Releases: bencbartlett/Overmind
Overmind 0.5.2.1
This patch fixes a critical bug with the RoomIntel
module.
Fixed
- Fixed an unprotected access error with
RoomIntel.getSafetyData()
Overmind 0.5.2
This patch adds improvements to Overmind's performance at lower RCL, fixes boosting logic to account for the removal of pre-boosting, and improves road planning, room intel, and swarms. This release is the version running in botarena 202.
Added
- Visualizer improvements:
- Added a dashboard section for the evolution chamber
- Labs now display their mineralTypes overlaid as a room visual
- Added version update messages to the notifications board when available
- Improvements to swarms:
- All overlords controlling swarms are now extended from the
SwarmOverlord <- CombatOverlord <- Overlord
class- New
swarmWishlist
method prevents swarms from spawning "out of sync"
- New
- Improvements to swarm assembly point calculations; supports multiple swarms now
Swarm.pivot()
provides more reliable in-place rotation without breaking formation
- All overlords controlling swarms are now extended from the
- New console methods:
notifications()
will print out a list of notifications shown in the GUI with links to roomslistDirectives()
now takes an optional functional-style filter, such aslistDirectives(dir => dir.color == COLOR_PURPLE && !!dir.overlords.colonize)
listConstructionSites()
, which takes an optional functional filter
- Smarter behavior when dealing with over-stressed hatcheries
- New
overload
stat tracks the rolling average of ticks where the hatchery is idle, wants to spawn something, but is unable to because it is being loaded
- New
- RoadPlanner improvements:
- New routing algorithm allows for tunnel placement, although this will be relatively rare due to very high maintenance costs
- Changes to
Colony.destinations
ensures more determinism when recomputing road networks; you should notice a decrease in roads which become deprecated as levels grow or outposts are added RoadPlanner.roadCoverage
property tracks paving completion throughout a colony; transporter bodies will now use this stat rather than colony level to determine when to switch between setups with 1:1 and 2:1 carry:move ratios
- New information tracked with
RoomIntel
:- (Approximate) harvesting data and rolling averages of energy/tick over 10k, 100k, and 1M ticks
- Casualty data, with effective energy costs and rolling average of cost/tick over 10k, 100k, 1M ticks
- Creep occupancy data over the last 25 ticks (computed only in owned rooms)
- Safety data, tracking consecutive safe, unsafe ticks and rolling average of safety over last 1k and 10k ticks
CombatIntel.isEdgeDancing
uses creep occupancy data tracked inRoomIntel
to determine if a likely tower drain attack is occurring; towers will adjust their firing patterns accordingly.- Initial (incomplete) implementation of
CombatPlanner
, which will coordinate automatic offensive and defensive actions betweeen colonies.
Changed
- Rewrote the boosting protocol to account for the removal of pre-boosting capabilities. RIP in-spawn boosting, you will be missed... :'(
- Instead of three booster labs (one adjacent to each spawn), each applying every boost to their respective creeps, the new system allows up to 8 boosting labs, which will contain the total current amount of each distinct resource needed by all creeps currently being spawned by the colony.
