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+)?\(?([0-z._\-\\\/]+):(\d+):(\d+)\)?$/gm
let match
let 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}:${pos.column}`
}
}
cache[stack] = outStack
return outStack
}
/**
* 错误追踪包装器
* 用于把报错信息通过 source-map 解析成源代码的错误位置
* 和原本 wrapLoop 的区别是,wrapLoop 会返回一个新函数,而这个会直接执行
*
* @param next 玩家代码
*/
export const errorMapper = function (next) {
return () => {
try {
// 执行玩家代码
next()
} catch (e) {
if (e instanceof Error) {
// 渲染报错调用栈,沙盒模式用不了这个
const errorMessage = Game.rooms.sim ?
`沙盒模式无法使用 source-map - 显示原始追踪栈<br>${_.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)
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 = true
var 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 > 0
var 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 = false
let 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 {
}
}
}