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Unambiguous Resource Storage #2

@Patrick228

Description

@Patrick228

Currently the AI stores all resources in one definite location (Spawn1), this will not work once we create multiple storage buildings, especially accross rooms. Temporarily, we could fix this by storing resources based on this equation:

(-1)*(((Resources/ResourceCapacity)-1)/(Path^(1/2)))

This equation considers the ratio of Energy to Energy Capacity, and weighs it against distance required to reach the source. This will likely be very heavy computationally to run for each creep, so additional work will be needed further down the line to optimize

Potential Solutions:

-Harvester creeps return resources to their nearest depot, then have logistics bots determine which room has the lowest overall energy:capacity ratio, and to transfer resources from adjacent rooms to these rooms. This would assume a constant Harvester count/room, would easily be disrupted by an enemy attack, and would require a significant income in each room to maintain equilibrium.

-Harvesters move from room to room, have an empire-wide supply of harvesters that return resources to their nearest depot, then have logistics bots that move these resources to designated storage locations that are heavily defended. This would guard resources, but could cause issue if the first layer of storage gets filled. Could work in conjunction with designated production rooms, but would limit the amount of units we could produce at a time unless we developed a system to automatically transport supplies as needed.

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