- Improvements to keeping newly-constructed ramparts alive at low RCL: towers will repair critical ramparts below RCL5, and workers will prioritize fortifying critical ramparts above repairs
- Overlords are now instantiated immeditely after a directive is placed rather than having to wait for the next full
rebuild()
- Pioneers will remove structures blocking a controller from being claimed, and claimers won't spawn until controller is reachable
- Workers will upgrade controllers sooner at higher levels and will spawn when a downgrade is imminent
- Non-stationary managers have fewer move parts in bunker-type colonies
- Reservers allow for a lower reservation buffer and will use the cached reservation info from
RoomIntel
if vision is unavailable - Queens now spawn with 1:1 move:carry ratios until a storage is built
- Changes to overlord priorities at lower RCL
- Tweaks to safemode and invasionDefense triggers
- UpgradeSites won't place containers until RCL 2
- Consolidated mutalisk and hydralisk body plans
Removed
- Deprecated directives and overlords for old siege and healpoint logic
Fixed
- Security patches and bugfixes for the
Assimilator
- Pioneers and claimers should no longer navigate through dangerous source keeper territory
- Fixed an issue in
TaskRecharge
which could cause some creeps, like pioneers, to not harvest from a fully-surrounded source that they were adjacent to, causing gridlock situations - Added a check to prevent
Overlord.wishlist()
from requesting too many creeps; this was prompted due to a subtle division by zero error inoutpostDefenseOverlord
causing Overmind to crash in the last two BotArena rounds - Fixed a bug causing excess energy to accumulate in terminals rather than be sold on the market as much as it should
- Fixed an issue causing
CombatZerg
to occasionally load asZerg
- Fixed a bug in
Abathur.getReactionQueue()
which could cause it to ignore market resources on private servers - Fixed a bug where fillers would try to withdraw from nukes
- Improved drone constructionSite build time
- Fixed a bug where
RoomPlanner
would not properly demolish hostile structures in a newly claimed room - Extraction directives now remove themselves if colony downgrades below RCL6
- Fixed a bug where low-level min-cut barriers for a bunker placed too close to the edge would not fully enclose the base (#43)
- This bug has not been fixed for the older two-part base style, which will soon be deprecated
Overmind 0.5.1
This patch changes the architecture of Overmind to be much more CPU efficient by introducing a cache-friendly refresh()
phase to the main loop. See this blog post for more details. Additionally, the Visualizer
system has been rewritten, and prelimiary support for assimilation and swarms has been added.
Added
- Huge persistence update: much of the Overmind architecture now persists on global between ticks! This saves a ton of CPU that was previously used toward garbage collection.
- The global
Overmind
object is now rebuilt every 20 ticks; in the meantime,refresh()
is called - Colonies, HiveClusters, Directives, Overlords, and Zerg are also persistent
- Parsed memory is saved each tick and restored the following tick to avoid
JSON.parse()
costs - You can expect massive CPU savings, along with decreased CPU variabiity from this update
- The global
- Added caching methods
$.set()
and$.refresh()
- Lots of new content added to the
Visualizer
!- Overmind logo now gets drawn in upper left corner
- This was a fun little project to do in Mathematica; I made a curve simplification algorithm to look at an image and give the minimum number of points to describe its perimeter within a given tolerance (those are all the hard-coded arrays in
logos.ts
)
- This was a fun little project to do in Mathematica; I made a curve simplification algorithm to look at an image and give the minimum number of points to describe its perimeter within a given tolerance (those are all the hard-coded arrays in
- CPU, bucket, and GCL meters drawn
- Updates to colony creep count visuals
- Displays bar graphs for command center and hatchery statistics
- Overmind logo now gets drawn in upper left corner
- New
Segmenter
module manages asynchronous memory segments - Added some under-the-hood content for assimilation
- Completed the "key exchange protocol" that the assimilator uses to periodically validate codebases
- Preliminary support for formation-based movement and pathfinding using
Swarm
s- Added behavioral locks to prevent usage of this feature for non-assimilated codebases
Changed
- Improvements to
RangedDefenseOverlord
which utilize some of the new combat logic developed for SK mining - Queens now are prespawned 100 ticks in advance of when they are needed (up from 50) until there are multiple spawns in the room
- Tweaks to bootstrapping
- Triggers if there is no queen and not enough energy to spawn a new one, regardless of presence of miners
- Will now reassign a transporter to become a queen if one is available
- CPU improvements
Colony.registerRoomObjects
now uses more caching and is less expensive- Improvements to
MiningSite
,ExtractionSite
, andUpgradeSite
to make them more CPU friendly
- Separated
Overlord
abstract class intoOverlord
andCombatOverlord
classes - Standardized creep setups and role names into a single library for greater consistency and exchangeability
- Boosts are now assigned by overlords in the constructor phase by passing a
boostWishlist
option in thezerg()
andcombatZerg()
methods - Improvements to destroyer pairs
- Better timeout functions for terminal state directives
- Changes to flag color codes and directory structure to make directive types more consistent:
- Changed primary color classifications:
- Red: offsensive combat (previously all combat)
- Blue: defensive combat (new)
- Yellow: resource collection and transport (previously logistics)
- Brown: terminal state directives (new)
- Specific color code changes:
- Guard: red/blue -> blue/blue
- Invasion defense: orange/red -> blue/purple
- Evacuate terminal state: yellow/red -> brown/red
- Emergency terminal state: yellow/orange -> brown/orange
- Rebuild terminal state: yellow/brown -> brown/yellow
- New console method will assist in this migration:
removeErrantFlags()
removes all flags which do not match a directive color code
- Changed primary color classifications:
- Colonies now no longer have an
Overseer
property. The Overseer has been moved to theOvermind
and now handles all directives and overlords for all colonies- Overlords are now initialized and run in order of their priority
- Changed routine to deal with critically low CPU bucket. Reaching the critical bucket threshold suspends operation until the entire bucket has replenished. This avoids entering a bucket "limbo state" where extra memory parsing costs are ever-present, increasing the total cost of operations.
