Draft: Store prototype API
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@xenofix said in Draft: Store prototype API:
For developing I must disagree with making the energy and energyCapacity deprecated. If you know the structure you are using, then these fields are the preferred way to access these values.
I don't get it, why exactly is
extension.energy
so much more convenient thanextension.store.energy
that we have to keep this ugly duplication forever?
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@artch Ok well if it's not for infrastructure concerns, then my feedback is I do not need this change, I think it's currently fine. In my view it actually introduces a leaky abstraction. I don't need unified access to things that are essentially different logically. I would not model it this way.
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@tun9an0 Very well then, thanks for your feedback! Let's see what other people will say, since this inconsistency and ambiguity in how resources are stored is being long complained by many players.
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To me,
carry
is inconsistent. I would want to have it be namedstore
instead. And aStore
-object for general purpose stores is also very welcomed.But for every other non-general-purpose structure this is only a little nice-to-have feature to simplify withdraw/transfer. If dealing with structure-specific code, I would prefer to access
energy
and other fields directly. If it's general purpose refiller/robbery code, then I would go forstore
.Important to be is that such a change does not have a negative performance impact.
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If dealing with structure-specific code, I would prefer to access energy and other fields directly.
Still can't seem to understand what's the difference between addressing
.energy
and.store.energy
?As to performance, CPU-wise it will not be affected, only heap-wise concern is valid here, and we can simply raise the heap limit on deploying this change.
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As both a mod developer and player I'm exited about this update, for modding, it was always annoying not being able to iterate over resources in a simple way. As a player, the entire
store
/carry
/energyCapacity
/carryCapacity
mess was annoying, in some cases, I actually wrapped all those to make them match, very similar to how this is designed. It might seem a bit more clunky for stuff with only one resource, but simplifies more than enough other code to make it worth it.For those wanting to keep
energy
/energyCapacity
, they can easily do a simple prototype extension in their code.Object.defineProperty(StructureExtension.prototype, 'energy', { get() { return this.store.energy } })
Object.defineProperty(StructureExtension.prototype, 'energyCapacity', { get() { return this.store.capacity } })
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@ags131 yeah I've had to abstract around energy, store etc in various places (e.g. if (instanceof_energy_structure(struc)) { } else if (instanceof_store_structure(struc)) { } )
Before I used typescript and enforced this at "compile-time", I remember fixing various bugs where I tried to treat an extension as if it had a store, or some other structure the other way around.
I will be glad to have a unified interface, even though I'll have to at some point rework some of my code.
It will make the game slightly less complex for new players.
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From my point of view, I like and welcome this change, it will allow me to streamline my creep states so they can exit faster (Thus saving CPU.) I am concerned that heap use may increase, but that's Artch's problem... and in reality, any heap issue impacts everyone, mostly heavy users and users past the 300 CPU limit first, so I don't have a problem with that, despite that I'm breathing down the 300 CPU limit's neck. At the end of the day, it's pretty fair.
Two potential issues. First, the obvious one: Nukers with their 5000 ghodium. Two stores? Ewww! Don't make them all the same except for this one weird bird. Applying a limit object with, for example: {G:5000,energy:250000} to it is the best solution, other structures would have null there to short circuit any checks.
Then the 800 pound Gorilla: LABS. Labs are incompatible with a Store object unless you dynamically reset the limit object on the fly. Sure, the capacity remains 5000, but it can change from (for example.) {UO:3000,energy:2000} to {energy:2000} to {KH:3000,energy:2000}. It can have only one non-energy resource as it uses that to determine what it's doing.
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I like the idea of a unified way of withdrawing / transferring resources, specially with getters that return
0
instead ofundefined
. I already have something like that in my code. I would have to keep it, though, since mine also supportspickup
anddrop
. I'm not sure this change would benefit me specifically, but I see its value for general purpose code. The only things I don't like about this proposal are including nuker into this, which seems like a stretch and doesn't really add any value, and deprecating the old API. Forcing everybody to change their code, making it slightly more convoluted or it will eventually break, will just make people angry. I see no benefit in that. Keep both and everybody is happy.
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I also like the new structure .. I already had added prototypes for some of the features, like a cached
storeSum
andcarrySum
and having it official is a plus. If the api is decided I'd like to add a polyfill so I can already start to use the new store object
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I also welcome the API change but without deprecation of
energy
. Ifenergy
must be deprecated, then please make sure they areconfigurable
to deactivate any warnings.I think professional players already know how to overwrite prototypes and have aliases and getters for their needs already. Everyone can already model a unified
store
, and properties forenergy
and whatever. Keeping that in mind, the API change is mainly for newbies and those who cannot change prototypes using typescript or have found ugly ways around the inconsistent API which they like to simplify.As a newbie I did often access
creep.energy
directly instead ofcreep.carry.energy
. The same for storages, it was just so annoying that I always have to access eithercarry.energy
orstore.energy
orenergy
when at first all I care about is just simple energy. The tower has nostore
, the creep has noenergy
and nostore
butcarry
instead; just not consistent. But I can make it consistent with prototypes. So yes, this change would not really help me, but it will help other newbies. Onestore
for all kind of objects is a great change for the API.About the database change: Please just choose the most efficient model.
I think every high-level player at 300 cpu cap and those who are looking forward to be one agrees with me that performance is more important than convenience. The database is hidden from us, so I prefer an efficient database model over a simple engine code. I have no idea if your proposed database change will have a positive or negative impact on overall performance, but I just fear that it's a negative impact because it looks more complex than before. In my eyes, the API and the database change are two different changes.
