Starter kit for TypeScript-based Screeps AI codes.
This starter kit is a modified version of the original Screeps/TypeScript sample project by Marko Sulamägi.
This repository recently transitioned to TypeScript 2, complete with all sorts of new features, including strict null
checks, as well as the ability to flatten your code with Webpack. Those who still wish to use TS1 should checkout the ts1-legacy
branch. Any notable changes in master
may be backported into the legacy branch.
To learn more about TypeScript 2, click here.
- Node.js (v4.0.0+)
- Gulp 4.0+ -
sudo npm install -g gulpjs/gulp.git#4.0
For testing:
First, you will have to set up your config files. Create a copy of config.example.json
and rename it to config.json
. Then navigate into the src/config
directory, reate a copy of config.example.ts
and rename it to config.ts
.
# config.json
$ cp config.example.json config.json
# config.ts
$ cd src/config
$ cp config.example.ts config.ts
Then, on the config.json
file, change the username
and password
properties with your Screeps credentials.
The config.json
file is where you set up your development environment. If you want to push your code to another branch, for example, if you have some sort of a staging branch where you test around in Simulation mode, we have left a branch
option for you to easily change the target branch of the upload process. The default
branch is set as the default.
Set "autobranch": true
instead of explicit branch
name to use your current git branch name when uploading. You still have to create matching branch in screeps client by cloning an existing branch (API limitation). This is useful when setting up deployment pipelines that upload on commit after successful build (so a commit to major_refactoring
branch doesn't overwrite your default branch in the middle of epic alliance action just because you forgot to update a pipeline configuration).
The src/config/config.ts
file is where you store your code-specific config variables. For example, if you want to easily turn on PathFinder
when needed, you can set your own variable here. Once you've set up your configs, import the config.ts
file on the file you want to call these configs at:
import * as Config from "../path/to/config";
Then simply call the config variables with Config.CONFIG_VARIABLE
.
WARNING: DO NOT commit these files into your repository!
Then run the following the command to install the required npm packages and TypeScript type definitions.
$ npm install
# To compile your TypeScript files on the fly
$ npm start
# To deploy the code to Screeps
$ npm run deploy
You can also use deploy-prod
instead of deploy
for a bundled version of the project, which has better performance but is harder to debug.
deploy-local
will copy files into a local folder to be picked up by steam client and used with the official or a private server.
To enable tests as part of the build and deploy process, flip the test
flag in your config.json
to true
.
You can always run tests by running npm test
. You can get a code coverage report by running
npm test:coverage
. Then opening coverage/index.html
in your browser.
All tests should go in the test/
directory and end in the extension .test.ts
.
All constants are available globally as normal.
The game state is no simulated, so you must mock all game objects and state that your code requires. As part of this project, we hope to provide some helpers for generating game objects.
It is recommended to test the smallest pieces of your code at a time. That is, write tests that assert the behavior of single, small functions. The advantages of this are:
- less mocking to setup and maintain
- allows you to test behavior, not implementation
See test/components/creeps/creepActions.test.ts as an example on how to write a test, including the latest game object mocking support.
For writing assertions we provide chai. Check out their documentation to learn how to write assertions in your tests.
Important: In your tests, if you want to use lodash you must import it explicitly to avoid errors:
import * as _ from "lodash"
This starter kit includes a bit of sample code, which uses some of the new TS2 features mentioned earlier. Feel free to build upon this as you please, but if you don't want to use them, you can remove everything from within the src/
directory and start from scratch.
When starting from scratch, make sure a main.ts
file exists with a loop()
function. This is necessary in order to run the game loop.
Source: http://support.screeps.com/hc/en-us/articles/204825672-New-main-loop-architecture
TypeScript developers disagree about whether the noImplicitAny
flag should be true
or false
. There is no correct answer and you can change the flag later. But your choice now can make a difference in larger projects so it merits discussion.
When the noImplicitAny
flag is false
(the default), the compiler silently defaults the type of a variable to any
if it cannot infer the type based on how the variable is used.
When the noImplicitAny
flag is true
and the TypeScript compiler cannot infer the type, it still generates the JavaScript files. But it also reports an error. Many seasoned developers prefer this stricter setting because type checking catches more unintentional errors at compile time.
In this starter kit, the noImplicitAny
is set to true
for a more stricter environment. If you don't like this, you can change the noImplicitAny
flag to false
on the tsconfig.json
file.
Source: https://angular.io/docs/ts/latest/guide/typescript-configuration.html
TSLint checks your TypeScript code for readability, maintainability, and functionality errors, and can also enforce coding style standards.
After each successful compiling of the project, TSLint will parse the TypeScript source files and display a warning for any issues it will find.
This project provides TSLint rules through a tslint.json
file, which extends the recommended set of rules from TSLint github repository: https://github.com/palantir/tslint/blob/next/src/configs/recommended.ts
We made some changes to those rules, which we considered necessary and/or relevant to a proper Screeps project:
- set the forin rule to
false
, it was forcingfor ( ... in ...)
loops to check if object members were not coming from the class prototype. - set the interface-name rule to
false
, in order to allow interfaces that are not prefixed withI
. - set the no-console rule to
false
, in order to allow usingconsole
. - in the variable-name rule, added
allow-leading-underscore
.
If you believe that some rules should not apply to a part of your code, you can use flags to let TSLint know about it: https://palantir.github.io/tslint/usage/rule-flags/
More info about TSLint: https://palantir.github.io/tslint/
Works out of the box with "npm run deploy-prod" and default values from src/config/config.example.ts. Links back to source control when possible (currently understands only github and gitlab). Code has to be committed at build time and pushed to remote at run time for this to work correctly.
Doesn't work in sim, because they do lots of evals with scripts in sim.
Currently maps are generated, but "source-maps" module doesn't get uploaded for non-webpack builds.
Log level and output can be controlled from console by setting level, showSource and showTick properties on log object.
// print errors only, hide ticks and source locations
log.level = 1;
log.showSource = false;
log.showTick = false;
- Fork it
- Create your feature branch:
git checkout -b my-new-feature
- Commit your changes:
git commit -am 'Add some feature'
- Push to the branch:
git push origin my-new-feature
- Create a new Pull Request
Marko Sulamägi, for the original Screeps/TypeScript sample project.