- Quick garbage collection is now explicitly called when the Overmind is re-instantiated
- Limits the number of owned rooms you can own on CPU-limited
shard3
to three- Adjustable value in
~settings.ts
; will implement a more sophisticated CPU-based limiter in future
- Adjustable value in
Fixed
- Bugfix with pioneer recharging behavior to include dropped resources in recharging options
- Bugfix for incorrectly initialized terminalNetwork memory not logging transfer costs correctly (#38, thanks @MaggNorway!)
- Various SpawnGroup bugfixes
- Fixed a bug which caused RoomPlanner to still demolish baby ramparts prematurely
- Fixed a bug where I forgot to add container-building capabilities to the new extraction overlords (derp)
- Fixed a bug which broke notification disabling for scouts (#48)
- Fixed a bug where 0.4.x -> 0.5.x version migration could overwrite the default signature on a fresh installation of Overmind, breaking worker behavior
- Replaced all uses of deprecated
Game.map.getTerrainAt
to use newGame.map.getRoomTerrain
method - Barriers now placed on center tile in bunkers (#59)
- Fixed an issue in testing assimilation status outside
shard2
(#57) - Fixed a bug where queens could get idle indefinitely at early RCL if minerals ended up in Hatchery battery
Removed
MiningSite
s andExtractionSite
s have been removed; their functionalities have been split among the mining/extraction directives and overlords
Overmind 0.5.0: "Evolution"
This release adds a huge set of new features to Overmind, described in more detail in this blog post. The most notable change is the shift in base layout from the classic "box and flower" design to a much more compact circular bunker. Although this layout is more expensive to maintain, it is much more defensible and features a number of hard-coded optimizations.
This is also the first release capable of fully automatic operation! By default, the operational mode is set to fully automatic; you can change the level of autonomy with the setMode()
console command. Other added features include a new Movement
library which allows creeps to fluidly glide past each other even in confined bunker alleys, support for Source Keeper mining, more advanced terminal logic, distributed spawning structures, and a lot of improvements to caching methods.
Important notes as of this release:
- Overmind no longer supports shared-vm. Isolated-vm is now required; you can set this in your account runtime settings.
- The codebase can no longer be deployed using
rollup -c --dest main
orrollup -c --dest pserver
. Usenpm run push-main
ornpm run push-pserver
instead.
