screep/builder.js

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const utils = require('utils');
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module.exports = {
run(creep) {
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if (creep.working_target_id) {
let working_target_id = creep.working_target_id;
let working_target = Game.getObjectById(working_target_id);
if(!working_target){
// creep.working_target_id=undefined//目标已经完成,转为空闲状态
// _.each(Memery.WorkingTarget[creep.name].working_creep_names,creep_name=>Game.creeps[creep_name].working_target_id=undefined)
// delete Memery.WorkingTarget[creep.name]
return
}
if (working_target.structureType == STRUCTURE_CONTROLLER) {
creep.say('ug')
upgradeController_job(creep)
return
}
creep.say('bd')
build_construction(creep)
}else{
creep.say('SB')
}
}
}
function upgradeController_job(creep) {
let working_target_id = creep.working_target_id;
let working_target = Game.getObjectById(working_target_id);
if (utils.distance(creep.pos, working_target.pos) > 1.5) {
creep.moveTo(working_target);
} else {
let all_dropped_resource = creep.room.find(FIND_DROPPED_RESOURCES)
let nearest_dropped_enengy = _.filter(all_dropped_resource, function (energy) {
return energy.resourceType == RESOURCE_ENERGY & utils.distance(energy.pos, creep.pos) < 1.5
})
if (nearest_dropped_enengy.length > 0) {
let Re_code_pickup = creep.pickup(nearest_dropped_enengy[0]);
if (OK == Re_code_pickup || ERR_FULL == Re_code_pickup) {
//TODO:需要适应不同的建筑
let Re_code = creep.upgradeController(working_target)
if (OK == Re_code) {
} else if (Re_code != ERR_NOT_ENOUGH_RESOURCES && Re_code != ERR_NOT_IN_RANGE) {
console.log(`${creep.name} failed to upgrade room controller:err ${Re_code}`)
}
} else {
console.log(`${creep.name} failed to pickup: err ${Re_code_pickup}`)
}
}
}
}
function build_construction(creep) {
let working_target_id = creep.working_target_id;
let working_target = Game.getObjectById(working_target_id);
if (utils.distance(creep.pos, working_target.pos) > 1.5) {
creep.moveTo(working_target);
} else {
let all_dropped_resource = creep.room.find(FIND_DROPPED_RESOURCES)
let nearest_dropped_enengy = _.filter(all_dropped_resource, function (energy) {
return energy.resourceType == RESOURCE_ENERGY & utils.distance(energy.pos, creep.pos) < 1.5
})
if (nearest_dropped_enengy.length > 0) {
let Re_code_pickup = creep.pickup(nearest_dropped_enengy[0]);
if (OK == Re_code_pickup || ERR_FULL == Re_code_pickup) {
//TODO:需要适应不同的建筑
let Re_code = creep.build(working_target)
if (OK == Re_code) {
} else if (Re_code != ERR_NOT_ENOUGH_RESOURCES && Re_code != ERR_NOT_IN_RANGE) {
console.log(`${creep.name} failed to build:err ${Re_code}`)
}
} else {
console.log(`${creep.name} failed to pickup: err ${Re_code_pickup}`)
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}
}
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}
}