOUT]: 8,
[ROLES.CLAIMER]: 9,
[ROLES.REMOTE_HARVESTER]: 10,
};
// ============================================================
// RCL別ターゲットクリープ数
// ============================================================
/**
* RCL(Room Controller Level)に応じた各ロールのターゲット数
* キーはRCLレベル(1〜8)
*/
const TARGET_CREEPS_BY_RCL = {
1: {
[ROLES.HARVESTER]: 2,
[ROLES.UPGRADER]: 1,
[ROLES.BUILDER]: 0,
[ROLES.REPAIRER]: 0,
[ROLES.MINER]: 0,
[ROLES.TRANSPORTER]: 0,
[ROLES.DEFENDER]: 0,
},
2: {
[ROLES.HARVESTER]: 2,
[ROLES.UPGRADER]: 2,
[ROLES.BUILDER]: 1,
[ROLES.REPAIRER]: 1,
[ROLES.MINER]: 0,
[ROLES.TRANSPORTER]: 0,
[ROLES.DEFENDER]: 1,
},
3: {
[ROLES.HARVESTER]: 2,
[ROLES.UPGRADER]: 2,
[ROLES.BUILDER]: 2,
[ROLES.REPAIRER]: 1,
[ROLES.MINER]: 2,
[ROLES.TRANSPORTER]: 1,
[ROLES.DEFENDER]: 1,
},
4: {
[ROLES.HARVESTER]: 1,
[ROLES.UPGRADER]: 3,
[ROLES.BUILDER]: 2,
[ROLES.REPAIRER]: 1,
[ROLES.MINER]: 2,
[ROLES.TRANSPORTER]: 2,
[ROLES.DEFENDER]: 2,
},
5: {
[ROLES.HARVESTER]: 1,
[ROLES.UPGRADER]: 3,
[ROLES.BUILDER]: 2,
[ROLES.REPAIRER]: 1,
[ROLES.MINER]: 2,
[ROLES.TRANSPORTER]: 2,
[ROLES.DEFENDER]: 2,
},
6: {
[ROLES.HARVESTER]: 1,
[ROLES.UPGRADER]: 2,
[ROLES.BUILDER]: 2,
[ROLES.REPAIRER]: 1,
[ROLES.MINER]: 2,
[ROLES.TRANSPORTER]: 3,
[ROLES.DEFENDER]: 2,
},
7: {
[ROLES.HARVESTER]: 1,
[ROLES.UPGRADER]: 2,
[ROLES.BUILDER]: 2,
[ROLES.REPAIRER]: 1,
[ROLES.MINER]: 2,
[ROLES.TRANSPORTER]: 3,
[ROLES.DEFENDER]: 3,
},
8: {
[ROLES.HARVESTER]: 1,
[ROLES.UPGRADER]: 1,
[ROLES.BUILDER]: 1,
[ROLES.REPAIRER]: 1,
[ROLES.MINER]: 2,
[ROLES.TRANSPORTER]: 3,
[ROLES.DEFENDER]: 3,
},
};
// ============================================================
// メモリキー
// ============================================================
/** Memory オブジェクト内のキー名 */
const MEMORY_KEYS = {
ROLE: 'role',
SOURCE_ID: 'sourceId',
TARGET_ID: 'targetId',
HOME_ROOM: 'homeRoom',
WORKING: 'working',
PATH: 'path',
PATH_EXPIRY: 'pathExpiry',
LAST_ACTIVE: 'lastActive',
TASK: 'task',
TASK_DATA: 'taskData',
};
// ============================================================
// キャッシュTTL(単位: ティック)
// ============================================================
/** 各種キャッシュの有効期限(ティック数) */
const CACHE_TTL = {
SOURCES: 100,
STRUCTURES: 50,
ENEMIES: 5,
CONSTRUCTION_SITES: 20,
DROPPED_RESOURCES: 3,
ROOM_OBJECTS: 30,
PATH: 20,
SPAWN_QUEUE: 10,
};
// ============================================================
// 修復関連定数
// ============================================================
/** 修復対象となるHP率の閾値 */
const REPAIR_THRESHOLD = {
ROAD: 0.5,
CONTAINER: 0.5,
WALL: 0.0001,
RAMPART: 0.001,
OTHER: 0.75,
};