Added
- Overmind is now capable of fully automatic operation! This patch added functionality to automatically reserve and claim rooms without any user input required. These are turned on by default; you can use the
setMode()
console commands to change the degree of autonomy.- Added the
Strategist
module, instantiated asOvermind.strategist
is bot mode is enabled. Strategist is currently responsible for choosing the next room to colonize, but will contain more high-level decision making functionality in the future. - Added the
ExpansionPlanner
module to generate numerical scores for rooms to determine outpost/expansion preferences - Added several methods to the
Cartographer
module (formerlyWorldMap
)
- Added the
- Added the
Assimilator
module, which verifies the integrity of an Overmind codebase. This will be used for the upcoming assimilation patch. The source code for this module is obfuscated; see the obfuscated file comments in/src/assimilation/Assimilator_obfuscated.js
for details.- Added an implementation of sha256 hashing for use by this module
- Anything marked with
@assimilationLocked
or registered withAssimilator.validate()
cannot be modified without invalidating assimilated status
- Added the
Movement
library, which replaces Traveler as the default method of moving creeps around in Overmind- Added (and improved multiple times) creep pushing behavior that moves idling creeps out of the way
- Creeps have move priorities, which characterize how important their assignment is. Creeps will yield to other creeps with more important priorities.
- Added recursive pushing to allow spawns to shove blocking creeps out of the way to make room for a spawning creep.
- Added methods for pathing around a room while kiting enemies and a
Movement.combatMove()
method which will be used more in the upcoming combat update
- Added (and improved multiple times) creep pushing behavior that moves idling creeps out of the way
- Lots of additions to
CombatIntel
andCombatTargeting
modules, including predictive damage calculations and automatic siege target calculations. These will be used in the upcoming combat update. - New
CombatZerg
methodsautoMelee
,autoHeal
,autoRanged
, andautoCombat
which provide general-purpose combat routines for small skirmishes- Added a
GoalFinder
module to generate lists ofPathFinderGoal
s representing positions and ranges that creeps should approach and avoid
- Added a
- Added a
SourceKeeperReaper
overlord to facilitate source keeper mining (finally!) - Added
SpawnGroup
s, which allow for decentralized creep spawning distributed among nearby colonies (work in progress) - Room planner updates:
- Room planner will now destroy or dismantle incorrectly-placed structures allowing you to change your room plan after it is built
- Finished support for bunkers
- New
BunkerQueen
overlord which has a lot of hard-coded optimizations built specifically for the bunker layout - New
ControllerAttacker
overlord which spawns groups of controller attackers ("infestors") distributed across nearby colonies to attack a room controller. (Thanks @rooklion/@Sarrick for this contribution!) - Added terminal exception states to account for various abnormal conditions, such as rebuilding a room or evacuating a room which is about to be breached. Terminals that are in an exception state will maintain a small, tightly controlled set of resources in their store and will not engage in normal terminal activity.
- Added a
GlobalCache
module to store expensive calculations yielding RoomObjects on global; this has been integrated in various points in the codebase to improve CPU usage.- Renamed
GlobalCache
to$
($ -> cash -> cache) for maximum brevity and punnyness
- Renamed
Changed
- The Overmind object now
try...catch
evaluatesinit
andrun
methods for each colony / network. If an exceptions are caught, they are added to a queue and thrown at the end of the tick, preventing a global deadlock from occurring due to a problem in a single colony. - Zerg are now instantiated in constructor phase by their overlords rather than by the Overmind object.
- All Overlords are now instantiated in a
spawnMoarOverlords()
method, which allColonies
,HiveClusters
, andDirectives
now have. This is primarily in preparation for future restructuring to improve CPU usage. - Managers are now stationary (CARRY only) at RCL8 in the bunker layout
- Refactored Hatchery spawning code to allow for greater flexibility in spawning creeps, such as requesting a specific spawn (useful for spawning the now-stationary manager)
- Refactored incubation logic to use the new
SpawnGroup
objects. Colonies no longer haveincubator
orincubatingColonies
properties. - Logistics network improvements:
LogisticsNetwork.requestOutputAll()
has been replaced byrequestOutput({resourceType: 'all'})
and now generates a single request for the sum amount of all resourceTypes in the target. This improves performance and CPU cost.- Added cache invalidation methods to fix an issue where too many transporters could be assigned to the same logistics target during a single tick
- Dropped resources and tombstones now directly request collection from the logistics network rather than using a logistics directive
- Changed order of operations in
predictedRequestAmount
to yield more accurate results when near target store/energy capacity
- RoadLogistics now uses about 80% less CPU. Workers now get a chained task object to work more efficiently when repairing remote roads.