In the end these proposed convenience changes should meet the following requirements:
- one
store
for every relevant object to allow a unified way to access energy and resources for convenience. - It shall not increase overall tick rate, better decrease it.
- It shall not significantly decrease the free memory we can use
- It shall not increase our cpu consumption, better decrease it.
If that's all met, then I believe every single player in the community will be happy about this change.
- one
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I have no idea if your proposed database change will have a positive or negative impact on overall performance, but I just fear that it's a negative impact because it looks more complex than before.
It will be positive. Look at this engine code:
exports.calcResources = function(object) { return _.sum(C.RESOURCES_ALL, i => typeof object[i] == 'object' ? object[i].amount : (object[i] || 0)); };
It will benefit greatly from this database change:
exports.calcResources = function(object) { return _.sum(object.store); };
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Then the 800 pound Gorilla: LABS. Labs are incompatible with a Store object unless you dynamically reset the limit object on the fly. Sure, the capacity remains 5000, but it can change from (for example.) {UO:3000,energy:2000} to {energy:2000} to {KH:3000,energy:2000}. It can have only one non-energy resource as it uses that to determine what it's doing.
It will be ruled out by means of
supportedResources
that is set according to circumstances of the given lab.
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For the nuker, you could have it charge instead of store-so the ghodium is lost when added to the nuker, instead of when it's used.
Labs are trickier. Maybe add a .store.maxMineralType/.store.maxMineralAmount that returns the mineral with the highest count (not including energy, power, etc)? That way it would always work like .mineralType/.mineralAmount does now on labs, plus it would be useful for storage, terminals and creeps too.
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Maybe a non-general-purpose and multiple-resource structure needs
capacityFor
of e.g.{G:5000,energy:250000}
.capacity
,getUsedCapacity()
andgetFreeCapacity()
just makes sense for general-purpose (Storage, ...) and single-resource structures (Tower, Extension, ...). For all structures with mixed resources (powerSpawn, lab, nuke, ...) there needs to be more methods. MaybegetCapacityFor(resourceType)
,getUsedCapacityFor(resourceType)
,getFreeCapacityFor(resourceType)
. These can be implemented for general-purposeStore
, too. So that the API for both types is the same.
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I must say I'm for this change, and after a period of transition removing the old ones. It did confuse me a lot originally, and though I now have prototypes that handle most of it removing them will simplify things.
As others have mentioned there needs to be some way to define the limits for Labs and Nuker, as others have mentioned a single store object would be my preference with some kind of per resource limit field. The other "important" thing I do a lot is to check what resource type is in a lab, at the moment this is a simple
.mineralType
. I'd rather not have to iterate over the store / supportedResources and ignore energy to be able to get it in the new way of doing things (though if it were the only way I could add a prototype of.mineralType
which did it and cached the result).
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I really like the unification of carry, store and energy as well as the inclusion of total and free methods.
The beauty of unified store is marred by StructureNuker and StructureLab, we need a little more consideration here.
I think everyone dislikes separate properties. I think @Xenofix's idea of extending the Store interface deal with the two oddballs is best.
How about extending the
getUsedCapacity
andgetFreeCapacity
to accept an optional resource type argument and adding agetTotalCapacity
.That way I can easily write uniform transfer and withdraw code by always including the resource type.
nuker.store.getTotalCapacity(RESOURCE_GHODIUM) => 5000 nuker.store.getTotalCapacity(RESOURCE_ENERGY) => 300000 nuker.store.getTotalCapacity() => 305000 // or 0 or whatever make sense creep.store.getUsedCapacity(/*anything*/) => the same value // look how nice labs work out. lab.store.getUsedCapacity(RESOURCE_UTRIUM) => 1000 lab.store.getTotalCapacity(RESOURCE_UTRIUM) => 3000 lab.store.getTotalCapacity(RESOURCE_KEANIUM) => 0 Store.capacity === Store.getTotalCapacity() Store[RESOURCE_ZYNTHIUM] === Store.getUsedCapacity(RESOURCE_ZYNTHIUM)
I would never need to use
Store.supportedResources
sincegetTotalCapacity
answers that same question, and for the most partsupportedResource
is statically known based onstructureType
.I think we'll still want a
.mineralType
member on the lab, but that could just be implemented withgetUsedCapacity
.
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IMO incoming:
This change is long overdue, seriously but a couple of things:
For God's sake use "storage" or "stored", "store" is a incorrect definition and prone for misunderstandings.
It maybe it should be super class for all entities that contain something so that it is possible to directly call withdraw on them without the need to punch .store/storage/stored. between object and call.
This way all resource handling can be done central in one class without the need to fiddle in the endusers object code.I have a lot more in mind but I'm tired so that will it be for now.
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@artch would it be possible from the users script to modify the storage object of a creep and reset the cache? That would be nice because I currently already patch the creep object for example on successful withdraws, pickups and stuff like that so decisions made after that are based of the new values ( I know those can still fail when multiple creeps for example withdraw, so that should not be automatic maybe ) but I use it only for the decision to move to the creeps next target for example in the same tick.
If this is a breaking change ( and there are already other mentions in the docs about deprecated stuff like the transfer method on structures, the old spawn function,... ) maybe it's time to create a second selectable runtime? I don't know how much work that would be but perhaps it would also allow us to get one with lodash 4 already included ?