/** ウォール・ランパートの最大HP目標値(RCL別) */
const WALL_HP_TARGET = {
1: 1000,
2: 5000,
3: 20000,
4: 100000,
5: 500000,
6: 1000000,
7: 5000000,
8: 10000000,
};
// ============================================================
// タワー関連定数
// ============================================================
/** タワーが優先的に攻撃するHP閾値(低いほど優先) */
const TOWER_ATTACK_PRIORITY_HP = 200;
/** タワーが修復を開始するHP率 */
const TOWER_REPAIR_THRESHOLD = 0.8;
/** タワーが修復を停止するHP率 */
const TOWER_REPAIR_STOP_THRESHOLD = 0.95;
/** タワーが癒しを行うHP率 */
const TOWER_HEAL_THRESHOLD = 0.9;
/** タワーのエネルギー補充優先度(この割合以下になったら補充優先) */
const TOWER_ENERGY_PRIORITY = 0.5;
// ============================================================
// エネルギー閾値
// ============================================================
/** コンテナ・ストレージからエネルギーを引き出す閾値 */
const ENERGY_WITHDRAW_THRESHOLD = {
CONTAINER: 100,
STORAGE: 10000,
LINK: 200,
};
// ============================================================
// パスファインダー設定
// ============================================================
/** PathFinder オプションのデフォルト値 */
const PATHFINDER_DEFAULTS = {
/** ルート再計算の間隔(ティック数) */
REUSE_PATH: 20,
/** 道路をコスト1で通過(平地コスト2の半分) */
PLAIN_COST: 2,
SWAMP_COST: 10,
ROAD_COST: 1,
/** 最大検索距離 */
MAX_ROOMS: 1,
};
// ============================================================
// ログレベル
// ============================================================
/** ログ出力レベル */
const LOG_LEVEL = {
DEBUG: 0,
INFO: 1,
WARN: 2,
ERROR: 3,
NONE: 4,
};
/** デフォルトログレベル */
const DEFAULT_LOG_LEVEL = LOG_LEVEL.INFO;
// ============================================================
// ゲームプレイ設定
// ============================================================
/** 緊急モード移行CPU閾値(この値を超えたら非必須処理を停止) */
const CPU_EMERGENCY_THRESHOLD = 0.9;
/** 通常動作CPU閾値 */
const CPU_NORMAL_THRESHOLD = 0.7;
/** メモリクリーンアップ実行間隔(ティック数) */
const MEMORY_CLEANUP_INTERVAL = 100;
/** 統計情報表示間隔(ティック数) */
const STATS_DISPLAY_INTERVAL = 100;
/** セーフモードの発動条件(侵入者数) */
const SAFE_MODE_TRIGGER_HOSTILES = 3;
/** ルームの有効座標範囲(壁を除く) */
const ROOM_BOUNDS = {
MIN: 1,
MAX: 48,
};
module.exports = {
ROLES,
BODY_COSTS,
BODY_PRESETS,
SPAWN_PRIORITY,
TARGET_CREEPS_BY_RCL,
MEMORY_KEYS,
CACHE_TTL,
REPAIR_THRESHOLD,
WALL_HP_TARGET,
TOWER_ATTACK_PRIORITY_HP,
TOWER_REPAIR_THRESHOLD,
TOWER_REPAIR_STOP_THRESHOLD,
TOWER_HEAL_THRESHOLD,
TOWER_ENERGY_PRIORITY,
ENERGY_WITHDRAW_THRESHOLD,
PATHFINDER_DEFAULTS,
LOG_LEVEL,
DEFAULT_LOG_LEVEL,
CPU_EMERGENCY_THRESHOLD,
CPU_NORMAL_THRESHOLD,
MEMORY_CLEANUP_INTERVAL,
STATS_DISPLAY_INTERVAL,
SAFE_MODE_TRIGGER_HOSTILES,
ROOM_BOUNDS,
};
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