- TerminalNetwork now equalizes all base resources (energy, power, all base minerals)
- Workers now include dropped energy in list of objects they can recharge from and pick their recharge target more intelligently, accounting for other targeting workers
- Workers and pioneers now will use energy from available unowned storage structures if available
- Improvements to room planner demolishing behavior:
- Added some safeguards on destroying misplaced spawns to ensure that there are enough workers to rebuild the spawns
- Room planner is now better at detecting gridlocked situations and will destroy structures as needed to make room for construction sites
- Reorganized some memory structures, consolidating things into
Memory.settings
- Various CPU improvements
Fixed
- Fixed a bug where mining sites could get clogged if invaders died on the container outputs and dropped minerals which would not get withdrawn
- Fixed a bug in approximate path length caculations in
LogisticsNetwork.bufferChoices
- Room planner now correctly restores flag memories when reopening a session
- Fixed a bug introduced in the last patch that caused workers to ignore the withdraw limit
- Fixed a rare bug in bootstrapping that could prevent a colony from correctly recovering from a crash
- Fixed (?) a really weird bug where Colonies would sometimes incorrectly compute assets. The bug was fixed by adding print statements and I have no idea why.
Removed
- Removed dependencies for
Traveler
, replacing with in-houseMovement
andPathing
libraries - Deprecated
DirectiveLogisticsRequest
- Removed
lodash.minBy
dependencies to reduce compiled codebase size
Overmind 0.4.1
(EDIT: this release contains a RoomPlanner bug. The attached binary has been updated; for the fixed source, please refer to this commit.)
This patch makes Abathur a little smarter in which reactions he chooses and fixes some bugs accidentally introduced by changes in the last release.
Added
- Initial (incomplete) room planner support for bunkers; this will be finished in a later release
- UpgradeSite inputs now actively request that minerals be removed from them in case they get in there somehow (such as a transporter dying on top of the container)
Changed
- Abathur now checks to see if a colony can acquire the necessary base ingredients for a reaction queue through terminal transfers or via trading before assigning it to the evolutionChamber
- Renamed
LogisticsNetwork.request()
andLogisticsNetwork.provide()
toLogisticsNetwork.requestInput()
andLogisticsNetwork.requestOutput()
to be less confusing
Fixed
- Fixed a bug where colony substrings in a flag name could cause a directive to reference the wrong colony, e.g. "E11S12" directs to "E11S1"
- Fixed a bug introduced when CreepSetups were refactored in the last release that could cause bootstrapping directives to fail to run
- Fixed a bug in LogisticsNetwork where predicted carry amounts could exceed carry capacity
Overmind 0.4: "require('more-minerals')"
"We require more minerals." Well finally, we now have them! This long-overdue release (the largest update to date by additions/deletions) adds fully automatic mineral mining, processing, trading, and boosting capabilities to Overmind!
Colonies now automatically start mining minerals once an extractor is built. Minerals are stored in the terminal and are transferred between colonies as needed for resource production. Excess minerals are sold on the market and once a player reaches a credit threshold (currently >10k credits), missing base minerals required for resource production are purchased from the market. Labs will automatically cycle through reaction queues to try to build up a stockpile of prioritized resources. When creeps request to get boosted, the necessary resources are transferred to the appropriate colony automatically, or, if the player has sufficient credits (>15k), they will be bought on the market if not present.
Although most of the planned combat features will be implemented in v0.5, this release also introduces a number of (primarily defensive) military improvements. A CombatIntel module has been added, containing methods for combat-related calculations. Ranged and melee defenders (now hydralisks and zerglings, respectively) have been improved and will now request boosts when sufficiently large invasions occur. Additionally, directives (placed automatically) have been added to handle nuke responses, building ramparts over affected structures, and terminal evacuation, transmitting all resources in a terminal to remote colonies just before a room is lost.
Finally, we now have a feature request template! If you have a suggestion for something you'd like added or changed to Overmind, feel free to submit a request there.
