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02:00
@TheNumberOne I think we might have started too close to AzuraStar
If you look at the world map and the path from our spots to the rest of the world, we would have to travel right next to his starting square.
 
8 hours later…
10:20
@PhiNotPi FIND_DROPPED_ENERGY and then sort with custom filter?
10:41
@avdg What, do you think, is the easiest way of setting up a supply line between two rooms?
I'm going to try that today.
I'm not even that far...
then you're pathfinder has to go 2 levels...
1 on room level and 1 on path level
(now something else...) got a respond that they couldn't understand my player 2 bug, will post respond later already took some screenshots
at least on the forums
Do you know what TheNumberOne has been doing? It looks like his stuff is just frozen.
Right now, I'm at 240k/270k towards RCL 4.
his bot is bugged
he was too busy debugging his creep path follower
not sure how much refactoring there is in my ai though, though it is not non
more NaN
does @TheNumberOne know how to debug his ai?
11:12
How do I bust out of a wall?
shoot it?
its a neutral hostile structure I guess (or should be threaded as if necessary as one)
I got it.....
but.....
I tried to bust down one wall and they all fell.
11:36
261k/270k towards RCL 4
hmmm @TheNumberOne: what tools are you using to write code?
c9?
brb, relocating for laundry babysit
bck
I'm going to create a voyagerBot to travel to distant rooms.
RCL 4!
12:07
gratz
I'm thinking of sending a VoyagerBot into AzuraStar's room.
don't beef that ai though...
unless your plan holds...
12:30
heh, if ai's have this problem: hateandanger.files.wordpress.com/2013/12/…
 
2 hours later…
14:24
My colony just went through an energy supply crises.
14:34
I was trying to rewrite the gathering code, but the supply line got cut for far too long.
But, now I am harvesting two rooms.
yay
15:24
Creep.prototype.whereOnPath = function(path){
    for (var i = 0; i < path.length; i++){
        var a = path[i];
        if (a.x == this.x && a.y == this.y){
            return i;
        }
    }
    return -1;
}
^That always returns -1 for me.
you should use console.log more often
checks to check:
- does path contain anything?
- did the loop get skipped?
- what is a?
- compare with this values
CPU time is starting to be a bottleneck for me.
What would be the best way to try and claim the +200 credit bonus for recommending it?
@MadhavNikam Hello
15:40
I've avoided the pathfinder from doing impossible paths by giving creeps around spawns alternative tasks if spawn is full
though I may offload more stuff from the pathfinder when my ai is more surround aware
uh @TheNumberOne its your ai isn't it?
you have data, and you have the bot, so you can test and check if everything is fine no?
Is anyone else experiencing intermittent freezing?
sometimes the server does nothing, though I didn't notice it now (but I'm not looking that much at it now)
15:54
meh, my cpu usages went up since my transporters have more jobs
a stable round can only take 20 to 60 ms, normal around 80-100 ms, heavy 100-160 and peaks around 210
frozen?
nvm
My AI is now over 300 lines long.
:/ my generated code alone is 2266 lines long
your bot is doing better than me though on mining
but I have lots of things to smooth out
16:13
Right now, I'm trying to find places to cut back on CPU.
I think a bunch of it is being used by gatherers' pathfinding.
ai code is 2978 lines long
and I've just removed 1 line
:p
16:36
wow, seems node 0.12.4 is released already, releases are speeding up there
How should I recommend screeps as to claim the bonus?
Here is a way to secure for yourself a higher CPU limit during the entire Early Preview:

Help us spread the word about the unique idea of Screeps! Describe your impressions in any social network (Twitter, Facebook, Google+, etc.), forum or blog.
Send us the public link (or a screenshot) to your post.
Upon receiving your link, we'll gladly raise your CPU limit to 300 units.
Thanks for participating in the Early Preview!
oh
I have my bot representing on twitter
but that was just to keep my bot stuff separated from my main account :p
it contains replays
16:55
The findClosest method is evil, in terms of CPU usage.
probably
it sure must use the breadth first algorithm
17:10
uh, it uses a* as well for that :-)
but meh, a* on linear number of targets...
still better than breadth first though
unless its really a lot of targets
(well, at least documented as using a* in docs)

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