Rooms reserving 1 source rooms 2 steps away instead of 2 source room with low distance sources right next door
Maybe change to be less random and focus on scouting and reserving the closest room with 2 sources first? Ideas?
room to the top right is reserved and therefore the room won't reserve the room right below it.
perhaps pathcost from sources to baseroom storage can be something we can use?
Hmm... not sure which one is yours, but reservations should only happen to adjacent rooms now, adjacent to a reserved room or owned room.
@WhiteHalmos I'm not sure about that. My implementation was somehow random, if a room is seen and can be reserved (too less reserved ones), it will be reserved. So there are cases where a couple of rooms away are reserved, not likely, but possible.
My current idea is a regular reservation check, especially if players near you vanish or newbie walls open up. And do if more in a BFS manner. Doesn't have any concrete ideas yet, except of BFS and regular.
I added code to only reserve rooms for which all the rooms along the path must be reserved or owned: https://github.com/TooAngel/screeps/commit/a96cf48bb8b3fe218213fb6bf2b16d0f79dc0b50
+1 for regular check, maybe just keep spawning scouts, they're super cheap anyways.
IMHO the scouts are the pre observer solution. With observers it is different.
Thought about storing the number of sources in room memory, so that you are able to calculate the best rooms to reserve based on the info from memory.
I think we should store source positions, so we can calculate full pathcost/source to determine remote mining efficiency? :)
Good point, so instead of storing the number of sources we can store a list of source IDs.
The path length can be calculated by finding the route and following the cached paths from storage to ID.
Yes this sounds good, adding to todo :)