Added
- Added support for mineral mining and processing (finally)!
- Reaction cycles planned by the
Abathur
module, which makes decisions related to the global production of resources, guiding the evolution of the swarm- Module
Abathur
incompatible with pronouns
- Module
- New hiveCluter to manage boosting and mineral production:
EvolutionChamber
EvolutionChamber
is run by the colony manager and produces batches of resources as needed to meet a target amount- You might not see mineral production for the first few days while your colonies sell resources to gain sufficient market credits
- New hiveCluster for mineral mining:
ExtractionSite
(based on @rooklion's pull request #12)
- Reaction cycles planned by the
- Fully automatic support for creep boosting!
- Boosts are used when
Overlord.boosts[creepRoleName]
is set to a list of minerals - Some overlords, like
RangedDefense
, will automatically boost creeps when needed - Boosts will only be used if (1) you have the boosts already, (2) other colonies have a sufficient total amount, or (3) you have >15k credits with which to buy the compounds
- Boosts are used when
- RoomPlanner now includes automatic barrier planning
roomPlanner.barrierPlanner
uses a modified min-cut algorithm to compute the best location to place ramparts- Opening and closing the roomPlanner for a colony which already has walls will create duplicate walls. Use
destroyAllBarriers(roomName)
if you wish to get rid of your old barriers.
- New
TraderJoe
module with lots of built in market functions:- Labs will attempt to buy resources they need if there are sufficient (>10k) credits
- Sells excess resources on the market
- New directives, all placed automatically by colony overseer:
DirectiveNukeResponse
will automatically build ramparts using workers to block incoming nuke damageDirectiveAbandon
will evacuate resources from a terminal if overseer detects that the colony has been breached (also prevents terminal from receiving resources)
- Added flee response to miners in outpost rooms (EDIT: this functionality is still present, but has been disabled while I tune the sensitivity)
- Miners in colony rooms will also retreat to the safety of the controller if there is a large invasion happening
- Workers will no longer attempt to work in unsafe remote rooms
- Preliminary DEFCON system to classify colony safety levels; this will be expanded in the next (combat-focused) update
- Room signatures can now be changed via the console command
setSignature('newSignature')
- Added a behavioral lock in
Overmind.ts -> Overmind_obfuscated.js
which enforces that controller signatures must contain the string "overmind" (not case-sensitive)
- Added a behavioral lock in
- New melee defense overlord spawns zerglings in rooms with a sufficiently high rampart/walls ratio and defend against melee attacks
- Improvements to the ranged defense overlord, which now spawns hydralisks which have better pathing
- New
combatIntel
module, which contains an assortment of methods related to making combat-related decisions and calculations - Preliminary
roomIntel
module containing methods for serializing notable room features into memory - New
VersionMigration
system will automatically perform one-time changes to resolve backward-incompatible changes with new releases (does not work when migrating from versions prior to 0.3.0) - Added a feature request template and streamlined the existing issue and pull request templates
Changed
- Lots of under-the-hood improvements to the logistics system!
- You should see about a 60% reduction in CPU usage from
LogisticsNetwork
due to better internal caching - Tweaks to the predictive functions reduce the chance that transporters occasionally get stuck in an oscillatory pattern
- You should see about a 60% reduction in CPU usage from
- Refactored
TransportRequestGroup
to be more likeLogisticsNetwork
- CommandCenter (and EvolutionChamber) now submit resource requests via a shared
transportRequest
object
- CommandCenter (and EvolutionChamber) now submit resource requests via a shared
- Lots of under-the-hood memory tweaks:
- You should see about a 30% reduction in overall memory usage!
- Improved memory footprint of stats collection and shortened hiveCluster names in memory
Mem.wrap()
now initializes new properties to defaults within the target object (previously, would only initialize if target was undefined)
- Rewrote most of the manager overlord to account for the new resource production features
TerminalNetwork
now uses anequalize()
routine to distribute resources between colonies- Several creep role names have been renamed, resulting in a reduction of the number of unique names. For example, miners and the new mineral miners are now both called "drone"s
- CreepSetups moved to respective overlord; now are constant instances rather than extending classes
- Construction sites now time out after 50000 ticks and are removed
LogisticsGroup
renamed toLogisticsNetwork
- Lots of file renaming to be more concise
- Colonies now register a shorthand reference on
global
for console use: 'E4S41' and 'e4s41' both refer toOvermind.colonies.E4S41
- Updates to the Grafana dashboard:
- Several new logged statistics, including expansion ranking, miningSite usage/downtime, and energy income per tick by colony
- Fixed several null datasource issues and made some tweaks to GCL graphs suggested by @Coolfeather2
Fixed
- Fixed a longstanding bug with
RoomObject.targetedBy
returning incorrect results because of faulty cache updating when switching tasks - Made link allocation less buggy; hiveClusters now claim their link, preventing others from registering the same link
- Fixed a bug where the roadPlanner would plan roads for incomplete paths
- Fixed a bug where roadPlanner would incorrectly plan road networks if sources were not visible at the recalculation tick
- Fixed a bug where workers will occasionally stop working if outpost mining site containers are under construction
- Workers will no longer attempt to build sites for structures over the max amount for current room level (for example, after a controller downgrade)
Removed
- Removed all contents from
src/deprecated
Overmind 0.3.1
Added
- Workers sign controllers at low RCL
Fixed
- Bugfix with workers being idle due to being unable to find a valid paving target
Overmind 0.3: "Back to Base-ics"
This release adds a ton of new automation features to base planning, partially overhauling the old RoomPlanner. Once a room plan is set at RCL1, the RoomPlanner never needs to be reopened. Road networks are now continuously re-computed by the new RoadPlanner
module, allowing you to dynamically add and remove outposts. UpgradeSites now determine their own optimal placements, and UpgradeSites and MiningSites now automatically build links when appropriate.
The terminal network has been improved as well, and now tracks transfers between locations within the network (Grafana support available in the updated dashboard.) Colonies now produce more upgraders while near full energy, and have a low-power mode that scales back transporters to save on CPU. Additional resource management assets, including directives for scavenging and for integrating with the logistics system, have been added but will be enabled in a future release.
Added
- Lots of new content added to the Wiki!
- TerminalNetwork stat collection, which accumulates all
send()
calls and transfer costs by resourceType between origin and destination- Added Grafana dashboard support for new stats (in /assets)
- Lots of automation improvements to the room planner! Now once you create a room plan at RCL 1, you can dynamically add and remove outposts without needing to open/close the planner.
- Road planning is now done with the RoadPlanner, which is instantiated from a room planner, and provides a much higher degree of automation:
- Road network is continuously recalculated every 1000 ticks with a heuristic that encourages road merging at minimal expense to path length
- Roads which become deprecated (no longer in the optimal road plan) are allowed to decay
- Road routing hints (white/white flags) no longer have any effect. (The new routing algorithm uses a variant of this idea to merge roads more intelligently.)
- UpgradeSites now automatically calculate input location and no longer need to be placed in room planner
- MiningSites at outposts now automatically build container outputs without you needing to reboot room planner
- Automatic link placement
- MiningSites will replace their containers with links if above 10 path length from storage (prioritizing farthest)
- UpgradeSites will add a link if above 10 path length from storage if miningSites already have links
- UpgradeSites now have
link
andbattery
properties which request energy independently
- UpgradeSites now have
- Road planning is now done with the RoadPlanner, which is instantiated from a room planner, and provides a much higher degree of automation:
- Added some version migration code in
sandbox.ts
which will reboot the room planner for each colony one at a time to account for the new changes - Hauling directives and overlords for hauling large amounts of resources long distances (e.g. scavenging from abandoned storage)
- Finished coding LogisticsRequestDirectives: these flags act as requestor or provider targets and have a
store
propertyprovider == false
: requests energy to be dropped at a positiionprovider == true
: resources dropped at position or in a tombstone to be collected- These directives are functional, but their automatic placement has been disabled until a future patch while I continue to improve the logistics system performance
- Preliminary contract module for making deals between players
Energetics
module, which will make high-level decisions based on energy distributions- Colonies now have a
lowPowerMode
operational state, which scales back production of miners and transporters at RCL8 with full storage/terminal
- Colonies now have a
- New version updater system alerts you when a new release of Overmind is available
- Currently only available on shard2; shard1 and shard0 support coming soon
Changed
- Transporters now use a single-sided greedy selection at RCL<4, since stable matching only works well when the transporter carry is a significant fraction of the logisticsRequest target's capacity
- Workers and queens include tombstones in their recharge target list
Task.creep
once again points to aZerg
object rather than aCreep
object (Tasks are still hosted on creep prototypes, however)TaskRepair
will now attempt to move to within range 2 if repairing a road; this should fix the move-stop-repair-move-stop-repair behavior of workers repairing remote roads- TerminalNetwork now sends excess energy to room with least energy rather than non-full room with least send cost overhead
- More upgraders spawn when room is at very high energy capacity
- Changed how
colony.dropoffLinks
is computed - Disabled stack tracing for all logging except errors; removed some annoying alerts ("transporter chooses request with 0 amount!")
Removed
- Deprecated
TaskDeposit
; useTaskTransfer
instead TaskWithdrawResource
has replacedTaskWithdraw
- Removed the source for
Overmind.ts
and replaced it with an obfuscated, pre-compiledOvermind_obfuscated.js
- This is in preparation for implementing behavioral locks which will make Overmind more fair to new players
- See the header in
Overmind_obfuscated.js
for more details
- See the header in
- This is in preparation for implementing behavioral locks which will make Overmind more fair to new players
Fixed
- Bugfixes with
TaskDrop
,TaskGoTo
,TaskGoToRoom
- Even more bugfixes with
TaskDrop
- Fixed bug (hopefully) with creeps not approaching to range 1 in
TaskAttack
andTaskHeal
- Fixed bugs where claimers and reservers would get stuck trying to sign a room that was perma-signed by Screeps as a future newbie zone
- Fixed a bug where upgradeSites could misidentify their input in some pathological room layouts
Overmind 0.2.1
Added
- Memory stat collection and
User
variable (#3 - thanks CoolFeather2!) - Brief setup instructions for dashboard
- Assets for possible future bunker layout
- Included compiled main.js file in release; this will be done for future releases
Changed
- Added adaptive thresholds to logistics system requests, should slightly improve CPU usage
- Switched dependency to personal fork of
typed-screeps
Fixed
- Bugfixes with rollup and screeps-profiler
- Moved changelog to root
Overmind 0.2: "Logistics Logic"
This release completely overhauls the logistics system in Overmind, replacing haulers, suppliers, and mineralSuppliers, which functioned on a rigid rules-based system, with a more flexible universal "transport" creep. LogisticsGroup
s employ a stable matching algorithm to efficiently assign resource collection and supply tasks to transporters, seeking to maximize aggregate change in resources per tick.
Added
- Logistic groups, tranport overlords have now been enabled after being present in the previous few commits
RoadLogistics
class more efficiently schedules road maintenanceZerg.actionLog
andZerg.canExecute()
functionality for simultaneous execution of creep actions- Archer defense overlord and directive to defend against boosted room invasions
TerminalNetwork
s,LinkNetwork
s now control terminal, link actions- Added
screeps-profiler
dependency in favor ofscreeps-typescript-profiler
- Grafana stats reporting (dashboard json in
assets
directory) - Added this changelog
Removed
- Haulers, suppliers, and mineralSuppliers have been deprecated in favor of transporters
TerminalSettings
deprecated; remaining functionality moved toTerminalNetwork
- Removed use of
screeps-typescript-profiler
due to inaccuracies in readout
Changed
- Modified Bootstrapping logic to fit new transport system
- Tasks now exist on
Creep
prototype, mirrored inZerg
properties (in preparation for a future stand-alone
release of the Task system)